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242 adventures found
Cover of The Palace of Plenty
The Palace of Plenty
3.5 Edition
Levels 8–12
25 pages
0

The fair Yayosei were the children of an ancient tribe of benign river spirits, until they tried to preserve their paradise by trapping the power of the Void Dragon. Their home was indeed preserved, but at a terrible cost. Today, the descendants of the Yayosei have degenerated into beasts, but what remains trapped within the Palace of Plenty is much worse. An Oriental Adventures scenario for 10th-level characters.

Cover of Grasp of the Emerald Claw
Grasp of the Emerald Claw
3.5 Edition
Level 6
33 pages
0

Deep in the jungles of Xen'drik, a relic of great power has lain hidden for thousands of years. Now, determined adventurers race against time and the nefarious agents of the Order of the Emerald Claw to locate the relic, overcome unimagined obstacles, and unlock its ancient secret. The Order's hunt for the parts of an ancient creation pattern nears its conclusion, but other groups also seek this powerful item. Once all of the pieces come within close proximity of each other, the ancient intelligence awakens. Suddenly all parties have a new and powerful enemy to contend with...

Cover of Pathfinder Society Scenario #10: Blood at Dralkard Manor
Pathfinder Society Scenario #10: Blood at Dralkard Manor
3.5 Edition
Levels 1–7
18 pages
0

Venture-Captain Juberto Savarre plans to retire soon, and he’s set his sights on spooky Dralkard Manor in southern Andoran. With the locals swapping tales of hauntings and missing persons, Savarre sends Pathfinders in to uncover the truth. Are the stories just tall tales or will the Pathfinders find themselves drenched in blood at Dralkard Manor?

Cover of Murder In Oakbridge
Murder In Oakbridge
3.5 Edition
Level 5
15 pages
0

A killer has come to Oakbridge, and she won't stop her murderous campaign until she exacts revenge against a group of ex-carnies who have come to Sharn in an attempt to start new lives in the aftermath of the Last War. Pgs. 22-36

Cover of Flood Season
Flood Season
3.5 Edition
Levels 4–6
28 pages
0

Wherein a solid plan to ransom captured wands turns sour for three friends and their employees, and a local luminary loses his tongue.

Cover of Ill Made Graves
Ill Made Graves
3.5 Edition
Levels 6–12
16 pages
0

The mighty dragon Oroshar lies dead, as does the barbarian king who slew him. Yet the dragon's spirit does not rest quietly. His wrath lingers in one of the teeth lodged in the dead king's corpse, awaiting only the caress of the funeral pyre to awaken into something far worse than a dragon of flesh and bone. A D&D adventure for 7th-level characters.

Cover of The Distraction
The Distraction
3.5 Edition
Level 3
12 pages
0

A bad of settlers awaits certain death upon the vicious blades of massing gnoll hordes. Can the PCs distract the ravenous army of savage humanoids long enough for reinforcements to arrive? A D&D adventure for 3rd-level characters.

Cover of The Automatic Hound
The Automatic Hound
3.5 Edition
Level 4
12 pages
0

Deep in the forest, two hunters stumble across the site of a strange and ancient ritual, and one pays the ultimate price. Now a murderous beast stalks the streets of a quiet farm town. Can the PCs unravel the secret of Dramsburg’s dark past and defeat a monster that cannot be killed? Mystery adventure with little fighting in a small town. Can be played in a single session. At the climax a moral quandary is presented. Pgs. 14-25

What You Don't Know
3.5 Edition
Levels 2–3
4 pages
0

A short adventure for the Midnight campaign setting from Fantasy Flight Games. An important resistance member has been captured by the Shadow, and the adventurers are called upon to ensure--through any means necessary--that the information he knows is not passed on to the enemy.

Cover of Wells of Darkness
Wells of Darkness
3.5 Edition
Levels 18–19
33 pages
0

The Wells of Darkness is the seventy-third layer of the Infinite Planes of the Abyss, a prison used by demon lords and a graveyard for creatures the multiverse would rather forget. Imprisoned in one of these wells is Shami-Amourae, the Lady of Delights. This minor demon lord and former consort of Demogorgon is one of the few beings who knows the true secrets of Demogorgon's twin personalities and his plot to reconcile them, thereby growing immeasurably in power. "Wells of Darkness" is the tenth chapter in the Savage Tides Adventure Path, a complete campaign consisting of 12 adventures appearing in Dungeon magazine. For additional aid in running this campaign, check out Dragon magazine's "Savage Tidings" articles, a series that helps players and DMs prepare for and expand on the campaign. Issue #357 of Dragon magazine features rules for three new binder vestiges connected to the imprisoned demons within the Wells of Darkness. The Prince of Demons hides a secret, one that could well be the key to stopping the savage tide. Yet the only one who knows this secret is imprisoned on one of the most notorious realms in the Abyss. Will the price for rescuing her be too high? Pgs. 52-84

Cover of Thieves and Liars
Thieves and Liars
3.5 Edition
Levels 4–5
6 pages
0

Dutch "Boss" Tillinghast, leader of the Sea Lord's Guard, is as corrupt as he is powerful. When his disloyal and understaffed Guard fail to capture a magic-using thief, Tillinghast turns to mercenaries--i.e., the PCs. "Thieves and Liars" is a short "interlude" adventure designed to be played between Terror in Freeport and Madness in Freeport.

