1) This document provides an overview of the 4th Edition Dungeons & Dragons roleplaying game, including the core mechanic of rolling a d20 and adding modifiers to resolve tasks, and examples of combat encounters and actions players can take on their turns.
2) The core mechanic revolves around task resolution - rolling a d20 and comparing the total to a target number to determine success or failure. This governs all gameplay.
3) Combat follows an initiative order with players taking standard, move, minor or free actions on their turns. Noncombat encounters involve skills, roleplaying, and puzzles.
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Pages From Keep On The Shadowfell2
1. WELCOME TO 4TH EDITION
The newest edition to the DUNGEONS & DRAGONS* Role- THE CORE MECHANIC
playing Game showcases an evolution in gameplay and
At its heart, the D&D game uses a core game mechanic.
puts an emphasis on fun. This Quick-Star! Rules booklet
Once you master this, you know how to play the game. It
provides an overview of the game so that yon can play the
all revolves around task resolution. How do you know if
Keep on the Shadowfell adventure.
your sword swing hits the owlbear? If your bluff tricks the
These QitickStart Rules give only the most cursory
1
guards? If your fireblast hits the kobolds? It all depends on
explanation of the D&D game. For the complete experi-
these basic rules:
ence, including character creation and the full rules of the
• Decide what you want your character to do and tell the
game, pick up the new D&D Players Handbook®, Dungeon
Dungeon Master.
Masters Guide and Monster Manual, and check out www.
• Roll a d20 (the higher you roll, the better).
dndinsider.com for even more information.
• Add any relevant modifiers (as shown on your character
sheet).
DUNGEONS &. DRAGONS • Compare your total result to a target number.
D & D is the original roleplaying game, the game that cre- If your result is equal to or higher than the target
ated a new category of entertainment. Set in a medieval number, you succeed at whatever task you were
fantasy world of magic and monsters, the game allows you attempting to do. If your result is lower than the target
to experience stories and adventures full of endless possi- number, you fail.
bilities and amazing surprises.
This booklet includes Quick-Star! Rules for the players, There's a little more to it than that, but the core mechanic
as well as ready-to-play characters so that you can start governs all D&D game play. Hverything else is an extension
playing D&D right now. The other booklet included in this or refinement of the core mechanic. Key examples of the
package features the rules of the game for the Dungeon core mechanic in play follow.
Master (DM), as well as the adventure itself.
SKILL CHECKS
W h e n you use a skill, you make a skill check.
PLAYING D & D • Roll a d20 and add your skill modifier (as shown on your
character sheet).
To play, you need a Dungeon Master to present challenges, • Add any situational modifiers, usually from powers
adjudicate the rules, and narrate the adventure. You also affecting you.
need players to run heroic characters (five players work • The total is your check result.
best), an adventure (such as Keep on the Shadowfell), and
dice. The higher the result, the better. Your result is compared
Your character is your interface with the world of D&D. against a Difficulty Class (a number set by the DM based
Like the hero of a novel or the star of a movie, your charac- on the situation) or an opposed check made by a character
ter (and the characters of the other players) is at the center opposing your use of the skill.
of all the action. But there's no script to fbllow-you deter-
mine the course of every adventure through the actions ATTACK ROLLS
you take. And your character grows and improves as the W h e n you make an attack, either using a basic attack or a
game goes on. power, you make an attack roll.
The D&D game uses a special set of dice. These include • Choose the attack type you want to use. (Usually a
at least one of each of these types of dice: d4, d6, d8, dlO, melee or ranged attack, or a power.)
cl 12, and d 2 0 . The number corresponds to the number • Choose a target for your attack that is within range of
of sides each particular die has. W h e n you roll 3 d 6 + 4 . the attack type you selected. (Some attacks can be
for example, you roll three six-sided dice and add 4 to the made against multiple targets.)
result. • Roll a d20 and add your attack modifier (as shown on
K
It also helps to have D&D Miniatures to represent the your character sheet).
,U
heroes and monsters in the game, and D&D Dungeon • The total is your attack roll result.
Tiles or some other battle grid to create the adventure
encounters. This adventure also includes three double- * The higher the result, the better. Your result is compared
sided poster maps of key adventure areas that are scaled against the target's defense score. Different attack types
for use with D&D Miniatures. are compared against different defense scores. Characters
2. and monsters have four different defenses: Armor Class players where they can set up their characters and then
(AC), Fortitude, Reflex, and Will. places the monsters.
Roll initiative. Everyone involved in the encounter rolls
ENCOUNTERS initiative (roll a d 2 0 and add your initiative modifier, as
shown on your character sheet). This determines the order
The action of a D&D game takes place in encounters. In
of battle for the entire encounter.
encounters, all characters have something to do and it s
Take surprise round actions. If any combatants
important for them to work together to overcome what-
gained a surprise round, they act in initiative order, each
ever challenge is set before them. Outside of encounters,
taking a single action.
characters explore their environment and engage in
Take turns. In initiative order, highest result starting
social interactions. W h e n exploration or social interac-
first, every combatant takes a turn.
tion involves serious consequences for success or failure, it
Repeat. Start a new round and repeat the initiative order.
becomes an encounter.
Continue until one side or the other flees or is defeated.
Encounters come in two basic forms: combat encoun-
End the encounter. After one side or the other flees or
ters and noncombat encounters.
is defeated, the encounter ends when the remaining side
takes a short or an extended rest.
COMBAT ENCOUNTERS
Fighting monsters. W h a t D&D adventure would be com-
ACTIONS
plete without combat encounters where characters rely
Combat rounds consist of characters using actions. The
on attack powers, skills, feats, and magic items to battle
main action types include:
hordes of ravenous creatures or evil villains?
Standard Action: You can normally take one standard
ciction on your turn. Most attack powers require the use of
NONCOMBAT ENCOUNTERS a standard action.
Noncombat encounters focus on skill use, utility powers, Move Action: You can normally take one move action
your wits, and your roleplaying skills. Thesc encounters on your turn. Walking your speed requires the use of a
include dealing with traps and hazards, solving puzzles, move action.
and overcoming skill challenges. 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
Combat encounters break out when the player characters the use of a minor action.
run into an opposing force. That force could be a power- Free Action: Free actions take almost no time or effort.
ful solo monster, a group of terrifying creatures, or a gang You can take as many free actions as you want during your or
of villainous nonplaver characters. The chaos of combat another combatant's turn, as allowed by the DM. Free actions
is organized into a cycle of rounds and turns. include talking and dropping a held item.
Round: In a round, every combatant takes a turn. A
round represents about 6 seconds in the game world. There are two additional action types that require triggers
Turn: On your turn, you take actions in any order you before you can use them—an action, event, or condition
wish. (Sec quot;Actions,quot; below.) that takes place on another combatant s turn.
Opportunity Action: W h e n an enemy lets its guard
down, you can take an opportunity action. You can only take
COMBAT SEQUENCE
one opportunity action on each combatant s turn (if available).
A combat encounter follows this sequence:
An opportunity action interrupts the action that triggered it.
