A community for lazy dungeon masters
825 adventures found
Cover of Ailamere's Lair
Ailamere's Lair
AD&D
Levels 6–9
19 pages
0

A search for the ghostly dragon of the Deadwaters. The sage's deal is simple: The more you learn about the dragon, the richer you get. In this adventure, the bard Rondelle offers players rewards for learning all they can about a mysterious dragon that has been sighted in the area. Pgs. 22-38

Cover of EX1 - Trinity Trio
EX1 - Trinity Trio
5th Edition
Levels 1–9
11 pages
0

Don't you just hate it when you have a bit of downtime but some of your players need a bit more experience? Perhaps your group is fractured and only a pair of players could make it. Today's offering gives you three scenarios for a pair of adventures at three different levels! This offering helps you plug campaign holes with short encounters certain to challenge a pair of PCs!

Cover of FD2 - Graveyard of the Battle Lord
FD2 - Graveyard of the Battle Lord
AD&D
Levels 2–4
17 pages
0

While many monuments exist to the defunct Adurite culture has been raided, this graveyard has remained undisturbed as it has been in the wilderness for several centuries. Recently a sage came to the area with information pertaining to the resting spot of the famous general and explorer fever has gripped the region. One group of adventurers did discover the resting spot a months ago but also located the trapped gate of the cemetery. Can you two brave adventurers do better?

Cover of Feast of Dust
Feast of Dust
Pathfinder
Level 11
64 pages
0

A deadly curse known as the Feast of Dust spreads rapidly through the Meraz Desert, driving its victims mad with hunger and a burning desire to flee into the sands. To find the source of this strange affliction, the heroes must investigate the plagued city of Dimayen, challenging fearsome gnoll tribes, nihilistic daemons, and the walking dead to discover the secret of a long-forgotten evil—a powerful daemon harbinger called the Jackal Prince of Famine. Despite the efforts of an ancient secret society, this twisted, unholy monstrosity walks the world again, threatening to spread his apocalyptic curse across all of Golarion! To stop the demigod's return, the heroes must uncover his three vile siblings, now bound within malevolent artifacts, and use their combined powers to stop the Jackal Prince before the entire world feels his corrupting touch.

Cover of PS3 - Queen's Road Adventure
PS3 - Queen's Road Adventure
5th Edition
Levels 2–4
19 pages
0

The main road from the prior government is known as the Queen’s Road and spans the north-south axis of the land. While it has fallen into disrepair it is still used to get to the largest city in Provincia, Queen’s Point. This community sits on the Golleck’s Bay and is filled with opportunities for young adventurers…they just have to get there!

Cover of After Lost Mine II: Orcs Invade Phandalin
After Lost Mine II: Orcs Invade Phandalin
5th Edition
Levels 5–6
20 pages
0

The Ghost Tribe of Orcs have been driven from their home under Wyvern Tor by some terrible evil and have traveled to the top of the hill overlooking Phandalin where they camped last night. Their chief, driven mad by unknown horrors, prepares to attack the city and claim it as his new home. The heroes, who raced to the town ahead of the orc tribe, spend the night helping to prepare defenses and rest when they can. Can the heroes help defend the town or will the orcs wipe out the inhabitants of Phandalin? Once the town is safe, how will the PCs handle a moral dilemma? Orcs Invade Phandalin is the second of four parts in the After Lost Mine series. It will play out the invasion of Phandalin using the new mass combat rules from Unearthed Arcana. Part III will be the trip to the orc’s former cave settlement and then into the darkness beneath. Part IV will have the party deal with the terror from the Underdark that drove the orcs out.

Cover of OP5 - Corsair Cove
OP5 - Corsair Cove
5th Edition
Levels 3–5
2 pages
0

OP5 – Corsair Cove is a short scenario involving the recently discovered lair of a pirate ship. With raids becoming a huge problem, the local magistrate has enlisted your group’s assistance to resolve the issue. The hidden lair has been found and you are being sent directly into this hidden cave along the cliffside to deal with them. Only a lightning raid stands the best chance of solving the problem.

Cover of SQ7 - The Sable Mace
SQ7 - The Sable Mace
5th Edition
Levels 6–8
15 pages
0

You and your associates have been contacted by Janko Milosh, fourth Earl of Tambish. Apparently, he has come into possession of a cursed item and he requires it be delivered to someone he trusts to examine it. With no mounts and none for sale, you better hope your boots are in good shape!

