Want to introduce your kids to the magical world of tabletop role-playing games, but don’t know where to start or think you can do it? Whether you’re a seasoned DM or a complete beginner, this article will walk you through what worked for me for how to create engaging, age-appropriate TTRPG experiences that grow with your children.

After running TTRPG sessions with my own kids for years (from ages 5 to 10), I’ve developed a system that adapts to their cognitive development while keeping the magic alive. This article covers everything from choosing the right materials to running your first campaign.

Minis Are Magical

Starting Young

When my kids were little, I started out getting some D&D mini figures (minis or minifigs) to help them visualize things. It’s tough when they’re sub seven years old because their imagination is very much based on visual stimulus and the free-form creations aren’t quite there yet. This is where the minis are great, they can see what an owlbear is, or a drider, or a storm giant, or any host of other things. And the best part is they’re relatively inexpensive (for the non-painted ones anyway), and my kids loved collecting them – they used to be go-tos for presents when they were younger. And if you get the chonky bois, then they’re pretty resistant to damage as the resins are relatively strong – be careful on the fragile models, and maybe reserve that for when they’re older and/or more responsible. And as the prevalence of 3D printing is coming along, this is also a viable route if you don’t mind taking a more hands-on approach.

Stick Minis On A Map

Now that we had some minis in their possession, here’s how I’d use them. I bought a Chessex Battle Map that I’d doodle little scenes into with colored wet erase markers. I’d always have a little camp with tents and (poorly drawn) horses and some shrubs that we’d start their adventure at. Then I’d just let my imagination run wild and create a few more stops along their journey:

  • a WaReHoUsE oF dOoM - a couple of 3d rectangles with some trees
  • a bridge over a river that almost always had a troll or other critter underneath
  • a dark wizard’s tower - duh
  • always ending at the purple Temple of Evil - entered through a secret door in the tower

We’d progress their little character minis from stop to stop and do a little combat or light roleplaying or puzzle, with me keeping an eye on the attention span and fun-o-meter and moving on or changing things up when I noticed either starting to wane (more on these topics later). At each stop, there’d inevitably be a critter to fight (either I’d pick randomly or the kids would pick who they wanted to battle before we start and I’d weave their choices into the story). Nothing is more fun than slamming down a huge honking monsters for them to fight! And eventually when the monster is slain, we tip them over in defeat.

D&D Kids’ Books

As they got older and started to read decently (around 1st grade), we also bought the Young Adventurer’s Guides Series for them. These are actually all great little books that help build foundational knowledge of D&D lore, mechanics, and archetypes, or help to explain the character classes (like barbarian or wizard), or describe common monsters they’d end up fighting (like that owlbear), even up to different types of dragons and legendary monsters. My younger son loved the pictures and the older one would read the words for his brother, helping develop their reading skills and vocabulary too! They’re great reference materials and often get pulled out when we play. The official D&D Player’s Handbook is a bit too much for the 10 year old, but these books are perfect bite sized vignettes of D&D that get them familiar with words I use or mechanics I introduce. Highly recommend getting any or all of these, specially as the boxed sets. My wife literally had to duct tape the spine back together on Wizards & Spells that’s how much they get used!

Combat / Actions with Kids

There’s plenty of well written guides / PDFs that talk about various ways to run these. Like Wizard’s own Monster Slayers for ages 6 and up. Heck, this great article by TTRPGkids. Plenty of articles and references exist here that I referenced in preparation for playing with my kids. Here’s what ended up working well for me and mine.

Starting with D6s

When they were littler, we had a giant jar of foam d6 dice that we’d use. Foam because they’re great for chucking around the room and you don’t have to worry about tiny little dice disappearing under a couch or fine motor skills not being up to the task. I’d use a simple d6 strategy of the following:

RollResultDescription
1Epic FailureSomething hilarious happens; the action fails in a big way.
2FailureThe action doesn’t go off as they had desired.
3-4Mixed ResultThe action happens, but with some negative effect.
5SuccessThe action goes off just as they described.
6Epic SuccessThe action works even better than they described.

I wouldn’t even worry about a difficulty class for what they were going up against, just having this simple framework was something they (and I) could easily understand and get immediate understanding of what happened when they rolled. I found this more engaging than me arbitrarily deciding if it works or not because, as they are younger like 7-9, they stay engaged and can equate the roll of the dice to what happens in the world.

