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 kids, why 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, 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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Kids Kill Monsters – How to Prepare to play Dungeons & Dragons with Kids Part 7

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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 kids, why 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, 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 and role playing a halfling. Today we are going to talk about the easiest and hardest lesson all of us have to learn, how to be a human.

You would think that role playing a human would come naturally and easily to everyone. After all, we are all human (I assume) so it should come naturally. On the other hand, if you play a human that means you have the entirety of human experience to draw from. That’s a pretty large pool of experience. This can be hard to manage if you are an adult. I have good news for you though, it comes pretty naturally to kids. Kids understand what humans are because, well, they are also human (most of the time anyway). Some kids are just not into being an elf, dwarf, dragonborn, etc. There’s no problem with that because those children can play humans. The challenge for them might come into how humans relate to the other creatures in the game. It’s pretty easy for a human to forget how old and elf is, or for them not to understand that the reason a dwarf is angry at them has to do with something their great grandfather might have done.

Even in the game rules as set out, humans are everywhere. While there might be a few places you find few or none, most places in the game settings tend to have humans. If you want to experiment with that and have it be that humans are their own little civilization far apart from the rest of the creatures in the game, you are welcome to do that. The opposite is true, you can have humans just be everywhere all the time. That’s the way it usually is in my game. While orcs or elves or whatever might have a general attitude towards humans, each individuals’ opinion of them will vary. Not all orcs and humans have to hate each other, even though that’s the typical way it plays out. In fact it usually is the case that some humans and orcs get along because otherwise there would be no half-orcs. How you want to play that is up to you.

In the rules humans are not as specialized as the other playable races we will talk about. There’s not one skill that you can say, all humans are really good at that thing. So instead, they get to have all of their stats increase by one instead. There is a way you can change that with a variant rule where humans would instead be better at two abilities, one skill, and take what is called a feat. Feats are some kind of awesome thing that you can get to do in certain situations. Some dungeon masters absolutely hate these and will ban them from their game. Personally, I think they are pretty nifty, depending on what they are, and I love letting my players use them, but that’s just me. Just know that if you decide you want to let your kids take a feat, you should read what it is and see if it will completely interfere with what you think should happen in the game. Make sure you let your kid know why you are or are not letting them take that feat. For the purposes of the rest of this post, I am going to assume that you are not doing the variant rule but if you need to know more about that variant rule, check the text box in the basic rules, look at the feats, and then treat the human in the same way we did all the other playable races we have talked about.

Before I get into all the score increases etc., let me just give a word on names and locations that are listed in the rules. There is a whole section of names, and made up locations in the entry on humans in the basic rules. If you want to use those, absolutely knock yourself out. Personally, as a dungeon master, I have a really hard time keeping track of what human might be a Tethyrian vs a Reshemi vs an Illuskan etc. They give a bit of description and location as well as name suggestions for each human area in the game. Here’s what I do with that when I am playing with kids. I ignore that section. I mean, I do sometimes take the names out of those sections if I need to name a character or something but I don’t memorize all the rest of it. I figure that humans are everywhere and I can name my human any name from any human I want to. While playing with adults it might feel silly to name a character Jeff, just Jeff, kids will not mind this sort of thing at all. It’s all to your taste as a dungeon master. One thing I will recommend when it comes to names, and this goes for any non-playable character you have, don’t make the name one that is too difficult for your kids to pronounce. What those names are will vary kid by kid but it can be frustrating when they are trying to talk to someone and can’t say the name. If you do go with a name that is tough to say, maybe consider a nickname they can be addressed by as well.

One more note, some people will say that wanting to play a human fighter is boring and the most basic thing you can do in the game. Here’s why that is wrong. First, wanting to play a human fighter doesn’t mean you are boring, it means that… you want to play a human fighter. You know what’s wrong with playing a human fighter? Nothing if that’s what you want to play. Some of the mechanics are easier than other race/class combinations in the game but there’s still plenty of cool stuff to do with a fighter. Don’t discourage a kid from playing that if that’s what she wants to be in the game.

Now onto the traits

Human Traits

There are a few things you get for playing a human.

Ability Score Increase

Your ability scores increase by 1. That’s all six scores. Most other races only get one or two things to increase here.

Age

Do I really have to explain how humans age? I mean, think of humans. They are somewhere in that age range. Playing a 100 year old human is going to look a lot different than playing a 15 year old human.

Alignment

Humans come in all variations of good to terrible people. As usual, my recommendation here is to let kids play the hero. If they are really wanting to play an evil character, I would recommend telling them no in this instance. Most kids want to be the hero and having an evil character makes that very difficult for the rest of the people playing.

Size

Again, do I need to explain human size here? People come in shapes from Danny Devito to Shaquille O’neal. There is no right or wrong shape to play so let the kids have their characters look the way they want them to. For fame rule purposes, whether you are very small or very tall, your size is always considered medium.

Speed

While you might make the argument that humans can be faster or slower than this, the movement speed for humans is 30 feet.

