A community for lazy dungeon masters
104 adventures found
Cover of DDA2 Legions of Thyatis
DDA2 Legions of Thyatis
BECMI
Levels 3–4
32 pages
0

Revolt of the Gladiators! The corrupt Thyatian senator, Helenites Osteropolus, his latest scheme smashed by the adventurers and their gladiator allies, hatches a new plot to destroy the influence of the Order of the Sands (even, perhaps, to attack the Emperor himself!) Yet greater dangers lie ahead. If his plot succeeds, it will remove the guardians that protect the city from the creatures that lurk in the caverns and catacombs below. Can the players block his gambit? Will the wheel of justice grind small, or will the greasy palm of political corruption reach out and save the senator once again? You decide, in the chaotic swirl of the Thyatian capital's politics. This module is designed especially for the DM who wants to sharpen his interactive skills. Recommended for four to six characters, levels 3-4 Includes map of a realistic catacomb complex below Thyatis City Unique role playing climax tests players' integrity and skill New information on the military Legions of Thyatis This module is a stand-alone sequel to DDA1 Arena of Thyatis. TSR 9296

Cover of Assault on Raven's Ruin
Assault on Raven's Ruin
BECMI
Levels 2–3
16 pages
0

In the canyon of Thunder Rift, in the village of Kleine, goblins have always been a nuisance, but the natives have dealt with them and continued an otherwise peaceful existence. Now, a valuable magical item, called the scepter of truth, has disappeared! The ingenuity of the crime bears the mark of the goblins' leader, the Master Thief Raven. The scepter must be recovered, but there is no one in Kleine with the strength and courage to penetrate Raven's trap-laden hide-out, deep in goblin territory. A party of stout adventurers might survive the mission, but they will have to be quick, smart, and especially careful. This module has been created especially for the inexperienced Dungeon Master and players who are interested in the exploration of dungeons and ruins. TSR 9350

Invasion of House Tor
5th Edition
Level 1
6 pages
0

The party has been contracted by House Tor to provide 'extra security' during a ball. Unbeknownst to the players or House Tor, a spy from another house of an attending noble is going to try to sabotage the night in an attempt to ruin the evening. Can the party stop the spy? Will the nobles finally snap?

Cover of Trouble Below
Trouble Below
BECMI
Low Level
16 pages
0

A goblin warband has found the secret tunnel which leads from the dwarven keep of Hearth-Home to the nearby hills. The tunnel is intended to be a means of escape if the keep ever falls to attackers, but now it has provided goblins with an easy way into the Underkeep. So far, the goblins have confined their attentions to the various underground rooms that make up the Underkeep, but sooner or later they will find a way to the surface. They pose a serious threat to Hearth-Home - the goblins must be cleared out of the Underkeep so this breach in security can be repaired before the orcs hear of it and overrun the dwarven keep. This adventure is slightly more challenging than Red Hand Trail, and it is recommended that it is played after that quest and before Palace of Dread. However, the scenario in Trouble Below can easily be played independently from the rest. Part of TSR 1076 The Goblin's Lair

Cover of The Maze of Zayene M1 - Prisoners of the Maze
The Maze of Zayene M1 - Prisoners of the Maze
3.5 Edition
Levels 8–12
60 pages
0

To Kill A King Death to King Ovar the tyrant! Life to law and order! Four characters are charged with a mission so insane, so daring, that terming it an assassination does not do it justice. Are the four volunteers who would lay low King Ovar killers or heroes? If murderers, how are they better than the madman theyre assigned to kill? And even if they are mere assassins, are they determined enough to overcome the Maze of Zayene? Snared in the Wizards Web

Cover of The Tomb of Demara
The Tomb of Demara
AD&D
Level 1
11 pages
0

Part of the First Quest Box Set TSR1105, this is an adventure designed to introduce new players and DMs to AD&D. The High Wizard Nethril asks the PCs to enter an old ruin and search it fro his missing apprentice. The ruin is not empty, though! Horrible things have moved in, so the search will be dangerous... First Quest Adventure Book Pgs. 7-17

Cover of UN1 Frost Lords of the Frozen Hall
UN1 Frost Lords of the Frozen Hall
AD&D
Levels 3–5
22 pages
0

The North can become very appealing to those who seek fame and fortune on their own course. The North is also home to humanoids and fell creatures, things that can find a foothold in the lawless wastes while also making a living. Larger and more lethal creatures like frost giants and white dragons can also be found, assuming you are foolish enough to go looking for them. This adventure is formatted to both 1E & 5E gaming rules.

