A community for lazy dungeon masters
92 adventures found
Cover of Of Nests and Nations
Of Nests and Nations
BECMI
Levels 8–12
18 pages
0

Arson, rioting, sabotage, murder - and no suspects. Watchmen are murdered, ships explode and sink in their berths, and savage monsters are summoned in the streets - but no one can catch the killers. The party must navigate the growing tensions between rival factions in the city. After following clues to a tavern, The Flying Hamhock, the party will need to defeat a powerful Hivemind which is behind the attacks. Pgs. 47-64

Cover of Pathfinder Society Scenario #6–01: Trial by Machine
Pathfinder Society Scenario #6–01: Trial by Machine
Pathfinder
Levels 1–5
22 pages
0

More than a millennium has passed since the "machine mage" Karamoss's failed siege of Absalom, and for years the Pathfinder Society has used upper reaches of his subterranean siege tower as a training ground for initiates. During a routine drill, the once-dormant dungeon springs to life, and it will take all the PCs' resourcefulness and skill to make it out alive.

Cover of Flowers in the Dead House
Flowers in the Dead House
5th Edition
Levels 1–4
20 pages
0

"An ancient curse has fallen over the righteous Kelemvor's Dead House! Among the infested corpses, a mystery awaits to be solved." Flowers in the Dead House is a 3-4 hour urban adventure for 1st-4th level characters. Adventure features: - A mystery-centered urban adventure. - A setting-neutral proposal, with guidance to play it in Baldur’s Gate or Waterdeep - Scaling guidelines for Average Party Level (APL) - A new item (Kelemvor’s gas mask) - A new creature (Primordial vengeful spirit) - Digital maps for each area with a printer friendly version

Cover of Lost Mine of Phandelver
Lost Mine of Phandelver
5th Edition
Level 1
63 pages
20  0

"More than five hundred years ago, clans of dwarves and gnomes made an agreement known as the Phandelver’s Pact, by which they would share a rich mine in a wondrous cavern known as Wave Echo Cave. In addition to its mineral wealth, the mine contained great magical power. Human spellcasters allied themselves with the dwarves and gnomes to channel and bind that energy into a great forge (called the Forge of Spells), where magic items could be crafted. Times were good, and the nearby human town of Phandalin (pronounced fan-duh-lin) prospered as well. But then disaster struck when orcs swept through the North and laid waste to all in their path. A powerful force of orcs reinforced by evil mercenary wizards attacked wave echo cave to seize its riches and magic treasures. Human wizards fought alongside their dwarf and gnome allies to defend the Forge of Spells, and the ensuing spell battle destroyed much of the cavern. Few survived the cave-ins and tremors, and the location of Wave Echo Cave was lost. For centuries, rumours of buried riches have attracted treasure seekers and opportunists to the area around Phandalin, but no one has ever succeeded in locating the lost mine. In recent years, people have resettled the area. Phandalin is now a rough-and-tumble frontier town. More important, the Rockseeker brothers - a trio of dwarves - have discovered the entrance to Wave Echo Cave, and they intend to reopen the mines. Unfortunately for the Rockseekers, they are not the only ones interested in Wave Echo Cave. A mysterious villain known as the Black Spider controls a network of bandit gangs and goblin tribes in the area, and his agents have followed the Rockseekers to their prize. Now the Black Spider wants Wave Echo Cave for himself, and he is taking steps to make sure no one else knows where it is." Extra Info from AL.com users: by @marcellarius. "There are a variety of locations in this adventure: the town of Phandalin, a gang hideout, a ruined keep in the forest, a destroyed village, and Wave Echo Cave (a dungeon crawl). The adventure is written in a sandbox style and relies on the players to choose their path. Phandalin offers several side-quests which could serve as hooks for continuing adventures. The premade characters have ties in their backgrounds to NPCs and locations. If you're not using these you'll need to consider other ways to introduce key NPCs."

