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106 adventures found
A Giant Ransom - Episode One: The Big Deal
3rd Edition
Level 11
3 pages
0

A Giant Ransom is a short adventure for four 11th-level characters. There are opportunities for diplomacy, stealth, and combat, based on the choices the PCs make, so any mix of classes is appropriate. The adventure can be set in any campaign world, in a frontier region near glacier-covered mountains. The newly appointed Duke Castaril Ambrinigan has recently relocated to a modest, newly constructed keep near the frontier town of Ormanlak. He and his family arrived safely, but a caravan containing family heirlooms was waylaid by a band of frost giant raiders. Most of the items were of no consequence to the Duke, with the exception of one: a three-foot tall golden statue of a lion. The Duke, wanting to avoid a war, sent an emissary to the frost giants. He offered gems totaling 10,000 gold pieces in value as ransom for the lion. The giants accepted, and a time and place was set for the exchange. But there is more. A white dragon named Whildenstrank lives in the midst of a nearby glacier, and has maintained a network of winter wolf spies, including some in the frost giants' camp. Through these spies, Whildenstrank learned of the capture of the golden lion, and the upcoming trade. Thinking that the lion would make a fine addition to his frozen treasure hoard, Whildenstrank has prepared to strike.

Cover of A Dark and Stormy Knight
A Dark and Stormy Knight
3rd Edition
Level 1
8 pages
0

Long ago, a small but mighty humanoid kingdom existed in what is now the local wilderness. Bugbear and ogre warriors fought brutal wars of expansion, earning great fame and amassing considerable fortunes from their predations. Those who died in battle were buried in large tomb complexes dug into hillsides and honored as patrons of the living. Among these tombs was the large tor known as Hightower. Though it was neither the largest nor the most famous of the kingdom's tombs, Hightower did represent a typical example of this kind of structure. As happens to all such nations, the cruel humanoid kingdom eventually fell to a more powerful foe that razed all its cities and outlying fortifications. Of the tombs, only Hightower escaped destruction -- largely because it was an unimportant monument in a remote location. A few tribes of humanoids that survived the devastation tried to use it as a fortress, but the humans with whom they clashed defeated them soundly and sealed the entrance with a huge, round stone to ensure that the tor could no longer be used as a base. Since then, Hightower has served as a landmark for travellers in the know, but it has otherwise been largely forgotten. But the electrical storms that have plagued the area in recent days have been quite severe, and a few weeks ago, a stray lightning bolt broke open the stone seal. Tonight, yet another terrible storm is sweeping through the wilderness, driving all creatures to take shelter where they can find it. Hightower looms on the horizon, and its door is no longer blocked. Will the PCs dare to enter its silent halls?

Cover of Dungeon Crawl Classics #15: Lost Tomb of the Sphinx Queen
Dungeon Crawl Classics #15: Lost Tomb of the Sphinx Queen
3rd Edition
Levels 14–15
48 pages
0

Legend tells of a long-dead empire of sphinxes, ruled over for millennia by a great queen named Ankharet. She fell into darkness and her empire was shattered, as her subjects rebelled and cast her down. Unable to kill her, it is said that they bound her with great magic and buried her in a tomb, to wait for the foretold heroes who would be able to slay her and end her evil forever. Their empire in ashes, the sphinxes scattered to roam the world in bitter freedom, save a single great androsphinx. On the edge of the mysterious Barren Hills, between the mountains and the Great Desert, there is a gigantic statue of a crowned gynosphinx, ancient beyond reckoning. At its feet, a great androsphinx known as Khubsheth the Prophet has dispensed counsel and prophecy to all who come to him for longer than mortal records can tell. The heroes have come to visit Khubsheth, whether for counsel, prophecy or out of curiosity, but as soon as he lays eyes on them, he attacks! Upon his defeat, he tells them that they are the heroes foretold by the legend of Ankharet. Ankharet ruled over a long-dead empire of sphinxes, but she fell into darkness. Her subjects rebelled and cast her down, but were unable to kill her. It is said that they bound her with great magic and buried her in a tomb, to wait for the foretold heroes who would be able to slay her and end her evil forever. Kubsheth the Prophet tells the heroes that they must enter the tomb of the long-dead sphinx queen, kill her, and destroy her cursed crown, an artifact of tremendously evil power. As his blood seeps into the sands, a doorway opens at the base of the statue, leading down into darkness…

