20 one-shot adventure ideas for 5e
Every idea below fits in one session or a couple of weeks of play-by-post. Each has a setup and a twist. Steal freely.
- The Last Ferry. The party must cross a flooded river on the only ferry still running. Twist: the ferryman is collecting passengers for something on the far bank.
- Inn at the Crossroads. A storm traps strangers at an inn; one guest dies at midnight. Twist: the victim was the only person who knew the inn was haunted.
- The Bell Under the Lake. A drowned bell tower rings each night. Twist: it's ringing to warn the village, not to call to them.
- Delivery for the Wizard. Carry a sealed box across town, no questions asked. Twist: the box is trying to get out, and it's polite about it.
- The Wedding Heist. Steal the dowry during the ceremony. Twist: the bride hired you.
- Goblin Diplomacy. A goblin tribe takes a merchant hostage. Twist: they want help, not ransom, and they're terrible at asking.
- The Library That Moves. A library appears in a different town each night. Twist: its overdue books are people.
- Siege of the Teahouse. Defend a tiny teahouse from bandits until dawn. Twist: the old owner is a retired legend who refuses to fight.
- Fog on the Moor. Escort a pilgrim across fog-drowned moors. Twist: the lights in the mist are trying to lead you out.
- The Dragon's Accountant. A young dragon needs help counting its hoard before tax day. Twist: some of the coins are cursed IOUs.
- Trial by Bakery. Win a village baking contest against a hag. Twist: she's cheating, but so is the mayor.
- Masks at Midwinter. A masquerade where no one may remove their mask. Twist: one mask has no one under it.
- The Unquiet Grave. A body keeps climbing out of its grave. Twist: it only wants its murderer to be named.
- Bridge Out. A troll demands a toll at the only bridge. Twist: the troll built the bridge and was never paid.
- The Clockwork Orchard. Mechanical bees have stopped pollinating the duke's orchard. Twist: they're on strike.
- Shipwrecked. Wake on a beach with no gear. Twist: the island moves.
- A Ghost's Last Request. Finish the job a dead adventuring party couldn't. Twist: one of them didn't die, and doesn't want it finished.
- Rats in the Cellar, Level 5. The classic rat job. Twist: the rats have a king, and a council, and grievances.
- The Crown in the Chapel. Recover a stolen crown from a flooded chapel. Twist: the thing guarding it was its rightful owner.
- Home Again. The party returns to a village they saved last year. Twist: the village has built a cult around them.
No DM? Pick any of these, open a table on Talewrite, and ask the AI Dungeon Master to build a one-shot around it for your party.