One Page Adventures
One Page Adventures
One Page Adventures
By Tyler Monahan
Introduction One Page Adventures
Introduction
Summary: This book is a collection of one page adventures for levels 1-4. The adventures
cover various environments a party might adventure through and each one has a small one page
dungeon associated with it that can be run as well. Alternatively you can cut out the dungeon or
run it on its own. These adventures are intended to be cut up and inserted into a larger plot line.
Each environment page is intended to be run as a skill challenge and is broken up into 4 sections.
Skill checks are things you can describe while the party is traveling to determine how well they
are finding their way. The assumed dc for all of them is 15 but they can be increased or lowered.
If the party has a guide you can grant them advantage on these checks. You can also just have
the players come up with their own obstacles to overcome with a skill of their choice.
On a successful skill check you should pick the next event listed under success. The players
can engage with most of these encounters or avoid them. On a failure you should pick the next
event on the failure list and have that occur. Once you reach the last event on success or failure
you can have them reach whatever destination they were aiming for. Failing 3 times has a fairly
hard hook to the associated dungeon as a penalty which you may or may not want to include.
The last section on an environment page is a list of exploration events with the intent of re-
warding players for exploring the environment. There is no set time to do these and they should
be sprinkled in during the journey. They will describe something the players see, hear, feel,
or taste but that they dont see. If they investigate you should follow the description of the event.
Each dungeon is fairly linear and contains some threat to the surrounding area. If the party
ignores the threat these act as a seed for you to make the area more dangerous later on as the
world evolves. Most dungeons are intended to be solved in multiple ways including socially or
via stealth. Some encounters are far to strong for the party and need to be solved socially or
by avoiding them creature.
Index
Support
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Legal
One Page Adventures by Tyler Monahan. This work is licensed under the Creative Commons
Attribution-NonCommercial-NoDerivatives 4.0 International License. To view a copy of this
license, visit http://creativecommons.org/licenses/by-nc-nd/4.0/.
Page 1
Arctic One Page Adventures
Arctic
Summary: The frozen arctic is a harsh land with dangerous weather and hungry predators.
A tribe of orcs has come down from the frozen peaks to make their home in the arctic. They
terrorize the few inhabitants here and plan to expand once their foothold is secure.
Skill Check: identify hard pact snow (nature), find a path in the snow (survival), follow a
constellation (arcana), plow through snow drift (athletics), identify historic mountain (history),
figure out hunting trail marker identifier (insight)
Success
A trapper along the side of the road requests the party’s aid in hunting down and killing 1-2
polar bears that mauled him and gave him a limp. It is a dc 14 survival check to find the polar
bears and ambush them otherwise the polar bears get the jump on the players. The tracker re-
wards the players with a fur cloak that gives resistance to cold damage and a warning about orcs.
A wandering pack of 4-14 wolves notice the party’s sent and track the party for 3 days with
their howls being heard getting closer each night. They can be lost with 3 successful group
stealth checks with a dc of 15 otherwise on the 4th day the attack the party during the night.
On the horizon the party sees black smoke billowing up. As they get closer they hear cries for
help and then see a small cottage with a man inside, bails of burning hay are stacked around
the side of the cottage and 2-7 orcs stand outside the building watching it burn with glee.
Failure
As the party is traveling they fail to notice 1-2 saber tooth tigers laying in wait. As they pass
by the saber tooth tigers attack the softest looking targets in the back looking to get a quick
kill and to flee with their meal.
On the horizon the party sees a dark clouds coming in. After 6 hours the storm is on top
of the players reducing vision to 5ft, making terrain difficult, and require them to make a dc
10 constitution check against gaining a level of exhaustion every 2 hours. They can make a dc
16 survival to find a cave for shelter every hour with disadvantage on the check during the storm.
The party’s trail was picked up by an orc patrol and 2-7 orcs track the party and ambush them
in the night. Part of the patrol that didnt attack returned to the orcs stronghold to report their
presence and if the patrol doesnt return after 2 days the orcs send out another patrol to hunt
down the players each day with the number of orcs increase by 1 as long they are in the arctic.
Exploration
Panicked barking can be heard in the distance. If the party investigate they see a wolf pup stuck
on some broken ice floating in a lake. They can swim out to the pup to rescue it but must make
3 dc 12 constitution checks against against gaining a level of exhaustion from hypothermia. The
pup requires a dc14 animal handling check to carry off the ice. If they save it the pup befriends
them and follows the party around.
