Learn to Play Call of Cthulhu by Yourself for Free

Alone Against the Flame

Hey horror rpg fanatics, Slick Dungeon here and I want to tell you how you can learn to play Call of Cthulhu 7th edition for free, on your own time, with nothing to bother you except the terror of your own imagination.

(Note: this post contains affiliate links. If you purchase something through this post I will get a small commission at no extra cost to you)

Last week I named in my Top 5 Horror Tabletop Roleplaying Games post Call of Cthulhu as the number one horror RPG. I realize I haven’t talked much about this game on my blog but I have played and enjoyed it quite a lot.

However, one of my favorite ways to play this game is not with a gaming group at all but inside on a dark and dreary night with low lighting all by lonesome. I find this increases the scare factor considerably and luckily Chaosium has published several scenarios (what you would think of as an adventure or one-shot in D&D) where you don’t need a GM. You pretty much just need some dice, some paper, and something to write with.

While there are some options to purchase items in this post, if you just get the Alone Against the Flames and Call of Cthulhu 7th Edition Quick Start Rules PDF’s you don’t have to pay anything to learn to play this game. I recommend starting there before getting your wallet out for anything else. Of course, if you’re like me you may be hooked and want to buy some further scenarios and rulebooks.

The way I learned to play the 7th edition of this game was with a scenario called Alone Against the Flames. To play the scenario you will need the Call of Cthulhu 7th Edition Quick Start Rules. You can get the PDF of both of these for $0. If you’re willing to spend just a bit of cash you can get a softcover edition of both of these books for $11 and $10 respectively. If you decide to pay the higher price, be sure to select the option that gives you both the PDF and the softcover. When you select the softcover you get the PDF for free so take advantage of that.

Personally, I recommend the softcover for Alone Against the Flames just because it’s easier to write in a book than on printed out pages that fly all over the place. I think it’s less essential for the rules but it can be nice to have a book to flip through.

Alright so what exactly is this scenario and why should you play it? That’s an excellent question I have asked myself. Here’s the answer. This scenario is set in the 1920’s in America, the classic setting for most of the CoC scenarios. This gives you a good feel for the tone of the game and the encroaching cosmic horror you will be facing off against.

In many ways it is like a choose your own adventure book but at the same time you will be building a character and learning how the rules of the game operate. Truth be told, as much as I love Dungeons & Dragons, I wish they had something like this. It can be hard to learn a new rule system in front of people so having an adventure (or scenario in this case) you can play to get a feel of both story and mechanics is extremely valuable.

I don’t want to give away spoilers for the scenario here but suffice it to say your character will end up somewhere that is not friendly and things are not at all what they seem.

I definitely recommend playing this alone because it just makes it more fun. It’s pretty easy to scare yourself but when you play with someone else there isn’t the same amount of terror you can feel. However, if you really want to play this with someone else, you definitely can. One of you would need to be the Keeper (Game Master) and the other the player. The scenario will still walk both of you through the rules and gives a great intro story.

Watch out for the ancient ones

If you do play this there are also some great follow up scenarios, although you are going to have to pay for those. To play them you would need the Call of Cthulhu 7th Edition Keeper’s Rulebook. You can also get this on drivethrurpg as a PDF but it’s going to cost you $27.95. If you’d rather have a hardcover you’ll need to go to the game publisher Chaosium’s website where you can get it for a heftier $54.95. While it’s costlier I do recommend the hardcover for this since it’s a book you’ll likely reuse.

The follow up scenarios are Alone Against the Dark another solo scenario which takes you to the year 1931 where you will travel from New York City to Greece, Egypt, Germany, and Antarctica. It’s guaranteed dangerous, meaning the scenario is going to be more challenging than Alone Against the Flames but if you have played that scenario, you’ll have a much better idea of how to survive this one. You can get this one for $6.95. Then there is Alone Against the Frost for $9.99 but this one can be used with the starter set if you have that. Here you go into the Canadian Northwest Territories in the 1920’s. this time they give you a character to play rather than one to create. Finally there is Alone Agains the Tide for $6.95 which can also be used with the starter set. In this one you take on the role of an investigator traveling to a remote lakeside town where strange things are happening. This one has a pre-generated character but you could also use one you have made yourself. All of these are pretty fun scenarios to play by yourself or with one friend. All of them are also good introductions to how to play the game. If you play all of these you’ll definitely understand how it works and maybe you’ll be inspired to play a live game with others or even become a Keeper.

My recommendation is to play at that time of night when you hear bumps and creaks at home and think, “what was that noise?” and answer, “It could be anything.” It makes it a lot more terrifying.

Horrifically yours,

Slick Dungeon

Dungeon Master Tool Review – Scary Stories to Play in the Dark

Spooky Stories to Play in the Dark

Hi all, Slick Dungeon here. I was messing around in the DM’s Guild recently because I was thinking about writing something with advice about running horror campaigns for kids. It can be both super fun and a difficult challenge all at once.

Imagine my surprise when I came upon some creators who already did this for adapting games from famous horror books suitable for kids 8-12 years old.

I’ll still be giving my take on this sort of thing later this month but Thomas and Rachel Kolar have basically knocked it out of the park in a nutshell with this little supplement.

The authors give general advice on running games involving horror with kids, give some solid examples of horror kids are reading (both old and newer), and give general advice on how to increase or decrease the horror level on your campaigns.

They take films or books you are likely familiar with, give a bit of advice on how to adapt so the players are the stars of the show but shouldn’t be overly traumatized by the scary things that can happen, and give an excellent list of recommended reading.

The best part? It’s 100% free on the DM’s guild. I will say though, that the Kolar’s obviously put some time and effort into this so if you can please support them by giving them a few cents for it.

Also, they have a more in-depth guide that I plan to check out myself called Ravenloft Gives Me Goosebumps: Genres of Horror for only $0.99! In this one they go through how to run games with kids 8-12 using the Genres of Horror section in Van Richten’s Guide to Ravenloft. That makes two ideas I was going to post about they thought of before I did!

Horrifically yours,

Slick Dungeon

Top 5 Horror Tabletop Role Playing Games

Storytellers Vault

Hello internet, it’s Slick Dungeon here. I hate when people go on with long intros in their top 5 lists so I will get right to the point. These games are fun to play if you like horror. Check ’em out!

(Note: this post contains affiliate links. If you purchase something through this post I will get a small commission at no extra cost to you)

5. Vampire the Masquerade

Vampire the Masquerade 5th Edition

Most people think the world is how it seems. Nothing supernatural or strange happens to most of us. Until you are turned into a vampire and enter a complex, violent world full of political intrigue, horror, and most of all a never ending hunger that cannot be ignored. The fifth edition of Vampire the Masquerade is the most current but this game has been around for decades. The idea of it was that players could get to be the monsters. This one is definitely not for children and comes with a warning that it’s for the mature. If you play this game with your gaming group, make certain everyone understands what lines they would not want crossed while playing. It can be a ton of fun to play a bloodsucker in the night who not only has to control their hunger but also needs to keep from ticking off the much older, much badder vampire who doesn’t want them around. It’s a surprisingly complex game but the rules are pretty quick to learn and it has endless opportunity to touch on themes of horror, death, and what it truly means to live. You can get the core rulebook as a PDF from the Storytellers Vault for just $25.

