A community for lazy dungeon masters
3424 adventures found
Tomb of the Undead King
5th Edition
Level 3
22 pages
0

Launching the Unlock the Vault-series, this first installment sees the party search the royal crypt in the ruins of Wellsing for the fabled Shield of Ralfour - An artifact that, initially unknown to the party, also acts as one of the eight keys to break the seal on Aizendore's Vault of Tragic Treasure.

Cover of The Gith Fortress
The Gith Fortress
5th Edition
Levels 4–6
3 pages
0

The Githzerai and the Githyanki are constantly at war with one another, but now the Githzerai are looking for whatever help they can get to clear out one of their captured fortresses from their armor-wearing rivals. Perhaps you adopt a faerie dragon while inside or play some cards with a chaos loving Efreeti who drops by at just the right times.

Cover of F6 - Euriduis of Santos
F6 - Euriduis of Santos
AD&D
Levels 4–6
22 pages
0

The caravan master Santos Boromite was personally assaulted and his Euriduis, the symbol of caravan power, was stolen. The item signifies full authority over all legs of the caravan and in the wrong hands would wreak havoc. You have been summoned to speak with the Governor Lando Shardo at once to save Timel yet again! Can you find the bandits responsible for the theft and bring them to justice. Timel wants a caravan traffic and unless this matter is taken care of quickly that won't happen. Just when you think you have it figured it out it turns out you were wrong!

A Rhyme Gone Wrong
4th Edition
Levels 3–5
9 pages
0

A short mystery adventure with only two combat encounters: An archfey has placed a curse on a small hamlet, putting all the adults to sleep. The PCs must talk to the children to learn what's going on. When they get too close to figuring it out, boggles attack. Eventually the PCs realise they have to compose a short verse of poetry to wake the adults. When they do, an avatar of the archfey attacks in one last attempt to stop the PCs.

Cover of Against the Cult of the Bat God
Against the Cult of the Bat God
Pathfinder
Level 5
68 pages
0

The Lonely Coast’s most remote village, Oakhurst broods under the dark boughs of the Tangled Woods. Rumours of incest, murder and vile rites during the black of night surround its insular citizens. It is a place most wise people avoid as the very air seems inhospitable to strangers. Yet in the rumours is a grain of truth, for something dark does indeed stir in the shadow haunted trees and hunched homes of Oakhurst. An ancient evil, hungry with the thirst for blood, awakens from its eons long sleep. As disappearances mount and the Lonely Coast can no longer turn a blind eye to the blight that is Oakhurst, heroes are called upon to investigate the foul rumours and mysteries that plague the village. As the search for the truth intensifies, they may find themselves the next victims of a rising, bloodthirsty evil. Can they survive Against the Cult of the Bat God? Although designed for The Lonely Coast, a free mini-campaign setting available from Raging Swan Press, Against the Cult of the Bat God is simple to insert into almost any GM's home campaign.

Cover of Eye for an Eye
Eye for an Eye
3rd Edition
Level 3
25 pages
0

A Villain with a Vison A stolen jewel leads to the heart of the swamp, where one man’s thirst for vengeance threatens to destroy an entire town. Pgs. 68-92

Cover of A Night of Masks and Monsters
A Night of Masks and Monsters
5th Edition
Levels 2–3
22 pages
0

An original one-shot adventure designed for 3-6 level 3 characters. A DMsGuild bestseller! SUMMARY: In the city of Ibrido, locals enjoy a life of splendor and frivolity. Every week, a lavish party is held at the Castel di Maschera, hosted by the Marquis di Maschera, Prospero, who has a reputation for being a generous party-thrower and avid patron of the arts. Receiving an invitation to a Marquis di Maschera party is coveted, and those who enter his social circle never leave it. But the Castel di Maschera holds many secrets. When a strange, hybrid creature — half bird, half man — is found brutally murdered in Ibrido’s city square, tattooed with the Marquis’s signature symbol of two masks, rumors have begun to spread throughout Ibrido that something more sinister may be occurring. Did a Marquis di Maschera party simply get out of hand, or does a real danger threaten the inhabitants of Ibrido? DETAILS: 2-4 hour session for 3-6 players Play-tested material Unique items and mechanics Original maps Printable cards Scalable combat difficulty 22-page campaign guide Enjoy the adventure? Share your experiences with me! Hashtags: #ANOMAM #NightOfMasksAndMonsters

