D&D General List good 3e adventures for a starting Forgotten Realms campaign?

This group has done Age of Worms (set in Greyhawk). I would definitely consider the other two, but a brief look at conversion notes shows there isn't much to make a DMs life easy and they don't convert so well. Thoughts on that?

Red Hand of Doom I have in my back pocket for when they get hire level or for a separate group of characters down the road.

EDIT: Nevermind, I just pulled up the online conversion notes for Savage Tide and it seems that the whole adventure has side bars linking it to the realms and is more suitable than Shackled City, which is as closely tied to Greyhawk as Age of Worms is. This is exciting actually, I always wanted to run this one and it looks like a good candidate...
Consider the Sea of Fallen Stars as the location of Savage Tides.

There are plenty of decadent ports there that could serve as FR not-Sasserine.
 
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There is not a lot of full on print 3e FR modules, they did more sourcebook type things than modules in 3e.
You mentioned the big three hardcover trilogy adventures and Sons of Gruumsh has already been mentioned.
City of the Spider Queen takes characters from 10-18 or so.
The Twilight Tomb is a 32 page one for 3rd level characters.
There is also the 220 page Expedition to Undermountain.

I would guess there are a ton of Dungeon FR specific ones but I am not familiar with those specifics.
 

This is what I have on my list for FR adventures for 3E.

Adventures 11634 Into the Dragon's Lair
Adventures 11710 Pool of Radiance: Attack on Myth Drannor
Adventures 88574 City of the Spider Queen
Adventures 88446 Sons of Gruumsh
Adventures 95394 The Twilight Tomb

Adventures LGR1 Extermination
Adventures LGR2 Gray Hunt - PDF only
Adventures LGR3 Key to Phantoms' Cloister
Adventures LGR4 Secret of Phantoms' Cloisters - unreleased
Adventures LGR5 Dark Exodus
Adventures LGR6 Epidemic
Adventures LGR7 Nurture and Nature
Adventures LGR8 Rat's Bastard
Adventures LGR9 Denial of Resource
Adventures LGR10 Into the Fallen Lands - unreleased
Adventures LGR11 Humility
Adventures LGR12 Tyranny
Adventures LGR13 Book of Knowledge
Adventures LGR14 Native Intelligence - unreleased
Adventures LGR15 Caravan to Waterdeep - unreleased
Adventures LGR16 In Cold Blood
Adventures LGR17 Tour of Duty - PDF only
Adventures LGR18 Feast of the Moon - PDF only
Adventures LGR19 Difference of Opinion - PDF only
Adventures LGR20 The Howling of a Mighty Storm - PDF only
Adventures LGR21 The Truth of Hearts - PDF only
Adventures LGR22 As Seconds Slip Away - PDF only
Adventures LGR23 Strange Bedfellows - unreleased
Adventures LGR24 To Sever the Snake's Head - PDF only

Adventures XGR1 Under High Lord's Hall - PDF only
Adventures XGR2 Dungeon of the Hark - PDF only
Adventures XGR3 Undermountain - PDF only
Adventures XGR4 The Ruins of Karse - PDF only
 

There is not a lot of full on print 3e FR modules, they did more sourcebook type things than modules in 3e.
You mentioned the big three hardcover trilogy adventures and Sons of Gruumsh has already been mentioned.
City of the Spider Queen takes characters from 10-18 or so.
The Twilight Tomb is a 32 page one for 3rd level characters.
There is also the 220 page Expedition to Undermountain.

I would guess there are a ton of Dungeon FR specific ones but I am not familiar with those specifics.
Yeah I would love to find a list of 3e FR modules from Dungeon. After a lot of though I have settled on starting Raider's of Galath's Roost from Dungeon #87. That being said, I think there is way more quality printed adventures for 3e FR than there was for 2e, despite 2e having had so many more FR products. Under Illefarn (1e but still), Halls of Eveningstar and Doom of Daggerdale are all that really come to mind.
This is what I have on my list for FR adventures for 3E.

