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10 DnD adventure ideas for beginner DMs

Updated: Nov 27, 2023

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Introduction: 10 DnD adventure ideas for beginner DMs

As a Dungeon Master (DM), your role is pivotal in crafting this experience for your players. Whether you are guiding stalwart heroes through perilous jungles or casting them into the intricacies of courtly intrigue, your narrative sets the stage. And that's precisely where this article comes into play!

Our mission is simple yet crucial: to arm budding DMs with an array of captivating adventure hooks. Every DM has been there—staring at a blank page, the weight of creating an entire world heavy on their shoulders. These adventure ideas are tailored to ease that initial overwhelm and inspire a riveting storyline for your players.

However, remember that an engaging D&D session isn't just about a compelling plot. It's about setting the right tone. Your players will look to you for cues, and your energy, passion, and commitment to the narrative will significantly influence their immersion and enjoyment. Whether it's a suspenseful horror or a light-hearted quest, consistency in tone is paramount.

Above all, always prioritize your players' engagement. This game is as much theirs as it is yours. By keeping them at the heart of your story and being receptive to their choices and actions, you ensure that the adventures become memorable shared tales.

With that in mind, let's embark on a journey through ten distinct adventures that promise endless possibilities and the potential to evolve into grand campaigns. Are you ready, storyteller? Let the adventure begin and let's explore 10 DnD adventure ideas for beginner DMs.




1. The Lost Village

Whispers of the Vanished

In the heart of the land lies a dense, uncharted forest, whispered about in local taverns and the dark corners of marketplaces. Not for its towering trees or mesmerizing canopy songs, but for the haunting tales of a village that once stood within its depths. A village that, one fateful night, disappeared without a trace.

Elders speak of how the village was once a beacon of prosperity, known for its lush crops and harmonious inhabitants. But now, all that remains are tales of woe and sorrow. Travelers passing through the forest report eerie silences, broken only by the mournful cries of those left behind — desperate family members who somehow escaped the vanishing and now seek their lost loved ones.

A Hermit's Tale Deep within the forest, on its very fringe, lives Olenn, an old hermit. Overgrown beard touching the ground and eyes that have seen countless seasons, Olenn possesses knowledge unknown to many. As the players venture into the forest, they might stumble upon his decrepit hut, adorned with runes and symbols, with smoke seeping out from a small chimney.

Olenn speaks of the forest's heart, where a once-glorious temple stood, dedicated to the nature gods. But greed and desire led the villagers to exploit the temple's powers, inviting a curse upon themselves. The temple, now a twisted version of its former self, is said to be the epicenter of the village's sudden disappearance.

Quest of Redemption For those brave enough to delve deeper into the forest, challenges are aplenty. The trees themselves seem to play tricks, shifting and rearranging, making paths appear and disappear in an instant. Haunting illusions test the adventurers' mettle, forcing them to confront their deepest fears.

But it's not just illusions they must contend with. The forest is home to various creatures, from the mundane to the mystical. Packs of wolves, territorial and fierce, might see the adventurers as threats. While luminous fairies, usually elusive but drawn to the temple's perturbed energies, may offer cryptic advice or mischievous hindrance.

Guidance for the DM Your primary tool in this adventure is the art of mystery. The forest should feel alive, with its every breath echoing the past's lamentations and secrets. Allow your players to piece together the village's story through scattered clues—perhaps a child's toy, an inscribed stone, or a torn piece of a diary detailing the days leading up to the disappearance.

Olenn, the hermit, serves as a bridge between the known and the unknown. Use him wisely, providing players with just enough information to feed their curiosity without giving away the entire plot. He's seen the devastation first-hand and could be driven by a desire to right the wrongs.

The desperate family members introduce an emotional angle. Through them, players can feel the weight of their quest, understanding that it's not just about solving a mystery, but restoring lost souls.

As the adventurers approach the cursed temple, amp up the challenge. Here, they must confront the curse head-on, perhaps facing a corrupted guardian or solving puzzles to cleanse the temple. The resolution might involve a moral choice: maybe the curse can be lifted, but at a price. Or perhaps the village's return might risk the curse spreading beyond the forest.

By the adventure's end, players should feel they've unravelled a deep-rooted mystery, confronted their fears, and made choices that echo in the forest's whispers. In "The Lost Village," the journey is as crucial as the destination, and the forest's heart holds secrets waiting to be discovered.



2. Shadows in the Desert

The Mirage City In the heart of the searing desert lies the oasis city of Miraj, a jewel that glimmers with promise amidst the endless sands. Its spires catch the sun's gleam, and its bustling markets overflow with merchants peddling exotic wares. But of late, a shadow has fallen upon Miraj. Not from the shifting sands, but from a mysterious power that turns the desert's once-tranquil nights into a realm of terror.

