Dungeons & Dragons® Diablo II Fast Play Game

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Dungeons & Dragons® Diablo II Fast Play Game MMT056_Diablo2FastPlay.qxd 11/24/99 1:56 PM Page 1 MMT056_Diablo2FastPlay.qxd 11/24/99 1:57 PM Page 2 WhaT is This? You’ve played the computer RPG. Now try the world’s greatest adventure game! This is the The BLoodsTone TOMb Dungeons & Dragons® game set in the dark, deadly world of Diablo II. It’s an RPG experience without your computer. This demo gives you the feel of playing the Dungeons & Dragons game, where you and your friends take on the roles of imaginary heroes right out of the 66 Diablo II computer game—the Amazon, Barbarian, Paladin, and Sorcerer. The full D&D® game contains all sorts of options to help you create your own Diablo II campaign. The back page of this Fast-Play Game has more information. Check it out after 33 44 55 you’ve played this adventure. CrediTs Design: Bill Slavicsek & Jeff Grubb Editing: Kim Mohan Illustrations: rk post 22 Cartography: Todd Gamble 11 Art Direction/Graphic Design: Mark Painter Thanks: Michael Dashow, Stieg Hedlund, Matt Householder, Michio Okamura, Cindi Rice, Key Bill Roper, Paul Sams, Mike Selinker, Phil Shenk =10 Feet Monster Shrine Door Based on the original Dungeons & Dragons® game by E. Gary Gygax and Dave Arneson DIABLO is a trademark and BLIZZARD ENTERTAINMENT is a trademark or registered trademark of Davidson & Associates, Inc. in the U.S. and/or other countries. All DIABLO characters, character names, and the distinctive likenesses thereof are trademarks owned by Blizzard Entertainment. ©1999 Blizzard Entertainment. All rights reserved. Advanced Dungeons & Dragons, Dungeons & Dragons, D&D, Dungeon Master, Montrous Manual, and the Wizards of the Coast logo are registered trademarks owned by Wizards of the Coast, Inc. All D&D characters, character names, and the distinctive likenesses thereof are trademarks owned by Wizards of the Coast, Inc. ©1999 Wizards of the Coast, Inc. All rights reserved. MMT056_Diablo2FastPlay.qxd 11/24/99 1:58 PM Page 1 How Do We Play? The Game The D&D Fast-Play Game isn’t a computer Session game. In fact, it isn’t like any other game How does this work? The Fast-Play Game you’ve played. There’s no board, no playing walks you through a D&D adventure set in pieces, no disk. All you need is your the world of DIABLO II. It presents the imagination, this booklet, and at least three rules when you need them so you don’t have six-sided dice. to memorize anything to play. One of the players is called the You follow the directions, describing Dungeon Master, or DM. The DM’s in situations and adding your own details as charge of running the game. The best the adventure plays out. You react to what storyteller in your group should be the DM. the players want their characters to do, so Stop reading this adventure now and give that the adventure environment remains this booklet to the player who will be unpredictable. You also get to play the roles the DM. of the monsters and any other characters The DM coordinates the action, tells the that may appear in the adventure. other players what their characters see and All of the action takes place through hear, and resolves battles. If you’re the DM, discussion and dice rolling. Nobody should you’re two parts storyteller, one part CPU, run around the table or try any stunts—this with a little bit of “banker” and stage is make-believe! manager thrown in. Players can speak “in character” (I attack If you’re the DM, you run the world, and the Bloodhawk”) or refer to their characters everything in it does your bidding. in the third person (“The Barbarian attacks The other players run the heroes. The the Bloodhawk”), depending on how they heroes influence the world with every are more comfortable playing. You can use action they take. When the DM presents a different voices and sound effects for the situation—such as a dark tomb full of monsters, or you can describe scenes like a deadly goat demons—the players tell the narrator in a movie. DM what their hero characters are doing. The heroes of DIABLO II slay monsters, rescue villages, and collect treasure and magical items. If the heroes survive the adventure, the players win the game. The Heroes There are four character sheets in the center of this booklet. Each describes one of the heroes in this adventure. Remove the sheets and give them to the players so they can each choose a DIABLO II hero. (The DM doesn’t get a character sheet. You get this adventure and all the monsters and other DM characters within it.) While the players take a few moments to examine their character sheets, you should keep reading this booklet. 