RulesPal
Chat
Rulebook
Dungeons & Dragons Basic Game thumbnail

Dungeons & Dragons Basic Game

Dungeons & Dragons Basic Game Rulebook

Table of Contents

Table of Contents

  • Read This First!
  • Dungeon Master Book
    • The Player Who Wants to Play the Dungeon Master and Control the Monsters Takes This Book
    • Rolling the Dice
    • Initiative
    • The Monsters' Turn
    • Attack Tactic: Flanking
    • Adventurer Actions
  • Encounter One: Enter the Dungeon!
    • The Double Doors
    • The Chamber Beyond
    • Roleplaying the Goblins
  • Encounter Two: The Harpy's Aerie
    • Tusenmaug's Gang
    • After the Goblin/Orc Battle
    • The Harpy's Aerie
  • Encounter Three: The Haunted Crypt
    • The Monsters' Turn
  • Encounter Four: Palehorn's Gate
    • The First Challenge
    • The Final Challenge
  • Encounter Five: The Fountain Chamber
  • Character Books
    • Fighter Character Book — Regdar
    • Rogue Character Book — Cam
    • Cleric Character Book — Dothal
    • Wizard Character Book — Lanin
  • Advanced Rulebook
    • What's in the Box?
    • Introduction
    • Game Play Basics
    • Understanding the Game
    • Rolling Dice
    • Combat Encounter Basics
    • Exploring the Dungeon
    • 2nd-Level Characters
    • Advancing Regdar the Fighter
    • Advancing Cam the Rogue
    • Advancing Lanin the Wizard
    • Advancing Dothal the Cleric
    • Encounter Six: Against the Blue Dragon
    • Dragon Master Basics
    • More D&D Products
    • Credits

Read This First!

One player decides to play the Dungeon Master and selects the Dungeon Master Book. Up to four other players each select one of the character books—Fighter, Rogue, Cleric, and Wizard. These characters form your adventuring party.

  • Place the Dungeon Tile labeled "1A" in the center of the table.
  • Place the dice in easy reach of all players.
  • Place the four player character miniature figures on the squares on the Dungeon Tile, as shown on the diagram below.
  • Place two Door Counters on the squares on the Dungeon Tile, as shown below. Use the counters that say "Door" on the back.
  • Put the other Dungeon Tiles, the Advanced Rulebook, and the other miniature figures back in the box. You won't need them yet. Give the box to the Dungeon Master.

Next: Each player should read through his or her character book while the Dungeon Master reviews the "Quick Play" and "First Encounter" sections of the Dungeon Master Book. When the Dungeon Master is ready, your first D&D adventure begins!

Dungeon Master Book

The Player Who Wants to Play the Dungeon Master and Control the Monsters Takes This Book

You are the Dungeon Master. You control the monsters in the dungeon and guide the other players through the game. The other players are Adventurers, characters that band together to try to defeat your monsters and solve the quests you place before them. The power is in your hands!

This book tells you how to be the Dungeon Master. You describe the dungeon rooms to the other players, because you know all the secrets. You control the monsters. While the other players review their character books, you should read this opening section on how to play the game. Then turn to "Encounter One: Enter the Dungeon!" to start play.

The rest of this book has additional adventures for you and your players to play. For now, just read this opening section and Encounter One. Run each adventure in order. Your players' characters improve with each adventure they successfully complete, until they are ready to advance to Level 2 and take on more dangerous challenges.

Unlike the other players, you don't play a single character. Instead, you control all the monsters in the game. You also describe the dungeon rooms as the adventurers explore them, reveal secrets at the right moment, and provide experience points (XP) and treasure as the Adventurers earn it.

Rolling the Dice

The DUNGEONS & DRAGONS game uses dice to resolve actions during play. If you or your players want to try to do something—such as make an attack, disarm a trap, or search for treasure—you roll the dice. Whenever a player character or a monster attempts an action, the controlling player rolls the twenty-sided die (d20). The higher you roll, the better chance you have to succeed.

There are three basic types of actions:

  • Attack Roll: A roll to determine success when making an attack.
  • Skill Check: A roll to determine success when using a skill.
  • Ability Check: A roll to determine success when attempting a task to which no specific skill readily applies.

To determine if an attack, a skill check, or an ability check succeeds, the controlling player (players for their characters, you for the monsters) follows these steps:

  1. Roll a d20.
  2. Add any relevant modifiers, as shown on the Character Sheet or in the Monster Stat Block.
  3. Compare the result to a target number.

If the result equals or exceeds the target number, the action succeeds.

When a player character attacks a monster, the target number is the monster's Armor Class (AC), as described in the monster's stat block. When a monster attacks a player character, the target number is the player character's Armor Class (AC), as shown on the Character Sheet. All other target numbers (for skill checks and ability checks) are described in the adventure.

Initiative

Initiative sets the order of play. The order of play (initiative order) for Starting Characters is:

  • Cam the Rogue goes first
  • Lanin the Wizard goes second
  • Regdar the Fighter goes third
  • Dothal the Cleric goes fourth
  • Monsters go fifth (you control the monsters)

Sometimes the Monsters surprise the player characters. When a dungeon room description tells you that the Monsters surprise the Adventurers, then the Monsters get to take an action before Cam the Rogue.

The Dungeon Master reviews the adventure you are going to play, learning the secrets and getting ready to run the game. Then the Dungeon Master sets out the Dungeon Tiles used in the adventure, as shown on the "Set Up Diagram." The Dungeon Master places any Door and Chest counters, as shown, as well as the monsters. But make sure to only place the monsters when the adventure tells you to. You may have to wait until the Adventurers open a door, enter a room, or otherwise trigger the appearance of the monsters. The Dungeon Master reveals the secrets of the dungeon a little at a time, as described in the adventure. When the Monsters are revealed, the Dungeon Master controls them and uses them to try to defeat the Adventurers.

The Monsters' Turn

Each room description in an adventure tells you where and when to place the Monsters on the Dungeon Tiles. If an Adventurer is in the square where the Monster is supposed to be placed, put the Monster in any nearby unoccupied square. Take a turn for each Monster that has been revealed and is on the Dungeon Tiles. On a Monster's turn, each Monster can do one of these things:

  • Attack a Player Character next to it and then Move Its Speed
  • Move Its Speed and then Attack a Player Character next to it
  • Move Its Speed and then Move Its Speed again

Refer to the monster's stat block when reading these descriptions.

Move Its Speed: A monster's Speed is listed in its stat block in the adventure. When you Move Its Speed: the monster can move a number of squares up to its listed Speed in any direction. It can move through other Monsters, but it cannot stop on the same square as another Monster. It cannot move through Adventurers or stop on an Adventurer's square. It cannot move through closed doors. It cannot move through walls. Monsters can't open doors. When a Monster moves, you can always choose to move it fewer squares than its listed Speed, or not to move it at all.

Attack an Adventurer: To Attack an Adventurer, a Monster must be in a square next to the Adventurer. (Some Monsters have Ranged Attacks that can attack anything they can see, as described in the Monster Stat Block.) When a Monster attacks: Make an Attack Roll and add the modifier listed in the Monster's Stat Block. You need to get a result that is equal to or greater than the Adventurer's Armor Class to hit. If a Monster hits: You make a Damage Roll, as shown on the Monster's Stat Block. Roll the indicated die and add any modifier listed. Tell the player the result, and the player subtracts that amount from the Adventurer's current hit points. If you miss: You can try to attack again on the Monster's next turn.

Special Abilities: Some Monsters have special abilities. These are described in the adventure in which the Monster appears.

Attack Tactic: Flanking

Here's a cool tactic to use in combat. If you can maneuver two Monsters to stand on opposite sides on the same Adventurer, then the Monsters are Flanking that Adventurer. When a Monster Flanks, you get to add 2 to that Monster's Attack Roll against that Adventurer.

Adventurer Actions

Each player controls an Adventurer, also known as a player character. Adventurers can Move and Attack, Attack and Move, or Move and Move just like your Monsters can. Some Adventurers can also do things that your Monsters can't do, such as Cast a Spell or Open a Door.

When an Adventurer Attacks a Monster: to Attack a Monster, the player of an Adventurer rolls a d20 and adds the character's Attack Bonus. If the result is equal to or greater than the Monster's Armor Class, the Adventurer hits the Monster.

When an Adventurer Hits a Monster: when an Adventurer hits a Monster, the player rolls to see how much damage the Adventurer deals. Subtract this number from the Monster's Current Hit Points, and write the new total in the Current Hit Points box in the Monster Stat Block.

When a Monster's Hit Points are 0 or less: if a Monster takes enough Damage to reduce its Current Hit Points to 0 or less, it is defeated. Remove the defeated Monster from the Dungeon Tile.

Cast a Spell or Use a Scroll: Dothal can cast divine spells, Lanin can cast arcane spells. Some spells are offensive, others defensive. As an action, an Adventurer can cast a spell from memory a certain number of times in an adventure (as shown on the Starting Character Sheet) or from a scroll (found while exploring the dungeon). Each spellcasting Adventurer starts play with one Scroll Treasure counter. After an Adventurer uses a Scroll, the player gives the counter to you to put back in the box until it is found again.

Open a Door: Doors always start out as closed. Some doors are locked, others may be trapped. Only Adventurers may open doors. To Open a Door, an Adventurer must be in a square next to it. Once a door is opened, it stays open. Remove the counter from the Dungeon Tile. Some doors are double doors (two doors side by side). Both open when an Adventurer opens one door, even if the Adventurer isn't next to both doors. Cam the Rogue has the ability to Search a door before anyone tries to open it. Cam can find and remove traps, and unlock doors. If an Adventurer opens a trapped door without letting Cam disable the trap, the Adventurer sets off the trap and takes damage, as described in the adventure.

Search an Object: Adventurers can search treasure Chests. An Adventurer must be in a square next to a square that contains a Chest counter to Search an Object. When an Adventurer searches something, he or she has a chance of finding Treasure, a Trap, or nothing. Treasures include items such as Healing Potions, Magic Scrolls, and Magic Gear. When an Adventurer finds a Treasure, you give the player the appropriate Treasure counter. If the counter is already in play, give the player another Treasure. Only Cam the Rogue can find a Trap without setting it off.

Give an Item: Sometimes an Adventurer wants to Give an Item to another Adventurer. Adventurers must be next to each other to Give an Item. When an Adventurer Gives an Item to another Adventurer, he or she gives a Treasure counter to the other player.

Use a Potion: Each Adventurer starts with a Healing Potion Treasure counter. After an Adventurer Uses a Potion, the player gives the counter to you to put back in the box until it is found again. When an Adventurer Uses a Potion: the player rolls a d8 and adds 1. This is how many hit points the Adventurer recovers. The Adventurer cannot recover more than his or her Original Hit Points, as shown on the Starting Character Sheet.

There are other types of dice rolls players might need to make when playing the DUNGEONS & DRAGONS game. These are described below.

Skill Checks: A player makes a Skill Check to use a skill. Sometimes the player decides when to make a skill check, such as when an Adventurer Searches an Object. At other times, you ask an Adventurer to make a Skill Check, based on the situation in the adventure. If you ask an Adventurer to make a Skill Check that isn't on his or her skill list, the Adventurer might be able to make an Ability Check instead (the adventure will tell you). If the adventure does not offer an alternative Ability Check, the Adventurer can't use that skill. To make a skill check, an Adventurer rolls the d20 and adds his or her skill bonus, as shown on the Starting Character Sheet. Some Monsters may make skill checks, as described in the adventure.

Ability Checks: Sometimes you ask an Adventurer to make an Ability Check. An Ability Check is a roll to determine if a character succeeds when attempting to do something to which no specific skill applies. To make an Ability Check, a player rolls the d20, adds the modifier for the matching ability, and tells you the result. You tell the adventurer what happens, using the description in the adventure. Some Monsters may make ability checks, as described in the adventure.

Saving Throws: A Saving Throw is a roll an Adventurer makes to avoid certain types of danger, such as a Trap. The player rolls a d20 and adds the modifier for the type of Saving Throw you specify. You tell the adventurer what happens, using the description in the adventure. Some Monsters may make saving throws, as described in the adventure.

Now that you've reviewed the basic rules of the DUNGEONS & DRAGONS game, turn the page to "Encounter One: Enter the Dungeon!" It's time to start your adventure!

Encounter One: Enter the Dungeon!

This is the first adventure you should use to challenge your Starting Characters. It's designed to give everyone a taste of the game.

Set Up: As shown on the "Read This First" sheet, place the Dungeon Tile labeled "1A" in the center of the table. Place the four Adventurer miniatures on the squares, as shown on the diagram on this page. Place two Door Counters on the Dungeon Tile, as shown below. Use the counters that say "Door" on the back. Take the Goblin Warrior and Goblin Archer miniatures out of the box. They don't go on the Dungeon Tile yet. After the Adventurers have opened the Doors and once one of the Adventurers moves past the doors and into the dungeon, then place the Monsters on the Dungeon Tile, as shown below. Take a Chest Counter, one that says "Chest!" on the back. Don't place the counter on the Dungeon Tile until after one Adventurer has opened the doors and moved past them into the dungeon.

Read Aloud: When you and the players are ready, start the adventure by reading the opening below.

You have come to explore this mysterious dungeon at the request of the council of elders of the nearby town of Griffonford. Monsters from the dungeon have been raiding the town, and the council wants you to find a way to stop the raids. The council has promised you a great reward once you find and destroy the leader of these raiders. Plus, you can keep anything you find while exploring the dungeon. Now you stand inside a dark tunnel that leads deeper into the mountain above the town. Heavy double doors seal the way ahead.

Have each player introduce his or her character to the other Adventurers. A player can do this in the first person ("I am Cam the Rogue") or in the third person ("My character is Cam the Rogue"). When all of the introductions have been made, the adventure begins!

The Double Doors

The Adventurers take turns in initiative order: Cam, then Lanin, then Regdar, then Dothal. When one of the characters moves next to the doors, read:

These great doors are made of thick planks of sturdy wood bound with strips of iron for added strength. A delicate carving decorates the doors, showing the face of a roaring dragon. You can search the doors, listen at the doors, or try to open the doors. What do you want to do?

Only Cam the Rogue can search the doors. The other Adventurers don't have the skill necessary to discover traps or locks by searching. Have Cam make a Search check. His player rolls the d20 and adds 4. Describe the result, as shown below.

  • 14 or Less: The doors appear to be unlocked and you don't notice any telltale signs of traps. It seems safe to you.
  • 15 or Greater: You're sure that the doors are unlocked, and they aren't trapped either.

Any Adventurer can try to listen at the doors to hear sounds beyond them. This requires a skill check. Regdar has the Listen skill. The other characters will make Wisdom ability checks to accomplish this.

  • 14 or Less: All is quiet beyond the doors.
  • 15 or Greater: You hear the scuffle of booted feet moving away from the doors. If an Adventurer successfully Listened at the doors, then the Goblin Archer won't get a surprise attack when the doors are opened.

Any Adventurer next to the doors can open them. The doors aren't trapped, and they aren't locked. An Adventurer can Move up to the doors and open them on the same turn, if desired. Once the doors are opened, remove the Door counters from the Dungeon Tile.

The Chamber Beyond

When the Adventurers open the doors and the first Adventurer moves into the next area, read:

The rubble-strewn chamber appears to have collapsed in places, and you can smell the dust and decay of ancient times in the still air. Suddenly, you hear the sound of an arrow streaking out of the darkness toward you!

