A community for lazy dungeon masters
196 adventures found
Cover of FV5 - Xodus Isle
FV5 - Xodus Isle
5th Edition
Levels 3–5
21 pages
0

While strolling through the streets of Kak you notice a pair of men laying in the alley. Upon closer inspection you notice that one of the dead men has a unique tattoo. Peering closer you notice that this man, dressed as a pirate, has a tattoo of an island with an “x” on it! Once this tattoo is discovered the PCs will need to locate a ship to head off on a treasure hunt. Finding a ship captain that is familiar with Xodus Isle will not be difficult but trusting the captain…well that’s a different story entirely.

Cover of SJA1 Wildspace
SJA1 Wildspace
AD&D
Levels 6–8
64 pages
0

On a busy day in the marketplace, something hurtles down out of a clear sky. When the dust clears, you c can see that it's a ship's anchor, attached to a rope that stretches up as far as you can see. What do you do? Pull you AD&D game players up the rope and into the astounding universe of fantasy space! Send their spacegoing galleon, the Skyrunner, across the vast reaches of Wildspace. Drop them in the Hive, the largest dungeon ever created. Then pit them against the Ravager, a monster that threatens the characters' entire homeworld! TSR 9273

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 Quadripartite
Quadripartite
3.5 Edition
Level 14
28 pages
0

A minion of chaos has come to the Prime Material Plane from the void of the Far Realms to terrorize and conquer in the name of its masters. The PCs must act quickly to assemble a legendary artefact powerful enough to weaken the minion so it can be defeated. Pgs. 20-47

Cover of The Sea Witch
The Sea Witch
3rd Edition
Level 10
8 pages
0

The Sea Witch is a short adventure for four 10th-level characters. The difficulty of the adventure can be adjusted by changing the level of main antagonist (Black Molly, the sea hag pirate) or by altering the number of her ogre servants. To tailor the encounter to groups of different levels, refer to table 4-1 in Chapter 4 of the DUNGEON MASTER’S GUIDE. The adventure is set off a lightly populated coastline known as Misty Bay, but adapts easily to any coastal region in existing campaigns. The sea hag known as Black Molly is a notorious pirate who has plagued the coastal cities for the better part of a decade. A successful Knowledge (local) check (DC 15) will reveal that Molly and her ogre crew have a filthy reputation as merciless killers who delight not only in plundering vessels for their riches, but also in destroying the ships themselves and sending all hands to the bottom of the sea. Now the villain and her followers have seized control of the Old Lighthouse of Misty Bay located off a lightly populated coastline. For generations the lighthouse beacon has protected the fishermen of this region, warning them of the dangerous rocks that lurk just below the level of the high tides. Recently, the hag has put out the beacon, darkening the lighthouse; misery and destruction are sure to follow as ships start to blunder into the rocks. Blackmail is apparently Black Molly’s aim in this venture: She conveyed a message to the nearest shore community, the fishing village of Poisson, demanding the princely sum of 50,000 gp. Until she receives this ransom, she intends to hold the lighthouse and its beacon hostage. The fate of the human keepers who tend the lighthouse is unknown to the seaside communities at this time, but they fear the worst. The Sea Witch is ostensibly a rescue mission: The PCs are pitted against the evil of Black Molly and the brawn of her savage ogre crew. It is the heroes’ task to retake the lighthouse and, if possible, free its captives from the clutches of their jailer. What neither the PCs nor the shore communities yet realize is that while she 1would be pleased to have the gold, Black Molly is in fact after bigger treasure. Molly has no intention of giving up the lighthouse — at least, not until she finds what her master sent her here for. Lying on the sea floor practically at the base of the rock on which the lighthouse sits is the wreck of the war galley Flying Cloud, which according to popular legend was captained by a cleric who wore around his neck an amulet of the planes. Black Molly wants this prize, but so far she hasn’t been able to find it. She’s scoured the wreck without finding any sign of the magic item. Now she’s trying to determine where to search next, for the item might well be somewhere near the wreck. If she can’t find it, she’ll start torturing her captives to find out if they have any useful knowledge about the amulet.

Cover of It Fell From The Sky
It Fell From The Sky
5th Edition
Levels 7–9
15 pages
0

It Fell From The Sky is a science-fantasy adventure for 7th-9th level characters in which the player characters investigate a meteor that turns out to actually be a crashed interplanar craft containing advanced technology and alien creatures.

