Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Da
Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & DRAGONS game designed by Andy Collins, Rob Heinsoo, and James Wyatt. This game product contains no Open Game Content. No portion of this work may be reproduced in any form without permission of Wizards of the Coast. To learn more about the Game System License (GSL), please visit www.wizards.com/d20. This is an official RPGA® play document. To find out more about the RPGA and to learn more on how you can sanction and run DUNGEONS & DRAGONS game events of all sizes, visit our website at www.wizards.com/rpga. DUNGEONS & DRAGONS, D&D, DM REWARDS, RPGA, Player’s Handbook, Dungeon Master’s Guide, and Monster Manual are trademarks of Wizards of the Coast LLC in the US and other countries. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental. © 2009 Wizards of the Coast LLC. For rules questions specific to this document, visit www.wizards.com/customerservice. Permission is granted to photocopy this document for personal use. TYMA1-5 From One Dwarf to Another A Dungeons & Dragons® Living Forgotten Realms Adventure By Joshua Freeman Reviewed by Jeff Hertel and M. Sean Molley Playtested by Mark Deaver, Melissa Hertel, Bryan Leclair, Dee Leclair, Paige Leitman, Heidi Pritchett, Brian Riordan, Kevin Sampson, Brian Schoner, J.B. Talbott, James Thompson, Andy Whiteneck, and Tracy Whiteneck When an annoying dwarf goes missing, nobody in Ruinspoke really cares. Well, nobody except a fellow dwarf, that is. But it takes more than just one dwarf to mount a rescue mission... A Living Forgotten Realms adventure set in Tymanther for characters levels 1-4. RPGA® Sanctioned Play Most likely you ordered this adventure as part of an RPGA event, or you received it from your organizer. To play this adventure and receive rewards for it, you must sanction it as part of an RPGA event. This event could be as elaborate as a big convention, or as simple as a group of friends meeting at the DM’s house. To sanction an RPGA event, you must be enrolled in the Wizards Play Network (or WPN for short). Information on enrolling in the program can be found at www.wizards.com/wpn. The person who sanctions the event, called the organizer, is in charge of making sure the event is sanctioned before play, runs smoothly on the date sanctioned, and gets reported back to the RPGA in a timely manner. The person who runs the game is called the table Dungeon Master (or usually just DM). Sometimes (and almost all the time in the cases of home events) the organizer is also the table DM. You don’t have to be enrolled in the Wizards Play Network to run this adventure if you are not the organizer. By sanctioning and reporting this adventure you accomplish a couple of things. First, it is an official game, tracked under your play history. Second, DMs gain rewards for sanctioned RPGA play if they are members of the DM REWARDS program. DMing this adventure is worth one (1) point. This adventure retires from RPGA-sanctioned play on December 31, 2011. To learn more about RPGA event sanctioning and DM REWARDS, visit the RPGA website at www.wizards.com/rpga. Preparing for Play In order to play this adventure, you’ll need copies of the following D&D 4th Edition rulebooks: Player’s Handbook, Dungeon Master’s Guide, and the Monster Manual. Any other rules referenced in this adventure will be noted in the New Rules Items section at the end of the adventure. Throughout this adventure, text in bold italics provides player information for you to paraphrase or read aloud when appropriate. Information on nonplayer characters (NPCs) and monsters appear in abbreviated form in the adventure text. Along with this adventure, you’ll find a RPGA Session Tracking sheet. If you’re playing this adventure as part of an RPGA-sanctioned event, complete and turn in this sheet to your organizer directly after play. Reading Monster Stat Blocks Most of the information should be easy to understand, as it mirrors the information presented in the Monster Manual. Attacks may have a letter next to them designating the type: M for melee, R for ranged, C for close, and A for area. A lower-case letter (used only in some melee and ranged attacks) denotes that the attack can be used as a basic attack. Important DM Information As the DM of the session, you have the most important role in facilitating the enjoyment of the game for the players. You take the words on these pages and make them come alive. The outcome of a fun game session often creates stories that live well beyond the play at the table. Always follow this golden rule when you DM for a group: Make decisions and adjudications that enhance the fun of the adventure when possible. To reinforce this golden rule, keep in mind the following: • You are empowered to make adjustments to the adventure and make decisions about how the group interacts with the world of this adventure. This is especially important and applicable outside of combat encounters, but feel free to use the "scaling the encounter" advice (usually for adjusting to different-sized groups) to adjust combat encounters for groups that are having too easy or too hard of a time in an adventure. • Don't make the adventure too easy or too difficult for a group. Never being challenged makes for a boring game, and being overwhelmed makes for a frustrating game. Gauge the experience of the players (not the characters) with the game, try to feel out (or ask) what they like in a game, and attempt to give each of them the experience they’re after when they play D&D. Give everyone a “chance to shine.” • Be mindful of pacing, and keep the game session moving along appropriately. Watch for stalling, as play loses momentum when this happens. At the same time, make sure that the players don’t finish the adventure too early; provide them with a full play experience. Living Forgotten Realms adventures are designed to be played within 3.5 – 4 hours; try to be very aware TYMA1-5 From One Dwarf to Another Page 2 of running long or short. Adjust the pacing accordingly. • Give the players appropriate hints so they can make informed choices about how to interact with their environment. Players should always know when enemies are affected by conditions and are bloodied. They should be given clues about how to interact with their surroundings so they can tackle skill challenges, combats, and puzzles without getting too frustrated over lack of information. This helps to encourage immersion in the adventure and gives players “little victories” for figuring out a good choice from a clue. In short, being the DM for a Living Forgotten Realms adventure isn’t about following the adventure’s text word-for-word; it’s about creating a fun, challenging game environment for the players. Chapters 1 and 2 of the Dungeon Master’s Guide are filled with good information about being a DM for a D&D game. Appropriate Character Levels This adventure is designed for player characters (PCs) levels 1-4. Characters that fall outside of the level range may not participate in the adventure. Make certain to check the levels of the PCs before beginning play to ensure that they are the proper level. Each adventure has a low-level version and a high- level version. The low level is meant for a group whose levels, on average, fall in the lower levels of the adventure’s level spread. The high level is meant for a group whose levels, on average, fall in the higher levels of the adventure’s level spread. A group may decide to play the high level when their levels are more suited to the low level if everyone in the group agrees to do so; however, some of the rewards may not be available to them. Conversely, a group may decide to play the low level when their levels are more suited to the high level if everyone in the group agrees; however, some of the rewards may be less than what they’d ideally want from the adventure. Reading the Numbers: Each encounter has a level and sometimes other values (such as XP or skill check DCs) listed with two numbers divided by a slash. The number before the slash is always the value for the low- level version of the adventure; the number after the slash is the value for the high-level version of the adventure. Failing to Defeat an Encounter If a group fails to defeat an encounter – that is, if they have to flee from a combat because it’s too tough or they reach the predetermined number of failures in a skill challenge before reaching uploads/Litterature/ dnd-from-one-dwarf-to-another.pdf
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- Publié le Apv 14, 2021
- Catégorie Literature / Litté...
- Langue French
- Taille du fichier 0.5765MB