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Rules Book

Here There Be Dragons ... What is D&D?


. . . and other magical beasts! This is the Imagine an ancient place in an ancient time;
DUNGEONS & DRAGONS® game. It's a game a world much like ours was, long ago, when
full of fantastic locations, strange creatures, armored knights carried gleaming swords,
enchanted items, hordes of treasure, and stone castles rose from wooded hills, and
monsters ... lots of monsters! thatched cottages dotted the land.
Read the next section before you do any- Imagine that in this place, fabled beasts
thing else with these items. and monsters of all descriptions exist,
prowling the dark forests and haunting the
deepest dungeons.
Credits Imagine that magic really works, that
Design: Bill Slavicsek faerie folk such as elves, dwarves, and
Editing: Thomas M. Reid
Creative Direction: Bill Slavicsek and Ed Stark
halflings live side by side with humans, and
Art Director: Dawn Murin that modern conveniences have not even
Cover Illustration: Robh Ruppel been dreamed of-let alone invented-in
Interior Illustrations: Glen Michael Angus, Jeff Butler, this long-ago place.
Storn Cook, Dennis Cramer, Tony Diterlizzi, Jeff Easley,
Todd Lockwood, Mark Nelson, Dave Simons, Arnie The DUNGEONS & DRAGONS game lets you
Swekel, Shane White explore this imaginary world of epic quests.
Cartography: Dennis Kauth, Rob Lazzaretti All you need is this game, a couple of will-
Typesetting: Eric Haddock ing friends, and your imagination.
Graphic Design: Matt Adelsperger
Thanks: Jeff Grubb, Monte Cook, Lisa Stevens, The game requires a minimum of two
Ryan Dancy, and Michele Carter players or as many as nine players, but it
works best with a group of five. Each player
Based on the original DUNGEONS & DRAGONS®game by
E. Gary Gygax and Dave Arneson. pretends to be an adventurer, an imaginary
character who lives in this medieval fantasy
world and gets by with a sharp sword or a
DUNGEONS & DRAGONS, D&D, DUNGEON MASTER, and the TSR logo are
handy magical spell.
registered trademarks owned by TSR, Inc. With the D&D game, you get to partici-
All TSR characters, character names, and the distinctive likenesses
thereof are trademarks owned by TSR, Inc. pate in the ultimate interactive story-a
Distributed to the hobby, toy, and comic trade in the United States story where you get to determine what hap-
and Canada by regional distributors. Distributed worldwide by
Wizards of the Coast, Inc. and regional distributors. pens next by the actions your adventurer
This material is protected under the copyright laws of the United takes. These stories, called adventures, can
States of America. Any reproduction or unauthorized use of the mate-
rial or artwork contained herein is prohibited without the express be dramatic, funny, scary, mysterious,
written permission of TSR, Inc.
© 1999 TSR, Inc. All rights reserved. Printed in U.S.A.
action-packed, or any combination of these
TSR, Inc. is a subsidiary of Wizards of the Coast, Inc. elements. How do the adventures end?
Visit our website at www.tsr.com That's the best part of a D&D game; the
ending isn't determined until the adventur-
ers (your characters) get there!
The Players
Imagine this long-ago time once more and pic-
ture yourself as a poor but ready hero, eager
to strike out on your first exciting quest. You
will encounter other adventurers like yourself,
and together you will explore the unknown

2 DUNGEONS & DRAGONS® Rules Book


land beyond the village where you grew up. DM), controls the pace of the story and refer-
You will fight monsters, discover hidden treas- ees the action along the way. The DM is vital
ures, and grow more powerful, famous, and to every D&D game and someone must agree
rich with every quest you complete! to be the DM for every game session.
The players play the roles of mighty adven-
turers, heroic characters who inhabit the
ancient time of epic fantasy. These heroes Read the next section to learn how to play
the D&D game. After that, players should
include stalwart fighters, brave priests, cun-
select characters from the Hero Folders.
ning thieves, and powerful wizards. It's kind The rest of this book (starting with the
of like acting, except everything happens section entitled "For the DM Only") and
around the gaming table. You don't have to the Adventures Book should only be read
stand up and deliver lines or perform stunts; by the player who's going to be the DM.
you just have to find a comfortable seat wher-
ever you're playing, explain what your charac-
ter is doing, and roll some dice. The scene Playing the Game
plays out in your imagination and in the In the D&D game, the Dungeon Master and
imaginations of the other players. the other players get together to create a
One player gets a special role in the game. story. The DM begins an adventure with one
This player, called the Dungeon Master (or of the scenarios presented in the Adventures

DUNGEONS & D RAGONs® Rules Book 3


Book or with one of his or her own devising. or you can fail miserably, but if everyone
The scenario provides a basic plot for the has a good time and you create a story that
adventure; how the story develops depends everyone is going to remember, then the
on what the players have their characters do. group wins.
The other players each take one of the Each adventure has a different "victory
Hero Folders. These contain ready-to-play condition." Sometimes "winning" is just the
characters, complete with game statistics; heroes escaping from the dungeon in one
weapons, armor, and other equipment; and piece. Other times, the adventure may call
other pertinent data about each character. for a specific goal to be accomplished or a
An adventure scenario contains a back- specific monster to be defeated.
ground for the adventure, a map of the "dun- Individual players win when their charac-
geon" in which the adventure takes place, ters defeat monsters and villains, gain treas-
and bits of text the DM reads out loud that ure and experience points, and increase their
either sets the mood or describes what the personal power and reputation. It's also sat-
heroes see in a specific location. isfying to create a personality for your char-
After the DM presents the read-aloud text, acter that grows and develops over time.
the players can ask questions and tell the That's the other cool thing about the D&D
DM what they want their characters to do. game-each adventure is just one tale in the
It's the DM's job to tell the players what continuing saga of your hero characters.
their characters see and hear, explaining Sure, you can play once and have a great
what happens after each character performs time, but the real excitement comes from
an action. Here's an example: watching your character improve and get
better from one adventure to the next. For
example, if your wizard finds a scroll full of
DM: You see a dagger jutting from the spells in one adventure, she can keep it and
pile of trash in the corner. use it in the next adventure!
Player: I pick up the dagger.
DM: Its hilt is intricately carved in the The Dice
shape of a dragon's head. The handle is There are six dice in this box. Each die is a dif-
warm to the touch, and the jeweled eyes ferent shape and has a different number of
glow. sides.
Player: Hmm, that doesn't sound too These dice help determine the outcome of
good. I drop it back into the trash pile. actions in the game. If a player wants his or
DM: You try, but the dagger refuses to her character to try something (attack a
leave your hand .... monster, disarm a trap, break open a locked
door, etc.), the dice are used whenever the
action isn't a sure thing.
Winning The dice used in the D&D game are
The D&D game isn't like any other game described below. How to use them will be
you've ever played. You don't win by beat- explained shortly.
ing the other players. Instead, there are a lot
of different ways to "win the game."
The first way to win is to help the entire
group tell a fun and exciting story. You can
either successfully complete the adventure

4 DUNGEONS & DRAGONS® Rules Book


They aid an adventuring party by finding
d4: A die with four sides, numbered traps, picking locks, and doing stealthy
from 1to4. things. Thieves rarely steal from their
d6: A die with six sides, numbered companions, but they have been known to
from 1to6. swipe valuables from the evil rich of that
dB: A die with eight sides, numbered long-ago time.
from 1to8. • Wizards are highly intelligent but physi-
dlO: A die with ten sides, numbered cally unimposing. Long years of magical
from 1to10. study have left them unable to use most
d12: A die with twelve sides, numbered weapons but have made them powerful
from 1to12. spellcasters. Magical spells are their tools
d20: A die with twenty sides, num- and trade, their weapons and defenses.
bered from 1 to 20.
Race: In the D&D game, characters belong
to different races. Most characters in our
The Hero Folders imaginary world are humans, but there are
Each player selects one of the Hero Folders. Each also dwarves, elves, and halflings roaming
Hero Folder details one D&D character. Here's the land.
what you'll find on each four-page folder: • Humans look just like us and come in all
Name: The hero's name. the regular sizes and colors.
Player: Write your name here so everyone • Dwarves are usually short and stocky,
knows who's running this character.
Class: All D&D characters belong to a
general class. The class helps define a char-
acter, providing advantages that characters
of other classes don't have.
• Fighters are warriors, trained to use their
great size and strength to best advantage.
Fighters generally use swords, shields,
and metal armor. They believe in hacking
and slashing their way to fame and for-
tune.
• Paladins are a special kind of fighter.
They are holy warriors dedicated to a spe-
cific cause or faith. Their unyielding belief
gives them limited healing powers and
some resistance to evil creatures.
• Priests are dedicated to a holy mission,
using spells to heal and weapons to
defend the weak. They travel the land,
proclaiming their faith with every quest
they accept and every monster that they
banish.
• Thieves are fast of foot, nimble of fingers,
and sneaky like you would not believe.

D UNGEONS & D RAGONS® Rules Book 5


born to underground settings and fond of • Wisdom is a measure of a character's com-
gold and gems. They tend to be serious, mon sense.
hard working, and somewhat gruff. Strong • Charisma shows how appealing a character
of body and good with tools, dwarf heroes is.
gravitate toward careers as fighters.
• Elves are slightly shorter and slimmer Fighters have high Strength and
than humans, born to forests and pos- Constitution scores, priests have high
sessed of a great love for nature. They Wisdom scores, thieves have high Dexterity
tend to be creative, expressing their artistic scores, and wizards have high Intelligence
impulses through song, dance, poetry, or a scores.
musical instrument. Considered frivolous Armor: The protective gear a character
and aloof, they find magic and swordplay possesses.
fascinating; elf heroes tend to combine Armor Class: A rating of how hard it is to
fighters and wizards into a less powerful successfully attack a character. Lower is better.
but more versatile expression of the two. Move: This number shows how fast a
• Halflings are shorter and less stocky than character can move.
dwarves, born to valley and meadow vil- Hit Points: These measure the amount of
lages. Generally open and outgoing but damage a character can withstand before
possessed of great curiosity, halflings are dying.
brave and cunning. They enjoy good liv- Wounds: Record hit points lost to damage
ing, rough humor, and interesting conver- here. When a character's wounds exceed his
sation. When the adventuring mood falls or her hit point total, the character dies and
upon halfling heroes, they often call upon is out of the game.
the thieving skills to aid them. Gold: In the long-ago land portrayed in
Level: This is a measure of how experi- the D&D game, gold pieces are used as
enced a character is. Because heroes in a money. Record any gold your character
D&D game can be used in multiple adven- earns here.
tures (kind of like a saved computer game or XP: Record any eXperience Points your
characters in a movie sequel), they can get character earns here, adding it to the num-
better over time. The higher the level, the ber shown for his or her starting level. When
more experienced and powerful a hero is. the total equals or exceeds the next level
number, your character achieves a new
Ability Scores: These numbers form the experience level.
base of a character's description. They can Weapons: This shows the types of
range from 3 to 18, and just like real life, weapons each character owns and how
characters will be better in some things and much damage each weapon can inflict on a
less so in others. There are six abilities: successful attack. The damage rating is
• Strength shows how physically strong a shown as a type of die-ld8 or ld6, for
character is. example.
•Dexterity shows a character's physical Special Abilities: Characters have differ-
quickness. ent abilities depending on their class, race, or
• Constitution is a character's physical ability scores. These are covered here.
toughness and endurance. Equipment: This lists the important items
• Intelligence determines how smart a char- a character possesses. Ordinary things like
acter is. cloaks and boots aren't mentioned, but

6 DUNGEONS & D RAGONS® Rules Book


useful items such as ropes and torches are.
Spells: Some characters have either magi-
cal or priestly spells that they can call upon.
These are listed here.
Saving Throw: A special die roll that is
used when a character must resist some-
thing, like the effects of a spell or poison.
THACO: A rating of a character's chance
of hitting a foe in combat.

The fantasy world and characters we're


talking about here are imaginary. As such,
we make a big distinction between players
and characters. They are not the same! You
are a player. You describe the actions of an
imaginary character. This is important for
many reasons. In game play, for example,
you may know things your character does
not-and vice versa! Keep the two sepa-
rate for maximum fun and game clarity.

Game Rules are used to determine damage and for a few


There really aren't a lot of rules involved in select actions, as described later.
the D&D game. It all comes down to how The short way to refer to the dice is d4,
characters move, fight, perform actions, cast d6, etc. If you have to roll more than one die
spells, and gain experience. For everything of a particular type, you'll see a number in
else, we have a Dungeon Master. If something front of the notation, like this: 2d4. This one
comes up that isn't specifically covered by means you need to roll two four-sided dice
these rules, the DM decides what to do. and add the results together.
You will also see this kind of notation:
Using the Dice 2d4+3. This means you roll two four-sided
Whenever a character wants to do something dice, add them together, then add an addi-
important, the DM calls for a die roll. tional three points to get the result. Weapon
Important activities include fighting or per- or monster attack damage might look like
forming game-related activities. The DM this, for example.
won't make you roll dice if your character
wants to walk across a room, but if your Time in the Game
character tries something that isn't a sure Time is very flexible and should be used to
thing (attacking a monster, picking a lock, help advance the story. The DM can move
etc.), the dice are used to add that element of time along as he or she sees fit to get on to
suspense and excitement the game requires. the "good parts" of the story. "Three days
Most actions in the game require the roll pass as you travel along the road .... " for
of the twenty-sided die (d20). The other dice example, or "Six hours after nightfall, your

D UNGEONS & DRAGONS® Rules Book 7


camp is attacked by howling beasts .... "are opponent. It's not the DM's job to try to kill
ways the DM might do this. the characters. The DM' s job is to fairly
In combat situations, time is measured in determine the consequences of the charac-
rounds. A character can do one thing in a ters' actions and use common sense to
round-attack a monster, cast a spell, pick a make the monsters behave in reasonable
lock, etc. The DM can decide if a simple ways. ·
action takes one round (drinking a potion) How does combat work? Well, let's imag-
or several rounds (searching a dead body), ine that our adventuring party is moving
depending on the situation. cautiously down a dark dungeon corridor.
Suddenly, three small humanoids with red
Moving skin and yellow eyes burst into the small
We measure how far a character can move by ring of light thrown by the torch one of the
his or her move number. Each point of move- heroes carries.
ment indicates that the character can walk 10 Who Goes First? Each side rolls a dlO.
feet in a cautious manner in a single round. One player rolls for the adventurers, and the
So, a hero with a movement rate of 12 can DM rolls for the monsters. The side with the
walk up to 120 feet in a round. Characters lower roll goes first. This side has the initia-
can also move up to half their total move- tive over the other. If the rolls are tied, roll
ment and attack once in the same round. agam.
Running doubles movement totals, but a Then What? Okay, we know who has ini-
running character can't do anything else in ti(;ltive. Now the side with initiative takes its
that round. When running in an unexplored
dungeon, a hero might miss spotting traps
or wind up lost just to gain a little speed.
This could be very bad for the hero ....

Fighting
Sooner or later, your characters will be con-
fronted by a monster that refuses to negoti-
ate or flee. When this happens, it's time for
your characters to draw their weapons and
take the battle right to the monsters! When
characters attack, the players roll dice to
see when and if they hurt the monsters.
When the monsters (or other characters not
controlled by the players) strike back, the
DM rolls.
The DM controls the actions of the mon-
sters. The DM can decide to have monsters
gang up on one character, or fight them all
separately. The DM decides when the mon-
sters flee from the battle-or stay to fight
until the bitter end!
Remember, the point of the game is to
have fun. The DM isn't the players'

8 DUNGEONS & DRAGONS® Rules Book


actions. Let's assume that the heroes are going
first. The DM goes around the table and, in
tum, asks each player what his or her charac-
ter is going to do. If a character is doing any-
thing other than casting a spell, resolve the
action immediately. If a character is casting a
spell, have the player say which spell and
then wait until the end of the round.
(If the heroes were expecting trouble, they
probably already have weapons in hand. If
not, they have to spend their first round
drawing a weapon.)
After all attacks and actions for the side
are resolved, spellcasting is resolved. (See
below.)
Then the DM gets to make an attack roll
or perform an action for each of the mon-
sters still in the fight.

