IMPRISONED: a Dungeons and Dragons 5e adventure tutorial for total beginners to tabletop RPGs
Ok, here's what I'm thinking. I want to do a one shot that I can run for a brand spanking new player, even as a one on one duet style game. But also possible for a (preferably small, 2-4) group. The game is designed to be pretty quick, maybe 2-4 hours tops, where you are getting an introduction to how to play the game and create your character as you play. You don't even need a character created to play, the idea is you are creating the character on the fly as you play the game. I want this to be bare bones, simple and old school. The character starts as a human UNLESS they bring up wanting to be an elf, dwarf, or halfling (at any point during the adventure). The PCs don't even start with a class, but during the game they may encounter or choose to become a fighter, rogue, cleric, or wizard. By the end of the game, you'll have a character! And probably be at level 2.
Also at the end, the player will have an opportunity to do a complete RESPEC. This was just a tutorial mode designed to help them understand what types of characters there are in D&D, so even if they played a straightforward fighter type during the adventure, they may realize they liked the one time they used stealth, or magic, and decide to go a different route.
The ONLY thing you need to start the game is your ability scores. You have grungy common clothes and a waterskin. Me, I like to roll, so I would have my player(s) roll the standard 4d6 dropping 1, and note these scores to the side. They'll be assigning them as they play and use their skills. It's also entirely possible to never roll any ability score until they actually try to use it, and then give them a chance to respect at the end.
This is written for one player. It can definitely be run for more, just increase the number of guards or enemies so that the party always has 1 more person than the enemies.
1)prison cell
you wake up groggily, it is dark (dim light) but you can see light glinting off of prison bars. Your cell has a bucket (presumably your toilet) and you have a waterskin full of water. If the player suggests searching for something to pick the lock, give them an investigation check, dc10, with advantage, to find a small metal pin. If they specifically mention looking for something else reasonable, allow them to lead the story. They're not going to find a weapon or anything, but if they have a different idea for something that might help them pick the lock, great! Maybe someone even thinks to use the handle from their shit bucket and jam it into the lock.
Now when it comes time to break free, they have at least these options, any of them at advantage, DC10. We want the PC to succeed here, and for sure succeed on their 2nd try if they happen to get 2 really low rolls on the first try.
athletics/strength if they want to pry the bars open
sleight of hand/dexterity to pick the lock
any damage if they want to use a damaging spell (melt the bars, blast them open, etc)
*note: at whatever point that a player mentions wanting to try something that uses a specific skill or ability score, it's time to discuss what that means and allow them to assign that ability score. For instance, if the player asks about bending the bars, tell them about strength and allow them to assign one of their ability score rolls to STR (or roll STR on the spot). If they ask "can I do any magic that might help me break out?" you ask them what kind of magic they are imagining, maybe they mention something damaging so you'd pick a cantrip or level 1 spell that's similar to what they're talking about, and allow them to cast it, and assign their INT or WIS score (depending if it's a wizard or cleric based spell.) As always in D&D, it takes some on the spot decisions from the DM, we're just trying to give the PC an overview of the rules here (so don't get caught up in trying to assign charisma for spells, but if at any point in the adventure they start using charisma based social skills like persuasion or intimidation, then it's time to have the charisma tutorial and assign the CHA score.)
2)empty prison cell directly across from you. Unlocked and open, if the character searches here, on a DC 10 perception/investigation they will find a loose brick behind which is hidden a potion of healing.