Establish positions. The DM decides where the com-
The most common opportunity action is an opportunity
batants start out on the battle grid. The DM shows the '
attack. W h e n an enemy leaves a square adjacent to you, or
quot;
.
T H R E E BASIC RULES
Along with t h e core mechanic, three basic principles should Specific Beats General: If a specific rule contradicts a
always be remembered. Other rules in t h e g a m e are based general rule, t h e specific rule wins. For example, you nor-
on these assumptions. mally can't move as part of a regular attack. But if you have
Simple Rules, Many Exceptions: Every class, race, feat, a power that allows you to move and attack, that specific
power, and monster in the D&D game breaks t h e rules in rule trumps t h e general r u l e - w h e n you use that power.
some way. From minor to significant, t h e game is built upon Always Round Down: W h e n the game asks you to divide
exception-based rules design. For example, a normal melee a number, such as when you add half your level to your
attack always deals a few points of damage, but every class attack roll, you always round down to the next lower whole
has powers that ramp up t h e damage when they get used. number.
3. when an adjacent enemy makes a ranged or an area attack, you roll lower than 10, the effect continues. If you roll 10
you can make an opportunity attack against that enemy. or higher, the effect ends.
I m m e d i a t e Action: Interrupts and reactions are • End Effects. Some effects end automatically at the end of
immediate actions. Specific powers define the trigger for your turn.
these actions. You can take only one immediate action per 4- No Actions. You can't take any actions at the end of your
round, and you c a n t take an immediate action on your turn.
turn.
An interrupt lets you act before the triggering action is ATTACKS AND DAMAGE
resolved. If the interrupt invalidates the triggering action, If you successfully attack an enemy with a basic attack or
that action is lost. power, you deal damage. Roll the damage dice as specified on
A reaction lets you act immediately in response to a trig- your diameter sheet. Damage reduces a characters hit points.
gering action. The triggering action is completely resolved
before you take your reaction.
CRITICAL HITS
W h e n you roll a 20 on the die when making an attack roll,
TAKING YOUR TURN vou score a critical hit.
J
On your initiative order, you take your turn. Your turn has
Instead of rolling damage, you deal the m a x i m u m
three parts: the start of your turn, actions on your turn,
amount of damage possible for the attack when you score a
and the end of vour turn.
critical hit.
Example: The dwarf fighter scores a critical hit with
The Start of Your Turn: Before you act, use the start
his melee basic attack. The damage for this attack is
of your turn to keep track of any effects.
2 d 6 + 3 . So, maximum damage for this attack is 15 points
• Ongoing Damage. If you're suffering ongoing damage,
of damage (6+6+3=15).
you take damage now.
• Regeneration. If you have regeneration, you regain hit
FLANKING
points now.
Flanking provides a simple combat tactic for you and an
4- Other Effects. Deal with any other effects that occur at
ally to use against an enemy. To flank an enemy, you and
the start of your turn.
an ally must be adjacent to the enemy and on opposite
• No Actions. You can't take any actions at the start of your
sides of the enemy's space. You and your ally must be able
turn.
to attack the enemy (with a melee or ranged weapon, or
with an unarmed attack). If there's a barrier between your
Actions on Your Turn: You get three actions to per-
enemy and either you or your ally, you don t Hank. If you
form on vour turn.
are affected by a condition that prevents you from taking
actions, you don't flank.
Standard action
You have combat advantage against an enemy you flank
Move action
(see below).
Minor action
• Free Actions. You can take as many free actions as you COMBAT ADVANTAGE
want on your turn, within reason and as allowed by the W h e n a defender can't give full attention to defense,
DM. it grants combat advantage to its attacker. This usually
• Any Order. You can take your actions in any order, and occurs when the defender is flanked, stunned, or other-
you can skip any of them. wise caught off guard.
• Substitute Actions. You can take a move action or a minor • +2 Bonus to Attack Rolls. You gain this bonus when you
action instead of a standard action, and you can take a have combat advantage against the target of your attack.
minor action instead of a move action. • Able to See Target. You must be able to see a target to
+ Extra Action. You can take an extra standard action by gain combat advantage against it.
spending an action point (see page 5).
• Other Combatants'Actions. Other combatants can take
OTHER ACTIONS IN COMBAT
free actions on your turn, and you might rake actions
This section describes how to perform some of the most
that trigger immediate actions or opportunity actions
common actions available on your turn.
from other combatants.
Basic Attack: As a standard action, you can make a
melee basic attack or a ranged basic attack-
The End of Your Turn: After you act, use the end of
Charge: As a standard action, you can launch yourself
your turn to keep track of any effects.
forward and make a melee basic attack. Move your speed
Saving Throws. You now make a saving throw against
as part of the charge. At the end of your move, you make a
each effect that can be ended with a save. Roll a d'20. If
melee basic attack with a +1 bonus to the attack roll. You
4. must move at least 2 squares from your starting position, OCCUPIED SQUARES
and you must charge to the nearest unoccupied square from In general, you can't move through an occupied square.
which you can attack the enemy. Charging provokes attacks 4* Ally. You can move through a square occupied by an
of opportunity. After a charge, you can't take any further ally.
actions unless you spend an action point (see below). 4quot; Enemy. You can't move through an enemy's space
Second W i n d . As a standard action, you can spend a unless that enemy is helpless.
healing surge to regain hit points. W h e n you do, you regain 4- Ending Movement. You can't end your movement in
one-quarter of your maximum hit points (rounded down). an occupied square unless it's an ally's square and the
You also gain a +2 bonus to all defenses until the start of your ally is prone, or it s an enemy's square and the enemy is
next turn. You can use your second wind once per encounter. helpless.
Use a Power. Most powers are standard actions. Refer to
your character sheet to see what powers you have access to.
DIEEICULT TERRAIN
Rubble, undergrowth, shallow bogs, steep stairs, and
MOVEMENT other types of difficult terrain hampers movement. It
You can use a move action to walk your speed in a turn. If costs 1 additional square of movement to enter a square
you use two move actions (substituting a move for a standard of difficult terrain. If you don't have enough movement
action), you can walk your speed twice on your turn. remaining, you can't enter a square of difficult terrain. You
can't shift into a square of difficult terrain unless you have
a power that allows you to do so.
MOVE ACTIONS
These activities require the use of a move action.
4- Walk. Move up to your speed. OBSTACLES
• Shift. Move 1 square without provoking opportunity You can't enter a square with an obstacle that fills the square,
attacks. You can't normally shift into difficult terrain. such as a wall or a pillar. W h e n an obstacle fills a square, you
4- Run. Move up to your speed +2 squares and grant c a n t move diagonally across the corner of that square.
combat advantage.
ACTION POINTS
FORCED MOVEMENT Once per encounter, you can spend an action point. W h e n
Certain powers and effects allow you to pull, push, or slide you spend an action point, it's gone. You earn more action
a target. points by adventuring.
