A community for lazy dungeon masters
3383 adventures found
Cover of Feast of Dust
Feast of Dust
Pathfinder
Level 11
64 pages
0

A deadly curse known as the Feast of Dust spreads rapidly through the Meraz Desert, driving its victims mad with hunger and a burning desire to flee into the sands. To find the source of this strange affliction, the heroes must investigate the plagued city of Dimayen, challenging fearsome gnoll tribes, nihilistic daemons, and the walking dead to discover the secret of a long-forgotten evil—a powerful daemon harbinger called the Jackal Prince of Famine. Despite the efforts of an ancient secret society, this twisted, unholy monstrosity walks the world again, threatening to spread his apocalyptic curse across all of Golarion! To stop the demigod's return, the heroes must uncover his three vile siblings, now bound within malevolent artifacts, and use their combined powers to stop the Jackal Prince before the entire world feels his corrupting touch.

Cover of Wards of Witching Ways
Wards of Witching Ways
AD&D
Levels 3–5
19 pages
0

Surviving the shipwreck is easy; living through the wizardly bet afterward is not. Their game could mean your lives. A storm caused the PCs' vessel to sink and is now forcing them to seek shelter in the keep on the remote isle. Their goal is to locate a boat or some other means of transportation to return to the mainland after the storm has passed. But first, they must survive the tests and traps the island's inhabitants have set for them. Pgs. 45-64

Cover of Fair Salvage
Fair Salvage
3.5 Edition
Levels 7–9
8 pages
0

An ancient and mysterious race revisits Freeport for the first time in two centuries. The adventure culminates in an encounter with a strange new race. The adventure from that point is up to the GM, but could include the PCs facilitating diplomatic relations, negotiating recovery of ancient artifacts without bloodshed, or working with an underground rebellion to rid Freeport of the Strangers. It's probably not an adventure to take on as a beginning GM. NOTE: The Tales of Freeport that contains this adventure is NOT one of the versions currently available in the Green Ronin store. Those contain short stories. This is an older item that appears to no longer be available from Green Ronin. It is possible that the adventures within it have been included in other products since then. But I have linked to the original product on DriveThru RPG.

Cover of The Awakening
The Awakening
AD&D
Levels 4–6
64 pages
0

Upon the horse plains of Nova Vaasa, the Koshka Bluffs rise from the earth like gigantic, misshapen tumors. They give up stone to feed the sheer walls of Castle Faerhaaven, but lately they have yielded stranger objects: figurines, coins, and other odd artifacts, which curse those foolish enough to claim them. Now, the ancient priestess Sachmet has awakened from a timeless sleep to come and take them back.... TSR 9452

Cover of OP18 - Stolen Sleigh
OP18 - Stolen Sleigh
AD&D
Level 2
5 pages
0

Twas the week before Christmas and all through the house...Hey folks here is our holiday special (free) scenario. It appears that a local gift giver has had his magical sleigh taken by some drunken Elves in his employ. Their associates have requested you retrieve the item before the owner discovers it is missing! This adventure setting was designed for 5th Edition AND AD&D for the Filbar Campaign, for a quartet of 2nd level character. This one page-ish offering was designed for our friends at Murder Hobo Inc (@mhoboinc).

Cover of Wheel of Evil
Wheel of Evil
OSR
Levels 3–5
15 pages
0

It’s up to your brave heroes to fight off the invading kobolds and save… the cheese?? Well, a job’s a job, and things underground are seldom what they seem. Wheel of Evil is a 16-page adventure for old-school characters of levels 3 to 5, plus a full-color cover, classic maps, and handouts. Compatible with Labyrinth Lord™ and similar games, including the Advanced Edition Companion. "Wheel of Evil" is part of the Eastern Valnwall setting, based on the Known Lands in Labyrinth Lord™! This adventure blends traditional dungeon crawling with unique elements of horror and intrigue, set against the backdrop of a seemingly mundane task turned deadly by the influence of a hidden evil.

