In an attempt to get a family D&D game up and running, I came up with a pretty good little one shot for new D&D players who might be a bit intimidated by the whole roleplaying thing. My family has occasional game nights, so I'm sneaking in a D&D game disguised as Jumanji. We'll be using a simplified set of D&D mechanics since most of them have never played D&D or roleplayed before, and I just want to get them used to basic concepts like saving throws, ability checks, and attacks. The one-shot should only last an hour or two.
The basic rules are as follows:
The D&D story begins on family game night after I've discovered what I believe to be a genuine Jumanji board.
The D&D map is a floor plan of our house, with our minifigs seated around the Jumanji board.
Each player gets a character sheet that represents themselves in real life (not quite a level 1 character, but a bit stronger than a commoner NPC).
They have to use an action to have their D&D character roll the Jumanji dice (2d6) in order to move their Jumanji game piece
Every time the Jumanji dice are rolled a new encounter appears on the minimap.
The players will have to play Jumanji in D&D initiative, deciding whether to use their actions to deal with the creatures and other dangers as they appear on the map, or roll the Jumanji dice to try and finish the game
At the end of the game (or if a player gets knocked unconscious), I can have them all get pulled into Jumanji for the start of a real D&D campaign where they will become a full level 1 character. (I'm thinking Jumanji may be a dread domain in the shadowlands). Here's a few of the encounter's I've come up with, based off of the original movie. Lastly, 1 turn is how long it takes for every player to move their Jumanji game piece, while 1 round is still just how long it takes to get through initiative.
2. Quicksand
Beware the ground on which you stand, the floor is quicker than the sand.
The ground within a 10-foot radius of the game board is turned into quicksand 10-feet deep.
The game board immediately sinks 1d4+1 feet.
When a creature enters the area, it sinks 1d4+1 feet into the quicksand and becomes restrained.
At the start of each of the creature's turns, it sinks another 1d4 feet.
As long as the creature isn't completely submerged in quicksand, it can escape by using its action and succeeding on a Strength check. The DC is 10 plus the number of feet the creature has sunk into the quicksand.
A creature that is completely submerged in quicksand with no anchoring line is transported into Jumanji.
A creature can pull another creature within its reach out of a quicksand pit by using its action and succeeding on a Strength check. The DC is 5 plus the number of feet the target creature has sunk into the quicksand.
3. Bats
They fly at night, you'd better run. These winged things are not much fun
A swarm of bats appears and lingers above the gameboard for 5 rounds.
On the 1st round the bats will make an attack against the player whos turn it was.
The swarm of bats will then hold it's attack action on the following rounds and attack any player who attempts to roll the Jumanji die.
At the end of the 5th round the bats will disperse and attempt to leave through any open exits.
13. Stampede
Don't be fooled, it isn't thunder. Staying put would be a blunder.
In 1d4 - 1 rounds, a 15-foot wide stampede of elephants, water buffalo, rhinos, ostriches, pelicans, and assorted other savannah animals tramples across the area the game board was on the turn the stampede began.
A growing rumbling noise warns players of the impending danger
Players caught in the stampede must succeed on a DC:13 Dexterity saving throw or take 1d6 bludgeoning damage as they are knocked out of the path of the stampede.
12. Turn back
There is a lesson you must learn, sometimes you must go back a turn.
The players Jumanji token moves back a number of spaces equal to the number rolled on the Jumanji die, and the player regains any hit points they lost since their last turn.
Here's a sample character sheet based off the monk class. I've cut out a lot and made the language less confusing, but it contains all the information they will need to play. Every player gets a unique bonus action based off of a class ability, but otherwise I won't be worrying about most of the more complex mechanics like opportunity attacks (unless one of the players asks if they can try something). I also chose not to include the full skill list and to use proficiency dice for skill proficiencies, to try and avoid having too many confusing numbers on their character sheets, and to make the proficiency feel a bit more impactful to their roll. HP is increased to that of a level 2 character to make it a bit less challenging.
Name
Health
Armor
Speed
Initiative
18
14
40 ft.
+2
Stats
Roll 1d20 and add your Ability or Saving roll modifier.
Ability Roll
Saving
Roll
Strength
+2
+4
Dexterity
+2
+4
Constitution
+2
+2
Intelligence
0
0
Wisdom
+2
+2
Charisma
-1
-1
Skills
Add 1d4 to your Ability rolls with these skills.