Graduate to Difficulty Classes

Now, I changed this as they got older and understood the concept of difficulty classes. I bought them both a fancy dice set of their own (to eliminate fighting and teach responsibility for their possessions) and we eventually graduated to d20s. So how this works is, after hearing what they wanted to do, I’d throw out a difficulty class (sometimes out loud or to myself, depending on the level of mystery) to hit or exceed, and they’d get the satisfying tactile experience of rolling a d20 and doing basic less than / greater than maths. This also had the benefit of teaching them constraints of their character - if you wanted to jump 30 feet in the air unaided, then that’ll be a 30+ roll required (never going to happen). I’d let them reconsider and pick another action. This taught them how to play within the confines of the rules / reality, helping them realize their character was not a god or superhuman (we’re playing high fantasy here), and then pick actions that are more reasonable or aligned with their character (like a barbarian trying to cast a spell wouldn’t really go over well).

A very simple framework for this would be:

DCDifficulty LevelDescription
5TrivialVery easy to do (but kinda funny if they botch it)
10Easy/FamiliarSomething they know how to do, or an easy task, depending on the action or monster
15ModerateModerately difficult but within reason
20Nearly ImpossiblePretty much impossible, but if you get a Nat20 then the gods smiled on you and YOLO

Playing with plusses and minuses can be confusing for them, so I opt to adjust that math in my head. If you’re a barbarian doing a rage attack against a goblin, sure a 10 sounds great as that’s something you should know how to do and a goblin isn’t too hard. Now if it’s a beefier monster or the BBEG, then sure that’ll be a higher difficulty class. And I’ve read this treatise from Mythlands about how difficulty classes and the d20 is ruining roleplaying, and I kinda agree, but this setup works well for my kids so screw it, use what works and IS FUN.

This works for combat rolls (i.e. does your attack hit the monster) and action rolls (i.e. do you find / disarm a trap, or does your character know the ancient runes written on the door). I like to introduce the D&D verbiage for their checks (like “perception” or “dexterity” checks) to give it a name and to help them understand what is being checked. Older kids will play to their strengths or have their friend who is the thief do the traps check and so on.

⚔️ Combat Tips

  • Use simplified actions (Attack, Cast, Item, Dodge).
  • Use terrain! Crumbling balconies, torch sconces, traps.
  • Enemies do cool things but clearly telegraph them (“The Hollow Duke lifts his sword, charging shadow energy — what do you do!?”)

Classes and Characters

Window Shopping for Classes

When my kids started off, we simply picked characters out of the Young Adventurer’s Weapons & Warriors that they thought were “cool”. I’d summarize what their archetype typically did (their strengths and weaknesses, like barbarian is super strong and smashes things, but isn’t too bright; or, mages cast super awesome spells but they’re kinda squishy) and they’d pick based on vibes. We got little minis closely resembling their class too (pre-painted because we fancy). Races are a bit much when they’re young, so I’d stick to the races that typically played that class - so mages would be elves, barbarians would be orcs or humans. You know, typically the ones that had the best racial boons or stat bonuses that made sense, or the ones portrayed in stories or media. My youngest really loved being a Halfling too, for some reason – being a tiny stabby guy was right up his alley. This worked real well when they were little and starting out.

Pre-made Characters - Limit The Options

Eventually, I graduated them to pre-made characters. So still shaping what they could do and the general archetype and feel, but letting them experience different classes and playstyles. I’d introduce more and more components of a typical character sheet too. I started out with letting them pick a name and a class to add their own personalization, then introduced HP and eventually armor. These were simple numbers, taking from Heroscape or One Door Dungeon, that would be added/subtracted in small amounts based on the events in the story. But no need to do crazy maths or roll all the dice, we’d just work on token based damage and the armor, for example, might negate damage from an enemy even if they rolled well.

Limited Skillsets and Sunderfolk’s Influence

We’ve played a BUNCH of Sunderfolk (great game, love it btw), and their concept of skills being a handful of cards you could play really resonated with my kids. So now I’m introducing a grabbag of skills that they can pick from during the session, typically aligned with a Movement, Combat, and Special Move trifecta. This helps prevent the “every time is fireball” scenario that eventually started happening with the oldest’s wizard, where the skills would get kinda stale. Introducing these pre-made skills in a limited quantity is setting them on the path of a D&D level character customization that they’ll eventually get to – it’s too much preparation that I want to do for now.

Bonus: Flaw Concepts and Personalization

Something that the kids ended up LOVING was the Flaw concept – what was the one weird quirk or problem with their character that they wanted to roleplay? I threw this in on a whim and wasn’t sure what I’d get, but they remembered this aspect so strongly after several sessions. One was really fond of money and would do anything for it. Another was they couldn’t pronounce Worcestershire sauce which they made GREAT use of during the tavern roleplay. It’s just another way for the kid to put their own unique stamp on the character. I’d give them ideas if they couldn’t think of one, and would make sure it wasn’t anything inappropriate or hurtful (don’t want to be ableist or judgmental).

