Some time ago, a friend at church told me that her nephew had expressed an interest in Dungeons & Dragons, and this aunt expressed shock that her relative was unaware of my longtime interest in and passion for this game. I told the aunt I would be only too happy to talk to them about it and perhaps even play a game if the opportunity presented itself. Maybe we could even have it a rainy day event at our annual May Long Weekend Family Camp at Rundle's Mission.
The planning for an event like that never came to pass but I told the aunt I would bring along some of my stuff just in case, and she and her mother could perhaps make our subject aware of this, as I didn't want him to feel any pressure from me, just opportunity. I was a teenaged boy myself once, after all, and am keenly aware of the variety of dynamics at play here.
Saturday was a pretty grey day indeed, so I spent part of the afternoon upstairs in the lodge by a window cleaning and assembling a unit of Greatswords for my Warhammer army. An entirely different nephew approached me and asked if the models I was working on were for D&D. I explained they were more for wargaming, but coincidentally, had brought some D&D items along and would be happy to show him if he was interested. He thanked me and went about his day while I completed my task (deliriously happy to find myself using these models after they languished unpainted for nearly two decades!).
The next day I got up early to help with preparations for the traditional Sunday breakfast, and helped with serving following a lovely outdoor service. When I was relieved from my duties, I enjoyed a hearty serving of pancakes and sausages with my family, and had just pushed away my empty plate and was cotemplating some horizontal self-care when this same curious individual from the day before tapped me on the shoulder.
I turned and saw that he had brought three other teenaged and teen-adjacent individuals with him, and he informed me, "Hey, so we're ready to play D&D whenever you are."
"Uh...yeah!" I stammered. "Sure thing! Give me a minute to grab my stuff and let's do it." I headed to the stairs so I could retrieve my D&D bag from my bunk, and apparently more than one person was moved to remark how I resembled either a parade marshal or the Pied Piper leading a cohort of teens to the upper floor.
We quickly pulled a couple of tables together by the window, and I set up my DM screen at one end of it, then started laying out the rest of what I'd need. I was not completely prepared for four players by any stretch of the imagination, but not completely unprepared either. I had printed off five character sheets from the Phandelver starter set, having used them before and appreciated how much helpful info they contained beyond raw stats, including sample character names, a common stumbling block. I'd brought along some appropriate miniatures, including a couple of female iterations, which proved fortunate, as there was a female player present. She got first pick because of this, and the three fellows rolled off for first pick of the remaining characters. I handed out figures after they chose.
Tragically, I had only brought two sets of dice, which was not ideal, and had also forgotten that while the sheets did list some suggested spells, they did not contain any real details like ranges or damage and such, which was a real hold up for the wizard and cleric players.
Instead of the bulky vinyl Chessex mat with a 1" grid I normally favour, I had brought along a set of dungeon tiles. These are great for improvising an environment on the fly, but much less useful for following an established dungeon, which I happened to be doing. Well, noted for next time, let's get at it, I thought.
I began by going over the character sheet, explaining classes, scores and saving throws (another note: next time, start by going over the array of dice - most people haven't worked with a full set of polyhedral randomizers before!).
This didn't take too long at all, and soon I found myself setting the scene for an Adventurer's League episode called The Dead at Highsun. Accepting a cleric's invitation to investigate a crypt in an ironically immaculate graveyard, Tim the Swordsman, Jim the Dwarven Cleric, Erich the Halfling Rogue and Navara the Elven Wizard (who actually played with a school group) very quickly found themselves trapped in a gas-filled chamber, but very quickly figured out the puzzle needed to not only save themselves, but also reveal a secret entrance to the unknown catacombs below!
Descending (mostly) boldly into the depths, they soon bested a trio of skeleton warriors, but the second room contained an unexpected challenge. In a lab-like setting with a cauldron, shelves of books and a table full of beakers, burners and bottles, a note read: "Raaxil. I have figured out how to complete the process. When you are ready, simply pour the contents of this blue pot into the cauldron and stir. The effects should be instantaneous, but DO NOT DRINK THE RESULTING POTION."
Reading this note prompted some wary glances amongst many of the group, but Tim's immediate question was, "Can I sip it?"
I blinked rapidly and shook my head. "Uh... well, yes, you can." I skimmed the room entry and noted that this would require a DC 20 Constitution save (ambitious even for a Dwarf with +3 Con, requiring a natural 17 or higher on a twenty-sided die) or Jim would take 6d6 poison damage. "Do you think you should though?"
From the other end of the table, two players expressed vehement opposition to this plan."Why would you do that?!" Navara's bewildered player asked. But not everyone was so opposed.
"He totally should," asserted Tim (Jim's player's brother). "Do it," he urged. "Do it!"
Erich spoke up. "Why don't we check out the rest of the room and these bookshelves first?" he suggested helpfully. Tim tried to indicate he can't read, but I explained all cleric roles require literacy, which I think he found a little disappointing.
They found a few more clues that eventually dissuaded the cleric from drinking a mysterious but undoubtedly malevolent liquid, but by that point Tim's curiosity was insatiable, so he grabbed the blue pot and headed towards the cauldron to pour it in to "see what would happen." I asked the other players what they were doing, and spent the next ten minutes improvising rules for a game of liquid keep-away, that saw Navara try to grab the pot from Tim and fail, but Erich managing to not only succeed, but also keep it away from Jim, whose inquisitiveness was similarly peaked and was grasping for it.
When Tim stated his own intention to reclaim the pot, I looked at Erich and silently mouthed "smash it."
"Um, I smash the jar on the ground," he said.
"Aw," replied Tim.
I was so grateful that weapons hadn't been drawn that I completely overlooked an epic opportunity to reference Lonely Island's "Threw It On the Ground", but that was probably for he best anyhow.
At any rate, the party advanced on to the final room, complete with a mock dragon hoard, teleportation circle and a number of inert bodies with a variety of dragon parts attached to them, which of course animated as zombies shortly after the adventurers began examining things.
The final fight scratched a lot of itches; the cleric got to heal the wizard after she dropped to a single hit point, the rogue got to sneak attack, magic missiles saved the day and Tim's greatsword was relentless. Zombies are a dramatic opponent as they actually get a saving throw against being taken out of action, so reducing them to zero hp is not enough on its own.
There was a critical hit but also an important Death Save (following a failure), and as Erich's player wound up to roll my largest d20, the apprehension on his face was palpable, despite the fact that 1) this character hadn't exited three hours prior and 2) he might never actually play him again.
Truly, I was delighted to witness it, but even more delighted at the cheers around the table when he rolled a 17 (and not a natural 1), so that Jim could use his last spell slot to heal Erich and get him back into the game.
After the fight, they finished their examinations, destroyed the circle and reported back to Brother Keefe for their reward (25 gp each!) as well as levelling up.
Following the game, my four young charges expressed earnest appreciation for our game (more than once, in fact, over the next day or so), but I was just as grateful.
Jim's player told me he was going to a D7D camp that summer with a friend, and was grateful for a chance to see what it was all about before being stuck all the way in. And as we were leaving today, Erich's player came over as I was loading the Lander to thank me again, and said he was already looking at starting a campaign with some of his friends.
Hard to think of an outcome more satisfying than that!
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| The Greatswords that kind of caused the whole thing |








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