Here's how to make an attack roll. Each


character has an attack number, listed as
the THACO (the number needed To Hit
Armor Class 0). Roll a d20. Subtract the
die roll from the character's THACO If the monsters had won the initiative,
number. If the result is less than or equal they'd attack first. Any spellcasters in the
to the target's Armor Class, the attack adventuring party that are successfully
hits. attacked can't cast spells that round. Instead,
Example: Elanna' s player rolls a 15 on they should try to get away from the monsters
the d20. Her THACO is 19. 19-15 = 4. or use weapons to attack the monsters directly.
Elanna hits any target that has an AC of 4
or higher (4, 5, 6, 7, etc.). What Else Can A Character or Monster
What if Elanna's player had rolled a Do? Quite a bit. During a round, a character
20? 19-20 = -1! That's a great roll! It or monster can move normally, move half
means that Elanna would hit a monster the normal distance and attack, try to run
with an Armor Class as good as -1. away (at twice the normal move), bind the
If the attack is successful, roll for dam- wounds of a companion, change weapons,
age (every weapon and monster has a pick up or drop an item, use a special ability,
damage code, usually expressed as ld8, drink a potion, or just stand around and
or 2d4, etc.). Write the total in the wounds watch the battle.
space on the Hero Folder or on scrap Magic Happens Last. After all other
paper for the monster. When the wounds actions on a side have been resolved, go back
total exceeds the number of hit points the and determine the effects of any spells that
hero or monster has, it dies. side cast. Why do spells occur after all other
actions? Because it takes time to perform the

DUNGEONS & DRAGONS® Rules Book 9


complicated gestures and say the enchanted
words necessary to cast a spell. Note that Common rules of thumb for D&D combat
during a round in which a spellcaster loses include:
initiative (goes after the other side), he or she • No more than two characters can stand
cannot cast a spell if successfully attacked and fight side by side in a typical 10-
that round, because the damage inflicted on foot-wide corridor.
the wizard disrupts his or her concentration. • No more than two characters can attack
Go On To The Next Round. That's the end the same side of a human-sized target
of the first round of combat. If there are still (front, back, or either side).
characters or monsters left on both sides who • If a character tries to run away from a
want to fight, the combat continues. Repeat fight that has already started, any oppo-
these steps every round until one side is nents fighting the character get to make
defeated, runs away, or surrenders. a final attack. This applies to both mon-
Death. Characters and monsters in the sters and heroes.
D&D game die. The potential for a hero to die
lends the game drama and a sense of danger
for the players' characters. A dead character Performing Actions
can mean the end of an adventure, but it's not A character can perform one action in a
the end of the game! Just grab a different round. Simple actions require time but don't
Hero Folder or change the name of your require any dice rolls. These include draw-
departed character and you can start over ing a weapon from a scabbard, retrieving a
with this new hero. (You might have to wait dropped weapon, readying a magical item,
until the other adventurers get back to town drinking a potion, moving, binding a char-
for the character to logically join them, but acter's wounds, or searching a dead body.
otherwise it's as easy as that.) Ability Checks: Other types of actions can
When a monster drops to 0 hit points or be handled by ability checks. To make an abili-
below (its wounds equal or exceed its hit ty check, a player must roll less than or equal
point total), it has been killed. For a charac- to his or her character's specific Ability Score
ter, however, dropping to 0 hit points or on a d20. (Low rolls are good for ability
below means he is unconscious. Every round checks, high rolls are bad!) With an ability
thereafter, that character loses 1 hit point and check, a DM can determine if a character suc-
is in danger of dying until another character ceeds at a physical or mental feat not covered
performs an action to bind his wounds. by other rules.
Binding the wounds stems the dying condi- Examples of ability checks include pushing
tion-the character remains unconscious but a large object out of the way (Strength check),
returns to and remains at 0 hit points until leaping over a gaping pit (Dexterity check),
healed by magic or through rest. overcoming the effects of eating spoiled food
If a hero drops 10 points below 0 (to -10 hit (Constitution check), determining if a charac-
points), the character is well and truly dead. ter recalls an old legend (Intelligence check),
Some powerful magic might still change his seeing if a character spots an obscure clue
fate, but otherwise say farewell to our valiant (Wisdom check), and negotiating with a mon-
hero and select a new character. ster (Charisma check).
Use common sense when calling for ability
checks. If an action is just completely impos-
sible (leaping the Grand Canyon comes to

10 D UNGEONS & DRAGONS® Rules Book


mind) or exceedingly easy, then no roll is Casting Spells
required. The DM will say, "That looks like Magic exists in the imaginary world depicted
an impossible feat." If the player still wants in the D&D game. The power to call forth
his character to attempt it, the DM will say, magic is gathered by spellcasters during a
"Okay. The hero makes a running leap ... restful process that occurs between adven-
and falls far short of the other side. He hits tures. Wizards study their spell books and
the rocky ground many long seconds later. It memorize the spells they need. Priests pray
isn't a pretty sight. ... " to their gods for the spells of their faith.
The DM can also modify the check to Once cast, the spell is used up and can't be
match the situation. Subtract from the die cast again until the character has rested.
roll for easier tasks, add to the die roll for Characters with wizard or priest magic
more difficult tasks. Sample modifiers are can cast spells. Only those characters with
listed below. The DM can adjust the modi- the spellcasting ability listed on their Hero
fiers as he or she sees fit. Folders can cast spells.
To cast a spell, the player announces which
Type of Situation Modifier spell her hero is casting during her tum in a
Extremely Easy -6 round. At the end of the round, spells go off
Easy -3 in the order in which they were cast and the
Moderate 0 effects take place. See the spell descriptions in
Difficult +3 the Hero Folders for individual spell effects.
Extremely Difficult +6 Once a spell is cast, the player marks it

Character Abilities: The Hero Folders list


abilities that may only be available to a par-
ticular character. These abilities, such as the
thief's skills, are explained on the folders.
Searching: Sometimes a character might
want to search an area for hidden things. A
searching hero might find a secret door, a par-
tially buried clue, or a discarded bit of treas-
ure. Searching takes time; it takes 10 rounds
to search a 10-foot by 10-foot area. It can't be
done in the middle of combat or with hostile
creatures around. Each character can search
an area once.
When a player declares that his character is
searching, the DM secretly makes a Wisdom
check for the hero. The DM can modify the
check according to the situation. The DM
makes the check even if there is nothing to
find so that the players are never certain if
their characters missed something important
or not.

DUNGEONS & DRAGONS® Rules Book 11


off. That spell can't be used again until the level, heroes gain more hit points, improve
hero has rested and re-memorized it. their THACOs and certain character abilities,
Casting a spell is an action. In the round and spellcasters increase the number of spells
that a hero casts a spell, he can move up to they can cast in a day. See the Hero Folders for
half his move number. more details.
If the spellcaster is successfully attacked
before he gets to act in a round, he can't cast
a spell that round.
Resting: If the heroes get a full night's rest,
uninterrupted by wandering monsters or other
dangers, they receive a few benefits. First, those
who rest regain 1 hit point; reduce any wounds
suffered by 1 point. Second, spellcasters regain
their full compliment of spells. A Game Session
Saving Throws: To avoid the effects of How do you really play a D&D game? After
harmful spells or some monster attacks, char- you've decided to be the DM and you've
acters get to make saving throws. Every char- read this book, looked over the Hero Folders,
acter has a saving throw number. To make a and read the first adventure, get a few
saving throw, the character's player rolls a friends together. You need at least one other
d20 and tries to get a number equal to or friend to play, and there are enough folders
greater than the saving throw number. for up to eight players plus the DM.
If a saving throw fails, the character receives Find a comfortable place with a flat sur-
the full effects of the spell or special attack. If a face to roll the dice on. The kitchen table
saving throw succeeds, the character either suf- works nicely. The DM sits where the other
fers no effects or receives half the total damage. players can't look over his shoulder and
See the spell or monster descriptions for com- puts the DM Screen up in front of him so
plete details. that it hides the Adventures Book and his
Note that saving throws don't work against scrap paper. It also provides a spot where he
all spells. If a spell description states that no can roll the dice in secret.
saving throw is allowed, then the target of The players need their Hero Folders, scrap
that spell doesn't get to make a roll. and mapping paper, and pencils. Plenty of
snacks and beverages are also recommended,
Gaining Experience as a D&D game session is as much a social
Heroes gain experience by working together, event as it is an epic quest.
defeating monsters, completing specific When the players roll the dice, they should
quests, and coming up with good ideas that roll them openly so that everyone can see the
enhance the group's storytelling fun. results. The DM may make some rolls behind
The ready-to-play adventures list the the screen for suspense and to maintain mys-
amount of experience the heroes gain. The tery, but all combat rolls should be rolled so
DM's section later in this book gives addi- the players can see them.
tional guidelines. A game session can last as long as you
Write the number of XPs gained on your want, but two to four hours is a good
character's Hero Folder. When the XPs equal or amount of time. Remember, your heroes'
exceed the number listed for the next highest adventures continue the next time you get
level, your hero goes up a level! With a new together to play!

12 DUNGEONS & D RAGONS® Rules Book


Last Words for Players
The first couple of game sessions might be a bit treasure. Don't base how much treasure a hero
uneven as you and your friends learn how to play gets on how much time a hero spent in the spot-
the game. Players are allowed to refer to their Hero light. Every hero shares in the risk equally, so all
Folders and the beginning of this book (up to this should share equally in the treasure.
page) at any time during a game session. The Magical items should be given to the characters
players should not look at the DM portions of this that can best use them. If any "general use" magi-
book or any of the Adventures Book. The excite- cal iten:s remai~, have each player roll a d20. High
ment of facing unknown monsters and discover- roller picks an item, then the next highest, etc.,
ing new magic can be spoiled if someone other until all magical treasure is passed out.
. All normal treasure (gems, gold, non-magical
than the DM looks up details during play.
items, etc.) should be divided equally among all
During the game, the players have a few tasks
the heroes.
to handle in addition to playing their characters.
The Game Session: Pick an evening or week-
Every gaming group needs a mapper, a caller, and a
end afternoon or some other convenient time
recorder.
when you and your friends can spend a few hours
The mapper draws the map of the dungeon the
playing the D&D game. Set a time limit and stop
characters are exploring. The Hero Folder for Niles
playing about 15 minutes early so the DM has
the ~hief has a mapmaking kit. Draw the map in
time to wrap things up. (Two to four hours is a
pencil, as the DM describes its twists and turns, so
good length for a typical game session.)
that you can better imagine the scene.
Your very first game session begins with the
The caller announces what the adventuring
party is doing. The caller checks with the other DM describ~ng a location beneath the small village
of Haven. Listen carefully to the descriptions and
players whenever a decision must be made and
play the role of your character as the situation
tells the DM what the consensus is. The caller
develops.
doesn't tell the other players what to do; she
When the heroes run into monsters, the fighters
speaks with the other players and reports to the
should move forward to meet the threat. Wizards
DM with detailed information. "We're marching
need to stay back to cast spells, while thieves and
north up the corridor; what do we see/' the caller
priests may want to serve as rear guards. Of
might say. During combat, the DM will bypass the
caller and ask each player what his or her charac- course, if the fighters need help, any hero can leap
into the fray!
ter is doing.
Not every encounter is solved by battle, howev-
The recorder keeps notes about the adventure,
writing down important clues and keeping track er. ?ometimes adventurers gain more by talking
of all monsters the party has defeated and any theu way through a situation if the other side is
willing to negotiate.
treasure they have found. This helps the DM
There are times when a particular character's
award experience at the end of the game session.
talents are called for. A thief might want to move
Marching Order: The players should decide
to the head of the group to check for traps or pick
how their characters are arranged. Characters
a lock, or a cleric might advance when attempting
~ove around either in single file or two by two.
to "turn" undead creatures. After doing the job,
Fighters or heroes with the best Armor Class or hit
these heroes should return to their normal spot in
points should be in front. Spellcasters and weaker
the marching order.
heroes should be situated in the center for maxi-
It's Your Character: Sometimes you'll disagree
mum protection. If you ever decide to change the
about the best course of action. That's okay. Just
order, let the DM know.
remember that you control your character's
Dividing Treasure: As your characters adven- actions. You get the final say as to what your char-
ture, they're going to accumulate treasure. acter is doing. After that the DM tells you what
Treasure comes in two forms: magical and normal happens.

DUNGEONS & DRAGONS® Rules Book 13


For the OM Only things not covered by any other rules.
The DUNGEONS & DRAGONS game has a If an action is just impossibly difficult or
unique element that makes it different from ridiculously easy, the DM can decide that it
all other games. One player assumes the automatically fails or succeeds.
special role of the Dungeon Master. The DM Remember that the DM isn't competing
is a movie director, storyteller, and central against the players, even though he controls
processing unit all in one. The DM tells the the monsters that challenge the heroes.
players what their characters see and hear, Instead, the DM is like a referee, helping to
determines the outcomes of their actions, advance the story by deciding how the play-
and keeps the adventure moving. With a ers' actions influence each situation.
DM, players can have their characters try Above all else, the DM must always be
anything or go anywhere. The only limit in fair. If you determine that a rule works in a
the D&D game is your imagination. specific way, it should work that way all the
If you're reading this section, you must time. If one hero can't leap across the giant
want to be the DM for your group. pit, don't arbitrarily decide that another
Congratulations! The DM' s role is not only hero can. Be consistent and the game will
the most important in the game, it's also the make sense to the players and a good time
most challenging. You have to narrate the will be had by all.
adventures, run all the characters and mon- It isn't the DM's story or the players'
sters not controlled by the players, and story-it's the group's story. The DM is just
determine the course of the story by evaluat- around to help it along and to narrate it for
ing the players' actions and die rolls. If the players.
you're up to the challenge, keep reading. A
good DM is worth his or her weight in gold!

OM Basics
The DM plays the D&D game by running
the adventures for the other players. So, the
DM gets to read an adventure beforehand,
OM Laws think about the possible outcomes, then
The DM decides what happens, using the bring the story to life as the players add
actions the players declare for their charac- their contribution to the adventure. (The
ters, the game rules, and her imagination. If players are the main characters of the story,
in doubt, just make it up! It's better to keep the heroes!)
the story moving and the game fun than to Before you play the first game session,
get bogged down in the details. read the first adventure in the Adventures
Use ability checks to determine success if Book. Things will go more smoothly if you
the players want their characters to try have a good feel for the pace of the story.

14 D UNGEONS & D RAGONS® Rules Book


Read or paraphrase the read-aloud text. In
the adventures, read-aloud text is presented
in boxes. The text sets a scene, offers
descriptions, or sets up a situation that the
heroes must react to.
Then ask the players what their characters
are going to do. Use the game rules, the
encounter secrets (the text not presented in
boxes), the players' actions, and your own
judgment and imagination to determine
what happens.
If the scene involves monsters or other
characters, you must play their roles. The
adventure provides suggestions for how to
do this, but you'll have to do what feels
right in any given situation.
Our best advice to you is to have fun and
be fair. The rest comes together like magic!

Narrating an Adventure
The read-aloud portions of each adventure
provide information that the characters can
see, hear, or smell at a particular point in the
story. After you provide. this information, it's in the text or not. As long as you're fair
the players may have questions. Be careful and consistent, they won't even care!
not to give away any secrets! For example,
don't tell them what's on the other side of a Running the Monsters
closed door before the characters open it. The Dungeon Master gets to run the mon-
You might say, "There's a door at the sters that the heroes must face in the course
end of the hall." The players might of every adventure. A selection of monsters
respond, "What kind of door?" Check the is described at the end of this book, and
text following the read-aloud box to see if each appropriate encounter in an adventure
there are any obvious details you can share provides details about a particular mon-
with the players. For example, the text may ster's (or group of monsters') goals, needs,
tell you that the door is made of iron, with and behavior. Most monsters want to
no knob or keyhole. If the players ask, you destroy whatever comes their way, but
can tell them this, as it's obvious their some can be talked to. Remember to play
characters can see it. If it doesn't provide the monsters as intelligent creatures (unless
any additional details, you get to make the text says otherwise)-monsters always
something up. That's what DMs do; lead with their best attack, and many will
they're allowed to fill in the blanks. try to flee if severely injured.
Never reveal whether or not something is in The DM also plays the roles of other
the adventure or if you're making it up. Just characters the heroes meet. Townsfolk, such
don't get carried away or attempt to reveal too as the Patriarch and shopkeepers of Haven,
many details and the players won't know if and villains, like Restad the vampire, allow

DUNGEONS & DRAGONS® Rules Book 15


the DM to do a little roleplaying, too.
Remember that just like the players, the DM
must separate what she knows as the DM
from what her characters or monsters know.

Winging It
The D&D game isn't just about rolling dice
and following set encounters. Players will
eventually try to do something that isn't
covered in the rules. That's okay. In fact, Awarding Experience
that's one of the best things about the End the story portion of each game session
game-you never know what's going to about 15 minutes early so that you can
happen next! That's why there's a DM. award experience and the players can divide
When a situation comes up that you don't the treasure among their characters.
have a set answer to, make something up. If Experience point awards for monsters are
you stick to the DM mantra (Be Fair! Be listed in the monster entries and in the
Consistent! Have Fun!) everything will turn adventures. Monsters don't have to be killed
out fine. Remember that the goal is to have for heroes to earn awards; they just have to
fun and tell an exciting, challenging group be defeated or otherwise overcome.
story set in our magical world of long ago. Story awards are based on how well the
Winging it is a perfectly acceptable tactic for players did in the adventure.
handling the unexpected. Indh;idual awards include:
• Player has a clever idea (50-100 xp)
• Player has an idea that saves the group
(100-500 xp)
• Player acts out his or her character well
(100-200 xp)

Award experience for monsters and indi-


vidual achievements at the end of a game
session. Story awards should be saved until
an adventure is completed.
Session One is Just the Beginning When a hero achieves enough XP to gain a
The D&D game is designed to be played on level, that hero must find someone to train
an ongoing basis. When you reach the set him. A wizard character seeks out a wizard
ending time for the first game session, and it of a higher level, for example, and a fighter
isn't the end of the adventure, have the goes to a warrior of higher level for training.
players note the hit points and items their See the Adventures Book for more details.
characters currently have. Spellcasters
should also mark which spells they've cast.
Put all the notes and books and Hero Folders
back in the box so nothing gets lost between
sessions. Then set a time for the next game
session. And the one after that.

