A community for lazy dungeon masters
178 adventures found
Cover of Spelljammer: Gone Fishing
Spelljammer: Gone Fishing
5th Edition
Level 5
13 pages
0

Are long journeys through Wildspace getting you down? Too much time on your hands? Sick of catching the same old Scavvers? Why not pay a visit to Starfish Bay! Break out one of the five new lures and see what bites! With 25 new fish to catch you'll be busy for weeks! But watch out, not all of them are so easy to hold onto! This small sidequest has 8 new monster stat blocks along with 1 encounter with some 'hungry' Hadozee!

Cover of The Road to Baldur’s Gate
The Road to Baldur’s Gate
5th Edition
Level 1
1 pages
0

While traveling along the Trade Way, the characters see a small hut on the side of the road, and a spiked barricade erected in the middle of the road. Two men with cudgels in their hands stand on either side of the road. These two brigands proclaim to be members of the Waterdeep City Watch, but any Waterdhavian with half a brain knows this to be a lie. The truth is that these are common highwaymen trying to fleece travelers and merchants with a phony road toll. In this simple encounter, the characters can employ whatever inventive tactics they want to pass the brigands. They may simply pay the toll, they may try to intimidate the bandits or appeal to their better nature by making a Charisma check, or they might resort to violence. Or, they may attempt something else entirely! Encourage creativity.

Cover of Tortles of the Purple Sage - Part 2
Tortles of the Purple Sage - Part 2
BECMI
Levels 4–10
18 pages
0

Tortles of the Purple Sage - Part 2 completes a D&D Expert Set wilderness adventure which began in DUNGEON issue #6. Through the gate stones, into the unknown. This adventure takes place in the Known World of the D&D game, as outlined throughout the D&D game rule books and modules. The DM may find it useful to consult the Companion and Masters Sets, as well as most of the X-series of Expert Set modules. The DM may find it useful to consult the Companion and Masters sets, as well as most of the X-series of Expert Set modules. Expert Set module X9, The Savage Coast, would be especially helpful, as Tortles of the Purple Sage should easily serve to continue that module's direction and plot line, adding previously undescribed areas to the Known World. The DM may also place the areas and events of this adventure within an existing campaign setting, as long as the geographical areas of the campaign match those set forth here. Pgs. 8-25

Cover of Moon Elves' Masquerade
Moon Elves' Masquerade
5th Edition
Level 4
17 pages
0

Famed hedonist Horatio Humbert, likewise possessed by an avarice for novelty, has offered a great bounty for any party-goers capable of convincing the moon elves to attend his next birthday. From his pleasure barge to the moon, this 4th level adventure mixes extended social and roleplay opportunities with a high-stakes, low-gravity boss fight your players will never forget! Long ago, in the golden age of the elves, a collection of master mages and elven demigods decided to leave our world to create a utopia of undying revelry, bacchanalia, and hedonism. By the grace of the divines and the strength of their magic, they ascended to the moon. Yet the pleasure-seeking life, even free of time and death, is driven by desperate hungers, novelty chief among them. To combat their eternal ennui, the moon elves have taken to the lowest form of carousing: destination party tourism.

Cover of Far3 - Xiomara's Globe
Far3 - Xiomara's Globe
5th Edition
Levels 3–5
18 pages
0

Far3 – Xiomara’s Globe puts the players inside a glass ball, owned by a strange enchantress. Once stuck inside their transparent prison, the players must search for a way out. The cursed fortress inside the globe has quite a few dangers to be overcome before an escape is even possible! One version of play was recently featured on The Bard's Podcast (Soundcloud).

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 Pathfinder Adventure Path #85: Fires of Creation (Iron Gods 1 of 6)
Pathfinder Adventure Path #85: Fires of Creation (Iron Gods 1 of 6)
Pathfinder
Level 1
96 pages
0

The Iron Gods Adventure Path begins with "Fires of Creation," an exciting new adventure set in Numeria, land of barbarians and super-science! In the town of Torch, the settlement's unignorable tower of violet flame has gone out. The only clue to its disappearance is a newly discovered cave dug nearby. Are the heroes bold enough to unearth the otherworldly secrets that sleep beneath the city and reignite the fires of Torch? Or will their first foray into Numeria's ancient mysteries be their last?

