A community for lazy dungeon masters
1629 adventures found
Cover of AS4 - Simian's Gate
AS4 - Simian's Gate
5th Edition
Levels 14–16
22 pages
1

This high level adventure returns the PCs to Helvana. A recent adventure has netted the party some Adamant, a rare ore in Filbar that is excellent for constructing weapons of amazing quality. As you arrive in Vorshmorgan to locate a smith you quickly discover there are problems in town. The scenario was designed to give upper level players a challenge and pits them against one of the most feared creatures in the land!

The Goblin Tower
5th Edition
Level 1
4 pages
0

This dungeon is a tower inhabited by a goblin tribe, who is performing a ritual to gain the aid of their god. This adventure is perfect for any adventuring group. It pushes adventurers to be more thoughtful about their decisions, especially before and during combat. It is perfect for a one-shot but is meant for a starting dungeon for the players to go from level 1 to level 2.

Cover of Assault on Precinct Four
Assault on Precinct Four
5th Edition
Levels 4–5
17 pages
0

The activities of the party have caused enough chaos to warrant their arrest. With the Felicity Triskelion confiscated, the adventurers await trial at a remote Azorius Arrester Station 13 in Precinct Four. Unfortunately, they are not alone in the holding cells. When a prominent figure of a brutal Gruul clan is also incarcerated, the Gruul lay siege to the Arrester Station. Other parties, interested in the power of the Felicity Triskelion, join the fray in hopes of making off with the relic. When chaos rises in Precinct Four, will the party survive?

Cover of Visions of Death
Visions of Death
5th Edition
Levels 1–16
45 pages
0

This 4 to 6 hour module goes from Saltmarsh to Baldur's Gate in a race against time. A dark vision warns of a terribly cataclysmic event in Baldur's Gate and the characters are hired to deliver supplies before its too late. This adventure can be adjusted for any Tier 1, 2, or 3 party. It is intended to help usher characters from the Saltmarsh area to Baldur's Gate, just in time for Descent into Avernus. A challenging voyage they should give them a wild ride with new challenges at sea.

The Coming Plague
5th Edition
Levels 4–7
6 pages
0

When a vile and mysterious plague strikes the city of H'vari, the Satrap orders a quarantine until the disease is cured. The PCs become trapped in a city in the throes of an epidemic.The players must venture into seedy tenements, walk among the dead and dying, uncover the unique symptoms and find a cure. Will the players solve the mystery behind the pestilence or will they themselves succumb to the coming plague... "The Coming Plague" is a four-hour adventure for 3-6 players. It is written for characters of 4th-7th level. The PCs are trapped in a plague-ridden city until they discover the source of the disease, a vile Otyugh. This module includes a two hand rendered maps and a new goddess to add to any pantheon. ...the vile Otyugh busts from the water and lashes out with it's disgusting, ropy tentacles! It's howls and bleeps are like nails on a chalkboard. It seems happy that a fresher meal has come along...

Cover of GC17 - Infiltration of Taco Del Toro
GC17 - Infiltration of Taco Del Toro
5th Edition
Levels 3–5
34 pages
0

His holiness has summoned you to the great temple and asks a favor of you. He has explained that national spies have tracked down the notorious pirate/criminal, Molon Labe, has pulled into the port of Taco Del Toro. As an enemy of the state, the religious leader demands that he be taken alive. He has obtained a privateer to take you to the city known to be frequented by pirates and their ilk in order to catch the individual. He warns you that nothing good survives in the island city and to watch your back as you make your way through the mean streets!

Cover of FVC3 - Sinking of the Mercy
FVC3 - Sinking of the Mercy
5th Edition
Levels 8–12
23 pages
0

The Sinking of the Mercy is a sandbox style adventure with multiple side treks to give higher level characters a challenge. After recuperating from their last adventure the PCs find themselves at the port city of Covalush. A group of heavy storms have been battering the coastline for a while a few banged up ships have limped into port. The sailors have found the taverns and have been retelling the story of a sunken treasure ship they were travelling with. As the storms start to weaken the possibility of a treasure hunt has intrigued the PCs…

Cover of N3 Destiny of Kings - Classic Modules Today 5e Conversion
N3 Destiny of Kings - Classic Modules Today 5e Conversion
5th Edition
Levels 4–6
32 pages
0