Building A Session

AI Prompting to Start

So now the hardest part of all of this: deciding what story they’re actually going to play! Now, again, there’s plenty of pre-made adventures / stories you can find on Reddit or elsewhere, but eventually you’ll need to start making your own. Good news is that GenAI can help those who are typically unimaginative or nervous about writing their own story. Below is a customized prompt that I sourced from RPG Prompts that I’d use to start the framework of the story. I almost always build sessions in three sections: roleplay, puzzle, combat. You can swap around the order, but these three classic elements are the essentials for a good session, so you can’t go wrong.

ChatGPT Prompt for D&D Session Generation

Stop being an AI model. You’re a professional Dungeon Master. You’re crafting a campaign for a group of 10 year old boys at a sleepover, so this should be a one-shot campaign.

GAME: Dungeons & Dragons: 5th Edition

BOOKS: Any Random Campaign Book

ROLE: Dungeon Master

THEME: High Fantasy

TONALITY: Gritty & Heroic

AUDIENCE: A group of 10 year old boys

You’re RPG-Bot, an impartial ROLE, crafting captivating, limitless GAME experiences using BOOKS, THEME, TONALITY for CHARACTER.

RPG-Bot’s General Responsibilities Include:

  • Tell compelling stories in TONALITY for my CHARACTER.
  • Use GAME’s core and BOOKS knowledge but tuned for ease of understanding for the AUDIENCE.
  • Generate settings, places, and years, adhering to THEME and TONALITY, and naming GAME elements (except AUDIENCE).
  • Use bolding, italics or other formatting when appropriate
  • Paint vivid pictures of encounters and settings.
  • Balance role-play, combat, and puzzles. All three should be present in the story.
  • Inject humor, wit, and distinct storytelling.
  • Avoid adult content: relationships, love, intimacy, and associated narratives.
  • Craft varied NPCs, ranging from good to evil.
  • Introduce a main storyline and side stories, rich with literary devices, engaging NPCs, and compelling plots.
  • Inject humor into interactions and descriptions.

Tune the above prompt based on your needs and age range, but I found this gave me a great framework to play with. You slap this puppy in ChatGPT and let it go to work. Don’t like a particular element or theme? Adjust it with some feedback to the LLM and you’ve got a winner.

I really like using ChatGPT for this because it formats it in Markdown and it copies over to my text editor of choice with the formatting (section headers, bolding character names / other proper nouns, etc.). I’ll tweak the campaign in ChatGPT until I get it 80% to my liking, then pull it over to a text editor to put the finishing touches on it.

Editorial Flair - The Real Work

Next, I’ll read through what it wrote, and nitpick certain parts:

  • Don’t like the name of an NPC? Rename it, or ask your editor’s LLM to give you some other possible options.
  • Want to have it write the introductory speech that the town’s mayor (or insert other NPC doing the springboard for the story here) that you can read to players? Generate that.
  • Want to generate random loot ideas that a merchant might have? You could consult a table and roll, or just let the LLM roll its bytes to determine them.
  • Want to add monsters to the dungeon? Give it some feedback on the type of monster or what the environ is the monster will occupy and see what the LLM gives you.
  • Want to have a puzzle and also let the NPC give hints that the characters have to connect together themselves? Ask it to generate a puzzle to your liking, tweaking all the while.
  • Want it to make a map of a dungeon? It’ll generate an ASCII map that is great at visualization and planning! (See the example below - the first generated map had a “Stairway Down” but didn’t go anywhere, so I asked it to make a second floor in the same context and it picked it right up.)

In general, my concept here is that I’m letting the LLM write 80% of the work with me nudging it in the right direction, or making specific edits on high value components like names or themes or tone. I was able to piece together a campaign in under an hour using the above framework and tweaking the content in Cursor, using gpt-4.1 model along the way and Ctrl+King my way to victory. I will note that I’m not just blindly letting the LLMs write anything, I’m proofreading and making sure it fits my audience, theme, and vibe that I’m going for – essentially playing the editor to the LLM’s rough draft.

Delivering the Session

So I wrote this campaign I’m referencing down below for a sleepover with six of our neighborhood’s 10 year old boys. I’m going to bring my various sets of dice (including the foam d6s in case anyone wants to go this path), and I’ve got minis for the skeletal soldiers, drider, and boss monster. I’m bringing my map as well to draw out the ASCII map that ChatGPT generated for me, to show them where they’ve explored and where they can go, and move their little team forward. And all the while, I’ll be watching the kids and making sure we’re having fun. Does someone seem quiet? Let’s see what THEY want to do and make sure they’re involved. Someone seem unhappy that their action didn’t go as planned? Reinforce this is part of the story, and even in life everything doesn’t go the way you’d like it too (and maybe get them a popsicle).