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 CCC-GAD02-02 Voyage of the Kraken's Wake
CCC-GAD02-02 Voyage of the Kraken's Wake
5th Edition
Levels 5–10
56 pages
0

There are many legends of the Vengeful Tempest and its supernatural crew. Few have seen that pirate ship and lived to tell the tale, and fewer still dare to seek it out. To hunt down that fabled vessel, you must lead a group of makeshift mariners and set sail upon the Kraken's Wake.

Cover of M5 Talons of Night
M5 Talons of Night
BECMI
Levels 20–25
48 pages
0

As the cream of your crop, your party has been selected to act as diplomats on the Isle of Dawn at a historic meeting between Thyatis and Alphatia, timeless rivals. This could herald the dawning of an age of peace, unknown in the area for years past. However, things are not progressing s smoothly as planned. The powers of Entropy, headed by Alphaks, are out to ensure that this peace treaty is not finalized. Two of the diplomats are kidnaped - and you are framed! It's up to you to prove your innocence. This involves traveling to other dimensions, meeting vampiric spirits, and playing deadly games with the Night Spider. Ultimately, you must find and restore the Peaceful Periapt of Pax to its rightful place. Let the games begin. The events of Talons of Night may be played as a sequel to module M3, The Vengeance of Alphaks, or separately. The D&D Master Set Rules are necessary to run this game. TSR 9214

Cover of The Dark Tide of Damodan
The Dark Tide of Damodan
5th Edition
Levels 5–8
31 pages
0

The Dark Tide of Damodan is an underwater rescue adventure, where time is of the essence. A mysterious disease is killing of locals and visitors alike in the port town of Havenword. While the adventurers are in town, Havenword is attacked from the sea by nasty fish-headed creatures. After the battle, the characters learn that the creatures dragged off several townsfolk. They have been tasked with finding the captives and returning them safely. The only problem...they were taken out to sea. The characters must delve into the depths into an underwater keep to rescue the captives. Using the knowledge the captives to help locate one another, all the while, avoiding the sinister Damodan's forces. Will the characters turn the tides in their favor? Or will they swim with the fishes? Published by Crit Academy

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 AT1.5 Storm Seasons
AT1.5 Storm Seasons
AD&D
Levels 5–7
3 pages
0

Everyone comes to Taux for a reason, and yet they come. A few will brave the Ebon Swamp, but most come via ship, which is the method the party now employs. Unbeknownst to them, however, a strom is brewing, one with untold magical energy that can bend the very fabric of space and time. If they are lucky they will have a story to be told beyond imagination. If they aren't, they will become the fodder of sea-faring legend, just another lost ship that never made it into the sheltered bay of Taux. This mini-adventure sets up the events of Folio #11 (AT1 The Subtle Revenant) This adventure is formatted to both 1E & 5E gaming rules.

Cover of Tides of Dread
Tides of Dread
3.5 Edition
Levels 9–11
32 pages
0

The colony of Farshore has survived on its own for years, a secluded and struggling hamlet perched on the western shore of the tiny island of Temute. An island dwarfed by the savage landscape across the narrow channel to the north, a landscape of rugged mountains, tangled jungles, and trackless swamps. This is the Isle of Dread, and its resources and hidden treasures are matched only by its peril. Yet for all these dangers, what may bring doom to Farshore is not an invasion of inhuman monsters from the mainland, but an invasion of all-too-human monsters from across the sea. "Tides of Dread" is the fifth chapter of the Savage Tides Adventure Path, a complete campaign consisting of 12 adventures appearing in Dungeon magazine. For additional aid in running this campaign, check out Dragon magazine's monthly "Savage Tidings" articles, a series that helps players and DMs prepare for and expand upon the campaign. Issue #352 of Dragon magazine features rumors of Farshore, a helpful list of improvements the PCs can make to the colony, and other features to help get PCs oriented in their new home on the Isle of Dread. The destruction of a pirate ship signals the beginning of a Crimson Fleet invasion. The PCs must race against time to prepare for the onslaught before an old enemy can release another savage tide. Pgs. 28-59 Also see Pgs. 60-71 Backdrop: Farshore City of Hope.

Cover of To Kill a Kraken
To Kill a Kraken
AD&D
Levels 8–10
12 pages
0

Titles and lands are the reward, a watery death is the penalty for failure in this swashbuckling adventure of intrigue and danger on the high seas. Included in I13 Adventure Pack I - https://www.adventurelookup.com/adventures/i13-adventure-pack-i TSR 9202

Cover of FA4 - Clover Island
FA4 - Clover Island
AD&D
Levels 4–7
21 pages
0

This setting was used in the F series and like Corsair Bay, it was used as an area for multiple adventure opportunities as well as a semi-safe haven. The main community is home to the Pirate King Hannibal the Black. This community is offered as a free download! One of the adventures off the island is the Quest for the Golden Rose involving the sunken ship. With a multitude of side adventures this area helps mid-level adventurers increase their experience point base.

