I am guessing that the play is all about metaphor and the monsters representing issues in the girls life. I would suggest running an adventure around a similar theme. Rather than being about the specific PCs (since they are not developed yet), the monsters could be used to represent vices and negative emotions.
A temple of evil dungeon crawl could look like this:
Room 1 - Terrifying entry area, sharp spikes or precarious narrow walkways would be OK if not for the terrifying ghosts that make you lose your wits and hurt yourself. The ghosts don't physically attack, just make you hurt yourself.
Room 2 - An enraged beast/person that will be a very hard fight. They have an aura of rage around them that can make people lash out at random targets. This encounter could be overcome by calming them down, working through their rage, finding out who they are really angry at.
Room 3 - A treasure room, a genie offers all sorts of riches, if only the PC does X, something that generally involves releasing some horror, or betraying their friends. Failure to agree releases rust monsters that destroy all the riches and attempt to destroy the PCs gear and eat them.
Room 4 - A harem with succubi/incubi
You get the idea. It is a classic story of heroes facing their worst aspects. At the end, they find the 4 holy items that only those pure and strong enough to have passed through these perils can claim. Now they are ready to fight off the BBEG, but leave that for another time. It should end of a high point or a cliff hanger to give the D&D experience.
A temple of evil dungeon crawl could look like this:
Room 1 - Terrifying entry area, sharp spikes or precarious narrow walkways would be OK if not for the terrifying ghosts that make you lose your wits and hurt yourself. The ghosts don't physically attack, just make you hurt yourself.
Room 2 - An enraged beast/person that will be a very hard fight. They have an aura of rage around them that can make people lash out at random targets. This encounter could be overcome by calming them down, working through their rage, finding out who they are really angry at.
Room 3 - A treasure room, a genie offers all sorts of riches, if only the PC does X, something that generally involves releasing some horror, or betraying their friends. Failure to agree releases rust monsters that destroy all the riches and attempt to destroy the PCs gear and eat them.
Room 4 - A harem with succubi/incubi
You get the idea. It is a classic story of heroes facing their worst aspects. At the end, they find the 4 holy items that only those pure and strong enough to have passed through these perils can claim. Now they are ready to fight off the BBEG, but leave that for another time. It should end of a high point or a cliff hanger to give the D&D experience.