Character Sheets - Something to Hold

I also printed out character sheets with the info of the pre-made characters down below. I had Gemini whip up some images based on the character description/skills (I just copypasta’d the Markdown block of character info all at once in and it generated me six images) that I included on the sheet to catch the kids’ eye. I also left them a Notes section where they can take notes, track damage taken, write down loot received, do whatever they want. I’ll bring a handful of pencils and let them do their thing.

Extra Special Touches

My Markdown file of actual campaign I ended up running is down below. I opened this in Obsidian on my iPhone. I also had a speaker paired with my phone to play audio cues from Tabletopy and music from Tabletop Audio. I ended up cutting the Light the Brazier of Black Flame puzzle and Silken the Drider combat as we were starting to run long. But it was a lot of fun having the riddles and clues from Old Maev come back to be relevant in the combat section, the boys really enjoyed that.

Common Questions and Solutions

Q: My kids are fighting over dice/miniatures. What should I do?

A: Prepare ahead by having each child with their own die and assign specific miniatures (or make a rule that only YOU can move the minis). Remind them actions have consequences, even in the game by giving them a little lightning bolt to the face, for example.

Q: How many kids should be in the adventuring party?

A: 3-4 is the sweet spot. The more you have, the more chaos you will have to control. Some kids might not be able to hold their attention while someone else is taking their turn.

Q: How long should sessions be?

A: Start with 30-45 minutes for young children (5-7), gradually increasing to 1-2 hours for older kids (8+). Watch for signs of fatigue or boredom. Take breaks between Acts or logical pauses. Get the wiggles out.

Q: What if my child gets upset when they fail a roll?

A: Emphasize that failure is part of the story and often leads to interesting outcomes. Use humor and remind them that even heroes face setbacks.

Q: How do I handle different age groups playing together?

A: Use the older child’s system but give younger children advantages (like rolling with advantage or having a “helper” NPC). Don’t just always let them win, this is a great learning opportunity. There’s fun in failure.

Final Thoughts

Running TTRPGs with kids is one of the most rewarding experiences I’ve had as a parent. Watching their imaginations come alive, seeing them work together to solve problems, and hearing them excitedly retell their adventures days later – makes this old man proud.

The key is to start simple and let the complexity grow naturally with your children. Don’t worry about getting everything “right” according to official rules. Focus on fun, engagement, and creating memorable experiences.

Remember: You’re not just running a game; you’re building a foundation for creativity, critical thinking, and family bonding that will last a lifetime.

Appendix: The Actual Session

Click to expand

⚔️ Session Name: The Crown of Rotwood Keep

🌍 Setting:

The cursed borderlands of Rotwood, a dead forest surrounding the crumbling ruins of an ancient keep. Here, the bones of kings whisper, the trees bleed sap like tar, and old magic seeps from the ground like smoke from a dying fire.

📅 Time:

During the Long Dusk, when the sun hangs low for three days and evil things crawl from their holes to stretch and scheme.


📜 Adventure Premise

The Crown of the Ember King — a relic of light and order — has been stolen from its resting place in Rotwood Keep, deep within the Witherlands.

Now, the land is beginning to rot from the inside out: crops have withered, wolves speak in riddles, and the shadows under your bed watch you back.

The players are newly inducted members of the Order of the Ashen Sigil, a band of brave (and slightly reckless) squires sent to retrieve the crown before the Midnight Bell tolls three times, or darkness will swallow the kingdom forever.

🎭 The Call to Adventure

Standing before you in the flickering torchlight of the Order’s great hall is Commander Brightshield, a tall woman with silver-streaked hair and armor that gleams like starlight. Her voice carries the weight of mountains as she addresses you:

“Young squires of the Ashen Sigil, lean close and listen well. The darkness grows bold, and we grow desperate.

Three nights past, thieves of shadow stole into Rotwood Keep and took the Crown of the Ember King — a relic that has kept the balance between light and dark since the Age of Whispers. Already the land sickens. Already the shadows lengthen.

Why do I choose you for this quest? Because the mightiest heroes often come in the most unexpected packages. Because evil trembles before the pure and untainted spirit of adventure that burns in young hearts.

Your task is simple, though not easy: Enter Rotwood Keep. Retrieve the Crown. Return before the Midnight Bell tolls thrice.

🗺️ Act 1: Roleplay – The Town of Grin’s Hollow

The kids arrive in Grin’s Hollow, a mud-soaked outpost ruled by a jittery mayor and haunted by rumors of shadows that steal names.

