A community for lazy dungeon masters
1685 adventures found
Cover of DDAL07-04 A Walk in the Park
DDAL07-04 A Walk in the Park
5th Edition
Levels 1–4
17 pages
0

A mysterious clue has led you outside of the safety of the city’s walls and into the jungle beyond. You have been asked to venture into the jungle and seek out the wisdom of some of the native humanoids in the area—perhaps they will be able to shed some light on the situation and provide some insight on who is behind it all. Part Two of The Jungle Has Fangs Trilogy.

A Manse of Special Purpose
5th Edition
Levels 11–15
24 pages
0

The Anchorin Family and its namesake home, Anchorin Manse, have gone quiet along with many of the townsfolk of Adwher who worked in the manse or on the grounds. The patriarch of the family and accomplished artificer, Webster, has inherited a fascination with the multiverse from his father and now has created a machine that has allowed an entity from the far realm into his home. With his obsession growing and the help of this entity, Webster modified the memory of his family and sequestered himself in a separate wing of the manse to continue digging into the nature of the multiverse. Soon after, his recklessness released a deluge of planar energy into the home, transforming most of the inhabitants and staining areas of the house with the unique planar effects of the various planes. Now the family’s estranged son Eccles has returned to discover the fate of his family and potentially collect his inheritance but is unable to enter his childhood home. Eccles and the few remaining townsfolk are looking to hire a few bold adventurers to investigate what happened to the family, the manse, and potentially collect some very rare, perhaps legendary magical items. Enter the manse, tour the planes, take a villain, leave a villain, it’s up to you. One thing is certain, verity and villainy is relative in a manse of special purpose.

Cover of The Undying Tournament
The Undying Tournament
5th Edition
Level 8
6 pages
0

Within the darakhul city of Gonderif, at the nadir of a thousand‑foot‑deep chasm, is the site of a vile tournament where Gonderif ’s most rebellious slaves and war prisoners are forced to fight to the death—and through undeath after undeath—until only one living champion remains. Whether they came as captives or as liberators, the PCs must survive the Undying Tournament.

Cover of A24: Return to Crypt of the Sun Lord
A24: Return to Crypt of the Sun Lord
5th Edition
Levels 6–8
? pages
0

The temple bells rang out, their crystal hollow-overtones calling gently to the dispersed worshipers dwelling within the underground sun temple. The Temple of the Sun was itself an enigma, a place dedicated to the sun but hidden far underground, shielded from the mighty rays of the light of life, forced to do so for both secrecy and protection. Internal holy radiance was the heart of the temple, bathing Flaesuros' children with the light of the holy orb of light, emanations from a Sliver of the Sun, an actual piece of the massive orb of life above; this was the logic behind the temple's secrecy, her many levels of protection and traps, the reason why priests who fervently revered light now clung to the shadows. This adventure includes: Puzzles to keep your players engaged and inspired New monsters including the Skeletal Ash Beast Ancient runes which can be used to solve puzzles and advance in the crypt A new magic item which may be donned by a single PC to great effect An artifact which has the potential to either change the world or destroy it

Cover of Gorm the Obliterator
Gorm the Obliterator
5th Edition
Levels 5–10
17 pages
0

Revenants are terrifying. They are powerful and undeterred by magical concealment; if they are slain, their tortured spirits merely seek out new bodies to continue the hunt for their killers. Their only weakness is a ticking timer: they have one year to exact their revenge before their spirits fade from this world. But not Gorm. Gorm has no time limit. Gorm will pursue its target to the ends of the earth, taking new bodies as it goes, in pursuit of its ultimate goal: the utter eradication of its killer’s entire bloodline. Tyrants and Hellions is a Dungeon Master's aide, containing fifteen villains complete with schemes, lairs, backstories, and everything else you need to drop them into your own 5th Edition Dungeons & Dragons campaign. Within its 400 pages you'll also find the methods, both mechanical and thematic, used to create villains that spark the imaginations of your players. Hex is one of these villains, and his adventure takes up 15 pages (pg 94-109). Published by 2CGaming

Cover of Dragon's Breath Tavern
Dragon's Breath Tavern
5th Edition
Levels 3–5
21 pages
0

It’s been a long few days of travel and the adventurers are tired of eating rations and sleeping on the ground. The road opens to a small town with an inviting tavern. The smells of grilling meat and ale fill their nostrils and the sounds of laughter and music float out the tavern’s door. Unlucky for the adventurers, they’ve stumbled upon Dragon’s Breath Tavern. What starts out as a pleasant evening of food, drink, and entertainment soon evolves into an adventure that takes the party into and under Dragon’s Breath Tavern. The adventure includes roleplay, exploration, combat, and a dice game called Demon Dice. Although written in a non-specific location, this adventure could be run as a one-shot during the WoTC official campaign – Curse of Strahd. The adventure includes an isometric map and a top-down map of Dragon’s Breath Tavern. Available as PDF or for Fantasy Grounds.