When Treason Walks the Land... Trouble stirs in Dunador! The King lies dead of a wound received during a hunting expedition. His brother, Lord Edrin, challenges the rightful Crown Prince, a half-trained young man named Edmund, for possession of the throne while Edmund travels on a pilgrimage to the holy shrine of Nevron. Forces throughout the kingdom vie for control of the realm. Can the player characters find the Crown Prince and protect him from the treacherous forces at large in Dunador? N3: "Destiny of Kings" (1986), by Stephen Bourne, is the third adventure in the novice series for AD&D. It's up at the upper end of what could be considered "novice" play, though, with the pre-rolled characters being 3rd and 4th level. It was released in February 1986. Like N2: "The Forest Oracle" (1984), this adventure is offered as a generic adventure, not specifically based in any existing AD&D setting. Suggestions are given in the conversion guide to place the adventure in the Forgotten Realms. Out of the Dungeons. One of the most impressive elements of N3 is its complete lack of dungeons. Instead - as was increasingly the case by the mid 80s - the players are heavily embroiled in a plot. They must find the prince of Dunador and return him home safely. Elements of investigation and intrigue thus find their way into the game. There is also some opportunity for wilderness adventure - a quality that was also becoming more common in AD&D by the mid-80s. Future History. A decade after its original publication, Wizards of the Coast updated "Destiny of Kings" to 2nd edition AD&D and reprinted it (1998). It was one of the few classic adventures to receive this treatment. This conversion guide allows DMs to run the original module with 5th Edition rules and provides a reference sheet for encounters. To use this conversion guide you will need a copy of Destiny of Kings, originally available in hard-copy and now for sale in digital format at the DMs Guild.

Cover of Worg Puppies
Worg Puppies
5th Edition
Levels 1–3
8 pages
0

In a small town the adventurers were hired to retrieve some worg puppies out of a goblin village. The dog breeder will pay well for the puppies. But will the goblins give up their animals? Let’s find out together. I wish you a lot of fun with the cute little puppies

Cover of FVC2 - Conclave of Evil
FVC2 - Conclave of Evil
5th Edition
Levels 4–6
15 pages
0

Located at the division of land between the Duchy of Starryshade and the famed Horselords is the historic Mystic Wood. Home to the site where the peace treaty was signed between the two countries this area is rumored to have a strange effect on magic. Information has reached the local thane that a gathering, or conclave, of humanoids is to occur this weekend. He has dispatched his military but they are too far to be of use. He has heard of your growing fame and asked your party to investigate this rumor and take appropriate action.

Cover of In The Black Midwinter
In The Black Midwinter
5th Edition
Levels 3–5
44 pages
0

In The Black Midwinter is a Festive adventure, designed to be played in one session. The PCs battle an ancient evil threatening a remote village in the subarctic north. Very much the same as most D&D adventures, only this time, it’s Christmas themed! The adventure includes a new Legendary Item, The Deck of Merry Things (with full printable art to create a prop deck), five new monsters including Krampus (obviously) and The Yule Lads (not so obviously, unless you're really into Finnish Christmas Folklore), ten additional magic items and four new alignments (really!). This adventure is ideal for a one off, not entirely serious game separate from your regular campaign. Mulled wine, stupid hats and holiday cheer not included, but very highly recommended.

Cover of Terror at Triboar
Terror at Triboar
5th Edition
Levels 2–3
9 pages
0

A nameless horror stalks the lands around Triboar. Livestock are slaughtered in the night, children are snatched from their homes, and terror has gripped the hearts of the people. Can you unravel the town’s dark secret before more lives are lost? This is a single session adventure for 2nd-3rd level characters. It includes 15 encounters in an urban sandbox, and a terrifying climax! Includes a Guide to Triboar and a new and original Map of Triboar by Daniel F. Walthall!

Cover of CCC-KUMORI-01-01 Wreckers
CCC-KUMORI-01-01 Wreckers
5th Edition
Levels 1–4
21 pages
0

Cargo ships are being dashed against the rocks west of Hulburg, lured off course by a mysterious light. Is this the work of ordinary thieves, or are more nefarious forces at work? Wreckers is a stand-alone adventure that premiered at Kumoricon in Portland, Oregon in October of 2017. Includes: Adventure .pdf in English and Spanish Magic Item Certificate .pdf All maps as high-res .jpg

Cover of The Sparking Spire
The Sparking Spire
5th Edition
Levels 8–9
3 pages
0

The spire has existed for as long as locals can remember. Rising above the sand near the ocean, the spire is topped by a natural cave system. Stories about the place circulate around the docks and taverns of the nearby towns—dark tales of ritual sacrifice and the worship of long dead gods of lightning and storm. Many claim the victims of the old cult still crawl through the tunnels accessible at the peak of the spire. Others say a new scaly threat now lairs there, and the storms of late have been most violent near that place. In this explorative and perilous adventure, the party ascends a great rocky spire to face the place’s past and the blue dragon that presently resides there.