16 DUNGEONS & D RAGONS® Rules Book


Random Dungeon 1-4 Continue straight for F. Secret Doors
Generator 40 feet (re-roll on B) Check to see if there are secret
After you've played through the 5-6 Door (go to C) doors in the area:
three adventures in the Adventures 7-8 Dead end, corridor
Book, you might want to try to cre- ends (check for secret 1-3 Secret door on the left
ate a dungeon of your own. Use doors; go to F) side of the room or cor-
this random dungeon generator to 9-13 Side Passage (go to G) ridor
help you with the design. 14-17 Room (go to H) 4-6 Secret door on the right
18-19 Trick or trap (go to L) side of the room or cor-
A. Pick a Starting Area 20 Wandering monster (go ridor
Roll ld4 for your dungeon's start- to M) 7-9 Secret door on the
ing area. Possible starts include a opposite side of the
natural cavern (1), stairs down to C. Doors room or straight ahead
a small (2) or large (3) room, and There's a door in the dungeon in the corridor
a door into ancient ruins (4). corridor: 10-20 No secret doors

1-6 Door on left-hand wall G. Side Passages


(go to D); passage con- A side passage intersects the cor-
tinues for 20 feet ridor:
(go to B)
7-12 Door on right-hand 1-5 Passage intersects from
wall (go to D); passage the left; both continue
continues for 20 feet 20 feet (go to B for
(go to B) both)
13-20 Door straight ahead 6-10 Passage intersects from
(go to D) the right; both continue
2.small 20 feet (go to B for
Random
room D. Door Type both)
Dungeon Roll for type of door (go to E to 11-15 Passage intersects from
Generator determine what's on the other left and right, dead-
el tarter side of the door): ends ahead (I-shaped);
elccds both continue 20 feet
3. largc 1-6 Wooden door (go to B for both)
room 7-10 Wooden door, locked 16-20 Passage forms a four-
11-16 Opening in wall way intersection (cross-
17-18 Metal door shaped); all continue
19-20 Metal door, locked 20 feet (go to B for all)

4. ruins H. Rooms
entrance E. Space Beyond the Door The area ahead opens up into a
Check to see what lies beyond the room (unless otherwise noted, go
door: to I to determine the number of
exits the room contains):
1-8 Passage straight ahead
B. Dungeon Corridors 20 feet (go to B) 1-2 Square, lOxlO feet (no
Adventurers march through 9-16 Room (go to H) exits)
dusty dungeon corridors. 17-18 False door; opening 3-4 Square, 20x20 feet
Whenever you enter an unex- door reveals blank 5-6 Square, 30x30 feet
plored portion of your dungeon wall behind it 7-8 Square, 40x40 feet
map or are not directed else- 19-20 Trick/Trap; opening 9-10 Rectangle, 10x20 feet
where, use this step. Roll ld20 door reveals a blank 11-12 Rectangle, 20x30 feet
and follow the directions below: wall and triggers the 13-14 Rectangle, 20x40 feet
effect (go to L) 15-16 Rectangle, 30x40 feet
17-18 Rectangle, 10x30 feet
19-20 Rectangle, 30x50 feet

DUNGEONS & DRAGONS® Rules Book 17


I. Room Exits K. Room Contents
Roll to determine the number of Roll to determine what's in a par-
exits the room contains (go to J to ticular chamber:
determine where each exit is
located): 1-3 Room is empty
4-6 Room contains a
1-8 1 exit trick/trap (go to L)
9-13 2 exits 7-10 Room contains a mon-
14-16 3 exits ster (go to M or N)
17-20 No exits (check for 11-12 Room contains treasure
secret doors; go to F) (go to 0)
13-14 Room contains
J. Exit Locations trick/ trap and monster
Roll to determine where each exit (go to L and M or N)
is located (go to D to determine 15-16 Room contains
the type of exit): trick/ trap and treasure
(go to Land 0)
If Table I result is 1 exit: 17-20 Room contains monster
1-10 located opposite the and treasure (go to M
entrance or N and 0)
11-15 located on the right-
hand wall L. Tricks and Traps
16-20 located on the left- Roll to see what kind of trick or
hand wall trap is present:
19 Cave-in, rocks fall to
If Table I result is 2 exits: 1-5 Secret door hidden block passage;
1-10 one each located on the here (go to F) Dexterity check or suf-
right-hand and left- 6-7 10'-deep pit; Dexterity fer ld8+2 damage
hand walls check to avoid falling in 20 Pool of water; roll ld6:
11-15 one each located on the 3__:9 10'-deep pit with spikes 1-2 empty; 3 contains
right-hand and oppo- (ld6 additional dam- treasure; 4 acid, ld4
site walls age); Dexterity check to damage; 5 heals first
16-20 one each located on the avoid falling in two characters (as per
left-hand and opposite 10-12 Oil and flaming cinder cure light wounds spell);
walls splatters random target 6 hides spiked pit
from hole in wall or
If Table I result is 3 exits: ceiling; target suffers
2d6 damage, or roll a
M. Standard Monsters
Don't roll. Place one exit each on Roll ld8 + ld12 to determine the
the right-hand, left-hand, and saving throw for half
type of monster encountered
opposite walls. 13-14 Arrow trap springs
(either in a room or as a wander-
from wall; Dexterity
ing monster):
check or suffer ld8
damage
15-16 Spear trap springs
2-3 ld6+1 bats
4 ld6+ 1 xvargs
from wall; Dexterity
5 ld4 gnolls
check or suffer ld6 6-7 2d4 rats, giant
damage 8-9 ld4+ 1 goblins
17 Gas trap; each charac-
10-11 ld4+ 1 kobolds
ter rolls a saving throw
12 ld4 myconids
or falls asleep for
13 ld6 skeletons
ld6+ 1 rounds ld6 ores
Gas trap; each charac- 14-15
18 16-17 1 gelatinous cube
ter rolls a saving throw
18-19 ld4-1 spiders, giant
or suffers ld6+2 poison
20 ld4 worgs
damage

18 DUNGEONS & DRAGONS® Rules Book


N. Special Monsters R. Weapons W. Staves and Wands
For a room only, or to provide a Roll for the type of weapon: Roll for the type of staff or wand:
more challenging encounter, roll
ld8 + ldl2: 1-2 ld6 arrows 1-3 fear
3-4 battle ax 4-6 fire
2 ld4 carrion crawlers 5-6 bow 7-10 illumination
3-4 1 pudding, deadly 7-9 dagger 11-13 lightning
5 ld4 spiders, giant 10-11 mace 14-17 curing
6-7 ld4 snakes, giant 12-13 quarterstaff 18-20 magic missile
8 ld4-1 ettercaps 14-15 spear
9-10 2d4 stirges 16-18 short sword X. Miscellaneous Magic
11-12 ld6+2 bugbears 19-20 long sword Roll for a miscellaneous item:
13 ld4 ghouls
14 ld4+2 hobgoblins S. Magical Items 1 boots of elvenkind
15 1d4 lizardmen Roll for the type of magical item 2 bracers of defenselessness
16 1 ogre (for descriptions of these items, 3 cloak of elvenkind
17 1 troll see the Adventures Book): 4-5 cloak of protection
18-19 ld4+2 zombies 6-7 dust of appearance
20 1 minotaur 1-5 potion (go to T) 8-9 gauntlets of ogre
6-8 scroll (go to U) strength
0. Treasure 9-10 ring (go to V) 10-11 portable hole
11 staff or wand (go to W)
Roll to determine the type of 12-15 miscellaneous item (go 12-13 rope of climbing
treasure: to X) 14 rope of constriction
16-17 armor (go to Y) 15-16 stone of good luck
1-4 gems (go to P) 18-19 wea_pon (go to Y) 17-18 chime of opening
5-6 jewelry (go to P) 20 artifact (go to Z) 19-20 pearl of wisdom
7-13 gold pieces (go to P)
14-16 armor (go to Q) T. Potions Y. Magical Armor and
17-19 weapon (go to R) , Roll for the type of potion: Weapons
20 magical item (go to S) Roll first for the type of armor (go
1-3 fire resistance to Q) or weapon (go to R). Then
P. Gems, Jewelry, and Gold 4-7 strength roll for the magical enchantment:
Roll for the value of each gem, 8-13 healing
the value of each piece of jewelry, 14-16 invisibility 1 -1
or the number of gold pieces 17-19 speed 2-11 +1
(when treasure is guarded by a 20 poison 12-17 +2
monster, multiply its value by the 18-20 +3
monster's level): U. Scrolls
Roll for the type of scroll: Z. Artifacts
1-7 10 gp Roll ld6 for the type of artifact:
8-17 100 gp 1-6 one wizard spell
18-20 500 gp 7-10 two wizard spells 1 ax of hurling
11-12 three 'Yizard spells 2 mace of disruption
Q. Armor 13-16 one pnest spell 3 cursed sword of
Roll for the type of armor: 17-19 two priests spells berserking
20 cursed 4 short sword of quickness
1-10 shield 5 sword +1, flame
11-14 leather V. Rings tongue
15-18 chain mail Roll for the type of ring: 6 sword +1, luck blade
19-20 plate mail 1-4 feather falling
5-8 fire resistance
9-10 invisibility
11-16 protection +1
17-19 protection +2
20 clumsiness

DUNGEONS & DRAGONS® Rules Book 19


Dungeon Generation Now Stan wants to figure out like this inflicts ld6 points of
what is in the room he just damage, so he adds, "Front row
Example added, so he rolls on Table L of marching order roll a
Stan wants to generate a dun- and gets a 5-a monster! Stan Dexterity check to avoid falling
geon for his players using the rolls ld8 and ld12 and adds in, characters who do fall suffer
Random Dungeon Generator. them together, then looks on ld6 damage."
He takes a piece of mapping Table M (deciding against using . Stan extends the hallway
paper, and goes to Table A to the Special Monsters table so another 20 feet on his map,
see what kind of entrance he's early in the dungeon) and the which now looks like this:
going to start with. He rolls a 2, result is myconid. Stan rolls ld4
so he draws a small chamber and gets a 3, so he takes a piece
with a set of stairs in the center of notebook paper and writes
of his paper. on the top line, "1: 3 myconids." example n
With one door leading out of He figures he'll go back later
the room, Stan rolls on Table E and roll their hit points.
to see what lies on the other Now Stan is ready to find out
side of the door, getting a 9- where that corridor leads (he
another room. Stan rolls on could also choose to find out
Table H and gets a 16, a rectan- what's on the other side of the
gular 30x40-foot room. locked metal door by checking
He then checks Table J and Table E), so he rolls on Table B
gets a 10-two exits. He checks and gets an 11-a side passage.
Table K, under the section for He rolls on Table G and gets a At this point, Stan can contin-
two exits, and rolls a 6, so he 4, so he draws in the appropri- ue to see where this hallway
knows that one exit goes on each ate side passage to the left of goes, move to the side passage
side of the room from the origi- the current one, extending both that showed up earlier, or check
nal door. Stan finally rolls twice of them 20 feet. either of the doors (the one in
on Table D, getting a 19 and a 12, Deciding to continue check- the hallway or the locked metal
so he marks on his map that one ing on his current passage, Stan one back in room 1). By the time
of the exits is a locked metal rolls on Table B again and he's finished, he will have filled
door and the other is actually a comes up with a 5; there's a his entire sheet of mapping
hallway, which he makes 20 feet door in the passageway. He paper with rooms, corridors,
long. Finally, he marks a "1" on goes to Table C and rolls a 9, so doors, and numbered encoun-
this room, so his map now looks he draws a door on the right- ters, and his piece of notebook
something like this: hand side of the hall, then con- paper will have a complete list
tinues the passage another 20 of each numbered encounter.
feet. Still interested in where Even though he's rolling up
this passage goes, he rolls on this dungeon randomly, he will
example A. Table B once more, and gets a ignore results that don't make
19, a trick or trap. sense (like a hallway that dou-
Stan marks a "2" on his map bles back to where stuff is
at that spot in the hallway, then already drawn) or that let his
rolls on Table I, getting a 6. map go off the edge of the
There's a 10-foot-deep pit here, page. He might even choose at
so he writes on his piece of some point to place a very large
notebook paper the following: room that has a weird shape or
"2: Hidden pit trap, 10' deep." size, and then put one of the
He remembers from the really special monsters (like the
Adventures Book that a pit trap dragon or the vampire) in it.

20 D UNGEONS & DRAGONS® Rules Book


3d8+ 1 hit points. THACO is its round. It can move half that
Monsters attack number. Actions is the distance and attack in the
Monsters inhabit the imagi- number of attacks it gets in a same round. Intelligence
nary world of the D&D game. round. Damage is the amount describes how a monster
Some of these foul and amaz- of damage it inflicts on a suc- thinks. Attitude is how the
ing creatures are drawn from cessful attack. Alt. Attack is monster normally approaches
legends and mythology. short for Alternate Attack and other creatures. Size is how
Others have been specially cre- describes another attack form large it is.
ated for this game. the monster can use. Sp. Experience shows how
AC Stands for Armor Class Defense is short for Special many points the heroes receive
and describes a monster's Defense and describes some- for defeating the monster. This
defense. Level is a measure of thing unusual that protects a number is for one monster and
its power. Monsters roll ld8 monster from certain attacks. is divided among the surviving
per level to generate hit points Saving Throw is its defense heroes. Multiply the experience
(unless otherwise noted). 3+1 number against spells. Move is by the number of monsters
indicates that the monster has how far it can move in a defeated.

AC: 8 Carnivorous giant bats attack Bat, Giant


Level: 1/2 (ld4) creatures, including humans, if
THACO: 20 they are hungry or their lairs
Actions: 1
Damage: ld4-2 are disturbed. To attack, a
Alt. Attack: None giant bat must land on its vie-
Sp. Defense: AC5when tim. It can land and attack in
flying the same round. It can't attack
Saving Throw: 19 in a round in which it takes to
Move: 3 (Fly 18) the air.
Intelligence: Animal
Attitude: Neutral Its high-pitched squeaks act
Size: 3' -long body, like sonar, allowing it to see
5'-long wings shapes in total darkness.
Experience: 35 When flying, the giant bat
has an AC 5.

AC: 5 Large, strong humanoids, bug- Bugbear


Level: 3+1 bears dwell and hunt in dank
THACO: 17 dungeons and other under-
Actions: 1
Damage: ld8+2 ground areas.
Alt. Attack: None Bugbears are greedy and
Sp. Defense: None intimidating. Their weapon of
Saving Throw: 16 choice is the battle ax. While
Move: 9 not brilliant, they aren't stu-
Intelligence: Low pid. If overmatched, they flee
Attitude: Hostile
Size: 7' tall or send for help.
Experience: 120 Bugbears like to set ambush-
es. In the first round of com-
bat, they attack first. After that,
roll for initiative normally.

DUNGEONS & DRAGONS® Rules Book 21


Carrion Crawler AC: 3 or 7 These monsters can crawl along
Level: 3+1 walls and ceilings. If attacked
THACO: 17 head on, a crawler benefits
Actions: 1
Damage: 1 hit point from a tough hide (AC 3); its
Alt. Attack: Paralyzation body isn't as tough (AC 7).
Sp. Defense: None It attacks with writhing ten-
Saving Throw: 16 tacles, four attacks in a round
Move: 9 aimed at a single target. Each
Intelligence: Insect time a tentacle hits, the target
Attitude: Neutral
Size: 9' -long body must make a saving throw or
Experience: 420 become paralyzed for 2d6
rounds. It munches on a para-
lyzed victim for 1 hit point per
round.

Dragon, Red AC: 0 The highly intelligent young


Level: 9 red dragon is exceptionally
THACO: 11 evil and greedy.
Actions: 3
Damage: ld8+1 / It attacks with both claws
ld8+1 / 2d8+1 and a bite at a single target in
Alt. Attack: Fire a round. It can choose to use
Sp. Defense: Immune to its breath weapon instead,
fire shooting a stream of fire that
Saving Throw: 13 hits everything in a front of it
Move: 9 (Fly 27)
Intelligence: High up to 30 feet away. The fire
Attitude: Hostile inflicts 2d10+ 1 damage. A tar-
Size: 20' -long body get that makes a saving throw
Experience: 5,000 suffers only half the amount of
damage.

Ettercap AC: 6 An ettercap, often found with


Level: 5 giant spiders, is a cruel and
THACO: 15 cunning creature. It can attack
Actions: 3
Damage: d4-l / a single target three times in a
d4-l / ld8 round, twice with its claws
Alt. Attack: Poison and once with a powerful bite.
Sp. Defense: None If the bite attack is success-
Saving Throw: 14 ful, a victim must make a sav-
Move: 12 ing throw or be immobilized
Intelligence: Low
Attitude: Hostile by the monster 's poison for
Size: 6' tall ld8+4 rounds. Like spiders,
Experience: 500 the ettercap wraps poisoned
victims in webbing for later
consumption.

22 D UNGEONS & DRAGONS® Rules Book


AC: 8 This cube of living slime Gelatinous Cube
Level: 4 meanders down dungeon cor-
THACO: 17 ridors, absorbing trash to
Actions: 1
Damage: Paralyzation slowly digest. Transparent, the
Alt. Attack: Digestion hard-to-spot creature always
(2d4) attacks first. After the first
Sp. Defense: Surprise, round, roll for initiative.
immune to The cube attacks by touch-
spells ing a target, who must make a
Saving Throw: 16
Move: 6 saving throw or be paralyzed
Intelligence: None for 2d4 rounds. A paralyzed
Attitude: Neutral character is absorbed by the
Size: 10x10x10-foot cube and suffers 2d4 damage
cube every round.
Experience: 650

AC: 6 The disgusting, undead ghoul Ghoul


Level: 2 eats dead bodies for suste-
THACO: 19 nance. Anyone killed by a
Actions: 3
Damage: 1d4-1/ ghoul rises as a g~oul con-
1d4-1/ 1d6 trolled by the DM the next
Alt. Attack: Paralyzation night.
Sp. Defense: Spells Ghouls attack twice with
Saving Throw: 17 claws and once with a bite in a
Move: 9 round. Anyone hit must make
Intelligence: Low
Attitude: Hostile a saving throw or become par-
Size: 5' tall alyzed for ld6+2 rounds. Elves
Experience: 175 are immune to this effect.
A ghoul is immune to sleep,
hold, and fear spells. It can be
turned by a priest.

AC: 3 The cyclops is a type of giant. Giant, Cyclops


Level: 5 Not very smart, this creature has
THACO: 15 a reputation for great strength
Actions: 1 and aggressiveness. It carries a
Damage: d6+4 massive club that is too heavy for
Alt. Attack: None human-sized characters to use.
Sp. Defense: None The raggedly dressed, one-
Saving Throw: 14 eyed cyclops smells of dirt and
Move: 12
sweat. It is barbaric, easily
Intelligence: Low
Attitude: Hostile made angry, and sometimes
Size: 8' tall very reckless. It hates adven-
Experience: 270 turers, sometimes going out of
its way to attack them.

DUNGEONS & DRAGONS® Rules Book 23


Giant, Ettin AC: 3 The fearsome and extremely
Level: 10 powerful ettin is a two-headed
THACO: 10 giant. It receives a bonus to all
Actions: 2
Damage: 2d8/3d6 initiative rolls, subtracting 1
Alt. Attack: None point from the total each
Sp. Defense: -1 bonus to round. If anything, it is cov-
initiative roll ered with even more dirt and
Saving Throw: 12 filth than the related cyclops.
Move: 12 The ettin fights with two
Intelligence: Low
Attitude: Hostile spiked clubs. The left arm
Size: 13' tall inflicts 2d8 damage, the right
Experience: 3,000 arm 3d6. If weaponless, its left
fist inflicts ldlO, its right 2d6.

Gnoll AC: 5 An evil, humanoid hyena, the


Level: 2 gnoll hates humans and elves.
THACO: 19 It is typically a bully, not par-
Actions: 1
Damage: ld8 (ax) ticularly brave, and ready to
Alt. Attack: Bow (ld8) flee the moment the battle
Sp. Defense: None turns against it.
Saving Throw: 17 The gnoll attacks with a
Move: 9 weapon, usually a battle ax. A
Intelligence: Low gnoll might also carry a bow
Attitude: Hostile
Size: 7' tall and arrows (12 total in a
Experience: 35 makeshift quiver).
Found in ruins or under-
ground settings, the gnoll trav-
els in packs.

Goblin AC: 7 Small, evil, and cowardly, the


Level: 1-1 goblin hates dwarves. A single
THACO: 20 goblin isn't much of a threat.
Actions: 1
Damage: ld6 (spear) In great numbers, however,
Alt. Attack: None they can take even a powerful
Sp. Defense: None opponent down.
Saving Throw: 19 Goblins sometimes utilize
Move: 6 worgs as riding mounts and
Intelligence: Low lair guards. It isn't unusual for
Attitude: Hostile
Size: 4' tall a gang of goblins (eight or
Experience: 15 more) to be led by a hobgoblin.
Goblins don't like to fight
fairly. They prefer to ambush
their enemies.

24 DUNGEONS & D RAGONS® Rules Book


AC: 5 A hobgoblin is a fierce, warlike Hobgoblin
Level: 1+1 humanoid with an organized
THACO: 19 mind. It lives in a tribal mili-
Actions: 1
Damage: ld8 (sword) tary society, though an indi-
Alt. Attack: By weapon vidual sometimes works as a
type mercenary for those with gold
Sp. Defense: None or power.
Saving Throw: 17 The hobgoblin fights with a
Move: 9 long sword or a halberd (ldlO
Intelligence: Average
Attitude: Hostile damage).
Size: 6-1/i' tall Seeing itself as a "superior"
Experience: 35 race, a hobgoblin often rules
over goblins or ores. It uses
these creatures as battle fodder.

