A community for lazy dungeon masters
42 adventures found
Cover of Hall of the Fire Giant King
Hall of the Fire Giant King
4th Edition
Levels 18–20
61 pages
0

The party has been tasked with bringing the head of the fire giant king Snurre Ironbelly to the storm giant lord Krombaalt, as well as capturing the dwarven traitor Obmi Ironwhisper. Delving into Snurre's stronghold, they will also discover the sinister drow manipulating the giants. The adventure is part of the "Against the Giants" series originally by Gary Gygax, hence the writing credit.

Cover of The Lair of Sarkt
The Lair of Sarkt
3.5 Edition
7 pages
0

Sarkt is an illithid sorcerer. It was cast out of its community for its heretical studies (Sarkt was in fact, lucky to escape alive). It didn't take the cunning creature long to pick up a few thralls and find a new place to live, safe from the murderous intentions of its companions. Sarkt dwells in the subterranean ruins of an ancient shrine to Blibdoolpoolp, the crustacean-headed deity of the kuo-toas. This shrine lies on the fringe of a region controlled by kuo-toas, but since Sarkt's arrival, the fishmen avoid the area. A few unfortunate kuo-toas now serve Sarkt as thralls and maintain the illusion that the shrine serves Blibdoolpoolp. Pgs. 82-88

Cover of Tentacles. Why Did It Have to Be Tentacles?
Tentacles. Why Did It Have to Be Tentacles?
5th Edition
Levels 5–7
14 pages
0

TENTACLES. WHY DID IT HAVE TO BE TENTACLES? A colony of deep gnomes have had their main water source taken over by a group of kuo-toa, but are the fishy folk really the ones to blame for leaving the gem-loving svirfneblin thirsty?… This adventure was originally made for a West Marches campaign, but is designed to easily fit into any standard fantasy setting. There are many areas to insert plot hooks for your own world or campaign. A 4-hour adventure for 5th-7th level characters by ALAN TUCKER

Cover of They Came From the Deep
They Came From the Deep
5th Edition
Levels 17–20
44 pages
0

Taag'thrith, born a gith but transformed into an illithid by ceromorphosis, has been finally found purpose: the assimilation & understanding of all knowledge. Taag'thrith plans to unleash a 10th level spell that will grant him just that-at the cost of all sentient life on the Material Plane. Will the heroes be able to traverse the dangerous corpse of a dead God, find Taag'thrith's aqueous lair the Eternal Spirals, & pit their foes against one another in order to destroy the foul lich once and for all? Or will they fall prey to the threats trapped within the Eternal Spirals & sink beneath the surface forever? They Came from the Deep is the second installment in Pretty Little Liches: a trilogy of adventures centered around three unique liches and their lairs designed for high-level play. These three lairs and the surrounding regions can be run independently as individual adventures or tied together into a mini-campaign that centers on the destruction of the Green Hand, an organization of dangerous liches.

Shards of The Day
AD&D
Levels 7–9
23 pages
0

a baron recruits the party to find a set of magical swords as well as explore a mine shaft that connects to the under dark

Cover of Encounters in the Savage Underdark
Encounters in the Savage Underdark
5th Edition
Levels 1–20
150 pages
0

Encounters in the Savage Underdark is a 150-page supplement containing mini-adventures, NPCs, locations, and magic items,from eighteen of the DMsGuild's best authors.This incredible 150 page supplement features 24 amazing new Underdark adventures. Visit Annarei's Garden Encounter an insane aboleth Interact with traveling merchants Attend the Fire Fest Perform an Underdark heist and so much more....

Cover of DC-POA-JL01 Horror Beneath the Frost
DC-POA-JL01 Horror Beneath the Frost
5th Edition
Levels 5–10
25 pages
0

Avalanches are hardly news in Icewind Dale. The frequency to which it is occurring, however, defies logic. What is the cause of this strange phenomenon? What horrors could have unleashed such force of nature with such reckless abandon? Horror Beneath the Frost is a slasher horror adventure set in Icewind Dale, deep within the Reghed Glacier. It features yetis, mind flayers and a boneclaw! The adventure is designed to be easily dropped into: • Any homebrew campaign where avalanches occur. • Icewind Dale: Rime of the Frostmaiden campaign. • Plague of Ancients Seasonal Campaign for the Adventurers League (AL) organized play program. Inside you will find: • A slasher horror adventure optimized for five characters with an average party level (APL) of 8. • Scaling advice for three to seven 5th to 10th level characters. • A printer-friendly version of the adventure. • 4 digital maps importable to Roll20, Foundry VTT and your VTT of choice. Includes gridded, grid-less and printer friendly versions of the maps. • D&D Adventurers League compatible adventure (Dungeon Seed: This Seems Familiar | DC-POA-JL01)