Place the Goblin Warrior and the Goblin Archer miniatures on the Dungeon Tile, as shown on the diagram on page 8. Place the Chest Counter on the Dungeon Tile, as shown on the same diagram.

If any Adventurer successfully listened at the door, then they are ready for trouble. Describe how the arrow shatters on a nearby stone wall, narrowly missing the lead Adventurer. Then start the battle in initiative order (Cam, Lanin, Regdar, Dothal, then the Monsters). If the Adventurers didn't Listen at the doors, or failed their Listen checks, then the Goblin Archer gets a surprise attack against the Adventurer who first entered the chamber. Make an attack roll for the Monster. If the Monster's attack hits, roll damage. Then start the battle in initiative order, as described above.

Goblin Archer

  • Speed: 6 Squares (Can Move up to 6 squares)
  • Attack: Roll d20 and add 3 (This is a Ranged Attack)
  • Damage: Roll d6
  • Armor Class: 15
  • Hit Points: 5
  • Special: The Goblin Archer makes a Ranged Attack with a crossbow; it can target any Adventurer in the room.

Goblin Warrior

  • Speed: 6 Squares (Can Move up to 6 squares)
  • Attack: Roll d20 and add 3 (Uses a morningstar)
  • Damage: Roll d6
  • Armor Class: 14
  • Hit Points: 8

Roleplaying the Goblins

The Goblins speak in high, scratchy voices. The Goblin Archer is a coward who hurls insults and crossbow bolts from a distance. He loves to call the Adventurers "overgrown monkey men" and other names. After shooting the crossbow, the Goblin Archer must reload the weapon. On its turn, it can Move and Reload or Reload and Attack. The Goblin Warrior is brave and a little stupid. He shouts "For Tusenmaug!" whenever he swings his weapon. Both goblins fight to the death. Tell whoever fights the Goblin Warrior that the Monster wears a large medallion around its neck.

DM Secret: Who's Tusenmaug? That's the name of the evil Blue Dragon that controls these dungeons and has been ordering the raids on the town of Griffonford. Don't reveal this now. It is a mystery that the Adventurers must ponder for a few adventures.

After the Battle: Assuming that the Adventurers defeat the two Goblins, they can Search the nearby Chest. The Chest is neither locked nor trapped. If an Adventurer Searches the Chest and gets a 14 or less, he or she finds nothing and another Adventurer can Search. If an Adventurer gets a result of 15 or better, that Adventurer finds a treasure. Remove the Chest counter from the Dungeon Tile and give that player the following Treasure counter: Magic Boots. Any Adventurer can put on these Magic Boots; they increase the Speed of the wearer by 2 squares.

If anyone checks out the medallion on the Goblin Warrior, they notice that it bears the seal of Griffonford. It must have been stolen in the raids. Each Adventurer gets 75 experience points (XP) for defeating the goblins. If they examined the medallion, give them each another 25 XP. If they return it to the council of elders, they receive a reward of 100 gold pieces each. Players mark this on their Starting Character Sheets.

This adventure ends here, but there is more of the dungeon to explore! After camping here or returning to town to rest, the Adventurers will be ready for "Encounter Two: The Harpy's Aerie."

Resting: Between encounters, the Adventurers rest and recover hit points and spells.

Encounter Two: The Harpy's Aerie

The Adventurers' second foray into the mysterious dungeon network outside town leads them into a conflict between two dungeon denizens.

Set Up: Place the Dungeon Tiles labeled "1B" and "2B" in the center of the table, as shown in the diagram below. Place the four Adventurer miniatures on the squares, as shown. Take two Door counters. Use the counters that say "Locked" on the back. Don't place them yet. The adventure will tell you when to place the Door counters so that the players can see them. Take the Goblin Warrior, Goblin Archer, Orc Mauler, and Harpy miniatures out of the box. They don't go on the Dungeon Tiles yet. The adventure will tell you when to place the Monsters. Take five Chest counters, one each that says "Locked!" and "Trap!" on the back, and three that say "Chest" on the back. Don't reveal the nature of the chests. Don't place the counters on the Dungeon Tiles until the adventure tells you to.

Read Aloud: When you and the players are ready, start this adventure by reading the opening below.

You have once more entered the dark and mysterious dungeon outside of town. You pass through a number of empty chambers and corridors until you reach a bend in the tunnel ahead. You can see the faint flicker of torchlight bouncing off the stone walls, and you hear a guttural voice. "Search the chests," the rough voice commands, "then help Gorg open doors. Tusenmaug wants the bird-lady out, so the bird-lady has to go!" What do you want to do?

Have each player tell you what his or her character is going to do, then start the initiative order (Cam, Lanin, Regdar, Dothal, then the Monsters).

Tusenmaug's Gang

When any Adventurer enters the last two rows of squares on the right side of the Dungeon Tile, stop the action and place the following items so that the players can see them. Place them as shown on the diagram above. Place the Goblin Warrior, the "Locked!" Chest Counter, and the Goblin Archer. Then read this out loud:

A mean little humanoid with a flat face and pointed ears stands beside a large wooden chest, trying to bash the heavy lock with a spiked metal ball on a thick shaft. The goblin spots you, snarling and showing small, sharp fangs.

If the Adventurer who entered the rows when you stopped the action still has Moves or other actions left to perform, that player gets to finish his or her turn. On the Monsters' turn, you get to use the Goblin Warrior and the Goblin Archer (since they've been revealed). You also get to place the Orc Mauler (the leader of this gang) and use him as well. On the Monsters' turn, place the two Chest Counters ("Chest" and "Trapped!") and the two Door Counters ("Locked!"), as shown on the diagram. Don't place anything on the second Dungeon Tile yet, as the Adventurers haven't opened the doors to see what's in there.

Monster statistics and tactics are described below. The Orc Mauler, who calls himself Gorg, is in charge of this small gang. They serve the mysterious Tusenmaug, ruler of these dungeon chambers. They have a mission to get rid of the Harpy in the next chamber, but won't hesitate to attack the Adventurers when they see them.

Goblin Archer

  • Speed: 6 Squares (Can Move up to 6 squares)
  • Attack: Roll d20 and add 3 (This is a Ranged Attack)
  • Damage: Roll d6
  • Armor Class: 15
  • Hit Points: 5
  • Special: The Goblin Archer makes a Ranged Attack with a crossbow; it can target any Adventurer it can see.

Goblin Warrior

  • Speed: 6 Squares (Can Move up to 6 squares)
  • Attack: Roll d20 and add 3 (Uses a morningstar)
  • Damage: Roll d6
  • Armor Class: 14
  • Hit Points: 8

Orc Mauler

  • Speed: 6 Squares (Can Move up to 6 squares)
  • Attack: Roll d20 and add 4 (Uses a morningstar)
  • Damage: Roll d8+2
  • Armor Class: 13
  • Hit Points: 12

Roleplaying the Goblins: The Goblins both speak in high, scratchy voices. The Orc speaks in a rough, guttural manner and always refers to himself by name ("Gorg is going to beat you now"). The Goblin Archer snipes quietly from a distance. After shooting the crossbow, the Goblin Archer must reload the weapon. On its turn, after making an attack in the previous turn, it can Move and Reload or Reload and Attack. The Goblin Warrior attacks and moves, trying to meet up with the Orc Mauler so they can work together to flank an Adventurer. The Orc Mauler is proud and confident, engaging the strongest looking Adventurer and attempting to flank with the Goblin Warrior. Gorg and his gang fight to the death, for failure here would mean they would have to face the wrath of Tusenmaug anyway.

After the Goblin/Orc Battle

Assuming that the Adventurers defeat the two Goblins and the Orc, they can Search the area (Dungeon Tile "2B"). This includes three Chests and a set of double Doors.

The Locked Chest: One Chest is locked. If an Adventurer successfully Searches the Chest (result of 15 or more), turn the counter over to show that the Chest is locked. That Adventurer can try to break the lock, or Cam the Rogue can try to unlock it. Only Cam the Rogue can unlock the Chest. He needs a result of 15 or better on his Open Lock skill check. If Cam fails the skill check, the only way to open the Chest is to break the lock. Any Adventurer can try to break the lock. To break the lock, an Adventurer needs to make a 15 or better Strength check. Once the Chest is unlocked, any Adventurer can open it and receive the treasure. Roll on the table below to see what Treasure is in the Chest, or assign a Treasure from the list as you see fit.

The Trapped Chest: One Chest is trapped. If an Adventurer successfully Searches the Chest (result of 15 or more), turn the counter over to show that the Chest is trapped. If Cam the Rogue Searches the Chest, the trap does not immediately go off. Any other Adventurer immediately sets off the trap. If the trap is set off, a blast of energy shocks any Adventurer in a square next to the trapped Chest, dealing d4 points of damage. A shocked Adventurer makes a Reflex saving throw to avoid the damage. If the saving throw result is 15 or better, the Adventurer leaps back and takes no damage. If Cam the Rogue successfully Searches the Chest, the trap is revealed but it doesn't go off. Cam can try to disarm the trap. He needs to get a result of 15 or better on a Disable Device skill check. If the check fails, the trap goes off. If the check succeeds, the trap is disarmed and the Chest can be opened. Roll on the table to see what Treasure is in the Chest, or assign a Treasure from the list as you see fit.

The Chest: The third Chest is neither locked nor trapped. If an Adventurer Searches the Chest and gets a 14 or less, he or she finds nothing and another Adventurer can Search. If an Adventurer gets a result of 15 or better, that Adventurer finds a treasure. Remove the Chest counter from the Dungeon Tile and roll on the table below to see what Treasure is in the Chest, or assign a Treasure from the list as you see fit.

Treasure Table (Roll d6):

  1. Nothing. The Chest is empty. 2-3. Healing Potion. 4-5. Armor.
  2. Roll d6 again; 1-3: Bless spell; 4-6: Magic Missile spell.

Only Cam the Rogue can search the Doors. The Doors aren't trapped, but they are locked. Cam the Rogue can try to unlock the Doors, or any Adventurer can try to break open the Doors. To unlock the Doors, Cam the Rogue needs a result of 20 or better on his Open Lock skill check. If the check fails, the Doors must be broken. To break the locked Doors, one Adventurer acts as the primary Door breaker. That Adventurer makes a Strength check and needs a result of 18 or better. Up to two other Adventurers can try to aid the primary Door breaker. These aiding Adventurers also make Strength checks, but they only need a result of 10 or better. For each aiding Adventurer that succeeds at the check, the primary Door breaker receives a +2 bonus on his or her Strength check.

Any Adventurer can try to listen at the doors to hear sounds beyond them. This requires a skill check. Regdar has the Listen skill. The other characters make Wisdom ability checks to accomplish this.

  • 14 or Less: All is quiet beyond the doors.
  • 15 or Greater: You hear a woman singing somewhere beyond the doors. The sound is muffled, but quite beautiful.

The Harpy's Aerie

When the Adventurers open the doors and the first Adventurer moves into the next area, read:

Boulders litter the right-hand side of the chamber, while a pool of dark water stretches out to the left. As you move through the doors, you hear a haunting song coming from somewhere deeper in the chamber. The song is captivating, reaching into you and making you want to go to the singer so that you can hear it better.

Don't place the Harpy miniature or the two Chest counters until an Adventurer moves to a square from which he or she can see them.

  • Boulders: Note that it costs 2 squares of movement for an Adventurer to move through a square that contains boulders.
  • The Dark Pool: The dark pool of water is extremely cold. If an Adventurer enters the pool of water, he or she must make a Fortitude saving throw. On a result of 14 or less, the cold is so bad that the Adventurer takes 1 point of damage for every square of water he or she moves through. If the result is 15 or better, the cold has no effect.
  • The Captivating Song: The Harpy has a terrible power. As it sings, the Adventurers have a chance of falling under the song's powerful spell. As soon as the first Adventurer finishes moving, have all of the Adventurers make Will saving throws. On a 16 or better, the song has no effect. On a 15 or less, however, an Adventurer becomes captivated. On that Adventurer's turn, he or she moves toward the Harpy. Roll a d6 for the Adventurer; on a 1-3, the Adventurer travels through the water; on a 4-6, the Adventurer travels over the boulders. A captivated Adventurer continues moving on his or her turn until he or she stops in a square next to the Harpy. This allows the Harpy to make one free attack against that Adventurer. Once the Harpy attacks, the spell is broken for that Adventurer.

Young Harpy

This creature looks like an evil-faced old woman with the lower body and wings of a reptilian monster. Its hair is tangled and crusted with blood.

  • Speed: 8 Squares (Can Fly over boulders & pool)
  • Attack: Roll d20 and add 4 (Uses a club)
  • Damage: Roll d6
  • Armor Class: 13
  • Hit Points: 16
  • Special Abilities: Captivating Song, see above.

Roleplaying the Young Harpy: This young Harpy is trying to establish her own nest here in the dungeon. She has refused to cooperate with Tusenmaug the Blue Dragon, and so has been fending off raids by the Dragon's minions. She believes that the Adventurers are just more minions, and she fights to defend her aerie from these intruders.

After the Battle: Assuming that the Adventurers defeat the Harpy, they can Search the nearby Chests. The Chests are neither locked nor trapped. If an Adventurer Searches the Chest and gets a 14 or less, he or she finds nothing and another Adventurer can Search. If an Adventurer gets a result of 15 or better, that Adventurer finds a treasure. Remove the Chest counter from the Dungeon Tile and give that player one of the following Treasure counters: Roll d6; 1-3: Healing Potion; 4: Tools; 5: Cloak; 6: Roll d6 again; 1-3: Bane spell; 4-6: Mage Armor spell.

XP: For defeating the Orc and Goblins, 150 XP each. For defeating the Young Harpy, 150 XP each.

After resting, the Adventurers are ready to explore more of the dungeon.

Encounter Three: The Haunted Crypt

Set Up: Place the Dungeon Tile labeled "3B" in the center of the table. Place the four Adventurer miniatures on the squares, as shown on the diagram below. Place two Chest counters on the squares, as shown. One says "Trap!" on the back, the other "Chest." Place the Orc Mauler miniature in the square, as shown. Lay the miniature on its side, for this Orc Mauler is already dead when the Adventurers reach the chamber. Take the Skeleton miniature out of the box. It doesn't go on the Dungeon Tile yet. The adventure will tell you when to place the Skeleton. Note that it can appear over and over, rising out of one of the undamaged coffins each time it is defeated, as described in the adventure.

Chamber Background: What's going on in this chamber? A powerful demon is trapped within the altar stone. It has the power to raise dead creatures to act for it, and it can fire bolts of arcane energy from the altar, but it has no abilities beyond that. As long as the coffins remain intact, it can call forth a Skeleton to fight for it. A Skeleton rises from one of the coffins on the Monsters' first turn; another one appears the turn after the first Skeleton is destroyed. The Orc was sent by Tusenmaug to negotiate with other Monsters in the dungeon. It passed through this chamber and was killed by the Altar Demon. It rises as a Zombie on the Monsters' first turn, as well. To stop the Skeletons from rising, the Adventurers can smash all of the coffins (rendering them unusable by the Altar Demon's magic) or destroy the altar stone. To defeat the Altar Demon, the Adventurers must destroy the altar stone or remove the Demon's gem.

