What's a good low-level adventure for two players?


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Psion said:
I recently picked up The Adventure Begins by Goodman games, a great anthology of adventures for 1st and 2nd level characters.

It's also available in print (as a hardbound, IIRC.)
Yes, it's a hardcover. (I have it.)

The adventures are also cool because 1) they're varied in their locations (although they are predominantly underground), and easily scale-able up to about 3rd level while still being somewhat challenging to the players.

I also give a hearty thumbs-up to this book/PDF!
 

Try my adventure in Dungeon 110! It's fun, short and more role-playing than battle heavy. And when battle erupts, there's a mini-scale map right there for you!
If it's too heavy on RPing, there are options at the end to add a big-bad to the climax.
I'm not sure how much of a "kid" your kid brother is, but this is definitely really good for younger kids.
Originally Posted by Paizo.com
THE BUZZ ON THE BRIDGE
The isolated halfing village of Lindley has a problem. The main supply route into town, a large covered bridge spanning a mountain chasm, has been infested by a hive of giant bees. The sheriff has already perished in an attempt to remove the vermin, so when the PCs arrive in town, mayor Dunleary Appletop pleads for their help. A D&D adventure for 3rd-level characters, featuring a miniatures-scale map.


Always whoring my work,
John Simcoe
 

Mighty Halfling said:
Try my adventure in Dungeon 110! It's fun, short and more role-playing than battle heavy. And when battle erupts, there's a mini-scale map right there for you!

Hear, hear! I ran this for four very experienced players and souped up all of the monsters and the most memorable portions of the adventure were the NPC interactions. My wife plays PCs who are almost always suspicious of any NPCs and I ended up throwing in all kinds of cool subplotty goodness for the PCs to stumble on.

Best of all, this is a nice little adventure that really can let you control the flow of combat, so there's never too much for two PCs to deal with.

Definitely fun!



Always whoring my work,
John Simcoe

Deservedly so! :)
 

Mighty Halfling said:
Try my adventure in Dungeon 110! It's fun, short and more role-playing than battle heavy. And when battle erupts, there's a mini-scale map right there for you!
If it's too heavy on RPing, there are options at the end to add a big-bad to the climax.
I'm not sure how much of a "kid" your kid brother is, but this is definitely really good for younger kids.

John, Buzz on the Bridge is indeed a great adventure for younger kids. I DM a game for my sons, ages 8, 6, and 4. We had run through some one-shot adventures, but when I decided they were ready for and actual campaign your adventure was the first I used.

We started with NeMorens' vault, which involves the PCs being asked to travel to a city for the reading of a will. I had them encounter BotB on the way, and they loved it. Even picked up a DMPC there, a halfling cleric, since none of them wanted to play a healer.

Just wanted to second your recommendation, and let you know that we enjoyed the adventure. Thanks!
 

Mighty Halfling said:
Try my adventure in Dungeon 110! It's fun, short and more role-playing than battle heavy. And when battle erupts, there's a mini-scale map right there for you!
If it's too heavy on RPing, there are options at the end to add a big-bad to the climax.
I'm not sure how much of a "kid" your kid brother is, but this is definitely really good for younger kids.



Always whoring my work,
John Simcoe
I took a look at that one. Not bad, although I wish they had included the map as a separate document in a poly bag instead of printing it on the magazine pages with ads breaking it up. That'll be a pain in the butt to photocopy properly. I'm thinking that I might run Death in Freeport and then either continue with this adventure or the next Freeport adventure, depending on how they enjoy that one. This is a little less dark, which will make for a good contrast. What I'm hoping is to leave them with some insight into how D&D works in practise, since all they really have is the core books and that doesn't give them much to work with as far as designing adventures is concerned.

My brother's a big Redwall fan, and while I have limited experience with those books, they seem to involve furries going on heroic adventures. If I can get across to them that D&D is built for going on heroic adventures, they should be able to start designing their own adventures, using what they know from Redwall's plots. So far what they seem to have been doing is using the maps at the back of the 3.0 PHB to do quick little dungeon delves. It's time to crack that open and get them going on a real adventure.
 


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