A community for lazy dungeon masters
1129 adventures found
Cover of Barrow of the Elf King
Barrow of the Elf King
OSR
Level 1
16 pages
0  0

"Barrow of the Elf King" is an evocative and intricate adventure module, specifically tailored for a party of 3-4 level one adventurers using "The Vanilla Game" rule set. This adventure delves into the mystical and eerie depths of an ancient barrow deep within the Old Forest, a place shrouded in darkness and mystery. It offers an experience that combines puzzles, combat, moral choices, and exploration, all set within a hauntingly atmospheric setting. "Deep in the Old Forest, where the trees grow tall and thick, where the sun rarely pierces the canopy, is an earthen mound. No birds sing in this part of the forest, no wind blows. The leaves of the trees seem larger, the canopy thicker. Even at mid-day, it is almost too dark to see" The HTML web version is free.

Cover of The Rise of Tiamat
The Rise of Tiamat
5th Edition
Levels 8โ€“15
94 pages
0  0

The Cult of the Dragon leads the charge in an unholy crusade to bring Tiamat back to the Realms, and the situation grows more perilous for good people with each passing moment. The battle becomes increasingly political as opportunities to gather allies and gain advantage present themselves, all centered in Waterdeep. Continuation of Hoard of the Dragon Queen.

Cover of Forest of Doom
Forest of Doom
AD&D
Levels 4โ€“7
16 pages
0  0

For as far back in time as the tales of history stretch, the area bordering what is now the Lands of Launewt has been a foreboding, practically impenetrable forest. When the lords who ruled the various borderlands united to form the Council of Launewt a century ago, the forest was in the same physical condition as it is now: thick, dark, and expansive, said to be so dense at the center that sunlight pervaded the foliage only on the brightest days. Pgs. 41-56

Cover of The Abyss Equation
The Abyss Equation
5th Edition
Levels 6โ€“8
71 pages
0  0

๐๐š๐ฉ๐ž๐ซ ๐๐ฎ๐ž๐ฌ๐ญ ๐๐ซ๐ž๐ฌ๐ž๐ง๐ญ๐ฌ: ๐“๐ก๐ž ๐€๐›๐ฒ๐ฌ๐ฌ ๐„๐ช๐ฎ๐š๐ญ๐ข๐จ๐ง Embark on an unforgettable journey with an immersive 71-page adventure tailored for 6-8 Level characters, utilizing only this book and freely available SRD rules. Set foot in the idyllic town of Suncrop Hill, where mystery looms in every shadow and secrets lie buried beneath the surface. ๐’๐จ๐ฆ๐ž๐ญ๐ก๐ข๐ง๐  ๐ข๐ฌ ๐ซ๐จ๐ญ๐ญ๐ž๐ง ๐ข๐ง ๐ญ๐ก๐ž ๐ญ๐จ๐ฐ๐ง ๐จ๐Ÿ ๐’๐ฎ๐ง๐œ๐ซ๐จ๐ฉ ๐‡๐ข๐ฅ๐ฅ Unravel the secrets of Suncrop Hill as you brave its hidden depths, confronting challenges that will test your wit and courage. โ€ข 6 compelling adventure hooks, for your players to be drawn into a web of intrigue โ€ข 6 intricately detailed locations to explore, from quaint taverns to ominous dungeons, each teeming with secrets waiting to be unearthed ๐“๐ก๐ž ๐๐ซ๐ฎ๐ญ๐š๐ฅ ๐Œ๐จ๐ง๐ฌ๐ญ๐ž๐ซ๐ฌ ๐จ๐Ÿ ๐“๐ก๐ž ๐€๐›๐ฒ๐ฌ๐ฌ ๐„๐ช๐ฎ๐š๐ญ๐ข๐จ๐ง โ€ข 9 unique monsters, each more formidable than the last, as you fight to uncover the truth and emerge victorious โ€ข Each with their own strategic battle tactics, enhancing the thrill of combat for an even more immersive experience โ€ข 1 Multi-phased Boss fight that will force your players to be tactical in order to survive ๐€๐ง๐ ๐ฐ๐ก๐š๐ญ ๐š๐๐ฏ๐ž๐ง๐ญ๐ฎ๐ซ๐ž ๐ฐ๐จ๐ฎ๐ฅ๐ ๐›๐ž ๐œ๐จ๐ฆ๐ฉ๐ฅ๐ž๐ญ๐ž ๐ฐ๐ข๐ญ๐ก๐จ๐ฎ๐ญ ๐ญ๐ซ๐ž๐š๐ฌ๐ฎ๐ซ๐ž? โ€ข 13 unique magic items to discover โ€ข 4 items with different rarity variants, reaching from uncommon to legendary, each with its own tantalizing power waiting to be wielded ๐ˆ๐ญ'๐ฌ ๐๐š๐ง๐ ๐ž๐ซ๐จ๐ฎ๐ฌ ๐ญ๐จ ๐ ๐จ ๐š๐ฅ๐จ๐ง๐ž! ๐“๐š๐ค๐ž ๐ญ๐ก๐ข๐ฌ. To aid in your quest, equip yourself with our meticulously crafted item and monster cards, perfectly sized for convenience and portability. โ€ข 24 magic item cards, the perfect handout to print and hand your players โ€ข 11 monster cards, with which you'll have everything you need at your fingertips

