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THERRAN SCENARIOS PAGE

Scenarios for 3rd Edition D&D

Contained on this page are scenarios I have developed for 3rd edition D&D for my Therran Campaign. They can easily be adapted to other campaigns in other worlds. Scenarios are designed as using the 3.0 rules or the 3.5 rules.

Players of my home campaigns are admonished to avoid reading any of the scenarios on this page, even if the scenarios have already been run, as secret information might still be contained within, including magic items, curses, and longterm plot devices.

Within the scenarios, creature statistic blocks include listings for skill bonuses. All skills for which the creature has a rank or another bonus (e.g. from a feat or synergy bonus) are listed. All other skills are at zero plus the relevant ability bonus. All skill bonuses include modifiers for feats, synergy bonuses, and magic items. They are not adjusted for armor penalties or for conditional modifiers (e.g. synergy bonuses that do not apply all the time).

Note: These scenarios have been designed for my Therran campaign. Therra is a low magic world. As such, higher level scenarios presented here take into account the dramatically reduced level of magic items possessed by a Therran party as compared to that possessed by many standard high level parties. Parties with lots of magic items may find some of the encounters in the higher level scenarios too easy. In this case, the DM should increase the EL of these encounters or run them at lower levels.

In addition, these scenarios assume the DM has access to the following books:

NOTE: Before 2008, I used several third-party rulebooks, such as Ultimate Arcane Spellbook (www.mongoosepublishing.com), Ultimate Divine Spellbook (www.mongoosepublishing.com), Pocket Grimoire Arcane (from www.greenronin.com), Pocket Grimoire Divine (from www.greenronin.com), and Spells and Spellcraft (from www.fantasyflightgames.com). From 2008 on I have stopped using these books, since the official material has grown over the years such that these tird-party books are no longer necessary. However, I have not changed any references to them (especially spells) in the scenarios. DMs without access to these books will simply have to change the spells into ones from the below rulebooks.

Arms and Equipment Guide
Book of Exalted Deeds
Book of Vile Darkness
Cityscape
Complete Adventurer
Complete Arcane
Complete Champion
Complete Divine
Complete Mage
Complete Psionic
Complete Scoundrel
Complete Warrior
Defenders of the Faith
Deities and Demigods
Draconomicon
Dragon Magic
Drow of the Underdark
Dungeon Master's Guide
Dungeon Master's Guide II
Dungeonscape
Expanded Psionics Handbook
Expedition to the Demonweb Pits
Faiths and Pantheons
Fiend Folio
Fiendish Codex: Hordes of the Abyss
Fiendish Codex: Tyrants of the Nine Hells
Forgotten Realms Campaign Setting
Frostburn
Heroes of Battle
Heroes of Horror
Libris Mortis
Lords of Madness
Magic of Faerun
Magic of Incarnum
Magic Item Compendium
Manual of the Planes
Masters of the Wild
Miniatures Handbook
Monster Manual
Monster Manual II
Monster Manual III
Monsters of Faerun
Oriental Adventures
Player's Handbook
Player's Handbook II
Races of Destiny
Races of the Dragon
Races of Faerun
Races of Stone
Roces of the Wild
Sandstorm
Savage Species
Serpent Kingdoms
Song and Silence
Spell Compendium
Stormwrack
Stronghold Builders Guidebook
Sword and Fist
Tome and Blood
Tome of Horrors (www.necromancergames.com)
Tome of Magic
Underdark
Weapons of Legacy

DMs without access to these materials should, instead, substitute other spells or items or monsters as appropriate.

SCENARIOS:

The scenarios below are presented, within each campaign, in chronological order.

Riverine Scenarios

A Bit of Blood (3.0 rules) - The recipe to fashion that magic item calls for a few drops of fey blood. Hmmm...where in the Nine Hells can that be found? The first Riverine Campaign adventure, suitable for level 1 characters.

Where There's Smoke... (3.0 rules) - Some plot is afoot in the town of Dwillingir. What is the secret behind the mysterious metal crate? Who is maneuvering to shift the balance of trade in the region? An adventure for 1st level characters. Note: This scenario is heavily dependent upon the 3.0 version of the Endure Elements spell. If converting to 3.5, the DM should possibly allow the PCs access to some sort of minor fire resistant effect or tone down the final encounter with the ash rats.