Page 2
Fort One Page Adventures
Fort
Summary: The orcs have setup a stone 4. A stocky stone warehouse with a thatch
fort atop and icy hill where they base their roof sits against the interior wall with a sleep-
operations. It is well guarded and diffi- ing worg guarding the entrance. If the worg is
cult to enter as they keep up a constant disturb by a non orc it will howl out an alarm
guard. If the base was lost they would and 2-7 orc guards will arrive. Inside the ware-
lose their foothold in the hostile arctic and house are large stocks of meat and giant and a
would have to retreat to their homeland. small stone well that has a pipe at the bottom
that goes to the moat that predates the orc
fortress.
Page 3
Coast One Page Adventures
Coast
Summary: Sahuagin raiders terrorize the coast after pirates took up residence in a local cove
and desecrated a shrine to the sea god who protected the coast. The pirates have taken advan-
tage of this by looting raided villages for treasure left behind by the Sahuagin.
Checks: washed out trail (survival), rocky river (acrobatics), cliff side (athletics), bypass a
cove (nature), notice a religious train marker (religion), notice a landmark (history)
Success
A villager (Jehan) is down in the tide pools collecting urchins during low tide. Around the
villager 8 giant crabs can be seen creeping up the slick rocks on the unsuspecting villager. The
tide pools are difficult terrain for creatures without swim speed. Giant crabs try to grapple
targets and drag them into the sea to drown them. Reward: potion of water breathing
A dying whale is beached on the shore. An inspection reveals shark like bite marks as well as
spear wounds on the whale. It weighs 3000 pounds (players can push/drag their strength times
30) It will die after 10 minutes unless stabilized with healing magic and water. If the whale is
saved a sea sprite will appear and gift the party some useless sea glass. A dc 5 arcana check
will reveal one of the pieces of glass functions as a blue sapphire elemental gem.
The village of Colmar was recently gutted by a Sahuagin attack followed by a pirate raid. The
few villagers who are left are picking up the pieces. Ethor is considered the leader of the village
and will tell the party what happened and can tell them about the pirates desecrating the sea
gods shrine. If the party is cursed he will tell them the sea god shrine was known for lifting
curses. There are a number of injured and dying villagers in the town hall that he will request
you help if you can. He can offer nothing for assistance.
Failure
A raiding party of 6 sahuagin attacks the party. Their weapons are coated in blood and they
will attempt to drag of any knocked out characters in nets to sacrifice to their god.
The party makes camp near the beach after an exhausting day of travel. During the night a
storm blows in at the same time as hide tide and the party realises they are below the high tide
water mark. It requires a dc 10 athletics check to get far enough away from the storm to be
safe during the storm. There is a dc 15 athletics check to pack any camping equipment they
used before the storm hit otherwise everything they use to set up camp is lost.
Sahuagin priestess with 0-4 sahuagin attacks the party. She starts combat by shattering a sand
dollar permanently cursing the party with seasickness giving them disadvantage on dex checks
if they fail a charisma dc 17 save.
Exploration
Music can be heard in the distance. A girl (Ame) is playing reed pipes in a small sea cove and
pseudo dragons are dancing above the surf to the music. She fled from her village after it was
attacked and can lead the part to it.
Low tide reveals tide pools along the beach below the cliff side path the party is traveling on.
If the party investigates they see little tiny crabs, sea urchins, and a colorful conch shell which
can be turned into a conch horn.
Page 4
Pirate Ship One Page Adventures
Pirate Ship
Summary: The pirates have stolen the 3. The main deck has a pirate officer and 0-
sea goddesss trident lifting her protec- 8 pirates stationed on it. At night they drink
tion from sahuagin attacks from the coast. heavily and have disadvantage in combat. Half
Now they spend their time celebrating of the pirates will climb the main mast and
on shore and pillaging the coast after fire cross bows down on combatants. After 2
sahuagin attacks. Pirates use bandit rounds of combat 1-8 pirates arrive to help and
stats and officers use bandit captain stats. use the winch to lift 1-2 tigers up from the hold
and release them to attack the party. After 4
rounds the pirate captain arrives and uses a
bandit captins stack block with the ability to
have another pirate attack as a reaction.
Page 5
Desert One Page Adventures
Desert
Summary: Kobold raiders ransack the routes through the desert attacking caravans and trav-
elers alike to assert their dominance. The desert heat is harsh and traveling during the day
results in gaining a level of exhaustion from the heat. Water ration requirements are doubled.
Skill Check: Dust storm(survival), sand dunes hiding path(nature), star navigation (arcana),
buried signpost (perception), tablet indicating location (history) climb obelisk to scout (athlet-
ics)
Success
Gynosphinx that requires the party to tell her a riddel she cant solve in order to pass. The
sphinx does not consider the party a threat in combat and will simply incapacitate them and
continue to request a riddle.
Four bandits mounted on camels attack the party. They will attempt to attack from range with
short bows while using their mounts to avoid the party. A significant show of force causes them
to flee.