4. Alien: The Role playing Game

Alien: The Role Playing Game Starter Set

In space and on your tabletop no one can hear you scream. Watching Alien was one of the first times in my life when a film experience truly terrified me. The tabletop RPG is great at evoking the same feeling. I recommend dipping your toes in with the starter set which comes with the rulebook, a scenario to play and 5 pre-generated characters plus a bunch of supporting materials like maps, markers and cards. You can get it on drivethrurpg for just $20. The rules take a minute to get used to but if you are an experienced role player, you’ll catch on fairly quickly. This one is also not recommended for kids but if your kid loves watching scary movies like I did, you can always adapt it a bit and make it more action-oriented and a little less graphic. It is pretty heavy on the body horror so if that is not for you, well, you’re probably not an Alien fan in the first place. One thing to note is that the starter set does not involve the Xenomorph, the most well known of the creatures from Alien. Some people complain about this but when they do I remind them that Ripley doesn’t really go toe to toe with the queen until the end of the movie, so it makes sense not to just pull that out right off the bat.

3. Dungeons & Dragons: The Curse of Strahd

I know, D&D is it’s own RPG but when it comes to 5th edition there is no horror campaign that surpasses Curse of Strahd. What’s great about this book is how flexible it is. While it touches on dark themes and can be as scary as Vampire the Masquerade if you want it to be, you can also make it a bit goofy and silly making it a good one for kids. Just read ahead before you play with kids so you aren’t caught off guard by the hags who cook children or anything along those lines. While it’s definitely on the pricier side, I really like Curse of Strahd: Revamped. This gives you the book, maps, a super cool stat block for the big bad guy, a tarokka deck to use in the adventure and some gothic postcards that perfectly capture the feeling of Barovia in the domains of dread. This particular campaign is super fun to both DM and to play in.

2. Kids on Bikes

Kids on Bikes

The Goonies, E.T., Stranger Things, what do they all have in common? There are kids. They are on bikes. As simple as it sounds this is the perfect set up for a horror themed RPG. It’s set in the days before your mom could text you to make sure you were safe or you could google who died in the creepy old mansion before you enter it on a dare. The rules are very quick to learn and the game play starts right up. You can sort of ratchet the horror level to what you like as far as fear goes so this is good with a group of kids or adults. You can get the core PDF for just $10 on drivethrurpg. Another really interesting aspect of this one is that you co-create the town as you play and it has powered characters who can be influenced by both the GM and the players. This makes things go from predictable to unpredictable very quickly.

1. Call of Cthulhu

Call of Cthulhu

There is a reason this RPG shows up at the top of everyone’s horror list. There is no better game at setting the mood for terror and delivering abject horror to your players. While it’s most often set in the 1920’s America, you can actually place this game in virtually any time period. The game is based on Lovecraftian stories and creatures but it does incorporate more than that if you want it to. This is another one where I recommend first getting a little taste with the starter set. You can get the starter set on drivethrurpg for just $6 at the time of this posting. In there you get an intro book, a rule book, three starter adventures, five pre-generated investigator sheets, some blank investigator sheets, and player handouts. In total you get four different adventures in one box which is more than I can say for any other starter set I know of. The theme of the game is cosmic horror but it touches on all kinds of terrors. Your characters aren’t wizards and barbarians who don’t ever truly feel threatened because they can just heal after combat. Instead you are human investigators, susceptible to all the pain and damage a human can take and your job is to take on strange, alien creatures from deep in the cosmos, all while hoping to retain whatever sanity you have. This is a game where some kids can handle it and some can’t. If you play with kids who grow super attached to their characters, this game is not recommended because they are extremely likely to die. Also, one thing I do like about this game is that they make several solo adventures (one of which is included in the set) so even if you can’t get your gaming group together, you can still play.

Well, Happy October everyone! I hope you liked my list. Did I miss your favorite horror game? If so, let me know in the comments! Also, if you have played one of these, how did you like it?

Horrifically yours,

Slick Dungeon

RPG Review: Stealing Stories for the Devil Free Primer

Stealing Stories for the Devil by Monte Cook Games
Huge Discounts on your Favorite RPGs @ DriveThruRPG.com

Hello internet people, Slick Dungeon here. I came across a tabletop RPG title on DriveThruRPG.com that I wanted to review. I’ve read the free primer for the game which you can get here at the cost of absolutely free.

I’m going to give a review of the primer and let you know who this game is for and what the pros and cons of it are in my mind. Before I get into the review I want to make sure it is understood what exactly I am reviewing.

I will only be reviewing the free primer from DriveThruRPG. This game will be released via kickstarter and if you are interested in it you can learn more about it by watching the video below. I have no affiliation whatsoever with Monte Cook games or this product. I want to give a fair and objective review for what I can based on the primer.

I also have not had the opportunity to play in a game session yet but if I do, I will give a more full review of the overall game. But first I’ll need to find a group of liars to play with. (We’ll get into that more in a bit)

Stealing Stories for the Devil Kickstarter

If you don’t know, a tabletop role playing game, or RPG for short, is a game where you gather a group of friends and play through a scenario in a cooperative storytelling style. There are many of these games on the market, the most famous of which is Dungeons & Dragons. But there is a treasure trove of other RPG’s that can be just as fun to play.

Most of them have a rule set you use to help craft the narrative and typically there is one person who leads the story along, usually called a game master.

Stealing Stories for the Devil is similar in most aspects to these games but does have some stand out differences. Whether you enjoy these differences or not depends on what kind of player you are and how comfortable you are with a bit of improvisation.

What is it?

The game has an interesting premise. You are from the future. Somewhere around the 39th century. You boarded a ship where you expected to be put to sleep and woken up years later in another universe. Instead the ship with its preprogrammed artificial intelligence ended up on Earth in the 21st century.

Aboard the ship there were two types of people, sleepers and scions. Sleepers as the name implies slept as expected. Scions are actually the descendants of people who originally boarded the ship but for some reason did not go into stasis as expected.

There’s a lot more background to this in the primer but it boils down to this. Both sleepers and scions can affect reality, reshaping it to fit their own narratives. Sleepers do this through advanced technology while scions do this through natural ability.

When a Scion or Sleeper does this, they steal a little bit of the reality they are in and lie to the universe to make it do what they want. Therefore the player characters in this game are all called Liars.

There is a Game Master for this game who leads the narrative but unlike most other RPG’s there is a lot more freedom for the players to influence what happens in the game. After all, they are lying to reality so they get to say what should happen. The world is not without its obstacles though, as the GM must then think of ways to challenge the player characters to keep the story interesting.

How does this game work?

There are some similarities to most RPG’s. You get to choose some traits your character is good at and you have to choose some detriments your character has. Unlike most RPG’s the designers leave this extremely open ended and up to interpretation. While they give several examples of traits such as agile, fast, etc. they also encourage the group to come up with their own traits. This makes the game exceedingly flexible to fit a scenario you think would be fun.

In the primer there are three types of Liars. These are Planners, Plotters and Schemers. I won’t go into too much detail here on what those things mean but you can think of them like character subclasses. They add a bit of different flavor to your character and depending on what you think would be cool to play, you choose which type of Liar you want to be.

You also get a bit of starting equipment based on if you are a scion or sleeper.

Once you have your group of liars together and have a Game Master, you just need a quick read of the rules and you are ready to play. There is surprisingly little math involved in this game and even the defined terms are not necessarily absolute.

That doesn’t mean there is not structure, it just means the players really do get to star in the game.