Cover of Dungeon Crawl Classics #84A: The Tomb of the Organon Magisteros
Dungeon Crawl Classics #84A: The Tomb of the Organon Magisteros
Dungeon Crawl Classics RPG
Levels 4–5
7 pages
0

During the Last War, the ancients deployed their war-skiff assault units from elevator platforms that now dot a sector of the wasteland like a ravaged forest of rusted steel stumps. Most of the platforms are buried by the shifting sands or stand as shattered reminders of a war that was once meaningful, but one of these decaying steel stumps still remains partially energized, layered with tunnels below ground, and powered by a unique extra-dimensional reactor core beneath the surface of the planet.

Cover of The Mists of Madness
The Mists of Madness
4th Edition
Level 1
32 pages
0

An ancient cave, defended by ancient death traps and weird arcane seals conceals the antediluvian vault of an archlich whose reign predates recorded history. Undisturbed for untold eons, the vault now stirs thanks to the machinations of cultists who have meddled with secrets best left undisturbed... This module sends the heroes to an ancient cave occupied by cultists dedicated to the Mists of Madness. Defended by ancient death traps and weird arcane seals, the caves conceal an antediluvian vault, the resting place of an archlich whose reign predates recorded history in the Known Realms. Undisturbed for untold eons, now the machinations of the cultists and their eladrin master threaten to awaken the archlich, to dire ends that none can predict.

Cover of Eye of Myrkul
Eye of Myrkul
AD&D
Levels 6–8
22 pages
0

Retrieve the bones of a dracolich to save the life of a paladin. The epic conclusion of the Mere of Dead Men series. Set in the Mere of Dead Men region of the Forgotten Realms.

Cover of V3 The Misty Isles
V3 The Misty Isles
OSR
Levels 1–3
48 pages
0

Precis Intermedia brings back this setting sourcebook for the original Roleplaying Game (First Edition/OD&D/0E). Originally released in 1977 by Wee Warriors, The Misty Isles briefly describes the people and events for nine islands, and includes maps for each. Each is full of inter-related danger, intrigue, and adventure that can be woven into entire fantasy campaigns. While hit points and armor class are provided when needed, the First Edition RPG or an OSR equivalent (B/X recommended) is required for actual rules and their descriptions. This piece of gaming history is a must for collectors and old school gamers. With the original on the extremely rare list, this classic reprint of The Misty Isles has been remastered for a clean print, and is readily available at a low cost.

Cover of Ill Made Graves
Ill Made Graves
3.5 Edition
Levels 6–12
16 pages
0

The mighty dragon Oroshar lies dead, as does the barbarian king who slew him. Yet the dragon's spirit does not rest quietly. His wrath lingers in one of the teeth lodged in the dead king's corpse, awaiting only the caress of the funeral pyre to awaken into something far worse than a dragon of flesh and bone. A D&D adventure for 7th-level characters.

Cover of Dangerous Designs
Dangerous Designs
5th Edition
Level 1
17 pages
0

A war criminal is broken out of prison by well-armed kobolds working for a mysterious mastermind who threatens the gnomish city of Hupperdook.

Cover of FN8 - Codic Keep
FN8 - Codic Keep
AD&D
Levels 4–7
15 pages
0

While the name Codic Keep used to have prestige associated with it in the past, it is now a crumbling fortress blasted years ago by a large tornado. Now the ruin sits next to a swamp and is pretty much left ignored. Recently word has reached Feastelburg that strange lights have been noticed near the keep and many have wondered if the wanted criminal relative has returned to reclaim the property. Wanted posters of “Si” Codic have been circulating for quite some time with a reward of 1500 gp for his capture. Who’s up for a swamp trip?

