A community for lazy dungeon masters
1500 adventures found
Cover of The Fell Pass
The Fell Pass
AD&D
High Level
13 pages
0

Along the caravan routes that tie the Cities of the West to the Kingdoms of the East, many tales are told of the mountains called the Towers of the Sun. One of these legends concerns a dark road said to be hidden among the twisty trails that spiderweb the mountains. Into the earth the road leads, into and through a series of vast caverns filled with treacherous traps and cunning monsters. Yet dangerous though the path is, many a party of adventurers have been tempted to walk it, for the stories say that the loot of a hundred lost caravans lies concealed along that evil way. [Comment: Uncertain for what levels of play this adventure is designed]

Cover of Avenging Murik
Avenging Murik
AD&D
Levels 4–6
2 pages
0

Nothing's more dangerous than a vengeful dwarf except, perhaps, a greedy one. En route somewhere in a barren wilderness, the PCs find a couple of dwarves--one is burying his brother who was killed by a stone giant; but not all is as it seems. "The module can be placed in any temperate wilderness setting. Players who excel at role playing may find the adventure more rewarding than hack-and-slash types. At least one character should possess a silver or magical weapon." Pgs. 16-17

Cover of Tomb of the Iron God
Tomb of the Iron God
OSR
Levels 1–2
27 pages
0

"A temple destroyed by divine wrath... An ancient, imprisoned evil and a powerful idol. Mysteries abound in the tombs below the temple of the Iron God, protector of the dead. Discover the dreadful fate of the Iron God's priesthood and the reasons behind their downfall in this intriguing adventure designed for low-level characters. Tomb of the Iron God covers a large catacomb area on two levels, with 58 keyed locations and six new monsters. This is a Swords & Wizardry (0e) dungeon crawl for four to five characters of 1st or 2nd level, by ENNIE-award winning author Matt Finch. The vengeance of an angry god, and treasures untold. The corruption and greed of the monks of the Iron God has brought divine vengeance upon their heads - the ancient monastery was recently destroyed in a cataclysm of fire and lightning, and only the tombs beneath remain intact. Somewhere in the catacombs lies the treasure the monks accumulated before they met their doom. An intrepid band of adventurers, willing to brave the perils of the unknown tombs, could gain riches beyond their wildest dreams. Do you dare to enter the burial catacombs and discover the chilling secrets of ... The Tomb of the Iron God?" Also available for 5E

Cover of Horror at Devil's Run
Horror at Devil's Run
5th Edition
Levels 3–7
18 pages
0

"I can’t stand to lose again..." The small farming village of Devil’s Run is about to have its yearly pumpkin festival. Unbeknownst to many, Old Pete Barker, a pumpkin farmer of many years, was having difficulty growing his pumpkins. Pete doesn’t have an ample water source, unlike Molly Simms, his primary rival for the festival's coveted largest pumpkin award, whose farm lays near a stream. Fixated on winning the grand prize, Old Pete made a deal with a dark force, the Feeder of Desires, but the deed cost him and the village dearly. “Plant me in the ground and I will make you strong." Peter Barker's body transformed into a vine-like creature with a jack-o-lantern head, and he now ‘waters’ his thriving pumpkin fields with the blood of kidnapped villagers, binding them below the earth while the pumpkin vines burrow into their flesh and feed. These vines have started to enter the town, creating pumpkin-vine creatures which snatch villagers and drag them to his underground lair. Will the adventurers save the village of Devil's Run and put a stop to Pete's pumpkin-patched plots? Let the Pumpkin Festival Commence! ►2– to 4–hour adventure for three to five characters ►Scalable for 3rd—7th level (optimized for 5th) ►5 beautifully mapped areas for your adventurers to explore ►7 new monster stat blocks, including the Pumpkin Terror, Vine Hound, and pumpkin-headed Pete Barker himself! ►Ripe for Halloween, Thanksgiving, or Fall adventuring! PDF Purchaser Bonuses ►HDR map files for each area (both gridded and gridless) ►Virtual Tabletop Tokens for the monsters Also for Roll20 and Foundry VTT

Cover of Tower of the Star Watcher
Tower of the Star Watcher
5th Edition
Levels 2–4
18 pages
0

A mysterious tower beckons. Recently a strange tower hidden in the forest was rediscovered, but only one scout returned to tell the tale, but a strange tale of cults, bandits and ghosts it was. Dare our heroes explore this forgotten place? Originally from the Danish convention Fastaval as part of the living campaign, Hinterlandet. Now presented here for the first time in English. It is an adventure with emphasis on exploration and meeting the unknown.

