Kids Kill Monsters – How to Prepare to play Dungeons & Dragons with Kids Part 8

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Hi Everyone! It’s your friendly Dungeon Master, Slick Dungeon here. Today I want to talk more about how to role play with kids. In my last posts I talked about whether you should play D&D with kidswhy playing D&D was healthy for kids, I showed you who does what at the table, gave you a tour of the dice and told you to read through the simple ruleswent through the Introduction of the simple rules with you, walked you through the first section of the simple rules and talked about choosing a race and role playing a dwarf, role playing an elf, role playing a halfling and role playing a human. Today we are going to talk about the “uncommon races” and playing a Dragonborn character.

The next few playable races we will talk about in these upcoming posts will be considered, “uncommon”. What do the game designers mean by that? Well, a few things. First, there are some Dungeon Masters who don’t include certain playable races in their campaign at all. If you are desperate to play a dragonborn character and the DM won’t let you, you’re going to want to find someone else to play with. Since this series of posts is assuming you are playing this game with your kids, I leave it to your discretion if you want any or all of these playable races to be in the game. My opinion is that, if it’s in the rule book, it should be allowed, but that’s just me. Another thing set out in the rules as currently written is that some of these uncommon races are less prevalent in the game world than others. While sometimes this can set up for interesting challenges and game play, it can also be an excuse for some DM’s to create extremely xenophobic non-player characters. As adults, depending on how it’s done, I think we can handle this okay. But for kids, my advice is that even if they play an uncommon race, only the villains should really act negatively toward the characters. It’s disheartening for kids who have their really awesome dragonborn character ready to go into a store and gear up for an epic adventure, only to have the store clerk run away from them. My advice for this sort of situation when dealing with kids would be to have the store clerk instead comment on how brave they think the kids’ character is and maybe ask if all dragonborn are like them. Stay positive with kids as much as possible, unless we are talking about the villain and their minions. Of course, this is just my advice and you can choose to play how you want, but that’s how I run it at my table.

The uncommon races in the simple rules are Dragonborn, Gnome, Half-Elf, Half-Orc and Tiefling. We’ll go through playing each one in this post and upcoming posts. We’ll start with dragonborn.

If you are not familiar with the game you might be wondering what a dragonborn is. Is that like something born from a dragon? Yep. They as a group were born or created by dragons long ago. But what it basically amounts to is a walking, talking, humanoid dragon who combines the best of humans and dragons. In other words, they are a whole lot of awesome put together.

These dragons don’t have wings or tails but they are scaly like dragons and come in any shade a dragon does. Like dwarves, these creatures are all about their clan. Everything they do is for their clan. Most of these creatures have a nearly obsessive drive to better themselves in everything they do. And they respect it when they see that in others. This makes dragonborn nearly ideal for adventuring because as impressive as they might be with casting a spell, they will themselves be impressed by a warrior who is able to wield a longsword with incredible skill. While dragonborn want to be good at everything they do, they usually pick one thing (typically their class) that they want to excel at above all others. This also provides players with a great narrative for why they go on adventures. It’s not to kill or seek out treasure, but to learn something. Most kids understand this pretty well. They are learning constantly so it’s pretty close territory for them to role play. The other reason they might adventure is to prove their worth to their clan. Kids can relate to this too. You want to do your best for your family and have them be proud of you. Dragonborn are great for role playing this type of situation for kids.

Dragonborn are capable of a lot but also know that they have limits. They actually are not afraid to ask for help. This is great for an adventuring party because the absolute best adventuring parties do one thing well above all else – they help each other. This makes role playing a dragonborn a natural for kids because the only excuse they need to join with others is that they need help or want to help.

There are a bunch of dragonborn names listed in the rules. My only suggestion for these names is that you and your kids agree on the correct pronunciation, especially when it comes to clan names.

Dragonborn Traits

There are a few things you get for playing a dragonborn

Ability Score Increase

Dragonborn are naturally strong and charismatic. They do come from dragons after all, so it’s no surprise. They get to increase their strength ability score by 2 and their charisma ability score by 1.

Age

While dragonborn grow fast, reaching adulthood by age 15, they only tend to live to be about 80. They are not like dragons who can linger for centuries.

Alignment

If you are using alignment in your game, Dragonborn can basically be good or evil. While some can tend to less extremes, it’s just usually not the case due to their dragon heritage. Dragons also tend to be either all in on the good or all in on the evil. My advice here for playing with kids, is if they play a dragonborn, go with lawful good. Their natural tendency to want to help and prove themselves to their clan leans that way anyway and dragonborn can make awesome heroes.

Size

Dragonborn are usually over six feet tall and weigh around 250 pounds. Somehow they are still considered medium creatures but I guess if a Shaq sized human is considered medium in the game rules, the dragonborn can be too.

Speed

The dragonborn walking speed is 30 feet.

Draconic Ancestry

Here’s the most awesome part about being part dragon, there are some draconic elements you get for playing dragonborn. In the rules there is a table that tells you what color dragonborn gets which damage type and breath weapon. For example a gold dragonborn gets to deal fire damage with its breath weapon.

Breath Weapon

Dragons breath fire, acid, ice, lighting etc. And your dragonborn can do that as well. There are a few mechanics to this that I am not going to get into in this post but the breath weapon acts more or less like a spell doing that type of damage would. The only drawback is that you only get to use your breath weapon once before you take a rest. Well, that and the fact that if your allies are in the way when you release your breath weapon they will also take damage.

Damage Resistance

It makes sense to me that if you are a dragon that deals cold damage, you are pretty resistant to cold damage. The same goes for dragonborn. Whatever type of breath weapon they have, they resist that damage.

Languages

Dragonborn get to speak Draconic and common. Draconic can come in pretty handy because it’s one of the oldest languages and is common in spell casting. This makes dragonborn wizards a pretty natural fit for the game.

Slick Dungeon’s Tips on Playing Dragonborn

Here is what the simple rules say about dragonborn in their sidebar on uncommon races:

It’s easy to assume that a dragonborn is a monster, especially if his or her scales betray a chromatic heritage. Unless the dragonborn starts breathing fire and causing destruction, though, people are likely to respond with caution rather than outright fear.

While I can see why the game designers would say that these creatures can be mistaken for monsters, when it comes to playing with kids, I wouldn’t lean into that too much with one exception. Don’t have the non-player characters think they are monsters unless the NPC is a villain. But one great way to introduce a dragonborn character breaks my rule here. You can have the adventuring party go to investigate some disturbance where the villagers in the area think a monster is causing destruction. But then when the characters get there, they see a dragonborn who is stopping a monster from doing something terrible. The players might assume for a moment that the dragonborn is bad but they quickly prove themselves by not only defeating the monster but then asking the rest of the adventuring party if they need any help. Kids can relate to trying to do something good when an adult assumes they are up to no good. A dragonborn may have learned this lesson far too often as well, and knows that the quickest way to make friends is to do a favor for someone. That makes for a great start to an adventuring party.

Of course, you don’t have to stick to my suggestions, you can play the game any way you want, I have just found that method of introducing dragonborn to be really fun in the past.

Next time we will get into playing a Gnome (one of my favorites for kids to play).

Adventuringly yours,

Slick Dungeon

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Slick’s Guide to the Upcoming Dungeons & Dragons Releases

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Hey everyone, Slick Dungeon here. I just sat through the product reveal panels for Dungeons & Dragons Live 2020 and I wanted to share my thoughts with you all. Several products were announced, some you are probably aware of if you are into Dungeons & Dragons. I will go through each one that was talked about today, and because I like role playing games with my kids, I’ll also let you know which ones I think will better for kids than others. I listed them below in the order they were announced, so that’s the order I will talk about them.

  1. Baldur’s Gate III – Video Game

What is it?

This is the third game in the Baldur’s Gate series (not counting spin offs) and it looks like it is going to be ground breaking for role playing video games. They were able to incorporate the inspiration system from the fifth edition rules, as well as provide reaction opportunities. There was about an hour of demo game play shown today. The game looks like it will be gorgeous and I am definitely excited to play it.

Is it for kids?

Now, to start with, let me say that for the purposes of this post I am defining kids as anyone under 12 years old. While some kids can handle a lot of more mature content, parents will want to know that this game looks like it will be quite bloody and violent. Considering that the previous games in the series were rated T for teen, this will probably be good for teens. I would recommend doing your research on the game as a parent before purchasing, in case it hits any elements you are not comfortable with your children playing. I would be surprised if it got even close to anything like God of War or some of the more mature games out there, but I could see there being some innuendo in addition to the violence. So, again, do your research on this one prior to purchase.

2. Icewind Dale: Rime of the FrostmaidenAdventure Book

What is it?

This is a campaign adventure set in the Icewind Dale area of the Forgotten Realms campaign setting. It was described as a horror adventure that takes place out in the frozen cold of the Sword Coast where adventurers can expect to fight, yeti’s, the eponymous Frostmaiden of Icewind Dale, and the weather itself. It will be an adventure for levels 1-12.