DriveThruRPG.com

The game is about heisting reality so the players and Game Master come up with a scenario where something has gone wrong with reality and it is up to the players to fix it. There are three acts to each game session. Game sessions can be their own one shot adventures, can be a series of 12 sessions that aadd up to a “season” or an ongoing campaign that can last as long as the players and Game Master want it to.

Each session is broken up into three acts. In the first act, the players get a mission briefing and together map out a location where the players will be performing a heist on reality. The Game Master might say something like, you need to recover a key that unlocks a safe deposit box from a bank. The players then might say, the bank is in the center of the city and we are going to sneak in at night. Then the Game Master could reply, while no one is around at night there are security cameras everywhere and the police do tend to drive by on occasion. Play keeps going like that until the mission briefing is over.

Act two is where the bulk of the game play takes place. This is where the characters act out their actions and the Game Master gets to put obstacles in their way. There will also be twists and turns placed in the scenario by the Game Master. The action plays out until the GM decides the act is over and then the players head into act three.

Act three is the climax where the players ultimately find out if they succeed or fail in their mission.

Along the way the Game Master can ask for players to make dice rolls to see what direction the story takes.

Who is this game for?

If you love improvisation in your role playing, I cannot think of a more interesting type of game to play. You literally get to bend reality in this game as if you were in the movie Inception or The Matrix or something like that.

The game reminds me of elements of Cyberpunk and Shadowrun but with a far looser rule set. You won’t have to roll a lot of dice or do much math at all. It’s quick to read through the primer’s rules although I am sure there is a more robust rule set in the full game.

However, if you are the type of player who really relies on rules and having a bit more set structure on whether your character succeeds or fails, this is not the game for you. In other words, if you like your rules crunchy, skip this one.

Final thoughts

While I have not played this game yet, I really like the premise and I think it opens up huge possibilities for crafting epic stories. I do tend to like a bit more structure in my games but this is one where I think having fewer hard rules will benefit the game. It uses its own system and it is very flexible.

There are players out there who really do love the rules aspects of tabletop games and those players would do well to stay clear of this one.

I can’t speak to how well the twist and mission cards work in this game but I like the idea of some random elements being introduced outside of the player’s control.

I will say I don’t see a huge difference between scions and sleepers since they both change reality and I am not sure how it would matter which one you played. I do think the planner, plotter and schemer all have unique flavors and I think it would be pretty easy to decide which one you want to be. Personally, I really want to play a plotter because it sounded really cool to me.

The primer gives a decent look into the game, enough that giving it a read will let you know if you are interested in backing the game on Kickstarter. The full game comes with a whole lot more and I think it has real potential to be a fun game.

In my opinion if you like games full of improvisation and don’t want to take on a bunch of math in order to play, this is the game for you. Also, it helps if you enjoy heist movies.

If you have read the primer or played the game I would love to hear from you. How was it? Let me know in the comments.

Fictitiously yours,

Slick Dungeon

(Note: this post contains affiliate links. If you purchase something through this post I will get a small commission at no extra cost to you)

The Executioner’s Daughter: Dungeons & Dragons Solo Adventure Review

The Executioner’s Daughter, Part 1 of the Tribunal Trilogy by Ashley Warren

Hey Everyone, Slick Dungeon here. If you are like me you love playing Dungeons & Dragons. Also, if you are like me, you can’t always get a group together to play. So what do you do? Find a solo adventure you can play by yourself. I found myself in this situation recently so I decided to play The Executioner’s Daughter by Ashley Warren who writes some fantastic RPG material you can purchase on the Dungeon Master’s Guild.

(Note: this post contains affiliate links. If you purchase something through this post I will get a small commission at no extra cost to you)

What’s a solo adventure for Dungeons & Dragons you say? Simple. It’s kind of like a choose your own adventure book but where instead of making decisions you roll up a character sheet and roll some dice to find out what happens.

These types of adventures have become increasingly popular in the last year for obvious reasons. Never let the lack of a group stop you from enjoying your favorite TTRPG. Now, on to the review.

The Executioner’s Daughter is an adventure meant for a 3rd level character. This can be played by one person alone or is easily adapted to have a Dungeon Master and a single player.

The adventure is rich with detail and has some pretty cool twists and turns. I chose to be a 3rd level Aasimar Paladin because I had never played that race or class before. I found the combat challenging (mostly because I somehow managed to roll really well against myself and really poorly for my character). I will say that the adventure tends to lean toward the good side of alignment but you can play as whatever you want.

The setting is a place called Soldra that has a history of fighting dragons but at a price. I don’t want to get into spoiler territory here but basically Soldra has survived for years by sacrificing a young woman from the city every year to Bahamut the dragon god. Things must be going relatively well because there hasn’t been a dragon attack on the city in years. The ceremony where this selection happens does not go as planned this time and that is where your character comes into play.

Conveniently, all of the stat blocks you need to play are included right in the module so there’s no awkward pausing to find something in the Monster Manual just to continue playing.

While it is a bit odd rolling against yourself for combat, I got used to it pretty quickly.

The artwork is high quality and it helps to make the adventure feel truly immersive.

There are some drawbacks to the module. First, if you have never played D&D before, this could prove challenging because the module assumes you know how to make a 3rd level character. Since that’s outside the scope of what the module is trying to achieve, I don’t hold it against the creator. I just thought it would be fair to warn anyone who might purchase this that it’s not for totally inexperienced players.

The module is text heavy and does seem to assume a couple things about your character. Mostly it assumes that you want to get in on the action somehow. Since it would be a pretty boring adventure without getting involved, I can’t really hold that against the module either. But due to this it can feel a little bit like thee outcomes are inevitable.

Overall, including the time it took me to make a character, this adventure took me about 2 hours to play. I am sure some people will go faster and others will take longer.

So, what’s the cost of this little adventure and is it worth getting? I have good news for you. This is a steal at only 99 cents. It’s technically a Pay What You Want title on the DM’s Guild but I paid the full price and I think it was worth every penny. If you are interested and want to buy it, click on one of the links to it above or click this link here.

Not only did playing this fill my time and give me a couple hours of fun, it also crossed off one of my challenges for my read-watch-play challenge. To check that out take a look at this post or download the challenge here for free.

I should also mention that this is part one of a trilogy. I plan to play all three and review them on this blog so if you are interested, stay tuned and I will let you know how they go. I feel like there is a lot of story potential in this first one so I am looking forward to the next adventure in the series.

Adventuringly yours,

Slick Dungeon

Slick Dungeons 10 Golden Rules of Dungeon Mastering for Kids

Howdy folks! Slick Dungeon here and I play a lot of Dungeons & Dragons. I have had conversations that have lasted for hours just on the topic. One thing I don’t see a lot of are guides or suggestions for how to play this game with kids. I’ve run into parents who have children who want to play but the parents are too intimidated to give it a try. To help solve that problem, I came up with a few rules and I want to give those rules to you for… absolutely free!

If this sounds like something you might be interested in just download the free 18 page PDF below. If you like it, consider signing up for my mailing list. If you hate my tips, you can always unsubscribe. You don’t have to sign up to the mailing list to get the PDF but if you do, it will put a swing in my step and a shine on my top hat!

Happy gaming everyone!

