This is a list of official adventures published by as separate publications. It does not include adventures published as part of supplements, officially licensed Dungeons & Dragons adventures published by other companies, official adventures and other adventures that may be compatible with Dungeons & Dragons.Officially published adventures from before 3rd edition are often called modules.
For a list of published modules from before 3rd Edition Adventures, see. For description and history of Adventures/Modules, see. For adventures set in the setting, see the, and for adventures set in the setting, see the. Contents.3rd edition The adventures listed here are official Wizards of the Coast Dungeons & Dragons 3/3.5 adventures only.
The first 3rd Edition adventure module published (not counting OGL/d20 STL modules) was, in 2000.NumberTitleLevelsAuthor(s)PublishedSettingNotes12006?3.2000Stand alone game with pre made characters used to teach how to play D&D.
Disclaimer: I do realize that D&D 4e was designed to be played with a DM and ideally 5 players. Some class features are useless if you have no allies and so on. However, the simplified and relatively consistent game mechanics lend themselves well for solo gaming in other respects, and I intend to explore those possibilities.
Just for the fun of it.introduction placeholderI intend to add bits of info little by little.Feel free to comment on my ideas.AdventuresEach adventure consists of a number of areas. An area is typically a room in a dungeon. In an adventure PDF or print out, a two-page spread corresponds to an area. Each area has one or more exits that are numbered.
Dungeons And Dragons Solo Adventures 4e Pdf Viewer Download
The number indicates the area you enter when the character moves to that exit. For example, if you leave area 1 and enter area 4, you flip 3 pages ahead.Each area has a battle grid/map, description of all relevant features of the area (such as monsters and treasure) and so on.Each area is further divided into zones.

If you enter a zone, you get to read the detailed description of the zone, and the presence of traps and such is revealed. If there is a trap in the zone and you haven't used Perception to search the square you entered (or you failed the check), you spring the trap. Character creationCharacters creation works pretty much the same as normally.Race, class and role: Any playable race and class can be used with D&D 4e Solo. Some roles and classes may have significantly better chances of survival than others, though.Ability scores: It is recommended that you generate ability scores using Method 1 or 2 in the PHB.Skills, feats, powers and equipment: Some powers, skills or feats may be useless because you have no allies, such as Commander's Strike. If you're planning to use your character only in solo games, choose powers and other character building options that work without allies.Alignment and deities: These are seldom relevant, but some adventures may have special options for characters who have a particular alignment or who worship a particular deity.Languages: Some adventures have monsters that are willing to talk to your character. Many intelligent creatures speak Common, but sometimes communication is possible only if your character knows a certain language.
Similarly, inscriptions and other texts can only be read if your character knows the language the text is written in.Gaining levelsAs normally, when you earn enough XP, you level up. As soon as you gain a level, you may immediately use your new powers and feats. Acrobatics, Athletics and Endurance ('the physical skills')You can usually take 10 when using these skills unless you're in combat. Acrobatic stunt (Acrobatics): Usually requires DM fiat - this use of the skill is only usable when the area description explicitly permits it. Balance (Acrobatics): Balance can be used to move safely on precarious surface. If it is evident that you'll need to use balance, the DC is given in the area description.
Steyr mannlicher model m serial numbers. Weight of the rifle with the 3-12x56mm was 10.1lb and about half a pound lighter with the 4x36mm. I actually used the 4x36mm as much more than just a back-up.
Otherwise, the DC is given when you enter a zone where balancing is required. Climb (Athletics): Basically any wall in the dungeon can be climbed, general climb DCs are used. If there are zones where the climb DC is different, it is mentioned in the zone/area description. Escape from a Grab (Acrobatics/Athletics): This use of the skill works normally in combat. Escape from restraints (Acrobatics): This one is not relevant in most adventures.
Can be used only if the area description permits it. Jump (Athletics): You can jump basically whenever you want (to avoid suspicious looking squares, for example).
The DC is determined by distance as normally. For special obstacles, the DCs are given in the area description. Reduce falling damage (Acrobatics): Can be used normally when taking falling damage. Swim (Athletics): Can be used whenever there's enough water to swim.
The DC is given in the area/zone description. Endure extreme weather (Endurance): In most solo adventures, weather is irrelevant. If Endurance checks are required, it is mentioned in the area description. Resist disease, ignore hunger and ignore thirst (Endurance): Make checks as normally if relevant. Usually, though, the adventures are so short that these checks are not needed during the adventures. Hold breath (Endurance): Some adventures have pools, ponds and other zones with enough water to drown in.