Is it for kids?

If you go by the standard age range of Dungeons & Dragons ages 12 and up. It’s also a horror campaign so definitely expect some dark elements to come into play. However, Icewind Dale does tend to be a setting that is pretty cool for younger kids to play in. It was also mentioned that there are several adventures in here that might be useful as a sort of mini-campaign. My guess is that some of those will be better for younger kids than others. I would read before purchasing if you are getting this for kids.

3. At the Spine of the World

What is it?

This is a comic book adventure that spins off of the adventure book above. It will introduce new characters in the setting that will have a series of adventures for readers to follow.

Is it for kids?

Considering that the publisher, IDW, publishes everything from My Little Pony to 30 Days of Night, it’s hard to say what the age range is going to be here. My hope is that it is for readers around 9-12 but I wouldn’t count on that.

4. Stranger Things & Dungeons & Dragons

What is it?

Like the title says, this is a crossover between the show Stranger Things and Dungeons & Dragons. As a huge fan of Stranger Things and Dungeons & Dragons, I could not be more excited for this. The cover alone is enough to get me on board in about a tenth of a second.

Is it for kids?

Have you let your kids watch Stranger Things? If you have not, then definitely watch the show before you buy the comic book. If you are okay with letting your kids watch the show, I don’t think that there will be any problem with the comics. Do be aware that Stranger Things is full of dark horror moments and those can sometimes scare children. If you kids can handle that and you have seen the show, this seems like a great way to get them to continue to read.

5. Heroes’ Feast

What is it?

This is a cookbook inspired by the magical words of Dungeons & Dragons. It has more than 80 recipes and is categorized by the cultures found in D&D, Human, Elves etc. In case you don’t know, Heroes’ Feast is actually a spell in the game, where an adventuring party can partake in a feast prior to battle and it gives them some bonuses to make the battle a little easier. I think it’s actually a perfect name for a D&D cookbook.

Is it for kids?

This might actually be the thing that was announced today that I am most excited for. While obviously, a cookbook may or may not interest kids, and there are definitely recipes that are not going to be kid friendly (like the cocktail recipes) I think this is a long overdue book. When I want to play D&D with kids we usually have snacks during our session. I’ve often wished that I could have something that is a little more reflective of the environment they imagine themselves in. I can’t think of anything more fun than cooking something together with your kids, then going and enjoying your elven bread as your elf character takes a moment to meditate and refresh herself. And with all this time most of us have had to up our skills in the kitchen, I can’t wait for this one. I can’t see any reason this would not be suitable for kids to read, but obviously supervision will be required when it comes to making the recipes.

There were also several minifigures revealed today, but I’m not really going to get into those in this post. They look really cool but buying minis is up to parents and how they feel about that. Some people love them, but the game is absolutely playable without them.

Overall, I was a little disappointed that there was not more announced for younger kids, as it’s always nice to introduce a new generation to the game. While I love stuff like Critical Role, it can be pretty hard to find D&D stuff that is good for kids to play. It’s not that it can’t be done, it just takes more effort, and I was hoping to get a few things that would help with that this year.

If anything else gets announced over the weekend, I will post about that here as well.

Adventuringly yours,

Slick Dungeon

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Diversity & Dungeons & Dragons

Hi Everyone, Slick Dungeon here. Yesterday Dungeons & Dragons released a statement regarding some of the issues relating to diversity in the game. I wanted to just share it with you below. I feel like it’s a good direction that the game designers are going in, but of course more work can always be done. I personally, would also like to see more inclusive characters representing the LGBTQ community in the game as well but again, it’s a process and it’s a good start. Anyway, you can read the statement yourself below.

Statement:

Dungeons & Dragons teaches that diversity is strength, for only a diverse group of adventurers can overcome the many challenges a D&D story presents. In that spirit, making D&D as welcoming and inclusive as possible has moved to the forefront of our priorities over the last six years. We’d like to share with you what we’ve been doing, and what we plan to do in the future to address legacy D&D content that does not reflect who we are today. We recognize that doing this isn’t about getting to a place where we can rest on our laurels but continuing to head in the right direction. We feel that being transparent about it is the best way to let our community help us to continue to calibrate our efforts.

One of the explicit design goals of 5th edition D&D is to depict humanity in all its beautiful diversity by depicting characters who represent an array of ethnicities, gender identities, sexual orientations, and beliefs. We want everyone to feel at home around the game table and to see positive reflections of themselves within our products. “Human” in D&D means everyone, not just fantasy versions of northern Europeans, and the D&D community is now more diverse than it’s ever been.

Throughout the 50-year history of D&D, some of the peoples in the game—orcs and drow being two of the prime examples—have been characterized as monstrous and evil, using descriptions that are painfully reminiscent of how real-world ethnic groups have been and continue to be denigrated. That’s just not right, and it’s not something we believe in. Despite our conscious efforts to the contrary, we have allowed some of those old descriptions to reappear in the game. We recognize that to live our values, we have to do an even better job in handling these issues. If we make mistakes, our priority is to make things right.

Here’s what we’re doing to improve:

  • We present orcs and drow in a new light in two of our most recent books, Eberron: Rising from the Last War and Explorer’s Guide to Wildemount. In those books, orcs and drow are just as morally and culturally complex as other peoples. We will continue that approach in future books, portraying all the peoples of D&D in relatable ways and making it clear that they are as free as humans to decide who they are and what they do.
     
  • When every D&D book is reprinted, we have an opportunity to correct errors that we or the broader D&D community discovered in that book. Each year, we use those opportunities to fix a variety of things, including errors in judgment. In recent reprintings of Tomb of Annihilation and Curse of Strahd, for example, we changed text that was racially insensitive. Those reprints have already been printed and will be available in the months ahead. We will continue this process, reviewing each book as it comes up for a reprint and fixing such errors where they are present.
     
  • Later this year, we will release a product (not yet announced) that offers a way for a player to customize their character’s origin, including the option to change the ability score increases that come from being an elf, a dwarf, or one of D&D’s many other playable folk. This option emphasizes that each person in the game is an individual with capabilities all their own.
     
  • Curse of Strahd included a people known as the Vistani and featured the Vistani heroine Ezmerelda. Regrettably, their depiction echoes some stereotypes associated with the Romani people in the real world. To rectify that, we’ve not only made changes to Curse of Strahd, but in two upcoming books, we will also show—working with a Romani consultant—the Vistani in a way that doesn’t rely on reductive tropes.
     
  • We’ve received valuable insights from sensitivity readers on two of our recent books. We are incorporating sensitivity readers into our creative process, and we will continue to reach out to experts in various fields to help us identify our blind spots.
     
  • We’re proactively seeking new, diverse talent to join our staff and our pool of freelance writers and artists. We’ve brought in contributors who reflect the beautiful diversity of the D&D community to work on books coming out in 2021. We’re going to invest even more in this approach and add a broad range of new voices to join the chorus of D&D storytelling.

And we will continue to listen to you all. We created 5th edition in conversation with the D&D community. It’s a conversation that continues to this day. That’s at the heart of our work—listening to the community, learning what brings you joy, and doing everything we can to provide it in every one of our books.

This part of our work will never end. We know that every day someone finds the courage to voice their truth, and we’re here to listen. We are eternally grateful for the ongoing dialog with the D&D community, and we look forward to continuing to improve D&D for generations to come.

End Statement

I hope they mean all of that and will stick to it. From what I have seen in the past, I believe they will but time will determine if that’s true.

By the way, if you usually come to my blog for movie and book reviews, the next few days will be more focused on Dungeons & Dragons because D&D Live 2020 will be going on for the next few days. I’m planning to see what cool stuff is coming up, especially in regards to gaming with kids and I’ll give you my take on it once there are some announcements.

Sincerely yours,

Slick Dungeon

Curse of Strahd – Campaign Diary Session 5

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Well hello you little dungeon monsters you. It’s Slick Dungeon back again with a little campaign diary for the ultimate RPG vampire Strahd Van Zarovich.

Before I go too far, fair warning that this has spoilers for The Curse of Strahd.

You can read the first four campaign diaries here, here, here and here if you want to.

I am going to tell you how I prepared for the session, what happened in the session, and what I would change if I ran this again.

Preparation

First, of course, I read the part of the book that deals with the Tser Pool Encampment and the Vistani that live there, including Madam Eva. This section also has a key element of the campaign, which is the Tarokka reading, basically a fortune telling section, that determines where key items, allies and enemies will be during the campaign. I rehearsed this several times. I was hoping to have it memorized enough that I could do the reading without having to refer to the book but, there are 54 cards, a whole lot of text and a ton of variations on how this reading could turn out. I did end up improvising but I at least had the layout memorized and was able to still make it feel pretty special to the players (I think).

