A community for lazy dungeon masters
152 adventures found
Cover of Cormyr: The Tearing of the Weave
Cormyr: The Tearing of the Weave
3.5 Edition
Levels 4–7
159 pages
0

In Wheloon, a city known for its vibrant green slate roofs, a new temple to Mystra is in the final stages of construction. But something rings false among the heavenly spheres- or at least among those who mouth the pieties of Mystra while plotting magical mayhem behind closed temple doors.

Cover of CCC-MELB-01 A Single Tearfall
CCC-MELB-01 A Single Tearfall
5th Edition
Levels 5–10
35 pages
0

An injured young fisherman stumbles into Elventree with a brightly colored egg in his arms. He claims it fell from the sky and broke his rowboat. When he swam to the shore an elf with skin of ash attacked him and tried to take the egg. Will you help him keep it safe, Adventurers? The Module This module is 35 pages of adventurer's league fun centered around a mysterious egg that has fallen from the sky, a journey into the Feywild, and a meeting with an Archfey. It rewards exploration, social bravery, and the combats are well tuned for the tier with interesting enemies. Also Included! There are 15 map files included with this document that cover Dungeon Master, Player, gridded, gridless (for use with your Virtual Tabletop of choice!), and greyscale! In addition, there's a high resolution artwork of the Archfey present in the module.

Cover of Irtep’s Dish
Irtep’s Dish
5th Edition
Levels 6–8
18 pages
0

Irtep’s Dish is an adventure for characters from 6th to 8th level. This adventure requires the skills of a rogue or some other expert at traps, a cleric or character that can heal allies and offer beneficial bonuses to the team, a wizard or other master of the arcane arts, and a fighter to take care of “the heavy lifting.”

Cover of The Deva Spark
The Deva Spark
AD&D
Levels 5–9
36 pages
0

A bar room brawl? No big deal. Except when it starts on the Abyss—and the brawlers are a deva and a bebilith! The deva: A celestial champion who serves the cause of ultimate Good. The bebilith: A nightmarish monster whose every deed reeks of ultimate Evil. Two eternal enemies locked in a bizarre struggle for the ultimate prize. What terrible secret connects these two beings? And what does it all have to do with the legendary deva spark? Only a group of brave cutters can get to the dark of this peel, and they'd better hurry... because time is running out! "The Deva Spark" is a Planescape adventure for a party of four to six characters of 5th—9th levels. From the blasted pits of the Abyss to the peaceful forests of Elysium, the heroes track a barmy bebilith who holds the key to saving the life of a dying deva. Can your characters handle the fire of the deva spark?

Cover of Escape the Labyrinth
Escape the Labyrinth
5th Edition
Level 20
8 pages
0

The heroes’ journey is finally at its climax. The evil god Tunkorl has just been freed from his prison and only the strongest and bravest mortals of the realm can defeat him before he regains full strength and throws the world in another dark age. However, the ultimate final fight will not be as straightforward as it seems when the party becomes trapped in a time dilated cross section of Carceri, struggling to get back to the real world and finish the job. Escape the Labyrinth is D&D 5e mini adventure for 3-7 characters of 20th level. This adventure is designed for a single 3-hour session which can be part of a special event, the end, or beginning of a campaign. The heroes go between fighting the big bad evil god (round by round) and trying to escape the mutliple layers of the Labyrinth of Futility a space-time dilated cross section of Carceri.

Cover of A Miner Problem
A Miner Problem
5th Edition
Level 2
? pages
0

You are hired by a mine operator to retrieve the mine's gnomish engineer who has barricaded himself in the mine's lower reaches. But there's more going on than just a crazy gnome and his robots sabotaging the mine. You'll need to explore the forest, build alliances, and brave a rollercoaster ride on a mine cart to get to the bottom of this adventure (pun intended). This is a gamebook-style solo adventure that you can play in your browser. You make a 2nd level character sheet, roll your own dice, keep up with your inventory, spells, and HP, and are on your honor to be honest. It's all text-based with some public domain illustrations, and you click on options as you make decisions and roll the dice.

Cover of Cold Hands of Chaos
Cold Hands of Chaos
4th Edition
Level 20
6 pages
0

At the behest of Orcus, Demon Prince of Undeath, a mighty deathpriest hierophant has begun assembling a powerful strike force. He intends to launch the first of many assaults on the world, readying it for his master’s arrival. With the help of potent allies and grand rituals, the PCs have discovered a route to the Abyssal headquarters of this hierophant. This delve begins as the PCs teleport from the world to the first of a complex of interconnected chambers deep in the Abyss, linked only by portals. Pgs. 126-131

Cover of Chaos Reaver (5th Edition)
Chaos Reaver (5th Edition)
5th Edition
Levels 5–9
31 pages
0

Set in the Age of Mortals, 80 years after the War of the Lance, adventurers seek the legendary sword Chaos Reaver, a magical weapon that can help defeat the incursion of chaos creatures left over after the Chaos War. The adventure brings the heroes from the misty isle of Cristyne into the otherworldy realm of the Gray and is designed with flexibility for 4-5 characters of levels 5 up to 9. The adventure also introduces chaos creatures such as the shadow wight and daemon warrior, as well as several other classic Dragonlance creatures new to 5th Edition - the wichtlin, artifact spirit, and white dragonspawn. Also includes full details on the magical sword Chaos Reaver and a variety of handouts that give clues to the characters as they seek the sword.