Cover of Dungeon Crawl Classics #9: Dungeon Geomorphs
Dungeon Crawl Classics #9: Dungeon Geomorphs
3.5 Edition
32 pages
0  0

Unlike other Dungeon Crawl Classics, this volume does not present a completed adventure. Instead, it presents a set of DM tools that will make your job easier. This book of dungeon geomorphs gives you everything you need to map out exciting underground adventures. The geomorphs are modular map segments designed to be combined in a variety of ways. There are 124 map segments, encompassing mazes, dungeons, underdeep caverns, monstrous lairs, castles, ruins, halls, and many other intriguing places to explore. Together they combine to make thousands of possible maps!

Cover of Pyramid of Light
Pyramid of Light
AD&D
Any Level
8 pages
0  0

This adventure was originally designed as an AD&D scenario and run at GenCon XIV Convention. However, due to copyright reasons, it was published in "Adventure Gaming" as a generic adventure, suitable for any fantasy RPG. Your homeland, the small, but happy and prosperous country of Bel-Vedere, has been attacked by insidious black sorcery. All of the country's wise men and mages have failed to block the attack, which has taken the form of mass confusion, fear, and frightening illusions. After studying ancient manuscripts, the mages determined that Bel-Vedere's only salvation lay in their obtaining an artifact called the "Pyramid of Light". A plea for adventurers to undertake the quest to locate this artifact was issued, and you ten were chosen from those responding. A torn parchment, found with the manuscript which told of the Pyramid, bears a map to the temple, which is the legendary home of the artifact. The parchment also contained the enigmatic phrase "Three keys only will open the door to enlightenment". Equipped by the mages, your party has followed the ancient map for 20 days, through the southern wastelands, stopping at the oases marked. Mid-morning of the 21st day, you come upon a huge, pyramid-shaped structure nestled between sand dunes. Approaching it slowly, your adventure begins...

Cover of Winter's Breath
Winter's Breath
5th Edition
Levels 5โ€“10
17 pages
0  0

Vengeance of the Winter Queen A small town has been attacked by an unknown entity in the midst of celebrating their Midwinter Festival and many of the citizens have been frozen solid. Discover who or what is responsible for the condition of the villagers by entering the frozen catacombs beneath the temple grounds! A 3-5 hour Dungeons & Dragons 5th Edition adventure for 5th - 10th level characters.

