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105 adventures found
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 Tomb of the Overseers
Tomb of the Overseers
3rd Edition
Levels 3–5
11 pages
0

Nearly 100 years ago, Lord Eriador wrested the lands from the hands of evil and began a reign of unsurpassed courage, wisdom, and might that lasted over three centuries. One day this great man of valor was called onward to continue his battle for freedom and goodness on a higher plane of existence. Leaving the responsibilities of rulership to his faithful overseer, he donned his magical shield, helm, and sword and traveled to the Holy Maountain of Anduin to meet his destiny. Eriador left the overseer with this solemn promise: if there ever arose a time of great need, he would answer a summons from the Mountain of Anduin to come back to vanquish any evil that dared to oppress his people. It is now the reign of the third overseer. For years now, an evil mage has been plaguing the land by sending forth hordes of evil humanoid minions to oppress the people. The overseer has been forced to pay tribute to the mage to protect his people. Life has become nearly unbearable for his subjects. It has been over five years since the mage desecrated the holy mountain by placing foul creatures in its depths to guard against the possibility of the people seeking help from their nearly forgotten champion. A fortnight ago, your party was gathered in a secret council chamber to meet with the overseer himself. You felt a spark of hope for the people of this land as the overseer told the legendary tale of Eriador. He gave you the equipment you need and charged your party with the task of venturing into the heart of the now monster-infested Mountain of Anduin to call back the people's great hero, Eriador the Paladin. Although the three parties sent before you had not returned, ridding the of the land of the mage seemed worth any risk, and you eagerly set out on your quest. Now, standing before the defiled mountain, you wonder if perhaps you were too hasty.

A Giant Ransom - Episode Two: Giant Trouble
3rd Edition
Level 11
4 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 move to investigate the site of the battle.

The Approaching Swarm - Episode Two: Caught in the Web
3rd Edition
Level 9
3 pages
0

The Approaching Swarm is a short adventure. 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. The adventure takes place in a swampland that is near a small settlement. The characters have just arrived in the small settlement of Crivdall, which is a fort on the edge of a huge, dangerous swamp. In the dead of night, a small armada of monstrous vermin attacked the characters and their hosts, and the PCs may have spied a mysterious figure that controlled their actions.

Cover of Base of Operations
Base of Operations
3rd Edition
Level 5
7 pages
0

Base of Operations is a short adventure intended for four 5th-level characters. DMs can easily modify the adventure to suit higher- or lower-level adventurers, or larger or smaller parties of adventurers. Simply adding a few monsters to every encounter area makes the adventure more challenging for larger parties, and adding levels to any of the humanoids can make them more of a threat to high-level groups. For low-level adventurers, make the relationship between the two factions within Brightstone Keep more strained, and take away a few monsters from each group. You can remove levels from some of the humanoids in the adventure to make it a lower-level challenge, but it is important that the orc cleric (described in encounter area 8) still have the ability to animate the dead. Still, he can have fewer minions around him when encountered, and that makes him less of a challenge for a lowlevel party.

Cover of Playing with Fire
Playing with Fire
3rd Edition
Level 2
12 pages
0

Don't Get Burned! Follow a half-forgotten legend to treasures untold and a fiery doom. Pgs. 30-41

Cover of No Loose Ends
No Loose Ends
3rd Edition
Levels 3–7
2 pages
0

No Loose Ends is a mini-adventure that has a single encounter, based on a group of orcs (or ogres based on level) setting up an ambush for the players by setting up a fake bridge that they attempt to collapse under the players before attacking. The cloak of elvenkind is optional, it is included only in the higher level adjustments. Pgs. 17-18

Cover of Heart of Nightfang Spire
Heart of Nightfang Spire
3rd Edition
Level 10
32 pages
0

In Heart of Nightfang Spire, the player characters are drawn to investigate Nightfang Spire, a lonely stone tower in a barren land. The vampire lord Gulthias, servant of the great dragon Ashardalon, has returned to the tower which was once the main cult temple of Ashardalon. The vampire prepares for the dragon's return by awakening the other cultists who had preserved themselves as undead creatures. Gulthias is a vampire and a level 13 wizard.

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.

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 The Forge of Fury 3E
The Forge of Fury 3E
3rd Edition
Level 3
36 pages
0

Two centuries past, the dwarven smith Durgeddin the Black carved a secret stronghold from the caverns riddling a hill known as the Stone Tooth. Laboring ceaselessly in their halls under the mountain, Durgeddin’s clan forged enchanted weapons for use in their vendetta against the orcs that had driven them out of their old homes. Durgeddin and his followers are long dead, but the dwarf-hold is not empty. Deadly peril waits in the caverns beneath the Stone Tooth, as well as Durgeddin’s hidden armory of matchless weaponry. The Forge of Fury is a dungeon crawl, or site-based adventure, describing the ruined stronghold of Khundrukar. The characters come to the Stone Tooth in search of a hidden cache of Durgeddin’s superior blades. They find the old stronghold inhabited by a number of dangerous monsters.