I also took a look at the reddit thread here. There is a section on the Tarokka reading and while I did end up using all the cards, there were still some useful tips in there, especially if you have played this before. I also prepared some random encounters as the session involved a bit of travel. I tend to like to have my random encounters pre-rolled so that there is less flipping of pages on my part when combat breaks out. That doesn’t mean you have to do it that way, but if you want to be a little more organized in your prep, I recommend always rolling for encounters and random treasure ahead of time.

The Fifth Session

At the start of the session, Ismark was ready to take Ireena to the town of Vallaki, where he believes the Burgomaster can shelter her. Of course, he has never met the Burgomaster himself and is pretty protective of his sister, so complications will undoubtedly arise. On the way, the party encountered three Scarecrows. They were able to handle them quite easily, although they did set a small forest fire. They put it out though. Miles Adelard is still getting his magic under control but he was able to display its power pretty well this session. Lady Elarian is growing as a fighter and although her go to move is to just attack it with a long sword, she is learning to use some of the fighter mechanics to benefit her attacks.

After the Scarecrows were dealt with, they arrived at the Tser Pool encampment. The Vistani all greeted them warmly, as if welcoming long lost family. They invited the PC’s to tell a story at the campfire. Miles told what basically amounted to the story of Orpheus, especially as told through the musical Hades Town. I thought that was great as my players are very well versed in musical theater and there are references in one way or another to Sweeney Todd, Into the Woods, and Little Shop of Horrors dotted into my campaign. Some references come from the book itself, so that’s going to be pretty fun as they discover these things.

Tser Pool Encampment

Lady Elarian was much more tight lipped and Ismark and Ireena were more or less standoffish to the Vistani. At the end of the night, Madam Eva called the players into her tent.

Lady Elarian and Miles had woken up in a previous session to find the Sheperd and Anarchist cards in their possession after a dream was sent to them by Madam Eva. She first asked for them back and told them that she sent the cards because she felt they could help to free Barovia from Strahd. The players are pretty much just wanting to go home and Miles is pretty sure he can just have a rational conversation with Strahd to get out of there. Who knows, he might be right?

After a little bit of small talk and demands to know why they were there, Madam Eva did the Tarokka reading for them. I am going to spoil some locations of items here so if you happen to be a player, maybe don’t read this okay? Okay good.

Madam Eva
  1. The Tome of Strahd – This will be in the Wizard of Wines Winery. This is pretty good because 1., in Vallaki the Martikovs have visiting the winery as a ready made quest. And 2. because in the next session I have some Blight encounters ready for the players which should nicely foreshadow their enemies.
  2. The Holy Symbol of Ravenkind – This will be found in Castle Ravenloft in one of the crypts under the “Mad dog”. While this is likely to be the hardest item of the bunch for the group to find, I’m pretty thrilled with how they were left wondering who or what the mad dog is. They have a dog with them and think maybe there is some connection there (there isn’t) but otherwise they have no clue.
  3. The Sunword – This will be in Rictavio’s wagon. This is in the town of Vallaki so it’s likely to be the first item they get. Rictavio is a false identity for another character in the story, so my only concern here is when and how to reveal Rictavio’s true agenda to the players, especially once they inevitably go routing through his stuff.
  4. The ally – The good news for the players is they already have her. Their ally is Ireena. Part of me is really excited about that because they feel like they accomplished something without even trying to do anything other than help people. But the other part of me is a little disappointed because that may mean one less NPC to get to meet down the road.
  5. Strahd – They will be meeting him at the tomb of his mother. The card was the raven and the reading mentioned that so now, they think almost anything raven related could lead them to him. That’s kind of fun because there is one heck of a lot of raven imagery in this campaign.

After the reading, they said their good nights and that’s where we ended the session. Next up should be the road to Vallaki and possibly getting into town and little bit of exploring. I’m looking forward to it because I feel like the campaign can really get going from here on out.

What I would do different

For this session, there are a few things I would change. It went relatively well though, so it’s not an overly extensive list.

  1. It was hard to memorize the whole Tarokka deck. If I had it to do over again, I would have practiced a lot more, to the point where I knew what each card represented and where the treasures were hidden without having to look. That’s a lot of memorization though so I’m not sure how practical it is. I also briefly considered stacking the deck but a. I don’t think I could pull off the slight of hand and b. this is the first time I am running this campaign so really anywhere they get off to will be interesting to me.
  2. This is not so much for this session but for previous ones. Madam Eva is a pretty major deal, so I think I would talk her up more in the town of Barovia next time and make it seem like it’s really hard to get to talk to her and that only a privileged few get to. I’d want to make her almost mythical before they meet her.
  3. Now, I didn’t know that they would intersect with Rictavio, but in reality he is a legendary vampire hunter in disguise. While Ismark definitely knows a dude named Rictavio rolled into town a few months ago, I feel like I want to talk up the vampire hunter side of his personality a lot more. As written in the module, in this section the Vistani talk about the Mad Mage of Mount Baratok. This is a really cool NPC and I hope my characters meet him, but they already knew a little bit about him. If I had this to do over again, I would instead have the Vistani and the Tser Pool encampment talk about Van Richten (the vampire hunter) instead. There will be more chances for him to be spoken of, but I feel like his reputation could easily have been bolstered, had I known for sure the players would likely encounter Rictavio. I think if I ever did a stacked card reading with him as an ally, I would absolutely do that. For this time, I don’t regret doing the story of the Mad Mage, but I also wish I had the vampire hunter in there.

I’ll be back next time to tell you if the characters make it to Vallaki and if anything interesting happens along the way.

If you want to get a physical copy of Curse of Strahd for yourself, check it out below.

Cursedly Yours,

Slick Dungeon

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Kids Kill Monsters – How to Prepare to play Dungeons & Dragons with Kids Part 6

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Hi Everyone! It’s your friendly Dungeon Master, Slick Dungeon here. Today I want to talk more about how to role play with kids. In my last posts I talked about whether you should play D&D with kidswhy playing D&D was healthy for kids, I showed you who does what at the table, gave you a tour of the dice and told you to read through the simple ruleswent through the Introduction of the simple rules with you, walked you through the first section of the simple rules and talked about choosing a race and role playing a dwarf and role playing an elf. That makes today, Halfling day!

I’ll be honest here, unlike elves and dwarves and humans, there are just not a lot of examples of halflings to base your characters on. If you have read The Hobbit or The Lord of the Rings, those are essentially your guides beyond what is available in Dungeons & Dragons. And there is a lot in common with both the Halflings in D&D and those that Tolkien created. I’ll go through what that typically means in a role playing sense but in my mind, I tend to just think of them as shorter, longer lived humans, who mostly prefer staying at home. So essentially, me when you get right down to it. These characters are pretty good for kids to role play because most kids can relate to a reluctant hero and being dismissed or ignored because they are too small to take much notice of.

One difference you do see between D&D halflings and Tolkien hobbits is that halflings in D&D can be nomadic. They still want to be at home for the most part, it’s just that home can move with them. Also, the D&D halflings are actually, shorter on average than hobbits are. They tend to be about 3 feet tall and weigh 40-50 pounds.

You might also be wondering why in D&D they are called halflings but in Lord of the Rings they are called hobbits. Let’s just say that it was a long drawn out legal issue and therefore in D&D we play as halflings but it’s totally okay if in your mind you pretty much think of them as hobbits.

Halflings tend to be cheerful and friendly. They are loyal to their friends, kind and sharing. They also tend to blend into just about any society or culture. In addition, they are good at stealth and hiding because, well, they are small and everyone underestimates them.

One of the tougher to solve riddles to me if you play a halfling is why they want to leave their homes. Sometimes it is because they are different from other halflings and don’t really belong. Others it is because they have an adventurous heart. To me the most interesting reason, though, would be that they want to protect their homes from something that threatens it. This is why Bilbo and Frodo leave their shire and it’s still a gripping narrative to latch onto even if you are a kid. It’s easy to understand how you would want to do that and how difficult it might be to set out in the first place.

If you are playing with a kid, I usually would recommend playing to the most obvious of halfling characteristics. They are curious, and love their homes, they love their family and friends, and sometimes, they want a little adventure, even if they may not be aware of it in the first place. That being said, there is no restriction against playing against type. You could play a halfling who just can’t wait to leave home, is hardly ever hungry and simply doesn’t like most people. It’s all in how you want to play it and I think halfing is one of the playable races that tends to be pretty flexible. The only problem is that like I said above, there are not tons of examples to point to. So if your kid wishes to be a halfling that is a little different, I would say have them think of a human character they like and then just give them the halfling traits.

Speaking of which, here they are.

Halfling Traits

There are a few things you get for playing a halfling

Ability Score Increase

Halflings get a Dexterity increase of 2. If you don’t want to have to do complex math with your kids, just let them know that halflings are fast and flexible. Dexterity is one of the six abilities their character will be good at.

Age

A halfling is an adult at 20 but can live to be around 200 years old. So there is a lot of life in these characters and depending on what age you play, they may have a very different outlook than a human.

