A community for lazy dungeon masters
178 adventures found
Cover of SJQ1 Heart of the Enemy
SJQ1 Heart of the Enemy
AD&D
Levels 8–11
96 pages
0

A little information is a very frightening thing. Hundreds of years ago, the elves and the goblinkin fought for control of known space in the Unhuman War. Though the elves won that first campaign, they know the goblinkin are clamoring for a rematch. Recently the elves commissioned a few good adventurers to infiltrate the base of a new race of advanced orcs known as the scro. They were hoping to gain information on their enemies' numbers and plans. The news they found was far worse. The scro have discovered a weapon of awesome destruction, one that can lay waste to entire worlds. But the key to unlock its power lies lost and forgotten. Even now the scro are searching for it. When they find it, they will wreak destruction and revenge on the inhabited planets. The elves are looking for an adventuring team who can win this desperate race, and find the key first. Your PCs may be the only thing that stands between known space and doom. Heart of the Enemy is a 96-page adventure set in the Second Unhuman War. The second of a two-part series, it can either be linked with the previous Goblin's Return or it can be played as a stand-alone adventure. TSR 9347

Cover of The Horror in Darkfall SJ-DC-THID-MB04
The Horror in Darkfall SJ-DC-THID-MB04
5th Edition
Levels 1–4
22 pages
0

The remote asteroid town of Darkfall harbors a terrible secret. In this adventure characters will have the opportunity to reveal the mystery behind the strange occurrences that have been plaguing the residents. A Two-Hour Adventure for Tier1 Characters. Optimized for APL 3. All maps, tokens, and VTT files are included. CONTENT WARNING: Abduction, Sacrifice, Horror This adventure has the three pillars of play, combat, exploration, and social, with suggestions on how to adjust as you need. Matt Brown, a highly talented D&D adventure author, is thrilled to unveil his latest work, "The Horror in Darkfall." A spine-chilling sci-fi adventure designed for 2 hours of play and a Tier 1, perfect for those who love the three pillars of play. With a silver ranking for his D&D adventure, "The Last Resort," Matt has a proven track record of crafting captivating stories in the genres of science fiction, fantasy, and mystery. He is a true lover of all things fantastical, and his unique adventure is guaranteed to keep D&D players on the edge of their seats. When he's not weaving tales, Matt can be found enjoying time with his beloved corgi in the Boston area.

Cover of FO5 - Voltar's Chapel
FO5 - Voltar's Chapel
AD&D
Levels 4–7
14 pages
0

Decades ago a small but influential cult controlled a small area around the Dwarven holdings of Agar. For unknown reasons this cult died out and the shrine was lost to the sands of time. Recently the local thane has received reports that there has been renewed activity in the area and a gathering of humanoids in the area. While the thane’s men have fought bravely they were no match for this group and the call has gone out for brave adventurers to assist with the problem. While your party is young you do have an adventure or two under your belts and this may be the challenge to make you famous….if you can handle it.

Cover of FVC6 - Inquiry into the Wildlands
FVC6 - Inquiry into the Wildlands
5th Edition
Levels 1–6
62 pages
0

The land of Felora is a stable pedocracy off the Feso Seaway. Generally considered a safe place to live because of a low humanoid population and a large defensive wall that rings the country. The same cannot be said for the area to the west known as the Wildlands. Once a thriving human land the area was taken over in humanoid raids a century and a half ago. With the aggressions against the wall lessening the Council of Wisdom is organizing groups to go in and explore the land for possible "taming". Potential explorers will be paired off with non-combatant survey teams. Are you new adventurers ready for a job? Played at Epic Nerd Camp '17!

Cover of SB16 - Zagzon's Vault
SB16 - Zagzon's Vault
5th Edition
Levels 14–18
24 pages
0

SB16 – Zagzon’s Vault has an upper level (16th) group of PCs discovering an old tomb being discovered by a group of Halfling children. The remains of an evil necromancer lies within but he’s not quite “dead” and neither are his followers that were also entombed with him. Traps, tricks, and hurt lie within this adventure and it is not for the faint of heart!

