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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.)

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