A community for lazy dungeon masters
704 adventures found
Cover of Sea Trolls in the Net
Sea Trolls in the Net
5th Edition
Level 5
1 pages
0

High tide is coming in in this week’s encounter: Sea Trolls in the Net, a tongue-in-cheek combat encounter about a troll troubling fishermen and getting tangled up in their net. This encounter works best when it can add flavor to a grim, seaside locale as a random encounter the adventurers stumble across while exploring. While exploring a blighted shoreline on some forsaken coast, the adventurers find a sea troll feasting upon fishing nets full of freshly caught fish while their fishermen flee from the shore.

Cover of DL2 Dragons of Flame
DL2 Dragons of Flame
AD&D
Levels 5–7
32 pages
0

The dragonmen have taken Solace. Its beautiful tree houses lie black and battered amid the stumps of great vallenwood trees. Kapak Draconians, armed with poisoned weapons, enforce a brutal martial law on the survivors. And Solace is only one outpost: the dragon armies control the plains. Only the elven kingdom of Qualinesti stands unconquered. The rest of the plainsmen suffer the most: a long slave caravan hauls hundreds of them to the fortress prison of Pax Tharkas. "Dragons of Flame" is the second in TSR's series of Dragonlance adventures for use with the AD&D game system. Your players will adventure in the world of Krynn and visit strange places such as Qualinost or the Sla-Mori, encountering bizarre draconians and disgusting Aghar. They can play the modules as a set of separate adventures or as a great quest that spans the entire Dragonlance story. Art by Jeff Easley. TSR 9132

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 A Dead Man’s Party
A Dead Man’s Party
3rd Edition
Levels 4–6
28 pages
0

A mad necromancer imprisoned in a sanitarium has died. Now he has come back as a powerful undead wizard. His lunacy was only increased by his death and he has turned all the other inmates into his undead servants. Now the sanitarium is under his control. A traveling group of adventures must put a stop to the necromancer before his evil madness spreads.

Cover of Dungeon Crawl Classics #72: Beyond the Black Gate
Dungeon Crawl Classics #72: Beyond the Black Gate
Dungeon Crawl Classics RPG
Level 5
24 pages
0

Summoned by a coven of foul witches, the adventurers are bid through the Black Gate and across the multiverse, in pursuit of the crown of the fallen Horned King. There, in the icebound gloom of Thrice-Tenth Kingdom, they must pit their wits and brawn against his dread servants. His sullen citadel looms above the darksome woods and elfin ice caves, ruling over the mystic kingdom. Do you dare to ascend the throne of bones and declare yourself master of the Wild Hunt? Whatever your answer, the land beyond the Black Gate is sure to present a grim challenge for the even the hardiest of adventurers!

Cover of Murder In Oakbridge
Murder In Oakbridge
3.5 Edition
Level 5
15 pages
0

A killer has come to Oakbridge, and she won't stop her murderous campaign until she exacts revenge against a group of ex-carnies who have come to Sharn in an attempt to start new lives in the aftermath of the Last War. Pgs. 22-36

Cover of UN3 Dungeons
UN3 Dungeons
AD&D
Levels 3–5
22 pages
0

This is the standard fantasy age of the Nameless Realms, the 5th Age, and the setting can be easily incorporated into any world. Part of a double dungeon adventure that is set in two fantastic time periods. UN3 Dungeons GK3 Descendants This adventure is formatted to both 1E & 5E gaming rules.

Cover of Dungeon Crawl Classics #71: The 13th Skull
Dungeon Crawl Classics #71: The 13th Skull
Dungeon Crawl Classics RPG
Level 4
10 pages
0

Thirteen generations ago, the ambitious first Duke of Magnussen made a fell pact with an unknown power, who asked for but one thing in return: the thirteenth daughter born to a Magnussen duke. Now, generations hence, the daughter of Duke Magnussen XIII is stolen away by a hooded executioner riding a leathery beast. As it wings back across the city walls to drop behind the Duke’s mountain-top keep, all who watch know it alights in the Magnussen family crypts, where the devilish secrets of thirteen generations have been buried and forgotten – until now… This adventure module also includes The Balance Blade, a short level 2 adventure in which a wizard’s patron makes a simple request: travel to another plane to retrieve a legendary blade of neutrality. But once the journey is in motion, the wizard finds that not all is as it seems!