Shattered Trust (3.0 rules) - House Mercur has come up with a plan to estrange the Vardekii barbarians from House Riverine. Can the party thwart their machinations and preserve House Riverine's trade monopoly with the barbarians? An adventure for levels 1-2.

The Ring of Truth (3.0 rules) - All the party did was help a dwarf recover his magic ring. So how did they end up in the middle of a tragic love triangle? An adventure for levels 1-3.

A Gem in the Hand (3.0 rules) - The party wants to collect its reward from a dwarf they have aided. Unfortunately, getting him home is half the fun. A sequel to "The Ring of Truth". An adventure for levels 1-3.

A Taste of Honey (3.0 rules) - The party has been hired to retrieve some honey from the some bees. Sounds simple right? Too bad these bees are monstrously large! An adventure for levels 2-4.

The Tower of Tharikthiril (3.5 rules) - The evil wizard Tharikthiril was defeated by the dwarves years ago. But why then are the groundlings becoming numerous around his ruined tower? And what are those strange lights seen in the distance coming from the direction of his tower? Has the wizard somehow cheated death and risen again? An adventure for levels 2-4.

Above and Below (3.5 rules) - Haggofik the dwarven prospector has a nose for ore. And he believes he's found a vein of rare metal up in the mountains. The only problem is that this territory is claimed by a tribe of birdmen. An adventure for levels 2-4.

Strike Back (3.5 rules) - An orcish emissary is travelling the lands south of Nirzumbil attempting to keep the tribes in line and focused upon harrassing the dwarves. If the party can defeat the emissary before he can complete his rounds, they might be able to splinter a part of the orcish alliance. An adventure for levels 3-5.

Let it Be (3.5 rules) - It would take a lot to force the party to ally with the very orcs who have been causing them so much trouble recently. But what have those damnable orcs stirred up in the abandoned copper mines? An adventure for levels 3-4.

Love's Labour Lost (3.5 rules) - The Lady Marinto's father is embroiled in political turmoil in his home nation. So he spirited his daughter away and the party is asked to guard her for a time. But just who or what is after her...and why? An adventure for levels 3-5.

The Lake Cald Situation (3.5 rules) - Strange things seem to be happening in the volatile Lake Cald region of the Far Coast. Is House Mercur involved? This small piece is not an actual scenario, but explains the situation and provides several adventure hooks and some choice rumours for the region.

The Year 5536 (3.5 rules) - So the PCs have a year of downtime? I don't think so! This scenario provides a year's worth of rumours of happenings in and around Dwillingir as well as twelve vignettes or mini adventures, many of which are suitable for use in other campaigns. For levels 3-5.

Witness Protection (3.5 rules) - The leader of the infamous Green Arrows has been captured. So much for the easy part. Now he has to be transported to Dwillingir to face trial, and the Imperator is betting that someone wants to keep that from happening. Can the PCs ensure he reaches his destination? An adventure for levels 3-5.

Green Raid (3.5 rules) - The Green Arrows have lost their leader, but the remnants are still ensconced in their forest lair. Now is the time to strike and destroy the bandits once and for all. An adventure for levels 4-6.

A Trick in Time (3.5 rules) - A solo adventure for a single wizard or sorcerer character of level 3 or 4. The strange half elf you met in the library seems to be searching for a priest of the Trickster God. And boy does he have a story to tell! But as long as you are both after the same thing, you might as well travel together. Who knows what will await you as attempt to locate the temple of a Trickster Priest who does not wish to be found? Note: This scenario uses the AutoREALM Futhark font, based on the ancient Scandinavian Futhark runes. You can download the font here.

Against the Orcs (3.5 rules) - The orc uprising around Nirzumbil must come to an end! House Mercur is benefitting too much from the blockade of the dwarvish city and threatens to corner the market on iron ore and gems for years to come. If the orc warlord commanding the armies can be slain, the orc will likely fall apart. But how to find and kill a warlord who is powerful enough to unite thousands of orcs? A mini-campaign for levels 5-7.

The Battle of the Shaft (mass combat rules) - The first D&D miniatures scenario for Therra. This uses the mass combat rules. The orcish forces hold a mine shaft that allows them to flank the dwarves fighting deep underground. The dwarves need to collapse the shaft. Can the dwarves collapse the shaft and turn the tide in the mines below Nirzumbil?

