Have you gotten with Astarion or maybe you were blown up by Gale for the hundredth time? Are your adventures as wild as you had hoped…have you even gotten out of character creation!? Well if you’re one of the legendary few who have, why don’t you take a step into the real world of D&D so you can go back into an imaginary one!

I get it, DMing for the first time can be scary, you might not even know where to start. The prep alone can seem like a mountain to climb. You find a cool-looking One-Shot open the PDF or book and just think to yourself, how in the heck do I turn this into an actual session?

Well, I’ve got you covered! I want as many people out there as possible to experience the Amazing world of D&D and most importantly DMing! I’ve taken the following One-Shots and Mini-Campaigns and fully prepped them so you can run an unforgettable session with ease! The best part, all of it’s free for you to use!

Let’s dive in:

A Most Potent Brew: This One-Shot brings together a group of rookie adventurers on a classic quest; clearing out a cellar from some rats. Things take an unexpected turn though and lead them to their first dungeon! This level-one One-Shot will take your players into the depths of a brewery, that turns out to be connected to an abandoned mage tower basement. Will your players survive their first adventure slaying giant rats, centipedes, and more?

Coming in at approximately 2-3 hours of play, this is the perfect one shot for both new players and DMs to show what D&D is all about, without being an overwhelming 6hr+ session!

(Credits: Winghorn Press)

The Wild Sheep Chase: This One-Shot is on par with some of the craziness that you can experience in Baldur’s Gate 3! Your party will be enjoying a relaxing time at a tavern when a sheep suddenly bursts in and grants them a scroll that allows them to speak with each other. Your players will go on an epic chase, face off against polymorphed guards, and even fight a dragon…made out of a bed!? You can’t make this stuff up…oh wait!

(Credits: Winghorn Press)

Dragons of Stormwreck Isle: This Mini-Campaign is for when you’re ready to step things up and want a more serious Adventure. You’ll go from level 1-3 learn of the history of Stormwreack Isle and face off against…you guessed it a dragon!

(Credits: WoTC)

The Lost Mine of Phandelver: This Mini-Campaign spans from levels 1-5, the only thing past this would be a full-blown campaign, but let’s not get ahead of ourselves! This one is a classic, the very first starter set that WotC released and it stands the test of time, Heck, they’re making an expansion for it coming out later this month! You’ll face not 1 but 2 dragons, explore deadly dungeons, save a town, and live out all of your heroic fantasies! When you’ve done a one-shot or two I couldn’t recommend running this more!

(Credits: WoTC)

If none of those tickle your fancy I’ve got over 2 dozen more sessions fully prepped and ready to go for you, here’s a preview of what else I have to offer!

Index:

Other Fully Prepped One-Shots, Adventures, and Campaigns:

If you’d like to support me, shape future releases, and get content early feel free to check out my Patreon!

Cheers,

Advent

  • TheCalzoneMan@beehaw.org
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    1 year ago

    My suggestion for balancing encounters? Don’t. As long as the monsters and traps feel appropriate, full balancing is unnecessary. There’s a couple reasons for this. One, your players will escape or beat situations in ways that you could never have imagined, and; two, if things get too hard and everyone’s really struggling, you can scale back the encounter and even fudge dice rolls if it makes narrative sense to do so. Deus Ex Machina is not off the table either, for D&D at least. Remember, your players are heroes: something saving them right as all hope was lost is par for the course. The only time characters should die permanently imo is when it makes for a compelling story.

    • Moonguide@lemmy.ml
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      1 year ago

      Oh yeah, I have designed the encounter with at least two “oh fuck” buttons that make narrative sense during their first encounter. And that’s right after I’ve given them opportunity to get acquainted with how skill checks work, and how dice rolling works, as well as how social interactions work. I’ve spent the better part of two weeks planning for all my plans to come apart, to better aid them in doing whatever they want. Also, doing a ton of visual aid, as half of them don’t really use their imagination much

      In truth, this isn’t a one shot. It will take two sessions if they’re quick and figure out the foreshadowing I’ve laid down, which I expect two of them to do. Three if they haven’t or if the more impatient take the lead, as there’s a time limit and the big bad will pop out of his cave.