Entering the Chamber: When you and the players are ready, start this adventure by reading:

You press deeper into the dungeon, seeking the secret behind the raids. An eerie, otherworldly red glow lights the chamber ahead. Inside, you see a crypt. Four stone coffins stand before an altar covered with demonic icons and displaying a large, red gem. The source of the glow seems to be the altar, but three of the coffins glow with a softer version of the same energy. The fourth coffin has been smashed, and offers no illumination. A body lies on the floor in front of the altar. It doesn't move. What do you want to do?

Let the players act in order: Cam, Lanin, Regdar, Dothal, then the Monsters (see below). As nothing dangerous appears during the Adventurers' turn, they may want to move around and explore the chamber. Here's what they can find.

Stone Coffins: The three intact stone coffins can't be opened. The stone lids are just too heavy to move. The intact coffins glow with a pale, red light. The smashed coffin doesn't glow. If an Adventurer Searches the smashed coffin and gets a result of 15 or better, that Adventurer finds scattered bones, a broken sword, and a Potion of Healing wrapped in a piece of ancient silk. To smash an intact stone coffin, Adventurers must attack it. An intact stone coffin has an Armor Class 11 and 22 hit points. When a stone coffin is reduced to 0 hit points, it is smashed open. There is nothing inside the newly smashed coffins except old bones and tattered clothing.

Orc Body: If an Adventurer examines the Orc body before the Monsters' turn, he or she sees that the Orc was killed by some kind of slashing weapon, probably a sword. A successful Search check (15 or better) uncovers these items: a letter, a pouch of gold (100 gold pieces), and a Magic Ring (give the Adventurer the Ring treasure counter). The Orc can also be Searched after it rises as a Zombie and is defeated. The letter says:

"Minotaur King, Your agreement to join forces pleases me to no end. You will find that working for a Dragon is much better than having that Dragon as your enemy. With your help, soon the human town will be ours! Signed, Tusenmaug."

The Chests: There are two Chests in this chamber, one of which is trapped. If an Adventurer successfully Searches the Chest (result of 15 or more), turn the counter over to show that the Chest is trapped. If Cam the Rogue Searches the Chest, the trap does not immediately go off. Any other Adventurer immediately sets off the trap. If the trap is set off, poison gas explodes from the Chest. Anyone within two squares of the trapped Chest must make a Fortitude saving throw of 15 or better or the gas deals d4 points of damage. If Cam the Rogue successfully Searches the Chest, the trap is revealed but it doesn't go off. Cam can try to disarm the trap. He needs to get a result of 15 or better on a Disable Device skill check. If the check fails, the trap goes off. If the check succeeds, the trap is disarmed and the Chest can be opened. Roll on the table below to see what Treasure is in the Chest, or assign a Treasure from the list as you see fit. The second Chest is neither locked nor trapped. If an Adventurer Searches the Chest and gets a 14 or less, he or she finds nothing and another Adventurer can Search. If an Adventurer gets a result of 15 or better, that Adventurer finds a treasure. Remove the Chest counter from the Dungeon Tile and roll on the table below to see what Treasure is in the Chest, or assign a Treasure from the list as you see fit.

Treasure Table (Roll d6):

  1. Nothing. The Chest is empty. 2-3. Healing Potion. 4-5. Weapon.
  2. Roll d6 again; 1-3: Divine Favor spell; 4-6: Shocking Grasp spell.

The Stone Altar: If an Adventurer approaches the stone altar, he or she feels an evil chill upon stepping into the strange red glow that emanates from the gray stone carved with demonic images and icons. Dark stains cover the altar, and a large red gem glistens like an eye from the center of the stone. The Adventurer has the sense that something is watching from somewhere nearby. The altar can be Searched, but there is nothing else to find. To destroy the stone altar, Adventurers must attack it. It has an Armor Class 13 and 32 hit points. It can also attack the Adventurers (see below). When the altar is reduced to 0 hit points, it is destroyed. The red gem explodes and the trapped demon fades away with an anguished howl. Cam the Rogue can also attempt to remove the red gem. If successful, this also defeats the Altar Demon. This requires a Disable Device check of 20 or better. If removed, the gem shatters and the demon fades away.

The Monsters' Turn

After the Adventurers have all taken a turn, it is time for the Monsters to act. A Skeleton appears atop a stone coffin, the Orc rises as a Zombie, and the Altar Demon attacks with a blast of arcane energy. Read:

Three things happen almost at the same time. A Skeleton with a sword and shield appears atop one of the stone coffins. The body near the altar rises as an undead creature—a zombie! And a terrible voice emanates from the stone altar, saying, "The sacrifices have arrived! Now Bezenthal feasts on blood and life!"

Place the Skeleton on the square marked "Skeleton 1" on the diagram. Stand up the Orc Mauler; it serves as the Orc Zombie. On the Monsters' turn, you get to use the Skeleton, the Orc Zombie, and the Altar Demon. When the Skeleton is defeated, it appears on the Monsters' next turn on the "Skeleton 2" square.

Skeleton

  • Speed: 6 Squares (Can Move up to 6 squares)
  • Attack: Roll d20 and add 1 (Uses a scimitar)
  • Damage: Roll d6+1
  • Armor Class: 15
  • Hit Points: 6
  • Special Ability: The Skeleton reduces any damage that Regdar or Cam deal with their slashing weapons by 5.

Orc Zombie

  • Speed: 6 Squares (Can only Move or Attack)
  • Attack: Roll d20 and add 4 (Uses a morningstar)
  • Damage: Roll d6+1
  • Armor Class: 12
  • Hit Points: 16
  • Special Ability: The Orc Zombie reduces any damage that Lanin or Dothal deal with their bludgeoning weapons by 5.

Altar Demon

  • Speed: 0 Squares (The Altar Demon can't move)
  • Attack: Special (Fires a bolt of arcane energy)
  • Damage: Roll d4+4
  • Armor Class: 13
  • Hit Points: 32
  • Special Ability: On its turn, the Altar Demon can fire a single bolt of arcane energy. This bolt moves in a straight line, forward or diagonal, from either of the two squares in front of the altar. Any Adventurer in that line is hit by the bolt and takes damage. A Reflex saving throw of 15 or better reduces the damage by half.

Roleplaying the Monsters: Bezenthal the Altar Demon loves to kill living creatures and raise them as undead servants. It has gone more than a little insane in the centuries that it has been trapped within the altar. It sends its undead servants to destroy the Adventurers, attacking with its own arcane energy bolts each turn. The Skeleton and the Zombie are mindless, undead creatures. They move toward the nearest living foes and attack, but they don't speak or think for themselves. Note that the Zombie can only Move or Attack on its turn, not both.

After the Battle: Assuming that the Adventurers defeat the Altar Demon and its undead minions, they can Search any parts of the area they haven't examined yet. This might include the two Chests, the smashed coffin, and the Orc Zombie.

XP: For each Skeleton that appears and is defeated, 100 XP. For defeating the Orc Zombie, 300 XP. For defeating the Altar Demon, 300 XP. Add up the total XP and divide by four. The result is what each Adventurer earns for this adventure. For example, if the Adventurers defeat three Skeletons, the Orc Zombie, and the Altar Demon, the total XP is 900. Divide this by four. Each Adventurer receives 225 XP.

After resting in town or camping in the dungeon, the Adventurers are ready to continue exploring.

Encounter Four: Palehorn's Gate

Set Up: Place the Dungeon Tiles labeled "2B" and "4A" in the center of the table, as shown on the diagram below. Place the four Adventurer miniatures on the squares, as shown. Place two Door counters on the squares, as shown. Make sure both say "Trap!" on the back. Take the Skeleton, Goblin Archer, Goblin Warrior, and Young Minotaur miniatures out of the box. They don't go on the Dungeon Tiles yet. The adventure tells you when to place them. Take four Chest counters (the ones that say "Chest" on the back) and two Door counters (the ones that say "Locked!" on the back) out of the box. They don't go on the Dungeon Tiles yet. The adventure tells you when to place them.

Read Aloud: Start this adventure by reading the opening below.

Moving deeper into the dungeon, you come upon a partially collapsed section of corridor and a set of double doors. To continue exploring, you need to get past the closed doors. What do you want to do?

Have each player take a turn in initiative order (Cam, Lanin, Regdar, Dothal, then the Monsters).

The First Challenge

Tusenmaug the Blue Dragon, now aware that the Adventurers have invaded his dungeon, has sent a powerful minion to destroy them—the Young Minotaur Palehorn. The first challenge Palehorn places in their way is a set of trapped Doors. In addition, a longtime denizen of the dungeon, a Skeleton, hides in the nearby rubble. When any Adventurer tries to open the Doors, the Skeleton springs out of the rubble. Place the Skeleton miniature on the square, as shown.

Skeleton

  • Speed: 6 Squares (Can Move up to 6 squares)
  • Attack: Roll d20 and add 1 (Uses a scimitar)
  • Damage: Roll d6+1
  • Armor Class: 15
  • Hit Points: 6
  • Special Ability: The Skeleton reduces any damage that Regdar or Cam deal with their slashing weapons by 5.

When any Adventurer tries to open the Doors, two things happen: The Skeleton springs out of the rubble (place the miniature on the square) and the trap is sprung. The Skeleton acts on the Monsters' turn. The trap takes place immediately. Cam the Rogue can try to Search the Doors. If he fails the Search, the trap goes off. If he succeeds, then he can try to disarm the trap with a Disable Device skill check. If the trap goes off, a wicked blade emerges from the Doors and attacks any Adventurers in the three squares directly next to the Doors. It attacks with the d20 and adds 5. If it hits, it deals d6+2 damage. This trap only goes off once. After it goes off or is disarmed, the trap is harmless and the Doors can be opened easily.

Goblin Attack: As soon as any Adventurer opens the Doors, remove the Door counters from the Dungeon Tile and place the following miniatures and counters, as shown on the diagram: Goblin Warrior, Goblin Archer, Chest (Chest), Chest (Chest), Door (Locked!), Door (Locked!). Then read:

A goblin warrior shouts, "They in! They in!" as soon as you open the doors. It snarls, clutches its weapon in a tight little grip, and prepares to charge.

If the Adventurers still have Moves or other actions left to perform, continue the initiative order. The goblins act on the Monsters' turn. Monster statistics and tactics are described below. The Goblins follow the orders given them by Palehorn the Minotaur. They are to attack the Adventurers, defeating them if possible but at least softening them up before they move into the next chamber to face Palehorn. The Archer tries to keep its distance and use its crossbow from afar. After making an attack in the previous turn, it can Move and Reload or Reload and Attack. The Warrior moves in to attack the Adventurers with its morningstar. Both fight until they are defeated. The passages to the right and left of the chamber lead to dead ends.

The Chests: The Chests are neither locked nor trapped. The first Chest contains Tools, a Weapon, and a Cure Light Wounds scroll. The second Chest contains a Healing Potion, Armor, and a Daze scroll.

Goblin Archer

  • Speed: 6 Squares (Can Move up to 6 squares)
  • Attack: Roll d20 and add 3 (This is a Ranged Attack)
  • Damage: Roll d6
  • Armor Class: 15
  • Hit Points: 5
  • Special: The Goblin Archer makes a Ranged Attack with a crossbow; it can target any Adventurer it can see.

Goblin Warrior

  • Speed: 6 Squares (Can Move up to 6 squares)
  • Attack: Roll d20 and add 3 (Uses a morningstar)
  • Damage: Roll d6
  • Armor Class: 14
  • Hit Points: 8

The Doors leading to the chamber where Palehorn waits are locked. See "After the Goblin/Orc Battle" for how to unlock the Doors, or for how to break them.

The Final Challenge

Once the Adventurers open the locked Doors, they must face the final challenge of this quest—the Young Minotaur named Palehorn. Place the Young Minotaur miniature and two Chest counters that say "Chest" on the back, as shown on the diagram. Don't place the Goblin Archer miniature yet, as this Monster is hiding when the Adventurers first examine the chamber. Read:

A raised platform of blood-red stone dominates the center of this chamber. Across from you stands a tall, powerfully built humanoid with the head of a bull and covered in shaggy fur. It carries a sword and bellows a challenge as soon as you open the doors. "Prepare to die, intruders!" it yells, "I am Palehorn, favored of the dragon Tusenmaug. I shall destroy you!"

The Adventurers take turns in initiative order, or they get to finish their turns if an Adventurer opened the doors before the end of the order. On the Monsters' turn, Palehorn rushes to attack the nearest Adventurer. Then place the Goblin Archer, as shown. It makes a ranged attack and reveals its presence, targeting one of the spellcasters (Dothal or Lanin). Palehorn tries to fight the Adventurers on the platform to take advantage of its special ability.

Blood-Red Platform: Any successful attack upon an Adventurer or Monster standing in the center of the chamber deals an additional 1 point of damage. This works against Palehorn, but the Minotaur believes it can make better use of this magic than the Adventurers.

The Chests: The Chests in this chamber are neither trapped nor locked. The first Chest contains a Healing Potion and a Guidance scroll. The second Chest contains a Weapon and a Flare scroll. Give the Adventurer that successfully Searches a Chest the appropriate Treasure counters.

Young Minotaur

  • Speed: 6 Squares (Can Move up to 6 squares)
  • Attack: Roll d20 and add 6 (Uses a longsword)
  • Damage: Roll d8+2
  • Armor Class: 14
  • Hit Points: 28

Goblin Archer

  • Speed: 6 Squares (Can Move up to 6 squares)
  • Attack: Roll d20 and add 3 (This is a Ranged Attack)
  • Damage: Roll d6
  • Armor Class: 15
  • Hit Points: 5
  • Special: The Goblin Archer makes a Ranged Attack with a crossbow; it can target any Adventurer it can see.

After the Battle: Assuming that the Adventurers defeat Palehorn and the Goblin Archer, they can Search the area (Dungeon Tile "4A"). This includes two Chests and Palehorn. The contents of the Chests are described above. A successful Search of the Young Minotaur uncovers a pouch containing 300 gold pieces and a map of the dungeon, leading from this chamber to the probable location of the Blue Dragon.

XP: Consider each challenge as a whole. For defeating the Skeleton and surviving and getting through the trapped doors, give each Adventurer 100 XP. For defeating the Goblin Archer and Goblin Warrior, give each Adventurer 75 XP. For defeating Palehorn the Young Minotaur and the Goblin Archer, give each Adventurer 225 XP. So, for successfully completing this adventure, each Adventurer receives 400 XP.

Second Level: At this point, each Adventurer should have accumulated more than 1,000 XP for successfully completing the first four encounters. That means they are ready to advance to 2nd level, gaining more power and hit points. Check out the Advanced Rulebook for how to level up a character, then when you and your players are ready, they can take on the tougher quest presented in Encounter Five.

Encounter Five: The Fountain Chamber

This is the first adventure you should use to challenge your 2nd-Level Characters. Use it after you have allowed your players to level up using the rules in the Advanced Rulebook.

Set Up: Place the Dungeon Tile labeled "4B" in the center of the table. Place the four Adventurer miniatures on the squares, as shown on the diagram. Place two Chest counters on the Dungeon Tile, as shown below. Use the counters that say "Trap!" and "Locked!" on the back. Take the Gargoyle and Skeleton miniatures, and two more Chest counters (the ones that say "Chest" on the back) out of the box. They don't go on the Dungeon Tile yet. The adventure tells you when to place these pieces on the Dungeon Tile.

Start the adventure by reading the opening below.