Pull: W h e n you pidl a creature, each square you move 4- You start with 1 action point.
it must bring it nearer to you. • You gain 1 action point when you reach a milestone in
Push: W h e n you push a creature, each square you your adventure (the DM will tell you when this occurs).
move it must place it farther away from you. • After an extended rest (see page 6), you lose any
Slide: W h e n you slide a creature, there s no restriction unspent action points, but you start fresh with 1 action
on the direction you can move it. point.
4- Most often, you spend an action point to take an extra
The following rides govern all forced movement. action during your turn. You decide if the extra action is a
4- Distance. The power specifies how many squares you standard action, a move action, or a minor action.
can move a target. You can choose to move the target
fewer squares or not to move the target at all. HIT POINTS, HEALING,
4- Specific Destination. Some powers instead specify a
destination, such as any square adjacent to you. AND DYING
4- No Opportunity Attacks. Forced movement does not Over the course of a battle, your character takes damage
provoke opportunity attacks. from attacks. Damage reduces your hit points.
4- Difficult Terrain. Forced movement isn't hindered by 4- Maximum Hit Points. You have a maximum number
difficult terrain (see below). of hit points, as determined by you class, level, and Con-
4 Not a Move. Forced movement doesn't count against a stitution score. Your current hit points can't exceed this
target's ability to move on its turn. number.
4- Valid Space. Forced movement can't move a target into 4 Bloodied. When your current hit points drop to one-
a space it couldn't enter by walking. half your maximum hit points or lower, you are bloodied.
Certain powers work only (or work better) against a
DISTANCE AND MOVEMENT bloodied target.
To measure distance on a battle grid, simply count squares. 4- Dying. When your current hit points drop to 0 or lower,
You can move your speed in squares as a move action, in any you fall unconscious and are dying. Any damage you take
direction, across squares or across diagonals. continues to reduce your current hit points until your
character dies.
5. • Death Saving Throw. When you are dying, you make W h e n you earn enough XP to level up, the character sheet
a saving throw at the end of your turn each round. If you explains what your character gets at 2nd and 3rd level. (In
succeed (roll 10 or higher), there is no change in your the Play&rs Handbook, you get to make your own choices
condition. If you fail the save (roll lower than 10), you from a huge selection of options, but for this Quick-Start,
slip one step closer to death. If you fail three times, your we've done all the work for you.)
character dies.
• Death. When you take damage that reduces your cur- SKILLS
rent hit points to a negative number that's the same
Your Dungeon lYlaster has more details on skill use in the
as your bloodied number, or if you fail your death save
Adventure Book. The following is a quick overview so you
three times, your character dies.
have an idea what your skills can be used for. In general
at lst-3rd level, easy tasks have a DC of 15, moderate
HEALING IN COMBAT tasks have a DC of 20, and hard tasks have a DC of 25 or
Even as the battle rages around you, you can heal. You can higher. Your DM has the DCs for skill challenges in this
heal yourself by using your second wind (see page 5). An adventure.
ally can use the Heal skill on you (see below). An ally can Acrobatics. Use this skill to test your balance on
use a healing power on you. narrow or unstable surfaces, to escape from a grab or from
W h e n a power heals you, you don't have to take an restraints, and (if you Ye trained) to reduce your damage
action to spend a healing surge. Hven if you re uncon- when vou fall.
scious, the power uses your healing surge to restore hit Arcana. You have knowledge about magic and magical
poinls. And some powers don't require you to spend a effects, and (if you're trained) you know how to detect a
healing surge at all. persistent magical effect.
Athletics. Use this skill to climb, swim, or jump.
HEALING THE DYING Bluff. Use this skill to make what's false appear to be
W h e n you are dying, any healing restores you to at least true, fast-talk a guard, con a merchant, or tell lies.
1 hit point. If someone has stabilized you using the Heal Diplomacy. Use this skill to influence others with tact
skill but you receive no healing, you regain hit points after and social grace, change opinions, inspire good will, and
an extended rest. to negotiate a deal in good faith.
D u n g e o n e e r i n g . You have knowledge about forging
REST AND RECOVERY a path through a dungeon complex, recognizing dungeon
Outside of encounters, you can take one of two types of hazards, and finding food in the Underdark.
rest: a short rest or an extended rest. Endurance. Use this skill to stave off ill effects and to
Short Rest. A short rest allows you to renew your push beyond normal physical limits.
encounter powers and use healing surges to regain hit Heal. Use this skill to administer first aid, stabilize a
points. It lasts about 5 minutes. You can take as many dying character, grant a saving throw, or treat a disease.
short rests per day as you want. During a short rest, you History. You have knowledge about history, including
have to rest; no strenuous activity, no interruptions. significant events, legends, customs, and traditions.
Extended Rest. Once per day, you can take an Insight. Use this skill to discern intent and decipher
extended rest. It must last at least 6 hours to gain the ben- body language, making a best guess as to a target s motives,
efits. You have to rest or sleep during this period. At the attitudes, and truthfulness.
end of the rest, you regain any hit points you lost and heal- Intimidate. Use this skill to influence others through
ing surges you spent, your daily powers are renewed, and hostile actions and overt threats.
you lose any unspent action points and gain 1 fresh action Nature. You have knowledge related to finding your
point. way through the wilderness, recognizing natural hazards,
and living off the land.
Perception. Use this skill to notice clues, spot immi-
nent dangers, and locate hidden objects.
CHARACTER SHEETS Religion. You have knowledge of religious traditions.
Stealth. Use this skill to hide and move silently.
The rest of this booklet contains five ready-to-play 1st- Streetwise. You know how to get the lay of the land in
level D&D characters, bach character sheet includes the an urban setting.
characters hit points, initiative, defenses, attacks, powers,
Thievery. Use this skill to disable (raps, open locks,
feats, skills, and equipment. Select the character you want
pick pockets, and perform other sleights of hand.
to play, give it a name, and you're ready to adventure.
Your character earns experience points (XP) as the
adventure progresses. You earn XP by defeating monsters,
overcoming traps, and solving the mysteries of the adventure.
6. USING MONSTER STATISTICS I m m u n e : The monster suffers no effect from attacks of
the specified kind.
The following monster stat block explanation uses the
Resist: The monster reduces all damage it takes of the
Orcus unclerpriest (from Encounter Area 18, page 76) as
specified kind by the indicated amount.
an example.
V u l n e r a b l e : Creatures with vulnerability take extra
damage when struck by an attack that deals a specific
Orcus Underpriest Level 5 Controller
kind of damage.
N a m e : A word or phrase that identifies the monster. W e a k n e s s : Some monsters are especially susceptible
Level: A measure of the creature's power. A monster s
to specific conditions or attacks.
level can be as low as 1 or as high as 30 or more.
Role: Every monster has a role to play in a combat
Speed 6
encounter. For the purpose of this adventure, its not nec-
S p e e d : The number of squares the monster can move
essary for you to know all the monster roles and how they
with a single move action. If it has special movement abili-
are defined. The characteristics that differentiate one role
ties (such as Climb or Fly), those speeds are given.
from the others are taken into account in each monsters
stat block. (T) Mace (standard; at will) +11 vs. AC; 1d6+5 damage
@ S h a d o w Curse (standard; at will) range 5; +8 vs. Fortitude;
Medium natural humanoid (human) XP 200 2d8+8 necrotic damage and -2 AC until the end of the Orcus
Underpriest's next turn.