To Catch a Thief (3.5 rules) - The third scenario in the Green Arrow trilogy. The PCs have determined that the answer to all of the mysteries surrounding the Green Arrows lies within the Dwillingir Thieves' Guild. Can they survive the thieves long enough to find out the ultimate mystery...one that may affect the future of House Riverine? An adventure for levels 5-7.

The Years 5537 to 5539 (3.5 rules) - Small vignettes during two years of down time for the PCs. Suitable for running mini-adventures and encounters.

A Map of the Heart (3.5 rules) - Two merchant houses are fighting over possession of a mysterious and ancient staff. What secrets does the staff hold? And how does it relate to a ruby the size of a human heart buried in some long forgotten Thaneeri tomb? A scenario for levels 5-7.

Bank Shot (3.5 rules) - An agent of the PCs has gone missing during her mission to gather information in the Lake Cald region. The PCs must now determine what happened to her and, quite possibly, rescue her. But what is the true situation in the area? Has House Mercur become a power in the area? Why have the two villages there stopped their centuries-long feuding? And how has a mighty fortress arisen along the lakeshore in a matter of months? A scenario for levels 5-7.

The Little Runners (3.5 rules) - Has a new thieves' guild arisen in Dwilligir? The signs seem to indicate it. But who are they and where have they set up shop? The PCs have been commanded to find the new guild and "persuade" the thieves to direct their attentions away from House Riverine. It is up to them to decide how. A short scenario for levels 6-8.

Something Wicker This Way Comes... (3.5 rules) - The druids of the Feyinidir Forest and the villagers of Spiralle have always maintained a peaceful if uneasy relationship. But now trouble is brewing. Villagers are going missing in the forest and druids are being murdered in response. The terms of peace between the two parties has been shattered, and now the druids are threatening to unleash one of the most fearsome manifestations of druidic vengeance known. Can the PCs step in to restore peace to the land? A scenario for levels 6-8.

Hammon Eggs (3.5 rules) - The tomb of the ancient barbarian prince Hammon has overlooked the village of Hammon's Creche for centuries. None have ever pierced its haunted portals, and the bones of all who have dared circle the hilltop surrounding the tomb. Yet rumours persist of fabulous treasure buried with the prince, including his legenedary axe, armour, and shield. But recently, miners who dug into the base of Hammon's Tor were never heard from again, and villagers whisper that the mines are now haunted by barbarian spirits. Could a new way have been found into the tomb? And what of the sightings of white-clad figures near the mine entrance? A large, multi-session scenario for levels 6-8. This scenario presents three items of legacy unique to the World of Therra and marks the first Therran use of the legacy concept presented in Weapons of Legacy.

Honey I'm Home (3.5 rules) - Verego the werebear owns a hive of rare red-striped giant bees that make the most fabulous, sweet-tasting honey in the land. And in the past he has always been willing to allow others to have access to the hive. So why has he suddenly cut off all access to his hive? Will the prospect of providing him a mate change his disposition? A loose sequel to "A Taste of Honey" for levels 7-9.

Shadow on the Wall (3.5 rules) - It was supposed to be a routine bajang hunt sponsered by a prince of Gerilong. But instead, the PCs must journey into the Shadowlands to rescue a princess. And when they find her, things are not as they expect. A scenario with significant elements from Oriental Adventures and Heroes of Horror for 6 PCs of levels 8-10.

The Tower of the Mage (3.5 rules) - The PCs need to speak to a powerful and enigmatic mage. But the mage doesn't want to be disturbed. At least not by niggling rabble. What sort of obstacles has this particular mage set in place to deter interlopers? And can the PCs defeat these and gain an audience with the mage? The first scenario in the Nemis Cycle for 6 PCs of levels 8-10.

The Ruins of Evil (3.5 rules) - A good old-fashioned dungeon crawl, the PCs must complete the first of two dangerous tasks assigned to them by an eccentric and possibly insane archmage. Having geased the PCs, they must now enter the dungeons below the ruined castle of Orcus and retrieve the demonlord's powerful scrying crystal. But what manner of evil has crept back into the dungeons since Orcus' fall? A scenario for 6 PCs of levels 8-10.

