D&D 4e Keep on the Shadowfell.pdf

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K EEP ON THE S HADOWFELL
A N A D V E N T U R E F O R C H A R A C T E R S O F 1 S T - 3 R D L E V E L
Bruce R. Cordell • Mike Mearls
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Includes Five Ready-to-Play Characters
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WELCOME TO 4TH EDITION
The newest edition to the DUNGEONS & DRAGONS ® Role-
playing Game showcases an evolution in gameplay and
puts an emphasis on fun. This Quick-Start Rules booklet
provides an overview of the game so that you can play the
Keep on the Shadowfell adventure.
These Quick-Start Rules give only the most cursory
explanation of the D&D ® game. For the complete experi-
ence, including character creation and the full rules of the
game, pick up the new D&D Player’s Handbook ® , Dungeon
Master’s Guide ® , and Monster Manual ® , and check out www.
dndinsider.com for even more information.
The Core Mechanic
At its heart, the D&D game uses a core game mechanic.
Once you master this, you know how to play the game. It
all revolves around task resolution. How do you know if
your sword swing hits the owlbear? If your bluff tricks the
guards? If your fireblast hits the kobolds? It all depends on
these basic rules:
Decide what you want your character to do and tell the
Dungeon Master.
Roll a d20 (the higher you roll, the better).
Add any relevant modifiers (as shown on your character
sheet).
Compare your total result to a target number.
Dungeons & Dragons
D&D is the original roleplaying game, the game that cre-
ated a new category of entertainment. Set in a medieval
fantasy world of magic and monsters, the game allows you
to experience stories and adventures full of endless possi-
bilities and amazing surprises.
This booklet includes Quick-Start Rules for the players,
as well as ready-to-play characters so that you can start
playing D&D right now. The other booklet included in this
package features the rules of the game for the Dungeon
Master (DM), as well as the adventure itself.
If your result is equal to or higher than the target
number, you succeed at whatever task you were
attempting to do. If your result is lower than the target
number, you fail.
There’s a little more to it than that, but the core mechanic
governs all D&D game play. Everything else is an extension
or refinement of the core mechanic. Key examples of the
core mechanic in play follow.
Skill Checks
When you use a skill, you make a skill check.
Roll a d20 and add your skill modifier (as shown on your
character sheet).
Add any situational modifiers, usually from powers
affecting you.
The total is your check result.
PLAYING D&D
To play, you need a Dungeon Master to present challenges,
adjudicate the rules, and narrate the adventure. You also
need players to run heroic characters (five players work
best), an adventure (such as Keep on the Shadowfell ), and
dice.
Your character is your interface with the world of D&D.
Like the hero of a novel or the star of a movie, your charac-
ter (and the characters of the other players) is at the center
of all the action. But there’s no script to follow—you deter-
mine the course of every adventure through the actions
you take. And your character grows and improves as the
game goes on.
The D&D game uses a special set of dice. These include
at least one of each of these types of dice: d4, d6, d8, d10,
d12, and d20. The number corresponds to the number
of sides each particular die has. When you roll 3d6+4,
for example, you roll three six-sided dice and add 4 to the
result.
It also helps to have D&D ® Miniatures to represent the
heroes and monsters in the game, and D&D Dungeon
Tiles or some other battle grid to create the adventure
encounters. This adventure also includes three double-
sided poster maps of key adventure areas that are scaled
for use with D&D Miniatures.
The higher the result, the better. Your result is compared
against a Difficulty Class (a number set by the DM based
on the situation) or an opposed check made by a character
opposing your use of the skill.
Attack Rolls
When you make an attack, either using a basic attack or a
power, you make an attack roll.
Choose the attack type you want to use. (Usually a
melee or ranged attack, or a power.)
Choose a target for your attack that is within range of
the attack type you selected. (Some attacks can be
made against multiple targets.)
Roll a d20 and add your attack modifier (as shown on
your character sheet).
The total is your attack roll result.
The higher the result, the better. Your result is compared
against the target’s defense score. Different attack types
are compared against different defense scores. Characters
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and monsters have four different defenses: Armor Class
(AC), Fortitude, Ref lex, and Will.
players where they can set up their characters and then
places the monsters.
Roll initiative. Everyone involved in the encounter rolls
initiative (roll a d20 and add your initiative modifier, as
shown on your character sheet). This determines the order
of battle for the entire encounter.
Take surprise round actions. If any combatants
gained a surprise round, they act in initiative order, each
taking a single action.
Take turns. In initiative order, highest result starting
first, every combatant takes a turn.
Repeat. Start a new round and repeat the initiative order.
Continue until one side or the other f lees or is defeated.
End the encounter. After one side or the other f lees or
is defeated, the encounter ends when the remaining side
takes a short or an extended rest.
Encounters
The action of a D&D game takes place in encounters. In
encounters, all characters have something to do and it’s
important for them to work together to overcome what-
ever challenge is set before them. Outside of encounters,
characters explore their environment and engage in
social interactions. When exploration or social interac-
tion involves serious consequences for success or failure, it
becomes an encounter.
Encounters come in two basic forms: combat encoun-
ters and noncombat encounters.
Combat Encounters
Fighting monsters. What D&D adventure would be com-
plete without combat encounters where characters rely
on attack powers, skills, feats, and magic items to battle
hordes of ravenous creatures or evil villains?
Actions
Combat rounds consist of characters using actions. The
main action types include:
Standard Action: You can normally take one standard
action on your turn. Most attack powers require the use of
a standard action.
Move Action: You can normally take one move action
on your turn. Walking your speed requires the use of a
move action.
Minor Action: A minor action enables you to do some-
thing more exciting. You can normally take them only on
your turn. Drawing a weapon or opening a chest requires
the use of a minor action.
Free Action: Free actions take almost no time or effort.
