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Introducing 10 year olds to D&D
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<blockquote data-quote="Bullgrit" data-source="post: 5630165" data-attributes="member: 31216"><p>Here are the monsters I'm using:</p><p></p><p>Goblins (minis are mongrel men)</p><p>Dire Lizard (stats = giant rat)</p><p>Orcs</p><p>Hobgoblins</p><p>Skeletons</p><p>Fire Snake (2HD, spits 1d6 fire, bite for 1d6, poison will incapacitate for a while)</p><p>Giant Spider (poison won't kill, maybe just paralyze)</p><p>Imps (stats = goblin w/ wings)</p><p>Lizardman Champion (3HD lizardman based on an ancient metal mini I've had for 30 years)</p><p>Ogre</p><p></p><p>The mongrel men and the ogre use clubs as weapons, so I can say any PC reduced to 0 hit points is knocked out -- goblins and ogres like their food alive.</p><p></p><p>I have a winged cat mini that I want to use, maybe as the cat in the jar in the wizard's workroom, if they find that secret room. I also have a ghostly figure that I may use as a surprise healer/resurrecter if the adventure turns really bad. And I want to include at least one elf, or dwarf, or halfling as an NPC to be found and rescued. </p><p></p><p>I'm thinking about including an evil magic-user leading a group of goblins so that I can use magic on the boys -- save versus spells to not be charmed. But I don't want to start a fight that might go too hard on the first-time adventurers.</p><p></p><p>I'm going to drop in magic items pretty liberally: potions, scrolls, at least one magic weapon, armor, shield, and ring.</p><p></p><p>I'll drop in plenty of treasure: some coins, but more jewelry and gems so that I don't have to tell a gp value and can fudge the xp awards. In a perfect scenario for this game day, I'd like them to level up and maybe have a last hour of play as 2nd level guys.</p><p></p><p>Although all combat will be rolled out in the open, fairly, I'm going to fudge a lot of the behind the screen stuff. If they think to search for things, I want them to find secret doors, lost treasure, and such. If they think to listen to doors, I'll let them hear the orcs on the other side (that might not have been there otherwise).</p><p></p><p>Fudging anything is completely against my standard style as a DM -- I literally never fudge behind the screen. So I have no practice at playing it all by ear. I hope I can pull it off without it being obvious. I'm only doing it this time because I'm introducing complete novices and I'm trying to include many adventures-worth of experiences into just one 4-hour game.</p><p></p><p>If you are familiar with <em>In Search of the Unknown</em>, please give me ideas for ... anything. I've run it about half a dozen times over the decades, but more brains thinking up ideas before playing wouldn't hurt.</p><p></p><p>Bullgrit</p></blockquote><p></p>
[QUOTE="Bullgrit, post: 5630165, member: 31216"] Here are the monsters I'm using: Goblins (minis are mongrel men) Dire Lizard (stats = giant rat) Orcs Hobgoblins Skeletons Fire Snake (2HD, spits 1d6 fire, bite for 1d6, poison will incapacitate for a while) Giant Spider (poison won't kill, maybe just paralyze) Imps (stats = goblin w/ wings) Lizardman Champion (3HD lizardman based on an ancient metal mini I've had for 30 years) Ogre The mongrel men and the ogre use clubs as weapons, so I can say any PC reduced to 0 hit points is knocked out -- goblins and ogres like their food alive. I have a winged cat mini that I want to use, maybe as the cat in the jar in the wizard's workroom, if they find that secret room. I also have a ghostly figure that I may use as a surprise healer/resurrecter if the adventure turns really bad. And I want to include at least one elf, or dwarf, or halfling as an NPC to be found and rescued. I'm thinking about including an evil magic-user leading a group of goblins so that I can use magic on the boys -- save versus spells to not be charmed. But I don't want to start a fight that might go too hard on the first-time adventurers. I'm going to drop in magic items pretty liberally: potions, scrolls, at least one magic weapon, armor, shield, and ring. I'll drop in plenty of treasure: some coins, but more jewelry and gems so that I don't have to tell a gp value and can fudge the xp awards. In a perfect scenario for this game day, I'd like them to level up and maybe have a last hour of play as 2nd level guys. Although all combat will be rolled out in the open, fairly, I'm going to fudge a lot of the behind the screen stuff. If they think to search for things, I want them to find secret doors, lost treasure, and such. If they think to listen to doors, I'll let them hear the orcs on the other side (that might not have been there otherwise). Fudging anything is completely against my standard style as a DM -- I literally never fudge behind the screen. So I have no practice at playing it all by ear. I hope I can pull it off without it being obvious. I'm only doing it this time because I'm introducing complete novices and I'm trying to include many adventures-worth of experiences into just one 4-hour game. If you are familiar with [i]In Search of the Unknown[/i], please give me ideas for ... anything. I've run it about half a dozen times over the decades, but more brains thinking up ideas before playing wouldn't hurt. Bullgrit [/QUOTE]
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