The Corrupted (3.5 rules) - The PCs must complete the second of two dangerous tasks assigned to them by an eccentric and possibly insane archmage. Having geased the PCs, they must now head to the heart of evil in the Blanthil Forest and retrieve the blood of a green dragon. Did the archmage mention that this dragon is not quite....right? And that the dragon is allied with the despicable fey'ri, traitorous demonic elves who were just as instrumental as the dreaded drow in bringing about the downfall of the ancient Elven Queendom of Blanthil? A scenario for 6 PCs of levels 8-10.

A Fistful of Souls (3.5 rules) - Having completed their tasks for Hagistre, the PCs are now free to pursue the enigmatic F'harrik'il and recover Nemis' soul splinter. But how can they manage it in the midst of a city populated entirely by fiends? A planar adventure with plenty of unique roleplaying opportunities for players and DMs. For 6 PCs of levels 9-11.

Mercurian Vengeance (3.5 rules) - Revenge is a dish best served cold. And now is the time to serve it up. Having recovered Nemis' soul splinter, the PCs have also learned some interesting things about House Mercur, things that have pushed Trade Lord Barnabus to the edge of irrational anger. Now he demands a reckoning. House Mercur must be assaulted, its leaders slain, and its secrets laid bare. For 6 PCs of levels 10-12.

Blue Twilight (3.5 rules) - Part One of the Great Wyrm series. The PCs are called together to the remote Wylag Desert to help one of their number lay an ancient foe to rest. Can the PCs help to "slay" their enemy and unseat the evil caliph who heads the desert tribes? For an effective party level of 14.

Here Comes the Flood (3.5 rules) - The opening salvo of the Great Incursion. Lord Marco is wining and dining an important senator from the Imperial Heartland when all hell breaks loose in Dwillingir. What's happening and who will protect the senator? A mini-scenario for 4-5 PCs of lebels 12-13.

Possession is Nine-Tenths of the Law (3.5 rules) - Shortly after the events of Here Comes the Flood (see above), a servant of the deceased archmage Hagistre comes bearing a final message from the wizard. But what dangers await before the PCs can inherit Hagistre's secret store of treasure? For an effective party level of 13.

Heroes of the Gem Scenarios

Enough is Enough! (3.5 rules) - The first high level adventure for 3rd edition Therra, the Heroes of the Gem are pitted against a troublesome power who has a longstanding grudge against Morg. The Heroes reunite to take the battle to the enemy and stop him from making any further attempts on Morg or his family. A short adventure for levels 15-20, heavy on combat and a chance for high level characters to flex their muscles. For use with the statistics of the Heroes of the Gem presented on the Therran website.

Shadow over Paxim (3.5 rules) - The second high level scenario for Therra. Yet another former enemy of the Heroes of the Gem returns to wreak vengeance. In this case, a black dragon left imprisoned by the Heroes beneath tons of rock and earth has escaped and is determined to finish his fight with the Heroes. He has ravaged the town of Paxim, and has called for the Heroes to come and face him. But is it really a single black dragon that awaits the Heroes? Or something more? A scenario for levels 16-18.

The Fimbulwinter (3.5 rules) - The Heroes thought the Cult of Fimbul had been destroyed when its rituals were stopped. But they were horribly mistaken. Now a 40 mile swath of the Kingdom of Slumber has been plunged into an ice age, and more will follow. The Heroes must now find and confront The Fimbul himself to end the frosty threat to the realm. A scenario for levels 14-20 with an optional "kick-ass" ending encounter that will challenge the party to its uttmost.

Cold Anger (3.5 rules) - The Heroes of the Gem seek to undo the damaged caused by The Fimbul. In order to accomplish this, they must slay the source of his epic powers. Unfortunately, that source just happens to be the demonlord Kostchtchie himself! A scenario for 5 PCs of levels 16-20.

Those Draconic Blues (3.5 rules) - Part Two of the Great Wyrm series. The Heroes of the Gem are called to battle by a mysterious entity, whose only desire is to fall in battle against the Heroes so that his legend will live forever. But is there more to this than simply eternal glory? A mini-scenario for an effective party level of 21.

