The tenth downloadable GM-SS Dungeons and Dragons Adventure Module – containing three One Shots!

Whether it’s for a one-shot adventure, starting a longer story, or just another day in your players’ lives, we hope this adventure module will inspire all you DMs and GMs out there. For our tenth module, we decided to put in some extra work and create a guide book to one of classic RPG-settings: The fair. This module contains inspiration on how to run a day at the fair for your players, as well as three One-Shot adventures set in the mysterious wandering fair called “Lintoll”. Enjoy!


  • RPG: D&D 5e

  • Number of players: Any

  • Recommended level: Any

  • Duration: Depending on the GM

  • Difficulty: easy

  • For your campaign: This adventure is meant as a guide for setting an adventure at a wandering fair. While the rules outlined for games at a fair or drinking can be used in any RPG, they are built upon the rules of D&D 5e. Additionally, all of the Quests taking place heavily rely on the Doppelganger enemy from D&D.

  • This Adventure Module contains: 

    • A ruleset for how to fairly judge competitions between players
    • A ruleset on how to handle drunkeness or getting drunk
    • A ruleset for creating a Doppelganger race in D&D 5e
    • A ruleset for how to run a siege
    • The stories for three quests
    • … and lots more goodies, such as maps, magic items and so forth!

The Setting

The “Lintoll” is a traveling fair that can trace its origin back hundreds of years. Its people have persisted through famine, war and natural disasters – always moving around the continent and avoiding the most dangerous areas. People love the “Lintoll” for its exotic goods, superb performances and large number of games and tournaments held. Most kingdoms and nations agree, that the “Lintoll” has a positive influence on their population. It also doesn’t hurt that they pay entry taxes to every region they stop at. The visitors are usually relieved to see, that the “Lintoll” carnies aren’t strangers, but kin, speaking their language (although with a hard to place accent). For this reason, most countries allow the “Lintoll” caravan crossing through their borders and setting up their huge fairground within. Still, how is it possible that a fair traveling all around the continent is seen as kin by every country they visit?

This adventure module contains three one-shot adventures, during which a party of any size or level can explore the famous “Lintoll” traveling fair. There are exotic goods to buy, lots of strong beverages to sample and several exciting games to play. However, how can a place with this many (drunken) people be this peaceful? Why does everybody know the fair, but nobody seems to know any of the carnies? Who are these people, who claim to just live to provide “Fun for the people”?

Notes for the GM / DM

  • This module provides a lot of information about the setting of Lintoll – a wandering fair run by Doppelgangers. Therefore, the module can also be used to create a long running campaign instead of just running some one-shot adventures.

  • Mind-reading is central component of the quests contained in this module. We recommend clearing up the house rules regarding mind-reading before running any of the adventures.

  • The three quests aren’t necessarily meant to build on eachother. However, the last quest is meant for higher level characters.