Heading into New Year’s Eve, my wife and I had planned a quiet night at home with the kids, with copious amounts of reasonably healthy snacks and loads of board games. When she approached the kids with this idea, the unanimous response that morning was that they wanted to play Dungeons & Dragons with Dad.
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No joke. Allow me to repeat myself here: THE iconic creature of D&D is expected to be defeated by a party of four second-level characters.
Sigh.
At any rate, after running through the encounters contained in the Basic Game in September, I had several different ideas about where to take the characters next. The appeal to play on New Year’s Eve made the decision critical, so I turned to something that I knew would allow for some range of open decisions on my kids’ part and something that would allow for some exposition on detail, backstory, and whatnot. I was also concerned that it pose a serious enough challenge to them that it subdues their memories of killing a dragon so easily. What I decided upon was this: Dyson’s Delve.
I had a “battle map”: I’d wanted to run my adult players through this little gem in the next few months and so I’d already taken some time to prepare some blown-up versions of the first three levels. They weren’t perfect and they weren’t hi-res, but they worked with the kids’ miniatures at 10' per square. And they gave the kids something to look at. And I know, all my OSR friends and readers are apoplectic right now. I know that I didn’t have the maps and miniatures back in the day and I did just fine with my imagination. My kids range from sixteen to eight and have varying degrees of concentration so I’ve found the miniatures and maps are necessary for now.
I also have to admit that I turned to what most consider to be an overused trope: the tavern meeting. Not having a lot of time to plan any kind of set up, I jumped to Digital Orc’s Inn Table. The percentile dice came out and rolled twice giving me The Putrid Wand, a less-than-reputable inn on the edge of the Thieves’ Quarter in Burlingbrook, the town at the base of Mt. Chal (my homebrew location for the dungeon in our Basic Game).
WARNING: SPOILERS AHEAD!! (And to my Players: this means STAY OUT.)
Cast of Characters
Lanin: elf wizard (16-year-old daughter)
Carn: human rogue (14-year-old daughter)
Regdar: human fighter (11-year-old son)
Dothal: dwarven cleric (8-year-old son)
The town’s mayor sought the party out to hire them to clear out a nest of bandits that was harassing the town. The bandits had been tracked back to their nest in a nearby set of ruins. What the PCs didn’t seem to realize that they were being used; the mayor didn’t think they were actually expert adventurers, but they were easily expendable. Or they might get lucky and rid the town of the bandits and it would only cost the town a piddling amount. Win-win, in the mayor’s mind.
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Long story short: the kids learned a few things, hopefully. One thing they learned was not to split the party. The other thing was the value of cooperation. Because my two sons decided they’d rather go off exploring two different sections of the level by themselves, individually, Dothal, Regdar, and Lanin nearly died. They wound up exploring all but two rooms on the level and turned seven or eight encounters (including a random encounter) into three encounters by "activating" several encounters at one time. There was far too much going on at once. Chaos reigned. Foes were swarming the PCs from all directions. My oldest almost died from an attack of giant rats, as did my youngest son. My oldest boy almost died surrounded by a horde of skeletons. And the rogue couldn’t hit anything to save her life.
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Lanin wound her way through the caverns and hallways to join Carn and Regdar, leaving Dothal to go back up to #4, then into #5, walking through the door and dead into the Level 1 boss--a brutal hobgoblin that dropped Dothal to his knees with one blow. Without any backup. The other three had no more than seven hit points between them.
And that's where we left it, at ten minutes to twelve.
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