Cover of The Feast of Flesh
The Feast of Flesh
5th Edition
Levels 5–10
11 pages
0

The story takes place in a village in Ravenloft. The party has been invited to accompany the young couple Burgomaster Alexandru and Mihaela Nichitovich [ni-KEE-toh-vich] of the hamlet of Nichitovia [ni-kee-TOH-vee-uh] to Rosenwald, a deeply religious community. Alexandru has asked the priests of Rosenwald to conduct a traditional ritual to gain him the favor of the Morninglord for his tenure as burgomaster. This is a ritual all burgomasters traditionally receive, including his late grandfather, who is entombed at Rosenwald. Father Petre and Sister Elena of the church of the Morninglord loosely run Rosenwald. They offered to throw Alexandru a banquet at the House of the Morninglord before the ritual, set to take place during the next full moon. However, all of the clergy have secretly become afflicted with the aswang curse. Father Petre is a halimaw and Sister Elena a kubot, both of whom gained their powers through dark pacts with demon lords of the Abyss. The other priests and acolytes are busos, survivors of encounters with roaming tigbanuas, who found sanctuary with Petre and Elena. The pair refer to these busos as their flock, and plan to feast on the guests after the banquet.

Cover of My Own Personal Paradise
My Own Personal Paradise
5th Edition
Levels 1–2
21 pages
0

When the players get teleported to the plane of the Beastlands, they meet with an intelligent petitioner in the form of a Dog named Reith. Eventually Reith will lead the players to a human; an eagle winged boy by the name of Addler. Addler already knows a way out of the Beastlands, but doesn’t want the players to know because the key is his body and if the petitioners knew he could leave, they wouldn’t like him anymore. Not being the best at planning, he’ll be coerced into giving the players a map to the petitioner that helped him find the portal (A snake named Siy). After passing through some small adventures in the beastlands, the players will meet with Siy and learn about Addlers portal. From here, the players will travel back to Addler and confront him.

Cover of Dread Shelan & the Sahuagin
Dread Shelan & the Sahuagin
5th Edition
Tier 2 Level
16 pages
0

A hideous hag threatens to corrupt everything it can, including a young bronze dragon who protects this stretch of coastline. The heroes must stop Dread Shelan at all costs, lest the entire area come to ruin. Can the brave adventurers defeat Dread Shelan and her pet sahuagin? This package (adventure, maps, etc. within) forms a complete module for use with Dungeons & Dragons ® 5th Edition rules. It is especially designed for Dungeon Masters to initiate play with a minimum of preparation, and to invoke that OSR look and feel you remember from the original Saltmarsh back in the 80s. In addition to descriptive and situational material, this module also includes special informational sections giving background history and legends, listings of possible monsters and treasures and how to place them, a list of adventuring characters, tips on various aspects of play for the Dungeon Master, and helpful advice for starting players. Old School Look and Feel! Instructions given for scaling the encounters for levels 5 to 10.

Cover of River of Blood
River of Blood
3rd Edition
Levels 7–9
48 pages
0

For centuries, the Three Kingdoms have warred endlessly. The river flowing through it holds so many dead on its banks that the locals call it the River of Blood. But now, a new peril rises. With all three armies tucked into their winter camps, patrols and outposts on all sides report ambushes with alarming frequency - those who survive to make their reports, that is. None can say just who attacked them, however, for the assailants appear from the fog or in the middle of a snowstorm, hit hard and fast, then disappear. Arden, Duke Regent of Tyndall, fears that the dead have risen to haunt the living. Is he right?

Cover of Prince of Demons
Prince of Demons
3.5 Edition
Level 20
40 pages
0

Ruling uncontested in his Abyssal layer of the Gaping Maw for eons, Demogorgon's reign as first among demon lords may be coming to an end. The storm clouds gather as his inviolate sanctum is about to be breached by an unlikely alliance from across the planes. Despite its combined strength, this invasion offers no guarantees of success. For the alliance faces no house of straw, but rather the entrenched hordes and reinforced ramparts of the home of the Prince of Demons. "Prince of Demons" is the final chapter in the Savage Tide Adventure Path, a complete campaign consisting of 12 adventures appearing in Dungeon magazine. For additional aid in running this campaign, check out Dragon magazine's monthly "Savage Tidings" articles, a series that helps players and DMs prepare for and expand upon the campaign. The time has come to challenge the Prince of Demons! An army of demons and eladrins stands ready to mount an assault on his Abyssal realm of Gaping Maw, which should give your players the distraction they need to prevent Demogorgon from activating the savage tide and driving a world insane. Pgs. 60-99

