D&D Encounters - Wizards of the Coast
D&D Encounters - Wizards of the Coast
D&D Encounters - Wizards of the Coast
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D&D <strong>Encounters</strong>: Dark Sun Organizer Instructions<br />
Chapter 3 Supplement Kit (Kit C): August 18 to September 15<br />
Adventure Every Week!<br />
Inside this kit, you’ll have all <strong>the</strong><br />
materials you need to run an exciting<br />
weekly in-store play program called<br />
D&D <strong>Encounters</strong> TM . Each<br />
Wednesday, players and DMs converge<br />
at your store to participate in an ongoing<br />
mini-campaign, playing one encounter<br />
per session. What follows is a<br />
description <strong>of</strong> <strong>the</strong> kit contents included,<br />
as well as some information on running<br />
your event and distributing rewards.<br />
Kit Content Description<br />
Each supplement kit contains enough<br />
materials to run 2 tables. Each table can<br />
consist <strong>of</strong> 1 DM and up to 6 players (4 or<br />
5 per table is OK). Your kit contains <strong>the</strong><br />
following materials:<br />
The third and final chapter (5<br />
sessions) <strong>of</strong> a 15-session adventure<br />
entitled “Fury <strong>of</strong> <strong>the</strong> Wastewalker”<br />
packaged with double-sided poster<br />
maps detailing all <strong>the</strong> combat<br />
encounter locations (2 copies). You<br />
should have received <strong>the</strong> base kit<br />
(Chapter 1) and first supplement kit<br />
(Chapter 2) previously.<br />
Level up information for <strong>the</strong> pregenerated<br />
characters. Print out or<br />
photocopy <strong>the</strong>se sheets and have<br />
<strong>the</strong>m on-hand so that players know<br />
how to level up <strong>the</strong>ir characters.<br />
You’ll need <strong>the</strong>se at <strong>the</strong> beginning <strong>of</strong><br />
Chapter 2 (Session 6).<br />
D&D <strong>Encounters</strong> Cards for player<br />
rewards. There are 2 copies <strong>of</strong> <strong>the</strong><br />
Adventurer Reward (this season it’s<br />
called Strength to Survive) in this kit.<br />
This reward is only given out at <strong>the</strong><br />
conclusion <strong>of</strong> <strong>the</strong> season. See below<br />
for details.<br />
This instruction sheet and<br />
accompanying materials. Hand out<br />
<strong>the</strong> tracking sheets to <strong>the</strong> DMs so<br />
<strong>the</strong>y can fill in <strong>the</strong> player information<br />
for you to report. In addition, make<br />
certain that each player has a copy<br />
<strong>of</strong> this chapter’s Play Tracker. This is<br />
essential for <strong>the</strong> player to track <strong>the</strong>ir<br />
character’s progress as <strong>the</strong>y<br />
participate from week to week.<br />
You’ll need to print out or copy<br />
enough Play Trackers for everyone.<br />
Running Your Sessions<br />
Follow <strong>the</strong>se steps to ensure a great play<br />
experience! Remember: Run only one<br />
encounter per week!<br />
<br />
<br />
<br />
<br />
<br />
<br />
Set aside Wednesdays and lock in a<br />
start time for your D&D <strong>Encounters</strong><br />
sessions. Keep <strong>the</strong> same time for <strong>the</strong><br />
entire season, so players and DMs<br />
know when to come into <strong>the</strong> store.<br />
Each session should run about 1-2<br />
hours.<br />
Print out or photocopy enough Play<br />
Trackers for everyone. Give <strong>the</strong>se to<br />
<strong>the</strong> DMs to distribute to <strong>the</strong> players.<br />
If people need <strong>the</strong>m, print out or<br />
photocopy blank character sheets.<br />
Give <strong>the</strong> adventure/map and tokens<br />
to your DMs as soon as you get this<br />
kit. Your DMs will need to read and<br />
prepare <strong>the</strong> adventure, so you’ll want<br />
to give <strong>the</strong>m at least a few days to do<br />
so.<br />
Make sure you fill out <strong>the</strong> Renown<br />