Fedifensor (3.5 rules) - A plane hopping quest to retrieve the legendary silver sword of the githyanki lich queen from the Ssendam, the lord of slaadi in order to help to end the Fimbulwinter raging in Korvar's Canton. A scenario for 6 PCs of levels 19-20.

Combined Riverine/Heroes Scenarios

Old Friends and Older Enemies (3.5 rules) - House Mercur is crushed and its deadly secret revealed. Now the PCs must join forces with the Heroes of the Gem to confront those behind House Mercur perfidy. But just what lies at the end of this road? A fight to the death, or an opportunity beyond the wildest imaginings? For a mixed group of 7 PCs of levels 10-12 and 4 PCs of levels 15-18.

Kiss of the Spider Queen (3.5 rules) - Having exposed the plots behind House Mercur, the PCs agree to take on their final challenge, to slay Lolth in her own lair! The final scenario in the Riverine Campaign, based extensively on parts of the published scenario Expedition to the Demonweb Pits, but designed for an effective party level of 21-22.


Creation Cyst Campaign Scenarios

One if by Land (3.5 rules) - A group of woodsmen need help. One of their number has been dragged off into the forest by a large black beast. Will the PCs brave a mysterious forest ruin to rescue the woodsman or at least rid the area of this beast? A scenario where all is not what it seems and treachery abounds. The first of two linked adventures for an effective party level of 3 (6 PCs of level 2).

Two if by Sea (3.5 rules) - Having fought off the treachery of the supposed "woodsmen", the PCs must now confront the force behind this betrayal, over land and across the sea. The second of two linked adventures for an effective party level of 3 (6 PCs of level 2).

Worth a Thousand Words (3.5 rules) - Strange dreams of a long dead loved one begin to haunt one of the PCs. Some growing malice is afoot in Onlor, and only the portents of this strange ghost can lead the PCs to defeat an evil attacking the very heart of the Isle of Onlor. A multi-session scenario for an effective party level of 3 (6 PCs of level 2).

As the Wyrmling Turns (3.5 rules) - A down on his luck merchant asks the PCs to find out why a supposedly fabulous lode of gems hidden on a jungle island has produced nothing. The PCs must deal with the island natives and a hostile jungle before uncovering the mystery behind the lack of production. A multi-session scenario for an effective party level of 4 (6 PCs of level 3).

Reason's Hollow Boat (3.5 rules) - Farmer Haggis and his family have gone missing. The normally punctual Mordant worshipper has not shown up for church recently. Something must be wrong, and the local priest and/or sheriff have asked the PCs to investigate. A short scenario that is the first of the Lizard Trilogy and introduces the PCs to the first inlkings of the larger campaign. For an effective party level of 5 (6 PCs of level 4).

Sins of the Brother (3.5 rules) - The brother of a dead PC arrives to speak with the PCs. He seeks to learn the details of his brother's demise and to continue his sibling's quest. The PCs can honour their fallen comrade by aiding the brother as he seeks to use a cryptic oracle to search for a lurking evil that threatens his homeland. For an effective party level of 5 (6 PCs of level 4).

Raiders of Relum (3.5 rules) - This side-trek involved the PCs rescuing captive elves from a rather large group of orc raiders. The trick here is that the orcs are too powerful to take in a headlong assault, so planning and cleverness is required. A short mini-scenario for an effective party level of 5 (6 PCs of level 4).

Much Ado About Something (3.5 rules) - A roleplaying-heavy adventure in the grand tradition of Shakespearean farces. How far will the PCs go to accommodate true love? And, more importantly, are their assumptions about such love correct? A scenario for an effective party level of 6 (6 PCs of level 5).

A Lizard Season Wrote (3.5 rules) - The second scenario of the Lizard Trilogy, this scenario has the PCs following the enigmatic stellar rod across the seas to see where it leads. In the course of their travels, they visit an island with a prior history of strange curses that seems to be cursed once again. Strange things are afoot. For an effective party level of 6 (6 PCs of level 5).

Stake a Lizard by the Throat (3.5 rules) - The final scenario of the Lizard Trilogy, this scenario has the PCs meeting the enigmatic wise man of the islands and then to a remote island where they must stop a horrific ritual that could doom an entire continent. For an effective party level of 6 (6 PCs of level 5).