Cover of Gorgoldand's Gauntlet
Gorgoldand's Gauntlet
3rd Edition
Level 1
13 pages
0

“Gorgoldand’s Gauntlet” takes place in a cave network in the side of a cliff overlooking a lake and can be inserted easily into any campaign. Gorgoldand’s Gauntlet is a site-based adventure with a pre-dominance of puzzles and traps. The PCs discover a map leading to the Gauntlet and explore it looking for treasure. They test their strength and wits against various traps and puzzles created by a gold dragon who converted a cave network into a proving ground to surreptitiously test the abilities of local adventuring bands. If they make it all the way to the end of the Gauntlet, they’ll have the chance to fight a dragon construct made of the dungeon's treasure hoard and have the chance to gain access to a magic item that can have a significant impact on their adventuring careers. Pgs. 39-51

Cover of Evil Unearthed
Evil Unearthed
3rd Edition
Level 1
18 pages
0

Digging in the Dark People are vanishing from the village of Brookhollow. Can you solve the mystery in time to save your friends? Pgs. 12-29

Cover of The Alchemist's Eyrie
The Alchemist's Eyrie
3rd Edition
Levels 6–8
14 pages
0

The Alchemist's Eyrie takes the characters into a fortified dwarven tower, where they are sent to recover some needed items. When they arrive, they discover the tower has been captured recently by a warband of renegade lycanthrope dwarves. Between the interlopers and the remaining traps set by the late owner, the characters may find themselves in deep, despite the lack of head clearance.

Cover of A Harvest of Evil
A Harvest of Evil
3rd Edition
Levels 10–12
7 pages
0

Despite what some may think, those in Zhentil Keep haven't forgotten about their orc troops in Phent. In public discussion in Zhentil Keep, the leaders of the Zhentilar, the military branch of Zhentil Keep, have confidently asserted that the orcs in Thesk are completely loyal to Zhentil Keep. They maintain that the orcs are just biding their time and building up trust among the citizens, until the appointed time when the word is given. In private, these same leaders are gravely concerned. The leaders didn't get to positions of command by being idiots, and they know that the orcs are treated well and accepted in Thesk, which is a rarity for them with the humans and humanoids of Faerûn in general. The leaders know that many of the orcs would be reluctant to destroy the source of this acceptance. But what if the orcs' chief god, Gruumsh, told them to? The Zhentilar turned to the Black Network and presented the problem. The Zhents knew what to do. The Zhents have dispatched a powerful cleric, a master of persuasion and deception, to pose as an orc prophet of Gruumsh and whip the orcs into a destructive frenzy. In addition, the Zhentilar have staged raids against human caravans by what look like orc warriors so that they can start antiorc sentiment among the population of Thesk. Twin Oaks is a tiny, sleepy little thorp located just within the sheltering eaves of a great forest. Home to an extended family clan of farmers and woodcutters, the community was founded within living memory and since its creation the inhabitants have known only peace and prosperity. But just as the gentle breezes of late summer can transform rapidly into the deadly storms of autumn, dark times have come suddenly to Twin Oaks, in the person of Deskryn, a vampire who finds himself on the run from deadly enemies. Just two nights ago, as the good folk of Twin Oaks prepared for the annual harvest, Deskryn’s castle home was invaded by an intrepid band of adventurers led by a noble paladin. Although the party did not achieve its goal of slaying the vampire himself, they managed to drive him from his lair and force him to flee into the night with only the barest fraction of his former resources in tow. Unfortunately for the good folk of Twin Oaks, theirs was the community onto which the 2 vampire stumbled first, and it is here that the fiends have taken refuge. The little settlement offers the displaced vampire all that he needs: shelter from the hateful light of the sun, a selection of new servants, and a supply of fresh mortal blood. Even in his current condition, Deskryn alone is more than a match for the nhabitants of the thorp; but his best hope of survival lies not in conquest, but in secrecy. He plans to hide in Twin Oaks until he believes it safe to leave; then, he can begin plotting his revenge on the hateful paladin and her compatriots who brought him to this lowly state. As for the citizens of the thorp, they are all but helpless in the face of this powerful enemy. The vampire has already slaked his unholy thirst on one of their number, and his minions have taken hostages to ensure that the inhabitants do as they are told. All the folk of Twin Oaks hope that Deskryn will take what he wants and then leave them in peace, but few of them believe that such hopes are realistic. Until Deskryn has satisfied himself that the coast is clear, Twin Oaks—and its people—belong to him.