A caravan is stuck with signs of recent battle with kobold raiders. Their wheels have been
cracked and they cant make their way to the city of Arcos. They dont trust travelers but a dc
14 persuasion check or aiding them will cause them to offer to lead the party out of the desert.
Failure
At night a kobold raiding party of 8 kobolds 3 of them mounted on giant lizards waylays the
party. They will try to steal or demand any food or water the party has and if refused they
attack with the goal of taking the rations and leaving.
The sand gives way under the adventures feet dropping them into a 50 foot pit. After they land
they notice 1-2 swarms of poisonous snakes they just woke up who proceed to attack.
A shambling horde of 8 diseased kobolds attack the party. After combat everyone makes a dc 17
constitution check to avoid gaining mummy rot curse which causes them to lose 2 health from
their hitpoint maximum every 24 hours. Their body turns to dust when they have a hitpoint
maximum of 0. Treasure: a pharaoh mask that acts like a helm of comprehend languages.
Exploration
As the sun rises over the desert you can see birds flying into the sky to the east. If the players
investigate they will see an Oasis shimmering in the distance which is out of their way. The
oasis supplies water and coconuts. Resting their gives advantage on travel checks.
Two stone pillars can be seen in the distance as the party travels. If they detour to investigate
they will see they are the broken legs of a great stone statue. A pedestal near the base reads
Look on my works, ye Mighty, and despair!’ The rest of the writing has been destroyed by a
scimitar of warning lodged into the stone.
Page 6
Pyramid One Page Adventures
Pyramid
Summary: An ancient pyramid was recently 4. A kobold shaman (knows 1/day thunder-
unearth from the sands of the desert and wave) and 6 kobolds pray around a tangle of
a band of kobolds moved in disturbing the wire and bones. In the center is the pharaohs
tomb. The kobolds shaman stole the pharaohs mask which acts like a helm of comprehend
mask which has cursed the tribe with mummy languages. They will ask the party to leave
rot and a plague of mummies and sickness and attack if they refuse. If the pharaoh’s
will be released if the mask is not returned. mask is not placed on his sarcophagus with in
3 days a dust storm encircles the pyramid and
a mummy lord rises.
Page 7
Grassland One Page Adventures
Grassland
Summary: Grasslands sweep for miles with tall knee to head high seas of grass. The land is
relatively civilized with small farms and ranches. Gnolls are encroaching on the lands.
Checks: star navigation (arcana), game trails (nature), finding a stream (survival), ask direc-
tions from fleeing farmers (persuasion), strange markers (insight), artifact (history)
Success
The party comes to the site of a battle. Dead human militia and gnolls liter the field. Ravens
calls can be heard and hyenas feast on the remains of the dead. If the party investigates the
battlefield 1-4 giant hyena attack them. On the field is a dying human if they save him he will
tell them how gnolls have been attacking the countryside and a militia was raised to right them.
If left alone after feasting the hyenas transform into gnolls.
A herd of cows being hunted by 1-3 griffons who plunge out of the sky and takes one to their
roost. The rancher who owns the cows beggs the party to help deal with the griffons other-
wise he will be ruined. Griffons swoop down on players and fly back into the sky after attacking.
The party sees and smells smoke on the horizon. After 4-5 hours of traveling they see a town
in the distance that is under attack by a gnoll war party. The town milita is holding them war
party back for the moment from behind wood baracades but the town is on fire and it isnt clear
how long they can hold out. There are 8 gnoll archers firing on the town from a disance, 12
gnolls attacking the barracade, and a gnoll pack lord with 0-6 gnolls directing the assult. If the
pack lord is killed the gnolls moral is broken and they retreat. Gnolls like killing villagers.
Failure
The call of a pack of hyenas can be heard in the distance. 8 hyena lead by 1-6 gnolls is tracking
the party. The hunters catch up with the party in 2 days unless they are lost by 3 successful
stealth checks.
During the night a Ogre raids the party’s camp for food not caring if its livestock or person.
Once it kills something it will sit down to eat it giving the party the chance to flee or fight it. An
offering of food and gold is enough to get the ogre to go away though complex words make it mad.
2-8 gnolls try to ambush the party from the tall grass near the road. Jumping out and attacking
the party from behind once they move past. Make a stealth check to see if they are seen. Half
the gnolls stay back and make ranged attacks. Plans are found on the corpse outlining a plan
for a gnoll war camp to raze settlements nearby.
Exploration
In the distance 8 wild horses can be seen galloping across the grasslands. The party could
pursue them and try to use them as mounts which would require animal friendship. Anyone
who tried to mount one would have to make a dc 18 animal handling check or be thrown the
ground spooking the herd.