Town Description

The town of Grin’s Hollow squats in the muck like a toad waiting for flies. Wooden buildings lean against each other for support, their windows glowing with sickly yellow light. The streets are more mud than stone, and strange symbols are carved into doorframes to keep the shadows at bay.

In the town square, a crooked well holds water that tastes like old pennies. Old Maev sits nearby on a rickety stool, her milky eyes seeing nothing but her gnarled fingers constantly moving through a pile of crow bones, reading fortunes that nobody wants to hear. “The bones,” she whispers to passersby, “they’re singing tonight.”

The town hall is the tallest building, though it looks ready to topple at any moment. Inside, Mayor Gristle paces endlessly, his pockets jingling with the nails he nervously chewed. Dark circles under his eyes suggest he hasn’t slept in nearly two weeks, and he jumps at every creaking floorboard.

At the edge of town, a colorful wagon decorated with questionable charms serves as Hob the Goblin’s trading post. The green-skinned merchant grins too widely, showing far too many teeth, while his bat “Lunch” hangs upside down from his hat brim. “Welcome, welcome!” he cackles. “I trade in treasures and trinkets, but I don’t take gold – only the finest lies will do!”

The air smells of wet wood and something sweeter, like rotting fruit. And if you listen carefully, you might hear the shadows whispering your name.

Roleplay opportunities include

  • Questioning the one-eyed herbalist who claims the “bones whisper at night.”
  • Trading with a shifty goblin merchant (Hob the Goblin) who only accepts “interesting lies” as payment.
  • Convincing the Blacksmith’s golem (named Clinker) to give them a rusted sword with a soul inside it.

🎭 Notable NPCs

  • Old Maev, a blind herbalist who uses crow bones to read fate.
    • “The bones speak of iron chains that dance in moonlight. Mind your steps in the shifting woods, or forever walk in circles.”
    • “Three black birds perch on destiny’s branch - one speaks truth, one speaks lies, and one holds its tongue. Their riddle guards the path ahead.”
    • “The flames of fate burn darkest when fed with laughter, secrets, and the remnants of what once lived. Light them well, young heroes.”
    • “Beware the hollow knight who wears a crown of rust and shadow. He dreams a false dream of kingship.”
    • “The bones whisper of crossroads yet to come—a crown’s touch can heal or shatter the world. When the shadows close in, speak this to break their grip: ‘Where shadow clings, let memory blaze.’”
  • Mayor Gristle, who hasn’t slept in 12 days and chews on nails (literally).
    • Clinker, a golem made of scrap metal who guards a magical sword and will only give it up if someone tells him the secret of why the Boneborn Knights are trapped in their endless loop (they forgot their own names when the shadows stole them).
  • Hob the Goblin, a trader in cursed junk with a pet bat named “Lunch.”
    • The Danger Dowsing Rod - A Y-shaped stick that vibrates more intensely the closer you get to monsters or traps.
    • Bottled Moonbeam - A glass vial containing what appears to be actual moonlight. Hob claims it came from “last Tuesday’s moon.”
    • The Un-compass - A brass compass that points to where you shouldn’t go. Surprisingly useful, according to Hob.
    • Shadow Soap - A bar of pitch-black soap that, when rubbed on your eyes, lets you see invisible things. “Side effects may include temporary purple polka-dot vision,” Hob warns.
    • The Snack of Second Chances - A single, suspiciously green cookie wrapped in wax paper. If eaten after failing at something (like picking a lock or making a jump), it lets you try again as if nothing happened. Tastes faintly of pickles and hope.

🧩 Act 2: Puzzle – The Chained Woods

  • To reach the keep, the adventurers must pass through The Chained Woods, where trees are wrapped in iron and the forest shifts when you’re not looking.

Woods Description

The Chained Woods are a twisted forest where ancient oaks and black-needled pines are bound in thick, rusty chains. The trees groan and shift when no one is looking, their roots writhing beneath the mossy ground. Silver mist clings to the air, muffling sound and making it hard to tell which way is forward. Every so often, a heavy iron bell tolls somewhere deep within, and the whole forest seems to shudder.

Moonlight filters through the tangled branches, casting strange, moving shadows that sometimes look like reaching hands or watchful eyes. Some trees have faces—knots and bark forming grimaces or sly grins. Crows perch on the chains, cawing riddles and warnings, while ghostly lanterns swing from the branches, lighting paths that may or may not be real.

The ground is littered with broken manacles, lost boots, and the occasional forgotten household item. If you listen closely, you might hear the faint clinking of chains, or the echo of laughter that isn’t yours. The deeper you go, the more the woods seem to rearrange themselves, daring you to find the one true path to Rotwood Keep.

