A community for lazy dungeon masters
740 adventures found
Cover of X9 The Savage Coast
X9 The Savage Coast
BECMI
Levels 4–10
32 pages
0

What sends you adventuring deep into unknown lands, across dark waters, around The Savage Coast? Adventure? The sincere desire to help others? Or greed? Cartographers Guild members tell of lost cities and hidden treasures. Sailors tell of menacing beasts and cannibals to the west. They tell of savages along the shores who use gold nuggets for fishing weights. They also tell of great mounds of gold that collect at river mouths. You must decide the grater lure; the safety of Slagovich or the glimmer of gold along The Savage Coast. This adventure includes a map which expands the D&D game world, and a special expanded monsters section. TSR 9129

Cover of Written in Blood
Written in Blood
5th Edition
Levels 1–14
14 pages
0

"Every year, the Awakening Festival draws folk from across the rich expanse known as Godsbreath, uniting celebrants as they tell their history in song and set the course for the upcoming year. But the mood turns grim when a group of farmers suddenly turns violent, manipulated by an unknown magical malady. In the aftermath, well-known trader Aunt Dellie fears for her goddaughter Kianna-a worker at the farm the attackers came from, deep within the outlying farmlands known as the Rattle. When characters investigate, they are pitted against a lurking evil that uses a young woman's grief and loneliness to lure new victims." Roll20VTT

Cover of FT - Arcanum College
FT - Arcanum College
AD&D
Levels 1–6
27 pages
0

Off the coast of the Newmack Sea and to the east of Gortelburg sits the walled town of Cordicstown. Within the fortified tows in the infamous Arcanum College where young mages of wealth or talent come to learn the craft from the masters. For young adventuring mages this place offers the opportunity to improve upon their spell books and even apprentice with the masters of the mystic arts!

Six Feet Under
Pathfinder
Level 1
2 pages
0

The adventurer awakens buried in a coffin only to be inadvertently rescued by a goblin grave-robber. With no recollection of how they came to be buried alive, the adventurer is thrust into an encounter with the goblin and his party who have stolen a precious heirloom off their unconscious body. Before starting this adventure the GM and player should discuss what heirloom item the adventurer possesses. Though having immense sentimental value, the heirloom shouldn’t be magical, and it should be of minor monetary value. It should be a worn item that can easily be removed such as a ring, bracer or necklace.

Cover of Raiders of the Serpent Sea
Raiders of the Serpent Sea
5th Edition
Levels 1–18
490 pages
0

From the lead designer of Dragon Age Origins, in partnership with the creators of Odyssey of the Dragonlords, comes Raiders of the Serpent Sea! Take to the seas of Grimnir and battle against the sinister forces of a forgotten past in an epic campaign for the 5th Edition of the world’s greatest roleplaying game! Guide 4-6 players through tumultuous waters as they become heroes across a campaign that will take them from 1st to 16th level. Raiders of the Serpent Sea is a blend of high fantasy and a darker world of grim seafaring raiders. Grimnir’s clans constantly fight to survive in this doomed world filled with ancient and fantastic creatures - giants, sea serpents, saber-toothed tigers, and the world-devouring Yoten. Nowhere is safe, danger and glory abound! The Raiders of the Serpent Sea Campaign Guide PDF includes almost 500 pages of epic adventure and supplemental material with full-color maps and illustrations that breathe life into the campaign world.

Cover of Carcassay: Titan Rat City
Carcassay: Titan Rat City
OSR
Levels 1–5
130 pages
0

