A community for lazy dungeon masters
756 adventures found
Cover of DC01: Drow Necromancy
DC01: Drow Necromancy
5th Edition
Level 1
9 pages
0  0

A peaceful isolated village has hosted its share of superstitions, but something real is poised to plague the citizens of the community. Can heroes rise to prevent the destruction of the village? What drives some to leave the safety of their communities and start along the path of adventure. Maybe it is something in their background that compels them; maybe it is the lure of treasure; maybe it is just a curious map. It is the first episode in the Drow Conspiracy. Published by Dan Hass Endeavors.

Cover of Vault of the Mad Baron
Vault of the Mad Baron
OSR
Levels 2–5
62 pages
0  0

Beneath Castle Bergfried lies the vault of the grief-struck Baron – heavily infested with a crystalline virus from the past. Here an adventure party must choose between rival forces that seek to explore the vault and decide the future of the Inside World. ‘Vault of the Mad Baron’ is the second installment in a series of three modules in the Inner World. It can be played as a stand-alone adventure or be added as a small barony to an ongoing campaign. The scenario can be used with Swords & Wizardry or any other early variant of game rules and is suitable for PCs level 2-5. Inside you will find: A 60+ page old-school module with a layout optimized for fast and easy interfacing. An adaptable barony complete with town, castle and dungeon. Unique districts with encounters and sights. 6 major factions fully detailed with headquarter, plans, and missions for the PCs. Detailed description of a castle and associated dungeon levels. Downloadable maps for both players and the Referee. Locations allowing the PCs to travel to another era within the setting. Unique new creatures and magic items.

Cover of Rise of the Drow-5e
Rise of the Drow-5e
5th Edition
Levels 1–16
552 pages
0  0

Tonight, a ceremony of light is taking place on the surface. Meanwhile, a world away in the city of spiders, a drow matron solidifies a pact with soul-consuming entities who require great sacrifices in trade for unimaginable power. Drow eyes turn to the surface. This book contains a mega-adventure and setting, taking characters across the surface and into the depths of the world. Adventurers will meet unique denizens, battle horrors of the Underworld, explore epic locations, and fight to stop the rise of the drow.

Cover of Caverns of the Ooze Lord
Caverns of the Ooze Lord
3.5 Edition
Level 8
20 pages
0  0

Something's not right in the hamlet of Verdinica. Why do the locals wear such thick clothing, even in the midst of a heart and muggy summer? And what sort of "prisoners" could make the strange, sloshing noises that are heard some nights coming from the gaol? Pgs. 38-57

Cover of Eberron Gothic: Curse of the Thornwood
Eberron Gothic: Curse of the Thornwood
5th Edition
Levels 5–8
67 pages
0  0

Eberron Gothic: Curse of the Thornwood is an intricate, character-driven mystery set against the sins of the past. On a journey to Arythawn Keep at the edge of the Mournland, the adventurers stop for the evening in the Thranish village of Brightdawn where they discover that there are dark secrets hidden in the wilds nearby. . .

Cover of Mother Haggle's Noticeboard - The Magic Cow
Mother Haggle's Noticeboard - The Magic Cow
5th Edition
Level 1
9 pages
0  0

Mother Haggle is an elderly crone who runs a Lost & Found Emporium on the edge of the Misty Forest. The old lady pays her mercenaries well, and attracts all kinds of talent to send on her various errands. Mother Haggle doesn't deal in world shaking problems, but it's uncanny how often simple tasks like "fetch that cow" or "bring me a boggle" end in embarrassment, grievous injury or death. As she always says, it really can't be helped. Using the streamlined Plausible Complications and Unlikely Disasters layout, Mother Haggle's adventures are one-sheet wonders ready to pick up and play with groups of the specified level. Mother Haggle wants her cow back. It seems to get lost a lot, but she doesn't care how much she has to spend as long as her darling gets home safe. Included in Mother Haggles's Notice Board - The Missing Cow are six standalone bovine adventure seeds in which Mother Haggle's cow needs rescuing. She should really keep that cow in a better pen, or lock the gate or something, but who needs common sense when you have money and mercenaries?

Cover of Midwinter Maleficence
Midwinter Maleficence
5th Edition
Levels 1–4
17 pages
0  0

The adventurers are called to the village of Pinecrest where all but one of the children have gone missing. Can they find the lost babes in the wood before the children meet their grisly fate?