Crude and cowardly, a kobold Kobold


AC: 7 resembles a humanoid canine.
Level: 1/2 (ld4) It can be bribed fairly easily,
THACO: 20
Actions: 1 and because of its small size, it
Damage: ld6 (short isn't taken very seriously. This
sword) can be a fatal mistake, as a
Alt. Attack: None kobold makes up for lack of
Sp. Defense: None size with ferocity and tenacity.
Saving Throw: 19 In a group, kobolds attempt
Move: 6
Intelligence: Average to overwhelm opponents with
Attitude: Hostile superior numbers. They
Size: 3' tall always attack two or three to
Experience: 7 one when possible.

This savage, semi-aquatic rep- Lizard man


AC: 5 tilian humanoid is a scavenger
Level: 2+1 and raider. It attacks with both
THACO: 19
Actions: 3or1 claws (1 point of damage each)
Damage: l/l / ld6 and a bite against the same
Alt. Attack: By weapon target in a round, or it can
Sp. Defense: None attack once with a weapon.
Saving Throw: 17 Lizardmen utilize halberds
Move: 6 (Swim 12) (ldlO damage), tridents (ld6+ 1
Intelligence: Low
Attitude: Hostile damage), and two-handed
Size: 7' tall swords (ldlO damage).
Experience: 65 These creatures sometimes
take captives as slaves or as a
food source.

DUNGEONS & D RAGONS® Rules Book 25


Minotaur AC: 6 With the head of a bull and the
Level: 6+3 body of a very strong man, a
THACO: 13 minotaur can be a fearsome
Actions: 2or1
Damage: 2d4 / ld4 opponent. Each round, subtract
Alt. Attack: Huge ax 2 points from its initiative roll.
(ld10+2), It attacks by goring with its
charge (4d4) horns (2d4 damage) and biting
Sp. Defense: -2 initiative (ld4) against a single target in
bonus a round. Instead, it can attack
Saving Throw: 13
Move: 12 once with its huge ax.
Intelligence: Low It has a special attack. From
Attitude: Hostile 30 feet or more away, it can
Size: 7-_' tall charge an opponent and strike
Experience: 1,400 with its horns on a successful
attack for 4d4 damage.

Myconid AC: 10 This intelligent fungus lives in


Level: 2 underground communities. It
THACO: 19 hates violence and prefers to
Actions: 1
Damage: 2d4 be left alone. If forced, it
Alt. Attack: Spores punches for 2d4 damage.
Sp. Defense: None It can spray clouds of spores
Saving Throw: 17 into a 20x20-foot area instead
Move: 9 of attacking. One kind of spore
Intelligence: Average allows it to communicate since
Attitude: Neutral
Size: 4' tall it doesn't talk. Another kind
Experience: 120 paralyzes all targets who fail a
saving throw for ld4 rounds.
A third spore is poisonous
(save or ld4 damage).

Ogre AC: 5 Big, ill-tempered, and nasty, an


Level: 4+1 ogre lives to raid and steal. It
THACO: 17 has a taste for elf and dwarf
Actions: 1
Damage: ldlO (fist) flesh.
Alt. Attack: Club (ld8+2) An ogre attacks either with
Sp. Defense: None its meaty fists or with a huge
Saving Throw: 16 club.
Move: 9 This greedy creature mingles
Intelligence: Low freely with giants and trolls. It
Attitude: Hostile
Size: 9' tall sometimes serves as a merce-
Experience: 270 nary among ore and gnoll
tribes. Even evil humans have
been known to employ ogres
as soldiers and guards from
time to time.

26 DUNGEONS & DRAGONS® Rules Book


AC: 8 This slimy horror looks like a Ooze, Gray
Level: 3+3 wet puddle. It slides and oozes
THACO: 17 along dungeon floors, scav-
Actions: 1
Damage: 2d8 enging for metal to eat. It
Alt. Attack: Dissolves strikes like a snake, causing
metal damage as it seeks to eat metal
Sp. Defense: Immune to weapons and armor.
spells, fire, Metal weapons and chain
and cold mail dissolve in a single
Saving Throw: 16
Move: 1 round, plate mail in two. Each
Intelligence: Animal magical plus adds one round.
Attitude: Neutral Lightning and weapons hurt
Size: 8' long the ooze, but metal ones dis-
Experience: 270 solve after causing harm.

AC: 7 Ores wage constant war on Ore


Level: 1 other races, including other
THACO: 19 ores, as they seek to expand
Actions: 1
Damage: ld6 (short their territory. Clans are some-
sword) times led by hobgoblins.
Alt. Attack: None The bloodthirsty ore has
Sp. Defense: None learned to use a variety of
Saving Throw: 17 weapons due to its constant
Move: 9 state of warfare. In addition to
Intelligence: Average
Attitude: Hostile short swords, ores may be
Size: 6' tall armed with battle axes (ld8),
Experience: 15 hand axes (1d6), spears (1d6),
or sometimes short bows and
arrows (ld6).

AC: 5 A horrifying combination of a Owlbear


Level: 5+2 giant owl and a great bear, this
THACO: 15 creature always attacks on
Actions: 3
Damage: ld6/ sight. It is vicious and raven-
ld6/2d6 ous, attacking with two claws
Alt. Attack: Hug and its beak against a single
Sp. Defense: None target in a round.
Saving Throw: 14 If the owlbear's claw attack
Move: 12 hits with a roll of 18 or better,
Intelligence: Low
Attitude: Hostile it drags the target into a crush-
Size: 8' tall ing hug for an additional 2d8
Experience: 420 damage. Then it releases the
victim and attacks again the
next round.

DUNGEONS & DRAGONS® Rules Book 27


Piercer AC: 3 A piercer is a gastropod that
Level: 1 lives within a shell that resem-
THACO: 19 bles a stalactite. It clings to the
Actions: 1
Damage: 1d6 ceilings of caves, waiting to
Alt. Attack: None sense living things.
Sp. Defense: -5 initiative When a living creature pass-
bonus es below it, the piercer drops
Saving Throw: 17 (it subtracts 5 points from its
Move: 1 first initiative roll). On a sue-
Intelligence: Non-
Attitude: Neutral cessful attack roll, it inflicts
Size: 2' tall ld6 damage and begins to eat
Experience: 35 its victim (1 point of damage
per round). It won't stop until
killed. If it misses, it can be
avoided or killed.

Pudding, Deadly AC: 6 This voracious monster resem-


Level: 6 bles a giant pudding. When it
THACO: 15 senses a living creature, it
Actions: 1
Damage: 2d8 attacks. A pudding can ooze
Alt. Attack: None through cracks and travel
Sp. Defense: Immune to along ceilings and walls. When
cold, divides it attacks, its touch dissolves
Saving Throw: 14 organic matter.
Move: 6 Lightning and blows from
Intelligence: Non-
Attitude: Neutral weapons divide the pudding
Size: 6' long in two, forming two smaller
Experience: 975 but equally powerful crea-
tures. Fire and magic missiles
inflict normal damage.

Rat, Giant AC: 7 Giant rats travel and attack in


' -~
....''"":::-'
Level: 1+1 packs. They can be aggressive,
I
' _, THACO: 20 especially if hungry or if
Actions: 1
Damage: 1d4 threatened. Fire frightens them
Alt. Attack: Disease and can drive them away.
Sp. Defense: None The bite of a giant rat carries
Saving Throw: 19 a deadly disease. Any victim
Move: 12 (Swim 6) who suffers damage from a
Intelligence: Animal giant rat attack must make a
Attitude: Neutral
Size: 4' long saving throw. If the save fails,
Experience: 65 the victim is infected. An
infected victim can't be healed
of wounds until cured by cure
spell.

28 DUNGEONS & D RAGONS® Rules Book


AC: 7 Skeletons can be animated by Skeleton
Level: 1 evil wizards and priests to
THACO: 19 serve a variety of purposes.
Actions: 1
Damage: ld6 They attack with rusty
Alt. Attack: None weapons that always cause
Sp. Defense: Immune to ld6 damage.
cold, some Edged and piercing
spells; some weapons, such as swords and
weapons do spears, only do half damage to
half damage
Saving Throw: 17 skeletons. Blunt weapons
Move: 12 (maces, staves) do normal
Intelligence: Non- damage. They are immune to
Attitude: Neutral sleep, hold, and fear spells.
Size: 6' long Priests can turn skeletons.
Experience: 65

AC: 6 The giant snake is a massive Snake, Giant


Level: 3+2 constrictor that hides in high,
THACO: 17 concealed places. It drops to
Actions: 1
Damage: 1 (bite) attack (-3 initiative bonus in
Alt. Attack: Squeeze the first round), biting for 1
Sp. Defense: None point of damage. Alternately,
Saving Throw: 16 it can attempt to coil around
Move: 9 its victim (on a successful
Intelligence: Animal attack). Every round there-
Attitude: Neutral
Size: 25' long after, the victim suffers ld6
Experience: 175 points of damage. The victim
can escape by making a sue-
cessful Strength check with a
+2 penalty to the roll.

AC: 8 The giant spider is an aggres- Spider, Giant


Level: 1+3 sive predator. It spins webs in
THACO: 19 dungeons and ruins to capture
Actions: 1
Damage: ld4 prey. A target must make a suc-
Alt. Attack: Poison cessful Wisdom check to avoid
Sp. Defense: None becoming entangled in a web.
Saving Throw: 17 If entangled, it takes a success-
Move: 6, Web 15 ful Strength check to break
Intelligence: Animal free. While entangled, the vic-
Attitude: Hostile
Size: 4' -long body tim can't do anything else.
Experience: 175 If bitten, a victim must make
a successful saving throw or
suffer poison damage
(ld10+2).

DUNGEONS & D RAGONS® Rules Book 29


Stirge AC: 8 The blood-drinking stirge flies
Level: 1+1 in groups, descending when
THACO: 17 warm-blooded creatures are
Actions: 1
Damage: ld4-1 nearby. They swarm a victim,
Alt. Attack: Blood drain each attempting to pierce flesh
Sp. Defense: None with its proboscis.
Saving Throw: 17 On a successful attack, a vic-
Move: 3, Fly 18 tim suffers ld4-1 damage.
Intelligence: Animal Every round thereafter, the
Attitude: Hostile
Size: 2' -long body stirge drains blood (ld4 dam-
Experience: 175 age). It must be killed to be
removed. When a stirge has
drained 12 points, it is full and
flies off to digest.

Troglodyte AC: 5 This creature belongs to a war-


Level: 2 like race that dwells beneath
THACO: 19 the earth.
Actions: 3or1
Damage: ld4-2 / ld4-2/ A troglodyte attacks with
ld4+1 or by two claws and a bite against a
weapon single target in a round, or
Alt. Attack: None fights with a weapon. It
Sp. Defense: Odor prefers long swords (ld8 dam-
Saving Throw: 17 age) and great javelins that it
Move: 12
Intelligence: Low can throw to inflict 2d4 dam-
Attitude: Hostile age. It carries two javelins.
Size: 6' tall The troglodyte's foul odor
Experience: 120 inhibits actions; save or +4
penalty to initiative rolls.

Troll AC: 4 A horrid carnivore that doesn't


Level: 6+6 fear death, a troll preys on all
THACO: 13 but the most powerful crea-
Actions: 3
Damage: ld4+4/ tures.
ld4+4 / ld8+4 It attacks with two claws
Alt. Attack: None and a bite in a round; it can
Sp. Defense: Regeneration target three opponents in that
Saving Throw: 14 round.
Move: 12 Three rounds after it suffers
Intelligence: Low
Attitude: Hostile damage it begins to regener-
Size: 9' tall ate, healing 3 points every
Experience: 1,400 round thereafter. If reduced to
0 hit points, it still heals. To
kill it, it must be reduced to 0
and then burned.

30 D UNGEONS & DRAGONS® Rules Book


AC: 2 The magical unicorn protects Unicorn
Level: 4+4 forests from harm. Sometimes
THACO: 15 a good elf or fair maiden can
Actions: 3
Damage: ld6/ ride a unicorn. If treated kind-
ld6/ld12 ly, the magical creature can
Alt. Attack: Charge become a life-long friend.
Sp. Defense: Teleport, It receives a -6 bonus to all
immune to initiative rolls. It attacks with
hold its front hooves and its thrust-
Saving Throw: 14
Move: 24 ing horn. If it is more than 30
Intelligence: Average feet away, it can charge to
Attitude: Friendly inflict 3d12 damage with its
Size: 7' long horn. It can teleport away once
Experience: 0 per day.

AC: 3 This undead beast looks Vampire, Lesser


Level: 5+3 human until it attacks; then its
THACO: 14 true form is revealed. It casts
Actions: 1
Damage: ld4+2 no reflection, moves silently,
Alt. Attack: Drain (target and is destroyed by sunlight.
loses 1 point of Its powerful fists cause
Constitution per ld4+2 damage. If it uses a
round) weapon, it receives a + 1 to hit
Sp. Defense: None and +2 to damage. Most fear-
Saving Throw: 14
Move: 12, Fly 12 some is its ability to drain
Intelligence: High Constitution points. It must hit
Attitude: Hostile successfully to drain
Size: 6' tall Constitution. A target reduced
Experience: 3,000 to 0 Constitution dies and
becomes a lesser vampire.

AC: 6 Worgs are huge wolves. They Worg


Level: 3+3 travel in packs, are slightly
THACO: 17 more intelligent than their
Actions: 1
Damage: 2d4 smaller cousins, and tend to be
Alt. Attack: None somewhat more aggressive.
Sp. Defense: None Some think their barks are a
Saving Throw: 17 primitive language.
Move: 18 The worg attacks with a
Intelligence: Animal powerful bite and works with
Attitude: Neutral
Size: 7' long others to bring a target down
Experience: 120 swiftly.
Worgs can be found among
goblin tribes, serving as
mounts or guarding the tribe's
lair.

DUNGEONS & DRAGONS® Rules Book 31


Xvarg AC: 7 These small humanoids are
Level: 1-1 cruel and cowardly. They often
THACO: 20 serve as go-betweens for war-
Actions: 1
Damage: ld4+1 ring goblin and kobold clans.
Alt. Attack: None They try to avoid the larger
Sp. Defense: None races unless they have a
Saving Throw: 17 numerical advantage.
Move: 3 The xvarg fights with a
Intelligence: Low small sword (ld4+1 damage).
Attitude: Hostile
Size: 2- 1/2' tall It fears larger beings, but will
Experience: 15 fight if forced or if there are
great numbers of the xvarg
present. They utilize giant rats
as guards and mounts.

Zombie AC: 8 A zombie is a mindless corpse


Level: 2 that has been animated for
THACO: 19 some foul purpose, usually by
Actions: 1
Damage: ld8 (fists) an evil wizard or priest.
Alt. Attack: None In battle, a zombie never
Sp. Defense: Immune to rolls initiative; it always
sleep, hold, attacks last. It keeps fighting
and fear spells, until it is destroyed.
cold, poison In addition to being immune
Saving Throw: 17
Move: 6
to some spells and conditions,
Intelligence: Non- a zombie is also immune to
Attitude: Hostile paralyzation. It can be turned
Size: 6' tall by a priest.
Experience: 65

What's Next? this game, you'll be ready to magical i terns for running the
If you enjoyed the DUNGEONS try the AD&D game. Players game, the latter provides lots
& DRAGONS game, you'll will want to pick up a copy more monsters to add to your
want to look for additional of the Player's Handbook. It adventures.
products to keep the adven- goes into more detail and FORGOTTEN REALMS®set-
ture alive. You can find these adds more spells and options ting. After that, look for the
fine products at game, book, to the game, as well as show- FORGOTTEN REALMS campaign
and hobby stores near you. If ing you how to create a char- box. It provides a world to
you can't find them, check acter from scratch. set your adventure in, and
our website at www.tsr.com DMs will also want to pick Haven can easily be placed in
for more information. up the DUNGEON MASTER® that world. The boxed set
ADVANCED DUNGEONS & Guide and the MONSTROUS contains history, villains, and
DRAGONS game. After you've MANUAL. The first provides places that are ready to use.
mastered the adventures in additional advice and more Enjoy!