  • Puzzle challenges:

    • Navigate a rotating forest path that shifts with moonlight (players must map the moves or risk walking in circles).
      • As you step into the heart of the Chained Woods, you notice the path ahead splits and twists, with silvery moonbeams shining down in shifting patterns. Every time you look away, the trees seem to move, and the trail behind you is never quite the same. The crows caw, “Round and round, the woods will spin—find the path, or start again!” To escape, you must pay close attention to the way the moonlight falls and remember your steps, or risk wandering in circles forever.
    • Unlock a tree prison by solving the riddle of the three crows (“Speak only truth, lie, or silence”).
      • The three crows sit atop the chained tree, each with a different colored feather: one black, one white, one gray. They caw in unison:

        “Three crows perch, a secret to keep— One tells truth, one lies deep, One stays silent, secrets to reap. Ask us your question, but choose with care, For only one answer is honest and fair. To open the lock and set the prisoner free, Find which crow is which—then speak to me.”

      • Answer: The black crow always lies, the white crow always tells the truth, and the gray crow remains silent. To solve the riddle, the players must correctly identify which crow is which by asking questions and paying attention to their answers (or silence). Once they declare:

        • “The black crow is the liar, the white crow is truthful, and the gray crow is silent,” the lock opens and the prisoner is freed.
      • What’s inside the tree prison? Inside the tree prison is a small, shivering fey creature called a Mossling—a child-sized being made of tangled roots, moss, and glowing mushrooms. The Mossling was once a playful forest spirit, but was trapped by the Boneborn Knights for trying to help lost travelers. When freed, the Mossling gratefully offers the party a handful of Luminous Spores (which can light up dark places or reveal hidden things) and whispers a secret shortcut through the shifting woods. The Mossling is timid but friendly, and may follow the party for a while, offering cryptic advice and giggling at their jokes.

    • Work together to light a brazier of black flame, but it requires fuel from 3 different creepy sources: a bone, a secret, and a laugh.
      • Puzzle: Lighting the Brazier of Black Flame
        • As the party ventures deeper into the Chained Woods, they come upon a clearing where a large, ancient brazier sits cold and empty. Strange runes are carved around its base, and three empty slots are visible: one shaped like a bone, one like a whispering mouth, and one like a laughing face.
        • A faded inscription reads:

          “To light the flame that shows the way, Bring bone, bring secret, bring laughter’s play.”

        • How to Run This as DM:
          • Tell the players: “You see the brazier and the three oddly-shaped slots. The inscription hints at what you need. What do you do?”
          • Let them brainstorm what items or actions might fit each slot. Encourage creative thinking!
          • If they get stuck, offer hints:
            • For the bone: “You remember seeing old bones scattered on the forest floor, or perhaps you have one in your pack.”
            • For the secret: “Maybe someone can whisper a secret into the mouth-shaped slot. It doesn’t have to be a big secret—just something true and hidden.”
            • For the laugh: “The woods are eerily quiet, but maybe a real laugh—joke, funny story, or even a silly noise—would work for the last slot.”
          • If they try something close, reward their effort and nudge them: “The brazier glows faintly, as if it’s almost ready, but something’s missing…”
          • When all three are provided, describe the black flame roaring to life and a hidden path revealing itself.
        • Extra DM Tips:
          • If the group is shy, you can have an NPC (like the Mossling) giggle or whisper a silly secret to demonstrate.
          • Make the puzzle about teamwork—maybe each player provides one ingredient.
          • Celebrate their success with a cool description: “The black flame flickers with shadows and moonlight, and the chains on the trees rattle as a new path opens before you!”

🐉 Act 3: Combat – Showdown at Rotwood Keep

Keep Description

Rotwood Keep looms at the heart of the Chained Woods, its crumbling towers and twisted battlements shrouded in perpetual mist. Once a proud fortress, it is now overgrown with black ivy and fungus, its stones slick with rot and shadow. The air is thick with the scent of damp earth and old secrets. Crows circle the broken spires, and the moonlight barely pierces the tangled branches overhead.

The main gate hangs askew, chained shut but easy to slip through for the brave (or reckless). Inside, the halls echo with the clatter of unseen armor and the distant, hollow laughter of the Boneborn. Flickering torches cast long, dancing shadows, and the walls are carved with ancient runes—some glowing faintly, others scratched out in haste.

At the heart of the keep lies the Throne Room, where the Rotwood Crown rests atop a throne of twisted roots and bone. The path to the throne is fraught with traps, secret doors, and the restless dead.


