A community for lazy dungeon masters
3406 adventures found
Cover of The Spiral Prince Ascends
The Spiral Prince Ascends
OSR
Levels 4–6
4 pages
0

Short free/pwyw adventure for Shadowdark RPG or similar roleplaying games. Months ago the snow elf princess Ysren was pressured by her mother to begin accepting suitors. To thwart them, she vowed her suitors that anyone who brought her a piece of the moon would have her hand in marriage. The sorcerer-prince Sandor of Excelsis took up the challenge & began building an ambitious spiraling tower atop the highest nearby peak. Once it was high enough, he would begin a ritual that would open a portal from the top of the tower to the moon. One cold day all communication with the tower seized & the “Spiral Prince” has not been heard from ever since. King Galian has sent men in search of his lost prince, but none have succeeded in besting the frigid mountains. He offers a hefty bounty for the return of his son. Will you brave the rime-covered cliffs of Mt. Excelsis to save the prince... or perhaps scour his tower for arcane knowledge & regal wealth?

Cover of Den of the Rotten Kings
Den of the Rotten Kings
5th Edition
Level 3
4 pages
0

"Den of the Rotten Kings" is a wererat lair suitable for four 3rd-level characters. This adventure can be completed in one session.

Cover of The Forgotten Temple
The Forgotten Temple
5th Edition
Level 9
25 pages
0

In the fortified city of Port Nyanzaru the situation grows volatile. Reports of mysterious strangers from unknown lands, that are trespassing forbidden holy grounds far within the jungle, have caused great turmoil in the city’s foreign relations with the local tribes. The players must travel through the deadly jungles of Chult towards the ruins of ancient Mezro, and confront an ancient religious sect of gruesome practices, charged with keeping imprisoned the right-hand servant of a Primordial evil- Dendar the Night Serpent. Will the ancient evil be unleashed once more in the world, or will the heroes be victorious? The fate of the world lies on their hands.

Cover of RA2 Ship of Horror
RA2 Ship of Horror
AD&D
Levels 8–10
63 pages
1

Horrible hauntings, cruel curses, dark secrets...this is no pleasure cruise! The mists of Ravenloft know no boundaries and observe no rules. One way or another, they always get what they want - this time with some help from a cursed captain and his ship. Player characters boarding an innocent-looking ship will soon find themselves aboard a haunted vessel, destined for an island inhabited by a new form of undead creatures. But that's not the end of the horror - an evil necromancer lies at the root of the evil on the island. The battle isn't over until he's been defeated! Ship of Horror is an adventure set in Ravenloft with two beginnings: one for PCs already in Ravenloft, and one for DMs looking for a way to push his PCs into Ravenloft from other worlds. The adventure includes three new monsters, new spells, and several handouts ready for distribution to players. Ship of Horror is an adventure for four to six players of levels 8-10 looking for grisly chills and thrills! TSR 9321

Cover of Factions of Sigil - Murder in Automata
Factions of Sigil - Murder in Automata
5th Edition
Level 10
7 pages
0

We get it. Factions are an integral part of D&D, but it's not always clear how to use them in your campaigns. Luckily, Factions of Sigil has you covered for each of the twelve main factions found across Sigil and the Outlands! This supplement goes over the various rules and lore around the primary factions found in Sigil and the Outlands, making it easy for any new or veteran DMs to integrate the factions more into the core stories being told, and making them feel more useful for the players that choose to join. This adventure sees the characters allied with the Fraternity of Order in Sigil and sent to the gate town of Automata to solve a vicious spree of murders.

Cover of The Tale of Two Sphinxes
The Tale of Two Sphinxes
5th Edition
Levels 17–20
7 pages
0

In the beginning, a pair of sphinxes — one male and one female — guarded a desert temple in relative peace. They watched over a vault that held a magical ring that could change the world. The androsphinx — Bazymoros — succumbed to corruption; he denounced the trickster god who created him. Bazymoros forged a pact with the demon god, Baphomet, becoming violent and sought to claim the item in the name of his patron. In an effort to save the world, the gynosphinx Asmuzi defeated him. She locked Bazymoros away, never again to see the light of day. The androsphinx remained as an example of what not to become. It has been so long since this battle that much of the knowledge of Bazymoros has disappeared from the collective memory of the races that inhabit the world. All that remains is the knowledge of the dangerous gynosphinx made from the flesh of human and creature. . . and the treasure she keeps.