Here’s the PDF:

Get the 10 Golden Rules by clicking the image above

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Kids Kill Monsters – How to Prepare to play Dungeons & Dragons with Kids Part 14

D&D Campaign Adventures for Storm King's Thunder - Available now @ Dungeon Masters Guild

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 youwalked you through the first section of the simple rules and talked about choosing a race and role playing a dwarfrole playing an elfrole playing a halflingrole playing a humanrole playing a dragon bornrole playing a gnomerole playing a half-elfrole playing a half-orcrole playing a Tiefling. and talked about Class. Today we are going to talk about playing as a Barbarian.

Oil your muscles up, do a few stretches and get ready to let the fury of your rage loose upon the world. You are a barbarian. You might not have those fancy spells that go flying around the battlefield all the time but that’s fine, you don’t need them. You just need a handy melee weapon, the strength of your rage and something to hit!

I love playing a barbarian and there are tons of examples from literature and popular entertainment you can base this character upon. Barbarians also get some pretty neat class skills which can be quite fun to play.

When I think of barbarians one that I think most kids could understand and relate to would the The Incredible Hulk. While a Dungeons & Dragons character is not likely to go from academic scientist to raging gamma monster (although that would be possible in certain settings) the way that Hulk rages is very much like what a barbarian does. When Hulk gets angry, he hits harder than anyone else. Yet, even in his state of rage, he is usually aware enough to protect his friends and only go after bad guys. Sure, he does a lot of structural damage but he isn’t known to be a killer (at least not in my favorite interpretations of him).

His anger is often misunderstood and it can be a frightening sight to see even for his friends but ultimately, they are glad he is on their side. Also, when Hulk is angry its harder to hurt him. The blows glance off him for the most part unless you happen to be a god of thunder.

However, this rage can only last so long and after a while Hulk will wear himself out, especially if he runs out of stuff to hit.

Another model of barbarianism I think of is Conan the Barbarian because, well, it’s in the name. If you read some Conan stories though, it’s pretty obvious he may not be the best role model for children. There are some good qualities a kid playing a barbarian can adapt from Conan though. He never gives up on a fight and he will not abandon his friends no matter what the odds are. He’s a bit self centered and will take as much treasure as he can get his hands on but he’s not so greedy that he won’t share fairly in the spoils. And Conan, unlike the Hulk, is able to keep his head (literally and figuratively) not only in a fight but usually in a social situation. He respects magic while not using it and really only cares what someone else believes when it becomes a problem for him or anyone innocent around him.

I would be remiss if I didn’t mention the female version of Conan, Red Sonja. She’s a little less hot tempered than Conan and she had a very rough childhood where she had to learn to fend for herself, a child whose teacher was nature itself. She learned her lessons well and is one of the few people who can easily keep up with Conan. I actually think she might be a better role model for kids than Conan but she still went through some things that you might want to wait until your kids are older to explain. She has boundless courage and is always ready to lend a helping hand to those in need. She is somehow stealthy despite her shock of red hair that you would think could be seen by just about anyone. Her choice of battle gear is a bit… exposed, let’s say. It does leave her flexible though and as a barbarian you don’t want to be clunking around although, it would be wise to get yourself a shield from your closest merchant.

Barbarians tend to live for danger and are willing to take risks for themselves, especially if their actions might protect those they care about. There are all kinds of barbarians though and they often come in surprising packages. Being a barbarian isn’t about how big you are but about how bold you are. Halflings and dwarves make barbarians just as well as elves and goliaths do.

It can also be fun to play a barbarian a little against type. There’s no reason a barbarian can’t be smart or kind or even reluctant to get into battle. the one thing that should be consistent with barbarians is that once they are in battle, they revel in it, almost to the point where they are blind with rage but very effective up close.

So, now that I have given you some barbarian examples, how does one make a barbarian? Let’s take a look at what the basic rules have to tell us shall we?

Creating a Barbarian

When you first play Dungeons & Dragons with kids and the basic rules tell you what to use for a quick build I would say it’s probably best to start there. It’s the least amount of poring over and trying to figure out stats you can do and since this part was written by the game designers you tend to get a fairly balanced class out of it. The one place you might change is in the suggested backgrounds. I feel like the backgrounds are more a role playing choice than a mechanic (although they have that too) and thus should be left up to the kid playing. Also, for those who don’t know, when I talk about “mechanics” I just mean how the rules operate, usually with some number crunching involved.

What do the basic rules suggest we do with our barbarian?

For this class the rules recommend putting your highest ability score in Strength, followed by Constitution. This makes sense because as a barbarian your weapon attacks are going to use strength, your rage gives you some bonuses to your strength. You also want high constitution because this is how healthy you are and since you are likely to get bashed around plenty, you want to have enough hit points that you aren’t getting knocked out ever other round in combat.

Second they recommend the Outlander background. In a later series of posts I will go more into each background but I will say that Outlander can be a great choice for a barbarian but it is not the only choice. I have played a barbarian with the folklore background and that worked out very well for me. I also think that if you made a few adjustments a barbarian could be a noble. Sure, she might not come from a fancy castle and want to pay for the most luxurious accommodations every night but there’s no reason they can’t be the leader of their tribe or a proud noble of a people who shun the niceties of civilization.

There are different features you get for being a barbarian and while you are unlikely to get to the top ranks of levels with a group of kids, I’ll give you a rundown of these things anyway.

Class Features

Hit dice: Barbarians get to use a d12 when figuring out their hit points and hit dice which is pretty great since a lot of other classes use smaller dice meaning barbarians are sturdier. For your hit dice you get 1d12 per barbarian level.

Hit points: At first level it’s 1d12 + your constitution modifier. (This is where having con as one of your higher stats really helps) For every level after that you get 1d12 (or 7 if you are using averages) + your Constitution modifier per barbarian level after 1st.

Just a quick note here because I know this was confusing to me when I learned to play. What is the difference between hit dice and hit points? Hit dice you get to roll when you take a short rest. These will be however many d12s you roll per level. You get to add the number you roll to your hit points if you have taken any damage. Your hit points are how many points of health you have. The easiest analogy is probably a health bar in a video game. If that number gets down to zero or below, you are likely in trouble. When you roll your hit dice you get to refill that bar. And just like in a video game, you can’t exceed the maximum of your health even if you roll higher than that number.

Proficiencies: These are basically things you are good at. A barbarian has several proficiencies to begin with.

Armor: Barbarians are good with Light armor, medium armor, and shields. While I highly recommend you pick up a shield, you may not want to wear armor because if you do, you won’t be able to use Unarmored Defense which I will talk about more below.

Weapons: Barbarians are good with simple weapons and martial weapons. Spears, daggers, axes these are a few of the types of weapons barbarians are good with. They’re not great with a bow or anything that takes great practice and skill to perfect but that’s fine because a barbarian is going to want to get up close and be right in the middle of melee as much as possible.

Tools: None. Alright, barbarians just don’t have the patience for tools. That’s what rogues are for.

Saving Throws: Strength, Constitution. Saving throws are when you might befall an attack or damage of some kind. If the check for that attack or damage calls for strength or constitution you are going to be glad you are a barbarian

Skills: Choose two from Animal Handling, Athletics, Intimidation, Nature, Perception, and Survival. We’ll talk more about skills more in future posts but for now, these do basically what they sound like although I will point out Survival doesn’t mean just how long yo live. It’s more like, how long can you live in nature on your own instincts.

