Dragonlance
Adventure Seeds
The Orchard's Last Ledger — Abanasinia. A Solace orchard's surviving ledger records annual deliveries to a hillside household that nobody can locate. When a kender produces a receipt from that address dated yesterday, the orchard keeper hires the party before a creditor takes the land.
The Bridgekeeper's Third Toll — Solamnia. A river bridge charges travelers for maintenance, passage, and a third levy called remembrance. A Knight of Solamnia questions the charge, but nearby villagers say the money supports families of former enemies who are forbidden to claim public aid.
The Unsent Invitation — Palanthas. A sealed invitation to a noble gathering turns up inside the will of a person who died before the event was planned. Its address points to a vacant house where the guests' names are being removed from public records one by one.
The Harbor's Smallest Boat — Kalaman. A fishing skiff repeatedly returns carrying one extra oar but no extra passenger. Its owner wants to find the missing rower while a customs officer claims the oars are evidence of smuggling.
The Brass Seed — Mount Nevermind. A gnome invention disperses tiny brass seeds that assemble into emergency signal bells. The bells begin ringing in places with no apparent danger, and its creator demands a field test before the guild disables the mechanism.
The Moonlight Audit — Wayreth. A wizard's records show an apprentice completing portions of a Test of High Sorcery that was never formally scheduled. The apprentice says the missing tasks are dreams; a witness has found physical traces left by them in the forest.
The One Honest Sail — Ergoth. An Ergothian ship arrives with a sail woven from two colors that its captain insists were once a single banner. Veterans of opposing households each recognize the fabric, and both want its provenance settled before it is burned.
The Dwarf at the Wrong Gate — Thorbardin. A messenger reaches a dwarven gate carrying a valid pass whose issuing clan ceased using that entrance generations ago. The guard requests an escort inside, where the messenger insists an inhabited tunnel has been omitted from every current map.
The Borrowed Bell — Kenderhome. A bell borrowed years ago for a festival appears in three kender households on the same day. Each family genuinely remembers borrowing it from a different owner, and its original maker says the bell was never finished.
The Empty Rookery — Schallsea. A bird keeper preparing ceremonial messenger birds finds every nest intact and every bird gone. A sailor spots the flock circling a vessel at sea, but the vessel's crew is carrying refugees who distrust anyone sent by the island's authorities.
The Woodcarver's Oath — Qualinesti Exile. An elven woodcarver promises identical memorial panels to two separated refugee communities. The panels depict different versions of one evacuation, and delivering either first could reopen an old accusation.
The Winter Couriers — Icewall. Couriers crossing Icewall find a line of supply caches freshly stocked by a route presumed abandoned. The provisions save lives, yet a nomad guide says taking them will leave another group stranded.
The Lanterns of Haven — Haven. Street lanterns illuminate a procession of people invisible in daylight. A baker recognizes a living relative among them and asks the party to follow without alerting the city's watch.
The Six Missing Names — Tarsis. A civic monument to flood rescue loses six engraved names overnight. The families have receipts showing their relatives were honored, while the sculptor's original design reveals six unclaimed places left intentionally blank.
The Tide-Sworn Witness — Northern Ergoth. A coastal witness will testify to a land seizure only when the tide exposes a certain boundary stone. The hearing is moved inland at the last minute, and both sides claim they are protecting the witness.
The Silver Thread Petition — Silvanesti. Tailors sewing garments for an elven rite discover silver thread that forms tiny maps when unspooled. Elders want the garments completed; younger refugees believe the maps describe a safe road home.
The Paladin's Other Errand — Solamnia. A revered knight entrusts the party with an ordinary delivery of farm tools. At every stop, strangers offer payment for the tools, revealing that the knight promised them to several communities after a disaster.
The Lighthouse Under Canvas — Blood Sea Coast. A lighthouse keeper hides its beam beneath canvas because ships following it have been arriving at the wrong harbor. Captains need the light restored before nightfall; the keeper has logs showing the changed route is deliberate.
The Undervalley — Kharolis. A shepherd finds a lush valley during a dry season, but paths into it shift after every visitor leaves. A nearby village needs its water and asks the party to map access without claiming the valley on anyone's behalf.
The Quietest Forge — Kayolin. A dwarven forge produces excellent steel while making no sound at all. Its workers demand a shutdown when one begins losing the ability to hear their children, though the guild's largest order is due at dawn.
The School's Absent Founder — Ansalon. Pupils at a remote school have learned three contradictory histories from the same founder. The founder has been away for years, and the party is hired to determine which version the children must present to visiting officials.
The Walled Garden's Key — Palanthas. A caretaker inherits a key to a walled garden the city says does not exist. Once opened, it contains plants labeled with dates of future harvests, including one that has already failed across the region.
The Nomad's Painted Wheel — Abanasinian Plains. A painted wagon wheel serves as evidence in a dispute over seasonal grazing rights. The party can examine it only by joining a moving caravan, while both claimants offer conflicting accounts of who first painted it.
The River's Last Crossing — Lemish. A ferryman announces that a safe crossing will disappear after the next storm and refuses to explain how he knows. Families on opposite banks accuse him of manufacturing a crisis to force them to abandon their homes.
The Drowned Postbox — New Sea. A salvager retrieves a watertight postal box filled with letters written after its ship sank. The addressees are scattered across Ansalon, and the first letter delivered alters someone's inheritance.
The City of Unfinished Steps — Sanction. A stairway built by several successive rulers stops short of an occupied neighborhood. The residents have improvised ladders for years; a new administrator will complete the stairs only if they surrender control of their only market.
The Border's Two Songs — Kern. Patrols on either side of a border sing the same old marching song with different final verses. A missing child was heard repeating a third verse that may identify a concealed crossing.
