[Play Report] DMing for Middle/High Schoolers

I think your cow-drop is a fine first day. It seems pretty full. I'd really almost-force at least one PC into the first floor holes and have them fight some swarmy insects. Kids hate insects. Which means they'll love it. And the other players will have to rescue their partners and they'll feel like a team. Good stuff.

I don't think you need any more encounters though. But this falling-through-the-hole encounter could be your extra encounter if you need time. For the second week, you might just continue in this old church.

A thought I had from your description that I think might be extra fun with youth: I see this as an abandoned church on the outskirts of town that a wizard might have been living in for some time, thus the old potions spilling over, creating strange effects. Maybe have one room that has lots of random potion bottles on shelves - too old/corrupted/unfinished to be safely taken. However, a missed range attack might hit and break one (saving throw?), and players within a burst one, or players that go into that area within one turn might take the effects of the potion for one turn or more. You could have a random table of 10 fun potion effects - just as many helpful to the PC's, and maybe a couple that are rather funny but not completely harmful. In fact, in this type of case, I might "roll randomly", but you know, just chose the effects that I think the kids would enjoy the most.

As or the 2nd week... maybe the church has a very basic, unfinished dungeon - more of a tunnel and a few rooms. Maybe the wizard built secret pens for creatures he was testing his potions on. Maybe undead and he was working on raise dead, etc. If you go this route, either the hole in the floor or some clue in the wizard's study room could lead the PC's to the basement. What's down there? I think the PC's should have a hint of some reward or something so they are adventuring not just for the sake doing it but b/c they are genuinely curious or desire the reward.

Having them find something in the study room that hints at the basement, but leaves the entrance as mystery allows you to add a puzzle (for which I have no advice - I'm terrible at thinking up good puzzles). If you think of a puzzle, let me know. I am thinking of running this same little two-day with a class I have next week - about 6 hours of play
 

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Even today there are two adventures that I consider the best introduction to D&D - The Village of Homlett (not Temple of Elemental Evil) and Keep on the Borderlands.
That's not a bad idea. When I get back home I'm going to take a look at The Whispering Cairn too; I know it's a very, very solid 1st level adventure. I likely won't use the adventure wholesale, but at the very least the lantern puzzle should be portable.

I actually own KotB. :) But I think KotB would be a little lengthy for a single session.

As it stands I'm just mining adventures for puzzles and neat little touches, to design those single-session jaunts. Once that's over, I'll give them an actual adventure with some plot, and hooks that are personal.

Thanks all for the suggestions so far.

@buddhafrog

Ha! Those are some good ideas. I was thinking of the Potion Fountain having random effects for whoever drank. And the things in the basement likely being some large scorpions. But a swarm might do it.

Although what I was considering for Session 2 was another small dungeon crawl - this time, a lone prospector working a nearby abandoned mine breaks through a tunnel - and something eats his mule. He comes into town to find someone to check it out (since he's too scared to investigate). The miner actually broke into a dwarven wizard's lab, one that had been sealed up after a cave in. The party would find what's left of the wizard and his attempts to escape (so summoned monsters and likely an undead wizard, along with crazy magic things).
 
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Hell, think about it and you'll find you already know all kinds of nifty low-level adventures you could probably just wing: clearing a zombie-infested graveyard or town; a night in a haunted house (Scooby-Doo style, if you're worried); some brigands are coming to town, and the law ain't around.
 

for first-time youngsters you might want to:
1. stick to heroic type adventures
2. limit pcs to good alignments
3. not allow pcs to attack and kill each other
 

As it stands I'm just mining adventures for puzzles and neat little touches, to design those single-session jaunts. Once that's over, I'll give them an actual adventure with some plot, and hooks that are personal.

How 'bout a riddle or two? White Plume Mountain-style, something fairly simple so they can feel clever?
 

for first-time youngsters you might want to:
1. stick to heroic type adventures
2. limit pcs to good alignments
3. not allow pcs to attack and kill each other

I allow neutral and good alignments only and state that players can't attack each other - that we're playing a game with teamwork. I've never had any problem with that. It isn't too uncommon to get a get who wants to be evil, but I make him chaotic neutral and explain his character to him and possibly the alignment of his party so that he understand who he is and who he is not, but also understands how to work well with his party.
 

Good to see things are moving along Rechan. I hope all is well re your family emergency.

I have been shifting and without PC for around 1 week. I looked at tweeking the Character Sheets I have, but found there was little to delete anyway. Most spots are for 'situational modifiers'. If they don't have any don't put them in.

Deleting the one tiny line stating how skills are determined doesn't seem necessary. Note each skill doesn't have the breakdown.

I can't really see how to make simple until AFTER you have filled in the pregens and then get rid of the skills/parts that character doesn't need? Just a matter of deleting rows really.
 


Sadly we're just waiting for my grandmother to pass away; it's likely in the next week. After the funeral I can depart home. But, thank you for the concern. :)

Recently lost my last 2 grandparents, so I can sympathize- stay strong, bro, but don't be afraid to ask those near you fr a hand if/when things get rough.
 


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