A community for lazy dungeon masters
43 adventures found
Cover of Of Ants and Men
Of Ants and Men
5th Edition
Levels 4–8
12 pages
0

"Sometimes bugs are just bugs, and sometimes they are organized into a hive mind that is just as smart as humans. Ants are just that. In battle, the ants become a horde of raging combatants that form a blur on all sides. While ants are typically peaceful, they respond to a threat against the hive with a scale of violence that’s almost impossible to imagine. Utterly devoted to duty, ants never retreat from a confrontation—even in the face of certain death. Their engagements are brief and brutal. Working in teams, ants grab enemies, holding them in place until one of the warriors rips into the captive’s body, leaving it smashed and oozing." "Of Ants and Men begins as a quest to recover (e.g., steal) eggs from a giant anthill near the town of Endhome." "This adventure is designed for characters of levels 4 to 8." "The adventure can also be played (perhaps more effectively) by smaller groups. In response to many requests from our fans, the main encounters are designed to work well with groups of two to three characters of levels 6 to 8. Even a solo adventurer could do reasonably well, if the individual character had very good climbing, trap finding, and stealth skills. Druids, barbarians, and rogues will fare best in cases where the groups are limited in size." "While there’s plenty of opportunity for combat here, characters who think through a situation before drawing their swords are likely to do best. Hacking one’s way through is likely to result in character deaths."

Cover of Chaos Rising
Chaos Rising
Pathfinder
Level 10
64 pages
0

The Amulet of a Demon Prince In a few days, the rising blood moon will reveal the resting-place of the soul amulet of a forgotten demon prince. A dark lord seeks the amulet, and if he finds it ultimate power is within his grasp. Someone must stop him and his diabolical scheme before evil is unleashed! But for the heroes to beat the dark lord to his prize, they must travel through time and conquer demonic foes! A Battle Throughout Time Chaos Rising is a classic dungeon exploration adventure by Jim Collura, it details an ancient and abandoned dwarven citadel where the demon's amulet is hidden and provides unique encounters allowing the players to travel back in time to shape the very future itself! Chaos Rising supports monsters found in the Tome of Horrors. Also available for S&W and 5e.

Cover of TB5: Children of the Harvest
TB5: Children of the Harvest
5th Edition
Levels 7–8
44 pages
0

The Children of the Harvest is a stand-alone adventure set in The Blight for 4—6 7th- to 8th level characters. The Blight is a dark place. Children disappear all the time, especially those of poor. The Harvester of Cribs, one of the city's strange local gods, is blamed for many of these disappearances. Typically , these disappearances arc random, isolated instances, and in many cases, Harvester has nothing to do with it all, merely being a convenient explanation or alibi for some other nefarious activity. This time, however, 36 children have disappeared from their homes— all in a single night—and many of them were not from the houses of the poor. Not even jaded folk of City-State of Castorhage will stand for this (especially not a prominent Justice and a guild leader who have each lost a child in this rash of disappearance). Now is the time for a call to action. Now is the time for heroes.

Cover of Morrick Mansion
Morrick Mansion
3.5 Edition
Levels 3–5
58 pages
0

A Deadly Curse is Spreading! Morrick Mansion and the surrounding vineyards were deserted years ago when a terrible curse twisted every living thing on the property into a mockery of its prior form. Once whispered about and avoided, fear now grips the land. The curse spreads and someone needs to stop it. Can you find its source and cure it forever, or will the very curse you are investigating touch you with madness? Hatred, Death, and Danger! Morrick Mansion challenges adventurers to battle strange, mutant creatures in an effort to solve a mystery and stop an insidious curse. Do your players dare enter the mysterious mansion and can they survive long enough to discover the source of the curse?

Cover of The Maze of Zayene M1 - Prisoners of the Maze
The Maze of Zayene M1 - Prisoners of the Maze
3.5 Edition
Levels 8–12
60 pages
0

To Kill A King Death to King Ovar the tyrant! Life to law and order! Four characters are charged with a mission so insane, so daring, that terming it an assassination does not do it justice. Are the four volunteers who would lay low King Ovar killers or heroes? If murderers, how are they better than the madman theyre assigned to kill? And even if they are mere assassins, are they determined enough to overcome the Maze of Zayene? Snared in the Wizards Web

Cover of Grimmsgate
Grimmsgate
OSR
Levels 1–3
23 pages
0

Deep in the wooded wilderness, the village of Grimmsgate is an outpost town on a seldom-traveled trail, right at the edge of nowhere. The village’s half-ruined temple of Law, dilapidated inn, drunken blacksmith, exiled trader and a few fur-trappers are enough to keep the bloody-minded denizens of the dark forest at bay, but nobody really expects the village to still be there in another ten years. The woods have become too dangerous for the trappers who once caught animals for fur, and merchants no longer travel the poorly-maintained road. What great evil and what fabulous treasures are to be found in these lands? A brave band of adventurers might make their fortunes here. Or perhaps they might never return… Grimmsgate is an introductory adventure for the Swords & Wizardry tabletop roleplaying game. The Swords & Wizardry rules are needed to play this adventure.

