buddhafrog
First Post
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
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