A community for lazy dungeon masters
341 adventures found
Cover of PL3 - Fane of the Oralites
PL3 - Fane of the Oralites
5th Edition
Levels 4–7
24 pages
0

After your last adventure you had the opportunity to explore the surrounding countryside including the Ravines of Bedic where you discovered the entrance to an old section of forgotten lands of the Abalore. A quick sketch and you return back to town to do a little research. The hidden trail in the ravines appears to have led you to your next adventure with untold riches!

Cover of FA3 - Darkwood Forest
FA3 - Darkwood Forest
AD&D
Levels 2–6
15 pages
0

This setting was used in the FN series and like the others in the FA series, it was used as an area for multiple adventure opportunities as well as a semi-safe haven. The main community in the area is the Village of Tomore. This community is offered as a free download! With a multitude of side adventures this area helps mid-level adventurers increase their experience point base. Close to this area is the previously published Sunken Temple of Bulu and the Ruins of Tarlac Keep.

Cover of Crown of Shadow
Crown of Shadow
3.5 Edition
Level 1
62 pages
0

An extended campaign for the Midnight setting from Fantasy Flight Games. Crown of Shadow is a desperate quest across Eredane, ranging from the depths of the Kaladrun Mountains, across the grim expanse of the occupied plains of Erenland, through the secretive underground of the Eren River, and finally into the heart of the Whispering Wood itself. Published by Fantasy Flight Games.

Cover of Menagerie of Mysteries
Menagerie of Mysteries
5th Edition
Level 6
8 pages
0

In this level 6 adventure for 4-6 players the party comes across a man named Johann Dhomm who was transporting animals in cages to his private island where he has a menagerie (a kind of zoo) that he eventually wants to open to the public. But the animals have escaped and he asks the party to try and catch them alive for him. However, the animals are actually quite dangerous and range from Gazers to a Wyvern.

Cover of Deicide
Deicide
5th Edition
Levels 1–20
296 pages
0

Deicide is a campaign designed to begin with a party of four to six 1st-level characters, who should advance to 20th level by its conclusion. The Gods have abandoned Faerûn. Bringing loved ones back from the dead hasn’t been done in centuries, and communion with the deities is a spiritual exercise only. Holy warriors and messengers have lost their powers and have all but completely disappeared. In this bleak world, wars are frequent, crime runs rampant, and hope has faded. Rumours are abound of a mysterious crime lord taking control of the underworld. Monsters roam the lands and every road is increasingly more dangerous. Without guidance, the many civilizations of this world are plagued by greed and corruption. The only way forward is to bring the Gods back, or to take their place in the heavens. Deicide takes place across two islands, Aurora and Limdorkal. These landmasses are the westernmost islands of the Moonshae Isles, an archipelago located roughly 400 miles west of the region of Amn and to the southwest of the Sword Coast. Surrounding the Sea of Moonshae, these islands feature a wide array of cities, civilizations, climates, terrains, and monsters. Limdorkal is famously a harsher environment, home to exotic races, whereas Aurora is almost entirely dominated by the human kingdom. Elminster Aumar, the famous Old Mage of Faerûn, once visited these islands and claimed it surprising how such diverse environmental systems erupted here, and how varied were the people inhabiting them. While the Sword Coast is part of Faerûn, a continent of Toril in the Forgotten Realms, feel free to adapt these islands to any setting of your choice, such as Ravenloft, Eberron, Ravnica, or even on your homebrew world. The story told here happens some hundreds of years after the beginning of 5th Edition, and the Overgod Ao is trapped inside an artifact, which limits the workings of gods around Toril. The characters will be able to learn more about the missing Gods, about a mythical folklore artifact known as the Wand of Wonders, which carries the powers of the Gods, and about the crime lord Kaiser Soze. Through their adventures, they will be able to visit other realms, planes, and dimensions, as well as come into contact with different races and civilizations. In the end, it is up to them whether to ally with the Crime Lord, and whether to release the Gods or keep their power for themselves. This campaign can work as a loose set of modular adventures, which can be easily picked separately and played as one-shots of different levels. Even their locations on the map might be moved, and events happening in particular towns can happen on others. The adventures include dungeon crawls, murder mysteries, sandbox urban quests, exploration on land and in the seas, inter-planar travelling, among others.