Cover of A Smart Troll
A Smart Troll
5th Edition
Level 4
13 pages
0  0

A level 4 adventure for fifth-edition fantasy roleplaying games. Stolen potions have given the troll Gunkaba intelligence, and she intends to keep it. Enter an old mine crowded with traps, strange brews, hungry pets, and burrowing minions. A bounty may bring the party to her door, but negotiation could reveal more than another monster to be slain. An opening encounter with an alchemist and a damaged shipment leads to seven mine locations with traps, secret passages, and optional dangers. Custom Dirtling and Gunkaba stat blocks include a potion belt and villain actions. Players can confront the troll through combat, negotiation, or a peaceful solution. Includes a 13-page PDF and a separate dungeon map. Part of Thirsty Tiger Tales by Infinite Initiative.

Cover of Cult of the Ebon Destroyers
Cult of the Ebon Destroyers
Pathfinder
Level 8
32 pages
0  0

A malignant cult has taken root in the mystical and magical realm of Jalmeray. Known and feared throughout distant Vudra, the cult of Dhalavei has expertly destroyed organizations and societies from within for millennia. Now a new sect of the sinister Cult of the Ebon Destroyers has its sights set on Thakur Kharswan of Jalmeray, and the magistrates and bureaucrats behind the throne must hunt down and eliminate the cult before the unthinkable happens. If only there were someone they could trust to behead Dhalavei's cult before the assassins do the same to their beloved rulerโ€ฆ

Cover of Wardens of the Reborn Forge
Wardens of the Reborn Forge
Pathfinder
Level 12
64 pages
0  0

Alkenstar, City of Smog, is a bastion of civilization in the magic-warped region known as the Mana Wastes. Its ingenious citizens survive in the treacherous Spellscar Desert with the help of canny inventions like guns and clockwork automatons, but now their construct protectors have begun to run amok within the city. It falls to the PCs to venture beyond the city walls to find the source of their strange behavior.

Cover of Quadripartite
Quadripartite
3.5 Edition
Level 14
28 pages
0  0

A minion of chaos has come to the Prime Material Plane from the void of the Far Realms to terrorize and conquer in the name of its masters. The PCs must act quickly to assemble a legendary artefact powerful enough to weaken the minion so it can be defeated. Pgs. 20-47

Cover of Rising Sands
Rising Sands
5th Edition
Levels 6โ€“8
17 pages
0  0

The heroes have been captured by Alaethryia, a blue dragon caught in a centuries-old war with a mummy lord. With Alaethryia at their backs, the heroes must put the mummy to rest and escape the Tomb of the Defiler in this classic dungeon crawl.

Cover of The Horrors Beneath Hopen'er Asylum
The Horrors Beneath Hopen'er Asylum
5th Edition
Levels 6โ€“7
27 pages
0  0

The corrupt town guard of the Styes refuse to help when a mysterious monster begins to slaughter the residents of Hopen'er Asylum, an old decrepit mental aslyum. A call is put out for any adventurers willing to defeat this mosnter and save Hopen'er before it falls any further into madness... From the author of Murder on the Primewater Pleasure comes The Horrors Beneath Hopen'er Asylum. If you enjoyed that adventure then you will love this! This horror adventure takes place in and below Hopen'er Asylum. Originally designed to serve as an introduction to the location known as The Styes frorm the Ghosts of Saltmarsh campaign book, this adventure can be easily transferred to any setting (advice is given on how to do this). The characters will explore an abandoned underground wing of the mental asylum, before delving into a forgotten cave system to face an unknown enemy, a Dubh. The adventure is designed for 6th - 7th level characters and takes anywhere between 4 - 6 hours to finish. The adventure contains full colour maps, as well as VTT versions of the maps.