You follow the path scrawled on the Minotaur's map and reach a strange chamber. A fountain dominates the far wall, with water spilling from the mouth of a monstrous stone face carved into the wall. Two shadowy alcoves frame the fountain, each filled with thick cobwebs and dust. Finally, two wooden chests stand in the center of the chamber, inviting you to investigate them. What do you want to do?

Nothing appears threatening or dangerous when the Adventurers first enter this chamber. Here are some of the things they may try to do, and how you can deal with them.

The Fountain: Cool, fresh water spills from the mouth of the stone carving, filling the basin of the fountain to a depth of 3 feet. Gems litter the bottom of the fountain, which consists of another stone carving that shows a humanoid form with wings sprawled as if lounging at the bottom of the pool. If any Adventurer attempts to take the gems out of the water, the guardian of the fountain rises to attack. Read:

The winged carving emerges from the stone floor of the fountain and rises out of the water, spreading stone wings and flexing stone talons. It glares at you with stone-dead eyes, and makes a threatening sound like two rocks being bashed together.

This creature is a Gargoyle, a living statue that preys upon intruders to this chamber. It also rises if either of the Chests are tampered with. Place the Gargoyle miniature on the Dungeon Tile, as shown. The Gargoyle fights until nothing remains alive in the chamber, or until it is destroyed. The gems are worth a total of 800 gold pieces if they are collected.

Lesser Gargoyle

  • Speed: 8 Squares (Can Move up to 8 squares)
  • Attack: Roll d20+6 (Makes two attacks with claws, both Roll d20+6)
  • Damage: Roll d4+2
  • Armor Class: 15
  • Hit Points: 37
  • Special Ability: The Gargoyle reduces any damage it receives by 5; Adventurers with the Weapon treasure counter don't reduce the damage they deal to the Gargoyle.

One Chest is trapped. If an Adventurer successfully Searches the Chest (result of 15 or more), turn the counter over to show that the Chest is trapped. If Cam the Rogue Searches the Chest, the trap does not immediately go off. Any other Adventurer immediately sets off the trap. When this Chest is Searched, the Gargoyle rises out of the fountain (see "The Fountain" above). If the trap is set off, a burst of metal darts explodes in all directions. Any Adventurer in a square next to the trapped Chest is dealt 2d4 points of damage. An Adventurer makes a Reflex saving throw to avoid some of the damage. If the saving throw result is 15 or better, the Adventurer dodges and takes half damage (round down) from the trap. If Cam the Rogue successfully Searches the Chest, the trap is revealed but it doesn't go off. Cam can try to disarm the trap. He needs to get a result of 20 or better on a Disable Device skill check. If the check fails, the trap goes off. If the check succeeds, the trap is disarmed and the Chest can be opened. The Chest contains a Healing Potion and a Magic Missile scroll.

One Chest is locked. If an Adventurer successfully Searches the Chest (result of 15 or more), turn the counter over to show that the Chest is locked. That Adventurer can try to break the lock, or Cam the Rogue can try to unlock it. When this Chest is Searched, the Gargoyle rises out of the fountain (see "The Fountain" above). Only Cam the Rogue can unlock the Chest. He needs a result of 20 or better on his Open Lock skill check. If Cam fails the skill check, the only way to open the Chest is to break the lock. Any Adventurer can try to break the lock. To break the lock, an Adventurer needs to make a 15 or better Strength check. The Chest contains a Healing Potion and a Divine Favor scroll.

The alcoves to each side of the fountain are dark and filled with thick cobwebs. To explore the alcoves, an Adventurer must spend a turn clearing the webs. The alcove to the left of the fountain contains a Chest and a Skeleton. When an Adventurer declares that he or she is clearing the webs, place the Skeleton miniature and a Chest counter that says "Chest" on the back. The Skeleton immediately emerges from the cobwebs and attacks. The Adventurers notice that this Skeleton is different from others they have battled in the dungeon—a strange orange fire dances within the open recess of its rib cage, giving it an eerie glow.

Fire Skeleton

  • Speed: 6 Squares (Can Move up to 6 squares)
  • Attack: Roll d20 and add 3 (Uses a scimitar)
  • Damage: Roll d6+3
  • Armor Class: 16
  • Hit Points: 16
  • Special Ability: The Skeleton reduces any damage that Regdar or Cam deal with their slashing weapons by 5; when the Skeleton is destroyed, it explodes and deals d4+2 damage to any Adventurers next to it (Reflex saving throw 15 or better for half damage).

Once the Skeleton is defeated, an Adventurer can Search the Chest. It contains a Weapon treasure counter. The alcove to the right contains a Chest counter that says "Chest" on the back. The Chest contains a Healing Potion and an Armor treasure counter.

After the Battles: Assuming that the Adventurers defeat the Gargoyle and the Fire Skeleton, they receive experience points for this encounter.

XP: For surviving or defeating the trapped chest, 100 XP each. For defeating the Fire Skeleton, 150 XP each. For defeating the Lesser Gargoyle, 225 XP each.

Next, the Adventurers must confront Tusenmaug the Blue Dragon to finally end the menace from the dungeon and save the town of Griffonford. Encounter Six: Against the Blue Dragon can be found in the Advanced Rulebook.

Character Books

Each of the four character books (Fighter, Rogue, Cleric, Wizard) restates the same core rules found in the Dungeon Master Book — types of actions, initiative order, the actions you can take on your turn (Move Your Speed, Attack a Monster, Open a Door, Search an Object, Give an Item, Use a Potion), how Monsters take their turn, Skill Checks, Ability Checks, and Saving Throws — written from that character's point of view, so that a single player only ever needs their own book. Rather than repeat that boilerplate four times, this section gives each character's unique introduction, any ability specific to that character, and the character's full Starting Character Sheet (found on the back page of each book).

Fighter Character Book — Regdar

The Player Who Wants to Play the Fighter Character Takes This Book and the Regdar Miniature Figure.

You are Regdar, a Human Fighter. You've been trained to fight with a sword and wear heavy armor. You're the best at hitting and damaging monsters with your attacks. Regdar likes to get up front in a battle, taking the fight directly to the monsters. You see dangerous missions as your job, and you love your job! As a Human, you are adaptable and ambitious, with a tendency to be daring and to champion all kinds of causes. You are part of a team of adventurers that explores dungeons and fights monsters. Your teammates include Dothal the Dwarf Cleric, Lanin the Elf Wizard, and Carn the Human Rogue. You are friends and companions, ready to brave the dangerous and mysterious dungeons together for fame and treasure.

Starting Character Sheet — Regdar the Fighter

  • Initiative: 3 (You go third in the round)
  • Speed: 4 Squares
  • Attack: Roll d20 and add 3 (Add another 2 if Flanking)
  • Damage: Roll d8 and add 2
  • Armor Class: 17
  • Hit Points: 12
  • Saving Throws — Fortitude: d20+4 (resist poison); Reflex: d20+1 (avoid traps or dragon breath); Will: d20−1 (resist mental attacks)
  • Ability Checks — Strength: d20+2; Dexterity: d20+1; Constitution: d20+2; Intelligence: d20+0; Wisdom: d20−1; Charisma: d20+1
  • Skill Checks — Listen: d20+1; Search: d20+2; Spot: d20+1
  • Starting Treasure: 1 Healing Potion counter

Rogue Character Book — Cam

The Player Who Wants to Play the Rogue Character Takes This Book and the Cam Miniature Figure.

You are Cam, a Human Rogue. You grew up on your own and learned to take care of yourself. You're an expert at getting around traps and opening locked doors. You use a bow to attack enemies from a distance. As a Human, you are adaptable and ambitious, with a tendency to be daring and to champion all kinds of causes. You are part of a team of adventurers that explores dungeons and fights monsters. Your teammates include Dothal the Dwarf Cleric, Lanin the Elf Wizard, and Regdar the Human Fighter. You are friends and companions, ready to brave the dangerous and mysterious dungeons together for fame and treasure.

Cam fights with a short sword in melee or a shortbow at range. To Shoot a Monster, Cam must be at least one square away from the Monster and able to see it — a wall between Cam and the Monster blocks the shot. Cam is the only Adventurer who can Search a door or object for traps without setting them off, who can unlock locked doors with the Open Lock skill, and who can disarm traps with the Disable Device skill. Sneak Attack: If Cam is flanking a Monster, or attacks a Monster before it has acted on the first round of combat, Cam adds d6 to his damage rolls.

Starting Character Sheet — Cam the Rogue

  • Initiative: 1 (You go first in the round)
  • Speed: 6 Squares
  • Attack (melee, short sword): Roll d20 (Add another 2 if Flanking); Damage: Roll d6 (Add d6 when flanking)
  • Ranged Attack (shortbow): Roll d20 and add 3; Damage: Roll d6
  • Armor Class: 16
  • Hit Points: 9
  • Saving Throws — Fortitude: d20+0 (resist poison); Reflex: d20+5 (avoid traps or dragon breath); Will: d20+1 (resist mental attacks)
  • Ability Checks — Strength: d20+0; Dexterity: d20+3; Constitution: d20+0; Intelligence: d20+0; Wisdom: d20+1; Charisma: d20+2
  • Skill Checks — Balance: d20+7; Diplomacy: d20+6; Disable Device: d20+4; Open Lock: d20+7; Search: d20+4; Spot: d20+5
  • Starting Treasure: 1 Healing Potion counter

Cleric Character Book — Dothal

The Player Who Wants to Play the Cleric Character Takes This Book and the Dothal Miniature Figure.

You are Dothal, a Dwarf Cleric. You honor and serve the dwarven gods of Law and Light. Your training has included both healing magic and the art of battle. Thanks to your faith, the dungeons hold no terrors you can't handle. You fight side-by-side with the Fighter, but you also have helpful spells that can heal your allies and protect them. As a Dwarf, you value hard work and fine craftsmanship, and you strive to bring honor to your clan. You have left the dwarven mountains to adventure with your companions Lanin the Elf Wizard, Cam the Human Rogue, and Regdar the Human Fighter. You are friends and teammates, ready to brave dangerous dungeons and fight monsters for fame and treasure.

Dothal fights with a warhammer. Dothal can also Cast a Spell or Use a Scroll: he starts play with the Cure Light Wounds Scroll Treasure counter, and casts divine spells — some offensive, some defensive — from memory (a limited number of times per adventure, as shown on his Starting Character Sheet) or from a scroll found while exploring the dungeon.

Spells (Cleric):

  • Bane: Curse all monsters in the same area as you. The monsters receive a −1 penalty on attack rolls for the rest of the encounter. The monster resists this effect with a Will save of 13 or better.
  • Bless: Cast this spell to help your team. All Adventurers receive a +1 bonus on attack rolls for the rest of the encounter.
  • Cure Light Wounds: Cast this spell to heal yourself or an Adventurer, curing d8+1 points of damage, up to the Adventurer's Original Hit Point total. You must be next to the Adventurer you want to heal.
  • Divine Favor: Cast this spell to give yourself a +1 bonus on attack rolls and a +1 bonus on damage rolls for the rest of the encounter.
  • Guidance: Cast this spell to provide a +1 bonus to one Adventurer's next attack roll, saving throw, or skill check. You must be next to the Adventurer you want to cast it on.

Starting Character Sheet — Dothal the Cleric

  • Initiative: 4 (You go fourth in the round)
  • Speed: 4 Squares
  • Attack (warhammer): Roll d20 and add 1 (Add another 2 if Flanking); Damage: Roll d8 and add 1
  • Armor Class: 15
  • Hit Points: 11
  • Saving Throws — Fortitude: d20+7 (resist poison); Reflex: d20−1 (avoid traps or dragon breath); Will: d20+4 (resist mental attacks)
  • Ability Checks — Strength: d20+1; Dexterity: d20−1; Constitution: d20+3; Intelligence: d20+1; Wisdom: d20+2; Charisma: d20−1
  • Skill Checks — Diplomacy: d20+3; Knowledge: d20+5; Search: d20+3
  • Spells — Bane (cast once per adventure); Bless (cast once per adventure); Cure Light Wounds (cast once per adventure); Divine Favor (can only be cast from a scroll); Guidance (cast three times per adventure)
  • Starting Treasure: 1 Healing Potion counter, 1 Cure Light Wounds scroll counter

Wizard Character Book — Lanin

The Player Who Wants to Play the Wizard Character Takes This Book and the Lanin Miniature Figure.

You are Lanin, an Elf Wizard. You studied at the feet of arcane scholars and learned the secret to casting spells. You're not as tough as other Adventurers, so you don't like to get too close to the Monsters, but you can call forth arcane power when the need arises. As an Elf, you value nature and freedom, and you have a deep curiosity about magic. You have left the elven forests to adventure with your companions Dothal the Dwarf Cleric, Cam the Human Rogue, and Regdar the Human Fighter. You are friends and teammates, ready to brave dangerous dungeons and fight monsters for fame and treasure.

Lanin fights with a quarterstaff, but is not skilled at melee combat. Lanin can also Cast a Spell or Use a Scroll: he starts play with the Mage Armor Scroll Treasure counter, and casts arcane spells — some offensive, some defensive — from memory (a limited number of times per adventure, as shown on his Starting Character Sheet) or from a Scroll found while exploring the dungeon.

Spellbook (Wizard):

  • Daze: Cast this spell to make one monster (not a dragon) lose a turn. The monster resists this effect with a Will save of 12 or better.
  • Flare: Cast this spell to dazzle one monster with a burst of bright light. That monster receives a −1 penalty on attack rolls for the rest of the encounter. The monster resists this effect with a Fortitude save of 12 or better.
  • Mage Armor: Cast this spell to sheath yourself in arcane protection that increases your Armor Class by 4 (to AC 19) for an entire encounter.
  • Magic Missile: Cast this spell to harm a single monster with a dart of arcane energy. It unerringly hits any target you can see, dealing d4+1 points of damage.
  • Shocking Grasp: Cast this spell and electrify a monster next to you, dealing d6 points of damage.

Starting Character Sheet — Lanin the Wizard

  • Initiative: 2 (You go second in the round)
  • Speed: 6 Squares
  • Attack (quarterstaff): Roll d20 and subtract 1 (Add another 2 if Flanking); Damage: Roll d6 and subtract 1 (to a minimum of 1 damage)
  • Armor Class: 15
  • Hit Points: 7
  • Saving Throws — Fortitude: d20+0 (resist poison); Reflex: d20+4 (avoid traps or dragon breath); Will: d20+3 (resist mental attacks)
  • Ability Checks — Strength: d20−1; Dexterity: d20+4; Constitution: d20+0; Intelligence: d20+1; Wisdom: d20+1; Charisma: d20+0
  • Skill Checks — Knowledge: d20+5; Search: d20+3; Spot: d20+3
  • Spells — Daze (cast twice per adventure); Flare (cast once per adventure); Mage Armor (can only be cast from a scroll); Magic Missile (cast once per adventure); Shocking Grasp (cast once per adventure)
  • Starting Treasure: 1 Healing Potion counter, 1 Mage Armor scroll counter

Advanced Rulebook

Don't Read This Book! Start with the Character Books for Players and the Dungeon Master Book for the Dungeon Master. The Dungeon Master should review this book after running Encounter Four in the Dungeon Master Book.

What's in the Box?