Cover of DC-PoA-RH01 The Chronographers Curse
DC-PoA-RH01 The Chronographers Curse
5th Edition
Levels 1–4
35 pages
0  0

In the town of Easthaven, a group of adventurers is tasked on a routine mission to resupply an expedition to the Reghed Glacier. But everything is not quite as it seems, and it's not long before the chronographer's misfortunes become apparent.

Cover of Pathfinder Adventure Path #46: Wake of the Watcher (Carrion Crown 4 of 6)
Pathfinder Adventure Path #46: Wake of the Watcher (Carrion Crown 4 of 6)
Pathfinder
Level 9
96 pages
0  0

Part 4 of the Carrion Crown Adventure Path brings the heroes to the small fishing village of Illmarsh. The party is searching for a dark rider of the necromantic Whispering Way cult and will discover the strange practices of the deeply religious inhabitants of Illmarsh. Rumors of madness, strange disappearances and human sacrifices to things best left unnamed lead them to investigate the town church and its history. They'll find a desperate people, caught in a war between beings from beneath the seas and invaders from the darkest corners of the cosmos. Can the heroes save Illmarsh from its tradition of terror? It is worth noting that this story is heavily inspired by The Shadow over Innsmouth by H.P. Lovecraft and the role playing game Call of Cthulhu. If you're planning on going through the whole adventure path of Carrion Crown, the module Carrion Hill could easily be fit between book 3 and 4, as the party will travel directly through the area where this one shot adventure takes place. This book includes: - “Wake of the Watcher,” a Pathfinder RPG adventure for 9th-level characters, by Greg A. Vaughan - Blasphemous secrets of the foul faiths known collectively as the Old Cults and sanity-shattering gods such as Azathoth, Nyarlathotep, and Cthulhu, by James Jacobs - A giant bestiary filled with eight classic monsters inspired by the writing of H. P. Lovecraft and the tales of the Cthulhu Mythos, by James Jacobs and Greg A. Vaughan - Laurel Cylphra’s discovery that the dead aren’t the only dangers in Ardis in a new entry into the Pathfinder’s Journal, by F. Wesley Schneider.

Quelkin's Quandry
AD&D
Levels 3–5
11 pages
0  0

Reports of the owlbear incident were vastly exaggerated. When is an evil mage not an evil mage? While visiting the small village of Carthington Cross, the PCs hear a tale about a wizard who unleashed an owlbear on Carthington Cross and its unsuspecting community. After a night of stories and gossip in the local inn, the heroes are approached in the morning by this same notorious wizard who needs their help. Pgs. 18-28

Cover of Doom of the Dragon Grafter
Doom of the Dragon Grafter
Draw Steel
Levels 9–10
26 pages
0  0

Explore political intrigue, gene splicing, and a thrilling battle for survival in the Timescape's World Below in DOOM of the DRAGON GRAFTER, a 9th to 10th-level adventure for Draw Steel! You and everyone you know has a story of the dragon who ruined your life. You've lost so much and wondered why it had to be this way. Recently you learned that all these dragons that wreaked havoc on Orden were intentionally created to do so, all as an experiment run by a voiceless talker known as Lord Pulposa. You don't know why he did this, or how you're going to break into his lab. What you do know that you're going down into the World Below after him to make sure his schemes will never hurt anyone again. You are the Doom of the Dragon Grafter. Features: - Over 25 pages of an adventure written by the author of The Workshop Watches and The Fall of Blackbottom (that's me!) - 23 Victories worth of encounters - Lord Pulposa, a level 9 Solo Monster designed by Scott Bullock, guaranteed to terrorize your friends and enemies - Battle Maps & Positioning Maps for most combat encounters - Some Draconian fiction thrown in there for good measure - Shared under a CC-BY Sharealike so you can do whatever you want with it - A Goblin named Spanky

Cover of Pathfinder Adventure Path #145: Hellknight Hill (Age of Ashes 1 of 6)
Pathfinder Adventure Path #145: Hellknight Hill (Age of Ashes 1 of 6)
Pathfinder 2e
Levels 1–4
92 pages
1  0

Fires burn atop the ruined citadel on Hellknight Hill, sending plumes of red smoke into the air that could be a call for help. Within the old keep, strange invaders from a distant land, mysterious long-lost ruins, and the machinations of a shadowy organization await discovery. Something dire is building toward an apocalyptic event, and it falls to your characters to stop the end before it begins. The Age of Ashes Adventure Path begins with “Hellknight Hill”—a complete adventure for 1st- to 4th-level characters. Age of Ashes is a 6 part adventure that runs from levels 1 - 20, Maps are available as a separate product Disclaimer: This was the first Adventure Path released for the Pathfinder 2e system as such the difficulty curve is a little on the high end if run as written.