32 DUNGEONS & DRAGONS® Rules Book


Adventures Book
When the World was Young . . . What DMs Should Know
... and magic filled the primeval forests like The Dungeon Master should read through
thick gray mist, terrible monsters stalked the the D&D® Rules Book and the Hero Folders
wilderness and epic heroes walked the land. before reading this book. Also, take a look at
Imagine this long ago time, picture this the DM Screen. It summarizes most of the
ancient place in your mind. Then get ready basic rules of play so that you don't have to
for a fantastic experience! refer to the Rules Book too often during a
Now the stage is set for exciting quests game session.
and dangerous adventures. This is the realm When you're ready, the sections that fol-
of the DUNGEONS & DRAGONS®game. low prepare you to run your first D&D
This book contains information written adventure. Review this material before read-
specifically for Dungeon Masters. If you're ing or attempting to run" Adventure #1: The
just playing a character in the game, stop Mystery of UnderTown."
reading now. The rest of this book is filled
with details that should remain mysterious The Adventures
until you encounter them during the play of This book contains three complete adven-
the game. tures. They should be played in the order in
which they are presented, as they are
designed for progressively more powerful
Credits player characters. In general, the first adven-
Design: Bill Slavicsek ture ("The Mystery of UnderTown") is
Editing: Thomas M. Reid
Creative Direction: Bill Slavicsek and Ed Stark
designed for 2nd-level heroes, the second
Art Director: Dawn Murin ("The Haunting of Black Isle") for 3rd-level
Cover Illustration: Robh Ruppel heroes, and the last adventure ("To Find the
Interior Illustrations: Glen Michael Angus, Jeff Butler, Dragon's Lair") for 4th-level heroes. If you
Stom Cook, Dennis Cramer, Tony Diterlizzi, Jeff Easley,
Todd Lockwood, Mark Nelson, Dave Simons, play them in order, the characters should
Arnie Swekel, Shane White advance at the right pace to take on the more
Cartography: Dennis Kauth, Rob Lazzaretti difficult challenges of the next adventure.
Typesetting: Eric Haddock
Graphic Design: Matt Adelsperger
Thanks: Jeff Grubb, Monte Cook, Lisa Stevens,
Item Descriptions
Ryan Dancy, and Michele Carter At the very end of this book, you'll find
detailed descriptions of some of the more
Based on the original DUNGEONS & DRAGONS game by
E. Gary Gygax and Dave Arneson. unusual items listed in the game. These
include many of the imaginary weapons,
DUNGEONS & DRAGONS, D&D, DUNGEON MASTER, and the TSR logo are armor, and magical items available to the
registered trademarks owned by TSR, Inc.
All TSR characters, character names, and the distinctive likenesses
player characters. Refer to this section if you
thereof are trademarks owned by TSR, Inc. come across an item you aren't sure about or
Distributed to the hobby, toy, and comic trade in the United States
and Canada by regional distributors. Distributed worldwide by
if you want to find out what a particular
Wizards of the Coast, Inc. and regional distributors. magical item can do in the game.
This material is protected under the copyright laws of the United
States of America. Any reproduction or unauthorized use of the
material or artwork contained herein is prohibited without the
express written permission of TSR, Inc.
© 1999 TSR, Inc. All rights reserved. Printed in U.S.A.
TSR, Inc. is a subsidiary of Wizards of the Coast, Inc.
Visit our website at www.tsr.com

2 DUNGEONS & DRAGONS® Adventures Book


Preparing to Play Tips for Adventuring
You've read everything we asked you to, Remind players of these details before start-
you've set a time for your first game session, ing the first adventure.
and you've gotten your friends together to Iron spikes and hammer can be used to
play. Now what? wedge doors open and provide grips for
Pick a location to play that has enough climbing, etc.
flat surfaces for everyone to roll dice and Holy water hurts undead monsters like
write things down when they need to. skeletons and zombies (ld6+ 1 damage). It
Make sure there are refreshments for can be thrown up to 20 feet and hits if the
everyone, including food and drink. It's character makes a successful attack roll.
usually a good idea to have all of the play- A mirror comes in handy for signaling (if
ers share in the expense; have everyone a light is present) or for stealthily peaking
bring something for the group to share. around corners.
Set up your DM Screen, books, pencil, A typical 10.:.foot pole is made of wood and
and note paper in a spot that allows the can be used to spring traps by poking the
other players to see and hear you but does- floor, tapping suspicious-looking dungeon fea-
n't leave them looking over your shoulder tures, or touching chests and barrels.
(one end of a table is good). Rations and water skins provide charac-
Hand each player a Hero Folder and have ters with nourishment while they are adven-
them identify who's going to be the mapper, turing. Each set provides one character with
caller, and recorder. (One person can handle enough food and drink for five days of
one or more of these tasks, but spread them heavy-duty adventuring-and all adventur-
around if you have enough players.) ing is heavy-duty!
Have the players determine a marching Rope can be tied to an iron spike to assist
order for their characters. This lets everyone in climbing, or it can be used to restrain
know where the characters are in relation to prisoners, etc. A coil has a length of 50 feet.
each other and helps avoid confusion later. The DM keeps track of time in the game
Go over any rules the players find confus- and decides how long unusual actions
ing. Sometimes it's better to just start play- attempted by the characters take. During
ing and let everyone figure it out as you go combat, time is measured in rounds. In gen-
along, but everyone should understand the eral, a character can attempt one action in a
basics before you begin to play. The basics round. Many hours or days may pass in the
include knowing how to roll the dice and game in a matter of minutes in the real
read the results, understanding the contents world when the DM says "you travel for
of the Hero Folders, and understanding the three days and arrive at the ruined tower."
underlying concept of the game. The under- On the other hand, a battle that fills only a
lying concept is that this is a game that uti- few minutes of game time may take as long
lizes imagination and a few basic rules to as an hour of real time as the players roll
foster an interactive group storytelling expe- dice and play through the rounds.
rience. In other words, it's a game of Most dungeons are dark places that don't
"Pretend" for grown-ups. You pretend to be have their own light sources. Most characters
an imaginary character in an imaginary fan- need light to see by. They can carry torches
tasy world. or lanterns to provide such light, and flint
and steel to ignite them. Both provide

DUNGEONS & DRAGONS® Adventures Book 3


enough light to illuminate an area 30 feet in hazards, such as spikes, that inflict addition-
each direction. A torch burns for one hour, a al damage.)
lantern for four hours. A lantern requires oil Wandering Monsters add an extra ele-
to operate. Of course, if the characters have ment of danger and suspense to every
light, the monsters will see them. And, if a adventure. For every 60 feet an adventuring
character is carrying a lit torch or lantern, he group travels through a dungeon, every
or she has only one hand free to use a minute they spend searching or standing
weapon. around in a dungeon, or twice a day (morn-
Eventually the adventurers will come ing and night) when in unexplored wilder-
across a door. Doors come in many forms. ness, roll a check (ld20). On a result of 1 or
There are normal wooden doors, metal 2, a monster has wandered by. Use Table M
doors, ornate doors, and plain doors. Some at the back of the Rules Book (in the
doors are locked, others aren't. Some have Random Dungeon Generation section) to
traps, others don't. If a door is locked, a determine what kind of monster and how
thief can pick it open or a character can try many. Note that wandering monsters might
to force it open using a Strength ability not always be appropriate to a scene or
check. As DM, you want to modify the adventure. The DM must exercise some
check based on the toughness of the door judgment in this regard.
and the quality of the lock. A character can
try to force the door open once per round, Rolling Modified Dice
but each attempt alerts whatever waits on Some monsters, weapons, and other die rolls
the other side. have a negative modifier attached to their
There are even secret doors, hidden from notations. For example, an ettercap inflicts
view and hard to spot. A sliding wall, a door ld4-1 points of damage with its claw. Roll
hidden by a tapestry or piece of furniture, or the d4 and subtract 1 from the result. Note
even a door made out of a piece of furniture that the result (damage, etc.) will never be
(such as a bookcase) is considered to be a less than 1.
secret door. A successful search roll and time
are required to find secret doors (10 minutes The Town of Haven
or 10 rounds, depending on the type of The Vale is a small farming community nes-
scene). tled in a broad, wooded valley. Haven, the
Traps litter dungeons like the bones of largest town in the area, rests alongside the
long-dead monsters. A common trap con- rambling Gryphon River. The heroes (the
sists of a concealed pit that dumps a charac- characters detailed in the Hero Folders) grew
ter into it when he or she walks over it. A pit up in the Vale and know Haven and its resi-
can contain spikes, water, a monster, or just dents very well.
hard ground. Searching for traps takes time The material below should be used in
(10 minutes or 10 rounds per 20 feet of room conjunction with the map of Haven that's
or corridor, depending on the situation). If a printed on the front of the DM Screen. Each
trap is discovered, it must still be removed numbered location is described in the fol-
before the area can be safely entered. lowing text.
If a character drops into a pit, he or she The heroes can use Haven as a base of
suffers falling damage. For every 10 feet a operations, a place to go to rest between
character falls, he suffers ld6 points of dam- adventures, buy supplies, receive training,
age. (Note that some pits have additional heal their wounds, and gather rumors

4 DUNGEONS & DRAGONS® Adventures Book


concerning events in the Vale. In addition, the Patriarch expects a tithe
Training is required before a character can from the heroes as members of the commu-
advance in level. The character must have nity. Ten percent of any treasure they earn
acquired the appropriate amount of experi- makes a reasonable tithe. Mitchifer and
ence points. Then the character must find a Peregrine might feel obliged to give more.
teacher who specializes in one of the primary (The players may decide that their charac-
disciplines-fighter, wizard, thief, priest. The ters won't provide a tithe to the temple. If
cost depends on the trainer, and the time this is the case, the Patriarch doubles all fees
required is a number of weeks equal to the for services.)
new level. So, if Mitchifer earns enough XP
to advance to 3rd level, he must pay the 2. Patriarch's House
Patriarch 300 gp and spend three weeks The Patriarch lives in this beautiful house
studying with the elder priest to gain the next to the temple. If he ever calls the heroes
benefits of the new level. to his study, then they will meet with him in
his home.
1. Temple of the Holy Defender
This holy place is the spiritual center of the 3. Willow Inn
Vale. The Patriarch, high priest of the tem- The road through the Vale connects· Haven
ple, is a gray-bearded man whose age shows with the rest of the world, and sometimes
in the bend of his back and the air of wis- merchants and other travelers visit the town.
dom that hangs around him. This inn provides lodging (5 gp per day),
The Patriarch offers morning and evening
prayers in the temple (which aren't as well
attended as he would like), provides spiritu-
al advice and comfort to the people of
Haven and the surrounding farms, and
offers his blessing to the community in a
variety of ways. He is a warm, kind-hearted
old man who loves the Vale and its people.
The Patriarch provides the following serv-
ices at the temple that adventurers might
want to take advantage of, with the cost per
character listed:
• Healing all wounds, 100 gp
• Curing poison or disease, 250 gp
• Removing a curse, 500 gp
• Training priests, 100 gp per level of priest
• Restoring life, 1,000 gp per level of
deceased character

Restoring life isn't an easy miracle to per-


form. The Patriarch requires a hefty dona-
tion to cast such a spell. When a character is
restored to life, his or her Constitution score
is permanently reduced by 1 point.

DUNGEONS & DRAGONS® Adventures Book 5


course, few know of her adventurous past,
All of the people who live in or visit or that she is secretly Lady Ostur's partner.
Haven, with the exception of the player However, Niles knows all about the lovely
characters, are controlled by the DM. If a Daneer and can go to her for training when
particular character isn't described, you he needs it. (She charges 150 gp per level of
should make up a personality to fit the role the student.)
(the butcher, the baker, or the innkeeper, for
instance). 5. Stable
Explain to the players whenever you The town stable is owned by the blacksmith,
take on a role so they can imagine the though he has a halfling horse handler
scene and understand what's happening. named Ulan to run it. Horses can be stabled
For example, tell them "I'm speaking as for 1 gp per day, which includes feeding and
the Patriarch now" when they enter the grooming.
temple to seek the elder priest's services.
If you want to have some fun with this, 6. Blacksmith
adopt a different voice for every charac- The blacksmith of Haven is a dwarf named
ter. Speak slower for some, louder for oth- Falgur Ironstone. An expert smith and a
ers. Use accents if you're even a little respected leader of the community,
good at it, or an old man's voice, or a Ironstone also serves as captain of the town
deep voice, or a squeaky voice. You don't watch (area 12). He can train fighters at a
have to do this, of course. Just informing cost of 100 gp per level. He also has a selec-
the players that you're playing a role is tion of non-magical armor and weapons, as
sufficient. But the game can be a lot more listed on the back of some of the Hero
fun with little touches like this. Folders, for sale.
7. Kosi's General Goods
fine hot meals (2 gp per plate), and a sedate Kosi, a young widow who took over this
drinking hall where a traveler can wash store after her husband died suddenly last
away the dust of the road. winter, sells nonmagical items useful for
adventuring. These items, such as backpacks
4. Merry Minotaur Tavern and belt pouches, are listed on the back of
This rowdy drinking hall opens in the late some of the Hero Folders.
afternoon and closes just before dawn.
Music, friendly serving wenches, cold meat 8. Haven Graveyard
and cheese plates (1 gp ), hot stew (1 gp ), and A wooden fence surrounds this graveyard,
a variety of strong drinks (1 gp per mug) which is cared for by the Temple of the Holy
make this a lively and often crowded estab- Defender.
lishment. Lady Ostur, owner of the Merry
Minotaur, offers a few rooms for travelers 9. Tailor
who don't require the luxury and cleanliness A mender of clothing and a maker of suits
of the Willow (2 gp per night). and dresses operates out of this small shop.
One of Lady Ostur's regulars, Dagger
Daneer, is an expert thief who made a for- 10. Tanner
tune in some far-away city and has retired to A worker of leather and maker of leather
the Vale at the not-so-advanced age of 29. Of goods operates out of this small shop.

6 DUNGEONS & DRAGONS® Adventures Book


11. Scribe Black Isle was once the home of the Temple
A scribe works out of this small shop. He of the Holy Defender. A terrible accident
offers his services to traveling merchants, as laid waste to the holy island, and now the
well as to the local shopkeepers, farmers, place is considered to be haunted.
and town officials. All official records are
prepared by the scribe for a modest fee. Adventure #1:
12. Watch Tower The Mystery of UnderTown
The guards of the town watch use this stone This adventure pits the heroes against an evil
tower as a base of operations. The tower menace that has invaded the underground
also features a lock-up where drunks and · chambers beneath the town of Haven. The
unruly thugs can be stored until they calm town is threatened, so the town elders have
down. Blacksmith Ironstone (area 6) is the appealed to the heroes for help.
captain of the watch, though he rarely takes For this first adventure, we're going to start
a turn in the tower. He has four 1st-level the adventurers right in the dungeon. The
fighters who help him keep the peace and read-aloud section below brings the players
watch over the town. up to speed and gives them enough details to
begin play. Everything else should become
13. Town Elder clear as the adventure unfolds.
This fine home is occupied by the Elder of The map on the following page shows the
Haven and his family. Kestin Pane is the layout of the dungeon. The characters are
Elder, essentially the mayor of Haven. equipped with everything listed on their
Hero Folders. Find out the marching order,
14. Hall of Elders who's holding the torch (or whatever light
Other influential members of the Vale meet source they are using), and read the shaded
here to discuss important topics and to hear text below to start the action.
petitions from the community. Elder Pane,
the Patriarch, Falgur Ironstone, Farmer
Mingo£, and Lady Ostur are among the most The elders called upon you to aid the
prominent Vale citizens. towfl: ofHaven, a place that has been
your home all your life. You find your
15. Old Aljero's Cottage companions listened to Ironstone, captain
Nestled in the forest, not far from the river, of the town watch, as he explained what
sits the home of Old Aljero. This wizard he discovered in the watch tower earlier
rarely gets involved in the affairs of the this day.
community, and the path to his home isn't "The tower was locked from the inside
always easy to find. (It can magically hide when I arrived to check on my men,"
whenever he doesn't want to be disturbed.) Ironstone ..said in his rumbling vo~ce. "I
He will take time to train Thaddeus and smasl).~d th~ door and fourid ?nth of my
Sunblayze, however, at a cost of 150 gp per soldiers murdered, as thm1ghsomeone
level of the student. had taken an ax to them while they sat
waiting for their relief to arrive."
16. Black Isle At the tower, you found a hidden panel
In the middle of the Gryphon River, con- in the floor that led to a secret room
nected to the land by a covered bridge,

DUNGEONS & DRAGONS® Adventures Book 7


The fire pit is warm, as though the fire
beneath the tower. Ironstone promised a was extinguished fairly recently.
reward, and with a nod of encouragement There are no markings on the walls.
from him, you all descended into the dark- The bedding consists of filthy, bug-infest-
ness below.... ed straw and old cloth. If anyone decides to
search the straw and makes a successful
check, 3 gp can be found in one of the beds.
Note the location marked "1" on the The wooden crates look like they fell off a
map. This is where the heroes begin this merchant's wagon. From the amount of dirt
adventure. Give the players a moment to and scratch marks visible, they probably fell
describe their characters to each other. off a long time ago. If the characters examine
Remind them that the characters have the crates (no search rolls necessary), they dis-
known each other all their lives and that cover rations and wine skins that were proba-
they are good friends. If they ask, Ironstone bly taken from the watch tower above. There
promised the companions a suitable reward are enough rations to feed six characters for
and the gratitude of the town elders if they four weeks. Also, a belt pouch that belonged
can discover who or what murdered his sol- to one of Ironstone's murdered soldiers is
diers. inside one of the crates. It contains 5 gp.

1. Into the Depths Are There Any Monsters?


No, although it obviously looks like some-
A crude ladder descends 20 feet into a one was camped in this chamber within the
rough-hewn chamber carved into the very last day or so.
stone beneath the town. The chamber
appears ancient, perhaps older than Haven Should You Roll for Wandering Monsters?
itself. A passage le~ds out of the chamber If the characters decide to carefully search
to the south; another leads to the east. An the chamber (as opposed to having a quick
extinguished fire pit occupies the eastern look around and then moving into one of the
side of the chamber, surrounded by crude side passages), roll for a wandering monster.
bedding and a stack of wooden crates. If the check succeeds (1 or 2 on ld20), the
monsters that appear are xvarg. There are
ld4 of them. They wander into the chamber
Every good adventure begins with a ques- from the east passage, arguing among them-
tion from the DM to the players: "What do selves. They stop abruptly when they get
you want to do?" How the players answer close to the fire pit, appear to notice the
that question sets the stage for the action heroes for the first time, gasp comically, and
their characters participate in. attempt to flee back the way they came.
Roll for initiative and let the players
What's in this Chamber? decide if their characters let the xvarg escape
If the characters look around the chamber, or if they give chase. (If the players go first,
here's what they can discover. the xvarg can be attacked immediately; if
The ladder is made of stout branches tied the xvarg go first, they run toward location
together with crude rope. It looks fairly new. "2" and must be chased.)
There are splotches of wet blood visible in a
few places.

