The Road to Broadhurst written by Carlos Cisco is available for free. Internally, we called this “the Conventure.” It’s designed for experienced Directors who already know the rules, and want to run Draw Steel for new players at their local convention or game store. It doesn’t explain how to play, that’s what the director is for!
Because RPG events at a convention can last anywhere from 45 minutes to 4 hours, The Road to Broadhurst has advice on how to skip sections you don’t have time for without affecting the flow of play.
Road to Broadhurst is a short, modular adventure for Draw Steel. It’s written for three to six 1st-level heroes and a Director. This free adventure comes with pregenerated heroes and is meant to give experienced directors an easy way to introduce new players to the game, especially in environments such as game stores and conventions where time is limited. The Director should be familiar with the Draw Steel core rules found in Draw Steel: Heroes and Draw Steel: Monsters. This adventure can be run online on a virtual tabletop or in person at conventions, game stores, libraries, community centers, homes, and anywhere else roleplaying games are played. It can also serve as a lead-in to The Delain Tomb adventure for Draw Steel.
The combat encounters in this adventure are optimized for a group of five heroes. Adjustments are included for groups as large as six or as small as three.
This adventure doesn't have any pending change requests.
plus1tofun has played this adventure and would recommend it.
Excellent short adventure. The first encounter is dynamic and the objective can be rather easy to achieve or challenging, depending on how tactically adept the Director is. The negotiation and montage are both straighforward and fun. The last encounter lives up to its Hard designation. Writing is wonderfully straightforward and concise. Cisco really knocks it out of the park as an introduction to the system.
Though it is technically possible (so I hear), running this as a one-shot seems ambitious, and I would argue does a disservice to the story and system, especially if you have new players. Though I play with ex-theatre kids, mostly, so YMMV. The second time I ran it I skipped the first encounter, as I wanted to try the last fight. I do not recommend this. The fight felt "oppressively hard," and folks didn't have too much fun. The following week, we played about 7 or 8 hours and did the whole shebang, and that last fight was epicly challenging, but a lot of fun. Be sure to set up the victory condition so they understand they don't have to stand and fight.
All in all a great intro to the system if you can't run something longer than The Delian Tomb, or as an introduction to it.