THREE DAYS
TO KILL

 
an adventure module for characters of 1st-3rd level
 
By
John Tynes


Requires the use of the Dungeons & Dragons® Player's Handbook, Third Edition, published by Wizards of the Coast®.

"NOW COULD I DRINK HOT BLOOD,
AND DO SUCH BITTER BUSINESS
AS THE DAY WOULD QUAKE TO LOOK UPON."
- HAMLET

Deeptown lies in the shadows of mountains, a town where anything is for sale if you can only meet the price. But in the wild surrounding valleys of the Deeps, it’s the bandits who make the darkest deals - and their ambition comes at a cost far greater than the contents of any wayward caravan.
 
You and your team have just been handed a new job: disrupt a meeting between a bandit lord and his mysterious new allies. At a remote mountain villa, you will strike hard and fast and leave terror in your wake. They give you the tools. You provide the talent. Survive, and you’ll be well rewarded. Fail, and you’ll pay the price.

YOU'VE GOT THREE DAYS TO RAISE SOME HELL.