For more than three hours I sat at a small table with my laptop, listening to nine other people do the thing I’ve never had the courage to do—enter the infamous lair of Dungeons & Dragons. The horrifying role-playing board game my younger self feared would lead my children down a cultic road that would either corrupt or enslave them, possibly even leaving them addicted to creativity, imagination and a love of story.
Silly me.
The Warriors, ranging in age from nine years old to
forty-four, were brave. They were talented. They were thrown together by
chance. And I, embedded as I was within their small entourage, witnessed the
timeless clash of good versus evil. When it was over, I came away with one
thought in mind.
What the heck just happened?
First, allow me to introduce the cast of players who
meet up by chance at The Inn at the Edge of the Woods. The name has a lovely
ring to it and sounds like a charming B&B I might want to visit some time.
No. This is a creepy Inn at the edge of creepy woods. None of the players
should have stopped in at the inn. If they were smart, they’d have sought out a
Super Eight instead which would have been a lot less scary.
The first visitor is Kithri, aka Katy, an ancient
druid (Celtic priest) who apparently is a poor money manager. She owes her
guild a lot of cash and needs work. I don’t know what she looks like in this
fantasy story, but in real life she’s smart and pretty. It is simply her character who is lousy with money.
Next is Jade, aka Allie, the pirate, who announces to
the room of strangers at the Inn that she is “very undeveloped, so I might not
be helpful at all.” Perhaps this means she’s no good at swashbuckling but great
at theft. She needs a new crew, wants to go on a sailing adventure, and also
needs to make money.
At this point, I think what the whole team needs is a
good financial adviser. Hopefully one of those is about to enter the dining
room.
Now we meet Zadath, aka Tully, who plays the role of a
barbarian, a big and gray Goliath animal. Definitely not a typecast for this
fifteen-year-old with her gorgeous head of red hair and sparkling blue eyes. But
she did growl really well. I was almost convinced. Zadath is an ex-soldier, a
drinker, in between jobs and – you guessed it – looking for work.
Apparently, this Inn is a magnet for the unemployed.
Good luck getting reimbursed for their rooms and supper.
Next through the door comes Vaelopria, who had to
spell that name for me. AKA Juliet, who in real life is called the Animal
Whisperer, Vaelopria clatters into the Inn with hooved feet. The attractive
centaur is a ranger on the run from her herd. Betrayed by her brother, she ran
into the inn to hide out. She is the first to arrive with spare change in her pockets,
if centaurs had pockets.
Now we meet the half-ork brothers, Norris and Boris,
who may still hold a grudge against their parents for those rhyming names.
Norris, who goes by “Chuck,” is played by Dan and in real life is the husband
of Katy/Kithri as well as the father of Boris aka Will. Norris stopped by the
Inn for a pint and was shocked to see his brother Boris there, perhaps because Boris is underaged.
This is already starting to feel like an episode of The
Young and The Restless if it took place in Hogwarts School of Witchcraft and
Wizardry.
So Norris, or Chuck, is a wandering monk, but not the
religious kind. Instead, he’s a martial artist skilled at harnessing mystical
energy for combat. Which explains why instead of praying for the creatures he
encountered on this ominous evening, he flew through the air, landed a reverse roundhouse
and sent the misty green zombies’ heads flying.
But I’m getting ahead of myself.
Now to his brother, Boris, who in real life is a space
entrepreneur renowned for co-commandering a C.A.R. through portals where he and
his enormously talented Commander save the universe on the daily. Boris is a
fighter who fights with a great sword. Boris wants a dog. He went into the
forest in search of a wolf, saw the Inn, and stopped there to get some sleep.
Major mistake.
At this point, I began to wonder if the Inn was really
a “Dungeon” and questioned where all the “Dragons” were. I did not have to wait
long. Osborne, aka Iain, a minute but heroic paladin, arrives. Osborne, a
knight renowned for his chivalry, is . . . duhn da da duhn . . . dragon born.
Finally. Osborne has apparently just returned from another incursion and stops
by the Inn looking for shelter and entertainment. “I saw the lights,” he says. Of
course. Dragons are drawn to bright things.
Interesting that our knight in shining armor is also
dragon born. Am I the only one who thinks that’s an oxymoron? We’ll see how
this plays out.
And finally, the Racoon, aka Jessica, the wisecracking
genius who brings comedic relief throughout the entire adventure. Racoon is a
rogue, a quintessential scoundrel. She likes to make the rounds at local Inns
to steal from stupid drunk people. She knows that The Inn at the Edge of the
Woods also has the best stew around. She shows up intending to steal, but this
Inn doesn’t have enough guests, so mostly she’s here for the stew.