1 MMT056_Diablo2FastPlay.qxd 11/24/99 1:58 PM Page 2 Dungeon MasTer Aids The following visual aids are used herein to help you run this adventure. The Map Boxed Text Located on the inside front cover, it’s for contains rules for running a scene. Don’t read your eyes only. It shows where the boxed text to the players, but do follow the action occurs. directions and advice contained therein. Red Text Everything else in this adventure is for the Called a “Read-Aloud.” Read this text out DM. We tell the DM everything, but the loud to your players to describe what the players should figure things out through the characters see and hear. course of play. Don’t read anything that isn’t Red Text to the players. When Demons Walked The World … Once the players have looked over their world haunted by evil. Much of the character sheets, you can start the adventure. trappings resemble the medieval age, but Remember, only read the Red Text to the with lots of magic and monsters thrown in. players. Usually, the Red Text ends with a If your heroes do well, they gain power and question for the players—”What are your experience, surviving to take on another heroes going to do?” At this point you turn quest or participate in a new adventure. things over to the players. They decide if I’m the Dungeon Master for this their characters are going to open a door, adventure. I’ll describe what the characters fight a monster, run away, or do something see and hear, you’ll tell me what your heroes else entirely. It’s up to them. are going to do based on those descriptions, The players tell you what their heroes are and together we’ll tell an exciting story. doing; they don’t all have to do the same Ready? Let’s begin. thing. You tell them the results of their actions, using what’s presented in this Tell the players to describe their characters adventure. When the heroes try to do to each other. Then read: something that isn’t covered in this adventure, you get to decide what happens. You and your companions are traveling How? Just make it up! Even better, you through the wilderness when you come should feel free to add details to each scene upon a terrible sight. In an open field in the so that the adventure is uniquely your own. shadow of a rocky hill, you see the shattered That’s the fun of the D&D game. remains of a merchant caravan. Overturned wagons, scattered crates of vegetables and It’s that simple. So turn on your crafts, slaughtered horses and pack animals, imagination and read this to the players to and a variety of broken weapons litter the begin the game: area. It’s obvious a fierce battle took place here in the recent past, as wet blood paints Each of you is playing the role of one of the shattered wagons and spoiled goods. the heroes from the world of DIABLO There are no bodies, however. Not one II. It’s a world of dark fantasy, a merchant or caravan guard can be spotted 2 MMT056_Diablo2FastPlay.qxd 11/24/99 1:59 PM Page 3 among the wreckage. Then you notice an the following details. Read: opening in the hillside nearby. It isn’t a cave. It’s a stone doorway, open to the darkness There are a few splotches of wet blood within. From somewhere inside that dark on the doorframe. You also notice savage doorway, you hear a pitiful scream. “Help me!” claw marks on the lower portions of the door the frightened voice pleads. “Please help me!” and doorframe. What are you going to do? C. Enter the Door Ask each player what his or her hero is The door leads to the first chamber shown on doing. The heroes have a couple of options, the map (area 1). It’s extremely dark inside, though eventually you want them to and even swinging the door wide open doesn’t investigate the door into the hillside. They can help much because the hill’s shadow cloaks wait to see what happens. They can examine the doorway. The heroes will need to ignite the door. They can enter the door. They can one of their torches to light up the room, and leave. Find the action listed below that comes even then the light barely closest to what the heroes are doing and spills into a 20-foot circle, DM Secret: follow the directions. leaving much of the Using Voices chamber in darkness. Whenever the heroes run into a A. Wait If the heroes hesitated monster or a DM character, get The heroes wait to see what happens.
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