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102 adventures found
Cover of Dark Water Trap
Dark Water Trap
3rd Edition
Levels 4–7
2 pages
0

Dark Water Trap is a mini-adventure that has a single encounter that involves Duergar using darkness and anti-darkvision to get the player to fall into a Pit trap full of water, so that the party will drown. The encounter either works as a standalone (Ie. the Duergar have been causing trouble), or as a part of a larger adventure or dungeon, Duegar or otherwise. Pgs. 26-27

Cover of The Last Gods
The Last Gods
3rd Edition
Levels 9–12
16 pages
0

The night air is chilly, but the crackling fire you've started warms your bones comfortably. Crickets chirp, and you smile up at the stars, glad for the quiet evening. There is a loud roar, and you are blinded momentarily as the campfire suddenly surges up into the air. The flames split down the middle, revealing an abyss that leeches the warmth from your soul. Out of this hellish place stumbles a black-cloaked figure clutching a scythe. Quickly, you reach for your weapons. The strange apparition staggers for a moment. Then, gathering its strength, it pulls back the hood on its cloak. Beneath is a bleached skull with stars for eyes. "I am Azrael, Lord of the Undead," it hisses. "Or rather, I will be Azrael, after time itself has died." Even as Azrael speaks, decay begins to eat away at its body, and the god shudders. Holding one arm up to watch as tiny fissures form in its bones, the deity sighs, "Ah, sweet Entropy, come to claim me at last." It's gaze sweeps back to you. "But no, not just yet. First, I must set events in motion." Weakness begins to overcome Azrael, and it sinks to one knee. "Long ago, I became the most powerful of all the gods, in spite of my enemies' efforts to stop me. Delirious with power, I destroyed the other gods and eventually fell to feasting upon the souls of their worshipers. After devouring every living creature, I consume the planets and, eventually, the stars themselves, until I was left alone, in darkness." The god struggles to finish its message as its bones turn to dust and blow away, "Unexpectedly, I felt remorse for what I had done. I grieved for the universe I had destroyed, but I lack the power to recreate it. So, I have come to you, to beg you to do what I cannot." Azrael reaches into its cloak and produces a leather sack. "Take these items and use them." As Azrael dissolves, it gasps out, "Kill me tonight, or tomorrow will never dawn." All that remains is a pile of dust and a leather bag.

Cover of a Question of Ethics
a Question of Ethics
3rd Edition
Level 12
11 pages
0

Six months ago, an adventuring group that calls itself the Company of the Shining Stone learned of an aged wizard’s tomb that lay in the rocky foothills of a prominent mountain range, and sought to plunder it. What they were not counting on was that a band of stone giants would move into the immediate area to make their lair. The giants have rebuffed the company’s attempts at getting past them and to their goal. Now is the time of the annual fair in Adurath, a small town located not far from the tomb, and thus, the giants. The giants have no interest in the town or the tomb, but are instead interested in a rare mineral found only in that region. A few of the townsfolk have seen the giants, but there has been no confrontation other than between the giants and the Company of the Shining Stone.

Cover of The Speaker in Dreams
The Speaker in Dreams
3rd Edition
Level 5
32 pages
0

Sinister Forces Terrorize a Town The town of Brindinford is in the midst of its annual street fair. Joy and merriment abound - until calamity disrupts the celebration. Are rival gangs responsible? Is the government sliding into tyranny? Or is a nightmarish plot about to come to fruition? "The Speaker in Dreams" is a stand-alone adventure for the DUNGEONS & DRAGONS® game. Player characters are in for a wild ride in this river town. Leave the dungeon behind: the terrors lurking in Brindinford are more challenging by far! In The Speaker in Dreams, the town of Brindinford is besieged by evil forces under the command of Ghaerleth Axom. A street fair is interrupted by an attack, which serves as a distraction for the villain's forces to attack the keep of the local baron. This provides an entry point for the player characters into the main quest to discover the secret alliances trying to take over the town. The Speaker in Dreams is an event-based, rather than site-based, adventure.

