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CREDITS TABLE OF CONTENTS

Cover Illustrator: Aaron Lee Credits ................................................. 2


Interior Art: DMs’ Guild
Design: Based on a template by Laura Hirsbrunner Table of Contents .................................. 2
ON THE COVER Introduction ......................................... 3
“Best Angel” by Aaron Lee, from the Godbound Art Pack Reading the Adventures ................................. 4
Playing the Adventures .................................. 6
Adjusting The Difficulty ..............................6

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Watching Examples ....................................6
The Adventures ..................................... 7
Dungeons ........................................................ 7

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The Vanishing Tower ..................................8
Stone Cold Revival .....................................9
Silence of the Sphinx................................10
Settlements .................................................. 11
Raising Up The Neighborhood ................12
e Don’t Get Angry ........................................13
The Dark Letter .........................................14
Behold! An Abomination is Born .............15
Wilderness .................................................... 16
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Spiraling Out of Control ...........................17
Trolled Again ............................................18
A Dry Heat .................................................19
Appendix ....................................................... 20
Adventure Elements .................................20
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Glossary of Abbreviations ........................20


Other Resources .......................................20
Tie-Ins .......................................................20
Difficulty Classes ......................................20
Acknowledgments ...................................20
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DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast
product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.

This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content
Agreement for Dungeon Masters Guild.

All other original material in this work is copyright 2021 by Robert Peake and published under the Community Content Agreement for Dungeon Masters Guild.
INTRODUCTION
I never could have imagined that Less is more—but only if it is the
Volume One in this series would so right kind of less.
quickly rise to bestselling status, with
cries for more volumes in the Each of these adventures is designed
comments and reviews. It seems that to give you, the DM, the best
being able to prepare and run high- information in the best order to be

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quality one-shot adventures in a able to start strong, adapt with
matter of minutes wasn’t just a confidence, and end the session well.
dream-come-true for me alone.

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So, skim the pages. Get familiar with
I love D&D, and specifically I love the creatures. Review the timings.
playing D&D. Some adventures take Grab your copy of The Spontaneous
longer to prepare than they actually Dungeon Master’s Companion to
take to run, and rarely does more bolster your confidence in unforeseen
than a fraction of the material e circumstances.
reviewed actually get used around the
table. Let’s get ready to roll once more.
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If you like reading part-rules, part- -Robert Peake, November 2021
fantasy books with great artwork and
interesting ideas, that’s great. I still
enjoy lengthy adventure and
campaign books, too. But I wanted to
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come up with a way to minimize


preparation time, maximize player
agency, and still tell a rich,
interesting, cinematic story.
https://spontaneousdm.com/
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What you have here is the result of


several years of devising, revising,
and play-testing my ideas about how
to give Dungeon Masters just what
they need—no less, no more!—to run
fantastic adventures whenever,
wherever.

My hope is that the contents of this


book will make you look good.

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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,

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both generally
(settlement, dungeon, or
wilderness) and

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specifically (e.g. a city,
ruined mine, or forest).

4. Mission – the “goal” of


the adventure, which gives
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motivation.

5. Tier – the range of


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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
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on scaling the adventures


in the next section.

6. Backstory – a brief
explanation that gives
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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

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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,

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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. e 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
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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
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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
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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.

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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

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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. e 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
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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
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have any maps and my notebook off


to the other side. And, of course, I
All of these adventures have been
have lots of dice.
carefully play-tested, and most of
them have also been part of the One-
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ADJUSTING THE DIFFICULTY Shot Hotshots podcast series. You can


watch examples of the full live play of
The tier indicated represents the earlier draft versions of most of the
“scope” of the adventure as indicated adventures on YouTube, or listen to
in the Players’ Handbook p. 15. As an them on your favourite podcast
experienced DM, I often like to player.
introduce my characters to creatures
https://www.spontaneousdm.com/hotshots/
far above their challenge level. I sent
a first-tier party into the nautilus of a
Now, on to the adventures…
mind flayer, for example. But I had a
deus ex machina planned for when
things went bad.

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THE ADVENTURES
DUNGEONS

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