Alignment

Halflings tend to be lawful good. That means they are going to follow rules and laws the majority of the time. But don’t feel like you or your kids have to stick to that. Sometimes, breaking a law, is a good act and that doesn’t make the halfling bad if it happens.

Size

Like I said above halflings are about 3 feet tall and don’t weigh a lot. They are pretty much human child size and can easily be mistaken for just that, especially on first glance. Mechanically speaking, in the game, your size is small.

Speed

Shorter legs means it’s a little harder to keep up with humans and elves. These creatures walk at a speed of 25 feet. Basically they can keep up with a party of humans and elves, but they are going to be at the back of the line.

Lucky

This is one reason any kid might choose to play a halfling. They are lucky. Who needs to be able to wield a heavy sword when you can just be lucky enough to be bending over at the right time when someone attacks you? And then lucky enough that your frying pan accidentally knocks them out. In most situations in the game, when a halfling rolls a 1, they get to reroll the die. They have to take the new number but it at least gives them a chance at something better than total failure.

Brave

They might be small but never let it be said that a halfling lacked in courage. They tend to be brave in circumstances that would leave most other people cowering. Because of this, when they have to roll to see if they are frightened, they get advantage. Don’t worry if you don’t know quite what that means yet. Basically, when something happens that could impose the “frightened” condition on a halfling, they get to roll the dice two times and take the higher number.

Halfling Nimbleness

If you are a halfling and you are up against any creature that is bigger than small, you get to move right through their space if you want to. Considering the fact that almost all monsters are at least medium size, this can be used to huge effect (pun intended) on the battlefield.

Languages

Halflings speak common and well… halfling. Halflings tend not to teach anyone other than a halfling the halfling language so that second language is only useful in pretty specific circumstances. Also, it’s generally not a language most other players take as one of their optional languages. Just be aware that there is a halfling language and halflings speak it.

Subraces

There are only two subraces for halflings in the basic rules which is kind of nice because that makes it easy to choose.

Lightfoot Halfling

This subrace of halflings is a little more spread out and just a bit more adventurous so you tend to encounter them more often. Because they are affable and friendly, and not an uncommon sight to most other creatures, they get to increase their charisma by 1. This comes in really handy when you are trying to sweet talk a dragon out of it’s treasure or trying to get the best deal from a merchant on a hunk of cheese.

In addition, these halflings are really stealthy. If there is a creature that is bigger than the halfing, they can hide behind it. And depending how intelligent it is, the halfling might even be able to hide behind the creature they are fighting. There has been more than one halfling who was able to fell an ogre because the ogre didn’t realize there was a halfling riding on its back.

Stout Halfling

Some say that these halflings have some dwarven blood in them. That might be why the special things they get are very similar to what dwarves have when it comes to resisting poison. They get to increase their constitution by 1. They also get to have advantage on saving throws against being poisoned and have resistance to poison damage. In other words, it’s pretty hard to poison these creatures.

Slick Dungeon’s Tips on Halfling Characters

Usually this spot is reserved for me telling you what I think works best for kids in playing whatever race they chose. In this case, I am instead going to give you a reading/viewing recommendation. Our model halflings pretty much come from The Hobbit in which our halfling plays the reluctant hero called to grand adventure and The Lord of the Rings in which our halfling plays the reluctant hero called to grand adventure in order to save the world. I highly recommend reading The Hobbit book to and with your kids at any age. It’s a beautifully crafted and fun story. The Lord of the Rings is extremely more complicated and for older kids is amazing. But it can be hard to wrap your head around if you don’t have the vocabulary for it. Both of these stories are essentially the hero’s quest story. Even if you have never read these stories, you’ve seen the hero’s quest. It’s what Percy Jackson does, it’s what Will in the Ranger’s Apprentice series does, and it’s what Luke Skywalker does in Star Wars. Here’s the one major difference between those series and the ones with halflings; the halflings don’t want to leave home but the others do. That’s it, it’s that simple. Now like I said, the halfling can be played a bunch of different ways so you don’t have to stick to what I recommend but if you want an iconic halfling to base a character around, choose between Bilbo and Frodo. Sam’s also great for his loyalty but there is a reason he is not the main character. He’s not called to adventure, he’s called to his friend. And for a kid, that can also be an absolutely wonderful motivation for his character to leave home. Let your kids imaginations go as far as they want for these creatures, and then just remember that they have specific halfling traits.

Thanks for reading the post. I hope you got a couple of good tips out of this and I would love to hear how your games with kids go. Feel free to let me know in the comments.

Next time I will be writing about how to be human. It’s definitely something we all need a little practice with.

Adventuringly yours,

Slick Dungeon

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Curse of Strahd – Campaign Diary Session 4

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Well hello you little dungeon monsters you. It’s Slick Dungeon back again with a little campaign diary for the ultimate RPG vampire Strahd Van Zarovich.

Before I go too far, fair warning that this has spoilers for The Curse of Strahd.

You can read the first three campaign diaries here, here and here if you want to.

I am going to tell you how I prepared for the session, what happened in the session, and what I would change if I ran this again.

Preparation

First, of course, I read the part of the book that deals with the village of Barovia since that’s where the characters are. There are a good number of NPC’s there to manage but it’s not a huge village so it’s more or less manageable. I took notes about each one since I wasn’t 100% sure what the characters would choose to do.

I also took a look at the reddit thread here. There is a great section on beefing up the village of Barovia since there aren’t a ton of obvious missions to do there. I also re-watched the video below.

This is just one of a great series of Strahd DM videos

The Fourth Session

At the start of this session, Ismark who is now the Burgomaster of Barovia because his father recently died, has two goals. First, he wants to bury his father. Second, he wants to get his sister Ireena to the town of Vallaki so that she might be safe from Strahd’s clutches. The players basically have one goal. They want to get the heck out of Dodge which is proving very difficult right now. They do keep having dreams that feature Madame Eva, a powerful Vistani psychic. They even find a Tarokka card once they wake up. Ismark has told the players he knows where a Vistani camp is and that he will accompany the players to it, if the players help him to bury his father and get Ireena to Vallaki in exchange. Everyone readily agreed.

My players also seem to have some idea that vampires must be invited to enter a building. To my players what this means is that, they want to become experts in Barovian real estate law, and say that Strahd is not rightfully invited to his own castle. I think that’s their plan anyway? It can be hard to tell with players sometimes.

As the players were waiting around to have the funeral start, they explored town a bit. There they ran into a woman with a cart who is selling meat pies. Now, my players are musical theater fans and so the instant they heard the words meat pies, their suspicions were up. If you have read the Strahd module you will know why. And of course, they are right. But so far, the woman has only presented herself as a sweet old lady. A lot of people around town seem to be really into the pies though. My players bought some but then gave them away. Then they bought some more but never ate them. Honestly, I don’t think that the characters actually have to eat these things for the part that comes later in the book to still be horrifying.

Once the party had wandered around, it was time for the funeral. It was a somber affair with a good portion of town showing up. Ismark was of course sad and Ireena was nearly inconsolable. Ismark didn’t even want Ireena to go to the funeral, figuring it was not safe.

Ireena

If you read far enough into Curse of Strahd, you will get to a character called Rahadin and to me this is one of the most interesting and awesome NPC’s in the book. The guy simply radiates evil. He has killed so many people that if you get within ten feet of the guy, you can hear the screams of all the men and women he has killed in his lifetime. When I first read the module, I felt he was sorely underused. Thankfully the reddit thread I have linked to above gave him a great cameo and I used that.

So, the players meet the Priest, father Donavich. He has a bandage on his hand but is a kindly man. He brings everyone out to the graveyard, not going through the church, but rather around the back, and has a quiet service for Ismark and Ireena’s father.

After the service the players notice a man standing in the shadows. He comes over to the party and they hear the screaming of tons of voices that sounds like it comes directly from him. (Note: I did not use this trait in a combat sense for this encounter because the players were never threatening toward him and vice versa). This of course was Rahadin and he delivered a letter to Ireena and faded away. It was a fairly sympathetic letter from Strahd himself. Hopefully by now my players are realizing that Strahd is fond of correspondence and can basically drop a letter to anyone anytime anywhere.

Miles, the human Acolyte sorcerer player asked Rahadin if he was okay and if he could hear anything odd. Rahadin said no and wished everyone a good day and disappeared into the mists.

That left the players pretty well freaked out. Ismark and Ireena are none too happy either. They said their good nights and got some rest. But before they left, Ismark asked Miles to look into the fact that people have been disappearing in town lately. He’s pretty sure it’s not Strahd’s doing but he hasn’t had time to figure out what’s up. Miles agrees and Ismark tells them that they have a couple of days to get it sorted out since they need to pack at any rate. Also, Miles asked Father Donavich to look around for books related to Barovian real estate law. He said he’d give it a shot.

