A community for lazy dungeon masters
3398 adventures found
Cover of The Stink
The Stink
3.5 Edition
Level 4
23 pages
0

The city of Suncliff has so much trash they've devoted an entire quarter to it. naming the reeking ruins "the Stink" and piling garbage as high as the eye can see. But sanitation workers have been vanishing from the Stink at night, and only your heroes hold the key to solving the smelly mystery. Folks have been vanishing from the Stink, a disease-filled rubbish quarter of Sunhill. City officials recruit the heroes to investigate the disappearances, putting the PCs on the trail of fiendish Locathahs, followers of Incabulos, with ill plans for the surface world. Pgs. 47-69

Cover of Khyber's Harvest
Khyber's Harvest
4th Edition
Level 2
30 pages
0

A trek across the Shadow Marches leads weary travellers to Blackroot, a quiet village of ramshackle huts nestled among the darkwood trees. Here, orcs and humans live in peace. However, all is not well. Something evil has crawled up from below, threatening to devour the village and its denizens. Only a party of brave heroes stands in its way. In Khyber’s Harvest, the PCs battle an ancient evil threatening a remote village in the Shadow Marches. The dark power of the planes has grown strong in this place. Depraved cultists and twisted aberrant creatures are dragging innocents down into ancient caverns to undergo a horrific transformation. To save these helpless villagers, the PCs must overcome the terrors of Khyber—a quest that brings them to the attention of the dreadful Belashyrra, the Lord of Eyes.

Cover of Masque of the Worms
Masque of the Worms
5th Edition
Level 1
16 pages
0

Bring the haunting themes of Edgar Allan Poe to your table! Baronness Elenore Rennet has yet to return home from a masque at Moldavia Manor two nights ago. Can the players find her and uncover the hideous secrets brooding inside the grim estate of Count Moldavia? Masque of the Worms is a 1st-level one-shot originally written for a live playthrough by the Castle Mac crew in the courtyard of the Edgar Allen Poe Museum in Richmond, VA. Check out their fantastic performance on the Castle Mac YouTube channel. This adventure is optimized for the live-streaming, one-shot format, but makes for a spooky and thrilling session at any table. It is sure to make even the bravest hearts shudder!

Cover of Nemoren's Vault
Nemoren's Vault
Pathfinder
Levels 1–5
67 pages
0

The last of his line, Baron Paytro NeMoren has left his dark secret sealed for decades in the family's underground vault. Now, years after his death, a group of stalwart heroes has gathered according to the baron's final wishes. At last, the seal will be broken and the secrets of the vault revealed. Can all sins be forgiven? The adventure is designed to kick-off a campaign, as it provides for an interesting way to get the party together. Instead of meeting at a tavern or being recruited by the local militia, each party member starts with a key to the NeMoren's vault, a key that was handed down by a friend or given as a gift for some good deed peformed in the past. The executor of the estate has gathered together all of the key-holders so that they could claim the contents of the vault. The vault can only be opened with all of the keys in unison. The vault is protected by a number of minor traps and tricks, but it also became the final resting place for the Baron's ex-lover, Lisette, and her brothers--all three of whom had attempted to blackmail the Baron. They were buried alive and are now undead. To complicate matters, a young umber hulk made its way to the vault, leaving some crude tunnels that were later exploited by hobgoblins coming from another surface entrance. The party will need to deal with the hobgoblins, the undead, the traps, and possibly the young umber hulk. There is a side-plot of poisoned groundwater in the nearby town that the party can also resolve by clearing out the undead and properly disposing of the putrid corpses leaking into the groundwater from the vault. Produced by Fiery Dragon Productions

Cover of DDAL08-14 Rescue From Vanrakdoom
DDAL08-14 Rescue From Vanrakdoom
5th Edition
Levels 11–16
23 pages
0

Vampires in service to Shar, the Mistress of Night, are somewhere in Vanrakdoom. You must locate them without drawing the attention of the other residents of this dangerous place. Part Two of the Undying Threat trilogy. A 4-6 Hour Adventure for Tier 3 Characters. Optimized For: APL 13

Cover of PS1 - Barrow of the Culder
PS1 - Barrow of the Culder
5th Edition
Levels 1–3
16 pages
0

Barrow of the Culder is the initial adventure in the dangerous land of Provincia. Carrying on from this month’s free adventure, this scenario brings the adventuring party together in the small community of Merrydale. Two PCs will be meeting on the hill outside of town and then move forward to find additional members of the group as well as their first challenge. One PC will have received a job to find a missing minor artifact and have orders to gather any assistance…hence the party forms and has a common goal! After gathering their equipment they will follow a hidden trail to the final resting place of the feared warlord named the Culder.