  • Set Up Sheet: Helps you set up your first D&D adventure.
  • Dungeon Master Book: The DM uses this BEFORE turning to the Advanced Rulebook.
  • Starting Character Books: One each for the Fighter, Cleric, Rogue, and Wizard.
  • Dice: A set of D&D dice, including these die shapes—d20, d12, d10, d8, d6, and d4.
  • Dungeon Tiles: Four double-sided play surfaces, labeled 1A to 4B.
  • Counter Sheet: Includes counters that represent Doors, Chests, and Treasure.
  • Miniatures: Four Adventurer miniatures (the player characters) and eight Monster miniatures, used in the adventure.
  • Advanced Rulebook: This book. It contains the next level of the game, after you play through the encounters in the DM Book.

Introduction

This is the DUNGEONS & DRAGONS Basic Game, the best place to get your first taste of the world's best fantasy roleplaying game. Imagine brave adventurers exploring haunted dungeons and monster-infested ruins. Imagine fighters, wizards, clerics, and rogues teaming up to defeat skeletons and goblins and perhaps even a powerful dragon. With skill and luck, the adventurers earn treasure and experience. If they're unlucky ... This game introduces you to the world of DUNGEONS & DRAGONS, an unlimited place of imagination, monsters, and magic wrapped within a fantastic medieval setting. This boxed set shows you how the game works and how you can customize it to make it work for you.

Refer to the Set-Up Sheet for playing your first game. The first few adventures require only the use of the Dungeon Master Book and the four Starting Character Books (Fighter, Cleric, Rogue, and Wizard). You don't need to read the Advanced Rulebook to get started.

The small books are designed to take your players through the first level of D&D play. When the player characters (also called Adventurers) earn enough experience to advance to 2nd level, then you need to use this Advanced Rulebook. The Dungeon Master Book tells you when the player characters reach 2nd Level (each character needs 1,000 XP).

What is D&D? The DUNGEONS & DRAGONS game is the original roleplaying game of medieval fantasy and adventure. In the game, you take on the role of an imaginary character. That character is defined by a series of game statistics, cool powers, and magical abilities.

Dungeon Master: One player takes on the role of Dungeon Master (or DM). The DM controls the monsters and other enemies, narrates the action, referees the game, and sets up adventures. Check out the Dungeon Master Book for a look at what the DM does in every game.

Player Character: An adventurer controlled by a player is called a player character. Player characters come in many forms, from the fighter, cleric, rogue, and wizard presented in this box, to the barbarian, sorcerer, paladin, and others available in other products. You can even create your own character from scratch, to make the exact adventurer you want to play.

A Different Kind of Game: D&D is different from other games.

  • The game keeps on going. Like a TV series or novel trilogy, your game continues from play session to play session for as long as you and the other players want.
  • Characters get better. As the game goes on, characters grow in power and get better.
  • No limits. The D&D game offers endless possibilities, a multitude of choices, and a never-ending barrage of adventures.
  • Winning and losing. Each D&D game you play is really another story told collectively by the Dungeon Master and the players. If the player characters survive and complete the quest-of-the-day—or even if they die in a spectacular and memorable way—then everyone has a good time and everyone wins.

More Options: When you're ready for the next level of the D&D game, look for these exciting products:

  • DUNGEONS & DRAGONS Player's Kit. This follow-up to the D&D Basic Game provides more rules and options for game play and characters, and it walks you through the process of creating your own player characters from scratch.
  • DUNGEONS & DRAGONS Miniatures. For more miniatures, including monsters and player characters of all descriptions, look for DUNGEONS & DRAGONS Miniatures Game booster packs. Each booster pack contains a random selection of miniatures just like the ones included in this box.
  • D&D Core Rulebooks. The complete rules for the D&D game provide loads of options. After you play through the D&D Basic Game and pick up the D&D Player's Kit (which contains a softcover version of the D&D Player's Handbook), you'll want to get the Dungeon Master's Guide and Monster Manual to complete the core rules set.

Game Play Basics

The rules presented in the Fighter, Rogue, Cleric, and Wizard Character Books, and in the Dungeon Master Book, show you the most basic expression of the D&D game. After playing through the first four encounters and gaining 2nd level, you and your players will be ready to add more options and details to the game.

The Player Character: The Adventurer or player character is each player's interface with the world of DUNGEONS & DRAGONS. Every adventure that a player character survives, every quest he or she completes, makes the character a little more powerful, a little more famous in the world, and a little wealthier. Though you're starting out with the ready-to-play characters provided in this box, you should know that the full version of the D&D game allows you to create your own adventurer. Anything you can imagine, you can create using the robust character creation rules found in the D&D Player's Handbook. For now, though, let's take a closer look at how a player character is constructed.

Name: A great character needs a great name. Regdar the Fighter and Cam the Rogue have names that sound cool, suggest the ancient and fantastical world in which they live, and provide enough seriousness so that your game has the right tone and edge. After all, an adventure with Regdar and Cam presents a much different picture from one inhabited by Bob the Fighter and Elfie the Wizard.

Race: The fantasy world of D&D has a multitude of races to choose from. In addition to Humans, fantastic races such as Elves and Dwarves and more can be found in adventuring parties. Humans are people just like us. They are adaptable, ambitious, and relatively short-lived. In game terms, Humans get four extra skill points at 1st Level. Dwarves are a hearty and steadfast people that stand about four-and-a-half-feet-tall and can live to be more than 400 years old. In game terms, Dwarves get a +2 bonus to Constitution and a −2 penalty to Charisma, as well as bonuses to protect them from poison, spells, and magical effects. Elves have pointy ears and lithe, graceful bodies. They stand about five-and-a-half-feet tall and can live to be more than 700 years old. With a strong connection to the natural world, Elves receive a +2 bonus to Dexterity, a −2 to Constitution, and a bonus to protect them from enchantment spells.

Class: A character's class is kind of like a job or profession. It determines what role the character plays in the adventuring party. More classes are described in the Player's Handbook. Fighter is a class of warriors of exceptional combat prowess. The Fighter's role is to stand up front, battle the most powerful monsters, and protect the rest of the party. Cleric is a class of divine spellcaster who cast healing and protective spells, and can also serve as a decent front-line warrior when the need arises. Rogue is a class that relies on tricks, cunning, stealth, and expert skill to get through a dungeon. Locks and traps are best dealt with by a Rogue, and when a fight starts the Rogue prefers to attack from the shadows or at a distance. Wizard is a class of arcane spellcaster who call on powerful offensive and defensive spells to deal with dungeon dangers. A Wizard needs to stay out of direct combat and cast spells from a distance.

Ability Scores: A D&D character is defined by six abilities: Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. Abilities each get a score that could range from 3 (really bad) to 18 or more (really good). The average score for a player character is 12 or 13. These ability scores provide bonuses or penalties that affect a character's attacks, Armor Class, hit points, skill checks, saving throws, and other things.

Key Statistics: A player character possesses a number of key statistics that a player refers to constantly over the course of an adventure. Here's a quick explanation of these key statistics:

  • Speed. This value shows how far a character can move when using a move action.
  • Attack and Damage. These values, associated with a character's weapon of choice, give you a bonus when making attack rolls and show what dice you roll if the attack succeeds.
  • Armor Class (AC). This value shows what the Monsters need to roll to hit the character. The higher the AC, the better.
  • Hit points (hp). This number shows how much damage a character can take before being defeated in combat. When Monsters or traps or other damage is dealt to a character, reduce that character's current number of hit points by that amount.

Skills: Skills represent a character's training beyond the combat and spellcasting abilities inherent to a class. Some classes get a lot of points to spend on skills, others get only a few. Most skills have applications that are useful outside of combat situations.

Spells: Characters belonging to a spellcasting class (such as the cleric or wizard) can cast spells. Some spells are offensive and can be used in combat. Some are defensive and offer some kind of protection to a character or the entire party. A spell is a one-time magical effect. Once a spell is used, it can't be used again until the character rests and prepares or finds a scroll that contains the same spell.

Treasure: One of the rewards of adventuring is earning treasure. Gold, magic items, and other gear can be found throughout dungeons, on Monsters, or hidden in secret places.

Experience Points (or XP): Another reward earned for adventuring is experience points (XP). For every Monster that the party defeats, every challenge they overcome, the player characters earn experience. Experience is cumulative, growing with every adventure that the character survives. When a character earns a specific amount of experience, he or she gains a new level. For example, player characters need to accumulate 1,000 XP each to advance to 2nd Level. If they overcome every challenge along the way, the Adventurers reach this plateau after completing Encounter Four in the Dungeon Master Book.

Playing Your Character: Player characters serve as the interface with the world of DUNGEONS & DRAGONS. A player character is the eyes and ears (as well as the hands and feet!) for a player, allowing you to interact with the environment presented by the Dungeon Master in any way you can imagine. Really, the only limit to what you can do is your own imagination—and sometimes how well you roll the dice. D&D is a roleplaying game. Your character is much more than a collection of game statistics. You can build a personality for your character, and how you play him or her determines what type of hero your character will be.

Understanding the Game

Actions boil down to attack rolls, skill checks, and ability checks. To determine the success of any action, follow these steps:

  1. Roll the d20.
  2. Add any relevant modifiers.
  3. Compare the result to a target number.

If the result equals or exceeds the target number, the action succeeds. Any result that is less than the target number is a failure. Target numbers come from different sources. When you make an attack roll, the target number is the monster's Armor Class. Other target numbers are set by the action or are defined in the rules or the adventure, and some are set by the Dungeon Master's reading of the situation.

Every DUNGEONS & DRAGONS game is an adventure. An adventure breaks down into three basic types of encounters:

  • Roleplaying Encounters present players with situations where they can use their characters to interact with each other and with characters controlled by the Dungeon Master. These characters are called nonplayer characters, or NPCs. Trading, negotiating, asking questions, and talking to learn something about the locale or situation are just some ways these encounters can play out. Sometimes skills such as Diplomacy are used, but often no dice are rolled. Roleplaying encounters can lead to one of the other basic encounter types.
  • Challenge Encounters revolve around hazards of some sort—traps, natural obstacles such as chasms, or locked doors, for example. These encounters call for skill checks, ability checks, and saving throws, as well as clever thinking on the part of the players.
  • Combat Encounters take center stage in many D&D adventures. Combat encounters start when no other option but battle presents itself, and they follow a specific structure where most of the rules of the game come into play. The next section outlines the rules for combat encounters, building upon the material you learned using the Starting Character Books and the Dungeon Master Book to play through the first four adventures.

Rolling Dice

The D&D game uses dice to provide tension, suspense, and an element of luck to every encounter. Whenever an action that a player character or monster wants to perform has a chance of failure associated with it, dice are rolled to determine the outcome. Making an attack, picking a lock, leaping over the whirling blades of an insidious trap—the game provides a method for determining success or failure using a character's statistics and adding a die roll for a touch of drama and excitement. Master the following rule and you will master the core D&D game mechanic: Whenever your character attempts an action that has a chance of failure associated with it, roll the d20. The higher the roll, the better the chance of success.

Combat Encounter Basics

When brave adventurers explore dangerous dungeons, they run into monsters. When they run into monsters, a fight usually breaks out. In D&D terms, a combat encounter has begun! In a combat encounter, players roll dice for their characters, and the Dungeon Master rolls dice for the monsters (or whatever opponents the player characters must face). Set up the dungeon using the Dungeon Tiles provided, or make up your own dungeon grid. Show where the player characters and monsters start the battle by placing miniatures or other markers on the grid. Remember to only place the monsters that the player characters know about or can see. Then start the combat!

Who Goes First? For your 1st Level encounters, we set the initiative order for you by stating who goes when on the Starting Character Sheets. When your player characters reach 2nd Level, you should start using the initiative check to determine the order of play for the encounter. The section on "Advancing to 2nd Level" tells you how to determine the initiative modifier for each player character.

To set initiative order for an encounter, follow these steps:

  1. Each player makes an initiative check for his or her character by rolling the d20 and adding the character's initiative modifier.
  2. The Dungeon Master makes an initiative check for the monsters. Use the highest modifier among the monsters, but a single roll covers them all.
  3. The Dungeon Master records the results on a scrap of paper. This sets the initiative order, from highest result to lowest result.
  4. The character with the highest initiative result goes first and takes a turn, followed by the next highest result, and so on. When it comes to the monsters' turn, all of the monsters in the encounter get to take a turn.
  5. When everyone has had a turn, the round ends. Start the next round, using the same initiative order.

Actions: On your turn in the round, you can do one of the following actions:

  • Move and Attack or Attack and Move
  • Move and Move again
  • Move and Cast a Spell or Cast a Spell and Move (spellcasting characters only)
  • Do something else (use an item, for example)

Another way to look at actions in combat is like this: perform a Standard Action and a Move Action, or perform two Move Actions. Standard actions include making an attack, drinking a potion, reading a scroll, using a skill, and casting a spell. Move actions include moving up to your character's speed, drawing a weapon, loading a light crossbow, opening a door, picking up an item, and moving a heavy object.

Moving in Combat: Each character's speed is listed on his or her character sheet. Monster speed is listed in the monster's stat block. Each square on the Dungeon Tiles represents 5 feet of space. So, a character with a speed of 6 squares can move up to 30 feet by using a move action. Here are some other movement guidelines:

  • You can move up to your speed with a single move action. You can always choose to move less than your speed, or not at all.
  • A character can move through squares occupied by his or her teammates, but can't stop in an occupied square.
  • A character can't move through or stop on a square occupied by an opponent.
  • If a character moves next to a monster, the character must stop or the monster gets a free attack against that character right away. This free attack is called an attack of opportunity. A monster can only make one attack of opportunity in a round.
  • If a character starts the turn next to a monster, the character can only move one square unless the character wants to provoke an attack of opportunity from the monster.
  • You can take two move actions in a round, which allows you to move up to twice your speed.

Attacks: There are two types of attacks in the game.

  • Melee Attacks. These attacks require the use of a melee weapon, such as a sword or mace, and require that the attacker and the target be next to each other.
  • Ranged Attacks. These attacks require the use of a ranged weapon, such as a shortbow or crossbow, and require that the attacker and the target have at least one square between them. The target must be within line of sight, not completely blocked by a wall.

When making an attack, follow these steps:

  1. Decide what weapon your character is using to make the attack.
  2. Roll the d20 and add your attack modifier for that weapon.
  3. If the result is equal to or higher than the target's Armor Class, the attack hits.
  4. If the attack hits, roll the damage dice as listed for the weapon.
  5. Damage reduces the target's hit points. When a target's hit points drop to 0, it is defeated.

Cast a Spell: In addition to moving, a cleric or wizard can cast a spell. There must be at least one square between the spellcaster and all monsters to cast a spell; no die roll is necessary, but you might have to roll for damage if the spell is offensive in nature or to see how much damage you cure with a healing spell. Monsters sometimes get to make a saving throw to avoid some or all of a spell's effects. If you don't have line of sight between a spellcaster and a monster, you can't cast a spell on that monster.

Saving Throws: Characters and monsters have a modifier for each type of saving throw in the game. When a saving throw is called for, roll the d20 and add your modifier.

Fleeing: When a fight gets really ugly, sometimes all you can do is run away. Normally, you have to stop when you move next to an opponent, and if you start the turn next to an opponent, you can only move one square. To do anything else in either situation allows the opponent to make an attack of opportunity against you. When you start a turn next to an opponent and decide to flee, you can declare that you are withdrawing. All you can do on your turn is move away from the opponent, and that opponent doesn't get to make an attack of opportunity. If you move next to any other opponents while withdrawing, you are subject to attacks of opportunity as normal.