Cover of Valley of Black Tears
Valley of Black Tears
5th Edition
Levels 10–11
3 pages
0

An evil oracular being has taken up residence in a lonely valley. The only access to the valley is through a thick, dead wood whose shadows draw out foul memories from those who travel there. The oracle, Lurinax, has recently divined the season in which the world will end. This knowledge is greatly prized by many, so the evil fortune teller hides in his lair, protected by maddening winds and the souls of those he slew to obtain his knowledge. In this grim and dark adventure for tenth- and eleventh-level PCs, the party must travel the trail of shadows, face the manifestations of Lurinax’s victims, and finally the evil oracle himself.

The Goblins Below
5th Edition
Level 2
11 pages
0

Below the streets of Waterdeep a new gang of goblins have moved in and have started stealing anything and everything. It now has become incumbent on the characters to go into their lair and deal with this rogue band of goblins.

Cover of The Roots of Corruption
The Roots of Corruption
5th Edition
Levels 11–12
17 pages
0

Corruption grows in what used to be the Dayawlongon archipelago's most sacred island. When a wanted fugitive flees to the blighted holy land, the player characters are asked to chase after and apprehend the renegade. As the adventure unfolds, it soon becomes apparent that the roots of corruption run deep. This can be run as a standalone adventure or as a sequel to the Between Tangled Roots adventure from Journeys Through the Radiant Citadel. What's included? 1 infectious adventure divided into single-page sections for easy running 2 fully-colored maps with unlabeled versions for players (made with assets from 2-minute Tabletop) 3 new creature statblocks with clickable links for quick access 4+ ending variations based on what the player characters do throughout the adventure Content Warnings: Abduction, betrayal, corruption, death, disease, mental manipulation, violence

Cover of Waterdeep: Tavern Defense
Waterdeep: Tavern Defense
5th Edition
Level 3
14 pages
0

One crazy night in Waterdeep. Start as tavern bouncers. End up on the Astral Plane. All in one crazy night in Waterdeep. The party has been hired for a simple mission: make sure the Slumbering Prince tavern doesn't get wrecked during the rowdy Midsummer Festival. And what better motivation than 200gp per person for a single night of work. Sound too good to be true? Well, here's the catch: all damages to the tavern are to be deducted from that amount. And there is no shortage of festival-goers looking to unwind by wrecking other people's stuff. Over the course of the festival, the party must deal with drunken wizards, vain bards, loud goliaths, incompetent parade goers, complaining neighbours, disruptive satyrs, aspiring cultists, and a full-on tavern brawl. As well as an unusual number of strange slugs crawling around. Slowly they become aware there is something off about the Slumbering Prince. And when a reckless noble disturbs the secrets beneath the tavern, our heroes must soon delve into the hidden dungeon themselves. Down below, they discover the terrible threat: a planar rift that can only be opened on Midsummer's Eve, and the slumbering demigod that awaits beyond, the great astral slug Cthumbra!

Cover of Dangerous Waters
Dangerous Waters
5th Edition
Level 1
5 pages
0

The small village of Jaromir seems beset by a powerful curse. For the past twelve days anyone who enters the forest is never seen again. There are now six missing all adults, five men and one woman without a trace. The mayor has offered 200 gp and three Dungeoneer’s packs to any who can find the source of the curse and free his town. Pgs. 15-19

Cover of The Corruption of Skyhorn Lighthouse
The Corruption of Skyhorn Lighthouse
5th Edition
Level 8
24 pages
0

The tritons have arrested the keeper of Skyhorn Lighthouse for unleashing vile, bug-like abominations into the sea. When a lone triton comes to the characters and asks their help in exonerating the keeper, will the heroes rise to the challenge and confront the dangers lurking in the deep? The Corruption of Skyhorn Lighthouse is a 5-7 hour adventure for 8th-level characters. You can run The Corruption of Skyhorn Lighthouse as a standalone adventure or as a follow-up to The Secrets of Skyhorn Lighthouse, a free 5th-level adventure downloaded over 100,000 times with 350+ five-star reviews! Inside the The Corruption of Skyhorn Lighthouse, you'll find: -Three new monsters that prowl the ocean depths -A goblin submarine, a darkmantle sea captain, and a marid with a pet starfish grove -The Arcane Library's signature format to make running the adventure effortless -Combat cards for monsters, PCs, and special treasure -Gorgeous maps designed for easy use with Virtual Table Tops