Languages

Humans are able to speak Common and any one other language. Humans do tend to know a little bit of everything so if you want to have a human character speak more, that’s fine if that’s what you want to do. Also, as I have said before in earlier posts, if you have a campaign that is going to be dominated by one language, Giant, for example, make sure that your kids characters speak that. If you have a human character, that’s usually a good character to have speak any language needed.

Slick Dungeon’s Tips on Being Human

Kids are generally pretty good at being humans. They understand human emotions and attitudes because they have felt them. What can be tougher, really, is how kids who play humans relate to kids who play other playable races. Try to have kids remember that humans don’t live that long compared to other playable races. The other thing that humans have going for them is that their institutions outlive them. They might not know all of the history of something that has happened in the game world, but humans make written records, long lasting structures and organizations that exist for centuries. For that reason, humans can find answers to things they were not around for. Have kids who play humans lean into this if possible. When an elf comments how a human is gone in the blink of an eye, they might reply that the organization they are working for will be there long after the elf is gone.

As always, it should be played more or less how the kids want to and how it works best for you. You can feel free to use all the tips I gave here or ignore them all, just do what works best for your kids.

Next time we will start getting into what are called, “uncommon races” starting with Dragonborn.

Until then, please, practice being a good human.

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!

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 Strahd, wait 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

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!

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!

Kids Kill Monsters – How to Prepare to play Dungeons & Dragons with Kids Part 3

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 kids, why 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 and went through the Introduction of the simple rules with you. Today I am going to talk about the step by step process of creating a character. This is the first chapter of the simple rules and is a good outline of what we need to do in order to have a character. We won’t be able to go into everything in this post alone so keep an eye out for each section as we go along.

CHAPTER 1: STEP-BY-STEP CHARACTERS

Here’s the list of things you need to do to create a character according to the simple rules.

  1. Choose a Race
  2. Choose a Class
  3. Determine Ability Scores
  4. Describe Your Character
  5. Choose Equipment
  6. Come Together

Additionally this chapter talks about what happens beyond 1st level.

If you ask me, some of that list seems obvious and some of it seems pretty difficult. The first time I read Dungeons & Dragons rules, I was scratching my head for a while and had to read through everything, go back and figure it out again. I mean, equipment sounds easy right? I get that characters need stuff. But what’s an ability score and how do I figure it out? Why am I describing my character after choosing a class and race? Aren’t those things descriptions of my character? And then of course, what are the levels, what do I do with that? This can all be overwhelming and confusing. I am hoping to make this a little less painful and also, let you know the parts that are a little more flexible with kids.

As usual, the secret to all this, is right in the text at the beginning of the chapter. Here’s the beginning of the first chapter of the Simple Rules. “Your first step in the Dungeons & Dragons game is to imagine and create a character of your own. Your character is a combination of game statistics, roleplaying hooks, and your imagination.”

Don’t let the word statistics scare you off there. The point is, you (or your kids) need to just imagine what type of character you want to play. You could simply have them describe their character to you and go on and play, without even figuring out the game statistics. You’d just have to make judgement calls on whether or not it is reasonable that their character accomplished something.

Still, most of us want rules and structure around this game. So let me go into brief detail about each of these sections. I’ll also give you my advice on whether or not to focus on each section the first time you play with kids.

The main thing to remember here is that this game is about storytelling so make sure it’s a story your kid wants to help tell. The best way to do that? Make sure they get to make a character they really want to play.

Let’s dive into the steps.

CHOOSE A RACE

This one seems obvious to me, but then again I have played D&D for a long time. Your kid needs to decide what kind of a character they are going to play. As it says in the chapter, “Every character belongs to a race, one of the many intelligent humanoid species in the D&D world.”

You might be thinking, great but what does that mean exactly and what are the choices? Okay so for this game you get several options as far as race goes. Now, I am operating under the assumption that you are playing in a fantasy type setting. However, if your kids are more into superheroes or whatever, you can adapt these races to fit your narrative. For example, Elves are graceful, wise creatures and Dwarves are bold and hardy. So just think of characters from the world that you are imagining and fit those to that description.

The races that you have as options in the simple rules are as follows: Dwarf, Elf, Halfling, Human, Dragonborn, Gnome, Half-Elf, Half-Orc and Tiefling.

Some of those probably seem obvious and you’ve likely seen some portrayal of them in popular media. Others might just seem like someone typed a jumble of letters in a keyboard and hoped for the best. I’ll give a super brief description of each one here but in later posts we’ll take a deep dive into each one.

Dwarf– This is pretty much what you would guess. Strong, hardy folk who love to mine, drink ale and fight. They are tough and they are difficult to poison. They can be a really fun race to play in the game and most kids can wrap their heads around this one.

Elf- Again, this one seems pretty straightforward. If you have seen Lord of the Rings, you have a pretty good idea of what an Elf is like. They are kind of mystical, very graceful, often wise but they can also be lethal when called to action.

Halfling- There are not a ton of Halfling examples to point to outside of The Hobbit, so if you are thinking of Bilbo or Frodo Baggins, that’s exactly what Halflings are all about. They are small, live for a long time, and most of them are not big on traveling everywhere all the time. That said, there are always a few that want to go on an adventure and Halflings can be really fun to play.

