Fast Play - Diungeons & Dragons
Fast Play - Diungeons & Dragons
Fast Play - Diungeons & Dragons
The warrior shouldered the door open, and it creaked on hinges unused for centuries. The air
smelled of damp earth and ancient, unspoken secrets. Ahead of them, a stone-lined hall disappeared
into the darkness beyond.
“Let’s go,” said the wizard, consulting his map.
“Hold on,” said the rogue. “Listen!”
From the hallway ahead came the soft scraping of bone against bone, and out of the darkness
stepped a skeleton, the torchlight reflecting off its polished bones. Another skeleton joined it, and then
a third. Their lower jaws opened in a voiceless battle cry, and the undead warriors raised their
rusted swords and charged the adventurers. . . .
Welcome to the DUNGEONS & DRAGONS® Fast-Play What Are Characters Made Of?
Game. This booklet is an introduction to the
ADVANCED DUNGEONS & DRAGONS® game—the Take a minute to look at the character sheets on
world’s most popular roleplaying game. If you’re pages 5–6. Make photocopies of those pages if you
an experienced player who knows all this stuff, want, cut each of the pages in half, and make sure
share it with someone who hasn’t played before. If that every player in your group has the sheet for
you’re interested in how to play the D&D game, the character he or she wants to play. Here’s what
read on. all the information on the character sheets means.
Name: The character’s name, already written in.
What Is a Roleplaying Game? Player: That’s you, the player “running” this
character. Put your own name here.
In a roleplaying game, each individual involved Class: D&D characters fall into general classes.
pretends to be an imaginary character, much the Each class has advantages over the others. The
same as an actor plays a part in a film or a play. character classes in this adventure include fighters
The big difference is that in a film, the actors are (who are good at fighting with swords and other
following a script—but in a roleplaying game, you weapons), wizards (who can’t fight with swords
and the other players are writing your own lines but can cast spells), and rogues (who are okay
as you play out an adventure, and the ending of with swords and can also do sneaky stuff like
the story is not determined until you get there. picking locks).
One of the individuals in a D&D game is the Race: In the D&D game, characters can belong
Dungeon Master (DM for short), the person who to different races. In this adventure, most of the
knows what the adventure is all about and tells characters are human. Niles is a halfling, which is
the players what’s happening as the story moves a diminutive race of beings who are known for
along. It’s always necessary for someone to be the their bravery and cunning.
DM, but this doesn’t have to be the same person Level: Characters can be carried over from one
every time you play. The other individuals are adventure to the next (like a “saved game”). As
players, each one playing the role of his or her they have more adventures, they become more
own player character (PC for short). The adven- powerful. Level is a measure of how powerful the
ture included with these rules, titled “The Ruined characters are. In this adventure, all the characters
Tower,” is for one DM and up to four players. are level 2, which means they are still fairly inex-
In the D&D game, player characters are heroic perienced and can grow more powerful.
fighters, mighty wizards, and cunning rogues. Ability Scores: These numbers are the heart of a
They journey into lost ruins (the “Dungeons” of character’s description. They tell what the strong
the game’s title) and battle fierce monsters (some- points and weak points of the character are. (Just
times, though not always, “Dragons”). To play like real people, most characters are better at some
“The Ruined Tower,” each player picks one of the things than others.)
characters from the sheets on pages 5–6. If you Strength is how strong your character is.
want to play more adventures, you can use this Dexterity is how quick your character is.
character over and over—you don’t have to use a Constitution is how healthy your character is.
new character every time you play a new game. Intelligence is how smart your character is.
The DM should read over all of these rules and Wisdom is how much common sense your char-
the adventure before starting play. The players acter has.
should read pages 2–4 and look over the character Charisma is how appealing your character is.
sheets on pages 5–6—but don’t read any farther, Ability scores range from 3 to 18, with 3 being
or the surprises of the adventure will be ruined! the lowest (and weakest), and 18 being the best.
Weapons: Weapons:
Long bow Two-handed sword
Damage 1d8 Damage 1d10
Long sword Dagger
Damage 1d8 Damage 1d4
Spells: Spells:
Darkblade has no magical spells. Elanna has no magical spells.