The ancient world of Harth withers beneath its dying sun…but it’s not dead yet. Welcome to the strange and dangerous city of Carcassay, huddled below the skeleton of a titan rat, sprawling above the ruins of countless dead civilizations. This is where folk come to find wealth, power, revenge, secrets, oblivion… and everything in between. Carcassay is a sandbox city adventure. There are many locations to explore in, around, and under the city. Players can explore any place at any time, and may radically reshape the city’s politics, economy, religions, and physical existence. There are standard dungeons stacked under the city, and GMs are encouraged to keep adding more dungeons… all the way down. Tone. It leans more toward low fantasy or sword-and-sorcery. Most shops look like real shops. Most people look like real people. But strange and horrible things lurk everywhere as soon as you start to scratch the surface. This is my Lankhmar. Carcassay is a vast, bizarre city. It has over 100 locations where you can meet Chaos cultists, Lawful knights, retired adventurers, shopkeepers, brewers, musicians, artists, scientists, hermits, royalty, beggars, doctors, space vampires, eldritch horrors, machine priests, crab colonists, mushroom farmers, mummies, assassins, and diplomats from distant lands… and the moon. And every one of them has goods or services to sell, and a quest (or three) to offer. What sort of quests? Fetch a relic, assassinate a rival, find a relative, steal a soul, implant an agent, cure a disease, stop a riot, solve a murder that hasn’t happened yet, hunt a thief, locate a shrine… the list goes on. And for every Quest, there is a specific Reward: money, weapons, relics, Chaos mutations, exclusive memberships, information, Angelic miracles… the list goes on. This is a place where you can make a lot of money, but also where you can spend that money on interesting goods and services. Factions? We have a few. Seven Chaos cults, five knightly orders, two mercenary companies, four wealthy families, six (seven!) Corpse Lords, foreign diplomats, rival innkeepers, rival tavern owners, plus all the dungeon-delving gangs currently mucking about underground. When you grow weary of all the adventures at ground level, there are three classic dungeons buried under the city to explore. This book contains months (if not years) of campaigning. Enjoy the Chaos.

Cover of FT - Earldom of Curwood
FT - Earldom of Curwood
AD&D
Levels 1–6
15 pages
0

FT – Earldom of Curwood is a companion to Filbar offering FQ8 – Uprising of the Undead! This supplement gives an overview of one of the major cities in the Duchy of Bast and is the starting place for FQ8. The community is known for its diverse economic structure and makes for a nice respite for weary adventures!

Cover of Into Ivy Mansion
Into Ivy Mansion
5th Edition
Levels 3–4
11 pages
0

Our heroes are approached by Tristan Harpell, an entitled young mage and heir to a suite of rooms in Ivy Mansion, the ancestral home of the Harpell wizard dynasty. His inheritance is “infested” with the wacky experiments of his dead great-uncle, Siegfried Harpell, and Tristan needs the party to clean things up. The party will have many wild and bizarre encounters while digging through Siegfried Harpell’s derelict magical concoctions - and along the way they might even discover the astonishing truth behind Siegfried's disappearance! Into Ivy Mansion is a Dungeons and Dragons one-shot adventure for a 3rd-4th level party. It features exploration, role-playing and thrilling combat encounters...

Cover of Our Fair Maidens
Our Fair Maidens
5th Edition
Levels 4–6
7 pages
0

In this level 5 adventure for three to five players, a suspicious death brings our adventurers to the village of Degorod on the night of an annual festival. Celebrations turn into chaos as an unknown force abducts villagers from above. The group must investigate the cause and, in the end, decide who to help. Pgs. 101-107

Cover of The Isle of Endless Fog
The Isle of Endless Fog
5th Edition
Levels 1–2
80 pages
0

"This is a beautifully bleak hex crawl around an island smothered in oppressive darkness and fermenting wickedness. The Sluagh and their foul fog and maddening miasma are inscrutable and unknowable, but you must investigate the Island; discover the secrets buried within and without. Collect the scraps of information and open your heart and help these people tearing each other apart and worse, or become dark and hard as flint; indulge the mercurial machinations of men lost to madness of the mists and consent to cruelty. Worse still, lose yourself completely in the blanketing fog of yore; stumble blankly into the eternal night of truly annihilating nihilism... There is still faint hope that your investigation can illuminate the mist’s mysteries, lifting Man to the light, but it’s not for the fainthearted." - Curse of Sebs The Isle of Endless Fog is a 5e adventure for characters starting at 1st-level and ending at 4th-level. It's a sandbox adventure with a small setting for The Isle of Man, a location from Fallen Camelot setting. It features all three pillars of a 5e game: exploration, social interaction and combat. CONTENT WARNING: Mental Health Issues, Depression, Disassociation, Self-Harm, Suicidal Ideation, Human Experimentation, Drugging and Abduction, Cannibalism, Murder of Civilians and Children, Clerical Abuse of Power through Tyranny. Background The Isle of Man was by no means a safe place, with sporadic assaults from the troll, Buggane, trickster fey, and conflicts of resources with the local giants, but it is still a place where local folk can live their lives in relative peace. All that changed when the sluagh came. They flew free from an ancient tower, a storm of wailing ghosts that swept across the land, carrying a blanketing fog across their backs that choked the land, the sea and the sky. The Death Mist warps all that it touches, inviting death into the homes of all things, whereupon the sluagh swoop out of the skies, snatching up souls on the verge of death, carrying them away from their bodies and into a new horrid existence as a fellow sluagh. In packs they fly, swooping through villages on the westerly winds, carrying away the souls of half its denizens, leaving the rest to starve, whereupon another wave will come to claim the rest. Over time, the mists drained the life from the earth. Fields turned barren, forests petrified, infants were born malnourished and shriveled. Yet, its hunger only grew. The sluagh called beyond, drawing travelers to Man. Sailors will see the fog first, rolling in from the horizon, before the wailing of the sluagh deafens their ears, and the mist blind their eyes. After what feels like hours, the sailors open their eyes and see Man on the horizon. The explorers will quickly find that they cannot leave this place. They must either banish the mist from this place…or destroy it. Published by Realmwarp Media