Cover of Ring Out, Wild Bells
Ring Out, Wild Bells
5th Edition
Level 3
19 pages
0  0

For the past 9 years the small town of Haren’s Watch has been plagued by a wicked fey spirit known only as Mr. Grin. Every year the creature and its fiendish little minions torment the town over the course of three nights, culminating in the kidnap and transmutation of one of the village children into a lifeless statue made entirely of coal. It is the tenth year of Haren’s Watch suffering this calamity and this year, amidst a raging blizzard, a weary party of adventurers seeks refuge in the small village... The adventure favours characters and players who enjoy roleplaying and exploration but contains additional optional encounters for players who enjoy more combat focused play.

Cover of A Harvest of Evil
A Harvest of Evil
3rd Edition
Levels 10–12
7 pages
0  0

Despite what some may think, those in Zhentil Keep haven't forgotten about their orc troops in Phent. In public discussion in Zhentil Keep, the leaders of the Zhentilar, the military branch of Zhentil Keep, have confidently asserted that the orcs in Thesk are completely loyal to Zhentil Keep. They maintain that the orcs are just biding their time and building up trust among the citizens, until the appointed time when the word is given. In private, these same leaders are gravely concerned. The leaders didn't get to positions of command by being idiots, and they know that the orcs are treated well and accepted in Thesk, which is a rarity for them with the humans and humanoids of Faerûn in general. The leaders know that many of the orcs would be reluctant to destroy the source of this acceptance. But what if the orcs' chief god, Gruumsh, told them to? The Zhentilar turned to the Black Network and presented the problem. The Zhents knew what to do. The Zhents have dispatched a powerful cleric, a master of persuasion and deception, to pose as an orc prophet of Gruumsh and whip the orcs into a destructive frenzy. In addition, the Zhentilar have staged raids against human caravans by what look like orc warriors so that they can start antiorc sentiment among the population of Thesk. Twin Oaks is a tiny, sleepy little thorp located just within the sheltering eaves of a great forest. Home to an extended family clan of farmers and woodcutters, the community was founded within living memory and since its creation the inhabitants have known only peace and prosperity. But just as the gentle breezes of late summer can transform rapidly into the deadly storms of autumn, dark times have come suddenly to Twin Oaks, in the person of Deskryn, a vampire who finds himself on the run from deadly enemies. Just two nights ago, as the good folk of Twin Oaks prepared for the annual harvest, Deskryn’s castle home was invaded by an intrepid band of adventurers led by a noble paladin. Although the party did not achieve its goal of slaying the vampire himself, they managed to drive him from his lair and force him to flee into the night with only the barest fraction of his former resources in tow. Unfortunately for the good folk of Twin Oaks, theirs was the community onto which the 2 vampire stumbled first, and it is here that the fiends have taken refuge. The little settlement offers the displaced vampire all that he needs: shelter from the hateful light of the sun, a selection of new servants, and a supply of fresh mortal blood. Even in his current condition, Deskryn alone is more than a match for the nhabitants of the thorp; but his best hope of survival lies not in conquest, but in secrecy. He plans to hide in Twin Oaks until he believes it safe to leave; then, he can begin plotting his revenge on the hateful paladin and her compatriots who brought him to this lowly state. As for the citizens of the thorp, they are all but helpless in the face of this powerful enemy. The vampire has already slaked his unholy thirst on one of their number, and his minions have taken hostages to ensure that the inhabitants do as they are told. All the folk of Twin Oaks hope that Deskryn will take what he wants and then leave them in peace, but few of them believe that such hopes are realistic. Until Deskryn has satisfied himself that the coast is clear, Twin Oaks—and its people—belong to him.