Cover of Sons of Gruumsh
Sons of Gruumsh
3.5 Edition
Levels 4–8
31 pages
0

This adventure takes place in the Moonsea of Faerûn. The players have been brought to Melvaunt to search for the missing scions of the city's great families. To the north, in Thar the orc tribes converge on the ruined fortress of Xul-Jarak, flocking to the banner of a charismatic warlord. There, he intends to sacrifice the scions of the great families of Melvaunt in a bloodritual to Gruumsh. The players will escape Melvaunt, search along the wilderness of Thar for the Fortress of Xul-Jarak, and then explore the dungeons of the ruined fortress and hopefully rescue the scions before they are sacrificed. There also is a Web Enhancement by Eric Cagle on the archives of wizards of the coast's website designed to scale the adventure to level 8. For example, it replaces the Owlbear with a Tyrannosaurus. This is an easy to scale adventure with much of the player's difficulty coming from intelligently avoiding problems, choosing how to approach each floor in the most tactical way, and quickly adjusting when something goes wrong. The adventure has sidebars including common orc battle cries (In Orc!), ready to use orc names, weather and random encounter table in Thar, a description of what happens if the party fails or partially succeeds, and suggested minis for each of the encounters. There is even an extended description of the bloodspear ritual, an event the party is not meant to encounter in a normal run. The appendix is detailed for all the humanoid characters including the scions and their equipment, the named villains, and variety of unnamed orcs the party will encounter. The fortress also offers an opportunity to introduce the players to the Underdark and the Zhentil Keep. There is a passage to the Underdark the players can accidentally explore, and return to later. Emissaries from Zhentil Keep have come to watch the ritual and have their own motivations. These npcs provide an opportunity for exposition and role playing at a point which otherwise might be combat heavy, acting as a valve for the first floor - helping or hurting the party with subtle magic should the difficulty be off.

Cover of DDEX03-05 Bane of the Tradeways
DDEX03-05 Bane of the Tradeways
5th Edition
Levels 1–4
30 pages
0

Times are hard in the Hillsfar countryside, especially for those of non-human ancestry. Unscrupulous merchants in league with the hated Red Plumes bleed local farmers and artisans dry. Perhaps some of those loot-laden caravans coming and going from Hillsfar could use a bit of liberation? A four-hour adventure for 1st-4th level characters.

Cover of DDAL04-11 The Donjon
DDAL04-11 The Donjon
5th Edition
Levels 5–10
28 pages
0

The village of Orașnou is panicked when a group of Bloodhand orcs appear at the edge of the woods. They bring news and an unusual request that reveals a new foe. Part Eleven of Misty Fortunes and Absent Hearts.

Cover of DF2 The Lost Apprentice
DF2 The Lost Apprentice
AD&D
Levels 3–5
15 pages
0

Continue the adventure inside the Dwarven Forge world of Mythras with the second part of this new gaming trilogy, The Hidden Valoria Campaign. Now entrenched in the tapestry of The Patina Court, the players must begin unraveling an even greater mystery that lies beneath the streets. Taking the adventure to the sewers, get ready to explore some of the locations that have made Valoria so famous among its players over the years This adventure is formatted to both 1E & 5E gaming rules. Also available in PDF.

Cover of Honor Among Thieves
Honor Among Thieves
5th Edition
Levels 5–6
12 pages
0

When Wisp Shadowfoot, gentleman thief, makes off with the party’s valuables they are thrown into the shadowy world of criminal intrigue. The master burglar, it seems, needs a favor from people as skilled at smashing as he is at sneaking. If our plucky adventurers ever want to see their loot again they’ll need to help him wipe out a band of murderous house-breakers that aren’t just spooking potential targets, but are behaving in a most ungentlemanly fashion while doing so. One way or another, there’s going to blood spilled in the shadows tonight!

Cover of The Ringmaster's Request
The Ringmaster's Request
5th Edition
Levels 1–3
15 pages
0

A vibrant circus has just arrived, setting up on the edge of town. Run by the charismatic half-elf ringmaster, Marlow, the performers bring with them dazzling displays of magic and talent, artifacts with incredible powers to behold, and strange creatures most people would never get the chance to see close up. Behind all of the joy and revelry, the circus holds a dark secret, for Marlow keeps tyrannical control over his performers with both whip and word. As this latest performance reaches its height, two acrobats decide to take their chance at freedom, making use of a distraction to steal something valuable from Marlow and make their escape. Marlow will do anything to get the two back under his power, and so turns his significant charms upon a hapless band of adventurers attending his circus.