Now to the staff. Vester is the hired help at the Inn.
Anonda runs the bar and is the wife of Glen who is not a people person. Poor
choice of occupation, in my opinion. The couple are retired adventurers. I had
no idea that was an actual paying gig. They “gathered their loot” as it was
explained to all the other guests, bought a place away from civilization, and
opened it up for strangers and zombies, as we shall see.
So, to summarize. Pirate Allie/Jade has lots of loot, is
rich, and because of that she gets to sleep in her own private room. Centaur
Juliet/Vaelopria wants to stay in the stable, naturally. Fighter Will/Boris is
afraid he’ll get murdered if he sleeps in a shared room. He and his
brother/father Norris/Chuck/Dan decide to sleep in the same room. Hope that
works out. Rogue Raccoon/Jessica is waiting to see who gets the nice rooms
because they obviously have money that she is willing to take off their hands. Everyone
else sleeps on the floor in front of the warm hearth.
Only, on this night, no one sleeps. At all. Or gets a
refund.
This is where the dice come in. All six or eight or
twenty of them, I don’t know. I lost count. Every player brings their own
specialized set of dice to the event. They’re weird looking and also strangely
pretty. They’re not cubes. They look like Temu versions of cubes. Close, but no
cigar. From what I could tell sitting across the room from where the action was
taking place, every die had a purpose and was rolled to determine things like “perception”
or “strength” or “levels of intelligence.”
Apparently no one arrived at the Inn with any awareness
of how smart or strong they really were. Instead, they had to rely on chance by
rolling numbers ranging in size from, I suppose, zero to as much as 23. I think
I heard 23 announced once. Right away everyone cheered and said, “Great! The
bad guy is dead.” So, from now on I plan to avoid the number twenty-three. Just
to be safe.
The Dungeon Master, aka Lee, casually referred to as
the “DM”, shared the story of the Inn with its guests. His daughter, Moira, the
musician of the family, provided an ever-changing background of sound effects
and musical accompaniment. The DM explained that he would give the group a
scenario to react to and then the reaction reacts to their reaction. I think that's what I heard. I
was still busy trying to make sense of the dice.
With every piece of the plot, the guests followed the
square on the board representing them and decided on a new plan of action. Usually
that meant rolling one of the specialized dice to determine how well the
assault played out. “You’ll either attack or cast a spell. When you roll your
damage, let me know,” the DM said. “I’m not keeping track. This is so you can
enjoy combat.”
Enjoy combat. Hunh. I think I saw Boris swallow hard
at that one and look at his brother/father, the non-religious monk, perhaps
wishing his father was more spiritual and less gymnastic. I don’t think Boris
enjoys combat. Not if he’s afraid of being murdered in a shared room.
All of that information overload led to a popcorn
break because warriors require sustenance. I didn’t eat any because a) I’m not
a warrior, and b) I don’t like popcorn.
When they returned to the table, all hades broke
loose. As soon as the cheese board was presented, the hostess, Anonda, asked some
of her guests to go upstairs and invite an old woman in one of the rooms to
join them for supper. The red-headed barbarian, the centaur and Osborne the
paladin volunteered, but the woman’s door was locked. Vaelopria, who has no manners, kicked the door
open with her hooves and the group found the guest dead in her bed.
This is exactly what Boris was afraid of and probably
why he didn’t volunteer to go with the others.
The diminutive knight, renowned for his heroism and
chivalry, suggested that they kill the dead woman. Clearly, he forgot to roll
his die for intelligence points. Though the other guests were seated downstairs
drinking ale and chowing down, they listened to the drama playing out upstairs
and offered free advice.
Boris said to be sure that the old dead woman isn’t a
zombie. Racoon said to remove the head because maybe that kills zombies? I’m
not sure. The DM rolled his eyes. “Kick the door open, find a dead woman, dismember
her, as you do,” he commented sarcastically. Then he instructed the whole group
to roll their die to determine their levels of intelligence. A little late for
that one, I think.
Let me explain. No, let me summarize. The woman is not
dead. She is creepy, though, has a raspy voice, weird eyes, and frightens the murderous
group who broke into her room with these terrifying words: “I hunger.” Well, maybe you had
to be there. She follows up that acknowledgement with, “The children come for
the kine.” Then she attacks the centaur, the barbarian, and the knight. She’s
pretty tough.
