Step 1: Work backward from the clock
A one-shot has to end when the session ends. Start with how much time you have and budget it before you write any story.
| Part of the session | 3 hours | 4 hours |
|---|
| Setup, characters, rules | 15 min | 20 min |
| Opening hook | 15 min | 20 min |
| Middle scenes (2-3) | 75 min | 110 min |
| Climax | 50 min | 60 min |
| Ending and wrap-up | 15 min | 20 min |
| Buffer (breaks, chatter) | 10 min | 10 min |
A typical combat takes 30 to 60 minutes. A 3-hour one-shot has room for two fights at most, plus social or exploration scenes. If you're writing for new players, assume everything takes longer.
The Salt Thief, step 1: A 3.5-hour slot for four level 3 characters at a game store. Two fights maximum.
Step 2: Give the party one goal
Write the goal as a verb and an object. "Rescue the baker." "Steal the crown." "Find out who poisoned the well." Campaigns can juggle many goals. One-shots can't.
A clear goal does two things. It tells players what to do when they're stuck, and it tells you when the adventure is over.
The Salt Thief, step 2: Find out who is stealing the town's salt before the winter fish catch rots.
Step 3: Open on a hook already in motion
The first scene should start with something happening, not with the party meeting in a tavern deciding what to do. Players who are new to each other need a shared problem in the first five minutes.
Good openings:
- •A crisis the party is already in (a burning building, an ambush, a ship sinking).
- •A request with a deadline (the ransom is due at sundown).
- •A mystery in front of them (a body in the room).
Write a short paragraph to read aloud, then give the players a choice right away.
The Salt Thief, step 3: The fishing town of Brinemouth has the biggest catch in years, and every barrel of salt in the storehouse has been emptied overnight. Without salt, the fish rot in three days. The harbourmaster, furious, is about to hang a dockhand who was found asleep by the storehouse. The party arrives just as the rope goes up.
The players' first choice: stop the hanging, or not.
Step 4: Plan three to five scenes
Most one-shots follow the same shape:
- •Hook. The problem arrives.
- •Investigation or journey. The party gathers information or travels.
- •Complication. Something makes the problem harder or changes it.
- •Climax. The big fight, chase, or choice.
- •Resolution. The outcome, quickly.
Write each scene as a situation, not a script: where it happens, who is there, what they want, and what the party can learn. Don't decide what the players will do.
Plant three clues for anything the party must discover. Players will miss at least one.
The Salt Thief, step 4:
- •The hanging (hook). Save the dockhand. He says he saw "the sea come up the steps" before he passed out.
- •The storehouse (investigation). Wet footprints lead from the storehouse to the harbour. The empty barrels are crusted with a white residue that tastes of salt but smells of brine. A smuggler on the docks says he's seen lights under the water at night.
- •The smugglers' cove (complication). The smugglers have been stockpiling salt too, but they bought it. Someone is selling them Brinemouth's salt.
- •The sea cave (climax). Under the harbour is a cave where merrow are piling up the salt to build something.
- •Back in town (resolution). Return the salt, deal with the seller, save the catch.
Clues pointing to the sea cave: the wet footprints, the lights under the water, the smuggler's map.
Step 5: Build the encounters
Pick monsters that fit the story first, then check the numbers. The 2024 rules (SRD 5.2) give an XP budget per character:
| 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 |
Multiply by the number of characters. Four level 3 characters have 600 XP for a low encounter, 900 for moderate, and 1,600 for high.
In a one-shot, the party doesn't have to save resources for next week, so they will spend spell slots and abilities freely. A climax at the high end of moderate, or into high, usually feels right. Keep the first fight short and low.
The 2014 rules use different thresholds and a group multiplier. If you're running 2014, check fights with the encounter difficulty calculator. Need stats for something custom? The stat block generator can draft one.
The Salt Thief, step 5:
- •Smugglers' cove (low, optional): 4 Bandits (CR 1/8, 25 XP each) + 1 Bandit Captain (CR 2, 450 XP) = 550 XP. The smugglers will talk if the fight turns against them.
- •Sea cave (climax, high): 3 Merrow (CR 2, 450 XP each) = 1,350 XP. Between moderate and high for four level 3 characters. Add a rising tide: each round after the third, the water rises a foot, and the merrow get stronger in the water.
Step 6: Add one fair twist
A twist should change what the players think the goal means, not just add a surprise. A fair twist has two clues earlier in the session that make sense once it's revealed. If the twist comes from nowhere, it feels like a cheat.
Ask: who benefits from the problem, and who did the party trust?
Good twist patterns:
- •The client is the villain (or the villain's partner).
- •The monster has a reason. The "villain" is protecting, avenging, or retrieving something.
- •The problem is a symptom. Fixing it means facing something bigger.