Cover of DDA1 Arena of Thyatis
DDA1 Arena of Thyatis
BECMI
Levels 2–3
32 pages
0

It's party time in Thyatis... And simply everyone is going to the magnificent Villa Osteropolus, home of the wealthy old senator, Helenites. Raucous fun, exotic food, and even advanced betting on the upcoming Arena games are expected. Even adventurers just in from the outlands may meet the powerful here. So don your festive togas, for in Thyatis City there are important connections to be made and deeds to be done, duels to be fought and fame to be won. (But beware, oh Adventurer! The politics of Thyatis can be as labyrinthine as mazes beneath the Coliseum...) This module is designed especially for the DM who wants to sharpen his interactive skills. Presenting the detailed layout of a Thyatian noble's mansion and maps of the multi-level Coliseum of Thyatis. Four four to six characters, levels 2-3 Brief guide to Thyatis legal system New optional class, the Rake Fast unarmed combat system, including disarming attacks Special appendix on creating Thyatian names Featuring the DM's Guide to Winging It TSR 9284

Cover of LLA007 Oak Grove Whispers
LLA007 Oak Grove Whispers
OSR
Levels 1–3
43 pages
0

Ages ago, a religious order known as the Druun practiced rituals from inside sacred oak groves, ceremonial pools, and stone henges. In time, the Church of Law and Order suppressed the Druunic teachings, and the ancient holy sites were lost, forgotten, or converted to other uses. One such former site is located in the capital city of Dolmvay in the center of a small neighborhood known as Whiteoak Square. This neighborhood has recently been experiencing a strange phenomenon: At night, small dancing lights have been seen floating throughout the neighborhood. The residents were afraid of this sorcery at first, however, the lights seem to exude a feeling of peace and contentment, and the locals have grown used to them. How it Started: A few weeks ago, a butcher named Walton Brand was clearing out his cellar when he stumbled upon a secret underground passage that led to an ancient Druun hall. This hall was filled with lost relics, arcane lore, and forgotten treasures of the Druun. Walton told his friends, Loomis the Baker and the chandler Stefan of Walsbury, and the three men began sneaking away from their wives at night to dress in Druun finery and pretend to be men of wealth. A harlot named Red Kirsten was hired to attend them as they drank, feasted, and cavorted in the sacred hall. Unbeknownst to the revelers, the Druun hall still retained some of its magical powers and their merriment awakened the ancient guardian spirits of the grove. These creatures, known as faerlings, are the lights that have been seen dancing throughout the neighborhood. The faerlings were given life by the revelers' glee, and they project that joy and happiness onto the other residents of the neighborhood. This glee, however, is about to turn to horror. . . Oak Grove Whispers is a Labyrinth Lord™ adventure designed for 3-6 characters of 1st-3rd levels (about 10 levels total). The adventure is broken up into three chapters that take place in a small neighborhood located in the capital city of Dolmvay (the Labyrinth Lord is free to substitute any medium- to large-sized city from his own campaign world). Oak Grove Whispers involves a mixture of roleplaying, investigation, and dungeon crawling, so a diverse range of classes is recommended. As the adventure is set in a civilized city, the characters must also be careful their interaction with NPCs does not land them on the wrong side of the law. Published by Small Niche Games