Cover of A10: Icecrag Monastery
A10: Icecrag Monastery
5th Edition
Levels 5–7
? pages
0

Icecrag Monastery is located atop a towering mountain peak and has long been a haven for those that choose a peaceful and meditative way of life. After receiving a dire plea for help from the Icecrag monks the PCs make the long and dangerous journey to the isolated monastery. Upon arrival they discover a once stable relationship between neighbors has been shattered, though the catalyst is not readily known. Strangely enough an orc shaman, a lesson in herbalism from the old monks, and an old legend may help the PCs resolve the conflict and once again bring peace to the region. Also included in ""Icecrag Monastery"": The new ""Herbalism"" Feat introduced in the Apothecary of Icecrag Monastery A new magical plant form to go with the new feat Two new magical items; one used for good, the other: evil An exciting location to use in future games complete with maps by three time ENnie Award winning cartographer Todd Gamble Different ways to complete the primary quest

Cover of Storm King's Thunder
Storm King's Thunder
5th Edition
Levels 1–5
256 pages
0

Giants have emerged from their strongholds to threaten civilization as never before. Hill giants are stealing all the grain and livestock they can, while stone giants have been scouring settlements that have been around forever. Fire giants are press-ganging the small folk into the desert, while frost giant longships have been pillaging along the Sword Coast. Even the elusive cloud giants have been witnessed, their wondrous floating cities appearing above Waterdeep and Baldur’s Gate. Where is the storm giant King Hekaton, who is tasked with keeping order among the giants? The humans, dwarves, elves, and other small folk of the Sword Coast will be crushed underfoot from the onslaught of these giant foes. The only chance at survival is for the small folk to work together to investigate this invasion and harness the power of rune magic, the giants’ weapon against their ancient enemy the dragons. The only way the people of Faerun can restore order is to use the giants’ own power against them.

The Forge of Fury 5e
5th Edition
Level 3
27 pages
0

Two hundred years ago, the great dwarf smith Durgeddin the Black built Khundrukar, a hidden stronghold for his war of vengeance against all orckind. For years Durgeddin labored, until the orcs discovered Khundrukar and stormed the citadel, slaying all within. Legends say that Durgeddin's masterful blades and glittering treasures were never found.

Cover of A Wyvern's Return
A Wyvern's Return
5th Edition
Levels 3–4
12 pages
0

Whilst spending time in Doorstep, the settlement that has grown up around the gates of Gauntlgrym, the town is attacked by an overwhelming force of orcs and you are pushed back into the city. You and your companions are offered an opportunity to escape the mountain through the trap laden, kobold infested, Red Wing Warrens and get help for the besieged city.

Cover of They Dug Too Deep
They Dug Too Deep
OSR
Levels 1–4
3 pages
0

Greed blinds the eyes of contentment Dwarf miners discovered a precious stone deposit. Unfortunately, their greed led them to dig tunnels too deep. Upon breaching the walls of an unholy temple, the miners unleashed a bizarre creature that decimated them all. 'They Dug Too Deep' is a system-agnostic one-page dungeon about exploring an abandoned and mysterious dwarven mine. As characters delve into the site, they'll uncover that not everything is as it seems – a sealed entrance from the inside, the corpses of dwarves scattered around, strange messages on the walls... Play to discover what really happened! 2023 Winners' Circle One-page Dungeon! 'They Dug Too Deep' was awarded as one of the top 10 one-page dungeons in the 2023 One Page Dungeon Contest! To celebrate, we offer you some extra stuff to enhance your play experience. There is more underground than just precious stones... What you'll find here: A complete 18-room one-page dungeon with easy preparation. A GM's Pamphlet containing tips on how to run the adventure and compiling the most relevant information. 4 character sheets using the Vagari RPG rules system. 5 custom tokens for use in your favorite VTT. Mini-hexcrawl map (NEW!)