The Salt Thief, step 6: The harbourmaster is selling the salt. He was the one ordering the dockhand hanged to close the case quickly. He's in debt to the smugglers and has been letting the merrow take the salt in exchange for safe passage for his ships. The merrow want the salt to keep a sea-witch's curse off their reef.
Clues: the harbourmaster's rush to hang someone (scene 1), and the smuggler saying "the man in the blue coat" sold them the salt (scene 3). The harbourmaster wears a blue coat.
Step 7: Write NPCs in one line each
One-shot NPCs need a name, a want, and something memorable to play. That's it. Write each on one line:
- •Harbourmaster Rell: wants the problem gone before anyone asks questions. Blue coat, talks over people.
- •Tam the dockhand: wants to live. Stammers, very grateful, knows the docks.
- •Mother Kessa, smuggler queen: wants to keep her business. Polite, never raises her voice.
- •Ssaarla, merrow chief: wants to protect her reef. Speaks Common badly but understands it well.
The NPC generator and NPC name generator are fast if you need more.
Step 8: Plan two or three endings
You don't control what players do, but you can be ready. Write two or three likely endings and a line on what each one means. Then let the players surprise you.
The Salt Thief, step 8:
- •Fight the merrow, expose Rell. The salt comes back, the catch is saved, and the merrow will raid the town next season.
- •Make a deal with the merrow. The party negotiates a fair trade: the town sells salt to the merrow in exchange for safe waters. Rell is exposed either way.
- •Side with Rell. If the party takes his bribe, the catch rots and the dockhand hangs. A dark ending, but a valid one.
The finished one-shot on one page
Everything above fits on a single page. This is the whole of The Salt Thief:
The Salt Thief (level 3, 4 players, 3.5 hours)
Goal: Find who is stealing Brinemouth's salt before the catch rots (3 days).
Hook: Party arrives as Harbourmaster Rell is hanging Tam the dockhand for the theft.
Scenes: (1) The hanging. (2) The storehouse: wet footprints, brine residue, lights in the water. (3) Smugglers' cove: Mother Kessa bought the salt from "the man in the blue coat." Optional fight: 4 Bandits + Bandit Captain. (4) Sea cave: 3 Merrow, rising tide. (5) Back in town.
Twist: Rell sold the salt to the smugglers and let the merrow take the rest.
NPCs: Rell (blue coat, rushes everything), Tam (stammers), Kessa (polite smuggler), Ssaarla (merrow chief, protecting her reef).
Endings: fight / deal / bribe.
Copy the format into the free session prep template, which has boxes for the strong start, scenes, secrets and clues, NPCs, monsters, and rewards.
Common one-shot mistakes
- •Too much lore. Players only need what helps them act. If it doesn't change a decision, cut it.
- •A long opening. Start the problem in the first ten minutes.
- •Three big fights. Most tables only have time for two.
- •A single path. If there's only one way to learn the key clue, someone will miss it. Use three clues.
- •A twist without clues. Plant two hints before the reveal.
- •No ending plan. Know what "done" looks like so you can call it when time runs out.
After the session
Write down what happened while it's fresh: the NPCs the players liked, the choices they made, and anything they asked about that you didn't plan. A good one-shot often gets a sequel, and those notes are where it starts. The free session notes template is built for this.
If you'd rather not write it up yourself, Loreify records the session in person or on Discord and gives you a recap, NPC list, and quotes a few minutes after you finish. It's useful for one-shots you might want to run again for a different group, because you'll see exactly where the last table got stuck.
Frequently Asked Questions
How long does it take to write a D&D one-shot?
An evening is usually enough for a simple one-shot: an hour or two to outline the goal, scenes, encounters and twist, and a little more to prep maps and NPCs. Keeping it to one or two pages keeps it quick.
How many pages should a one-shot be?
One or two pages for your own use. Published one-shots are often longer because they include maps, stat blocks, and read-aloud text, but at your own table a one-page outline plus monster stats is enough.
How many scenes should a D&D one-shot have?
Three to five. A hook, one or two middle scenes for investigation or travel, a climax, and a short resolution. More than five usually won't fit in a 3 to 4 hour session.
What level is best for a one-shot?
Level 3 to 5 for experienced players: characters have their subclasses and a few spell slots. Level 1 for brand-new players, since the character sheets are simpler and the rules are easier to learn.
Should I use pre-generated characters?
For a one-shot, often yes. Pre-gens save 30 minutes or more at the start and let you tie each character to the hook. If players want to make their own, give them the level and a one-line pitch ahead of time.
How do I balance a one-shot climax?
Use the XP budget for your party's level and size, and aim between moderate and high. One-shot parties can spend all their resources in one session, so a climax that would be too hard mid-campaign is often just right. Add an environmental element, like the rising tide in The Salt Thief, to make it memorable.
Related: D&D one-shot ideas · How to DM for the first time · D&D puzzles with solutions