Cover of The Maze of Zayene M3 - Tower Chaos
The Maze of Zayene M3 - Tower Chaos
3.5 Edition
Levels 9–12
56 pages
0

The characters have finally escaped from the maze and returned to complete the mission they originally started-they must infiltrate the tower of King Ovar and end his evil reign. Will the characters discover the secrets of the missing queen and the wizard Zayene's influence? Or will they perish in dragon fire?

Cover of Sword of Air
Sword of Air
Pathfinder
Level 1
522 pages
0

What is the Lost Lands? The Lost Lands is the home campaign world of Necromancer Game's and Frog God Game's own Bill Webb. This campaign has been continuously running since 1977. Many of the adventures published by Necromancer Games and Frog God Games are directly inspired by this campaign. They have evolved over the decades, and more material continues to flow from it as the dice keep rolling. Sages and wizards of legend speak of the Lost Lands—many of the players who have lived and died in Bill's campaign over the years now have a place in history (in the books). Frac Cher the dwarf, Flail the Great, Bannor the Paladin, Speigle the Mage, and Helman the Halfling are well known to the fans of Bill's work. This is the game world, and these are the adventures in which the players of these famous characters lived and died. Hundreds of players over the past 35 years have experienced the thrills and terrors of this world. The Sword of Air is the centerpiece of the Lost Lands. Currently, this epic tome consists of several parts: 1. The Hel’s Temple Dungeon—kind of like Tomb of Horrors on crack. This six-level, trap-and-puzzle infested dungeon formed the basis of Bill's game through his high school and college years. Clark Peterson’s very own Bannor the Paladin spent several real life months in the place, and, sadly, finished the objective. This is where the fragments of the fabled Sword of Air can be found…perhaps. 2. The Wilderness of the Lost Lands extending to the humanoid-infested Deepfells Mountains and providing detail about the nearby Wizard’s Wall. This so-called “wall” was raised by the archmages Margon and Alycthron harnessing the Spirit of the Stoneheart Mountains to raise the land itself, creating a massive escarpment to block invaders from the Haunted Steppes. These archmages are actual player characters from the early 1980s who live on in the legends of the Lost Lands. Over 70 unique encounter areas are detailed, and each one is a mini-adventure in itself. New wilderness areas may be added based on bonus goals described below! 3. The Ruined City of Tsen. Legend has it the city was destroyed by a falling meteor. This place forms an aboveground dungeon area the size of a city, with over 100 detailed encounter areas. It’s a very dark place…even at noon. 4. The Wizard’s Feud—This campaign-style adventure pits the players in a long-running series of intrigues and battles between two archmages. Which side will they take? Their actions all play into the overall quest, and could well determine which side wins. Law and Chaos are not always what they seem, and if the wrong decisions are made, the entire ordeal could fail. Remember, one of the wizards WANTS Tsathogga to win. 5. New monsters, new demons, new spells, and new rules for various aspects of play. 6. The Tower of Bells. This dungeon is the result of the workshop Bill ran at PaizoCon 2013, where the participants assisted him in building an old-school dungeon. Visit the tower and discover the secrets of the “artist” within. Beware: those entering may never come out!

Cover of Gary Gygax's Necropolis
Gary Gygax's Necropolis
3.5 Edition
Levels 10–18
286 pages
0

I am the Set Rahotep No man was more potent when I was amongst those dwelling in the land of Khemit. In death I am greater still! Do you not fear serpents? I am the Aepep Rahotep! Who does not tremble before the monsters of the Duat? I am one! Does your flesh not crawl at the sight of a terrible wyrm? I am the Deathwyrm Rahotep! Does your blood run cold before the face of a fiend? Know then that I am Rahotep the Fiend! Who shuns not demons? Shun me, for I am the demon Rahotep, the Red Devil. And which fool listens? That one is wise! Praise Set and the Set Rahotep, that one, and pity the rest! An Epic Adventure and Sourcebook Gary Gygax's Necropolis is a vast campaign scenario that sweeps the characters into an epic adventure across the magical desert kingdom of Khemit. From a hidden evil in a desert village, to the secrets of ancient tombs, Necropolis takes the characters on a dangerous mission to thwart the plans of an undying archpriest-wizard who would be a god! Necropolis is also a campaign sourcebook, detailing the lands of Khemit, new classes and prestige classes, new spells and more than 60 monsters unique to the desert lands. This book also details over 50 new gods and new cleric domains, allowing DMs to run extended campaigns in the desert kingdom.