Cover of Teleport Gone Awry
Teleport Gone Awry
3.5 Edition
Level 10
6 pages
0

Side-Trek adventure When your PCs gain access to the teleport spell, their whole world changes. That simple spell opens up instantaneous, long-distance travel. No more long overland journeys or dangerous retreats through hostile territory. All it takes is clasped hands and a word from the wizard, and poof! The PCs are where they want to go. Except that it isn’t that simple, because teleport isn’t foolproof. The off-target teleports are a matter of scattering your PCs someplace else on the map and forcing them to get their bearings and make the long overland journey anyway. But this Side Trek focuses on the really intriguing column on the teleport chart: “similar area.”

Cover of The Fall of Cyrog
The Fall of Cyrog
5th Edition
Levels 9–12
14 pages
0

This adventure is written with the intent that it takes place in the subterranean world called the Underdark in the world of Forgotten Realms, although it may be placed in other settings. Within the Underdark, Cyrog's lair can be placed anywhere though it is stated to be thousands of miles east of Gravenhollow. If you are running Out of the Abyss, you may want to have your players see the vision Cyrog Lives! Hail Orcus! (OOTA, 158). Additionally, it is recommended that this adventure be used for a party of 4 to 6 players, level 9 to 12. While merely hinted at through visions in Out of the Abyss, Orcus is roaming the Underdark unchallenged with an army of mind flayers at his disposal. Cyrog, the elder brain of a mind flayer colony in the Underdark has died. The demon lord Orcus has reanimated and taken control of it. The hive of mind flayers is now bent to Orcus's will through Cyrog as he strives to make all life in the multiverse into a vast undead horde under his control. The adventurers are contacted by a patron who gives them a special item (such as brain worms) to suppress their brain waves and make it possible to infiltrate the Cyrog's Lair without immediate detection. The adventurers must defeat or otherwise subdue mind flayers and a few guards, override the elder brain's mechanical defense system, and slay Cyrog.

Cover of The Hall of Harsh Reflections
The Hall of Harsh Reflections
3.5 Edition
Level 7
27 pages
0

The Free City: a shining gem in the crown of cultured civilization. Beneath the surface of this bustling metropolis is a rot, festering in the darkness, manipulating the lives of those unaware of its presence. Now a small adventuring band from out of town may be in over their heads. Their actions in Diamond Lake have attracted the wrath of one of the city’s hidden masters. A gang of infiltrators and an enigmatic mastermind plot their destruction, and only tracing the rot to the root can stop the onslaught. "The Hall of Harsh Reflections" is the fourth installment of the Age of Worms Adventure Path, a complete campaign consisting of 12 adventures, several "Backdrop" articles to help Dungeon masters run the series, and a handful of poster maps of key locations. For additional aid in running this campaign, check out Dragon's monthly "Worm Food" articles, a series that provides additional materials to help players survive this campaign. Check out issue #336 of Dragon for five attractions to tempt your PCs to spend some of their hard-earned loot. This issue of Dragon also features an Ecology of the Spawn of Kyuss, one of the central creatures featured in this campaign. Pgs. 34-60

Cover of DDEX03-08 The Malady of Elventree
DDEX03-08 The Malady of Elventree
5th Edition
Levels 5–10
34 pages
0

An escaped duergar slave stumbles into the village of Elventree. With her she brings a malady that grips the small settlement in a bout of madness that seems unshakable. Can you find the source of the madness and save yourself and the village’s inhabitants? A four-hour adventure for 5th-10th level characters.

Cover of The Vault of the Devourer
The Vault of the Devourer
5th Edition
Levels 1–4
32 pages
0

Amid the gales and snowy Earthspur Mountains, the tumbling ruins of the ancient Tempest Mage's tower brood over the village of Windy Valley. When a kidnapper flees into the ruins, it's up to a group of adventurers to apprehend the rogue and save his victim from the vault below. Published by Cold Iron Conventions and Draxtar Games.