Cover of Riding the Rail
Riding the Rail
3.5 Edition
Level 5
10 pages
0

Lightning rail rides in Breland are never as relaxing as they should be, especially when the coach is being used to transport a monolith hauled from the mysterious depths of Xen'drik Can the unsuspecting PC's overcome their surprise in time to repulse the invaders from the inside, or will they finish their journey in chains? Pgs. 18-27

Cover of Expedition to the Lost Peaks
Expedition to the Lost Peaks
5th Edition
Levels 5–7
17 pages
0

A mysterious and ancient iron tower has been discovered in the fabled Lost Peaks - and our heroes are sent to investigate. What follows is a mind-blowing adventure of exotic creatures, alien technology and a shocking revelation that will change how they view the world forever. Expedition to the Lost Peaks is a 6-8 hour adventure for characters of 5th-7th level. And features some Sci-fi themes and items that may not fit into every game.

Cover of Defense of First Tower
Defense of First Tower
5th Edition
Levels 3–5
35 pages
0

In this adventure for the Eberron Campaign Setting a group of adventurers travels to the well known but seldom explored thorp of First Tower, 27 miles north of Sharn, the City of Towers. The adventurers must solve a terrible event that happens on the House Orien lightning rail, but then will have some time to relax and have fun in the many events and fun things that happen in the festive town of First tower. In the third act, the adventurers must find a way to fight or negotiate with an orc tribe that claims a section of the land as theirs.

Cover of The Titan's Dream
The Titan's Dream
AD&D
Levels 5–9
11 pages
0

A bizarre journey into the realm of sleep. A casual visit to a living, nightmare theater. The King sends the party to speak to the Oracle, a Titan named Andromicus and ask about the fate of the kingdom. But the titan is asleep and sleeping he draws the heroes into his dream! This very weird adventure imagines the titan is dreaming three different five act plays whose stories intertwine and intermix randomly. The heroes find themselves in a random act of a random play and must "solve" the central tension of the act to put the Titan's mind at ease and move on to the next Act. Once they solved five different acts (which may happen out of order and each be from different stories) they exit the dream and the Titan wakes, allowing the players to ask the Titan Oracle a question. Some acts are short roleplaying encounters, some are full on combat scenarios. While the players can earn experience, and might get some cash, any magic items they find are illusory! A unique adventure with a lot of promise for an open-minded DM. Seems very like a classic Star Trek episode and in fact follows many of the same rules about Gods and Dreams. Pgs. 5-15

Cover of DQ1 The Shattered Statue
DQ1 The Shattered Statue
AD&D
Levels 5–9
48 pages
0

"A mutual friend has praised your skills highly. If you seek rich reward and the opportunity to delve into mysteries ancient and lost, bring this bottle forthwith to my demesne in the village of Volkumburgh. Together we may seek to bring mankind the lost wonder of the awtawmatawn." A mysterious note, a disappearing 5-foot-long religious relic, and the ruins of two magical schools. What do these things have in common? How deeply are your party members involved in all this? "The Shattered Statue" is the first dual-game-system module of its kind. Players of both the AD&D game system and DRAGONQUEST game system can use this adventure. It is suitable for use with FORGOTTEN REALMS campaign setting. TSR 9221

Cover of Ghost Farm
Ghost Farm
5th Edition
Levels 5–7
12 pages
0

Have you ever considered how hard it would be to fight a tractor with a sword or greataxe? Your players deserve to find out! This adventure traps the player characters in a small pocket plane set up by nefarious forces. They must explore a small modern farm and deal with its hazards to end the curse placed on the farmer. There are, of course, a few complications to deal with, like animated farm equipment trying to kill them, and the innumerable horde of ghoulish chickens penned up in one of the chicken houses... The adventure is balanced for the way 5e is structured, meaning Long Resting is very risky, so they will have to conserve resources, and was designed and tested for 4 Level 6 players. It should take 3-6 hours to complete. It includes map images scaled for Roll20 and Fantasygrounds.

