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TApventare Gane/ we tone Res Here! READ THIS FIRST Read this page carefully before you begin. The DUNGEONS & Dracons® Adventure Game offers hours and hours of fun. For your first game, you!ll only need to learn some of the rules, not all of them, Here's how you start: 1, DECIDE WHO WILL BE THE DUNGEON MASTER ‘The Dungeon Master is the one who knows the secrets that the other players can only discover during the game. He gets to read the Adventure Book, and the other players work together to over- come the challenges and dangers that he presents. The Dungeon Master controls the monsters, but he is not playing against the other players ‘Adventure Book: for the Dungeon Master (secret) Rules Summary sheet: for the Dungeon Master (but not secret) Each player (other than the Dungeon Master) plays the role of an adventurer. Choose among yourselves who plays which adventurer: If there are one or two players, each player may play two characters. Characters: one (or more) for each player (not the Dungeon Master) 3A, THE oe To learn what their characters can do, the players run practice battles with monsters from the Rulebook. Look over your characters and see what they can do. Read through the Rules Summary sheets on Combat and Exploration. Have fun and get to know your characters while the Dungeon Master gets ready for the first adventure. Dont read the Rulebook. The character sheets tell you everything you need to know to ger started. 3B. THE DUNGEON MASTER: READ ADVENTURE #1 AND THE RULE SUMMARY While the players read their characters, the ‘Dungeon Master reads the Rules Summary sheets and Adventure 1 in the Adventure Book to himself. ‘When the Dungeon Master feels ready, he starts the adventure. tee ve Perec t iia tina ecco nt aes : Bead ee ties re and the Rules Summary sheet. a Bere Nicos Pees aron cag Gc oer UaT uni cae ted a a Ori nameas ea ‘TABLE OF CONTENTS: Table of Contents List of Tables Introduction 3 Melee Weapons Table... 8 Characters sn 4 Ranged Weapons Table. 8 Raising Your Level. cose? Arenor Table 9 Equipment 8 Adventuring Gear Table 9 Combat 11 Masterwork and Magic Items Table. 10 Exploring 14 Exploration Time Table ea 16 Spells. “17 Random Door Table n-n 20 Dungeons 19 Random Room Table 20 Monsters 21 Random Monster Table, Ist Level. 20 Treasures... cronn-28 Random Monster Table, 2nd Level 20 Being the Dungeon Master... 30 Random Treasure Table Zl Random Trap Table nmin 20 Wandering Monster Table, 1st Level 29 Jonathan Tweet, Jason Cat, Andy Collins, and Wandering Monster Table, 2nd Level. 20 David Noonan Random Special Treasure Table orn 28 Editing: David Noonan and Jon Pickens Random Armor Table... 28 Interior Artists: Scott Fischer, Jon Foster, Todd Random Melee Weapon Table. 8 Lockwood, David Martin, Arnie Swekel, Lars Grant. Random Ranged Weapon Table ‘ 28 West, Sam Wood Random Magic Item Table oso 2 ‘Typesetter: Angelika Lokotz Random Potion Table rit Graphic Designer: Sherry Floyd Random Wizard Scroll Table... 28 Creative Directors: Ed Stark and Mike Selinker Random Cleric Scroll Table 28 Art Director: Dawn Murin Random Unusual Magic item Table... 2B Project Manager: Joshua Fischer Random Wand Table 2B Production Manager: Chas DeLong Based on the original Duncrons & Dracons® rules ‘created by €. Gary Gygax and Dave Arneson, and the new Duiceons & Dracons® game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. hn ncn at oto aie daa ud Ws ft nn he yum ai dk it eth nt ‘waste bl nt Sn aay mo eo. ie Usted Stet ok dey Ma Ps ‘vn a dey na Danmar tos. "Ws map. i a ning oe ne “hic pat ef ean, yin aca polepnatns pts eve pel incor “Vis or web tweed com IDTRODUCTIOD Daring fighters, wizards, priests, and rogues ex- plore haunted dungeons, where cunning goblins, horrible ghouls, and even mighty dragons wait to attack them, If they're lucky, the adventurers return to their homes with treasure and experience. If they're unlucky, they worst make it out alive. ‘The Duncpows & Dracons® Adventure Game in- troduces you and your friends to a limitless world of imagination. It shows you how the game works and how to make the game work for you. Have You Played Before?: If you havent played your first game yet, the “Read This First” sheet tells you what to do, You dont need to read this Rulebook to get started. If you have played at least one game and want to see more, then skim through the Rulebook. You donit have to read it cover to cover. Just read what looks interesting The Dungeon Master The Dungeon Master (DM) is the one who plays the “bad guys.” He knows the secrets of the dun- geon, either because he's read the adventure that the players explore or because he created that ad venture himself. The Players Each player chooses a character that he plays or “cuns? Each character has unique strengths, weak- nesses, and abilities, For example, some characters have the power to cast spells, some have special skills, and others have combat expertise. What's in the Box? ‘This box contains several parts, some for the Dun- geon Master, some for the players, and some for both. Character Sheets: Characters for players to run and rules for players. Rules Summary Sheet: What you need to know to get started Rulebook: All the rules in one place, including the rules for the Dungeon Master creating his own, dungeon. Youre holding it right now. INTRODUCTION. Adventure Book: Six adventures to get the Dun- sgeon Master started Dice: For everyone to use Tokens: Some represent characters, but most represent the monsters, treasures, and features found in the dungeon, PLayer’s HANDBOOK While this box contains all the rules you need in order to start playing DuNcEONS & Deacons and to play over and over, youll soon want even ‘more options. The DUNCEONS & Daacons® Players Handbook gives you complete rules, with more races, classes, weapons, the next step after you've played the Adventure Game as much as you like and you want more. ‘The rules in the Adventure Game come from the Player's Handbook. The Player's Handbook just gives you more options, bur the rules are the same. For example, you can find Tordek, the dwarven fighter mor, skills, and spells. Ie with a we >, here in the Adventure Game, but he's in the Player's Handbook, too, with the same waraxe, same Strength score, same Armor Class, and same hit points. The Adventure Game, however, makes a few changes to help you get playing faster. In the Player’ Handbook, youl find slightly different rules for initiative in combat, for monster skills, for damage in combat, and more. Still, almost every- thing found here fits what's in the Player’ Handbook, too, MONSTER MANUAL and DUNGEON