Special Combat Rules: These special rules sometimes come into play during combat encounters.

  • Flanking. If two player characters are on opposite sides of a monster, they each get a +2 bonus on melee attacks they make against that monster. Two monsters can use this same tactic on a player character.
  • Cover in Melee Combat. It's hard to make an attack when a wall is in the way. You can't attack diagonally past a corner. This cover also gives a player character the protection needed to move, cast a spell, or make a ranged attack, even when next to an enemy—as long as a wall is between them.
  • Cover in Ranged Combat. You have to have a ranged weapon and line of sight to make a ranged attack. This means you can trace an imaginary straight line between your character and your target. Sometimes things are in the way, however. Pick a corner of the square your character is in. If the path from that corner to the target's entire square is clear, you have a clear shot. If a wall, statue, character, or monster blocks the path, then you can't shoot the target.
  • Shooting into a Fight. If a player character shoots a monster that is next to another adventurer, that player character gets a −4 penalty on the attack roll to show that it's hard to take the shot without accidentally hitting your teammate.
  • Making a Sneak Attack. Cam the Rogue can make a special attack, called a sneak attack. A successful sneak attack increases the damage that Cam deals by d6 points. A rogue can make a sneak attack in two situations: in the first round of combat, against a target that hasn't had a turn yet; or when the rogue attacks with a melee weapon and is flanking the target. Sneak attacks work because they allow a rogue to target a vital spot for extra damage. Some monsters aren't alive and don't have vital spots, such as Skeletons and Zombies, and so sneak attacks don't work against these kinds of monsters.
  • Ability Checks. When a character doesn't have the appropriate skill or when a character attempts something not specifically covered by a skill, the DM calls for an ability check. To make an ability check, you roll the d20 and add the modifier associated with the ability that best fits the action. Some skills can't be used unless a character knows them, so in these cases you can't make an ability check. You have to figure out another way to approach the problem.

Exploring the Dungeon

When adventurers aren't in combat, they're exploring the dungeon. Exploring includes:

  • Listening at a door and then kicking it open.
  • Searching defeated monsters for loot.
  • Opening a locked chest.
  • Finding a way past a trap.
  • Examining a magical statue or fountain.
  • Convincing a goblin to spill its secrets.

In combat encounters, you use rounds that last about 6 seconds in the game world (though it will take you longer to get through a round at the table). During exploration, game world time passes more casually.

An Example of Exploring: The adventurers have just defeated the orc marauder and its two goblin minions. The Dungeon Master checks the notes in the adventure, and sees that the dungeon chamber contains the following items: a cleric scroll of divine favor carried by the orc mauler; a door on the east wall and a door on the north wall (the adventurers entered through the north door); a chest in the middle of the room; and a secret door in the south wall.

The adventurers begin to explore the room.

Regdar's player: "I'm searching the monsters for gold or anything else important." Cam's player: "I'm going to listen at the east door." Dungeon Master (DM): "Regdar begins to examine the monsters while Cam heads over to the door in the east wall. What are the rest of you doing?" Dothal and Lanin's players say that they will wait to see if Cam hears anything or Regdar finds anything.

The DM checks his notes for the room beyond the east door and sees that there isn't anything in there to make any noise. He tells Cam's player to make a Listen skill check. Cam gets a good result of 17, but since there isn't anything to hear the DM reports that all is quiet beyond the door. From the players' point of view, the result may not have been high enough, whatever's behind the door is very quiet, or there isn't anything back there. They just don't know for sure.

Cam's player: "I'll keep listening, just in case something comes along." Lanin's player: "I'm going to search and see if I find anything in the southern portion of the room." Dothal's player: "And I'll check out the chest in the center of the room."

Now the DM knows what all the player characters are doing. He tells them what they find, one at a time, calling for die rolls as appropriate.

DM: "Regdar, the goblins have various odds and ends in their pockets and pouches—small bones, bits of meat, pieces of rope—nothing worthwhile. The orc, however, has a round tube made of bone, with a rolled up sheet of parchment inside it." Lanin's player: "Great! I bet that's a scroll!" DM: "You're busy searching the southern half of the room. What's your Search bonus?" Lanin's player: "Plus three."

Because the DM wants to preserve the mystery, he decides to make the Search check for Lanin. He rolls d20+3 and gets a total of 12. Too low to find the secret door.

DM: "You don't find anything, Lanin." Lanin's player: "Okay, I want to walk over to Regdar and check out the bone tube." DM: "Sure, but first we need to see what the others have discovered. Dothal, you reach the chest. What do you want to do?" Dothal's player: "Can I tell anything just by looking at it?" DM: "The wood looks solid and strong, and it has iron hinges and latches. It might be locked, but you can't tell just by looking at it." Dothal's player: "Hey Cam, come over and check out this chest for traps, why don't you?" Lanin's player: "What's on the scroll?" DM: "One thing at a time. Cam, do you want to examine the chest?" Cam's player: "Sure."

The DM lets Cam's player make the Search roll. He gets a result of 21, and the DM informs him that the chest appears to be trap-free. Then the DM asks all of the players to make Listen skill checks for their characters. Cam and Lanin both get results that are better than 15.

DM: "You hear a strange scraping noise coming from the south and you see a portion of the southern wall slide open. A secret door, and something's coming through!"

And then the adventure continues ...

2nd-Level Characters

Your Starting Characters, as presented in the Starting Character Books, are 1st-level characters. They start out with 0 experience points (XP). Through the course of the first four encounters in the Dungeon Master Book, they earn XP. A 1st-level character needs 1,000 XP to reach 2nd level. For the Starting Character, this should occur at the end of Encounter Four if they have been successful. The pages that follow present new character sheets and the information you need to advance each character to 2nd level.

If you're enjoying this basic version of the DUNGEONS & DRAGONS game, you should know that in the full version of the game you create your own characters from scratch. Check out the DUNGEONS & DRAGONS Player's Kit, your next step in your D&D adventure, which walks you through the creation process.

Advancing Regdar the Fighter

Time to level up Regdar! Some parts of Regdar's 2nd-level character sheet are already filled out. Other parts involve choices using the material in this section.

Ability Scores: Your ability scores were set when your character was created, and they don't change at 2nd level. Each ability score provides a modifier, which is used to determine attack bonuses and Armor Class, among other things.

Armor Class: Regdar's Armor Class doesn't change from 1st to 2nd level, unless he found the armor treasure that provides a +1 bonus.

Saving Throws: Your Fortitude save increased at 2nd level and has been adjusted for you.

Hit Points: Time to increase your hit points! You had 12 hit points at 1st level. Roll d10+2 and add the result to 12. This total is your new hit point total. Record this number on your sheet.

Skills: Regdar gets 2 skill points to use to improve the skills he has or to learn new skills. It costs 2 points to improve one skill by 1 rank, or 1 point to learn a new skill from the list below. Regdar's skill list at 1st level looks like this:

SkillKey AbilityAbility Mod.Skill Mod.Ranks
ListenWIS−1+12
SearchINT+0+22
SpotWIS−1+12

If you spend 2 skill points to improve a skill, add 1 to the number under "Ranks." If you decide to improve Listen, for example, you now have 3 ranks in that skill and a skill check modifier of +2. All of the skills that Regdar already knows are considered to be cross-class skills for a fighter. That's why it costs 2 points to improve them. The new skills provided below are class skills for a fighter. Regdar can either buy two of these new skills (at 1 rank each) or buy one new skill and give it 2 ranks.

  • Intimidate (Charisma skill): This skill allows you to threaten monsters into backing down or telling you what they know. The target number is generated by the monster's opposed roll (d20 + monster's level + monster's Wisdom bonus).
  • Jump (Strength skill): This skill allows you to leap over pits. The target number depends on the distance you want to jump: 5 feet requires a result of 5, 10 feet a result of 10, and so on. Jump is a move action.

Attacks: Regdar uses a longsword. The attack bonus is his base attack (+2) plus his Strength modifier (+2). If he found the weapon treasure, it is now a magical longsword with a +1 bonus to attack. The town has two weapons that Regdar might want to buy, if he has enough gold: a Greatsword (Cost 50 gp, damage 2d6 plus Strength modifier), or a Longbow and 20 arrows (Cost 75 gp, damage d8; attack bonus is base attack (+2) plus Dexterity modifier (+1)).

Regdar, 2nd-Level Fighter (Human) — filled-in character sheet:

  • Ability Scores: STR 15 (+2), DEX 12 (+1), CON 14 (+2), INT 10 (+0), WIS 8 (−1), CHA 13 (+1)
  • Saving Throws: Fortitude +5 (base +3, Con +2); Reflex +1 (base 0, Dex +1); Will −1 (base 0, Wis −1)
  • Armor Class 17 (10 + armor +6 + shield +0 + Dex +1); Initiative +1; Speed 4 Squares (20 feet)
  • Base Attack Bonus +2; Attack: Longsword +4, damage d8+2
  • Gear and Equipment: Splint mail armor, longsword
  • Skills at 1st level: Listen (Wis, +1); Search (Int, +2); Spot (Wis, +1)

Advancing Cam the Rogue

Time to level up Cam! Some parts of Cam's 2nd-level character sheet are already filled out. Other parts involve choices using the material in this section.

Ability Scores: Your ability scores were set when your character was created, and they don't change at 2nd level. Each ability score provides a modifier, which is used to determine attack bonuses and Armor Class, among other things.

Armor Class: Cam's Armor Class doesn't change from 1st to 2nd level, unless he found the armor treasure that provides a +1 bonus.

Saving Throws: Your Reflex save increased at 2nd level and has been adjusted for you.

Hit Points: Time to increase your hit points! You had 9 hit points at 1st level. Roll d6 and add the result to 9. This total is your new hit point total. Record this number on your sheet.

Skills: Cam gets 8 skill points to use to improve the skills he has or to learn new skills. It costs 1 point to improve one skill by 1 rank, or 1 point to learn a new skill from the list below. Cam's skill list at 1st level looks like this:

SkillKey AbilitySkill Mod.Ranks
BalanceDEX+74
DiplomacyCHA+64
Disable DeviceINT+44
Open LockDEX+74
SearchINT+44
SpotWIS+54

If you spend 1 skill point to improve a skill, add 1 to the number under "Ranks." If you decide to improve Balance, for example, you now have 5 ranks in that skill and a skill check modifier of +8. All of the skills that Cam already knows are considered to be class skills for a rogue. The new skills provided below are also class skills for a rogue. Cam can buy two of these new skills (at 1 rank each) and improve all of his existing skills by 1 rank.

  • Jump (Strength skill): This skill allows you to leap over pits. The target number depends on the distance you want to jump: 5 feet requires a result of 5, 10 feet a result of 10, and so on. Jump is a move action.
  • Listen (Wisdom skill): This skill allows you to hear sounds in the dungeon. You might check against how quiet a sound is (against a monster's Move Silently skill), or against a target number based on the situation.
  • Move Silently (Dexterity skill): This skill allows you to sneak up on an enemy or slink through an area without being noticed. You check against a monster's Listen skill.

Attacks: Cam uses a short sword for melee attacks. The attack bonus is his base attack (+1) plus his Strength modifier (+0). If he found the weapon treasure and applied it to this weapon, it is now a magical short sword with a +1 bonus to attack. Cam uses a short bow for ranged attacks. The attack bonus is his base attack (+1) plus his Dexterity modifier (+3). If he found the weapon treasure and applied it to this weapon, it is now a magical short bow with a +1 bonus to attack. The town has two weapons that Cam might want to buy, if he has enough gold: a Rapier (Cost 20 gp, damage d6 plus Strength modifier), or a Hand crossbow and 10 bolts (Cost 100 gp, damage d4).

Cam, 2nd-Level Rogue (Human) — filled-in character sheet:

  • Ability Scores: STR 10 (+0), DEX 17 (+3), CON 11 (+0), INT 10 (+0), WIS 12 (+1), CHA 15 (+2)
  • Saving Throws: Fortitude +0 (base 0, Con +0); Reflex +6 (base +3, Dex +3); Will +1 (base 0, Wis +1)
  • Armor Class 16 (10 + armor +3 + shield +0 + Dex +3); Initiative +3; Speed 6 Squares (30 feet)
  • Base Attack Bonus +1; Attacks: Short sword +1 (damage d6), Short bow +4 (damage d6)
  • Gear and Equipment: Studded leather armor, short sword, short bow, quiver with 20 arrows, thieves' tools

Advancing Lanin the Wizard

Time to level up Lanin! Some parts of Lanin's 2nd-level character sheet are already filled out. Other parts involve choices using the material in this section.

Ability Scores: Your ability scores were set when your character was created, and they don't change at 2nd level. Each ability score provides a modifier, which is used to determine attack bonuses and Armor Class, among other things.

Armor Class: Lanin's Armor Class doesn't change from 1st to 2nd level, unless she found the ring treasure that provides a +2 bonus.

Saving Throws: Your Will save increased at 2nd level and has been adjusted for you.

Hit Points: Time to increase your hit points! You had 7 hit points at 1st level. Roll d4 and add the result to 9. This total is your new hit point total. Record this number on your sheet.

Skills: Lanin gets 3 skill points to use to improve the skills she has or to learn new skills. It costs 2 points to improve some skills by 1 rank, and 1 point to improve others, as discussed below. Or you can spend 1 or 2 points to learn a new skill from the list below. Lanin's skill list at 1st level looks like this:

SkillKey AbilitySkill Mod.Ranks
KnowledgeINT+54
SearchINT+32
SpotWIS+32

Knowledge is a class skill for a wizard. It costs Lanin 1 point to improve her Knowledge skill by 1 rank. Search and Spot are considered to be cross-class skills for a wizard. It costs 2 points to improve either of them by 1 rank. The new skills provided below list whether they are class skills (cost 1 point for 1 rank) or cross-class skills (cost 2 points for 1 rank) for a wizard.

  • Decipher Script (Intelligence skill): This is a class skill for a wizard. It allows you to figure out the meaning of ancient runes or a long-forgotten language.
  • Listen (Wisdom skill): This skill is a cross-class skill for a wizard. It allows you to hear sounds in the dungeon. You might check against how quiet a sound is (against a monster's Move Silently skill), or against a target number based on the situation.

Attacks: Lanin uses a quarterstaff for melee attacks. The attack bonus is her base attack (+1) plus her Strength modifier (−1). If she found the weapon treasure and applied it to this weapon, it is now a magical quarterstaff with a +1 bonus to attack. The town has two weapons that Lanin might want to buy, if she has enough gold: a Dagger (Cost 2 gp, damage d4 plus Strength modifier), or a Light crossbow and 10 bolts (Cost 35 gp, damage d8; move action to reload).

Spells: At 2nd level, Lanin can cast 4 0-level spells and 3 1st-level spells per day. At 1st level, Lanin knows these spells — 0-Level Spells: Daze, Flare; 1st-Level Spells: Mage Armor, Magic Missile, Shocking Grasp. You prepare the spells for these slots by studying and resting prior to the adventure. As part of leveling up, you can learn one more 0-level spell and one more 1st-level spell. Select one of each from the spells listed below.

  • Acid Splash (0-level spell): You create an orb of acid that deals d3 points of damage to a target. You must make an attack roll that equals 10 plus the target's Dexterity bonus or better to hit.
  • Resistance (0-level spell): Cast this spell to give one player character a +1 bonus on all saving throws for the rest of the encounter.
  • Burning Hands (1st-level spell): Cast this spell to create a cone of searing flame that deals 2d4 points of damage to all targets 15 feet in front of you. Targets make a Reflex saving throw (12) for half damage.
  • Cause Fear (1st-level spell): Cast this spell to cause one monster to flee for d4 rounds. The Blue Dragon is immune to this spell.