Size: Small and Medium creatures occupy 1 square, and Infuse with Shadow (standard; recharge 5 6) one ally within 5
Large creatures occupy 4 squares (in a 2x2 space). squares gains a +5 bonus to its next attack and recovers 25%
O r i g i n : A creature s origin suggests where its race of its full hit points.
originated in the D&D cosmology.
A t t a c k s a n d P o w e r s : This section gives details on the
Type: A monster's type indicates if it is humanoid. a
ways a monster can do h a r m to PCs.
beast, a magical beast, or magically animate.
( K e y w o r d ) : A keyword, when present, appears in
(J) Melee: An entry preceded by this symbol is the monster's
parentheses after a monsters type. It further defines a basic melee attack. The description includes the kind
creature; for instance, the underpriest has the keyword of action needed to make the attack, the bonus to the
(human), a zombie would have the keyword (undead). monster's attack roll, the defense targeted by the attack, and
X P : This value denotes how many experience points a the damage that results from a hit.
group of PCs earn for defeating the monster. (5jr) Ranged: An entry preceded by this symbol is the monster's
basic ranged attack, which is effective against a target within
Initiative +4 Senses Perception +3 the given range (in squares).
I n i t i a t i v e : The monsters initiative modifier. P o w e r s : Some monsters have powers they can use with
S e n s e s : A creatures special forms of perception, such or in addition to their basic attacks.
as darkvision or low-light vision, appear here.
Alignment Evil Languages Common, Goblin
HP 64 Bloodied 32
A l i g n m e n t : A creature's general motivation and behavior.
H P : The monsters full normal hit points.
L a n g u a g e : A creature can read or speak the languages
B l o o d i e d : Half normal hit points: some powers come
given here.
into play when a monster is bloodied.
Skills Religion+8
Blessing of Orcus aura 10; allies in the area gain death strike
A u r a : An ability that provides an effect within the given Skills: Some monsters are particularly adept in certain
range (in this case, 10 squares). skills, as noted on this line.
AC 1 9 Fortitude 17 Reflex 14 Will 1 5
Str 17 (+5) Dex 14 (+4) Wis 12 (+3)
D e f e n s e s : These numbers are used to determine if an Con 16 (+5) Int 11 (+2) Chal7(+5)
attack hits the monster.
Ability Scores: The six numbers are the basis for many
Immune Resist Vulnerable of a monster's other abilities. The parenthetical number is
Weakness the value used to make an ability check.
These entries (not present in the underpriest's stat block)
identify attacks or effects that are handled in a special way
when employed against the monster.
7. The newest edition to the DUNGEONS & DRAGONS Role- It also helps to have D&D Miniatures to represent the
playing Game showcases an evolution in gameplay and heroes and monsters in the game, and D & D Dungeon
puts an emphasis on fun. These Quick-Start Rules provide Tiles or some other battle grid to create the adventure
an overview of the game from the Dungeon Master's per- encounters. This adventure also includes three double-
spective so that you can play the Keep on the Shadowfcll sided poster maps of key adventure areas that are scaled
adventure. These rules complement those found in the for use with D&D Miniatures.
players' Quick-Start Rules booklet.
These Qiiich-Start Rules give only the most cursory THE CORE MECHANIC
explanation of the D & D game. For the complete experi-
At its heart, the D&D game uses a core game mechanic.
ence, including character creation and the full rules of the
xi master this, you know how to play the game. It
game, pick up the new D & D Player's Handbook, Dungeon
all revolves around task resolution. How do you know if a
Masters Guide, and Monster Manual, and check out www.
sword swing hits the owlbear? If an outrageous bluff tricks
dndinsider.com for even more information.
the guards? If a fireblast spell hits the charging kobolds? It
all depends on these basic rules:
• - c 3 er ;ecides what his or her character wants to do
D&D is the original roleplaying game, the game that cre- and te i the Dungeon Master.
ated a new category of entcrtainmemt. Set in a medieval • Roll a d20 (the higher the roll, the better).
fantasy world of magic and monsters, the game allows you • Add 3n) relevant modifiers (as shown on the player's
to experience stories and adventures full of endless possi- character sheet).
bilities and amazing surprises. • Ic—psre the total result to a target number.
If the result is equal to or higher than the target
PLAYING D & D number, the task succeeds. If the result is lower than the
To play, you need a Dungeon Master to present challenges, target number, the task fails.
adjudicate the rules, and narrate the adventure. You also
There's a little more to it than that, but the core
need players to run heroic characters (five players work
mechanic governs all D & D game play. Everything else
best), an adventure (such as Keep on the Shadovvfell), and
is an extension or refinement of the core mechanic. Key
dice.
examples of the core mechanic in play follow.
A character is a player's interface with the world of
D&D. Like the hero of a novel or the star of a movie, the
player characters are at the center of all the action. But SKILL CHECKS
there's no script to follow—the course of every adventure is W h e n vou use a skill, vou make a skill check.
determined through the actions the players take. And each • Roll a d20 and add your skill modifier (as shown on your
character grows and improves as the game goes on. character sheet or in the monster stat block).
The D&D game uses a special set of dice. These include • Add any situational modifiers, usually from powers
at least one of each of these types of dice: d4, d6, d 8 , dlO, affecting you.
d l 2 , and d'20. The number corresponds to the number • The total is your check result.
of sides each particular die has. W h e n you roll 3 d 6 + 4 ,
The higher the result, the better. Your result is com-
for example, you roll three six-sided dice and add 4 to the
pared against a Difficulty Class (a number set by the DM
result.
THREE H SIC RULES
Along with t h e core mechanic, three basic principles should Specific Beats General: If a specific rule contradicts a
always be remembered. Other rules in t h e game are based general rule, t h e specific rule wins. For example, you nor-
on these assumptions. mally can't move as part of a regular attack. But if you have
Simple Rules, Many Exceptions: Every class, race, feat, a power that allows you to move and attack, t h a t specific
power, and monster in the D&D game breaks t h e rules in rule trumps the general r u l e - w h e n you use that power.
some way. From minor to significant, t h e g a m e is built upon Always Round Down: W h e n the game asks you to divide
exception-based rules design. For example, a normal melee a number, such as when you add half your level to your
attack always deals a few points of damage, but every class attack roll, you always round down to t h e next lower whole
has powers that ramp up t h e damage w h e n they get used. number.
8. based on the situation) or an opposed check made by a COMBAT
character opposing your use of the skill.
Combat encounters break out when the player characters
Sometimes the only way to complete a complex task is
run into an opposing force. That force could be a powerful
to perform a skill challenge. A skill challenge requires a
solo monster, a group of terrifying creatures, or a gang of
character to achieve a certain number of successes before
villainous nonplayer characters. The chaos of combat is
achieving a certain number of failures. If a skill challenge
organized into a cycle of rounds and turns.
is warranted for a given encounter, it will be described in
Round: In a round, every combatant takes a turn. A
that encounter, with the necessary rules for the DM to use.
round represents about 6 seconds in the game world.