Cover of Beyond the Vault of Souls
Beyond the Vault of Souls
3.5 Edition
Level 9
36 pages
0

Magical soul gems have been stolen from the secret vault of the goddess of death and scattered across the planes. Some want these gems to unlock the secrets of the multiverse. Others want them for personal power. Still others want them to resurrect a fallen deity. As the god of oblivion looms near, can the PCs retrieve the gems from their new owners in time to save their world? Beyond the Vault of Souls is a planar adventure for 9th-level characters, compatible with the 3.5 edition of the world’s oldest roleplaying game. Within you’ll visit the Eternal City of Axis, brave the dangers of the Abyss, and match wits with the torturer daemons of Abaddon. This adventure is set in the Outer Sphere of the Pathfinder Chronicles campaign setting, but can easily be placed in the strange planes and dimensions of any game world. It can be used on its own or enhanced with information from The Great Beyond, A Guide to the Multiverse.

Cover of Enemies of my Enemy
Enemies of my Enemy
3.5 Edition
Levels 19–20
46 pages
0

Iggwilv. Orcus. Maleanthet. Obox-Ob. Charon. These names are among the most notorious in the multiverse, appellations belonging to some of the most dangerous and powerful creatures on the lower planes. Heroes from countless worlds have raised their arms against these immortal foes and, in most cases, these heroes have perished to their soul-blasting, life-ending might. Their lairs are notorious as they are: the River Styx, beautiful but deadly Shendilavri, the Gray Wastes of Hades, frozen Thanatos, and mind-numbing Zionyn. Simply entering one of these scions of evil is akin to suicide. Yet now, as the Prince of Demons begins the final rituals to bring the savage tide to the Material Plane, heroes must approach these immortal villains not as enemies, but as allies. "Enemies of My Enemy" is the eleventh chapter in the Savage Tide Adventure Path, a complete campaign consisting of 12 adventures appearing in Dungeon magazine. For additional aid in running this campaign, check out Dragon magazine's monthly "Savage Tidings" articles, a series that helps players and DMs prepare for and expand on the campaign. Issue #358 of Dragon magazine features a map of the River Styx and advice for those who would use this notorious river as a route in exploring the lower planes. The time draws near for the final assault on Gaping Maw, but first the PCs must recruit allies from the depths of the Abyss to the eladrin Court of Stars. yet will this unlikely alliance of demons and eladrins be enough to stop the Prince of Demons? Pgs. 40-85

Cover of MM1 The Modron Maze
MM1 The Modron Maze
5th Edition
Levels 3–5
25 pages
0

In a distant dimension of existence, a collective of Modrons run experimental tests to find the answer to one question: What draws adventurers to places known as "Dungeons"? Hijacking the travel of adventuring parties, these Modrons subject them to a series of tests in their artificially created dungeon. Deadly combat, logic puzzles, "moral" challenges, and a plot about a kidnapped "Maiden" Modron by an "Evil Wizard Construct" can be found within. But not all is as it seems... Leading the experiment is a rogue Modron officer named the Creative Director, who has gone mad and morphed the tests into an elaborate death trap for adventurers. Seeking revenge against those it considers responsible for its “imprisonment”, it pits the adventurers against ever escalating challenges. Who will defeat the Creative Director and put an end the mad tests?

Cover of S5 The Dancing Hut of Baba Yaga
S5 The Dancing Hut of Baba Yaga
AD&D
Levels 7–20
65 pages
1

Beware of Baba Yaga and her infamous hut! Baba Yaga is an ancient crone who is said to have power over day and night itself. Many seek her out for her wisdom, which she has gleaned from centuries of travel through numerous worlds. Others, bolder and more foolish, search out the hut to plunder its treasures, which Baba Yaga has gathered from every corner of the multiverse. None, thief or scholar, who enter the Dancing Hut of Baba Yaga leave unscathed. How will you fare now that the great Baba Yaga is in your neighbourhood? TSR 9471

Cover of The Library of Last Resort
The Library of Last Resort
3.5 Edition
Level 16
32 pages
0

Tilagos Island does not appear on most maps of the Nyr Dyv, yet the storm-shrouded island hides the greatest repository of knowledge of an ancient cabal of druids who defeated Kyuss 1,500 years ago. "The Library of Last Resort" is the nineth installment of the Age of Worms Adventure Path, a complete campaign consisting of 12 adventures, several "Backdrop" articles to help Dungeon masters run the series, and a handful of poster maps of key locations. For additional aid in running this campaign, check out Dragon's monthly "Worm Food" articles, a series that provides additional materials to help players survive this campaign. High-level characters have a staggering array of options at their fingertips for exploration and travel, and issue #341 of Dragon outlines several of these. Pgs. 58-89

Cover of Diamond Dash
Diamond Dash
5th Edition
Levels 9–19
6 pages
0

This quest is for a party looking to acquire diamonds to use as components for higher-level resurrection spells. To gather what they need, the characters embark on a brief expedition to the Elemental Plane of Earth where diamonds are fairly abundant. However, the party only has an hour to gather as many diamonds as they can before the portal—and the entire cave area—collapses. Includes a quest-related NPC that a player can control if they're waiting for their character to be resurrected.