Lanin, 2nd-Level Wizard (Elf) — filled-in character sheet:

  • Ability Scores: STR 8 (−1), DEX 18 (+4), CON 10 (+0), INT 13 (+1), WIS 12 (+1), CHA 11 (+0)
  • Saving Throws: Fortitude +0 (base 0, Con +0); Reflex +4 (base 0, Dex +4); Will +4 (base +3, Wis +1)
  • Armor Class 15 (10 + armor +1 + shield +0 + Dex +4); Initiative +4; Speed 6 Squares (30 feet)
  • Base Attack Bonus +1; Attack: Quarterstaff +0, damage d6−1
  • Gear and Equipment: Quarterstaff, spellbook, spell components, +1 ring of protection
  • Spells: 4 0-level spells, 3 1st-level spells per day. Prepared 0-Level Wizard Spells — Daze (monster, not a dragon, loses next turn; Will save 12 to resist), Flare (monster receives −1 penalty on attack rolls for encounter; Fortitude save 12). Prepared 1st-Level Wizard Spells — Mage Armor (increase your AC by 4, to 19), Magic Missile (hits one monster within sight for d4+1 damage), Shocking Grasp (hits one monster next to you for d6 damage)

Advancing Dothal the Cleric

Time to level up Dothal! Some parts of Dothal's 2nd-level character sheet are already filled out. Other parts involve choices using the material in this section.

Ability Scores: Your ability scores were set when your character was created, and they don't change at 2nd level. Each ability score provides a modifier, which is used to determine attack bonuses and Armor Class, among other things.

Armor Class: Dothal's Armor Class doesn't change from 1st to 2nd level, unless he found the armor treasure that provides a +1 bonus.

Saving Throws: Your Fortitude and Will saves increased at 2nd level and have been adjusted for you.

Hit Points: Time to increase your hit points! You had 11 hit points at 1st level. Roll d8+3 and add the result to 11. This total is your new hit point total. Record this number on your sheet.

Skills: Dothal gets 3 skill points to use to improve the skills he has or to learn new skills. It costs 2 points to improve some skills by 1 rank, and 1 point to improve others, as discussed below. Or you can spend 1 or 2 points to learn a new skill from the list below. Dothal's skill list at 1st level looks like this:

SkillKey AbilitySkill Mod.Ranks
DiplomacyCHA+34
KnowledgeINT+54
SearchINT+32

Diplomacy and Knowledge are class skills for a cleric. It costs Dothal 1 point to improve his Diplomacy or Knowledge skill by 1 rank. Search is considered to be a cross-class skill for a cleric. It costs 2 points to improve this skill by 1 rank. The new skills provided below are cross-class skills for a cleric. Each one costs 2 points to give you 1 rank in the skill.

  • Listen (Wisdom skill): This skill is a cross-class skill for a wizard, described above; for a cleric it allows you to hear sounds in the dungeon in the same way.
  • Spot (Wisdom skill): This skill is a cross-class skill for a cleric. It allows you to notice hidden opponents in the dungeon. You check against a target number based on the situation.

Attacks: Dothal uses a warhammer for melee attacks. The attack bonus is his base attack (+1) plus his Strength modifier (+1). If he found the weapon treasure and applied it to this weapon, it is now a magical warhammer with a +1 bonus to attack. The town has two items that Dothal might want to buy, if he has enough gold: a Heavy mace (Cost 12 gp, damage d8 plus Strength modifier), or a Heavy steel shield (Cost 20 gp, replaces light steel shield and improves Armor Class by +1).

Spells: At 2nd level, Dothal can cast 4 0-level spells and 4 1st-level spells per day. At 1st level, Dothal knows these spells — 0-Level Spells: Guidance; 1st-Level Spells: Bane, Bless, Cure Light Wounds. You prepare the spells for these slots by meditating and resting prior to the adventure. As part of leveling up, you can learn one more 0-level spell and one more 1st-level spell. Select one of each from the spells listed below.

  • Light (0-level spell): You cast this spell on an object, causing the object to shine like a torch for the rest of the adventure.
  • Resistance (0-level spell): Cast this spell to give one player character a +1 bonus on all saving throws for the rest of the encounter.
  • Divine Favor (1st-level spell): Cast this spell to give yourself a +1 bonus on attack rolls and a +1 bonus on damage rolls for the rest of the encounter.
  • Shield of Faith (1st-level spell): Cast this spell to give one player character a +2 bonus on Armor Class for the rest of the encounter.

Dothal, 2nd-Level Cleric (Dwarf) — filled-in character sheet:

  • Ability Scores: STR 13 (+1), DEX 9 (−1), CON 17 (+3), INT 12 (+1), WIS 15 (+2), CHA 8 (−1)
  • Saving Throws: Fortitude +8 (base +3, Con +5); Reflex −1 (base 0, Dex −1); Will +5 (base +3, Wis +2)
  • Armor Class 15 (10 + armor +5 + shield +1 + Dex −1); Initiative −1; Speed 4 Squares (20 feet)
  • Base Attack Bonus +1; Attack: Warhammer +2, damage d8+1
  • Gear and Equipment: Warhammer, holy symbol, chainmail, light steel shield
  • Spells: 4 0-level spells, 4 1st-level spells per day. Prepared 0-Level Cleric Spells — Guidance (+1 bonus on one adventurer's next attack roll, saving throw, or skill check). Prepared 1st-Level Cleric Spells — Bane (monsters take −1 penalty on attacks for rest of encounter, resist Will 13), Bless (Adventurers receive +1 bonus on attacks for rest of encounter), Cure Light Wounds (heal yourself or a teammate of d8+1 damage)

Encounter Six: Against the Blue Dragon

This is it, the ultimate challenge for your 2nd-Level Characters. In this adventure, the player characters follow the map to the last chambers leading up to Tusenmaug's lair. Will the adventurers find a way to defeat the Blue Dragon and save the town? Or will the terrible Blue Dragon prevail? The only way to find out is to play the adventure!

Set Up: Place the Dungeon Tile labeled "1A" in the center of the table. As the adventurers advance through this portion of the dungeon, you will place the Dungeon Tiles labeled "2A," "3A," and "4A." This adventure starts on Dungeon Tile "1A." Place the four Adventurer miniatures on the squares on Dungeon Tile "1A," as shown on the diagram. Place two Door counters on Dungeon Tile "1A," as shown. Use the counters that say "Locked!" on the back. Take the Goblin Warrior miniature and a Chest counter that says "Trap!" on the back. Place the Goblin Warrior on the tile as shown. Don't place the Chest until the adventure tells you to.

Start the adventure by reading the opening below.

You and your adventuring companions follow the Minotaur's map deeper into the dungeon. You reach a section of corridor that has partially collapsed, with shattered columns of stone and rubble. Ahead in the darkness, you hear a muttering voice. "Won't pay Grimp what Grimp deserves? Then Grimp find his own treasure, that's what Grimp will do." What do you want to do?

The Goblin Warrior, Grimp, doesn't immediately notice the adventurers. He's busy searching through the rubble looking for something of value to supplement the reward Tusenmaug has already promised him.

Another Approach: If any of the adventurers have taken the Diplomacy or Intimidate skills, a character might try to negotiate or threaten Grimp into spilling a secret and leaving without a fight. If the adventurers pull this off, they have effectively defeated Grimp and they should be awarded experience accordingly. If either check fails, Grimp turns hostile and attacks.

  • Diplomacy: A character with the Diplomacy skill can attempt to befriend Grimp. This requires the character to behave in a friendly manner and get a result of 20 or better on a Diplomacy skill check. A character can make a Charisma ability check if he or she doesn't have the Diplomacy skill. The other characters can help. To help, the other characters make the same check as the primary character, but they need a result of 10 or better. For each helping character that succeeds, the primary character receives a +2 bonus on his or her check.

On a successful Diplomacy check, Grimp decides to help the adventurers. He explains that Tusenmaug the Blue Dragon arrived in the dungeon a few months ago and quickly established itself as the boss of bosses. It hates humans and dwarves and elves, and it wants to destroy the nearby town of Griffonford—after scaring the inhabitants and taking all their treasure.

"But Tusenmaug doesn't share as much as Grimp would like," the Goblin Warrior explains, "so Grimp's been searching this rubble to find Old One Ear's lost loot. Who's Old One Ear? Old One Ear's the Bugbear that ran the dungeon before Tusenmaug showed up—and ate him! The doors over there are locked and can only be opened with a key. The walking statue in the next room has the key, but he's hard to find," Grimp tells the adventurers. "If you can get through those doors, however, there's all kinds of treasure. That's the vault where Tusenmaug keeps the stuff that's been stolen from the town. The Blue Dragon won't expect an attack from that direction. Where's Tusenmaug? The Blue Dragon's beyond the next chamber, in a room connected to the vault," Grimp explains. "He's tough and dangerous. Grimp thinks he's said enough. Time for Grimp to go." With that, the Goblin Warrior heads back through the dungeon corridors, taking the path that the adventurers used to get here.

  • Intimidate: A character with the Intimidate skill can attempt to frighten and threaten Grimp into backing down and revealing the same information as gained through Diplomacy. This requires the character to behave in a threatening manner and get a result of 15 or better on an Intimidate skill check. A character can make a Charisma ability check if he or she doesn't have the Intimidate skill. Other characters can help, as described under Diplomacy.

When Grimp has revealed everything he can think of, he attempts to run toward Dungeon Tile "3A" to find help to use against the adventurers. The characters can let Grimp go (the Goblin Warrior then becomes part of the encounter described for that tile) or try to stop him. If they try to stop him, call for initiative checks as this encounter becomes a combat encounter. Once Grimp notices the adventurers, he fights savagely, throwing his javelin from a distance (if possible) before engaging in melee with his morningstar. If the adventurers defeat Grimp, they split 300 XP.

Move Silently: Cam the Rogue can attempt to Move Silently and sneak up on the Goblin Warrior before it notices him. This requires a Move Silently skill check (if Cam took that skill when he leveled up) or a Dexterity ability check. The result of the check is compared to the Goblin Warrior's Listen check. If Cam beats the Listen check, he can move up to the Goblin Warrior (using a Move action) before you check for initiative. If the Goblin Warrior beats Cam's result, the monster hears Cam approaching. If any of the other adventurers move, Grimp hears them and a combat encounter begins.

Initiative Check: If Cam successfully Moves Silently, he can sneak up on the Goblin Warrior before the combat encounter starts. This sets him up to deliver a potentially devastating sneak attack. Call for initiative checks after Cam finishes his Move action. If the adventurers just decide to move toward the Goblin Warrior without letting Cam try something sneaky, call for initiative checks and set the initiative order for this combat encounter.

Goblin Warrior (Grimp)

  • Initiative: +1
  • Speed: 6 Squares (30 feet)
  • Attack/Damage: +3 (morningstar)/d6, or +4 (javelin, ranged)/d4
  • Armor Class: 14
  • Hit Points: 10
  • Saves: Fortitude +3, Reflex +1, Will −1
  • Skills: Listen +2, Spot +2
  • Experience (XP): 200

The Locked Doors: The doors between tile "1A" and "4A" are locked. The lock is too complex for Cam the Rogue's skill level. The doors are made of solid stone and can't be broken open, either. Let the characters try to unlock or break this solid stone doors, then tell them that the task seems impossible. The only way to open these doors is to retrieve the key from the gargoyle in the chamber shown on tile "3A."

The Trapped Chest: If the adventurers decide to Search the rubble for Old One Ear's lost treasure, have each character that tries make a Search skill check. If an Adventurer successfully Searches the rubble (result of 15 or more), place the Chest counter on the indicated square. The Chest is trapped. If Cam the Rogue Searches the Chest, the trap does not immediately go off. Any other character immediately sets off the trap. If the trap is set off, a burst of fire explodes in all directions. Any character in a square next to the trapped Chest is dealt 2d6 points of damage. An adventurer makes a Reflex save to avoid some of the damage. If the saving throw result is 15 or better, the adventurer dodges and takes half damage from the trap. If Cam the Rogue successfully Searches the Chest, the trap is revealed but it doesn't go off. Cam can try to disarm the trap. He needs to get a result of 20 or better on a Disable Device skill check. If the check fails, the trap goes off. If the check succeeds, the trap is disarmed. The Chest contains Old One Ear's treasure: 300 gold pieces and two items rolled for on the Random Treasure Table, below.

Random Treasure Table: Roll d12 and check the result, below, to see what's in a treasure chest. Instead of handing out the counters, have players mark their find on their character sheet. When they use a scroll or potion, they cross it off their sheets.

d12Treasure
1Nothing
2-3Healing Potion
4Thieves' Tools (+2 bonus instead of +1)
5-6Weapon (+2 bonus instead of +1)
7Armor (+2 bonus instead of +1)
8Boots
9Cloak
10Ring
11-12Scroll (roll on scroll table, below)
d20Scroll
1Guidance spell (cleric)
2Light spell (cleric)
3-4Resistance spell (cleric or wizard)
5Daze spell (wizard)
6Flare spell (wizard)
7Acid splash spell (wizard)
8Bane spell (cleric)
9-10Bless spell (cleric)
11Divine favor spell (cleric)
12Shield of faith spell (cleric)
13Burning hands spell (wizard)
14-15Cure light wounds spell (cleric)
16Cause fear spell (wizard)
17Mage armor spell (wizard)
18-19Magic missile spell (wizard)
20Shocking grasp spell (wizard)

Tile 3A — The Rune-Covered Floor: Set up Dungeon Tile "3A" as shown in the diagram. Place the two Chest counters (the ones that say "Chest" on the back) as shown. Place the two Door counters (that say "Trap!" on the back) as shown. Don't place the Gargoyle miniature until the adventure tells you to. When the adventurers move onto Dungeon Tile "3A," read the description below.

The chamber ahead features a tiled floor leading up to a stepped platform. Each tile features a carved rune that shines with an arcane red glow. On the platform, two monstrous statues frame a portal filled with glowing, swirling, sparkling light. What do you want to do?

If the Goblin Warrior, Grimp, ran away from the adventurers in the first encounter, the characters find him here. Place the miniature face down on any of the symbol squares closest to tile "1A." Read:

Grimp lies face down on one of the tiles, his body burnt and misshapen as if from an intense blast of heat.

The rune-covered floor is a trap, but it can also be used to activate the portal and call forth the Gargoyle that holds the key to the Blue Dragon's vault (tile "4A"). Depending on what the adventurers want to do, see the sections below.

The Runes: Runes are symbols in an ancient and unknown language. These runes also contain arcane power. That power can either harm the characters or open the portal so that the guardian of the vault key can be summoned.

  • Decipher Script: If Lanin the Wizard took the Decipher Script skill, she can attempt to make sense of the strange runes. If she didn't take the skill, this option is not available. The skill can only be used if it is known. A Decipher Script skill check of 15 or better allows Lanin to determine that the runes are Draconic—the language of dragons! They depict ancient words of power and are very dangerous. Three of the runes, however, are words of opening and summoning. Lanin determines that if these three tiles are activated in the proper order, something might happen. The order is shown on the diagram; the squares are marked "1," "2," and "3."
  • Spot: If Lanin doesn't have the Decipher Script skill, a Spot check can provide a hint about the runes. Any character that gets 20 or better on a Spot check notices that the runes in those three squares glow with a different color than those in the other squares. They glow blue instead of red.