Cover of Ten Strokes 'Til Midnight
Ten Strokes 'Til Midnight
5th Edition
Levels 6–12
14 pages
0

Genius rogue artificer Ichabod Russet hired ten of his most brilliant colleagues to collaborate and build the greatest automaton yet invented: a clockwork beholder. He dreamed their invention would catapult him into stardom and wealth. In a secret mountain laboratory under Ichabod's direction, each scientist devoted themself to developing one ray for the creature's mechanical eyes -- but when the mysterious tenth ray was added to the automaton, it became too powerful. The clockwork beholder broke free during QA testing and destroyed half the lab. Only a few of the artificers escaped to tell the tale, and for the most part, they're keeping their mouths shut.

Cover of Chandranther's Bane
Chandranther's Bane
AD&D
Levels 4–6
22 pages
0

You found the treasure you were seeking. Now you have to escape from it. A change in perspective makes all the difference. Sheltering from a storm in a wayhouse, the PCs fall foul of a powerful magical relic. They must navigate their way through an unfamiliar environment populated with changed creatures in order to free themselves from its influence. Pgs. 42-63

Cover of FT - Borgusburg
FT - Borgusburg
5th Edition
Any Level
20 pages
0

FT32 – Borgusburg is our first offering of November and, as always, free! This is a larger, walled village suitable for any campaign. While no scenarios are included, a variety of opportunities abound in this community. Feel free to use it for depth in your own campaign!

Cover of AC1 The Shady Dragon Inn
AC1 The Shady Dragon Inn
BECMI
Any Level
32 pages
0

The Shady Dragon Inn is a set of pre-generated characters for use with the Dungeons & Dragons game. This player's aid comes in two parts: each character appears first in a section devoted to his or her character class. They appear again in the second section as members of a party. As a DM or as a player, you may use either or both sections; over a hundred characters await you! Each character has a brief biography that will help you to create backgrounds for PCs or NPCs as needed. Also included is a rough physical description, and a list of items owned by each character. The Shady Dragon Inn also contains the D&D statistics for those special characters who are presented by figures in the D&D and AD&D toy line, and provides a tavern setting from which players may start adventures or gather party members. TSR 9100

Cover of DQ1.5 A Place and Time for Death
DQ1.5 A Place and Time for Death
AD&D
Levels 1–3
8 pages
0

A Place and Time for Death is a companion adventure made to go along with the events unfolding in Folio Digital Quarterly #1, (GK1 The Adventure Begins). Far out in the uncharted territories, the Enlightened still cling to life, but the ever encroaching presence of the xenophobic Samaya threatens the last of their hidden enclaves. Now, a bounty hunter has been dispatched to deal with the supposed Enlightened sympathizers in the border town of Hogan's Hooch, but there is more to the story than meets the eye. Unbeknownst to the citizens of the town and old relic of the Final War is the price the bounty hunter seeks. Can the party find a way to thwart the bounty hunter and deal with the relic before it falls into the hands of Samaya willing to use it to sway the balance of power in the world? This adventure is formatted to both 1E & 5E gaming rules.

Cover of Campfire Tales: In-Between Encounters
Campfire Tales: In-Between Encounters
5th Edition
Levels 1–20
44 pages
0

Settling down as the sky turns black with rest, you gather by the heated campfire and swap stories to pass the night. You hear tales of wonder and worry, descriptions of distant lands, plants, and beasts. Exchanged this night are stories of thieving travellers, worried giants, and godly squabbles. Ever wanted small stories to make travel more interesting than random encounters? Ever just wanted to run shorter games? Maybe you’re just low on prep time for your next session. In this volume of campfire tales you’ll find eight half-a-session length adventures that help with all these classic DM worries. Also included is an in-depth appendix of fauna, flora, locations, and more to help boost your game.