Cover of The Gates of Firestorm Peak
The Gates of Firestorm Peak
AD&D
Levels 5–8
96 pages
0

From the backcover: "Once a generation, they say, a strange comet appears in the sky overhead and the gates of Firestorm peak swing open, (twenty-seven years ago, your father led his band of adventurers into the mysterious mountain, never to return. Now the Dragon's Tear once more flickers in the sky, and the glass gates on the mountainside beckon. Will you pass through to discover the secrets that await beyond the portal none has ever dared and returned? The Gates of Firestorm Peak is the first adventure designed especially for use with the new rules presented in the three PLAYER'S OPTION books: Combat & Tactics, Skills & Powers, and Spells & Magic. While it can also be played using just the AD&D® game core rules (the Player's Handbook and the DUNGEON MASTER® Guide), this adventure offers a perfect opportunity to experience all the potential of the new optional rules. One of the highlights of this package is the first PLAYER'S OPTION player character record sheet. To meet the challenges of Firestorm Peak and escape with their lives, heroic adventurers must battle dark dwarves in their underground city, explore the abandoned caverns of the Elder Elves, and deal with weird alien entities from Beyond. Their goal is to stop the Master of the Twisted Caverns and his dark minions from completing his sinister plot before it's too late . . . if they can. Included in this product are a 96-page adventure book detailing the dungeon that lies beneath Firestorm Peak, 4 full-color poster maps detailing all the important locations in the complex, and a sheet of 56 counters for use with the tactical maps in major combats."

Cover of The Road to Baldur’s Gate
The Road to Baldur’s Gate
5th Edition
Level 1
1 pages
0

While traveling along the Trade Way, the characters see a small hut on the side of the road, and a spiked barricade erected in the middle of the road. Two men with cudgels in their hands stand on either side of the road. These two brigands proclaim to be members of the Waterdeep City Watch, but any Waterdhavian with half a brain knows this to be a lie. The truth is that these are common highwaymen trying to fleece travelers and merchants with a phony road toll. In this simple encounter, the characters can employ whatever inventive tactics they want to pass the brigands. They may simply pay the toll, they may try to intimidate the bandits or appeal to their better nature by making a Charisma check, or they might resort to violence. Or, they may attempt something else entirely! Encourage creativity.

Cover of Phandelver and Below:: Phandalin Werewolves: Beasts of Her Moon
Phandelver and Below:: Phandalin Werewolves: Beasts of Her Moon
5th Edition
Levels 3–7
10 pages
0

In a village shrouded in mystery, a tale unfolds that will linger in your memory. Cattle mutilations, sacred stone circles, and dark rituals intertwine as werewolves prowl through this gothic tragedy. Venture with us south of Neverwinter, to the village of Phandalin, for an adventure tailored for characters anywhere from levels 3 to 6. This one-shot episode is perfect for a group of friends seeking an immersive experience or as an intriguing addition to the "Phandelver and Below: The Shattered Obelisk" campaign. You can easily adapt this module to most any campaign setting. Featuring five maps crafted by the esteemed Tessa Presents Maps, this game includes a sprawling 120 x 120 premium battle map of Phandalin, maps for wilderness encounters, and custom tokens. Welcome to the party!

Cover of The Ice Tyrant
The Ice Tyrant
AD&D
Levels 5–7
24 pages
0

The Ice Tyrant is a Dragonlance Firth Age adventure set in Southern Ergoth, the domain of Gellidus the white dragon. This scenario takes the heroes from a coldswept refuge of the Silvanesti elves to the citadel of Anghanor, left untouched since the Knights of Takhisis' withdrawal in 383 A.C. (just before the Second Catalcysm). The once-familiar locales of Ergoth have changed since the War of the Lance. Now, in the Age of Mortals, most of Southern Ergoth is covered by a great glacier, and the capital city of Daltigoth has fallen to ogres loyal to the brutal dragon overlord Gellidus (known to humans as Frost). The adventure begins when the heroes join a band of Silvanesti renegades who have successfully evaded Gellidus' clutches. The elves plan to strike back at the cruel Ice Tyrant by uncovering his "secret" in Anghanor. --from the adventure. NOTE: this module uses the Fifth Age rules based on the Saga card system. It is supplemented by AD&D rule text boxes. As such, there is no recommended level although Tier 2 play seems appropriate. Includes an overland map and a map of the tower and keep. Pgs. 26-49