Cover of M4 Five Coins for a Kingdom
M4 Five Coins for a Kingdom
BECMI
Levels 28–32
40 pages
0

This adventure is about a quest to save a city that disappear underneath there feet in a power play by a wizard from another plane. The previous ruling wizards are trapped in magic coins scattered nearby and help defeat the evil wizard on an inverse material plane and end with the players going into the middle of a sun to convince the ruling fire elemental to give the city back. TSR 9204

Cover of The Temple of Tesh-Yatra; or, The Modern Funhouse Dungeon
The Temple of Tesh-Yatra; or, The Modern Funhouse Dungeon
5th Edition
Levels 5–7
14 pages
0

The Temple of Tesh-Yatra is a setting-neutral dungeon delve for a party of 6th level adventurers, inspired by the classic funhouse dungeons of yesteryear. The dungeon takes 6-10 hours to fully explore. It features a high proportion of non-combat encounters: puzzles, exploration, and the occasional deadly centrifuge. The ungodly fusion of a mad scientist’s lab and a planar temple, the dungeon includes an encounter that can launch your players into the Nine Hells – for a price... The Temple of Tesh-Yatra includes two new constructs to use in your game: the sinister Maimers, and the enigmatic Skorverra; as well as a new magic item: the Amulet of Tesh-Yatra, an artisan’s dream! The Temple of Tesh-Yatra also comes with a VTT battlemap (transparent PNG format). The Temple of Tesh-Yatra was originally set in the Outlands, as an extraplanar dungeon. But given its self-contained nature and the Temple's age, it is well-suited to any wildnerness, and would work equally well seeding a hex crawl.

Cover of Gate of the Lens Wizards
Gate of the Lens Wizards
5th Edition
Level 15
28 pages
0

A world unseen lies beyond a twisted, metal gate in a remote field of the Dhalpurna Mountains. Will the characters brave the alien monstrosities, technologies, and magic inside to learn the secrets that have been brooding in this strange place for millennia? Gate of the Lens Wizard is a science-fantasy exploration adventure and includes: -A gate that leads to the tunnels beneath a distant jungle moon -Intelligent spiders at war with glass-skulled astronomy wizards -An unfathomable artifact that can rewrite time itself -Combat cards for each monster, PC, and special treasure -High-quality digital maps for use with virtual table tops

Cover of DDAL05-10 Giant Diplomacy
DDAL05-10 Giant Diplomacy
5th Edition
Levels 1–4
34 pages
0

Seer has learned of an attempt to intimidate Gralm, an ettin, and his followers into joining Bad Fruul’s army. Hsing comes forth to communicate that she wants you to see if you can find some way to either insure Gralm remains neutral, or to encourage the creature to challenge Bad Fruul to single combat in the hopes that he might wrest control of the hill giant’s forces and turn them back from Parnast.

Cover of Q1 Queen of the Demonweb Pits
Q1 Queen of the Demonweb Pits
AD&D
Levels 10–14
32 pages
1

How different things seem now from when you undertook the crushing of a few rebellious hill giants! What seemed a simple adventure has turned into a major expedition. Much time has passed since you discovered the conspiracy that led you to the frost giants, fire giants, and eventually to the long-forgotten Drow. Through your encounter with the dark elves, you have found the true source of the evil -- the demon queen Lolth! This module is the exciting conclusion of a series of seven AD&D modules. It may be played on its own or as the climax of the "Giant" series (G1-G3) and the 'Drow' series (D1-D3). The first of a new series of other-planar adventures, this module includes several new monsters, maps of the Demonweb and lair of Lolth, and notes on eight alternate worlds, suitable for expansion and addition to existing AD&D campaigns. TSR 9035

Cover of FVS7 - Arena of the Gods
FVS7 - Arena of the Gods
5th Edition
Levels 1–8
19 pages
0

FVS7 - Arena of the Gods is a special and non-traditional setting that has dual uses. This scenario brings a single PC to the grand coliseum and pits them against an enemy or enemies in front of a crowd. The danger is high with no one to help and this offering can be quite deadly. A couple of ideas have been outlined for the adventure for its usefulness and, while written as a solo, multiple players could be used in a team formation with an increase in opponents. Take a peek at this special offering that is also free!