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A CHANGING GROUP
Since you c-an nev~r tell who's going to show up to a
DuNGEONS & DRAGONS ENCOUNTERS session, you might
wind up with a different group of players from week
to week.''Some players might have missed a session
or two, and others might have played sessions with a
different t>M. That's fine. Catch'new players up-with
a summary of what has come before, and make sure
that returning players have marked off resources they
spent (heaiing surges., daily powers, and so ori) since
their last extended rest.
Majority Rules: If some element of the adventure
plot hinges on the adventurer-S making a decision in
a pr.evious session, ~nd the group is different during
the curtent session, fmd out how the dedsion went
down from the players. Go with the majority, and if
it's an ev.en split, side with the result that favors the
adventuring part}i. For example; if three of five players'
ch~racters at your table slew the black dragon in
a previous encounter and two didn't, the dragon is
considered to be slain for your session this week.
RENOWN POINTS
One of the great rewards for playing in a DUNGEONS
& DRAGONS ENCOUNTERS season is the accumulation
of Renown Points (RP), which are given out for player
accomplishments during, and sometimes between, sessions.
2
Create your own character Season 5
Create a charatter with Season 5
Cllarader Builder ,
Create a drow, dwarf, goblin, Season 2
kobold, or svirfneblin character
~urvive 8+ sessions without dY!ng Season 5
RENOWN REWARDS
A player receives a DuNGEONS & DRAGONS Fortune
Card called Bloodcurdling Scream when he or she
reaches 20 RP. A player receives Insane Defiance for
40 RP and Cunning Misdirection for 60 RP. These
cards are awarded to the player immediately following
the session in which the card is earned. Players can add
these cards to their Fortune Card decks upon earning
them. The organizer distributes these cards, and any
questions regarding availability or quantities should be
directed to the organizer.
FORTUNE CARDS
DuNGEONS & DRAGONS Fortune Cards are a new gameplay
enhancement that showcases the chaotic and
unpredictable nature of adventuring in a fantastic world
of danger and magic. Every time players begin a session,
they draw cards from their decks of Fortune Cards, activating
TREASURE
As the characters progress, they have the opportunity to
gain treasure in the form of gold pieces, valuables, and
magic items. Whenever characters discover treasure,
follow the instructions in the adventure. Use the following
rules to divide treasure among the characters. The
magic items in this adventure come from Heroes of the
Fallen Lands, Heroes of the Foraotten Kinadoms, $Into
the Unknown: The Dunaeon Survival HandbookTM, and
Mordenkainen's Maanificent EmporiumTM.
Awarding Magic Items: When the characters find
a nonconsumable magic item, the players can decide
which character receives it. Usually, these decisions are
easy, since certain items are better suited for certain
characters. If this is not the case, then you should assign
the new item to a character who has no nonconsumable
magic items. If two or more characters lack nonconsumable
magic items, have each of those players roll a d20.
The character of the high roller receives the new item.
Selling Items: If none of the characters wants a ~
particular magic item, the group can sell it at the end of ::>
the session, using the information on pages 277-278 of ~
the Rules Compendium"'. Divide the gold pieces received UJ
evenly among the party members. !Ct-!
When to Gear Up: Characters can buy equipment
at the start of each chapter.
Random Items
Use the following table to determine unidentified
magic items, or choose from it based on the adventuring
group's needs. Numbers in parentheses indicate the
source of the item, as noted below the table.
TREASURE TABLE
d20 Result
1 2 pC')tions of healing (1, 2)
2 + 1 magic armor (1, 2)
3 +1 magic weapon (1, 2)
4 + 1 amulet of protection (1, 2)
S +1 magic wand, orb, staff(1, 2)
TACTICAL PLACEMENT
This adventure provides a sample tactical setup for
each encounter, including the location ofthe monsters
and a start area for the characters. Tactical maps for
each encounter present only one way to set up the
encounter. If it doesn't make sense to place monster
or adventurer tokens in the places indicated on the
map, you can change the placement. The narrative of
how your adventure is playing out should be the major
mandate for character and creature placement. For
example, if a character was sneaking around behind
the monsters, then allow that player to place his or her
token or miniature in an appropriate location