10 Low-Level D&D Adventures For New DMs

Whether you're stepping into the Dungeon Master's shoes for the first time or you're a seasoned pro, there are those moments when a little nudge, a bit of inspiration, can make all the difference. Even the most imaginative minds have days when creativity seems to elude them, or when time is simply too tight to weave an entire campaign from scratch. That's where pre-made adventures come to the rescue.

So, with this being a blog dedicated to helping out New Dungeon Masters, I figured it would be useful to share some of my favorite pre-made adventures, each carefully selected for their suitability for low-level parties and New DMs. What makes these adventures even more enticing is that they are not just brimming with epic tales but are also easy on the pocket, available either for free or at a very low cost on the fantastic DMsGuild.com.

I find that these adventures offer something special for everyone. For new Dungeon Masters, they provide the perfect opportunity to hone your storytelling skills and master the art of crafting immersive experiences. For fledgling adventurers, they promise thrilling escapades filled with mystery, danger, and wonder. Everything we want from our D&D adventures.


A Chance Encounter: Part of a miniseries of low-level adventures that includes The Mystic Circle, An Urgent Rescue, and A Dark Veil Falls, this is a quick and easy entry into running a session for a low-level party. Taking place on the Talbot Road and the backwoods town of Myrehall into which it leads, this is a classic adventure including a wizard, a ransacked wagon, and will give you your first taste of running those tiny, but fearsome Kobolds and their trap-laden dens. 

I will say, it takes a bit more than just downloading this, reading it, and running it, you will have to plan a bit of backstory for your characters and have an idea of why they’re on the road together to make the story make sense. Plus, there are some notes, and if your players are like most, they will want to know what it says in the notes. Also, and this is just my own pet peeve, there are quite a few typos within the adventure, but it’s free so one can’t complain too much. It is nice having the added maps, that way if your players want to explore a bit you have places to send them to. 

Overall, a simple, easy introduction into the most classic style of D&D adventure that can be run in a few hours with the caveat that you take some time to plan ahead and flesh out the finer details ahead of time. Added bonus is, if you like it, you have a few more adventures in the series to jump right into. 

Accursed Apple Twists: Though I am merely going through these in alphabetical order, it works perfectly that this comes after A Chance Encounter. Where A Chance Encounter definitely is lacking in the details department, with a good read-through you could easily jump right into this adventure.

Your players find themselves in the town of Frohenfeld looking for a missing courier. At first glance, Frohenfeld exudes warmth and hospitality, but as with all great adventures, appearances can be deceiving. Without vigilance, your party might find themselves entangled in a thrilling showdown with a sinister mage, and eventually, an apple demon of all things.

What sets Accursed Apple Twists apart is its embrace of diverse skill checks. Players will have the chance to flex their perception, insight, and other roleplay-based skills as they navigate this whimsical yet darkly intriguing adventure.

In essence, it's a whimsical, at times even silly, journey that takes unexpected turns into the shadows. Accursed Apple Twists is a fantastic entry point into the world of D&D 5e, promising a delightful blend of fun and darkness for your players. So, prep your apple demon voice, and let the adventure unfold.


Be Seen by Nobody: Your players are stranded on a mysterious island creeping with deadly flora, flocks of seagulls, and an eerie silence. The island seems to be the site of some unknown catastrophe as no inhabitants are to be found, save a few self-mutilated corpses and the warning drawn on a wall in blood, Be Seen by Nobody. 

This adventure is a big step up from the first two, not only in scope and story but also in the amount of time it takes to run. However, it offers an intriguing premise with a mad king who attempts to ascend to Godhood, only for the Gods to curse him and in turn the island over which he rules. It offers mystery, dread, and in the end a battle against a colossal, one-eyed, man-eating beast with the ability to follow your players through the eyes of any living creature born on its island. 

This is one where you will have to do a little bit of extra prep, like coming up with treasure and loot, planning on ways to drop lore of the island before players come up against King Chorn, and making sure that players understand that its best to explore the island and use what is there to help whittle away at Chorn rather than just standing and fighting. If you feel up to the task it is a great adventure. 

For those who relish the slow, creeping horror found in cinematic gems like Annihilation, The Witch, or The Lighthouse, and the unraveling mysteries akin to games such as Myst, The Witness, and The Talos Principle, Be Seen by Nobody promises to be an enticing and chilling adventure to run at your table. 