Cover of Curse of the Rusty Walrus
Curse of the Rusty Walrus
3.5 Edition
Level 8
7 pages
0

A "web Enhancement" adventure for the D&D 3.5 Frostburn supplement. Arctic / Frostfell / Cold Several decades ago, a down-on-his-luck half-elf known as Captain Kerakes lost his ship after a run of bad luck in a game of dice. So when an investor approached him with an offer of a new ship and three-month mission, he jumped at the chance. His new employer was a rich but somewhat miserly nobleman named Jarren Skein. Having heard rumors of the glacier dwarves and their amazing weaponcraft, he had become obsessed with obtaining some of their weapons as trophies. Skein made Kerakes the captain of a ship called the Rusty Walrus and promised him a sizeable commission upon his return with the desired glacier dwarf weapons. The PCs must board the wreck of the Rusty Walrus and defeat the undead that infest it. Later, the ghost of Captain Kerakes begins to wreak vengeance on Jarren Skein s heirs. The PCs must determine the reason for the string of murders and track down the perpetrator.

Cover of Tomb of the Scorpion Prince
Tomb of the Scorpion Prince
5th Edition
Level 8
4 pages
0

The infamous Scorpion Prince ruled his domain centuries ago, but the lands are still desolate, a testament to his poisonous influence. His terrified subjects rejoiced in his death but also feared he would return if not interred properly. To ensure the prince's happiness in the afterlife and his tomb's security, his people erected a great monument and created trap-filled chambers to house and protect his body and his wealth.

Cover of Temple of the Scorpion God
Temple of the Scorpion God
3.5 Edition
Level 7
10 pages
0

An insane villain plots ruin deep beneath the city of Sharn. In order to save the city, the PCs must find the one thing that can stop him, an enormous Siberys dragonshard hidden somewhere in the jungles of the lost continent of Xen'drik. "Temple of the Scorpion God" is part two of the three-part Shards of Eberron Campaign Arc. Pgs. 66-75

Cover of A Harvest of Evil
A Harvest of Evil
3rd Edition
Levels 10–12
7 pages
0

Despite what some may think, those in Zhentil Keep haven't forgotten about their orc troops in Phent. In public discussion in Zhentil Keep, the leaders of the Zhentilar, the military branch of Zhentil Keep, have confidently asserted that the orcs in Thesk are completely loyal to Zhentil Keep. They maintain that the orcs are just biding their time and building up trust among the citizens, until the appointed time when the word is given. In private, these same leaders are gravely concerned. The leaders didn't get to positions of command by being idiots, and they know that the orcs are treated well and accepted in Thesk, which is a rarity for them with the humans and humanoids of Faerûn in general. The leaders know that many of the orcs would be reluctant to destroy the source of this acceptance. But what if the orcs' chief god, Gruumsh, told them to? The Zhentilar turned to the Black Network and presented the problem. The Zhents knew what to do. The Zhents have dispatched a powerful cleric, a master of persuasion and deception, to pose as an orc prophet of Gruumsh and whip the orcs into a destructive frenzy. In addition, the Zhentilar have staged raids against human caravans by what look like orc warriors so that they can start antiorc sentiment among the population of Thesk. Twin Oaks is a tiny, sleepy little thorp located just within the sheltering eaves of a great forest. Home to an extended family clan of farmers and woodcutters, the community was founded within living memory and since its creation the inhabitants have known only peace and prosperity. But just as the gentle breezes of late summer can transform rapidly into the deadly storms of autumn, dark times have come suddenly to Twin Oaks, in the person of Deskryn, a vampire who finds himself on the run from deadly enemies. Just two nights ago, as the good folk of Twin Oaks prepared for the annual harvest, Deskryn’s castle home was invaded by an intrepid band of adventurers led by a noble paladin. Although the party did not achieve its goal of slaying the vampire himself, they managed to drive him from his lair and force him to flee into the night with only the barest fraction of his former resources in tow. Unfortunately for the good folk of Twin Oaks, theirs was the community onto which the 2 vampire stumbled first, and it is here that the fiends have taken refuge. The little settlement offers the displaced vampire all that he needs: shelter from the hateful light of the sun, a selection of new servants, and a supply of fresh mortal blood. Even in his current condition, Deskryn alone is more than a match for the nhabitants of the thorp; but his best hope of survival lies not in conquest, but in secrecy. He plans to hide in Twin Oaks until he believes it safe to leave; then, he can begin plotting his revenge on the hateful paladin and her compatriots who brought him to this lowly state. As for the citizens of the thorp, they are all but helpless in the face of this powerful enemy. The vampire has already slaked his unholy thirst on one of their number, and his minions have taken hostages to ensure that the inhabitants do as they are told. All the folk of Twin Oaks hope that Deskryn will take what he wants and then leave them in peace, but few of them believe that such hopes are realistic. Until Deskryn has satisfied himself that the coast is clear, Twin Oaks—and its people—belong to him.

Cover of FP9 - Onyx Spire
FP9 - Onyx Spire
AD&D
Levels 5–8
16 pages
0

The Plains of Dorack are generally controlled by the evil mage Faltor the Demented who resides in his magically created fortress. The Onyx Spire rises in the middle of the Great Plains and the land around it has been cleared for miles so that its owner can keep an eye on his domain. He employs a large number of humanoids as well as humans, and rules out of fear and intimidation. While the powerful mage does not need it personally he finds that having so many minions allows him time for personal research. Those who have met the secretive mage know immediately they are in the presence of great evil.