Cover of FP11 - Johan's Lost Vault
FP11 - Johan's Lost Vault
AD&D
Levels 7–10
35 pages
0

At one time the City of Tygos was a bustling metropolis located in the southeastern portion of the Plains of Dorack. Sitting in the shadow of the Dorack Mountains this city flourished as a trading metropolis. Decades ago the leaders of the city, the Serpentine Cultists, began a racially charged campaign against certain factions of the Plainsmen tribes. The resulting response of the Plainsmen was devastating to Tygos and the city was levelled for the most part and the water supply was poisoned. The city was also home to a group of adventurers called JOHAN and their fortress was said to contain powerful ancient magic that was never recovered. If these items can be located the resulting power can bring continued success to your party’s wealth and fame.

Cover of Warlock of the Stonecrowns
Warlock of the Stonecrowns
AD&D
Levels 4–10
64 pages
0

High in the Stonecrown Mountains, a new source of dark magic stirs, wakes, and spreads its wings to shroud the land in shadows. The Warlock of the Stonecrowns, an awnshegh regent who is as evil as he is powerful, is draining other regents' sources of magical power, choking their ability to cast the most powerful form of magic of all - realm magic! If that isn't enough, the Warlock threatens to close the only pass connecting the trade-kingdom of Cariele to the rest of Anuire. An army of orogs and ogres is gathering to the Warlock's banner: Are your heroes equal to the challenge of the twisted magic of the Warlock of the Stonecrowns? This open-ended, "adjustable" BIRTHRIGHT adventure is suitable for use with either mid-level (4-6) or high-level (7-10) player characters. TSR 3110

Cover of Death Frost Doom
Death Frost Doom
OSR
Levels 1–2
64 pages
0

There is a curse laid on everything in that place! Cursed, you hear me? Cursed! Up on the mountain is a house by a cemetery, haunted by the memories of atrocities past. The cult on the mountain is long gone, yet the music of weirdling death carries on the wind. The mountain is cold. So very cold. And the greedy and the foolish will march bravely up the mountain for gold and glory. …but are they worth your soul? You Are Doomed Death Frost Doom is the adventure that launched Lamentations of the Flame Princess in 2009, and this anniversary edition has been fully revised by Zak S (Red & Pleasant Land, Vornheim: The Complete City Kit) with all new interior artwork by Jez Gordon. An adventure suitable for low-level characters for use with Lamentations of the Flame Princess Weird Fantasy Role-Playing and other traditional role-playing games.

Cover of FVC7 - Horn of Delmar
FVC7 - Horn of Delmar
5th Edition
Levels 1–4
20 pages
0

This week’s Filbar offering is an introductory level adventure pitting fresh adventurers against a variety of opponents. As they head out to make a name for themselves the young group will first need to pass by the Horn of Delmar. This mountain landmark was once home to a mighty fortress felled centuries before hand. While many have adventured to the top they have returned ravaged with injuries and reports of strange and foul creatures. This adventure features an old tower, bandits, undead, and an old dungeon complex for those who search hard enough.

Cover of Frozen Castle
Frozen Castle
5th Edition
Levels 10–11
13 pages
0

The loss of Skyreach Castle in Hoard of the Dragon Queen was a major setback to the Cult of the Dragon, but still only a setback. The cult is determined to retake the castle and claim Tiamat’s lost treasure buried in its frozen walls and cloudstuff vaults, but they aren’t the only ones. Blagothkus the cloud giant is still the master of Skyreach, and he has gone to the hall of his cousin Brunvild, ice lord of Uldoveld, for the resources to repair and reoccupy the castle. At the same time, the party is dispatched by the Council of Waterdeep to reclaim some of the stolen treasures lost when the castle fell.

A Giant Ransom - Episode Two: Giant Trouble
3rd Edition
Level 11
4 pages
0

A Giant Ransom is a short adventure for four 11th-level characters. There are opportunities for diplomacy, stealth, and combat, based on the choices the PCs make, so any mix of classes is appropriate. The adventure can be set in any campaign world, in a frontier region near glacier-covered mountains. In the first episode, the PCs were employed by Duke Ambrinigan to exchange a ransom of 10,000 gp in gems for a golden lion that was taken by frost giants in a recent raid. While waiting for the giants to arrive at the designated meeting place, the PCs watched as the white dragon Whildenstrank attacked the giants and then flew off with the statue. Charged with returning the golden lion statue at all costs, the PCs move to investigate the site of the battle.