Cover of Horrors of Mount Throndor
Horrors of Mount Throndor
5th Edition
Levels 11โ€“13
200 pages
0  0

Many centuries ago, the dwarven kingdom of Sarphil stretched out across the Galena Mountains east of the Moonsea. They dug for the precious metals hidden beneath the rocky terrain, and they established numerous cities and settlements to aid in their excavation and manufacturing efforts. This was during the early days of Myth Drannor, the elven kingdom in the forest of Cormanthor, and the dwarves and elves initially clashed as each sought resources and expanded their territories. Myth Drannor and Sarphil eventually settled their differences, and many dwarves moved into the elven city to offer their services and expand their knowledge. In the Galena Mountains, Sarphil continued to flourish. Unfortunately, these days of prosperity did not last long. The last great king of Sarphil was lost in the dwarven city of Mount Throndor, beneath the mountain peak of the same name, and Sarphil withered under bitter clan disputes since no single family could claim legitimate lineage over the fragmented kingdom. What happened under Mount Throndor has been a mystery for thousands of years. Many attempts have been made to reclaim the lost riches and legacy of the last Sarphilan king, but powerful wards have prevented intrusion under the mountain, wards erected by the dwarves of Sarphil. Were the wards built to keep outsiders from intruding โ€“ or to keep something inside from escaping? An enterprising dwarven leader wants to find out, but she is going to need some help from a band of heroes. Horrors of Mount Throndor is a Dungeons & Dragons adventure of exploration, darkness, and terror featuring a lost dwarven city overrun by forces from the Far Realm and the journey to cleanse it once and for all. The adventure is designed for a group of 11th-level characters, and successful completion of the adventure should put the characters at 16th level. Here There Be Monsters Mount Throndor has become infested with madness from the Far Realm. During their journey to penetrate the ward and through the city itself, the characters are going to face gibbering horrors, unpredictable slaadi, fanatic stone giant cultists, degenerate star spawn horrors, mutant derro, undead dwarves, and countless golems. The ancient breweries of Mount Throndor have produced alementals who slither in the darkness, and a great dwarven war juggernaut named Big Hans stomps through the city. Legendary Villains and Epic Moments Though it has been sealed, Mount Throndor is not empty. The characters have opportunities to meet, interact with, and (likely at least) combat against powerful foes within the legendary dwarf city. A dwarf lich, a Far Realm spider goddess, an iron-encased demilich, and a melted flesh derro warlock monstrosity all await, along with a mind-bending force - Great Cthulhu! The characters have a chance to face an avatar of Great Cthulhu in the dwarven depths in the final confrontation of the adventure to free Mount Throndor and rid Faerun of a Far Realm invasion! An Adventure of Exploration Mount Throndor is a big, sprawling complex, a dwarven city with two major strongholds, a bridge system spanning a massive underground lake, and a deep mining complex. The scale is difficult to grasp and convey. Previous examples of adventures featuring these elements have included maps - usually lots of them, great spawling maps connected at ends to make huge subterranean dungeons. It is the classic image of a D&D dungeon crawl, and the map is a key component to its visualization. However, in this adventure, the maps are handled differently. There are certain areas, ususally outside the dwarven city itself, that include maps that are suitable for use at the game table, either in theater of the mind style or grid-and-miniatures. Mount Throndor itself is presented with an abstract map, and exploring it utilizes the exploration procedure outlined in Appendix A. Characters traverse the huge subterranean system using this abstract system, and during their travels they are going to run into random encounters and sites with more interesting and complex encounters.

Cover of Taarks Tomb
Taarks Tomb
5th Edition
Levels 3โ€“5
6 pages
0  0

A generic tomb usable for one off adventures or unexpected exploration discovery. An abandoned dwarven tomb has been taken over by goblins.

Cover of The Gauntlet (Pathfinder)
The Gauntlet (Pathfinder)
Pathfinder
Level 8
16 pages
0  0

While the lives of most Pathfinder Society field agents is brutal and short, some rise to prominence, drawing the attention of the Decemvirate. These lucky agents are invited to a little known siege castle outside Absalom where they are asked to test their mettle. Those who succeed get their choice of prestigious missions, whereas those who fail are rarely heard from again. The players are run through an arena-style dungeon, faced with monsters, traps, and puzzles.

