The one-shots at a glance
| # | One-shot | Level | Tone | Main challenge |
|---|
| 1 | The Wedding Guard | 3 | Intrigue | Social + one big fight |
| 2 | The Drowned Bell | 2 | Spooky | Investigation + combat |
| 3 | Goblin Market Day | 1 | Comedy | Negotiation |
| 4 | Lot Thirteen | 5 | Mystery | Social + combat |
| 5 | The Inn With No Morning | 3 | Horror | Investigation |
| 6 | The Toll Bridge | 3 | Adventure | Combat + choice |
| 7 | The Glass Tower Job | 4 | Heist | Planning + stealth |
| 8 | The Ogre's Birthday | 2 | Comedy | Roleplay, optional fight |
1. The Wedding Guard
Level: 3. Length: about 3 hours.
Hook: Lady Imra Coldwater is marrying Lord Tavish Brenn at his family's manor. Imra's father hires the party as guards. He's worried about bandits on the road. He should be worried about the groom.
Scenes:
- •Arrival. The party meets the families, the servants, and a drunk uncle who claims Tavish "hasn't been himself since the hunting trip." Let the players mingle and ask questions.
- •The toast. During the feast, a guest collapses after drinking from the groom's cup. A DC 13 Wisdom (Medicine) check shows sleeping draught, not poison. Someone wanted Tavish asleep, not dead.
- •The search. Following the clues leads to the cellar, where the real Tavish is tied up and gagged. The Tavish at the feast is a doppelganger.
- •The fight. The doppelganger and its two hired toughs try to grab the bride's dowry and escape.
Encounter: Doppelganger (CR 3, 700 XP) + 2 Toughs (CR 1/2, 100 XP each) = 900 XP, moderate for four level 3 characters.
Twist: The bride hired the doppelganger. She knew the real Tavish planned to seize her family's land after the wedding and wanted to swap in a husband she controlled. The sleeping draught was meant for the doppelganger by Tavish's loyal servant.
Endings: Expose the bride, protect her secret and help her escape, or let the doppelganger go in exchange for the truth. Each ending makes an enemy.
2. The Drowned Bell
Level: 2. Length: about 3 hours.
Hook: The village of Saltmere lost its church bell in a storm 20 years ago. For the past week, it has been ringing from under the bay every night at midnight, and each night someone walks into the sea.
Scenes:
- •The village. The party talks to the priest, the family of the latest missing person, and an old fisher who remembers the storm. Give out three clues: the bell was cast from melted-down wedding rings, the storm struck on the night of a drowning, and the drowned girl's mother still lives in town.
- •Midnight. The bell rings. Each character makes a DC 12 Wisdom save. On a failure, they start walking toward the water and are charmed until the bell stops or a friend shakes them out of it.
- •The wreck. A rowboat and a long rope get the party to the sunken bell tower. Drowned villagers wait there.
- •The bell. A sea hag has made her lair in the tower and is using the bell to call people down.
Encounters: Wreck: 4 zombies (CR 1/4, 50 XP each) = 200 XP, low. Bell: Sea Hag (CR 2, 450 XP) + 2 zombies (100 XP) = 550 XP, moderate for four level 2 characters.
Twist: The hag isn't the drowned girl's killer. She is the drowned girl's mother, who made a pact to get her daughter back and is still waiting. The mother in the village is an illusion the hag left behind.
Endings: Kill the hag, break the bell, or find the daughter's bones and give the hag a proper burial to end the pact.
3. Goblin Market Day
Level: 1. Length: 2 to 3 hours.
Hook: A goblin tribe has set up a market on the road outside town and won't leave. The mayor wants them gone. The goblins have a permit.
Scenes:
- •The mayor. Paid to "move the goblins along," no violence if possible, because the last group who tried got food poisoning from goblin stew and the town's still embarrassed.
- •The market. The goblins sell junk, stolen goods, and one genuinely magical item. The party can haggle, gamble, and find out the permit is real. It was sold to them by the mayor's own clerk.
- •The clerk. He sold the permit to pay off a debt to a goblin boss in the hills, who now wants the whole road.
- •The hills. The party meets the goblin boss. Talk, trick, or fight.
Encounter: Goblin Boss (CR 1, 200 XP) + 2 Goblin Warriors (CR 1/4, 50 XP each) = 300 XP, moderate for four level 1 characters.
Twist: The market goblins hate the boss too. If the party gets them on side, they help in the final scene.