Master's GUIDE These two rulebooks are for the Dungeon Master. ‘The Monster Manual contains hundreds of monsters to challenge characters from st level to 20th, The Dunceow Masters Guide helps the Dungeon Master become a true expert and describes hundreds of ‘new magic items and other treasures CHARACTERS CHARACTERS Each player chooses a character A player caimsa char- acter for her own, and she the only one to play that character. Ir all right, however, to switch characters — RACES Bach character is one of four races. (Three other races are described in the DUNGEONS & DKAGoNs Player's Handbook.) Humans Humans are versatile, adaprable, and ambitious. They can do whatever they set their minds to. Dwarves carve out huge underground kingdoms and defend them against the horrible monsters thet roam the subter- ranean world, They are brave and skilled at the arts of war, Dwarves stand about 4 feet high, but they/te so broad that they weigh almost as much as humans do. Dwarves have short legs and move more slowly than humans. Elves Elves are skilled at swordplay, archery, and magic. While usually peaceful, they defend their forest homes ruthlessly Elves are about 5 feet tall and slender. Elves can sense secret doors just by passing near them, Hilflings are curious wanderers, experts at getting into and out of rouble. They are about 3 feet tall and lean, Halflings have short legs and move slower than humans. They can usea short sword in one hand, ora mace ot rapier in ‘evo hands. Weapons that are two-handed for a human, such asa greatsword, are too big for halflings. from one adventure to the next if you want to. ‘As a character goes on adventures, she wins treasures that she can use to buy better weapons or armor, or even magic potions and other special items, She also gains experience points (XP), __CLASSES Each character is one of four classes, or profes- sions, (The Duncrons & Dracons Player's Handbook describes seven other classes) Clerics Cleries serve various deities. They cast spells, and they heal and protect thei friends. They can wear any armor, but they only wield simple weapons (mace, quarterstaff, and crossbow). Dwarven clerics, however, can use warhammers. Fighters are exceptionally skilled at combat. They can use any kind of weap- on, though only a dwarven fighter can use a waraxe in one hand. They can fight in any kind of armor. Rogues are skilled experts. They can sneak around, and they can find and dlisarm traps. They can only wear leather or studded leather armor, Ifa rogue flanks a monster, she can sneak attack it, dealing an extra dé damage ifshe hits. he can also sneak attack a monster con the frst round of combat, provided she attacks one ‘who hasrit acted yet. With her crossbow, she can sneak attack a monster in this way up to 6 spaces away. Wizards ‘Wizards cast powerful spells, bur they have a tough time in hand-to-hand combat. Wizards are only familiar with the simplest weapons (crossbows and ‘quarterstals), except for elven wizards, who can use bows and longswords which make her more powerful. If a character dies, that character's player chooses a new character to play The survivors have to go back home to meet the new character (unless they encounter her in the dungeon) Its also all ———______—_ ABILITIES: Each character has six abilities that represent his basic strengths and weaknesses. Strength, Dexter- ity, Constitution, Intelligence, Wisdom, and Cha- risma affect everything the character does, from fighting to using skills. ‘A score of 10 or 11 in an ability is average. Higher scores give the character bonuses, and lower scores give him penalties. For each character, the bonuses (or penalties) that he gains from his abilities are already applied to his other numbers, so you don't have to worry about it. The ability scores are there for your reference, but you dont use them often in play. ‘The Player's Handbook explains how to create a new character with unique abilities, but you dont need to know these rules for the Adventure Game. —_______HT POInts: Each character has a number of hit points, deter- ‘ined by his class and Constitution bonus, When a character suffers damage, it reduces his hit points, Ifhis hit points drop to 0 or lower, he dies, In between adventures, characters can rest at home and ger their hit points back to their maxi ‘mum amount. esserensscinessceeeeesesee UV Fale ‘A character starts out at 1st level with 0 experience points. Characters increase in level and gain more power as they go on adventures (see Raising Your Level later in this book). ‘When a team of characters defeats monsters, the characters get the experience points for those mon- sters. The total experience points are divided among all the characters who started the combat (evenif they didnt all survive) ‘CHARACTERS, right to give a dead character a new name (and ‘maybe a new alignment and a new personality), and play her again as if she were a new character. ‘The new character doesnt have any of the experi: cence or treasure that the dead character had. —_________ALIGNMENT Each character and monster has an alignment, which shows how one is aligned in the struggle be- tween good and evil Good Good characters and monsters fight evil creatures and help people. Unicorns, for example, are good. Neutral Neutral characters and monsters don't take a side one way or another. They usually don’t go out of their way to help others unless there's something in it for them. Animals, such as dire rats, are neu- tral. Evil Evil monsters kill and rob others when it benefits them, or just when they fee! like it, Goblins and dis- placer beasts, for example, are evil ——____SAVING THROWS Each character and monster has a modifier for each. of three saving throws or “saves” A saving throw is adie roll you make to protect your character from some sort of danger. ‘When you need to roll a saving throw, the rules tell you what kind of saving throw you need to roll, what number you need to roll, and what happens if you succeed or fail, ARMOR, WEAPONS. Each character starts with certain armor, weapons, and gear. As characters win treasures during adven- tures, they can spend their money on new and better equipment (see Equipment), CHARACTERS Skills represent how well a character does things outside of combat. They'te most important to rogues, but characters of all classes can use them (see Dungeons for complete rules for skills) Diplomacy: Use this skill to make friends with ‘good creatures that you meet in the dungeon or to ‘get them to help you. sable Device: Rogues use this skill to disarm traps. It takes halfa minute to disarm a trap, and if you fail badly you might spring