Cover of The Mourning Lord
The Mourning Lord
5th Edition
Levels 13–15
21 pages
0

Tell the greatest story no one ever told... A tantalizing tale; in which a bold group of heroes braves the depths of Fort Morninglord, a long forgotten ruin. Therein, their mettle is tested by cruelty, suffering, and no small-measure of mischief. Will their courage -and their stomachs- hold steady? Will they banish the wicked presence that holds dominion here? Can they end the misery of Fort Morninglord's Mourning Lord? Let's find out! The players delve the tainted depths of Fort Morninglord to find the cause of its corruption. This leads them into terrifying peril and certain doom at the hands of the fort's denizens. Specters, Wraiths, Mummies, Revenants, Death Knights, The Mourning Lord himself and more await them inside! Along with plenty of mind-bending, gut wrenching obstacles that are sure to keep these heroes on their toes!

Cover of FT - Borgusburg
FT - Borgusburg
5th Edition
Any Level
20 pages
0

FT32 – Borgusburg is our first offering of November and, as always, free! This is a larger, walled village suitable for any campaign. While no scenarios are included, a variety of opportunities abound in this community. Feel free to use it for depth in your own campaign!

Cover of DF1.5 Ratmen of the Dead Oak
DF1.5 Ratmen of the Dead Oak
AD&D
Levels 1–3
3 pages
0

Ratmen of the Dead Oak is a companion adventure made to go along with the events unfolding in Folio #8 (DF1 The Patina Court). It contains the information needed to run a side advenute during the events of The Hidden Valoria Campaign. You haven't truly been inducted into the culture of Valoria unless you've had dealings ith the mysterious Ratmen. Now, a problme has emerged from an infamous tree in the Patina and only the characters have the unique skills required to deal with it both diplomatically and martially. This adventure is formatted to both 1E & 5E gaming rules.

Paradise Lost
5th Edition
Levels 5–12
7 pages
0

Centuries ago, a powerful wizard locked himself in his inner sanctum to dedicate his life to the pursuit of knowledge. His discoveries and magic remain sealed inside to this very day. Solve his riddle and unravel the fate of the wizard Maalzinabar and the sinister evil lurking in the depths. A 2-3 hour adventure for 5th-12th level characters

Cover of The Test of High Sorcery
The Test of High Sorcery
5th Edition
Levels 3–4
154 pages
0

So you want to be a Mage of High Sorcery? To join the esteemed organization, you must travel to the Tower of Wayreth and undertake the most important event in your life—the harrowing Test of High Sorcery! If you can survive where so many aspiring mages have failed, you will forever bind your soul to the Gods of Magic and gain access to untold arcane secrets. The Test of High Sorcery is the perfect adventure for new and veteran players looking to experience Dungeons & Dragons in a new way! It is a solo adventure, where your choices have meaningful consequences, but it also provides balanced rules to play with a group or a Dungeon Master. This 154-page tome features: - A sprawling adventure that fits perfectly as an expansion to any Dragonlance campaign, Dragonlance: Shadow of the Dragon Queen, or as a stand-alone replayable experience - A tale full of sorcerous intrigue, featuring many new characters alongside iconic favorites like Fistandantilus, Takhisis, Fizban the Fabulous, and the Gods of Magic - Innovative Destiny and Trait mechanics make your choices really matter—and ensure every mage’s Test of High Sorcery is a unique experience - Over 60 possible outcomes to determine which Order of High Sorcery you join and provide compelling new plot hooks for your character during future adventures - Dozens of unique locations with rich stories and sorcerous challenges that Dungeon Masters can use to create their own version of the Test of High Sorcery - New magic items and stat blocks, with mechanics that support clever use of enemies’ weaknesses and the environment against them - Four gorgeous sample characters, with interactive character sheets designed to be new-player friendly so that you can jump right into the story - A detailed primer on the history of Krynn and how it relates to the Mages of High Sorcery - A community survey when you finish to let you see how you compare to other mages taking their Tests of High Sorcery