A community for lazy dungeon masters
557 adventures found
Cover of Challenge of Champions
Challenge of Champions
AD&D
Levels 1–20
14 pages
0

Step right up ... You too can be a contestant on … Adventuring Gladiators? A set of challenges meant to test the resolve of the party. Pgs. 32-45

Cover of OA2 Night of the Seven Swords
OA2 Night of the Seven Swords
AD&D
Levels 4–6
48 pages
0

While Maeshi province revels in the festival spirit, clouds gather over the political scene. Two warlords are vying for control of this otherwise peaceful place, and you are guests of one of them. Sun Temple officials have offered complete support to the faction which successfully travels to Ito-jo Castle (said to hold relics of great importance to the Sun Temple), brings them back safely, and returns them to the Inn of the Globefish. The plan is laid before you. You are to leave immediately under secrecy for the castle of the Ito clan, also known as the Seven Swords clan. Find the relics, and return them to the renowned inn Doi no Fugu. Extreme caution is needed here, for your warlord's rival must not hear of this! Is the castle really haunted? What lies in the caverns beneath it? Will Korimori's troops discover your plan and try to wrest the relics from you, should you even get that far? What will you find at the Inn of the Globefish? Come, honorable stranger - the Seven Swords await! This module contains an extended adventure in four parts: Ito-Jo, The Ghost Castle Beneath The Ghost Castle A Day In The Country Yakuza's Honor TSR 9186

Cover of How the Mighty Are Fallen
How the Mighty Are Fallen
AD&D
Levels 11–14
64 pages
0

As the floating cities of Netheril hover peacefully in the air, the winds of intrigue boil all around them. The phaerimm continue to plot the downfall of the Netherese even as Karsus prepares for the casting of his greatest spell. Undead walk the land, driving orcs and humans before them. And somewhere below the greatest nation of Faerûn, the Tarrasque awakens from a long slumber. How the Mighty Are Fallen, is an adventure designed for use with the Netheril: Empire of magic boxed campaign setting (which is required to play this adventure). Within these pages, the final heroes of Netheril can : Gather the spell components, that Karsus requires for casting his "most wondrous" spell, the only 12th level spell ever known. He just needs a few body parts from two creatures - A gold dragon and the Tarrasque. Reuinte lost lovers after they have been separated by death. Nopheu's wife was killed in a magical explosions, and now he's finally saved enough money for her to be resurrected. Certainly a dead body couldn't pose a threat to a band of stalwart heroes?! Follow the winds of fate to wherever Tyche delivers them. Numerous side adventures allow players to take their characters to a variety of different locations. Some heroes might want to follow the trail of the missing nether scrolls, while others might want to join the resistance and fight Karsus and the other archwizards. But only the bravest hearts can take the first step... TSR 9540

Cover of The Chapel of Silence
The Chapel of Silence
AD&D
Levels 2–3
7 pages
0

Your party is on a journey through a mountainous region distinguished by sheer cliffs and dangerous precipices. Thus everyone is quite grateful when, just at nightfall, they find a small abandoned chapel. It provides a dry shelter from the wind and radiates such an aura of good that there is no hesitation about sheltering within it. This is an adventure for a balanced party of six second- and third-level characters; ifd esired, the number may be increased by including three first-level characters.

Cover of The Eyes of Evil
The Eyes of Evil
AD&D
Level 10
6 pages
0

Conquest, not beauty, is in the eyes of this beholder. A promise of adventure and riches, with a hint of total annihilation. The party should also have several powerful magical items, since the challenge that it faces is great. The geographical background and the local population are left vague so that the adventure can fit any campaign setting. Pgs. 39-44

Cover of B1-9 In Search of Adventure
B1-9 In Search of Adventure
BECMI
Levels 1–3
160 pages
0

THRESHOLD! The northernmost town in the Duchy - and your last stop before your adventures begin. Threshold, the gateway to mysterious castles, lost temples, deadly caves and caverns. You have heard the stories and legends, now you wish to see for yourself. This product provides a complete campaign adventure that will take beginning characters from 1st all the way to 3rd level and possibly beyond, drawn from the first nine modules of the B-series adventures. See individual adventure entries for Boss, Common Monster and Items lists. TSR 9190

Cover of Circle of Darkness
Circle of Darkness
AD&D
Levels 5–7
64 pages
0

The Mists of Ravenloft lead to G'Henna, land of famine and zealous devotion to Yagno Petrovna, high priest of the Beast-God, Zhakata. In the cities of G'Hanna, worshipers starve themselves to prove their faith; in the Outlands, twisted mongrelmen struggle to survive in a land of unforgiving windstorms and bleak plains. No domain in the Demiplane of Dread has been in greater need of change?and the subtle agents of the Circle of Darkness wish for nothing less than the overthrow their oppressive leader and create a new order lead by Zhakata himself. They should be careful what they wish for. Circle of Darkness is a dangerous adventure for heroes willing to face not only the Dark Lord of G'Henna, but also the greater evil which threatens to overcome him. The fate of an entire domain is in the heroes' hands! For 4 to 6 characters of levels 5 to 7. TSR 9493

Cover of C2 The Ghost Tower of Inverness
C2 The Ghost Tower of Inverness
AD&D
Levels 5–7
36 pages
0

A shadow from the past, the Ghost Tower of Inverness has loomed ever larger in the mind of the great Seer of Urnst, Now he has convinced the Duke that an expedition should be organized to go to the ancient keep and recover its greatest treasure — the fabled Soul Gem. TSR 9038

Cover of Bride of Mordenheim
Bride of Mordenheim
AD&D
Levels 2–4
6 pages
0

This short adventure is set in the Ravenloft domain of Lamordia where the PCs find themselves trying to save a beautiful maiden from the mad scientist, Dr. Victor Mordenheim, who is trying to restore life to his dead wife. TSR 9336

