Mercurius
Legend
Here's the situation. I teach at a small private high school and a colleague and I are introducing a group of kids to D&D, during a kind of "electives week" in which teachers bring something they really enjoy doing to the students. We each have seven kids and will be playing three hours over four days, so 12 hours in all. This includes character creation.
The idea is to give the students a sense of the range of D&D play, although with an emphasis on adventure and dungeon-crawl. The basic plot is that the two sons of a missing lord were left a cryptic message by their father, to find their inheritance in an underground complex. The catch is that the sons--who are both young wizards--cannot enter the caves themselves, so each hire separate adventuring parties to go to the heart of the caves. They each give the parties a kind of homing device that, once they get to their destination, they can teleport to them.
The basic outline of the four days is as follows:
Day One: Character creation. Plot hook - hired by the lord's son (maybe in the standard tavern). Leave town, maybe first combat if possible.
Day Two: Travel, wilderness encounters of some kind. Getting to the caves.
Day Three: Into the caves.
Day Four: The caves, reaching the heart of the caves. Conclusion.
My colleague and I have decided that no matter where we are on the last day, at the end of the first hour we are going to have the parties reach the heart of the caves, with the final confrontation between the brothers, who teleport in and fight over their inheritance (it may turn out that their father is there, either dead or frozen or just waiting for them).
Anyhow, we plan on leveling them up once per session, so that they are 4th level by the last day. The idea, again, is that this is a one-off: an enjoyable educational experience. I'd like it to include a range of D&D experience: NPC interaction (mainly on the 1st and 4th days), wilderness trekking (maybe weather? wandering monsters?), dungeoncrawling, natural caverns, traps and puzzles, etc.
Now the hard part: We start in two days, on Tuesday, so I'm a bit crunched for time. I'm considering doing one of the following:
1. Taking a pre-made adventure and adapting it to the above plot. I'm considering using the Wave Echo Cave of Phandelver with some adjustments, or something on DM's Guild. Any suggestions?
2. Make it from scratch, perhaps using the DMG's random dungeon generator.
3. (Likely) some combination of the above, meaning taking ideas from Phandelver and other sources, but also generating some of it.
Any suggestions? How would you structure such an adventure as far as daily encounters, "must see" things to include? Specific monsters? Etc.
While I'm crunched for time, I can also design it day by day. But I'd at least like to have the first two days planned out before starting. Oh yeah, this can be railroady! I want them to have freedom of choice but, due to the limitations of the format--that it will not be an ongoing campaign--I'm going to bring them back on track if they stray too far.
Thanks!
The idea is to give the students a sense of the range of D&D play, although with an emphasis on adventure and dungeon-crawl. The basic plot is that the two sons of a missing lord were left a cryptic message by their father, to find their inheritance in an underground complex. The catch is that the sons--who are both young wizards--cannot enter the caves themselves, so each hire separate adventuring parties to go to the heart of the caves. They each give the parties a kind of homing device that, once they get to their destination, they can teleport to them.
The basic outline of the four days is as follows:
Day One: Character creation. Plot hook - hired by the lord's son (maybe in the standard tavern). Leave town, maybe first combat if possible.
Day Two: Travel, wilderness encounters of some kind. Getting to the caves.
Day Three: Into the caves.
Day Four: The caves, reaching the heart of the caves. Conclusion.
My colleague and I have decided that no matter where we are on the last day, at the end of the first hour we are going to have the parties reach the heart of the caves, with the final confrontation between the brothers, who teleport in and fight over their inheritance (it may turn out that their father is there, either dead or frozen or just waiting for them).
Anyhow, we plan on leveling them up once per session, so that they are 4th level by the last day. The idea, again, is that this is a one-off: an enjoyable educational experience. I'd like it to include a range of D&D experience: NPC interaction (mainly on the 1st and 4th days), wilderness trekking (maybe weather? wandering monsters?), dungeoncrawling, natural caverns, traps and puzzles, etc.
Now the hard part: We start in two days, on Tuesday, so I'm a bit crunched for time. I'm considering doing one of the following:
1. Taking a pre-made adventure and adapting it to the above plot. I'm considering using the Wave Echo Cave of Phandelver with some adjustments, or something on DM's Guild. Any suggestions?
2. Make it from scratch, perhaps using the DMG's random dungeon generator.
3. (Likely) some combination of the above, meaning taking ideas from Phandelver and other sources, but also generating some of it.
Any suggestions? How would you structure such an adventure as far as daily encounters, "must see" things to include? Specific monsters? Etc.
While I'm crunched for time, I can also design it day by day. But I'd at least like to have the first two days planned out before starting. Oh yeah, this can be railroady! I want them to have freedom of choice but, due to the limitations of the format--that it will not be an ongoing campaign--I'm going to bring them back on track if they stray too far.
Thanks!