Cover of The Rotting Willow
The Rotting Willow
AD&D
Levels 7–9
7 pages
0

Tree houses are not just for kids. This roadside stop could well be your very last. These characters may be of any class, race, or alignment, although characters of good alignment have added incentive to rid the world of the evil depicted herein. The characters should possess only a low to moderate amount of magic, as too much will throw off the balance of the scenario. The Dungeon Master should pay particular attention to the viewpoint of the antagonists: three braggarts. This Scenario is designed to be used as the player PCs travel from one adventure to another, along the fringe of a swamp. The players should be given no introduction for the scenario. Treated it as an extended random encounter. The adventure takes place in the village of Rotting Willow and the nearby swamp. The village lies at the intersection of two trade routes. One route follows the edge of the Great Cypress Swamp and is well traveled because it is shorter (although not safer) than larger trade routes. A smaller route runs east and west, ending abruptly where it meets the swamp route. Pgs. 4-10

Cover of Shadowed Keep on the Borderlands
Shadowed Keep on the Borderlands
Pathfinder
Levels 1–2
97 pages
0

A ruined monument to folly and ego, the Shadowed Keep stands atop an isolated bluff deep in a mist-wreathed forest. Sacked by marauding goblins decades ago the place was thought abandoned, but shadows now creep among the forest's great boles and footprints have appeared on the single, overgrown track leading to the keep. Travellers have begun to disappear with alarming regularity from the nearby road and the local folk fear some slumbering evil has claimed the ruin as its own. Dare you brave the terrors of the Shadowed Keep to crush that which lurks within or will darkness shroud the surrounding lands? Designed to be easily inserted into a GM's home campaign, Shadowed Keep on the Borderlands is an excellent starting locale to test the mettle of neophyte adventurers. Shadowed Keep on the Borderlands is designed for the medium advancement track. 1st-level PCs completing all the challenges of the place can expect to reach 3rd-level by the time they have exhausted all the keep has to offer.

Cover of Diamond Dash
Diamond Dash
5th Edition
Levels 9–19
6 pages
0

This quest is for a party looking to acquire diamonds to use as components for higher-level resurrection spells. To gather what they need, the characters embark on a brief expedition to the Elemental Plane of Earth where diamonds are fairly abundant. However, the party only has an hour to gather as many diamonds as they can before the portal—and the entire cave area—collapses. Includes a quest-related NPC that a player can control if they're waiting for their character to be resurrected.

Cover of They Came From the Deep
They Came From the Deep
5th Edition
Levels 17–20
44 pages
0

Taag'thrith, born a gith but transformed into an illithid by ceromorphosis, has been finally found purpose: the assimilation & understanding of all knowledge. Taag'thrith plans to unleash a 10th level spell that will grant him just that-at the cost of all sentient life on the Material Plane. Will the heroes be able to traverse the dangerous corpse of a dead God, find Taag'thrith's aqueous lair the Eternal Spirals, & pit their foes against one another in order to destroy the foul lich once and for all? Or will they fall prey to the threats trapped within the Eternal Spirals & sink beneath the surface forever? They Came from the Deep is the second installment in Pretty Little Liches: a trilogy of adventures centered around three unique liches and their lairs designed for high-level play. These three lairs and the surrounding regions can be run independently as individual adventures or tied together into a mini-campaign that centers on the destruction of the Green Hand, an organization of dangerous liches.

