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CREDITS TABLE OF CONTENTS

Cover Illustrator: Tan Ho Sim Introduction ......................................... 3


Interior Art: DMs’ Guild
Design: Based on a template by Laura Hirsbrunner Reading the Adventures ................................. 4
Playing the Adventures .................................. 6
ON THE COVER
Adjusting The Difficulty ..............................6
“Magic Splash” by Tan Ho Sim, from the Godbound Art Pack
Watching Examples ....................................6
The Adventures ..................................... 7
Dungeons ........................................................ 7
A Foul Wind .................................................8
Mogga’s Run ...............................................9
Shadows In The Cellars ............................10
Echoes of Netheril ....................................11
Cities ............................................................. 12
Justice Comes To Amphail ......................13
Nightmare On Helm Street ......................14
You Shall Go To The Ball ..........................15
Wilderness .................................................... 16
I’d Like To Thank The Little People .........17
A Sinking Feeling ......................................18
The Gift Horse ...........................................19
Appendix ....................................................... 20
Adventure Elements .................................20
Glossary of Abbreviations ........................20

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast
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All other original material in this work is copyright 2020 by Robert Peake and published under the Community Content Agreement for Dungeon Masters Guild.
INTRODUCTION
Finally! Your friends want to play D&D Luckily for you, you have a copy of
for the first time, and they have asked One-Page One-Shots: Volume One. This
you to be their Dungeon Master for a collection of adventures will help you
one-off adventure that will introduce accommodate these types of
them to the game. The only problem? situations and many more.
You are slammed with work or study
and can only squeeze in a few “So, are you feeling more like a
minutes to prepare. dungeon crawl, a trek through the
wilderness, or maybe a romp in the
Or perhaps it’s game night, and city?” you ask casually, as the players
shortly beforehand a player whose settle in and grab their beverages.
character is central to the adventure Whatever they want, you now have it
you have prepared lets you know they to hand in an easily-digestible
can’t make it. You have to come up format.
with a side-quest instead, and fast.
Each of these adventures is designed
There are many reasons a DM might to give you, the DM, just what you
need to prepare a self-contained need to be ready to play in a matter of
adventure in a hurry. minutes.

Unfortunately, reading through thirty Skim the page. Get familiar with the
pages or more of a typical published creatures. Review the timings. Grab
one-shot adventure, on top of the your copy of The Spontaneous
time it takes to research the Dungeon Master’s Companion to
monsters, learn the names of key bolster your confidence in unforeseen
NPCs, make your own notes, and circumstances.
customize a few details to put your
own spin on the tale—can mean that Now get ready to roll.
what was meant to be a simple one-
shot can actually take a long time to -Robert Peake, July 2020
prepare.

In fact, sometimes one-shots take


longer to prepare than the next
episode of a campaign, since rather
than teasing out existing threads, you
are starting from scratch.

https://spontaneousdm.com/

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READING THE ADVENTURES
The following guide will help you 2. Focus – this is the type of central
understand the elements of each element in this adventure, one of the
one-page adventure and how to make twenty-five combinations detailed in
best use of them. The One-Page One-Shot Toolkit.

3. Location – where the


adventure takes place,
both generally
(settlement, dungeon, or
wilderness) and
specifically (e.g. a city,
ruined mine, or forest).

4. Mission – the “goal” of


the adventure, which gives
the characters their initial
motivation.

5. Tier – the range of


character level most
appropriate for this
adventure (Tier 1: 1-4,
Tier 2: 5-10; Tier 3: 11-16;
Tier 4: 17-20). See details
on scaling the adventures
in the next section.

6. Backstory – a brief
explanation that gives
background to the DM and
sets the scene.

1. Title and Subtitle – titles may 7. Interest – the hook gives likely
contain clues or outright spoilers, so reasons the PCs might get involved
they should not be revealed to the with this adventure to begin with; the
players before the game. The subtitle rewards detail what they might gain
follows the format of “[name] is a in doing so; the perils are the dangers
[type]”, specifying the specific Focus they could face along the way.
(2) of the adventure.

