Professional Documents
Culture Documents
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'
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.
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
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)
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
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!
UnderTown
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:
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.
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
Third Floor,
Tower
m <;cllac, T,mpk
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.
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
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.
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:
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.