The Night's Silent Predators It began subtly: whispered tales of shadows moving in the dunes, silhouettes that seemed just a little too humanoid. But as days turned to nights, the tales turned to alarming realities. Instead of the disappearing caravans, the desert's nocturnal landscape became haunted by ethereal figures – spectres without faces or form, pulling lone wanderers into their cold embrace, leaving only their elongated shadows behind.

NPCs with Stories to Share A distressed city guard named Khalil approaches adventurers, desperation evident in his eyes. The city's folk are terrified, and many have started to leave, fearing the night's embrace. Khalil seeks assistance in unravelling this nocturnal enigma.

As the adventurers delve into the mystery, they encounter Zara, a mysterious nomad draped in cloaks that flutter even without wind. Her tales speak of an ancient curse, one tied to the moon, hinting at a buried relic in the desert responsible for the spectral manifestations.

Delving deeper, they might come across Jamal, a local merchant with an uncanny interest in ancient artefacts. He recently procured an antique amulet, coincidentally around the time the shadowy occurrences began. Is it mere happenstance, or does the amulet hold darker powers?

Guidance for the DM The vast desert setting offers an array of challenges. By day, the unyielding heat and blinding mirages can lead players astray or into traps. Perhaps they see visions of water sources that don't exist, or maybe they stumble upon real dangers like sandworms or desert bandits.

The nights, though cooler, are fraught with their own perils. It's essential to emphasize the eerie silence, broken only by the soft rustle of the shifting sands and the whispers of the lurking shadows. These shadowy entities should be elusive, more like apparitions than tangible foes. They might attempt to lure adventurers away from the campfire's safety or manipulate their perceptions, turning allies into perceived threats.

Zara, the nomad, provides cryptic clues. Use her to introduce the lore surrounding the cursed relic, perhaps through tales passed down her family line. She could guide the adventurers to the relic's suspected location, but her motives might remain shrouded in ambiguity. Is she an ally, or does she seek the relic's power for herself?

Jamal, on the other hand, acts as the puzzle's missing piece. His acquired amulet might be the key to the disturbances, but how did he come upon it, and why? Is he a mere pawn in a larger game or the orchestrator of the desert's chaos?

In the Heart of the Sands The climax might lead players to a forgotten temple, where they must navigate traps and solve riddles to locate and neutralize the cursed relic. They must decide the amulet's fate: destroy it, return it to its rightful place, or perhaps harness its powers for their own?

"Shadows in the Desert" is an adventure of contrast, juxtaposing the desert's relentless heat with the chilling terror of its nights. The line between reality and mirage blurs, and in the heart of the sands, truth awaits those daring enough to seek it.

3. Sea’s Secrets

Call of the Brine The coastal towns of Azura's Edge are no strangers to tales spun by the sea — of mermaids, of treasures, of storms that seem alive. But recent stories have a different edge, an unsettling nature. At dusk, when the sky bleeds crimson and the sea mirrors that hue, ghost ships are said to appear on the horizon, their sails tattered and hulls silent. They vanish by dawn, but not without leaving a mark: missing crews and hushed fears.

Phantoms of the Deep It started as dismissible rumours, tales drunk fishermen would spin. But when Captain Elias' ship, The Dawn's Fire, was found adrift without a soul on board, the rumours turned to chilling truths. Even more harrowing are accounts from those who've witnessed these ghost ships up close. They speak of spectral figures on decks, sounds of distant melancholy songs, and chilling winds that seem to whisper forgotten names.

NPCs with Tides in their Tales Enter Captain Thorne, a retired pirate with more scars than tales, and yet his stories of the sea are legendary. He claims to have once boarded one of these phantom vessels, only to be thrown overboard by an unseen force. While he might be reluctant to dive deep into his memories, with the right persuasion, Thorne can provide clues or even a map.

Then there’s Captain Lysandra, ambitious and fearless, with dreams larger than the sea itself. She plans to chase and board one of these ghostly vessels, and she's recruiting. For those willing to face the sea's wrath, she promises glory and untold treasures.

Amidst the bustling docks, players might encounter Elara, a distraught widow whose fisherman husband hasn't returned from his last voyage. Her pleas are simple: find out what happened, and return the pendant he wore, her last memento of their love.

Guidance for the DM Navigating the vast expanse of the sea presents unique challenges and adventures. Storms can brew suddenly, demanding players to showcase their seamanship. Encounters with sea monsters, from sirens luring sailors to treacherous rocks to territorial krakens, can turn a regular voyage into a life-and-death struggle.

Ghost ships, when confronted, should exude an atmosphere of suspense and eerie calm. The echoing footsteps, the flicker of a ghostly apparition, or the sudden cold should constantly remind players they're in uncharted waters. Exploration might lead to clues about the ship's origins, cursed treasures, or even trapped souls seeking release.