But here’s how this battle and all the others
following throughout the long, dark, weary night played out. Orva, the comatose
guest, jumped at the paladin, tried to bite him, but didn’t succeed. “Roll your
three twenty in and add your dexterity bonus,” the DM directed. The paladin
attacked Orva with a mace, rolled his d20 and added a mace number from his cheat
sheet. 1d6, got a five plus 3 equals 8 damage points. The centaur can now kick
the old woman. Rude. She rolls a 16 which only allows for a smack on the face.
The centaur rolls again, gets a 1d6, adding a strength of 9, and was
victorious. “That takes her out,” the DM announced. “She’s gone.” And the
peasants rejoiced. Racoon now says to remove the entire body, not just the head.
At this point, you may be weary, realizing that we’ve
only just begun. Every round at the table takes six seconds in D&D time and
thirty minutes in actual earth time. My back was beginning to ache where I sat
at my little table, typing, typing, typing.
Allow me to hurry things along here. You’re welcome.
Tonight’s episode is reminiscent of the old game of
Clue, where strangers attend a banquet in a creepy inn, suspicious at first of
one another, and eventually must pull together to discover who the real killer
is and work as a team to defeat the enemy. I took thirteen pages of notes
during this initial encounter. Oh, yes, you read that right. This three-and-a-half-hour episode was only part one. Part two will be difficult to pull off as the members of our
little heroic entourage live in two different states separated by two thousand
miles.
While the Gang of Three were fighting a dead woman,
they also searched her room to the enjoyment of Racoon, but the dead woman woke
up and got creepy while her belongings were being ransacked, so who can blame
her for defending her dead self? The frightened trio ran downstairs and
described what was happening. Everyone wanted to call the cops. I didn’t hear
about any D&D cops in the introduction, so, as I suspected, they were on
their own.
The couple who owned the Inn were shocked by this turn
of events, and right on the heels of their shock an earthquake took place,
apparently. The building began to shake and disintegrate causing the DM to jump
into action.
“Roll a dexterity saving throw for me!” he ordered. “Unless
it’s bubbled in your proficiency, then it does something unintelligible.” I
think he explained what it does, but it was unintelligible to me. Sometimes I
couldn’t hear very well from my little table. The barbarian rolled a 10. “Roll
a d4,” the DM said. She got a 2 and a picture frame fell off the wall and
smacked her in the head. “Take a 2 damage,” she’s told. “Scumbag,” she says. That’s
what she gets for standing under a picture frame.
Now everyone “runs” outside and here the story takes
an ominous turn. A river of misty green, highlighted by glowing green eyes,
rushes down from the mountain, headed straight for the Inn and certain
destruction of our band of roguish heroes.
Time for another popcorn break.
Really?
Afterward, the DM summarizes everything they’ve
experienced thus far, which begs the question, are these guests the
brightest and best if they’ve already forgotten the trauma they just
experienced? Just saying.
“What do you guys want to do?” the DM asks. No one
asks me. I want to go get some chocolate. I didn’t get any popcorn. Racoon
wants to know if the windows are zombie proof. They’re thick and cheap, she’s
told. Boris wants to order another round of ale and move a table in front of
the door. Centaur believes the green, misty zombies are after one of the guests
and suggests that the group sacrifice someone. “You first,” her mother, Kithri/Katy
says.
The centaur sighs and pushes a table against the door
while Kithri snarls in the corner of the room. Despite their best efforts, the
Inn is compromised and the creatures push their way inside. This is what the DM
tells them. If you ask me, I think the DM is a double agent.
The pirate suggests that everyone go upstairs so
they’ll only need to barricade one floor of the Inn. Racoon and the paladin
agree and go upstairs together so they can better view the chaos down below. Boris
pulls out his crossbow and takes up a position at a window. Table stackers roll
their d20 for a strength save. 10 and 19 plus five. Chuck Norris rolls a 12 and
adds 2 proficiencies on top of that. Racoon gets her bloomers in a knot and declares
that she wants to kick some old lady. “Bam bam bam!” she yells.
I check my watch. One hour in. Gonna be a long siege.
The redheaded barbarian throws an ax because she moved
6 up and 3 over on the board. She attacks with a 1, 5, 4, or 7 and did not hit.
The ax clatters out of the way. I think if she’d just thrown all six of her
dice at the green-eyed goblins, she’d have done more damage.
The DM would have let everyone roll at once now that
the security of the front door is in question, but no one has religious
training. Then why do they even have a monk? The monk rolls his wisdom score,
gaining a 10 which is possibly a perfect number. However, he gets no credit for
it since we all know he’s not skilled in religion. The team guesses that if
someone can light a candle and is willing to sacrifice a hit point, it might
satisfy the creatures and keep some of them at bay. Boris volunteers. My hero.
