A community for lazy dungeon masters
3477 adventures found
Cover of A16: Midwinter's Chill, Saatman's Empire 1 of 4
A16: Midwinter's Chill, Saatman's Empire 1 of 4
5th Edition
Level 10
? pages
0

A snowstorm ravages the Klavek Kingdom, betraying the forces of nature and blanketing the land in snow and ice, leaving the skeletons of towns in its wake. The PCs delve into the snow, only to find omens of worse things to come – a powerful white dragon is manipulating events to bring her frozen fortress into the middle of the kingdom – can the PCs stop her and her minions before she arrives to dominate the kingdom? Also included in Midwinter's Chill: A dragon egg, as well as detailed rules for how to care for, hatch, and train the dragon within! A new monster, the Murashyk, a guilt-ridden undead sure to lead the PCs to their doom. Three new magic items!  Teleportation spires , and two types of dragon-slaying medallions for your PCs to prepare for the challenges ahead! A new spell,  splice location , which allows you to shift entire buildings or even cities from one place to another! A new deity, Arnut, the goddess of winter and the north wind! Maps and Illustrations by 3x ENnie Award winning Cartographer Todd Gamble

Cover of Frozen Whispers
Frozen Whispers
3.5 Edition
Level 3
9 pages
0

Despite the bitter cold that reigns here nine months of the year, the Timberway Forest has long been a source of prosperity for civilized folk who live nearby. Many trappers and hunters spend the better part of the year within its borders, stockpiling furs and meat to trade in the frontier towns to the south, where they spend their winters. Most feel that the value of these commodities makes braving the Timberway Forest worth the risk. Recently, though, a small group of trappers and hunters has awakened a terrible new menace in the forest. Based in a remote hunter's abode called the Bluerock Lodge, they hunted the animals of the woods more out of a deep-seated desire to be cruel than a need to feed themselves. In particular, they focused their hateful attention on the local Timberway lion population. Timberway lions are rather small (more like leopards), but they are known for being lithe and wary. Still, the trappers had the advantage of intelligence and tools, and before long they had slaughtered the entire pride save for its leader. As the winter worsened and game grew ever more scarce, this last surviving lion began to starve. At that point, the darker forces of nature took notice, and the Timberway Forest gained a predator like no other. Frozen Whispers is a short D&D adventure for four 3rd-level player characters (PCs). The scenario is set mostly in and near a remote hunter’s lodge in a snowy forest. The scenario can be placed in any cold area of your campaign world that features a remote tract of woodland—a copse of trees near the arctic circle, a swath of taiga near the treeline on a high mountainside, or even a normally temperate forest caught in the grip of an unnaturally snowy winter. As always, feel free to adapt the material presented here as you see fit to make it work with your campaign.

Cover of The Palace of Plenty
The Palace of Plenty
3.5 Edition
Levels 8–12
25 pages
0

The fair Yayosei were the children of an ancient tribe of benign river spirits, until they tried to preserve their paradise by trapping the power of the Void Dragon. Their home was indeed preserved, but at a terrible cost. Today, the descendants of the Yayosei have degenerated into beasts, but what remains trapped within the Palace of Plenty is much worse. An Oriental Adventures scenario for 10th-level characters.

Cover of T1 Village of Hommlet
T1 Village of Hommlet
AD&D
Levels 1–3
24 pages
0

The Village of Hommlet has grown up around a crossroads in a woodland. Once far from any important activity, it became embroiled in the struggle between gods and demons when the Temple of Elemental Evil arose but a few leagues away. Luckily of its inhabitants, the Temple and its evil hordes were destroyed a decade ago, but Hommlet still suffers from incursions of bandits and strange monsters. TSR 9026

Cover of Ravager part 1 The Darkcrypt
Ravager part 1 The Darkcrypt
AD&D
Levels 5–7
12 pages
0

An army has appeared from the desert wastes led by a sorcerer said to be immortal. Fearing imminent attack, the Border Kingdoms have sent assassins to slay this so called Ravager and find this terrible rumor is true. You are tasked with discovering the secret to the sorcerer's immortality, hidden amidst an ancient crypt.

