A community for lazy dungeon masters
143 adventures found
Cover of DF2 The Lost Apprentice
DF2 The Lost Apprentice
AD&D
Levels 3–5
15 pages
0

Continue the adventure inside the Dwarven Forge world of Mythras with the second part of this new gaming trilogy, The Hidden Valoria Campaign. Now entrenched in the tapestry of The Patina Court, the players must begin unraveling an even greater mystery that lies beneath the streets. Taking the adventure to the sewers, get ready to explore some of the locations that have made Valoria so famous among its players over the years This adventure is formatted to both 1E & 5E gaming rules. Also available in PDF.

Cover of Grotto of The Queen
Grotto of The Queen
AD&D
Levels 6–9
16 pages
0

The Lantanese have lost their magical ship, but they aren't willing to fight for it. That's where your heroes come in. She's expecting you. A party of adventures has gone missing, and the inhabitants of a local town have been acting strangely it is up to the party to figure out what is going on and stop whatever force are at work on the towns people Pgs. 8-23 & 47

Cover of The Forbidden Book - Caverns of Kehill
The Forbidden Book - Caverns of Kehill
5th Edition
Level 4
11 pages
0

The Forbidden Book - Caverns of Kehill is easy to implement in any setting and provides tools for real player motivation, interesting NPC interaction, exploration and meaningful combat by context and engaging situations. This adventure can be run in one session. The Forbidden Book is an old demonic artifact, that was destroyed and is manifesting after two hundred years. Cults are practicing rituals all over the world and the heroes will find one of them. It is the story of a group of adventurers, that stand valiantly against the darkness, rescue and old friend and if they succeed, become heroes of the small town of Kehill. Complete and ready to play with dungeon maps, a village map of Kehill and stat blocks directly on the pages. Featuring an additional print friendly version, all hand drawn maps (included additionally as separate files), beautiful artwork and two all new magic items. Published by StLion

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 M2 Vengeance of Alphaks
M2 Vengeance of Alphaks
BECMI
Levels 28–32
32 pages
0

Centuries ago, the despotic Alphaks, ruler of Alphatia, was banished to another world. From his own sphere of entropy he learned to manipulate men, and now seeks revenge against the human race. The volatile region of Norworld, a perennial battleground between Thyatis and Alphaita, draws Alphaks's attention. The already existing frictions, small-time political players, and petty vengeances are the sparks Alphaks will use to ignite a huge war that will destroy man-kind. This is an adventure of politics and diplomacy, of treachery and treason. Only courageous and bold actions can save Norworld from the horrors of war and liberate its people from oppression. The Vengeance of Alphaks may be played as a sequel to module M1, Into the Maelstrom, or separately. The D&D Master Set Rules are necessary for running this game. TSR 9148

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 The Night Comes Down
The Night Comes Down
5th Edition
Level 6
26 pages
0

Deacon Manor used to be a friendly and welcoming place. Often hosting nobles from far and wide as well as supporting the local community of Fettercairn. However, since the return of Lady May, and the unfortunate death of her parents, things have changed. Very few people visit now and those that do never return... Published by Fortiter Games.

Cover of Dragon Mountain
Dragon Mountain
AD&D
Levels 10–15
192 pages
0

The rubble-strewn passageway twists and turns, winding ever deeper into the mountain, lower and lower into the bowels of the ancient, forbidding halls of long-dead dwarves. The torchlight flickers, threatening to succumb to the oppressive darkness. Creeping along one striated granite wall, Arikus the warrior moves cautiously toward the great cavern ahead, its sides and walls disappearing into the gloomy distance. Cocking his head to one side to listen, he holds his hand up for a moment, demanding unconditional quiet from from his companions. Then , his arm relaxing in relief, he waves everyone forward and moves into the open. Before him, scattered to the far walls of the enormous cavern, are piles upon piles of glittering treasure - coins from countless kingdoms, sparkling gems, exquisite jewelry, and items of wondrous power - enough for twenty kings' ransoms. Arikus laughs gleefully, thrusting both hands into the nearest cache of coins to let them runs through his fingers. At that moment, a monstrous shadow looms threateningly over him. Looking up, Arikus blanches and stumbles back in horror before the terrible visage of a Great Red Wyrm. The fearsome dragon opens its razor-filled maw and spews forth a gout of white-hot flame, engulfing the hapless warrior.... The ultimate Dungeon Master Fantasy! This is the most deluxe dungeon. Designed to appeal to discriminating and demanding role-players. Adventurers, beware. This is more than just a dragon hunt. Within the lair of the beast lie cruel and deadly traps, befuddling conundrums and puzzles, and cunning minions that will be the end of overconfident or careless adventurers. Comprised of three 64-page books, for two adventures that link to one super-campaign 12 full-color reference cards 16 special player handouts Eight Monstrous Compendium sheets A Sheet of cardstock standups with 24 plastic bases. Six full-color poster maps, two of which link together to make a giant tactical playing surface for use with miniatures or the included cardstock figures. TSR 1089