Cover of Old Embers Never Die
Old Embers Never Die
3.5 Edition
Levels 12–13
21 pages
0

The PCs follow the trail of some particularly competent kobold thieves to the lair of a dragon cult deep in the swamp. There they discover efforts underway to grant sentience to the skeleton of a powerful red dragon once named Flame. Eventually the PCs determine that trouble has returned to the Western Mountains in the form of a band of fire giants ruled by a clone of the original red dragon named Flame.

Cover of Quoth the Raven
Quoth the Raven
3.5 Edition
Level 8
20 pages
0

Terror grips the city of Sharn. A serial killer stalks the streets and catalogues his slaughter in the annals of the city’s newspaper, to the delight and horror of its readers. To catch this elusive criminal, the PCs must match wits with an old adversary. Even beaten, scarred, and imprisoned, Viktor Saint-Demain is determined to have the final word. This is a sequel to Dungeon Magazine issue #133’s adventure “Chimes at Midnight”.

Cover of A Family Affair
A Family Affair
3.5 Edition
Level 8
98 pages
0

A Maze of Tragedy and Mystery. While investigating a mysteriously abandoned mansion, the adventurers stumble into a tangled web of kidnapping, theft and murder. From a mansion with a deadly secret to the blood-stained waves of the high seas and an ancient, cursed citadel, the adventurers face a succession of deadlier and deadlier foes, with the rescue of innocents and the recovery of fabulous treasure as their ultimate rewards. A Family Affair includes a fully-developed town setting, numerous unique NPCs and a wide range of challenging opponents.

The Ettin's Riddle
3.5 Edition
Levels 2–3
16 pages
0

An ettin has begun terrorizing the hamlet of Newkeep, stealing cattle and smashing homes—and flattening anyone who tries to stop him. Meanwhile, a mysterious riddle has appeared on the walls of the local shrine—a riddle which may hold the key to vanquishing the ettin.

Cover of Blood of Malar
Blood of Malar
3.5 Edition
Level 13
16 pages
0

Seductive vampires, hungry werewolves, sinister drug dealers, trouble in the sewers, and an undead beholder? Just another day in Waterdeep! The first adventure in the Vampires of Waterdeep Campaign Arc. Pgs. 62-77

Cover of The Whispering Cairn
The Whispering Cairn
3.5 Edition
Level 1
34 pages
0

A handful of would-be adventurers gathers to explore an ancient tomb, eager to trade their discoveries for a ticket to a better life. What they find within presages the advent of the Age of Worms, an era of darkness, decay, and writhing doom. "The Whispering Cairn" is the first installment of the Age of Worms Adventure Path, a complete campaign consisting of 12 adventures, several "Backdrop" articles to help Dungeon masters run the series, and a handful of poster maps of key locations. For additional aid in running this campaign, check out Dragon's monthly "Worm Food" articles, a series that provides additional materials to help players survive this campaign. Pgs. 14-47

Cover of Pathfinder Society Scenario #11: The Third Riddle
Pathfinder Society Scenario #11: The Third Riddle
3.5 Edition
Levels 1–5
18 pages
0

When Pathfinder Colm Safan entered the Nethys-linked heart of the fabled dungeon known as the Ravenous Sphinx, the Pathfinder Society expected to solve one of Osirion's greatest riddles. Months passed with no word from Safan, and you and your fellow Pathfinders find yourselves dispatched into the desolate wastes of Osirion's notorious Parched Dunes to find the sphinx, find Safan, and uncover the mystery he sought. With a band of cloaked riders on your trail and a trap-filled dungeon ahead, will you solve the third riddle before time runs out?

Cover of The Bullywug Gambit
The Bullywug Gambit
3.5 Edition
Levels 3–5
37 pages
0

When an attempt to arrange an early inheritance backfires, a man of lesser ambition than Vanthus Vanderboren would no doubt withdraw into his sister's manse to hide under her skirts and pray that the truth of his patricide remain hidden. Fortunately for Vanthus, lack of ambition has never been a problem. Now the Vanderobrens' prodigal son slinks east along the coast of Blood Bay, lured by rumors of an incredible prize kept in a smuggler's hideout called Kraken's Cove. Yet what he is destined to find there is far more than a lucrative bit of banditry. What awaits him is the savage tide. "The Bullywug Gambit" is the second chapter of the Savage Tides Adventure Path, a complete campaign consisting of 12 adventures appearing in Dungeon magazine. For additional aid in running this campaign, check out Dragon magazine's "Savage Tidings" articles, a series that helps players and DMs prepare for and expand upon the campaign. Issue #349 of Dragon magazine looks into the region surrounding Sasserine, and provides useful information if your PCs wish to explore this area more thoroughly than they do in the course of this adventure. The hidden caves of Kraken's Cove have long served the pirates of the Crimson Fleet as a place to stage their smuggling operations. When their latest cargo backfires, the PCs find themselves faced with something far worse than murderous pirates. Pgs. 12-48

Cover of The Demonskar Legacy
The Demonskar Legacy
3.5 Edition
Level 8
39 pages
0

After a riot erupts in the streets of Cauldron, the PCs must track down a missing paladin before the mob tears the city apart. The PCs try to stop an assassin during the riot and get invited to a meeting, where they are tasked to search for the missing paladin. After some investigating they will travel to Vaprak's Voice, an ancient Spell Weaver laboratory, at the edge of the Demonskar. In the dungeon they will find the "Starry Mirror", a puzzle/travel device through which they have to travel, to find the missing paladin. Part 4 of The Shackled City Adventure Path Pgs. 44-82