A community for lazy dungeon masters
415 adventures found
Cover of The Tariff of Relkingham
The Tariff of Relkingham
4th Edition
Level 3
21 pages
0

The goddess Erathis has never seemed the sort to demand the sacrifice of mortals in exchange for safe trade routes, but that’s exactly what her high priest has demanded. When a local ruler asks the characters to investigate the high priest, a chain of events is set in motion that could shake the city of Wyllea, and the church of Erathis, to its core. This adventure makes extensive use of roleplaying encounters and skill challenges, with fewer tactical combat encounters. There is a substantial focus on politics and intrigue. The Tariff of Relkingham is written for 3rd level PCs, but contains advice for lowering or raising the starting level from 2-4. It also contains a system for calculating an advantage or disadvantage in the final fight based on the players' actions during the adventure. Pgs. 83-103

Cover of Shadowfell Schism
Shadowfell Schism
4th Edition
Level 26
6 pages
0

The Raven Queen’s servants often seek out mighty allies. One of these is the black dragon Quetzallus, who resides in a deep cavern on the Shadowfell guarding a stream of souls flowing into the Raven Queen’s realm. But a death knight named Raxikarthus, betrayed by the Raven Queen in life, now seeks to enslave this dragon for his own purposes. He madly believes that he can stand against the Raven Queen, and seeks allies of all stripes—even her own servants—to do so. The death knight has found a pathway into the Shadowfell thought closed by mortals. Beneath a decayed keep, the undead dragonborn has reopened this portal and led his forces into the Shadowfell itself. The PCs are called in to beard the death knight in his lair. They find it abandoned, but discover a strange passage in the lower reaches. Pgs. 162-167

Cover of Cairn of the Winter King
Cairn of the Winter King
4th Edition
Level 4
31 pages
0

The characters arrive in Fallcrest just as a blizzard starts from the gloomy black clouds. the villagers gather to discuss how to survive the untimely and unusual blizzard. Suddenly between the roar of the wind and thunder, a ship descends filled with undead with one message: Return the ice scepter!. Afterwards, the characters must decide, find and return this relic to the Winter King, or bluff and plan to dethrone him. As they reach the tops of the mountains, possibly injured, the whole of the Winter King's inner domain stands before them. If they fail, winter will claim the Nentir Vale forever. Group of 4-6 players.

Cover of The House of Deros Frist
The House of Deros Frist
3.5 Edition
5 pages
0

The isolated tower of the wizard Deros Frist is an example of a typical tsochari incursion into the human world. This short adventure site describes the lair of a tsochar noble that has successfully replaced Frist, a local wizard of some renown. The tsochar Yikk Tasst now pores through the wizard's libraries and spell books, eagerly absorbing all the arcane lore it can. Pgs. 130-134

Cover of Cold Hands of Chaos
Cold Hands of Chaos
4th Edition
Level 20
6 pages
0

At the behest of Orcus, Demon Prince of Undeath, a mighty deathpriest hierophant has begun assembling a powerful strike force. He intends to launch the first of many assaults on the world, readying it for his master’s arrival. With the help of potent allies and grand rituals, the PCs have discovered a route to the Abyssal headquarters of this hierophant. This delve begins as the PCs teleport from the world to the first of a complex of interconnected chambers deep in the Abyss, linked only by portals. Pgs. 126-131

Explorer's Guide to Wildemount
5th Edition
Levels 1–3
304 pages
0

Create your own Critical Role campaigns with this sourcebook for the world's greatest roleplaying game! Explorer’s Guide to Wildemount provides everything you need to play Dungeons & Dragons on the continent of Wildemount (set within the world of Exandria)—a land of war, betrayal, and swashbuckling adventure. Comprised of four regions, Wildemount provides endless potential for adventure in a land of brewing conflict and incredible magic. Rising tensions boil over into all-out war between the politically dubious Dwendalian Empire and the light-worshiping wastefolk of Xhorhas, supplying a vibrant backdrop for any D&D campaign to explore. Uncover a trove of new options usable in any D&D game, featuring subclasses, spells, magic items, monsters, and more, rooted in the adventures of Critical Role—such as Vestiges of Divergence and the possibility manipulating magic of dunamancy. Start a campaign in any of Wildemount’s regions using a variety of introductory adventures, dozens of regional plot seeds, and the heroic chronicle system—a way to create character backstories rooted in Wildemount. Explore every corner of Wildemount and discover mysteries revealed for the first time by Critical Role Dungeon Master, Matthew Mercer. Includes: Frozen Sick: https://www.adventurelookup.com/adventures/frozen-sick Unwelcome Spirits: https://www.adventurelookup.com/adventures/unwelcome-spirits Tide of Retribution: https://www.adventurelookup.com/adventures/tide-of-retribution Dangerous Designs: https://www.adventurelookup.com/adventures/dangerous-designs