Cover of In Cold Blood
In Cold Blood
3rd Edition
Levels 6–8
16 pages
0

The ravings of a mad prophet claim that a great evil has returned to Alik'bar and that this time, there shall be no salvation. Even those who previously vanquished the evil will be unable to stop it. Terror now grips the lower class populace while the guards and merchant class go about their days, ignoring the "Stories" of an unseen menace. "There is nothing wrong here," come the stern replies of the city guard. All the while the Mayor and his people retort, "the Evil in Alik'bar was banished long ago. This is nothing but vagrants and charlatans, begging for attention." The Church of Salvation has another opinion, but their words die down in a city griped with tension , apathy, and a demoralized poor class. The question remains: Why is there fear running in a city's slums? What does it have anything to do with the missing vagrants who disappeared so many years ago? Is there really a great threat, or is there a simpler answer? This is a sandboxy, mystery adventure in a city. There are secretly a green and a blue dragon leading factions in the city. In Cold Blood was updated to D&D 3.5 for the AEG adventure compilation 'Adventure II'

Cover of Castle Zadrian
Castle Zadrian
3rd Edition
Levels 4–5
16 pages
0

When you read the posting for this job, you knew what you were getting yourself into. "Lady of means requires the assistance of a stalwart group of adventurers willing to undertake a mission of the utmost importance. Discretion is required." Words like that never mean that the woman in question is looking for someone to weed her Garden - unless, of course, it's full of man-eating plants. Those are the kinds of words you only post if you are really in a bind. If it's a matter of life and death. If you're desperate for help and willing to pay for it through the nose. It just so happens that you've made yourself quite a reputation lending just that kind of aid to people in just that kind of need. And the money hasn't hurt you any either. So when Lady Elena Zadrian tells you that her father - the near legendary alchemist Sir Timoth Zadrian - has gone missing, well, you're not all that surprised. Lady Elena looks upon you once again, brushing the long blonde hair from her bright blue, tears soaked eyes. "My father lives outside of a village only four days ride from here, a sleepy, little place called Cuthder," she says. "He comes to see me every 4 months. He's a forgetful, old man, but I could set my clock by his visits." She chokes back a sob. "It's been eight months since I last saw him. I fear something has gone horribly awry. Either brigands have robbed his tiny castle, or one of his experiments may have left him dead - or worse." The lady stares you straight in the eye, and you can almost taste her desperation." My father is a good man, wise and Noble, but if word of this disappearance were to get out, it would hurl my household into a shambles. I need you to travel to his castle and learn for me what has happened to him, quickly and quietly." "Please," she begs of you, her Ruby painted lower lip beginning to quiver. "I need your help. And I'm willing to pay - handsomely." She has your attention.

Into the Forsaken Temple's Crypt - Episode Four: The Silent Guardians
3rd Edition
Level 10
3 pages
0

Into the Forsaken Temple's Crypt is a short adventure for four 10th-level characters. The adventure takes place in a buried temple crypt, which has been sealed for centuries. Dungeon Masters can adjust it for higher-level characters by widening the dead magic areas and increasing the number and power of constructs and undead that inhabit the complex. The PCs have entered the Forsaken Temple's crypt and started exploring a bit. They had the opportunity to work with some drow, who warn of some clay golems ahead. Now they face the very golems that killed a drow cleric.

Cover of Mimic Madness
Mimic Madness
3rd Edition
Levels 4–7
2 pages
0

Mimic Madness is a psudeo-adventure with four interesting mimic encounters. These four encounters are structured in a way that they can be used together as one adventure, or each individually dropped into any adventure from EL4 to 7. The encounters vary the mimic's tactics significantly, such as by having them we a weapon rack that wields the weapon it holds, pretending to be animated furniture using its ability to speak, and pretending to be a floor covering a pit; none of them rely on the typical chest or door mimics. Pgs. 24-25

Kingdom of the Blind - Episode Three: Don't Look Now...
3rd Edition
Level 8
2 pages
0

Kingdom of the Blind is a short adventure for four 8th-level characters. The adventure is set in a minor duchy that is fairly removed from the ruler of the land. As a result, trouble can brew in the land and the king would not know immediately. The PCs have just learned that Dephyl is alive and well and ordering blocks of granite. Meanwhile, Zhanna and Dephyl are on the third floor. If the PCs encountered the animated staircases on the first floor, the shriekers on the second floor, or triggered the trap outside Dephyl's study, the couple knows someone unwelcome is downstairs and moving up. They begin to prepare for their arrival.