Point Tracker on <strong>the</strong> poster after<br />
each session. Have you or your DMs<br />
fill in each player’s Renown Point<br />
totals for <strong>the</strong> week on <strong>the</strong> poster so<br />
you know when players have earned<br />
<strong>the</strong>ir rewards.<br />
DON’T FORGET TO REPORT AFTER<br />
EACH SESSION! Collect <strong>the</strong> tracking<br />
sheets at <strong>the</strong> end <strong>of</strong> each session, or<br />
keep this information on <strong>Wizards</strong><br />
Event Reporter. Reporting is critical<br />
to proper play tracking, maintaining<br />
your good standing as a <strong>Wizards</strong> Play<br />
Network organizer, and to ensure you<br />
continue to receive future kits. If you<br />
have questions on reporting your<br />
play, please contact <strong>Wizards</strong> <strong>of</strong> <strong>the</strong><br />
<strong>Coast</strong> for assistance. Do not let your<br />
reporting lapse!<br />
Distributing Rewards<br />
In your kit, you have a few rewards and<br />
prizes for your players and DMs. Here’s<br />
how to distribute <strong>the</strong>m:<br />
<br />
When a player hits 10 Renown<br />
Points, give <strong>the</strong>m <strong>the</strong> Delver<br />
Reward (Curious Knack card). This<br />
reward can be found in your first kit<br />
(<strong>the</strong> base kit).<br />
Let <strong>the</strong> players know that at 35<br />
Renown Points and 60 Renown<br />
Points, <strong>the</strong>y’ll qualify for <strong>the</strong><br />
Explorer and Adventurer Rewards,<br />
respectively. They do not receive<br />
<strong>the</strong>se cards from you until <strong>the</strong> end <strong>of</strong><br />
<strong>the</strong> season.<br />
<br />
<br />
Distribute <strong>the</strong> DM rewards (<strong>the</strong><br />
packs <strong>of</strong> condition cards) to each<br />
DM. This reward can be found in<br />
your first kit (<strong>the</strong> base kit). You can<br />
give <strong>the</strong>se out to your DMs at <strong>the</strong><br />
beginning <strong>of</strong> <strong>the</strong> season, or wait until<br />
<strong>the</strong> end. It’s your choice.<br />
At <strong>the</strong> end <strong>of</strong> <strong>the</strong> season, determine<br />
who gets <strong>the</strong> Explorer and<br />
Adventurer Rewards. Take a look at<br />
all <strong>the</strong> players that earned 60 or<br />
more points. Then, have each <strong>of</strong><br />
<strong>the</strong>se players pick one <strong>of</strong> <strong>the</strong> two<br />
reward cards. If you have more<br />
players than cards, have <strong>the</strong>m roll a<br />
d20 to determine <strong>the</strong>ir pick order.<br />
Then, do <strong>the</strong> same for players that<br />
have earned 35 or more points. You<br />
may have more players that qualify<br />
for a reward than earn it, although<br />
everyone should at least get <strong>the</strong><br />
Delver Reward for participating!
DARK SUN PLAY TRACKER: CHAPTER 3<br />
Note: For this season <strong>of</strong> D&D <strong>Encounters</strong>, you must use one <strong>of</strong> <strong>the</strong> characters provided. You cannot bring your own character.<br />
Character Name:<br />
Player Name:<br />
Session 11 Play<br />
Starting Gold ____ Gold Gained ____ Total Gold ____ Starting Renown ____ Renown Gained ____ Total Renown ____<br />
Notes (Including Treasure Gained) ________________________________________________________________________<br />
_____________________________________________________________________ DM Name ____________________<br />
Session 12 Play<br />
Starting Gold ____ Gold Gained ____ Total Gold ____ Starting Renown ____ Renown Gained ____ Total Renown ____<br />
Notes (Including Treasure Gained) ________________________________________________________________________<br />
_____________________________________________________________________ DM Name ____________________<br />
Session 13 Play<br />
Starting Gold ____ Gold Gained ____ Total Gold ____ Starting Renown ____ Renown Gained ____ Total Renown ____<br />