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a greataxe or (b) any martial melee weapon
  • (a) two handaxes or (b) any simple weapon
  • An explorer’s pack and four javelins

These are all good weapons for a barbarian and it’s basically down to your preference of how you want to hit stuff.

Features

Alright, now for the fun stuff! On top of all the things listed above, barbarians get several features. Like I said before, kids are not likely to go all the way to level 20 but I will talk about all of these anyway. The descriptions with the bullets and stuff are taken right from the basic rules but I will give you my spin on each one. The first few are the ones to focus on at the beginning.

Rage

This is the key to being a barbarian. Whenever you get into combat you are going to want to Rage. It gives you bonuses that make you much tougher but there are some drawbacks to it so make sure you know how it works.

So what is it exactly?

On your turn, you can enter a rage as a bonus action.

While raging, you gain the following benefits if you aren’t wearing heavy armor:

  • You have advantage on Strength checks and Strength saving throws.
  • When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table.
  • You have resistance to bludgeoning, piercing, and slashing damage.

To sum this up, you are stronger when raging and as you level up you get to do even more damage per level. On top of that if an enemy is hitting you with any weapon that does bludgeoning, piercing or slashing damage, you get to reduce the amount of damage you would take.

There are some limits though. They are listed below.

If you are able to cast spells, you can’t cast them or concentrate on them while raging.

Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action.

Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.

Those are the limits, let’s talk a little bit more about them.

Some barbarians do a little bit of magic so if you have an awesome spell, make sure you cast it before you rage. If it’s a concentration spell wait until the effect ends before you rage. It’s all about timing.

You can also lose your rage in a number of ways. First of all it only lasts for one full minute. Now, that’s actually quite a few rounds in most combat situations but if it’s a really long battle you’re going to want to make sure you go into the rage at the most opportune time.

Also, if you get knocked unconscious your rage is gone, so try not to get clobbered to the point where you have zero hit points.

On the other hand, you also lose your rage if you don’t either tried to hit an enemy or gotten hit by an enemy so if you are raging, be sure you are in the thick of the fight.

You can also choose to just stop raging, unlike the Hulk, so if you rage and then realize you should cast a spell you can drop that rage.

The final limitation is that you can only rage twice per day so if you are pretty sure you are going to be in ten combats, save your rage for the hardest two. You get your rages back after a long rest.

Unarmored Defense

While you are not wearing any armor, your Armor Class equals 10 + your Dexterity modifier + your Constitution modifier. You can use a shield and still gain this benefit.

Ok, here’s the deal with unarmored defense. You don’t want to wear armor. Why? Because adding all those numbers above is probably going to be more defensive for you than wearing armor in the first place. Plus, if you have a shield you get a +2 to your AC while you use it so you can boost that number even higher. Also, you and your Monk buddy (we’ll talk about Monks in a later post) are going to be the quickest to get out of the inn to see what all the ruckus is in the middle of the night. Why? It takes 10 minutes to put all that armor on but you don’t have to. Your armor is your flesh.

Reckless Attack

Starting at 2nd level, you can throw aside all concern for defense to attack with fierce desperation. When you make your first attack on your turn, you can decide to attack recklessly. Doing so gives you advantage on melee weapon attack rolls using Strength during this turn, but attack rolls against you have advantage until your next turn.

This is an awesome feature but I will give you caution that using it on an adult dragon might be unwise. Basically at the start of your attack you can do so recklessly which means you get to roll two d20s and take the higher number for your attack roll. The drawback? That same creature has advantage against you on its next attack. If it’s a squishy little goblin with no armor that’s probably fine but if it’s something bigger than you just remember it gets to hit back.

Danger Sense

At 2nd level, you gain an uncanny sense of when things nearby aren’t as they should be, giving you an edge when you dodge away from danger.

You have advantage on Dexterity saving throws against effects that you can see, such as traps and spells. To gain this benefit, you can’t be blinded , deafened , or incapacitated.

For this one you get a bit more of a chance of escaping damage caused by your environment or your enemies, so long as you can see it. It doesn’t work if you have the blinded , deafened , or incapacitated conditions going against you. We’ll talk more about conditions in a later post but they do basically what they sound like.

Primal Path

At 3rd level, you choose a path that shapes the nature of your rage. Choose the Path of the Berserker or the Path of the Totem Warrior, both detailed at the end of the class description. Your choice grants you features at 3rd level and again at 6th, 10th, and 14th levels.

Look, this one sounds confusing but basically you get to pick one of two cool ways to manifest your rage. Since they both get entries in the end of the barbarian section I will go into more detail about both the Path of the Berserker and the Path of the Totem Warrior later in this post.

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Meh. You get to increase some numbers on your stats here which is cool and all but not that nifty as far as role playing goes. We’ll go way more in depth on Ability Scores in a later post.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Yeah! You get to hit stuff more. Hitting more stuff is good for a barbarian!

Fast Movement

Starting at 5th level, your speed increases by 10 feet while you aren’t wearing heavy armor.

We’ve been over this, barbarians don’t want to wear armor and this is another reason. You can move faster. Faster is good because then you get to hit stuff sooner!

Feral Instinct

By 7th level, your instincts are so honed that you have advantage on initiative rolls.

Additionally, if you are surprised at the beginning of combat and aren’t incapacitated, you can act normally on your first turn, but only if you enter your rage before doing anything else on that turn.

If you are sort of new to D&D this just sounds confusing. This is mostly wrapped up in some mechanics. Basically the idea is that you notice when things are about to get hairy before others do so you are more likely to get into combat first. And if you are new to D&D the whole surprised thing can be tough to figure out. It’s a sort of weirdly complicated mechanic of figuring out who goes first in combat. I’ll do a post later that talks about this so for now, don’t worry too much about it. Having the Feral Instinct is very helpful, just know that much.

Brutal Critical

Beginning at 9th level, you can roll one additional weapon damage die when determining the extra damage for a critical hit with a melee attack.

This increases to two additional dice at 13th level and three additional dice at 17th level.

I know this one sounds kind of jargony but it boils down to this. You get to roll more damage dice when you roll a 20 on your attack roll. In other words, you hit really hard.

Relentless Rage

Starting at 11th level, your rage can keep you fighting despite grievous wounds. If you drop to 0 hit points while you’re raging and don’t die outright, you can make a DC 10 Constitution saving throw. If you succeed, you drop to 1 hit point instead.

Each time you use this feature after the first, the DC increases by 5. When you finish a short or long rest, the DC resets to 10.

This one is fun because just when it looks like you are down and out, you get back up again. That bugbear that thought it just struck a killing blow against you? Guess what? It’s your turn now!

Persistent Rage

Beginning at 15th level, your rage is so fierce that it ends early only if you fall unconscious or if you choose to end it.

Yes! You can be in a near perpetual state of rage unless you decide to calm down or you get knocked out.

Indomitable Might

Beginning at 18th level, if your total for a Strength check is less than your Strength score, you can use that score in place of the total.

By this time you are probably pretty strong so getting to use your strength score is usually going to be way better than a low roll on a d20.

Primal Champion

At 20th level, you embody the power of the wilds. Your Strength and Constitution scores increase by 4. Your maximum for those scores is now 24.

Again, this doesn’t seem that neat from a role playing perspective but it does make you stronger and sturdier. I can’t say I have played a level 20 barbarian (yet) so I am not sure how helpful this is but most of the score caps are 20 so an extra four ain’t bad.