Map

First Floor

 1
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 5
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 7
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 9
10
11
12
13
14
15
16
17
18
19
20
21
22
        [Broken Wall]
             ||
     ________________            _______
    |                |          | Webbed|
    |  🦴 Bone Pile  |--------->| Crypt | <- [Sarcophagus with Drider]
    |________________|           ‾‾‾|‾‾‾‾
         ||    ||                 |
     ____||____||_______      ____|____
    |                   |    |         |
    |     Central       |----| Stairway|
    |     Chamber       |    |   Down  |
    |    (Boneborn)     |    |_________|
    |___________________|
          ||    ||
     _____||____||_______
    |                   |
    | Collapsed Hallway | <- [Loose stones, trap tiles]
    |___________________|
        ||       ||
  [Entry from Chained Woods]
        ||
     [Twisted Iron Gate]

Second Floor

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       [Stairway Up]
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     ________________
    |                |
    | Forgotten Jail |  <- Rusted cages, broken manacles
    |________________|
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     ________||_________
    |                    |
    |   Hall of Chains   | <- Swinging chains, echoing steps
    |    (Trap Hallway)  |
    |____________________|
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     ________||_________
    |                    |
    |   Antechamber of   | <- Broken banners, cracked mosaics
    |     the Crown      |    (Boss teases party here)
    |____________________|
             ||
     ________||_________
    |                    |
    |     THRONE ROOM    | <- Massive cracked throne, glowing runes
    |____________________|
     /        ||        \
 [Balcony1] [Center]  [Balcony] <- (Hollow Duke)

• The boss teleports between throne and balconies • Rune-etched pillars empower the crown • Shadows creep from the edges—mobs can spawn

  • Inside the crumbling keep, they face off against:

    • The Boneborn, skeletal knights half-raised from the grave and stuck in loops of forgotten duty.
      • The Boneborn are skeletal knights clad in mismatched, rusted armor, their bones bound together by scraps of faded banners and flickering ghostly light. They endlessly patrol the halls, muttering fragments of ancient oaths, and sometimes repeat the same actions over and over—saluting invisible kings, or trying to open doors that no longer exist. Though their eyes glow with a pale blue fire, they seem confused and lost, attacking only when the party disturbs their routines or threatens the keep.
        • HP: ❤️❤️❤️ (3 each)
    • Silken, the Weaver of Whispers, a drider who guards the upper levels of the keep.
      • From the ceilings of the Crypt, Silken descends — a terrifying fusion of a drow woman and a giant spider. Her upper torso is that of a pale-skinned elf with long, white hair, while her lower body is a monstrous black spider, its legs clicking on the stone. She spins webs of shadow-stuff that can trap intruders or create illusions of their worst fears. Silken serves the Hollow Duke as his spymaster and assassin, her whispers carrying threats and secrets through the keep. She scuttles along walls and ceilings, striking from unexpected angles with a poisoned spear.
        • HP: ❤️❤️❤️❤️ (4)
        • Skill: Threadswap Ambush (2/encounter)
          • Silken snaps her fingers and vanishes in a blur of silk, instantly swapping places with any two heroes on the battlefield—no matter how far apart they are! The sudden switch leaves the party disoriented: each swapped hero must make a quick saving throw or drop what they’re holding, stumble into a trap, or end up tangled in sticky webs.
          • Silken can use this to split up the group, drop someone into danger, or put herself in the perfect spot for a sneak attack.
          • The party will have to think fast and work together to recover their positions before Silken strikes again!
    • The Hollow Duke, a shadow-wrapped knight in rusted armor who believes he is the true king.
      • The Hollow Duke stands tall and imposing, his form wrapped in swirling shadows that never quite settle. Rusted armor clings to his body, etched with runes that pulse with a sickly light. Where his face should be, only darkness peers out from beneath a battered crown. His voice echoes through the throne room, regal but hollow, as he proclaims himself the true king of Rotwood. He moves with eerie grace, sometimes vanishing in a swirl of mist to reappear atop a balcony or beside the throne. The air chills as he moves, and his sword leaves trails of shadow that writhe on the ground. The Hollow Duke challenges the party with riddles and boasts, daring them to prove their worth—or be lost to the darkness forever.
        • HP: ❤️❤️❤️❤️❤️ (5)
        • Spell: Shadow Court’s Judgement (1/encounter)
          • Once during the battle, the Hollow Duke slams his sword into the ground, and the throne room is plunged into swirling darkness. Ghostly figures—ancient kings and knights—rise from the shadows, circling the party and chanting in hollow voices.
          • Each hero must face a vision of their greatest fear or regret (the DM describes something spooky or challenging for each character—like a shadowy doppelganger, a wall of grasping hands, or a memory of failure).
          • To break free, each player must succeed on a simple challenge (like a saving throw, a clever idea, or a teamwork moment). If they fail, shadowy chains lash out, holding them in place for a turn and draining a heart (❤️) of HP.
          • While the spell is active, the Hollow Duke is shielded by the shadows and can’t be harmed until at least half the party breaks free.
          • When the spell ends, the shadows explode outward, knocking everyone back and scattering the battlefield!
      • The Rotwood Crown, corrupted with dark energy. Removing it safely requires clever tactics or a powerful item gathered earlier.
        • The final challenge: The party must figure out how to safely remove the Rotwood Crown from the Hollow Duke’s head. If they simply grabbed it, the crown lashed out with shadowy roots, threatening to corrupt whoever touched it! To succeed, the heroes must use an item or knowledge gained earlier (like the Shadow Soap to see the true crown, or a riddle from Old Maev) or work together to distract the Duke and weaken the crown’s magic. If they’re clever, they can purify the crown and restore its light—if not, the darkness tries to claim a new king!