3)prison cell on the same side the character came out of. A groggy and wounded (not near death, but wounded) dwarf named Axe. The PC won't notice this fella unless they at least look in that direction, but they don't need to make any roll for it. If they rescue him, they have an opportunity to heal him if they ask about healing magic or other ways. They may have found the potion and use that, they may cast cure light wounds if they ask about it. They also may simply help tend to the wounds with a medicine check if they ask about that. This NPC is helpful though not particularly useful. Stats are 10's for all abilities, 8HP when fully healthy, 5 HP when found. (needs a full stat block)
4)This is another prison cell with a prisoner in it. This guy is definitely shady. He's probably an elf, named Sylvester. He's an opportunity for some social interaction. He is trying to convince the PC to let him out. Depending on the conversation he may try to convince the PC to use his hammer (if he picked it up, or get it for him if he did not). He thinks he can break the lock from the inside better than from the outside, which is total BS. Any insight check dc5 reveals he's not exactly trustworthy, and even a lower check is an opportunity to hint to the player that maybe it's not a great idea to trust this guy. "oh you rolled a 2? Yeah this guy seems TOTALLY legit, you completely trust him." He is actually planted here by the bad guys...his cell is unlocked, he has a dagger strapped to his calf, and unlike you guys, he has a dark robe with a hood instead of rags. If he has the chance, he will double cross the party. He may disappear and turn up at the end with the goblin 'boss', etc.
he may try to foil the PCs plan. For instance, if you didn't specifically convince him to keep his mouth shut with a persuasion or intimidation check, and the PC is trying to sneak past the sleeping guard or steal their keys, he might yell out to wake the guard up just as the PC gets near.
If the player does use intimidation or persuasion AND presents a good argument, give them advantage on a dc10 roll to convince him of whatever it is.
If the player DOES let him out, the elf doesn't blatantly attack the PC but will look for an opportunity to turn on him. For instance, maybe at the first sign of combat, he pushes the PC toward the threat and runs the other way. (the first time I played this I actually had a group of level 0 characters, they surprisingly let him out of his cage...but during the first combat, he disappeared while everyone was busy fighting, and he went and told the boss goblin that the prisoners had escaped.)
5)hallway with sleeping kobold guard at intersection. Immediately outside of the player's cell is a table with a lit torch above it and a hammer and a flask of oil on the table. The hammer can be used as a weak weapon, 1d3 bludgeoning or thrown. It can also be used to break any of the locks on the cell doors, or for any other clever use the player(s) come up with. The kobold has a dagger tucked into his belt as well as a sling and stones. These could be pickpocketed but it would require a successful stealth check as well as a successful sleight of hand.
The player has many options with the kobold, which may change depending on what has happened with the two prisoners. They could try a stealthy approach, to sneak past, or to steal the keys (which will open any door or cell in the hideout.) They could outright attack the sleeping guard, getting a sneak attack bonus (1d6) if they describe an attack that seems like a sneak attack (especially if they've made a stealth check on approach). They could also attack with magic.
If there are multiple PCs, there are 2 kobolds at the table. Both are sleeping, they fell asleep during a serious game of stone parchment shears. There's a rock, a rolled up paper, and a pair of scissors on the table. The rock may be used as a bludgeoning weapon or thrown, 1d3 damage. The scissors are a 1d3 piercing weapon. The parchment is actually a spell scroll, and anyone with high int would probably recognize it right away. A dc10 int check can be used to identify the spell on the scroll (magic missile). It's also a good time to explain to the player that a scroll can either be used as a 1 time spell, OR be kept to be written into a spellbook.
If a battle ensues with the guard, unless the PC acts first and kills the kobold in 1 hit, it will make enough noise that reinforcements are on the way, but they don't join the battle yet.
The DC for a stealth check to keep the guard from waking up is 10. To try to steal his keys it's a sleight of hand check at DC 10.
Just past the guard is a door clearly marked "NO PRIZNERS ALOWD!"
6)Behind the prisoners keep out door is the armory. Basically they have a few weapons to choose from, a club, handaxe, mace, quarterstaff, spear, sling and stones, shortsword, dagger, makeshift leather armor, hide armor, or shield. IF the character has either the elf or dwarf with them, they will pick up a weapon too, the Dwarf (Axe) will pick the Handaxe. The elf, Sylvester (Sly, for short), will pick a shortsword. Remind the player time is of the essence here...each weapon is on a different rack, spaced around the room. Allow them to pick one. If they choose to pick any more, they can, just be sure to point out that they know there are others present (perhaps they heard footsteps in the distance already) and they need to move fast, and the longer they take, the more likely it is that they are discovered. If they try to take a 2nd item, make a roll at 50% to see if a guard(s) burst into the room. If they go for a 3rd item, a guard DOES burst into the room. Also it's worth noting they only have 2 hands, and no pack or anything to store any more than 2 items.