Strangers in a Stranger Land (3.5 rules) - The first scenario in Sazhansiir! The PCs are whisked away to a strange land where much seems topsy-turvy and the countryside is ruled by damn stinking filthy snakes. But with enemies come potential friends as well. For an effective party level of 7 (6 PCs of level 6).

From Dusk to Dawn (3.5 rules) - The PCs are the only ones who can rescue the goliaths from a horrible fate at the hands of their mortal enemies the dusk giants. Can the PCs make it in time before more goliaths are consumed? For an effective party level of 7 (6 PCs of level 6).

All in Stride (3.5 rules) - The PCs are making a lengthy trek across the mountains to the goliath encampment of Thella-lu. Along the way they encounter many of the strange creatures of Sazhansiir, and become embroiled in a dispute between two peoples of the land. Their decisions will have ramifications for the PCs' future in this strange new land. For an effective party level of 7 (6 PCs of level 6).

Key to Chaos (3.5 rules) - The PCs come across a wounded githzerai, who claims that the slaadi and yuan-ti have united to free a slaad lord imprisoned by magic in ancient times. It is up to the PCs to stop the release of the slaad lord before it is too late. For an effective party level of 8 (6 PCs of level 7).

All the Way Home (3.5 rules) - The PCs must return the githzerai to his home plane of Limbo with the prison key of the slaad lord. But the only means to do so involves a perilous quest underground to the mysterious Stone of Shadows. But who...or what...guards the Stone? For an effective party level of 8 (6 PCs of level 7).

A Betrayal of Trust (3.5 rules) - The PCs are betrayed by a friend in the strange new land. But is it really a betrayal...or a deliverance? A mini-scenario that will decide the direction of the Creation Cyst campaign. For an effective party level of 8 or 9 (6 PCs of level 7 or 8).

The Game of Life (3.5 rules) - The PCs are prisoners of the Azotchtla, and are to be judged by a tribunal of priests and nobles. But as the various wheels of politics and factions in Azotchtla churn to decide the fate of the strangers, the PCs find themselves engaged in a contest that will decide their fates. For an effective party level of 9 (6 PCs of level 8).

Run for the Money (3.5 rules) - Two of the PCs evaded capture by the Azotchtla and now seek to rescue their comrades. But the journey to the Azotchtlan border is not an easy one, and in the end will they arrive too late? For an effective party level of 6 (2 PCs of level 8).

Shadow of a Doubt (3.5 rules) - The PCs receive strange omens concerning their friend Zerimon the zerth. Apparently he didn't make it home to Limbo and is now the prisoner of some entity on the Plane of Shadow. The PCs must journey there to free Zerimon and finally send him home. For an effective party level of 9 (5 PCs of level 8).

A Betrayer's Need (3.5 rules) - The PCs stumble across a large Fezen force intending to assault the Temple of the Sapphire Eidolon. Are the PCs ready to put aside their past differences and help to defend the Temple against the impending attack? For an effective party level of 9 (5 PCs of level 8).

Fired Up! (3.5 rules) by Jeff Hartke - The PCs need to gain access to the markets and craftshalls of the City of Ghostly Feathers. But obtaining the copper emblem necessary involves a bit of work. A role-playing mini-scenario for any number of PCs of any level.

The God Aholnahuacatl (3.5 rules) by Jeff Hartke - The PCs encounter a God Impersonator in the marketplace of the City of Ghostly Feathers. Will they help him escape, or condemn him to his ugly fate? A role-playing mini-scenario for any number of PCs of any level.

First Strike (3.5 rules) - The PCs are warned of Sun Priest treachery. But its not the Sun Temple that awaits them in the sewers below the City of Ghostly Feathers. A mini-scenario for an effective party level of 10 (5 PCs of level 9).

Blood of the Earth (3.5 rules) - Something is amiss in the little village of Anachtlat. Why are the villagers sacrificing people to strange beasts? And why have the crystal people of the hills suddenly stopped trading with the villagers? Only the PCs can unravel the mystery and save the village from a fate worse than death. For an effective party level of 10 (5 PCs of level 9).

The Beasts Within (3.5 rules) - The PCs seek the mysterious land of Aladur, but there is trouble in that land, and strange beasts of vengeance ravage the moors and jungles in mindless, brutal anger. Perhaps it is the presence of the creature known as "Most Dangerous" whose existence offends the very land itself? The first in the two-part Angry Land series. For an effective party level of 10 (5 PCs of level 9).

