yaydod said:
So it will be pathfinder, or 3.5 (same thing really).
The kids age is around 12 and 15.
I can create the characters, that is no problem.
Well, in that case, I suggest pre-genning no wizards, as they are slightly confusing in novice hands. Sorcerers may work. Or you could do like a thing and give magic users cards with the spells (possibly name, level and a small description like what dice to roll) and upon using them, they hand them over. Makes keeping track of spells way easier and saves you explaining what "spell per day" are.
At any rate, here is a website [http://www.dungeonmastering.com/campaigns-adventures/83-free-dd-adventures] with some free adventures. Pick something up to level 3-4-ish, if you ask me. [ur;=http://www.wizards.com/default.asp?x=dnd/oa/20010413a]This one[/url] stood out - it's lighthearted and fun. Burning plague [http://www.wizards.com/default.asp?x=dnd/oa/20000801a] seems fine for new players, as it's easy. And Dark and Stormy Knight [http://www.wizards.com/default.asp?x=dnd/oa/20050329a]...sounds familiar. It's either a very popular adventure or I'm mistaking it with a book or a story. But look through them.
I assume you'll have a session to intoduce people, so make it a mix of encounters for the different characters - so, a trapped hallway for the rogue, perhaps a room with giant rats for the fighter (group gets separated or licked out or something) and so on, you catch the idea. Also have an encounter or two for teamwork, like translating ancient runes on the ceiling (the rogue can climb but not the wizard) or just group search the area. Those are in addition to several combats. You can space them out - one combat one non-combat scenario. See how players respond. If they prefer combat, then just toss out that puzzle you had for the room they walk in and throw in some goblins or something. If they like the non-combat ones, throw in an extra puzzle or negotiation (maybe with a goblin chieftain). Have the encounters at hand, you can pick them out from the adventures.