the trap on yourself Hide: Use this skill to hide from monsters. You must have something to hide behind to use this skill Listen; Use this skill to listen at doors or to hear monsters sneaking up on you. Move Silently: Use this skill to sneak up on monsters, If you roll the monster’ Listen score or better, it doesnt hear you. Open Lock: Rogues use this skill to pick locks, so they can ger through doors quietly and into locked treasure chests. Search: Use this skill to find secret doors and other hidden things. Rogues can use this skill to find traps, too Spot: Use this skill to notice hiding monsters. If you roll at least as high as the monster's Hide score, you spot it AISIDG vous LEVEL ‘Bach character starts at tst level. As the character ad- ventures, he gains experience points. When he has sgined 1,000 experience points, he reaches 2nd level. When your character reaches 2nd level, you might want to fill out a new character sheet for him, Photocopy the blank cha ‘out with your character's new, better numbers ‘A andL-level character gains several benefits, many of which depend on his class. eter sheet and fill it Hit Points Roll a die and add your character's Constitution bonus. Add the total to your character's hit points ‘The die you roll depends on your character's class. Cleric 8 Fighter: 10 Rogue: dé Wizard: dé Attacks A and-level character gets an extra +1 bonus on all attacks. Saving Throws ‘A2nd-level character gets a +1 bonus on certain sav- ing throws, depending on the character’ class. Cleric: Fortitude & will Fighter: Fortitude Rogue: Reflex Wizard: will Special character gets other benefits depending on his class. Cleric: A cleric can cast one extra O-level spell and one extra st-level spell per adventure. Before each adventure, choose which O-level and which tstlevel spell to “double up" on. For example, on one adventure, a 2nd-level cleric might choose to double up on detect magic and protection from evil If so, held be able ro cast each of these spells ewice dur RAISING YOUR LEVEL ing the adventure instead of once. A and-level cleric only needs to roll a 7 to turn skeletons and only a 10 10 turn ghouls or zombies. ‘When rolling to see how many undead creatures he turns, he adds 1 more than he did at tst level Fighter: A fighter gets a special feat called Power Ateack. This feat lets him put extra power behind a melee attack, but his accuracy suffers. Before mak ing an attack roll with a melee weapon, you may choose to take a penalty of =1 or -2 on the roll If you do so and hit anyway, you can add the same amount 4 or +2) sa bonus to your damage roll. Rogue: A 2nd-level rogue gets +1 on all her skill checks, except for Diplomacy. ‘A rogue also gains the special ability of evasion. If she suffers 2 special attack that allows a Reflex save for half damage (such as dragon breath), and if she succeeds on the saving throw, she suffers no dam age instead of half damage. Evasion works against fiery traps, ircball spells, and a hell hound’s breath ‘weapon, for example Wizai and one extra 1st-level spell per adventure. Before wizard can cast one extra Olevel spell each adventure, choose which (level and which tselevel spell to “double up" on, For example, on cone adventure, a 2nd-level wizard might choose to double up on detect magic and magic missle. If so, shed be able to cast each of these spells twice during the adventure instead of once —3RD-LEVEL CHARACTERS ‘Once a character has earned 3,000 experi- ence points, he reaches 3d level The Dunarons & Daacons Player's Handbook rules for charac- has ters of 3rd to 20th level. EQUIPMENT Eourpment Each character starts with basic equipment, includ: ing weapons, armor (for characters other than wi ards), and other adventuring gear. Everything you need to know about your character's equipment is con your character sheet. Once you've found some treasure in the dungeons, however, you may want buy better equipment. The cost for each item (in gold pieces, or “gp") and what it does is listed here, ——USING A NEW WEAPON [Not every character can use every kind of weapon. ‘The Melee Weapons Table shows which weapons can be used by which character classes. A character starts with a weapon well suited to his class, and characters usually get new weapons when they find ‘masterwork or magic weapons in a dungeon ‘Attack: With « new melee weapon, use the char acter’ attack bonus with his starting melee weapon. For example, Lidda rolls a d20+1 when she attacks with her short sword, so she would roll a d20+1 with a rapier, too. With a new ranged weapon, use the characters attack bonus with his starting ranged weapon, Lidda rolls a d20+4 with her crossbow, s0 she would roll d20+4 with a bow: Exception: Fighters and dwarven clerics focus on par MeLee Wearons Taste ‘Melee ‘cost Weapon Type Damage Classes O gp. -Quatersaff.d6 Amy tworhanded (cant use shield) 10gp..Short sword. 46... Fighter or rogue 20 ep. Rapier 46. Fighter or rogue 8 gp Momingstar dB... Clee, ight or rogue Tgp. Mace dt Cen, fighter or rogue 12 gp.-Wathammer. 8 Dwarven cen or any fighter 15Qp. Longsword. 8... Fighter or ef 30 gp.-Weraxe......10.... Dwarven fighter only 20 gp. Greate 12. Fighter only; two-handed (can'tuse shield) 50 gp. Greatword. 246... Fighter only; two-handed (anus shies) Rancen Wearoms Tame : Ranged Cost Weapon Type Damage Classes 30 gp. Bow 46 Fighter, rogue, or any ef to. handed (can't use shield) 35 ep. Crossbow. dB... An tworhanded {can't use shield) Tgp «20 antows... (same as bow) Tgp 1Obolts (sae as crossbow) ticular melee weapons. When using any weapon other than his starting melee weapon, a fighter or dwarven cleric gets a1 penalty on attacks For example, Tordek gets d20+4 with his waraxe, but he would get only 20+3 with a longsword or other melee weapon. Damage: For a melee weapon, use the damage listed on the Melee Weapons Table, and add the character's Strength bonus, Ifthe character i using the weapon two-handed, multiply the Strength bonus by 1.5 before adding it (round down). For example, Tordek gets a +2 damage bonus with a waraxe, but he would get a +3 damage bonus with any melee weapon he uses two-handed. Fora ranged weapon, just use the listed damage. Dont add your characters Strength bonus Shields: The greatsword, greataxe, quarterstaff, bow, and crossbow require two hands to use, so they prevent you from using a shield. If your character switches from using a one-handed weapon to using a two-handed weapon, your Armor Class drops by 2 because youre not using your shield ——___USING NEW ARMOR ‘As with weapons, characters of different classes can use different kinds of armor: Armor Class: With a new set of armor, you lose