Cover of The Test of Darkness
The Test of Darkness
AD&D
Low Level
32 pages
0  0

The PCs are looking to gain entry to the Glantri School of Magic, after the initial admission tests they are drawn into a commotion where one of the other students is being attacked by an evil sorceress. He tries to flee but but is killed, and the PCs are framed for the murder. The authorities are called and bribed to just kill the PCs, they flee and are chased and taunted by the evil sorceress. Eventually, during one of her attacks, she opens a weak spot in the ground and the heroes are dropped into the warrens under the school. They must navigate the warrens, which are shrouded in magical darkness, defend against further attacks, and find escape where they can prove their innocence.

Cover of The Madhouse of Tasha's Kiss
The Madhouse of Tasha's Kiss
5th Edition
Levels 3โ€“10
38 pages
1  0

Can you survive the Madhouse of Tashaโ€™s Kiss? Or will you go mad trying? A small village, empty of villagers except for one boy found sitting and weeping next to a jesterโ€™s pageant wagon. The boy explains that the villagers, including his family, followed a jester into the wagon and never came out. A portal to a pocket dimension is found inside the wagon, leading to a brass door with the word Madhouse etched into it. What lays beyond the door? What madness could the adventurers face? Can they save the villagers, or will they go mad trying? Published by Jeff Stevens Games

Cover of Raiders of Ivywatch
Raiders of Ivywatch
Draw Steel
Level 1
46 pages
0  0

This adventure is about fighting monsters and being heroic. Itโ€™s also about discovering hidden and forgotten secrets, and then using those secrets later to the heroesโ€™ advantage. The heroes will fight lizardfolk and hawklords, undead and basilisks, and some strange and malevolent creatures from a plane beyond Orden. The heroes will have the opportunity for a handful of negotiations which can be hugely influenced by piecing together secret information uncovered earlier in the adventure. Combat encounters in the adventure are built to generally take at least 3 rounds, sometimes more - they can be complex! The heroes will be expected to spin multiple plates at the same time! The adventure reward an average of 12, but as many as 20 Victories. Depending on your experience running and your tableโ€™s experience playing Draw Steel, how many side objectives the heroes follow, as well as a bunch of other factors, it could run around 20 to 32 hours of playtime. In the Tullow Vale of Vasloria, a centuries old town is built around a weathered statue said to seal away an ancient evil. Ajax's Hawklords bombard and lay waste to the town, stealing the statue, and in the chaos, the pitiless Deatheye Yslansh and her lizardfolk minions abduct the citizens! Can you save the people of Ivywatch before they are put to the Deatheye's fell purpose? And what or who exactly have the Hawklords unsealed? This adventure is about fighting monsters and being heroic. Itโ€™s also about discovering hidden and forgotten secrets, and then using those secrets later to the heroesโ€™ advantage. The heroes will fight lizardfolk and hawklords, ogres and basilisks, and some strange and malevolent creatures from a plane beyond Orden. The heroes will have the opportunity for a handful of negotiations which can be hugely influenced by piecing together secret information uncovered earlier in the adventure. Combat encounters in the adventure are built to generally take at least 3 rounds, sometimes more - they can be complex! The heroes will be expected to spin multiple plates at the same time! The adventure will reward an average of 8 to 18 Victories. Depending on your experience running and your tableโ€™s experience playing Draw Steel, how many side objectives the heroes follow, as well as a bunch of other factors, it could run around 20 to 32 hours of playtime. The adventure contains: - 12+ combat scenes, including a boss battle. Most combats have objectives beyond just โ€œkill everythingโ€ - 2-3 montage tests - 1 small, safe location to take respites in, full of NPCs with opinions - 1 big, complex, puzzle-y negotiation - 10 new custom treasures and titles, and other player rewards - A brief setting primer to Tullow Vale

Cover of SPA3: Crypt of the Elven King
SPA3: Crypt of the Elven King
5th Edition
Level 4
43 pages
0  0

Delve into the depths of the tomb of the long forgotten elven king to bring the eternal peace onto its disturbed dwellers. A 4-hour adventure for two 4th level characters. Small Party Adventure: Though the party size of 3โ€“5 characters is considered optimal in D&D, there are times when you can only gather one or two players at most. This adventure is designed exactly for such occasions.