A lone farm house can be seen in the distance with smoke billowing from its chimney. If
approached a voice from inside the bared house will tell them to flee. After a few moments
they are attacked by 2-4 scarecrow. The farmer inside wont let them in but if they defeat the
scarecrow he will flee with his family and give them his clockwork amulet as thanks.
Page 8
War Camp One Page Adventures
War Camp
Summary: A gnoll war camp sits sur- 4. A wooden tower with a rope ladder up
rounded by a wood palisade with a ditch 60ft to a platform where 4 gnoll archers stand
dug on both sides. The tall grass has guard. They are lax but if an alert is sounded
been cut back with in 150ft of the war they will start firing on attackers in the camp.
camp to give sentries a clear view. In the
center of the camp a tall wooden tower 5. Large wooden cages hold 12 malnourished
gives them a view of the surrounding area. villagers taken captive by the gnolls. They
have 2 levels of exhaustion. The gnolls have
been using them as slaves, torturing, and eat-
ing them. Anne a female villager has embraced
the gnoll madness due to the horroress she has
seen. She will attempt to kill and eat humans
after being saved.
3. The entrance to the camp has a wooden 9. A large hole dug at the back of the camp
bridge over the spiked ditch. 2 gnolls stand stinks to high heaven and is being used as a
guard outside the entrance. Once past the wall privy and waste heap. The remains of human
there is a 20ft deep pit with 2 giant hyenas and bones gnawed clean can be seen in the pile.
8 hyenas in it surrounded by bones. A wood 10. A cluster of uprooted tree stumps and
bridge cross this pit to the main area of the churned earth. This is where the gnolls got
camp. Another 2 gnolls guard this bridge and their wood from. A dc 14 nature or insight
attempt to knock attackers into the hyena pit. check will reveal a bulette was likely the cause
of the uprooted trees and that rhythmic stomp-
ing is known to attract them. The players can
try to unleash one on the camp.
Page 9
Hills One Page Adventures
Hills
Summary: A hilly land with sparse vegetations and rocky terrain. Rivers cut through the
hills and it is primarily populated by herders and some miners. Goblins have moved into the
area recently and are stealing anything they can get their hands on growing more bold by the day.
Checks: follow stream (survival), climb cliff (acrobatics), swim river (athletics), notice rockpile
marker (insight), follow magic trace (arcane), commune with minor local spirit (religion) Land
slide, Mine, Empt lair
Success
As the party travels they see a young boy on the side of the path weeping. He is a shepard and
during the night goblins stole his flock so his family wont be able to afford food. If the players
choose to help the shepard there are clear tracks to follow to a small cave where the flock is
being kept and 8 goblins sit around a fire in front of it celebrating their theft.
While traveling along a creek in a valley between two rocky hills the party hears the sound of
thunder even though the sky is a clear blue. After a few minutes the players notice the creek has
started to rise and small sticks are being carried along it. To reach the high ground each player
needs to make 3 dc 14 athletics checks with each failure increasing the dc by 1. Between each
failure describe the waters rising more and carrying larger debris. If a player fails 3 athletics
check they get caught up in a flash flood and are swept away if they cant be saved.
A 200ft wide river blocks the partys path forward. The central current is moving very quickly
and sweeps anyone who cant make a dc 20 athletics check away (the troll may save them).
Downstream of the river is a long stone bridge. If the party trys to cross the bridge a Troll
climbs onto it halfway across and demands a toll which can be anything (food, money, or a
funny story). Trolls arent smart so it may not be able to explain what the toll is. He attacks if
they cheat him.
Failure
During the night 4-10 goblins sneak into the partys camp and try to steal anything they can get
their hands on. If spotted they will snatch anything they can and flee. While running a gob-
lin will drop what they are holding if it. The goblins escape into a natural tunnel after 3 rounds.
The party finds themselves lost in a maze like canyon. As they stop to catch their breath they
hear a loud snorting sound echoing through the canyon and the sounds of metal dragging on
stone. They must make 4 successful skill checks with a dc of 15 that would help them get out
of the canyon on the first failure the snorting sound gets close on the second failure a minotaur
attacks.
As the party travels past a 60 foot rocky out cropping 3 goblins attack the party. One holds
aloft a staff which transforms into a spirit goat and dashes into the hills. Each player must
make a dc 14 wisdom save against being transformed permanently into a goat. The goblins
proceed to attack the party at range from the outcropping which goats can easily scale.
Page 10
Ancient Temple One Page Adventures
Ancient Temple
Summary: A stone temple is carved 5. An ornate metal door depicting a god being
into the side of a cliff. What was once cast down into the sea bars further progress
a well trafficed site has now fallen into after entering this room. There are four work-
ruin. A goblin tribe has taken up resi- ing fountains and you can see the remains of
dency hear carving out their own tunnels several dead goblins at the door. Trap: touch-
and caves among the halls of the temple. ing the door triggers a dc 14 dex check. On
fail take 2d10 cold damage. Puzzle: the doors
will swing away from water.
