Everything on the shelf, ready to run. No twists given away: each entry says only what your characters would know walking in. Pick whatever sounds good.
The butcher of Isthmus Town vanished without a trace, and others have gone since. One was said to be swallowed by the earth.
A mansion of fourteen rooms and unpleasant occupants. Get in, take what you came for, get back out.
Robbers have camped inside an old burial mound. Clearing them out is the paying job. The mound is much older than they are.
The king and his scepter have both vanished, and the kingdom is said to be doomed without them. The search runs through country soured by a long war, and another party is out there hunting the same prize.
You wake on a bamboo platform lashed to the back of a three-hundred-foot mammoth, under a pink sky over an orange desert. This is somebody's dream, you are really in it, and something in here collects teeth.
A stolen bell in your hands, a furious giant somewhere behind you, and a manor ahead that looks empty from the road.
The wizard Esmis Mer disappeared ten years ago and his tower still hums. The building itself is the puzzle.
A fleet sailed to destroy a fortress of sorcerers and none of it came home. The harbour is full of wrecks; the keep is still standing. The long one, an arc rather than an evening.
A research vessel adrift far from anywhere, running experiments nobody put in the log. Comes with its own soundtrack.
A mining colony under a dome, mid-strike, two people dead. Fifteen suspects and nobody leaving.
An isolated lunar research base. Something light-borne is moving through the colonists, faster than anyone can contain it.
A routine supply drop at a cramped asteroid mining base. Seven miners, one dog, and a delivery that should take an hour.
Sent to restore contact with a remote terraforming colony. You arrive to an abandoned settlement and the leavings of a bloody assault. Four linked scenarios rather than one night.
Hired to break into Choi Labs on an alien ocean floor and steal samples of a revolutionary moss. Nobody mentioned what the moss already did to the staff.
An abandoned luxury station, and a party of very rich people enjoying what may be their last night aboard.
A research facility that runs its test subjects through one hazardous station after another. You are the test subjects.
Teamsters and hired muscle signed on to a GreenStar Logistics ship, surveying hyperspace to lay a new jump lane where there isn't one yet.
A summer adventuring party leaves the cloud city of Delta aboard a flying barge, bound for Snek City in the wastes below. Then the Imago start tearing at the hull, and they want what's aboard.
Deep Carbon Observatory 6+ sessions
A dam has failed and drowned a valley. First the rescue, then whatever the water was covering.
Tomb of the Serpent Kings 2–4 sessions
The burial complex of a serpent civilisation. Deeper than it looks from the entrance.
The Black Wyrm of Brandonsford 2–3 sessions
A dragon is bleeding a village dry. Most of the ways to end it are not a fight.
Winter's Daughter 1–2 sessions
Open an ancestor's barrow, bring back the heirloom. The knight inside has been waiting for something else.
Tumulus unknown
Not yet read.
Session counts assume three or four players at a normal pace. A group that talks to everything runs longer, which is usually the better game.
The three groups use three different rulesets, so moving between them means rolling up new characters.