Cover of Encounters in the Savage Jungles
Encounters in the Savage Jungles
5th Edition
Levels 1–17
80 pages
0

This 80-page supplement contains 38 encounters written by many of the Dungeon Masters Guild’s best-selling writers. Encounters in the Savage Jungles includes 23 encounters / mini-adventures of various difficulty that can be used while the adventuring party braves the uncharted and savage jungles. It also includes 15 Quick Encounters, and additional resources. Although inspired by the Tomb of Annihilation, these encounters can be used with any official D&D campaign, or in your own home campaign. Many could even be used in forest, wilderness, or swamp settings. These encounters are location generic and are designed to be easily added to any campaign. Use them to introduce new players, as inspiration for a new campaign, as a one-shot, or whatever else you can think of.

Cover of I9 Day of Al'Akbar
I9 Day of Al'Akbar
AD&D
Levels 8–10
40 pages
0

The land of Arir - a once peaceful desert country, dotted with oases, teeming with caravans - fell into the hand of infidels. The ruler, the dearly loved Sultan Amhara, was killed in the battle for the capital city of Khaibar. He left behind one of the greatest treasure stores ever amassed - jewels and coins, more than anyone had ever seen before or since - and in addition, the Cup and Talisman of Al'Akbar. A deadly plague sweeps your land. The holy men say that if only they had the Talisman, they could create cures for this dread disease. Many adventurers have tries and failed to find the Cup and Talisman. Now it is your turn. Find these treasures, and save your people! The journey is exciting, but treacherous. Do not be distracted by exotic sights and sounds, the strange foods. You must avoid being discovered by Al'Farzikh and his brigands, as you infiltrate the palace. Be wary - what is most beautiful may be most deadly, and what seems useless may be priceless. TSR 9178

Cover of GPH1: Alabaster Palace of the Dao (5e)
GPH1: Alabaster Palace of the Dao (5e)
5th Edition
Levels 11–14
36 pages
0

𝐀𝐥𝐚𝐛𝐚𝐬𝐭𝐞𝐫 𝐏𝐚𝐥𝐚𝐜𝐞 𝐨𝐟 𝐭𝐡𝐞 𝐃𝐚𝐨 𝐓𝐡𝐞 𝐅𝐢𝐫𝐬𝐭 𝐢𝐧 𝐚 𝐒𝐞𝐫𝐢𝐞𝐬 𝐨𝐟 𝐉𝐞𝐰𝐞𝐥 𝐇𝐞𝐢𝐬𝐭𝐬 𝐚𝐭 𝐭𝐡𝐞 𝐄𝐧𝐝 𝐨𝐟 𝐭𝐡𝐞 𝐌𝐮𝐥𝐭𝐢𝐯𝐞𝐫𝐬𝐞 Wherein our adventurers seek out the Topaz of Earthly Perfection, reputed to be held within an extraplanar mountainside genie retreat. 𝐀 𝐃&𝐃 𝟓𝐄 𝐚𝐝𝐯𝐞𝐧𝐭𝐮𝐫𝐞 𝐟𝐨𝐫 𝟒-𝟕 𝐜𝐡𝐚𝐫𝐚𝐜𝐭𝐞𝐫𝐬 𝐨𝐟 𝟏𝟏𝐭𝐡-𝟏𝟒𝐭𝐡 𝐥𝐞𝐯𝐞𝐥. 𝟑𝟔 𝐩𝐚𝐠𝐞𝐬.