Cover of Spelljammer: Adventures in Space (SAiS)
Spelljammer: Adventures in Space (SAiS)
5th Edition
Levels 5–8
? pages
0

A thrilling space-based adventure setting for the world’s greatest roleplaying game. Spelljammer: Adventures in Space presents the Astral Plane as a Dungeons & Dragons campaign setting unlike any other. Home of the stars and gateway to the heavens, the Astral Plane teems with excitement and possibility. With the help of magic, spelljammers can cross the oceans of Wildspace, ply the silvery void known as the Astral Sea, and hop between worlds of the D&D multiverse.

Cover of Quests of Doom 4
Quests of Doom 4
5th Edition
Levels 3–8
20 pages
0

God of Ore by Tom Knauss is a 3rd-level adventure that takes the PCs from the quiet, mountainside town of Miners’ Refuge into the heart of the Stoneheart Mountains in pursuit of a failed pilgrimage to discover a phony religious relic deep inside legendary Mithral Mountain. The dark, twisting tunnels that bore into the fabled mountain soon reveal that some mysteries are not what they first appear to be. Between a Rock and a Charred Place by Tom Knauss (for 4 to 6 characters of 7th level) The characters will be thrust into the middle of an epic confrontation between the dwarves of the Stoneheart Mountains and the hobgoblins just beyond their borders. Under their new leadership, the hobgoblin warmongers deploy an innovative grand strategy: to forge an alliance with one of the dwarves’ old enemies and a traitor in their foes’ midst. The dwarves’ dominance over the region and very survival hangs in the balance if the characters cannot thwart the monsters’ ambitious plans. The Covered Bridge by Kevin Wright (for 4 to 6 characters of 4th to 6th level) Are the characters up to the challenge of solving the centuries-old murder of a historic hero? Within the adventure, the characters are caught up in the haunted memories of the ghostly knight and help him to accomplish his heroic deeds. While doing so, the party becomes familiar with his world and the murder suspects, picking up clues to their motivations and actions along the way. At the end of the adventure, an enraged spirit confronts the characters and demands that they name his killer. If they can do it, they are richly rewarded; both in treasure and the knowledge that they let a good man finally find rest. If they fail, they must face the chilling wrath of the deathless phantom. The Hunter’s Game by Tom Knauss (for 4 to 6 characters of 4th level) This adventure will find the characters traveling into the foreboding Dyrgalas Fens, a temperate swamp in the Harwood Forest nestled between the Wolf Hills and Low Hills. Dyrgalas Fens is overrun by an eclectic collection of malevolent monsters, xenophobic humanoids, and foul beasts. When some of the region’s finest gentlemen and ladies never return from their excursions to the Answin Hunting Lodge, the characters must investigate their mysterious disappearances. The journey leads them into the figurative heart of darkness, taking them not only deeper into the dreadful Dyrgalas, but also plunging them into the harrowing abyss of hatred and greed. The Missing Pin by Alex Kammer is a 2nd-level adventure designed for 4 to 6 characters. In the Lost Lands setting it takes place in the Unclaimed Lands north of the Borderland Provinces at the point where the Great Amrin River meets the Glimmrill Run. At the confluence of the Great Amrin and Glimmrill Run rivers sits the small town of Gumspur, a small backwater town known only for its convenient location and its only real export, pottery. So, when an audacious theft victimizes one of the leading families of Gumspur, a group more capable than the local constabulary is needed. On its surface, what looks to be a simple theft conceals a much deeper and much more dangerous conspiracy. In the Time of Shardfall by Michael Curtis (for 4 to 6 characters of 5th to 6th level) In this open “seek and destroy” adventure, a relic from the prehistoric past — a mystical prison containing a powerful proto-dragon and other creatures from long ago — has been flung forward in time to arrive at the characters’ current era. The prison, an enchanted pane of obsidian called the Akaata, fractures upon arrival, breaking into several shards that fall to the land below. Soon, the prehistoric menaces trapped within wander out of their broken prison to threaten the realm. The characters must search for the five shards and destroy them and their former prisoners, then confront the now-free proto-dragon before it recovers its full strength. War of Shadows by Tom Knauss (for 4 to 6 characters of 8th level) This adventure can pick up where Between a Rock and a Charred Place left off or stand on its own. Erod Flan weathered the dark folk’s storm, yet the conspirators are not done. Their focus now turns to the critical outpost of Tyr