7)There are stairs going down...the stairs lead to a storage area below, and you can stock this area with several non combat related items. Probably some food and supplies: backpack, grappling hook, 10 foot pole, candle, ball bearings, flask, holy symbol, hunting trap, ladder, flask of oil, paper and ink, a couple days rations, rope, torch.. It's also a place where a couple giant rats hang out, and have a chance to surprise the characters if they're not on the lookout! If the character has taken any damage, just make it one rat...still at full health, how about 2? If there are more than 1 PC/NPC, make it one rat per character. In this storage room is also a grate that can be lifted and it leads to a sewer area, which is a way out of here if the crafty PC so chooses it! The grate is also a trap...since the rats have been traveling through the grate there's a pretty big gap where they get in and out, and virtually any pressure on it will cause the character to fall down into the sewer, taking 1d4 damage from the fall. There is a rug over part of the grate, a dc10 perception check will cause a character to notice it and that it may be loose just by looking at it. If they describe that they are looking for some sort of entryway for the rats through the floor, or anything creatively similar at all, allow them to find it without a perception/investigation check.
*IF the character rushed down here to get away from guards chasing them, they have a chance to hide here, to either avoid the kobold guards, or attack them. There will be 1 guard per character +1. Also, IF kobolds chased the characters down here, there's no need for there to be rats as well. The rats will be in the sewers. You can provide evidence of rat activity, chewed up stuff and grate, rat poop, but the battle with kobolds is enough.
8)They encounter 1 more combat in the sewers, if there are 2 or more characters here it's a swarm of rats, plus a giant rat for every 2 characters. If there's just 1 PC alone, it's small swarm of rats (IE already down to 12 hp and only does 1d6 damage on a hit.) The rats are gnawing on a corpse of a halfling adventurer with a silver dagger and 1d20 sp when they spot and attack the adventurer(s). If they defeat the rats, there is a clearing at the end of this tunnel and they emerge from a sewer tunnel to freedom! This concludes this adventure (or leads to the next!)
9)hallway with talking statues and trap. As the character passes, the statues (of goblins) begin taunting the PC...first one says "there's danger ahead!" second one says "it's not too late to turn back now!" on a DC 10 perception check the character notices a creaky floorboard, that will give way if a character steps on it. They get a DC 10 dex save to try to catch the ledge before falling in the pit, for 1d4 damage, landing on spikes. If the character falls into the trap, (or even steps on it but makes the dex save) the 3rd statue says "tried to warn you!" If they detect the trap and skirt around it, he says "you got lucky, this time" If the character investigates the middle statue, on a dc10 investigation, he finds a sack with 3 gems worth 10gp each (or 1 gem per PC if more than 3) at the back of the statue.
10)This is a more direct route out of this place and to freedom, but it's also a direct route to the bad guys and the final fight of the adventure.
The first thing they encounter is a 'guard dog' (jackal) which gives the character a chance to use animal handling or any other sort of trickery (feed it?) to get past instead of needing to fight. They should have an option to try to sneak past it as well. If they fail the sneaking, animal handling, or whatever else they try, the jackal makes noise to alert another kobold to come the next round, and then the goblin the following round.
The 'boss' of this tiny prison is a goblin leader type, just a basic goblin with 10 hp. If the PC is traveling with someone who will fight on his side, the goblin leader has 2 more kobold guards at his side, if he's going solo, he's only got one kobold with him. It doesn't have to come to combat here, this is a teaching adventure after all. If the character wants to try to talk their way out of it or use any other creative means to get out of there, allow it! Of course make the necessary rolls.
There also should be some creative opportunity for the PC/party to use the environment here...an option to climb and get into a better position to either attack from range, or drop in perhaps for a surprise attack.
If they do defeat the boss, he's got a silver shortsword, a shortbow with arrows, and a small chest which holds 15 GP, a gem worth 25 gp, and a note or map giving an open ended lead to continue this adventure! A "meet me here with the prisoner/goods" type scenario.