8 D UNGEONS & D RAGONS®Adventures Book


What's Next?
When the characters leave chamber "l," pro- .' ecorridor to the south is littered with
ceed to: ; piles of small rocks. Except for the .occa-
• location "2" if they take the east passage 1sion},'l SO'!lld gt ~<IS~ and,~bbJes r~g ,,1
and then turn toward the south; down from the ceilmg, the area is qmet. 1
1
• location "3" if they go east and follow the
passage toward the north;
• location "5" if they exit the chamber by If the xvarg appeared in location "1" and
the south passage. the characters chased them, they run into
this corridor in an effort to reach location
2. Falling Rock Zone "4." If the xvarg never appeared (because no
If the characters spotted and chase the wan- wandering monster was called for), then the
dering xvarg in area "1," don't read the heroes can cautiously explore this dangerous
boxed text! Only read it if they reach the cor- passage.
ridor marked "2" while traveling carefully The passage that runs from north to south
through the dungeon. is unstable. Any characters larger than
dwarves or halflings can cause an avalanche
just by walking down the passage. Every 10

UnderTown

DUNGEONS & DRAGONS® Adventures Book 9


feet a character (except Niles and Thordar) 4. Xvarg Lair
moves, have that character's player roll Xvarg (20) Three different corridors
ld20. On a roll of 1-4, rocks fall on anyone AC: 7 lead from the dungeon
in that 10-foot section of the corridor. Hp: 6 each into this large chamber.
(Here's where knowing the marching order THACO: 20 Two great stone columns
is very important!) Actions: 1 support the ceiling, and
Falling rocks damage everyone in the 10- Damage: ld4+ 1 crude wooden fences
XP: 15 each
foot square in which they fall. Roll ld4 for have been erected to sep-
each affected character each time an ava- arate this area from the rest of the complex.
lanche occurs to determine the amount of A tribe of xvarg inhabit this section of the
damage a character suffers. dungeon. Unlike most xvarg, these are not
overly hostile. They were not involved in the
If Thordar Searches or murder of the town watch, nor do they have
Niles Attempts to Find Traps ... any intention of invading Haven. They are
... and either succeeds in the attempt, they content to live peacefully in this comfortable
notice the condition of the corridor. Tell the location, venturing above only to hunt small
players that any excessive weight could game and occasionally "forage" in the
cause more of the ceiling to cave in. There is unlocked barns of the Vale's farmers.
no way to remove this trap. Once they There are 30 xvarg here, including 8
understand the danger to their characters, males, 12 females, and 10 children. The chil-
it's up to the players to decide if they want dren do not fight.
to risk this path or go in another direction. If the heroes ignore this location, the only
trouble they may have with the xvarg will be
3. Piercer Lairs if they encounter any wandering through the
Piercers (2) These dead-end sections dungeon. If they decide to attack the xvarg
AC: 3 of the dungeon have camp, the xvarg fight back to defend their
Hp: 8,5 become the home of some home. If six or more xvarg fall in this defense,
THACO: 19 piercers. Whenever any the remainder lose hope and flee through the
Actions: 1 characters enter the 10- southern passage. This passage leads to the
Damage: ld6 foot section where the surface, emerging near the river not far from
XP: 35 each
number is marked on the Old Aljero's cottage.
Note: attached map, a piercer drops for If the heroes attack without provocation,
piercers inflict 1 an attack. Roll initiative; they receive no experience points for slaugh-
point of damage the piercer gets a -5 bonus tering the xvarg.
per round until to the roll. If the heroes approach one of the wooden
killed; once it has The following round, a fences, read the following:
dropped (attacked
once), it can be second piercer drops to
avoided or killed attack a random charac-
ter in the vicinity. There IA crudely constructed wooden barricade
are only two piercers in each of the three blocks the corridor ahead. It reaches from
dead-end sections. the floor to the ceiling, its sharpened
points falling just short of the stone over-
head. You can see that there are view
holes cut in the barrier about two feet or

10 D UNGEONS & D RAGONS®Adventures Book


If the Heroes Are Nasty ...
j so above th~floor. Red. eyes appear in a Giant Rats (6) ... the xvarg refuse to
holes and 1 ~high,-pitcfied
1 few;of thes~ AC: 7 open their barricades or
!voicecalls out, "Who approaches the hp: 9, 7, 7, tell the heroes anything.
%Kingdom of Teg?" 5, 5, 2 "Go away, big nose!"
It~.-~,,-~,,.· ,;_ THACO: 20 shouts one xvarg. "Flee or
Actions: 1 face the wrath of King
Damage: ld4
If the Heroes Are Nice ... XP: 65 each Teg, you stupid giants!"
... they can learn a few things from the shouts another. The
xvarg. Being nice involves not attacking the Note: bite causes heroes won't learn any-
camp, not threatening the tiny creatures, and disease unless a thing useful, and the
showing at least a modicum of respect for saving throw is xvarg fight them if they
made; victim can-
King Teg (the leader of the clan). If the try to enter the xvarg lair.
not heal wounds
heroes also offer a gift of some sort, they until cure disease Note that the xvarg utilize
become honorary "best friends" of the xvarg. is cast six giant rats to help them
If the heroes are nice, the xvarg explain protect their lair. If the
that they have lived here "forever." They heroes pass through the barriers, the rats aid
have no intention of attacking the "big peo- the xvarg in the battle.
ple town" and swear they haven't killed
anyone. What's in This Chamber?
"It was probably the bugbears," one of Besides the 30 xvarg, the chamber contains
the xvarg speculates. "Since they moved in a bedding, fire pits, and the xvarg stores. The
few months ago, the dungeon has become a xvarg have a variety of dead animals they
terrible place." The xvarg tell them that the use for food, as well as a selection of nuts,
bugbears have taken over the western berries, herbs, and other vegetation they use
chambers. to supplement their diet.
If the heroes are especially nice or indicate In addition, there is a variety of crude
that they're going to deal with the bugbear weapons, loot totalling 15 gp (though the
infestation, one xvarg speaks up. "Many heroes must search for two hours to find it all),
xvarg have been enslaved by the bugbears. and a few sacks of grain from Althisi' s farm.
Will you set them free?" The heroes can
agree or refuse as they see fit. 5. Pit Traps
The bugbears have set up two pit traps to
hinder anyone attempting to invade their
underground lair.

If the heroes are being cautious ...


. . . let the lead characters in the marching
order attempt Wisdom ability checks to spot
the poorly concealed pits. A success indi-
cates that the character notices the large car-
pet of fresh straw covering a portion of the
otherwise dusty floor. Let the players
decide what this means and how they want
to proceed.

DUNGEONS & DRAGONS® Adventures Book 11


Bugbears (2) Two bugbears climb
Adjusting the Challenge down into the chamber.
AC: 5
The adventures in this book are written for hp: 14, 13 The freshly dug hole
a party of four adventurers. If there are less THACO: 17 leads to the meadow east
than four heroes running through the Actions: 1 of the blacksmith's shop.
adventures, reduce the number of monsters Damage: ld8+2 They were up above,
in each encounter by half. So, four bug- XP: 120 each spying on the town and
bears becomes two bugbears, for.example. .- Note: ambush sit-
working up a strategy for
If there are more than four heroes, uation; bugbears attack. One of them car-
you'll need to make the encounters a bit don't attack first ries a large sack.
more challenging. For five or six heroes, If the heroes decide to
increase the number of monsters by one. attack, don't roll initiative. The bugbears
So, four bugbears become five bugbears. aren't expecting any trouble so the heroes can
For seven or eight characters, double the surprise them and attack first in the first
number of monsters (four bugbears round of combat.
becomes eight bugbears). If the heroes wait and try to talk to the
Don't increase the number for Restad the bugbears, roll initiative. The monsters don't
Vampire or Moltenclaw the Dragon. Instead, talk to the adventurers; they just attack and
just increase the number of supporting mon- make as much noise as possible to alert their
sters in those adventures, as outlined above. companions.
Use your judgment. The goal is to pres- Every round the battle lasts after the first
ent a challenge, not overwhelm the heroes. round, check for wandering monsters.
Because the bugbears are making a lot of
noise, increase the chance of an encounter to
If the heroes aren't careful ... 1-5 on ld20. If a wandering monster is indi-
... they walk right into the trap. The lead cated, ld4-2 bugbears arrive in 2 rounds.
characters in the marching order plunge After that, don't check for wandering mon-
through the straw and fall 10 feet (ld6 dam- sters any more for this battle.
age). The characters in the second row of the
marching order must make successful What's in the Sack?
Dexterity ability checks or they also fall into The bugbears captured a dog while they
the pit and take damage. were up above. It's Ironstone's dog, which
the heroes recognize. The friendly mutt
6. A Pair of Bugbears hates the bugbears but affectionately follows
If the heroes enter this chamber, read the fol- the heroes around if they release it.
lowing: Ironstone is especially grateful if they return
-- the dog to him at the end of the adventure.
A crude ladder, much like the dne you The other bugbear has a. folded sheet of
desqmded from the watch tower, rest~ parchment in its belt. If the heroes .examine
against the far wall. A mound of dirt and this sheet, they see a crude drawing of the
rocks beside it indicate that the hole above town above. They've made a map of Haven!
was recently opened. Suddenly, you hear
rougp laughter from abov~. Someone.p r 7. Xvarg Slaves
something is climbing down the ladder! This large chamber contains xvarg slaves
and their bugbear overlords. The bugbears

12 D UNGEONS & D RAGONS® Adventures Book


are using the xvarg to help them dig tunnels
up to Haven. They've already dug two (loca-
tions "6" and "8") and they're working on
two more (the spots marked "7").
When the heroes arrive, read:

Bugbears (2) The bugbears notice the


AC: 5 heroes immediately and
hp: 18, 11 turn to attack. As in loca-
THACO: 17 tion "6," the monsters
Actions: 1 make a lot of noise in an
Damage: 1d8+2 effort to alert the rest of the
XP: 120 each bugbear invaders. The
Note: bugbears bugbears fight to the
attack first in the death.
first round of
combat

If the Heroes Free the Xvarg ...


. . . the grateful creatures pause for a
moment to explain what they have learned.
"The bugbears are preparing to invade the
big people town overhead," one xvarg
informs them. "There aren't too many here
yet, but an army is supposed to arrive by
nightfall. Then they're going to climb up
through these holes and murder the big peo-
ple while they're asleep."

8. Staging Area
This is one of the main areas from which the
bugbears plan to invade Haven. If the
adventurers enter this area, read:

DUNGEONS & DRAGONS®Adventures Book 13


Bugbears (2) The bugbears attack first,
A ladder leans against the far wall, while seeking to destroy the
AC: 5
piles of junk fill the area beyond the blazing hp: 14, 13 adventurers before they
fire pit. Suddenly, a large creature bursts / THACO: 17 can spoil their plans. The
out of the shad9ws, swinging a mightybat- Actions: 1 bugbears fight to the
tle ax at you and roaring in anger. Damage: ld8+2 death.
XP: 120 each One of the heroes notices
that the largest of these
This bugbear sentry guards the staging bugbears wears a metal helmet. It obviously
area. More concerned with threats from belonged to one of the murdered soldiers of
above, it nevertheless noticed the approach-· the town watch.
ing heroes.
Just like in location "6," the noise this What About the Shaman and the Skeletons?
bugbear makes could attract a wandering Bugbear Shaman The adventurers don't
monster (more bugbears). see the bugbear shaman
The ladder leads to the open field separat- AC: 5 or his skeletons immedi-
ing the Temple of the Holy Defender and hp: 14 ately. They hide in the
THACO: 17
Kosi' s General Store. The junk includes Actions: 1 shadows in the alcove
crude spears (12 of them), flasks of oil (six), Damage: ld6+2 with the mound of junk.
rope (three 50-foot coils), and two poorly XP: 175 After the bugbears
crafted battle axes. attack, the shaman orders
Note: can cast the the skeletons forward in
9. The Main Battle following spells
the second round of com-
once each: cause
Two bugbears and two skeletons guard this fear, cure light bat. Read:
location. An ancient, withered bugbear wounds, and spiri-
shaman oversees the group and magically tual hammer;
commands the skeletons. When the heroes wields a footman's
approach the area, read the following aloud: mace +1

Bedrolls surround a blazing fire pit. The Above the sound of battle, you hear the
far corner contains a mound of junk. A terrible sound of bone scraping on bone.
rough-hewn tunnel has been carved into Lunging out of the shadowy alcove at the
the southern wall of the chamber. Two back of the chamber, two stark-white
huge creatures stand around the fire, heft- skeletons move to join the battle with
ing large battle axes and staring at you death-skull grins and rusty swords.
with a mixture of terrible anger and Behind them, barely visible at the farthest
extreme hunger. They roar and charge edge of the firelight, stands an older, thin-
toward you. ner bugbeqr, adorned in necklaces of
bones and carved rocks.

14 D UNGEONS & D RAGONS®Adventures Book


Skeletons (2) In the third round, the rounds or by some combination of heroes)
shaman joins the fight or to bring the tunnel walls down.
AC: 7 decides to escape into the
hp: 8,7
THACO: 19 tunnel to warn the bug- Should You Roll for Wandering Monsters?
Actions: 1 bear king (who doesn't No. If the heroes have gotten this far, there
Damage: ld6 appear in this adventure) shouldn't be any other bugbears to deal
XP: 65 each that his plans have been with. However, if they get to this location
foiled. He flees if the without visiting all of the other bugbear
Note: suffer only encounter sites (areas "6," "7," and "8"), five
bugbears and skeletons
half damage from
edged or piercing are obviously losing. rounds after this battle begins any remain-
weapons (divide ing bugbears from the other locations arrive
die roll first, What's in this Chamber? to defend the tunnel.
round up, then Here's what's in this
add Strength and chamber (other than the What's Next?
magical bonuses), • If the heroes defeat the bugbears, skele-
bugbears).
immune to sleep,
hold, and fear The bedrolls are crude tons, and shaman, they can go warn the
spells and mangy. There isn't town and get their wounds healed. Award
anything to find inside experience for defeating the monsters,
them except dirt, hair balls, and various tiny allow the heroes to divide the treasure
insects. they found, and then determine the story
The junk includes food and drink for the awards for the adventure:
invading army, extra spears, barrels of foul- • If the adventurers rescued Ironstone's dog,
tasting bugbear beer, and a small chest. The they receive 250 XP each.
locked chest contains eight pieces of jewelry • If the heroes freed the xvarg slaves, they
worth 25 gp each. The heroes can retrieve the receive 300 XP each.
jewelry if Niles picks the lock. If the chest is • If they stopped the shaman from escaping
smashed open, a trap explodes that destroys to warn the bugbear king, they receive 300
the jewelry and inflicts 2d4 points of damage XP each.
on anyone within 10 feet of the chest. • If the heroes seal the tunnel, they receive
The tunnel was dug by the bugbears to 500 XP each.
connect their underground lairs to the cham- • If the heroes defeat the bugbears and warn
bers beneath Haven. The bugbear king plans the town of the bugbear threat, they
to send an army of bugbears into the town receive 300 XP each.
via the chambers, thus taking the town by
surprise. If the heroes succeed, at the very Conclusion
least they can warn the townsfolk before the Once the heroes have survived the dangers of
invaders arrive. UnderTown, Haven is warned of the bugbear
If Niles or Thordar examine the tunnel, threat and takes steps to avoid an invasion.
they notice that it is extremely unstable. The The heroes receive thanks and 400 gp to split.
heroes can make Strength ability checks to
disturb the construction and cause a cave-in.
This effectively seals the tunnel and sets the
bugbear king's plan back many months. The
heroes need a total of three successes (either
by a single hero over the course of a few

DUNGEONS & DRAGONS®Adventures Book 15


•·
Adventure #2: w-~·~• •r·--~-1 •·· ~~

The Haunting of Black Isle tdaughter is very, ~ery important to me. I .• J


. would only ask this of adventurers of i
The isolated island in the middle of the river ~ your mettle. Will you brave the dangei;:s of ~
was once a lush and beautiful location and f Black Isle and bring back my beloved Kira. ~
the site of the original Temple of the Holy ; before the night comes again?" . ·
Defender. A terrible accident (whose nature ! ··· Now the covered bridge stretches
remains a mystery) devastated the island : the·river before you and the haunted
many years ago. Now the place is over- i island awaits you as the day begins to :
grown and dark, and ruined buildings in · wane.
,~
various states of disrepair litter the island. ):·:..;:.::_·:
i...-...;;.....
' ,"(_
.......,.-:;. ~,;;;,;:,,;,.Jc;;;;,},;);;.,
_k,.•.,,;.

This adventure begins as the heroes pre-


pare to cross the covered bridge. Make sure 1. The Covered Bridge
that all of the characters have had a chance Before the heroes attempt to cross the bridge
to heal since the events in UnderTown, to to reach Black Isle, read:
train (if they reached a new level), to pur-
chase supplies and equipment, and to mem- ~-·---~-*" ''°"'"' - -·- ·••'·' '< "· ~·w ·•~··-·r.·- .. , ,_,_.,,~
orize their spells. l The anci~ni btjdge has s~ffered many y~a~s j
Once all of that occurs, Kestin Pane calls !of neglect,.butit appe~s to·be stur~y . ·~ ..
the adventurers to his home. The read-aloud
section below brings the players up to speed
Ienough. A tangle of th1cki.thorny vmes . .: i
i grows over and around the bridge, co.ver""- ,
and sets them before the creepy bridge just ing almost every'Surface. The entryway.
i . .
hours before night again falls over the Vale. t looks like a dark, cavernous maw. .
The map on the following page shows the [Overhead, you see that the sun ha~ passed
layout of the island. Read the text below to r the midpoint of the sky and has begun its ;
start the action. descent toward night. . · j

i Elder Pane.implored you to assist him in a ; The adventurers have about two hours
I delicate.and very personal matter. He 1 before twilight falls upon the valley. Shortly
I claims that his sixteen~year-old· daughter, .! thereafter, full darkness hits like a warham-
( the lovely Kira Pane, was kidnapped from ~ mer, plunging the Vale into night.
I her bedroom .sometime before dawn. Her .· Find out the marching order of the party.
l bedroom window was wide open when Then ask the all-important question, "What
j Pane went. to wake her this morning. do the heroes do?"
l The elder first seht the town watch to
Isearch Haven for signs of his aaughter~ . Crossing the Bridge
i a
They fotmd swa~ch .of })er nightgown Despite its apparent condition, the bridge
f. caught iri thetangles growing around ,. the . itself is actually quite safe to walk across.
fcovered bridge. ··· . · .. · ' ' The trouble comes from what lives inside
f .. ,"The town watch is. under strict orders ~ the bridge.
!·not fo go to Black Isle," the elder,told you.,~ The heroes must force their way through the
"In fad, no one from Haven should set · 1 tangle of thorny vines that coat the inner walls
foot on that, accurs.e d place. However, my .· ~ of the bridge and hang down from holes in the
~;; : :&..:. ;;<,~ ...,a_ ;~};<,,_.,,,, _ , _ ' ,/i::J::i.:·.: ,;: i t,:':-~~-~'- "·-~ ,_._ _1,i./1£,J;.'. ¢.2.o,.,~..??-i~ - ~.~-~2:~~ dilapidated roof. The adventurers can struggle

16 DUNGEONS & DRAGONS® Adventures Book


through the dark interior of the bridge using using a light source, the Wisdom check
what little sunlight filters in from each end receives a +3 penalty.
and the not-quite-intact roof. Or they can uti- If the characters spot the webs, they can
lize a light source and move through the shad- begin to cut or burn a path through them. If
owy bridge with a bit more ease. someone fails the Wisdom check and blun-
ders into the webs, the character must make
Webs and Spiders a successful Strength check to break free.
Giant Spiders (3) About halfway across the Whether a hero is caught in the webs or
bridge, they encounter the characters clear away the webs, the
AC: 8
hp: 11, 8, 7 unusually thick spider giant spiders that spun them rush to
THACO: 19 webs that stretch from · attack. There are three spiders in all. The
Actions: 1 roof to floor and between spiders get to attack first in the initial
Damage: ld4 each wall. If they have a round of combat. The first attacks the char-
XP: 175 ea. light source, the lead acter closest to (or caught in) the webs. It
characters can attempt automatically hits anyone stuck in the
Note: bite inflicts
poison; save or suf-
Wisdom checks to spot webs; just roll for damage. The other two
fer ld10+2 damage the webs before walking drop from the ceiling and strike at two
into them. If they aren't other characters randomly.