Human- I don’t think there is much to explain here. Humans do have the advantage in this game of sort of being a jack of all trades and can learn stuff easier than some of the other races listed, so that’s something to keep in mind when choosing a human. They do have the disadvantage of not getting racial bonuses in the game mechanics at the start, but like all real humans, they can improve over time.

Dragonborn- A what now? Yeah, Dragonborn you may not be familiar with. These are basically dragons walking on two feet. They don’t have all the characteristics of dragons but they are scaley, they look like they are tough (because they are) and they can in fact use a breath weapon that does a type of damage that an actual dragon from the game would do (just on a smaller scale).

Gnome- These folks are small and energetic. They’re even smaller than Halflings and are endlessly curious. They love to live life and are enthusiastic about just about everything and that can make them excellent adventurers.

Half-Elf- This is a combination of an Elf and a human. They walk between two worlds but are never entirely accepted in either. This can be a little hard to role play as a kid, but if they want to be a little bit elf, and a little bit human, this is a great race to choose. The fact that these characters don’t quite belong anywhere makes them very good at being diplomatic and understanding the needs of others.

Half-Orc- Unlike Half-Elves, the Half-Orc stands out in a crowd no matter where they go. They look like Orcs and many people mistrust them. This could be due in part to the fact that a lot Half-Orcs are very strong and quick to anger. This is a great race to play if your kid wants to be a fighter.

Tiefling- Again, this might be one you have never heard of. These creatures look like demons but in humanoid form. They have a very tough time fitting in to society because everyone assumes the worst at first glance. The fact is though, that there are plenty of good Tieflings who just want to have an adventure.

Like with everything in D&D, you don’t have to play to the classic type on these. If you want to play an Elf who is clumsy, go for it. A dwarf who can’t stand being in a mine? Sure thing, no one is stopping you. Let your kids have fun with the race they choose.

CHOOSE A CLASS

To make this part easy, just think of this as the job that the character does. Like with races, I will do a post with a deep dive into each of these.

Here are the options you have for class: Barbarian, Bard, Cleric, Druid, Fighter, Monk, Paladin, Ranger, Rogue, Sorcerer, Warlocks, and Wizard.

I’ll again give you a super brief description of these.

Barbarian- Barbarians are excellent fighters, they tend to like being outdoors, they love to be in the thick of battle and are quick to anger.

Bard- Bards are entertainers to the core, be it through music, poetry or some other means. Bards are excellent at supporting other characters with their magic and can make the whole party better at anything they are trying to do.

Cleric- Clerics get their strength through the gods. They can wield powerful healing magic or deal devastating damage and they are imbued with divine magic.

Druid- Always in tune with nature, Druids never try to claim control over it. These characters use natural forces and natural magic to accomplish their goals. One of the neatest things about this class for kids is that some of them can change into animal forms which makes for an endless amount of role play opportunity.

Fighter- Yes, this is what it sounds like. Fighters are good at fighting. There are a ton of different options for how you fight, but all fighter are, well… good in a fight.

Monk- The strength of a Monk flows from within. Unlike fighters, most Monks don’t use weapons but they can pull magic out of themselves. If you have seen any of the best of the Bruce Lee movies, you have a great idea of what a Monk is and can do.

Paladin- Paladins are bound by oaths to stand against the forces of evil. They are the closest to knights of the round table that this game gets. They try to do the honorable thing, whatever way they interpret that. They are capable of great fighting and strong magic and are a highly playable class.

Ranger- Rangers roam the wilderness on the hunt for monsters that threaten the lands. They tend to be loners and isolated but never forget the people they fight for. They are very good at surviving in the wild and are great at hunting and tracking.

Rogue- Rogues are stealthy and skillful. They are good problem solvers and pick things up quickly. While not every rogue is a thief, a great many thieves are in fact rogues. They are excellent for sneaking into a lair and dealing massive damage through their sneak attacks.

Sorcerer- Sorcerers are gifted with magic through a number of methods but unlike wizards, it’s not from book learning. You can’t learn to be a sorcerer, you either are one or you are not. They are fantastic at magic spells and can do a great many things, however, the magic can sometimes go a little astray and cause damage to themselves and others. This is a very fun class to play because of the unpredictability of their magic.

Warlock- Warlocks make pacts with supernatural beings to gain knowledge of magic. They are beholden to these beings and the role play potential with this class is enormous from that fact alone.

Wizard- The most traditional of magic users, this class learns from books and a natural talent for magic how to cast spells. Think Gandalf from Lord of the Rings, or Harry Potter and you have a great idea of a wizard.

DETERMINE ABILITY SCORES

To me this is the hardest part of making a character and when it comes to playing with kids, the least important. For now, my advice is this. Understand what the ability scores are, and have your kids just choose one of them that their character is good at.

So what are the abilities that there are? Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. I’ll give you the two second take on each one and like I said, just have your kid choose one that their character is good at.

Strength- Just what it sounds like, how strong you are.