Cover of Dreams of Solitude: Ravenloft Campaign
Dreams of Solitude: Ravenloft Campaign
5th Edition
Levels 4–13
226 pages
0

30 Ravenloft adventures inspired by various domains of dread, including Gothic Earth, that can be played as a single campaign! Dreams of Solitude is a collection of thirty exciting adventures that can either be played as a campaign, run as a one-shot, or have pieces taken out to supplement your current home game! You'll meet your match against Atarte, the evil master of dreams, who will task you to defend ancient fortresses from the undead, explore a terrifying maze, fight in the trenches of world war 1 or even a karaoke contest with werewolves! It's SO much fun, and you'll be able to go back for more adventures, again and again! Adventures summary: Demon's Isle: Explore a watery cave and find your way to the Pirate Demon Zekel! Airic's Forest: Survive a forest ruled by werewolves while you try to find the cure for lycanthropy! Fractured City: Enter a glitchy uncompleted illusory town and try to find the "Butcher" that roams the dark alleys. The Heinfroth Heist: Enter Dr. Heinfroth's asylum and steal his journal without becoming his test subject! Tomb of the Hentempet the Red Queen: Face Hentempet the red queen inside her Pharaoh tomb! Graveyard Of invitation: Enter a cursed graveyard and follow the clues to find the reason why the undead have risen! Fey Blood Merchant: Help the Vistani child escape his Rakshasha master before he returns! Horrors in Chateaufaux: Play the role of the Gendarmerie guards and find out who creates chaos in the roads of Dementlieu! On the Run: Explore an ancient tomb and escape the curse that you have unleashed! Vampire Escort Child: Can you help this poor child leave this jail meant for monsters? Defend the Keep!: Command your own military force to defend a keep against waves of undead! Lena's Pets: Explore the heidius laboratory of Frantisek Markov's student and escape before you become body parts for her next experiment! Lava trip: Who would want to be inside an ACTIVE VOLCANO? RUN! Escape Rooms: Find the way to escape before time runs out! How investigative are you? Singing Showdown: Karaoke competition with werewolves??? Labyrinthine Horror: Can you escape the labyrinth before the Vampiric Minotaur catches you? Teety's Hunt for Lulo: Find Teety's elusive love in an enchanted forest of pain! Monster Lab: Create your own Flesh Golem and make sure you are a good parent! Through fire and steel: Run through the No-man's-land while enemy planes and tanks bombard you and assassinate the enemy general! Don't forget to dodge the bullets! Drowning in Filth: Will you manage to escape before you drown in filth? Wilted Roses: Explore the forests of Sithicus and find the Black Rose Effigy! Shyclin’s Circus: An encounter inspired by the Carnival. The joke's on you! Among Us: Can you find shelter in a small cabin found in the woods? The Free Trader, Mist Runner: Avoid the enemy pirate ship at all cost while trying to reach the port with your own ship! The Curious Case of the Man Who Drowned in Air: Solve a detective's case in Victorian era London! Night at the Museum: Protect the museum's artifacts from invisible adversaries! Raid the Shadow: Lay siege on a castle controlled by the undead! Who could be its ruler? Journey to the Center: Control a mechanical worm of Kwalish and drill to the center of the earth to mine mithril! Journey Through Barovia: Visit Barovia's most famous places while trying to solve riddles or die trying! Choose Nothing: Solve a Death Slaad's riddle or get mad! The Final Dream: Tackle Atarte and their illusions in an environment that continiously alters between all of the dream-adventures! Only few can take on a Darklord and live to tell the tale! Published by Mistfactor Press