Cover of After Lost Mine I: Orcs to Phandalin
After Lost Mine I: Orcs to Phandalin
5th Edition
Levels 5–6
14 pages
0  0

The Ghost Tribe of Orcs have been driven from their home under the Sword Mountains by some terrible evil and they now see Phandalin as their best option for a new home. The heroes, who are on their way to Phandalin for a much needed rest after their adventures in the Lost Mine, must make it to town in time to warn the inhabitants and help prepare for the orc attack. Orcs to Phandalin is the first of four parts in the After Lost Mine series and will detail the trip to Phandalin. There will be three subsequent adventures: Part II, which details the battle to save the city; Part III, which details the trip to the orc’s cave settlement; and Part IV, detailing the party’s mission to deal with the terror from the Underdark that drove the orcs out of their home.

Cover of Ravenhome's Plight
Ravenhome's Plight
5th Edition
Levels 1–4
44 pages
0  0

Chapter 1 - Rodents of Unusual Size: The village of Ravenhome is plagued by an army of rats which feast on their supplies and threaten the survival of the village, as winter is approaching. Venture into the deep to stop an onslaught of vile rats on the ravaged village of Ravenhome. Dispose of the cranium rats which escaped from the Underdark or strike a deal with the devilish creatures. Chapter 2 - The Pied Piper: The village's children were abducted by the winged kobold Krubcek and brought to the former temple of Cyric. The kobolds use the children as additional workers to excavate the site in attempts to free their imprisoned god Kurtulmak. The kobolds are willing to bargain, but the terms are cruel!

Cover of Adventures in Hawk's Rest
Adventures in Hawk's Rest
5th Edition
Level 1
37 pages
0  0

Adventures in Hawk's Rest is a love letter to low-level D&D: Studio Ghibli meets the Shire meets Lost Mine of Phandelver. An open-world hexcrawl for characters of 1st to 2nd level, Hawk's Rest is intended as a prologue to a longer campaign, with seven keyed adventure sites and fantastic maps by Dungeon Baker (How to Defend Your Lair, The Lazy DM's Companion). Hawk's Rest is written for new and veteran players alike but avoids the usual pitfalls associated with 1st-level adventures: not only are encounters balanced to avoid character death, but most combats can be avoided entirely with clever roleplaying.

Cover of TS2 - Doughty Princess
TS2 - Doughty Princess
5th Edition
Levels 3–4
19 pages
0  0

After visiting a friend in a nearby town you head to the tavern to get some food. A recent storm has wreaked havoc and the residents are busy making repairs. Despite your offer to help the citizens politely refuse. After sitting down for your meal you quickly learned that some children found a ship that has run aground. The father tells you that the children are prone to exaggerate but you obtain directions to the supposed site anyway. Sure you’re alone, but you’ve got tons of experience already…

Cover of Bad Moon Waning
Bad Moon Waning
3.5 Edition
Level 10
22 pages
0  0

When the priestess of Ehlonna was murdered by a werewolf, the townsfolk of Deepwood lost no time in meting out justice, even though the shapechanger turned out to be a trusted friend and neighbor. But his journal has the town worried. Written in an unknown tongue, it seems to contain important pieces of information. Is it a list of other werewolves? Is the threat to Deepwood over, or has it only just begun? Cries of "Murder!" brought the villagers of Deepwood running to the temple to witness a grisly sight. The priestess of the Temple of Ehlonna lay murdered on the floor, savaged by some vicious beast. Above her body stood a large wolf. Then, before their horrified eyes, the wolf turned into a man -- their friend and neighbor Trammil! The villagers lost no time in giving Trammil the justice he deserved at the end of a rope, even over the objections of those few who thought he deserved a trial. But Trammil's death has not made the villagers feel safe. No one suspected his dark secret until the day of the crime. Could there be others? Can anyone in town be trusted? Only someone who can translate Trammil's journal and fully investigate the murder can solve the mystery.

Cover of Owlbears & Farm Maids
Owlbears & Farm Maids
5th Edition
Level 1
21 pages
0  0

A missing wife, owlbears hooting in the night, and a band of mischievious underdwellers... What could be going on in the forests near Smalldale? A D&D 5th edition adventure for first-level characters, appropriate for beginner and adept DM's alike. - Perfect for introducing your friends to the wonders of D&D - A generic setting - easily integrated into almost any campaign setting. - 21 pages of classic monster hunting, agrarian wholesomeness and subterranean exploration, including two hand-drawn maps - Features the much underused Xvarts and the ever-popular owlbears - Customizable amount of combat - pleasing for roleplayers and villains alike. - A new magical item - Obar's Gauntlet of Light