Cover of Tentacles. Very Dangerous. You Go First.
Tentacles. Very Dangerous. You Go First.
5th Edition
Levels 6–8
14 pages
0

TENTACLES. VERY DANGEROUS. YOU GO FIRST. Adventure in the Underdark, Part Two The colony of svirfneblin, while grateful for the adventurers’ deeds, is still in need of a reliable source of drinking water. The kuo-toa hold the lake, and there is the matter of the tentacled menace the party faced previously… This adventure is a continuation of Tentacles. Why Did It Have to Be Tentacles?, but can be run by itself as well. It is designed to easily fit into any standard fantasy setting. A 4-hour adventure for 6th-8th level characters

Cover of SJA2 Skull & Crossbows
SJA2 Skull & Crossbows
AD&D
Levels 6–10
64 pages
0

Different worlds have different laws. But everywhere you go, you're going to find people who bend and break those laws and turn a healthy profit doing it. Whether sailing the high seas or the Flow, they are called pirates. It's these pirates that you've been hired to hunt. With letters of marque in your mapcase, your job is to track down and capture, alive or dead, some of the most dangerous characters in the known( and unknown) spheres. Of course, not everyone in space is a pirate. You'll also meet Torgan Betz (a man famous for bending the laws, rarely breaking them), Tiktitik, the Thri-kreen crusader, " Thought Taker," the illithid, and the feared Drow commander Teela Darkcloud. Even so they all have their personal agendas, and it's often hard to tell enemies from friends. TSR 9286

Cover of City of the Spider Queen
City of the Spider Queen
3rd Edition
Level 10
186 pages
0

The Fate of Faerûn Lies in Shadowy Darkness! Daggerdale is reeling from a sudden series of murderous drow raids. As a grave threat to the entire surface world develops in the war-torn dark elf city of Maerimydra, intrepid heroes must discover its source and destroy it, if they can.

Cover of S3 Expedition to the Barrier Peaks
S3 Expedition to the Barrier Peaks
AD&D
Levels 8–12
32 pages
0

The Grand Duchy of Geoff has recently been plagued by a rash of unusually weird and terrible monsters of an unknown sort. This western area, particularly the mountain fastness which separates the Grand Duchy from the Dry Steppes, has long been renowned for the generation of the most fearsome beasts, and it has been shunned accordingly -- save a handful of hardy souls with exceptional abilities. Within the last few months, however, a walled town not far distant from the area, and four small fortresses as well, have been destroyed by mysterious attacks! This classic adventure set on a crashed spaceship challenges the players assumptions, and expands on what's possible within the "fantasy" label. TSR 9033

Cover of D1-2 Descent into the Depths of the Earth
D1-2 Descent into the Depths of the Earth
AD&D
Levels 9–14
28 pages
0

This material was originally published as two separate adventures, D1: "Descent into the Depths of the Earth" and D2: "Shrine of the Kuo-Toa." Contained herein are referee notes, background information, maps, and exploration keys intended for use with the Advanced Dungeons & Dragons rules. The adventure can be used alone or as part of an extended adventure that begins with G1-3: "Against the Giants" and continues with D3: "The Vault of the Drow" and Q1: "Queen of the Demonweb Pits." TSR 9059

Cover of DDEX03-03 The Occupation of Szith Morcane
DDEX03-03 The Occupation of Szith Morcane
5th Edition
Levels 5–10
35 pages
0

Agents of the fire giants of Maerimydra, a city in the Underdark, have overtaken the drow outpost of Szith Morcane. The factions seek out adventurers to free the outpost’s leaders for questioning on the giants’ activities. Can you extricate them before it’s too late?

Cover of A Shadow over Waterdeep
A Shadow over Waterdeep
5th Edition
Levels 12–15
18 pages
0

A terrible and unnatural fear has come over the people of Waterdeep. In a matter of weeks, dozens of people are missing, and more disappear each night. Rumors tell of curses, phantasms, demons, and possession. In truth, these are the victims of tiny parasitic brain maggots unleashed by the illithid dragon called Brainstealer. The fate of its victims fall on your shoulders, as you discover his lair and prepare to raid it.

Cover of Hall of Echoing Screams
Hall of Echoing Screams
4th Edition
Level 14
6 pages
0

Recent earthquakes have unearthed a small section of a lost dwarven fortress. The dwarves are long gone, but rumors suggest they might have left treasure or weapons behind. After a journey into the Underdark, the characters find a barred iron door bearing the names of several ancient dwarven clans. Pgs. 90-95