A community for lazy dungeon masters
1521 adventures found
Cover of The Pirates' Cove
The Pirates' Cove
5th Edition
Level 5
4 pages
1

"The Pirates' Cove" is the lair of a blasphemous cult, suitable for four or five 5th level characters. This adventure can be finished in a single session.

Cover of Tales from the Feywild
Tales from the Feywild
5th Edition
Levels 1–10
45 pages
0

The sequel to the DMs Guild best-selling Tales from Frozen North returns better than ever with almost 4 times more content! What you will find inside: * 36 random encounters (plus 4 mini random encounters within random encounters! Encounter-ception?!) * Chapter 1: Carnival Encounters. 6 Short encounters for any carnivals and fairs in the Feywild. * Chapter 2: The Summer Court. 10 Encounters that are short and whimsical, or featuring creatures common to the Summer Court. * Chapter 3: The Gloaming Court. 10 Encounters that are short and wicked, or featuring creatures common to the Gloaming Court. * Chapter 4: The Feydark. 10 Short encounters in the subterranean world of the Feydark. * Scaling guide provided for most encounters (Tiers 1-2) * Puzzle Encounters (The Fey do love their puzzles, especially if it infuriates others) * New Fey-themed Magic Items * New Creatures! Including but not limited to: * Tooth Fairy (you might want to hold on to your teeth with this one!) * The Dawn Growlers — a team of superhero hounds?! * and a totally innocent and harmless small white rabbit…yes… harmless

Cover of Wreck Ashore
Wreck Ashore
3.5 Edition
Level 1
11 pages
0

Though small, Seawell is a prosperous trading town with a good location on the coast. Next to it is a long peninsula that features mostly swamplike terrain. The inhabitants of this peninsula include tribes of lizardfolk, plus several kinds of reptiles and amphibians. Most of these creatures don't bother the town, and Seawell's militia is experienced at repulsing raids by the more aggressive lizardfolk. A large reef extends the entire length of the peninsula on the side away from Seawell. This great wall of coral is a favorite site for fishermen, but it has always presented a serious hazard to ships approaching from that direction. Thus, about 45 years ago, the people of Seawell built a lighthouse on a small promontory near the reef, about 200 yards from the shoreline. Operated by a family that lived inside it, this lighthouse ensured that ships could easily steer clear of the reef. A few weeks ago, ships stopped arriving from that direction. Three ships are now overdue, and the people of Seawell have begun to suspect foul play. Thus far, however, they have not been able to investigate because of increased raiding by the lizardfolk. Something has stirred them up, and the town militia has been too busy repulsing raids to mount an expedition to the reef. Wreck Ashore is a short D&D adventure for four 1st level player characters (PCs). The scenario takes place on and around a swampy peninsula that juts out from a longer stretch of coastline. Along one side of this peninsula stretches a dangerous reef. Just offshore on the reef side stands a lighthouse built to warn ships of the danger. At the base of the peninsula on the side away from the reef is a small port town called Seawell.

Cover of I11 Needle
I11 Needle
AD&D
Levels 8–10
48 pages
0

The king's notice asked for adventurers to undertake a mission to a far land. It was marked with the rune for "high danger, high reward" so of course you volunteered. The king has heard of a great obelisk that towers over a ruined city in a far country. He wants to know more about the obelisk and its strange powers. Your job is to find the obelisk and bring back a report to the king. The mission seems absurdly easy...until you reach the jungle. Don't think the king is through with you if you get back to the capital city alive. You haven't seen the last of that jungle yet. Is a share in the spoils of an ancient civilization worth the risk? Don't forget to pack you bug repellent! TSR 9187

Cover of Dungeon Crawl Classics #9: Dungeon Geomorphs
Dungeon Crawl Classics #9: Dungeon Geomorphs
3.5 Edition
32 pages
0

Unlike other Dungeon Crawl Classics, this volume does not present a completed adventure. Instead, it presents a set of DM tools that will make your job easier. This book of dungeon geomorphs gives you everything you need to map out exciting underground adventures. The geomorphs are modular map segments designed to be combined in a variety of ways. There are 124 map segments, encompassing mazes, dungeons, underdeep caverns, monstrous lairs, castles, ruins, halls, and many other intriguing places to explore. Together they combine to make thousands of possible maps!

