| Risky Level Adventures
"The Medusa glares at the wizard…"
Eye for an Eye (ZIP 337 Kb)
|G1-G3 Against the Giants (ZIP 517 Kb)||8-12 3E|
|I2 Tomb of the Lizard King (ZIP 431 Kb)||8 3E|
|Treasure of the Elements
by Boe Powell (ZIP 17 MB)
Excerpt from An Eye for an Eye Adventure
When your ire has been raised, when you have been wronged, when someone has crossed you too many times—it’s time to contact the Council of Wrath. This small but extremely efficient band specializes in vengeance. And woe to those who find them looking in their direction.
You, the Dungeon Master (DM), need a copy of the Player’s Handbook, the DUNGEON MASTER’s® Guide, and the MONSTER MANUAL® to use this adventure. Text that appears in shaded boxes is player information, which you may read aloud or paraphrase when appropriate. Unshaded boxes contain important information for you, including special instructions. Monster and NPC statistics are provided with each encounter in abbreviated form or, where appropriate, the proper page in the MONSTER MANUAL is referenced.
The Council of Wrath is an organization of mercenaries that fulfils a need—revenge. Mainly made up of assassins, the Council will do whatever it is hired to do to get revenge for a wronged party. This includes blackmail, public humiliation, destruction of property, and other illegal activities.
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I am currently playing Against the Giants, and are about 1/3 the way through it (I think; I'm a player, not the DM.) It's obviously an old adventure, and most of the "fights" were far too easy...until what ended up being a challenge rating 17 fight! For an 11th level party, that was crazy. The party knew about the enemy and could prepare and control how the battle would go. The DM was loathe to play it that way, suggesting he could break it up into "waves," but we players wanted the challenge, and were willing to risk a TPK. An 11th level party that sets the stage the way they want the battle to go can do a lot of damage, but we still barely survived. You bet we all leveled up!