the bonus that your old armor had and gain the new bonus instead. For example, if Tordek buys a suit of chainmail for 150 gold pieces, he loses the +4 bonus from his scale mail and gets +5 from chainmail instead. His, Armor Class (with shield) rises ftom 17 t0 18, (Without his shield, it rises from 15 0 16.) Stealth penalty: Armor that’s heavier than leather armor makes it harder to be sneaky, so it gives you a penalty on Hide and Move Silently checks. When you change your armor, you lose the old penalty and gain the new one. ‘Tordek has Hide and Move Silently skills of 420-5 while wearing scale armor and carrying a shield. When he changes to chainmail, his armor’ stealth penalty increases from ~4 to ~5, 50 his Hide and Move Silently skills drop from 420-5 to 420-6, Speed: Your character's speed only changes if he's a fighter orclerie who changes to leather or studded leather armor. Anwor Tans ‘Armor Cass Stealth 8 Hu Cost Armor Type Bonus Penalty Speed 1Ogp Leathe #2 ° S spaces 25 gp Studded lesther 43, 1 6 spaces SOgp Scalemal 4 Hi 4 spaces 1508p. Chainmail 45, 5 A spaces 2804p. Banded mail. +6 6 4 spaces 1,500 gp. Plate armor. 48 ‘ ‘spaces 7 gp. Shield 2 2 Leather Studded Leather ——ADVENTURING GEAR Characters may want to get adventuring, gear in addition to the gear they start with, Backpack: Useful for carrying gear and loot Chain, 10 feet: Useful for securing doors and chests, its ofien used with a padlock. Flint and steel: Used for making sparks and lighting torches. Holy symbol: A cleric needs a holy symbol to cast his spells and turn undead. Mirror: This small, steel mirror lets you look around corners. Pole, 10-foot: Sometimes you don't want to touch something with your hand (and sometimes. you dont even want to touch it with one of these) Chainmail EQUIPMENT man Dwarf & Halfling Speed lasses 4 spaces Cleric, rogue, or Fighter 4 spaces (ler, rogue, or fighter 3 spaces Cleric or fighter 3 speces lve or Figher 3 spaces Cleric or Fighter 3 spaces Cleric oF Fighee Clerc or Fighter Rope, 50 feet: Adventurers use rope to tie up prisoners, pull open doors that might be trapped, and secure a comrade who is trying something dangerous Apvenrumine Guan Tans Cost Item 2p Backpack 30 gp Chain 10 feet 1 gp Flim and see 1 gp Holy symbol 10g Miror 20 gp Padlock 1 gp Pole, 10fo0t 1 gp Rope, 0 feet 5p Spell component pouch a0 gp Theves tools 100 gp Thieves’ tools, mastework 1 gp Torches, 10 EQUIPMENT Spell Component Pouch: A wizard needs magic props from a spell component pouch to cast her spells, Thieves tools: A rogue needs these to use the Disable Device and Open Lock skills. Mi thieves tools are of exceptional quality and give arogue 142 bonus on Disable Device and Open Lock checks. ‘Torches, 10: Humans and halflings can see any- thing within 4 spaces of a lit torch. An elf can see anything within 8 spaces of a lit torch. (Dwarves can see in the dark.) Each torch burns for 1 hout. ——_——_SPECIAL ITEMS ‘Characters can buy special and even magical items in addition to normal gear such as weapons and armor Masterwork Weapons: A masterwork weapon. gives the character that uses ita +1 bonus on attack rolls with the weapon. A masterwork weapon costs 300 gp more than normal. You can also get master- work arrows (141 gp for 20) or masterwork cross- bow bolts (71 gp for 10). Once a masterwork arrow or bolt is used, i's ruined. Masterwork Armor or Shield: A suit of ma ‘work armor or a masterwork shield has a stealth penalty 1 point lowerthan normal. A masterwork suit (of armor or shield costs 150 gp more than normal rerwork Greptare Magic Weapons: A magic weapon gives the char acter that uses it a +4 bonus om a rolls with the weapon. A magic weapon costs 2:30 ‘gp more than normal. You can also get magic arrows (044 gp for 20) or magic crossbow bolts (474 gp for 10). Once a magie arrow or bolt is used, its ruined. tack and damage ‘When buying a magic weapon, a character can get cone that glows like a torch at no extra cos, if she likes, Magic Armor or Shield: A suit of magic armor cor a magic shield gives a character a +1 bonus to Armor Class over and above the normal bonus for the armor. In addition, its stealth penalty ist lower, as with masterwork armor. A magic suit of armor or ‘magic shield costs 1,150 gp more than normal Other Magic Items: Some of the magic items described in Treasures are common enough that characters with enough money can buy them, Characters can buy items that have prices listed. They cant buy items without prices—these items are too rare, Masteswonk ano MAcic rests Tans Coat “300 gp so gp +2300 gp rs tem Marterwork weapon Masterwork armor or shield Magic weapon Magic armor or shield = Lengsword I igh Mace ee | ee oe Tee ” Comsat Characters frequently fight monsters of various shapes and sizes. You use dice to determine how well the characters and monsters do in combat. Players roll for their characters, and the Dungeon Master rolls dice for the monsters. In combat, everybody takes turns during rounds, and each round represents about 6 seconds in the imaginary world, WHAT COMBAT Heres an example of ow combat might go. The characters have come to a door in a dungeon and want to see whats on the other side. The Dungeon Master looks at his map and sees that there are three evil goblins on the other side of the door, so theres going to be a fight as soon as the characters, open the door. He has the players arrange the tokens for their ‘characters on the map and asks them what weapons wave in hand. Then Tordek, the their characters dwarven fighter, kicks the door in. “You see three orange-skinned, sharp-toothed goblins with morningstars” says the DM. He places tokens for them on the map. Then each character and monster acts, one ata time, Lidda’s player moves her token into the room and fires her crossbow at one goblin. 