Cover of M3 Twilight Calling
M3 Twilight Calling
BECMI
Levels 30–35
32 pages
0

Through seven gates lie seven realms. In seven realms stand seven guardians. With seven guardians lie seven symbols. From seven symbols comes one key. Alpahaks the Dark desires that key, by which he plans to release death and chaos into the realms of man. Your party may be all that stands between life and death. Will you heed the lunatic ravings of a dying madman? Travel to the top of Guardian Mesa, and enter the Septahenge. Gather the mystic symbols, create they key, and defeat the Carnifex, before it's too late... TSR 9174

Cover of The Pyramid of Amra
The Pyramid of Amra
5th Edition
Level 12
17 pages
0

The Pyramid of Amra is a challenging adventure designed for characters of at least 12th level. Due to the nature and numbers of undead enemies (vampires), having a cleric on hand with the ability to cast raise dead and greater restoration is advisable. The PCs should be rounded out with a wizard or sorcerer and a pair of front-line fighters. In this adventure, the PCs travel to the Pyramid of Amra and the ancient Monastery of Night, where they face one of the most dangerous of opponents they are likely to meet, C’nosretep the Champion of Set.

Cover of Isle of the Abbey
Isle of the Abbey
BECMI
Levels 1–3
11 pages
0

Nothing living guards this island - that's the problem. The party must clear a burned out abbey, only recently the home to a group of evil clerics.

Cover of Flesh Fails
Flesh Fails
5th Edition
Level 11
12 pages
0

Kidnapping and politics as usual? Not so much. Something is different about this job, and you just hope that difference doesn’t get you killed. Contains sexual content.

Cover of Pathfinder Adventure Path #43: The Haunting of Harrowstone (Carrion Crown 1 of 6)
Pathfinder Adventure Path #43: The Haunting of Harrowstone (Carrion Crown 1 of 6)
Pathfinder
Level 1
96 pages
0

When Harrowstone Prison burned to the ground, prisoners, guards, and a host of vicious madmen met a terrifying end. In the years since, the nearby town of Ravengro has shunned the fire-scarred ruins, telling tales of unquiet spirits that wander abandoned cellblocks. But when a mysterious evil disturbs Harrowstone’s tenuous spiritual balance, a ghostly prison riot commences that threatens to consume the nearby village in madness and flames. Can the adventurers discover the secrets of Harrowstone and quell a rebellion of the dead? Or will they be the spirit-prison’s next inmates?

Cover of KH-1 Something Rotten in Riverton
KH-1 Something Rotten in Riverton
BECMI
Level 1
12 pages
0

Riverton is in Peril! Chaos has reared its ugly head in the troubled town of Riverton! You and some new friends have left home to seek your fame and fortune. Brace yourselves, opportunity is about to hit you right between the eyes! The time has come to show you were made for better things than scratching out an existence on some hardscrabble farm, or slaving away in the hold of some perfumed and effete Peer of the Realm. Grab your sword, don your armor, ready your magic wand; adventure awaits!

Cover of Pathfinder Adventure Path #5: Sins of the Saviors (Rise of the Runelords 5 of 6)
Pathfinder Adventure Path #5: Sins of the Saviors (Rise of the Runelords 5 of 6)
Pathfinder
Level 13
64 pages
0

Seven Deadly Dungeons! The Rise of the Runelords Adventure Path continues! The evil beneath the town of Sandpoint refuses to sleep quietly, and a killer from the ancient past awakes. Clues found in his lair lead to the den of a legendary dragon and into a vast arcane dungeon ruled by ageless wizards, where the seven deadly sins reign supreme. Can the PCs hone the sins within themselves into weapons against their true foe, Karzoug, the resurrected Runelord of Greed?