Dexterity- How nimble you are. Can you dodge a sword blow? Can you you dodge under a falling rock before it hits you? Then you have good dexterity.

Constitution- This is how hardy you are. Can you eat anything and never get sick? Is it tough to poison you? Then you have good constitution.

Intelligence- This is basically your book smarts. You want high intelligence if you are a wizard but anyone can be intelligent if they put enough effort into it.

Wisdom- This is your life experience. You might not be educated in the traditional sense, but you can tell when someone is trying to fool you.

Charisma- This is essentially how charming you are. An important note on this one, is that charming doesn’t always mean kind. In Harry Potter, Voldemort is charismatic because he has many followers that do what he says. If you want to be able to influence people, for good or bad, Charisma is important.

DESCRIBE YOUR CHARACTER

This is taking the character you have so far and giving her personality and a back story. I’ll go into the options on this more in a later post but the possibilities here are as endless as storytelling itself. This is the spot where imagination really helps. That being said, there are some short cuts you can use in the simple rules to drive your imagination.

CHOOSE EQUIPMENT

Each character is going to need stuff. A swordsman needs a sword, a wizard needs a spell book and materials to make spells with. Some of the equipment is automatically given based on a characters class and background but there are options to buy the equipment using the gold in the game. I’m obviously not going to go into every item that can be purchased but the simple rules have a handy section for that. I would just say, try to make the equipment purchases be something that makes sense for the character and the type of adventure you are trying to have.

COME TOGETHER

This is just having the players form up as a team. This is usually done through role play with the Dungeon Master at the beginning of a campaign. There are an infinite number of ways this can happen so be creative here.

GET YOUR KIDS EXCITED ABOUT PLAYING

This is not an official step in the rules but I highly recommend it before playing.

In my next posts I am going to start going through each race in more detail. But before I end this post, I wanted to point you to some resources to help your kids start to think about what kind of character they want to play. Lucky for us, Wizards of the Coast, the company that publishes Dungeons & Dragons has a bunch of resources for this.

I’m not pushing you to buy these but if you do decide to and order through my site, it will help out the site a ton. If you are considering buying these books, consider purchasing through this post, it will not cost you anything extra at all.

I will eventually do a review of each one of these books but suffice it to say that both of these are great at getting kids excited about playing D&D.

Warriors and Weapons is a primer on characters you can play and the kind of equipment they can use. It has great pictures, easy to digest information and is a really fun read, even if you are an adult.

Wizards & Spells is dedicated to the magic users and beings in the game. It’s a great little primer on magical characters and creatures and will give kids a good idea of what can be done in the game with magic.

I actually think the whole series of these books are great but the two above are the best for learning about characters and what they can do. Even if your kids can’t read, the illustrations convey a ton of information so I highly recommend them.

Next time I am going to take a deep dive and delve into the world of Dwarves. Until next time, I hope you all stay safe and have fun. Roll high!

Adventuringly 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!

I’m Geeking Out Over the Comic and RPG Goodness Available Today

DriveThruRPG.com

Hi everyone, Slick Dungeon here and I just saw a bunch of awesome comic and RPG stuff that you can get your hands on for relatively cheap and wanted to share these with you. I’ve listed the deals below in no particular order.

Bloodshot: Definitive Edition

Hardcore comic book fans will be well aware of this but if you don’t know, the Valiant comics universe is one of the most underrated comics universes out there. They have a huge wealth of characters and stories to choose from. One of the most beloved is Bloodshot. Today you can get the Definitive edition, which is the first 14 issues for just $12.49. It’s a great deal and if you haven’t read this, I am envious because you’re in for a great ride. It’s intended for readers 12 and up. No matter whether you think Vin Diesel is the right guy to play him, the Bloodshot comic is well worth a read.

Valiant Universe RPG: Transcendent’s Edge

Once you have read up on the Valiant Universe you might do like I do a lot of times, find yourself itching to play a game set in that universe. Well, good news! If you have $9.99 (discounted today but I’m not sure for how much longer) you can get in on the action. This book is a campaign setting for the Valiant Universe RPG. The summary of it below has me itching to play this. This is a campaign book so it won’t give you the full set of rules BUT it does give some expanded rules and characters to play around with. If you want the rules, though I have good news. It won’t cost you a penny: Valiant Universe RPG Rules

From DriveThruComics – Hidden beneath Alcatraz Federal Penitentiary is a massive, secret Project Rising Spirit facility. Powered by unknown energies, it can morph and transform itself at will to keep horrific villians, creatures, and alien entities trapped within, while allowing endless experimentation. But rumors of the facility’s existence and its most prized possession have leaked, and the Valiant Universe’s most powerful organizations—the Harbinger Foundation, the Sect, the Abettors, and many more—are taking an interest. And the world may never be the same…