Before Dawn: Your party is out for a cozy night in a lively tavern, laughter in the air, mugs clinking, and townspeople enjoying a bit of respite. Suddenly, the atmosphere shatters. A fellow patron convulses, transforming into a savage werewolf, and moments later it is chomping down on one of your party. The adventure begins here and weaves through a dark tale of intrigue complete with Kobolds, Worgs, Gypsies, Vampires, and a Pirate Werewolf. 

I like this adventure because it is a rather straightforward mystery and while Be Seen By Nobody offered terror, this drenches you in the essence of old-school gothic horror and all its tropes. It is also a great mesh of the three pillars of D&D (action, roleplay, and exploration). If the players make sure to delve deep into the town, they'll uncover opportunities for roleplay and action and be rewarded with pieces that could turn the tide in their favor during the final showdown. One particularly thrilling aspect is the race against time. A party member teeters on the edge of becoming a permanent werewolf, adding a layer of urgency that propels your group into action and can work well as a force that brings them all together as a cohesive team.

If your adventurers are starting at second or third level (which I wholeheartedly recommend, given the fragility of level one characters, especially for new Dungeon Masters), this adventure offers an engaging start to a campaign. As long as your players aren’t metagaming and working to avoid confronting vampires because they know the traditional D&D vamp is a CR13 monster that would destroy their party in moments, this is a great gateway into the game and sets a darker tone for a campaign. 

For those who relish slow, creeping horror ... and unraveling mysteries ... Be Seen by Nobody promises to be an enticing and chilling adventure to run at your table. 


The Delian Tomb: For fans of Matt Colville you may already recognize this one as the dungeon he created in his first episode of Running the Game on YouTube. If you’re not a fan of Matt, and all the wonderful stuff over on MCDM, I suggest changing that and heading over there after reading this. That said, this adventure is handcrafted for first-time DMs and/or players at first level. 

You’re on the road with a caravan from this place to that place, you see a bad storm coming, you stop at a friendly farmer’s homestead to take shelter, and wouldn’t you know it, just as you're getting comfortable, disaster strikes – the farmer’s son gets nabbed by some monsters. Was it Kobolds? Goblins? A Hobgoblin? A Bugbear? No one knows, but it is your party’s task to find out and return young Peter. 

Sure, it might sound like a basic setup, but that’s precisely all you need when you're starting out. Your players set off to The Delian Tomb to fight, sorry for the spoiler, Goblins and a Bugbear. But, what sets this apart from that simple premise is once players are there, if they use their noggins, they can find a deeper secret within the tomb by solving a riddle and saying an oath. In the secret chamber, they find a +1 sword and more goodies, but the other goodies lead to a fight with fallen members of The Delian Order.

The beauty of this adventure lies not just in its simplicity, but in its teaching moments. It’s a guiding hand for both players and Dungeon Masters. The combat is straightforward, the challenges classic, but the biggest takeaway is that secret room. It allows players to learn the joy of exploration, the thrill of unraveling hidden truths. It’s a subtle nudge and also teaches Dungeon Masters to always go the extra mile, to make the world rich and vibrant, ensuring players are enticed to explore every nook and cranny. If you start here, you will be building a solid base for your adventures to come.

Grymm House: Another horror adventure. Maybe entering into October has me feeling a certain way? Maybe horror is just the perfect genre for a one-shot? Who knows? But, this is my personal favorite horror genre, the snowed-in trope (lookin’ at you The Thing, The Shining, The Hateful Eight, 30 Days of Night). Your brave party, en route from one town to another, finds themselves trapped in an unexpected snowstorm. Their salvation appears in the form of a rabbit-hunting Dwarf, Benrak, and the promise of Grymm House, a nearby lodge. It’s shelter, they think, a respite from the storm. Plus, Benrak shares with them, if they come to the lodge, there is a mail coach that will be by in a few hours to take them to their destination. Little do they know, it’s a sanctuary harboring more than a few dark, terrifying secrets.

What ensues is a night in a rustic lodge with Benrak the Dwarf, and Darrell, the Master of Grymm House, a man, who players learn rather quickly is attempting to do the seemingly impossible, defying death itself. What the players won’t know without spending the evening exploring Grymm House, is about all of the death that has taken place in these halls and rooms, the ghosts that haunt them, and that Darrell has figured out how to escape death, but only his own, and they are the pawns in his plan to live forever.

