A community for lazy dungeon masters
202 adventures found
Cover of F9 - Quest for the Golden Rose
F9 - Quest for the Golden Rose
AD&D
Levels 5–7
14 pages
0

Off the Coast of Clover Island and less than a league away from Corsair Bay is the wreck of the Golden Rose a ship of fame. The Tome Lord from Corsair Bay is looking for a few brave adventurers to go out, find the ship or what remains of it and locate a specific item for him. While the mysterious sage won’t explain what the item is he will tell you that it is protected by mighty magical glyphs of protection so simply obtain the box and bring it to him for the reward. Rumor has it the ship was laden with a great deal of treasure which is free for the party’s taking but the Tome Lord wants the box. Is your party up for a little underwater jaunt?

Cover of Zassan the Slaver
Zassan the Slaver
5th Edition
Level 5
20 pages
0

Every year, the small town of Whitetree has to sacrifice a child as tribute to a fiery salamander slaver, Zassan. The players must pursue the slaver, attempting to stop him and retrieve his precious cargo before it’s too late!

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 FC5 - Leptis Magna
FC5 - Leptis Magna
AD&D
Levels 7–10
37 pages
0

The Adurite Empire once ruled a major portion of Filbar but when the culture lost the favor of the gods it spelled doom for the entire civilization. In the wake of the carnage that followed the major cities fell to fires, plagues, and other disasters both natural and magical. In the centuries that have passed the cities are now in ruins but rumored to still hold magic and wealth. The most famous of these cities was the port city of Leptis Magna. The city was once the crossroads of the empire and was known for trading, agriculture, and magic. What treasures remain in the ruins so fierce that even pirates avoid the area? This was also the adventure played at Gen Con 2014! "I step over his body and go inside..."

Cover of X9 The Savage Coast
X9 The Savage Coast
BECMI
Levels 4–10
32 pages
0

What sends you adventuring deep into unknown lands, across dark waters, around The Savage Coast? Adventure? The sincere desire to help others? Or greed? Cartographers Guild members tell of lost cities and hidden treasures. Sailors tell of menacing beasts and cannibals to the west. They tell of savages along the shores who use gold nuggets for fishing weights. They also tell of great mounds of gold that collect at river mouths. You must decide the grater lure; the safety of Slagovich or the glimmer of gold along The Savage Coast. This adventure includes a map which expands the D&D game world, and a special expanded monsters section. TSR 9129

Cover of The Baron
The Baron
AD&D
Levels 5–8
30 pages
0

In this adventure, the heroes face the sinister Baron Metus, the vampire who took the life of Van Richten's son, Erasmus. Metus, with Daclaud Heinfroth, has been doing the bidding of the ghost of Madame Radanavich in her quest to destroy Rudolph van Richten. But Metus has his own reasons for seeing van Richten destroyed as well. Included in Bleak House: The Death of Rudolph van Richten TSR 1141

Cover of A Tragedy Unfolds
A Tragedy Unfolds
5th Edition
Level 2
47 pages
0

The player characters have put into a tropical island for repairs to their ship. But the local village is almost deserted, and the jungle hides a secret that is both terrible and tragic. Can the player characters put to right something so foul that it seems there can be no redemption? An adventure for four 2nd level characters. For 5th edition Dungeons and Dragons. Includes a write up for the necrophidius and a new creature called a spirit of despair that combines a template with an NPC class to present a new challenge to the PCs.

