Unprepared for game night? Need an
adventure in a pinch? Don’t feel confident
without a few fun ideas in mind? Never fear!
These simple adventure ideas will lend your
Dungeons & Dragons evening a little flavour
while leaving the door open for the wild ideas
of your players! Combine them with
prewritten adventures or substantiate them
with your own inventions. Use them as hooks
for your next session! Whatever the game,
whatever the crowd, it is always good to have
a few extra ideas in your back pocket.
1
Bruenore the immigrations officer is in
trouble. Overworked and perpetually
exhausted, he let the party into the city a few
days ago, even though they lacked the
requisite Adventurers Visas. Now, corrupt
city official Ricardo wants to bring in the
adventurers and immigrations officer—dead
or alive. Bruenore approaches the party with a
desperate plan to break into the Council
Building, find evidence of Ricardo’s crimes,
and escape with their lives.
2
Rumour has it that a great wizard lives alone
in the ruined tower just outside of town. Yet,
the party finds nothing there except for a
wizened storyteller who invites them to sit
down for tea. He weaves a tale of traitorous
warriors and monstrous men, of ghosts and
goblins, of deception and grave violence.
Then, he asks the adventurers to playact as
characters in the story. Then, he hands out
dice. Then, fictitious injuries become all too
real. Cast out of their own bodies and into
unfamiliar shells, our heroes are trapped in
the storyteller’s tale, a nightmare from which
there may be no escape.
3
At the local fair, the party is approached by
one Hieronymus Vim, an insurance agent
looking to offer these adventurers some peace
of mind. The deal he offers seems too good
to be true, and indeed it is, for the party now
finds themselves in contract with a minor
demon, constantly haunted by weasels, and
having to perform one or two repugnant
tasks. To defeat the demon and free
themselves, our heroes must solve riddles,
challenge monsters, and outwit the most
binding of curses—an insurance contract.
4
Pozzle the Goblin has been murdered and
Aw-Yeong, famed fengshui detective, is on
the case! Pozzle was well-loved in town,
working a job at the local library shelving
books. Who could have slain such a kind-
hearted soul? Is this a case of mistaken
identity? Did Pozzle run afoul of local thugs?
Or is there something more sinister at work?
And is this detective really who he claims to
be, or some nefarious charlatan? Uncover the evidence, interrogate the suspects, and
confront the face of evil.
5
The village of Helmsvale is being terrorised
by an aggressive owlbear. The party’s
investigations reveal that Clarice the ferrier
has unwittingly offended a powerful wizard,
who has turned her into a belligerent owlbear
by way of a terrible curse. Already struggling
with a crippling lack of self-confidence and
body image issues, the last thing she needs is
an owlbear curse before she confesses her
love for Anastasia, the local scribe. The party
resolves to confront the cruel wizard and
undo this horrid curse.
No such thing as too much Which is why I
suffer from overpreparation I drown in
massive tomes and PDFs purchased not for
the ideas they contain just for the comfort of
knowing something’s there
No one sees rehearsals research or the cutting
room floor no one can read the cancellations
no one knows of course of the PDFs and
digital maps All 25.6 gigabytes all 1953 files
I wrote adventure prompts in the notebook
Forty-seven pages of Dungeons & Dragons
ideas stories seeking storytellers I could go on
I shouldn’t go on I can’t stop going on
Dungeon mastering is a juggling act
You’re playing characters and inventing names
monster stats and battle tactics twisting plots
unravelling mysteries logistics machinery
These players don’t know this Some of them
don’t even know the rules and you wonder
why you’ve written so many adventure ideas
Sheer volume can be reassuring
After all you never know what players will
greet you what table awaits You never know
what paths you’ll take Most of all you never
know your/self
Social encounters are terrifying to begin with
but to have fictional interactions layered on
top of real ones It’s asking for trouble it’s
flying too close to the sun
It’s all just nerves just anxiousness It’s like
cooking dinner for your friends The joy of
giving coupled with the fear of disappointing
everyone
The moments between cautious optimism
and unbridled despair in vulnerability and
invention that we come alive Like
Scheherazade I weave story after story A
rhythm a pulse a kind of
breathing
I wanted you to see me through the tales I
wanted to share an imagination between us
Could I bridge with more adventures this
impossible distance between us?
In our first encounter you were an orc bard
looking to form a orc boyband Your
wilfulness delighted me It reminded me that
this is all
A grave misunderstanding Not a singular
storyteller We’re all actors enactors
performers in this game in which we find
perceive speak to each other Carving the
inland empire we share
I wrote and I never stopped even if I
knew I would never get to deploy them
Maybe someone else can use them another
nervous dungeon master another someone in love
I wrote the forty-seven pages because they
remind me of this dance of ours they remind
me of these moments When it is possible to
speak
What was it Cortázar wrote That we went
around without looking for each other, but
knowing we went around to find each other
Yes Yes I think we will
To be alive is characters improvised masks
and secrets combat tactics words soon
forgotten the roll of the dice emotions shared
conversations begun To be alive is transient
being decaying moment
A tale contrived before our very eyes
collaborative performed enacted itself an
ancient ritual What is this game if not an
active literature the constant rediscovery of
time
There may never be another encounter
between us another word spoken From this
schism flows new tales a prolonging of one
evening into endless nights