Cover of The Dark Conventicle
The Dark Conventicle
AD&D
Levels 8–12
17 pages
0

If you save only one kidnapped daughter this year, save this one. Rescuing maidens is a dirty job, but - you know the rest. On the road, the PCs encounter the aftermath of an attack on a small merchant caravan. The PCs must find and return Zenobia, the merchant's daughter. To do this, they must track, locate, and confront the unknown raiders while keeping the Zenobia's safety in mind. Pgs. 4-19 & 34

Cover of WS1 Isle of Jade
WS1 Isle of Jade
AD&D
Levels 1–3
21 pages
0

Deep within the Kraken's Maw, a brutal maelstrom of ocean that devours ships, lies the mysterious Isle of Jade. Long forgotten in the memory of men, the island has served as a bastion for an ancient sect of female Corsairs, but their power is waning and the threat of the outside world is at their shores in the form of a necromancer from Roslof Keep. Now a party has set out from Taux seeking the necromancer. Their course will take them directly into a conflict of high magic, ancient warrior religions, marauding fern goblins, and primordial dinosaurs. Will you take up the challenges presented by the Isle of Jade? When a necromancer steals a maiden of ancient bloodline, the Wizards of the Order of Towers must find a way to get her back. Hiring a merchant lord of Taux to fund a rescue mission the hope is to return her before the dark Wizard can use her to find the legendary White Ship and the key to magic beyond this world. Now the mission is in jeopardy as the adventurers have become stranded on the mysterious Isle of Jade. Braving a dark corruption, nasty native Fern Goblins, and even ancient Amazons, the party will have to stop the corruption before it turns the islands inhabitants and giant reptiles mad. This adventure is formatted to both 1E & 5E gaming rules. Also available in PDF.

Cover of The Matchmakers
The Matchmakers
AD&D
Levels 1–3
11 pages
0

All's fair in love and rivalry. Some matches are made in heaven, but not this one. Pgs. 26-36

Cover of Death Ascendant
Death Ascendant
AD&D
Levels 6–8
64 pages
0

Death Is in the Cards The remnants of the Ebon Fold are cutting a deadly path through the Falkovian countryside, draining travelers of their life force and leaving withered corpses in their wake. Hot on their trail you come across the sole survivor of one of these deadly attacks, a young vistani man with an extraordinary skill for fortune-telling. His tarokka deck helps close the gap between you and the assassins. Together you follow the trail through Darkon, the dark domain of the lich lord Azalin, to the city of Nartok. With an Unholy Alliance... Something very strange is happening in Nortok. The killers enter the Temple of the Eternal Order and don't come out. It seems that the state of religion of Darkon is giving succor to these assassins. To make matters more confusing, the Kargat, the domain's secret police, has put aside its feud with the Eternal Order and has a large contingent staying at the temple as well. These three organizations working together bodes ill for the residents of Nartok. ... And Schemes Within Infernal Schemes Great amounts of life energy are being collected for some foul purpose, although no one seems to know what exactly it is. The tarokka cards provide only mysterious glimpses of the future - a future in which a powerful evil sweeps the land and Death walks the world. Can you discover the truth of what is happening in the temple in time to avert the disaster predicted by the cards? Death Ascendant is a full-length adventure that can be run as a stand-alone scenario or as the second part in the Grim Harvest series. It contains a 64-page adventure booklet plus a full-color poster map detailing the Temple of the Eternal Order. TSR 9526

Cover of CM9 Legacy of Blood
CM9 Legacy of Blood
BECMI
Levels 15–19
32 pages
0

Your cousin Rolph is dead - and while there is cause for sadness, there is also cause for celebration. As his heir, you were willed his dominion: Fenhold. Of course, the Deep Swamp is threatening to engulf all of your new holding. People are seeing ghosts and disappearing mysteriously. Animals die without reason, and crops are suddenly blighted. The farmers don't like the swampdwellers, the swampdwellers don't like the farmers, and no one likes the halflings. The entire civil service of the dominion seems to have either worked for the failure of the dominion or resigned due to actions of the others. It's going to be tough task to make all this ship-shape once again, but you're 15th level now. Isn't it about time you settled down? TSR 9210