Turn: On your turn, you take actions in any order you
ATTACK ROLLS wish. (See quot;Actionsquot; below.)
W h e n you make an attack, either using a basic attack or a
power, you make an attack roll. COMBAT SEQUENCE
• Choose the attack type you want to use. (See quot;Attack A combat encounter follows this sequence:
Typesquot; on page 9.) Establish positions. The DM decides where the com-
• Choose a target for your attack that is within range of batants start out on the battle grid. The DM shows the
the attack type you selected. (Some attacks can be players where they can set up their characters and then
made against multiple targets.) places the monsters.
• Roll a d20 and add your attack modifier (as shown on Roll initiative. Fvervone involved in the encounter
your character sheet or in the monster stat block). rolls initiative (roll a d 2 0 and add your initiative modifier,
• The total is your attack roll result. as shown on your character sheet). This determines the
order of battle for the entire encounter.
The higher the result, the better. Your result is com- Take surprise round actions. If any combatants
pared against the target's defense score. Different attack gained a surprise round, they act in initiative order, each
types are compared against different defense scores. Char- taking a single action.
acters and monsters have four different defenses: Armor Take turns. In initiative order, highest result starting
Class (AC), Fortitude. Reflex, and Will. first, every combatant takes a turn.
Repeat. Start a new round and repeat the initiative
ENCOUNTERS order. Continue until one side or the other flees or is
defeated.
The action of a D&D game takes place in encounters. In
encounters, all characters have something to do and its End the encounter. After one side or the other flees or
important for them to work together to overcome what- is defeated, the encounter ends when the remaining side
ever challenge is set before them. Outside of encounters, takes a short or an extended rest.
characters explore their environment and engage in
social interactions. W h e n exploration or social interac- ACTIONS
tion involves serious consequences for success or failure, it Combat rounds consist of characters using actions. The
becomes an encounter. main action types include:
Encounters come in two basic forms: combat encoun- Standard Action: You can normally take one standard
ters and noncombat encounters. action on your turn. Most attack powers require the use of
a standard action.
COMBAT ENCOUNTERS Move Action: You can normally take one move action
Fighting monsters. W h a t D&D adventure would be com- on your turn. Walking your speed requires the use of a
plete without combat encounters where characters rely move action.
on attack powers, skills, feats, and magic items to battle Minor Action: A minor action enables you to do some-
hordes of ravenous creatures or evil villains? thing more exciting. You can normally only take them on
your turn. Drawing a weapon or opening a chest requires
the use of a minor action.
NONCOMBAT ENCOUNTERS Free Action: Free actions take almost no time or effort.
Noncombat encounters focus on skill use, utility powers,
You can take as many free actions as you want during your
your wits, and your roleplaying skills. These encounters
or another combatants turn, as allowed by the DM. Free
include dealing with traps and hazards, solving pu/.zlcs,
actions include talking and dropping a held item.
and overcoming skill challenges.
There are two additional action types that require
triggers before you can use them—an action, event, or con-
dition that takes place on another combatant s turn.
Opportunity Action: W h e n an enemy lets its guard
down, you can take an opportunity action. You can only
9. take one opportunity action on each combatant s turn (if T h e End of Your Turn: After you act, use the end of
available). An opportunity action interrupts the action that your turn to keep track of any effects.
triggered it. • Saving Throws. You now make a saving throw against
The most common opportunity action is an opportunity each effect that can be ended with a save. Roll a d20. If
attack. W h e n an enemy leaves a square adjacent to you, or you roll lower than 10, the effect continues. If you roll 10
when an adjacent enemy makes a ranged or an area attack, or higher, the effect ends.
you can make an opportunity attack against that enemy. • End Effects. Some effects end automatically at the end
Immediate Action: Interrupts and reactions are imme- ofyour turn.
diate actions. Specific powers define the trigger for these •¥ No Actions. You can't take any actions at the end of your
actions. You can only take one immediate action per round, turn.
and you can't take an immediate action on your turn.
An interrupt lets you act before the triggering action is
ATTACKS AND DAMAGE
resolved. If the interrupt invalidates the triggering action,
If you successfully attack an enemv with a basic attack or
that action is lost. J J J
A reaction lets you act immediately in response to power, you deal damage. Roll the damage dice as specified
a triggering action. The triggering action is completely on your character sheet. Damage reduces a character's hit
resolved before vou take your reaction. points.
CRITICAL HITS
TAKING YOUR TURN
W h e n you roll a 20 on the die when making an attack roll,
On your initiative order, you take your turn. Your turn has
you score a critical hit.
three parts: the start of your turn, actions on your turn,
Instead of rolling damage, you deal the maximum
and the end of your turn. For the DM, a turn consists of
amount of damage possible for the attack when you score a
taking actions for the monsters in the encounter.
critical hit.
Example: The dwarf fighter scores a critical hit with his
The Start of Your T u r n : Before you act. use the start
basic melee attack. The damage for this attack is 2 d 6 + 3 .
of your turn to keep track of any effects.
So, m a x i m u m damage for this attack is 15 points of
• Ongoing Damage. If you're suffering ongoing damage, damage (6+6+3=15).
you take damage now.
• Regeneration. If you have regeneration, you regain hit
FLANKING
points now.
Flanking provides a simple combat tactic for you and an
• Other Effects. Deal with any other effects that occur at
ally to use against an enemy. To flank an enemy, you and
the start of your turn.
an ally must be adjacent to the enemy and on opposite
• No Actions. You can't take any actions at the start of
sides of the enemy s space. You and your ally must be able
your turn.
to attack the enemy (with a melee or ranged weapon, or
with an unarmed attack). If there s a barrier between your
Actions on Your Turn: You get three actions to per-
enemy and either you or your ally, you don't flank. If you
form on your turn.
are affected by a condition that prevents you from taking
actions, you don't flank.
Standard action
You have combat advantage against an enemy you flank
Move action
(see below).
Minor action
COMBAT ADVANTAGE
Free Actions. You can take as many free actions as you
W h e n a defender c a n t give full attention to defense,
want on your turn, within reason and as allowed by the
it grants combat advantage to its attacker. This usually
DM.
occurs when the defender is Hanked, stunned, or other-
Any Order. You can take your actions in any order, and
wise caught off guard.
you can skip any of them.
Substitute Actions. You can take a move action or a 4- +2 Bonus to Attack Rolls. You gain this bonus when
minor action instead of a standard action, and you can you have combat advantage against the target of your
take a minor action instead of a move action. attack.
Extra Action. You can take an extra standard action by • Able to See Target. You must be able to see a target to
spending an action point (see page 12). gain combat advantage against it.
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.
10. ATTACK TYPES TARGETS
There are four basic attack types. To target a creature, it must be within a power s range and
Melee Attack. A melee attack can target one adjacent not entirely behind a solid barrier. Many powers allow a
creature and typically uses a weapon. Attacking with a creature to select multiple targets. Each of these creatures
sword or mace is an example of a melee attack. must be an eligible target.