Abilities: Abilities:
When attacking with his bow, Darkblade Elanna has three daggers. She may fight with
makes two attacks each round. He cannot use one of them, or throw up to two per round. She
his bow if he is in close combat. cannot throw her daggers if she is in close com-
When attacking with his sword, Darkblade bat.
does an additional point of damage. (Roll dam-
age, then add 1 point.) Equipment:
Torch
Equipment: Potion of Healing: This is a small bottle of
Torch liquid that, if drunk, heals 2d6 hit points of
50-foot coil of rope damage (or 1d6 points if half is drunk). It will
Backpack not raise the drinker’s hit points above their
original level. The potion smells of peppermint.
©1998 TSR, Inc. All rights reserved. ©1998 TSR, Inc. All rights reserved.
Permission granted to photocopy for personal use only. Permission granted to photocopy for personal use only.
Weapons: Weapons:
Short Sword Quarterstaff
Damage 1d6 Damage 1d6
Dagger Dagger
Damage 1d4 Damage 1d4
Spells: Spells:
Niles has no magical spells. Thaddeus may cast each of these spells once
per day:
Abilities: Magic missile: This spell automatically hits a
Niles has two daggers. He may fight with one creature and inflicts 1d4 +1 points of damage.
of them, or throw up to two per round. He can- Sleep: This spell causes living things to fall
not throw his daggers if he is in close combat. into an enchanted sleep. Sleeping creatures are
If Niles attacks a humanoid creature from helpless, but can be awakened normally.
behind, he hits more easily and doubles his
damage roll. Equipment:
Lantern
Equipment: Magical Scroll: Thaddeus has a scroll with a
Lantern knock spell on it. When he reads the scroll
Thieves’ tools: Niles may open a locked door aloud, the spell causes a stuck or locked door to
using his tools, and will succeed on a roll of 4 or automatically open. The scroll can be read
less on 1d10. aloud only once; then it disappears.
©1998 TSR, Inc. All rights reserved. ©1998 TSR, Inc. All rights reserved.
Permission granted to photocopy for personal use only. Permission granted to photocopy for personal use only.
What the DM Does not (well, if you don’t get carried away, that is).
The DM is in charge of filling in the blanks. We
The Dungeon Master is part director, part story- can’t cover everything that might happen in the
teller, part central processing unit for the game. text of the adventure (though we’re shooting for
The DM is responsible for telling the players what the major ones), so the DM is encouraged to pro-
their characters see, telling them what the results vide his own input into the game.
of their characters’ actions are, and keeping the The DM plays the roles of particular characters
game moving. The DM runs all the characters and from time to time. In this adventure there’s an old
monsters that are not controlled by the players. man, the Patriarch, who sends the player charac-
(That’s not as hard as it might seem, because only ters off to the Ruined Tower, and a monstrous
a few of these characters and monsters are active ghoul that shows up later. At times like this, you
in the story at any single time.) are asked to act “in character,” as if you were the
This part of the D&D Fast-Play Game is an intro- Patriarch or the ghoul. When you’re “in charac-
duction to being a DM. We walk through a very ter,” you might not know certain facts. (For
simple “dungeon” adventure, which you can run instance, the Patriarch doesn’t know what’s inside
for your friends. We cover the basics of combat the Ruined Tower, although you, the DM, do.)
and movement. There are a lot of numbers and Playing the parts of these characters is your
tables in the AD&D game, but we’ve simplified chance to do a little roleplaying of your own.
everything for the adventure you’re about to
run–we did the calculations so you don’t have to. Time and Combat
How do you tell who wins? Well, a roleplaying
game is different from a lot of other games Time in the game is broken down into rounds—
because there is no clear “winner.” Instead, the like the rounds of a boxing match, only a lot short-
characters all grow and improve together, and the er. In a single round, your character can generally
players enjoy seeing their characters succeed in do one particular thing: pull a sword from a scab-
one adventure after another. The DM gets his bard, move around a bit, take a swing at a mon-
reward by helping that growth, challenging the ster, open a door, and so forth. During most of the
players as everyone gets together to tell a group adventure you don’t have to keep close track of
story. If you and the players have fun with the time. But there are certain situations, like combat,
game, you’re all winners. when time becomes important.
