Category Archives: By Worlds

Arrangement of adventures by the game world.

Game worlds include all of the following;

Advanced Dungeons and Dragons 1st and 2nd Edition
Al-Qadim
Dark Sun
Dragonlance
Dungeons and Dragons Basic, Expert, Companion, Master and Immortals Editions
Forgotten Realms
Greyhawk
Oriental Adventures
Planescape
Ravenloft
Spelljammer

Additional Content

Hello adventurers,

My adventuring experience has made me use the Dungeon Master Guide’s “Random Dungeon Generator”.  This fantastic little expansion to the game (found in the 1st Edition DMG) allows 2  (or more) players to generate content by simply rolling dice.  The tables certainly don’t provide any type of story or plot.  Plus, the tables can provide excessively difficult encounters.  However, one piece of this gem created a venue that could allow for a randomly generated design.

I’ve used random tables for a very long time and found that there are many instances where the tables can quickly generate content where none existed before.  I’ve incorporated content taken from multiple sources that help generate content randomly.  The primary focus is to create a City.

Dungeon Masters will be able to create a City makeup using random generation.  There will be a lot of content that will still need the Dungeon Master’s willingness to get creative.  However, the idea is to have a solution that allows multiple pages worth of material to be accessed very quickly and to come up with usable content.

Will it be perfect?  I highly doubt it!

It will make City based adventures more of a possibility and should provide enough useful information to the DM to help fashion the landscape of his/her world.

The basic idea behind this will be to fill in the blanks.  For example;

  1. Have multiple streets, building count, defined distances, population, weather, government type, law enforcement (if any)
  2. Have defined businesses, parks, museums, arts, inns and high visibility homes.
  3. Have random events occur – weather patterns, natural disasters, deity interference events…
  4. Develop store fronts – mercenaries, tailors, haberdashers, blacksmiths, foods, etc…
  5. Develop underground lairs and labyrinths.
  6. Implant specially structured rooms, monsters, treasure and traps.
  7. Define multiple low priority descriptions of any structure, monster or edifice.

Intro

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The information collected and arranged is found within Dungeon Magazine which makes it easier to find the correct adventure for your group.

This site is meant for Dungeon Masters only.  If you are playing in an adventure, you shouldn’t be here 😛

All of the material that I have linked is publicly available.

One thing that the Dungeon Master should always do once a spreadsheet is open;  Scroll to the far right and click on a Hyperlink!

I use the words module and adventure to mean the same thing.  Modules and adventures both represent a story which will be role-played by players in conjunction with a story teller (the Dungeon Master).

By clicking on a Hyperlink, you are requesting an Excel 2016 spreadsheet or an Adobe Acrobat PDF.  You should be prompted to save the file you selected to your machine so you can view it.  If you don’t trust it to be free of viruses, please scan it (before using it).

If you don’t have Excel 2016 installed, you’ll need a viewer that will let you see the information that you download.

If the included hyperlinks suddenly stop working, if you own the Dungeon Magazine, you’ll appreciate this source of information as a bonus.

I’ve provided many ways to do a search.  Due to mistakes made with the printing of the magazine; I’ve tried to edit the spreadsheets to show the errors made in the original magazine by linking to the correct location.

Once you have linked to the spreadsheet, you’ll find many methods of sorting the data.  If you understand filtering in Excel, you can look at multiple columns at one time.  This will allow you to sift through all of the possibilities and find the exact adventure your group is hungry for.

The top 8 methods to search for materials are on the web pages and are described below.

  1. Look By World –  Interested in playing a Ravenloft or Greyhawk adventure?  You can narrow your search by examining the Dungeon Magazine content to the World you want to use.

  2. Look By Published Date –  Do you know when the adventure was put in a magazine?  You can narrow your search by examining the Year (and Months) the Dungeon Magazine was created.

  3. Look By Character Level –  Do you have a ragtag group of adventurers that are levels 6 to 8 but need content fast?  You can narrow your searches to minimum and maximum levels needed to be successful by selecting By Character Level.

  4. Look By Character Quantity – Do you have 5 players one week then 8 players the next game session?  You can narrow the search by character quantity and quickly find an ideal solution for both amounts of players.

  5. Look By Total Page Count – Did you want an adventure that lasts for 6 4-hour game sessions?                                                                                                                                                                                                                                    This will give you some guidance:  My design is 3 pages of material for one 4-hour game session.                                                                                                                                                                                               Accordingly, if you wanted to play a total of 6 game sessions (if playing 1 time per week), you will play for 6 weeks. Playing for 6 weeks would equal Dungeon Mastering a total of 18 pages (6 sessions X 3 pages) and would last for 24 hours of game time (6 sessions X 4 hours of game time).