This is one of my favorite adventures I’ve come across as it is thoughtfully crafted, overflowing with details you might not even use, and is written out in a way that few other pay-what-you-want adventures are. The beauty of Grymm House lies not just in its narrative, but in the meticulous thought behind its design. Homebrewed monsters like Snow Angels, The Coachman of Death, Grymm Guardians, and the nefarious Darrell himself breathe life into the horror. As you guide your players through this nightmare, jump scares await, strategically placed to rattle them to their core, adding to the sense of fear that permeates the air.

While the game itself spans just one night, Grymm House can easily stretch across multiple sessions as your players unravel its dark mystery. And once they believe they’ve finally escaped, they’ll find the coach that promises safety just so happens to be the Cóiste Bodhar, the Death Coach, Darrell’s final trap. This adventure, tailored for Level 3 characters, is a haunting masterpiece. An adventure not to be missed; I truly cannot recommend it enough.


Moon Over Graymoor: I know, I know. Another werewolf adventure. But this one is too good to pass up. Plus, werewolves are cool, especially as lower-level D&D monsters. So, here we go, in Michael Scott’s murder mystery voice, “There’s been a murder, a murder most foul.” Well, a few murders to be exact, the most recent of which is the little hamlet of Graymoor’s blacksmith, George Gilly, and your players are here to investigate the murders and capture the culprit. 

As the investigation deepens the players are pulled into a twisting mystery where, if they don’t explore the town thoroughly, speak with the right people, and follow the clues, they might end up accusing the wrong werewolf, misjudging the innocent fledgling, and playing right into the hands of the true culprit. Yes, there are two werewolves in this tale — one sinister, one terrified and fledgling. During the investigation the players will come across more murders, a witchy woman in the woods, nearly perish in a fire, and ultimately attend The Feast of the Moon, where they’ll confront the beast itself, or beasts if they haven’t figured it all out. 

Written with the finesse of a seasoned adventure writer, Moon Over Graymoor is a treasure trove for New DMs and players alike. It's not just a mystery; it's an educational journey. Packed with helpful notes, it delves into the history of the classic D&D goddess Selûne, teaches the nuances of dice rolls, explores the intricacies of skill checks, and provides a plethora of pre-written dialogues, a boon for any DM.

Spanning three in-game days, the adventure unfolds seamlessly, offering a perfect balance between horror and intrigue. In my opinion, this is nearly a perfect beginner one-shot that, depending on your group's penchant for exploration, can easily unfold within a session or two. Despite the classic horror elements, it strikes a balance, ensuring your players don't feel trapped in a purely horror-focused tale.

What truly sets this adventure apart is its emphasis on skills outside of combat. In the shadow of a murder mystery, players must flex their investigative muscles, employing skills like perception, nature, survival, arcana, and more. It works as more than an adventure, it's an essential lesson for both newer players and Dungeon Masters in the versatile toolkit of D&D skills. 

The beauty of Grymm House lies not just in its narrative, but in the meticulous thought behind its design.

A Night of Masks and Monsters: “Masquerade! Every face a different shade. Masquerade! Look around, there's another mask behind you.” That’s right, your players have been invited to a night of mystique and elegance at one of the famed masquerade balls of the Marquis di Maschera in the city Ibrido (aka fantasy Venice) Yet, beneath the veneer of glamour, a sinister force lurks. The masks, symbols of anonymity and revelry, are cursed, transforming the wearers into the animals they depict. Can your party unveil the evil Marquis's secrets, kill him and his minions, and break the curse before it consumes them entirely?

A Night of Masks and Monsters might just be the most downloaded adventure on this list, and it's not without reason. It is fun as all Nine Hells as a one-shot. The premise itself is a tantalizing blend of mystery and fantasy festivity. A fancy party, shrouded in enigma, is a recipe for an unforgettable gaming night. Plus, any time you get to add in a fantasy version of Venice, you should do it. 

However, let’s not mince words — while this adventure works great as an idea, it is relatively poorly written and will require you as the DM to do some leg work. But therein lies its potential. As a New Dungeon Master, you'll need to invest some effort into fleshing out the details, smoothing the edges, and adding depth to the characters and plotlines. It's like a rough gem that needs your touch to truly shine. 

Why would you add it to this list then? You might be asking. Well, because I think it is worthwhile to take the time to flesh it out. Not only because it’s a fun, unique adventure. But, by investing your creativity and energy, you're not just running an adventure; you're sculpting one. As a New DM, this challenge becomes an invaluable exercise in crafting your own tales. It's an opportunity to think critically, brainstorm, and understand how to enhance an adventure to suit your group's dynamic.

