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One-shot adventure generator, map included

Roll a map and its adventure comes with it: a hook to read out, a villain with a reason, a clue in one room and a trap in the next, rivals to bargain with and the showdown where the strongest group waits. Every beat is placed on a real room of the map, in the order the players will walk in. Print the lot on one page and run it tonight.

Roll a one-shot
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A map and its adventure, made in your browser

Pick a kind and roll. Point at a beat to see its room. Open it to change anything, print the one-page sheet, or hand out the patron's letter and a wanted poster.

Writing an adventure…
Read one

Three one-shots, written from their maps

Each of these came from its map's seed, by rules, in milliseconds. Open any of them and you get that exact map with that exact adventure.

The map for Beneath the Prowling Sanctum
A delve

Beneath the Prowling Sanctum

Find the one behind it, and make them an offer.

The reeve of the nearest village calls in an old debt the players can't refuse: find Wynholm and talk them out of it. They'll want the old lord's hunting horn, which calls every hound in the county in return; you may offer it.

Wynholm. A hermit who talks to animals, and has stopped liking people. Wants the forest back as it was before the road.

  1. 1The way in. A dead lantern hangs by the door, still warm.
  2. 5Rivals. The goblin war band hold this ground against Wynholm's people and will fight anyone who comes in, but gold will buy a truce.
  3. 6Hazard. A burrow here opens under the floor: anything heavy falls in with whatever lives below.
  4. 10Obstacle. A portcullis here is stuck halfway. Two strong people can lift it; anyone under it if they slip is in trouble.
  5. 13Clue. A feeding trough here, and fresh meat in it. Someone is looking after them.
  6. 16The key. The key to the throne room (12) hangs here on a hook, where only someone who lives here would look.
  7. 19Help. Someone hides here, half-starved: a scavenger who knows which floors creak.
  8. 18Hazard. The air here is thick with spores, or musk, or both. Eyes stream.
  9. 21Ambush. The orc raiders here aren't asleep, only waiting. They'll let the players go deeper and close the way behind them.
  10. 11Showdown. Wynholm is here with the spiders' nest around their feet. Hard. Hurt the creatures and Wynholm goes wild; hurt Wynholm and the creatures scatter. This can end without a fight: Wynholm will hear the players out, if they get here without bloodshed.
  11. 12The prize. The old lord's hunting horn, which calls every hound in the county is here. Whatever the players agreed, this is where they find out whether Wynholm meant it.

Twist. The way in was left open on purpose: the players are expected, and someone has laid a table.

Open it, print it, run it
The map for The Last Lantern
A village mystery

The Last Lantern

Someone here is lying. Find out who before it happens again.

Three barns burned in a week, and the harvest with them. The next is coming, and everyone's sleeping in their fields.

The merchant. Lives at The Pike house (4), and is liked well enough. Wants to frighten off the family who bought the land they wanted.

  1. 1The way in. The last barn to burn, still smoking. The ash smells of lamp oil.
  2. 5Red herring. At The Quill house (5) lives a travelling smith who arrived the week the fires started. Strange, gruff, and innocent.
  3. 7Clue. At The Fenn house (7), scorched boots by the door, still smelling of smoke, too big for the person who lives there.
  4. 3Rivals. The werewolf kept watch while the barns burned. They'll do it again tonight unless stopped.
  5. 12Witness. The town watch heard an argument the night before: two voices, one of them from The Pike house (4).
  6. 4Showdown. The merchant is here, with a lit lantern and an unlit barn. Caught in the act, or near enough.

Twist. The village already knows. They've been covering for the merchant because the alternative was worse.

Open it, print it, run it
The map for The Hulk of Yeniari
Aboard a starship

The Hulk of Yeniari

Get there before it's done, and make sure it never is.

A message arrives with no sender, then a second from a union rep with a grudge against the company: shut it down. All of it. A whistleblower's recordings first. The first message was a warning.

Yeniari. A security bot, a security chief three months from retirement and very keen to get there. Wants to sell the colony out to the highest bidder, legally.

  1. 1The way in. A warning is sprayed by the door: the security response. Someone took it seriously.
  2. 4Hazard. An automatic lockdown here: trip it and the blast doors seal the section.
  3. 6Hazard. A floor plate here is wired to stun anyone without a badge.
  4. 7Help. A tech is hiding in the ducts above this room. They'll help, if someone gets them out first.
  5. 8Clue. A shredder here, still warm, its bin half full.
  6. 12Rivals. The drones here have been cut off from their ship. They'll trade anything for a ride out.
  7. 3Showdown. Yeniari is here, with the security response and their orders. Hard. The security response hesitate to fire on anyone they recognise; Yeniari doesn't.
  8. 11The prize. A whistleblower's recordings is here, and it can be destroyed or turned. Turned, it's a weapon the players could keep. Nobody should.

Twist. Yeniari was ordered to do it by someone higher up, and has the proof in a locked drawer.

Open it, print it, run it
What's in each one

Everything a game master needs for one night

A hook and the truth

What the players are told, and what's really going on behind it, for you alone.

A villain from the map

Whoever leads the strongest group the map holds: a cult's priest, a raider chief, something in the deep. What they want, and where they wait.

Beats in real rooms

The way in, a clue, a hazard, a secret door's room, rivals, someone to help, the key and the prize, in walking order from the entrance.

Read-aloud text

A line or two to read as the players walk into each room, from what's really there.

A clock and a twist

What gets worse in three steps if they dawdle, and one turn to keep you on your toes.

Print and handouts

The map and the adventure on one page, plus the patron's letter and a wanted poster with the villain's portrait.

Questions

Which games does it work with?

Any fantasy or sci-fi tabletop RPG. It writes no stats or rules, only the story, the places and how hard each fight is in plain words, so you bring your own monsters. The maps are 5 feet to a square, 5E compatible.

How is it written?

By rules, from what's on the map: its numbered rooms, the groups standing in them and how far each is from the way in. The same map and seed always write the same adventure. Roll again for another.

Can I change it?

Every word of it. Open it in the editor and press Edit: change any line, add, move or take out beats and put them in other rooms. Or change the map and ask for another; it reads the map as it is now. Start from a blank page to write your own, or turn it off for a map you'd rather run without one.

Is it free?

Yes, with no account. Sign up, free, to keep your maps and their adventures, and to send them to your virtual tabletop with walls and lights.

What kinds of adventure?

Delves through dungeons, caves, crypts, towers, starships, hives and labs; mysteries in villages and colonies, with a culprit and witnesses; and hunts across the wilds.

Can I print it?

Yes. The one-page sheet puts the map beside the adventure with the full map key after, on A4, ready to print or save as a PDF.

Your players arrive in an hour

Roll a map, read its one-shot, print the page. You'll have time for a coffee.

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