A community for lazy dungeon masters
557 adventures found
Cover of In the Dwarven King's Court
In the Dwarven King's Court
AD&D
Levels 3–5
17 pages
0

The game is afoot in the royal palace. A thief prowls the dwarven palace, but even more goes on than meets the eye. Set in in a dwarven kingdom, a peace treaty with an aggressive rival kingdom is to be signed with ceremonial gifts exchanged to mark the occasion. However the treaty is put in jeopardy when the ceremonial sword that was gifted to the kingdom is stolen before the signing. The adventure begins when the characters receive a vision that directs them to help the kingdom. They must investigate the mystery of the missing sword, navigating a diverse cast of palace dwarves in order to preserve peace in the kingdom. A tale of intrigue, can the heroes find the sword before it is too late? Pgs. 16-32

Cover of I13 Adventure Pack I
I13 Adventure Pack I
AD&D
Levels 4–10
96 pages
0

DMs, do you wish you had more time to put together fresh, innovative adventures for your players? Have you ever been stuck for a new plot line, but been unwilling to delve into the reading and prepartion required by full-length modules? TSR Inc. proudly presents a new AD&D game accessory designed for the DM who wants variety and challenge for player characters. Adventure Pack I contains 12 short modules, each a complete stand-alone adventure. The scenarios are unique and unusual; they will intrigue characters of all levels, and offer a variety of settings and plots for the DM to choose from. These adventures are suitable for one-time play, or can be inserted into your campaign at any time. Each module includes one or more maps, background for the DM, NPC capsules, and complete encounter descriptions. The scenarios are designed for a specific range of player character levels, and can easily be made more or less difficult if neccessary. Now, with a minimum of preparation, you can give your player characters a challenge that will last for as little as one day of game time or months of it. DMs are sure to find Adventure Pack I convenient, innovative, and invaluable! Contains 11 Adventures: The Circus of Gandolfo - https://www.adventurelookup.com/adventures/the-circus-of-gandolfo Sharla's Zoo - https://www.adventurelookup.com/adventures/sharlas-zoo The Weird Woods of Baron Orchid - https://www.adventurelookup.com/adventures/the-weird-woods-of-baron-orchid To Kill a Kraken - https://www.adventurelookup.com/adventures/to-kill-a-kraken Reign of Triumph - https://www.adventurelookup.com/adventures/reign-of-triumph Terror of Skytumble Tor - https://www.adventurelookup.com/adventures/terror-in-skytumble-tor Steaks - https://www.adventurelookup.com/adventures/steaks The House of Long Knives - https://www.adventurelookup.com/adventures/the-house-of-long-knives The Lauros Road Bandits - https://www.adventurelookup.com/adventures/the-lauros-road-bandits Scavenger Hunt - https://www.adventurelookup.com/adventures/scavenger-hunt Blood and Laurels - https://www.adventurelookup.com/adventures/blood-and-laurels TSR 9202

Cover of X4 Master of the Desert Nomads
X4 Master of the Desert Nomads
BECMI
Levels 6–9
32 pages
0

To arms! To arms! The battle lines are drawn as desert men and inhuman tribes wait poised to strike on the fertile and rich lands of the east. The call has gone out through the civilized lands. The armies have been raised to match the invading foes from the west. Nobles and peasants have joined swords to greet the foes. But Fate or Chance has decreed another role for a small few. No glorious banners will wave on their march. No squadrons of knights will charge at their word. Instead, they will fight the war with stealth, secrecy, and cunning. The risks they will take are great, but the fates of both armies lie with them. It begins one night for your party far from the fighting. Suddenly you are entrusted with the most dangerous mission of the war. Can you cross the Sind Desert, occupied now by enemy armies, to find the Great Pass? Can you find the one known only as The Master? What will you do if you find him? So begins your adventure in The Master of the Desert Nomads, the first module of a two-part adventure that can be concluded in the exciting Temple of Death or played entirely on its own. Can your party do what must be done? TSR 9068

Cover of The Mother's Curse
The Mother's Curse
AD&D
Levels 3–5
18 pages
0

Wednesday's child... It's a blessed event only if you can end the curse in time. People have been disappearing form the town of Monetenapoleone and a swamp has appeared blocking the towns trade route. It is up to the players to find what is causing all of these strange events and to stop it. Pgs. 32-49

Cover of Beauty Corrupt
Beauty Corrupt
AD&D
Levels 4–5
12 pages
0

Silent alarm. Who put the dip in diplomat? A small costal town is being attacked by witch's and its up to the party to put a stop to them. Pgs. 58-69

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

What would Greenpeace say about this problem? Last night the Vikings were your hosts. Now, you're in the middle of their feud. A beached whale is claimed by two Viking houses, and is necessary to the survival of both. Player characters are caught in the middle. Roleplaying, politics, negotiation. Set in generic Viking fantasy setting. Pgs. 36-38

Cover of N2 The Forest Oracle
N2 The Forest Oracle
AD&D
Levels 2–4
32 pages
0

Crops wilt, leaves wither on the trees, and animals must leave the once-fertile Downs valley or die. All who dwell there must abandon their homes or perish-- unless your party can lift the curse TSR 9084

Cover of S2 White Plume Mountain
S2 White Plume Mountain
AD&D
Levels 5–10
16 pages
0

A traditional "funhouse" dungeon, White Plume Mountain begins with the archmage Keraptis stealing three artifacts and leaving cryptic poems with their former owners. The players are hired to recover the items, and find a bizarre dungeon in the side of the eponymous volcano. TSR 9027