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 Wounded Worm
The Wounded Worm
AD&D
Levels 4–8
11 pages
0

Crippled, wingless, old and a thousand times more dangerous. Surely, a crippled dragon is less dangerous than a healthy one. Pgs. 35-45

Cover of FVC1 - Marooned!
FVC1 - Marooned!
5th Edition
Levels 5–7
18 pages
0

At the borderlands between the Noteflame Coast and the Duchy of Starryshade is the small town of Bluffton. You and your party heard of strange lights in the sky there while visiting the capital city of Vandosia. Further research shows that merchants that passed through the area two days ago and saw the strange lights at night and it appeared to be powerful magic at work. Vandosia was becoming stale anyway so a quick trip to a cartographer and you can be on your way to adventure!

Cover of The Lost Weapons
The Lost Weapons
5th Edition
Level 4
8 pages
0

In this adventure, set in the Albadian wilderness, the party will be in contact with a nomadic Orc tribe, whose leader asks for help on dealing with an old and powerful Blade beast named Vófour. This one-shot features 2 new magic items and 1 new stat block for a more powerful Blade beast. Scarred Lands setting

Cover of Mists of Akuma: Honorable Wills
Mists of Akuma: Honorable Wills
5th Edition
Level 8
92 pages
0

Andrew Engelbrite's gripping tale of intrigue and honor takes the adventurers from a chance encounter with a kindly elder matron in Hofuku Prefecture, across the sea to the polluted islands of Uragi Prefecture, and into a deathtrap of enslaved water folk under the control of madman! What you'll find in Honorable Wills: Kittiyona and Ikkitongaku: Details for 2 of Soburin's capital cities (including full page maps) 18 new monsters and NPCs ranging from the heirs Torimu to the mythical umibōzu sea monster Cosmetic Augments: A new type of invasive technological enhancement and the Bioartist Monastic Tradition Torimu Keep: A 20 page, 3 level, fully-mapped dungeon An epic module that will end with the PCs reaching 11th level! Published by Storm Bunny Studios

Cover of The Purple Worm Graveyard
The Purple Worm Graveyard
OSR
Levels 1–2
16 pages
0

It is said that when the largest and most ancient of purple worms know that the time of their death is near, they make their way through rock, earth, and water to the legendary Purple Worm Graveyard. Canny adventurers can return from this quest with a fortune in purple ivory. Foolish ones will die. The Purple Worm Graveyard is a short dungeon crawl adventure that’s best for levels 1-4. The adventure has 15 entries and is designed to provide a variety of challenges for a new adventuring party or one-shot game. The adventure is designed to provide interesting monsters, traps, tricks, and treasures.

Cover of Lost Mine of Phandelver
Lost Mine of Phandelver
5th Edition
Level 1
63 pages
20  0

"More than five hundred years ago, clans of dwarves and gnomes made an agreement known as the Phandelver’s Pact, by which they would share a rich mine in a wondrous cavern known as Wave Echo Cave. In addition to its mineral wealth, the mine contained great magical power. Human spellcasters allied themselves with the dwarves and gnomes to channel and bind that energy into a great forge (called the Forge of Spells), where magic items could be crafted. Times were good, and the nearby human town of Phandalin (pronounced fan-duh-lin) prospered as well. But then disaster struck when orcs swept through the North and laid waste to all in their path. A powerful force of orcs reinforced by evil mercenary wizards attacked wave echo cave to seize its riches and magic treasures. Human wizards fought alongside their dwarf and gnome allies to defend the Forge of Spells, and the ensuing spell battle destroyed much of the cavern. Few survived the cave-ins and tremors, and the location of Wave Echo Cave was lost. For centuries, rumours of buried riches have attracted treasure seekers and opportunists to the area around Phandalin, but no one has ever succeeded in locating the lost mine. In recent years, people have resettled the area. Phandalin is now a rough-and-tumble frontier town. More important, the Rockseeker brothers - a trio of dwarves - have discovered the entrance to Wave Echo Cave, and they intend to reopen the mines. Unfortunately for the Rockseekers, they are not the only ones interested in Wave Echo Cave. A mysterious villain known as the Black Spider controls a network of bandit gangs and goblin tribes in the area, and his agents have followed the Rockseekers to their prize. Now the Black Spider wants Wave Echo Cave for himself, and he is taking steps to make sure no one else knows where it is." Extra Info from AL.com users: by @marcellarius. "There are a variety of locations in this adventure: the town of Phandalin, a gang hideout, a ruined keep in the forest, a destroyed village, and Wave Echo Cave (a dungeon crawl). The adventure is written in a sandbox style and relies on the players to choose their path. Phandalin offers several side-quests which could serve as hooks for continuing adventures. The premade characters have ties in their backgrounds to NPCs and locations. If you're not using these you'll need to consider other ways to introduce key NPCs."