Dark Astral: Chapbook for Zweihander RPG

If you play Dungeons & Dragons you may be familiar with Zweihander’s Grim & Perilous adventures. It’s still a fantasy setting but it encourages more… morally ambiguous actions than D&D tends too. It’s a really fun setting and I enjoy it as a more sophisticated game when playing with adults. This chapbook is only $9.99 (again discounted today but I am not sure for how long) and is perfect for fans of things like Dune. This is another one I am itching to play and since my buddies and I have extra time on our hands, I’ll be doing it soon. Check out their blurb below. If you need the core rule book this will run you a little more but it’s hours and hours of fun. Check it out here if you need it: Grim & Perilous Core Rule Book

From DrivethruRPG – DARK ASTRAL casts the familiar trappings of ZWEIHÄNDER Grim & Perilous RPG through the lens of Biblically-inspired science fantasy. Steeped in superstition and living in the wake of an apocalypse, Characters struggle against the dangers of unknown Eden. Humanity ekes out existence within the crashed flotilla-megalopolis of Outremer. Inspired by Alejandro Jodorowsky’s unrealized take on Dune, mixed with a healthy influence of Xenogears and gritty science fantasy, this chapbook expands your ZWEIHÄNDER game into a whole new world of grim terror. Inside, you’ll find six unique Professions, a host of technological trappings and all-new weapons, gear and mods.

Elder Scrolls Call to Arms

I think I may have saved the best for last here. If you love Skyrim or Oblivion or any of the other Elder Scrolls video games, why not expand that into tabletop war gaming with your friends? Right now for $5 you can get The Elder Scrolls Call to Arms Quests. That’s less than a latte would cost you, and you probably can’t go get a latte at the moment anyway so why not use the money for hours of fun? But, even if you don’t want to spend the money on the quests, you can still get right into this RPG for pretty much no money. You can still get the following parts of the game for absolutely nothing: Elder Scrolls Call to Arms Core Rulebook, The Elder Scrolls Call to Arms Escape from Helgen, and Elder Scrolls Call to Arms Dice Set Print N Play. The core rulebook has all the rules you need to play, Escape from Helgen is a good beginners guide and gives you some scenarios to get familiar with how to play the tabletop game and the dice set is cool if you just have regular dice to mess around with but want to fancy them up a bit.

In case you want to know more here’s the blurb from DrivethruRPG – The Elder Scrolls: Call to Arms is a tabletop wargame set against the epic, sprawling backdrop of Tamriel. From the teeming cities of Cyrodiil to the towering mountains of Skyrim, across the ash-plains of Morrowind, and through the steaming swamps of Black Marsh, you must lead your Party of bold warriors on the path to glory. In this game, you must select a mighty champion to lead your Party, surrounding them with heroes and staunch followers. Players can take on quests, unearth magical artifacts, and fight roaming monsters as they do battle against their opponent, using a combination of strength, stealth and magic to win the day. Call to Arms is a simple game to learn, but a challenge to master; your Party can be assembled in an almost endless variety of ways, each unlocking new tactics and abilities with which to test your skill as a commander and challenge your enemies.

Honestly, I don’t usually find this much awesome stuff at once for cheap so I just had to share it with all of you. I hope you found this post helpful and found something to pass the time!

Excitedly yours,

Slick Dungeon

PS: Need some dice? You can get them here: Dice Envy

DriveThruRPG.com

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 2

It’s your friendly DM Slick Dungeon, back again with a few tips for preparing to play Dungeons & Dragons with kids. In my last posts I talked about whether you should play D&D with kids, why 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.

Haven’t read the rules yet? No problem, we are going to start at the beginning of the rules and talk about the Introduction which includes Worlds of Adventure, a little bit about How to Play and Adventures. I’m going to pull out the key ingredients from those sections that will make gaming with kids fun and easy.

Introduction

The first sentence of the rules says, “The Dungeons & Dragons roleplaying game is about storytelling in worlds of swords and sorcery.” Notice how they say it’s about storytelling? That’s the emphasis here. A lot of kids will absolutely love sword and sorcery worlds. But not all kids. We’ll get more into this later but if your kids love robots and can’t stand knights of the round table stuff, this game can still be for them. My recommendation here is that whatever your kid is most into, that’s what you want to set your world in. It’s fine if rather than barbarians running around, you have a bunch of ponies making friends with each other. (They do have a different game for that if you want but we’re not talking about that one here) The point is to have fun and tell a story. What stories do your kids love? Those are the stories they will be into. It can be a show they watch, a book they read, or something completely original that you make up based on thoughts in your own head.

The next part of the intro goes into a long description of the surroundings followed by comments made by players about what they want their characters to do. For teens and adults it’s a great description and works well to demonstrate how DM’s and players can go about playing. For kids, it’s way too much description.

Unless you have kids who are really into fine details, describing the location should be relatively brief. You want to point out any important points, especially things where their characters might do something. The clue in this is the player comments. One player wants to look at the gargoyles. The other one is trying to check out the drawbridge. As a dungeon master you probably already know the gargoyles could be more than statues waiting to attack, or whether or not the drawbridge is a trap. If you run D&D with kids and you want to describe a castle that has gargoyles and a bridge that their characters should check out, I would do it like this. “You come up on a big castle. It has a rickety old drawbridge and some creepy looking statues that look like gargoyles. What do you want to do?” That’s going to keep from overloading them with unnecessary detail while also highlighting the things they might have their characters do. And for kids, sometimes they will need more of an A or B option than the open ended what do you do? In this case you might even suggest that some things they could do are, get a closer look at the statues or the bridge. When you start out, I would go with minimalist descriptions. but if your kids get into it, you can definitely make it more as time goes by. Just test it out a bit and see what works for them.

