MMT029 D&D Fast Play - Wizards of the Coast
MMT029 D&D Fast Play - Wizards of the Coast
MMT029 D&D Fast Play - Wizards of the Coast
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HANDY DM TIP:<br />
CARROTS & STICKS<br />
People play <strong>the</strong> D&D game for many<br />
<strong>of</strong> different reasons. If your group<br />
looks like it might need some<br />
encouragement to get on with <strong>the</strong><br />
mission (find <strong>the</strong> zombies, discover<br />
<strong>the</strong>ir secret, and destroy <strong>the</strong>m), here<br />
are some buttons you can push for<br />
<strong>the</strong> various heroes.<br />
Graywulf is dedicated to <strong>the</strong><br />
destruction <strong>of</strong> evil and this place<br />
reeks <strong>of</strong> it. The hairs on <strong>the</strong> back <strong>of</strong><br />
his neck stand up and he’s sure that<br />
this is <strong>the</strong> lair <strong>of</strong> <strong>the</strong> zombies.<br />
Stardancer is also dedicated to<br />
<strong>the</strong> destruction <strong>of</strong> evil. However, she’s<br />
not above looking for <strong>the</strong> odd spare<br />
coin that <strong>the</strong>se monsters happen to be<br />
carrying. <strong>Play</strong> up <strong>the</strong> fact that where<br />
<strong>the</strong>re’re monsters, <strong>the</strong>re’s treasure.<br />
Delavan has <strong>the</strong> loyalty and<br />
dependability that dwarves are<br />
legendary for. He shouldn’t back down<br />
from a challenge nor desert his allies.<br />
Zanthar Rex seeks knowledge.<br />
Where <strong>the</strong>re are undead, <strong>the</strong>re are<br />
usually lost tomes and magical items.<br />
4<br />
1: WHEN DRAGONS<br />
RULED THE WORLD...<br />
Once <strong>the</strong> players have looked over <strong>the</strong>ir<br />
character sheets, you can start <strong>the</strong><br />
adventure. Remember, only read <strong>the</strong> Red<br />
Text to <strong>the</strong> players. Everything else is for<br />
your information only.<br />
Usually <strong>the</strong> Red Text ends with a<br />
question for <strong>the</strong> players—“What are your<br />
heroes going to do?” At this point you turn<br />
things over to <strong>the</strong> players. They decide if<br />
<strong>the</strong>ir heroes are going to open a door, fight<br />
a monster, run away, or do something else<br />
entirely. It’s <strong>the</strong>ir choice.<br />
The players tell you what <strong>the</strong>ir heroes are<br />
doing (<strong>the</strong>y don’t all have to do <strong>the</strong> same<br />
thing). You <strong>the</strong>n tell <strong>the</strong>m <strong>the</strong> results <strong>of</strong><br />
what <strong>the</strong>y do. This booklet walks you<br />
through <strong>the</strong> hard parts, and tells you how to<br />
handle <strong>the</strong> situations presented. When <strong>the</strong><br />
heroes try something that isn’t covered in<br />
<strong>the</strong> text, just make it up! Even better, make<br />
something up in each scene so that <strong>the</strong><br />
adventure is uniquely your own. That’s <strong>the</strong><br />
fun <strong>of</strong> <strong>the</strong> D&D game.<br />
That simple? That simple. So turn on<br />
your imagination and read this to <strong>the</strong><br />
players:<br />
Each <strong>of</strong> you has a hero—a fighter, rogue,<br />
wizard, or priest. These valiant<br />
adventurers are devoted to ridding <strong>the</strong><br />
world <strong>of</strong> evil. It’s a long time ago, in an<br />
ancient world filled with fantastic<br />
monsters, great treasure, and high<br />
adventure. If your heroes do well, <strong>the</strong>y’ll<br />
win <strong>the</strong> day and survive to gain power<br />
and experience. And toge<strong>the</strong>r, we’ll tell<br />
an exciting story.<br />
I’m going to be <strong>the</strong> Dungeon Master for<br />
this adventure. I’ll describe what your<br />
characters see, and you’ll tell me what<br />
your heroes will do based on those<br />
descriptions. Ready? Let’s begin.<br />
Let <strong>the</strong> players introduce <strong>the</strong>ir<br />
characters to each o<strong>the</strong>r. Then read:<br />
Your heroes are ga<strong>the</strong>red toge<strong>the</strong>r in a<br />
mountain pass, a full moon casts deep<br />
shadows through <strong>the</strong> surrounding pines.<br />
For <strong>the</strong> last few months, zombies—<br />
horrible undead monsters—have assaulted<br />
<strong>the</strong> nearby villages. The villagers have<br />
asked you to discover where <strong>the</strong> zombies<br />
are coming from, and to destroy <strong>the</strong>m.<br />
O<strong>the</strong>rs have sought out <strong>the</strong> secret, but<br />
none have returned.<br />
Now, against <strong>the</strong> side <strong>of</strong> a mountain,<br />
you see a pale bluish light up ahead<br />
through <strong>the</strong> trees. You see a circular<br />
doorway set into <strong>the</strong> cliff side. Strangely<br />
carved runes ring <strong>the</strong> frame <strong>of</strong> <strong>the</strong> door,<br />
and in <strong>the</strong> center is a massive pull-ring.<br />
What are your heroes going to do?<br />
You’ve asked <strong>the</strong> players what <strong>the</strong>y want<br />
<strong>the</strong>ir heroes to do. Now, as <strong>the</strong>ir characters,<br />
<strong>the</strong>y need to tell you what actions <strong>the</strong>y’re<br />
going to perform. Ask each player what his<br />
or her hero is doing.<br />
The heroes have a couple <strong>of</strong> obvious<br />
options. They can leave. They can watch <strong>the</strong><br />
doorway for a while. They can try to read<br />
<strong>the</strong> runes. Or <strong>the</strong>y can open <strong>the</strong> door. Find<br />
<strong>the</strong> action listed below that comes closest<br />
to what <strong>the</strong> heroes are doing and follow <strong>the</strong><br />
directions.<br />
A. Leave<br />
That’s always an option, but it’s not a very<br />
exciting one. After all, <strong>the</strong>se are heroes and<br />
<strong>the</strong>y agreed to help <strong>the</strong> villagers. Encourage<br />
<strong>the</strong> players to press on, o<strong>the</strong>rwise <strong>the</strong> game<br />
is over. See <strong>the</strong> Carrots & Sticks sidebar for<br />
ways to get <strong>the</strong> players on track.<br />
B. Watch <strong>the</strong> Doorway<br />
An hour passes (not in real time, but in <strong>the</strong><br />
imaginary world <strong>of</strong> <strong>the</strong> game). Ano<strong>the</strong>r<br />
hour passes. Nothing happens. Eventually<br />
<strong>the</strong> sky begins to brighten. Ask <strong>the</strong> players<br />
again: What are your heroes doing?<br />
C. Read <strong>the</strong> Runes<br />
The runes, written in an archaic language<br />
and glowing with arcane light, are hard to<br />
decipher. If a hero tries to read <strong>the</strong> runes,<br />
follow <strong>the</strong>se rules:<br />
Each player rolls three dice and tries to<br />
roll less than his or her hero’s<br />
Intelligence score (as recorded on each<br />
player’s character sheet). If <strong>the</strong> total is<br />
less than <strong>the</strong> Intelligence score, <strong>the</strong><br />
hero can read <strong>the</strong> runes. (This is called<br />
an Intelligence check.)