Cover of The Gates of Firestorm Peak
The Gates of Firestorm Peak
AD&D
Levels 5–8
96 pages
0

From the backcover: "Once a generation, they say, a strange comet appears in the sky overhead and the gates of Firestorm peak swing open, (twenty-seven years ago, your father led his band of adventurers into the mysterious mountain, never to return. Now the Dragon's Tear once more flickers in the sky, and the glass gates on the mountainside beckon. Will you pass through to discover the secrets that await beyond the portal none has ever dared and returned? The Gates of Firestorm Peak is the first adventure designed especially for use with the new rules presented in the three PLAYER'S OPTION books: Combat & Tactics, Skills & Powers, and Spells & Magic. While it can also be played using just the AD&D® game core rules (the Player's Handbook and the DUNGEON MASTER® Guide), this adventure offers a perfect opportunity to experience all the potential of the new optional rules. One of the highlights of this package is the first PLAYER'S OPTION player character record sheet. To meet the challenges of Firestorm Peak and escape with their lives, heroic adventurers must battle dark dwarves in their underground city, explore the abandoned caverns of the Elder Elves, and deal with weird alien entities from Beyond. Their goal is to stop the Master of the Twisted Caverns and his dark minions from completing his sinister plot before it's too late . . . if they can. Included in this product are a 96-page adventure book detailing the dungeon that lies beneath Firestorm Peak, 4 full-color poster maps detailing all the important locations in the complex, and a sheet of 56 counters for use with the tactical maps in major combats."

Cover of Sword and Crown
Sword and Crown
AD&D
Levels 3–5
64 pages
0

The Sword and Crown is an event unrivaled in Anuirean politics. Every five years, rulers come from across the land to renew friendships, cement alliances, and provoke their enemies with poisoned words and sharpened swords. Wheels turn within wheels, and plots abound. It's politics as usual in Anuire. Except this conclave is different. Not only is it taking place in your kingdom, but before the festivities can even commence, someone wages an attack on Prince Avan and kidnaps his daughter. And to whom do the regents turn to rescue the princess? The hosts, of course! The PCs must win their way past dangerous bandits and treacherous elves to discover a path through darkest caverns, where the slightest misstep mean death. And only then does the real threat become apparent! This adventure contains a 64-page book crammed with details about the setting, the situation, and the major characters, plus a full-color mapsheet. It is designed for use with the BIRTHRIGHT boxed set. TSR 3102

Cover of GDQ1-7 Queen of the Spiders
GDQ1-7 Queen of the Spiders
AD&D
Levels 8–14
152 pages
0

Ranked in 2004 as the single greatest adventure of all time by Dungeon magazine, this is a compilation of three series of modules: the G series "G1-2-3 Against the Giants" (G1 Steading of the Hill Giant Chief, G2 Glacial Rift of the Frost Giant Jarl, G3 Hall of the Fire Giant King), the D series (D1 Descent into the Depths of the Earth, D2 Shrine of the Kuo-Toa, D3 Vault of the Drow), and Q1 Queen of the Demonweb Pits. The characters begin by attempting to stop giant raids that have become prolific. They find out that the giant alliance is caused by the drow. They then descend into the Underdark in order to find the drow and stop their sinister plan. TSR 9179

Cover of An Icy Heart
An Icy Heart
3rd Edition
High Level
7 pages
0

The peaks of a nearby mountain range have been home to Krikk, an old white dragon, for as long as anyone can remember. Aside from claiming ownership of a few villages and settlements near her range, she hasn’t posed much of a threat or even taken much notice of political events around her. Last week, a king’s prophet had a vision of golems made of ice that wouldn’t melt smashing through the royal castle walls, and of crops frozen under sheets of ice formed by the white dragon’s breath. Alarmed, the king has sent word that he desires someone brave enough to go to the dragon and find out whether she’s about to attack. If she is, the party must stop her before it’s too late. But, another prophet warns that the white dragon has an entirely different plot afoot, and that an icy grave awaits anyone who goes up the mountain. The player characters (PCs) have to figure out what’s going on—then decide on their own what they should do about it, while the fate of a king and his castle hangs in the balance.