The next part of the intro has the player characters making checks with the dice. Do give your kids the chance to role the dice often. They will likely enjoy the feel and action of rolling, but don’t make it the main focus of the game. The point is the story, so if it’s something that their character can even reasonably do, just let it work. We’ll get more into when and when not to roll dice later in this series of blog posts but my rule of thumb is, if the kid is getting kind of fidgety and could use the distraction of a dice roll, call for one. If not, keep the story going as much as possible, as long as they are contributing.

The next part of the intro talks about the difference between a player and a Dungeon Master. Other than the cool title, the main thing to know is that the DM is the describer of the situation and the decider of the rules. And that’s pretty much it. The players get to be the heroes, you get to provide the world in which they are heroes.

They go on to describe a campaign. I think the easiest comparison is in a television series. An episode of a television series would be a session of game play. That is, it’s a short bit of the story. The campaign is the entire season. And just like some shows can have more than one season, some campaigns can go on longer than others. For now. you don’t need to have a full campaign figured out. What you’ll need most in the coming weeks is a good amount of material for a session. But not yet. For right now, you just need to know the difference between the campaign and the session. So again, one session is an episode and a campaign is a season.

The next thing I want to highlight in this section is vitally important to having a good understanding of the game. “There’s no winning and losing in the Dungeons & Dragons game– at least not the way those terms are usually understood.” Okay so a few things here. Kids can get really black and white and will want to know if they, “won” almost every session. If they had fun, they won. If you had fun, and they had fun, everyone won. Yes, they can win a combat or defeat the big boss of the campaign and they might think of that as winning. If they do, that’s fine. But it’s not like Monopoly. This is cooperative storytelling, not a winner takes all game. If they lose a combat, they can also take that poorly. In that instance you will want to remind the kids that there is no real, “winning” or “losing”. You can even point them to the rule book and show them that is exactly what is printed on the page. This is one of my absolute favorite things about this game. It’s not about beating someone else, it’s about imagining yourself doing incredible things, along with a bunch of other people also imagining themselves do incredible things.

One note I have here about the section on winning and losing. It says that some characters might come to a grisly end and that maybe the rest of the adventurers can revive that character or the player can change to a new one. With kids? Don’t do that. Don’t kill their characters. If they want to change characters, that is totally fine, just figure out a way to incorporate the new character but if you take nothing else from this post, just never, ever, kill a kid’s character. It’s devastating to them. Just don’t tell them that you will never kill their character.

Worlds of Adventure

This section is cool to read but there is really only one key ingredient you need to pull out of it when playing with kids. “The worlds of the Dungeons & Dragons game exist within a vast cosmos called the multiverse… Within this multiverse are an endless variety of worlds.” Did you catch that? You can literally set your D&D world anywhere. Want it to be a fictional place where there is a weakling prince who rides a big cat and transforms himself into a powerful warrior by saying some magic words? You got it. Want your world to take place where there are glittery vampires who are obsessed with one average high school student because of the way she smells? No problem. (I might not recommend that one for kids but whatever floats your boat) Want to set your world where it’s the future and there is a robotic boy hero that flies around a modern city, helping citizens? There is plenty of room for you to do that. Now, you might need to change some of the “monsters” that are available in the simple rules, but you are completely allowed to do that. This really is why I think D&D is an awesome game for kids. There’s not a lot of limitation imposed on it.

Now if you are overwhelmed and you feel like, there is no way you can make all these adjustments and come up with your own world, don’t worry. Also, if you are thinking, but I love the classic D&D stuff, I want my kid to fight a dragon and go in a dungeon, also don’t worry. There are modules put out by Wizards of the Coast that you can use that make it pretty easy to have a story to tell with your kids. You might still need to make some adjustments but you don’t have to start from scratch.

The next part of this section just tells you how to use the rule book so I am not going to go over that. We’ll go through section by section until we have made it through all of them.

How to Play

This section has a lot of good information in it and sums things up nicely. However, it can be a little daunting for someone who has never played before, kids included. I’m going to pull out what I think is important here.

The first part that is really useful is the description of the pattern that is used in game play.

They list it like this.

  1. The DM describes the environment
  2. The players describe what they want to do
  3. The DM narrates the results of the adventurers’ actions

They don’t add lather, rinse, repeat but they might as well have. That’s actually a really good summary of how games should go. Tell the kids where they are. Let them tell you what they want to do. Decide if they can do it. If it’s a maybe, have them roll dice. Decide if the dice rolled high enough for it to happen or not. Narrate what happens. Do it over again.

I don’t have a lot to add here because they pretty much nailed it on the first try, whether you play with kids, adults or someone in between.

They next go over the dice. I did that before so I am just going to say, if you need some dice, check out Dice Envy. They make really good dice.