The Dry Well Tribute — Goodlund. A village continues making offerings at a dry well because the custom guarantees safe passage to a neighboring settlement. When the offerings disappear before dawn, both villages suspect each other and halt trade.
The Shield Without a Crest — Knights of Solamnia. A battered shield arrives at a chapterhouse with its crest carefully removed and its owner's service record intact. The owner's granddaughter wants the erased symbol restored; the chapter's archivist thinks removal was the owner's final wish.
The Widow's Salt Garden — Port Balifor. A widow grows rare salt-loving herbs on a beach that a merchant claims as cargo storage. The herbs are needed to treat a fever on a ship in quarantine, putting the dispute on a deadline.
The Three-Moon Calendar — High Sorcery. A calendar predicting the moons' phases includes one extra date that no other almanac recognizes. A young mage proposes an experiment on that night while a senior mage insists the notation is a warning, not an invitation.
The Mapmaker's Refuge — Khur. A mapmaker shelters travelers by removing their camp from routes sold to raiders. An aid convoy now needs the missing route to find them, and publishing it could reveal every refuge the mapmaker concealed.
The Loaned Dragon Scale — Ansalon. A family claims a dragon scale displayed in a local hall was loaned for one season and never returned. The hall's defenders fear surrendering it will discredit a hard-won peace between communities.
The Long Table — Schallsea. An annual meal seats every surviving member of a household scattered by war. This year two guests arrive carrying equally persuasive proof they belong in one deceased sibling's place.
The Shore That Knows Your Name — Icereach. A shoreline cave echoes visitors' full names before they speak. An expedition asks the party to investigate because the cave has started calling the name of someone expected to be born next month.
The Sergeant's Lost Pay — Kalaman. A retired sergeant finds that decades of wages were transferred to families of soldiers from the opposing army. The families depended on the money without knowing its source, and the sergeant seeks a truthful accounting rather than simple repayment.
The Kender's Unopened Parcel — Kendermore. A kender insists on returning an unopened parcel to a person who cannot be found on any local roll. Several people claim to know the intended recipient but each directs the party to a different town.
The Borrowed Spring — Silvanesti Frontier. Elven refugees and neighboring farmers share a spring under an oral agreement neither side can fully recall. A recent drought requires a written pact, and a third community presents evidence it was deliberately excluded.
The Third Muster — Neraka. An old muster book records a troop of noncombatant laborers erased from two conflicting military histories. Their descendants request recognition, but identifying them may also reveal the location of supplies hidden after the war.
The Physician's Moonstone — Solace. A traveling physician carries a moonstone said to improve a patient's sleep, and every innkeeper on her route reports the same troubling dream. She asks the party to find the stone's original owner before desperate patients take it by force.
The Orchard Below the Road — Kharolis. Road repairs uncover an underground orchard tended by descendants of workers who never returned to the surface. The orchardists welcome trade but ask the party to prevent surveyors from declaring their home a public mine.
The Harbormaster's Double Entry — Palanthas. One harbor ledger records a ship's cargo as grain and another as evacuees; both are signed by the same harbormaster. A claimant to the grain arrives just as survivors of the voyage seek proof that they were aboard.
The Broken Lance Rack — Solamnia. A memorial display collapses, revealing a hidden rack of practice lances with fresh wear. The local academy denies using the site, while children say someone has been training them there at night.
The Mender of Masks — Flotsam. A mask maker repairs disguises without asking who wears them. When a customer's face becomes visible beneath several unrelated masks, the maker asks the party to discover whether the person is being hunted or impersonated.
The Last Empty Shelf — Mount Nevermind. A gnome archives failed inventions in a room that has room for precisely one more object. A new invention can prevent an airship accident, but it works only if the archivist files the original as a failure.
The Shoreward Harvest — Sea of Blood. Floating fields of edible plants drift toward a hungry port. Fishers want to collect them immediately; a sea elf delegation warns that the fields are part of a carefully maintained migration route.
The Festival's Seventh Banner — Ergoth. Six communities contribute banners to a harvest festival, yet a seventh appears with signatures from all six. Its maker seeks recognition for a displaced settlement whose residents were never invited.
The Rainkeeper's Measure — Abanasinia. A village uses an old rain gauge to settle water shares, but its markings no longer align with the actual rainfall. The party must establish whether the device has been altered or the watershed has changed before the next allocation.
The Return of the Watch — Thorbardin. An old watch rotation resumes after a sealed passage starts receiving knocks from the other side. Two clans want the gate opened for different reasons, and neither will say who they once stationed beyond it.
The Pilgrim's Second Route — Northern Ansalon. A pilgrim has mapped a safer route between shrines but refuses to publicize it because a secluded village lies along the path. When winter closes the usual road, the party must negotiate passage with the village before travelers freeze.
Notice
These unofficial adventure ideas are offered for anyone who wishes to use or adapt them for their own Dragonlance campaign.
This is an independent, fan-created collection and is not affiliated with, endorsed, sponsored, or approved by Wizards of the Coast.
The material is provided freely for personal, noncommercial use, and I receive no money or other compensation from its creation, distribution, or use.
Notice
Currently, these are nothing more than conceived thoughts on exploring the world of Dragonlance. As I consider them further, they will be expanded with more detail.
Notice
The following brief, independent hooks use the Dragonlance setting depicted in the attached 3.5 books published by Sovereign Press. Each gives the party a problem, a complication, and a choice.
Their default placement is the Age of Mortals after the War of Souls, unless an entry explicitly names an earlier era; a Storyguide can adjust political control, the availability of magic, and a location's status to suit a chosen date.
The hooks avoid making the characters replace the heroes or repeat the central objectives of published campaigns.