The following adventures are in .PDF format. They can be viewed or saved to your computer. You will need to have Adobe Acrobat installed to open these files. Be patient, some take a bit to open.
Adventures
The Secret of the Windswept Wall.

A short adventure for four, 2nd - 4th level player characters.. 

Sionaas, a powerful wizard, began construction of a tower and dungeon in the nearby mountain range, the Windswept Wall. He recruits a large number of villagers for labor from Poisson, the nearest point of civilization in the area. He pays well and treats them kindly. Two days ago, something terrible happened at the site and a messenger went to Poisson with a note:
�Workers trapped in cave-in � send help.�
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Trouble Times Two.

This is a short adventure for a group of 4-6 1st to 2nd level characters. It is intended for use with Dungeons and Dragons, 3rd edition rules.

This adventure is written with an experienced Dungeon Master in mind. Every little detail is not spelled out, but all necessary information is given in a clearly legible format. It is written in a series of Acts, each of which pertain to a major plot point in the storyline. It can be dropped into any existing campaign world with a minimum of preparation. All that it needs is an agriculturally rich area with a mid sized town at the crossroads, one with a large marketplace.
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The Tower of Deception

A short adventure for four 9th-level player characters.

When Ustran Yg�niv, an evil githyanki wizard, built his tower on a rocky island amid the misty moors of Halron Bay, he had no idea that sailors would mistake the light of his magical Astral Shard at the top of his
tower for the beacon of a lighthouse. The light brought many sailors to an untimely doom. But Ustran did not care. He laughed at their plight and continued his nefarious work: using the power of the Astral Shard to kidnap creatures in the midst of teleporting and divert them to his lair. One day, however, his own people appeared to drag the githyanki wizard back to his native Astral Plane. He�s not been seen since...
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One Last Riddle.

For four to six characters of between 5th and 7th level.This short adventure should occupy a single evening�s play.

The great sphinx Ujaset died last night. Before that time, the people of the surrounding land reported the occasional appearance of a translucent winged leonine figure in the skies above. According to local folklore, this beast sometimes halted the progress of travelers to trouble them with its clever questions, generously rewarding those who could answer the sphinx�s riddles. Perhaps it�s this legend that has drawn the player characters to the region.
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Himrak War Party.

The adventure is designed for four 4th- to 6th -level characters, but can easily be modified to present a challenge to larger groups or more powerful/weaker characters.

To the north of Kalendia, the Contested Lands veil the location of an orcish strike force standing by for their dark lord's commands. Mogor the Retributor, Master War Chief of the orc nation, is responding to his most favorite calling � revenge. The Himrak, Mogor's elite commando clans, are poised to carry out specific missions to cause anguish and chaos in West Wood. One such mission involves the search for and seizure of an orc traitor and the securing of an ancient orc outpost. The adventurers have the misfortune to intercept the Himrak War Party!
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The Hand of the Highwayman.

This DUNGEONS & DRAGONS� web enhancement that showcases bardic abilities (particularly bardic knowledge) and features a spymaster NPC, as well as several of the sample traps listed in Song and Silence: A Guidebook to Bards and Rogues. It is designed for four characters of 6th to 7th level. The party should include at least one bard.
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House of Harpies.

A short adventure for four 6th-level player characters.

The local thieves� guild survives by hiding outside of town, in the nearby forest. Over the past several decades, the guild managed to build a well-concealed hideout in one of the large evergreen trees near the town. This allows the thieves to plan and plot in safety, gives them a place to rest and
hide if things get too hot, and lets them check caravans coming into the city for likely targets. Unfortunately for the guild, their ideal hideout attracted a flight of harpies that moved into the area. The harpies like the hideout for many of the same reasons the thieves do, and have driven the thieves out and taken up residence. This adventure can be inserted in any wilderness setting or just outside any city.
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