Cover of Haunting of Owlbear Lodge
Haunting of Owlbear Lodge
5th Edition
Levels 1–6
22 pages
0

Beware the Druid's Curse... — Once a popular hunting lodge nestled in the Neverwinter Wood catering to avid hunters, Owlbear Lodge has been a forgotten location that Lord Neverember wants to reclaim. Its owners can’t be located, and a recent expedition team sent to the lodge hasn’t returned. Lord Neverember asks the adventurers to find the lodge, locate the missing expedition members, and clear out the establishment of any unwanted riff raff or creatures so new proprietors can reopen it, increasing tourism to the Neverwinter Region. What no one knows is that the original proprietors broke a contract made with a druid who guards the forest. This broken contract led to the demise of one of the owners, and many of the guests. Now, the overgrown an unkempt lodge is infested with strange creatures. What’s worse is that the adventurers themselves may succumb to the druid’s curse as they investigate the lodge. Product Details — ♦ 2- to 4-hour adventure for three to five characters ♦ Scalable for 1st-6th level ♦ High-quality map of the Owlbear Lodge ♦ New undead owlbear and porcupine statblocks ♦ Set in Forgotten Realms, but easily adapted to other settings

Cover of Dungeon Crawl Classics #74: Blades Against Death
Dungeon Crawl Classics #74: Blades Against Death
Dungeon Crawl Classics RPG
Levels 4–5
24 pages
0

Punjar: wide-eyed madmen stalk the streets pronouncing the end of days, mail-clad priests crush the skulls of heathens underfoot, and timorous virgins are offered up in sacrifice within sooty temples. But even the greatest of shining temples and the strangest of mystery cults don’t dare to challenge the terrifying finality of Death. Until now. In Blades Against Death, the adventurers cross between the realms of the living and the dead, and wager their souls in a desperate bid to steal a soul from Death’s hoary grasp. To win over the God of Dooms, you must be the most daring, stalwart and cunning and – when all else fails – willing to test your blades against Death! A mid-level adventure for the Dungeon Crawl Classics Role Playing Game, Blades against Death offers characters a once in a lifetime escapade. Those that return from the Realms of the Dead will have earned the true title of adventurer, while those that fail will spend eternity in Death’s service.

Cover of The Baron
The Baron
AD&D
Levels 5–8
30 pages
0

In this adventure, the heroes face the sinister Baron Metus, the vampire who took the life of Van Richten's son, Erasmus. Metus, with Daclaud Heinfroth, has been doing the bidding of the ghost of Madame Radanavich in her quest to destroy Rudolph van Richten. But Metus has his own reasons for seeing van Richten destroyed as well. Included in Bleak House: The Death of Rudolph van Richten TSR 1141

Cover of Winter Yonderland
Winter Yonderland
5th Edition
Levels 5–8
12 pages
0

Beasts in the Blizzard After offending that wizard last night, you awake feeling a strange chill in your bones. Perhaps it’s just a figment of your imagination, a physical manifestation of paranoia. As you rise from your bed and look out the window, you think perhaps not.

Cover of And Madness Followed
And Madness Followed
3.5 Edition
Levels 6–12
18 pages
0

Something vile has transformed a sleepy rural village -- the locals have become monsters, and the only survivors are insane. Can the PCs unravel the mystery before a troupe of sinister bards plunges the heart of an unsuspecting city into the Far Realm? A D&D adventure for 9th-level characters.

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 OA5 Mad Monkey vs The Dragon Claw
OA5 Mad Monkey vs The Dragon Claw
AD&D
Levels 6–9
56 pages
0

The followers of the many gods of Kara-Tur have always fought, to prove the superiority of their martial discipline and the greater wisdom of their deities. The strict hierarchy of the gods is now threatened by the sudden prominence of the followers of the Dragon Claw, a new and deadly school of martial arts that threatens to destroy all other schools. The players, recruited by a mysterious old monk with a bizarre fighting style, must find out what's behind the emergence of the Dragon Claw and put a stop to it. Mad Money vs. The Dragon Claw will take players across the entire country of T'u Lung, from the mouth of the great river Fenghsintzu to its headquarters, where they must deal with the legendary Cult of the Black Leopard - all in the name of the Mad Monkey. Mad Monkey vs. The Dragon Claw is a scenario for the ORIENTAL ADVENTURES supplement to the AD&D game. It is set in KARA-TUR, the oriental world in the Forgotten Realms. Mad Monkey vs. The Dragon Claw is designed for five to eight characters of Levels 6-9. TSR 9242