Cover of Emeralds of Highfang
Emeralds of Highfang
5th Edition
16 pages
0

Wise rogues join the government, where their larceny has the cover of “legality” and the cash comes in heaps and piles from deceitful receipts and pocketed procurements rather than in small, bloodstained purses from breaking windows, scaling walls, and risking traps and long-fanged guard dogs. Wise rogues do not, by choice, go up against towering giants armed with clubs larger than the tallest rogue in the guild. Nor do they try to nick treasure from dragons without a group of powerful fellow adventurers behind them, who can hurl mighty spells, hack and hew toe to toe with an angry wyrm, heal the injured, and (when things go as they usually do), resurrect the dead. There are wise rogues, and then there are player characters. Emeralds of Highfang awaits them with open arms, offering special challenges and rewards to rogue characters—but as always, the prospects are much better for a party of adventurers from a variety of classes, with wide skills and experience, and of high level. Some might find that a broad base of experience is not only helpful, but essential for survival.

Cover of The Shortest Night of the Year
The Shortest Night of the Year
5th Edition
Level 0
7 pages
0

There is no night for faeries and the fey like Midsummer’s Eve, and the green woods hide many wondrous and magical things on the shortest night of the year. On this night, a group of curious villagers would be adventurers, perhaps wander into the forest and encounter the lonely rusalka, who asks for their help retrieving her lost heart before the night is done. Pgs. 7-14

Cover of Light of Lost Souls
Light of Lost Souls
AD&D
Levels 2–4
4 pages
0

What the living forget, the dead remember forever. For some, duty and revenge are stronger than death. Pgs. 4-7

Cover of The Incandescent Grottoes
The Incandescent Grottoes
OSR
Levels 1–2
48 pages
0

A bubbling stream cascades into a hole in the earth, leading to a series of underground watercourses and scintillating grottoes. Adventurers who delve within may discover odd mosses and fungi, a ruined temple complex, and the lair of a crystal-eating dream dragon.

Cover of The Dark Tower
The Dark Tower
OSR
Levels 2–4
39 pages
0

The Dark Tower A Worlds Without Number Compatible Adventure The adventure is set up so the Player Characters [PCs] can encounter diverse types of situations and different adventure styles, allowing for role-playing within a rural situation, with wandering monsters, and a dungeon/Deep encounter. The module offers a chance for the GM to immerse themselves and their players with as much, or little, detail as they want to put in. Rolling countryside surrounds The Dark Tower for miles. Giving you, the GM, the opportunity to fit the adventure into almost any setting within your game. I have left the ending open, allowing the GM to slot in further encounters or adventure twists to keep the game moving but with enough happening to turn it into more than one session if so desired. The Plot There are several options for the plot: A local innkeeper would like you to investigate the haunted tower on the hill. He is willing to offer a good reward. A local village Elder could ask the PCs to seek out/investigate/destroy the walking dead that have been seen around the tower. Please investigate the tower to see if the rumors are true. A Local priest would like the PCs to remove the possible undead worrying the locals from the tower.

Cover of IM1 The Immortal Storm
IM1 The Immortal Storm
BECMI
Immortal Level
40 pages
0

"The storm-stuff is not matter as we know it, and beyond Immortal control," the Hierarch sighs. "I fear we are doomed." It appeared only a few weeks ago - a swirling gray mass of incalculable size. And in its center, an eye. A humanoid eye. Now the storm threatens the very era of Immortal rule. The growing maelstrom emits a message to the Hierarchs. But what does it mean? Can it help save this realm of existence? Is there time to save this realm? The first Immortal adventure pits your party against the multiverse in a desperate struggle to find the essence of life. This adventure is nothing like you've ever played before. TSR 9171

Cover of Beneath the Keep
Beneath the Keep
5th Edition
Levels 1–3
16 pages
0

During a brief stop-over at a wilderness stronghold, a simple trip to a local provisioner reveals foul play! The shop has been broken in, and the shopkeeper is missing. But the place has not been burglarized. The heroes are thrust into an investigation. Clues discovered by the heroes’ hint at larger corruption that festers among the border lands surounding the stronghold. What sinister forces lurk beneath the keep?