420 to see whether she hits (she does). Th rolls a d8 to see how much damage she deals. She deals 5 points of damage, and each goblin has only 4 hit points. Thar's more than enough to kill it, so the DM flips the goblin token over to show that it’s dead. Then it's Mialee’s turn, and she casts a magic missile spell at a goblin. She rolls a d4 (and adds 1) for damage, and deals 3 points of damage to the goblin. It’s not enough to kill the goblin, so it's just wounded. S list of spells because she cant cast it again during this adventure, ‘The two surviving goblins get their turns next: The ‘goblin thar Mialee wounded moves next to Lidda and attacks her with a morningsta, but it misses. he rolls a she we crosses the magic missile off her ‘COMBAT ‘The other goblin moves next to Tordek and at- tacks, The DM's die roll is high enough to hit Tordek, so he takes 2 points of damage from the goblin. Tordek started with 13 hit points, so he's down to 11 TTordek’s action is next. He swings his waraxe at the goblin and misses. Jozan goes last. He moves next to the goblin fighting Tordek, swings at the goblin, and kills it. All the characters and monsters have acted, so the round is over. The next round starts with Lida, ——___CHOOSE A WEAPON Before combat begins, each player decides which \weapon his character has in hand, Some weapons allow a cleric or fighter to use a shield, but others —_____WHO GOES FIRST? ‘Once combat starts, the character or monster with the highest initiative goes first. The character or monster with the second highest initiative goes second, and so on. If there's a tie, each player or monster that tied rolls a d20, and whoever rolls highest goes first for that battle. (On his turn, a character or monster can take one of the following actions: + Move and attack, + Move and cast a spell, ifhe has spells + Switch weapons, but not move + Move and reload a crossbow, but not attack. + Reload a crossbow and attack, but not move. + Take some other action, such as kicking open a door or picking up an object. ‘The sections below describe each kind of action in detail Move A character or monster ean spaces. Moving diagonally is OK. If you move next to an enemy, you must stop. If you start Your turn next ro an enemy, you can only ‘move t space. jove up to his speed in ‘COMBAT You may move through (but not stop in) a space occupied by a friend Attack You must be next to an enemy to attack with a melee weapon, such as an axe or sword. Claws, fangs, and other natural weapons also count as melee weapons. You must be atleast 1 space away from all ene mies to use a bow or crossbow. You also need to have a clear shot (no walls, characters, or monsters in the way). How to Make an Attack Roll: Roll a 20-sided die and add the bonus or penalty listed for that attack If the result is equal to or greater than the enemys Armor Class, you hit and can voll damage. How to Make a Damage Roll: Roll rhe type of die indicated for the weapon and add the bonus (if any). Damage reduces the drops to Oit points, i's dead mys hit points. If it Cast a Spell After moving, a character can cast a spell (if he’s a cleric or wizard). You must be at least { space away from al e mies to cast a spell. You dont have to rell a die to sueceed at casting a spell. But you might have to roll adie to see how much damage the spell deals or how much damage it cures, ‘An enemy sometimes gets a saving throw to avoid a spells effects Switch Weapons A character can switch weapons during combat, bbut doing so takes his whole turn Reload a Crossbow Crossbows take extra time to reload. On a turn after a character has shot a crossbow, he can reload and shoot or move and reload, but he can't move, reload, and shoot in the same turn. —SPECIAL COMBAT RULES These special rules sometimes come up during combat Shooting into a Fight Af a monster or character shoots at a target that is next to a teammate, the shooter gets a—4 penalty on the attack roll because it's hard to shoot the target without accidentally hitting a friend. Flanking an Opponent If two teammates are on opposite sides of an enemy, and they hand, they each get against that enemy. ‘A sleeping, paralyzed, or magically held team- mate doesnt help you flank an enemy. ach have a melee weapon in 42 bonus on their attack rolls Making a Sneak Attack Rogues like to fight dirty. A rogue can sneak attack an enemy, dealing an extra d6 points of damage on a successful hit There are only two cases when a rogue gets @ sneak attack: + Irs the first round of combat, and the target hasnt acted yet. Tordek can attack the ogre with his axe, but it gets a +4’bonus to “its Armor Class because the corner ! provides cover. If the door is open, Tordek can attack the goblin, but it gets the +4 bonus, too. + The rogue is attacking with a melee weapon (such asa short sword) and is flanking the enemy For example, on the first round of combat, Lidda shoots her crossbow at a creature that hasnit acted yet (because Lidda’s initiative is higher), Her attack. roll is high enough to hit, so she deals d8 points of damage (for the crossbow) plus dé points of damage (for the sneak attack). A rogue deals extra damage by hitting her enemy in a vital spor. A rogue can't use a sneak attack against a monster that lacks vital organs, such as a gelatinous cube, ghoul, skeleton, or zombie. Fleeing Normally, you have to stop when you move next to an enemy, and if you start your turn next to an ‘enemy, you can only move 1 space You can break these rules, but there’ a penalty that you suffer. The enemies that you are next 10 and every enemy that you pass gets an immediate free artack on you When Tordek moves next to the monster, he must stop. If he keeps Gnoving, the monster immediately getsan attack against him. COMBAT Turning Undead A cleric can turn undead creatures, making them flee recklessly away from him. A cleric can move in the same turn he attempts to turn undead, but he cant do anything else Turning undead isa two-step process. + First, the player makes a Charisma check (420 + his Charisma bonus). He needs a 10 or better to turn skeletons and a 13 oF better to turn ghouls orzombies. + Ihe succeeds, he rolls 26, adds his level, and adds his Charisma bonus. Thar’ the number of skeletons he turns. Divide that number by 2 (round down) to get the number of ghouls or zombies he turns. Turned undead flee from the caster, even if that lets enemies get free attacks on them (see Fleeing above). During each adventure, a cleric can attempt to turn undead three times, plus one more time per point of Charisma bonus. monster so he can only move one square. Ifhe moves farther, the monster immediately gets an extra EXPLORING EXPLORIDG ‘When characters aren't in combat, they're explor- ing, Exploring might mean: + Listening ata door and then kicking it open. + Searching the bodies of monsters for loot. + Opening a locked treasure chest + Trying to get around a trp. + Investigating a magical statue. Searching a blank wall fora secret door Persuading some dvvarves to tell you what they now about the dungeon. In combat, you use rounds that last about 6 seconds cach, During exploration, time passes more casually. WHAT EXPLQRING ‘The heroes have just defeated some hobgoblins, and now the combat is over. The Dungeon Master looks at the notes he’ weitten for himself about the room, He sees that the dungeon room contains the following: + Accleric scroll of hulls strengih carvied by one of the hobgoblins + Abigsack of hobgoblin food + Adooron south