A community for lazy dungeon masters
178 adventures found
Cover of The Comet That Time Forgot
The Comet That Time Forgot
OSR
Level 9
20 pages
0

A level 9+ hex-crawl adventure by D. M. Wilson and Sarah Brunt. A portal leads adventurers to a comet of fire and ice hurtling through the void of space. Can they survive prehistoric beasts, warring factions, and the comet’s impending doom, to find priceless treasures and a way home? For Old-School Essentials (OSE) Included as one of four adventures in "Old-School Essentials Adventure Anthology 1"

Cover of Happy Jack's Funhouse
Happy Jack's Funhouse
5th Edition
Levels 3–10
60 pages
0

A prefectly creepy, horror-style one-shot adventure, excellent for Halloween sessions. The adventure takes place in Happy Jack’s Funhouse, where the adventurers encounter strange creatures, traps, and games. You can view a 20-page preview of the adventure on the product page. The painted man rode into town, tossing candy and small trinkets to the cheering children. The children, their mouths stuffed with gumdrops, laughed at his jet-black horse adorned with a white saddle festooned with jingle bells. He introduced himself to the town elders as Happy Jack and asked their permission to set up his attraction in the town square. The elders, seeing the happiness in the children, agreed. Happy Jack brought with him food vendors and a thrill ride – a large painted attraction which manifested from a leather green and red checkerboard satchel after he placed it on the ground. All was fun for two days… NOTE: This product also includes Happy Jack's Rare Subclasses - a supplement containg the Jester (Rogue) and College of the Clown (Bard) subclasses and four new magic items.

Cover of Terror in Skytumble Tor
Terror in Skytumble Tor
AD&D
Levels 4–6
5 pages
0

Two head-strong sisters and a dying giant all have something in common: they need help only adventurers can give. It seems there's this little problem. Included in I13 Adventure Pack I - https://www.adventurelookup.com/adventures/i13-adventure-pack-i TSR 9202

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 FO8 - The Thane's Crypt
FO8 - The Thane's Crypt
AD&D
Levels 2–4
12 pages
0

The Thane’s Crypt is one of my original adventures created a very long time ago. That being said it has been dusted off and revamped a bit for an interesting solo adventure for a low level or novice PC. A fortress fell to the forces of nature decades ago and the dungeon entrance has recently been discovered by a shepherd. It pits the PC against other parties who have found the crypt area to find the fabled Amulet of Akar which is said to possess magical qualities. Can your fledgling PC brave the depths and come out a hero?

Cover of Dungeon Crawl Classics #84: Peril on the Purple Planet
Dungeon Crawl Classics #84: Peril on the Purple Planet
Dungeon Crawl Classics RPG
Level 4
32 pages
0

The Purple Planet: Where tribes of man-beasts wage an endless war beneath a dying sun. Where mighty death orms rule the wastes, befouled winds whistle through ancient crypts, and forests of fungi flourish in the weirdling light. Where ancient technologies offer life ... or a quick death. Bereft of patron, friend or god, your survival depends on quick wits and a strong blade. Will you and your companions stand as conquerers atop this alien land? Or will you fall beneath the blast of an ink-black death rays, just another corpse left to litter the wastes of the Purple Planet?

Cover of DDA1 Arena of Thyatis
DDA1 Arena of Thyatis
BECMI
Levels 2–3
32 pages
0

It's party time in Thyatis... And simply everyone is going to the magnificent Villa Osteropolus, home of the wealthy old senator, Helenites. Raucous fun, exotic food, and even advanced betting on the upcoming Arena games are expected. Even adventurers just in from the outlands may meet the powerful here. So don your festive togas, for in Thyatis City there are important connections to be made and deeds to be done, duels to be fought and fame to be won. (But beware, oh Adventurer! The politics of Thyatis can be as labyrinthine as mazes beneath the Coliseum...) This module is designed especially for the DM who wants to sharpen his interactive skills. Presenting the detailed layout of a Thyatian noble's mansion and maps of the multi-level Coliseum of Thyatis. Four four to six characters, levels 2-3 Brief guide to Thyatis legal system New optional class, the Rake Fast unarmed combat system, including disarming attacks Special appendix on creating Thyatian names Featuring the DM's Guide to Winging It TSR 9284

Cover of The Silvered Edge of Twilight
The Silvered Edge of Twilight
5th Edition
Level 4
32 pages
0

The characters arrive in Thaliost, a city rife with unresolved tensions from the Last War. Through danger and discovery, the party will discover that the Lammanian artifact they were sent to escort back to Sharn has been stolen. They’ll have to track down the thief, who jumps onto the Five Nations Express, House Orien’s flagship lightning rail service, in a bid to escape to the Eldeen Reaches and open a gate to apocalypse.

Cover of FA9 - Festival Experience
FA9 - Festival Experience
AD&D
Levels 1–7
12 pages
0

Throughout the course of a campaign there are some sessions when you just don’t have enough players and need a “side trek” to salvage the day. While many times it’s a throw away session this adventure brings in the underused festival experience. From royalty to commoners everyone likes a good break from the daily grind. This packet lays out a basic festival experience with vendor options and actors. While no “adventure” is present it provides a good base with which to work with. In one of the Filbar Campaigns this festival gave the PCs an opportunity to come face to face with one of the nemeses without knowing until it was over. It also gave them rumors from the carnival staff of the location of a much sought after item. Just two of the possibilities for a successful one-shot adventure!