Cover of Sewers of the Underguild
Sewers of the Underguild
5th Edition
Levels 11–15
12 pages
0

Sewers of the Underguild is an adventure designed for characters of at least 11th level, and characters up to 15th level will find plenty of challenges. Hidden within these narrow passages and filth-filled channels is a guild of vampiric rogues, led by their master Sangre and his aide, a nycaloth called Ankoz. Deadly traps abound, so a skillful rogue will be a lifesaver. Because of the high likelihood of desperate combat with numerous vampiric and monstrous opponents, it is suggested that a cleric and at least two fighters be prepared to beat back the many watchdog monsters the guild employs. You can hide the locales in Sewers of the Underguild in any ruin or location that fits your campaign purposes. A thriving metropolis that just happens to have a large crime and vampire problem would fit the bill nicely. In the Lost Lands campaign setting of Frog God Games, the Underguild is located in the sewers beneath the ruins of Curgantium, the ancient imperial capital of lost Hyperboria. Located at the edge of the modern Kingdom of Foere, the Underguild still finds itself located centrally enough to pull the strings of its weblike network running throughout the former lands of the Hyperborian Empire.

Cover of Rappan Athuk - The Dungeon of Graves (5E)
Rappan Athuk - The Dungeon of Graves (5E)
5th Edition
Levels 4–7
662 pages
0

The Dungeon of Graves, is nothing more and nothing less than a good, old–fashioned, First Edition dungeon crawl updated for the 5th Edition Roleplaying Game. Very difficult, it should strike fear into the hearts of the most stalwart adventurers. It offers an abundance of traps, tricks, and monsters. We hope that you find this module as fun and exciting as those thousands of players who have ventured into (and not as often out of) the endless caverns and mazes of Rappan Athuk—The Dungeon of Graves. Rappan Athuk is a difficult dungeon. Even the upper dungeon levels should not be attempted by a party of less than six mid-level characters.

Cover of The Dead from Above
The Dead from Above
5th Edition
Levels 6–8
18 pages
0

Dead from Above is intended for use with four to six player characters of levels 6 to 8. It will likely take two game sessions to complete. The adventure is set in (and above) a hilly region at the outskirts of civilization, presumably one near the base of a mountain chain. With a little work, the GM can place Dead from Above wherever he or she desires in the campaign world.

Cover of The Vault of Larin Karr
The Vault of Larin Karr
3.5 Edition
Levels 4–9
113 pages
0

Hunt for a Legendary Treasure! Deep beneath a peaceful valley lies the vault of the legendary drow adventurer Larin Karr. Rumor has it Larin Karr has gone, but his vast treasure acquired from years of plundering hordes in the Underdark still remains. Can you find and loot the impenetrable vault? The Vault of Larin Karr details Quail Valley, its residents and monsters, and the twisting tunnels of the Underdark that stretch beneath it. The Vault of Larin Karr takes PCs from 4th to 9th level, during which time they fight dragons, find a missing statue for a band of renegade elves, save the village of Pembrose from scheming hobgoblins, and explore the Underdark and its many dungeons - including the legendary Vault itself! Contains new monsters and magic items! 2003 ENnie Award Silver Winner: Best Adventure

Cover of The Slumbering Tsar Saga
The Slumbering Tsar Saga
Pathfinder
Levels 7–20
951 pages
0

The Sleeper Awakes! At last, after languishing in its crypt for an age, the secrets of the slumbering city of Tsar burst forth in all their macabre glory. Poured forth from the eldritch furnaces and crucibles of the Necromancer and Orcus himself comes Frog God Games bringing you at long last The Slumbering Tsar Saga™. Something Stirs in the City of Evil Over the distant northern hills, beyond The Camp, and past the Desolation stand the pitted walls of Tsar. A hundred armies have crushed themselves against this bulwark in futile attempts to breach the city. Even the combined might of the Heavens and Earth were unable to break through in the final battle of Tsar. So why was the city suddenly abandoned on the verge of victory, and what waits for those foolish enough to enter the Temple-City of Orcus? The Black Gates Await Only the bravest and most powerful of heroes dare the depths of the Desolation and live to tell of it. But what happens when they penetrate that blasted landscape and look upon the gates of the very center of evil on the earth. Can even heroes of such renown breach the Walls of Death and live?