Cover of The Sea Witch
The Sea Witch
3rd Edition
Level 10
8 pages
0

The Sea Witch is a short adventure for four 10th-level characters. The difficulty of the adventure can be adjusted by changing the level of main antagonist (Black Molly, the sea hag pirate) or by altering the number of her ogre servants. To tailor the encounter to groups of different levels, refer to table 4-1 in Chapter 4 of the DUNGEON MASTER’S GUIDE. The adventure is set off a lightly populated coastline known as Misty Bay, but adapts easily to any coastal region in existing campaigns. The sea hag known as Black Molly is a notorious pirate who has plagued the coastal cities for the better part of a decade. A successful Knowledge (local) check (DC 15) will reveal that Molly and her ogre crew have a filthy reputation as merciless killers who delight not only in plundering vessels for their riches, but also in destroying the ships themselves and sending all hands to the bottom of the sea. Now the villain and her followers have seized control of the Old Lighthouse of Misty Bay located off a lightly populated coastline. For generations the lighthouse beacon has protected the fishermen of this region, warning them of the dangerous rocks that lurk just below the level of the high tides. Recently, the hag has put out the beacon, darkening the lighthouse; misery and destruction are sure to follow as ships start to blunder into the rocks. Blackmail is apparently Black Molly’s aim in this venture: She conveyed a message to the nearest shore community, the fishing village of Poisson, demanding the princely sum of 50,000 gp. Until she receives this ransom, she intends to hold the lighthouse and its beacon hostage. The fate of the human keepers who tend the lighthouse is unknown to the seaside communities at this time, but they fear the worst. The Sea Witch is ostensibly a rescue mission: The PCs are pitted against the evil of Black Molly and the brawn of her savage ogre crew. It is the heroes’ task to retake the lighthouse and, if possible, free its captives from the clutches of their jailer. What neither the PCs nor the shore communities yet realize is that while she 1would be pleased to have the gold, Black Molly is in fact after bigger treasure. Molly has no intention of giving up the lighthouse — at least, not until she finds what her master sent her here for. Lying on the sea floor practically at the base of the rock on which the lighthouse sits is the wreck of the war galley Flying Cloud, which according to popular legend was captained by a cleric who wore around his neck an amulet of the planes. Black Molly wants this prize, but so far she hasn’t been able to find it. She’s scoured the wreck without finding any sign of the magic item. Now she’s trying to determine where to search next, for the item might well be somewhere near the wreck. If she can’t find it, she’ll start torturing her captives to find out if they have any useful knowledge about the amulet.

Cover of Dark Times in Sherwood
Dark Times in Sherwood
3rd Edition
Level 3
26 pages
0

Where's Robin Hood When You Need Him? The Sheriff of Nottingham and the outlaws of Sherwood Forest share a common enemy. Will an unlikely alliance end this newest threat to the land? Pgs. 42-67

Cover of The Sunless Citadel 3e
The Sunless Citadel 3e
3rd Edition
Level 1
32 pages
0

Why should anyone travel the cracked cobblestones of the Old Road? The fortress that once cast its shadow across the road does so no longer - some whisper that the earth swallowed the fortress whole in an age long past. Four brave adventurers resolved to discover the truth and set off down the Old Road, but they never returned. This adventure is a first level adventure for beginning players set in the dungeon of the fallen fortress.

A Giant Ransom - Episode Three: Thin Ice
3rd Edition
Level 11
3 pages
0

A Giant Ransom is a short adventure for four 11th-level characters. There are opportunities for diplomacy, stealth, and combat, based on the choices the PCs make, so any mix of classes is appropriate. The adventure can be set in any campaign world, in a frontier region near glacier-covered mountains. In the first episode, the PCs were employed by Duke Ambrinigan to exchange a ransom of 10,000 gp in gems for a golden lion that was taken by frost giants in a recent raid. While waiting for the giants to arrive at the designated meeting place, the PCs watched as the white dragon Whildenstrank attacked the giants and then flew off with the statue. Charged with returning the golden lion statue at all costs, the PCs dealt with the remaining frost giants and then headed west, toward the lair of the dragon in the midst of the nearby glacier. Along the way, they encountered Velg the Dragon Tamer, another frost giant who was also on the trail of the dragon. Velg may or may not be with the party now. The PCs are now traveling across the flat icy surface of the glacier, and may have just noticed something burrowing under the ice, heading straight toward them.