Ranged Attack. A ranged attack is a strike against a Range. Range is the distance from a source to a target.
distant target. A ranged attack targets only one creature Each power specifies a maximum range.
within its range. Shooting a bow or firing a magic missile is To determine range, count the number of squares
an example of a ranged attack. between a source and its target, including the target's
Range: Character sheets and monster stat blocks specify square but not the source s. The path must be straight
the range of ranged powers and weapons. A power with when determining range.
Range 6 can hit a target no more than 6 squares away; Areas of Effect. For powers that create an area of
Range 10 can hit a target no more than 10 squares away, effect, a creature selects an origin square as the target and
and so on. Powers that have the word sight instead of a creates an effect from that space. A creature must be able
range number can hit a target within line of sight. to target the origin square in order to create an area of
A ranged weapon has two range numbers: its normal effect from it.
range and its long range. If a target is farther away than a Whenever a creature uses a power with an area of
weapon's normal range but within long range, the attack effect, it makes a single damage roll but a separate attack
takes a -2 penalty to the attack roll. If the target is within roll for each affected creature. It s easiest to go in that
the weapon s normal range, there is no penalty. order, especially if the power deals half damage on a miss.
Opportunity Attacks: Using a ranged attack provokes Roll and add up the damage, then make attack rolls one by
opportunity attacks from enemies within range (page 8). one. (If an attack is a critical hit, determine that damage
Close Attack. A close attack affects multiple nearby separately.)
targets. Close attacks include two types of powers: weapon Barrier: A barrier runs along the edge of a specified
attacks that damage multiple foes with one swing and number of squares. A barrier must cross at least one edge
attacks created from energy that flows from a creature or of the origin square.
an object it carries. Blast'A blast fills an area adjacent to the caster that
Origin Square: Depending on the power you use, close is a specified number of squares on a side. For example,
attacks originate in your square or an adjacent square. a blast 3 affects a 3-square-by-3-square area adjacent to
Area of Effect: Each close attack has an area of effect, the caster. The blast must be adjacent to its origin square,
which determines the attack's shape. You attack all ene- which is a square in the caster's space. The origin square is
mies, allies, and objects in each square within the close not affected by the blast. A blast only affects a target if the
attack's area. A target is not affected if a solid barrier is target is in the blast's area and if there is line of effect from
interposed between it and the origin square. the origin square to the target.
Area Attack. Area attacks are similar to close attacks, Burst: A burst starts in a target square and extends in all
except that their origin square is some distance away from directions to a specified number of squares from the target
the user. A ball of fire that streaks across the battlefield square. A burst is centered on the origin square. Unless a
and explodes is an example of an area attack. power description notes otherwise, a burst does not affect
Range and Origin Square: An area attack s range is given its creator.
in the power description. A creature must choose a square
within range as the origin square. The origin square is ATTACK MODIFIERS
where the area of effect is centered, and there cannot be a In combat, many circumstances can increase or decrease
solid barrier between the user and that square. The range the chance of hitting a target. For example, a flanked
includes both the maximum distance to the origin square target is easier to hit, whereas a target behind cover is
and the size of the area of effect. harder to hit. A circumstance that provides a temporary
Area of Effect: The area of effect sets the shape of the advantage or disadvantage is represented by a modifier to
attack and determines the targets it affects. The user the attack roll. A creature adds the modifier to the attack
attacks all enemies, allies, and objects in each square bonus when making an attack.
within the area of effect. A creature doesn't need line of
sight to the origin square, the target, or from the origin
ONGOING DAMAGE
square to the target. However, a target is unaffected if no
Some powers deal ongoing damage on the turns after the
line of effect exists between the origin square and itself,
initial attack.
such as a solid barrier interposed between the origin
Start of Your Turn: A creature takes ongoing damage
square and target.
at the start of its turn.
Opportunity Attacks: Using area attacks provokes oppor-
Ongoing damage of the same type isn't added together;
tunity attacks from enemies within range (page 8).
only the higher number applies.
11. Attack Modifiers MOVEMENT
All Attack types Modifier
You can use a move action to walk vour s r w i :™ a turn. If
Combat advantage against foe +2
you use nvo move actions (substituting a move for a stan-
Attacker is prone EMM dard action), you can walk your speed twice or. your turn.
Target has normal cover -2
Target has superior cover t~Mm
MOVE ACTIONS
ielee Attacks Modifier These activities require the use of a move action.
U
Charge attack +1 • Walk. Move up to your speed.
5
Target has concealment I UTS • Shift. Move 1 square without provok:~£ : : : : t
No line of sight to target -5 attacks. You can't normally shift into difficult terrain.
• Run. Move up to your speed +2 squares grant
Ranged Attacks Modifier combat advantage.
Long range (weapon attacks only) -2
Target is prone I Hz i FORCED MOVEMENT
Target has concealment -2 Certain powers and effects allow you to pull. push, or slide
No line of sight to target • -5 W. a target.
P u l l : W h e n you pull a creature, each square you move
Close Attacks it must bring it nearer to you.
There are no modifiers specific to close attacks. P u s h : W h e n you push a creature, each square YOU
move it must place it farther away from you.
Area Attacks Modifier —•
Slide: W h e n yon slide a creature, there's no restriction
Origin square has concealment -2 on the direction you can move it.
No line of sight to origin square
The following rules govern all forced movement.
End of Your Turn: Each round at the end of a crea- Distance. The power specifies how many squares you
ture's turn, it makes a saving throw (page 9) against each can move a target. You can choose to move the target
type of ongoing damage. If its sticceed on a save, the crea- fewer squares or not to move the target at all.
ture stops taking ongoing damage of that type. Specific Destination. Some powers instead specify a
destination, such as any square adjacent to you.
OTHER ACTIONS IN COMBAT No Opportunity Attacks. Forced movement does not
This section describes how to perform some of the most provoke opportunity attacks.
common actions available on your turn. Difficult Terrain. Forced movement isn't hindered by
Basic Attack. As a standard action, you can make a difficult terrain (see page 12).
melee basic attack or a ranged basic attack. Not a Move. Forced movement doesn't count against a
Charge. As a standard action, you can launch yourself target's ability to move on its turn.
forward and make a melee basic attack. Move your speed Valid Space. Forced movement can't move a target into
as part of the charge. At the end of your move, you make a a space it couldn't enter by walking.
melee basic attack with a +1 bonus to the attack roll. You
must move at least 2 squares from your starting position, DISTANCE AND MOVEMENT
and you must charge to the nearest unoccupied square To measure distance on a battle grid, simply count
from which you can attack the enemy. Charging provokes squares. You can move your speed in squares as a move
attacks of opportunity. After a charge, you can't take any action, in any direction, across squares or across diagonals.
further actions unless you spend an action point (see
page 12). OCCUPIED SQUARES
Second W i n d . As a standard action, you can spend In general, you can't move through an occupied square.
a healing surge to regain hit points. W h e n you do, you
4- Ally. You can move through a square occupied by an
regain one-quarter of your m a x i m u m hit points (rounded
ally.
down). You also gain a +2 bonus to all defenses until the
4- Enemy. You can't move through an enemy's space
start of your next turn. You can use your second wind once
unless that enemy is helpless.
per encounter.
