halfling rogue
Explorer
In our last session the kids cleared out Cragmaw Hideout, so for this session I was really interested to see what they would wind up doing. The Hideout was lots of exploration and combat right off the bat. Now they had a bit of treasure and a new companion (Sildar) who offered his advice that Phandalin would be the best place to go next.
The first thing we did was level up. The kids were very grateful for extra hit points. I didn't want to take the time explaining Second Wind (or surge...I forget what it's called) that they gained because I figured it would be easier to bring up in combat. As it is, I forgot to bring it up at all. I'll have to do it next session.
Before they left for Phandalin they recovered their wagon and wanted to make sure no one messed with it. I told them that the oxen were really excited and that something recently spooked them. As they explored they found just beyond the trees an enormous dragon footprint and they heard the echos of a roar off to the north. I threw that in there to basically say, yes Virginia, there is a dragon you will face. They loved it. My son wanted to go after it but Sildar wisely advised against it.
So they went to Phandalin, spoke to the Stonehill tavern owner and made their way to Barthen's provisions. When they realized they could actually buy stuff with their treasure they had a field day. I gave them the rule book that contained supplies and told them what was in the shop. They loaded up. If it sounded cool, they bought it. My son bought a rope and was convinced he could use it as a weapon (which he did later to, oddly enough, great effect).
They then went to the Lionshield Coster and were straight up giddy about buying weapons. After they nearly cleaned out Barthen's Provisions I realized they were going to do the same here so I had the owner look upon them with suspicion, thinking they might be in with the Redbrands. This introduced the ruffians quite nicely. She would only sell 2 weapons each because of a shortage of supplies (dumb excuse I know...but the kids figured it made sense.) They told her that her supplies were up at the Hideout and that they would get them for her at some point. That put the shop keeper in a better mood and they left as friends.
At all the places the kids went they asked about the location of Cragmaw Castle. I had each proprietor recommend one place (more for simplicity sake, but also because I figured this would be the quickest way to action). This was the Orchard with the retired adventurer. They figured a traveled person like him would have much in common with them and he might have heard about the Castle.
So they went to the orchard (my 4 year old really wanted to buy lots of apples...) and discovered that, unfortunately, the old half-elf didn't know the location of the Castle, but might look into it. Meanwhile he doubled-down on the hatred of the Redbrands. Said he needed some courageous folk to teach em a lesson. He gave them the lowdown and the location of their Manor and the kids went on their way.
Since virtually the entire session was Roleplaying with little dice rolls and no combat to this point, the two younger ones were getting a little restless. My oldest was loving it though. Every word from an NPC was a clue to her and she had a thousand questions. I had to restrain her from overtalking the other kids. They all spoke in accents. It was awesome. Anyway, the Redbrands encounter was great. A bit of roleplaying beforehand led into the battle, and it was pretty tough. I realized halfway through that the Ruffians get an extra attack. This made it pretty deadly. I had the 'leader' battle my oldest (as they were the ones doing the most talking beforehand), one ruffian vs my 4 year old and 2 ruffians vs my son because I knew he would love taking on two at a time.
He very nearly dropped though. I didn't fudge rolls but I did play pretty safe. I didn't always invoke an extra attack unless the situation called for it. On one occasion a successful extra attack would have meant that he would have dropped. He knew this and dreaded it. I rolled and missed. Instant cheers. His lil sis did have to come save him though. After she dropped her foe she circled back to him and took out another (she's a little killin machine...). When 3 ruffians dropped I had one running away per the adventure but an arrow stopped him dead. It's okay though, they are ready to take on the Redbrand hideout.
And that's where we ended. I'll probably suggest they rest and they'll head into the Manor in our next session.
One thing that I thought was rather funny (and sweet) was that the kids had no qualms disclosing everything to pretty much anyone. Who they were, what they were doing, what they were seeking. They literally just blurted it out. So different from my normal gaming group where we are all a bunch of conniving skeptics.
Another thing related to this was that (aside from great roleplaying) they were constantly referring to their backgrounds. "I am so-in-so from the land of whatever, and I am in search of the Hidden Temple and she's looking for her Lost Kingdom" All of a sudden it hit me that they weren't using their backgrounds just for story, but that they were thinking in terms of this adventure being kind of a sidetrack to their own adventure from their backstory. When I stopped to think about it it made sense. I had them come up with the backstory first and then when I introduced this adventure, it was very much a "you all were on your own individual journeys and now are doing this one". This got me wondering how long I should stick with Lost Mine. Right now I'm thinking about sticking with the main plotlines (finish Redbrands/find Castle/Wave Echo) and then somehow incorporate their own individual backgrounds into the 'side quests'. I could either have a 'side quest' send them away from Phandalin to jumpstart their own adventures, or we could use Phandalin as a base. Still kicking things around, but after hearing them I'm convinced that they care more about their own story than Gundren.
