A community for lazy dungeon masters
3243 adventures found
Cover of OA7 Test of the Samurai
OA7 Test of the Samurai
AD&D
Levels 6–9
96 pages
0

The penninsula of Wa is no place to visit. The land is poor, the people wary and suspicious. Yet this quiet backwater has been the site of strange disturbances - mysterious disappearances and omens of dire events to come. Why do the animals of Wa disappear, only to return a short while later? Who are the Blue Kumi bandits, and why are they so active? Why do the black geese fly into the Jusofu Mountains? And what fell creature lurks along the southern coast of Wa? Or does the stench of corruption emanate from the Celestial Bureacracy itself? Could the danger, unchecked, grow great enough to doom all living creatures in Kara-Tur? Which clues will lead to the truth, and which are merely traps for the unwary... Test of the Samurai will take the players across the Wa peninsula and to the unknown land of Qui. They will encounter such legendary beasts as the feng huang (phoenix) and the chi'-lin (unicorn) as they attempt to discover the secrets of Wa. Test of the Samurai is a scenario for the Oriental Adventures supplement to the AD&D game. It is set in Kara-Tur, the oriental world in the Forgotten Realms. Although Test of the Samurai follows the events of module OA6, Ronin Challenge, it is an independent adventure for five to eight characters of levels 6-9. TSR 9258

Cover of Hoard of the Dragon Queen
Hoard of the Dragon Queen
5th Edition
Levels 1–8
94 pages
2

The Cult of the Dragon, along with its dragon allies and the Red Wizards of Thay, seek to bring Tiamat from her prison in the Nine Hells to Faerûn. To this end, they are sweeping from town to town, laying waste to all those who oppose them and gathering a hoard of riches for their dread queen. Continued in The Rise of Tiamat.

Cover of Grasp of the Emerald Claw
Grasp of the Emerald Claw
3.5 Edition
Level 6
33 pages
0

Deep in the jungles of Xen'drik, a relic of great power has lain hidden for thousands of years. Now, determined adventurers race against time and the nefarious agents of the Order of the Emerald Claw to locate the relic, overcome unimagined obstacles, and unlock its ancient secret. The Order's hunt for the parts of an ancient creation pattern nears its conclusion, but other groups also seek this powerful item. Once all of the pieces come within close proximity of each other, the ancient intelligence awakens. Suddenly all parties have a new and powerful enemy to contend with...

Cover of ASE1: Anomalous Subsurface Environment
ASE1: Anomalous Subsurface Environment
OSR
Levels 1–2
87 pages
0

"Put those dark elves back in their box and get your gonzo on! Riches, glory, and super-science await the bold and the clever in the deep places under the ground. This module describes the dinosaur- and wizard-infested future of the Earth, the city of Denethix, and the first level of the megadungeon that beckons from below: the Anomalous Subsurface Environment." Set in a post-apocalyptic future where Earth's remains are explored through dungeons filled with ancient tech, magic, and bizarre ecosystems, inhabited by various factions with their own agendas. This setting blends sci-fi and fantasy with a touch of the absurd, offering a playground for imaginative gameplay and storytelling. The module includes a gatehouse and the first level of the Anomalous Subsurface Environment, each designed with multiple pathways. Unique twists on monsters and magic items. Written for Labyrinth Lord

Cover of Steaks
Steaks
AD&D
Levels 6–9
5 pages
0

Adventurers who care where their next meal is coming from will enjoy sinking their teeth into this mystery. Included in I13 Adventure Pack I - https://www.adventurelookup.com/adventures/i13-adventure-pack-i TSR 9202

Cover of ROS4.5 Hammer's Fall in Anarchy
ROS4.5 Hammer's Fall in Anarchy
AD&D
Levels 5–8
11 pages
0

The Ivory Scimitar now has a choice, continue on into the azure glow that leads to Mithelvarn's Dungeon or retrace their steps and investigate the source of the sounds they heard on the way in. Inside the unknown region is a massive forge, home to mad Kin who has been crafting weapons and armor that are delivered to his 'god', although in reality they are transported into Mithelvarn's Dungeon. This adventure is formatted to both 1E & 5E gaming rules.