Primal Paths

So what exactly are Primal Paths and how do they work? This is the part of the class that lets you add a little style to your barbarian. There are two paths you can choose from in the basic rules, the Path of the Berserker and the Path of the Totem.

For some reason the basic rules on D&D Beyond don’t actually give the details for the Path of the Totem but I have you covered.

Here is how the basic rules describes Primal Paths:

Rage burns in every barbarian’s heart, a furnace that drives him or her toward greatness. Different barbarians attribute their rage to different sources, however. For some, it is an internal reservoir where pain, grief, and anger are forged into a fury hard as steel. Others see it as a spiritual blessing, a gift of a totem animal.

Pretty cool right? Let’s take a look at each option.

Path of the Berserker

If your kid wants to basically be the Hulk when she plays, have her take the Path of the Berserker. You get some cool features to use and you get to be the scariest thing in the room.

Here is what you get.

Frenzy

Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion.

Basically you get to hit more frequently in battle but there is a cost. Once you are done, you really need to take a rest otherwise you suffer a level of exhaustion. exhaustion is a condition and again. we will talk about those in a later post but suffice to say it can lead to death eventually if you are not careful.

Mindless Rage

Beginning at 6th level, you can’t be charmed or frightened while raging. If you are charmed or frightened when you enter your rage, the effect is suspended for the duration of the rage.

None of that mind control spell funny business for you. You are way too focused on your rage to listen to anyone else. When the rage ends that wizard can get back to charming you… if he hasn’t fallen to your greataxe by then.

Intimidating Presence

Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you.

If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours.

The Hulk is big and scary and he makes people afraid. Barbarians get to use that to their advantage. The caveat is that the creature has to be close enough and if they succeed on their saving throw, they don’t think you’re such a big deal anymore. Be sure to have a weapon ready to remind them that they are wrong about that.

Retaliation

Starting at 14th level, when you take damage from a creature that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.

If you hit me I hit you back is pretty much what this is. It’s pretty effective for barbarians.

Path of the Totem Warrior

The Totem Warrior is very in tune with nature and all the animals and spirits of animals around them. This is a much more mystical take on the barbarian and it can be a lot of fun to play.

The Player’s Handbook describes it like this:

The Path of the Totem Warrior is a spiritual journey, as the barbarian accepts a spirit animal as guide, protector, and inspiration. In battle, your totem spirit fills you with supernatural might, adding magical fuel to your barbarian rage.

It’s sort of like Brother Bear but if instead of only learning life lessons about acceptance, you also learned how to be really good in a fight.

Here is what you get with this path.

Spirit Seeker

Yours is a path that seeks attunement with the natural world, giving you a kinship with beasts. At 3rd level when you adopt this path, you gain the ability to cast the beast sense and speak with animals spells, but only as rituals.

Basically what this means is that you can use a beast’s eyes and listen through it’s ears which can be great when scouting an area. You can also talk with animals to find out about what’s going on in the area. However, it takes time for you to do that because you have to do it as a ritual. We’ll get more into that when we talk about magic in a later post but for now just know, ritual spell means you need a bit of time to cast it.

Totem Spirit

At 3rd level, when you adopt this path, you choose a totem spirit and gain its feature. You must make or acquire a physical totem object — an amulet or similar adornment — that incorporates fur or feathers, claws, teeth, or bones of the totem animal. At your option, you also gain minor physical attributes that are reminiscent of your totem spirit. For example, if you have a bear totem spirit, you might be unusually hairy and thick-skinned, or if your totem is the eagle, your eyes turn bright yellow.

Your totem animal might be an animal related to those listed here but more appropriate to your homeland. For example, you could choose a hawk or vulture in place of an eagle.

Bear. While raging, you have resistance to all damage except psychic damage. The spirit of the bear makes you tough enough to stand up to any punishment.

Eagle. While you’re raging, other creatures have disadvantage on opportunity attack rolls against you, and you can use the Dash action as a bonus action on your turn. The spirit of the eagle makes you into a predator who can weave through the fray with ease.

Wolf. While you’re raging, your friends have advantage on melee attack rolls against any creature within 5 feet of you that is hostile to you. The spirit of the wolf makes you a leader of hunters.

I think these are pretty straightforward but the gist of it is that you get to choose an animal and gain some of the benefits that animal naturally possesses.

Aspect of the Beast

At 6th level, you gain a magical benefit based on the totem animal of your choice. You can choose the same animal you selected at 3rd level or a different one.

Bear. You gain the might of a bear. Your carrying capacity (including maximum load and maximum lift) is doubled, and you have advantage on Strength checks made to push, pull, lift, or break objects.

Eagle. You gain the eyesight of an eagle. You can see up to 1 mile away with no difficulty, able to discern even fine details as though looking at something no more than 100 feet away from you. Additionally, dim light doesn’t impose disadvantage on your Wisdom (Perception) checks.

Wolf. You gain the hunting sensibilities of a wolf. You can track other creatures while traveling at a fast pace, and you can move stealthily while traveling at a normal pace.

Again I think this is pretty straightforward but this time the effect is magical. You do only get to choose each animal once so make sure you choose wisely.

Totemic Attunement

At 14th level, you gain a magical benefit based on a totem animal of your choice. You can choose the same animal you selected previously or a different one.

Bear. While you’re raging, any creature within 5 feet of you that’s hostile to you has disadvantage on attack rolls against targets other than you or another character with this feature. An enemy is immune to this effect if it can’t see or hear you or if it can’t be frightened.

Eagle. While raging, you have a flying speed equal to your current walking speed. This benefit works only in short bursts; you fall if you end your turn in the air and nothing else is holding you aloft.

Wolf. While you’re raging, you can use a bonus action on your turn to knock a Large or smaller creature prone when you hit it with melee weapon attack.

Ditto for this one, you get the benefits of the creatures you choose and they are magical. They are all pretty useful so have fun with it.

Slick Dungeon’s Tips on Playing Barbarians

When you tell a kid that they can play a barbarian you might think you would regret that decision. I mean, a character who is all about rage and anger? Is that something we want our kids to do? Well, I think yes because anger is a huge emotion for kids. It’s something they understand and if they have ever had a tantrum they know there are times it is scary and they might feel like there is no way of controlling it. Guess what? That’s just like a barbarian but there is one major difference. They get to experience this in a safe environment without real world consequences. They might be able to see that their character is able to reign in that rage when needed and they can use that emotion towards something positive, namely protecting their friends. Also, kids are kind of egomaniacs. That’s not an insult, it’s just who kids are and how they develop. That being the case, sometimes they want to get to feel super powerful and playing as a barbarian is a great outlet for that.

The main caution with playing a barbarian is not to take things too far. You don’t want the role play of the rage to turn into actual anger so make sure that the rules of what is allowed at the table while playing are well set ahead of time.

Other than that, let your kid have fun, let them be powerful. Let them feel like the strongest in the room. It will be a ton of fun, I promise you.

I hope you have enjoyed this post. Thanks so much for reading to the end if you are still here with me. Next time we are going to talk about the ultimate in entertainment and support when we talk about bards.

Adventuringly yours,

Slick Dungeon

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Kids Kill Monsters – How to Prepare to play Dungeons & Dragons with Kids Part 13

D&D Campaign Adventures for Storm King's Thunder - Available now @ Dungeon Masters Guild

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, role playing a human, role playing a dragon born, role playing a gnome, role playing a half-elf, role playing a half-orc and role playing a Tiefling. Today, we are going to talk about Class.