Endings: Run the goblins out, make the market legal with a real permit, or install a friendlier goblin as boss. Name your goblins with the goblin name generator.
4. Lot Thirteen
Level: 5. Length: 3 to 4 hours.
Hook: The party is invited to a private magic auction as guests of a collector who wants them to win Lot Thirteen, a sealed chest, at any price.
Scenes:
- •The preview. Guests inspect the lots. A dozen strange items, a dozen strange buyers. One of the lots, an ornate wardrobe, is a mimic. Let a sharp-eyed character notice it doesn't have a maker's mark.
- •The bidding. Run the auction with real rolls and real money. Rival bidders bluff, threaten, and try to sabotage each other.
- •The theft. Halfway through, the lights go out. When they come back, Lot Thirteen is gone and the auctioneer is dead.
- •The chase. The thief is a mage, and she has woken the auction house's guardian armour.
Encounter: Mage (CR 6, 2,300 XP) + 2 Animated Armor (CR 1, 200 XP each) = 2,700 XP, moderate for four level 5 characters (budget 3,000).
Twist: The chest holds the collector's own heart. He's a lich-in-training. The mage was stealing it to destroy him.
Endings: Return the chest and get paid, side with the mage, or keep the heart as leverage.
5. The Inn With No Morning
Level: 3. Length: 3 to 4 hours.
Hook: Caught in a storm, the party shelters at the Crooked Lantern inn. The night doesn't end.
Scenes:
- •Settling in. Meet the innkeeper, a pair of merchants, a nervous priest, and a child who keeps asking the party what year it is.
- •The long night. Hours pass. The windows stay dark. Candles don't burn down. Clocks in the inn show midnight no matter what.
- •The cellar. Shadows attack in the dark, and a specter haunts the wine racks. It isn't hostile at first. It is trying to warn them.
- •The attic. The source is a wight in the attic who has trapped the inn in the night of his death.
Encounters: Cellar: Specter (CR 1, 200 XP) + 3 Shadows (CR 1/2, 100 XP each) = 500 XP, low. Attic: Wight (CR 3, 700 XP) + 2 zombies (100 XP) = 800 XP, close to moderate for four level 3 characters.
Twist: Everyone in the inn except the party has been dead for decades. They are repeating the night the inn burned. The child is the only one who knows, and she wants the party to let the night end so everyone can rest.
Endings: Destroy the wight and let morning come (the inn turns to ash around them), or escape and leave the night running. Use frightened generously in this one.
6. The Toll Bridge
Level: 3. Length: about 3 hours.
Hook: The only bridge over the Grimwater gorge has been taken over. Caravans that cross pay a toll in silk. Caravans that refuse vanish.
Scenes:
- •The caravan. A merchant hires the party to escort her wagons across.
- •The toll. At the bridge, a polite stranger asks for the toll: a bolt of silk per wagon. If the party pays, the stranger lets them cross and then follows them. If they refuse, the fight starts here.
- •The web. Under the bridge is a web of cocoons. Some contain merchants who are still alive.
- •The lair. An ettercap runs the operation with giant spiders.
Encounter: Ettercap (CR 2, 450 XP) + 2 Giant Spiders (CR 1, 200 XP each) = 850 XP, moderate for four level 3 characters. Being caught in webbing makes a character restrained, so know that condition before you run the fight.
Twist: The silk isn't for the spiders. A tailor in the next town has been feeding the ettercap travellers in exchange for spider-silk cloth, and the merchant hiring the party is the tailor's partner.
Endings: Kill the ettercap, rescue the cocooned merchants, expose the tailor, or all three if they're quick.
7. The Glass Tower Job
Level: 4. Length: 3 to 4 hours.
Hook: A retired adventurer hires the party to steal back her old sword from Magistrate Orlen's glass tower. She says he stole it. He says she sold it.
Scenes:
- •The briefing. The client gives the party a floor plan with three floors and a guard rota. Give the players 20 real minutes to plan.
- •Getting in. The tower is glass, so anyone on the outside can see in. That works both ways. Let the party use the transparency against the guards.
- •The vault. The sword is in a room guarded by a knight sworn to the magistrate.
- •Getting out. Run it as a chase if the alarm goes off.
Encounter (if it comes to a fight): Knight (CR 3, 700 XP) + Bandit Captain (CR 2, 450 XP) + 2 Toughs (CR 1/2, 100 XP each) = 1,350 XP, close to moderate for four level 4 characters (budget 1,500).
