I have a paladin who likes alcohol, a fighter want to break object, rogue who love money and a druide obsessed By be friends with tarrasque and by frog someone have idea of first quest they are new in dnd pls my game is Friday and I wants to do the map
- The players all meet up as they visit the same sleazy tavern, the Paladin knows they have the widest selection of booze in the city (because much of it is smuggled), the Fighter knows the place has a reputation for barroom brawls, the Rogue knows there is a gambling den in the back where a quick mind and quicker fingers can make a killing, while the Druid is investigating rumours of a animal fighting pit to save the animals.
- The players can try various types of booze, arm wrestle with some big muscly thugs, gamble, talk to some patrons, etc...
- Once all the party members have arrived & been introduced, have there be a huge roar from the basement. The tavern owner will reassure everyone there is nothing amis but will announce the tavern is closing early and try to usher people out.
Scene 2: Outside the Tavern
When the party leaves the tavern, a "concerned citizen" (aka and undercover guard / Harper agent) will approach them and offer to pay them well if they find out what is happening in the basement, and point them towards a back entrance to the tavern's basement.
Scene 3: the Tavern Basement
- Party sneaks / breaks in, discovers a bunch of tunnels filled with thieves, smugglers, and monsters. - can be a devil syndicate, or a minor dragon, or whatever you like.
The quest could be to break in to the house of a noble reputed to have a lot of money in a safe, a cellar full of fine wine and spirit and a brightly colored frog rumored to be a polymorphed prince.
A map of a household with main floor and basement could be suitable.
This is where AI really can help. If you are not trying to publish anything and want to have fun with friends, it's a great tool.
Title:The Frogtastic Brew Heist
Setting: The adventure takes place in the small village of Greenthorn, known for its exquisite and magical brewery, the Frothy Mug. The brewery is famous for a special ale rumored to have mystical properties.
Adventure Outline:
Introduction: The party arrives in Greenthorn, hearing rumors about the Frothy Mug's special ale. They're approached by a mysterious figure who tasks them with stealing a rare bottle of this ale from the brewery.
Preparation: The party can gather information about the brewery, plan their heist, and possibly buy or steal any equipment they might need. The rogue can shine here with their skills.
The Heist: Breaking into the brewery will involve sneaking past guards (a chance for the rogue), breaking through barriers (the fighter's expertise), and dealing with magical traps (where the paladin's knowledge could be useful).
The Twist: In the cellar, they find the ale and a magical frog. When given a drop of the ale, this frog transforms into a miniature, non-hostile tarrasque (a nod to the druid's interest). The druid must decide whether to keep the frog-tarrasque or return it to its natural state.
Escape and Conclusion: As they escape, they must decide whether to keep the ale, sell it, or use it. The rogue might be tempted by its value, the fighter might want to test its strength-enhancing properties, and the paladin might want to use it for the greater good.
Reward: Depending on their choices, the party can gain monetary rewards, magical items, or potential allies in the village.
Maps Needed:
1.Village Map of Greenthorn: This map outlines the quaint medieval village, including the Frothy Mug brewery, a local tavern, and other key locations.
2. Brewery Layout of the Frothy Mug: This detailed map shows the interior of the Frothy Mug brewery, featuring the main brewing area, storage cellar, secret chambers, and magical traps. It's designed to aid in planning the heist segment of your adventure.
- The players all meet up as they visit the same sleazy tavern, the Paladin knows they have the widest selection of booze in the city (because much of it is smuggled), the Fighter knows the place has a reputation for barroom brawls, the Rogue knows there is a gambling den in the back where a quick mind and quicker fingers can make a killing, while the Druid is investigating rumours of a animal fighting pit to save the animals.
- The players can try various types of booze, arm wrestle with some big muscly thugs, gamble, talk to some patrons, etc...
- Once all the party members have arrived & been introduced, have there be a huge roar from the basement. The tavern owner will reassure everyone there is nothing amis but will announce the tavern is closing early and try to usher people out.
Scene 2: Outside the Tavern
When the party leaves the tavern, a "concerned citizen" (aka and undercover guard / Harper agent) will approach them and offer to pay them well if they find out what is happening in the basement, and point them towards a back entrance to the tavern's basement.
Scene 3: the Tavern Basement
- Party sneaks / breaks in, discovers a bunch of tunnels filled with thieves, smugglers, and monsters. - can be a devil syndicate, or a minor dragon, or whatever you like.
Classic. Absolutely can’t go wring with something like this.
The party starts in a bustling tavern, where the rogue will be able to put their skills to use and the fighter will be happy. After a small while, a captain soldier of the town will come and announce the castle is under attack. After your party rushes to the battle scene, the battle will be a fairly easy one. Then, in some way, you can present the option of capturing one the the attacking soldiers. If they do, the soldier will reveal they plan to come again at midnight, with “stronger forces”. If they don’t choose to capture the enemy’s soldier, you can have them eavesdrop on a group of soldiers near by.