Danger: Stepping onto any of the rune-inscribed squares (except for the ones numbered "1," "2," and "3") activates a magical trap. Cam the Rogue can't disarm this trap. When a character steps onto a rune square, a pillar of fire fills the square for a second, dealing d6 points of damage to the character in that square. If the character makes a Reflex save of 15 or better, he or she takes half damage.

Summoning: To summon the Gargoyle so that the adventurers can try to get the vault key from it, a character has to step on the proper runes in the correct order. This order is shown on the diagram. A character can walk across the trapped squares (taking damage as he or she goes), or he or she can make Jump skill checks (or Strength ability checks, if the character doesn't have the skill). The target number for a Jump check from a clear square to the rune marked "1" is 5, so a result of 5 or better is a success. From rune "1" to rune "2" is a simple move, but Jumping from rune "2" to rune "3" requires a Jump result of 10 or better. A failed Jump check places the character one square short of the target, in a trapped square. If one of the numbered squares is stepped on, the characters see the portal's glow intensify slightly. This happens when each of the proper squares are stepped on, despite the order in which they are activated.

When the numbered squares are activated (stepped on) in the proper order, the swirling colors within the portal solidify into a single, bright white light. Read:

The swirling light within the portal stops moving and becomes a sheet of bright white light. This light ripples, and a winged creature made of stone steps out of the light and into the chamber—a Gargoyle!

Place the Gargoyle miniature on tile "3A," as shown on the diagram.

The Gargoyle: The adventurers can get through this chamber without encountering the Gargoyle. They lose the ability to get the key to the Blue Dragon's vault until later in the adventure, but the story can continue even if the Gargoyle never emerges from the glowing portal. If the Gargoyle is summoned, read:

"Who calls forth the guardian of the key?" the creature says in a voice that sounds like a rock being dragged across a stone. "What is the word of command?"

Obviously, whatever the adventurers say at this point will be wrong, but encourage them to answer the Gargoyle as they see fit. After they have each had a chance to say something, the Gargoyle roars, "Wrong! Wrong! Wrong! Wrong!" Call for initiative checks, because the Gargoyle wants to fight! Note that the portal can only be used by the Gargoyle. The adventurers can't enter it in any way. If the adventurers summon the Gargoyle and defeat it, they find a large gold key hanging on a chain around its neck. This key unlocks the doors on tile "1A" that lead to the Blue Dragon's treasure vault.

Gargoyle

  • Initiative: +2
  • Speed: 6 Squares (30 feet), fly
  • Attack/Damage: +6 (claw)/d4+2
  • Armor Class: 16
  • Hit Points: 25
  • Saves: Fortitude +5, Reflex +6, Will +4
  • Skills: Listen +4, Spot +4
  • Special: Only magic weapons and spells can hurt the Gargoyle; only characters who have found a magic weapon treasure can damage the Gargoyle with weapon attacks. If the Gargoyle doesn't move, on that turn it can make two attacks with its claws.
  • Experience (XP): 900

The Chests: There are two Chests in this area. They are not locked and no traps protect them. If the adventurers Search these Chests, roll on the Random Treasure Table above to see what they find. Each Chest possibly contains one item.

The Trapped Doors: The doors in this chamber are trapped. They lead to Tusenmaug's lair. It takes a Disable Device skill check of 15 or better to disarm this trap. Otherwise, when the trap is set off or the doors are opened, a magical seal breaks and releases its power in a straight line. When the seal breaks, a terrible wail travels the length of the chamber. Any character in a square in either of the rows directly in front of the doors is hit with a solid wave of sound. This wave of sound deals d6+2 points of damage, Fortitude save of 15 or better for half damage. The noise made by the breaking seal alerts Tusenmaug that intruders are on the way. The other opening in this area leads deeper into the dungeon and away from this adventure. If the adventurers go this way, they eventually find an exit out of the dungeon and can return to town.

Tile 4A — The Vault: Set up Dungeon Tile "4A" as shown in the diagram. Place the two Chest counters (the ones that say "Locked!" on the back) as shown. Place the two Door counters (that say "Trap!" on the back) as shown. Place the Harpy miniature and the Skeleton Warrior miniature as shown. The locked doors that separate this tile from tile "1A" can only be opened with the key provided by the Gargoyle. When the adventurers move onto Dungeon Tile "4A," read the description below.

The chamber features a wide corridor that surrounds a raised platform of blood-red rock. Two large chests sit atop the platform, and a vicious-looking Harpy hovers above the platform on batlike wings. A Skeleton walks along the outer corridor, swinging its scimitar in a deadly arc as it goes. What do you want to do?

"Who enters Tusenmaug's vault?" the Harpy screeches. "Who's blood will fill my gullet this day? Have you come for the treasure? I don't think you will survive to enjoy it!"

The Chests contain some of the Blue Dragon's treasure, but the adventurers must defeat the Harpy and the Skeleton to get to it, as well as the danger presented by the platform of blood-red rock. When the adventurers enter the chamber, call for initiative checks. Depending on what the adventurers want to do, see the sections below.

The Blood-Red Rock: The platform presents a danger. The Harpy avoids the danger and uses it to her advantage by flying and hovering above it and never touching the ground. She stays above it so that the characters must stand upon the blood-red rock to engage her in melee combat. Any time a character is on one of the blood-red rock squares, the magic of the strange rock saps the life from a character. That character takes 1 point of damage each round.

The Harpy: The Harpy fights with her club and claws when the adventurers get close, but she always tries to hover above the blood-red rock to use it against the characters. In addition, she has a ranged attack that takes the form of a powerful sonic scream.

Screaming Harpy

  • Initiative: +2
  • Speed: 4 Squares (20 feet), fly
  • Attack/Damage: +7 (club)/d6
  • Armor Class: 13
  • Hit Points: 31
  • Saves: Fortitude +2, Reflex +7, Will +6
  • Skills: Listen +7, Spot +3
  • Special: Sonic scream: This ranged attack targets one character. No attack roll necessary, but it takes the place of a melee attack for the turn. The sonic scream deals d4+1 points of damage, and the target can make a Will save of 15 or better for half damage (minimum of 1). If the Harpy doesn't move, on that turn it can make one attack with its club and two attacks with its foot claws (+2/d4−1 damage, minimum 1 point).
  • Experience (XP): 900

The Skeleton: The Skeleton always takes at least one Move action on its turn. It travels along the outer corridor in a clockwise direction, moving until it gets next to a player character. Then it stops, makes one attack, and then continues on its way until it reaches another character. It does this every turn until it is destroyed.

Wandering Skeleton

  • Initiative: +5
  • Speed: 6 Squares (30 feet)
  • Attack/Damage: +2 (scimitar)/d6+1
  • Armor Class: 15
  • Hit Points: 12
  • Saves: Fortitude +0, Reflex +1, Will +2
  • Special: Can't be flanked. Can't be sneak attacked. Bludgeoning weapons, such as maces, warhammers, and quarterstaffs, deal full damage to the Skeleton; slashing and piercing weapons, such as swords and arrows, deal 5 points less damage per attack.
  • Experience (XP): 200

The Chests: There are two Chests in this area. They are locked. They must be broken open or unlocked (Open Lock check of 15 or better). Remember that the blood-red rock deals damage to anyone standing on it. If the adventurers Search these Chests, roll on the Random Treasure Table to see what they find. Each Chest possibly contains two items, as well as 400 gold pieces.

The Trapped Doors: The doors in this chamber are trapped. They lead to Tusenmaug's lair. It takes a Disable Device skill check of 20 or better to disarm this trap. Otherwise, when the trap is set off or the doors are opened, a magical seal breaks and releases its power in a straight line. When the seal breaks, a wave of deadly cold travels the length of the chamber. Any character in a square in either of the rows directly in front of the doors is hit with a solid wave of cold. This wave of cold deals d6 points of damage, Fortitude save of 15 or better for half damage. The noise made by the breaking seal alerts Tusenmaug that intruders are on the way. The other openings leading out of this chamber are dead ends.

Tile 2A — Tusenmaug's Lair: Set up Dungeon Tile "2A" as shown in the diagram. Place the Chest counter (the one that says "Chest" on the back) as shown. Place the Blue Dragon miniature, the Orc Mauler miniature, and the Goblin Archer miniature as shown. When the adventurers move onto Dungeon Tile "2A," read the description below.

A large Blue Dragon waits in this large chamber. An Orc and a Goblin are also in the room. The Blue Dragon seems to sneer at you, and it roars in words that you can barely understand. "This is my domain! How dare you lesser creatures even enter my presence? Now you must die!" What do you want to do?

When the adventurers enter the chamber, call for initiative checks. The time has come to finally face the Blue Dragon named Tusenmaug and try to end this menace once and for all! The Orc Mauler rushes to provide melee support for the Dragon, while the Goblin Archer makes ranged attacks from a distance.

The Blue Dragon: Tusenmaug the Blue Dragon is a relatively young dragon. He came to this dungeon and decided to establish a lair. Along with making a lair, the dragon has worked to make the rest of the monsters living in the dungeon fall under his command. Tusenmaug hates humans and dwarves and elves. He believes that all creatures are lesser creatures when compared to dragons, and humans and their ilk even more so. He has started a campaign to loot and eventually destroy the nearby town of Griffonford. He especially hates the adventurers for what they have already accomplished and for daring to try to upset his plans. Note that the ceilings in this chamber and the rest of the dungeon are too low for the Blue Dragon to fly or use its wings as weapons. The Blue Dragon fights to the death to defend its lair and the position it has carved out here in the dungeon.

Blue Dragon

  • Initiative: +0
  • Speed: 4 Squares (20 feet)
  • Attack/Damage: +8 (bite)/d12+2
  • Armor Class: 18
  • Hit Points: 76
  • Saves: Fortitude +6, Reflex +5, Will +5
  • Skills: Listen +10, Spot +4
  • Special: Breath weapon: The Blue Dragon breathes lightning. It can use its breath weapon once in the encounter. When it does, a line of lightning erupts from it that hits all targets in a straight line. The lightning deals 16 points of damage to every character in a line. A character can make a Reflex save of 15 or better for half damage. If the Dragon doesn't move, it can attack with its bite and a claw (+8/d6+2 damage).
  • Experience (XP): 1,350

Goblin Archer

  • Initiative: +1
  • Speed: 6 Squares (30 feet)
  • Attack/Damage: +3 (light crossbow)/d6
  • Armor Class: 15
  • Hit Points: 5
  • Saves: Fortitude +3, Reflex +1, Will −1
  • Skills: Listen +2, Spot +2
  • Special: After making an attack, on its next turn the Goblin Archer can Move and Reload or Reload and Attack.
  • Experience (XP): 100

Orc Mauler

  • Speed: 6 Squares (30 feet)
  • Attack/Damage: +4 (morningstar)/d6+1
  • Armor Class: 13
  • Hit Points: 8
  • Saves: Fortitude +3, Reflex +0, Will −2
  • Skills: Listen +1, Spot +1
  • Experience (XP): 150

The Chest: There is one Chest in this area. It isn't locked or trapped. If the adventurers Search the Chest, roll on the Random Treasure Table to see what they find. The Chest possibly contains two items, as well as 600 gold pieces.

The End? This series of encounters to stop the dread Dragon Tusenmaug ends here, but your adventures don't have to!

Dragon Master Basics

The Dungeon Master has two main tasks in the game—preparing the adventure and running the adventure. Some people find that the most fun for the Dungeon Master is to create your own adventures. You can rearrange the monsters and dungeon tiles provided in this box to do this, or you can move on to the more advanced D&D products to accomplish this.

The Dungeon Master is kind of like a referee.

  • The DM knows the rules of the game.
  • The DM pays attention to the other players.
  • The DM determines the answer if questions come up about play.
  • The DM plays fair.
  • The DM isn't out to beat the other players or win.

Make It Up: Sometimes the players try something that isn't covered by the rules. That's okay. That's part of the power of the D&D game. When this happens, the DM gets to make up a rule for the situation and decide what happens. If the DM does make up a rule, record that new rule so that you can use it again in the future.

Keep It Balanced: The DM should strive to provide dungeons and adventures in which the player characters face real challenges, but fair challenges. Look to examples provided in this box for inspiration and ideas.

The DM controls all of the monsters in the game. Play the monsters as the adventure suggests. Some are dumb as rocks, others are smart and sophisticated. Remember that monsters make up most of the challenges your player characters face in adventures. Play the monsters fairly. The monster doesn't know everything that you know—you're the DM, after all. If the monster shouldn't know that Cam the Rogue is hiding in the shadows, play it that way.

More D&D Products

The next step in your DUNGEONS & DRAGONS adventure is the DUNGEONS & DRAGONS Player's Kit. This boxed set takes your play to the next level. It's designed to show you how to create your own player characters from scratch and how to get the most out of the full D&D game rules. The boxed set includes:

  • Three booklets that guide you through character creation and advanced game play.
  • A set of high-quality D&D dice.
  • A paperback version of the D&D Player's Handbook.

The core rules for the full version of the D&D game are packed into three core rulebooks.

  • D&D Player's Handbook. This high-quality hardcover book features all the rules of the game that every player needs. The book covers: Character Creation, More Character Races and Classes, Skills and Feats, Weapons, Armor, and Equipment, Combat Rules, Spells for Wizards, Clerics, and Other Spellcasting Classes, and More!
  • D&D Dungeon Master's Guide. This high-quality hardcover book features additional rules of the game that every Dungeon Master needs. Players can find lots of useful information in this volume, too. The book covers: Running the D&D Game, Using the Rules, Running Adventures, Creating Adventures, Running Campaigns, Prestige Classes, Magic Items, and More!
  • D&D Monster Manual. This high-quality hardcover book features hundreds of monsters for use by DMs. Players will want to study this volume, as well, to get a better idea of the types of monsters their characters might run into. The book covers hundreds of monsters, with game statistics, tactics, tips for improving monsters and creating new monsters, and more. Some of the monsters in this tome include: Dragons, Undead, Dire Animals, Beholder, Mind Flayer, Drow, Giants, and More!

You can find more official D&D miniatures like the ones in this game in DUNGEONS & DRAGONS Miniatures Game Booster Packs. Each Booster Pack contains 8 random, painted, durable plastic miniatures based on D&D monsters and character classes. Find the miniature that best represents your player character. Build a collection of monsters to use in adventures. Or learn to play the head-to-head DUNGEONS & DRAGONS Miniatures Game for a different kind of D&D experience!

Credits

Design: Bill Slavicsek and Matthew Sernett. Development: Jesse Decker, Mike Mearls, Ed Stark. Design Manager: Christopher Perkins. Development Manager: Jesse Decker. Editing Manager: Kim Mohan. Art Director: Karin Jaques. Cover Artist: Wayne Reynolds. Graphic Designers: Keven Smith, Jennifer Lathrop, Trish Yochum. Cartographer: Jason Engle. Production Manager: Chas DeLong.

Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson, and the new DUNGEONS & DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. This product uses updated material from the v.3.5 revision. This Wizards of the Coast product contains no Open Game Content; no portion of this work may be reproduced in any form without written permission. All trademarks are property of Wizards of the Coast. © 2006 Wizards of the Coast, Inc.