Ok, here's what I'm thinking. I want to do a one shot that I can run for a brand spanking new player, even as a one on one duet style game. But also possible for a (preferably small, 2-4) group. The game is designed to be pretty quick, maybe 2-4 hours tops, where you are getting an introduction to how to play the game and create your character as you play. You don't even need a character created to play, the idea is you are creating the character on the fly as you play the game. I want this to be bare bones, simple and old school. The character starts as a human UNLESS they bring up wanting to be an elf, dwarf, or halfling (at any point during the adventure). The PCs don't even start with a class, but during the game they may encounter or choose to become a fighter, rogue, cleric, or wizard. By the end of the game, you'll have a character! And probably be at level 2.
Also at the end, the player will have an opportunity to do a complete RESPEC. This was just a tutorial mode designed to help them understand what types of characters there are in D&D, so even if they played a straightforward fighter type during the adventure, they may realize they liked the one time they used stealth, or magic, and decide to go a different route.
The ONLY thing you need to start the game is your ability scores. You have grungy common clothes and a waterskin. Me, I like to roll, so I would have my player(s) roll the standard 4d6 dropping 1, and note these scores to the side. They'll be assigning them as they play and use their skills. It's also entirely possible to never roll any ability score until they actually try to use it, and then give them a chance to respect at the end.
This is written for one player. It can definitely be run for more, just increase the number of guards or enemies so that the party always has 1 more person than the enemies.
1)prison cell
you wake up groggily, it is dark (dim light) but you can see light glinting off of prison bars. Your cell has a bucket (presumably your toilet) and you have a waterskin full of water. If the player suggests searching for something to pick the lock, give them an investigation check, dc10, with advantage, to find a small metal pin. If they specifically mention looking for something else reasonable, allow them to lead the story. They're not going to find a weapon or anything, but if they have a different idea for something that might help them pick the lock, great! Maybe someone even thinks to use the handle from their shit bucket and jam it into the lock.
Now when it comes time to break free, they have at least these options, any of them at advantage, DC10. We want the PC to succeed here, and for sure succeed on their 2nd try if they happen to get 2 really low rolls on the first try.
athletics/strength if they want to pry the bars open
sleight of hand/dexterity to pick the lock
any damage if they want to use a damaging spell (melt the bars, blast them open, etc)
*note: at whatever point that a player mentions wanting to try something that uses a specific skill or ability score, it's time to discuss what that means and allow them to assign that ability score. For instance, if the player asks about bending the bars, tell them about strength and allow them to assign one of their ability score rolls to STR (or roll STR on the spot). If they ask "can I do any magic that might help me break out?" you ask them what kind of magic they are imagining, maybe they mention something damaging so you'd pick a cantrip or level 1 spell that's similar to what they're talking about, and allow them to cast it, and assign their INT or WIS score (depending if it's a wizard or cleric based spell.) As always in D&D, it takes some on the spot decisions from the DM, we're just trying to give the PC an overview of the rules here (so don't get caught up in trying to assign charisma for spells, but if at any point in the adventure they start using charisma based social skills like persuasion or intimidation, then it's time to have the charisma tutorial and assign the CHA score.)
2)empty prison cell directly across from you. Unlocked and open, if the character searches here, on a DC 10 perception/investigation they will find a loose brick behind which is hidden a potion of healing.