Cover of Citadel of the Void Dragons
Citadel of the Void Dragons
5th Edition
Level 14
4 pages
0

Citadel of the Void Dragons is a void dragon lair suitable for four characters of 14th level. It is a logical sequel to Sky Stairs of Beldestan, but it can be played independently. The void dragon Astraxis and his mate, Yrsinestra, have long lived in an orbital citadel where the sky meets the void. This location allows the dragons to communicate with malign creatures of the void and still enables them to feast on the whales, cattle, and other large animals of the firmament below. This ready food supply is urgently needed right now, because the mated pair has recently laid a clutch of eggs. As a result, Astraxis is almost never at the lair—he is constantly on the hunt, bringing food to Yrsinestra and often sleeping on the earth below the citadel.

Cover of The Low Crater
The Low Crater
5th Edition
Level 6
16 pages
0

Will You Venture Into the Low Crater? When the party stumbles across a ragged, battle-scarred band of knights they are amazed to hear that the hardy veterans were soundly beaten by mere kobolds. The crafty little fiends have set up in the rubble of a fallen Earthmote thought to be home to a long-dead dragon and - more importantly - its horde. When the Sable Spears charged in to drive them out, however, they were confronted with ambushes, traps and a whole lot of pain. Dare you venture where the Sable Spears failed, and explore the Low Crater in search of treasure, glory and adventure? Or will you join the sheepish ranks of adventurers turned aside by the prospect of tangling with Kobolds? Take your party through an adventure that will teach them that CR isn't everything, and that even the weakest foe can prove dangerous when they're cornered (though having the power to animate long-dead dragon bones helps too, of course).

Cover of TB1: The Crooked Nail
TB1: The Crooked Nail
5th Edition
Level 1
38 pages
0

For decades, Theatre Infernalis offered shocking and frightful entertainment to customers who entered its gaping demonic facade and saw a frightful portrait of the eternal torments that await all sinners. Now rumours tell of the aging and supposedly-cursed proprietor's deteriorating health and the theatre's impending sale, and the Artist's Quarter has been abuzz with those seeking one final fright with a walk through the crucible-licked walls of the infernal house of the macabre before its final curtain call. But are the theatre's smoke-and-mirrors and cheap scares hiding a truly wicked secret? What is the nature of the curse and illness that afflict the owner? And did foul and profane rites once take place between its walls that outside forces now seek to exploit? What happens when the spookshow's fun and games transform into a terrifying reality, threatening to spill forth an infernal malevolence onto the streets of the Blight?

Cover of Ravager part 1 The Darkcrypt
Ravager part 1 The Darkcrypt
AD&D
Levels 5–7
12 pages
0

An army has appeared from the desert wastes led by a sorcerer said to be immortal. Fearing imminent attack, the Border Kingdoms have sent assassins to slay this so called Ravager and find this terrible rumor is true. You are tasked with discovering the secret to the sorcerer's immortality, hidden amidst an ancient crypt.

Cover of Teleport Gone Awry
Teleport Gone Awry
3.5 Edition
Level 10
6 pages
0

Side-Trek adventure When your PCs gain access to the teleport spell, their whole world changes. That simple spell opens up instantaneous, long-distance travel. No more long overland journeys or dangerous retreats through hostile territory. All it takes is clasped hands and a word from the wizard, and poof! The PCs are where they want to go. Except that it isn’t that simple, because teleport isn’t foolproof. The off-target teleports are a matter of scattering your PCs someplace else on the map and forcing them to get their bearings and make the long overland journey anyway. But this Side Trek focuses on the really intriguing column on the teleport chart: “similar area.”

Cover of CCC-GSP01-01
CCC-GSP01-01
5th Edition
Levels 1–4
21 pages
0

Ragvala, also known as the "Coinmaker," is an ancient gold dragon who wishes to mend his broken friendship with his old adventuring buddy. Recently, there are rumors that his friend’s old magical instrument has resurfaced in the Quivering Forest. Unable to change shape anymore, the dragon needs the help of skilled adventurers who can join him on his quest.

Cover of Monastery of the Shadow Sorcerers
Monastery of the Shadow Sorcerers
5th Edition
Level 8
21 pages
0

Beneath the blood moon, a dark monastery appears for one night atop a high plateau. Inside its walls, the mighty black lotus flower reaches its full bloom. Can the characters steal inside the monastery, defeat its sorcerous guardians, and claim the blossom before the sun rises? Monastery of the Shadow Sorcerers is a fiendish sword-and-sorcery adventure and includes: -An extra-planar monastery brooding beneath the blood moon -Sorcerer-monks who move like smoke and strike with fire and blade -Combat cards for each monster, PC, and special treasure -High-quality digital maps for use with virtual table tops