Cover of The Flowers of Flame
The Flowers of Flame
AD&D
Levels 5–8
18 pages
0

Why are your governor , your Emperor, and your gods so interested in a fairy tale? In search of a dangerous fairy tale. Compelled by duty and loyalty, the characters partake in a quest to find the fabled flowers of flame, rumored to be located in a beautiful valley paradise. For Oriental Adventures. Pgs. 46-63

Cover of Guesting at Artifice Manor
Guesting at Artifice Manor
5th Edition
Levels 8–10
56 pages
0

A genius inventor - Anthony Karstark, founder of the "Karstark Inventions", has recently reached a new level of reclusiveness, when he stopped showing up at his company events. A concerned friend and employee, Holly Amberfell, hires an adventuring party, to figure out what happened to him. As adventurers enter and explore the quarantined manor of the great inventor, they have to deal with his mechanic inventions, figure out minor mysteries of past and present, and finally - face Anthony himself, changed by a strange disease into a Slaad-spawn. Guesting at Artifice Manor is an 8-10 hours long mystery and exploration adventure, that should roughly take two playing sessions (or can be squished into one - suggestions on how to do it are inside the book!). It is optimized for 4 to 5 characters of 8-10 levels. This adventure can be used to kick-off a campaign, exploring the origins and history of Slaads.

Cover of DC-POA-JL01 Horror Beneath the Frost
DC-POA-JL01 Horror Beneath the Frost
5th Edition
Levels 5–10
25 pages
0

Avalanches are hardly news in Icewind Dale. The frequency to which it is occurring, however, defies logic. What is the cause of this strange phenomenon? What horrors could have unleashed such force of nature with such reckless abandon? Horror Beneath the Frost is a slasher horror adventure set in Icewind Dale, deep within the Reghed Glacier. It features yetis, mind flayers and a boneclaw! The adventure is designed to be easily dropped into: • Any homebrew campaign where avalanches occur. • Icewind Dale: Rime of the Frostmaiden campaign. • Plague of Ancients Seasonal Campaign for the Adventurers League (AL) organized play program. Inside you will find: • A slasher horror adventure optimized for five characters with an average party level (APL) of 8. • Scaling advice for three to seven 5th to 10th level characters. • A printer-friendly version of the adventure. • 4 digital maps importable to Roll20, Foundry VTT and your VTT of choice. Includes gridded, grid-less and printer friendly versions of the maps. • D&D Adventurers League compatible adventure (Dungeon Seed: This Seems Familiar | DC-POA-JL01)

Cover of Perfect Timing
Perfect Timing
5th Edition
Level 3
37 pages
0

Once again, Provost Nigel Faurious has tasked the Clifftop Adventurers’ Guild with retrieving an artifact, this time from Daanvi, the Plane of Perfect Order. The party boards the lightning rail in Karrnath, prepared to dive into a deep river gorge in order to make the transition to Daanvi. Before they can do so, however, agents of the Emerald Claw steal the authorization crystals they need to access the plane. The party must race through the lightning rail to retrieve their authorization crystals from the Emerald Claw agents, then make a thrilling plunge at terminal velocity into Daanvi. There, the characters find their plans hampered by endless red tape, and they must navigate the legal system in the most orderly of ways in order to return home with their prize.

Cover of Dreams Within Dreams
Dreams Within Dreams
AD&D
Any Level
6 pages
0

"Dreams Within Dreams" provides a group of heroes with the first hints that ther eis something more to dreams and nightmares than images caused by eating a big meal right before bedtime. It brings them into contact with the first level of reality. One here who experiences a nightmare also catches the interest of Hypnos, a member of the Nightmare Court. This leads to another revelation - dreams can have profound and even dangerous affect on the waking world. Adventure I: Dreams Within Dreams From Book Three: Book of Nightmares: https://www.adventurelookup.com/adventures/the-nightmare-lands TSR 1124

Cover of Temple of Blood
Temple of Blood
3.5 Edition
Level 1
16 pages
0

Over the top low level dungeon takes you through the sewers to stop a blood worshiping madman his Kobold minions.