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 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 Beneath The Black Rose
Beneath The Black Rose
5th Edition
Level 6
18 pages
0

The Black Rose Inn has a spectral resident prowling its halls and a cultish secret under its floorboards. Can the characters delve beneath the Black Rose and bring closure to a decades-old tragedy? Beneath The Black Rose is a haunting horror adventure for 6th-level characters. It's a one-shot that takes about 3-5 hours to complete and includes: -A ghostly mystery and a murderous cult -Two new monsters to bedevil your players -Combat cards for each monster, PC, and special treasure -High-quality digital maps for use with virtual table tops

Cover of Blood On the Plow
Blood On the Plow
AD&D
Levels 4–6
3 pages
0

Beat your swords into plowshares. "Blood on the Plow" is an "interlude" adventure for a small party. It can be inserted into virtually any campaign world where agriculture is a common way of peasant life, at any time during the late summer months. A small side track adventure for adventures in the country side. A string of accidents have prevented a poor farming couple from harvesting their wheat crop. A party of adventurers could help bring in the crop with a week of hard labour. By the time they finish they'll discover the previous accidents were more than just bad luck. Pgs. 32-33 & 59

Cover of Astral Corpse
Astral Corpse
4th Edition
Level 26
8 pages
0

Floating Eternally among the endless silver void of the Astral Sea are vast, once-living islands, cast-off flesh of primordials and deities who lost their lives sons past in a great war. Today these colossal outposts bear mute testimony to the date of even the mightiest among us. Pgs. 120-127

Cover of Far11 - Archives of Steinhäuser
Far11 - Archives of Steinhäuser
5th Edition
Levels 4–7
19 pages
0

In their previous adventure they discovered a strange magic item that no one in Fort Myers can identify. After receiving the suggestion that a trip to the capital may be in order, a different tip points out that there is Steinhäuser. This location is known as a vast repository of knowledge. You set out and quickly realize that the Grey Cloaks, a group of evil knights, is ahead of you yet again…

Cover of The Rapture of Madness
The Rapture of Madness
5th Edition
Levels 3–4
11 pages
0

A Twisted Level 4 Adventure of Science and Sanity Lost by Infinite Initiative They wanted perfection. They got him instead. Beneath the sea lies a sunken research city—once a marvel of arcane progress, now a decaying labyrinth of broken glass, failed experiments, and whispers in the dark. At its heart, a mad scientist clings to his vision, bending corpses and constructs to his will. The players must brave an abandoned lighthouse, activate a long-dormant portal, and descend into the abyssal halls of a drowned facility. But something stirs in the tanks… and it’s not alone. Inside the Adventure: A puzzle-filled lighthouse and a cinematic octopus encounter A non-linear underwater dungeon teeming with mutated horrors Tactical environments: flickering labs, crumbling windows, and flooded chambers A final boss fight against a deranged scientist and his unstable Abomination Includes new stat blocks and a unique magic item: the Cloak of Protection (as a warded lab coat) This is a dark, atmospheric one-shot perfect for groups who enjoy horror, puzzles, and morally twisted villains. Part of the Thirsty Tiger Tales series by Infinite Initiative.

Cover of A Deadly Pact at Gloomhaze Lamptower
A Deadly Pact at Gloomhaze Lamptower
5th Edition
Level 3
37 pages
0

The shipping lanes south of Candlekeep have been disrupted. Unknown to anyone, an incredible alliance between a terran and a waterfolk tribe has caused the lamp at Gloomhaze Point lamptower to be extinguished. Merchant ships are being wrecked and plundered. The story unfolds in the nation of Amn. Adventurers will face a formidable kobold tribe that knows how to maximize its tactics, its smaller-than-human size tunnels, and an abundance of unique traps. The bloodthirsty sahaugin won’t be defeated without the adventurers taking a dive.

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.

Face of the Moon
4th Edition
Levels 16–18
27 pages
0

4e's 'Expedition to the Barrier Peaks'... on the moon! Using the technology of a lost civilisation, illithids have been cloning influential people. The PCs must navigate a strange sci-fi environment and defeat the illithids. Additional items & malfunction rules can be found in Dragon #410 & Gamma World 7e.

Cover of Red Gold
Red Gold
5th Edition
Levels 1–3
12 pages
0

On the world’s first offshore rig Captain Seaslick and his crew are drilling for dragon essence - a rare and valuable substance often called Red Gold. They’re about to be filthy rich, but not everyone’s happy for them. Dragon cultists have infiltrated the rig and are trying to steal a stash of the precious essence for their rites. In their eagerness they’ve magically sped the drill up to a perilous rate. With the rig rattling and falling apart around them, will Seaslick and his enterprising ex-pirates team up with nature worshipping tribes folk to defeat their shared enemy? And will they escape with their liquid hoard, or will the sea have her revenge for their greed?