Late in the night, the young ranger of the outcasts rests in the treetop overlooking the sleeping campsite. Suddenly, the tree below them shudders with the impact of something massive slamming into its base. Just below, almost at eye level, a massive ogre sees him in the tree and roars at him, “TOOTHPICK!”. And so begins a fight for survival for our young adventurers as the alarms are sounded and the group battles this interloper. After defeating the monster, they hear the tittering of a couple of goblins in the distance and discover a large sword in the midst of their camp with some old food stuck to it. “Nasty goblins and their pranks,” mutter the adventurers as the goblins run away.
On day one of Dungeons and Dragons (D&D) club, the group met and discussed our experience levels and quickly jumped into an adventure with premade characters to get some first-hand experience. On day two, we then made our world, did our yesses and noes on what everyone is comfortable with in the game, and made our first characters. By the third day, the adventurers were ready to sharpen their blades and memorize their spells for the first day in their own world.
The road they travel is dangerous as they embark on adventures to solve mysteries, like stolen spicy peppers for a dragon who has lost its fire breath, and who is raiding the farmlands to the east while the three-eyed gnomes get hungrier back at the trading outpost. The road is more personal because they have crafted it themselves—the land of Vardadiin—a world both exciting and often silly. In the coming weeks we expect to see more surprises and more valiant battles to help the local people, and maybe a little mischief from our sneaky rogue!
Written by Teacher Josh