Cover of Pandora's Apprentice
Pandora's Apprentice
AD&D
Levels 1–5
4 pages
0

A boxful of trouble. Sugar and spice and everything nice, that's what little girls are made of - but not this one! Think of this short adventure as 'Home Alone' meets AD&D. An apprentice to the town's wizard accidentally got into the cursed items while her teacher was away. Now she's acting strangely and playing a dangerous game of hide and seek with the party! Pgs. 44-47

Cover of Cheese Goblins III - The Church of Lavache
Cheese Goblins III - The Church of Lavache
5th Edition
Level 4
17 pages
0

Cheese Goblins III — The Church of Lavache A Level 4 Adventure of Holy Havoc and Dairy Doom by Infinite Initiative High on a lonely hill, the Church of Lavache has gone strangely silent. What was once a peaceful chapel now glows with sickly yellow light. Locals whisper of cheese-scented smoke curling from its windows… and giggling shapes scampering through the graveyard after dark. Inside, something ancient stirs. A deranged warlock—Darius Manchego—has seized the sanctuary and begun a ritual to summon Lavache, an obscure archfey of dairy, indulgence, and decay. Cheese Goblins swarm the halls, corrupting pews, altars, crypts, and even the sacred dead. If the ritual completes, the Matron of Cheese will step through the veil—and the town below may drown in holy curdled chaos. Adventurers must storm the defiled church, navigate its cheese-slicked catacombs, disrupt the ritual flames, and confront Darius before Lavache fully manifests… or face the archfey herself in all her gooey, bovine glory. Inside the Adventure A complete 5e one-shot for characters level 4 • A hilltop church overrun by goblins, traps, riddles, and corrupted magic • A branching dungeon with dynamic time pressure—delays strengthen the final encounter • A cheese-slick sanctuary fight, a cursed family crypt puzzle, and a summoned archfey showdown • A chaotic boss battle with Darius Manchego and (if the party is too late) Lavache, the Matron of Cheese • A new magic item: Curdled Charm of Cheese Conjuring Adventure Hooks The Sudden Takeover – Overnight, the church begins oozing cheese and goblins barricade the road. A Priest in Panic – A trembling clergyman begs the heroes to reclaim his overrun chapel. Bounty on the Cheese Warlock – A wanted poster offers coin for the capture of Darius Manchego, last seen near the church. Part of the Thirsty Tiger Tales series by Infinite Initiative—short, atmospheric adventures built to run in one or two sessions.

Cover of Dark Side of the Moon
Dark Side of the Moon
5th Edition
Levels 17–18
9 pages
0

When the moon vanishes from the sky, Selûne’s clergy are certain her sister Shar, goddess of night and secrets, has abducted and imprisoned her. A group of heroes must cross the Astral Sea, breach Shar’s Towers of Night, and rescue the goddess of the moon from captivity.

Cover of DDAL07-01 A City on the Edge
DDAL07-01 A City on the Edge
5th Edition
Levels 1–4
50 pages
0

Often called the “Gateway to Chult”, the exotic city of Port Nyanzaru is built upon a landscape both mystifying and marvelous. However, the city’s vibrant beauty is overshadowed by a mysterious scourge that plagues all within the land. Can the divergent forces within the city discover the truth before all are overcome by this growing threat? Five Four-Hour Mini-Adventures for 1st-4th Level Characters

Cover of Maid In Waterdeep
Maid In Waterdeep
5th Edition
Level 1
7 pages
0

Characters are ready to make their mark as adventurers and travel to the City of Splendors to begin their careers. Their first job in Waterdeep promises to be a memorable one: a mermaid has hired them to rescue a kidnapped bard and bring justice to the witch who stole her voice.

Cover of The Barber of Silverymoon
The Barber of Silverymoon
5th Edition
Levels 4–6
13 pages
0

"People have been disappearing at night in the city of Silverymoon. Some vanish entirely, leaving behind whispered rumors of fiends or other evil creatures having spirited them away. Others return strangely altered, with their memories of having been kidnapped wiped clean and their minds strangely dulled — and always with remarkable haircuts."