Dungeons and Dragons Third Edition Adventures

Dungeons and Dragons Third Edition adventures by
Wizards of the Coast

Return to the Temple of Elemental Evil

The Temple of Elemental Evil is one of the most well-remembered adventure series from the early days of the Dungeons & Dragons roleplaying game. Now, veteran designer Monte Cook revisits this legendary setting in an all-new adventure written for the D&D(r) game. Players will enjoy countless hours of play as they race against an evil band of priests attempting to unleash the dark god upon the world.

"Return To" products are tremendously popular adventures that revisit the most infamous dungeons from the early days of the D&D game. Seasoned D&D veterans will enjoy the nostalgia of returning to the games they played years ago, while newer players will appreciate the chance to play in these legendary settings.


The Sunless Citadel (D&D Adventure)

A once-proud fortress fell beneath the earth in an age long past. Renamed the Sunless Citadel, its broken halls are home to nefarious races and malign creatures. This is the first of eight adventures strategically designed to highlight the new Third Edition Dungeons & Dragons rules. As the first adventure in the series, The Sunless Citadel will set the stage for years of game adventures to follow.


The Forge of Fury (A D&D Adventure)

This is the second adventure in the Adventure Path concept — eight adventures strategically designed to hit the "highlights" of the Third Edition rules and bring characters from 1st through 20th level. They're indispensable to anyone wishing to begin a campaign using the dynamic rules introduced in the Third Edition Dungeons & Dragons(r) game.

Go into the depths of an ancient Dwarven stronghold and seek a lost horde of enchanted blades crafted by a master's hand. Within these darkened halls, you will find glory and wealth worthy of song. Or perhaps only ruin.


The Speaker in Dreams (A D&D Adventure)

The 3rd adventure for the Third Edition D&D game.

This is the 3rd adventure in a series of eight — strategically designed to hit the "highlights" of the D&D rules and move characters from the 1st to the 20th level.
Characters will travel to a large town to visit a fair . . . and find serious trouble. Rival gangs appear to be fighting for dominance in the town, and while the ruling Baron's forces are strong enough to deal with most crime or insurrection, he has had no luck curtailing the activities of the gangs, many of whom employ magic or strange creatures.


The Standing Stone (A D&D Adventure)

The 4th adventure in a new era of Dungeons & Dragons(r).

This is the 4th adventure in a series of eight — strategically designed to hit the "highlights" of the D&D rules and move characters from the 1st to the 20th level.
Deep in the forest, evil awaits. A ghostly horseman is terrorizing a small hamlet, and the player characters must stop him before he kills everyone. Players deal with supernatural horror as well as traditional monsters in this powerful adventure.


Heart of Nightfang Spire

This is the fifth adventure in the Dungeons & Dragons adventure group-strategically designed to hit the "highlights" of the D&D(r) rules and move characters from the 1st to the 20th level.

An ancient vampire returns to his place of power and begins to build a bloodthirsty cult. Players face deadlier monsters that have more advanced skills and abilities than those featured in previous adventures, requiring more advanced tactics and stronger teamwork.


Diablo II(r): To Hell & Back

Bringing Diablo II to the tabletop.

The legendary Diablo and Diablo II computer games come to life with the release of the tabletop Diablo II: To Hell & Back roleplaying adventure. All a player needs is the Dungeons & Dragons(r) Player's Handbook to accompany the Diablo II game. Every level and all four acts of the computer game are represented in the tabletop mega-adventure, which will also include 64 pages of monsters, information for levels 1-30, and over 60 maps!


Diablerie (A D&D Accessory)

Now fans of computer roleplaying games and players of the Dungeons & Dragons(r) game can explore common ground. The Diablerie accessory brings all of the flavor and excitement of the enormously popular Diablo II computer game to the Third Edition Dungeons & Dragons game. Over a million magic items, five character classes, and more than a hundred spells and skills bring the world of Diablo II to life.


d20 Open License Dungeons and Dragons Third Edition adventures

Wizards of the Coast has opened up the Dungeons and Dragons game for open development by third parties through the D20 Open License. The following are examples of D20 products available which are fully compatible with D&D 3E.


Witchfire Campaign

The Witchfire Trilogy Book 1: The Longest Night (Privateer Press d20)

This is a very well made adventure for the Iron Kingdoms d20 campaign. It serves as both an introductory adventure and a brief look at the new game system. I've been playing Dungeons & Dragons for over 12 years, and this is one of the most exciting new campaigns to come about in some time. I highly recommend this product to anyone who wants something that maintains the feel of Dungeons & Dragons but puts a few more twists on the idea. At 64 pages, you can't find a higher quality d20 accessory for this price. Of all the new campaigns coming out for the new 3rd Edition of D&D, this is the only one to make me say, "Hey, I can't wait to play games in this world!"