Cover of DDEX01-10 Tyranny in Phlan
DDEX01-10 Tyranny in Phlan
5th Edition
Levels 5–10
40 pages
0

The Maimed Virulence has come. The future of the Cinnabar Throne and the lives of the denizens of Phlan are in jeopardy. The Cult of the Dragon rejoices, and the Black Fist is powerless to stop them. How will the factions of the city respond to this threat? Can Phlan be saved this time? Part One of Under Emerald Claws. An adventure for 5th-10th level characters.

Cover of The Mysterious Theatre of Macabre (english)  / Das Mysteriöse Makeberitäten Theater (Deutsch)
The Mysterious Theatre of Macabre (english) / Das Mysteriöse Makeberitäten Theater (Deutsch)
5th Edition
Levels 3–5
24 pages
0

This is an adventure for one or two sessions with a group of 3-5 players from the level 3rd-5th. In this adventure you will be getting into a story full of humor and horror that will lead up to a big and marvelous theatre performance. The beloved local bard was kidnapped by a mad theatre nerd of a necromancer, which uses the bard in his grotesque production. It is on your party to save him! To run this adventure you need a Monster Manual 5e from Wizards of the Coast. Included: 3 adventure hooks to choose from Quick-start to get you right into the game A full script for the final play for you to perform 3 battlemaps with and without grid (included as JPG) Map of the town also usable as a starting town for your campaign (included as JPG) Custom monsters “Actor Skeleton”, “Broom Skeleton”, “Reginald van Fare” (Necromancer) _________________________________________ Dies ist ein Abenteuer für ein bis zwei Spielabende für eine Abenteuergruppe der 3. - 5. Stufe. Dieses Abenteuer ist eine lachhaft schaurige und furchterregend lustige Erzählung von einem Barden, welcher in einer feuchtfröhlichen Nacht von einem wahnsinnigen Dramaturg-Nekromanten in sein Theater entführt wird. Das ganze endet schließlich in einer pompösen Aufführung. Um das Abenteuer zu leiten, benötigt man ein Monsterhandbuch, vorzugsweise in englischer Fassung, da die Referenzen sich auf die englische Version beziehen. Inkludiert: 3 Abenteuereinstiege von denen man auswählen kann. Einen „Schnellstart“ um dich schnell zu Recht zu finden. Ein komplettes Drehbuch für die Aufführung. 3 Battlemaps mit und ohne Gitternetzlinien. Eine Karte für SpielleiterInnen und eine für SpielerInnen vom Dorf Höttingheim, welches auch gut als Startdorf für eine Kampagne verwendet werden kann. In Höttingheim gibt es einiges zu entdecken und NSCs kennen zu lernen. 4 eigene Monster die im Stück vorkommen. Deutsche Version hier: https://www.dmsguild.com/product/278151/Das-Mysteriose-Makaberitaten-Theater-2024-5e?view_as_pub=1

Cover of Masks of the Living God
Masks of the Living God
Pathfinder
Level 3
32 pages
0

Razmir the Living God used his power to conquer an entire country; now he and his mask-wearing priests enforce peace and generosity—though some say their tools are intimidation and fear. His worshipers preach charity and self-worth, blaming rival faiths for crafting lies about the glories of the Living God. Now the cult has come to the city of Tamran, feeding the poor and promising happiness to those who serve Razmir. Yet ugly rumors persist of bribery, extortion, and strange disappearances associated with the new temple. Are these stories just gossip and lies spread by rival faiths? Or is the church of the Living God more than it seems? Part Two of the Price of Immortality trilogy.