You can take as many free actions as you want during your or
another combatant’s turn, as allowed by the DM. Free actions
include talking and dropping a held item.
Noncombat Encounters
Noncombat encounters focus on skill use, utility powers,
your wits, and your roleplaying skills. These encounters
include dealing with traps and hazards, solving puzzles,
and overcoming skill challenges.
Combat
Combat encounters break out when the player characters
run into an opposing force. That force could be a power-
ful solo monster, a group of terrifying creatures, or a gang
of villainous nonplayer characters. The chaos of combat
is organized into a cycle of rounds and turns.
Round: In a round, every combatant takes a turn. A
round represents about 6 seconds in the game world.
Turn: On your turn, you take actions in any order you
wish. (See “Actions,” below.)
There are two additional action types that require triggers
before you can use them—an action, event, or condition
that takes place on another combatant’s turn.
Opportunity Action: When an enemy lets its guard
down, you can take an opportunity action. You can only take
one opportunity action on each combatant’s turn (if available).
An opportunity action interrupts the action that triggered it.
The most common opportunity action is an opportunity
attack. When an enemy leaves a square adjacent to you, or
Combat Sequence
A combat encounter follows this sequence:
Establish positions. The DM decides where the com-
batants start out on the battle grid. The DM shows the
THREE BASIC RULES
Along with the core mechanic, three basic principles should
always be remembered. Other rules in the game are based
on these assumptions.
Simple Rules, Many Exceptions: Every class, race, feat,
power, and monster in the D&D game breaks the rules in
some way. From minor to significant, the game is built upon
exception-based rules design. For example, a normal melee
attack always deals a few points of damage, but every class
has powers that ramp up the damage when they get used.
Specific Beats General: If a specific rule contradicts a
general rule, the specific rule wins. For example, you nor-
mally can’t move as part of a regular attack. But if you have
a power that allows you to move and attack, that specific
rule trumps the general rule—when you use that power.
Always Round Down: When the game asks you to divide
a number, such as when you add half your level to your
attack roll, you always round down to the next lower whole
number.
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when an adjacent enemy makes a ranged or an area attack,
you can make an opportunity attack against that enemy.
Immediate Action: Interrupts and reactions are
immediate actions. Specific powers define the trigger for
these actions. You can take only one immediate action per
round, and you can’t take an immediate action on your
turn.
An interrupt lets you act before the triggering action is
resolved. If the interrupt invalidates the triggering action,
that action is lost.
A reaction lets you act immediately in response to a trig-
gering action. The triggering action is completely resolved
before you take your reaction.
you roll lower than 10, the effect continues. If you roll 10
or higher, the effect ends.
End Effects. Some effects end automatically at the end of
your turn.
No Actions. You can’t take any actions at the end of your
turn.
Attacks and Damage
If you successfully attack an enemy with a basic attack or
power, you deal damage. Roll the damage dice as specified on
your character sheet. Damage reduces a character’s hit points.
Critical Hits
When you roll a 20 on the die when making an attack roll,
you score a critical hit.
Instead of rolling damage, you deal the maximum
amount of damage possible for the attack when you score a
critical hit.
Example: The dwarf fighter scores a critical hit with
his melee basic attack. The damage for this attack is
2d6+3. So, maximum damage for this attack is 15 points
of damage (6+6+3=15).
Taking Your Turn
On your initiative order, you take your turn. Your turn has
three parts: the start of your turn, actions on your turn,
and the end of your turn.
The Start of Your Turn: Before you act, use the start
of your turn to keep track of any effects.
Ongoing Damage. If you’re suffering ongoing damage,
you take damage now.
Regeneration. If you have regeneration, you regain hit
points now.
Flanking
Flanking provides a simple combat tactic for you and an
ally to use against an enemy. To f lank an enemy, you and
an ally must be adjacent to the enemy and on opposite
sides of the enemy’s space. You and your ally must be able
to attack the enemy (with a melee or ranged weapon, or
with an unarmed attack). If there’s a barrier between your
enemy and either you or your ally, you don’t f lank. If you
are affected by a condition that prevents you from taking
actions, you don’t f lank.
You have combat advantage against an enemy you f lank
(see below).
Other Effects. Deal with any other effects that occur at
the start of your turn.
No Actions. You can’t take any actions at the start of your
turn.
Actions on Your Turn: You get three actions to per-
form on your turn.
Standard action
Move action
Minor action
Free Actions. You can take as many free actions as you
want on your turn, within reason and as allowed by the
DM.
Combat Advantage
When a defender can’t give full attention to defense,
it grants combat advantage to its attacker. This usually
occurs when the defender is f lanked, stunned, or other-
wise caught off guard.
Any Order. You can take your actions in any order, and
you can skip any of them.
Substitute Actions. You can take a move action or a minor
action instead of a standard action, and you can take a
minor action instead of a move action.
+2 Bonus to Attack Rolls. You gain this bonus when you
have combat advantage against the target of your attack.
Able to See Target. You must be able to see a target to
gain combat advantage against it.
Extra Action. You can take an extra standard action by
spending an action point (see page 5) .
Other Combatants’ Actions. Other combatants can take
free actions on your turn, and you might take actions
that trigger immediate actions or opportunity actions
from other combatants.
Other Actions in Combat
This section describes how to perform some of the most
common actions available on your turn.
Basic Attack: As a standard action, you can make a
melee basic attack or a ranged basic attack.
Charge: As a standard action, you can launch yourself
forward and make a melee basic attack. Move your speed
as part of the charge. At the end of your move, you make a
melee basic attack with a +1 bonus to the attack roll. You
The End of Your Turn: After you act, use the end of
your turn to keep track of any effects.
Saving Throws. You now make a saving throw against
each effect that can be ended with a save. Roll a d20. If
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