Cover of No, I'm The Real Me!
No, I'm The Real Me!
5th Edition
Level 3
1 pages
0

About: This encounter was cooked up in the Write your First Encounter workshop by the Storytelling Collective. It CAN be slid in as a side quest in any urban or sub-urban context, or be adapted to add confusion to any rescue mission you are presently running. Synopsis: Through the doorway a young woman shackled to the wall matching the description of Helena can be seen. Though disheveled and looking to be in great discomfort, her beauty is remarkable. But on closer inspection, there are other people here — three identical Helenas! Noble woman Elize Cleron has hired the party to infiltrate the catacombs under the Schaefer Estate and free her twin sister Helena. Helena is being held captive by the Schaefer family, trade rivals rumored to have ties to the underworld. Elize has been unable to free her sister herself because of her identical appearance. Rather than pay an unrealistic ransom, Elize has provided the party with what they need to break her out. This encounter is intended for 3rd 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 Murder in Baldur's Gate
Murder in Baldur's Gate
5th Edition
Level 1
105 pages
0

Duke Adrian Abdel is a living legend in the city of Baldur's Gate, and much of the city has gathered to celebrate him and his accomplishments. On tis day of festivities, though, the dukes past will finally catch up with him, with dire consequences. Murder ha returned to Baldur's Gate, and brave heroes are the city's only hope to stop the violence. Wealth flows into the city of Baldur's Gate like water. As the rich luxuriate in their mansions atop the bluff and artisans ply their trades on the steep streets, masses of poor laborers swell the slums. Money and power beget political scandal, religious fervor, crime . . . and murder. No one feels save on the rain darkened streets. Strange, foreign gods are beseeched in secret shrines. The city is rife with corruption. And through it all, the body count keeps rising. Murder in Baldur's Gate™ is a Dungeons & Dragons® Roleplaying Game adventure that can be played using the rules for 3rd Edition (v.3.5), 4th Edition, and the D&D Next playtest.

Cover of DDEX02-06 Breath of the Yellow Rose
DDEX02-06 Breath of the Yellow Rose
5th Edition
Levels 1–4
41 pages
0

The monks of the Monastery of the Yellow Rose have long cloistered themselves in their home atop the Earthspur Mountains, practicing their strange lifestyle which is rumored to give them longevity. Now, their dietary restrictions and practices of breath control have become the fashion amongst the well-to-do of Mulmaster. But when a few of these lay practitioners start dropping dead from suffocation and starvation, others start to question the validity of the monks’ claims. Is this simply a deadly ignorance, or is there a fell wind blowing through the rich and powerful of Mulmaster?

Cover of Wild in the Street
Wild in the Street
AD&D
Levels 1–3
4 pages
0

Don't feed the animals. Be kind to animals or else. The party is shown a rare set of baby monsters that they must face. Pgs. 56-59

Cover of Treaty of the Tiger King
Treaty of the Tiger King
5th Edition
Levels 1–3
17 pages
0

A lone king arrives at the city's bustling harbor with hopes of negotiating peace for his people in a distant land. But an assassination attempt puts his mission in danger and reveals the king's hidden enemies. Can the characters protect King Rami and help him gain the political influence needed to achieve a lasting peace treaty? Treaty of the Tiger King is a diplomacy-focused, urban one-shot for 1st-3rd level characters. It take about 3-4 hours to complete and includes: -Social events, intrigue, and hidden assassins -Respect-earning mechanics that influence a treaty negotiation -Combat cards for each monster, PC, and special treasure -High quality digital maps for use with virtual tabletops

Cover of CCC-UK-1 Call of the Elvenflow
CCC-UK-1 Call of the Elvenflow
5th Edition
Levels 1–4
17 pages
0

Folk tales warn of strange noises from the Cormanthor Forest when winter fogs are thickest and the black of night has no shadows to cast. When such noises are heard on a late summer’s afternoon, perhaps it’s time to turn once again to the old stories? Part 1 of the Evenflow Saga

Cover of Shimmer of Possibilities
Shimmer of Possibilities
5th Edition
Level 3
16 pages
0

The Director of the precognitive mages puts out a call to the Guilds for assistance in investigating a new threat which would disrupt an upcoming annual celebration along the Transguild Promenade in Precinct Four and cause the deaths of many Ravnican citizens. The Adventurers must find the evidence pointing to the perpetrators and stop the oncoming riot during the celebration in 24hrs. This is a One shot adventure for a group of four, at 3rd level. It could possibly be the first of many other adventures you might run in Ravnica!