wall, and a door on the west wal. + Asecret door in the north wall ‘The characters begin to explore. Tordek’s player: “I'm searching the bodies” Lidda’ player: “'m going to listen at the door in the west wall.” (The player doesnit know about the secret door, just the normal ones.) DM: “While Lidda's heading to the west door, what are the rest of you doing?” ‘The other players say they'll wait to see whether Lidda hears anything. ‘The DM checks his notes for the next room and sees that there arent any monsters in it. He finds cout what Lidda’ Listen bonus is and rolls her check. Ws high roll, but theres nothing to hear, so he tells the players thot Lidda doesnt hear anything, Because the DM rolled the Listen check, the play- cers dont know if the check was high or low, so they're not sure whether there really is anything behind the door Liddals player: "ll keep listening, just in case.” Mialee’ player: “I'm going to walk around the room and see if there are any secret doors” Jozans player: "Tl see whether there's anything else in the room” The DM now knows what all the characters are doing, so he tells them what they find one ata time DM: “Tordek, most of the hobgoblins just have odds and ends in their pouches, but one has a round tube made of bone with a rolled-up piece of parchment in it” Mialees player: "Hey, that might be a scroll!” DM: "Youtte busy looking for secret doors, so you donit see the tube. Whar’s your Search bonus?” Mialees player: "Plus 3" ‘The DM rolls a d20, adds 3, and gets a total of 12, but Mailee needs to get a 20 to notice the secret door. DM: "You walk all the way around the room and donit sense anything” Mialee's player: “I'm going to go see whether ‘Tordek has found anything.” DM: “OK. Jozan, you find a big sack” Jozanis player:*Can I tll anything about it before open it?" ‘The DM decides that the hobgoblins have caught some local farm dogs for food, and that the ‘meat is going bad. DM: "The bag smells little.” Lida’ player: “It might bea stink trap” Jozan’s player: “Why dont you check it?” Mialee’s player: ‘What’ on the scroll?” DM:"One thingara time. Lidda, are you going to search the bag for traps?” Lidda’ player: “Sure. 1 walk over to where Jozan is. 'Perhaps you could use my talents, Jozan; I say” Jozan’s player: “Why, thank you, my good DM: "What's your Search bonus?” Lidda’s player: “Plus 6” ‘The DM makes the check secretly Ir high roll, but there are no traps DME: "You dont see any indications that theres a trap, but you do see little bugs crawling in and out of the bag” Lidda’ player: “It's free of traps, Jozan. You open i” Jozan’s player: “Do you tell me about the bugs?” Lidda’s player: “Oh, yeah. Just some bugs: * Mialee’s player: Just open it.” EXPLORING. Jozans player: “OK, T open it” DM:"A bad smell rises out of the bag, There are old pieces of meat in there. Do you look closely?” Jovaris player: *No, I just shut the bag.” Mialee’s player: “OK, what about the scroll?” DM: “It has magical writing on it, but you cant read it until you east read magic” Mialee’s player: “Fine, I cast read magic” DM: As you cast the spell, the magic lines and symbols on the paper seem to shift. Irs a scroll of bull’ strength, bur the symbols and formulas are weird. You can't cast the spell from this scroll” Tordek’s player: “Bull’ strength? What's that do?” DM: “It makes one person stronger so they're better in combat” Tordek’s player: “Cool.” Jozanis player: “Can I read it?” DM: *Not until you cast read magic, but you know that if Mialee can‘t read it, its probably a cleric scroll” Jozanis player: “OK, 1 east read magic too.” Liddats player: "Hey, I'm going back to that door, and {Il keep listening at it” DM: "Right. Jozan, you can read the scroll.” Jozans player: “And what does it do exactly?” DM: "Here. The spell is bulls strength, Look it up” He hands Jozans player the Rulebook, and the player turns to Spells. And the game keeps going from that point. EXPLORING —________TIME Some of the time, no one really cares how long it takes to explore a room, talk to a war party of dwarves, or search the bodies of hobgoblins. In these cases, dont bother to keep track of time. In other cases, its important just how long the characters’ actions take. For example, ifa cleric has blessed the party for 10 rounds, and the characters defeated their enemies in 3 rounds, they might want to kick open another door right away to start another fight while the bless is still giving everyone +1 bonus on their attacks, In this case, the DM should keep the game in round-by-round action, because each round counts. In till other cases, the characters feel some time pressure, but not every round counts. For example, Jozan's light spell lasts 10 minutes. The characters might not want to spend a long time searching a room if it means that Jozan’s light spell will wink out In this case, the DM can keep track of time in min tutes rather than rounds. The time it takes for differ ‘ent actions is found on the Exploration Time Table. Finally, some spells last for hours, It's possible that such a spell would wear out, but for most dun- geon adventures it will last the whole time the team is in the dungeon. Clerics and wizards usually cast these spells “offstage,” before the game begins and just before the team enters the dungeon. Exmonarion Time Taate ‘ction Tine battle minute Search oom 1 minute Seareh 10 spaces of wall for secret doors 1 minute Wal 30 spaces (at Speed 3) 1 inate Walk 40 spaces (a Speed 4) minute Wk 60 spaces| (at Speed 6) 1 minute WHAT CHARACTERS Characters can do all sorts of other things in addi tion to using the skills and abilities spelled out for them, They might break apart tables to look for secret compartments, scrawl théir names on the dungeon walls, eat the monsters’ food, put on the ‘monsters’ clothing, or do whatever else the players can think of ‘The DM decides whether a character can do what she tries to do, Some things are easy, and the character succeeds automatically. For example, it doesnit take any spe cial skill or luck to taste the smelly food that a hob- ‘goblin was carrying Other actions are impossible. Any character that tries to carry the body of a dead ogre around is just going to fal Sometimes the DM isnt sure whether a character will succeed. In these cases, the DM can have the player make an ability check How to Make an Ability Check: The player rolls a d20 and adds his character's bonus with an. ability that fits the action, If the DM decides that the player's roll is high enough, the character sue ceeds, For example, a player could make an Inteli- gence check to sce whether her character recog: nizes the symbol on the shield