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243 adventures found
Cover of Fallen Angel
Fallen Angel
3.5 Edition
Level 3
12 pages
0

On Olarune 9th in the 918th year since the founding of the Kingdom, one of the city of Sharn's floating towers fell from the sky, crusing much of the Godsgate District. Now, a band of bestial savages searches Godsgate for the remnants of a broken statue, pulling the PCs into a plot that could destroy Sharn itself. The city of Sharn is one of the wonders of Khorvaire. Its towers seem to touch the sky, rising up more than a mile from the shores of the Dagger River. But it takes more than stone and steel to support the spires of Sharn: the area is suffused with mystical energy drawn from the plane of Syrania, which empowers all forms of flight. Yet with such wondrous inventions come wondrous tragedies, for when the magic of a flying tower fails, it has to land somewhere... Pgs. 18-29

Cover of Funeral Procession
Funeral Procession
3.5 Edition
Levels 1–5
15 pages
0

For months, the brutal serial killer Crimson stalked the streets of Saltmarsh, preying on dozens of men and women. Now the murderer lies dead, but although justice has been done, the danger has not yet passed. A soul as wicked and deprived as Crimson's does not rest quietly, and the local cult of Graz'zt has plans for the coming monstrosity. A D&D adventure for 1st-level characters.

Cover of Lost Temple of Demogorgon
Lost Temple of Demogorgon
3.5 Edition
Level 14
20 pages
0

His name has inspired fear in legions of heroes, and his cult has lurked in the dismal reaches of the world for countless ages. His minions are savage and feral, his worshipers vile and wretched. He is Demogorgon, and his temples are nightmare realms haunted by primeval menaces and hateful legacies from a time when the world was savage. And now, a vengeful death knight has discovered one of these lost temples—will the PCs aid him in his dark quest for revenge, or will they fall before the awakened host of the Prince of Demons? Pgs. 64-83

Cover of Fortress of the Yuan-Ti
Fortress of the Yuan-Ti
3.5 Edition
Levels 6–7
63 pages
0

The Fortress of the Yuan-Ti describes a fortress build into a cliff side and the slave village outside. The Adventure is the third of three but can easily be played by its self. The adventure revolves around the players discovering the dark plot to revive the demon Sertrous and then stopping it. The adventure describes the outside, inside, and hanging towers of the fortress. The adventure concludes in a forth extra-planer tower were you fight the boss. It also includes 4 sidetracks from portals that explain how they get the materials for the ritual. Final part of the Barrow of the Forgotten King series.

Cover of Shadowdale: The Scouring of the Land
Shadowdale: The Scouring of the Land
3.5 Edition
Levels 9–13
159 pages
0

Zhentish soldiers, Maerimydran drow, and Sharran cultists have forged a dark alliance to subjugate the peaceful land of Shadowdale. Elminster's tower lies in ruins, Lord Amcathra governs at the sufferance of the dale's conquerors, and the very Weave of magic in this embattled land seems to fray with each passing day. The Zhentish yoke lies heavy over Shadowdale—but the Dalesfolk are ready to fight for their freedom, if only they can find true heroes to lead the way!

