She created a Hafling named Demetrius, and a Fighter named Romulus. I created a Dwarf named Odae and a Magic-User named Bara.
The adventurers traveled through the village of Strossburg (note: I am not quite sure, but its possible I might run this as a Warhammer themed environment with D&D rules, more or less). While resting at the end, they can't help but overhear the worried villagers complaining of mysterious noises in the night, missing animals, and now even missing people. Eager for adventure, the party decided to pursue the rumors. They narrowed their search to the Strossburg cemetery, learning that there was once Old Strossburg (long since destroyed in a past war and empty) and New Strossburg, which survived and became simply Strossburg. The cemetery appears to be in the midst of Old and New. They choose to wait until the next day to investigate the cemetery, seeing no reason to do so in the dark.
The party begins their investigation, which takes them further away from Strossburg and towards he ruins of Old Strossburg. They are suddenly beset upon by a trio of emaciated wolves that strangely attack a well armed party in midday. There are a couple of hasty bow shots before the beasts are upon the party.
Despite a minor wound, the party quickly dispatch two wolves, and the third flees.
About this time, the party notices what appears to be a semi traveled path. This leads to a shrub covered mound, that turns out to be a long forgotten catacombs system. They light torches and enter.
Romulus sustains a minor injury as rotten floorstones give way in the long entrance hall. They enter a corridor connection filled with piles of bones. Some of these bones rise as animated skeletons that attack.
The party chooses to enter a dusty cobwebbed corridor. They notice whitish mounds of rubble... which reveal themselves to actually be the webbed remains of rats and other small animals..... this is no ordinary bunch of cobwebs, but the hiding place for a large spider.
Going back the unopened door, the party continues forward. They find a short "tee" with three more doors. They hear loud gnashing and rending noises mingled with growling. Leaving that one for later, thy go to the right and open a quieter door. They have found the lair of a foul necromancer (level 3 Cleric) attended to by a pair of armored skeletons (skeletons with an improved armor class.
Deciding to save the noisy door for last, they open the other door, finding an unused and dusty catacomb chamber filled with bones which... thankfully... do not rise to attack.
Steeling themselves for whatever lies beyond, they barge through the final door, ready to face whatever horror has been greedily devouring flesh....
Ghouls! They have interrupted the feast of a trio of Ghouls! If the necromancer is to blame for the mysterious noises in the night, the Ghouls quite likely explain the disappearances, an quite obviously were in league with the now dispatched necromancer.
Now, as a DM note, despite cheating with the binding to cure a couple of points of damage, I was fully prepared to allow the party to be killed by the monsters, letting my daughter re-roll new characters for another adventure if she liked. So in this case, she would have to run Demetrius, her Halfling, to the bitter end if need be. Also as a DM note, I thought the Cleric and armored skeletons would be the "tough" encounter (well, they were tough).... I had not counted on 3 of 4 party members being paralyzed by the Ghouls! And they almost killed one character from their hits.
Demetrius is hit... and.... makes his save. He strikes back on the previously wounded Ghoul... and slays it!
Unable to carry his three friends to safety, and unwilling to leave them behind, he spikes the door shut, attends to their wounds as best he can, and stands guard until they begin to recover.
So, there it is. A simple, short, and logically designed first time D&D adventure. There will be more to come....