A Refuge from Reason (3.5 rules) - The PCs meet the leaders of the killoren and learn that the manifestations troubling Aladur are caused by a frustrated spirit of the land, which seeks to force its love upon an innocent water spirit. The PCs must enter the faerie realm and choose a path to free the water spirit and, at the same time, quell the spirit of the land's wrath. The second in the two-part Angry Land series. For an effective party level of 10 (5 PCs of level 9).

The Hidden Shrine of Tamoachan (3.5 rules) - An updated version of a classic 1980 published scenario. The PCs must fulfill their obligation to the Temple of Xbalanque by venturing into the accursed tomb of an ancient evil and retrieving an item of great power. An old-fashioned dungeon romp for an effective party level of 11 (5 PCs of level 10). Note: No PCs of Azotchtlan origin can take part in this scenario.

Mechica (3.5 rules) - An updated version of a scenario from The Dragon magazine issue #70. Traders along the routes near the King's Peaks report sightings of jaguars and jaguar-headed men attacking caravans and abducting victims. And the ancient Sapotec people are fleeing their homeland deep within the mountains. Are the two related? The Hunahpu Temple wishes to find out and, if possible, end the threat to trade in the region. A thinking person's scenario for an effective party level of 8 (5 PCs of levels 7-8), especially suited for Azotchtlan PCs.

And Serpent Makes Two (3.5 rules) - A side scenario that accompanies The Hidden Shrine of Tamoachan and provides the PCs with a "ticking clock" to spur their exploration of the shrine in a non-leisurely manner. A local naga overlord has also learned of the Hidden Shrine and seeks what was lost therein. As the PCs explore the ancient ruins, the Scaled Ones send scouting parties at first and then forces of ever growing potency to the shrine to waylay the PCs and capture them or slay them. In the course of fighting these forces (or within the ruins themselves) the PCs come upon a map that leads back from the shrine to the naga's outpost, where they can put a stop of a center of serpent power in the area. For an effective party level of 11 (5 PCs of level 10).

Days of Future Past (3.5 rules) - The ruins in the hills of eastern Aladur have always been shunned by the killoren. But now, after a tremor, a strange beam of purple light rises from the ruins and into the sky. What is this manifestation? The PCs are tasked to investigate and what they learn will peel back the mists of time on an ancient conflict in Sazhansiir. For an effective party level of 12 (6 PCs of level 11).

Smouldering Slumber (3.5 rules) - The lava children have always been a reclusive race, but now one has staggered down from the mountains in great distress. Who or what has enslaved his peaceful tribesmen? For an effective party level of 12 (6 PCs of level 11).

Turn About is Fair Play (3.5 rules) - The PCs are used to summoning creatures to aid them, but what happens when the creatures summon the PCs? A short scenario for an effective party level of 13 (6 PCs of level 12).

The Staff of Power (3.5 rules) - The enigmatic figure Karsus always spoke about his lost loves...and it was assumed he meant actual beings. But what if his loves were objects...objects of power? The first of three scenarios in the "Tokens of Karsus" trilogy. In this scenario, the PCs must travel to the blasted Hurlotzin Lands and wrest a staff of power from the hands of a power-mad duskling cultist and his minions. For an effective party level of 14 (8 PCs of level 12).

The White Robe (3.5 rules) - The second of three scenarios in the "Tokens of Karsus" series. The PCs learn the location of Karsus' robe, but it seems to be in the possession of the powerful dragon. Do the PCs dare to face the wyrm? Or are they willing to bargain for it...and is this bargain more than it seems at first? For an effective party level of 14 (8 PCs of level 12).

A Dish Served Cold (3.5 rules) - What happens when you piss off a demon who happens to be a master of infiltration, manipulation, and seduction? A whole lot of trouble is what happens! This is a mini-scenario that is a continuation of "Days of Future Past", wherein the PCs are harrassed by a few of the bad guys who escaped the assault on their lair. Now they want revenge against the PCs who slew their master. For an effective party level of 14 (8 PCs of level 12).

The Children's Ruins (3.5 rules) - A Scenario add-on to "The Staff of Power" and "The White Robe" detailing some of the points of interest marked on a map found by the PCs. For an effective party level of 14 (8 PCs of level 12).