Cover of Against Tsathogga
Against Tsathogga
Pathfinder
Level 16
15 pages
0

Deep in the heart of a forsaken and filthy mire, a great amphibious foe awaits. Led by an ancient evil from the world's history, can you stop thesummoning of the Demon Frog- God? If not, you may face the Devourer of Life! Also available as 5E and Swords & Wizardry.

Cover of TB1: The Crooked Nail
TB1: The Crooked Nail
5th Edition
Level 1
38 pages
0

For decades, Theatre Infernalis offered shocking and frightful entertainment to customers who entered its gaping demonic facade and saw a frightful portrait of the eternal torments that await all sinners. Now rumours tell of the aging and supposedly-cursed proprietor's deteriorating health and the theatre's impending sale, and the Artist's Quarter has been abuzz with those seeking one final fright with a walk through the crucible-licked walls of the infernal house of the macabre before its final curtain call. But are the theatre's smoke-and-mirrors and cheap scares hiding a truly wicked secret? What is the nature of the curse and illness that afflict the owner? And did foul and profane rites once take place between its walls that outside forces now seek to exploit? What happens when the spookshow's fun and games transform into a terrifying reality, threatening to spill forth an infernal malevolence onto the streets of the Blight?

Cover of G1: Siege of Durgam's Folly
G1: Siege of Durgam's Folly
3.5 Edition
Levels 5–8
42 pages
0

An embattled outpost at the edge of the wilderness has finally been overthrown. Strange creatures patrol the land. A local hamlet is in ruins. But just who-or what-has taken over this once mighty fortress?

Cover of Sorcerer’s Citadel
Sorcerer’s Citadel
5th Edition
Level 9
8 pages
0

Designed for a party of five characters of at least 9th level, this adventure will challenge players seeking a powerful magic item of the GM’s choosing. A sphere of annihilation has been provided and is woven into several elements of the adventure, but any appropriately powerful item can be substituted if something else suits your campaign better. Though the adventure is designed to test every type of character class, a rogue who can deal with traps is essential, as is a wizard or sorcerer of at least 9th level. Larger groups will have an easier time; parties of four or fewer characters will be in for a very bad time unless you mitigate some of the tower’s more lethal traps and encounters. This adventure culminates in an encounter with devils and a sphere of annihilation. The sphere of annihilation is hidden deep within the tower-and-dungeon complex of Crane the Sorcerer. Originally set atop a high mountain in a secluded and wild part of the world, the tower and dungeon can be relocated to meet the situation in your campign. Crane, an introvert, stayed as far away from civilization as possible, as is detailed below. The tower above the dungeon doesn’t present many difficulties for a group of powerful characters or alert players. It might lull PCs into a false sense of security before they enter the areas where they’ll really be put to the test.

Cover of TB2: The Horror in the Sinks
TB2: The Horror in the Sinks
5th Edition
Levels 3–4
91 pages
0

Lurking in the drowning folly that is the aristocratic enclave of the Sinks, the horrific Asylum, shunned by a citizenry terrified of the revelations it may contain, is where the nobles of the Blight bury their living secrets. But when too many overseers are killed, and in ways more gruesome than even the brutality of that location might evoke, someone must enter to investigate. Those who do soon learn that life — if it can be called that within its walls of that bleak place — is even worse than they feared and the truths that nestle within its inmates are far more distressing than mere madness.

Cover of Quests of Doom: Volume 2 (5e)
Quests of Doom: Volume 2 (5e)
5th Edition
100 pages
0

Quests of Doom Volume 2: 6 MORE Adventures for Fifth Edition Rules, First Edition Feel! For Quests of Doom Volume 1, we brought in some of the biggest stars in adventure-writing history to produce 12 mindbogglingly insidious adventures for Fifth Edition. This is volume 2, containing six more explorations into “doom or glory” for your players. Once again, the all-star cast of authors delivers what we strive to give you: Adventures Worth Winning! Volume 2 of Quests of Doom contains 6 adventures in 100 pages, byBill Webb (Of Ants & Men, Pit of Despair, Isle of Eliphaz), Matt Finch (Perils of Ghostwind Pass), Jim Ward (Dread Dragon Temple), Michael Curtis (The Darkening of Namjan Forest), and Casey Christofferson (Pit of Despair).