Black Isle _5econd Floor,


Tower

Third Floor,
Tower

m <;cllac, T,mpk

D UNGEONS & D RAGONS®Adventures Book 17


2. The Island forest
Dark, thorny plants and moss-covered trees way to an overgrown hill occupied by the
grow in a thick tangle across the island. The ruins of an ancient tower. Beyond the
canopy overhead diffuses the sunlight, mak- tower, a rocky outcropping overlooks the
ing the island floor shadowy and darker than dark waters of the Gryphon River.
daylight has any right to be.
When the adventurers exit the bridge, read:
The cliff drops some thirty feet or so into
the river. The rock wall is smooth and
The island seems even more overgrown straight, making climbing difficult. If anyone
and wild than you were led to believe. falls from here to the rocks below (if Niles
The forest around you is eerily silent, and tries to climb down and slips, for example),
the tight cover of leaves and branches the damage might be fatal (3d6+6).
overhead reduces the amo.u nt of sunlight If the characters spend a moment to exam-
reaching the forest floor. It's dark, quiet, ine the cliff or gaze out into the river, the
and slightly unnerving. ghost of a young woman appears. She is
more an echo of the past than a supernatural
menace; she doesn't fight the heroes and
If the characters want to examine the area really doesn't interact with them. She simply
before heading deeper into the island, have haunts this spot. Read:
everyone make a Wisdom check. Any
adventurers who succeed spot another strip
of cloth from Kira's sleeping gown. This one The constant wind changes tone, becom-
is snagged on a skeletal branch beside a ing the awful wail of a crying girl. The ter-
path leading toward the island's interior. ribly sad sound surrounds you, coming
from every direction at once. Then,
Wandering Monsters appearing out of thin air just a few feet
Black Isle is home to a variety of creatures from the edge of the cliff, you see a forlorn
that the heroes might consider to be mon- young woman with dark hair and a white
sters. Every 10 rounds they spend in the dress. She looks at you with eyes of dark
western forest (area 2), check for wandering water and the wail intensifies. Her feet
monsters. don't actually touch the ground. She
If the check indicates a monster is present, seems to float a few inches above it and
use one of these creatures (roll ld8): 1-3, her body is translucent. She turns, steps
giant bats; 4-5, giant rats; 6-7, stirges; 8, off the cliff, and disappears.
zombies.

3. The Cliff The characters can't interact with this


If the heroes wander toward this location, ghost in any way, but they can describe their
read: reactions to seeing a ghost as part of the
storytelling. She appears once and then
leaves them to their quest, though her wail
The wind blows through this clearing can sometimes be heard in the forest breezes
with amazing force. Here, the forest gives while they remain on Black Isle.

18 DUNGEONS & DRAGONS® Adventures Book


4. Ruined Tower Third Floor
A hole in the ceiling lets sunlight fall on a
Rising from a hill on the far side of the patch about one-quarter the size of this level
island, this ruined tower overlooks the of the tower. Two coffins sit in the shadows,
cliff and the river below. The upper level just out of reach of the fading sun. When the
has partially collapsed, exposing the inte- heroes climb the stairs to this floor, the muf-
rior to the elements. fled banging grows louder and they can also
hear the muffled shouts of a frightened
young woman.
The tower has three levels. If the heroes Both coffins are locked. The best way to
decide to explore the tower, refer to the open them is to have Niles pick the locks or
details below. Thaddeus use his knock spell. The locks can
also be smashed, though this shatters the
Ground Level coffins and could inflict harm upon the young
The door to the tower is locked. It's sturdy (it woman imprisoned in one of the coffins.
cannot be battered down); only Niles (with a The first coffin is empty, though it con-
successful lockpick action) or Thaddeus (with tains a thin layer of dirt spread carefully
his knock spell) can open it. The ground floor over the padded lining. The second coffin
is dark, dusty, and empty. A staircase leads up contains Kira Pane. She is obviously fright-
to the second floor. ened and her sleeping gown is dirty and
torn, but she is otherwise unhurt. Once the
Second Floor heroes determine that she is unhurt (and
Gray Ooze This floor of the tower indeed still alive!), they can calm her down
has no windows and is and ask questions.
AC: 8
hp: 21 extremely dark. There is
THACO: 17 junk piled everywhere,
Actions: 1 and a staircase leads up "He came into my room while I was
Damage: 2d8 to the third floor. sleeping," young Kira explains. "He told
XP: 270 If the heroes take time to me that if I screamed, he would kill my
listen or search the area, whole family and still take me away. He .
Note: dissolves
metal, including they hear muffled bang- stuck me in here and said he'd be back at
armor and ing coming from the sundown. Please take me home now."
weapons; immune floor above. They can't
to fire, cold, and take the rest of the loot
some spells until after they destroy If the heroes decide to leave the island
the creature guarding immediately to return Kira to her family, the
this level-a gray ooze. The gray ooze slides monster who stole her returns to capture her
across the floor like a living puddle, seeking once more when night falls. They are better off
to consume any metal the heroes have with keeping the young woman with them and
them. rushing to locate and destroy the monster
The loot consists of three sacks containing while sunlight remains in the valley. Kira
50 gp, 110 gp, and 35 gp respectively. There protests, but she stays with the adventurers.
are also three magical arrows +1, though the She knows them and trusts them because of
heroes can't learn about the enchantment the aid they've already provided to Haven,
just by looking at them. plus she's grown up with them.

D UNGEONS & DRAGONS® Adventures Book 19


' ' ~
How Long Should the Day Last?
'

ground ahead of you explodes with sudden


The approaching night adds drama to this activity. Hands burst forth from the ground,
adventure. As the heroes explore the tw~sted like claws and coveredit1 soil aJ,"Id
island and take time to battle monsters black beetles. Then arms, heads, and within
and gather treasure, remember to describe moments, bodies that look more dead than
how the day is waning. Shadows grow alive-despite tl1.e fact that they are mo'\{0
longer, the sun drops lower in the sky, and ing-rise up out of the soft dirt. Empty eye
the day gets cooler as each encounter sockets turn toward you, and the decaying
ends. Don't dwell on the time, but drop forms approach without hesitation.
hints that the day is slowly running out.
When should the sun finally disappear
and full night take the island? This There are six zombies in all, the long-dead
should occur when the heroes enter the and partially decayed forms of the acolytes
cellar below area "8." If you want to be that once served the old temple. The rotting
really dramatic, wait until they find the raiment that each zombie wears bears the
secret room connected to area "8." Just as symbol of the Holy Defender, but the good
the last rays of sunlight fade, the hidden men these once were have become mindless
coffin slides open with a rasping creak monsters. Their only purpose is to destroy liv-
and Restad the lesser vampire emerges to ing beings who get too close to their graves.
confront our valiant heroes.
6. Temple, Main Hall
Giant Bats (12) The temple has been shat-
5. The Zombie Patch tered. Great cracks split
AC: 8
Zombies (6) The clearing behind the hp: 4 ea. the walls and make the
AC: 8
ruined temple was the THACO: 20 floors treacherous to walk
hp: 12, 10, 10, site of some horrible Actions: 1 on. Giant bats inhabit the
8, 7, 6 event in the past. Now, Damage: ld4-2 main hall. When the
THACO: 19 zombies await the XP: 35 each heroes enter this place, a
Actions: 1 approach of living beings cloud of the creatures
Damage: ld8 Note: AC 5 while
so that they may rise up flying drop from the ceiling and
XP: 65 each
and rip them to shreds. fly around them. Most fly
Note: immune to Read: out of the hall after the first round, but 12 of
sleep, hold, and fear them attack the party.
spells, cold, poi-
son, and 7. Meditation Chamber
paralyza ti on A large crack opens this room to the forest
outside. Junk fills the room. Every round the
heroes search through the junk, roll for a
Soft dirt and a carpet of twisted weeds wandering monster (as in area "2") but suc-
stretch out behind the ruins ofthe old tem- cess is indicated on a 1-4 on ld20.
ple. A wail of utter de$pair and sorrow Buried deep within the junk is a jeweled
intermingles with the rush of wind blow- chest emblazoned with the symbol of the
~ng through the trees oyerhead, and the Holy Defender. It contains 300 gp. The chest
itself is worth 100 gp.

20 D UNGEONS & D RAGONS® Adventures Book


8. Store Room
The door to this room is locked. Inside, the
room is empty except for a set of stairs that
lead down. Chittering sounds and the
sounds of claws scraping across stone can be
heard drifting up from below.

The Cellar
Giant Rats (12) The stairs lead down to a
cellar. The cellar has a
AC: 7
hp: 7 ea.
stone floor, and crates
THACO: 20 and barrels are piled in
Actions: 1 one corner. If the heroes
Damage: ld4 have a light source, they
XP: 65 each see that giant rats scam-
per across the floor, cir-
Note: bite can
cause disease; save
cling a large sack. The
or be unable to rats' glowing eyes turn
heal wounds until when the heroes
a cure disease spell approach, watching the
is cast adventurers with hungry
fascination.
The moment any character steps off the
stairs, the giant rats rush to attack. There are
12 giant rats.

What's In the Sack?


If the heroes ask, tell them that whatever is
inside the sack moves every so often.
Ironstone's dog, captured by the vampire as
a treat for his pet rats, has been tormented
by the disease-ridden creatures all day. The
rats were just getting ready to tear through
the sack and eat the mutt when the heroes
arrived.

There Is a Secret Door


If the heroes search the cellar, they might
find the secret door. If they don't find it,
they hear the creak of the opening coffin
from behind the wall as the sun goes down.
A moment later, the secret door slides open
and Restad the lesser vampire steps out of
the dark chamber.

DUNGEONS & DRAGONS®Adventures Book 21


The Vampire Restad Adventure #3:
Res tad This lesser vampire To find the Dragon's Lair
AC: 3
recently arrived in the
hp: 29 Vale and found a perfect A young red dragon lives in the mountains
THACO: 14 resting place on the Black north of Haven. It sometimes snags cattle
Actions: 1 Isle. He has been feeding from the neighboring farms, and on
Damage: ld6+2 on cattle, travelers, and extremely rare occasions it has been known
or the occasional xvarg, to attack human settlements in the area.
ld4+2
XP: 3,000
leaving the people of Until now, it has never made a foray into
Haven alone so as not to Haven itself.
Note: uses staff or call attention to himself. This adventure begins as the heroes head
fists; can drain 1 He couldn't resist the out in search of the dragon's lair. Make sure
point of elder's daughter, howev- that all of the characters have had a chance to
Constitution from er, and the moment he heal since confronting Restad, to train (if they
victim
saw her he knew he had reached a new level), to purchase supplies
to have her. and equipment, and to memorize their spells.
The vampire looks like a handsome, mid- Once all of that occurs, the heroes discov-
dle-aged man when the heroes first see him. er that something terrible happened while
He says, "I am Restad and this is my home. Haven slept. The read-aloud section below
Forget the young woman and I'll allow you brings the players up to speed and gets the
to leave." If the heroes refuse, Restad reveals adventure off to a quick start.
his true form (see the illustration) and The map on the inside of the DM Screen
attacks. shows the route from Haven to the dragon's
lair, while the map on the next page shows
Conclusion the layout of the lair itself. Read the text
If the heroes defeat Restad, Haven is saved below to start the adventure.
from the vampire. Other story awards for
the adventure include:
• 700 XP each for returning the jeweled The town has a somber feel today. It
chest to the Patriarch (they can keep the , seems that so:i:netime during the night, the
money). · young red dragon that is sometimes seen
• 500 XP each for rescuing Ironstone's dog. flying out of the mountains to the north
• 1,000 XP each for rescuing Kira and took the great holy symbol from the top of
returning her safely to her father. the temple. The symbol, embla'.?.oned on a ·
• 1,000 XP each for destroying the vampire. I massive gold shield that once adorned the
arch above the front door, is sacred to the
The adventurers also receive the thanks of entire community.
Elder Pane and a reward of 800 gp to split. "You must recover the holy symbol, my
!.
children," the Patriarch beseeched you, "or
' a terrible curse will blacken the whole

With horses and a massive wagon in which


to cart back the great shield, the heroes have

22 DUNGEONS & DRAGONS® Adventures Book


departed Haven in search of the dragon's lair.
Two members of the town watch accompany The deer turns to look at you, a somber
them. They don't go into the lair, but they do intelligence filling its eyes. You notice that
guard the horses and the wagon while the the symbol of the Holy Defender glows on
heroes ascend into the mountains. the animal's rear flank. It runs a few yards
Use the map of the Vale (on the DM to the north, stops, looks back at you, then
Screen) for encounters that take place en dashes along the path that follows along-
route to the dragon's lair side the river.

1. The Ruined Tower


The first site of interest the adventurers The characters can follow the deer. It trav-
reach is a ruined tower. Read: els north along the path, leading them
toward the dragon's lair. It never allows
them to catch it, but it maintains a modest
The trail passes through the rolling farm- distance.
land and into the forest. After a time, you
come upon a small glade. Here, a squat 2. Ambush!
stone tower rises from the side of a hill. As the adventurers travel on, they eventual-
Most of the tower lies in ruins, its upper ly lose sight of the amazing deer. That's
levels shattered long ago. when the ambush occurs.
Just beyond the tower, you see a beauti-
ful deer in the middle of the path. Four
great wolves, called worgs by the locals, The sun grows warmer as the day pro-
crouch to each side of the animal. It looks gresses. You travel on, the river to your
like they are about to pounce upon their right, the forest on your left. Suddenly, large
prey. shapes emerge from a thick cluster of trees.
"Take their heads, boys, but leave their eyes
for me!" growls the largest of the mon-
If the Heroes Ignore the Deer ... sters-a huge bugbear armed with a
... they can leave the path and stay clear of double.;.bladed ax!
the bloody carnage to come. The sounds of
the kill follow them for many minutes as
they leave the area. Go on to encounter "2." Bugbears (8) There are eight bugbear
AC: 5
raiders. Like all bug-
If the Heroes Assist the Deer ... hp: 22, 17, 19, bears, they attack first in
Worgs (4) ... roll for initiative. If 15, 14, 14, the first round of combat.
the worgs go first, they 12, 9 If the heroes defeat the
AC: 6
attack the deer and inflict THACO: 17 bugbears and then search
hp: 21, , 20, . d amage. If th e Actions: 1
15 13 massive the area, they find a
Damage: ld8+2
THACO: 17 heroes go first and attack XP: 120 each
small wagon hidden
Actions: 1 the worgs, the worgs among the trees. The
Damage: 2d4 turn on them instead. wagon contains dead ani-
XP: 120 each If the adventurers defeat mals (squirrels, rabbits, geese, etc.), 674 gp, a
the worgs, the deer scroll case, and a large sack.
demonstrates some amazing behavior. Read: The scroll case contains a rolled-up piece

DUNGEONS & DRAGONS®Adventures Book 23


of parchment. The crude writing says,
"Brother, send as many warriors as possible watch the fire, ignoring you as you
and we'll take over Haven without a prob- approach.
lem. If I don't hear from you by the full
moon, the war is off." It's signed "Trush, the
Bugbear King." The burning wagon belongs to merchants
Ironstone's dog is sealed in the sack. The from Wyvern Falls. They were on their way
mutt gratefully licks the face of the hero to Haven with goods to trade when disaster
who opens the sack and obediently follows befell them. The lead merchant, a striking
that hero around until it is returned to town. matron named Lornu, explains:

3. fire Ahead
"It swooped out of the sky, a red mon-
You see smoke rising from the vicinity of ster that was all wings and fire. It belched
the brigge that spans the river to the north. a great stream of fire and smoke, ignit~p.g
As you draw closer, you see that a mer- the wagon. Then it snatched o~ oxen in
chant's wagon is burning. Three people its claws and flew into the mountains?'

))ragonts Lair

24 D UNGEONS & D RAGONS® Adventures Book


She points toward the mountains to the Climbing the Mountain
north, across the river. If the heroes look in Don't spend a lot of time worrying about
that direction, they see the deer they helped how the adventurers make it up the side of
earlier. It seems to confirm the path they the mountain. When they break camp in the
must take, then runs ahead so they can morning, the deer with the symbol of the
follow. Holy Defender on its side appears at the
head of the path into the mountains. It waits
for the adventurers to follow, then disap-
pears around a bend. The town watchmen
wait with the horses and wagon, and the
heroes begin to climb. A few hours later,
they reach the ledge that opens into loca-
tions "1" and "2."

1. Stirges' Cave
4. fire in the Night A nest of stirges inhabits this cave. When the
The deer leads them to the foot of the moun- heroes enter, read:
tain, revealing a path to the summit before it
disappears into the brush. This is a good
place for the heroes to make camp, resting The opening in the side of the mountain
and recovering spells before trekking to the leads into a chamber about20.feet long
dragon's lair in the morning. and 30 feet wide, with a rocky floor and a
During the night, roll twice for wandering smooth stone ceiling about 15 feet over-
monsters (Table M in the Rules Book). Before . head. A passage near the rear of the cave
morning, read: I leads deeper into the mountaip. Before
, you take more than a few steps, some
kind of birds or bats swoop from high
A great roar from the sky above wakes ledges right toward you!
you, and you can barely discern a large,
dark shape gliding through the night sky.
'A.nother roar shatters the stillness of the The batlike, birdlike, buglike stirges
night, and a fountain of fire erupts in the swarm the character wearing the least
darkness overhead. In the glow of the fire- amount of armor. There are eight of the
light, you see a red dragon. It flaps its blood-drinking creatures.
powerful wings.and di~appears intothe
side of the mountaintop just as the last of
the flames die away.

There are no other events this evening. In


the morning, the rested heroes enter the
dragon's lair. Use the map w ith the encoun-
ters that follow.

