I have one old standby by I use when I want to kick off a new campaign or to introduce new players to a group, or to RM for that matter. I have another one that I used last year to accomplish all of those goals for two players who were of the thiefly arts.
1) Travelers and caravans from the main road into the town have ceased arriving. The local constabulary (or he PC's own raison d'etre) has enlisted/hired the PC to find out why this is so. There is a small group of goblins, lead by an orc, who have blocked the road with two sets felled trees allowing them a makeshift fort from which to attack travelers. This allows the PC to use any number of skills to resolve this issue. Stalk/Hide to spy on the group, Tactics, combat, Stunned Maneuver, Spell casting, +/- for partial cover, Surveillance, Disguise, Sniping, Ambush, Sprinting should he be chased, etc.
This also opens up a plot line for the PC to find out why the goblins are acting in this manner. Why they are suddenly being spurred to openly attack humanoids in such a risky manner, on such a well travelled route? For the campaign I used, the orcs were hired to act as a diversion while the plot's Big Bad Guy raided a smaller fishing village to gain use of the docks. The blockade tied up the militia from two towns while the port town was raided.
You can tailor the baddies to your group's skills. Number of goblins, weapons, ranged weapons, if the orc captain is even there or just left, 1 barricade or 2. Goblins aren't that bright. They could have 1 barricade and think that no one would be smart enough to go around the other side to attack them from there.
2) The second campaign kick-off I used works great with 2 or more PC's but you can certainly use it with 1 PC. As they are of the thieving arts, the Thieves Guild has taken interest in the PC. Here is where it gets fun. The Guild has a secret tournament each recruiting season. The Guild finds a dupe (PC1) and explains that there is this contest to see who can steal an object from Tavern Alpha and get it safely to Tavern Beta on the other side of town. The first one there wins a place in the Guild. However! The other contestants, if they spot him, will try to stop him or slow him down so he'll need to be fast and cautious.
Now here's the fun part: The REAL test is for PC2. The Guild member explains that every year the Guild holds a contest for membership and they find a dupe for each "true" initiate. The true goal is for the initiate to ensure that his Dupe wins the contest. The Dupe must not be allowed to know that he is receiving help in any way. This requires the initiates to Sneak, Surveil, Ambush, Throw, Disguise, Dupe, Sleight of Hand, you-name-it to ensure his Dupe wins, all while not being detected.
When I ran this scene, I privately contacted each player ahead of time. I sent a message from the Guild (in the form of an e-mail
) The Guild is interested in you, there is a contest, get from Point A to Point B, Fast. Don't get caught. Other contests will be trying to stop you, so on.
I sent a secret message to Player B, the initiate, and explained his part to him. He was to do whatever was needed to get his Dupe to win the contest. If his Dupe found out he was being helped, both were disqualified. Other initiates would be trying to stop the opposing Dupes from winning. This allowed the initiate to decide if he was going to be offensive or defensive in helping his own Dupe succeed.
The series of events that took place were a mix of Mr. Bean, Jackie Chan, and a Rube Goldberg creation. Every one was in tears from laughing so hard. The guys really played it up and it worked out so well because the guy playing the Dupe PC had no idea where the help was coming from. A lot of the reactions were genuine which made the session all the more enjoyable.