3)prison cell on the same side the character came out of. A groggy and wounded (not near death, but wounded) dwarf named Axe. The PC won't notice this fella unless they at least look in that direction, but they don't need to make any roll for it. If they rescue him, they have an opportunity to heal him if they ask about healing magic or other ways. They may have found the potion and use that, they may cast cure light wounds if they ask about it. They also may simply help tend to the wounds with a medicine check if they ask about that. This NPC is helpful though not particularly useful. Stats are 10's for all abilities, 8HP when fully healthy, 5 HP when found. (needs a full stat block)
4)This is another prison cell with a prisoner in it. This guy is definitely shady. He's probably an elf, named Sylvester. He's an opportunity for some social interaction. He is trying to convince the PC to let him out. Depending on the conversation he may try to convince the PC to use his hammer (if he picked it up, or get it for him if he did not). He thinks he can break the lock from the inside better than from the outside, which is total BS. Any insight check dc5 reveals he's not exactly trustworthy, and even a lower check is an opportunity to hint to the player that maybe it's not a great idea to trust this guy. "oh you rolled a 2? Yeah this guy seems TOTALLY legit, you completely trust him." He is actually planted here by the bad guys...his cell is unlocked, he has a dagger strapped to his calf, and unlike you guys, he has a dark robe with a hood instead of rags. If he has the chance, he will double cross the party. He may disappear and turn up at the end with the goblin 'boss', etc.
he may try to foil the PCs plan. For instance, if you didn't specifically convince him to keep his mouth shut with a persuasion or intimidation check, and the PC is trying to sneak past the sleeping guard or steal their keys, he might yell out to wake the guard up just as the PC gets near.
If the player does use intimidation or persuasion AND presents a good argument, give them advantage on a dc10 roll to convince him of whatever it is.
If the player DOES let him out, the elf doesn't blatantly attack the PC but will look for an opportunity to turn on him. For instance, maybe at the first sign of combat, he pushes the PC toward the threat and runs the other way. (the first time I played this I actually had a group of level 0 characters, they surprisingly let him out of his cage...but during the first combat, he disappeared while everyone was busy fighting, and he went and told the boss goblin that the prisoners had escaped.)
5)hallway with sleeping kobold guard at intersection. Immediately outside of the player's cell is a table with a lit torch above it and a hammer and a flask of oil on the table. The hammer can be used as a weak weapon, 1d3 bludgeoning or thrown. It can also be used to break any of the locks on the cell doors, or for any other clever use the player(s) come up with. The kobold has a dagger tucked into his belt as well as a sling and stones. These could be pickpocketed but it would require a successful stealth check as well as a successful sleight of hand.
The player has many options with the kobold, which may change depending on what has happened with the two prisoners. They could try a stealthy approach, to sneak past, or to steal the keys (which will open any door or cell in the hideout.) They could outright attack the sleeping guard, getting a sneak attack bonus (1d6) if they describe an attack that seems like a sneak attack (especially if they've made a stealth check on approach). They could also attack with magic.
If there are multiple PCs, there are 2 kobolds at the table. Both are sleeping, they fell asleep during a serious game of stone parchment shears. There's a rock, a rolled up paper, and a pair of scissors on the table. The rock may be used as a bludgeoning weapon or thrown, 1d3 damage. The scissors are a 1d3 piercing weapon. The parchment is actually a spell scroll, and anyone with high int would probably recognize it right away. A dc10 int check can be used to identify the spell on the scroll (magic missile). It's also a good time to explain to the player that a scroll can either be used as a 1 time spell, OR be kept to be written into a spellbook.
If a battle ensues with the guard, unless the PC acts first and kills the kobold in 1 hit, it will make enough noise that reinforcements are on the way, but they don't join the battle yet.
The DC for a stealth check to keep the guard from waking up is 10. To try to steal his keys it's a sleight of hand check at DC 10.
Just past the guard is a door clearly marked "NO PRIZNERS ALOWD!"
6)Behind the prisoners keep out door is the armory. Basically they have a few weapons to choose from, a club, handaxe, mace, quarterstaff, spear, sling and stones, shortsword, dagger, makeshift leather armor, hide armor, or shield. IF the character has either the elf or dwarf with them, they will pick up a weapon too, the Dwarf (Axe) will pick the Handaxe. The elf, Sylvester (Sly, for short), will pick a shortsword. Remind the player time is of the essence here...each weapon is on a different rack, spaced around the room. Allow them to pick one. If they choose to pick any more, they can, just be sure to point out that they know there are others present (perhaps they heard footsteps in the distance already) and they need to move fast, and the longer they take, the more likely it is that they are discovered. If they try to take a 2nd item, make a roll at 50% to see if a guard(s) burst into the room. If they go for a 3rd item, a guard DOES burst into the room. Also it's worth noting they only have 2 hands, and no pack or anything to store any more than 2 items.