Cover of DDAL04-07 The Innocent
DDAL04-07 The Innocent
5th Edition
Levels 5–10
21 pages
0

The mists have led you deep into Glumpen Swamp to a den of great evil. Within, the unliving son of an unliving god awaits the peace of death that eternally eludes him. Will you grant him his rest, or realize the part he is to play in things to come? Part Seven of Misty Fortunes and Absent Hearts.

In Volo's Wake
5th Edition
Levels 1–4
61 pages
0

The town of Phandalin, nestled in the foothills to the east of the Sword Mountains, continues to grow since being rebuilt after the devastation wrought by rampaging orc hordes. It recently survived violent gang activity, drow machinations, and even the attention of a green dragon. But can it withstand a new threat, bizarre but no less perilous: the fame brought by a visit from none other than loremaster Volothamp Geddarm? Six 1-Hour Mini-Adventures for 1st-4th Level Characters. Also included in the purchase of this adventure is a version specially converted for use with the Fantasy Grounds virtual tabletop software. The converted adventure features all the text and maps from the original adventure along with cross-linking of monsters, spells, magic items, equipment, and story elements, plus the powerful rules automation for which Fantasy Grounds is known.

Cover of Manor of Dread
Manor of Dread
5th Edition
Levels 5–7
28 pages
0

This horror-based adventure takes the characters to a manor shrouded in mists to discover that it is inhabited by deceased victims, arcane experiments, and a ruthless woman looking for new victims. The characters become trapped in the mists and must unravel the history surrounding the dubious deeds that have taken place in the manor. To leave, they must either defeat evil or bargain with it.

Cover of DDEX01-09 Outlaws of the Iron Route
DDEX01-09 Outlaws of the Iron Route
5th Edition
Levels 1–4
38 pages
0

The Iron Route, an important trade road east of Phlan, is beset by competing bandits. An exiled Black Fist officer leads his band of mercenaries turned cloaked ruffians, while a mysterious dragonborn sorcerer commands screaming savages from the north. In this war over the trade route, the beleaguered merchants are the victims, and Phlan suffers from a lack of supplies. It’s up to adventurers to strike out and reopen this vital route.

Cover of DDAL04-14 The Dark Lord
DDAL04-14 The Dark Lord
5th Edition
Levels 5–10
25 pages
0

A four-hour adventure for 5th-10th level characters. The enemy is revealed, but time short and if you are not successful in your mission to Mount Baratok, love will never die. Part fourteen and the finale of Misty Fortunes and Absent Hearts. In an effort to locate the evil witch Esmae Amarantha, the party must work to enable a tarot card reading by Jeny Greenteeth, a quixotic hag. However, finding casters to aid Jeny in her ritual is its own ordeal, and even if they succeed, there is still the task of venturing to Esmae's ritual site and putting a stop to her plans.

A Stolen Song
5th Edition
Level 4
1 pages
0

The astronomer monks of Farsky failed for decades to tell the future by the stars. Desperate, they found a promising seer, and passed off her predictions as their own… until deadly illness struck. Unable to give up their lucrative scam, they trapped her spirit, which became a thing of evil: a banshee, whose howls foretold their doom. The party have heard rumors of a ruin, where once sages could answer any question… Notes by @Demian: Winner of One Page Dungeon Contest (OPDC) 2015. The adventure consists of a single small dungeon with 13 rooms and an exploration/time-based random Silence spell mechanic. It is themed around music and sound. Designed as a one-shot to be played in one 4–7 hour session.

Cover of WE-1: Red Dawn
WE-1: Red Dawn
5th Edition
Levels 1–4
67 pages
0

WE-1: Red Dawn: An Eberron adventure about the end of the world. The year is 1019 YK, and the world is ending. Twenty-three years ago, the nations that were once Galifar signed the Treaty of Thronehold and ended the Last War. Now, the drums of war rumble once again. The peace that lasted a generation is threatened, and Eberron may go to war once again. As a member of the Scions of the Second Dawn, a secretive order dedicated to studying the Draconic Prophecy, this is merely background to you. Or, it was, until the eve of your initiation as full Scions. You emerged from the rite to find your monastery destroyed, bandits looting it, and all your friends and allies slain. You are the last survivors of your order, and the world is ending. You cannot stop the end of the world. But you can rebuild it. Can you escape the wreck of your secret order’s monastery, journey across the mountains in winter, search the mountain valley to unlock the cipher, and discover how to rebuild the world? Or will your frozen bodies join those of your fellows? Will you fall to fatalism and ennui, or will you fight to save what can be saved and rebuild what can be rebuilt? Find out, in the light of this RED DAWN.