That presents the party with multiple options, including Trying to sneak into the enemy lair and take them out now, or waiting till midnight and fight them then. Either way, this fight will be much harder. During this fight, the enemy will bring out their “stronger forces”, which will be captative wild animals, like wolves and such. The animals will be hostile towards you but not towards the enemy. This will also bring up the option for the Druid to try and free the animals after the fight. You can have the Druid try to tame the animals if she does try this, perhaps gaining a familiar.
Hey, I’m moon, i‘m aged between 3 and 300. Pronouns are She/They/It/It’s/Them/Her. I love D&D. I am chaotic neutral irl. I’m not afraid to punch someone. Mess with me and you’ll find out the hard way. extended sig
I am the goddess of the moon, the tides, and the axolotls
This is where AI really can help. If you are not trying to publish anything and want to have fun with friends, it's a great tool.
I think this is extremely mediocre advice.
Your first quest is your first real test as a DM--it gives you an opportunity to fiddle around with encounters, learn what your party likes, learn what parts of quest design you like or dislike, figure out your preparation process and timing, etc. And, of course, your first quest sets the tone of the entire campaign--every new player is going to remember their first quest, so you should aim to make it fun. AI is a crutch which results in questionable and variable product. It might make something strictly functional--but it will not have your soul in it and it will not help you get used to DMing for this campaign.
I think you are far better off following the suggestion others made--start in a tavern, give them a quest, have them do a simple set of puzzles and dungeons. It might not be original (in fact, that is literally how the first proto-D&D session went)--but it is something both easy to run and something memorable.
Most importantly, you can easily use it to drop hints about your long-term story. That cult/thieves guild/undead swarm they stop in the first dungeon? Somehow revealed they are tied into the big bad. Or you get an item that will be important later. Or you make a friend with a major NPC. Or bits of all of the above or something else entirely. This is all stuff you can think of as you design your first dungeon--which makes your first dungeon really the first step in designing the long-term campaign. You just do not get that valuable planning and foreshadowing time if you let AI do the work for you.
This is where AI really can help. If you are not trying to publish anything and want to have fun with friends, it's a great tool.
I think this is extremely mediocre advice.
<snipped text>
I think you are far better off following the suggestion others made--start in a tavern, give them a quest, have them do a simple set of puzzles and dungeons. It might not be original (in fact, that is literally how the first proto-D&D session went)--but it is something both easy to run and something memorable.
campaign.
<snipped text>
You just do not get that valuable planning and foreshadowing time if you let AI do the work for you.
I think you have an excellent point, but...
OP asked for help with a game that will be played on Friday (i.e., tomorrow). Doing a full-on self-designed start can be a TON of fun. It also lets you do so much in terms of the plot threading, etc., that you mention.
My advice, in my opinion, of course, is fine and respects the context that Ashiara_1 gave. AI is a reasonable tool to speed up the process, and a significant portion of the work is going. "I think this bit that the AI did can use some adjustments to respect the characters, story, and campaign."
i.e., Being creative while respecting the time limit.
Last note: I think everyone in this thread has shared great ideas. No helpful advice is bad advice, even when it's not the same as all the other advice.
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I have a paladin who likes alcohol, a fighter want to break object, rogue who love money and a druide obsessed By be friends with tarrasque and by frog someone have idea of first quest they are new in dnd pls my game is Friday and I wants to do the map
thanks
Scene 1: Sleazy Tavern
- The players all meet up as they visit the same sleazy tavern, the Paladin knows they have the widest selection of booze in the city (because much of it is smuggled), the Fighter knows the place has a reputation for barroom brawls, the Rogue knows there is a gambling den in the back where a quick mind and quicker fingers can make a killing, while the Druid is investigating rumours of a animal fighting pit to save the animals.
- The players can try various types of booze, arm wrestle with some big muscly thugs, gamble, talk to some patrons, etc...
- Once all the party members have arrived & been introduced, have there be a huge roar from the basement. The tavern owner will reassure everyone there is nothing amis but will announce the tavern is closing early and try to usher people out.
Scene 2: Outside the Tavern
When the party leaves the tavern, a "concerned citizen" (aka and undercover guard / Harper agent) will approach them and offer to pay them well if they find out what is happening in the basement, and point them towards a back entrance to the tavern's basement.
Scene 3: the Tavern Basement
- Party sneaks / breaks in, discovers a bunch of tunnels filled with thieves, smugglers, and monsters. - can be a devil syndicate, or a minor dragon, or whatever you like.
The quest could be to break in to the house of a noble reputed to have a lot of money in a safe, a cellar full of fine wine and spirit and a brightly colored frog rumored to be a polymorphed prince.
A map of a household with main floor and basement could be suitable.
This is where AI really can help. If you are not trying to publish anything and want to have fun with friends, it's a great tool.
