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Dungeons & Dragons 3.5: Dry Spell

Dry Spell

In a nice low=level adventure, the party is asked to retrieve a magical item that has been stolen by bandits and which is believed to be behind a drought troubling a region that is already semi-desert. The background for the DM explains what is going on and a few hooks are provided to get the party involved, mostly - as is appropriate for the level - an offer of reward to find out what is going on and put things right. It's suggested that if nobody in the party can track, an NPC tracker be available to help them find the main site of the action.

Basically, once the party have done whatever research they like about the bandits (or the magic item, not that much is known about that, its owner was on the way to consult with a local sage when the bandits attacked) they need to travel deep into the desert to find the bandit lair. Here's an opportunity for a bit of sun, sand and suffering for the party. They'll need to make sure that they take adequate supplies and take precautions against the heat... and of course, some random encounters are provided to keep them entertained along the way. Once they arrive at their destination, there's a neat little delve with some varied and quite intelligent (or at least well-organised) defenders and a bandit chief who is quite cunning and thinks about what he is doing - although he is of the 'fight or flight' variety, unlikely to try negotiations with the party. A few thoughts for follow-up adventures are mentioned, but this is basically something to accomplish and then move on. A neat little adventure.

Return to Dry Spell page.

Reviewed: 22 June 2016