of an orc SPELLS Each spell is described below. Spells that characters can cast are also described on player handouts. Each spell has a level, which is different from a character’ level. Character of tst and 2nd level can only cast O-evel and ist-level spells. The 2nd-level and 3rc:-level spells described here can only be cast from scrolls and wands, or as potions (see Treasure). Bless Clerc tet level Al yor rammutes ge a Boman al their atack ol for 10 ound, Range All eames that ate within 10 spacer who you cet tht pl et the bons Fireball ‘Wizard 3edtevel Bull's Strength Clerc and eet ‘Ward andre seonger fr 3 hours gaining 22 hens on (wun down). suck rll and damage rolls with melee vwepne (bur na ows and crossbows). The ssbject ofthe pl ao gets a2 bors on 06) Strength checks for actions like hcking open door. Range: You have w touch the chance os cat shi pel om Cure Light Wounds Clerc iat level Choa round ot. 4 wei ace next oyu. Rll dost to cue hat any Haste ‘Ward acevel ins of damage. (Ceres of Per cure an Ingo fs. ‘oars point of damage when they east cae Range: 7 pes light wounds Hold Person Cleric and level ‘Ward level Range: You have to wuch the characte you cs this spell on Cure Maderate Wounds (Cleric 2nd level ‘This spell works ke ce ight wows cept that you cure 2483 points of damage Detect Magic Clee tree ‘Wierd rte ‘Nor sure wbich eae te mapa and YUAN secs emaih Ti pellet Bold of a Ceengy that lists fort minute 16 rounds), Visibility ‘ou ca point the ld anyrhere you wane Wiad and evel nell whether any tem nthe Bel is ag Range Youcan deel magicuptot2 spaces these benefice aay bu nor trough alls doo) (Chase space that yuan setae the en ter of the fireball The fieball spreads fom that poe 4 spaces in all dections. It even reaches rund corer (hoa itcantreach Farther than ¢ space Terythingcaghtin the ireball aks Se pints of damage. Each cea can atermp 2 Reflee saving throw the crate lls 17 fr beter, it only takes hall the damage Range: You ca center abl ft sey as you can see (but or through lls ot Choose any character, posh youre Tht charter mowesat super sped forthe ne § rounds, He may make one extn atack, ft one extra opel or make one extra move ‘on each of his tens tm ado, he gets a4 ‘onus on his Armor Cl case es ow (Choor one humanoid monster (such 8 bughear, dat el gl goblin, hobgoblin, ‘rare that yea see Unk tht monster mikes Will saving throw of or beter it cant mote or do anything for 3 rounds, Characters com automatically bit «held monster for maximum damage Range: You can target any creature dat You oF 2 charscer you tuck becomes tel laviable While invisible, a character gine ‘SPELLS Touch Spells: Some spells say you have ro touch a character to cast the spell on hin. In this case, the character must be next to you. Multiple Spells: If spell gives a creature or character a bonus or penalty, the effects of multiple spells do not add up. For example, you can't make someone super strong by casti SPELL DESCRIPTIONS +The character cant move thenagh ene tit but otherwise he can at a8 the cnchica wee theje, Enemies doch limit his movement or atons the way they noc 4. Po ple be doer have to stop when he maves nest 1 38 ‘nen. + Amonstercan only ack the character i he Listen sl eto shan the chara ters Move Sileniy check, (Rall cach round) Even ifthe monster does atack the characte, there «SO chance that the monet miset (00 allowed, When the monster at ‘to; ack falls on all of Special Duration: The spell ende afer the nv character attack anor crete (Gren ifthe atk mises, othe arack i ‘wth spell. Otherwise ast for 30m ange: You have to touch the charter you cast this selon, Knock ‘Wizard andevel ‘This tell opens one Locked door, chen, oc other portal opens locks, urs aches, ‘nes bats and ocean even open setet does ifthe wisard nows that there 1 secret door there tat on ange 26 spaces. Light Geri ove Ward oteel Car tiepll one weapon held ket exe object to make Whine lke arch 1 giver offligh for ormnner 00 oun) Humane and lings ca sce things within 4 secs of heli, Ehsan oe things crthin spaces of he shining objec. CDare ein the da) Te ight deen sae bet wk sr os Tange! You se touche em wl sn +492 bonus on atack rolls A rogue can sneak when invicle. SPELLS Magic Missile Wend steel Sane aa pitta Abshstpinfors teas satancony and nein for de each ingnig edinearrer cg itdgt pins faye The mse os {Te words mean something you ie’ Sw Teel oo rele Tangs oc Protection from Elements (Fire) Cleric sieve Thi all pm diag cm fou China oma won poi of damage he wuld herein ke Special Duration he pl wear fin sommes or when il Pain of pe Tange tu hve 0 wach she chance patent ce cs one arate Fe Protection from Evil Clerc tet level Sometimes the beet fee i+ stony defense. You can cast thls spell lve your selforseammatea 2 onus to Armor Cast ‘yaistany el ceatur,anda +2 bons wall faving thoowa igs stacks by ed ce tutes Both effects ast fo 10 rou Range: You have 10 touch the chance you casei pl on. Read Magic lei ttle ‘Wir tsleel Cat dpe when: yo fd me scl ses oud the srl and fd et warts Then the sight Ke fel Toucan ed one sl per mine ae te spells 10 minutes ange Yusl oly Searing Light ‘Cleric seve ‘yo gh gh Ho and ue the tack, Maks 6 vopee cnged eck rl ‘cept hat you oy need ol ore Toe you hth yds 28 pals of dhinage tothe target IT she age an tal crtnay howee heel asd pownrot damage ined Sleep Wad tt ve Tas pn eel ut count ile saber hoe Toatemcnctcicomser dejo sor urs Rall > dace Crunmawenlerateal ur oeiba thecpllr pa sey Imray exit sobs wep bch cc ae Tin nye ie ee pal a pol ‘ony atc wot heme ps tine 2 Der ech ipaseth i cece neo Dice. Each cretue thatthe epell tiesto put to hep cam rst ft makes a Wl saving throw a ast 3 Think carefully ble throwing thi spell within 3 spaces of your frends The sleep spell flece the resture with dhe et Ht Dice fist, then he create with the next Iighes Hit Dice, and soon. IF your fiends have fewer Hit Dice chan che ions, theyll goto lep beore the monster wil (i taeleyel charter has 1 Hit De A 2: Towel character as 2 Hie Dice) Waking Up: Anyone who ates asleep ing monster auomaially hs for maxim sage stboogh the meres dhe wake. ‘up One monster can wake up anoher mon Her ith next to one roune. Left hanes a ‘monster sleeps for 10 rds Dragons elves gelatinous cubes, and unde erates are immune ro seep mage DdDGEONS While Duncroxs & Dracons adventures can lead to castles floating in the clouds, underwater ruins, and forgotten islands, the most common place for adventures is the dungeon, a sprawling ruin filled with monsters, taps, and treasures, ‘This chapter helps the Dungeon Master run dun- geons of his own creation and lets the DM roll ran- domly for what