Page 11
Forest One Page Adventures
Forest
Summary: An enchanted forest with fae and beasts populating it. In the heart of the forest
something dark lurks and is creating blights though its corruption is still limited.
Checks: ask an awakened tree for directions (persuasion), find deer trail (nature), follow
footprints (survival), climb a tree to see a path (acrobatics), wade through quick river (athletics),
entrain a sprite for directions (performance), find a trail marker for the forest god (religion)
Success
A hunter named Gerald approaches the party as they travel. He has found a great beast and
requests their aid in slaying it. He offers them 5 gold each for their assistance. If they agree he
leads them to a clearing where a Giant Elk drinks from a pool of water.
An illusion of a Young Green dragon cast by a blue faerie dragon flies over head and lands in
front of the party. The dragon will demand the party leave any baked goods or baubles they
might have on the ground and flee. A dc 13 investigation check reveals the illusion. The Faerie
Dragon isnt hostile but will prank the party for fun.
Firmly planted in the parties path stands a lone unicorn. A droning fills the air and the party
falls asleep on the forest floor. Any players who have killed an animal in the forest will dream
of the animals death from its point of view. All other players dream of a voice asking them to
root out the darkness in the heart of the forest. When the players wake they no longer see a
unicorn.
Failure
s The party sees two small bear cubs are playing under and oak tree. After a few moments
a low growl can be heard and 1-2 brown bears approach the party. The bears will attack the
party if they stand their ground or chase them if they flee.
While walking the party notices 1-2 giant boars digging for truffles the boars look up in the
partys direction for 30 seconds if any one moves while they are looking they charge otherwise
they go back to rooting around in the dirt.
The party makes camp in a clearing. During the night 2 needle blights, 4 twig blights, and 0-4
vine blights attack the party. Any one damaged by the blights must make a dc 15 constitution
save or become poisoned permanently with black rot which cant be cured by normal methods.
Exploration
A small wisp of smoke can be seen rising above the trees in the distance. If approached they
will find a small cottage with an old woman who offers to feed them rabbit stew. If they eat
she will warn them off strange poisonous plants in the forest and the flower that grows deep in
the forest that can cure any poison.
The party hears the sounds of music (flute and drums) in the distance. If they follow it they
will find a band of 8 satyrs dancing around a fire, eating food, and drinking beer from a cask.
They will invite the party to join their celebration of the birth of the forest.
Page 12
Curse Tree One Page Adventures
Cursed Tree
Summary: A titanic skeletal tree stands alone 4. Near the crown of the forest a wilting orchid
in a clearing. A dark hollow can be seen in known as the heart of the forest grows with its
the base of the tree. Halfway up is another roots clinging to a branch. If the players try to
hollow. This tree was cursed by a mysteri- touch the flower their hand will phase through
ous man who plunged a dagger into the trees it. The flower is intangible unless its roots are
tap root cursing it and regaining his youth. watered which allows it to be touched.
Page 13
Mountain One Page Adventures
Mountain
Summary: A mountainous region has recently been connected to the underdark and troglodytes
have poured out of the depths and taken up residence in caves and abandoned mines. A band
of miners have been captured by them and are slowly being eaten.
Checks: climb a rock slide (acrobatics), chose right fork (insight), find trail (survival), find
goat path (nature), climb a cliff (athletics), ask a travling merchent for directions (persusasion)
Success
Saltborn the stone giant blocks the path ahead. He believes he is dreaming and that the party
is a figment of his dream. He isnt interested in moving and will ask absurd things like why
the players dont simply turn into clouds and float around him. If they convince him he isnt
dreaming he would move aside. He doesnt want to hurt anyone but while dreaming he doesnt
consider anything to be real and has no problem throwing someone off the side of a cliff.
4-12 wandering arakocra approche the party. They say the winds have spoken of travels in the
mountains who poses one of the 7 lost shards of law. They demand the party hands over a
shard they dont have. The arakocra dont want to use force and will try to negotiate.
A small camp lies in disarray. Supplies are scattered and blood covers the ground. A search of
the site finds mining supplies and a notebook that logs a miners discovery of a massive crystal
in an abandoned mine and the formation of a company to re open the mine. It has directions
to the mine.
Failure
During the day 3-9 troglodyte scouts encounter the party while traveling. One of the troglodytes
will flee to report the incident and the others will attack the party only if they move forward.
The party reaches a long narrow stone land bridge that sands 200 feet above a rocky gorge.
While crossing 1-3 harpys will use their song to try and lure players over the edge. If the song
fails they attack the party for 2 rounds. On the 3ed round they will try to escape.