Cover of Ghosts of Saltmarsh
Ghosts of Saltmarsh
5th Edition
Level 1
256 pages
0

Nestled on the coast of the Azure Sea is Saltmarsh, a sleepy fishing village that sits on the precipice of destruction. Smugglers guide their ships to hidden coves, willing to slit the throat of anyone foolhardy enough to cross their path. Cruel sahuagin gather beneath the waves, plotting to sweep away coastal cities. Drowned sailors stir to unnatural life, animated by dark magic and sent forth in search of revenge. The cult of a forbidden god extends its reach outward from a decaying port, hungry for fresh victims and willing recruits. While Saltmarsh slumbers, the evils that seek to plunder it grow stronger. Heroes must arise to keep the waves safe! Ghosts of Saltmarsh combines some of the most popular classic adventures from the first edition of Dungeons & Dragons including the classic ‘U’ series and some of the best nautical adventures from Dungeon magazine: The Sinister Secret of Saltmarsh Danger at Dunwater The Final Enemy Salvage Operation Isle of the Abbey Tammeraut’s Fate The Styes All adventures have been faithfully adapted to the fifth edition rules of Dungeons & Dragons. Furthermore, this book includes details on the port town of Saltmarsh, as well as plenty of hooks to kick-off each adventure. Play through each story in a seafaring campaign leading characters from level 1 through level 12, or pull out sections to place in ongoing campaigns in any setting. The appendices also cover mechanics for ship-to-ship combat, new magic items, monsters, and more! “The Saltmarsh series consistently ranks as one of the most popular classic D&D adventures,” said Mike Mearls, franchise creative director of D&D. “With its ties to ocean-based adventuring, it was an obvious step to augment it with additional sea-based adventures and a robust set of rules for managing a nautical campaign.” Hoist your sails, pull up anchor, and set a course for adventure!

Cover of The Sinister Secret of Saltmarsh
The Sinister Secret of Saltmarsh
5th Edition
Level 1
24 pages
0

Chapter 2: The Sinister Secret of Saltmarsh In this version of the adventure, the characters find navigational charts and logs aboard the Sea Ghost that implicate its crew as slavers. Ned Shakeshaft is a Scarlet Brotherhood agent. He makes an attempt to foil the characters, but his true intent is to surrender and implicate Gellan Primewater as a key villain. The distraction afforded by the lizardfolk and the looming sahuagin threat gives the Scarlet Brotherhood the opportunity to bring more agents into town. posing as mercenaries brought in by Anders to protect the town. If Gellan can be removed from the council, Solmor might ask one of the characters to take his place.

Cover of Torrents of Dread
Torrents of Dread
3.5 Edition
Levels 4–8
16 pages
0

A supernaturally powerful storm, mudslides, and agitated dinosaurs are the least of the worries in the tropical village of Mora. The village's spiritual leader, the Zombie Master, has gone missing, and now undead rise from sodden graves and the village matriarch lies dead, murdered by her own son. What dire menace awaits in the flooded catacombs below? Set on the infamous Isle of Dread.

Cover of Encounters on the Savage Seas
Encounters on the Savage Seas
5th Edition
Levels 1–10
100 pages
0

Greetings! I've created a sea-themed supplement that you might find uuseful: Encounters on the Savage Seas is a 100-page supplement containing mini-adventures, NPCs, new ships, locations, and magic items. In all, the writers have produced 19 unique encounters, NPCs, and locations for you to add to any nautical campaign. We’ve even included scaling suggestions so they can be used with different party levels. •Visit the township of Badu - the village riding on the back of a gigantic dragon turtle •Encounter space pirates •Interact with goblin pirates commanding strange water vehicles •Roleplay with Loan Sharks •Endure the Fog of Horrors •and so much more.... You can view the 30-page preview by clicking this link:https://www.dmsguild.com/product/270757/Encounters-on-the-Savage-Seas Also, go grab my FREE playable race: Otterfolk: https://www.dmsguild.com/product/267692/Otterfolk I hope you enjoy the content if you pick it up!

Cover of Nanfield
Nanfield
5th Edition
Levels 1–6
8 pages
0

Nanfield is an island village of over 50 NPCs with mysteries plaguing both its present and its past. It contains a unique ecosystem and economy and a ship full of friendly pirates that will invite you by for dinner after accidentally attacking your party. It can be inserted into any campaign as an interlude during a travel montage, as a one-shot encounter, or as the base of future adventures. Nanfield contains over 50 NPCs you can use, several very unique and compelling characters, a Druid stat-bloc, a ship-to-ship fight, an investigation, and a fight with a Harpy (or more, depending on the outcome of the investigation).

