A community for lazy dungeon masters
556 adventures found
Cover of S3 Expedition to the Barrier Peaks
S3 Expedition to the Barrier Peaks
AD&D
Levels 8–12
32 pages
0

The Grand Duchy of Geoff has recently been plagued by a rash of unusually weird and terrible monsters of an unknown sort. This western area, particularly the mountain fastness which separates the Grand Duchy from the Dry Steppes, has long been renowned for the generation of the most fearsome beasts, and it has been shunned accordingly -- save a handful of hardy souls with exceptional abilities. Within the last few months, however, a walled town not far distant from the area, and four small fortresses as well, have been destroyed by mysterious attacks! This classic adventure set on a crashed spaceship challenges the players assumptions, and expands on what's possible within the "fantasy" label. TSR 9033

Cover of Dreadful Vestiges
Dreadful Vestiges
AD&D
Levels 4–7
24 pages
0

When the hunters become the haunted. Some haunted houses are best left unexplored. The third adventure in the 'Mere of Dead Men' series! Pgs. 48-71

Cover of Unchained!
Unchained!
AD&D
Levels 6–10
14 pages
0

The gnomes built a dragon. Can you turn it off? We gnomes built this wonderful dragon but now the darn thing seems to be out of control. The party meets a hapless gnome tinkerer who's mechanical dragon has gone haywire! The construct is possessed by a spirit named Ahmoras. The party is led to a town called Gnomevale on the way to Mount Nevermind. Finding the town devastated by the automaton, the party follows in the wake into the mountains. The party has many ways to defeat the automaton, ranging from brute force to tricking the spirit of Ahmoras out of the construct. Pgs. 36-49

Cover of Beneath the Twisted Tower
Beneath the Twisted Tower
AD&D
Levels 1–3
48 pages
0

An introductory adventure set in and under Shadowdale after the Time of Troubles. The subject of the adventure is the tunnels connecting to to Tower of Ashaba that are rumored to connect to the underdark.

Cover of L2 The Assassin's Knot
L2 The Assassin's Knot
AD&D
Levels 2–5
32 pages
0

The Assassin's Knot is a sequel to The Secret of Bone Hill, picking up on themes from that module and shifts them to a new locale. The player characters must solve the mystery of who killed the Baron of Restenford, with evidence pointing to somebody from the town of Garrotten. The scenario describes the town and its castle. The Assassin's Knot module is different from most of its contemporaries in that it contained no dungeon or dungeon-like area. The longer the players take to find the murderer, the more unfortunate events occur in the village. The village, Garrotten, is reputed to be the place to go to have someone killed. The entire village shuts down when the Baron of Restenford is found dead, mutilated beyond the possibility of magical restoration. Three small clues are all the player characters have to unravel the mystery. TSR 9057

Cover of M1 Blizzard Pass
M1 Blizzard Pass
BECMI
Levels 1–3
32 pages
0

A SOLO adventure for thieves level 1-3 or Group play level 1-3 The storm sweeps off the mountaintops without warning, as if conjured by some supernatural power. Within minutes, huge drifts of snow have halted the caravan, and the snow falls so hard it is impossible to see more than five feet. You huddle next to the sledge, trying to shelter for you numb face from the icy winds. A dozen half-human forms march into view out of the raging blizzard. The little man-things carry wooden spears or long, unsheathed swords in bony, gnarled hands. Their blood-red eyes quickly fall upon your sledge and the ugly creatures turn toward your hiding place. Will you survive to uncover the secret of Blizzard Pass? This module contains all you need to solve the riddle of Blizzard Pass, including 14 maps, an invisible ink marking pen, a complete solo adventure, a pre-rolled character, and an outline for group play! TSR 9067

Cover of Voyage of the Crimpshrine
Voyage of the Crimpshrine
AD&D
Levels 3–5
10 pages
0

Up the river "Just sit right back, and you'll hear a tale, a tale of a fateful trip..." Pgs. 58-67

Cover of Chaos Reaver
Chaos Reaver
3.5 Edition
Levels 5–7
40 pages
0

In the dark days of the Chaos War, a band of heroes sets forth to recover the famed Chaos Reaver - a sword said to possess the power to banish creatures of Chaos from the land. Converted to 3.5e from the original SAGA version published in Polyhedron UK #7 (1999).

