Ideal First Adventure

low level necessities (starter)

Here's what I like in starter scenarios:

1. A town
2. A dungeon
3. Some NPC's that can return later
4. Lots of low level beasties
5. One or two "MONSTERS" that they can't beat and know that they should run from if they encounter them. ANy of the big CR6 monsters work: Minotaur, Harpy, Troll, etc.

The things that I need to work on then as a DM are:
1. A regional map
2. A large, dark plot
3. Some political events
4. A 2nd large dark plot
5. The link to the next adventure.

jh
 
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I'm one that would vote for either Wizards Amulet which is a free download from Necromancer Games or the Evil Unearthed from Dungeon issue 82. Both are fairly small so probably wouldn't take too long and the WA is free.
 

MonsterMash said:
I'm one that would vote for either Wizards Amulet which is a free download from Necromancer Games or the Evil Unearthed from Dungeon issue 82. Both are fairly small so probably wouldn't take too long and the WA is free.

Just fyi - I used Evil Unearthed to kick off my first 3E campaign, and it worked great. I changed a few things to make it more interesting and tie it closer to the campaign, but the changes were quick and easy.
 


If the adventuring group has a cleric (and they really should), you can use low-CR undead: skeletons and zombies.

Monstrous spiders are also a classic enemy -- ever since the sample dungeon in the 1st edition DMG. :) Just remember that poison can be harsh on beginning adventurers.

Personally, I would limit the number of traps to one or at most two. You want to make the rogue feel like ranks in Search / Disable Device are useful, but you don't want to make the party slog through trap after trap. Also, make sure the traps are more annoying or embarrassing than lethal. Good: tanglefoot bag trap. Bad: spiked pit trap.

I also have to remind myself that vermin, mindless undead, goblins, and kobolds are generally stupid combatants. They'll probably move around and provoke AOOs, neglect to flank, and not necessarily target the sorcerer or wizard over the fighter or barbarian. If the PCs fight smart, they should wipe the floor with these kinds of monsters.

Given your time frame (4 - 6 hours) and the fact that these are beginning players, I would strictly limit the number of encounters. You should prepare more than you think you'll need, but don't feel like you have to use all of them. Have several built-in stopping points.

Hope this helps!
 



This isn't quite the same thing you asked for, but for six years I've been using the same adventure to break in gamers to D&D. And originally this adventure was designed for Talislanta. At this point, I can run it without notes.

It's called "Mystery at the Magical Fair," and the basic plot is written out in an old storyhour post I made here. Look at that threadnumber. #94 baby. Oh yeah, EN Oldschool. God my writing stunk back then.

Anyway, it's got a mystery, so the PCs have a lot of different ways to go about things. They can find people who are involved and fight until they find answers. They can investigate and snoop. Or, as is sometimes the case for first-time players, sit around waiting for you to give them a clue where to go. But most players will look for answers, and though there aren't any traps, there's potential for all sorts of different styles in this game. The mind control can be really creepy if your players seem to enjoy that, or you can play up the Goblin head if the party likes silly.

It's fun for me to run. I love roleplaying a shrunken severed Goblin head that likes fish.
 

...[Return to the Keep on the Borderlands has a] small, detailed base of operations (Kendall Keep)

I think that's a great point, and very valuable for newbies. I think that's one of the less often mention reasons as to why KotB is a classic

Even if you don't want to run the ole-school Caves of Chaos, the Keep is a great location to use as a base for adventures.
 

I'd have a think about the new players and see what elements you think they're looking for/would enjoy from an RPG. Try to include those!

Given that it's new PCs, it might be good to try and cut down on the character generation time - if it can be done before the session, then so much the better!

I'll echo the non-fatal combat as well. At 1st level I find goons with clubs go a long way - subdual damage needs no 'fudging' the dice - I also think it's quite reasonable that bandits/thugs/goblins/kobolds would find some reason not to kill the PCs... For example - they can sell them as slaves, it's a pressgang, the local law investigate murder but not robberies, they can eat them, etc.
 

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