Whin. The characters and the outnumbered defenders must somehow stop the hobgoblin warlord, Grugdour, and his army from overrunning the citadel and opening a beachhead for invasion into the Stoneheart Mountains. A Little Knowledge by Tom Knauss (for 4 to 6 characters of 5th level) This module takes the characters across the Stoneheart Mountains onto the forbidding Feirgotha Plateau to investigate the myths and tales surrounding the ancient and presumably deserted Library of Arcady. The PCs soon discover that the venerable building is not as abandoned as originally believed, and its unusual caretaker keeps more terrible secrets than any of its fabled lost writings. Awakenings by Steve Winter (for 3 to 5 characters from 1st to 3rd level) Strange things occur after a meteor streaks overhead in the night sky. Combining elements of a fairy tale with elements of cosmic horror, the characters will confront a community of these evolved animals with evil plans that involve finding the fallen star and confronting an unknown entity. Cave of Iron by Steve Winter (for 4 to 8 characters from 2nd and 4th level) When a wagon train fails to return from a supply run, the characters must investigate what happened to them and the riders that were dispatched to find them. The Desperation of Ivy by Lance Hawvermale (for 4 to 6 characters from 4th and 7th level) A once-imposing residence called Coltherstone Hold was abandoned years ago, and in the decades since, a fantastic amount of vegetation has grown up the walls and rooftops, covering the structure. Many of the plants are dangerous — deadly, even — and reclaiming the hold will require more than just a few machetes to chop down some weeds. Much worse, a few of the plant specimens possess intelligence as well as an undo degree of malevolence. They’ve infested a nearby village — all but burying it in overgrowth — and have absorbed a few villagers along the way. Fishers of Men by Tom Knauss (for 4 to 6 characters of 6th level) The Dragonmarsh Lowlands is a forsaken land blighted by the vile demon lord Tsathogga and countless foul denizens. When Quaywright Fishery inexplicably falls silent, it takes those of stout heart to determine what dire fate befell the former inhabitants and what monstrosity now lords in their place. The grisly carnage leaves even the most seasoned adventurers shaken to the core, as they witness firsthand and may personally experience what it feels like when the tables turn against humanity. Forgive and Regret by Tom Knauss (for 4 to 6 characters of 8th level) The sins that stained the blighted Wytch Bog more than two centuries ago still linger as the villain who perpetrated a genocidal act longs to free his tortured soul from his undead bonds. In his warped mind, only more violence can garner his freedom, placing the innocent descendants of his long-deceased conspirators — and an entire region — in his crosshairs. A Midnight Council of Quail by Lance Hawvermale (for 4 to 6 characters from 3rd and 5th level) The characters explore a village to locate the lair of a monstrous murderer — but the villagers don’t want the murderer to be discovered. The Archdruid Cadrryn is so old and mystical that his very presence often affects the natural world around him. Over the years, his close association with the region’s quail population has bestowed upon the birds a sentience uncommon to normal avians. With slightly advanced intelligence, the quail now act as local sentinels, reporting back to Cadrryn on all matters that transpire in his domain. But the druid has been away for more than a fortnight on business of the Druidic Order of Oescreheit, leaving the quail to decide on important events without his wise hand to guide them. When the birds learn that a sinister force has infiltrated the nearby village of Eorls Gedreas, where many of them roost upon the thatched rooftops, the quail convene to determine a way to fight back. Nightstone Keep by Ed Greenwood (for 4 to 6 characters from 4th and 6th level) This location-based adventure is centered on a ruined, long-disused stone keep in a temperate wild forest area (possibly not far off a caravan road or forest trail). The characters will be able to explore the ruins of the keep, which have become a plant colony, and attempt to wrest a powerful treasure from the clutches of the araunglyd, a gigantic sentient fungus. The araunglyd will attempt to thwart the players at every turn, using its drone-like minions to harass and hinder them as they go. Pictures at an Exhibition by Dr. Dennis Sustare (for 4 to 6 characters from 4th and 6th level) This adventure takes the characters on an exotic cruise in a parallel reality known as “the Real World”. During a stopover, they find themselves on a museum tour where the vivid paintings draw them into a world of fantasy. Also available for Pathfinder and Swords & Wizardry

