D&D 5E Disney adventures?


Crusty Old Meatwad (he/him)
Any possible adventures that c/would be set in our worlds Disneyland/Disney world? Any potential backgrounds for said adventurers? And finally what sort of equipment/treasures c/would be gotten from
Our worlds Disneyland/Disney world?

[Edit - sorry I didn't see specifically Disneyland, rather than just Disney show. I will think about that.]

I've thought several Sofia the First and Elena of Avalor episodes would convert well to D&D adventures. For example, the Secret Library episodes of Sophia would be excellent.

For those unfamiliar, the main character gains access to a secret library hidden within her ancestral castle. The library is filled with hundreds of unfinished books, and choosing one transports the character into the story where she must complete the unfinished story in a satisfactory way before she can escape. Over time she learns she's bound to the library as the Storykeeper, and is occasionally summoned there to complete a story.
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Crusty Old Meatwad (he/him)
I mean the obvious path here is the animatronics are actually animated by an evil artificier to start attacking anyone who enters a ride, and the players must defeat them, one ride at a time. So you're going to fight a lot of animated pirates on Pirates of the Carribean, a huge animated Yeti on Matterhorn, a whole lot of ghosts in Haunted Mansion (the final graveyard room will have a lot of minions), some pretty creepy animated kids in Small World, etc..

The question then becomes how to make the animated animatronics different from each other enough that it doesn't get boring. Give different abilities to the evil witch in Snow White ride than you do to Elephants on the Jungle Cruise ride. Aliens fire back on the Buzz Lightyear ride. The traps are real on the Indiana Jones ride. Lots of fun variations present themselves.


It depends upon your goals. Do you want a D&D campaign set in a setting that is inspired by all of the various 'Lands' in Disney World/Disney Land? Do you want D&D characters running around in the actual Disney World/Land because they plane shifted into a world like ours? Do you want D&D characters to live in a cheerful Blade Runner style setting with animatronic servants, amusement services every 100 feet, easy access to unhealthy food, and packed streets?

If I were to run a game for Disney fans and wanted to capitalize upon their fandom (and for some reason thought it would be a good idea), I'd run a 5E game and start running Lost Mine of Phandelver. As the PCs explored the first adventure site they'd discover a portal. That would take them to an abandoned Disney Land / World. I'd use a real map of the park. I'd populate it like a dungeon for low level adventurers, but the edges of it would be shrouded in smoke that the PCs could not leave. It would end up being a Ravenloft Domain created by a tragedy that took place in the location. The Domain Lord would be someone that made a horrible, but mandane, mistake - perhaps something that ended the greatest Love of their life. However, each of the rides, attractions, etc... would have portals that took PCs to lands inspired by each of the rides. The trick for players would be that anytime they enter one of these portals they'd have a set time before the portal collapses and the land behind the portal disappears - with the Pcs left behind going with it. The PCs would need to explore these lands to find a way out of the Ravenloft Domain - using hints found in each of these worlds to piece together the mystery of the Domain. The escape from the Domain would only be possible if the PCs can 'relive' the events of that trauma to summon the Lord, and then end the Trauma (RP, combat, and other options could exist for the final climax). I'd try to run it so that the PCs would pick their next location at the end of a session so that I could prepare it.


Most plots will go straight for the Westward premise or the magic is real premise. But what are the real hazards of Disneyland? Crowds and prices. There's your antagonists.


Most plots will go straight for the Westward premise or the magic is real premise. But what are the real hazards of Disneyland? Crowds and prices. There's your antagonists.
Nah. It's the DC 25 Wisdom save VS the Small World. It still haunts me. ;)


Most plots will go straight for the Westward premise or the magic is real premise. But what are the real hazards of Disneyland? Crowds and prices. There's your antagonists.
I'm not sure that a game where you have to roleplay through the problems of crowds, queuing, navigating the park, price-gouging and eventual exhaustion, but all the rides when you get to them only exist in your imagination, works out as a positive gameplay loop.

Snarf Zagyg

Notorious Liquefactionist
Woah, just thinking back to a blast from the past.

So there was a series of books for GURPS/ Car Wars in the 1980s, and the one about the South (the AADA Road Atlas for the South) described that one of the few areas of Florida that wasn't overrun by the crazies ... kind of like today ... was Disney in Orlando, which had a dome over it and was some kind of separate state.

It was a nifty idea at the time. Again, though, like a lot of stuff from the 80s I can't say that everything in it aged well. So caveat emptor.


I'll put a pitch out there for the Happiest Apocalypse on Earth. It's not 5e - it's PbtA - but it's set in an evil parody of Disneyworld so the adventure ideas in the back might be good starting points depending on your plans:

It's a dark humorish setup and assumes the players are employees of the park and trying to tamp down on the general lovecraftian kind of evil of the park while also hiding it from the rest of the world, but if we're talking games set in an amusement park you could do worse than looking at it. It definitely has the feel of "amusement park sitting on a hellmouth", which is where I'd go with a D&D/Disneyland crossover game (and I'd expect such a game to have a fair bit of humor, tbh).


Chaotic Looseleaf
Disney themselves have iterated on this concept multiple times in the video game space; my understanding is that most of them revolve around "dungeons" related to major attractions that are usually rewarded by some kind of key (keys are a big deal to Disneyana although I've never completely understood why). Collect all the keys, open Cinderella's castle, complete the final dungeon, rescue Mickey.



Here's a wacky idea: The PCs are all actual Disney characters who find themselves transported into the park, where everyone just assumes that they're Disney employees in costume. They need to connect with each other, figure out what happened and explore the park to find a way to return to their worlds, all without revealing to the staff and visitors that they are actually who they appear to be.


These already look like the FR with all the races you could be.


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