At night 2-7 troglodytes attack the party. After the fight anyone who was within 5ft of a
troglodyte sleep walks each night in the direction of the troglodytes lair. They cant be woken
but will wake up naturally and only remember feeling a pull towards something. If they go to
the lair this ends.
Exploration
A pile of small bones and a white chalky substances lays at the base of a cliff. A investigation
will reveal a large nest high up above. The nest contains 2 hippogriff eggs.
Worn and weathered steps lead to highest peak in the mountain range. It takes 3 days to climb
the peak and grants a level of exhaustion each day. At the peak is a nameless sage sitting cross
legged. He tells the party he will grant them his wisdom on one question about anything which
he will answer correctly. He is silent after that and if attacked he accepts death peacfully.
Page 14
Mine One Page Adventures
Mine
Summary: This abbandoned mine has re- 5. A number of troglodytes equal to the num-
cently been connected to the underdark ber of players in the party stands in this room
through a burried complex dedicated to the old they attack the party on site. A massive crystal
ones. It contains troglodytes, trapped miners, jutts out of the center of the cavern. The facets
and objects meant to cause players to ques- reflect the party as troglodytes, the troglodytes
tion their sanity and the nature of reality. as the party, and the miners appear to be un-
speakable horrors watching with glee.
Page 15
Swamp One Page Adventures
Swamp
Summary: A foggy swamp filled with trees and low standing water. There are many natural
hazards like tar and quicksand. A tribe of lizard folk control the swamp and attack intruders
who lose their way. Deep in the swamp is an ancient temple where dark magic is being practiced.
Checks: find shallows (survival), cross deep mud (athletics), follow shallow water plants (na-
ture), notice plant trail markers (insight), ask a hermit for directions (persuasion), decipher
religious guide to a temple (religion)
Success
While traveling the party comes across a traveling herbalist (disguised green hag) who requests
they retrieve some mushrooms that are deeper in the swamp and offers them 10 gold each for
any they collect. If they agree they will find some on an old stump in knee deep water. If they
approach the stump 2-6 crocodiles attack the party in the middle of the water. The herbalist
is gone when they try to collect payment.
The party is approached by a druid who demands they leave his swamp as they are disturbing
it. If they refuse to leave he will demand they prove they prove they know the importance
of protecting the swamp by displaying a feat or some knowledge (dc 15 nature check). If they
cant provide a good argument or pass the nature check the druid attacks them to drive them out.
Atop a willow tree pog the gnome merchant calls for help. Around the base of the tree 3-6 giant
frogs leap up and try to grab the gnome with their tongues. After the first round of combat the
gnomes grip slips and he drops to the ground where the frogs focus eating him. If the gnome is
saved he rewards the party with a 50gp ruby and warns them away from the eastern temple.
Failure
While moving through shallow water 2-6 lizardfolk attempt to ambush the party from the shal-
low waters swimming under the muck and grabbing their ankles and pulling them under then
attacking.
The party wanders into an area with quick sand. Have each player roll a d20 dex check the
two character with the lowest score get stuck in and must make a dc 14 dex check 3 times
successfully to escape. If they fail 3 times they go under the quick sand and suffocate. If the
players look around they can see faint light illuminating strong vines that could be used as rope.
If the approach them they also sink into quicksand and a will-o-wisp attacks.
At midnight any characters sleeping are attacked in their dreams by a lizardfolk shaman and 0-4
lizardfolk. When combat ends the players will see the lizardfolk shaman standing in a temple
with their souls shackled to a crystal. Players cant be resurrected while the crystal is whole.
Exploration
A large bone tail sticks out of a pool of tar. If the players explore the tar pool they find a dragon
skull behind some trees with a single fang. They can pry the fang out and craft a weapon with
it.
Page 16
Ruined Temple One Page Adventures
Ruined Temple
Summary: An ancient temple is now 3. Stone columns line a large room leading
home to the lizardfolk. Deep in the tem- up to a large round golden door. If the party
ple a lizardfolk shaman is using souls stolen approches the door a guardian naga slithers
in dreams to perform a ritual to turn down from a column and tells them to halt.
the bones of a dead dragon into a vessel He will inform them he cant allow them into
for the spirit of a disembodied dracolich. the vault of wonders which cant be opened
by mundane means but asks them about the
going ons in the world. If the party asks him
for help a dc 10 persuasion check will result in
him offering a magic ring of invisibility but he
will insist on casting a geas on the player who
takes it to return it once the temple is cleared.
Page 17
Underground One Page Adventures
Underground
Summary: The dark depths of the earth are full of many hazards. The canabilistics grimlock
hunt the dark in search of pray in hopes ready food will attract their mind flayer masters back.