In the end, A Night of Masks and Monsters is a canvas waiting for your artistic touch. So, don your metaphorical mask, embrace the challenge, and let the mystery unfold. It might require some extra effort, but the satisfaction of transforming a good idea into a great adventure is unparalleled. 

Prize of the Mountain Prince: Let’s dive straight into the heart of this adventure — it ends with your players facing a dragon! That’s right, a low-level adventure that includes a dragon, which if you know much about D&D, is a rarity anymore. But that’s not all; your party will also clash with three varieties of Kobolds, fend off Giant Spiders, and embark on a heroic quest to rescue a kidnapped girl. This adventure, my friends, embodies the essence of traditional D&D, and that's precisely why it's so delightful.

The allure of this adventure isn’t just the promise of battling a dragon; it’s the perfect blend of old-school D&D charm and modern teaching. Crafted specifically to guide new Dungeon Masters and players, this adventure is a gold mine of learning moments. It meticulously unravels game mechanics, from understanding held actions to navigating darkness and the art of taking short rests (which get overlooked far too often). Every step is a lesson, every encounter a chance to grasp the intricacies of D&D-ing.

While anyone can run this adventure, I truly would recommend it to anyone running their very first session. If you’re a group of first-timers wanting to understand what it’s like to play, this is a perfect adventure. It provides pre-rolled characters, detailed maps, and ready-to-go stat blocks, everything you need neatly packaged. It's not just an adventure; it's a comprehensive tutorial, a hands-on experience that will quickly, easily, and inexpensively let you dip your toe in the water to know if this is a hobby you want to dive into fully.

And if you're still uncertain, the author has gone the extra mile. They’ve recently showcased this adventure in action on their Twitch channel, Choose Your Roll. Give it a watch. It's a chance to see the mechanics in motion, the story unfolding, and the magic happening in real time — a way to see what’s on the page come to life.

For in the darkness, true heroes find their light. 


Rise of the Necromancer: With a name like that, it should come as no surprise that this is one dark adventure, but I’ll straight out say that it is super dark, and will be tough for any party to get through. That said, it is a masterpiece in so many ways including having one of my favorite bosses in Zheilver, Ruler of the Undead, whose ability to take players down and force them to fail all death saves is terrifying. 

The adventure starts off simply, your adventuring party is tasked by the kind people of Honeywell to travel to the Spire of Rest to help calm the restless spirits in the the local graveyard. On the way, you are waylaid by a terrible, unnatural storm, that with some bad rolls, could easily down a player or two. I think this is a good exercise for Dungeon Masters to learn the valuable lesson of using weather and other factors to create different styles of encounters. Once you make it through the storm and to the Spire, that’s when things get dark with hordes of Skeletons, Skellets, and other undead creatures attacking you left and right as you venture deeper into the cavern only to be met by Zheilver himself. 

The bulk of the adventure centers around the quest to vanquish Zheilver and his minions. Yet, it's the conclusion that leaves a lasting impact. You did it, you defeated the Necromancer, and you’re going back to Honeywell to collect your reward and celebrate with the fun, friendly folks of the town. Instead, you’re met with a vision of horror. The townsfolk, once lively and welcoming, now lie lifeless, a haunting tableau of loss and despair. A message in blood, a sinister promise of vengeance from the BBEG for felling their ally.

The dark end serves as a grim reminder to players that triumphs are not always permanent, and challenges are boundless. It urges Dungeon Masters to weave narratives that evoke fear, hatred, and determination in their players towards the monsters and villains in their campaigns — emotions that lead to big payoffs as games progress.

In the end, Rise of the Necromancer is not just a tale of darkness, it is a testament to the multifaceted nature of storytelling in D&D. It's a reminder that victories are sweetest when contrasted against the bitter taste of defeat. As you guide your players through this harrowing journey, prepare them for the shadows that lurk in the corners of their victories. For in the darkness, true heroes find their light. 


There we have it folks, 10 adventures to put in your low-level campaigns. Each of these adventures offers a unique experience, showcasing the diverse tapestry of storytelling that D&D has to offer while simultaneously allowing Dungeon Masters and players to learn nearly every mechanic that the game has to offer. From unraveling mysteries to battling the undead, from diplomatic intrigue to exploring unique realms and cities, there's something here for every taste and playstyle, and so much to learn along the way.

As we embark on this journey through the realms of imagination, remember that the heart of D&D lies in the stories we craft together, the bonds we forge, and the adventures we undertake. So, whether you're a new DM looking for the perfect starting point or a player ready to dive into the next thrilling escapade, these adventures await your exploration.