Ability Roll
Athletics
Strength, Dexterity, Constitution
Perception
Wisdom
Survival
Wisdom, Intelligence
Actions
Each turn you may take one Action and one Bonus Action.
Interact with object
You may use your action to use or interact with an object.
Attack
Roll 1d20+4 to determine a hit or miss.
Unarmed attack deals 1d4 + 2 damage.
One-handed objects deal 1d6 + 2 damage.
Two-Handed objects deal 1d8 + 2 damage.
Thrown objects have a range of 20/60 feet and deal 1d4 + 2 damage.
Dash
You may use your action to double your speed.
Dodge
You may use your action to give all attacks against you disadvantage until the beginning of your next turn.
Help
You may use your action to assist another player. They receive advantage on their attacks, ability checks, or saving throws (choose which) until the beginning of your next turn.
Improvise
You may use your action to attempt just about anything that may come to mind.
Bonus Actions
Flurry of Blows
When you take the attack action on your turn, you may take an additional unarmed attack against a creature with 5 feet of you as a bonus action
Just thought I'd leave this here.
In an attempt to get a family D&D game up and running, I came up with a pretty good little one shot for new D&D players who might be a bit intimidated by the whole roleplaying thing. My family has occasional game nights, so I'm sneaking in a D&D game disguised as Jumanji. We'll be using a simplified set of D&D mechanics since most of them have never played D&D or roleplayed before, and I just want to get them used to basic concepts like saving throws, ability checks, and attacks. The one-shot should only last an hour or two.
The basic rules are as follows:
At the end of the game (or if a player gets knocked unconscious), I can have them all get pulled into Jumanji for the start of a real D&D campaign where they will become a full level 1 character. (I'm thinking Jumanji may be a dread domain in the shadowlands). Here's a few of the encounter's I've come up with, based off of the original movie. Lastly, 1 turn is how long it takes for every player to move their Jumanji game piece, while 1 round is still just how long it takes to get through initiative.
2. Quicksand
Beware the ground on which you stand, the floor is quicker than the sand.
3. Bats
They fly at night, you'd better run. These winged things are not much fun
13. Stampede
Don't be fooled, it isn't thunder. Staying put would be a blunder.
12. Turn back
There is a lesson you must learn, sometimes you must go back a turn.
Here's a sample character sheet based off the monk class. I've cut out a lot and made the language less confusing, but it contains all the information they will need to play. Every player gets a unique bonus action based off of a class ability, but otherwise I won't be worrying about most of the more complex mechanics like opportunity attacks (unless one of the players asks if they can try something). I also chose not to include the full skill list and to use proficiency dice for skill proficiencies, to try and avoid having too many confusing numbers on their character sheets, and to make the proficiency feel a bit more impactful to their roll. HP is increased to that of a level 2 character to make it a bit less challenging.
Name
Health
Armor
Speed
Initiative
18
14
40 ft.
+2
Stats
Roll 1d20 and add your Ability or Saving roll modifier.
Ability Roll
Saving
Roll
Strength
+2
+4
Dexterity
+2
+4
Constitution
+2
+2
Intelligence
0
0
Wisdom
+2
+2
Charisma
-1
-1
Skills
Add 1d4 to your Ability rolls with these skills.
Ability Roll
Athletics
Strength, Dexterity, Constitution
Perception
Wisdom
Survival
Wisdom, Intelligence
Actions
Each turn you may take one Action and one Bonus Action.
Interact with object
You may use your action to use or interact with an object.
Attack
Roll 1d20+4 to determine a hit or miss.
Unarmed attack deals 1d4 + 2 damage.
One-handed objects deal 1d6 + 2 damage.
Two-Handed objects deal 1d8 + 2 damage.
Thrown objects have a range of 20/60 feet and deal 1d4 + 2 damage.
Dash
You may use your action to double your speed.
Dodge
You may use your action to give all attacks against you disadvantage until the beginning of your next turn.
Help
You may use your action to assist another player. They receive advantage on their attacks, ability checks, or saving throws (choose which) until the beginning of your next turn.
Improvise
You may use your action to attempt just about anything that may come to mind.
Bonus Actions
Flurry of Blows
When you take the attack action on your turn, you may take an additional unarmed attack against a creature with 5 feet of you as a bonus action