A wizards tower has fallen to them and they now meddle with powerful magic.
Skills: avoid poison fungus (nature), follow gods markings (religion), shift boulder out of the
way (athletics), smell water (survival), hear wind (perception), jump gap (acrobatics)
Success
The party enters a damp cavern that has been over grown by fungi. A sweet fruity smell wafts
from the north part of the cavern. If the party moves towards it they awaken 3-12 violet fungi
that attack that surround and attack the party. Treasure: 30 pounds of edible fungi (not violet
fungi)
A pair of duergar call out to the party as they are traveling. They explain they are chasing
down 1-3 escaped quaggoth slaves. They offer the party 25 gold for each slave they help capture.
If the party accepts they need to make a dc 10 survival check to track down the escaped slaves
and they will need to help subdue the quaggoth who will violently resist.
Screams for help can be heard down a side passage. Apon investigation the party finds a small
cave with a ruined camp site. Beckhuck the deep gnome clings to a stalagtite and under him
1-3 carrior crawlers circle waiting for him to fall. In combat he falls down on the second round.
He will tell the party how grimlock enslaved his clan and asks for help saving them.
Failure
The party travels through some stink weed fungus making them easy to track for 3-12 grimlock
hunters who will try to ambush them while they sleep. They focus on putting out light sources
to gain advantage in a fight since they dont depend on light to see.
While traveling in a tunnel with a high vaulted cieling 1-2 grell ambush the last person traveling
in the party. They are mainl focused on food and will carry their pray up 60 feet into the tun-
nels at the roof of the cavern to feed. If they take to much damage they drop their pray and flee.
A grimlock shaman with the priest stat block and 0-6 grimlock attack the party with the intent
to enslave them and take them to their lair. If they are defeated the ghost of a deepgnome
wizard called Grumblefoot appears to warn them the shaman took an orb from his tower and if
it isnt returned in 24 hours this entire section of the underground will collapse killing everyone
nearby.
Page 18
Wizard’s Tower One Page Adventures
Wizard’s Tower
Summary: A mages tower now home 3. A stone room with each of the stones tinted
to some grimlocks who were not stopped a different color of the rainbow. Ocasionally a
by illusions they couldnt see. They store stone will flicker lossing its color momenairly
slaves in the dungeon and keep other pris- and an inspection will reveal it to be an illu-
oners who might help them get further into sion. A nothic is shackled and hooded in one
the tower to plunder its magical secrets. corner of the room and a door encased in ice
leads out of the room. The ice is magical and
requires a key to open. The nothic knows the
key is located behind a picture of the gnome
wizard in another room and tells them if they
free him.
Page 19
Underwater One Page Adventures
Underwater
Summary: A tribe of merfolk found a tainted artifiact of demogorgon and are slowly being
driven insane and transformed into merrow. The sea is this area has become treacherous as the
merfolk disrupt the ecosystems balance and kidnap people traveling on the sea.
Checks: follow currents (insight), use the sun (survival), fight current (athletics), sense direc-
tion of magic (arcana), see signs from ocean god (religion), avoid dangerous area (perception)
Success
As the party swims over a kelp forest they see a baby dolphine tangled in the kelp as 6-16 giant
crabs approach it to eat it. An adult dolphine can be seen attempting to head but the crabs
away but it will be unable to stop them all.
A broken ship can be seen on the ocean floor with its hull split open and a golden treasure
spilling out. After 1 minute a dragon turtle will swim up and start eating the gold to reguritate
it in its lair. If it sees the party it will ignore them if they have no treasure but if they have some
it will attempt to take it from them. It can be bargined with and bribed but speaks draconic.
A small primitive submarine fueled by magic is stuck on a rock shelf with 2-5 giant octopuses
trapping it in place. The pilot Dr. Salt will use minor illusion to make signs asking for help.
If the party saves him he will use the message spell to warn them of a merfolk tribe that has
turned to worshiping demogoron and is becoming a growing danger to the area.
Failure
The party becomes lost in a kelp forest. As they are wandering they are attacked by 2-5 merfolk
each mounted on a giant sea horse. They use their mounts to move in attack, disengage and
then move out of range and sight in the kelp. If a merfolk is killed the sea horses attack head on.
The party travels through a brightly colored koral reef and attract the attention of 2-8 reef
sharks who tail the party for a little bit and then attack the party. They will focus on the first
person who is damaged and will all swarm the same target in a feeding frenzy.
During the night 1-3 merrow attack the party with the intent to capture and sacrafice them.
Any one who sees the merrows eyes see a vision of Demogorgons maddness and when they close
their eyes will see it replay. After 3 days when they close their eyes to sleep they will be unable
to sleep due to the horrors they witness if Demogorgons cult is not stopped.