A deeper mystery could pull adventurers beneath the waves — an underwater civilization. Sunken ruins might be the source of the ghost ships' curse. Here, players can encounter merfolk, ancient sea guardians, or the remnants of a long-lost civilization with its own secrets. The NPCs play pivotal roles in guiding and enriching the narrative. Captain Thorne's experience can be a cautionary tale, while Captain Lysandra's ambition might lead players into the heart of danger. Elara's personal quest offers an emotional touchstone, reminding players of the human cost of the sea's mysteries.

Echoes in the Abyss The climax of the adventure could be multifold: a grand sea battle against a ghost ship armada, a diplomatic mission with the underwater civilization, or perhaps a ritual to break the ancient curse plaguing the seas. The choices made by players will resonate in the songs sung by future generations, turning them into legends or cautionary tales.

"Sea’s Secrets" is an odyssey, one where the sea's eternal mysteries beckon, and the brave respond. In its depths and on its restless surface, adventures of a lifetime await.




4. Mountains Whisper

The Siren Peaks The formidable Sirenia Range, with its jagged peaks piercing the heavens, has always held an aura of reverence and awe. For generations, they've stood unyielding, their icy facades guarding secrets of both nature and man. But recently, an unsettling change has swept through. Travelers and nearby villagers speak of eerie whispers that seem to emanate from the very mountains themselves. These are not the typical howls of wind or cries of wildlife. They are melodic, beckoning, and hold promises of either forgotten treasures or unspeakable dangers.

Echoes of Ages Past Curiosity turns to concern when a series of strange events begin to unfold around the Sirenia. Once-tranquil lakes reflect images of days gone by, wildlife behaves erratically, and worst of all, climbers seeking the mountain's secrets have started to disappear. Some say they've been lured by the allure of hidden gold, while others fear they've become victims to the mountains' awakened spirits.

NPCs with Tales as Tall as the Peaks Gruff and wind-beaten, Old Man Torren, the legendary mountaineer, has scaled the Sirenia more times than anyone alive. He knows every nook, cranny, and cavern, but he's never heard the mountains "speak" like this before. Beneath his tough exterior, he's concerned, and he might share tales of an ancient civilization that once called these mountains home.

Skylar, the daring treasure hunter with eyes like polished sapphires, is new to town. She's convinced the whispers are clues, leading to a treasure hidden deep within the mountains. Her enthusiasm is infectious, and she's gathering a team for an expedition. She believes that the mountains, in their own way, are inviting them in.

In contrast stands Chief Eldra, leader of the village nestled at the mountain's base. She's wary of the recent events, viewing them as omens. To her, the mountains are sacred, and the whispers are warnings, not invitations. Her ancestors' legends speak of a time when the mountains would wake, and she fears that time is now.

Guidance for the DM The beauty of this adventure lies in its verticality. Climbing the Sirenia is no mere trek; it's a challenge of both body and mind. Narrow ledges, sheer drops, and the ever-present danger of avalanches keep players on their toes. Introduce elements like rockslides or precarious ice bridges to test their problem-solving skills.

Hidden within the mountains are valleys untouched by time. Here, ancient ruins, overgrown forests, and perhaps remnants of a forgotten society can be discovered. These valleys hold their own dangers, from territorial creatures to traps set by the civilization that once resided there. The whispers can serve as a guiding or misleading force. They might lead players to shelter during a storm or into a treacherous cavern. The origin of these whispers is for the DM to decide: are they the mountains' spirits, echoes of a past civilization, or perhaps a more tangible foe using the legends to their advantage?

Revelations in the Heights The climax of this adventure can take various forms: unearthing an ancient treasure, only to decide its fate; confronting a malevolent force intent on using the mountains for nefarious purposes; or perhaps forming an alliance with the spirit of the mountains themselves. "Mountains Whisper" is a tale of respect, curiosity, and the age-old dance between man and nature. In the shadow of the towering peaks, players will find challenges, mysteries, and tales that will be recounted for generations to come.


5. City of the Dead

Eternal Metropolis Beyond the mists of the River Styx, there lies a city unlike any other: Necropolis. Towering obsidian walls encompass it, and within, streets glow dimly with ethereal lanterns. Here, death is not the end but a beginning. Every citizen is undead, having found refuge or purpose in this sprawling urban expanse. Zombies, ghosts, vampires, and other spectral beings coexist, having formed an unspoken pact to live harmoniously. But shadows gather as a sinister force seeks to disrupt this delicate equilibrium.

Life Beyond Life In Necropolis, the concept of "life" has been redefined. Spectral marketplaces bustle with trade, wraith children play in parks, and the undead aristocracy debate politics in grand, haunted halls. The air is filled not with dread but with the echoes of countless stories, each inhabitant a testament to a life once lived and a death now embraced.