Cover of ST1 Up the Garden Path
ST1 Up the Garden Path
BECMI
Levels 4–7
16 pages
0

The day has been long and hard and, as night falls, you gratefully surrender to the soft, silent blackness of well-earned sleep. Then the dream comes. You are seated on a throne in a cavern where the sun has never shone; where no voice has ever spoken. Yet you are not alone. Through the darkness, silent figures are moving. Blacker than black... formless yet menacing... advancing towards you from every side... You fell their touch; icy claws plucking at your skin and hair, lifting the throne and carrying you helpless on a journey from darkness into further darkness, from silence into deeper silence. You scream, and a million anguished, reedy voices answer your call. Suddenly you awake... ... and the dream is real. A module printed exclusively in the United Kingdom by TSR UK. Using the 1986 National Garden Festival as its theme, this module was sold both at that festival, and at the 1986 Games Day RPG convention at the Royal Horticultural Society Hall in London (hosted by Games Workshop that Saturday, September 27th). It was briefly mentioned in White Dwarf magazine 82, page 49.

Cover of Hushed Hills
Hushed Hills
5th Edition
Levels 1–4
9 pages
0

Hushed Hills is an adventure location set in a haunted town nestled in hilly woodlands. It doubles as a toolbox with encounters and NPCs to support DMs in running a gothic horror adventure. You can use it in three ways: 1. Run the Hushed Hills as a Tier 1 adventure that takes one, two, or three 5-hour sessions (based on the starting quest you select). 2. Select the best encounters and NPCs to add to your game. 3. Use the presented content as fuel to inspire your ideas. This toolbox is packed with assets and consists of: • 50 encounterswith 4 quests to tie them into an adventure. • 21 NPC outlines (including eldritch chimeras), • 3 multi-phased boss battle against the Godless Chimeras. Assets are grouped into 3 regions, including Crestfall Abbey, Town of Kletva, and Mirage Forest. Each region has a high-resolution map and each NPC a portrait. Published by: Immersive Adventuring

Cover of Shadowbrook Manor
Shadowbrook Manor
OSR
Levels 1–3
13 pages
0

Once a powerful proponent of Law, the Archmage Tazimack the Red was eventually driven mad by a fear of mortality. As he slipped into insanity his retirement home began to reflect the chaotic bent of his mind. Long after Tazimack’s unnaturally animated body has disintegrated, his manor house remains as a shadow cast by a twisted intellect. Can the characters bring order to this chaos?

Cover of M1 Jewel of the Lunar Rift
M1 Jewel of the Lunar Rift
OSR
Levels 1–3
34 pages
0

Things are not right at Du Sharid Manor. Months ago, a deranged parish priest and his most devout followers formed a heretical cult. These self-proclaimed “Seekers of the White Heart” chose the desolate Wild Hills to practice their secret rites; but the strange goings on at the Wild Hills did not escape the prying eyes of the more pious villagers who set out to confront the cultists. Once there, the villagers witnessed something terrifying and unexpected. Since the events of that night, the cultists have vanished, but the remaining serfs of Du Sharid now live in constant paranoia. Your party has been hired by the local bishop to to learn the truth about what happened at Du Sharid Manor. For use with Swords & Wizardry (or the like) and designed for the experienced Referee, Jewel of the Lunar Rift is a first-level campaign-starter and an introduction to the Messoria setting. Included as a bonus are campaign journals from the author's own sessions.

Cover of Night of the Vampire
Night of the Vampire
AD&D
Levels 1–6
32 pages
0

You are cordially invited to a masquerade celebrating the engagement of Lady Laina Vandevic to Lord Iajo Moubotka. Lord Gustav Vandevic welcomes you to his manor for an evening's entertainment. The servants are delighted to make your acquaintance - but watch out for the other guests! Intrigues within intrigues are afoot in Vandevicsny Manor. When a celebration becomes a night of terror, only the most cunning heroes will survive! TSR 2509

Cover of DA4 The Duchy of Ten
DA4 The Duchy of Ten
BECMI
Levels 10–14
48 pages
0

The Well of Souls. . . That's what Zugzul babe the Afridhi call the evil artifact that he had taught them to make. They must call it the Well of Souls, and they must carry it before them into every battle? and they would be mighty. Thus said the god of the Afridhi, Zugzul the One. So the Afridhi did as they were bade. Seeking the volcano called the Hill of the Hammer in the far Barrens of Karsh, they built in its heart a great forge. There, as Zugzul had promised, efreet came to help them make the mighty artifact. There, amid vile, unholy rites, they bound the souls of men into its very substance, and, for the red-handed work that must surely follow hard upon its completion. Many were the men who guarded the Hill of the Hammer during the days of making? for their foes in hated Blackmoor would try to unmake that which they had wrought. Yet, it was not men that would keep the Well of Souls from destruction, but a prophecy? that the artifact would be unmade only by the hand of one as yet unborn! TSR 9205

Cover of Old Olga and Young Yvonne
Old Olga and Young Yvonne
5th Edition
Levels 1–4
65 pages
0