Cover of The Song Pharaoh's Coda
The Song Pharaoh's Coda
Pathfinder
Levels 9–10
37 pages
0

The PCs are called on to assist in retrieving the legendary Scrolls of Thoth on behalf of Khemet III, the Ruby Prince of Osirion. Along the way, they discover the ultimate fate of the ancient Song Pharoah -- and potentially assist her in her journey through the Duat, the final series of tests that a Pharaoh must face in the afterlife. It was designed as a one-shot lasting approximately 5-6 hours, but could be run as a side-quest in the Mummy's Mask adventure path. See the site for notes on adjustments to make if you are using it in that way. It includes maps, handouts, stat blocks for all of the NPCs, and Hero Lab files for Hero Lab users. Because the adventure is born digital, the page count is a rough estimate based on print previewing the pages in the site. There is no source of a printed copy other than printing one yourself (which you are welcome to do). This adventure has not been published, and is made available under the terms of the Paizo Community Use License.

Cover of Precious Cargo
Precious Cargo
5th Edition
Level 2
6 pages
0

A ship captain, Alyse Carl, double crossed the Thieves Guild Ebonclad in the past. Alyse and her ship, the Spearhead, has recently returned to port in Kintalla. Seeing an opportunity, the guild sends out a crew of its newer members to settle the debt. The mission has three major objectives: to discredit the reputation of the trader captain Alyse Carl, to turn the goodwill of her crew against her, and to relieve her of ownership of her longship, the Spearhead. The party can use whatever resources it desires to complete the mission, but is under orders not to kill Alyse Carl.

Cover of The Sunken Shadow
The Sunken Shadow
AD&D
Levels 1–3
18 pages
0

The sea has many perils. Are the treasures of a sunken pirate ship worth the risk? Arkos Seatamer, a privateer and the sole survivor of a shipwreck has gathered a new crew. He's returning to the wreck to recover the body of his closest friend, Devek Harpwind, for a proper burial. Arkos had rammed the pirate vessel 'Striking Shadow' in combat, shattering its hull. He leapt aboard the sinking ship to take the pirate queen as a prisoner. Shortly after, a sudden storm arose, so violent that it sunk his ship as well. This isn't the whole story. The pirate queen wore a cursed gold armband, shaped like a coiled eel. The sight of the band made Arkos mad with greed and he moved to slay her to take it. Devek tried to intervene but Arkos killed his friend in rage. With his dying breaths Devek laid a horrible curse upon Arkos to become a were-eel each night. The PCs are hired to accompany Arkos and his crew to the wreckage and recover Devek's body from the wreck, along with the armband he still lusts for. Pgs. 18-35

Cover of Murder on the Primewater Pleasure
Murder on the Primewater Pleasure
5th Edition
Level 4
38 pages
0

The characters recently did Gellan Primewater, a local merchant from the Town of Saltmarsh, a great service by recovering property deeds worth a large sum of money, that he had long thought lost. In return Gellan throws a party for them on his pleasure ship, the Primewater Pleasure. However, this weekend cruise is plunged into chaos when one of the guests is murdered. The party must dive in and find the murderer before the ship gets back to shore, and the murderer can escape. This is a murder mystery which includes full colour maps of the Primewater Pleasure (player versions included). Fleshed out NPCs with motivations and secrets, as well as clues for your players to find, all in an attempt to uncover the truth. Your characters are trapped on the ship with the murderer and must find them before they strike again. Like all good murder mysteries this one contains a rather dungeons and dragons style twist. The table of contents includes links to all NPCs as well as every chapter for that sweet sweet quality of life improvement. It is designed to fit in with the Ghosts of Saltmarsh campaign but could also fit in to any setting or even be its own standalone adventure. This is my first adventure so all of your support would be greatly appreciated! I hope you enjoy and I welcome any feedback you might have!

Cover of A Family Affair
A Family Affair
3.5 Edition
Level 8
98 pages
0

A Maze of Tragedy and Mystery. While investigating a mysteriously abandoned mansion, the adventurers stumble into a tangled web of kidnapping, theft and murder. From a mansion with a deadly secret to the blood-stained waves of the high seas and an ancient, cursed citadel, the adventurers face a succession of deadlier and deadlier foes, with the rescue of innocents and the recovery of fabulous treasure as their ultimate rewards. A Family Affair includes a fully-developed town setting, numerous unique NPCs and a wide range of challenging opponents.