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Ideal First Adventure
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<blockquote data-quote="Joshua Randall" data-source="post: 1504716" data-attributes="member: 7737"><p>If the adventuring group has a cleric (and they really should), you can use low-CR undead: skeletons and zombies. </p><p> </p><p>Monstrous spiders are also a classic enemy -- ever since the sample dungeon in the 1st edition DMG. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Just remember that poison can be harsh on beginning adventurers.</p><p> </p><p>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.</p><p> </p><p>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 <strong>should</strong> wipe the floor with these kinds of monsters.</p><p> </p><p>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.</p><p> </p><p>Hope this helps!</p></blockquote><p></p>
[QUOTE="Joshua Randall, post: 1504716, member: 7737"] 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 [b]should[/b] 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! [/QUOTE]
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