Father Donavich

Wandering around town the next day, the players made it to Mad Mary’s house. To tell you this next part, I need to tell you a little history of Mad Mary. Also, this part is more or less from that reddit thread, with a little from the book. Mad Mary has a daughter named Getruda who she never told anyone about. Gertruda has been locked up in Mary’s house for ages. Well, Gertruda is a fifteen year old girl who wants to see the world. The week before the players arrived, she escaped her house. She has disappeared but it’s totally unrelated to the missing people in town.

Gertruda is the owner of the dog that has been palling around with the players. So as they walked by the house, Lancelot, the dog, runs into the house and sits in Mary’s lap. Mary has been essentially driven insane so she doesn’t make a ton of sense when she speaks to the characters. (That was fun but also a little difficult to role play) The characters do get out of Mary that she has a daughter who is missing but she’s confused on when it might have happened. She also saw someone dragging a body through the streets. She’s sure that the body wasn’t Gertruda and that it was not the same night that she left. The fact that the two events were not the same event wasn’t conveyed very well but then again, Mary is not in her right mind.

The characters explore a little more around town and find a house that seems to have been broken into and has a bloody candlestick holder on the ground. Eventually they made it up to the church. It turns out that Father Donavich had a son who went off to fight Strahd. It did not go as planned and the son who was in his twenties or so, was turned into a vampire spawn. With a little intimidation and some persuasion, Lady Elarian and Miles got the priest to admit the fact that he has been knocking people out and then feeding them to his son to sate his blood thirst.

The players were smart enough to not want to tangle with a vampire spawn on their own so they convinced Donavich to do the right and noble thing and kill the thing in the basement. They helped him sharpen some wood into stakes and waited until the deed was done.

With that accomplished they went back to Ismark and told him what had happened. They also ran across the meat pie woman once more but still did not eat any pies. Shame.

Ismark let them know he and Ireena were ready to go and they are provisioned up and going to set out at dawn.

That’s where our session ended and I’m really looking forward to the next session or two because very likely we will be doing the Tarokka reading for the players which should be quite fun.

What I would do different

For this session, there is not a huge amount of stuff I would change. I did have a couple points though.

  1. It was really difficult to get my players to understand that Gertruda is missing but no one knows who she is because she has never been revealed to the world. The only real clue to her is the dog and it’s not even guaranteed that the players will come across her in the game but now they think that they have to find and rescue this girl. We’ll see what happens with that because they also think it’s possible this happened years ago, since Mary has not been in her right mind in a long time. They got that impression from an offhand remark Ismark made about Mary being “mad Mary” for a long time. I think I would have someone else provide the clues about missing people if I went with this scenario again.
  2. You can never fully predict players so I seriously did not expect them to want to become experts on ancient Barovian real estate law. But they do want to be which makes sense in a roundabout way. They also have a deed for a house and windmill so technically there has to be some law surrounding property in these lands. This is not something I would change since I didn’t predict this whole thing, but I think I am going to do all I can as a Dungeon Master to have these characters running around all over Barovia looking for the one guy who knows real estate law. I haven’t exactly figured out how to do it but for now, they were just told to check in the town of Vallaki. In the town of Vallaki I will have someone tell them to go somewhere else and so on until I finally give in and let them meet some random NPC who just loves real estate law. That should be entertaining.

I’ll be back next time to tell you if the characters make it to Madam Eva and what she tells them if she does a reading for them after we have our next session.

If you want to get a physical copy of Curse of Strahd for yourself, check it out below.

Cursedly Yours,

Slick Dungeon

This page contains affiliate links. If you purchase a product through one of them, I will receive a commission (at no additional cost to you). I only ever endorse products I have personally used. Thank you for your support!

Kids Kill Monsters – How to Prepare to play Dungeons & Dragons with Kids Part 5

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Hi Everyone! It’s your friendly Dungeon Master, Slick Dungeon here. Today I want to talk more about how to role play with kids. In my last posts I talked about whether you should play D&D with kidswhy playing D&D was healthy for kids, I showed you who does what at the table, gave you a tour of the dice and told you to read through the simple ruleswent through the Introduction of the simple rules with you, walked you through the first section of the simple rules and talked about choosing a race and role playing a dwarf. Today we are going to continue by talking about role playing Elves with children.

Elves are mystical and ethereal creatures in Dungeons & Dragons. They tend to be thin and just slightly under average human height. They are very long lived and can be well over 700 years old.

For a kid, those are a lot of fun traits to portray. Who doesn’t want to feel like they can live forever, be beautiful and graceful, and know more than most of the people around you? Still, this can be challenging to role play. But remember that kids are the ones driving their characters so if they want to role play the Elf they play as being younger and not knowing as much, there’s no problem with that. And if they start acting like their Elf knows everything, but you know in fact that what they are saying is silly, don’t spoil it for the kid. Let them believe their character has vast and deep knowledge if that’s how they want to play it. Don’t let your own worldview cloud what they think is deep insight. Elves also tend to be diplomatic. For most kids, that’s not an easy thing to role play but it can be done. As long as they understand that their character would be the one that is trying to smooth a situation over, they’ll be able to give it a shot.

Most elves come from woodlands and tend to be more in tune to nature than shorter lived races such as humans. The most common reason that elves take up adventuring in the first place is more or less out of boredom. They have long lives and want to see the world, so after a few centuries of hanging out with your family, you’d probably want to get out for a bit too. That doesn’t have to be why your kid’s character plays one but it’s pretty easy reason to give if they need one.

Another cool thing about elves is that they get to choose when they are adults. No one declares it for them. A lot of kids can get behind that for sure. In the basic rules they give child names and adult names for elves. This can be confusing, so make sure you know if your kid is playing an Elf who is a child or an adult.

Elf Traits

There are a few things you get for being an Elf.

Ability Score Increase

Elves get a Dexterity increase of 2. Again, if you don’t want to have to do complex math with your kids, just let them know that Elves are fast and flexible. Dexterity is one of the six abilities their character will be good at.

Age

As stated above, the ages can range hugely with elves. Typically a 100 year old elf is going to be a young adult and one who is in their 700s is getting on in age.

Alignment

Elves tend to be a little chaotic in their alignment but tend to be more on the good side. The definite exception to that is the Drow, which we will talk about when it gets to subraces below.

Size

For this I would just think slightly shorter, somewhat skinnier human. Mechanically speaking, their size is medium which can be important in game play.

Speed

The speed for elves is 30 feet which makes them pretty much the same speed as humans.

Darkvision

One of the cool things about being an elf is that you can see in dark and dim lighting. If it’s dim light to everyone else, it’s bright light to you. If it’s dark to everyone else, it’s dim to you. That effect extends out 60 feet. But when you are in darkness, you can only see shades of gray and not colors.

Keen Senses

In the rules it says that Elves have proficiency in the perception skill. The main thing to remember if you are the Dungeon Master is that elves are far more likely to notice a threat before others do.

Fey Ancestry

If you are new to D&D and you read, “You have advantage on saving throws against being charmed, and magic can’t put you to sleep.” the second half probably seems fine but the first half of that sentence may be confusing. There are some magical ways that a creature can be “charmed” which is a condition that affects the character. Basically elves are hard to sweet talk into doing anything they don’t want to do, even when someone tries to do it magically. That’s one of the advantages of being an elf,

Trance

This is honestly my favorite thing about elves in D&D. They don’t have to sleep! They basically meditate for four hours a day and they are fully rested. Between this trait and their high perception, elves make the best creatures to take watch in almost any situation. They are much more likely to detect a threat and rouse the party. That can be a ton of fun to role play.

Languages

Elves speak common and elvish. The elvish language is beautiful and melodic. This is perfect for bards to weave into song, that is, if they can get a grasp on the complex language. While it can be nice for other characters to be able to speak elvish as well, I don’t think it is as vital as having at least one character be able to read Dwarvish characters.

Subraces

There are three basic subraces for elves and I definitely have one that I prefer when it comes to kids.

Drow

There is one subrace of elves that I personally don’t recommend much for kids to play. That’s the Drow. The reason? Almost all Drow are supposed to be evil. The most famous Drow of all is Drizzt Do’Urden, ranger of the North. He has had tons of books written about him and gained the trust of most of the people who have fought by his side. But guess what? It’s really complex to play a dark elf how is just trying to break through and be good. Some kids, of course can run with this and make it work but in my experience I wouldn’t recommend this for a kid under 12 or so. If your kid just really wants to play a Drow, there is no reason you can’t have Drow be good aligned in your campaign. And again, this is just me but I think most kids want to be the hero of their story rather than the villain, which is just much easier if you don’t come from an evil group to begin with.

High Elf

These elves are a bit more knowledgeable than others and therefore they get to increase their intelligence score by 1. They are good at using the longsword, shortsword, shortbow, and longbow. In addition they get to learn a spell from the wizard cantrip list which is always fun. It can be a little complicated when you get into spellcasting so that can be a barrier for kids when there is too much to figure out. These elves also get to speak an additional language. When I picture this type of elf in my mind, the character that comes to me is always Elrond from Lord of the Rings. That’s just my take on this subclass though, it doesn’t have to be yours.

