Initiation adventure suggestions?

Wandering Star

First Post
So I'm looking to start a new campaign quite soon for a group of 3 players, none of which have ever played the game before. On top of this, I have played previoulsy, on and off, but dont have a whole lot of DMing experience. I know for a fact that most of the rules above and beyond the D20 mechanic, I am a little hazy on.

Guys, I'm going to need adventure suggestions. Good adventures to run for a party of 3 1st level characters run by players who have not played before. I'm out on a limb here, and this session may or may not turn out to be a one -shot, so we will see how I go.

Also, any tips? I really enjoy D&D, and I'd like to make the adventure that I run as good as it can be.
 

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Hm. Best to start off simply, then. Either get a 1st-level adventure from an old issue of Dungeon Magazine, or throw something simple together yourself.

Example: The PCs are neighbors in a small town, and goblins have started causing trouble lately, waylaying travelers heading towards the town. Though several goblins have died in the process, many farmers have been slain while trying to bring their foods to market, and so too have a few merchants that were bringing common trade goods.

The town can't allow this to continue, but all the town's usual protectors are out of town right now, as the militia was called into service by their local lord to deal with another threat. Only a minimal force of guards, mostly green recruits and old men, are still active in town at the moment. So someone in town (the mayor, the elder guard in charge, an important local merchant, or an old farmer who's ticked off that the goblins have killed a few of his old buddies) tries to rally a few people with the guts to go out and deal with the next goblin attack.

Going out of town, after a bit they find a pack of goblins attacking a merchant heading for town, and the few guards protecting the merchant. So the party goes to the guards' aid. The guards would just be ordinary 1st-level warriors, and probably overwhelmed by goblins, if not for the PCs arriving. After a bit, the guards manage to defeat the goblins, thanks to the PCs' help. Though the guards might actually die during the fight, so long as the goblins consider them to be a bigger threat than the PCs, they should concentrate most of their attacks on the merchant's guards. Then the PCs can escort the merchant to town or something, and get a reward from him.

And maybe they can learn where the goblins came from, to go after their lair or whatever, after the PCs have recovered from the fight. The lair might be a small cave nearby, and might have a few simple pit traps or the like (if the party has a rogue, to find and deal with the traps). But most of the goblins probably aren't in the lair, actually out and looking for other people to accost. So the PCs fight a few more goblins, then......well, whatever. I dunno.


There's just one possible, rough idea that came to mind.

Maybe instead the PCs just get a treasure map from a mysterious stranger, and go to find the treasure in some ruins a few weeks away. Fighting some monstrous spiders, a few squatter kobolds, maybe a feral housecat :p , and a dire badger in the bowels of the ruins (not all at once of course!), where the paty finds some treasure. Be sure to stick a hidden door somewhere around there, too, just in case the party might find it. It's always neat to find a hidden room or compartment with some treasure or other stuff in it.

For a twist, maybe the 'mysterious stranger' shows up after the group gets into the ruins, after they've dispatched the 'squatter kobolds' that were actually supposed to be in waiting for them. Then the stranger tries to slay the PCs and take their possessions. Then maybe they find out through clues inside the ruins that they had been used as a hideout by this bandit dude, a place for him to lay low and stash his treasure, but also someplace he could lure in poor chumps to kill.
 

Goodman's "Into the Wilds" looks workable for a 3-PC group. Maybe the dragon needs to be removed or toned down, but there's an interesting setting and mostly fairly low powered foes. You can always edit the stats a bit - turning d8s into d6s, a point or two off to-hit & damage, etc.
 

I'd say, go find a copy of Sunless Citadel if you can (maybe try e-bay). It was a great adventure, designed to introduce new players and new DM's to DnD.

It is 3.0, not 3.5 but I don't think there's enough significant differences to make that obvious in the running.
 

My suggestion is simply to ask the players. If they've never played before and/or have little experience with the game, ask them what kind of quest they want to be on so that their goal is clear as they made it themselves. If the players are shy or just simply do not know what kind of quests are appropriate to go on then by all means give them some help by suggesting quests from books or movies they might know and like to lay some ground work and go from there.
From there you can either select an appropriate module or craft one of your own that fits what they are feeling.
 

IIRC, Sunless Citadel was more dangerous than the average 1st-level newbie adventure, wasn't it? And for a group of only 3 PCs, it'd be moreso. But I dunno for sure.

Anyone else got suggestions for this guy?
 


I'd suggest Dark and Stormy Knight is a free, short adventure that serves well as an intro for characters to get together, and is simple enough to run for a first time DM. It has elements of many things you would find in a typical adventure, such as weather, dark corridors, environmental dangers (e.g. webbed passageways), traps, and evil outsiders. As a bonus it can be completed in a single four hour session.

After that, something like Goodman's "The Adventure Begins" or "Into the Wilds" are good choices. Another to look at is Shattered Gates of Slaughtergaurde from WoTC, which gives you a lot of material to run an entire campaign from.
 

I've used A dark and stormy Knight for an introductory adventure (six players, three were new) it works pretty well as a sample of what to expect. I think it has a vargoulle (sp?) in it which can pretty much just kill characters if their unlucky though.

Arkhandus said:
IIRC, Sunless Citadel was more dangerous than the average 1st-level newbie adventure, wasn't it? And for a group of only 3 PCs, it'd be moreso. But I dunno for sure.

Anyone else got suggestions for this guy?

My first D&D game was playing sunless citadel with a 3 person party. All of us survived (we were level 4 by the final encounter) but it took a considerable amount of creativity to get through. I think we managed by allying with the Kobolds against the goblins and then with the dragon against the Kobold. We were playing a little fast and loose with the rules though so I'm not sure if it would work as well for you.
 

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