Cover of The Warlock's Crypt
The Warlock's Crypt
5th Edition
Level 9
4 pages
0

"The Warlock's Crypt" is a fext and noctiny lair suitable for four 9th-level characters. This adventure can be completed in a single session. An ancient warlock king known as the King in Silver, whose patron was Death itself, knew he was growing old and would soon die. The aging king pledged the souls of his two sons, the Black Prince and the Red Prince, to Death in exchange for his own eternal life. As the final worlds of the pledge pass his lips, the old king collapsed to the ground, dead. Elsewhere in the castle, the two young princes died suddenly in their sleep. All three were interred in the royal crypt within a nearby burial mound. ultimately, the king got what he asked for - he and his suns were returned to life as fext in the service of Death itself. When the fext awoke and climbed out of their coffins, they were confused because it seemed they were trapped within the small royal crypt. Then, the King in Silver discovered a secret door leading to a hidden stone stair that descended into a complex of ancient tunnels and chambers. At the far end of the complex, the fext discovered a second set of ancient stone stairs leading up through a shaft to a hidden exit on the surface. The three fext now lurk within the lower chambers, doing their patron's dark bidding. When commanded, they creep forth from the crypt to spread death during the dark of night.

Cover of The Creepy Handshake
The Creepy Handshake
5th Edition
Levels 1–3
14 pages
0

The Creepy Handshake is a dark comedy 5e micro-adventure of urban investigation. Wander around the city, investigate the latest robberies, and uncover the mystery of a strange lost pet. This adventure is part of the supplement Tiny Weird Adventures - Urban Edition, a collection of short adventures to be used in conjunction with the fifth edition of the most popular fantasy RPG of recent times. Although it was written with a system in mind, it can be easily adapted to any other medieval fantasy RPG.

Cover of A2 The Cursed House
A2 The Cursed House
BECMI
Levels 1–3
24 pages
0

“A curse has hit Baron Ananias Galvan, the result of his son Philipe’s bad deeds. The young nobleman dishonored the beautiful daughter of Lady Josefa, the beautiful Joana, and did not commit to the girl. The Lady Josefa, a woman of knowledge of magic and necromancy, cursed the nobleman’s son and all his servants. Philipe was turned into an undead, and his property cursed. Baron Ananias hires heroes to invade the place and break the spell to bring the nobleman’s son back to his normal condition. However, for this to happen, it is necessary to face a horde of Zombies and unknown dangers. There are rumors that the property where Philipe lives is the secret to breaking this spell, but it is said that Lady Josefa didn’t only place Zombies on the site. Skeletons of dead people attack the unwary and there is a rumor that even a lich is present on such a property. Is this true, or is it the exaggeration of scared peasants?” Cursed House is a “One Shot” style adventure, one that you can play in an afternoon or fit into your larger campaign. This adventure is designed for up to 4 players from level 1 to 3. We recommend using the DCC, OSE, BX books or the old D&D books. Have Fun!

Cover of After the Storm
After the Storm
AD&D
Levels 8–10
12 pages
0

The strangest things wash up on the beach sometimes. The inhabitants of the Acitoff coastline are accustomed to storms, but last week the largest hurricane ever recorded swiftly struck a 60-mile stretch of coastline. The first day after the hurricane, mysterious bodies started floating to surface. They bore the symbol of the feared pirate, Jaggertooth Grin! Now it is up to the adventurers to locate the pirate ship and claim the treasure. The adventurers will have to fight the creatures of the deep in this primarily underwater adventure. Pgs. 3-14

Cover of A Prisoner's Escort
A Prisoner's Escort
Draw Steel
Level 2
11 pages
0

“A Prisoner’s Escort” is a 2nd-level (1st echelon) quest written for the Draw Steel role-playing game by MCDM. It can act as a bridge between major adventures, or on its own. This adventure has about 7 scenes, with around 5 victories, and can probably be run in about one or two typical 3-hour gaming sessions.

Cover of Death's Agents
Death's Agents
5th Edition
Levels 2–4
7 pages
0

It’s not every night that a would-be king crashes into your camp! Elven Prince Orestes, soon to be King Orestes, begs your aid and protection to escort him to the Temple of the Sun. Furies stalk his path at every turn, and delay him from completing the rites of mourning necessary for coronation. In a world of magic and myth, whose laws reign supreme?