The Witchfire Trilogy, Book 2 : Shadow of the Exile (Privateer Press d20)

In Part 2 of the Witchfire Trilogy, the PCs have another chance to stop the rogue sorceress Alexia Ciannor. After a perilous journey by steamship, the party will follow Alexia into the temple of a machine cult, resulting in a dungeon crawl like no other. Upon returning to Corvis, they’ll find it fallen to an enemy long forgotten, setting off a chain of events that could see the Kingdom of Cygnar in flames! This scenario, designed for characters of levels 3–5, continues to develop the Iron Kingdoms game setting — a gritty fantasy world with a touch of steam power and black powder. Nonetheless, it can easily be used in any D20 campaign, even if Part 1 of the Trilogy hasn’t been played.



Penumbra Campaign

Three Days to Kill (Penumbra (D20))

Deeptown lies in the shadows of mountains, a town where anything is for sale if you can only meet the price. But in the wild surrounding valleys of the Deeps, it's the bandits who make the darkest deals — and their ambition comes at a cost far greater than the contents of any wayward caravan.

You and your team have just been handed a new job: disrupt a meeting between a bandit lord and his mysterious new allies. At a remote mountain villa, you will strike hard and fast and leave terror in your wake. They give you the tools. You provide the talent. Survive, and you'll be well rewarded. Fail, and you'll pay the price.

Three Days to Kill is the first in Atlas Games' Penumbra series of adventures for the D20 System.


In the Belly of the Beast (Penumbra (D20))

It is a cancer thriving in the midst of a bustling city, a shadowy conspiracy bent on driving House Mezzia, a once proud and noble merchant family, to its knees. Forced to turn to outsiders for aid, a young scion of the Mezzia clan needs heroes to stand with him against encroaching darkness — heroes who are willing to follow him through the dark heart of the underworld.


The Tide of Years (Penumbra / D20)

A nation falls into ruin when its most treasured artifact - a temporal crystal capable of controlling time itself - is stolen from its sacred altar. Only the guilt-ridden spirit of a dead priest remains to recover the priceless crystal and restore his people to their glory. A group of travelling heroes is his only hope, but they must brave perilous waters to reach the sunken temple where the crystal now lies, radiating a strange energy that has transformed the surrounding forest into a prehistoric landscape. Can they return the crystal to its rightful time?

  • An opening for GMs to introduce time travel into their campaigns, either as a one-time extraordinary experience or as an ongoing campaign theme
  • Time traps the players must think their way through, and dangerous new monsters
  • The new clerical Domain of Time, including new spells and a new deity


Touched by the Gods (Penumbra / D20)

Fifteen Cults, Churches and Cabals for the D20 System!

Even in a world overflowing with magic, the mark of the gods is unmistakable. Some mortals actively curry the gods' favor, serving their high ideals or executing their blasphemous designs. Others are random victims or beneficiaries of divine attention. Those whom the gods have touched may be inspired, blessed, cursed -- the saint and the prophet, the genius and the madman, sometimes one and the same person.

  • Touched by the Gods is a D20 roleplaying supplement that can enhance any fantasy campaign. It is filled with information on religious and secular orders, and the deities lurking behind them. This hardcover book contains the following:
  • In-depth background on more than a dozen religious cults, secret societies, and strange cabals. Included are initiation rites and adventure seeds designed to let DM's introduce whichever mysteries of the occult they like into their own campaign world.
  • A litany of new gods and the NPCs who would grasp their power, holy weapons, clerical domains, spells, feats and prestige classes, special attacks and abilities, fearsome monsters, creature templates, magical and cursed items, and the clandestine rituals that grant mere mortals a small taste of godhood.
  • Words straight from the mouths of the prophets, lending an atmosphere of intrigue and wonder to this latest tome in the ground-breaking Penumbra line of D20 System adventures and sourcebooks!



Freeport Campaign

Terror in Freeport : A D20 System Adventure for Levels 2 to 5

After running my gaming group through Death in Freeport, I was excited to pick up Terror in Freeport. The second installment in Greenronin's D&D d20 campaign world is a worthy module.... Terror builds upon the plot lines established in Death in Freeport. Players learn more about the history of the city, both recent and ancient. The reach of the Brotherhood of the Yellow Sign expands in the adventure, through all levels of Freeport. Ultimate goals of the Brotherhood are hinted at — a great teaser for future modules.

If you enjoyed Death in Freeport, Terror in Freeport will not let you down. Lots of mystery to go along with the combat. Hack and slashers may get bored with the thinking involved, but a skilled DM can always throw in a few extra combats.

Keep in mind that this is a city-based adventure with minor 'dungeon' adventuring.


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