Next they talk about rolling dice and adding modifiers. This may or may not work for your kid. I’ll get into how I do it later on, but if your kid can’t do addition and subtraction, can’t count past 10 or are very math averse, adding up bonuses, modifiers and penalties can be a real chore and feel like homework. This is a section you may want to minimize as much as possible, and you can still make the game work without a lot of that stuff. As you kid learns more math and understands more of the game, you can add this stuff in.

Here is their description in brief.

  1. Roll the die and add a modifier
  2. Apply circumstantial bonuses and penalties
  3. Compare the results to a target number

In terms of younger kids, you are going to roll the dice, not worry about modifiers, apply bonuses and penalties but as a DM you should be doing that, and compare the results to a target number. That target number is generally going to be what tells you if the player fails or succeeds.

The whole point is to figure out if the player does the thing they are trying to do. So, I feel like the third step here is what is really important, and why we can get away with fewer modifiers.

They then get into Difficulty Class and Armor Class but we’ll talk about those further along the rules. It’s just a way to figure out how tough something to do is.

Advantage and Disadvantage are the next topics. I think this system is great, and really good for kids. Basically, there are some situations where you will have the players roll twice instead of once. If they have advantage, they get to pick the higher number. If they have disadvantage, they have to choose the lower number. It’s also a great way to reinforce counting. This calls for doing it with a D20 but if your kid can only count to 10, I have a really easy solution. Use a D10 instead. They still have the 50/50 shot of succeeding most of the time, although I know, the D20 changes the probability mathematically (depending on the situation), but we’re talking about younger kids here. They just need to know if what they tried to do worked or failed.

The rest of this section leaves you with two rules that you really should know, even if they don’t make total sense right now. Firstly, specific rules beat general rules. I can give you an example here. Generally, players cannot fly. Specifically, if a player has a magic spell that says they can fly, that character can fly, even though others can’t.

The last rule in this section is Round Down. This is pretty straight forward but it comes up more often than you might think. If at any time, you are dividing a number and you come up with a fraction, round down, even if the fraction is greater than one half. It takes some getting used to but if you see a fraction, just round down.

Adventures

This section starts off by talking more about the whole idea of heroes adventuring in a shared story, like those in a television series as mentioned above. They talk about longer and shorter adventures. One rule I have for kids is this, the adventures are short, the heroes are long. That is you can use the same characters as many times as the kids want but keep your session short. Less is more.

Then they talk about the three pillars of adventure.

  1. Exploration
  2. Social Interaction
  3. Combat

Exploration can be really fun for kids but it can get tedious because it sometimes takes a lot of time and description. Like I said above, keep the descriptions brief and expand as needed.

Social Interaction can be really fun. It’s where you get to act as the characters that the kids are talking to. If you are able to ham it up, and be goofy, your kids will loooove this. If you don’t feel like you can do this and it’s embarrassing , that’s okay, every Dungeon Master has felt that way at one time, Matt Mercer included. It’s not strictly necessary for you to ham it up and be silly, but try it and you might find yourself getting really into it.

Combat can be tricky. You need to know what your kid is comfortable with. Some kids are just going to want smash, slash and destroy stuff. If you and your kid are okay with that, no problem go for it. If you need to tone it down, that’s something you will have to work on. There are tricks for this and I’ll get into it when we get to the combat section of the rules. But for now, just know that if you are pretty sure that your kid (or anyone who might be listening in on your session while you are playing) would be horrified to hear that he just chopped off a creature’s head and threw it’s agonized body down a well, don’t describe that. You can always make it more later as they get older.

Combat also has the most rules around it (maybe with the exception of magic) so it’s something you probably are going to need to simplify both for kids and to make yourself a little more sane.

The next section talks about Magic. This is a subject that’s a little too broad to get into here but suffice to say, there are special rules for magic and as the Dungeon Master, what you are going to need to know is what the spell should do. Most of the time the name of the spell gives a clue but not always, so we’ll go over in more depth later. And yes, your magic might actually be, the arc reactor blast that comes out of a super suited chest plate instead of what is written in the rules, but you can still use the same idea of the spells.

Well, I hope you enjoyed this post and found something or other of value out of it. I’m really excited about the next post I am going to be doing because we are going to make some characters and this is finally, finally, a step where the kids can participate!

Introductorily yours,

Slick Dungeon

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Horror Fans: Get a 500+ Page RPG Book for Free today 3/20!

Slick Dungeon here. I just wanted to let you guys know about a really good deal on DriveThruRPG.com. Just a note though, this one is not for kids so if you have been reading my posts about playing role playing games with kids, this one is not for them. It’s too good of a deal for me not to tell you about though.

Wraith is a horror RPG where you start off as a ghost or undead who cannot rest. There is no heaven or hell for these creatures, just the Underworld where you start, the Oblivion below and Transcendence above. It sounds like a really cool game and perfect for anyone looking for something a little darker to play. While I haven’t played this edition personally, the publisher Onyx Path Publishing is responsible for the excellent and always evolving Vampire: The Masquerade which I have played and always have a good time with. You can get the 571 page PDF for nothing right now. It’s normally $29.99 and looks like it is full of rich, moody art that is absolutely perfect for any horror fan out there.