Cover of Igor's Challenge
Igor's Challenge
5th Edition
Levels 1–10
10 pages
0

Igor's Challenge is a 3-4 hour, non-lethal, funhouse style dungeon. It is a self-contained adventure that should fit into any campaign or serve as a one-shot adventure for any group. The adventure can fit a party of any level and size with only minor adjustments. Igor is an eccentric gnome inventor and retired adventurer renowned around the world. He has sent out invitations to adventuring groups to come compete for his latest, greatest invention. The competition will take place a few days hence in the village of Penthill and consist of a race through his specially created challenge-dungeon. Igor's Challenge includes a unique magic item, a small village with locations and NPCs, an encounter and story with a legendary NPC (stat bloc provided), and a 33 room dungeon of traps, tricks, and puzzles.

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 Dungeon Crawl Classics #32: The Golden Palace of Zahadran
Dungeon Crawl Classics #32: The Golden Palace of Zahadran
3.5 Edition
Levels 14–16
48 pages
0

While investigating rumors of a dangerous blue dragon wreaking havoc in the deep desert, the heroes tumble under the sands into the magically sealed dome of an ancient palace. The temporarily weakened dome reseals above them, and they are left to explore the golden palace of Zahadran, once seat of power for the legendary Caliph Ardishir the Magnificent. But the dome is weak because it has been assaulted by the mythical storm demon Azi Dahaka and his trapped minions, evil creatures that were sealed under the magical dome to keep them from ravaging an unsuspecting world.

Trapped in the Toybox
5th Edition
Level 8
11 pages
0

This adventure has a lighter tone but isn’t completely out of place in a serious campaign. The challenges include combat, puzzles, traps and a legendary monster; Jack, in a Box. Does the party need to find something that an evil (and possibly mad) mage may have secluded away in an extra-dimensional space, and ordered an evil Jack-in-the-box and his toy army to protect it at all costs? Well that’s convenient because that is exactly the kind of situation that "Trapped in the Toybox" can help you with. Alternatively maybe that Dragon fight went a little too well for your party, maybe this “cursed chest” could help teach them a little humility. This adventure is designed for 4 (1d6 + 1) adventurers of 8th level who are in possession of a sense of humour. The toybox was created by a chaotic yet playful wizard, in order to hide an enchanted amulet under the protection of Jack. The adventurers should find themselves trapped inside the toybox, and they're in Jack's world now. Jack is the master of this domain and protector of both the amulet he has been entrusted with and the only exit of the toybox. There are a number of ways the adventurers may have come to be inside this toybox, e.g., the toybox may be found as part of the adventurer's loot in a dungeon or dragon's hoard, upon investigation it drags the adventurers inside. Note: This module commemorates our first themed week of Reddit's /r/Monsteraday and ties together this week's monsters in a dungeon designed for four 8th level adventurers. https://www.reddit.com/r/1d6Adventurers/comments/61axk3/trapped_in_the_toybox_adventure_module/ Published by 1d6Adventures

Cover of MHI - 0 Hanson's Gap
MHI - 0 Hanson's Gap
5th Edition
Levels 1–2
11 pages
0

Set for initial level PCs, this short scenario utilizes a shortcut through a mountain range. The players are in a hurry to get to town for an adventuring opportunity and all they need to do is get through a crevice. Unfortunately for the new delvers, the gap is home to a trio of bandit brothers and other obstacles!

Cover of The Zombie Goblin Occurrence
The Zombie Goblin Occurrence
5th Edition
Levels 1–3
4 pages
0

The party finds themselves in a town being plagued by goblins, but not ordinary goblins - these goblins are zombified. Many of them are missing limbs and dripping with rot, but they still march to town with powerful intent. The party must help track down the origin of this plague - a Necromancer whose Blight Stone has been stolen by a group of mischievous kids who thought it would be fun to mess with the strange old man out in the woods.

Cover of The Ring of Truth
The Ring of Truth
5th Edition
Level 2
19 pages
0

All the PCs did was help a dwarf recover his magic ring. So how did they end up in the middle of a tragic love triangle? The Ring of Truth is a short adventure for 2nd level PCs. Includes a 5th edition version of the necrophidius, a classic monster from the 3rd edition Fiend Folio.