• Ending Movement. You can't end your movement in
Use a Power. Most powers are standard actions.
an occupied square unless it's an ally's square and the
Refer to your character sheet to see what powers you have
ally is prone, or it's an enemy's square and the enemy is
access to.
helpless.
12. DIFFICULT TERRAIN • Dying. When a PCs current hit points drop to 0 or
Rubble, undergrowth, shallow bogs, steep stairs, and lower, the PC falls unconscious and is dying. Any damage
other types of difficult terrain hampers movement. It the PC takes continues to reduce the PC's current hit
costs 1 additional square of movement to enter a square points until the character dies. When a monster's hit
of difficult terrain. If you don't have enough movement points drop to 0, it is defeated.
remaining, you can't enter a square of difficult terrain. You • Death Saving Throw. When a PC is dying, the player
can't shift into a square of difficult terrain unless you have makes a saving throw at the end of his or her turn each
a power that allows you to do so. round. If the save succeeds (roll 10 or better), there is no
change in the PC's condition. If the save fails (roll lower
than 10). the PC slips one step closer to death. If the
OBSTACLES save fail three times, the character dies.
You can't enter a square with an obstacle that fills the
• Death. When a PC takes damage that reduces his or her
square, such as a wall or a pillar. W h e n an obstacle fills a
current hit points to a negative number that's the same
square, you can't move diagonally across the corner of that
as the PC's bloodied number, or if the PC fails the death
square. save three times, the character dies. Monsters simply die
when they are reduced to 0 hit points.
ACTION POINTS
Once per encounter, you can spend an action point. W h e n HEALING IN COMBAT
you spend an action point, it s gone. You earn more action Even as the battle rages, characters can heal. A PC can
points by adventuring. heal himself by using his second wind (see page 11). An
• Player characters start with 1 action point. Only some ally can use the Heal skill on a PC (see below). An ally can
monsters have action points, as shown in a monster's use a healing power on a PC. Monsters have limited ways
stat block. to heal, as described in the encounters and the monster
• Player characters gain 1 action point when they reach stat blocks, when appropriate.
a milestone in your adventure. A milestone occurs at W h e n a power heals a PC, the PC doesn't have to take
the end of every two encounters that the PCs complete an action to spend a healing surge. Even when a PC is
in the same day (without taking an extended rest, see unconscious, the power uses the PC's healing surge to
below). So, if the PCs complete five encounters before restore hit points. And some powers don't require a char-
deciding to take an extended rest, they would earn a acter to spend a healing surge at all.
milestone at the end of encounters 2 and 4 that day.
• After an extended rest (see below), player characters
HEALING THE DYING
lose any unspent action points, but start fresh with 1
If a player character is dying and receives healing, the PC
action point.
goes to 0 hit points and then regains hit points from there.
• Most often, you spend an action point to take an extra
As soon as the PC's current hit point total is higher than 0,
action during your turn. You decide if the extra action is
he or she becomes conscious and is no longer dying.
a standard action, a move action, or a minor action.
REST AND RECOVERY
HIT POINTS, HEALING, Outside of encounters, player characters can take one of
AND D Y 1 N G two types of rest: a short rest or an extended rest.
Over the course of a battle, characters take damage from Short Rest. A short rest allows PCs to renew their
attacks. Damage reduces a characters hit points. encounter powers and use healing surges to regain hit
points. It lasts about 5 minutes. PCs can take as many
• Maximum Hit Points. PCs and monsters have a maxi-
short rests per day as they want. During a short rest, PCs
mum number of hit points, as determined by class, level,
have to rest; no strenuous activity, no interruptions.
and Constitution score. A character's current hit points
Extended Rest. Once per day, PCs can take an
can't exceed this number.
extended rest. It must last at least 6 hours to gain the ben-
• Bloodied. When your current hit points drop to one-
efits. PCs have to rest or sleep during this period. At the
half your maximum hit points or lower, you are bloodied.
end of the rest, they regain any hit points they lost and any
Certain powers work only (or work better) against a
healing surges they spent, their daily powers are renewed,
bloodied target.
and they lose any unspent action points and gain ] fresh
action point.
13. GAINING LEVELS W h e n a character earns a total of 1.000 XP, he or she
achieves 2nd level.
W h e n your player characters e a r n enough XP to gain
W h e n a character earns a total of 2,250 XP, he or she
a new level, information on the hack of their character
achieves 3rd level.
sheets tells them how to improve their character. These
By the end of this adventure, the characters should
improvements go into effect after an extended rest.
reach 4th level or he verv close to reaching it.
CONDITIONS HELPLESS RESTRAINED
4 You grant combat advantage. 4 You grant combat advantage.
Powers, monsters, traps, and the
Note: Usually you're helpless 4 You're immobilized.
environment can all cause condi-
because you're unconscious. 4 You can't be forced to move by a
tions. A condition imposes a penalty,
pull, a push, or a slide.
a vulnerability, a hindrance, or a
IMMOBILIZED 4 You take a -2 penalty to attack
combination of effects. The effect
4 You can't move from your space, rolls.
that imposes a condition describes
how long that condition lasts. although you can teleport and can
be forced to move by a pull, a push, SLOWED
or a slide. 4 Your speed becomes 2. This speed
BLINDED
applies to all your movement
4 You grant combat advantage. modes, but it does not apply to
MARKED
• You can't see any target (your tar- teleportation or to a pull, a push,
4 You take a -2 penalty to attack rolls
gets have total concealment). or a slide. You can't increase your
if your attack doesn't include the
• You take a -10 penalty to Percep- speed above 2, and your speed
creature that marked you.
tion checks. doesn't increase if it was lower than
• You can't flank an enemy. 2. If you're slowed while moving,
PETRIFIED stop moving if you have already
4 You have been turned to stone.
DAZED moved 2 or more squares.
4 You can't take actions.
4* You grant combat advantage.
• You gain resist 20 to all damage.
4- You can take either a standard STUNNED
4 You are unaware of your
action, a move action, or a minor 4 You grant combat advantage.
surroundings.
action on your turn (you can also 4 You can't take actions.
4 You don't age.
take free actions). You can't take 4 You can't flank an enemy.
immediate actions or opportunity
actions. PRONE
4 You grant combat advantage to SURPRISED
4- You can't flank an enemy.
enemies making melee attacks 4 You grant combat advantage.
against you. 4 You can't take actions, other than
DEAFENED free actions.
4 You get a +2 bonus to all defenses
• You can't hear anything. 4 You can't flank an enemy.
against ranged attacks from nonad-
• You take a -10 penalty to Percep-
jacent enemies.
tion checks.
4 You're lying on the ground. (If UNCONSCIOUS
you're flying, you safely descend a 4 You're helpless.
DOMINATED distance equal to your fly speed. 4 You take a -5 penalty to all
4- You're dazed. If you don't reach the ground, you defenses.