Cover of Bulette Storm
Bulette Storm
5th Edition
Levels 3–5
30 pages
0

The Harvest Festival has come to Concord, but with it comes danger - a bulette and its calves are here, too, and the storm is coming! Published by Loot The Room

Cover of The Swamp Beast
The Swamp Beast
5th Edition
Level 4
13 pages
0

Some weeks ago, a tiny sliver of shadow crept into Yarralanya Swamp. It fed on the worms, then on the fish and snakes, growing larger over time until it threatened the lives of the swamp folk, who took up their weapons and fought back, to no avail. In order to buy time for a second attempt, the swamp folk began to steal livestock from the nearby village to satiate the beast’s hunger. After all, who but those villagers could be responsible for unleashing this threat? Soon after, a band of adventurers visiting Rishel’s Hollow find themselves tasked with a simple mission: end the theft of cattle by whatever means necessary. This adventure should run for 3-5 hours, either as a standalone one-shot or as part of an existing campaign, especially one featuring creatures from the Shadowfell or the experiments of a mage. Encounters assume a party of 4-6 level 4 characters.

Cover of The Delian Tomb
The Delian Tomb
Draw Steel
Levels 1–3
164 pages
0

You are going to play Draw Steel! Tonight! What do you need to get started? You need three things: you need some friends, you need the rules, and you need an adventure. The Delian Tomb for Draw Steel can provide you with two of three. This is the classic starter adventure from Matt Colville’s Running the Game series, expanded and updated for MCDM’s new fantasy RPG Draw Steel! The Delian Tomb includes everything you need to get started including a step-by-step tutorial for both players and directors! The game is fun to play AND run, and we made learning our new rules super-easy. Barely an inconvenience! This product includes: - Draw Steel Starter Rules - Ready-to-play heroes each with their own tutorial. - The complete Delian Tomb five-room dungeon. - The town of Broadhurst including local townsfolk bursting with rumors. - A sandbox wilderness for players to explore filled with adventure. - The Jagged Edge Goblins, their queen Bargnot, and their new stronghold; Castle Andreas! - Maps! Negotiations! Montage tests! An orc necromancer! Ratfolk bandits! You do NOT have to “read the whole adventure” before you start! We designed this adventure to teach you the rules as you play. Draw Steel is MCDM’s new, original fantasy RPG with a focus on fun, tactical combat and this adventure will get you playing with your friends in minutes.

Cover of CCC-YLRA01-01 Her Dying Wish
CCC-YLRA01-01 Her Dying Wish
5th Edition
Levels 5–10
36 pages
0

You’ve come to the wild frontier outpost of Ylraphon, a town rebuilt from destruction and now ruled by adventurers, to pass on a proud noblewoman’s final wish to her dungeon-raiding heirs. Yet the young heroes of House Marsh have delved too deep. Can you rescue them from a trap filled ruin, vengeful assassins, and a mysterious entity that turns its attackers into its defenders? The suggested run time is 4 hours, but in practice needed much longer. Ideal for open ended play. Lots of background information - bordering on too much.

The Approaching Swarm - Episode One: Creepy Crawlies
3rd Edition
Levels 8–10
3 pages
0

The Approaching Swarm is a short adventure for four 9th-level characters. The party can consist of any mix of classes, but it should include at least one character that is good in wilderness settings, such as a druid, ranger, or barbarian, and at least one cleric. This scenario should prove a reasonable challenge for characters from 8th to 10th level. The adventure takes place in a swampland that is near a small settlement. A band of rag-tag settlers have carved out a small settlement, called Crivdall, on the edges of a great swamp that is infamous for its terrible creatures. The area is rich with resources, and the settlers have done well hunting and foraging in the swamps. Unbeknownst to them, however, an insane druid has taken notice of their transgressions and wants them to leave. The druid, Aleretheral, is a half-orc with a curious affinity for insects and vermin. The swamp is home to numerous breeds of monstrous insects, some of which the druid has begun to breed to make them even larger and more aggressive. Through his abilities, Aleretheral has set enormous vermin onto the helpless settlers, preying on them as they venture into the swamp. With autumn rapidly coming to a close, the settlers are becoming desperate as more of their numbers are killed by hordes of marauding vermin.

Cover of NC1 - Noteflame Coast
NC1 - Noteflame Coast
5th Edition
Levels 6–8
25 pages
0

As the PCs opt to leave the “friendly” confines of the Duchy of Starryshade due to some unfortunate misunderstanding, they head north. The Noteflame Coast is filled with desolate reaches, humanoids of all types, and the home base of the Corsair Council. The major community in this county is Kale Bay but getting there won’t be easy. This offering is more of a sandbox style with several optional adventures.