Exploration
The party can feel a warm current intersecting their path. After a moment they move out of
it. If they follow the source of the current they find hydrothermal vent spewing hot water and
bubbles. In the bubbles can be seen the form of a +1 magic spear made of water that is invisible
in water.
Rythmic clinking can be heard from a black trench. If the party investigates the trench they find
skeletal remains shackled to an iron ball. On the ground near by is a ring of water breathing.
Page 20
Church One Page Adventures
Church
Summary: The merfolk has constructed a
church out of koral to demogorgon and have 4. Behing the podeium is a tunnel down to a
been capturing creatures to sacrafice at the lower level not built by the merfolk. The walls
alter. The dark magic is slowly twisting are covered in an aboleths mucous and any one
them into Merrow who seek to bring de- who touches it must make a dc 14 consituation
mogorgon into the world. The source of check or only be able to breath underwater.
the corruption is one of demogorgons fangs If anyone can speak deep speech they hear a
which broke of and was cast into this plane. voice in their mind from the aboleth promis-
ing them their greatest desire if they have the
party leave but the aboleth does not directly
confront the party while lurking outside.
1. Outside the church corpses float in the 7. On an ancient alter sits the fang of demogor-
water or lay on the ground. 1-4 swarms of gon. 1-3 merrow circle it to form a minuture
quippers are feeding on the corpses and will whirl pool around the alter. The water in this
attack anyone who moves to get to the church. room is red with the sacrifices performed here.
If the party fails to remove the fang the merfolk
here continue transforming into merrow until a
2. A stone that must be lifted for 2 minutes to
merrow warband forms and starts conquoring
open the door to the next room. Enscribed on
the sea. The fang cannot be destroyed without
the stone are the words only the mighty can
powerful magic. The bearer needs to make a
swim the halls of demogorgon. It takes a dc
dc 10 wisdom save each day or gain a level of
14 strength check to lift the stone but when
maddness.
it is picked up an anti magic field fills the room.
Page 21
Urban One Page Adventures
Urban
Summary: Traveling the city streets has become dangerous of late as a fanatic cult has started
to spread in the city. Theft has started to run rampant and the cults enforcers stomp out any
one who resists. There are also whispers of dark magic fueling the cult.
Checks: ask for directions (persuasion), get past annoying salesmen (intimidation), find way
past crowd (insight), spot street sign (perception), get through herd (animal handling), follow
human stracks (survival)
Success
A hawker calls out to the party offering them healing poitioins for only 50 silver each during
their fire sell. He explains they have a new shipment of potions coming in and they need to
clear out their stock of potions as quickly as possible to make room. He will sell a total of 50
potions which are just water colored red to look magical.
A farmers cart has turned on its side and 6 of his chickens have escaped and are running around
the market squire. He begs the party to help him catch the chickens. Catching them requires
a dc 14 acrobatics or athletics check for each chiken and takes 10 minutes per failure. If the
party succeds the farmer is friendly and invites them to his home for a home cooked meal.
A cult fanatic stands on a street corner proclaiming he can cure the blind and sick through the
miracle of disbelife in the gods. Two cult members come forward disguised as a blind man and
sick women and act like he cured them. He will invite people to his church to learn more and
casts sleep on anyone who goes and tie them up for sacrafice later.
Failure
As the players are walking through the market 1-4 theives (spy stat block) attempt to snatch
their coin purses dueling slight of hands checks. After the attempt they will run of with any
coins they got. If the players pursue they must succed on 4 dc 15 skill checks in a skill challenge
and if they fail 3 skill checks they dont catch up with the theives.
The party goes down an ally that leads to a dead end with rubish lining the ally. 3-12 swarms
of rats scurry out of the garbage and attack the party blocking their way out of the ally. The
rats are looking for food and can be destracted if given a large amount of food.
The party is approached by 2-8 thugs who say there is a bounty on their heads for disrupting
busniess in the city (cult activity). They will attack the party with the intent to kill. This event
will repeat each day with more bounty hunters coming as long as they remain in the city.
Exploration
The trickle and splash of water can be heard down a side street. If the party investigates they
find a fountain with coins in it. If players toss coins into the fountain they gain bless for the
day if they take coins from the fountain they gain bane for the day.
Page 22
Sewer One Page Adventures
Sewer
Summary: The sewers under the city are 4. A magic door is hidden in the side of the
home to monsters, theives, and cultists. It wall here and requires a dc 10 perception check
provides many short cuts through the city to find. Once the door is revealed the words
but is dangerous to travel. A cult has taken Slip inside are written above the door in com-
up residence in the sewer to avoid notice mon. The door can be passed if a player is
and have succeded in summoning a devil. slippery from something like oil or water.
Page 23