Cover of Death in Freeport
Death in Freeport
3.5 Edition
Levels 1–3
32 pages
0

Freeport is a fantasy “free city” you can place in a fantastic setting. Its basic premise is a pirate city gone legit… at least on the surface. In truth, the pirate tradition is alive and well in Freeport, but camouflaged by a veneer of respectability. These days the city’s pirates are privateers, legalized pirates Freeport loans out to the highest bidder. You’ll learn more in the short history of the city that follows. This should help give you a taste of the flavor of Freeport before the adventure begins and the given background is all you need to run this adventure. It is an ideal starting place for a new campaign as the player characters find themselves stranded in Freeport after a deal goes sour. A seemingly simple job plunges them into the strange underside of the city, where they uncover secrets worth dying for. Death in Freeport is the first from the Freeport trilogy, together with Terror in Freeport and Madness in Freeport. Synopsis: Death in Freeport drops the player characters into the midst of political and magical intrigue, as the hidden Brotherhood of the Yellow Sign manipulates events to bring its dread god to the world. Freeport is still a bustling center of trade, but evil currents run beneath the surface. There are secrets here, and questions unanswered. The characters will undoubtedly learn there is more here than they expect in a simple seaport. The question is, will that knowledge kill them? As the adventure begins, the player characters (PCs) have just come to Freeport on a merchant ship. While on the docks, the PCs are attacked by a press gang, who mistake them for easy marks. The press gang is handily beaten off; since they are unused to real resistance. A bookish young man named Brother Egil then approaches the PCs. He says that he’s been looking for a group that can take of itself, and that he has a job for them if they are interested: finding a missing librarian. The missing man, Lucius, disappeared two days previously, and Egil is eager to find him. Egil gives the PCs some background on Lucius and his strange behavior. The PCs are then free to investigate: They are likely to visit Lucius’s home, the temple to the God of Knowledge, and an orc pirate ship. This should form a picture of Lucius as a man searching for his own past—who found something he wasn’t counting on. Following a trail of clues, the PCs learn about the Brotherhood of the Yellow Sign. With a little luck, the PCs can trail the cultists back to their hideout, penetrate the lair, and discover secret tunnels underneath it. Deep underground they find degenerate serpent people, and eventually Lucius himself. The librarian has been tortured badly and will die without aid. The PCs also have to deal with the leader of the cult, a man they may recognize from the temple. When the cult priest is slain, they are in for an even bigger surprise. He was not human at all, but a serpent man in disguise. What this means for Freeport only the gods can say.

Cover of Cry Wolf
Cry Wolf
3.5 Edition
Levels 1–5
11 pages
0

A rare breed of wolf has apparently been staging daring attacks on citizens of Rendrick. A group of hunters seek to claim bounty on the beast, but as the PCs quickly learn, the wolf isn't all it appears. Something sinister lurks in the woods near town, and the PCs must act quickly to save innocent lives. Pgs. 16-26

Cover of The Liberation of Prince Thorgrim
The Liberation of Prince Thorgrim
3.5 Edition
Levels 1–19
10 pages
0

Prince Thorgrim rots in jail, wrongly accused by the corrupt sheriff and his cruel gaoler. Whispered rumors speak that those in his keep are tortured and sometimes murdered. Only the truly brave or fantastically foolish would try to storm the jail and free the prince. A Compleat Encounter, scalable to any level, featuring the shackled dwarven prince, the elven sheriff, and his foul gaoler. CURRENTLY UNAVAILABLE FROM THE PUBLISHER!

Cover of The Obsidian Eye
The Obsidian Eye
3.5 Edition
Low Level
19 pages
0

The shifting desert sands have revealed an ancient obelisk from a forgotten age, an obsidian monolith whose presence is having an unsettling effect on the surrounding desert. Ancient dead arise from the dunes, dangerous jackalweres launch attacks on caravans and villages, and the mysterious Order of the Obsidian Eye has flocked to the unearthed ruin for reasons no doubt dire. What monstrous portents do these events foretell?

Cover of Pit of the Fire Lord
Pit of the Fire Lord
3.5 Edition
Level 8
12 pages
0

A madman hidden deep below Sharn plans to tear open a portal to the Sea of Fire. Can a band of heroes reach him in time to save the city from conflagration? The city of Sharn bakes in the grip of an intense heat wave. For most citizens, the temperature is nothing more than an annoyance. The scholars of the city know the heat is a sign of something more -- Fernia, the plane of fire, has drawn near. For one insane sorcerer, the heat is a sign that his revenge is at hand as he prepares to drown the city in a lake of fire. "Pit of the Fire Lord" is part three of the three-part Shards of Eberron Campaign Arc. Pgs. 48-59