Cover of All the Treasure, None of the Traps
All the Treasure, None of the Traps
3rd Edition
Levels 5–8
3 pages
0

All of the Treasure, None of the Traps is an adventure that includes a single gauntlet of traps that contains twelve traps; meaning that it has either one or twelve encounters. The adventure consists of a long, twisting corridor with all of the traps set off, but these traps are reset by the PCs when they reach the center of the area. Pgs. 32-34

Cover of A Call to Arms
A Call to Arms
3rd Edition
Level 9
8 pages
0

The citizens of Phent, which is a large town in Thesk, are a proud, yet warm and accepting folk. For the past nine years, they have been host to over six hundred orcs, which is certainly an anomaly in the average Faerûnian community. In 1360 DR, Zhentil Keep sent one thousand orcs to aid in the fight against the westward-sweeping Tuigan hordes. The orcs fought well—well enough that the citizens of Thesk welcomed them as citizens when Zhentil Keep abandoned them in this land in 1363 DR. Still, a current of unsettling concern lingers. Some believe that the orcs are still part of Zhentil Keep’s strike force, but that they went on standby to wait for the moment when their masters give the signal. Once allowed, these orcs may launch a crippling attack from within. However, in nine years, no signal has been given—at least none that any of the paranoid folk have noticed. The orcs are enthusiastic citizens and, apart from some rowdiness during breaks from the mines or fields, they have hurt no one. And then, a prophet comes, with a message of war . . . In A Call to Arms, the player characters (PCs) have a chance to prevent orcs from rising up against some humans. This adventure is designed for four 9th-level D&D® characters. The encounters can be adjusted up or down to suit your group’s needs, however.

Cover of Darwell's Tower
Darwell's Tower
3rd Edition
Levels 3–5
9 pages
0

Darwell Umbruskor has long been known around town as an eccentric but ultimately harmless old sage. From what you've heard, he keeps odd hours, rarely speaks a word to anyone, and lets no one enter his tower save for a few servants. Though quiet and mysterious, Darwell has done nothing to around undue suspicion. Sir Jeffers, a crusading warrior who just made your acquaintance, claims otherwise. According to evidence he recently came across, Darwell Umbruskor is both a necromancer and a dedicated priest of an evil power. Published by Fantasy Flight Games

Cover of The Grey Citadel
The Grey Citadel
3rd Edition
Level 5
112 pages
0

The whispered worries grow more fanciful and terrifying by the day... where has the loremistress gone?... what's wrong with the master smith?... who-or what-stalks the marketplace?... The questions need answers, and heroes are needed to do the asking! But the only thing worse than what hunts the mist-shrouded streets is what lies beneath them... Adventure in Dun Eamon: Demons roam the streets of the city of Dun Eamon, criminals rule the night and an important local power figure has gone missing. Can your heroes unravel the clues that lead through every social element of the city, into the hearts of its inhabitants and far below its streets in search of answers? Or are some mysteries better left unsolved? Uncover An Artifact: The Grey Citadel is a mini-campaign of urban detective work and dungeon exploration designed for four or more characters of 5th level. Set in a rain-soaked, rough-and-tumble frontier city, The Grey Citadel offers numerous colorful NPCs, a richly unique location, new monsters and magic items plus enough plot twists to provide hours of role-playing and door-kicking adventure where your wits must be as sharp as your swords!" This adventures mixes dungeon crawl with city investigation, keyed encounters and timed encounters.

Cover of Race to the Yellow Lotus
Race to the Yellow Lotus
3rd Edition
Levels 4–5
48 pages
0

"An army on the move, an ancient artifact, its purpose long forgotten, and the sinister plans of an unknown foe: When these elements combine, it's bad news for the good-aligned cities of the Blood Plateau. A massive band of orcs is marching on the Monastery of the Yellow Lotus, intent upon taking the "Flower That Does Not Bloom." The heroes must trek through goblin-infested tunnels and monster-filled woods ahead of the orcish horde, in a deadly Race to the Yellow Lotus." This adventure is the second in the "Tales from the Blood Plateau" series, but works well as a standalone or an intro to another campaign. Though the party does not actually engage the Death Knight/Blackguard antagonist, he is the primary driving force behind the events of the adventure. Published by MonkeyGod Enterprises and Highmoon Press

Cover of Something's Cooking
Something's Cooking
3rd Edition
Level 2
5 pages
0

If you're looking for a light-hearted adventure, you've come to the right place. Can a wizard and her beloved chef live a quiet life of baking and brewing, or is trouble destined to enter their innocent kitchen? It's up to the player characters to see what these two have cooked up before things get too hot to handle (without potholders, anyhow). Game designer Andy Collins offers the latest in our series of monthly free adventures. This original Dungeons & Dragons scenario, including full description and stats for a crusty new culinary creature, is suitable for a party of four characters of 2nd level. Adventure Preview When Andolyn met Gendrew, it seemed a match made in heaven. Andolyn was a skilled wizard with a love of a good meal, looking for an excuse to settle down from adventuring, while Gendrew was a master chef looking to create new methods of cooking. Together, they took up a quiet life of baking and brewing, content to live in a small cottage on the outskirts of town. But now one of their experiments has gone horribly wrong, and the characters must save poor Gendrew from his own delicious concoction, while defending themselves from the inhabitants of the cottage, and one unwelcome invader.