In Dungeons & Dragons, if character Race is who the characters are, then Class is best described as what a character can do. In other words, while most of the traits that the characters gained for being a dwarf, a halfling, etc. are immutable, the Class traits are ones that can be learned. If you want to be a wizard, you have to learn how to do it. If you strive to be the best fighter in the land, it is going to take some practice.

At the beginning of character creation, a player’s character is already better than the average person at whatever Class they choose. A fighter isn’t just some woman who can occasionally win in a bar fight (although they probably can), she is also someone who is better than the average fighter. That’s why when it comes to class, you get certain bonuses. Class can be one of the more confusing parts of character creation because there is some math involved. We’ll go through it as it comes in future posts, but in this one, we are just going to stick to defining what class is, how it is used, and my tips for using it with kids.

What is Class?

As stated above, Class is what a character can do. More specifically, I might add, it would be something they would likely be called on to do. In other words, it’s ingrained in who they are, even if they never actually take money for it. A wizard might be hired by a king to cast battle spells but even if he loses the battle, he is still a wizard. A fighter might very well be paid to be a soldier but even if they are defeated in combat, they are still a fighter. A paladin might be a knight but even if they fall from grace, they are still a paladin.

Does it Matter What Class My Character Is?

The short answer here is, yes. This matters greatly. If you really want to use magic, you are going to want to choose a magic user. Be a wizard, a sorcerer or a warlock. If you want to get in lots of combat, a fighter or a monk is the way to go. One note here, if your character uses magic even a little bit, you are going to have to learn some magic rules. These can get complicated but they are also a ton of fun. There is usually a bit more math involved in the game if you are a spellcaster so be forewarned there.

My advice to anyone who is trying to decide what Class to be, is to pick something that you think is interesting and go with that. Be sure to read through the basic rules and have an understanding of what that Class does. You don’t have to be an expert on the math part yet, just read the descriptions of what these people do and decide if that sounds interesting to you. Pick the one that is the best fit for how you imagine your character.

Some people will demand that a party be made up of a delicate mechanical balance where you have certain classes to do certain things. To some extent, this makes sense, but don’t overdo it here. If your kids all want to be wizards, let them be wizards. Maybe have one of them learn some magic for healing and one of them learn magic for fighting but don’t stress too much if your party is not perfectly balanced. If you are the Dungeon Master, you will need to make adjustments to the bad guys based on the party and what Classes they are.

What is Multi-Classing?

This is briefly mentioned in the chapter on Class in the basic rules. What that means is that someone choose a little bit of one class and a little bit of another class. If it is your first time running or playing Dungeons & Dragons I wouldn’t really recommend it just because your character won’t necessarily live up to their full potential unless you have a really good grasp of the mechanics of the game. That being said, if you love the idea of being a fighter who learns magic and then decides to become a wizard, multiclassing can be great. You do you. Just be forewarned that it gets a little tricky.

Slick Dungeon’s Tips for Class with Kids

When it comes to kids, choosing a Class can be daunting and exciting. It is as important, if not more important, than what Race your character is. I would make sure that your kids really understand what someone in a Class is likely to do. Alternatively, you can ask your kids what they want their character to be able to do and recommend a Class to them. If they start talking about magic spells, suggest a Wizard. If they are combat focused, suggest a Fighter. If they want to be entertainers and support their friends in battle, a Bard is the way to go. If they want to heal others, a Cleric might be a good way to go. Look through the Classes (There are 12 in the basic rules) and describe to your kids what that Class does. If it sound like something they want to do, let them do it. Even if they are not good at math but really want to cast magic spells, I would let them do that. It’s much more fun to do something you want to do than to have to pretend to like something you don’t really want to do.

My next 12 posts in this series will be a deeper dive into each Class, starting with my favorite class to play, Barbarian.

Adventuringly yours,

Slick Dungeon

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First Blush – Dungeons & Dragons Duet Campaign Review

First Blush by Jonathan and Beth Ball Photo Credit: DM's Guild
First Blush by Jonathan and Beth Ball Photo Credit: DM’s Guild

Hey everyone, Slick Dungeon here. I haven’t posted about Dungeons & Dragons for a while and thought I would give you all a review of a neat product I found on the DM’s guild.

First Blush is a “duet” style campaign for one player and one Dungeon Master. The goal of the module is to not only be a fun and interesting adventure, but also to teach people how to play Dungeons & Dragons. It includes stat blocks for all of the NPCs in the adventure. There are also three maps that you can use at your table if you are using minifigures. There is some great artwork as far as the characters go as well.

The module itself lays out some scenarios that a beginning player should be able to easily manager and will make the mechanics of the game more clear as they go along. It can be placed into most Dungeons & Dragons settings so it is good for a first level adventure no matter where you prefer your campaigns to be set.

I would recommend that this be led by an experienced Dungeon Master, however, because there are terms and situations that the module seems to take for granted that the person running the module knows already. There is plenty of boxed text and lots of descriptions of NPCs making it easy to run. They do point out several times that you are not required to run these characters as written, so if you want to change something, it is perfectly fine to do so.

I have played through this successfully as the Dungeon Master and my player and I had a great time doing it. Playing Dungeons & Dragons with just one other person is a different kind of experience and for those of us who have played with large groups for a long time, this style of play can be wildly refreshing. I highly recommend this module.

Check out their trailer below.

This is also just the first part of a trilogy. I will be reviewing all three of these modules eventually. You can buy each part separate or as a bundle to get all three. This is a pay what you want module so you can pay nothing, but for the value you get out of this module, I would say that the suggested price of $2.00 is well worth the hard work the creators put in here.

If you want to really help out this blog, get your copy of First Blush by clicking on the image or one of the links in this post. It won’t cost you anything extra and you’ll get a great module to play!

If you play this module, or have played it, let me know what you thought in the comments.

P.S. If you need some dice to play, you can also help out this blog by purchasing a set from Dice Envy by clicking the image below. Again there is no additional cost to you if you choose to purchase and you’ll get some great, high quality dice!

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Kids Kill Monsters – How to Prepare to play Dungeons & Dragons with Kids Part 12

D&D Campaign Adventures for Storm King's Thunder - Available now @ Dungeon Masters Guild

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, role playing a human, role playing a dragon born, role playing a gnome, role playing a half-elf and role playing a half-orc. Today we are going to talk about role playing a Tiefling.

Tieflings are one of the most interesting playable races in the game. For those who don’t know, it’s pronounced like tea-fling. They are also increasingly popular to play because they come with backgrounds that just beg for role playing opportunities. Unlike a half-orc or half-elf, it’s virtually impossible for them to hide their appearance. And a tiefling has in their bloodline somewhere, an ancestor who committed a great sin and aligned themselves with evil. For that reason, it might be assumed that tieflings are by default evil. What makes them interesting is that they do not have to be evil. Being evil is as much a choice for a tiefling as for any other creature in the game.

Tieflings essentially look like demons or devils walking around in human form. In fact, that’s just what they look like, and their personalities can vary across the entire spectrum of personalities. Their eyes are solid color, with no pupils, they have horns on their heads, and they all have tails. The differences in these physical aspects can be whatever you want them to be, so for example, the tail can be four to five feet in length, the horns can be curved or straight and the eyes can be black, red, white, silver or gold.

