Adventures

ShinkenViolet

First Post
I've been wanting to start DMing for my friends, and I've settled on doing 4th edition, because everyone in the group knows it, and it seems fairly simple for someone new to DMing. I've hit one major roadblock though. I can't make up my own adventures to save my life. I also can't justify the price tag on any of the published adventures, especially when the level 1 - 3 Keep on the Shadowfell costs the same amount of money as the level 10 - 22 Tomb of Horrors super adventure. My question is, is there a good place to go for adventures made by other people? I'm looking for something low level, preferably starting at level 1, the ending level doesn't really matter, as long as it's not 1 or 2. I don't mean pirating PDFs, for anyone who my writing isn't clear enough for.
 

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How To Make An Adventure For One Night In 4 Steps

Step #1: Generate A Random Adventure Idea.
There's this for barebones, or this for more detail than you probably need (though you can always throw away the extra stuff).

Step #2: Generate Some Encounters (maybe 3-6)
There's Asmor's sterling generator, and the Demonweb version.

Step #3: Generate A Random Map
Demonweb generator; Wizard's version. Add the following to taste (perhaps using the random room descriptions as guidelines):
Difficult Terrain: Rubble, grass, uneven floors, etc. These just cost more to go through.
Damaging Terrain: Pits, caltrops, burning coals, etc. Should deal about 1d8+1/2 level damage, and maybe a skill check (DC 10 + 1/2 level) can avoid it.
Cover/Concealment: Furniture, walls, fences, shrubbery, These give whoever's in them AC bonuses. Though make sure you know 4e's cover and concealment rules here, they can be quite fiddly.

Step #4: Stick your encounters in rooms in the map, and give your characters some motive to explore the map in order to get them to explore the rooms.
Motive A: There is a MacGuffin of some sort that the party must find. Perhaps it is a magic item. Perhaps it is a person. Perhaps it comes in bits and pieces.
Motive B: There is a Big Bad of some sort that the party must kill. Perhaps it is a dragon. Perhaps it is a necromancer. Perhaps it is everything in the dungeon.
Motive C: There is treasure here, and the party must have gold or else.

This is the simple, easy, no-muss-no-fuss way to get your paws on some good D&D action.

I <3 random generators, since it's something I can instantly refresh and come up with new ideas about.
 
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If you use KotS you should give serious consideration to one of the good "KotS reloaded" pages out there. The module has some classic bad points, nothing impossible to work around but one's that you'll need to be aware of.

Shorter modules like Oakhurst Reloaded might be an ideal start...
 


Although a few of these links are excerpts to the adventure, maybe they can be an aid in helping you flesh out an adventure for your heroes (players). Best part of these links is that they come from WotC.

Thunderspire Labyrinth
http://www.wizards.com/dnd/files/dungeon/156/156_thunderspire_fr.pdf

Pyramid of shadows
Dungeons & Dragons Roleplaying Game Official Home Page - Article (Excerpts: H3 Pyramid of Shadows)

King of the Trollhaunt Warrens
Dungeons & Dragons Roleplaying Game Official Home Page - Article (Excerpts: King of the Trollhaunt Warrens)

Khyber's Harvest
D&D Khyber's Harvest

Kill Messengers
Dungeons & Dragons Roleplaying Game Official Home Page - Article (Kill the Messengers)

Scepter Tower of Spellgard
Dungeons & Dragons Roleplaying Game Official Home Page - Article (Excerpts: Scepter Tower of Spellgard)
 

There's always the War of the Burning Sky adventure path on this site - you just need to be a member for a few months. And Zeitgeist's coming at some point.
 

I too would recommend War of the Burning Sky. Become a member, it's actually very well written and even if you don't wind up basing a campaign on it, you'll get a lot of pretty good ideas.

Another thing you can do is solicit ideas from your players. What would they like to see in a campaign? Do they just want a series of one-off "ride forth from the castle to slay evil doers" or a lengthy heroic arc with a fixed plan? What kind of flavor are they looking for--high fantasy, low fantasy, steampunk, etc? Just sitting down and talking it over should give you a lot of hooks in which to write an adventure. And it's been my experience that even when I didn't have any idea what I was going to do for mysecond adventure, mid-way through the first adventure I had more ideas than I knew what to do with. Draw on your players, they are a great source of inspiration. Best of luck to you! :)
 

Some of the info above is good for random adventures. If you're looking for a wider setting, you should carefully read through the material at the back of the DMG about Fallcrest and the surrounding areas. It gives a lot of good hooks for adventures and there is also the mini/opening adventure at Kobold Hall.

Even if you rely on lots of random adventures, you can probably find ways to work them into the Nentir Vale setting established in the DMG and expanded through a few other sourcebooks.
 

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