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"Kids first D&D adventure" Topic


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Weasel09 Aug 2016 10:41 p.m. PST

Using "B/X" D&D rules (the red/blue box by Mentzer from way back).

The kiddo rolled up a party of four heroes, an elf, a halfling, a fighter and a magic user.

They visited the "keep on the frontierlands", got a job to find out what happened to a scout patrol and set out for the deep, dark forests.

They eventually found that the patrol had been ambushed by goblins, who were collecting the armour.
Preferring to avoid a fight (We've played the Lone Wolf books together and he knows what happens when you rush in), he opted to head back to town to report in, defeating a goblin ambush in the process.

With a few coins in his pocket (and a newfound appreciation for the sleep spell), the first outing was a success,though hte fighter nearly bit the dust from a goblin spear.

Next up, we'll see how a bit of dungeon delving goes.

PzGeneral10 Aug 2016 3:34 a.m. PST

Isn't role-playing games with kids the best?

My two Grandsons are HUGE Star Wars fans….I think that will be their first game…..

Dark Eyed Warrior 69a10 Aug 2016 4:07 a.m. PST

That sounds great man.

Please post what they get up to next.

DEW

Weasel10 Aug 2016 8:35 a.m. PST

PzGeneral – I have a copy of the D6 star wars game but right now he's drifted out of star wars fandom a little.

I'm confident it'll be up eventually though.

Darkest Star Games Sponsoring Member of TMP10 Aug 2016 12:03 p.m. PST

Weez, maybe you should try super heroes? (if he is into them, that is) Failing that, there is always TMNT!

PzGeneral10 Aug 2016 2:52 p.m. PST

Weasel – I have a TON of the West End games D6 Star Wars books…..all stored in a Darth Vader Backpack……

Weasel10 Aug 2016 5:24 p.m. PST

Darkest – He really doesn't care for super heroes at all. I know right? A 9 year old?


For our second adventure, I gave him a few options to pick from.
He could go back in the woods to look for goblins, he could go check out an old ruin or he could go try to track down some bandits that have been raiding caravans.

He opted for bandit duty, hired 2 local peasants as spear-chuckers and set out.

This ended up being a bit of a "tough learning" session.
He alerted the bandits to his whereabouts by lightning a torch, leading to a running battle with quite a few of them.

Eventually, he managed to find a place to hide and sat tight for the night while they searched for them.
While doing so, he managed to get a good look at the leader, a tough armoured warrior, and his henchman, a cloaked figure.

In the morning, he started heading back but managed to find the remains of a plundered caravan carrying iron ore.

He gathered up the spoils and set back towards the Keep.

On the way, we rolled for a random encounter.. an adventuring party.
Asking what he wanted to do as he saw a group of armed figures in the distance on the road, he opted to open fire on them with his archers.

After a pitched battle, the last remaining adventurer surrenders and as he loots the bodies, he finds a signet ring bearing the seal of the Keep. Oh ****, we killed the wrong guys. Now what?

He tries to strike a deal with the prisoner, explaining that they thought they were bandits.
I give him a reaction roll at a penalty, and the captive offers that if they give him the iron ore and a hundred gold pieces, he'll go his own way and not alert the authorities.

Our heroes return to the keep empty-handed, with nearly everyone injured but with some concrete information.

The lieutenant of the keep tells them that the description of the bandit leader matches that of an infamous outlaw presumed dead 2 years ago. There's a significant bounty on his head.

With that, we call it a day. He wants to set out for the ruins tomorrow. I imagine I'll use the starter dungeon in the red box rulebook and see how he fares.

I should add that no dice rolls were fudged, he managed to luck out i nthe fights, though he came close to losing the party on a few occasions.

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