Cover of KN1 - Order of the Goat
KN1 - Order of the Goat
5th Edition
Levels 1–3
27 pages
0

Order of the Goat is an introductory adventure that is 1/3 of a mini campaign designed to take a group of PCs on the road to 6th level. The Kingdom of Neville is an aging monarchy that is currently being attacked from all sides. The current threat that the PCs will be dealing with is a group of brigands known as “The Triad”. This group is coming out of the wastelands and are attempting to cut the kingdom in half so that they can take it as their own. This adventure offers a wide area to be investigate with multiple encounters of varying difficulty. While best used in conjunction with the other adventures, it can easily be dissected as one-shots or as a quick scenario in your own campaign!

Cover of F8 - Grotto of Torla Mir
F8 - Grotto of Torla Mir
AD&D
Levels 4–6
17 pages
0

Your group has been requested by Archbishop Telamor Constran from the Church of Koassak to go on a rescue mission for one of his missing brothers who was taken by pirates. You have been enlisted because of your growing fame to barter a release out of the Pirate Lord Hannibal the Black. After three days of storms you awake to a really bad sound....Abandon Ship!

Cover of FN11 – The Amulet of Dorian Beldor
FN11 – The Amulet of Dorian Beldor
AD&D
Levels 6–9
42 pages
0

FN11 – The Amulet of Dorian Beldor begins as a race to catch a fugitive from justice and quickly escalates into a much larger problem. With over 40 pages and 8 different maps this adventure has your party stumbling onto a former city covered by a rock slide now inhabited by a large group of humanoids. Buried deep within the complex is the ancient relic that controls elementals and will be quite useful as the Filbar North series winds down.

Cover of Castles Forlorn
Castles Forlorn
AD&D
Levels 4–6
192 pages
0

Time Is Meaningless in Castle Tristenoira Forlorn has long remained hidden in the shadows of notorious Barovia and Kartakass, yet the tiniest domain in the lands of the core is nearly as old as Ravenloft itself. This land is sick with evil, a twisted mockery of the place it once was. It is filled with creatures of despair who were drawn into the demiplane of dread.... Within Castle Tristenoira lies oblivion. The crumbling keep slips in and out of time, carrying its unwary explorers across the centuries, where they may be abandoned to the cold winds of eternity - and to the ghosts in the castle! Spirits both innocent and guilty haunt the timeless passages, whispering tales of murder and vengeance. Escape is for the lucky...or the hopelessly mad. The Castles Forlorn adventure set provides the DUNGEON MASTER with a rich and complex domain in which to set a campaign of any size and duration. It includes a 96-page sourcebook, The Weeping Land, which reveals the complete history of the domain and the strange and terrible lord who rules over it. Descriptions of the living and dead who call this lonely land home abound, as do details of the forbidding Tristenoira castle, where adventures may spend an evening or an age. After learning Forlorn's history of sorrow, the DM can lead player characters into Melancholy Meetings, a 32-page collection of encounters that provide adventure in every corner of the domain. Finally, only Eve of Sorrows remains, which is a 32-page assortment of mysteries and nightmares within the castle itself. This deluxe boxed adventure set completes the portrait of Forlorn with a highly detailed, double-sided poster map of the castle, a poster map of the domain, and a special wall poster created by award-winning artist Robh Ruppel - all in full color. Includes 2 adventures: Eve of Sorrows Melancholy Meetings TSR 1088

Cover of Pathfinder Adventure Path #45: Broken Moon (Carrion Crown 3 of 6)
Pathfinder Adventure Path #45: Broken Moon (Carrion Crown 3 of 6)
Pathfinder
Level 7
96 pages
0

Part 3 of the Carrion Crown Adventure Path takes the heroes to the infamous Shudderwood in Ustalav. They travel to Ascanor lodge, the only safe place in the woods, to find more information on the necromantic cult The Whispering Way and meet a colorful group of npcs that reside at the lodge. The werewolf packs that live in the woods are on the brink of war as their pack leader has disappeared and as the heroes get involved, strange things start happening within the lodge. Soon all three story lines will intertwine and the heroes are left to piece the puzzle together and follow the trail left by The Whispering Way. It's worth noting that this book does an excellent job at fleshing out the npcs (lodge residents and werewolves) both through stat blocks and background information including history and motivations. This book includes: - “Broken Moon,” a Pathfinder RPG adventure for 7th-level characters, by Tim Hitchcock - The secrets of the Whispering Way, a notorious cult sworn to the powers of death and undeath, revealed in blasphemous detail, by Adam Daigle - Insights into the savage lives of werewolves, wererats, and other lycanthropes, by Gareth Hanrahan - Laurel Cylphra comes face to face with an ancient mystery in the Pathfinder’s Journal, by F. Wesley Schneider - Seven exciting and deadly new monsters, by Tim Hitchcock, Rob McCreary, and Patrick Renie

Cover of Hunting Demons
Hunting Demons
5th Edition
Levels 5–7
26 pages
0

HUNTING DEMONS RIDDING IMPILTUR OF FIENDS, ONE FIEND AT A TIME Demons and cultists rampage through the countryside of Impiltur, causing much sorrow and loss to the common folk. Hardy adventurers collect bounties from what government remains in the Kingdom. Can the heroes track down and destroy the demon that is plaguing local farmers? Do they have what it takes to join the Kingdom-wide Society which governs and regulates who can collect bounties on demon heads? Do the common folk want their help? An 4-6 hour adventure for 4-6 characters of level 5-7 Includes maps, handouts, stat blocks, and a new magic item!