monsters, treasures, and traps the characters encounter ——_____DUNGEON LEVEL Some dungeonsare more dangerous than others, and the tougher ones have ticher teasutes, too. The dan- ger rating of a dungeon is its level. A tstlevel dun- geon is balanced with the right monsters and treas- ures fora team of four 1st-level characters. A 2nd-level dungeon i balanced for a team of four 2nd-Level char ‘The random tables here are divided into 1st and 2nd-level tables. Ifthe characters are mostly 1stelevel use the Lst-level tables when preparing a dungeon or when randomly creating a room, For a group that’s ‘mostly 2nd-level, use the 2nd-level tables. eee GL T “Except for dwarves, characters need light to see by in the dungeon. Torches, light spells, and magic ‘weapons give characters light to see by. A human or halfling can see anything within 4 spaces of alight source. An elf can see things within 8 spaces of a light source. A dwarf can see up t0 12 spaces in the dark, Monsters in the dungeon can see in the dark like dwarves. Most of them can see the lights of adven turers as they come down a hallway, so it can be hard for characters to sneak up on monsters with out them knowing it RAN end The DM can use these random tables to “stock” a dungeon ahead of time, determining what is in the dungeon and keeping a page of notes keyed to the map. Or, the DM can use these tables to “fill in the blanks’ afier he's decided what special rooms and features he wants to be in the dungeon. Finally, even if the DM hasnt had any chance to prepare, he ‘can just roll randomly as he goes along to see what the characters encounter. esas eenemseeeceenenmeceeeere SKULLS, metimes as adv xxplore dungeons, Diplomacy When the chases met inlen rr tues rent hele hey cn yo make fends with hem singe Diplomacy sil Allo isorbenor ls enough oe pod ot newt cman oc ely ter he ten character allays to deter monsters the monsters are sneaking around, churcters cin wally ese thom coming down a hallway, betes trough door The DM may allow dhe players to use tis Sl in oer ways toy such 38 nepuiating, sh evel, vie mone, voll sat leas as high a the monsters Spor ‘cor, the monet doesn nice the chat ter unt abe atcks or moves out of hiding cir skills come into play them yet fa character can make 4 Mave Silent ol at least as high 3 » monsters ten coe the character en oneal pt or psthe monster Chance Gegtemlylsenst dorsordown Open Lock Rogues fequcely use this sll to open locked doors aed chet, Typically. a cogue fas troll 25 or beter pick + lck. They can try over and ener sey mise heal te hander A character nods orl #40 10 Disable Device ‘rogue can se Disable Devic 0 erm 4 ve She must al 29 beter succeed she rolls 46 to 19, she fils but can ry ain A ch tll 15 oleae pings the top bear noisy monaten or 220 « bear git Search somes The DM decide the monsters ate ‘oly ot quiet, Skeletons and ambics make no noiseatall unless theyte mawing und. IE the monsters ty 10 sneak up om the on bers charcorsthe characters must make Listen Rogues can ase this shill 0 find taps. ‘Anyone can we Kw find secre doo or cer hidden things. An elf can make a Search check wo notice x scret daoe jst by walling within ques ofthe dor. rolls at Last 3s high a the monsters’ Move Hide Siem scores in let ear them, Spot Sometimes character wats hide from 2 Characters eth abl o noice creates rmonster—maybe because shes tying wo Move Silently hiding foo thers a monster is hiding, a fh i, The character must have some. Sometimes the characters kw thats mon- curate ao make a Spo ol ter han ‘hing hide behind Ashe charcert Hide 58 nearby Bu d monsterhesnt nriced the monsters Hide wate wo noice DUNGEONS Wandering Monsters ‘The Wandering Monster Table shows what mon. sters show up wandering through the dungeon, probably attracted to the noise that the characters make. How to Make a Wandering Monster Roll: The DM rolls a dt0 to sce whether a wandering monster shows up when the characters make a lot of noise, spend a long time in one place, or enter a corridor If the characters kick open a door (making noise) and then fight the monster on the other side of the door (making more noise), that counts for one wan dering monster check, not two. If the DM rolls a 1, then a wandering monster shows up. The DM then rolls on the Wandering Monster Table t0 see what appears. It might come from any direction, depending on where the char- acters are in the dungeon. Ranoow Door Tas {410 Door Features 1-3. Free. A character can open the door norma Stuck A character an force open a stuck door with a Strength check of 18 or better, Hollings get 24 penalty on these checks because they're small 7-9 Locked. A rogue can open it with an Open Locks check of 25 or better, The door can also be forced (asa stuck doo). 10 Trapped. A rogue can notice the tap with 3 Search check of 200 beter, and she disarm wt with a Disable Device check £020 or beter. (The tap springs ifthe rogue alls 1S or less.) Roll onthe Random Trap Table below to sce what the trap i, Also, ol again to see whether the door fe, stuck, or locked (or even has another tap) Ranpow Room Taste ‘410 Whats in the Room 1-6 Monsters). Roll on the Random Monster Table. 7) ensure with Tap. Rol cn the Random Trap Table and Random Treasure Table, 4-10 Empty. The room might have garboge, bodes, footprints, ‘or other things init Ranoow Monster Tas, Ysr vet ‘410 Monster 1 dfet Goblins. | Treasure fyou roll 1-8 0n 2410 2 Hobgoblin pls dé Goblins. Tieasure 3d Hobgoblins. 1 Teasue 4 Dire Bat 1 Treasure you rll 1-2 on ad 5) de Skeletons. 2 Treasure fyou oll1-Son 30 6 4-1 Ores, 2 Treasure. 7 8 4441 Zombies. 2 Treasures ifyou rll 1-5 on ad. Grol 1 Treasure Bughear, 2 Treasures 10 Rollon Random Monster Table, 2nd level RanooM MONSTER Tastt, 2D LEVEL 410 Monster 1 Vipe.1 Teessure if you roll 1-7 0 a 10. 2 41 Die Bas. 2 Treasures if you voll 1-200 a d10 3 4s} Ores. 3 Treasures 4 d4Gnoll 2 Tessures. 5 Bugbear pls dé Gobline. 3 Teasures 5 Ogre, «Treasures 7 Diaplacer Beast 3 Treasures ifyou rll 1-5 on ad. 8 Dragon, White. 5 Treasures, 9 da chou, 2 Treasure if you roll1-2.0n 4410 10 Hell Hound. 2 Treasures if you roll 1=2.0n a d10 20 Rawoow Teeasune Taw 10 easure 1-7 Gold coins (46:50 gp). Trapped ifyou cll] on ad 8.9 Special Treasure. ll on Special Treasure Table (page 28) “Trapped ifyou rol 1-7 09a 10 10. Gold coins (6-50 gp) + Special Teasur. Rall on Special Treasure Table (page 28) Trapped fyou ral |-3.0n a dO. Rambow Trae Tame character's Armor Css or better on a 20, Fhe succeeds, ‘the arow hits the character and deals 6 points of damage 3-4. ery Tap. Flames butst out and bur the character,

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