Cover of House of Cards
House of Cards
AD&D
Levels 9–12
26 pages
0

The fate of a city lies within a dungeon whose doors are sealed with - cards It's up to you to bring it tumbling down. “House of Cards” combined dungeon exploration with the Deck of Many Things to create an adventure experience unlike anything seen before. The deck is both a treasure and a trap, guarding a tomb complex that’s being used by the Night Masks thieves’ guild as a lair. If the PCs want the deck for themselves, they must first gather all the cards, which is easier said than done. - Christopher Perkins Pgs. 38-64

Cover of CM4 Earthshaker!
CM4 Earthshaker!
BECMI
Levels 18–20
24 pages
0

Into your hands has been thrust a great responsibility: the management of a growing domain. It has been a hard winter. Now, with the coming of spring, the populace looks to you for leadership. It will take a careful and generous hand to restore your subjects' confidence. But even as you hold your first courts of the new season, an ominous shadow falls across the land. Earthshaker - wonder of the world - has arrived! Will its arrival be a curse or a blessing? With bold action and skillful diplomacy, you may yet divert disaster. But if you fail, the consequences will certainly be the subject of many a minstrel's tragic songs for years to come! "Earthshaker" includes a complete dominion setting, new player characters and NPCs, and complete material on one of the greatest marvels of the world - the giant and unstoppable Earthshaker! TSR 9128

Cover of Esmerelda's Bodyguard
Esmerelda's Bodyguard
AD&D
Levels 6–9
8 pages
0

En garde! "Go away, or I shall taunt you a second time!" A duchess recruits the party to deal with a monstrosity. Pgs, 60-67

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 Sea of Sorrow
The Sea of Sorrow
AD&D
Levels 7–9
30 pages
0

When the magic runs out, so does your luck. The wildspace monster is deadly, but its lair is the real killer. The Spelljammer ship, Sky Ranger, is lost in wildspace and the players are hired to find it. When investigating the Pirtel system where the ship was last seen, the players have a chance for exploration and roleplay in a city called Skyport. The adventure is mostly exploration of Pirtelspace and investigation to find the final resting place of the Sky Ranger. The adventure is full of random and planned encounters for this area. The story culminates in an encounter with an insane radiant dragon named Blacklight. Pgs. 40-69

Cover of The Great Modron March
The Great Modron March
AD&D
Levels 1–10
129 pages
0

THE NEXT MARCH WASN'T DUE FOR ANOTHER 189 YEARS. TRY TELLING THAT TO THE MODRONS! On a regular schedule, the Great Modron March spills out of Mechanus, and the lawful automatons files their way around the Great Ring. No one knows why they do it, but everyone stays out of their way - because when the modrons march, they'll walk right over a berk who doesn't know enough to move aside. But this March has started decades before it was supposed to begin, and that's even more of a mystery. Caught unprepared, the planes shudder under the modrons' collective footsteps - and even the modrons themselves seem a little out of sorts. The Great Modron March anthology features 11 adventures for characters ranging from 1st to 10th level, as well as new information about the modrons of Mechanus. Each adventure can be played separely or linked together to form an extended campaign. The modron procession touches every Outer Plane in turn - and it isn't always welcome. On their unswerving path, the clockwork creatures will destroy celestial towns, be attacked by evil knights intent on using modron parts in foul experiments, and lead characters onto the deadly plains of the Abyss and into the famous prime-material labyrinth of Undermountain. Without help, they'll be lost in the swirling chaos of Limbo or even fail to complete the March entirely. And along their route, every blood on the planes seeks the answer to the most important question: Why have the Modrons abandoned their normal, lawful schedule to march years before they're due? TSR 2628

Cover of The Defiler's Gambit
The Defiler's Gambit
AD&D
Levels 7–12
5 pages
0

A short adventure to tie player characters into the events of the climax of the Prism of Pentad series. Terrible cataclysmic occurrences herald the end of one Athasian age and the beginning of another. As the Great Earthquake rattled the Tablelands huge storm of lightning and torrential rain appeared over the distant edge of the Sea of Silt, a powerful defiler named Malignor watched for a sign from his master, Tithian, King of Tyr... The relentless passage of time sweeps across the burning plains, and the world beneath the crimson sun changes in its wake... The Dragon of Tyr is gone, his evil scattered on the scalding winds. Torrential rains fall over the Sea of Silt, spinning off deadly storms that can strike anywhere in the Tablelands with only a moment's notice. Violent upheaval rocks the city-states of Raam, Draj, and Balic after the deaths of their sorceror-kings. A new age has dawned on Athas, but will it be an age of restoration - or of destruction?

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 Uzaglu of the Underdark
Uzaglu of the Underdark
AD&D
Levels 5–10
4 pages
0

"The module takes place in a large cavern that is part of an extensive underground cave network. It can be used as a side-trek encounter in the Undermountain or Night Below campaign." -- from the adventure. Includes a small keyed map of the cavern.

Cover of B4 The Lost City
B4 The Lost City
BECMI
Levels 1–3
32 pages
0

The Lost City is a low-level adventure, in which the only hope of the PCs' survival can be found in a ruined city slowly rising out of the sands. The adventure is set inside a huge step pyramid, with the lower pyramid only sketched out and the city itself described with a list of the major areas and a map. The adventure’s main villain is Zargon, a giant one-eyed monster and his minions. The entire double pyramid, not including the city, contains over 100 rooms. The module is designed to give novice Dungeon Masters experience fleshing out adventures and is only partially complete. Later TSR material hints that this adventure possibly takes place in Mystara, but the material is largely setting-neutral. TSR #9049

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