Cover of The Bonegarden
The Bonegarden
3.5 Edition
Levels 12–14
128 pages
0

Ages of Buried Evil The Bonegarden is a small nation ruled by the dead, a circular cemetery 1 mile in diameter, surrounded by a magical containment field that keeps its denizens from spilling into the innocent world beyond. Within the gate lies one of the true blights of the Domain of Hawkmoon, an immense graveyard that serves as the prison for the doomed spirits of thousands of history's most awful criminals. Those inside are determined to escape, and one of them may have found a way... An Endless Forum of Adventure The cemetery is a self-contained battlefield that abounds with undead of types the heroes have never seen, each with its own special plan for escaping its eternal confinement. The Bonegarden contains dozens of new spells, feats, monsters, and magic items. All the action takes place inside a mile-wide arena where the dead are the majority and the living are hunted like wild game. The heroes have come to the cemetery in search of adventure. The only question is... can they get out?

Cover of Serpents of Scuttlecove
Serpents of Scuttlecove
3.5 Edition
Levels 15–17
34 pages
0

The vile city of Scuttlecove is the home of murderers, thieves, demon whorshipers, peddlers of vice, and monsters. Here, anyone can find a place to hide, provided they can survive the terrors and dangers that infest the city streets. Scuttlecove is also the home of the Crimson Fleet, a notorious band of pirates who have long held the Vohoun Ocean as their private looting grounds. The time has come to take the fight to these legendary pirates, to confront them in their own depraved lair. "Serpents of Scuttlecove" is the eighth chapter in the Savage Tide 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 monthly "Savage Tidings" articles, a series that helps players and DMs prepare for and expand upon the campaign. Issue #344 of Dragon magazine features several additional locations the PCs might wish to visit during their stay in the city of Scuttlecove. The characters once again board the Sea Wyvern, this time to sail for Scuttlecove – a hideous city of pirates, slavers, cannibals, and worse – in search of clues to the final Savage Tide and the rescue of their patron. Pgs. 42-75 Also see Pgs. 76-85 for Backdrop: Scuttlecove City of Chaos.

Cover of Road to Oblivion
Road to Oblivion
3.5 Edition
Level 11
13 pages
0

Oblivion is a town like no other. Situated in a hidden valley within a high mountain range and accessible only via air or a secret tunnel through the mountains, it has remained unknown to all except its inhabitants for uncounted centuries. What happens when a natural disaster exposes the town to the world and lets loose an ancient danger at the same time? Will the PCs aid those in need?

Cover of E2 Blood of Dragonscar
E2 Blood of Dragonscar
3.5 Edition
Level 15
32 pages
0

"In rural Dalaston, a quiet wedding festival is ruined when a rampaging dragon descends from its mountain aerie to rain fire and destruction on the peaceful celebration. In desperation, the town’s leader turns to a mysterious stranger who promises protection from the dragon—in exchange for a few sacrifices. Now the children of Dalaston rise from the dead as ghastly abominations to enforce martial law and kidnap people for their mysterious master... including the blushing bride herself. With time quickly slipping away, can the PCs break the undead curse on the town and stop the dragon from destroying what remains? Blood of Dragonscar is a dragon-slaying city adventure for 15th level characters, compatible with the 3.5 edition of the world’s most popular roleplaying game. Within you’ll find information on the mining and brewing town of Dalaston, new monsters, a draconic lair deep inside an active volcano, and the fire-breathing dragon itself. This adventure takes place in the decadent nation of Taldor in the Pathfinder Chronicles campaign setting, but can easily be adapted for any game world."

Cover of Twisted Night
Twisted Night
3.5 Edition
Level 10
12 pages
0

The coastal village of Caer Garrion has mysteriously depopulated, and the only survivior, a lone prisoner in the local jail, has gone mad. What does this village's sinister fate portend for the Moonshae Isles?