Sure is fun though to play with kids.
The first thing we did was level up. The kids were very grateful for extra hit points. I didn't want to take the time explaining Second Wind (or surge...I forget what it's called) that they gained because I figured it would be easier to bring up in combat. As it is, I forgot to bring it up at all. I'll have to do it next session.
Before they left for Phandalin they recovered their wagon and wanted to make sure no one messed with it. I told them that the oxen were really excited and that something recently spooked them. As they explored they found just beyond the trees an enormous dragon footprint and they heard the echos of a roar off to the north. I threw that in there to basically say, yes Virginia, there is a dragon you will face. They loved it. My son wanted to go after it but Sildar wisely advised against it.
So they went to Phandalin, spoke to the Stonehill tavern owner and made their way to Barthen's provisions. When they realized they could actually buy stuff with their treasure they had a field day. I gave them the rule book that contained supplies and told them what was in the shop. They loaded up. If it sounded cool, they bought it. My son bought a rope and was convinced he could use it as a weapon (which he did later to, oddly enough, great effect).
They then went to the Lionshield Coster and were straight up giddy about buying weapons. After they nearly cleaned out Barthen's Provisions I realized they were going to do the same here so I had the owner look upon them with suspicion, thinking they might be in with the Redbrands. This introduced the ruffians quite nicely. She would only sell 2 weapons each because of a shortage of supplies (dumb excuse I know...but the kids figured it made sense.) They told her that her supplies were up at the Hideout and that they would get them for her at some point. That put the shop keeper in a better mood and they left as friends.
At all the places the kids went they asked about the location of Cragmaw Castle. I had each proprietor recommend one place (more for simplicity sake, but also because I figured this would be the quickest way to action). This was the Orchard with the retired adventurer. They figured a traveled person like him would have much in common with them and he might have heard about the Castle.
So they went to the orchard (my 4 year old really wanted to buy lots of apples...) and discovered that, unfortunately, the old half-elf didn't know the location of the Castle, but might look into it. Meanwhile he doubled-down on the hatred of the Redbrands. Said he needed some courageous folk to teach em a lesson. He gave them the lowdown and the location of their Manor and the kids went on their way.
Since virtually the entire session was Roleplaying with little dice rolls and no combat to this point, the two younger ones were getting a little restless. My oldest was loving it though. Every word from an NPC was a clue to her and she had a thousand questions. I had to restrain her from overtalking the other kids. They all spoke in accents. It was awesome. Anyway, the Redbrands encounter was great. A bit of roleplaying beforehand led into the battle, and it was pretty tough. I realized halfway through that the Ruffians get an extra attack. This made it pretty deadly. I had the 'leader' battle my oldest (as they were the ones doing the most talking beforehand), one ruffian vs my 4 year old and 2 ruffians vs my son because I knew he would love taking on two at a time.
He very nearly dropped though. I didn't fudge rolls but I did play pretty safe. I didn't always invoke an extra attack unless the situation called for it. On one occasion a successful extra attack would have meant that he would have dropped. He knew this and dreaded it. I rolled and missed. Instant cheers. His lil sis did have to come save him though. After she dropped her foe she circled back to him and took out another (she's a little killin machine...). When 3 ruffians dropped I had one running away per the adventure but an arrow stopped him dead. It's okay though, they are ready to take on the Redbrand hideout.
And that's where we ended. I'll probably suggest they rest and they'll head into the Manor in our next session.
One thing that I thought was rather funny (and sweet) was that the kids had no qualms disclosing everything to pretty much anyone. Who they were, what they were doing, what they were seeking. They literally just blurted it out. So different from my normal gaming group where we are all a bunch of conniving skeptics.
Another thing related to this was that (aside from great roleplaying) they were constantly referring to their backgrounds. "I am so-in-so from the land of whatever, and I am in search of the Hidden Temple and she's looking for her Lost Kingdom" All of a sudden it hit me that they weren't using their backgrounds just for story, but that they were thinking in terms of this adventure being kind of a sidetrack to their own adventure from their backstory. When I stopped to think about it it made sense. I had them come up with the backstory first and then when I introduced this adventure, it was very much a "you all were on your own individual journeys and now are doing this one". This got me wondering how long I should stick with Lost Mine. Right now I'm thinking about sticking with the main plotlines (finish Redbrands/find Castle/Wave Echo) and then somehow incorporate their own individual backgrounds into the 'side quests'. I could either have a 'side quest' send them away from Phandalin to jumpstart their own adventures, or we could use Phandalin as a base. Still kicking things around, but after hearing them I'm convinced that they care more about their own story than Gundren.
Sure is fun though to play with kids.