The Book of Revelations - Part One (3.5 rules) - The first half of the third part of the Tokens of Karsus trilogy. The PCs learn the location of Karsus' spellbook, but to access it they must change into the hated yuan-ti. Doing this requires drinking a brew that will transform the PCs in yuan-ti broodguards. However, in order for this change not to be permanent, the PCs must gather three very rare ingredients from dangerous sources. For an effective party level of 14 (6 PCs of level 13).

Smouldering Stirrings (3.5 rules) - The lava children living nearby report that something still stirs in the depths of their volcano. The firenewts that tried to awaken the entity are gone, but unless they find out what lies below, they cannot hope to keep it quiet. A sequel to Smouldering Slumber for an effective party level of 14-15 (6 PCs of level 14).

Sins of the Mother (3.5 rules) - When one of the PCs receives a sending asking them for aid, little do they know that they will become involved in a family affair and a plot to open the world to invasion from the netherworld. For an effective party level of 15 (6 PCs of level 14).

The Hut (3.5 rules) - Strange things are happening to the animals of the nearby jungle. What is corrupting the natural order? A spooky Halloween side adventure for an effective party level of 13 (4 PCs of level 13-14).

Rifts (3.5 rules) - Corrupted elementals have emerged from a strange rift in the fabric of reality. Can the PCs close the rift and stop the incursions? A side adventure for an effective party level of 15 (6 PCs of level 14).

The Book of Revelations - Part Two (3.5 rules) - The second half of the third part of the Tokens of Karsus trilogy. The PCs must transform themselves into yuan-ti in order to infiltrate the largest city of the serpent folk on the surface. There, they must insinuate themsekves into the society of their enemies and arrange to steal the Book of Karsus out from under the nose of the scaled ones. An adventure for an effective party level of 15 (6 PCs of level 14).

The Cat in the Cradle (3.5 rules) - When a catfolk suddenly appears on the PCs' doorstep, you know there is trouble afoot. After all...curiousity killed the cat. But what almost took all nine of this catfolk's lives? An adventure for an effective party level of 16 (6 PCs of level 15).

Behind the Light (3.5 rules) - When a strange duskling mystic tells the PCs of a song urging them to the Bastion of Souls, the PCs must respond and stop the beginnings of a great evil. The first scenario in the Light and Dark series. A short adventure for an effective party level of 17 (6 PCs of level 16).

Flowers in the Battle (3.5 rules and mass battle rules) - The PCs must now force the sun priesthood into a flowery battle over a matter of dogma, and then use their defeat and subsequent weakness to introduce wizardry to the Azotchtlans. But first they must recruit an army and engage the sun priesthood ont he field of battle. A scenario and mass battle for an effective party level of 17 (6 PCs of level 16).

Dying of the Light (3.5 rules) - The second scenario in the Light and Dark series. A mystic song leads the PCs into hell to confront a great evil and an even greater secret. An adventure for an effective party level of 18 (6 PCs of level 17).

The Mercane of Vecine (3.5 rules) - A short roleplaying heavy scenario that takes a few pages from Shakespeare. The PCs must convince a foolish archon not to sell his soul for a chance at the woman he loves. A mini-adventure for an effective party level of 18 (6 PCs of level 17).

Heating the Dish (3.5 rules) - A follow up to A Dish Served Cold. The PCs have a longstanding feud with a lilitu demon. But now she has an ally...a lich who also has a grievance with the PCs. When the two of these dangerous nemeses combine forces, the results could be disasterous for the PCs. A short adventure for an effective party level of 18-19 (6 PCs of level 17).

Ten Songs for a Demoness (3.5 rules) - The lilitu demon has been driven from Therra, but the PCs don't want to have to deal with her ever again. So they intend to chase her to her home plane. But there are 10 planar forks left behind, and who knows where they lead? And what if it turns out the demoness has made more enemies than just the PCs? A short adventure for an effective party level of 18-19 (6 PCs of level 17).

The Rod of Six (3.5 rules) - The PCs have learned the location of a piece of the rod of seven parts. But it is deep underwater and held by a powerful kraken...who also happens to be a master psion. An adventure for an effective party level of 19 (6 PCs of level 17-18).

 

 

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