Cover of Fallen Angel
Fallen Angel
3.5 Edition
Level 3
12 pages
0

On Olarune 9th in the 918th year since the founding of the Kingdom, one of the city of Sharn's floating towers fell from the sky, crusing much of the Godsgate District. Now, a band of bestial savages searches Godsgate for the remnants of a broken statue, pulling the PCs into a plot that could destroy Sharn itself. The city of Sharn is one of the wonders of Khorvaire. Its towers seem to touch the sky, rising up more than a mile from the shores of the Dagger River. But it takes more than stone and steel to support the spires of Sharn: the area is suffused with mystical energy drawn from the plane of Syrania, which empowers all forms of flight. Yet with such wondrous inventions come wondrous tragedies, for when the magic of a flying tower fails, it has to land somewhere... Pgs. 18-29

Cover of Blinsky is No Fun!
Blinsky is No Fun!
5th Edition
Levels 4–5
40 pages
0

Gadof Blinsky is a famed toymaker known for bringing joy to children throughout the bleak country of Barovia. Or at least, he used to be. That all changed after Blinsky and his wife welcomed their first child. The toymaker fell into a deep fit of anxiety and depression from which he never recovered. In this mini-adventure, you will investigate Blinsky's toy shop and battle a strange toy that seems to have taken on a life of its own, eventually uncovering what happened to Blinsky’s family and unraveling the secret of what the toymaker is hiding in his attic. Blinsky is No Fun! is a one or two session side adventure, for characters of levels 4-5, for use in the Curse of Strahd campaign setting.

Cover of Necropolis
Necropolis
AD&D
Levels 2–4
5 pages
0

"The dead just want a little respect." The village of Wargrave's only claim to significance is as the resting place of soldiers from a long-ago battle. Now it seems that the dead are stirring. Roleplaying of forces at cross-purposes, with sentient undead. Set nominally in the Forgotten Realms, but the adventure is essentially generic.

Cover of Here There Be Monsters
Here There Be Monsters
3.5 Edition
Levels 7–9
29 pages
1

A long, perilous ocean journey behind them, the crew of the Sea Wyvern finds itself shipwrecked on the Isle of Dread. Their destination lies well over 150 miles to the south, miles heavy with the threat of the island's terrible inhabitants. Yet the unknown enemies are far more sinister, for more than just dinosaurs hunt the vast jungles. Before long, a cunning fiend picks up their trail, and its duplicitous master demands their sacrifice. "Here There Be Monsters" is the fourth chapter of the Savage Tide Adventure Path, a complete campaign consisting of 12 adventures appearing in Dungeon. For additional aid in running this campaign, check out Dragon's monthly "Savage Tidings" articles, a series that helps players and DMs prepare for and expand upon the campaign. Issue #352 of Dragon explores the Isle of Dread in detail, providing a complete ecology of the island and the writing of Larissa Vanderboren. This article can be used as a player handout to represent the journals the group recovered from the Vanderboren family vault in the first adventure in the Campaign. Shipwrecked on the Isle of Dread! Faced with a dangerous journey, the PCs must escort a ragged band of castaways through monster-infested wildlands in order to reach the safety promised by the colony of Farshore on the isle’s southern tip. Pgs. 32-60

Cover of The Night of the Rise
The Night of the Rise
5th Edition
Levels 1–6
19 pages
0

The Night of the Rise is a unique adventure that offers the party an alternative to the "hack & slash" approach. The opportunity for role play is high and it is sure to tap into skills and abilities most of your characters never knew they possessed. Not only does it offer a new experience for your players, but hopefully it has them smiling several times during the night. A request to deal with a bandit captain named Giles Ne'Ville sends the adventuring party on a two-day journey. During this journey, they find an entertaining way to deal with this Giles Ne'Ville. Will they use this opportunity? Or will they take the typical 'hack & slash' approach to dealing with villans? This adventure is written in a non-specific location but is easily insertable into any campaign as a one-shot adventure. I feel that it would work great in Strom King's Thunder as an added traveling encounter.

Cover of MAR3 - Banshee of Whitestone
MAR3 - Banshee of Whitestone
5th Edition
Levels 2–4
15 pages
0

Today we kick off offerings from Margou Campaign. This scenario takes a group of 3rd level PCs that come upon, with help, an abandoned manor home. Perhaps they will find treasure or maybe death is about to find them!

Cover of Caves of Menace
Caves of Menace
4th Edition
Level 15
6 pages
0

A band of evil fey, led by a corrupt bralani, has raided an eladrin city and kidnapped several respected elders. The fomorian king claims the rogues don’t act on his behalf, but the eladrin city threatens the fomorians all the same. To prevent war, the PCs travel through the Underdark of the Feywild—a wondrous place filled with the beautiful and the horrifying—in search of the evil fey and their captives. Pgs. 96-101

Cover of How Not to Host a Murder
How Not to Host a Murder
5th Edition
Level 7
12 pages
0

Welcome to How Not to Host a Murder, a short D&D experience that captures the details of Mike Krahulik (Penny Arcade)'s adventure run at the Acquisitions Incorporated live game at PAX East 2016. The wizard Elminster is hosting a murder mystery party, and you are invited. When you arrive at his demiplane home with the other guests, however, the night quickly turns sour as it is discovered that Elminster has truly been killed! It falls to the party to investigate the death and identify the culprit before they can escape the premises. When they've been identified, it's a race to apprehend the murderer before they can escape amidst the kooky chaos of Elminster's sanctum in this comedic adventure for sub-optimal 7th-level adventurers.

