Margins
Margins
548 Market St PMB 65688, San Francisco California 94104-5401 USA
hello@margins.app
·
+1 (650) 223-5283
Privacy Policy
·
Terms of Use
© 2026 Paratext Inc. All rights reserved
D&D 3rd ed. Adventures
D&D 3rd ed. Adventures
Series · 8 books · 2000-2002
By
Bruce R. Cordell
,
Richard Baker
,
James Wyatt
, and more
Books in series
#1
The Sunless Citadel
2000
Evil grows beneath the earth Why should anyone travel the cracked cobblestones of the Old Road? The fortress that once cast its shadow across the road does so no longer—some whisper that the earth swallowed the fortress whole in an age long past. Four brave adventurers resolved to discover the truth and set off down the Old Road, but they never returned. The Sunless Citadel is the first in a series of eight stand-alone adventures for the Dungeons & Dragons game. This carefully crafted adventure, designed to challenge 1st-level D&D heroes, follows a path to a mysterious dungeon where evil has taken root, and a terrible tree and its dark shepherd plot in darkness. To use this adventure, a Dungeon Master also needs the Player's Handbook, the Dungeon Master's Guide, and the Monster Manual .
#2
The Forge of Fury
2000
What waits in the ruined dwarf stronghold? Two hundred years ago, the great dwarf smith Durgeddin the Black built Khundrukar, a hidden stronghold for his war of vengeance against all orckind. For years Durgeddin labored, until the orcs discovered Khundrukar and stormed the citadel, slaying all within. Legends say that Durgeddin's masterful blades and glittering treasures were never found. The Forge of Fury is the second in a series of eight stand-alone adventures for the Dungeons & Dragons game. It details Khundrukar's five extensive levels of fierce tribes, dangerous obstacles, diabolical traps, and monstrous creatures. To use this adventure, a Dungeon Master also needs the Player's Handbook, the Dungeon Master's Guide, and the Monster Manual.
#3
The Speaker in Dreams
2001
Sinister forces terrorize a town The town of Brindinford is in the midst of its annual streat 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 third in a series of stand-alone adventures for the Dungeons & Dragons game. You're in for a wild ride in this river town. Leave the dungeon behind—the terrors lurking in Brindinford are more challenging by far! To use this adventure, a Dungeon Master also needs the Player's Handbook, the Dungeon Master's Guide, and the Monster Manual.
#4
The Standing Stone
2001
Evil lurks in the forest What terror stalks the villagers of Ossington? Who is the ghostly horseman haunting the road, stopping anyone from leaving? Why are the wild elves slaying villagers from afar with their deadly stone-tipped arrows? What lies buried in the old Great Barrow, and why is it stirring anew? What secret do the ancient standing stones surrounding the village hold, and can the heroes solve the mystery before a foul plot comes to fruition? The Standing Stone is fourth in a series of stand-alone Dungeons & Dragons adventures for 7th-level D&D heroes. It presents a mystery for heroes to solve if they wish to save an isolated village from the dangers that threaten to overwhelm it. To use this adventure, a Dungeon Master also needs the Player's Handbook, the Dungeon Master's Guide, and the Monster Manual. Evil lurks in the forest What terror stalks the villagers of Ossington? Who is the ghostly horseman haunting the road, stopping anyone from leaving? Why are the wild elves slaying villagers from afar with their deadly stone-tipped arrows? What lies buried in the old Great Barrow, and why is it stirring anew? What secret do the ancient standing stones surrounding the village hold, and can the heroes solve the mystery before a foul plot comes to fruition? The Standing Stone is fourth in a series of stand-alone Dungeons & Dragons adventures for 7th-level D&D heroes. It presents a mystery for heroes to solve if they wish to save an isolated village from the dangers that threaten to overwhelm it. To use this adventure, a Dungeon Master also needs the Player's Handbook, the Dungeon Master's Guide, and the Monster Manual.
#5
Heart of Nightfang Spire
2001
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. Heart of Nightfang Spire is a thrilling excursion in the tradition of The Sunless Citadel, The Forge of Fury, The Speaker in Dreams, and The Standing Stone.
#6
Deep Horizon
2001
The Underdark Holds Many Secrets A series of earthquakes and eruptions have rocked a normally placid land. Strange creatures sighted in the dark of night raise fears across the already disturbed countryside. As tales of a lost race that once warred with the drow begin to surface, only the boldest adventurers dare to descend into the shadow darkness. Deep Horizon is a stand-alone adventure for the Dungeons & Dragons game. Designed to challenge 13th-level D&D characters, it presents a long-forgotten civilization for heroes to discover and save, if they can. To use this accessory, a Dungeon Master also needs the Player's Handbook, the Dungeon Master's Guide, and the Monster Manual .
#7
Lord of the Iron Fortress
2002
Great Danger Wrought in Secrecy Legendary forgemasters now serve an evil warlord and his dark purpose. Their hammers ring upon anvils dedicated to remaking a terrible weapon that was destroyed in ages long past. As the very fate of the world is being shaped, only the strongest heroes can shatter the diabolical plan. Lord of the Iron Fortress is a stand-alone adventure for the Dungeons & Dragons game. Designed to challenge 15th-level D&D heroes, it opens the perilous gateway to planar travel. To use this accessory, a Dungeon Master also needs the Player's Handbook, the Dungeon Master's Guide, and the Monster Manual. Lord of the Iron Fortress is the seventh adventure in a series of eight designed to take players from the beginner to advanced levels of play (although no other adventures need be played to play this one). Lord of the Iron Fortress contains an additional 16 pages of content for the same price as earlier adventures.
#8
Bastion of Broken Souls
2002
The Blood of Ancient Battles Rises An eternal demonic war draws dangerously close to an end, threatening the balance of all existence. At the crux of this chaotic feud resides a legendary terror fixated upon immortality at any cost. Only the most powerful heroes can hope to defeat a force that lies beyond the influence of the gods. Bastion of Broken Souls is a stand-alone adventure for the Dungeons & Dragons game. Designed to challenge 18th-level D&D heroes, it pits them against some of the most powerful beings in the multiverse. To use this adventure, a Dungeon Master also needs the Player's Handbook, the Dungeon Master's Guide, and the Monster Manual. This adventure is the latest element in a collection of adventures designed to take characters from beginner to advanced levels of play (although no previous adventure need be played to play this one) . Bastion of Broken Souls features an additional 16 pages of content for the same price as previous adventures.
Authors
Bruce R. Cordell
Author · 47 books
Richard Baker
Author · 43 books
James Wyatt
Author · 39 books
John D. Rateliff
Author · 7 books
Skip Williams
Author · 14 books
Andy Collins
Author · 8 books