I've been playing with a group for around 6 months now, as a player. It's been really enjoyable and I've suggested to the group that I'd be interested in giving the role of GM a go and running a one-shot. The group is happy for me to give this go, so now I'm kicking off some research and preparation. I'm not much of creative writer so one of my first goals is to find some content for the one-shot that;
Would be suitable for a first time GM (I've read through Lost Mines of Phandelver - something written to a similar level of detail would be ideal)
Will run at low-ish levels, but allow the players access to their class archetypes
Can be completed over a period of 4 hours
That has more of an emphasis on combat (50% Combat, 25%RP, 25% Exploration)
So, two questions really;
As I've read LMoP, is it worth me attempting to adapt the level of the campaign (1-5 to 3-7) and condense it into a one-shot? If so, any pitfalls with doing so, or keys points of the campaign to ensure I include?
Or, does anyone have any suggestions for one-shots that match what I'm after?
I have a match that you would like. It's something I wrote called Lights Out at the Nightwatch Lighthouse. I'll give you a quick rundown of what I've put into this.
The idea is that a lighthouse a day's journey from the town of Pinepass holds an important role for the region, but recently the light has gone out. There was a boat that ran ashore because of it but the light didn't come back on so the town sent their authority figure to find out what is happening. It's been nearly a week and he hasn't returned. The town is growing nervous and desperate so they have sent word out to any who would be willing to lend aid to this issue. This is where the adventure starts for the party. The initial story hook assumes the party has been traveling together for some time or at least is aware of each other so you can skip introductions.
There is a small bit of role play with the town leader who will give the party access to a town boat run that will take them to the area where the lighthouse is. The boat captain also has a small bit or role play but this is all for this section. From here it moves onto a combat encounter and exploration. The combat encounter takes place on the open waters and allows characters to use a harpoon launcher for more damage (the rules and damage are listed in a text block). Once the combat is finished, the players reach the shore where they find the missing law figure's boat. This leads to a bit of exploration, using skills to find out what happened on the boat, what was found upon arrival and a couple other clues and some small treasure that can be added to the party.
The rest of the adventure is a dungeon delve into the lighthouse where the party finds more sinister things are happening at this place than were initially thought. There is a fully drawn map and a room by room description of what is found. I've added a couple new magic items, one with a minor curse that could be fun for role play (it basically insights paranoia on the user).
This is meant for level 1-3, with suggestions on how to make things slightly more challenging for level 3 players so it doesn't feel overly simple. It's also a one shot that can take roughly 4 hours to finish and, if you find you like Dming and want to turn this into more than a one time thing, I've left a few open ended quest lines with suggestions on how to build off of them.
I haven't run LMoP as a one shot, but I have played through it more than a couple times. If you want to use it as a one shot, you won't be able to get the full content in a single game, especially in four hours. But I can suggest that you use the first couple of encounters as a one shot. This will fall more into the combat heavy end, but you could have your party at level 3 so they have access to their class specific features. Introduce the opening similarly to LMoP but instead of saying that the group is traveling because of Sildar and the Dwarves potential new find, say that the group is following a merchant to the next town over and leave it at that. From there all you really need to do is follow the roadside ambush and Cragmaw Hideout. You can get a bit or role play from saving the merchant (Sildar) and a bit of exploration from following the goblin trails back to the hideout. I think that just that dungeon and the ambush encounter may be pushing it a bit on the 4 hour limit but should be doable.
Gotcha. Yeah, if you're a slower group and you want to do starter set material, then I would keep it to a single dungeon instead of doing the roadside encounter as well. Hopefully it works well for you. I'd love to hear how things go.
Here are a couple of one-shots for low-level characters that I created. In each one, the adventure is set in a single location. I try to write in a style that will be helpful for first-time DMs. Both of these adventures are on sale right now as part of the Guild's "Christmas in July" sale:
The wealthy Von Crofts hire a party of adventurers to find the body of their dead son in a haunted pleasure palace – and to bring him back to life. To aid in their quest, the resurrectionists are provided with a guide: the only survivor of the previous expedition, a bard who has been unable to speak a word or sing a note since she escaped from the Blind Palace. A thrilling adventure filled with mystery, discovery, choices that matter, engaging role-playing, and exciting combat. Inspired in part by the poem The Haunted Palace by Edgar Allen Poe, and by the novels Great Expectations by Charles Dickens and The Shining by Stephen King, and by the Evil Dead movies.
Duergar raiders have attacked a secret gnome outpost. During a desperate rescue mission, adventurers encounter giant snails, a net full of gnomes, an octopus, a sealed scriptorium, death, a ruined birthday party, a berserk construct, a haunted letter, and much more.