The centaur gets under a table and shoots with her
longbow, rolls her attack and is rewarded with a 10 and a 14. She hits, adding
a dexterity bonus to the damage. “2 points of damage over here,” the DM
declares. I don’t know. It looked like more than to me. The pirate hits a zombie
with her pistol. Shooting isn’t very efficient with the undead, I presume.
Pistol whipping gives more points of damage perhaps. She rolls a 13 which hits
and winds up with 5. I don’t know why.
Upstairs, Kithri the druid is in wolf form. Her speed
is unknown, but probably a 16, according to the DM. “I’m biting to attack!” the
wolf says, before asking how far a wolf can jump. “40 feet,” she’s told. She
growls menacingly but chickens out. I mean, if I was a wolf I’d have jumped 40
feet in the opposite direction.
Hoo boy. You have no idea how hard it is to summarize
3-1/2 hours of combat into one readable blog. My speed on these keys is 140 wpm
which, I believe, should give me 26 points of attack. In the future, that’s
what I’ll negotiate for.
Basically, the Inn is in utter chaos. The barbarian
got wiped out and took 6 points of damage as well. “Why do they hit so hard?”
she cries. “They nasty,” her mother/Racoon says. Someone with a blowgun rolls a
5 which is not enough because Zombies ain’t afraid of blowguns. Norris attacks
using his monky martial arts. “An 18 will hit, roll 6 and add 4 to it,” the DM,
who is not a mathematician, tells him. The non-religious monk flies through the
air after rolling his die four times, landing with a thud which crushes the
skull of a zombie. “I double killed him!” he says in victory. The DM nods and
replies, “What you notice is there’s less of him left than there is of some of
the other undead.”
Which made me laugh, but no one else did. War is
serious, I guess.
It was all pretty messy after that. One by one, the
green misty creatures who infiltrated the Inn were taken out by the whole crew
until only the warriors and the Innkeepers were left inside. I lost track of
Zester the capable servant early on and suspect he escaped through the back
door, never to be seen again. But since I don’t have a die to roll to support
that theory, we’ll never know for sure.
There were breath attacks, kidney shots, and 15-foot cones
of fire from the dragon-born knight. This paladin is the youngest warrior at
nine years old, but I don’t doubt one bit that he can exhale a 15-foot fire
blast in a breath attack. I watched this kid lick ghost pepper sauce off his
finger earlier that day and he didn’t even flinch. Or drink water afterward. He
really is part dragon.
Orva, it turns out, has a perpetual mission to spare
the Inn and perhaps the entire fantasy world by making a deal with the green-eyed,
misty undead annually, but struggled with her plan this year. Which is why the river
of zombies flowed out of the woods, hungrily searching out fresh brains. I
think. It makes as much sense as whatever the truth actually is.
But, in the end, they all did their part to destroy the
green underworld. As the final enemy hit the ground, a green vapor dissipated
and his body zipped away back into the Fay Wild which I cannot explain because
I don’t even understand what it is. But I can tell you it caused a sense of distress
to the warrior crowd. I felt it, too. I thought once they killed everyone that I
could go home and get some sleep. But, no. I had two more pages to type.
A final discussion about how to bring the outside
threat to an end led to the obvious question, is there even a winner in this
game? Do the zombies stay dead? Does the green mist cause respiratory failure?
I think if everyone threw all their dice into the air and ran out the door, we
could rest up and call it a night before the demon tree in the woods could turn
all of us into Chow Mein.
Dawn approached, walls were popping, floorboards
creaking, swords were flying, hundreds of undead bodies were strewn everywhere.
It was the Alamo all over again. But at least the green mist disappeared as the
sun peaked over the distant hill. “So, we survived the haunted barn?” someone asked.
I never heard that the barn was haunted. “Yes,” they are told, “and you can
loot the bodies. But you won’t be blessed if you burn down the building.” Well,
duh.
So, what have we learned? Following a 3-1/2 hour game,
I reduced thirteen pages of notes down to seven for a total of more than 3,700
words on this Word document. All eleven participants, including the DM, the sound
technician and the scribe survived what can arguably be called the most
disturbing and terrifying night of their lives and yet, as far as I know, no one had
nightmares afterward.
For myself, when the dust settled, my eyes were
bloodshot, my fingers cramped, my back was aching, and I wished desperately
that somehow I had learned to enjoy eating popcorn as a child. All in all, as I
packed up my gear, I reasoned that I had suffered about seventy-five hundred
points of damage during the entire altercation.