7)There are stairs going down...the stairs lead to a storage area below, and you can stock this area with several non combat related items. Probably some food and supplies: backpack, grappling hook, 10 foot pole, candle, ball bearings, flask, holy symbol, hunting trap, ladder, flask of oil, paper and ink, a couple days rations, rope, torch.. It's also a place where a couple giant rats hang out, and have a chance to surprise the characters if they're not on the lookout! If the character has taken any damage, just make it one rat...still at full health, how about 2? If there are more than 1 PC/NPC, make it one rat per character. In this storage room is also a grate that can be lifted and it leads to a sewer area, which is a way out of here if the crafty PC so chooses it! The grate is also a trap...since the rats have been traveling through the grate there's a pretty big gap where they get in and out, and virtually any pressure on it will cause the character to fall down into the sewer, taking 1d4 damage from the fall. There is a rug over part of the grate, a dc10 perception check will cause a character to notice it and that it may be loose just by looking at it. If they describe that they are looking for some sort of entryway for the rats through the floor, or anything creatively similar at all, allow them to find it without a perception/investigation check.
*IF the character rushed down here to get away from guards chasing them, they have a chance to hide here, to either avoid the kobold guards, or attack them. There will be 1 guard per character +1. Also, IF kobolds chased the characters down here, there's no need for there to be rats as well. The rats will be in the sewers. You can provide evidence of rat activity, chewed up stuff and grate, rat poop, but the battle with kobolds is enough.
8)They encounter 1 more combat in the sewers, if there are 2 or more characters here it's a swarm of rats, plus a giant rat for every 2 characters. If there's just 1 PC alone, it's small swarm of rats (IE already down to 12 hp and only does 1d6 damage on a hit.) The rats are gnawing on a corpse of a halfling adventurer with a silver dagger and 1d20 sp when they spot and attack the adventurer(s). If they defeat the rats, there is a clearing at the end of this tunnel and they emerge from a sewer tunnel to freedom! This concludes this adventure (or leads to the next!)
9)hallway with talking statues and trap. As the character passes, the statues (of goblins) begin taunting the PC...first one says "there's danger ahead!" second one says "it's not too late to turn back now!" on a DC 10 perception check the character notices a creaky floorboard, that will give way if a character steps on it. They get a DC 10 dex save to try to catch the ledge before falling in the pit, for 1d4 damage, landing on spikes. If the character falls into the trap, (or even steps on it but makes the dex save) the 3rd statue says "tried to warn you!" If they detect the trap and skirt around it, he says "you got lucky, this time" If the character investigates the middle statue, on a dc10 investigation, he finds a sack with 3 gems worth 10gp each (or 1 gem per PC if more than 3) at the back of the statue.
10)This is a more direct route out of this place and to freedom, but it's also a direct route to the bad guys and the final fight of the adventure.
The first thing they encounter is a 'guard dog' (jackal) which gives the character a chance to use animal handling or any other sort of trickery (feed it?) to get past instead of needing to fight. They should have an option to try to sneak past it as well. If they fail the sneaking, animal handling, or whatever else they try, the jackal makes noise to alert another kobold to come the next round, and then the goblin the following round.
The 'boss' of this tiny prison is a goblin leader type, just a basic goblin with 10 hp. If the PC is traveling with someone who will fight on his side, the goblin leader has 2 more kobold guards at his side, if he's going solo, he's only got one kobold with him. It doesn't have to come to combat here, this is a teaching adventure after all. If the character wants to try to talk their way out of it or use any other creative means to get out of there, allow it! Of course make the necessary rolls.
There also should be some creative opportunity for the PC/party to use the environment here...an option to climb and get into a better position to either attack from range, or drop in perhaps for a surprise attack.
If they do defeat the boss, he's got a silver shortsword, a shortbow with arrows, and a small chest which holds 15 GP, a gem worth 25 gp, and a note or map giving an open ended lead to continue this adventure! A "meet me here with the prisoner/goods" type scenario.