🧙‍♂️ Pre-Gen Characters

  1. Thorn the Skullborn Barbarian – Big axe, bigger yelling, hates books.

    • HP: ❤️❤️❤️❤️❤️ (5)
    • Armor: 🛡️ Medium
    • Weapon: Giant obsidian axe
    • Skills:
      • Charge! (Movement): Rush across the battlefield to reach an enemy or escape danger.
      • Skullsplitter Swing (Attack): Smash foes with a mighty axe attack.
      • Rage Roar (Special, 2-turn cooldown): Shout so loud it scares enemies, making them less likely to hit you or your friends for a round.
  2. Nyx Ironcloak, Dwarf Knight – Wields a gleaming mythril hammer of JUSTICE!

    • HP: ❤️❤️❤️❤️❤️❤️ (6)
    • Armor: 🛡️🛡️ Heavy (Hard to hit!)
    • Weapon: Mythril two handed hammer
    • Skills:
      • Stone Step (Movement): Move steadily through rough terrain or push through obstacles.
      • Hammer Slam (Attack): Bring down the giant hammer for a crushing blow.
      • Ironclad Shield (Special, 3-turn cooldown): Raise your shield to block all damage from one attack.
  3. Grimble the Hexbound – Casts spells from a book wrapped in chains - very emo.

    • HP: ❤️❤️❤️ (3)
    • Armor: 🛡️ Light (Easy to hit)
    • Weapon: Spellbook (chained, creepy)
    • Shadow Slip (Movement): Teleport a short distance to dodge danger or reach a new spot.
    • Chainfire Bolt (Attack): Hurl a bolt of cursed fire at an enemy.
    • Hex of Binding (Special, 2-turn cooldown): Trap an enemy in magical chains, stopping them from moving for a turn.
  4. Snaggle the Goblin Ranger – Ye of few words. Pet: Skeletal ferret.

    • HP: ❤️❤️❤️❤️ (4)
    • Armor: 🛡️ Medium
    • Weapon: Bonebow & Skeletal Ferret (Named “Bitey”)
    • Skills:
      • Quick Scurry (Movement): Dash quickly and hide behind cover or leap over traps.
      • Bonebow Shot (Attack): Fire a sharp arrow at a foe.
      • Ferret Frenzy (Special, 2-turn cooldown): Send your skeletal ferret to distract and bite an enemy, lowering their defense for a turn.
  5. Finn of the Ember Sigil (Cleric) – Has a shield made from a saint’s ribcage. Weird.

    • HP: ❤️❤️❤️❤️❤️ (5)
    • Armor: 🛡️ Medium
    • Weapon: Flaming mace & ribcage shield
    • Skills:
      • Radiant Rush (Movement): Slide across the ground on a wave of holy light to reach an ally or enemy.
      • Blazing Smite (Attack): Strike with a glowing weapon that burns undead.
      • Saint’s Blessing (Special, 3-turn cooldown): Heal yourself or a friend for a big chunk of health.
  6. Vex Quickhands – Sneaks like a shadow, stabs like a rumor, steals your lunch (and your heart).

    • HP: ❤️❤️❤️❤️ (4)
    • Armor: 🛡️ Light (Easy to hit)
    • Weapon: Daggers (Lots of ’em)
    • Skills:
      • Shadowstep (Movement): Slip into the shadows and reappear somewhere else nearby.
      • Dagger Flurry (Attack): Throw or stab with a flurry of daggers.
      • Ghostwalk (Special, 2-turn cooldown): Become invisible for one turn, making your next attack extra strong.

🎉 Ending Options

  • If they succeed: The kingdom is restored, and the players are knighted in a grimy feast hall where the food fights are legendary.
  • If they fail: The darkness spreads… but maybe they get a sequel adventure as ghost knights of the fallen order.

Appendix: Character Sheets

Click to expand

Download the Character Sheets as PDF