Notes (Including Treasure Gained) ________________________________________________________________________<br />
_____________________________________________________________________ DM Name ____________________<br />
Session 14 Play<br />
Starting Gold ____ Gold Gained ____ Total Gold ____ Starting Renown ____ Renown Gained ____ Total Renown ____<br />
Notes (Including Treasure Gained) ________________________________________________________________________<br />
_____________________________________________________________________ DM Name ____________________<br />
Session 15 Play<br />
Starting Gold ____ Gold Gained ____ Total Gold ____ Starting Renown ____ Renown Gained ____ Total Renown ____<br />
Notes (Including Treasure Gained) ________________________________________________________________________<br />
_____________________________________________________________________ DM Name ____________________<br />
End <strong>of</strong> this Season<br />
Total Gold ____ Total Renown ____<br />
O<strong>the</strong>r Notes ____________________________________________________________________________<br />
Congratulations on completing Fury <strong>of</strong> <strong>the</strong> Wastewalker!<br />
RENOWN POINT AWARDS<br />
Many accomplishments are awarded only once per season. Check <strong>of</strong>f those accomplishments as <strong>the</strong>y are earned below. The<br />
amount <strong>of</strong> points earned for each accomplishment is available on <strong>the</strong> Renown Point Tracker and will be awarded by your DM.<br />
When you earn 10 Renown Points, you receive <strong>the</strong> Delver Reward. At 35 Renown Points, you qualify for <strong>the</strong> Explorer Reward.<br />
At 60 Renown Points, you qualify for <strong>the</strong> Adventurer Reward. Check with your organizer or DM for more details.<br />
Complete an Encounter 1/Session Use <strong>the</strong> Reckless Breakage Rule Revive a Dying Adventurer Ally<br />
Hit a Milestone 2/Chapter Survive 10+ Sessions without Dying Hit for 15+ Damage vs. 1 Enemy<br />
Moment <strong>of</strong> Greatness 1/Chapter Take 50 Enemy Damage in 1 Session Kill 3 Minions in 1 Attack<br />
Complete All Quests
D&D <strong>Encounters</strong>: Dark Sun Level 3 Characters<br />
DM or Organizer: Cut out <strong>the</strong> level up information below and hand it to each player before <strong>the</strong>y begin Chapter<br />
3 (Session 11). Also give level up information to players arriving after <strong>the</strong> start <strong>of</strong> Chapter 3.<br />
BARCAN: LEVEL UP TO 3<br />
Hit points 32 (bloodied 16, healing surge value 8)<br />
Gain searing sands power (level 2 bonuses already added)<br />
Searing Sands Standard / Close Blast 3 / Encounter<br />
Target each creature in blast; +7 vs. Reflex; 2d6 + 6 damage and until <strong>the</strong> end <strong>of</strong><br />
your next turn you have concealment.<br />
CASTRI: LEVEL UP TO 3<br />
Hit points 33 (bloodied 16, healing surge value 8)<br />
Gain shadow wasp strike power (level 2 bonuses already added)<br />
Shadow Wasp Strike Standard / Melee or Ranged Weapon / Encounter<br />
Target one creature that is your quarry; +8 vs. Reflex (bone carrikal or ranged flint<br />
dagger) or +9 vs. Reflex (melee flint dagger); 2d8 + 5 damage (bone carrikal) or<br />
2d4 + 5 damage (melee flint dagger) or 2d4 + 4 damage (ranged flint dagger).<br />
JARVIX: LEVEL UP TO 3<br />
+2 power points (4 total)<br />
Hit points 32 (bloodied 16, healing surge value 8)<br />
Gain betrayal power (level 2 bonuses already added)<br />
Betrayal Standard / Ranged 10 / At-Will<br />
+7 vs. Will; you slide <strong>the</strong> target 1 square to a square adjacent to an enemy. The<br />
target <strong>the</strong>n makes a melee basic attack as a free action against that enemy, with a<br />
+3 bonus to <strong>the</strong> attack roll. Augment 1: As above, and <strong>the</strong> target gains a +3 bonus<br />
to <strong>the</strong> damage roll. Augment 2: On a hit, you slide <strong>the</strong> target 3 squares to a square<br />
adjacent to an enemy. The target <strong>the</strong>n makes a melee basic attack as a free action<br />