Wood Elf

Wood elves are my favorite for kids. These creatures get to increase their Wisdom score by one, they get to have proficiency with the longsword, shortsword, shortbow, and longbow, they get to add 5 feet or movement to their movement speed, and can attempt to hide even when they are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. Which makes them exceedingly useful in any campaign that might take place with some woods or some bad weather. I love to see it when kids try to sneak up on their enemies and are successful. Plus this subrace is more in tune with nature and plenty of kids can relate to that. I just think this kind of elf is a whole lot of fun and the role play potential is huge.

Slick Dungeon’s tips on Elf characters

As always, everything I put up above is totally subject to change based on how you want to run your campaign. Elves can be a little difficult to role play since they are supposed to be aloof. Some kids interpret that as silence. I can see why too. If you watch Lord of the Rings, Legolas does a lot of standing around staring and looking graceful. He spends a lot less time chit chatting than the other characters. While that works awesome in a movie, that’s hard to pull off with kids. If you kid wants to play a talkative wood elf, there is no reason she can’t do that. If your kid wants his elf to be clumsy and a bit silly, that works too and could be really fun. I think getting some of the mechanical stuff in this class is really useful. Like I said, they make great lookouts and they are very good at stealth a lot of the time. Plus elves are generally deadly when it comes to combat. I would just make sure that your kid really wants to play one and understands, not necessarily what elves are supposed to be like according to the rules, but how they want to play an elf. Make sure it’s something you can get on board with and that won’t just turn into the role player staying silent to seem aloof.

As far as playing Elf NPC’s, that can be a little easier. You just need to make sure you understand the culture of the elves in your campaign. Are they a secluded society or do they tend to blend in with everyone? Would it be uncommon for someone to encounter elves in your campaign? If so, why? The typical trope is to play elves with English or Welsh accents but you don’t have to do that. You can have an elf who sounds like he is from New Jersey or Boston or whatever if you want to. They don’t have to have any kind of accent either, but since elves do tend to be ethereal creatures, there is usually something to make them stand out. Other than the pointy ears of course. Just decide what that is for your game and lean into it, I’m sure you and your kids will have a blast.

Thanks for reading the post. I hope you got a couple of good tips out of this and I would love to hear how your games with kids go. Feel free to let me know in the comments.

Next time I will be writing about role playing a Halfling.

Adventuringly yours,

Slick Dungeon

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Curse of Strahd – Campaign Diary Session 3

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Hi all you dungeon creatures, Slick Dungeon your friendly Dungeon Master back with more campaign diaries for the Curse of Strahd.

You can read the first two campaign diaries here and here if you want to.

I am going to tell you how I prepared for the session, what happened in the session, and what I would change if I ran this again.

And once again, warning that there are spoilers below so if you are playing Curse of Strahdwait until you finish to read this post. That goes for my players too!

Preparation

After being stranded in the lands of Barovia and defeating the “Death House”, my players were ready to see more of the area. They basically had two choices, try and go through the deadly mists (that they didn’t know yet were deadly) or head toward the village of Barovia. Guess which they ended up choosing?

I knew they would have to walk down the road so I was ready to roll on some random encounter tables and I had stat blocks handy for what they might run into. I also took a look at the reddit thread here. There is a great section on beefing up the village of Barovia since there aren’t a ton of obvious missions to do there. I also made a lot of notes on NPC’s because, there are quite a few in this book.

Finally I took a look at this video to prepare.

With that all set up, we were ready to play.

The Third Session

Right off the bat, I told the players that they were on a road and on one side was a mist and in the opposite direction there was a sign pointing toward the Village of Barovia. They were pretty freaked out by Strahd from the last session so they wanted to try to get out of there as quick as they could. Unfortunately for Lady Ellarian Brysalor and Miles Adelard just entering the mist gives you one level of exhaustion. It didn’t take them long to figure out that they were going nowhere that way. They headed towards the village, along with the dog they found in the Death House.

I rolled on the random encounter table and it came up with four wolves. I was pretty sure that they would totally kill the party if any roles went really bad so the wolves followed and kept getting closer. In addition to that there was a raven that seemed to be leading the part along, although I don’t think my players actually made the connection there. That’s fine though because the raven is actually a Wereraven and will come into play later in the game.

It took them about two in game nights to get there and the wolves did end up attacking. Miles rolled really low again so none of his spells worked (he’s a sorcerer at level 3 at this point). Luckily before the wolves totally overwhelmed them, a swarm of ravens attacked the wolves and the characters made it out of there.

A hungry wolf looking for supper

When the pair (or trio if you count the dog and yeah, my players totally count the dog) got to the gates of Barovia they were a bit weary. They knocked on the first door they saw and found a Barovian family with a sick father. Miles leaped into action to cure the father but rather than be appreciative, the people just seemed kind of hollow. This is because they don’t have souls as is written for many Barovians in the campaign book. The players thought it was a little weird that they weren’t more appreciative but didn’t think too much of it.

Gates of Barovia

They made their way over to the Blood of the Vine tavern where they met a few Vistani. Considering the experiences they have had with Vistani so far, my players are not very trusting of those people and I can’t say I blame them, what with them getting tricked into going to Barovia and all. They also met Ismark Kolyanovich, a pretty major NPC in the book. He asked the party to help him protect his sister from the vampire Strahd and so far they have an uneasy trust of him.

They explored the town a bit and made it to Bildrath’s mercantile where they met Bildrath who gave them a quest in exchange for a discount at his store. They ended up finding and fighting an Ankheg, and successfully brought the goods back. Even so, Bildrath is a real cheapskate in this book so he still tried to take advantage of the characters.

Later that day, Ismark wanted to show the players just how dangerous it was to take on Strahd. He told them he would help them find a Vistani encampment in exchange for helping him to escort his sister Ireena to the town of Vallaki where he thinks she will be safe from Strahd. Then he showed them that there was an army of ghosts that walk toward Castle Ravenloft at midnight every night. This is all that’s left of the previous adventurers that tried to take on the vampire. I think Ismark showing them that before he allowed them to agree to their mutual deal gained him a lot of trust from the party.

Ismark

At that point the players decided it was time for a good long rest but they did spend a few minutes talking to the bartender at the Tavern and to the Vistani there. The bartender is soulless and so that gave the characters a good chance to ask about what was wrong with the guy. They learned that not everyone here has a soul and in fact, there are a lot of people that don’t. The Vistani told them a little bit about what they knew about Strahd but not much. The characters also wanted to know how they could get their hands on Stanimir for bringing them here in the first place. They’re not too happy with that guy.

The next day, Ismark plans to go with Ireena to bury his father’s body. We ended our third session here so I will be back more with what happened next in later posts.

What I would do different

I think most of this session went well but there are a couple of things I would change if I ran this again.

  1. I think I would roll ahead on the encounter table prior to the session to make sure that whatever the players encounter wasn’t going to wipe out the party at the earliest levels. (I do usually do this but wanted to give it a shot the other way this time)
  2. Honestly, I am kind of tired of playing merchants who can’t stand their customers so I think I would make Bildrath less miserly the next time I played this. I know it’s kind of a common trope to have merchants that are overpriced and just don’t like that characters and while that fits well with this story, it gets old just telling players that everything is way out of their price range.
  3. I think the thing that worked best was Ismark earning the trust of the characters but I will be honest, I didn’t feel like I role played him that well. I should have read up on him a little more before the start of the session.

I’ll be back next time to tell you how it goes with the burial of the Buromaster in our next session.

If you want to get a physical copy of Curse of Strahd for yourself, check it out below.

Cursedly Yours,

Slick Dungeon

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Kids Kill Monsters – How to Prepare to play Dungeons & Dragons with Kids Part 4

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Hi Everyone! It’s your friendly Dungeon Master, Slick Dungeon here. Today I want to talk more about how to role play with kids. In my last posts I talked about whether you should play D&D with kidswhy playing D&D was healthy for kids, I showed you who does what at the table, gave you a tour of the dice and told you to read through the simple rules, went through the Introduction of the simple rules with you and walked you through the first section of the simple rules. Today I am going to talk about the first step in creating a character for the game which is choosing a race. I will also talk about role playing a Dwarf.

There are a ton of choices when it comes to choosing a race for a Dungeons & Dragons character. It can be overwhelming for a kid, especially if you aren’t familiar with what each one is. The most common race in D&D is by far the human race. This is easily relatable to any human because, well, we are all human. But, for kids this may be dull. In each of my posts for a while, I will be delving into the separate races listed in the basic rules and talking about any unique challenges or benefits when it comes to role playing with kids. There’s really no limit on what kind of creature a player can be in the game, but the ones most commonly played do have a set of rules around them. Like anything in the game, you can change and adapt them to suit your campaign.