NPCs Echoing Eternity In the vast library of memories, one can find Erythor, the skeletal librarian. With bony fingers, he deftly sorts scrolls and listens to the tales of newcomers. Erythor possesses vast knowledge of Necropolis's history and its residents. However, he has noticed an unsettling pattern: historical records are being tampered with or vanishing entirely.

Mayor Lysandra is not your typical leader. A regal spirit, her ghostly form is always accompanied by a chilling, yet gentle, breeze. She has maintained peace in Necropolis for eons and is deeply concerned about the mounting unrest. With transparent eyes, she seeks allies to ensure the city remains a haven for the undead.

At the "Bleeding Heart Tavern," patrons can find Varus, the charming vampire barkeeper. He offers a unique blend of blood cocktails and undead brews. Lately, however, he's more than just a bartender. He's become an informant, having overheard whispers of a plot that could plunge Necropolis into darkness.

Guidance for the DM Necropolis is an embodiment of political intrigue and shadow games. Every alleyway, every whisper, holds significance. The challenge here is not just physical combat but navigating a web of loyalties, secrets, and power plays. It's essential to emphasize the city's duality — it's hauntingly beautiful, yet beneath its surface, tensions simmer.

Various undead factions might vie for control or harbour grudges from their past lives. Players could find themselves being courted by these factions, each offering its own set of rewards and challenges.

The looming threat could manifest in several ways: a necromancer seeking to bind the will of the city's inhabitants, a rift in the spectral realm causing spirits to go mad, or perhaps an artefact that threatens to extinguish the very essence of Necropolis.

The city's layout should be maze-like, with crypts serving as homes, catacombs as pathways, and mausoleums as meeting points. The undead citizens, while initially unsettling, can provide assistance, share their tales, or offer quests.

Awakening in the Afterlife The climax might involve a grand assembly of the undead, where players present their findings and rally the citizens against the looming threat. A battle, not just of might but of wits, ensues, determining the fate of the City of the Dead.

"City of the Dead" delves deep into the themes of existence, purpose, and the intricate dance between life and death. In Necropolis, players will find that even in death, stories thrive, mysteries abound, and the heart — or what remains of it — still beats.





6. Festival of Masks

Faces Behind Faces Every year, as autumn leaves blanket the town of Vespertilio, excitement reaches a crescendo. The Festival of Masks, an age-old tradition, transforms the lively town into a tapestry of colours, sounds, and emotions. Residents and travellers alike don intricately crafted masks, each telling a unique story. But this year, as the first notes of the festival's music rise into the cool air, an unforeseen magic sweeps through, breathing life into the masks and turning jubilation into mayhem.

A Dance of Duality As the sun dips beneath the horizon, and the moon claims the sky, Vespertilio bursts into life. Streets teem with masked dancers, music floats from every corner, and the promise of a night of revelry beckons all. But as the masks begin to animate, adopting personalities of their own, the line between wearer and mask blurs. The once jovial mask of a jester now plays tricks on its wearer, while the elegant mask of a swan forces its host into a mesmerizing dance. The town, once united in celebration, is now fragmented into chaos.

NPCs Unmasked Overlooking the grand square, coordinating events with a practiced eye, is Lord Cassian, the festival organizer. Known for his meticulous planning and love for the festival, he's taken aback by the unruly turn of events. He seeks help to restore order, promising riches or perhaps some powerful artefacts from the festival's vaults.

In the heart of Vespertilio, in a shop that smells of wood and paint, resides Maestro Lucien, the master mask maker. His creations are the most sought after, known to carry a touch of magic. But even he is stumped by the masks' sudden sentience, though he suspects it's tied to a particular mask he crafted, one that seemingly vanished before the festival began. Hidden among the crowd, her laughter more enchanting than the festival's music, is Lyria, a mischievous spirit. With a penchant for fun and a love for Vespertilio, she might have bitten off more than she can chew this time. While she didn't intend for such chaos, she is the key to unravelling the masks' enchantment.

Guidance for the DM Vespertilio during the festival is a playground of opportunities and challenges. The town's layout should be a mix of open squares for grand dances and narrow alleys for sneaky encounters. Given the masks' animation, trust becomes a central theme. Is the individual behind the mask a friend, or has the mask's persona taken over?

Introduce tasks that play on the festival's confusion: a chase sequence where players must track a particular mask, a riddle posed by a group of animated masks, or perhaps a dance challenge to appease a mask and gain information.

Lyria, the spirit, can be a recurring character, sometimes aiding the players, at other times leading them on wild goose chases. Her ultimate aim is to restore the festival's joy, even if her methods are unconventional.

Revelations Amidst Revelry