against that enemy, with a +3 bonus to <strong>the</strong> attack and damage rolls. The target is<br />
also dazed until <strong>the</strong> end <strong>of</strong> your next turn.<br />
PHYE: LEVEL UP TO 3<br />
+2 power points (5 total)<br />
Hit points 39 (bloodied 19, healing surge value 9)<br />
Gain distracting strike power (level 2 bonuses already added)<br />
Distracting Strike Standard / Melee Weapon / At-Will<br />
Reach 2; +8 vs. AC; 1d10 + 5 damage and ei<strong>the</strong>r you or an ally adjacent to <strong>the</strong><br />
target marks it until <strong>the</strong> end <strong>of</strong> your next turn. Augment 1: Effect: The marked condition<br />
ends on allies adjacent to you, who can each shift 1 as a free action. Augment 2:<br />
Range becomes close burst 1 and targets each enemy in burst.<br />
SHIKIRR: LEVEL UP TO 3<br />
+2 power points (4 total)<br />
Hit points 45 (bloodied 22, healing surge value 11)<br />
Gain mist weapon power (level 2 bonuses already added)<br />
Mist Weapon Standard / Melee Weapon / At-Will<br />
+8 vs. Reflex; 1d10 + 5 damage. Augment 1: As above, and if <strong>the</strong> target is insubstantial,<br />
it doesn’t benefit from that quality against this attack and takes an extra 3<br />
damage. Augment 2: 2d10 + 5 damage, and <strong>the</strong> target doesn’t benefit from being<br />
insubstantial until <strong>the</strong> end <strong>of</strong> your next turn.<br />
YUKA: LEVEL UP TO 3<br />
Hit points 41 (bloodied 20, healing surge value 10)<br />
Gain stalking <strong>the</strong> prey power (level 2 bonuses already added)<br />
Stalking <strong>the</strong> Prey Standard / Melee Weapon / Encounter<br />
+9 vs. AC, if no allies are adjacent to <strong>the</strong> target, you gain combat advantage for this<br />
attack; 2d8 + 5 damage and you gain combat advantage against <strong>the</strong> target until<br />
<strong>the</strong> end <strong>of</strong> your next turn.
Event Name: _______________________________ Event Code: __________________________<br />
Adventure Title: ______________________________________________ Session Number: ____<br />
Date <strong>of</strong> Play:<br />
/ / Start Time: :<br />
Month Day Year Hour Minute<br />
A legal table has no less than four players, and no more than six players.<br />
(This number was given to <strong>the</strong> organizer when <strong>the</strong> event was scheduled)<br />
(For administrative use only)<br />
Give hour in military time standard (p.m. hours<br />
= hour +12). Don’t record <strong>the</strong> exact minute <strong>the</strong><br />
adventure played. Instead list <strong>the</strong> closest 30-<br />
minute interval <strong>the</strong> game was scheduled to start<br />
at (30 or 00).<br />
SESSION TRACKING<br />
DUNGEONMASTER<br />
DM Name: _____________________<br />
RPGA Number: May be less than a 10-digit number.<br />
1<br />
2<br />
Player<br />
Name<br />
RPGA/DCI<br />
Number<br />
3<br />
a b c<br />
4<br />
5<br />
6<br />
<br />
<br />
Event Name: _______________________________ Event Code: __________________________<br />
Adventure Title: ______________________________________________ Session Number: ____<br />
Date <strong>of</strong> Play:<br />
/ / Start Time: :<br />
Month Day Year Hour Minute<br />
A legal table has no less than four players, and no more than six players.<br />
(This number was given to <strong>the</strong> organizer when <strong>the</strong> event was scheduled)<br />
(For administrative use only)<br />
Give hour in military time standard (p.m. hours<br />
= hour +12). Don’t record <strong>the</strong> exact minute <strong>the</strong><br />
adventure played. Instead list <strong>the</strong> closest 30-<br />
minute interval <strong>the</strong> game was scheduled to start<br />
at (30 or 00).<br />
SESSION TRACKING<br />
DUNGEONMASTER<br />
DM Name: _____________________<br />
RPGA Number: May be less than a 10-digit number.<br />
1<br />
2<br />
Player<br />
Name<br />
RPGA/DCI<br />
Number<br />
3<br />
a b c<br />
4<br />
5<br />
6