Adventures 11634 Into the Dragon's Lair
Adventures 11710 Pool of Radiance: Attack on Myth Drannor
Adventures 88574 City of the Spider Queen
Adventures 88446 Sons of Gruumsh
Adventures 95394 The Twilight Tomb

Adventures LGR1 Extermination
Adventures LGR2 Gray Hunt - PDF only
Adventures LGR3 Key to Phantoms' Cloister
Adventures LGR4 Secret of Phantoms' Cloisters - unreleased
Adventures LGR5 Dark Exodus
Adventures LGR6 Epidemic
Adventures LGR7 Nurture and Nature
Adventures LGR8 Rat's Bastard
Adventures LGR9 Denial of Resource
Adventures LGR10 Into the Fallen Lands - unreleased
Adventures LGR11 Humility
Adventures LGR12 Tyranny
Adventures LGR13 Book of Knowledge
Adventures LGR14 Native Intelligence - unreleased
Adventures LGR15 Caravan to Waterdeep - unreleased
Adventures LGR16 In Cold Blood
Adventures LGR17 Tour of Duty - PDF only
Adventures LGR18 Feast of the Moon - PDF only
Adventures LGR19 Difference of Opinion - PDF only
Adventures LGR20 The Howling of a Mighty Storm - PDF only
Adventures LGR21 The Truth of Hearts - PDF only
Adventures LGR22 As Seconds Slip Away - PDF only
Adventures LGR23 Strange Bedfellows - unreleased
Adventures LGR24 To Sever the Snake's Head - PDF only

Adventures XGR1 Under High Lord's Hall - PDF only
Adventures XGR2 Dungeon of the Hark - PDF only
Adventures XGR3 Undermountain - PDF only
Adventures XGR4 The Ruins of Karse - PDF only
Only thing missing from your printed adventures is the Cormyr trilogy (Tearing of the weave etc) and the Mysteries of the Moonsea book which is entirely a book full of adventures (though they are not fully fleshed out).

I did not know about the LGR and XGR adventures. Interesting, I wonder how easily they can be plucked and used.

There are also mini adventures disperesed throughout the FRCS, Silver Marches, Unapproachable East, Shining South and so forth.

After a lot of consideration I have decided I am going to start them with Raiders of Galath's Roost from Dungeon #87 (Skip Williams), then figure out how to teleport them to the Yuriwood area for Twilight Tomb. Raiders starts off with some heavy Faerun flavor but in a slightly more grounded way (dalelands stuff, Zhentarim, drow raiders, worshippers of Bane), while Twilight Tomb is also very flavorful for the setting but in a much more out there way. After that they should be around level 4 or 5 and I can head them towards Sons of Gruumsh or the various Mysteries of the Moonsea stuff. If it survives beyond that then Pool of Radiance, Into the Dragons Lair (assuming I can make these last two work with the timeline), trips to Undermountain, City of the Spider Queen etc are all fair game, not to mention all of the stuff that I could adapt.

I will also disperse Ravenloft, Spelljamming and Planescape throughout if the campaign gets to mid levels and feels healthy enough to keep going. I could also have a separate group doing Night Below if I can figure out a good conversion.
 
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Yeah I would love to find a list of 3e FR modules from Dungeon. After a lot of though I have settled on starting Raider's of Galath's Roost from Dungeon #87. That being said, I think there is way more quality printed adventures for 3e FR than there was for 2e, despite 2e having had so many more FR products. Under Illefarn (1e but still), Halls of Eveningstar and Doom of Daggerdale are all that really come to mind.

Only thing missing from your printed adventures is the Cormyr trilogy (Tearing of the weave etc) and the Mysteries of the Moonsea book which is entirely a book full of adventures (though they are not fully fleshed out).

I did not know about the LGR and XGR adventures. Interesting, I wonder how easily they can be plucked and used.

There are also mini adventures disperesed throughout the FRCS, Silver Marches, Unapproachable East, Shining South and so forth.

After a lot of consideration I have decided I am going to start them with Raiders of Galath's Roost from Dungeon #87 (Skip Williams), then figure out how to teleport them to the Yuriwood area for Twilight Tomb. Raiders starts off with some heavy Faerun flavor but in a slightly more grounded way (dalelands stuff, Zhentarim, drow raiders, worshippers of Bane), while Twilight Tomb is also very flavorful for the setting but in a much more out there way. After that they should be around level 4 or 5 and I can head them towards Sons of Gruumsh or the various Mysteries of the Moonsea stuff. If it survives beyond that then Pool of Radiance, Into the Dragons Lair (assuming I can make these last two work with the timeline), trips to Undermountain, City of the Spider Queen etc are all fair game, not to mention all of the stuff that I could adapt.

I will also disperse Ravenloft, Spelljamming and Planescape throughout if the campaign gets to mid levels and feels healthy enough to keep going. I could also have a separate group doing Night Below if I can figure out a good conversion.

2Es not known for quality adventures.

The few that exist are in Dungeon, the good FR ones, Night Brlow and some of the late ones post TSR collapse.
 

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