Cover of River of Blood
River of Blood
3rd Edition
Levels 7–9
48 pages
0

For centuries, the Three Kingdoms have warred endlessly. The river flowing through it holds so many dead on its banks that the locals call it the River of Blood. But now, a new peril rises. With all three armies tucked into their winter camps, patrols and outposts on all sides report ambushes with alarming frequency - those who survive to make their reports, that is. None can say just who attacked them, however, for the assailants appear from the fog or in the middle of a snowstorm, hit hard and fast, then disappear. Arden, Duke Regent of Tyndall, fears that the dead have risen to haunt the living. Is he right?

Cover of Dire Omens
Dire Omens
3rd Edition
Level 8
41 pages
0

Few are the wizards that seek to prolong their lives with dark rituals and foul magic to become the powerful undead beings called liches. But far fewer are those that seek to undo what necromancy what done and take back their lives after initiation to lichdom. Balipur is one of those few. Turned to a vassalich by the darklord Azalin against his will for impersonating him, Balipur, after Azalin's departure at the destruction of Il Aluk, seeks to imitate his former master's Grim Harvest project, inverted, in a smaller scale to forge a soul from the lives of other men.

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 Burning Plague (3.5)
The Burning Plague (3.5)
3rd Edition
Level 1
12 pages
0

A sickness has come unto the simple mining community of Duvik’s Pass, poisoning their wells and blighting their crops. With the pestilence leaving the strongest men of the town’s guard a few short days away from death, the burden of descending into the mines and purging the wellspring of whatever evil has settled there falls to an intrepid band of adventurers. Can these noble heroes prevail within the depths of Duvik’s Pass, or will they too fall victim to the perils of The Burning Plague? The Burning Plague is a DUNGEONS & DRAGONS adventure designed for a party of four to six characters of 1st level. Dungeon Masters (DMs) should feel free to adjust the adventure as necessary to accommodate groups not falling within this range. However, given the fairly low power level of the inhabitants of the mines at Duvik’s Pass, it should be noted that parties consisting of 20 or more total levels are unlikely to find satisfactory challenge within The Burning Plague.

Kingdom of the Blind - Episode Two: Stairdown
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 had just entered the citadel in the last episode. Are they now dealing with hauling statues or fighting angry staircases in their efforts to get to the second floor?

Cover of Dungeon of the Fire Opal
Dungeon of the Fire Opal
3rd Edition
Level 3
19 pages
0

Was it destiny or something worse that destroyed the Order of the Opal Fist? A dungeon crawl designed for four 3rd level characters. The original article has a sidebar for scaling the adventure up or down. Pgs. 106-124

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

Kingdom of the Blind - Episode One: Noise and Motion
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. About three years ago, a medusa, Zhanna Serpentlock, began systematically turning every person in Duke Jellhyn Fedorel's (N male human Ari5) duchy to stone. After losing many peasants to the medusa, Jellhyn attempted to placate her. He offered her his second son, Dephyl, for a husband. Duke Jellhyn and his family had always been rather tense and uncomfortable around Dephyl anyway due to the fact that Dephyl had lost an eye in a freak magical explosion as a boy. Zhanna accepted the marriage, and though Dephyl didn't really care for his family due to how they treated him, he was also less than happy with the arrangement. A year ago, Zhanna appeared at Fedorel's citadel again. She claimed that Dephyl had been untrue and that she had turned him to stone for his adultery. Throwing Dephyl's stone head down in the courtyard of the citadel, she swore vengeance on all Fedorels for his betrayal. Duke Fedorel and his household fled the citadel. Rather than give chase, Zhanna took up residence there and began ruling the duchy as the sole remaining Fedorel family member. Jellhyn and his family have lived in exile for a year. This is what the PCs can learn, but more is going on. As it turns out, Dephyl is alive and quite happy with his marriage. Zhanna is not repulsed by his disfigurement as his family was, and Dephyl's missing eye is something of an asset in the relationship since it lessens his chance of being accidentally petrified by his wife. In the two years of his marriage, he has grown up and gained ambition -- he wants to rule. As a second son (pawned off on a monster), he would never have received the chance. Now, with Zhanna's help, he can rule. However, Dephyl doesn't have the stomach for killing his father and brother. Instead, he and Zhanna plotted to take over the duchy by frightening everyone away. Zhanna carved a stone bust of Dephyl and used it to frighten off the rest of his family. Now Dephyl and Zhanna live happily in the citadel and rule the duchy together, though Dephyl's existence among the living is a secret.

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 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.