Hey,
I've been playing with a group for around 6 months now, as a player. It's been really enjoyable and I've suggested to the group that I'd be interested in giving the role of GM a go and running a one-shot. The group is happy for me to give this go, so now I'm kicking off some research and preparation. I'm not much of creative writer so one of my first goals is to find some content for the one-shot that;
So, two questions really;
Thanks in advance!
I have a match that you would like. It's something I wrote called Lights Out at the Nightwatch Lighthouse. I'll give you a quick rundown of what I've put into this.
The idea is that a lighthouse a day's journey from the town of Pinepass holds an important role for the region, but recently the light has gone out. There was a boat that ran ashore because of it but the light didn't come back on so the town sent their authority figure to find out what is happening. It's been nearly a week and he hasn't returned. The town is growing nervous and desperate so they have sent word out to any who would be willing to lend aid to this issue. This is where the adventure starts for the party. The initial story hook assumes the party has been traveling together for some time or at least is aware of each other so you can skip introductions.
There is a small bit of role play with the town leader who will give the party access to a town boat run that will take them to the area where the lighthouse is. The boat captain also has a small bit or role play but this is all for this section. From here it moves onto a combat encounter and exploration. The combat encounter takes place on the open waters and allows characters to use a harpoon launcher for more damage (the rules and damage are listed in a text block). Once the combat is finished, the players reach the shore where they find the missing law figure's boat. This leads to a bit of exploration, using skills to find out what happened on the boat, what was found upon arrival and a couple other clues and some small treasure that can be added to the party.
The rest of the adventure is a dungeon delve into the lighthouse where the party finds more sinister things are happening at this place than were initially thought. There is a fully drawn map and a room by room description of what is found. I've added a couple new magic items, one with a minor curse that could be fun for role play (it basically insights paranoia on the user).
This is meant for level 1-3, with suggestions on how to make things slightly more challenging for level 3 players so it doesn't feel overly simple. It's also a one shot that can take roughly 4 hours to finish and, if you find you like Dming and want to turn this into more than a one time thing, I've left a few open ended quest lines with suggestions on how to build off of them.
Thanks for the suggestion! I've actually downloaded your one-shot. Thank you for sharing, especially pleased that the content included maps.
I'm still looking for other suggestions, so if there are others out there, or anyone has experience running LMoP as a one-shot please let me know :)
I haven't run LMoP as a one shot, but I have played through it more than a couple times. If you want to use it as a one shot, you won't be able to get the full content in a single game, especially in four hours. But I can suggest that you use the first couple of encounters as a one shot. This will fall more into the combat heavy end, but you could have your party at level 3 so they have access to their class specific features. Introduce the opening similarly to LMoP but instead of saying that the group is traveling because of Sildar and the Dwarves potential new find, say that the group is following a merchant to the next town over and leave it at that. From there all you really need to do is follow the roadside ambush and Cragmaw Hideout. You can get a bit or role play from saving the merchant (Sildar) and a bit of exploration from following the goblin trails back to the hideout. I think that just that dungeon and the ambush encounter may be pushing it a bit on the 4 hour limit but should be doable.
Thanks, good to know.
I'm think you're right, I'm probably being over ambitious prepping more content than is required. - We're actually quite a 'slow' group as well.
Gotcha. Yeah, if you're a slower group and you want to do starter set material, then I would keep it to a single dungeon instead of doing the roadside encounter as well. Hopefully it works well for you. I'd love to hear how things go.
Here are a couple of one-shots for low-level characters that I created. In each one, the adventure is set in a single location. I try to write in a style that will be helpful for first-time DMs. Both of these adventures are on sale right now as part of the Guild's "Christmas in July" sale:
Secrets of the Blind Palace: https://www.dmsguild.com/product/267835/Secrets-of-the-Blind-Palace
The wealthy Von Crofts hire a party of adventurers to find the body of their dead son in a haunted pleasure palace – and to bring him back to life. To aid in their quest, the resurrectionists are provided with a guide: the only survivor of the previous expedition, a bard who has been unable to speak a word or sing a note since she escaped from the Blind Palace. A thrilling adventure filled with mystery, discovery, choices that matter, engaging role-playing, and exciting combat. Inspired in part by the poem The Haunted Palace by Edgar Allen Poe, and by the novels Great Expectations by Charles Dickens and The Shining by Stephen King, and by the Evil Dead movies.
Attack on Coppercoil: https://www.dmsguild.com/product/251906/Attack-on-Coppercoil
Duergar raiders have attacked a secret gnome outpost. During a desperate rescue mission, adventurers encounter giant snails, a net full of gnomes, an octopus, a sealed scriptorium, death, a ruined birthday party, a berserk construct, a haunted letter, and much more.
https://cast-party.com/