Cover of The Light of Xaryxis
The Light of Xaryxis
5th Edition
Levels 5–8
64 pages
0

Light of Xaryxis is a thrilling space adventure set in the Spelljammer: Adventures in Space campaign. Heroes sail through the vast expanse of wildspace, encountering cosmic threats and unraveling mysteries. The Xaryxian menace, fueled by the star Xaryxis, seeks to annihilate the multiverse. As brave spacefarers, your characters must navigate intrigue, battle alien foes, and ultimately decide the fate of worlds. Will they save the realms or face oblivion in the cosmic glow of Xaryxis?

Cover of The Rise of Tiamat
The Rise of Tiamat
5th Edition
Levels 8–15
94 pages
0

The Cult of the Dragon leads the charge in an unholy crusade to bring Tiamat back to the Realms, and the situation grows more perilous for good people with each passing moment. The battle becomes increasingly political as opportunities to gather allies and gain advantage present themselves, all centered in Waterdeep. Continuation of Hoard of the Dragon Queen.

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 WS5 The Shattered Tower
WS5 The Shattered Tower
AD&D
Levels 6–10
25 pages
0

The ship makes its way into the Corsair Mists, a region of the Halo Ocean said to devour ships and drive sailors mad. Somewhere in the oppressive fog, the White Ship awaits, but before the Adventurers can make it to their final desination, they must overcome the challenges of the mist. The fell necromancer Molo of the Thirteen Wives is still out there, still seeking to find his key to immortality and power that could jeopardize the entire Nameless Realms, and only the fearless crew can stop him. Join a sea elven ritual to hunt megalodon sharks, explore a long-cursed alchemist's tower made of blue crystal, and journey to the forge of Hyperion, Titan of Fire, himself. This adventure is formatted to both 1E & 5E gaming rules. Also available in PDF.

Cover of FV7 - Shipwreck Cove
FV7 - Shipwreck Cove
5th Edition
Levels 3–5
20 pages
0

After leaving a successful venture on Xodus Island you find yourselves being pursued by Captain Gabriel Angel and his pirates! Your escape sends both ships into a hurricane causing you to become lost at sea with waves threatening your ship. Choking on water the next morning you and your fellow adventurers find yourselves at Shipwreck Cove!

Cover of X13 Crown of Ancient Glory
X13 Crown of Ancient Glory
BECMI
Levels 7–10
64 pages
0

Lots of stronghold assaults and shipboard travel/encounters in this one. This adventure's deep political basis might be seen as an introduction for the domain-focused adventures of Companion-level play. This adventure is for use with the Dungeons & Dragons Basic, Expert, and Companion Rules, and includes the intrigue of engaging with nobility's lands and agendas. Intro: All is not well in the kingdom of Vestland. Not only is the king dead and the holy Sonora Crown missing, but the heir to the kingdom was lost at birth and no on knows where to find him. As if this wasn't bad enough, the forces of the Ethengar Khanate, never on the best of terms with Vestland, are now massing on the borders, hoping to take advantage of Vestland's plight. To complete the rosy picture, traitors from within also threaten to speed the downfall of the High Kingdom. Sounds like a job for you. You must find the long-lost heir to the kingdom and recover the Sonora Crown, the mystical device without which a king cannot be crowned. Standing in your way are traitors and spies from within and invaders from without the kingdom of Vestland. Time is running out! Can you save Vestland from disaster? TSR 9218

Cover of Waterdeep: Dungeon of the Mad Mage
Waterdeep: Dungeon of the Mad Mage
5th Edition
Levels 5–20
320 pages
1

In the city of Waterdeep rests a tavern called the Yawning Portal, named after the gaping pit in its common room. At the bottom of this crumbling shaft is a labyrinthine dungeon shunned by all but the most daring adventurers. Known as Undermountain, this dungeon is the domain of the mad wizard Halaster Blackcloak. Long has the Mad Mage dwelt in these forlorn depths, seeding his lair with monsters, traps, and mysteries—to what end is a constant source of speculation and concern. This adventure picks up where Waterdeep: Dragon Heist leaves off, taking characters of 5th level or higher all the way to 20th level should they explore the entirety of Halaster’s home. Twenty-three levels of Undermountain are detailed herein, along with the subterranean refuge of Skullport. Treasures and secrets abound, but tread with care!

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