Cover of Greenhouse of Nightmares
Greenhouse of Nightmares
5th Edition
Levels 17–20
32 pages
0

The natural world is dying and Thymia Scarletscale has had enough. It's time to destroy civilization and pluck the humanoid parasites from the face of this world. And honestly, is she wrong? Will the players succeed in infiltrating Thymia's lair The Verdant Phronstistery and bring an end to her schemes? Or will Thymia & her team of yuan-ti research assistants create an army of monstrous insects to wipe humanoids from the face of the world? Greenhouse of Nightmares is the first installment in Pretty Little Liches: a trilogy of adventures centered around three unique liches and their lairs designed for high-level play. These three lairs and the surrounding regions can be run independently as individual adventures or tied together into a mini-campaign that centers on the destruction of the Green Hand, an organization of dangerous liches. A 3-5 hour Dungeons & Dragons 5th Edition adventure for Tier 4 (level 17-20) characters. This adventure includes: 6 Random Encounters for a Deadly Swamp, Battle Tactics for a 3-Stage Boss Fight, a CR 26 Medusa Lich with New Legendary Actions, 7 New Monsters, & 2 New Magic Items!

Cover of XSOLO Lathan's Gold
XSOLO Lathan's Gold
BECMI
Levels 4–6
32 pages
0

Kidnapped! The cursed Baron von Hendriks has kidnapped your betrothed. Now the madman wants as a ransom your Alandah's weight in unrefined gold! How are you going to pay? The baron himself has been kind enough to provide you with that answer: streams of raw gold gush from a burning mountain somewhere in the Sea of Dread. All you have to do is find this mysterious mountain. Unfurl the sails! The open sea awaits you and your crew as you sail from the city harbor. But beware! The Sea of Dread has more than earned its title over the centuries. Can you survive the perils of the sea? Will your crew mutiny before you reach the Burning Mountain? Or will you have to throw crew-members overboard just to make room for the gold? Solo adventure. "Lathan's Gold" is a real innovation in solo adventure design, considerably more complex than any of the gamebooks then being produced. Though the adventures uses the typical trope of numbered paragraphs, its paragraphs are divided into six types: "S"pecularum, "U"rban", Island "E"xploration", "C"oastal", "T"rade Routes, and "V"oyages. Players can jump between the sections, then return, in slightly freeform ways. Players are also required to keep track of hit points, money, and treasure (which were typical for the more advanced gamebooks), and rations, days remaining, and hull points (which were not). Another freeform element, quite unusual for gamebooks, is the "wandering monsters" table, which introduces semi-random encounters. TSR 9082

Cover of Mini-Dungeons #1: Caves 3 Adventures in 1 Bundle
Mini-Dungeons #1: Caves 3 Adventures in 1 Bundle
5th Edition
Levels 3–8
34 pages
0

Within the pages of this book, you will find three mini-dungeons, all with a common theme. They are all set in dangerous and exciting cave systems. Not only will you be able to drag and drop these mini-dungeons as you need, but this book will also provide a suggested campaign structure and tie-ins to each of them for those witty Dungeon Masters who wish to run them all together. 1. Lizard Folk Tunnels - APL2 to APL5 A daring rescue mission to save two young children from the grasps of a tribe of lizardfolk who's evil intentions are to sacrifice their captives to their evil god. 2. The Cavern of One-Eye - APL4 to APL7 A cave system riddled with orcs as described in Volo's Guide to Monsters. Players will need to think on their feet in this one. 3. The Lair of Frostingbite - APL5 to APL8 Snow-oxen are being stolen from the farmers of Sleet-Town, tracks lead into the ancient and abandoned mine shaft within a nearby mountain. Killer Kobolds, Quaggoth slaves and a ferocious White Dragon await. Published by P.B. Publishing

Cover of The House of Poe
The House of Poe
5th Edition
Levels 5–6
11 pages
0

Deep in the swamp, villagers claim something unnatural is happening at a large manor on the edge of town. A suspicious owner whose wife died years ago is attempting something dark and terrible, and it's up to the party to stop him. The true fun of this adventure lies in the house itself, which is filled with hidden references and homages to the works of Edgar Allan Poe, with the author himself filling the role as the suspicious home owner.