When the characters are fighting monsters, you
What to Tell the Players need to know what everybody is doing at any cer-
tain time. Here’s how you keep things straight:
Some sections of the text of the adventure are in- • Decide what the monsters you control are
side boxes. These sections are usually supposed to going to do: Who are they attacking? How are
be read aloud to the players, and are preceded by they attacking? Are they running away?
some line like “If the characters do such-and-such, • Ask each player what his or her character is
read the following aloud.” This is information that doing. Usually allow a character to do only
you, the DM, are giving the players–what their one thing at a time. (Some characters can do
characters see and hear. some things more than once a round–shoot
In addition, the players will have additional arrows and throw daggers, for example.)
questions about what their characters see and • After all the players have said what their char-
experience. You might say, “You see a door,” and acters are doing, let them execute their
the players will respond, “What does the door actions. (In this adventure, the players always
look like?” You check the text of the adventure to get to try to hit their opponents first.)
see if there’s anything special about the door. If • Then execute your monsters’ actions.
there is, you say something like “It’s a large oak
doors with iron bands.” If there isn’t, you make That’s about it. The rest of what you need to
something up. This is what the DM is allowed to know to run the adventure is in the adventure
do. The players won’t know if it was in the text or itself. Go for it.
Secret
Tunnel
Ruined
Tower Scriptorium
S
Corridor
Map kEy
Library
door
hidden pit
S secret door
debris
One square = 10'
needed). If he casts his sleep spell, all the rats reduced to 0 hit points, or if they leave the tower
immediately fall into an enchanted slumber and area, the rats burrow under the debris and flee.
are easily defeated. It’s likely that the characters will defeat the rats
Each rat starts with 3 hit points. If a character with minimum damage to themselves. Any dam-
inflicts 3 or more points of damage, the rat is age that was taken by the characters remains until
defeated. If a rat takes less than 3 points of dam- the characters go back to the town or someone
age, note on a piece of scratch paper how much uses Elanna’s potion of healing to restore lost hit
damage the rat took. Subtract that number from 3, points.
and what remains is how many hit points the rat Defeating the rats gains experience points (XP)
now has. for the surviving characters. The rats are worth 15
Any rats not defeated get their chance to attack XP each, so four of them are worth 60 points. That
back. For each rat, you roll 1d20 to try to hit a cer- means if a single character stayed in the tower
tain character. The rats are all equally vicious, but area and defeated all the rats, he gets all 60 points.
they need different numbers to hit the characters If two characters defeated two rats apiece, each
because the characters are wearing different types surviving character gets 30 XP. If three characters
of armor and have different Dexterity scores. took part in the combat, each survivor gets 20 XP,
• To hit Darkblade, the rats need a 16 or higher. and if all four characters helped (even if some
• To hit Elanna, the rats need a 17 or higher. were defeated by the rats), each survivor gets 15
• To hit Niles, the rats need a 13 or higher. XP. Have the players mark the XP earned on their
• To hit Thaddeus, the rats need a 10 or higher. character sheets. Each sheet tells how many expe-
Needless to say, it’s better if Thaddeus stays rience points that character needs to advance to
away from the rats. Rats bite for 1d3 points of the next level. (Obviously, no one will get there
damage. very fast just by defeating rats.)
A rat attacks a chosen character until that char- There is no treasure among the debris, but if the
acter leaves the area of the tower or is reduced to players want their characters to look, let them do
0 hit points; then the rat chooses a new target from so. When they decide to move on, they should
the remaining characters. If all the characters are want to investigate the door partly hidden by the
AD&D®
Adventure Dice Set
A complete set of dice
for use with the
AD&D game.
$ 5
The Introduction to
ADVANCED DUNGEONS & DRAGONS®game
box contains everything you need to explore
the next level of group gaming.
off
Offer only valid at participating stores between the dates of November 2 and December 31, 1998. Not valid with any other offer.
Original DUNGEONS & DRAGONS® Design: E. Gary Gygax and Dave Arneson • Fast-Play Design: Jeff Grubb
Editing: Kim Mohan and Thomas M. Reid • Project Coordination: Bill Slavicsek
Playtesting: Nate Brown, Angela Gaines, Miranda Horner, Sean Horner,
Jeff Quick, Ed Stark, Alexandra Tinsman, and Brian Tinsman
Cover Art: Keith Parkinson • Interior Art: Keith Parkinson and Clyde Caldwell • Cartography: Chris Perkins
ADVANCED DUNGEONS & DRAGONS, DUNGEONS & DRAGONS, AD&D, and the TSR logo are registered trademarks owned by TSR, Inc.
©1998 TSR, Inc. All rights reserved. Made in the U.S.A. TSR, Inc. is a subsidiary of Wizards of the Coast, Inc.