Cover of The Swamp Beast
The Swamp Beast
5th Edition
Level 4
13 pages
0

Some weeks ago, a tiny sliver of shadow crept into Yarralanya Swamp. It fed on the worms, then on the fish and snakes, growing larger over time until it threatened the lives of the swamp folk, who took up their weapons and fought back, to no avail. In order to buy time for a second attempt, the swamp folk began to steal livestock from the nearby village to satiate the beast’s hunger. After all, who but those villagers could be responsible for unleashing this threat? Soon after, a band of adventurers visiting Rishel’s Hollow find themselves tasked with a simple mission: end the theft of cattle by whatever means necessary. This adventure should run for 3-5 hours, either as a standalone one-shot or as part of an existing campaign, especially one featuring creatures from the Shadowfell or the experiments of a mage. Encounters assume a party of 4-6 level 4 characters.

Cover of Raiders of Reitheillaethor
Raiders of Reitheillaethor
5th Edition
Levels 3–5
57 pages
0

This is the second of the "High Forest Factbook" adventures series. The caravans have stopped arriving from the North. Lady Morgwais has asked you to investigate and help reopen the trade routes. What begins as a quick job turns into a race to save a queen. This module includes a detailed description of the Elven village of Reitheillaethor including it's NPCs. It can be run either as a continuation of the adventure started in "Menace of Merric", as an extended stand alone adventure or the three individual tombs included in it can be run as short one-off adventures.

Cover of The Locrian Way
The Locrian Way
5th Edition
Level 3
9 pages
0

Driven off course by a devastating storm, you crash land on an island where sailors are lured beyond the foreboding treeline. While searching for your comrades, you find yourselves trapped between two warring cultures. Can you unlock the mysteries of Locria before it kills you? Pgs. 51-59

Cover of The Death Knight's Tomb
The Death Knight's Tomb
5th Edition
Levels 12–20
12 pages
0

This dungeon is suitable as a one-shot or drop-in for characters between levels 12 and 17. Taken from the Against the Idol of the Sun high-level hexcrawl campaign, the Death Knight's Tomb is a location-based exploration adventure. It features increasing localized time distortions that ultimately pit the party in a fight against an ogre Death Knight and his minions who just destroyed an elven time lab over ten millenia ago, which is just a few seconds ago in relative terms at the bottom level. There are six distinct sections to the dungeon containing four combat encounters of increasing difficulty. As written, the party enters the structure to rescue an overly adventurous Scorpionfolk couple and their rescuers, but they can be omitted or rewritten to any other species.

Cover of WS2.5 The Ruins of Alaxar
WS2.5 The Ruins of Alaxar
AD&D
Levels 3–5
8 pages
0

The Ruins of Alaxar is a companion adventure made to go along with the events unfolding in Folio #15 (WS2 The Forgotten Plateau). It contains the information needed to run a side adventure that will help characters in their exploration of the Sacred Plateau. Smoke still rises from the ruinds of the once mighty citadel of the Corsairs of Uthoria. Now, amid the ruins, the characters find that a deadly force still lurks, and they must end it if they are to find the new location of their quest's last hurdle, the Necrotic Pearl! This adventure is formatted to both 1E & 5E gaming rules.

Cover of P2 Demon Queen's Enclave
P2 Demon Queen's Enclave
4th Edition
Levels 14–17
95 pages
0

The Adventurers arrive at a drow outpost in the Underdark. They must either dispose of the drow or ally with them against the invading legions of Orcus!

Cover of Oddities & Odysseys: The Dread Tailor
Oddities & Odysseys: The Dread Tailor
5th Edition
Levels 1–2
24 pages
0

A new threat preys on the local trade road. Rumored to have ties to the legendary undead wizards, Vecna and Acererak, Geoff the Dread Tailor has awakened to garner his revenge on the living. A group of stalwart heroes must arise to put an end to the Dread Tailor’s depravations or all will be lost. This adventure includes: a small village of friendly allies, an optional haunted ruin to discover, an entire lair of creatures (with map!) to explore, three new magic items, two new monster descriptions, interactive document links, and more fun than a bag of scorpions (don't ask)!