Talewrite

20 one-shot adventure ideas for 5e

For DMs and players · about 6 minutes to read

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.

  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. The Wedding Heist. Steal the dowry during the ceremony. Twist: the bride hired you.
  6. Goblin Diplomacy. A goblin tribe takes a merchant hostage. Twist: they want help, not ransom, and they're terrible at asking.
  7. The Library That Moves. A library appears in a different town each night. Twist: its overdue books are people.
  8. Siege of the Teahouse. Defend a tiny teahouse from bandits until dawn. Twist: the old owner is a retired legend who refuses to fight.
  9. Fog on the Moor. Escort a pilgrim across fog-drowned moors. Twist: the lights in the mist are trying to lead you out.
  10. The Dragon's Accountant. A young dragon needs help counting its hoard before tax day. Twist: some of the coins are cursed IOUs.
  11. Trial by Bakery. Win a village baking contest against a hag. Twist: she's cheating, but so is the mayor.
  12. Masks at Midwinter. A masquerade where no one may remove their mask. Twist: one mask has no one under it.
  13. The Unquiet Grave. A body keeps climbing out of its grave. Twist: it only wants its murderer to be named.
  14. Bridge Out. A troll demands a toll at the only bridge. Twist: the troll built the bridge and was never paid.
  15. The Clockwork Orchard. Mechanical bees have stopped pollinating the duke's orchard. Twist: they're on strike.
  16. Shipwrecked. Wake on a beach with no gear. Twist: the island moves.
  17. 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.
  18. Rats in the Cellar, Level 5. The classic rat job. Twist: the rats have a king, and a council, and grievances.
  19. The Crown in the Chapel. Recover a stolen crown from a flooded chapel. Twist: the thing guarding it was its rightful owner.
  20. 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.