Cover of DDAL05-13 Jarl Rising
DDAL05-13 Jarl Rising
5th Edition
Levels 5–10
26 pages
0

The frost giants of the Ice Mountains have long held to the belief that a great Jarl will one day step forward to unite the families as Konung (king). With the Ordning shattered, Jarl Ryndölg believes that if he can locate Hartkiller’s Horn, a legendary artifact among giant-kind, he could be the one. He may very well have found what he is looking for. A great clarion call has echoed across the Hartsvale for two days, and the giants are all marching north, has Ryndölg done just that? A Four-Hour Adventure for 5th-10th Level Characters This adventure consists of three Parts, as follows: Part 1. The adventure begins with the characters having already arrived in Stagwick (whether sent by their faction or by their own, individual search for adventure and wealth) and have been briefed before preparing for an important journey to the north Part 2. From Stagwick, the players discover their guide has been killed and must make their way through the deadly cold fingers of the Ice Spires alone—either by skill or luck. Part 3. Once at Ise Festing, the group discovers it’s been inhabited by a troupe of Shatterblood Ogres whom they must defeat to gain access to the redoubt’s observation deck.

Cover of The Shadow Rift of Umbraforge
The Shadow Rift of Umbraforge
4th Edition
Level 4
50 pages
0

“The Shadow Rift of Umbraforge” is a sequel to “Siege of Bordrin’s Watch” and the third part of the Scales of War Adventure Path. In “Siege of Bordrin’s Watch,” the PCs discovered that dark creepers had sold arms and tactical intelligence to the orc war chief Tusk, aiding him in his attack against the folk of the Stonehome Mountains. In this adventure, the PCs investigate the link between the orcs and the dark ones, stumbling into an armsrunning operation that takes them to the Shadowfell in order to finally confront the charismatic figure behind it. Pgs. 4-53

Cover of Heart of Nightfang Spire
Heart of Nightfang Spire
3rd Edition
Level 10
32 pages
0

In Heart of Nightfang Spire, the player characters are drawn to investigate Nightfang Spire, a lonely stone tower in a barren land. The vampire lord Gulthias, servant of the great dragon Ashardalon, has returned to the tower which was once the main cult temple of Ashardalon. The vampire prepares for the dragon's return by awakening the other cultists who had preserved themselves as undead creatures. Gulthias is a vampire and a level 13 wizard.

Cover of Emerald Dawn
Emerald Dawn
4th Edition
Level 12
6 pages
0

A green dragon called the Dawn fancies herself a deity and has attracted reptilian followers that raid elven settlements. The PCs must find her temple in the woods and end the threat. Pgs. 78-83

Cover of DDAL07-09 Unusual Opposition
DDAL07-09 Unusual Opposition
5th Edition
Levels 11–16
31 pages
0

The trail leading from the Fane of the Whispered Fang has grown cold, but you can still taste the machinations of the yuan-ti in Chult’s humid, stagnant air. Because of this, you must venture deeper still into the jungle and petition the aid of an unlikely ally—the fabled Ramshackle King. His assistance is crucial to the effort to save Chult! A Four-Hour Adventure for 11th-16th Level Characters.

Cover of Fair Barovia
Fair Barovia
4th Edition
Levels 5–7
38 pages
0

Barovia has long suffered under the rule of Count Strahd von Zarovich, but the evil that plagues this land extends well beyond the walls of Castle Ravenloft. See what keeps the good citizens of Barovia awake at night.