All the possibilities there make for one of the most interesting looking creatures in the game. That also means that these creatures live in a world that is automatically suspicious of them. Everywhere they go, it’s hard for tieflings to make friends. But when they do make a friend, and that friend earns their trust, the tiefling is loyal for good. This can make a great entry for kids who want to play tieflings.

A lot of kids can relate to someone assuming they are up to no good. For the vast number of times they have been yelled at for trying to take a cookie from the cookie jar, there has been at least one time when they were innocent of trying to commit that crime. A kid can relate to an adult just thinking by a look on their face, that they have done something wrong. While it’s probably the case that most of the time the kid has done something wrong, there are probably instances where adults jumped to conclusions. That’s what people do when they meet tieflings, they jump to conclusions. This creature looks evil, therefore it is evil. While a spider might look scary to some people, it serves the vital function of population control of insects. The spider itself is not necessarily bad and neither is the tiefling.

Knowing that everyone is going to assume the worst of you, makes it hard to trust anyone else. If a tiefling who is just trying to fit in happens upon a group of adventurers who don’t assume the worst, take the tiefling into their good graces, and ally with that tiefling, that adventuring party has gained a powerful and loyal ally.

While you could certainly play a tiefling as evil, I don’t recommend that for kids. But there is a difference between playing someone who is evil and someone who looks evil. I see no problem with a kid playing a tiefling if they want to. And if you as a Dungeon Master are uncomfortable with the whole fiendish heritage involved in tieflings, you can take that out if it won’t work for your kid. If you do leave it in, I would say the tiefling should be misunderstood by society rather than actually evil in society, but of course, that is just my advice. You can play this game any way you want to and it’s not wrong.

One of my favorite things with tieflings actually has to do with their names. Tieflings can have three types of names. 1. If they happen to grow up in human, elf, dwarf, or whatever other culture, they could reasonably be expected to have a name from that culture. 2. They can have a name that reflects their infernal heritage, where their name is a word in the infernal language. 3. They can have what is called a “virtue” name. This is a name that signifies a virtue or other concept and the tiefling attempts to embody that concept.

To me, that third choice is simply amazing. A tiefling tending towards good might choose something like Hope, Perseverance or Glory. I love the idea of picking your name and then trying to be the living representation of that name. I feel like with kids this could go a million ways. I can see a kid choosing a name like Rich or Money. I could also see kids picking things like Beauty or Magician. The name alone might give you as the Dungeon Master a direction for the campaign. And believe me, any hints like that are hugely helpful to running a campaign.

I’ll give you a few more thoughts I have about kids and tieflings below but first let’s get into the tiefling traits.

Tiefling Traits

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

Ability Score Increase

Tieflings are smart creatures who like to learn about the world. For that reason your Intelligence score increases by 1. Tieflings are absolutely memorable to anyone that meets one. For that reason your Charisma score is increased by 2.

Age

Tieflings mature at the same rate humans do but live a little longer. “A little longer” is not defined in the rules so how much longer is sort of up to you.

Alignment

A lot of tieflings do end up as evil, but that does not mean your kid has to align that way with her character. You can absolutely have a lawful good tiefling character if you want to. The rules do say that they tend more towards chaotic and that makes sense to me because a tiefling is probably going to know that just because there is a law, does not mean that it is a just law. My advice here is to still trend toward the good side of alignment with your kids though, even though their character has a fiendish look.

Size

Tieflings are pretty much the same size as humans. For the game rule purposes you are considered medium.

Speed

Your speed in the game is 30 feet.

Darkvision

I’ve been over darkvision a few times since almost every playable race other than humans has it, but in case you need it, I am just going to put here exactly what the basic rules say. “Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.”

Hellish Resistance

As an adult I think this description is awesome. But, you may not want your kids running around talking about their “Hellish Resistance” to their friends, teachers and neighbors. If that’s the case, just call this what it is, Fire Resistance. It just means that it’s really hard to burn a tiefling. You’d be surprised by how many monsters can burn characters so this is actually a pretty awesome trait to have.

Infernal Legacy

This trait has to do with some innate spells that tieflings can cast because of their ancestry. It’s okay if at this point you don’t know what these things mean but I will still lay them out here.

Right from the beginning you can cast the cantrip Thaumaturgy. I won’t go over this spell here because in future posts we’ll go through all the magic but at essence this spell lets you speak loudly, make the earth shake a little, make lights brighten or dim and a few other things that are pretty much harmless magic tricks. If you have watched The Fellowship of The Ring and remember the moment where Gandalf is talking with Bilbo about the ring and he makes himself look big, his voice boom, his staff light up, that is pretty much thaumaturgy right there.

When you get to third level you are able to cast Hellish Rebuke. If you don’t want your kids running around saying that they Hellishly rebuke you, just call the spell Rebuke. This spell essentially does fire damage to your enemies.

Finally, when you get to fifth level, you get the spell Darkness. This probably seems obvious, but it basically means you get to make things dark when you want to. There are definitely limits to this so go by the spell but that’s what it boils down to.

Thaumaturgy is one the character can cast whenever they want but Rebuke and Darkness are basically once a day spells. They are all really handy to have and a great little spell list, even if you don’t want to be a class that has spellcasting abilities.

Languages

You are fluent in Common and Infernal. Infernal is a language that may or may not come up, depending on what you as the Dungeon Master put in your campaign. It’s always nice for a kid to have something their character can do in an unexpected moment though, so if you have a tiefling player, consider putting at least one treasure chest that has something written in infernal on it that only that player can read.

Slick Dungeon’s Tips on Playing Tieflings

Playing a tiefling can be a ton of fun. Kids can relate to this playable race if they have ever had the situation where it was assumed they were up to no good. Kids are all about fairness so playing a tiefling can actually come naturally to them. Tieflings have a good idea of not only what is fair but also if they are being treated fairly. The one thing that can be a little bit of a trip up, depending on your household, is that the bloodline of tieflings is essentially from demons. For some families that is going to be a non-starter and in that case, just don’t let there be tieflings in your campaigns. If that is not an issue and your kids can wrap their heads around it, tieflings are a lot of fun to play. They get magical abilities that most other playable races don’t. They can walk through fire with barely an injury. And they can be loyal to a fault.

A great way to introduce a tiefling character to a party is to have that tiefling be in trouble through no fault of their own. A group of citizens might be surrounding them and calling them names when the party arrives to swoop in and defend the innocent. Of course, that is just one suggestion and there are any number of ways to play this game so do what works for you and your family.

I hope you got something out of this post and have some ideas for your table if your kid wants to play a tiefling.

My next Kids Kill Monsters post is going to be about classes. We’re going to go through each one in the basic rules, one at a time. This is usually the spot where some math gets involved and things can get tricky but I’ll do my best to walk you through it.

But before that, I have an announcement. I have written Slick Dungeon’s 10 Golden Rules of Dungeon Mastering for Kids. It’s a free PDF with some of my best advice on playing Dungeons & Dragons with kids and I want you to have it. All you will have to do to get a copy is to sign up for my mailing list newsletter. If you sign up for the newsletter you will get the free PDF and I will send tips to your email about Role Playing Games every other Friday. Watch for your chance to sign up in my next post, set to go live on 7/21/2020. I hope you’ll consider signing up for it and please feel free to share it with anyone that you think might enjoy some gaming tips from your old pal, Slick.

Adventuringly yours,

Slick Dungeon

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