Wraith is free today 3/20 only. If you haven’t grabbed a copy and you need something to do once you have screened everything you can on Shudder, pick this up, find a few friends to video chat with and whip up some ghostly, ghouls and otherwise undead and unleash the adventure in the Underworld. I know what I’ll be doing tonight.

Eerily yours,

Slick Dungeon

P.S. Need a full set of awesome gaming dice? Check out Skull Splitter!

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

6 Role Playing Games for Kids You Can Get Right Now for Under 10 Bucks

Hi everyone. Right now there a lot of families stuck at home looking for something to do. You can play Monopoly for the millionth time, you can watch television, you can read but it’s all getting rather routine. So what’s something you can do instead? It’s an excellent time to try some kid appropriate Role Playing Games. I have listed below several that I think are great fun and great for kids.

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

Hero Kids Fantasy RPG

This is a fantasy based RPG that only uses two 6 sided dice. It has simple mechanics and has heroes for both boys and girls to play. It only takes about 30-60 minutes to play so kids are not too likely to get bored. The ages are for 4-10 year olds so if you have young kids, this is a great way to get them introduced to fantasy role playing. And this includes a pre-written adventure called Basement O Rats (I love that title) to get you started right away.

All you need is the PDF version and a set of six sided dice to play. For the PDF it’s $5.99 but if you want to get the whole thing, PDF, Soft cover and Black and White book it’s discounted right now at $11.99. It’s a great investment if you have young kids.

Amazing Tales, Complete Kid’s RPG

The neat thing about this game is that if you purchase it, it comes with four sample settings to place your games in. This doesn’t come with a complete pre-written adventure though, so although it has a lot of great stuff in it, you will have to make up a story for it to work. It’s easy to learn, but requires a little bit of pre-planning before you jump right into it with your kids, so read through first. They give you story seeds to get the idea going and you can just take it from there. It’s pretty imaginative so young kids tend to like this one a lot.

Again for this all you need is one 6 sided die and the PDF. However, they do recommend using a set with one 6 sided die, one 8 sided die, one 10 sided die and one 12 sided die for the best play. You can get the PDF for $5.95. The full set is a bit more expensive at $26.45 so I would recommend getting the PDF first and see how your kids like it before you go all out on the full set.

Maze Rats

I almost want to say this one is more for parents than kids, but kids will like this too. It’s a little more complicated than the above options though, so I would say in the 9 or older range. It’s basically a condensed version of an older set of D&D rules but very easy to read through and follow along, with a bunch of great tables to roll on for characters, magic etc. This is just the rule set though, so it does not contain an adventure to play. You will need to use the rules here to make one up or buy one of the adventures for it.

This only comes in PDF from and is priced at $2.99, so buying and adventure to go with it is not too much of a blow to the wallet.

The Alchemist’s Repose

I couldn’t leave you hanging on Maze Rats when there is a really good, easy to use one page dungeon you can get to go along with it. Plus it has fungal elves, programmable robotic guardians and alchemy gone awry. Kids love that kind of stuff. (And so do I). It’s really accessible and quick to figure out, although there are lots of problems to solve and you don’t necessarily have to just do endless combat. Although that’s fun too!

This one only runs you $1.50 so definitely worth the price of admission.

Beyond the Wall and Other Adventures

The great part of this one is that you basically roll on tables to create the characters and to make up the scenario of the adventure, so there is virtually no prep work. Although, like with any game system, I definitely recommend reading it before playing with your kids. There’s a ton of supplemental stuff you can get for this game if it turns out you love it but you just need the basics and a set of gaming dice to get going on this one. Again, this is probably for kids who are at least 9 or so since there is a bit of reading required here. It’s good for older kids and adults too though, so it will last you a good long time.

This one is on the pricier side of this list but totally worth it at $7.99 This one is a zip file rather than just one PDF though, so make sure you have a way to open it before spending the money.

Deadball: Baseball with Dice

My Grandfather used to call any time with no sports on, “the void”. He was a huge baseball fan. Deadball is going to be great for any kids who love baseball and are totally bummed out by the fact that there is no spring training going on right now. Obviously, you need to know a few things about baseball for this to be any fun. If you understand basic stats like batting average and ERA. If you are a baseball fan, that’s no problem but even if you are not, you can still play this game by reading through the rules. And the rules allow you to be any team in history, made up of any players you want. Or you can roll for your own team to make this work. It does require a set of RPG dice and it has basic and more advanced rules, depending on how you want to play.

The suggested price for this is $10.00 but it is a pay what you want so you can get it for less or more. Personally, I think it’s worth the $10 but only if you are a baseball fan.

If you want to get any of these, just click on the images above. or if you want to search for your own, click on the banner below.

If you try any of these games out, I’d love to know how they went. Have any other favorites I should know about? Let me know in the comments!

Gamely yours,

Slick Dungeon

Superheroes - Available Now @ DriveThruRPG.com