D UNGEONS & D RAGONS®Adventures Book 25


What's in this Chamber? 3 & 4. Ore Caves
Stirges (8) Just the eight stirges and Ores (48)
The ores that serve
AC: 8 their nests. If someone AC: 7
Moltenclaw the Dragon
hp: 6 ea. climbs up to check, one hp: 6 ea. live in these connected
THACO: 17 nest contains three eggs. THACO: 19 chambers. There are 60
Actions: 1 Aljero pays 50 gp for Actions: 1 ores in all; 28 males, 20
Damage: ld4-1 each egg brought back to Damage: ld6 females, and 12 children.
XP: 175 each Haven. XP: 15 each The children do not fight.
Note: after a suc-
The ores may be encoun-
cessful attack, Should You Roll for tered as wandering monsters (see encounter
drains ld4 hp Wandering Monsters? 1), or the heroes might simply walk into
every round Yes. Check every round their den. Some ores attack; others run to
during the battle. If the warn the hobgoblin boss or the dragon.
check indicates a monster wanders by (to If the heroes want, they can try to sneak
investigate the noise), use one of these crea- past the ore den and into the chambers
tures (roll ld8): 1-4, ores (ld4); 4-7, more beyond. This requires successful Dexterity
stirges (2d4); 8, hobgoblin (1). checks (or Move Silently for Niles). If any-
one fails, the ores get a chance to hear them
2. Trapped Cave (1-2 on ldlO). If the heroes are spotted, the
ores attack as described above.
is square·chamber seems empty on first
; inspection, but then you notice a large 5. Hoard Chamber

lf;:t~:~~~*ii~!1t~/:::~~!
This large cave has a 30-foot-high ceiling.
Part of the dragon's treasure hoard is stored
li\>'At't!\'Jilll~ll'\M'?N . ,. 1/WJW~~,.,i]0-.~•~.'·""fW>'f--fi,~--·-·---.iJ.me.__ _,,_i;.,A here. When the heroes arrive, read:

The green gem is suspended between .·~ -·;·~,-~~~:~ .


r-:: : :.~ . . . .:. ~(~,~··.·.;~~ . ~ .:~~,
crossed wires. If the heroes disturb the gem in I · The wall on the far side of this large cav- !
any way, the cave floor right beneath it (center ! em opens to the sky and mountaintops .I
10 feet of the cave) swings open and drops I beyond. A large section of the western half j
anyone standing there into a 20-foot-deep pit ; of the ch.amber contains a.mound of treas- ~
(2d6 damage). The gem is worth 75 gp. ~ ure 'gold, jewels, weapons, armor, and J
If the heroes walk through the chamber, fother beautiful and expensive items. A ·~
they disturb the crossed wires. When this I large humanoid stands atop .t he treasure,
happens, darts explode from all the walls, ~ examining various items and occasionally
filling the cave with flying death. Everyone ' droppi~g something into.its pockets.
in the cave suffers 4d4 points of damage; a
successful saving throw reduces this to half
damage (2d4). Hobgoblins (6) The hobgoblin is one of
If Niles successfully checks, he can spot AC: 5
six who oversee the
the traps and attempt to disarm them before hp: 9 ea. work of the ores and
anyone crosses the chamber. Also, the wires THACO: 19 help guard the dragon's
can be crawled under or jumped over Actions: 1 lair. This one likes to
instead (Wisdom check +6 to spot). Damage: ld8 skim off the top, as it
XP: 35 each were, but she charges to

26 D UNGEONS & DRAGONS® Adventures Book


kill the heroes the moment she spots them.
Every round during the battle, check for Stealing from the Dragon's Hoard
wandering monsters as described in loca- There's too much treasure for the heroes to
tion 1. cart it all away, but they can fill up if they
choose. Each character can carry treasure
6. Gelatinous Cave worth his Strength score multiplied by 100
Gelantinous A gelatinous cube wan- gp. So, Elanna can carry 1500 gp (in addi-
Cube ders the lair, cleaning up tion to anything else she finds in the lair).
after the ores and hob- If the heroes want to search for special
AC: 8 goblins. The cube is in treasure, they can each make a single check
hp: 21
THACO: 17
this cave when the at each hoard area. If the check succeeds,
Actions: 1 heroes reach it. It attacks let the character roll on Table S and follow
Damage: special the moment they start to the instructions printed there to see what
XP: 650 explore the cave. kind of magical item he or she found.
If the heroes kill the
:N"ote: successful cube, they can extract the
attack causes para- 10. Moltenclaw the Dragon
lyzation; paralyzed
treasure it has absorbed:
target is absorbed 80 gp, a dagger, a long This large, 30-foot-high chamber contains
and suffers 2d4 sword, and a gem worth part of Moltenclaw's hoard.
damage per round 500 gp.
~··~ J>·~-'.'i·~---ij· -;.;--<ii~-- -'."'*'";.·:~----.-c ~·-·-··· ·-···~· .;~~"'-·····~~·"·--·"
! . . . . .
7. Hobgoblin Lair f A great opening looks out upon the sky
The other five hobgoblins use this large !and the valley below; A huge pile of treas-
cave as a lair. If they haven't encountered ! ure fills.much ofthe chamber, and you
the heroes yet, they are here when the ~· can see. the temple shield among it. Lying
heroes arrive. Use the statistics from loca- I atop the glistening mound is a red d,rag-
tion 5. 1on, its eyes closed, snoring softly.
The hobgoblins have a total of 312 gp l·:, , ,.,.,_,,;Jih.~::./~ .\t, :~ ..~,;,,,.4::·~;~~, ~·
.... ~-dlll_,·,. -~.M.~•-U$'>il
"

between them. One has a potion of healing in


a belt pouch. Another has a long sword +1 There are two ways for the heroes to
and uses it when he fights (ld8+ 1 damage). approach this encounter-by sneaking or by
fighting. Moltenclaw won't negotiate with
8. Dragon food the adventurers, and he's quite fond of his
This fenced off cavern contains a variety of new treasure (the symbol of the Holy
large animals that the dragon uses as food. Defender from atop Haven's temple).
There p.re six cows, two oxen, four horses, Two characters with a total Strength of 25
three deer, and six sheep currently on or better are required to heft the stolen
hand. shield. The players may come up with other
clever ways to move it, including using
9. Stirge Nests Thaddeus' levitate spell.
This chamber has the same inhabitants as Remember, the goal here isn't necessarily
location 1, except there are 12 in this cave to kill the dragon. If the heroes escape with
instead of eight. See cave "1" for details. the shield, they've succeeded. Of course, the
dragon may return to Haven at some point,
but that's a tale for another adventure.

DUNGEONS & DRAGONS®Adventures Book 27


Sneaking
Niles is best equipped to quietly cross the Conclusion
chamber and grab the huge shield. Story awards for this adventure include:
Unfortunately, it's too heavy for him to lift • 500 XP each for saving the deer from the
on his own. If someone accompanies him, worgs.
his chance to move silently receives a -3 • 500 XP each for rescuing Ironstone's dog.
penalty to the roll. Niles must make two • 1,000 XP each for returning the bugbear
successful checks to reach the shield and king's scroll to the town elders.
four to carry it back. Any failure indicates • 1,000 XP each for recovering the holy sym-
that the dragon hears movement and wakes bol and returning it to the temple.
up. Go to "fighting," below.
If Niles is also invisible (thanks to a spell The adventurers also receive the thanks of
or potion), even if he fails a move silently the Patriarch and a reward of 1,200 gp to
check, t0-e dragon may not notice him. Roll split.
ldlO. On a 1-3, the dragon becomes aware
of the thief's presence.

Fighting
Moltenclaw Moltenclaw is tough. If
AC: 0
the characters decide to
hp: 51 attack from a distance,
THACO: 11 they act first. Otherwise,
Actions: 3 roll for initiative normal-
Damage: ld8+ 1 I ly. Moltenclaw uses his
ld8+1/ flame breath until the
2d8+1
XP: 5,000 heroes get close.
If Moltenclaw is reduced
Note: instead of to 10 or fewer hit points,
attacking, can he roars defiantly and
breathe fire for flies out of the cave.
2d10+ 1 damage Remember, everyone gets
(save for half)
to attack once more as he
flees. If the dragon gets
away, he goes off to heal. Eventually (in
another adventure the DM makes up) he can
return to seek his revenge on the heroes.
Once combat starts, any ores or hobgob-
lins still in the lair rush to join the fight.
They arrive by the third round of combat.

28 D UNGEONS & DRAGONS® Adventures Book


Equipment List Scale mail: Armor construct- Knife: A single-edged blade
Holy symbol: A physical rep- ed of small, overlapping about 6 to 9 inches long.
resentation of a character's metal scales.
religion, usually made of Morning star: A wooden club
metal or wood. Shield: A shaped plate of topped with a spiked metal
metal or wood held with one head.
Holy water: Water blessed by hand to block an enemy's
a priest in the game. blows. Quarterstaff: A stout wooden
pole about 4 to 6 feet long.
Spike: A slender piece of Splint mail: Armor made of
metal that can be driven into narrow metal strips riveted to Spear: A wooden pole about 5
rock with a hammer for sup- leather. to 7 feet long fitted with a
port while climbing. short metal blade at one end.
Weapons List
Thieves' tools: A collection of Battle ax: A stout wooden pole Sword, broad: A sword with
small picks and keys for with a heavy half-moon- a wide, double-edged blade
opening locks and disarming shaped blade attached. about 3 feet long.
traps.
Bow, short: A curved flexible Sword, long: A sword with a
Armor List wooden staff with a draw- slender, double-edged blade
string for shooting arrows. about 4 feet long.
Banded mail: Armor made
from heavy, overlapping
Crossbow: A mechanical bow Sword, short: A sword with a
strips of metal attached to
mounted crosswise on a double-edged blade about 2
leather.
wooden shaft. feet long.
Chain mail: Armor construct-
ed from interlocking metal Dagger: A sharp, double- Sword, Two-handed: A very
rings. edged blade about 9 to 18 heavy sword about 5 or 6 feet
inches long. long that must be used with
Leather armor: Armor made both hands.
from boiled and hardened Footman's flail: A heavy
metal rod or ball attached to Warhammer: A very large,
pieces of leather.
a wooden handle by a short heavy hammer made entirely
length of chain. of metal.
Padded armor: Armor made
from heavy layers of quilted Treasures List
cloth. Footman's mace: A wooden
club with a heavy metal head Potions
Plate mail: Armor construct- on the end. A potion is a magical liquid
ed from heavy pieces of solid that comes in a glass bottle.
metal. Halberd: A long pole with a The character must drink the
wide, heavy blade at the end. whole thing to make the
Ring mail: Armor made of potion work. Unless other-
small metal rings attached to Hand ax: A smaller version of wise noted, the effects last for
leather backing. the battle ax that can also be ld4+4 rounds.
thrown.

Dungeons & Dragons Adventures Book 29


Fire Resistance: Works the Roll 1d6 for each spell on a 2nd-Level Spells (dlO)
same as the 2nd-level priest scroll to see what level it is 1) Darkness, 6) Levitate
spell resist fire. (1-3 = 1st level, 4-5 = 2nd 15' radius
level, 6 =3rd level). Then roll 2) Detect evil 7) Mirror
Strength: Fighters and pal- to see which spell it is. image
adins get a Strength score of 3) Flaming 8) Stinking
19, giving them a +3 bonus to Priest Spell List sphere cloud
attack rolls and a +7 bonus to 1st-Level Spells (d8) 4) Invisibility 9)Web
damage rolls. 1) Bless 5) Detect 5) Knock 10) Re-roll
magic
Healing: Works the same as 2) Cause 6) Light 3rd-Level Spells (d4)
the 1st-level priest spell cure fear 1) Clairvoyance 3) Hold
light wounds. 3) Cure light 7) Protection Person
wounds from evil 2) Fly 4) Lightning
Invisibility: Works the same 4) Detect evil 8) Spiritual Bolt
as the 2nd-level wizard spell hammer
invisibility. Cursed Scroll: The curse on
2nd-Level Spells (d8) the scroll is activated as soon
Speed: Doubles the drinker's 1) Aid 5) Produce as it is read, even if with a
move rate and number of flame read magic spell. Roll 1d4 on
attacks per round. 2) Flame 6) Silence, the table below to see what
blade 15' radius curse is on the scroll. A
Poison: The drinker must roll 3) Hold 7) Speak w/ remove curse (the Patriarch
a saving throw or lose 15 hit person animals can cast this) will undo the
points. 4) Resist 8) Re-roll scroll's effects.
fire/cold
Scrolls 1 Bad luck; reader suffers a
Scrolls come in fancy tubes 3rd-Level Spells (d4) -4 penalty on all saving
called scroll cases, and most 1) Dispel 3) Prayer throws and a +4 penalty on
have wizard or priest spells Magic all ability checks until the
on them. Only wizards can 2) Locate 4) Remove curse is removed.
read wizard scrolls, and only Object Paralysis 2 Blindness; reader cannot
priests can read priest scrolls. fight or cast spells and
Wizards must cast read magic Wizard Spell List must be led around by oth-
to identify spells on a wizard 1st-Level Spells (dlO) ers until the curse is
scroll (wizards who cast read 1) Hold 6) Shocking removed.
magic on a priest scroll know portal grasp 3 Reader cannot memorize
immediately that the spells 2) Light 7) Sleep spells until the curse is
are priest spells). Priests can 3) Magic 8) Blur removed.
identify spells on a priest missile 4 Reader is turned into a
scroll just by glancing 4) Read magic 9) Enlarge mouse until the curse is
through it. Once identified, 5) Shield 10) Read removed.
spells can be cast at any time magic
from a scroll by reading them.
Once the spell is cast from the
scroll, it is gone forever.
30 Dungeons & Dragons Adventures Book
Rings Staves and Wands Miscellaneous Magic
Rings must be worn on fingers A staff is a thick, wooden Boots of Elvenkind: The
to activate their powers. A stick about 5 or 6 feet long. A wearer's feet never make any
character may wear only one wand is a thin, wooden stick sounds when worn.
magical ring on each hand. about 1 foot long. Any staff
or wand has 1d20+5 charges Bracers of Defenselessness:
Feather Falling: The wearer when it is first found. Using These seem to give the wearer
never suffers damage from the staff or wand costs a a +2 bonus to his Armor Class
falling, floating gently to the charge unless noted. until he enters combat. During
ground. combat, the bracers' curse
Wand of Fear: Works the changes the wearer's Armor
Fire Resistance: Works the same as the 1st-level priest Class to 10. All shields, spells,
same as the 2nd-level priest spell cause fear. or magic that improve Armor
spell resist fire, except it lasts Class are ignored. Only a
as long as the ring is worn. Wand of Fire: Creates a ball remove curse spell (from the
of fire that fills a 30' -diameter Patriarch) will let the character
Invisibility: Works the same circle and inflicts 6d6 points take the bracers off.
as the 2nd-level wizard spell of damage to all creatures in
invisibility, except the wearer the circle. Creatures that roll Cloak of Elvenkind: The
can become invisible and vis- a saving throw suffer half wearer is completely invisible
ible any time he wants. damage. Each fireball uses 2 when he is in the forest or
charges. Only wizards can outdoors. In other dark
Protection +1: The wearer use this wand. places he still has a 9-in-10
gains a +1 bonus to all saving chance of not being seen.
throws and reduces Wand of Illumination: Works Even in brightly lit places, he
(improves) Armor Class by 1. the same as the 1st-level only has a 5-in-10 chance of
priest or wizard spell light. being seen.
Protecton +2: The same as
protection+ 1 but better. Wand of Lightning: Works Dust of Appearance: One
the same as the 3rd-level wiz- pinch of this dust cancels
Clumsiness: This ring has the ard spell lightning bolt, except invisibility spells or any other
power of another type of ring it uses 2 charges. spell or magical item that
as well (roll again to see hides the true location of an
which one). Entering combat Staff of Curing: Works the object or creature. A pouch
activates the ring's curse and same as the 1st-level priest contains three pinches of the
cuts the user's Dexterity score spell cure light wounds. Only dust.
in half. Thieves' skills are cut priests can use this staff.
in half, and spellcasters can Gauntlets of Ogre Strength:
cast spells only by making a Wand.of Magic Missles: These metal gauntlets look
successful saving throw first. Works the same as the 1st- like normal armor, but they
Only a dispel magic spell level wizard spell magic give the wearer a +3 attack
allows the wearer to take the missile. bonus and a +6 damage
ring off, and then it becomes a bonus. The wearer can also
normal, nonmagical ring lift 500 pounds or carry up to
forever. 330 pounds.

Dungeons & Dragons Adventures Book 31


Portable Hole: This is a circle the chime emits a clear musical power against undead crea-
of black cloth 6 feet across. note that opens the closed tures. The mace instantly
When spread over a solid sur- object immediately. destrqys any skeleton, zom-
face, it makes a magical hole bie, ghoul, shadow, or wight
that is larger on the inside Pearl of Wisdom: This that it hits.
than the outside. Anything appears to be a normal pearl,
put into the hole stays there but it increases a priests' Cursed Sword of Berserking:
until it is spread out again. Wisdom score by 1 point. This seems to be a long sword
The hole can be folded to fit +2 until the user enters com-
into a pocket. Magical Armor bat. When the user gets into a
Every piece of magical armor fight, he goes berserk and
Rope of Climbing: This rope improves the wearer's Armor automatically attacks the
is 60 feet long and can hold /1
Class by 1 for each +" of nearest creature to him, even
up to 3,000 pounds safely. magic. Cursed armor reduces his friends. He keeps attack-
The user can command the the wearer's AC by 1 and ing until there is nothing left
rope to move in any direction cannot be removed without a to fight within 60 feet of him.
and to tie and untie itself. It remove curse spell. The owner can only get rid of
cannot be used to attack a the sword with a remove curse
creature. Magical Weapons spell and can't use any other
I
/1
For each +" of magic, the weapon in combat.
Rope of Constriction: This wielder adds that bonus to
looks like a rope of climbing, both attack and damage rolls Short Sword of Quickness:
but when the user commands when using the weapon. For This is a short sword +2 that
it to act, the rope loops cursed wecuJOns, the wielder allows the user to make two
around the neck of the user suffers a -1 penalty to attack attacks with it every combat
and up to ld4 creatures with- and damage rolls and cannot round, instead of one.
in 10 feet. Any creature that use any other weapon until a I
fails a saving throw is stran- remove curse spell is cast. Sword +1, Flame Tongue:
gled for 2d6 damage each The user can turn the sword's
round until dead, the rope is Artifacts flames on and off. When on,
hacked to pieces, or until a Artifacts are very rare magi- the flames surround the
dispel magic spell is cast on cal items that are usually blade and can set fire to any-
the rope, which turns it into very hard to find. thing that burns easily (such
nonmagical rope forever. as paper, wood, or webs).
Ax of Hurling: This is an ax
Stone of Good Luck: This +1 that, when thrown, auto- Sword +1, Luck Blade: In
looks like a cheap gemstone, matically returns to the user addition to its combat bonus,
but the owner gets a +1 right away, whether it hits this sword gives the user a +1
bonus to all die rolls (except anything or not. When it is bonus to all saving throws.
attack and damage rolls) and thrown, it inflicts 2d6+ 1 dam-
all saving throws. age; otherwise it inflicts
ld6+ 1 damage.
Chime of Opening: This is a
short, hollow metal tube. Mace of Distruption: This is
When pointed at a closed door, a mace +1 with an extra
lid, chest, or lock and struck,
32 Dungeons & Dragons Adventures Book

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