Cover of A Fistful of Flowers
A Fistful of Flowers
Pathfinder 2e
Level 3
15 pages
0

When a stuffy noblewoman decides that leshys make for pretty centerpieces for her fancy tea party, she has no idea what sort of trouble she's stirring up. Not every plant in the forest wants to be put on display, and some of them are more than well-equipped to fight for those who are plucked from their homes! In A Fistful of Flowers, you take on the role of one of four unique leshys—plants who have been granted sapience and wills of their own. When new sproutlings are snatched out of the woods and taken away to civilization, it's up to your band of furious flowers and pugilistic plants to set things right! A Fistful of Flowers is a short adventure for 3rd-level characters that takes a band of leshy heroes out of the forest and into that most dangerous of locations—an aristocrat's fancy tea party. In addition, the four pregenerated characters provide a quick way to jump into the adventure right away in this exciting offering for Free RPG Day! Grab some dice and some friends and play the role of the forest's newest heroes!

Cover of Sea Trolls in the Net
Sea Trolls in the Net
5th Edition
Level 5
1 pages
0

High tide is coming in in this week’s encounter: Sea Trolls in the Net, a tongue-in-cheek combat encounter about a troll troubling fishermen and getting tangled up in their net. This encounter works best when it can add flavor to a grim, seaside locale as a random encounter the adventurers stumble across while exploring. While exploring a blighted shoreline on some forsaken coast, the adventurers find a sea troll feasting upon fishing nets full of freshly caught fish while their fishermen flee from the shore.

Cover of FVS7 - Arena of the Gods
FVS7 - Arena of the Gods
5th Edition
Any Level
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!

Cover of Out of the Ashes
Out of the Ashes
AD&D
Levels 8–12
22 pages
0

Slain in disgrace, reborn in fury, armed to the teeth: Flame returns! Flame is back - and is he mad! The sequel to "Into the Fire" from Dungeon 1. Pgs. 42-63

Cover of The Dreams of Ruin
The Dreams of Ruin
OSR
Levels 12–18
260 pages
0

Designed to remedy the lack of "end game" content for Old School-style gaming, The Dreams of Ruin is a setting-neutral adventure supplement aimed at characters of level 12 to 16. The material can be used with groups from level 8 to max level (and beyond, if the system supports ascent to divinity for high-level character). Capable of challenging even the most experienced players and most powerful characters, The Dreams of Ruin are an unforgettable addition to any high-level campaign. But beware! The dreams are mighty and can overwhelm even fearsome warlords and powerful wizard-kings. One touch of them, and your campaign world will never be the same.

Cover of Carnival
Carnival
AD&D
64 pages
0

Freak show or sanctuary? It's all a matter of perspective when you're at Carnival. A carnival offers a glimpse of abnormal and unnatural things most genteel folk never talk about, much less see. This carnival is not a simple sideshow, though, and its performers are far more than freaks on display. Carnival is a wandering haven for those who have no place else to go - including adventurers who made enemies of the wrong people. Under the protection of its mysterious mistress Isolde, it offers refuge to those rejected by the world. Outcasts and lost souls of all kinds can find solace here, and sometimes even a second chance at life... but nothing at Carnival comes without a price. TSR 11382

Cover of When Black Roses Bloom
When Black Roses Bloom
AD&D
Levels 4–6
64 pages
0

The nightbound realm of Sithicus is dying! The grey forested crags scarred by jagged rifts echo with the laments of the dying elven nation. But the lord of the land sits uncaring on his blackened throne in the charred castle of Negragaard, lost in ancient memories. Through his passion and hatred the nightmare haunted death knight, Lord Soth, permitted catastrophe to befall his native world of Krynn. Now trapped in the Realm of Terror, Soth has once more brough calamity to his home. Abandoning rule of his twisted realm of Sithicus, Lord Soth has retreated to a still more distorted domain: the mad fantasies of his own history. To save the land and themselves, the heroes must venture into banshee-haunted Nedragaard Keep, and there into the warped mindscapes of a tormented darklord. TSR 9476