Cover of BSOLO Ghost of Lion Castle
BSOLO Ghost of Lion Castle
BECMI
Levels 1–3
32 pages
0

"A great cat sits upon the northern grasslands, my friend, waiting to pounce on adventurers just like you." As you part the tall grass with your sword, the words of the tavernkeeper echo in your head. "He was the mightiest wizard we'd ever known, and that Lion Castle was his home." Your friends' voices mingle with the tavernkeeper's. "He's but a ghost now, haunting those halls, and waiting for an heir." The ground rises slightly. A strong wind rushes through the field. Suddenly, the grasses part, and Lion Castle rises majestically before you! "Magical riches await those who enter!" "Beware of man-beasts!" Voices flood your head again. Will you brave the haunted castle? Can you afford not to? It's all up to you in this D&D Solo Adventure. Ghost of Lion Castle is for one player only, but that one player makes all of the choices and enjoys all of the rewards. An entire castle and courtyard await your exploration. The adventure also includes a complete solo combat system. TSR 9097

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 Intrigue in the Depths
Intrigue in the Depths
AD&D
Levels 4–7
14 pages
0

Stopping an undersea war wasn't in your contract. The seas will boil with war, and you're going to be right in the middle of it. Pgs. 34-47

Cover of To Cure a Kingdom
To Cure a Kingdom
AD&D
Levels 5–8
18 pages
0

A prescription for evil. The king's question is, "Do you make house calls?" To Cure a Kingdom is an adventure for ADnD, set in and around a small city state that is suffering from a deadly disease of magical origin. The party must set out into the swamps in search of a cure. Features monsters with psychic powers as well as extra-dimensional travel. Adventure may be connected to further Underdark adventures with relative ease. Pgs. 8-25

Cover of B9 Castle Caldwell and Beyond
B9 Castle Caldwell and Beyond
BECMI
Levels 1–3
32 pages
0

Five exciting short adventures to make your Basic campaign come alive! The Clearing of Castle Caldwell - A local merchant has recently purchased a small castle... but when he tried to move in, he discovered that the castle was already inhabited! Dungeons of Terror - A strange trapdoor in the floor of Castle Caldwell leads to a terrifying challenge! The Abduction of Princess Sylvia - On the eve of her wedding, the beautiful princess has been kidnapped! Can you save her in time? The Great Escape - Imprisoned in an enemy fortress, without armor or weapons, your situation seems hopeless. Yet there may be a way to freedom... The Sanctuary of Elwyn the Ardent - A mystical chime of great power has been stolen - but by whom? In the wrong hands, the chime can cause untold harm! But can you find and defeat this mysterious and powerful creature? TSR 9143

Cover of The Baron's Eyrie
The Baron's Eyrie
AD&D
Levels 5–7
12 pages
0

Come on up for a bite. Sometimes the adventure comes to you. The local inhabitants of a large town have been disappearing and its up to find what is causing and bring back the people that have disappeared. Pgs. 48-59

Cover of Tortles of the Purple Sage - Part 1
Tortles of the Purple Sage - Part 1
BECMI
Levels 4–10
23 pages
0

Part 1 of an Expert-level quest into a hostile wilderness. This adventure takes place in the Known World of the D&D game, as outlined throughout the D&D game rule books and modules. The DM may find it useful to consult the Companion and Masters Sets, as well as most of the X-series of Expert Set modules. D&D Expert Set module X9, The Savage Coast, would be especially helpful, as Tortles of the Purple Sage could easily serve and continue that module's direction and plot like, adding a previously undescribed area (the Great Northway) to the Known World. The DM may also place the areas and events of this adventure within an existing campaign setting, as long as the geographical areas of the campaign match those set forth here. Pgs. 40-62