Cover of Black Sails Over Freeport
Black Sails Over Freeport
3rd Edition
Level 6
256 pages
0

Freeport's in crisis, as war breaks out on the high seas and orcs riot in the streets. A map promises the biggest haul of booty in history, but nothing is as it seems. Buried with that treasure is a terrifying evil Freeport thought banished forever. Black Sails Over Freeport, the first mega-adventure for the award-winning pirate city, is filled with enough swashbuckling challenges to test the mettle of any band of heroes. Its 256 pages are packed with action, intrigue, and danger, delivered with the style and professionalism you've come to expect from Green Ronin. Black Sails are on the horizon. Do you have what it takes to face them?

Cover of Bugbear Fight Pit
Bugbear Fight Pit
3rd Edition
Levels 3–5
3 pages
0

Bugbear Fight Pit is a mini-adventure with a single main encounter that follow the Bugbear Jeeshank tricking the players into a trap with the challenge of single combat to stop his activities. If the players fall for it, they will be faced with a large number of ranged attacks, and additional clever tactics and use of the terrain. Pgs. 15-17

Cover of Deep Horizon
Deep Horizon
3rd Edition
Level 13
32 pages
0

The Underdark holds many secrets. A series of earthquakes and eruptions have rocked a normally placid land. Strange creatures sighted in the dark of night raise fears across the already disturbed countryside. As tales of a lost race that once warred with the drow begin to surface, only the boldest adventurers dare to descend into the shadowy darkness.

Cover of Eye for an Eye
Eye for an Eye
3rd Edition
Level 3
25 pages
0

A Villain with a Vison A stolen jewel leads to the heart of the swamp, where one man’s thirst for vengeance threatens to destroy an entire town. Pgs. 68-92

Cover of The Harrowing (Web of the Spider Princess)
The Harrowing (Web of the Spider Princess)
3rd Edition
Level 15
35 pages
0

Laveth, Lolth's half drow daughter, is plotting to seize power from her chaotic evil mother.

Cover of Beyond the Veil
Beyond the Veil
3rd Edition
Level 9
40 pages
0

"The creatures are just too intelligent, too crafty, and too strategy-minded to "rampage." Rampaging brings the wrath of oath-bound knights, powerful mages, and divinely-protected priests. Why would a dragon want such attention, unless it had some special secret, or unless it was insane? Or both. The northern reaches of the Derideth Swamp were once plagued by a rampaging dragon. This black dragon, named Storamere, took a mad glee in attacking human villages, wiping out orc camps, driving off the lizardfolk, and decimating farmland. He met his untimely end, though, in an ambush devised by the monks of the Order of St. Chausle. Storamere died with a curse upon his draconic tongue: "you could not have defeated me in my lair," he told his slayers. "I am forever invincible in my lair." Now Storamere is back, with a horde of his misshapen half-dragon offspring, to have his vengeance. All that remains of the once-heroic monks are two old men driven mad by their last encounter with the black dragon, so it falls to a band of adventurers to again defeat the mighty dragon -- this time in his palace, where the boastful Storamere claims he is at his strongest." Includes maps and damage rules for navigating Storamere's lair, a semi-solid palace made of a dangerous, corrosive liquid five feet thick and located on the ethereal plane. Most of the monsters in the lair have the Half-Dragon template applied. Published by Atlas Games

Cover of Tears for Twilight Hollow
Tears for Twilight Hollow
3rd Edition
Level 7
49 pages
0

Tears for Twilight Hollow is about mystery, danger and deceit- the players seek a missing Paladin in an increasingly-troubled town, chasing clues around a village and through a valley only to discover that the Paladin's old friend long ago began worship of an evil S&M goddess. Betraying her friend and trapping her soul in a Devourer, a powerful extraplanar undead creature, the evil priestess continually parades the soul-bereft corpse of their fallen Paladin in front of the villagers in a show of 'sorrow', all the while gaining immense pleasure from the village's pain. Pgs. 62-110

The Approaching Swarm - Episode Five: The Hive Mind
3rd Edition
Levels 8–10
4 pages
0

The Approaching Swarm is a short adventure for four 9th-level characters. The party can consist of any mix of classes, but it should include at least one character that is good in wilderness settings, such as a druid, ranger, or barbarian, and at least one cleric. This scenario should prove a reasonable challenge for characters from 8th to 10th level. The adventure takes place in a swampland that is near a small settlement. The adventurers have located the secret lair of Aleretheral, an insane half-orc druid with mastery over vermin. He has been breeding and training monstrous vermin to defend his territory. With the adventurers invading his home, he will do anything he can to protect it.