D&D 5E Help me run a 90 min D&D 1-shot for 8 Girl Guides!

Whatever order they sit in will determine “initiative.”

“You are a group of adventurers…” Give a clear start that implies what sort of characters they might be and how they know each other. Go around table and ask for brief description of their characters (no complex sheets - if you insist on using sheets there are simplified colorful kids sheets that I recommended, don’t have link atm on phone).

Take note of each - think about each PC’s core competency (+5), what they might be ok at (+2), everything else +0 (if possible at all). Warrior types get 12 hp, magic-user types 6 hp, everyone else 9 hp. Spells are ad hoc based on the “meeting” of the girls’ creativity & your game knowledge.

Use Monsters on an Index Card.

Frame the conflict, and improvise. Set clock for 60 minute mark when something big changes and you start hastening toward a satisfying conclusion.
Determining initiative order like that sounds like a good option to keep it simple. Plus the girls know when they’re up next.

If you have a link to simplified sheets, that would be great.

I also like the 60 minute suggestion. Possibly the location they’re exploring is about to collapse, so making it out before it does collapse with them inside could be the ending.

Increases the tension and keeps their excitement in the game. Plus that sort of thing is kid-friendly.
 

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Whizbang Dustyboots

Gnometown Hero
I would definitely not go with a premade adventure. All of the ones suggested are far too long, in my experience.

I would build a five room adventure and make each of the rooms fairly lightweight. So the combat encounters should be easier than normal, so that they can be disposed of quickly. The roleplaying challenge shouldn't require 30 minutes of wrangling, but should be something that can be potentially handled quickly. And the trap/trick should be something that won't kill anyone, but just force them to take longer (in game) to go around the long way to avoid the obvious danger of the undefeated trap.
 

Whizbang Dustyboots

Gnometown Hero
Determining initiative order like that sounds like a good option to keep it simple. Plus the girls know when they’re up next.

If you have a link to simplified sheets, that would be great.

I also like the 60 minute suggestion. Possibly the location they’re exploring is about to collapse, so making it out before it does collapse with them inside could be the ending.

Increases the tension and keeps their excitement in the game. Plus that sort of thing is kid-friendly.
Honestly, a lot of this sounds like Shadowdark, including the initiative/turn order and simplified characters. If you were already familiar with that, I'd just run that and give them one torch (which means they have exactly 60 minutes of light to get to the other side of the dungeon and safety).

If you don't know Shadowdark already, though, disregard.
 

I would definitely not go with a premade adventure. All of the ones suggested are far too long, in my experience.

I would build a five room adventure and make each of the rooms fairly lightweight. So the combat encounters should be easier than normal, so that they can be disposed of quickly. The roleplaying challenge shouldn't require 30 minutes of wrangling, but should be something that can be potentially handled quickly. And the trap/trick should be something that won't kill anyone, but just force them to take longer (in game) to go around the long way to avoid the obvious danger of the undefeated trap.
Yeah, I have some 5-room dungeons I might look at, just to see if anything sparks my imagination.

I definitely think a trap, simple puzzle or skill challenge to overcome is a good non-combat option. I just need to make sure I keep the pace going with that as it could cause the game to get stuck.
 

Honestly, a lot of this sounds like Shadowdark, including the initiative/turn order and simplified characters. If you were already familiar with that, I'd just run that and give them one torch (which means they have exactly 60 minutes of light to get to the other side of the dungeon and safety).

If you don't know Shadowdark already, though, disregard.
Unfortunately I know of Shadowdark, but that’s about it.
 

Whizbang Dustyboots

Gnometown Hero
I definitely think a trap, simple puzzle or skill challenge to overcome is a good non-combat option. I just need to make sure I keep the pace going with that as it could cause the game to get stuck.
I think as long as there are alternative ways you could think of to get around any of the obstacles, the kids will likely think of even more, which will keep things going.
 

Quickleaf

Legend
Determining initiative order like that sounds like a good option to keep it simple. Plus the girls know when they’re up next.

If you have a link to simplified sheets, that would be great.

I also like the 60 minute suggestion. Possibly the location they’re exploring is about to collapse, so making it out before it does collapse with them inside could be the ending.

Increases the tension and keeps their excitement in the game. Plus that sort of thing is kid-friendly.
Yep! Here's an imgur gallery of the various layouts from Christopher & Emmet's sheet: EDIT: stupid imgur wouldn't link, ok here's reddit link with link to the imgur:
And here's the free link on DMs Guild for it: Kid Friendly Character Sheet - Dungeon Masters Guild | Dungeon Masters Guild
 


I think as long as there are alternative ways you could think of to get around any of the obstacles, the kids will likely think of even more, which will keep things going.
Yeah, with 8 of them, you’d hope that’s the case. I’ll definitely take an open mind to their suggestions.

I don’t want to box them into finding the one and only solution.
 

aco175

Legend
I ran Matt Colville's Delian Tomb for 8 scouts last winter. It took a little more than 2 hours, so you could chop some out and fit things. I found map printouts online and other advice for running things. It was fun, but chaotic.

I ran initiative by having everyone roll, take the highest to go first and then go around the table.

Premade PCs with cool powers printed out along with spells. I highlighted in different colors things like HP, AC, and base attacks to make things easier. I did swap a few 1st and 2nd level powers so a fighter had extra attack and the other has second wind. I kept to the basic classes and had the casters with only a few spells printed on another sheet, but each had a slight different flavor.

One thing the kinds liked was to have a paragraph on the character's personality. One of the mages was a snooty know-it-all and liked to use big words to make him sound smarter, and one of the fighters had a cool shout every time he attacked- the player chose "Cowabunga!".
 

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