Built to make Jasper's first game night easy, fast, and fun.

Beginner tabletop space

Jasper's D&D Starter Table

Everything needed for session one is here: visuals, prebuilt heroes, read-aloud story text, scene flow, and guided prompts for young players.

Jump to Hero Cards
Cover art for The Missing Lantern of Mossbrook

First 10 Minutes (Parent/DM Script)

  • Each player picks a hero card and reads the roleplay line out loud.
  • Teach one core rule: "Roll d20 + bonus when something is risky."
  • Use easy target numbers: 10 easy, 13 medium, 16 hard.
  • Tell players they can solve scenes with talking, planning, and creativity.
  • Start scene 1 with one question: "What does your hero do first?"

Simple Rule Reminder

  • Attack roll: d20 + attack bonus; hit if it meets enemy AC.
  • Damage roll: subtract from enemy HP.
  • If hero HP is 0, they drop but can be healed back up.
  • Creative plans can lower DC by 2 or grant advantage.
  • Session-one goal: confidence, teamwork, and story fun.

Story Roadmap Snapshot

Story roadmap for Mossbrook quest
  • Act 1: Lantern disappears before the festival.
  • Act 2: Heroes investigate clues in town and forest.
  • Act 3: Cave puzzle reveals goblin kids in need.
  • Act 4: Party decides: negotiate, trade, or battle.
  • Act 5: Festival finale and next-adventure hook.

For full scene-by-scene version, open Get Started.

Location and Scenery Pack

Prebuilt Hero Cards

Use these on a device or print character-only packets.

Character-Based Discussion and Creative Prompts

Character Type Discussion Prompts (DM asks) Creative Moves to Encourage
Fighter (Borin) "Who do you protect first?" "What is your safest plan?" Use cover, hold doorways, carry teammates or NPCs, shield others.
Rogue (Pip) "What clue do you notice?" "How can you trick the guard?" Scout routes, stealth around threats, improvise tools from items.
Cleric (Sera) "How can we solve this kindly?" "Who needs help now?" Negotiate peace, heal at key moments, keep team focused.
Wizard (Rowan) "What is another way to use this spell?" "What do the runes mean?" Solve puzzles, control the field, create non-combat answers.

Adventure Flow (Read-Aloud Ready)

Town square scene

Scene 1: The Lantern Goes Dark

"Festival ribbons dance in the wind, but the great lantern stand is empty. Mayor Elira turns to you with worried eyes. 'Without that lantern, the whole town will lose heart tonight.'"

  • Clue loop: blacksmith saw muddy boots, baker heard giggling, stable hand found blue moss.
  • Discussion point: should the team split up to gather clues faster?
  • Creative point: players can perform to calm the crowd and gain advantage on next social roll.
Forest trail scene

Scene 2: Whispertrail Challenge Path

"The trail narrows under whispering trees. Tiny glowing footprints skip across a creek, then vanish near carved arrows in old bark."

  • Choose challenge order: log bridge, nervous pony, carved arrow puzzle.
  • Discussion point: who leads each challenge, and why that hero?
  • Creative point: reward teamwork plans with lower DC or a clue bonus.
Cave entrance scene

Scene 3: Rune Door and Cave Voices

"At the cave mouth, three symbols glow: star, moon, sun. From inside, you hear small voices arguing and one nervous scout whispering, 'Keep the light safe!'"

  • Puzzle answer: Star -> Moon -> Sun (night to dawn).
  • Discussion point: are the goblins thieves, or kids in trouble?
  • Creative point: allow roleplay-first resolution before initiative is rolled.
Festival celebration scene

Scene 4: Final Choice and Festival Ending

"The goblin scout lowers his weapon. 'Our cave is black at night. We only wanted one warm light.' The village lantern glows between both groups as everyone waits for your decision."

  • Resolution options: peace deal, shared lantern plan, quick combat then reconciliation.
  • Discussion point: what outcome feels most heroic for your character?
  • Creative point: end with each hero giving one festival speech line.

Encounter Cards

DM Quick Reference

Situation Suggested DC If They Fail
Simple clue finding or obvious action 10 Give clue anyway, but they lose time.
Risky jump, stealth past guard, puzzle hint 13 Small complication (noise, scratch, separated item).
Heroic stunt, hard social turn, creative spell trick 16 Partial success with consequence instead of dead-end.
Great teamwork and roleplay Lower by 2 Reward the team for collaboration and story thinking.

Tip: with first-time 11-year-old players, keep turns quick and celebrate creative ideas more than exact rule precision.