Cover of Shadowed Keep on the Borderlands
Shadowed Keep on the Borderlands
Pathfinder
Levels 1–2
97 pages
0

A ruined monument to folly and ego, the Shadowed Keep stands atop an isolated bluff deep in a mist-wreathed forest. Sacked by marauding goblins decades ago the place was thought abandoned, but shadows now creep among the forest's great boles and footprints have appeared on the single, overgrown track leading to the keep. Travellers have begun to disappear with alarming regularity from the nearby road and the local folk fear some slumbering evil has claimed the ruin as its own. Dare you brave the terrors of the Shadowed Keep to crush that which lurks within or will darkness shroud the surrounding lands? Designed to be easily inserted into a GM's home campaign, Shadowed Keep on the Borderlands is an excellent starting locale to test the mettle of neophyte adventurers. Shadowed Keep on the Borderlands is designed for the medium advancement track. 1st-level PCs completing all the challenges of the place can expect to reach 3rd-level by the time they have exhausted all the keep has to offer.

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 The Fell Pass
The Fell Pass
AD&D
High Level
13 pages
0

Along the caravan routes that tie the Cities of the West to the Kingdoms of the East, many tales are told of the mountains called the Towers of the Sun. One of these legends concerns a dark road said to be hidden among the twisty trails that spiderweb the mountains. Into the earth the road leads, into and through a series of vast caverns filled with treacherous traps and cunning monsters. Yet dangerous though the path is, many a party of adventurers have been tempted to walk it, for the stories say that the loot of a hundred lost caravans lies concealed along that evil way. [Comment: Uncertain for what levels of play this adventure is designed]

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 Tournament of Pigs
Tournament of Pigs
5th Edition
Level 0
118 pages
0

No description available.

Cover of Base of Operations
Base of Operations
3rd Edition
Level 5
7 pages
0

Base of Operations is a short adventure intended for four 5th-level characters. DMs can easily modify the adventure to suit higher- or lower-level adventurers, or larger or smaller parties of adventurers. Simply adding a few monsters to every encounter area makes the adventure more challenging for larger parties, and adding levels to any of the humanoids can make them more of a threat to high-level groups. For low-level adventurers, make the relationship between the two factions within Brightstone Keep more strained, and take away a few monsters from each group. You can remove levels from some of the humanoids in the adventure to make it a lower-level challenge, but it is important that the orc cleric (described in encounter area 8) still have the ability to animate the dead. Still, he can have fewer minions around him when encountered, and that makes him less of a challenge for a lowlevel party.

Cover of KN2 - Lion's Breath Prison
KN2 - Lion's Breath Prison
5th Edition
Tier 1 5E 1-4 Level
27 pages
0

The Triad Series continues with Lion’s Breath Prison. After success against the Order of the Goat troops your next challenge awaits. The spiritual arm of The Triad is known as the Lion’s Breath. With some unfinished business in the form of Marquis Forten, the PCs continue to seek out their quarry. Can they locate the elusive traitor and bring him to justice? This adventure continues to send the party across the fields of Neville!

Cover of Jackal's Rift
Jackal's Rift
OSR
Levels 1–10
1 pages
0

A unique skill-challenge focused adventure on a perilous cliff wall! A rift descending adventure where certain doom is mere inches away at any given moment.

Cover of B3 Palace of the Silver Princess (green)
B3 Palace of the Silver Princess (green)
BECMI
Levels 1–3
32 pages
0

The valley of Haven was a peaceful land. Its crops were abundant, its citizens prosperous. Elves, Dwarves, Halflings, and Humans lived together in harmony. Hidden away in the heart of the Thunder Mountains, Haven was a safe place to live. The rivers were sweet and pure; the weather was pleasant and warm. Something terrible has come to pass in Haven - terrified refugees speak of a fabulous ruby uncovered in the mountains and a catastrophe that befell the palace. Whatever the cause, Haven now lies in chaos. Raiding bands of orcs, goblins, and hobgoblins terrorize the countryside. The disaster happened so suddenly that the citizens are confused and helpless. Without their leaders, who are trapped in the palace, they have no courage to fight back. The situation has become desperate. TSR 9044