Cover of NC6 - Uncharted Territory
NC6 - Uncharted Territory
5th Edition
Levels 5–7
21 pages
0

Your time on the mainland of Calentria has come to an end and with an appropriated ship you find yourself approaching a collection of island in the middle of the ocean. Some of the sailors that have ventured into this area before report there may be a language barrier. As you approach a large land mass a dark shape in the sky seems to take notice of you…

Cover of TW2 - Path to Windy Peak
TW2 - Path to Windy Peak
5th Edition
Levels 1–3
21 pages
0

With their first adventure under their belts, the newfound associate Gelbo Green, needs to get his alchemist shop back in order AND find some needed supplies for his potion business. As he can’t do both he has asked the party that saved his shop if they would be interested in an ingredient search. He has offered a comfortable sum and has described the items he is need of. Will your party help the Gnome out?

Cover of WG6 - Isle of the Ape
WG6 - Isle of the Ape
AD&D
Levels 18–20
48 pages
0

Isle of the Ape is an adventure module for the Dungeons & Dragons role-playing game World of Greyhawk campaign setting, in which the events occur in a magical demiplane of the same name created by the mad archmage Zagyg Yragerne TSR 9153

Cover of DQ2 - Chasing the Slavers
DQ2 - Chasing the Slavers
5th Edition
Levels 2–4
27 pages
0

The chase to save your family continues! After your encounter at the cove, you head south across Esaq to try and catch the slavers. With some experience under your belt, you are feeling more confident about your fighting ability, but it is about to be tested yet again. This scenario picks up where DQ1 left off and is the middle of a trio of adventures.

Cover of Nightmare Over Ragged Hollow
Nightmare Over Ragged Hollow
OSR
Levels 1–2
80 pages
0

A new, expanded, OSR-ised, prettified edition of Joseph R. Lewis’ Ragged Hollow Nightmare which was rated among The Best by Tenfootpole. Joseph Lewis hit a perfect balance between the classics of dungeonverse fantasy and the whimsy of the folk tales we love so much (as testified by our Folklore Bestiary. we released last year), adding a dash of dreamworld strangeness and a pinch of body horror to spice up his brew. We did our best to respect his recipe when adding our extra material (about 30 pages of it). We worked with Joe and Li-An (the perfect artist to give life to spooky Ragged Hollow and its strange surroundings) to make the best module we could: a solid introduction to old-school gaming for both players and gamemasters. And for the veterans among us, it also makes an excellent, full-fledged campaign starter. Nightmare over Ragged Hollow is a sandbox adventure centred around a quaint town at the edge of the kingdom. But however quiet life in Ragged Hollow is, the town lies between places where you shouldn’t be traveling alone. Places like Gloam Wood (“A witch or two lurk there!”), the Bleak Mountains (“I’m told there are bugbears…”) and their infamous Mount Mourn (“Home, they say, to cursed Dwarven ruins”), not to forget the Wailing Hills (“Bandits on every road!”). There’s even a haunted house by the river (“That mad inventor riddled it with traps!”). But only when an impenetrable dome of golden light materialises around the Temple of Halcyon (“Hey, my kids go to school there!”) do things really get out of hand. Some selfless heroes (or, failing that, a bunch of greedy ne’er-do-wells) should really get involved. One town with three adventure mini-sites Three small dungeons One 50-room dungeon Three hexes with 16 detailed locations Two groups of potential allies or rivals Sixteen pre-generated characters One deadly countdown! Written for the Old-School Essentials (OSE) rule system

Cover of Diablo II: To Hell and Back
Diablo II: To Hell and Back
3rd Edition
Levels 1–30
192 pages
0

Bringing Diablo II to the tabletop. The legendary Diablo and Diablo II computer games come to life with the release of the tabletop Diablo II: To Hell & Back roleplaying adventure. All a player needs is the Dungeons & Dragons(r) Player's Handbook (0786915501-8/00) to accompany the Diablo II game. Every level and all 4 acts of the computer game are represented in the tabletop mega-adventure, which will also include 64 pages of monsters, information for levels 1-30, and over 60 maps!