Cover of A1 Slave Pits of the Undercity
A1 Slave Pits of the Undercity
AD&D
Levels 4–7
24 pages
0

It is time to put a stop to the marauders! For years the coastal towns have been burned and looted by the forces of evil. You and your fellow adventurers have been recruited to root out and destroy the source of these raids. But beware, hundreds of good men and women have been taken by the slavers and have never been seen or heard from again! First part of Scourge of the Slave Lords (A1–4) TSR 9039

Cover of TS4 - Unicorn's Mane
TS4 - Unicorn's Mane
5th Edition
Levels 4–5
25 pages
0

You've enhanced your experience and with that comes training. You found a suitable teacher and have been quite studious and are ready to move on. As the instructor gives you leave, bad new strikes in the form of his sickened wife. You quickly learn that a rare herb known as Unicorn's Mane is required. As repayment, you set out to gather the item to save your friend's spouse. This adventure setting was designed for 5th Edition AD&D for the Filbar Campaign, but is easily adaptable to most any game and system. This scenario is a true solo meaning you don’t need a DM to officiate. It is suggested that a 4th level be used for “meatier” characters or 5th for those of less daunting stats. Don’t forget to follow us on Twitter @FilbarRPG for notices and updates as well.

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 CM6 Where Chaos Reigns
CM6 Where Chaos Reigns
BECMI
Levels 17–19
24 pages
0

You have been chosen. Throughout the land, the omens of some cataclysmic change are clear for all to see. The flowers are blooming out of season, fish fall like rain, and a blue moon hangs in the night sky. Yet the danger is not of this land, nor even this world. Far away in the infinite planes lies Aelos, a world of peril. A world where time itself has been corrupted and where chaos reigns. Even the mighty Immortals who watch over the planes are powerless to help Aelos. Hope rests in you alone. Come then, journey through the swirling Nexus, to a world beyond the stars. You have been chosen, and Eternity beckons! TSR 9158

Cover of Factions of Phandalin - Southkrypt Garden
Factions of Phandalin - Southkrypt Garden
5th Edition
Level 5
34 pages
0

This book goes over the various rules around the faction of the Lords' Alliance in Phandalin and the Forgotten Realms, making it easy for any new or veteran DMs to integrate it more into the core stories being told, and making the faction feel more useful for the players that choose to join. In the adventure, the characters are tasked with adventuring through the uppermost level of the abandoned Dwarven city of Southkrypt Garden and assassinating an evil mage before they lead an army of Goblinoids to besiege Neverwinter.

Cover of Tyrratizzi's Prison
Tyrratizzi's Prison
5th Edition
Tier 1 Level
10 pages
0

Tyrrattizi's Prison is a D&D 5e adventure, written for a party of 2nd-level characters. A recently unearthed temple found in the swamp has attracted the attention of a local Bullywug Shaman who seeks to free an evil trapped within. This adventure may be dropped in any campaign, or run as a one-shot.

Cover of Pathfinder Adventure Path #90: The Divinity Drive (Iron Gods 6 of 6)
Pathfinder Adventure Path #90: The Divinity Drive (Iron Gods 6 of 6)
Pathfinder
Levels 15–17
96 pages
0

Book 6, and the conclusion, of the Iron Gods campaign: More than treasure waits within the alien chambers of Silver Mount - here, the greatest of the Iron Gods dwells, preparing for its triumphant emergence after eons of preparation. Having recruited allies from across the land and cowed the brutal rulership of Numeria’s capital city for the time being, the heroes are ready for an expedition into Silver Mount’s mysterious interior. What strange perils from beyond the stars await the PCs within the metal walls of one of Golarion’s most legendary dungeons? In trying to save Numeria, could the heroes be walking right into a trap?