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 Murder in Korunda Gate
Murder in Korunda Gate
5th Edition
Level 5
15 pages
0

"When three bodies were found with severe burn marks around thier necks, it was clear the city guard were out of their league. Inquisitives were called in to solve the case..." This is a one-shot noir adventure set in the world of Eberron. In it, the players take on the role of inquisitives investigating strange murders in one of the seedy backstreets of Korunda Gate, a city on the border of the Mror Holds. The adventure is for four level 5 players (though adjusting for 3-6 players would be minimal effort) and is expected to take around four hours. It is a great introduction to Eberron for DMs and players alike. It includes: * An exciting mystery to solve across four locations * Three vicious new monsters to fight: flaming zombie, flamelock, and face of flames * An optional bonus scene where the players pursue persons of interest in a high speed rooftop chase * A battle map for each encounter

Cover of The Raider's Hideout
The Raider's Hideout
4th Edition
Level 4
6 pages
0

The Raiders’ Hideout is a series of underground chambers (or perhaps the interior of a pyramid) that serves as a base of operations for a band of gnoll desert raiders. The PCs have come to exact a measure of justice for recent brutal caravan raids. They’ve tracked the gnolls to their lair, where they intend to end the threat to desert trade once and for all. Pgs. 30-35

Cover of O2 Blade of Vengeance
O2 Blade of Vengeance
BECMI
Level 7
28 pages
0

You are Erystelle of Dorneryll, famed elfin champion and magic-user. After years of adventuring, you have come home to the Emerlas - the hauntingly beautiful elfin woodland at the tip of Canolbarth forest. A place of legends and of peace. The journey has been long, but soon the winding forest track will bring you to Dorneryll, the majestic oak tree home of your childhood. Ahead, you glimpse a plume of smoke curling lazily into the sky. Dorneyll is close, and your mind floods with thoughts of home. Suddenly, your reverie is shattered! The thin plume of smoke is gone, an in its place a column of red flame leaps high among the trees. Dorneryll is under attack! Gripping your lance, you urge your mount into a gallop. Starbow surges forward; your war dogs close on her heels... Blade of Vengeance is an adventure for one player and one dungeon master, featuring a lone elf against the forces of evil. Can you save the Emerlas from destruction? The answer waits inside. TSR 9108

Cover of War-Lock
War-Lock
5th Edition
Level 5
48 pages
0

Devilish sorcery and ancient steel merge in the form of a reborn menace rising in the wild hills on civilization's verge. As the badlands burn with wildfire, an arcane warlord gathers his monstrous troops under his tattered banner. He is rumored to be immortal, and it will take tremendous bravery, immense cunning, and more than a little luck for stalwart adventurers to end his campaign of malice. Can your mighty heroes locate the War-lock's one weakness before his forces drown the realm in blood and fire?

Cover of Encounter at Blackwall Keep
Encounter at Blackwall Keep
3.5 Edition
Level 5
25 pages
0

The wizard Allustan requests the party's company on a trip to Blackwall Keep, a militia outpost on the border of a treacherous swamp. But what of the green worms and unkillable zombies plaguing the region, and what fell secret is locked in the keep's forlorn basement? "Encounter at Blackwall Keep" is the third installment of the Age of Worms Adventure Path, a complete campaign consisting of 12 adventures, several "Backdrop" articles to help Dungeon masters run the series, and a handful of poster maps of key locations. For additional aid in running this campaign, check out Dragon's monthly "Worm Food" articles, a series that provides additional materials to help players survive this campaign. Check out issue #335 of Dragon for three sample cohorts that they might want to take on. Pgs. 16-40