Cover of Pathfinder Adventure Path #87: The Choking Tower (Iron Gods 3 of 6)
Pathfinder Adventure Path #87: The Choking Tower (Iron Gods 3 of 6)
Pathfinder
Levels 7–10
96 pages
0

Book 3 in the Iron Gods campaign: Numeria’s newest heroes have uncovered a greater threat than the one posed by the gang of bandits and its god. An even more powerful deity is rising in the enigmatic Silver Mount, but before the heroes can confront it, they must uncover the legacy of this strange deity’s first worshiper. Clues point to the technophobic town of Iadenveigh—a farming community with its own need for heroes. What role could the mysterious Smoke Wizard of the Choking Tower play in this unfolding threat? Will the heroes be ready for their inevitable battle with Numeria’s Iron God?

Cover of Lilishade's Demon Cave
Lilishade's Demon Cave
5th Edition
Levels 1–5
32 pages
0

For the past 5 years this elven village has been plagued by undead creatures of the nearby swampland. The undead are consisted of unlucky elf villagers or travelers who were foolish enough to walk through the swampland. It is unknown how the undead appeared in the swampland in the first place, but it is rumored that a demonic entity has found shelter in a cave inside the dark forest next to the swampland and it is being worshipped by necromancer cultists. This adventure is for parties no larger than 5 characters and no higher than level 5.

Cover of All Eyes on Chult
All Eyes on Chult
5th Edition
Level 1
17 pages
0

All Eyes on Chult is a 2–3 session adventure for player characters of 1st level. These characters will rise to 3rd level by the end of the adventure. It takes place in Port Nyanzaru, Chult just after two ships flying black flags enter the port under cover of dark. Though this takes place in locales familiar to players of the Tomb of Annihilation storyline and can be played as a side quest in Port Nyanzaru, it has no relation to the Death Curse nor any other major plot elements of Tomb of Annihilation. Instead, it focuses on two nefarious Faerûnian factions—the Zhentarim and the Xanathar Guild—working together to plunder Chult for their own gain.

Cover of Plague of Paucity
Plague of Paucity
Pathfinder
Level 2
35 pages
0

The mountainous lands of the Last Kingdom have long been home to dangerous oni and their foul servitors and kin, but the unification of the Saigoto under the enlightened rulership of the Five Truths has sent them scurrying back into darkness. For years since, they have kept the land shielded from harm. Yet even the great soldiers garrisoned across the Kingdom’s shores and roads cannot stop dissent from boiling up in the shadows. Not everyone embraces the edicts of the land—and while patient teachers, even the Five Truths have their limits. As growing numbers of lastfolk begin to question the traditions of the Last Kingdom, forces far more sinister, preying on the curiosities of mortals, have begun to emerge into the light... Can the PCs discover and end a treacherous plot that threatens to destroy the relative peace of the Last Kingdom?

Cover of Bristanam's Cairn
Bristanam's Cairn
AD&D
Levels 8–12
6 pages
0

A friendly little cottage and a dreadful secret. As the adventure begins, the PCs are on a journey through temperate, wilderness hills -- perhaps toward a destination of importance in the ongoing campaign, or they might merely be wandering in search of heroic opportunities. Pgs. 20-25

Cover of The Hidden Halls of Hazakor
The Hidden Halls of Hazakor
5th Edition
Level 1
74 pages
0

In the frontier stronghold of Purdey’s Rest, rumors of mysterious lost ruins lead a group of young adventurers into the wilderness — and the forgotten dungeons of a legendary dark mage. Facing off against evil bandits, foul undead, and ravenous monsters, the characters seek the rewards of wealth and fame. But before they can claim either, they must survive all the deadly threats of Hazakor’s lost halls. The Hidden Halls of Hazakor is a starter adventure for fifth edition fantasy roleplaying, written with a special focus on young, beginning Gamemasters of ages twelve and up. In a friendly and straightforward fashion, this adventure explores some of the ways a good fantasy RPG dungeon crawl can be put together. It offers advice on how to just let things happen during a game session, and how to not be overwhelmed by all the directions in which an adventure can go. It talks about how to bring nonplayer characters to life, how to have fun running monsters, and how to challenge the other players and their characters alike. The Hidden Halls of Hazakor is for any player who’s ready to sit in the GM’s chair for the first time — and who is ready to learn some of the tricks and techniques that help all GMs run great games. The PDF download also includes untagged maps for Purdey's Rest and the Hidden Halls of Hazakor dungeon, making it easy to run the adventure in a virtual tabletop setup. These maps are missing the number key and any features that should initially be known only to the GM (including traps and secret doors). The publisher's website offers free pregenerated characters for the adventure, but they are not included in the adventure. The website also has a free GM Guide as well. Insane Angel Studios