Cover of Ruins of Myth Drannor
Ruins of Myth Drannor
AD&D
32 pages
0

MYTH DRANNOR, city of glory. We shall not see its like again PERHAPS YOU'VE HEARD ITS SHINING STORY.. of a time when elves and dwarves, gnomes and halflings and men lived and loved together, striving to create beauty and right wrongs. Magic was brighter then, in the City of Song. Folk were richer then, in the City of Wonder. Once this proud city stood as the highest jewel in the glittering crown of civilization. THERE CAME A DAY when it was overwhelmed by evil, thrown down, despoiled, and left a ruin in the heart of its encircling wood, as all things of beauty are. Evil spawned and crawled there, and the elves kept watch around it, that evil might not spread. Centuries passed, but the tales let few forget the powerful magic, the great treasure--and the deadly horrors that lay waiting within its walls. Now the elves are gone, and adventurers from a hundred lands and cities are rushing to Myth Drannor to seize what they can of the long lost glory. If the bards and sages are right, power lies there for the claiming that could change the face of the Realms, rule kingdoms or lay waste to them. 32 page adventure booklet contained in the boxed set with 5 adventures within: The Crown of Stars Pg. 6 The Wyrm Below Pg. 10 What We Face in Dreams Pg. 15 A Harp at Sunset Pg. 20 The Arm of Valor Pg. 25 TSR 1084

Cover of H3 The Bloodstone Wars
H3 The Bloodstone Wars
AD&D
Levels 17–20
32 pages
0

What strange role does Orcus, Prince of the Undead, play in the invasion of the peace-loving Damara? And what interest does the Grandfather of Assassins have in the tiny barony of Bloodstone Pass? With this adventure, your player characters inherit an entire barony - with a recently-reopened mine that produces immense wealth. Wealth enough to attract the dangerous attention of their neighbors...wealth enough to attract the attention of the Witch-King of Vassa...and Orcus himself! Now, your tiny barony is the pivotal point in a war that threatens to engulf the entire Forgotten Realms. Take command, and defend yourself against the encroachment of the evil, demonic forces of the nightmare realm of Vassa. A large, four-color map of the region makes your new realm come alive. Wild and wooly BATTLESYSTEM scenarios (with options if you're not into miniatures) give you the full range of battlefield excitement! Come learn why high-level AD&D game play can be much more than just monster bashing. The Army of Bloodstone wants you! TSR 9200

Cover of I4 Oasis of the White Palm
I4 Oasis of the White Palm
AD&D
Levels 6–8
32 pages
0

Tired and sore, you struggle over the burning sands toward the long-forgotten city. Will you reach the place in time to save yourselves from the evil efreeti? The sun beats down, making your wounds stiff and worsening the constant thirst that plagues anyone who travels these waterless wastes. But there is hope - are those the ruins over there? In the midst of broken columns and bits of rubble stands a huge statue. This is the place! You've found it at last. Gratefully, you sink onto the sand. But there is no time to lose. You must hurry. So with a quavering voice you say the magic words. And then you wait... A hush falls over the ruins, making the back of your neck prickle. Then, out of the east, a wind rises, gentle at first but quickly growing stronger and wilder, until it tears at your clothes and nearly lifts you off your feet. The once clear sky is choked with white and grey clouds that clash and boil. As the clouds blacken day turns to night. Lightning flashes followed by a menacing growl of thunder. You are beginning to wonder if you should seek shelter, when all of a sudden there is a blinding crash and a bolt of lightning reduces the statue to dust. For a moment, silence. The, out of the statue's remains, soars a blue flame. Its roar deafens you as higher and higher it climbs, until it seems about to reach the clouds. Just when you think it can grow no larger, its shape begins to change. The edges billow and soften, their roar lessens, and before your eyes materializes a gigantic blue man. This adventure can be played alone or as the second part of the Desert of Desolation series. For characters level 6-8. TSR 9053

Deadly Treasure
AD&D
Levels 10–20
16 pages
0

No treasures here just lying around to be taken. This tomb's riches fight back! Never mind the guardians. Watch the loot! A new tomb has recently opened for business in your area! The wealth of a wizard's lifetime can be yours! Defeat his traps! Slay his guardians! Zathis the Insightful took a century to collect these marvelous treasures. Now they can be yours in a matter of hours! Pgs. 10-25

Cover of Asflag's Unintentional Emporium
Asflag's Unintentional Emporium
AD&D
Levels 3–7
14 pages
0

When the wizard's gone, who minds his home? The wizard's gone, and his pets are home alone - but not for long! The wizard, Asflag, has met a horrible fate as a result of a sorcerous accident! Dangerous creatures have since been escaping from his home. The players are hired by the town to stop this danger. Pgs. 8-21