Cover of The Ghost at Widder Smither's
The Ghost at Widder Smither's
AD&D
Levels 1–3
3 pages
0

Can you stop the haunting before tea? The ghosts of two warring wizards are trapped in the basement of the house. It is up to the party to end this old feud. Pgs. 68-70

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

The Bandits of Bunglewood
AD&D
Levels 1–3
10 pages
0

"The adventure begins shortly after the PCs arrive in the village of Whitebirch, located just one mile outside Bunglewood, a thick forest. Unless the adventurers prefer to camp by the side of the road, the only rooms in town are available at The Swanmay's Song, a local inn. Shortly after nightfall, a wounded traveler staggers into the inn." -- from the module. Includes overland map, ambush site map, and cave system map.

Cover of Pandora's Apprentice
Pandora's Apprentice
AD&D
Levels 1–5
4 pages
0

A boxful of trouble. Sugar and spice and everything nice, that's what little girls are made of - but not this one! Think of this short adventure as 'Home Alone' meets AD&D. An apprentice to the town's wizard accidentally got into the cursed items while her teacher was away. Now she's acting strangely and playing a dangerous game of hide and seek with the party! Pgs. 44-47

Cover of T1-4 Temple of Elemental Evil
T1-4 Temple of Elemental Evil
AD&D
Levels 1–8
128 pages
0

"...the Ultimate Campaign Adventure..." A sinister force, long thought destroyed, stirs from the black hole that spawned it. Like an ebony darkness it prowls the land and safety is but an illusion, for it watches from every shadow and ponders possibilities. What began years ago with the introduction of the players to the quiet village of Hommlet and the amazing lands of Greyhawk, at last is complete. Here is the long awaited campaign adventure featuring the ruins of the Temple of Elemental Evil! Evil broods and grows beneath those blasted stones. This is your chance to drive it back and scatter its forces again. This product includes the village of Hommlet, the filthy shire of Nulb, and reveals the ruins of the Temple of Elemental Evil and the labyrinths that lie beneath, a warren of darkness. And beyond these ruins, even more is revealed. For the first time this product provides a complete campaign adventure which will take beginning characters from 1st all the way to 8th level and possibly beyond! Hours of adventure await you! TSR 9147

Cover of U1 The Sinister Secret of Saltmarsh
U1 The Sinister Secret of Saltmarsh
AD&D
Levels 1–3
31 pages
0

Desolate and abandoned, the evil alchemist's mansion stands alone on the cliff, looking out towards the sea. Mysterious lights and ghostly hauntings have kept away the people of Saltmarsh, despite rumors of a fabulous, forgotten treasure. What is its sinister secret. Made for 5-10 character of levels 1-3, contains maps, handouts and encounter descriptions. The Sinister Secret of Saltmarsh is the first installment in a series of three modules designed and developed in the United Kingdom for beginning adventures with the AD&D rules. TSR 9062

Cover of The Murder of Maury Miller
The Murder of Maury Miller
AD&D
Level 1
14 pages
0

Death and taxes. Only two things in life are certain. The PCs must deal with a corrupt tax collector and his band of thugs in order to save a small village. Pgs. 48-61 & 66

Cover of The Plight of Cirria
The Plight of Cirria
AD&D
Levels 8–12
14 pages
0

An Arch-Mage who can kidnap a dragon is one tough Arch-Mage. Definitely not for those who are afraid of heights. An evil archmage, Ezoran, has kidnapped a dragon in order to discover the means to seize control of a cloud giant's castle. The adventures are tasked with rescuing the dragon by the dragon's mate. The adventure revolves around tracking and navigating through dense jungle and working through a cloud giant's fortress. Pgs. 50-63

Cover of M2 Maze of the Riddling Minotaur
M2 Maze of the Riddling Minotaur
BECMI
Levels 1–10
32 pages
0

For a long time you have heard legends about the Island of Vacros; when you were only a child, the stories about evil minotaurs were used to scare you into behaving. Now you are grown, and you no longer believe children's stories. But King Trueon of Cathos is worried: his daughter Princess Lydora has been kidnapped, and he has found clues that she has been taken to the ancient and evil island of Vacros. You have heard rumors that a large and dangerous mazework lies beneath the surface of the island - a mazework that is guarded by minotaurs. Of course many rumors are false, but then again... The Maze of the Riddling Minotaur is the second in a series of invisible ink modules: using the invisible ink pen included in this module, you may play the adventure by yourself. After you have played the solo version, you have not used up the module: instructions are provided as to how you may change the solo version into an exciting group adventure! TSR 9060

Cover of In the Black Hours part 1
In the Black Hours part 1
AD&D
Levels 6–9
8 pages
0

You are hired by a merchant to protect a rare item, a crystal crown, for one night against the attempts of the city's thieves guild. The arrogant guildmaster has informed the merchant that he will steal the crown and he cannot be stopped. Continues in Part 2 in Polyhedron #23 Pgs. 13-20

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 Circus of Gandolfo
The Circus of Gandolfo
AD&D
Levels 6–9
9 pages
0

A walk in the woods, a trip to the zoo, a day at the circus - harmless enough, right? Wrong, as players will discover when things are not as they appear to be. Included in I13 Adventure Pack I - https://www.adventurelookup.com/adventures/i13-adventure-pack-i TSR 9202