Cover of Tensions Rising
Tensions Rising
3.5 Edition
Level 4
17 pages
0

Aerdane d'Lyrandar, dragonmarked member of House Lyrandar, has uneventfully and successfully piloted his airship from Stormhome to Fairhaven dozens of times. His lucky streak just ended. A barrage of missiles downed Aerdane's vessel as it navigated along the egde of the Starpeaks less than a mile east of the hamlet Dig's End. While House Lyrandar regrets the loss of its costly ship, it is more concerned with the fate of certain documents within Aerdane's cargo. If these apers become public knowledge, it could result in an embarrassing and potentially volatile political situation. "Tensions Rising" is an Eberron adventure designed for four 4th-level characters. While the adventure takes place near the Starpeaks of Aundair, you could easily place this adventure anywhere Lyrandar's airships traverse. For non-Eberron campaigns, Aerdane's airship could represent a dangerous but potentially lucrative prototype for a new form of travel that must not be allowed to fall into the wrong hands.

Cover of The Shackled City Adventure Path
The Shackled City Adventure Path
3.5 Edition
Levels 1–20
416 pages
0

Evil schemes are afoot in Cauldron, a metropolis of merchants built into the caldera of a long-dormant volcano. To foil the agenda of evil cultists, your band of adventurers must brave haunted jungle ruins, slay mighty dragons, and bind themselves to a layer of the infinite Abyss. Will their swords and spells be enough to save the Shackled City? Originally published as 11 linked adventures in the award-winning Dungeon magazine, the Shackled City Adventure Path is the most ambitious official Dungeons & Dragons campaign ever created. Now, for the first time ever, everything you need to play the campaign has been compiled into a deluxe 416-page full-color hardcover that also includes an 8-panel fully detailed map of the City of Cauldron, a 16-page full-color map and illustration booklet, and a brand new Shackled City adventure written by fan favorite author Christopher Perkins.

Cover of Tammeraut's Fate
Tammeraut's Fate
3.5 Edition
Levels 6–10
31 pages
0

Ten years ago, zombies arose from the foamy sea to take vengeance against the inhabitants of Firewatch Island. Now, they have risen again, just in time to welcome the visiting player characters! Will your heroes manage to escape the island with their lives (to say nothing of their delicious brains)? The PCs have to clear the island and learn its secrets, then defend it against an undead attack and then travel to the bottom of the ocean to seal Dagon's Maw! Pgs. 19-50 Updated to 5th Edition in Ghosts of Saltmarsh

Cover of G1: Siege of Durgam's Folly
G1: Siege of Durgam's Folly
3.5 Edition
Levels 5–8
42 pages
0

An embattled outpost at the edge of the wilderness has finally been overthrown. Strange creatures patrol the land. A local hamlet is in ruins. But just who-or what-has taken over this once mighty fortress?

Cover of The Black Egg
The Black Egg
3.5 Edition
Level 12
22 pages
0

When an ill-favored orb drops from the sky and devastates the countryside, only the PCs stand between an ambitious wizard, a cult of dragons, and a dark ambition that could bring an army of fiendish wyrms into your campaign world! "The screams became overpowered by the sound of the terrible falling star--a black orb of malign energy hurled from the firmament in the dead of night. In that instant, the village of Rhale was utterly destroyed, reduced to a hollow crater of flaming decay. Now, frightened talk of a dark presence descended from above has taken root, though none can put name to the faceless fear that might reside within this terrible orb." While traveling the countryside, the player characters witness an explosive event - the falling of a meteor into a distant hillside. Soon thereafter, they encounter several mercenaries menacing some refugees. From them, the PCs can learn, that a group of dragon worshippers called the Black Covenant are in the area and intend to use the fallen star for their own nefarious purposes. Upon arriving at the crater, the PCs find that the falling star is in fact a massive sphere of iron with an opening in its side. They enter the sphere to find a small complex of rooms protected by numerous traps and guardians. They also battle several members of the Black Covenant, until they make their way to the heart of the complex, where they discover the source of the Covenant's interest in the Black Egg, they try to use it to create a half-fiend red dragon. The PCs must succeed if they wish to prevent the creation of an army of fiendish dragons. Lot's of monstrous NPCs with class levels and templates for enemies (half-black dragon orc warriors level 7, for example) are used in this adventure. Pgs. 57-78