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8. Secrets – these are events and 12. Structure – the adventure itself is
circumstances as yet unknown to the structured one of several ways: as a
PCs about what is really going on. five-room dungeon, in three acts, or
Each secret could be revealed to the in one act and three rooms.
party in a wide range of ways, from Approximate timings are given for
discovering an artefact or note to an two-to-three hours of game play.
NPC explaining it. Leave your options Feel free to modify this for longer
open, so that you can reveal some sessions. You may also want to pencil
secrets, no matter what the players in clock times based on what time you
choose to do. The twist is something start the session.
that goes against the PCs’
expectations. It will complicate Adapt these to suit your needs,
matters in some way. including scaling up or down
encounters, DCs, and other game
9. Setting – this is the exact, named mechanics to make it suitably
location where the adventure takes challenging for your group.
place, along with a brief description
to give it flavour. Use your copy of The Spontaneous
Dungeon Master’s Companion to feel
10. Start – this “green text” can be comfortable allowing players to go
read aloud at the very beginning of “off-piste” where desired, bringing
the adventure to kick things off. It them back to the main story focus as
generally begins in media res to draw appropriate. The adventure may go
the players in, and should be followed exactly as structured, or may veer
either by a flashback or brief considerably. This is what makes
explanation of how the PCs got there. RPGs so much more satisfying than a
This is usually best done pre-programmed computer game. Go
collaboratively, allowing the players with it, and have fun.
to explain why their PCs are here.
13. Tie-ins and Keywords – tie-ins
11. Maps – these are the maps you are published campaigns and wider
may want to have ready to ensure storylines into which this particular
that, even if you are playing “theatre one-shot might fit well; keywords
of mind” style, you have a consistent are words that give you a sense of
understanding of the physical space. what is involved in the adventure, to
Maps are not provided, but a Google quickly decide if this is of interest.
image search on the terms provided
plus the words “D&D map” or “5e 14. Adventure elements – these are
map” will yield numerous results. the specific game elements of an
Pick what you like best, and feel free adventure present in this module; see
to modify map images if they are too the appendix for a key to the symbols
large (e.g. too many rooms in a used.
dungeon, too vast, etc.).

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PLAYING THE ADVENTURES
Each adventure is designed to be So, while each of these adventures
played over a single session lasting involves reasonably “balanced”
between two to four hours. encounters (which my play-test
group always survived), you may
Preparing for the session will involve want to “beef up” an adventure for
deciding which adventure to run, stronger players, or tone it down for
reading it through, reading up on the weaker ones.
creatures involved from the Monster
Manual (indicated in bold), and As a general principle, when up-
making notes as appropriate of any scaling up from tier to another, you
modifications. It should typically take can double the number of hostile
no more than twenty minutes. creatures and increase the specified
DC by five. The same goes in the other
I have play-tested many of these direction—halving it, and decreasing
adventures with my home group. So, DCs by five.
I’ll tell you how I set up to play.
This may be too extreme at the
We play over Zoom. I place the notes topmost tier (i.e. from three to four or
over the keyboard of my laptop so vice-versa), so use your discretion
that I can glance down at them or up and as always consult the challenge
at the players easily. I have the rating guidance in the DMG if you are
Monster Manual, DM screen, and The unsure about your approach.
Spontaneous Dungeon Masters’
Companion handy, off to one side. I
WATCHING EXAMPLES
have any maps and my notebook off
to the other side. And, of course, I
The adventure “A Sinking Feeling”
have lots of dice.
has been recorded end-to-end –
from the actual development of the
ADJUSTING THE DIFFICULTY rough notes using The One-Page One-
Shot Toolkit, to a complete play-
The tier indicated represents the through, to a debrief session with the
“scope” of the adventure as indicated players afterward.
in the Players’ Handbook p. 15. As an
experienced DM, I often like to It is available on YouTube. Sometimes
introduce my characters to creatures learning by example is the best way to
far above their challenge level. I sent go. At minimum, I hope you will find
a first-tier party into the nautilus of a it entertaining.
mind flayer, for example. But I had a
deus ex machina planned for when Now, on to the adventures…
things went bad.

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APPENDIX

ADVENTURE ELEMENTS TIE-INS

Chase scenes Princes of the Apocalypse 8, 19


Storm King’s Thunder 9
Waterdeep: Dragon Heist 10, 13, 14, 15, 17
Combat
Arcane Age 11
Dead in Thay 14, 15
Exploration
Return to Myth Drannor 17, 19

Investigation
DIFFICULTY CLASSES
Magic Items
Type DC Example
Monsters Very easy 5 Do something anyone can do
Easy 10 Do something many can do
Puzzles
Medium 15 Do something hard for most

Hard 20 Do something only experts can do


Social interaction
Very Hard 25 Do something hard for experts

Nearly Impossible 30 Do something legendary/unlikely


Traps

ACKNOWLEDGMENTS
GLOSSARY OF ABBREVIATIONS
Thanks to my playtest crew: Robbie, Mario,
2d6x10 – e.g. the result of rolling two Randi, Val, Betsy, Katie, Arne, and Cam. You
six-sided dice times ten guys put many of these adventures through
DC – Difficulty class their paces and lived to tell the tale.
DM – Dungeon Master
HP – Hit points Sly Flourish is the DM who first got me really
NPC – Non-player character thinking about efficient, game-focused
PC – Player character preparation, and I highly recommend his
Lazy Dungeon Master series. John Fourr’s
work on five-room dungeons helped me find
OTHER RESOURCES the right scope for my delves.

The Spontaneous Dungeon Master’s Companion: Finally, special thanks to Valerie Peake for
https://bit.ly/sdmc4dms
proofreading and overall support with
getting these adventures out into the world.
The One-Page One-Shot Toolkit:
https://bit.ly/1p1stk
Game on!
YouTube Channel: http://j.mp/spontaneousDM

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