One thing I would recommend as a Dungeon Master when playing with kids, is to make sure to let there be all kinds of races show up in your world. The kid doesn’t have to play a fantasy race, like a gnome, to enjoy the fact that they are there. Just like in the real world, in fantasy settings, the larger the city, the more kinds of people you are bound to find there. So, even if none of your players are non-humans, be sure to include some characters that are. There can of course be sections or areas that are dedicated to say, only dwarves, but make sure that lots of creatures get encountered by the kids. It can be fun to play into what is expected with these characters but it can also be really fun to play against type. A half-orc that cries whenever it gets a paper cut? That is great and can make for a ton of fun role playing opportunities. Just keep in mind that whatever, “race” the character belongs to is not the only definition of that character.

No group in this game should be a complete monolith, even though certain races tend to have certain traits as described by the rules. The same thing goes when considering gender. A boy does not have to role play a male character and a girl does not have to role play a female character. And although, this comes up less when it goes to role playing with kids, this goes for sexual orientation as well. Just be mindful of how you want to play but just as in real life, there is no one right way to be someone.

Before we get into role playing a Dwarf, we need to talk a little bit about the mechanics of Racial Traits. The rules as set out, give each race some things that are common to members of that race. This doesn’t mean you have to use it, it’s just shorthand for role playing.

Briefly I will talk about Ability Score increases, Age, Alignment, Size, Speed, Languages and Subraces.

Ability Score Increase

When making a character, everyone has ability scores. These were listed in the simple rules and in the last post I wrote for this series. It’s one of six things that a character can be good at. These include Strength, Dexterity, Constitution, Intelligence, Wisdom and Charisma. Just know that depending on what Race your kid decides to play, they may be better or worse at some of these things. As I go through each Race, I will tell you what is usually the increase that the character gets just for being that race. If you don’t want to have to do a lot of math in your character sheet, you can just let the kid know that their character is good at x because y race is usually good at that. Then make sure to mark off on the character sheet what thing the kid’s character is good at. (P.S. let me know if I should do a post with a walk through of a character sheet as I know those can be confusing)

Age

In the simple rules, they tell you at what age each race is considered to be an adult. It’s very likely your kid will want to play an adult, but it’s also fine for their character to be a kid if that’s what they want. Just use common sense though. If an Elf is supposed to mature at 100 years old but your kid plays one who is fifty, they are not going to be as strong or as experienced as an older Elf. Same goes for any race, relative to their maturity. If your kids want to play an older person, depending on how old they are, they may be less strong than they would have when they were younger. Generally age is not too much of an issue when playing with kids, as long as no one is trying to play an infant or someone who is extremely elderly. I would give broad leeway to letting kids choose the age of their characters.

Alignment

If you spend about five seconds researching Dungeons & Dragons you will see that there is a huge argument about alignment in the role playing community. Some people love it, some people hate it. It’s one of the aspects of the game that can be totally irrelevant at times and at times can make for great role playing opportunities.

Each race is supposed to have a tendency towards a certain alignment. If you want to keep that, feel free. If you want to just ignore alignment, sure but I will give one word of caution when it comes to kids. I would not recommend letting kids play into any evil alignments. It gets too morally gray and messy. For adults, this can be hugely entertaining. And while kids are not necessarily thinking about the world in strict terms of good and evil, it can be difficult for them to navigate in a role playing setting.

I am sure that there are plenty of kids who would be fine with playing a chaotic evil character and have a blast doing it and have no problems outside of the game with it. But I recommend against it for two reasons. One, the point of the game is to get to be the hero of the story and that’s what most kids want in the first place. That’s pretty difficult when you are committing acts of evil in the game. Two, it can cause huge problems with the other players. If you have two kids who are being, “the good guys” and one who is, “the bad guy,” you are just inviting arguments. To me it makes more sense to simply, not consider alignment at all, and kind of operate on the assumption that your kids want to be heroes. As they get to be older, say 12 and above, then it makes more sense to bring alignment into the picture.

If you have read this and still have no idea what alignment is or why it is there, don’t worry. It’s not the most essential part of the game and it’s just there to kind of inform how a particular character might act in a given situation. That will change with every individual player anyway, so don’t stress too much about this part.

Size

People come in all shapes and sizes. This is also true for fantasy creatures. Most of the races in Dungeons & Dragons are between 4-8 feet tall. There are a couple of smaller races that tend to be 2-4 feet tall. The main thing to know is if your character would be small, medium or large. This is strictly a height measurement for the game. You could have a large halfling, but that would be extremely rare and, honestly, I’m not sure how I would role play that. I guess like Buddy the Elf from Elf? Anyway, there are some rules that matter when it comes to size. It’s much harder for a halfling to wield heavy weapons and it’s a lot harder for a Half-Orc to hide. This doesn’t mean those things can’t be done, just that they are more difficult. For this part of character building, I would tend to stick to the book descriptions on size more for the rules that go along with it than anything. If you explain to a kid that halflings are small, but that they can easily hide from an ogre, they are going to understand that pretty quick.

Speed

This I would more or less strictly follow if you are planning on using miniatures in your game. If you are doing only theater of the mind, it’s a little less vital but you still need to know if the character can move a lot or a little each turn. Even if your kid can’t count past ten, you can have them know if their character is faster or slower than other characters.

Languages

This one can be a little tricky with kids. Each race has a particular set of languages that they can speak and write. These can be added to and changed around with the personalities and background section of the rules. Most of these are pretty obvious, a Dwarf speaks Dwarvish and an Elf speaks Elvish and a Halfling speaks Halfling. The player characters will also be able to speak common which is just the default language everyone talks. If you know Star Wars and that people speak different languages but almost everyone speaks basic, you can think of it like that. Common is essentially the basic way everyone communicates. However, if you plan on having a campaign that is just chalk full of Giants and you know that Giants don’t necessarily speak common, you need to do one of two things. You can either, just assume everyone in your campaign speaks basic so that you can role play with your kids or you can make absolutely certain that one or more player characters speaks Giant. With very young kids I would go with the first option, and with kids from say 7-12 I would go with the second option. Older kids can get into the fact that they may not necessarily understand everything that is said by a non-player character but younger kids might just get frustrated by that fact. It’s up to you how you handle this but think about whether even having different languages matters in your campaign.

Subraces

Some races have subraces. In other words you could have a dwarf that is a hill dwarf or a mountain dwarf or something like that. Mostly this is just a bit of flavoring for role playing but it can be something to consider when building a character.

Role playing a Dwarf

Dwarves are bold and hardy. They tend to be tough warriors and skilled with their hands. They can live up to 400 years, so they take the long view when it comes to human friends that may only last a quarter or that time at best.

Dwarves can be stubborn and set in their ways, not just because that is who they are, but because they have been around a while and have a pretty good idea of what works and what does not. They also tend to remember it if you wrong them. Likewise they remember if you aid them. It usually is a good idea to be good to a dwarf.

Most dwarves are part of a clan and while they welcome outsiders who are friendly to them, there are things that dwarves never share. For example, dwarves who are good at crafting weapons may never share those secrets for fear that in the next century, humans might go to war with dwarves. Male dwarves tend to have beards and be as prideful of them as the hippest of hipsters. To cut the hair of a dwarf beard is not highly recommended.

Dwarves tend to be loyal to their friends but you really have to earn that loyalty. They are slow to trust, especially from a human point of view but they can make excellent allies.

Dwarves tend to become adventurers for a myriad of reasons, from just wanting to see more of the world, to finding a specific item for their clan.

I think the most typical trope you see about dwarves in fantasy role play is that they have a Scottish brogue. I for one, can not come even passably close to this accent. So when I role play a dwarf, I just tell people that they speak in a Scottish accent.

There are pretty handy suggestions for names in the simple rules for dwarves, just make sure you and your kids agree on how to pronounce it.

Dwarf Traits

There are a few things you get for being a dwarf.

Ability Score Improvement

First your constitution score increases by 2. Or, if you don’t want to do the math, this is one of the things that dwarves are good at. That means it’s hard for them to get sick or poisoned, which can be greatly helpful in the game.

Age

Dwarves are mature at around 50 years old and live to be between 350-400 years old.

Alignment

Dwarves tend to be lawful but again see above for my thoughts on alignment. They also tend to have a sense of fair play so they are mostly good.

Size

Dwarves are between 4 and 5 feet tall. This means they are medium sized for rules purposes.

Speed

Dwarves walk at 25 feet. That means for each turn that is how far they go. This is on the lower side of average so dwarves tend to be a little slower than some of the other races in the game.

Darkvision

One of the cool things about being a dwarf is that you can see in dark and dim lighting. If it’s dim light to everyone else, it’s bright light to you. If it’s dark to everyone else, it’s dim to you. That effect extends out 60 feet. But when you are in darkness, you can only see shades of gray and not colors.

Dwarven Resilience

Another great thing about being a dwarf is that you have advantage on saving throws against poison. And, you have resistance against poison damage. We’ll get more into what those things mean in later posts but just know that dwarves are pretty hard to poison.