Sword of Justice
3rd Edition
Levels 1–2
56 pages
0

Two Days to Live! Welcome to Om Amarna, and the annual Horse Festival. It is a time of celebration, drinking, haggling, and thanksgiving. Celebrate while you can, because soon the peace will be shattered. And in its wake will come danger, suspicion, and tragedy. In this first adventure in the cursed land of Tieros, beginning characters will be forced to work together in a race against time to find critical answers in a crowded, diverse, and paranoid city. Answers that will satisfy the Dark Guard and the Cult of Justice. Answers that will save their own necks from the gallows. The Sword of Justice introduces Tieros, a land cursed by the acts of an ancient hero, bound by common fate, and diverse in culture and belief. In this adventure characters will become familiar with an exotic new PC race, the dangers of practicing magic in Tieros, the fanatical Cult of Justice who worships Law itself, and the ubiquitous Dark Guard, the military power that protects and enforces peace. Will you survive your first adventure in Tieros, or will it claim your life? Published by MonkeyGod Enterprises

Into the Forsaken Temple's Crypt - Episode One: Gather, Gloom
3rd Edition
Level 10
4 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 expanding the dead magic areas and increasing the number and power of constructs and undead that inhabit the complex. Some things are best left untouched, and some secrets are best left untold. One such secret is the location of the resting place of the traitor Ellowyn Blacktree. Her body has lain undisturbed for centuries, undead but immobile, in the prison the elves created for her. The elven histories tell that Ellowyn was a powerful wizard back in a time beyond human reckoning. While others worked diligently to learn magic, Ellowyn's arcane powers came to her quickly. In her youth, she called this a blessing from Corellon Larethian, and she worked diligently to serve him for the good of all elvenkind. In time, she became one of seven female elves entrusted with the care of a mythal, or elven place of power, devoted to preserving the balance of magic and nature. But Ellowyn, it is said, kept a terrible secret of her own: She had fallen in love with a drow whom history knows as Orith To'rellen. One dark winter night she betrayed her sisters, Corellon, and all of elvenkind by allowing Orith and the followers of Lolth to overrun and defile the mythal. Ellowyn herself was then betrayed by the drow, who abandoned her on the surface near a vampire's lair as they returned to their home in the Underdark, leaving her to face certain death and elven justice alone. In the depths of their grief and anger, the elves sentenced Ellowyn, perhaps unwisely, to dwell forever in the darkness that she had chosen, thus ensuring that she never followed the normal path of life and death that most elves take. Many elves died at her hands before they could restrain her. With terrible spells rarely seen even in that ancient time, they bound her in an underground crypt far away from any living thing. There, the legends say, she waits, nursing a terrible hatred against elves, drow, Corellon, Lolth, and especially Orith To'rellen.

Kingdom of the Blind - Episode Four: Snakes Alive!
3rd Edition
Level 8
3 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 faced all manner of fungus last time. Perhaps with a little more investigation, they'll discover what's really going on with Zhanna and Dephyl.

Cover of Out of Body, Out of Mind
Out of Body, Out of Mind
3rd Edition
Levels 4–6
16 pages
0

Welcome to the youngest and most turbulent of the Realms, a mountainous expanse known as Tirna'Cel. This place was once well known for its power mongering warlords, magic wielding Sorcerers, and archfiends from the deepest pits of the Abyss. But in the last six hundred years, this has changed. Tirna'Cel is a peaceful and welcoming land now, doing no small part to the efforts of the warlord Tirna'Gael, a member of the lands founding nobility. Tirna'Gael turned against the other rulers without warning, attacking and overwhelming them without remorse. He is said to have suddenly grown stronger and more powerful. The reasons for his remarkable gain in power unknown, so they are routinely connected to items believed to have been entombed with him by the then newly-formed paladin's Order of Garadon. After his death, Tirna'Gael body was interred in his central citadel, a large stone fortress suspended over an immense lava pit. There he is rested for nearly six hundred years, protected by the surrounding hostile environment and a small cadre of supernatural guardians summoned and permanently bound by the Order of Garadon. But recently, rumors have reached the corridors of Tirna'Cel's capital city that invaders have struck the fallen heroes burial place, in search of one or more of his legendary magic items. So far, all that is known of these foul creatures is that they are native to the environment, being resistant to the fiery dangers of the area. Your party has been summoned by the Lord of the realm, who has charged you with ending the threat to Tirna'Gael's tomb and the potential destruction of the lands long enduring peace. If the sources of Tirna'Gael's power were to fall into the wrong hands, it could mean the end of the nation as you know it.

Cover of Into the Dragon's Lair
Into the Dragon's Lair
3rd Edition
Level 10
96 pages
0

Into the Dragon's Lair takes place in the Forgotten Realms setting, and takes place after the novels The High Road and The Death of a Dragon by Troy Denning. The nation of Cormyr tries to rebuild after the death of King Azoun IV, and seeks the treasure hoard of a dragon to fund these efforts and keep the kingdom from falling into chaos. The player characters must find this treasure before all the other seekers.