Old Olga and Young Yvonne is a four- to six-hour adventure for 1st-4th level characters, designed for Dungeons & Dragons 5th Edition, with a village theme, hags and witches, an abducted child to save, some horror, and mysteries to solve! Willow Creek, a remote farming village, is in trouble: livestock is going missing and reappears gutted in the woods, crops fail and fields blight - and now the bastard child of young Yvonne has gone missing as well. What no one in the village knows: Yvonne is a budding witch secretly feuding with Old Olga, an evil hag in the woods - who now demands a human sacrifice from Yvonne in return for her child. Who can sort out this mess, bring back the innocent child, prevent a murder, and return peace and quiet to Willow Creek? This adventure can also be used as a mini-campaign sandbox. With the branching and inter-connecting scenes, locations, and NPCs it provides, combined with the guidance on how to run a "village adventure", the material provided here on more than 60 pages can easily cover up to eight hours of playtime. Included with this adventure are: + an original custom creature, the young witch + 12 original fleshed out NPCs, including personality traits and roleplaying tips + a toolset for creating villager NPCs quickly + 7 hand-drawn maps of important locations + 4 alternative story rewards (depending on how the adventure resolves)

Cover of The Nightmare Lands
The Nightmare Lands
AD&D
Level 2
176 pages
0

It's just a bad dream-a very bad dream.... Beware the night, for sleep provides another path to the Demiplane of Dread. In the unique domain called the Nightmare Lands, darkness offers not blissful slumber, but ultimate terror. Heroes enter this realm at the bidding of the night, drawn from their dreaming bodies and captured by an enigmatic figure known only as the Nightmare Man. Trapped in this region of psychological fear, heroes face their worst nightmares in strange surrealistic terrain. If they escape the treacherous clutches of dark slumber, they'll be safe-at last until the nest time sleep overtakes them... This box set Campaign Expansion contains 4 adventures: Dreams Within Dreams: https://www.adventurelookup.com/adventures/dreams-within-dreams Dark Harvest: https://www.adventurelookup.com/adventures/dark-harvest The Loathsome Deep: https://www.adventurelookup.com/adventures/the-loathsome-deep The Rose of Midnight: https://www.adventurelookup.com/adventures/the-rose-of-midnight TSR 1124

Cover of Rappan Athuk - The Dungeon of Graves (5E)
Rappan Athuk - The Dungeon of Graves (5E)
5th Edition
Levels 4–7
662 pages
0

The Dungeon of Graves, is nothing more and nothing less than a good, old–fashioned, First Edition dungeon crawl updated for the 5th Edition Roleplaying Game. Very difficult, it should strike fear into the hearts of the most stalwart adventurers. It offers an abundance of traps, tricks, and monsters. We hope that you find this module as fun and exciting as those thousands of players who have ventured into (and not as often out of) the endless caverns and mazes of Rappan Athuk—The Dungeon of Graves. Rappan Athuk is a difficult dungeon. Even the upper dungeon levels should not be attempted by a party of less than six mid-level characters.

Cover of Palace of Dread
Palace of Dread
BECMI
Low Level
16 pages
0

Agents for the Mayor of Kleine have discovered the stronghold of the Red Hand goblins deep within the Burning Hills. They have also discovered that the goblins are forming an alliance with local hobgoblin and bugbear tribes to sweep the humans out of Thunder Rift forever. The PCs must reach the lair before the hobgoblin and bugbear agents return to their own tribes. if the envoys do not return, the tribes will assume that the goblins murdered them and attack the goblins instead of the human settlements. In this way, the humans of Thunder Rift gain some unexpected allies against the Red Hand goblins. This is the most dangerous and demanding of the three adventures in this set. It is recommended that you play it after Red Hand Trail and Trouble Below. However, it can stand alone as an adventure in its own right if you wish. Part of TSR 1076 The Goblin's Lair

Cover of Priestly Secrets
Priestly Secrets
AD&D
Levels 2–4
20 pages
0

Something's rotten in Restenford! A plague of giant rats is the least of Restenford's worries. The adventure is set in the town of Restenford but with a little work can be adapted to fit almost any setting that features pirates (or once did). Pgs. 10-29

Ridgeway Watch
5th Edition
Level 3
5 pages
0

Long abandoned and all but forgotten, Ridgeway Watch has fallen to lawless hands. Travellers talk of ambushes on the high pass, but few dare challenge Kessel’s gang. Can the heroes reclaim the ruin, or will they join the list of the missing?

Cover of Bridge of Fallen Men
Bridge of Fallen Men
5th Edition
Levels 3–4
52 pages
0

Nightmares that kill, a mysterious thief that only steals knick-knacks, tales of a huge beast terrorising fisherfolk, an inn with disappearing guests, discoveries of hidden magic portals and rumours of an assassin at large: None of these things are enough to stop the ever-flowing tide of traders and travellers crossing the Bridge of Fallen Men, but its protectors - Cormyr's Purple Dragons - are short on time, and courage... ...will adventurers answer the call?