Cover of White Plume Mountain 5e
White Plume Mountain 5e
5th Edition
Level 8
14 pages
0

Three artifact weapons have gone missing and you adventurers have been sent after them. Going only by the riddle left on the thief's note, part ransom part guide, You stand before White Plume Mountain, stronghold of the supposedly long dead Wizard Keraptis.

Cover of Harbinger House
Harbinger House
AD&D
Levels 4–7
64 pages
0

A succubus with an unquenchable lust for power is turning the Cage into a ripping madhouse. And the Lady of Pain ain't pleased. . . . Something's foul in Sigil, berk. A mad slasher prowls the streets, leaving a trail of bloody clues in his wake. Leatherheads boldly court the Lady of Pain, longing for the sharp touch of her shadow. Even the silent dabus're acting barmy, a sure sign that the Lady herself is uneasy. Are these strange events tied to a madhouse full of spell-touched sods ready to slip the bonds of mortality? A curious body'd better step carefully. After all, the dead-book's full of fools who wished for power?or got in the way of another berk's wish. Harbinger House is a Planescape adventure for four to six characters of 4th to 7th levels. From Sigil to the Outlands and back again, the heroes must piece together a puzzle that could shake the Cage to its foundations. A dark secret of the multiverse wails to be discovered in the lunatic asylum called Harbinger House, and only the player characters can shape its power-for good or ill. TSR 2614

Cover of DDEX03-12 Hillsfar Reclaimed
DDEX03-12 Hillsfar Reclaimed
5th Edition
Levels 1–4
26 pages
0

The time has come to fight back against Hillsfar. Elanil Elassidil tasks you with uncovering valuable information to be used in a strike against the leader of Hillsfar, First Lord Torin Nomerthal himself. The only problem is that what you need is protected within the walls of the city.

Cover of DDAL07-01 A City on the Edge
DDAL07-01 A City on the Edge
5th Edition
Levels 1–4
50 pages
0

Often called the “Gateway to Chult”, the exotic city of Port Nyanzaru is built upon a landscape both mystifying and marvelous. However, the city’s vibrant beauty is overshadowed by a mysterious scourge that plagues all within the land. Can the divergent forces within the city discover the truth before all are overcome by this growing threat? Five Four-Hour Mini-Adventures for 1st-4th Level Characters

Cover of E3 Prince of Undeath
E3 Prince of Undeath
4th Edition
Levels 27–30
94 pages
0

Orcus, the Demon Prince of Undeath, craves the power of the Raven Queen and mastery of death's domain. The key to his ascension and the secret to his destruction lies buried in the heart of the Abyss. As heroes chase Orcus into the abyssal depths, evil opposed them at every turn, and each victory brings them closer to their final fate. Concluded the epic series of adventures and the entire story line begun in Keep on the Shadowfell.

Cover of DDEX02-03 The Drowned Tower
DDEX02-03 The Drowned Tower
5th Edition
Levels 5–10
31 pages
0

Stop evil cultists of the Crushing Wave. The party rescues a member of the Brotherhood of the Cloak in Mulmaster (local mage guild); Drayson Fivestar. Drayson asks them to investigate the murder of his colleague. After some urban investigation, the investigation leads to a former guard tower of the Zhentarim, now occupied by elemental cultists. The tower was submerged in mud, but recently uncovered. The party faces of with the cultists. (Large page count, but feasible as a one shot after some editing, will probably take two sessions at most)

Cover of All the Treasure, None of the Traps
All the Treasure, None of the Traps
3rd Edition
Levels 5–8
3 pages
0

All of the Treasure, None of the Traps is an adventure that includes a single gauntlet of traps that contains twelve traps; meaning that it has either one or twelve encounters. The adventure consists of a long, twisting corridor with all of the traps set off, but these traps are reset by the PCs when they reach the center of the area. Pgs. 32-34

Cover of DDAL04-06 The Ghost
DDAL04-06 The Ghost
5th Edition
Levels 1–4
20 pages
0

Old hatreds die hard, but sometimes it is necessary to set aside petty, personal disagreements for the greater good. The hag, Jeny Greenteeth, is wise and may prove instrumental in the troubles that lay ahead. Your task will not be easy, however; the dark forces of Barovia have agents everywhere, and eyes from beyond the grave no doubt watch your every move. Part Six of Misty Fortunes and Absent Hearts.