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Dungeons on Demand: Volume Two
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Dungeons on Demand: Volume Two

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THE SECOND SET OF DUNGEONS ON DEMAND ADVENTURES!

The second volume of Dungeons on Demand includes the these four dungeon adventures:

  • Mischief Makers - Level 2 Adventure Dungeon 
  • No Laughing Matter - Level 5 Adventure Dungeon
  • That Sinking Feeling - Level 9 Adventure Dungeon
  • Old Habits - Level 13 Adventure Dungeon
It also includes the following supplements:
  • NPC Codex - Gaming Supplement
  • Cities and Towns - Gaming Supplement

The bundle includes hundreds of pages worth of materials and supplements sure to keep your gaming sessions busy!

Dungeons on Demand

Dungeons on Demand is a line instant dungeons you can drop into your campaign, each is designed for 4-5 player parties of specified levels, and each dungeon is complete with a back story, hand drawn maps, traps, puzzles, and reference information to monsters and treasure. You can customize each one to fit in your campaign however you wish, and each one can be played through in one or two gaming sessions.

EVERY DUNGEONS ON DEMAND ADVENTURE FEATURES

Maps

Player Safe Maps - Maps for each encounter area (and the dungeon as a whole) come prepared for both the players and GMs. Helpful for when you want to give the party something to visualize without revealing hidden monsters, traps, and treasure.

Quick Reference Icons

Quick Reference Icons - GM maps are fully labelled and complete with quick reference icons. These icons give you all the information a GM needs for an encounter area - whether there's monsters lurking to fight, traps the party must contend with, hidden treasure, NPCs to talk to, or a puzzle they must solve. Each icon is given a complete description in the encounter break down.

Combat Difficulty Guages

Combat Difficulty Gauges - Each encounter description provides detailed information on how monsters perform in battle. These gauges allyou to quickly determine how difficult a fight will be for an appropriately leveled party. These gauges rate an encounter from 1 star (very easy) to 5 stars (deadly). Complete with core rulebook page references and full descriptions of custom monsters!

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Dungeons on Demand is not affiliated with Wolpertinger Press or Dungeon-on-Demand, but you should definitely check them out!

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Author Dan Coleman has been a Dungeon Master for two decades now, first picking up the dice with second edition. He can tell you what THAC0 stands for, a first level fighter's saving throw against rods, staves, and wands, and why players get excited to find "Treasure Type H."

Since then he's been through every new edition, and has written custom classes, spells, items, adventures, and system mods for each. By day he's a humble graphic designer and illustrator, but by night he's a full time role-player and game designer. 

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Take a look here: https://www.facebook.com/dcolemanproductions

 
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Reviews (6)
Discussions (2)
Customer avatar
Judson C February 11, 2017 11:56 pm UTC
PURCHASER
Linking the quests

I understand that it likely goes against the primary design of these adventures, but has anyone found a good way to link the adventures in sequence? I am infatuated with the design and am running them without manual XP tracking, and would love to take one right into the next.

MILD SPOILERS AHEAD

For 1 to 2, I actually had the party start their first adventure in Oallhelm so they would build a connection to it, then left for the quest. I had the interlude as they camped outside of town, only to have them return the next evening to the town burning.

That worked great, but without some area-wide geography (I have the towns and cities module), I struggle with linking from here. Any thoughts?
Customer avatar
Philip H April 18, 2016 5:46 am UTC
PURCHASER
WARNING SPOILERS!!!

My party had a lot of trouble with "No Laughing Matter". Although, I think I may have misinterpreted the incapacitation due to laughter (as it says "one round"). Is the laughter only supposed to last until the start of their next turn? Losing a turn is a big deal at level 5+. Additionally, there are a LOT of encounters. My party was out of resources at the 2/3rds mark. They barely escaped the dragon and then bailed out of the canyon with haste. I even cut the mammoth encounter and reduced the effectiveness of the oozes, albeit accidentally on the latter.

My party was five members all level 6, two have +1 weapons. They have some potions and other minor magic items as well. It should also be noted that they're not powergaming or 100% tactically efficient either.

All in all, I'd rate this module as "enter with caution because you will all likely die".
Customer avatar
Dan C April 18, 2016 12:16 pm UTC
PUBLISHER
Thanks for the comment, Philip! As with any module, your mileage will vary depending on your party composition, experience, and rolls of the dice. I build and testplay the encounters with my players, but you could certainly have different results from mine.

Each module includes enough encounters (combat and noncombat) to increase an appropriately leveled party by one - I'd say you should definitely expect the party to rest at least once while exploring the dungeons.

That said, certainly tweak the modules to suit your needs! The encounters are more or less made by the book, though I do try to offer an interesting mix of monster composition, number of opponents, and challenges. If you have any questions, please let me know!
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Pages
155
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File Last Updated:
September 14, 2016
This title was added to our catalog on August 21, 2015.