Title:The Frogtastic Brew Heist
Setting: The adventure takes place in the small village of Greenthorn, known for its exquisite and magical brewery, the Frothy Mug. The brewery is famous for a special ale rumored to have mystical properties.
Adventure Outline:
Introduction:
The party arrives in Greenthorn, hearing rumors about the Frothy Mug's special ale. They're approached by a mysterious figure who tasks them with stealing a rare bottle of this ale from the brewery.
Preparation:
The party can gather information about the brewery, plan their heist, and possibly buy or steal any equipment they might need. The rogue can shine here with their skills.
The Heist:
Breaking into the brewery will involve sneaking past guards (a chance for the rogue), breaking through barriers (the fighter's expertise), and dealing with magical traps (where the paladin's knowledge could be useful).
The Twist:
In the cellar, they find the ale and a magical frog. When given a drop of the ale, this frog transforms into a miniature, non-hostile tarrasque (a nod to the druid's interest). The druid must decide whether to keep the frog-tarrasque or return it to its natural state.
Escape and Conclusion:
As they escape, they must decide whether to keep the ale, sell it, or use it. The rogue might be tempted by its value, the fighter might want to test its strength-enhancing properties, and the paladin might want to use it for the greater good.
Reward:
Depending on their choices, the party can gain monetary rewards, magical items, or potential allies in the village.
Maps Needed:
1.Village Map of Greenthorn: This map outlines the quaint medieval village, including the Frothy Mug brewery, a local tavern, and other key locations.
2. Brewery Layout of the Frothy Mug: This detailed map shows the interior of the Frothy Mug brewery, featuring the main brewing area, storage cellar, secret chambers, and magical traps. It's designed to aid in planning the heist segment of your adventure.
Classic. Absolutely can’t go wring with something like this.
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Here’s an idea:
The party starts in a bustling tavern, where the rogue will be able to put their skills to use and the fighter will be happy. After a small while, a captain soldier of the town will come and announce the castle is under attack. After your party rushes to the battle scene, the battle will be a fairly easy one. Then, in some way, you can present the option of capturing one the the attacking soldiers. If they do, the soldier will reveal they plan to come again at midnight, with “stronger forces”. If they don’t choose to capture the enemy’s soldier, you can have them eavesdrop on a group of soldiers near by.
That presents the party with multiple options, including Trying to sneak into the enemy lair and take them out now, or waiting till midnight and fight them then. Either way, this fight will be much harder. During this fight, the enemy will bring out their “stronger forces”, which will be captative wild animals, like wolves and such. The animals will be hostile towards you but not towards the enemy. This will also bring up the option for the Druid to try and free the animals after the fight. You can have the Druid try to tame the animals if she does try this, perhaps gaining a familiar.
Hey, I’m moon, i‘m aged between 3 and 300. Pronouns are She/They/It/It’s/Them/Her. I love D&D. I am chaotic neutral irl. I’m not afraid to punch someone. Mess with me and you’ll find out the hard way. extended sig
I am the goddess of the moon, the tides, and the axolotls
I am not a furry, I am a fishie.
I think this is extremely mediocre advice.
Your first quest is your first real test as a DM--it gives you an opportunity to fiddle around with encounters, learn what your party likes, learn what parts of quest design you like or dislike, figure out your preparation process and timing, etc. And, of course, your first quest sets the tone of the entire campaign--every new player is going to remember their first quest, so you should aim to make it fun. AI is a crutch which results in questionable and variable product. It might make something strictly functional--but it will not have your soul in it and it will not help you get used to DMing for this campaign.
I think you are far better off following the suggestion others made--start in a tavern, give them a quest, have them do a simple set of puzzles and dungeons. It might not be original (in fact, that is literally how the first proto-D&D session went)--but it is something both easy to run and something memorable.
Most importantly, you can easily use it to drop hints about your long-term story. That cult/thieves guild/undead swarm they stop in the first dungeon? Somehow revealed they are tied into the big bad. Or you get an item that will be important later. Or you make a friend with a major NPC. Or bits of all of the above or something else entirely. This is all stuff you can think of as you design your first dungeon--which makes your first dungeon really the first step in designing the long-term campaign. You just do not get that valuable planning and foreshadowing time if you let AI do the work for you.
I think you have an excellent point, but...
OP asked for help with a game that will be played on Friday (i.e., tomorrow). Doing a full-on self-designed start can be a TON of fun. It also lets you do so much in terms of the plot threading, etc., that you mention.
My advice, in my opinion, of course, is fine and respects the context that Ashiara_1 gave. AI is a reasonable tool to speed up the process, and a significant portion of the work is going. "I think this bit that the AI did can use some adjustments to respect the characters, story, and campaign."
i.e., Being creative while respecting the time limit.
Last note: I think everyone in this thread has shared great ideas. No helpful advice is bad advice, even when it's not the same as all the other advice.