4 The dominating creature chooses fall.) 4 You can't take actions.
your one action. The only powers 4 You take a -2 penalty to attack 4 You fall prone, if possible.
it can make you use are at-will rolls. 4 You can't flank an enemy.
powers.
WEAKENED
DYING
4 Your attacks deal half damage.
4 You're unconscious.
Ongoing damage you deal is not
• You're at 0 or negative hit points.
affected.
4- You make a death saving throw
every round.
14. SKILLS ENDURANCE (CONSTITUTION)
Skills represent a characters Capabilities beyond straight- Armor Check Penalty
up combat. DCs for common skill checks appear in each Use this skill to stave off ill effects and to push beyond
encounter, as appropriate. You can also use these DCs as a normal physical limits.
general guideline.
HEAL (WISDOM)
Level of Difficulty DC • Use this skill to administer first aid. stabilize a dying char
Easy , * • ' , 15 acter, grant a saving throw, or treat a disease.
Moderate 20
Hard 25 First Aid: Standard action.
Use Second Wind: Make a DC 10 Heal check to allow
Some skills receive a penalty when a character is wear- an adjacent character to use his or her second wind
ing a certain kind of armor. This is already included on the (page 11) without the character having to take an action
character sheets, where appropriate. to do so. The character doesn't gain the defense bonuses
A quick description of skills follows. normally granted by second wind.
Stabilize the Dying: Make a DC 15 Heal check to
stabilize an adjacent dying character. If you succeed, the
ACROBATICS (DEXTERITY)
character can stop making death saving throws until he
Armor Check Penalty
or she takes damage. The character's current hit point
Use this skill to test your balance on narrow or unstable
total doesn't change as a result of being stabilized.
surfaces, or to escape from a grab or from restraints.
Grant a Saving Throw: Make a DC 15 Heal check. If
you succeed, an adjacent ally can immediately make
ARCANA (INTELLIGENCE) a saving throw, or the ally gets a +2 bonus to a saving
You have know ledge about magic and magical effects, as throw at the end of his or her next turn.
well as creatures that have the elemental, the fev, or the
shadow origin (a creature of the Elemental Chaos, the Fey-
wild, or the Shadowfell).
HISTORY (INTELLIGENCE)
You have knowledge related to history, including signifi
ATHLETICS (STRENGTH) cant events, legends, customs, and traditions.
Armor Check Penalty
Use this skill to climb, swim, or jump. W h e n climbing or
INSIGHT (WISDOM)
swimming, a successful check allows you to move at half
Use this skill to discern intent and decipher body lan-
your speed. To make a long jump, divide your check result
guage, making a best guess as to a target's motives,
by 10; this is the number of squares you can leap across.
attitudes, and truthfulness. You use this skill to counter a
If you move at least 2 squares before jumping, divide the
Bluff check.
result by 5 instead.
Task Insight DC
BLUEE (CHARISMA) Sense motives, attitudes 10 + creature's level
Use this skill to make what's false appear to be true, fast- Sense outside influence 25 + effect's level
talk a guard, gamble, con a merchant, or tell lies. Bluff is Recognize effect as illusory 15 + effect's level
an opposed check vs. Insight.
INTIMIDATE (CHARISMA)
DIPLOMACY (CHARISMA) Use this skill to influence others through hostile actions
Use this skill to influence others with tact and social and overt threats. Make an Intimidate check against a
grace, change opinions, inspire good will, and to negotiate targets Will defense.
a deal in good faith.
NATURE (WISDOM)
DUNGEONEERING (WlSDOM) You have knowledge related to finding your way through
You have knowledge about forging a path through a dun- the wilderness, recognizing natural hazards, handling a
geon complex, recognizing dungeon hazards, finding food natural beast, and living off the land. You can also identify
in the Underdark, and identifying a creature with the a creature with the natural origin.
aberrant origin.
15. PERCEPTION (WISDOM) STREETWISE (CHARISMA)
Use this skill to notice clues, spot imminent dangers, and You know how to get the lay of the land in an urban setting
locate hidden objects. a village, town, or city). Using this skill takes 1 hour.
This skill is used against another creaturequot;s Stealth
check or against a DC set by the DM. In most situations, THIEVERY (DEXTERITY)
the DM uses a characters passive Perception result (skill Armor Check Penalty
modifier -f-10) to determine if a character notices a clue or Use this skill to disable traps, open locks, pick pockets, and
an imminent danger. perform other sleights of hand. Using this skill is either a
standard action or part of a skill challenge.
Perception: No action required-either you notice some- The base DC for disabling a trap or opening a lock at
thing or you don't. If you want, to use the skill actively, you the heroic tier is 20. A character using thieves' tools get
need to take a standard action or spend 1 minute listening a +2 bonus to the check. If the check fails by 5 or more
or searching, depending on the task. while attempting to disable a trap, the trap is triggered.
Opposed Check: Perception vs. Stealth when trying to
spot or hear a creature using Stealth. Your check might
be modified by distance or if you're listening through a KNOWLEDGE SKILLS
door or a wall (see the table). Some skills deal with knowledge about a particular topic:
DC: See the table for DCs when you're trying to hear or Arcana, Dungeoneering, History, Nature, and Religion. You
spot something, or searching an area. can use such a skill to remember a useful bit of information
Success: You spot or hear something. in its field of knowledge or to recognize a clue related to
Failure: You can t try again unless circumstances it. You can also use such a skill to identify certain kinds of
change. monsters, as noted in a skill's description.
Searching: When actively searching an area or looking The check DC increases based on t h e specific topic and
for something specific, assume you're searching each how common the knowledge is. Some information might be
adjacent square. The DM might allow you to do this as a so specialized that you must be trained in t h e skill to have
standard action, but usually searching requires at least 1 a chance of knowing the information.
minute. Common Knowledge: This includes the kind of general
. •'
information that is commonly known about a given topic.
ListenV- Perception DC Expert Knowledge: This includes the kind of specialized
Battle 0 information that only an expert in the field of study could
Normal conversation possibly know-
Whispers Master Knowledge: This includes t h e kind of esoteric
Through a door +5 information that only a master in t h e field of study could
Through a wall +10 possibly know.
More than 10 squares away +2
Knowledge Skill: No action required-either you know t h e
Spot or Search Perception DC answer or you don't.
Barely hidden • DC: See t h e table.
Well hidden • Success: You recall a useful bit of information in your
More than 10 squares away field of knowledge or recognize a clue related to it.
For monsters, you can identify a creature as well as
RELIGION (INTELLIGENCE) its type and keywords. Higher results give additional
You have knowledge about religious traditions. You can information.
also identify a creature with the immortal origin or an • Failure: You don't recall any pertinent information. The
undead type. DM might allow you to make a new check if further
information comes to light.
STEALTH (DEXTERITY)
Level of Knowledge DC
Armor Chech Penalty
Common 15
Use this skill to hide and move silently. This skill is used
Expert 20
against another creatures Perception check or against a
Master 25
DC set b v t h e D M .
Monster Knowledge DC
Name, type, and keywords 15
Powers 20
Resistances and vulnerabilities : = .sn 25