Twist: The sword is intelligent and doesn't want to go back. It tells the party the client plans to use it to kill the magistrate's son.
Endings: Deliver the sword, return it to the magistrate, or let the sword choose its own wielder (one of the party).
8. The Ogre's Birthday
Level: 2. Length: 2 to 3 hours.
Hook: An ogre named Grunda has kidnapped the town baker. The ransom note says: "Make cake or else."
Scenes:
- •The ransom. The town council can't decide whether to pay or fight. The baker's apprentice begs the party to bring a cake.
- •The cake. Getting ingredients means a run to a farm with bad-tempered geese and a beehive guarded by a swarm of bees. Run it as a quick skill challenge.
- •The cave. Grunda's goblin servants try to steal the cake on the way in.
- •The party. Grunda wants a birthday party. Nobody has ever come to one.
Encounter (if it comes to a fight): Ogre (CR 2, 450 XP) + 2 Goblin Warriors (CR 1/4, 50 XP each) = 550 XP, close to moderate for four level 2 characters (budget 600).
Twist: Grunda's goblins have been telling her the town hates her, so they can keep stealing the gifts the townsfolk leave for her each year.
Endings: A party, a fight, or a new town mascot. This one is great for kids and new players.
How the encounter numbers work
The 2024 rules (SRD 5.2) build combat encounters with an XP budget. Find your party's level on the table, multiply by the number of characters, and spend that XP on monsters using their listed XP.
| Party level | Low | Moderate | High |
|---|
| 1 | 50 | 75 | 100 |
| 2 | 100 | 150 | 200 |
| 3 | 150 | 225 | 400 |
| 4 | 250 | 375 | 500 |
| 5 | 500 | 750 | 1,100 |
XP budget per character. For four level 3 characters, a moderate encounter is 4 × 225 = 900 XP.
The 2014 rules use different thresholds plus a multiplier for groups of monsters, so the same monsters can come out as a different difficulty. The encounter difficulty calculator does the 2014 math for you. One-shots can run hotter than campaign fights, because nobody needs to save resources for next week.
Running a one-shot on the night
- •Start with action. Open on the hook already happening: the ransom note on the table, the bell ringing.
- •Bring pre-generated characters or make them together in the first 20 minutes. The character creator helps if players are new.
- •Watch the clock. If you're behind by the halfway point, cut a scene and move to the finale.
- •Name NPCs in advance. The NPC generator and name generators save you from naming everyone "Bob."
- •Track initiative with the initiative tracker to keep the fights quick.
Want to write your own instead? The one-shot writing guide walks through it step by step.
Save the one-shot for later
One-shots have a habit of turning into campaigns. If the table loved Grunda, you'll want to remember what the party promised her and which goblin they put in charge. Write down the NPCs, choices, and loose ends the same night. The free session notes template covers it, and the session prep template is a good place to plan the outline beforehand.
If you'd rather play than take notes, Loreify records the session and writes the recap, NPC list, and best quotes for you a few minutes after you finish.
Frequently Asked Questions
What is a one-shot in D&D?
A one-shot is a D&D adventure designed to be played in a single session, usually 3 to 4 hours. It has a clear goal and a definite ending, so players can drop in without committing to a campaign.
What level should a D&D one-shot be?
Level 3 to 5 is a sweet spot. Characters have their subclasses and enough hit points to survive a mistake. Level 1 one-shots work well for brand-new players because the character sheets are simpler.
How many encounters should a one-shot have?
Two or three is plenty for a 3 to 4 hour session. One small fight to warm up, one big fight at the end, and maybe a social or puzzle scene in between. Each fight takes 30 to 60 minutes at most tables.
How do I make sure a one-shot finishes on time?
Plan three or four scenes and know which one you can skip. Check the time at the halfway point. If you're behind, cut straight to the finale. Starting with action instead of a long introduction also saves time.
Can I run these one-shots for a different party size?
Yes. Recalculate the XP budget for your party size and level, then add or remove monsters. For three characters, drop one of the smaller monsters. For five or six, add one or two. The encounter calculator helps.
Are these one-shots good for new players?
Goblin Market Day and The Ogre's Birthday are the best for first-timers: low level, short, funny, and solvable without combat. If you're also new to running games, read how to DM for the first time first.
Related: How to write a D&D one-shot · D&D puzzles with solutions · D&D campaign ideas