  6. Look By Author –  Do you like running adventures that one author wrote?  Shrink the list of possible adventures by the Author’s name.

  7. Look By Magazine Issue # – Did your dog chew up your old Dungeon Magazine that had the adventures you wanted to use?  See which magazine had a specific adventure.  Use the electronic copy before putting a crinkle in your magazine (or worse).

  8. Look By Terrain – Did you want your adventurers to stay in the frigid cold?  Occasionally, the DM might want a specific terrain to base their adventures.  This will let you focus on the land and is broken into the following areas;  Frost, Swamp, Tundra, Cavern, Dungeon, Forest, Desert, Cloud/Sky, Ocean, Lake, Jungle, Castle, and Ruins.  This is a planned addition to the website.

The only Dungeon Magazine’s that are linked on this site are Dungeon issues 1 through 81 for material.  However, that covers 1st and 2nd Edition AD&D adventures.banner2a

The master spreadsheet has as many details listed as possible.  The following list gives you an idea;

  1. Required Alignment (This is for the party makeup unless otherwise noted)
  2. Shunned Alignment (This is for the entire party unless otherwise noted)
  3. Recommended Classes (This is the recommendation from the Author, sometimes a level is recommended)
  4. Shunned Classes
  5. Recommended Races (This is the recommendation from the Author)
  6. Needed Proficiencies (if party members do not have these, they can’t easily succeed)
  7. Needed Stats (This is usually main stats like Strength, Wisdom, Intellect, Constitution, Charisma or Dexterity)

These fields are included but are probably not well defined by the adventure’s author (most of these fields are listed as None on the spreadsheet);

  1. Adventure Populace
  2. Staged World

The spreadsheet information is evolving.  Keep in mind, the following describes a few things that were done/being done;

  • One module or adventure might be listed more than once on the master spreadsheet.  This was done according to the information written about the adventure and how it could be used.

  • I did not proofread all of the adventures.  I do not know the best answer for making a decision.  Do yourself a favor, “READ THE ADVENTURE!”

  • Use material associated with Dungeons and Dragons or Advanced Dungeons and Dragons 1st or 2nd Edition if you decide to change an adventure.  The rule changes found in version 3, 3.5, 4 and 5 will cause you to lose sleep if you are trying to use them in conjunction with this material.  However, if a Dungeon Master gets energetic enough they could be adapted.

  • I am still revising the content by revisiting the adventures and trying to find the information not listed on the spreadsheet.  I wanted to get something online even if it wasn’t perfected.

At some point, I would like to offer revised electronic copies of maps and other handouts. However, I am not a skilled cartographer or calligraphist.

About Terrain

Terrain is made up of multiple criteria when it is related to this website.  I used the following information to separate the components of terrain with some examples of what I did;

  • Temperature & Humidity
    • Frigid (Snow and Ice)
    • Temperate (Mild)
    • Hot and Humid (Tropical, Jungle, Swamp)
    • Hot and Dry (Desert)
  • Locale:
    • Below Ground (dungeons, caverns, caves)
    • On Ground (castles, ruins, roads and paths, etc…)
    • In the Air (IE., on a cloud)
    • In Space (IE., Spelljamming)
    • Underwater
  • Landscape Type
    • Flat
    • Hills
    • Mountains
    • Ocean
    • Lake
    • Pool
    • Beach
    • Sand Dunes
    • Clouds
    • Phlogiston (refer to Spelljammer)
    • Planar (Inner, Outer, Elemental, etc…)
  • Populace
    • Empty
    • Sparse (Village)
    • Average (Hamlet)
    • Above Average (Town)
    • Large (City)
    • Excessively Large (Metropolis)

There are other factors that would make up my definition of ‘terrain’.  However, I wanted to simplify my logic to make it easier to come up with an easy to manage solution.

Within Dungeon Magazine, things like populace and landscape are not always defined.  As a result, I don’t have anything marked down.  For Dungeon Mastering purposes, I would use anything not marked as an opportunity to get creative.

There will be ways in which an adventure doesn’t fall into a ‘standard’ setting.  For example, a dungeon on a planet in Wildspace.  I would put this in the dungeon realm even though you have to travel through the Phlogiston and then land on a planet surface before going inside.

There are many ways to define what a character will encounter.  Additional things not listed are (just to name a few);

  • Weather patterns (rainfall, snowfall)
  • Special earth/weather events (tornados, earthquakes, etc…)
  • Special town events (a triathlon in the local city, tax collection, etc…)
  •  Unusual events (insect plague, lake water is algae infected, etc…)

Suffice it to say that the material is vast.  However, my design will try to make it easier to find the specific type of scenario you are interested in.