Dwarven Combat Training

Dwarves are good at using battleaxes, handaxes, light hammers and warhammers. In other words, they are pretty deadly in a fight!

Tool Proficiency

Dwarves can use smith tools, brewer’s supplies or mason’s tools. These are all tool sets that can come into play during a game but don’t necessarily. It’s up to you if you really want to get into these too much with kids.

Stonecunning

Dwarves know about the history of stonework. There are some mechanical rules behind this but my rule is just that if a dwarf is looking at anything carved of stone, there’s a really good chance they know all about it.

Languages

Dwarves speak common and Dwarvish. If you do go with using languages one thing to note is that a lot of the other languages in the game tend to use Dwarvish characters so it is usually good to have someone who can read those symbols.

Subrace

There are technically three subraces in the simple rules if you include Duergar. These are basically evil dwarves who live underground so might not be the best choice to role play with kids. It can work though if you make one of them a misfit who wants to go to the surface and do some good in the world.

Hill Dwarf

As you might expect, these dwarves come from the hills. These dwarves get to increase their wisdom by 1 and their hit point maximum increases by 1, as well as increases by 1 with every new level. To boil that down, these dwarves are wise and hardy.

Mountain Dwarf

These guys are a little stronger than the other types of dwarves so they get to increase their strength score by 2. In addition, they have proficiency with light and medium armor, meaning they can use a lot of different defensive options to increase their armor class (how hard it is for an enemy to hit you).

Slick Dungeon’s tips on Dwarf characters

Now that you have read all that, feel free to throw as much of it as you want out the window. You can play a dwarf who has never done a days hard labor in his life if you want. You can be a dwarf who really loves climbing trees. If you are the Dungeon Master, I would recommend that you tend to have the dwarves be in several settings and have them all behave differently as people but maybe keep one thing in common with all of them. For my games, I tend to keep it that dwarves take huge offense to anyone insulting their clan or to anyone with the audacity to trim their beards. Other than that, I try to play them as individuals, but it’s up to you how you want it to be. If your kid is role playing a dwarf, I would have them look up dwarves in the rules, decide what they like about them, and keep that. Toss out the rest and fill it in with personality for the character.

Thanks for reading the post. I hope you got a couple of good tips out of this and I would love to hear how your games with kids go. Feel free to let me know in the comments.

Next time I will be writing about role playing an Elf.

Adventuringly yours,

Slick Dungeon

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Curse of Strahd – Campaign Diary Session 2

D&D Campaign Adventures for Tales of the Yawning Portal - Available now @ Dungeon Masters Guild

Hi Everyone, Slick Dungeon your friendly Dungeon Master back with more campaign diaries for the Curse of Strahd.

You can read the first campaign diary here if you want to.

I am going to tell you how I prepared for the session, what happened in the session, and what I would change if I ran this again.

And once again, warning that there are spoilers below so if you are playing Curse of Strahd, wait until you finish to read this post. That goes for my player too!

Preparation

My players were left stranded in Barovia on the road leading to the village and the first building they came to was a house. Outside were two children who beckoned them to come in and save their little brother from a monster in the basement. The players readily agreed but did not know they were entering the so called, “Death House.”

The Death House is a module for 1-3 level players that you can find in the appendix to Curse of Strahd. You can also get this as a free module to play as a stand alone one shot adventure here. This is a great module to do if you want a bit of a grinder haunted house for low level characters. I think it would probably be fun to run around Halloween and I would say it takes about four hours total to run so it’s not a huge session commitment.

I prepared for this part by reading the Death House section in Strahd, then I took a look at this reddit thread and used some, but not all of the changes in there.

I am kind of an over preparer so I made notes between the book and the thread and wrote an outline that I then printed out. If you do that when you run a campaign, remember not to rely solely on your notes. It’s still fine to improvise right in the middle of what you are doing and there is no predicting what your players will do. I often find myself happy to have the crutch of the notes but then only kind of glancing at them during the session.

With that all set up, we were ready to play.

The second session

Lady Ellarian and Miles Adelard have entered and explored the first floor of Durst Manor. They found a few curious items such as a book that told Miles’ life story in exact detail up to the moment he was in, with the last page saying a creature attacked and then a blood splatter at the bottom of the page. When Miles went to look behind him, there was no creature. Lady Ellarian looked into a mirror and found herself reflected back but ten years older. There was a room where some stuffed wolves moved but… only when they were not looking.

They made their way up to the second floor at which point they made their first mistake. They rushed past a suit of armor only to discover that it was animated. The suit kept trying to push them off of the balcony but they eventually defeated it. Miles did have to make some death saving throws first though. He passed them and his character is still alive.

The battle was pretty vicious but the characters got to level up as a result. They explored all the rooms and realized that the only way to go was up.

In one room they found a note written by Strahd Van Zarovich and they freaked out. It was pretty awesome because they were convinced Strahd was there and were panicked about what to do. That’s perfect in a horror setting because you always want the players to feel unbalanced and like anything could happen.

Eventually they encountered a few ghosts, ghasts and spirits and started to piece together what happened years ago at Durst manor. They story is that the father of the house had an affair with the nursemaid. The mother who was already going a little off the deep end lost it. They had been conducting rituals with a cult in tribute to Strahd in hopes of gaining his favor. One night, the mother, locked her two oldest children in their bedroom so that she, her husband and the cult could complete this ritual. But before that happened, the wife killed the nursemaid, the husband hung himself and then the wife sacrificed the baby. The ritual worked, but it didn’t call Strahd, it called a Shambling Mound instead. That creature devoured everyone who was left in the basement dungeons, including the wife. Strahd thought this whole family was pathetic and was pretty much glad to be rid of them for annoying him with their stupid rituals in the first place. Poor Rose and Thorn starve to death in their room, thinking that there is a monster in the basement, because that’s what their mother told them. In addition, they are pretty sure someone took their baby brother Walter down there. That’s why Rose and Thorn ask anyone passing by to help out.

After a few encounters with these ghosts who are in the house (all of them non-combative) and finding some keys, the party was able to unlock some secret doors that would allow them to go down into the basement dungeons. They also picked up a dog that is still following them around.

That’s where things started to get serious. They started by entering the crypts of the house. Somehow, even though I gave pretty much every clue possible they couldn’t figure out that the crypt labeled Walter Durst was for the baby. I don’t think that was my failure in this case, I just think that they missed it.

They found some treasure which was exciting for them but then promptly fell into a spiked pit trap which was also exciting but in more of an oh no we are going to die here kind of way.

While exploring the Larder they were viciously attacked by a Grick. This one knocked out Miles with ease and although he technically died in the encounter, he was brought back although he is not sure how. I do but I’m not going to spoil the surprise here because it should come into play in a later session.

The Grick was a lot tougher creature than I remembered though and it had a pretty easy time going after the adventurers.

In their next encounter they had a little more warning because Lancelot (the dog that they found) started whimpering when a hand rose out of the ground. The fought courageously against four ghouls and stood their ground.

After that they moved onto a room with a statue in it and the statue was holding an orb. Miles touched it and boom, now Strahd knows the adventurers are in town. Of course the players and PC’s don’t know that but I do.

As they delved further into the basement they realized that there were ghostly specters performing rituals over and over again. The characters were either going to have to stop the ritual or stop whatever the ritual called forth. Or I guess they could have sacrificed the dog and completed the ritual but, who wants to kill an innocent dog? So the Shambling Mound was summoned and there was a loooong battle. Miles hit it with some magic and Lady Ellarian stuck it with her longsword more times than I could count but in the end they were triumphant.

Then chaos broke loose. The house began tumbling down around them. We ran a skill challenge for them to escape before sudden death. They had to succeed on four skill checks before getting three failures. Using dexterity, stealth, acrobatics and deception, they were able to avoid various obstacles and survive.

What did they find once they got outside of the house? A gift basket from Strahd himself with four potions of healing and a thank you note for dealing the the “Death House” for him.

To say the players feel off balance would be an understatement I think. They are essentially stranded on a road that leads one way and have to basically walk into the town where they know things can’t be good.

What I would do different

Here’s what I would do different next time I run this part.

  1. I would use Lancelot more as an early warning for characters to realize combat is coming.
  2. I would give even more clues about the whole situation of what lead up to the death of the Dursts.
  3. I would probably ratchet the Grick down a bit depending on how experienced the players I am playing with are. That thing hits really hard once it has hold of you.
  4. I would find more opportunities to have Rose and Thorn show up. (By the way if you use Rose and Thorn, showing their picture just kind of makes it so the characters won’t trust them. They can actually be helpful to the characters so I hid their picture from my players.)

I’ll be back next time to tell you what happens on the road to the Village of Barovia.

f you want to get a physical copy of Curse of Strahd for yourself, check it out below.

Cursedly Yours,

Slick Dungeon

This page contains affiliate links. If you purchase a product through one of them, I will receive a commission (at no additional cost to you). I only ever endorse products I have personally used. Thank you for your support!