Cover of Attack the Shop
Attack the Shop
5th Edition
Level 4
28 pages
0

Attack the Shop! is a Dungeons and Dragons adventure optimized for four to five player characters. The adventure is designed to play in one session of approximately four to five hours. Five premade fourth level characters are included to facilitate getting into the action quickly. The adventure takes place in the city of Scornubel in the Forgotten Realms but can be placed in any city without trouble. The characters are mercenaries hired to take an overnight job that pays very well. The instructions from the employer, Malikhar, are simple. Keep the cargo safe in his shop for the night and get paid handsomely.

Cover of Blood on the Trail
Blood on the Trail
5th Edition
Levels 1–3
12 pages
0

Bale, the kind gnome and owner of Bale's Outfitting Outpost, requests that the adventurers track down a group of youngsters that rented horses from him. The horses are overdue and Bale believes that he may have been swindled. Unbeknownst to the gnome, the party of young adventurers has met a dark fate. Will your adventurers accept Bale's request to track down the youngsters and, in doing so, find out what really happened? Or will they leave more blood on the trail? The module includes an introduction to Bale's Outfitting Outpost, encounter stat blocks, maps, and a battle stat tracker. Note: You do not need the Bale's Outfitting Outpost module to run this adventure.

Cover of Dreams of Dissension
Dreams of Dissension
5th Edition
Level 4
26 pages
0

The people of the hill have brought Cinderstorm’s wrath upon them. If you want to save them, find me beyond the stepping stones in the Whispering Woods. Dreams of Dissension is a 5E adventure filled with mystery, conflict, and spirits set on the edge of a frigid forest. The adventure is designed for characters of 4th level, and should provide enough content for two or three game sessions. These 25 pages are filled with marvelous art and reveal 4 new magic items and 6 original creatures. The supplement includes 4 fully-printable battlemapsmade specifically for the encounters in this adventure (VTT versions are also available for download). Published by Beyond the Screen

Cover of FVC11 - Necromancer’s Last Stand
FVC11 - Necromancer’s Last Stand
5th Edition
Levels 14–16
28 pages
0

In Necromancer’s Last Stand, your high level party is placed into the middle of a several decades old conflict. A new plan has developed as the forces of good begin to make headway. Called to the general’s tent you and your associates are asked to accept a hazardous ‘end around’ move to attempt to take out the evil leader. The way will not be easy and a plethora of challenges lay between the general’s tent and victory. There will not be attack and retreat opportunities and you know you’ve only got one shot at ending the violent conflict.

Cover of Greenhouse of Nightmares
Greenhouse of Nightmares
5th Edition
Levels 17–20
32 pages
0

The natural world is dying and Thymia Scarletscale has had enough. It's time to destroy civilization and pluck the humanoid parasites from the face of this world. And honestly, is she wrong? Will the players succeed in infiltrating Thymia's lair The Verdant Phronstistery and bring an end to her schemes? Or will Thymia & her team of yuan-ti research assistants create an army of monstrous insects to wipe humanoids from the face of the world? Greenhouse of Nightmares is the first 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. A 3-5 hour Dungeons & Dragons 5th Edition adventure for Tier 4 (level 17-20) characters. This adventure includes: 6 Random Encounters for a Deadly Swamp, Battle Tactics for a 3-Stage Boss Fight, a CR 26 Medusa Lich with New Legendary Actions, 7 New Monsters, & 2 New Magic Items!

Cover of Dark Night at the Odeum
Dark Night at the Odeum
5th Edition
Levels 7–8
3 pages
0

A powerful evil plots to corrupt the fey audience attending a theatrical performance. Her priests pose as convincing performers who set the stage for their master’s arrival in the final act. While staying in the fey community and perhaps as partial reward for some previous accomplishment, the party is invited to the performance. In this dramatic and deadly adventure, the party witnesses a strange performance and the corruption of the fey audience before defeating a herald of darkness and her priests.

Cover of One Night Strahd
One Night Strahd
5th Edition
Level 6
525 pages
0

One Night Strahd (ONS) delivers the spectacle and catastrophe of gothic horror as a consistent and fast-paced short campaign for D&D 5e. It condenses and remixes the 200+ hour campaign of Curse of Strahd into a replayable adventure weighing in at 525 pages with 150+ illustrations, 12 maps, 16 encounters, 27 new magic items, and 60+ quick-play charts. With careful attention to the design of exploration, combat, and role-playing opportunities, our goal has been to make something for every DM and every table. After three years of extensive testing, we're proud to share this explosive adventure with you.