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INCLUDES FIVE READY-T0-PLAY CHARACTERS.WELCOME TO 4TH EDITION
‘The newest edition to the Doxcroxs a Daacons* Role:
playing Game showeases an evolution in gameplay and
‘pts an emphasis on fun. This Quick Start Rules booklet
provides an overview of the game so that you can play the
Keep on the Shadowll adventure
These Quick Start Rules give only the most cursory
explanation of the D&D® game. For the complete expert:
cence, including character creation and the fall rules of the
game, pick up the new D&D Players Handbook, Dungeon
Masters Guide*, and Monster Manual’, and check out ww.
[Link] for even more information.
DuNGEONS & DRAGONS
D&D isthe original roleplaying game, the game that cre
ated a new category of entertainment. Set ina medieval
fantasy world of magie and monsters, the game allows you
toexperience stories and adventures full ofendless possi
bilities and amazing surprises.
This booklet includes Quick Start Rules forthe 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 asthe adventure itself
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:
‘estan adventure (uch as Keep onthe Shadowfell) and
dice.
Your character is your interface with the world of D&D.
Like the hero of a novel or the star ofa movie, your charac
ter (and the characters ofthe other players) is at the eenter
ofall the action. But there's no script to fallonyou deter:
imine the course of every adventure through the actions
you take, And your character grows and improves asthe
game goes on.
The D&D game uses.a special set of dice. These include
atleast one of each of these types of dice: d4, 46, d8, d10,
{d12, and d20, The number corresponds to the number
‘af'vdes each particular die has. When you roll 34634,
for example, you roll three six-sided dice and add 4 to the
result.
Italso 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 CORE MECHANIC
At heart, the D&D game uses 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 owlbeav? Ifyour bluff rieks the
juards? If your fneblas hits the kobold? Ill depends on
these base rules:
% Decide wir you wont your character todo and elle
Dungeon Maser.
4+ fol 20 (Che higher you ol the beter)
+ Add any relevant modifies (as shown on your character
sheet
Compare your otal result oa target number.
your esultsequl to or higher than he target
number you succeed at whatever ask ou were
tempting to do, your esl lower than the target
umber. you fal
‘There's litle more (o It than that, but the core mechanic
governs all D&D game play. Everything else isan extension
or refinement ofthe core mechani. 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 aud your skil modifier (as shown on your
character sheet)
4 Add any situational modifiers, usually rom powers
affecting you
4+ The total isyour check result.
“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 ofthe skill,
ATTACK ROLLS
When you make an attack, elther using a baste attack ora
power, you make an attack roll
+ Choose the attack type you want ta use. Usually a
melee or ranged attack, ora power)
4 Choose a target for your attack that is within range of
the attack type you selected, (Some attacks can be
made against multiple targets)
4 Rolla d20 and add your attack masifier (as shown on
yourcharacter sheet)
+ The total s 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. Chatactersand monsters have four different defenses: Armor Class
(AC), Fortitude, Reflex, and Will.
ENCOUNTERS
‘The action of'a D&D game takes place in encounters. In
‘encounters, all characters have something to oan
Important for them to work together to overcome what
ever challenge is sct 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 fallure, It
becomes an encounter.
Encounters come
‘190 base forms: combat encoun
‘noncombat encounters.
tersaan
Compat ENCOUNTERS
Highting monsters. What D&D adventure would be com
plete without combat encounters where chatacters rly
‘om attack powers, skills, feats, and magic items to bate
hordes of ravenous creatures or ei villains?
NoncompaT 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:
fil solo monster, a group of terrifying creatures, or a gang
of villainous nonplayer characters. The chaos of combat
Is organized into a eyele of rounds and turns.
Round: In a round, every combatant takes a turn.
round represents about 6 seconds in the game world.
‘Turn: On your turn, you take actions in any order you
wish, (ee “Actions,” below)
COMBAT SEQUENCE
A combat encounter follows this sequence:
Establish positions. The DM decides where the coin
Datants start out on the battle grid. The DM shows the
‘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 ts built pon
cexception-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.
"THREE BASIC RULES
players where they can set up their characters and then
places the monsters
Roll initiative, Everyone involved in the encounter rolls
initiative (rll a 420 and add your initiative modifier, as
shown on your character sheet). This determines che onder
‘of battle forthe entire encounter.
‘Take surprise round actions. If any combatants
‘gained a surprise round, they actin 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 sie or the other flees or is defeated,
End the encounter. Afier one side or the other flees or
fs defeated, the encounter ends when the remaining side
takes a short or an extended rest.
ACTIONS
‘Combat rounds consist of characters using actions. The
‘main action types include:
Standard Aetion: You can norinally take one standard
action on your turn, Most attack pawers require the use of
standard action,
“Move Action: You can normally ake 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 exeiting. You can norenally 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 you want during your oF
another combatants tum, a allowed by the DM. Free action
{include calking and cropping a eld iter,
‘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 ten,
‘Opportunity Action: When an enemy lets ts guard
down, you ean take an opportunity action. You can only take
‘ne opportunity action on each combatant’ turn (ifavatlable-
An opportunity action interrupts the ation that triggered it
"The most common opportunity action isan opportunity
attack. When an enemy leaves a square adjacent to you, or
Specific Beats General: If a specific rule contradicts @
‘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,‘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 eas take an immediate action on your
cum,
[An interrupt lets you act before the triggering action Is
resolved, Ifthe interrupt invalidates the triggering action,
‘that action is lost.
‘A reaction lets you act immediatly in response to a trig
geting action. The triggering action is completely resolved
Iefore you take your reaction,
TAKING Your TURN
(On your initiative order, you take your turn. Your turn has
Uhree parts: the start of your tur, aetions on your tu
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. fyouire suffering ongoing damage
you take damage now.
+ Regeneration. I you have regeneration, you regain hit
points now.
+ Other Effects. Deal with any ather effects that occur at
the start of you
4 NoActions. You cant take any actions atthe start of your
turn,
Actions on Your Tun
form on your turn
fou get three actions to per-
Standard action
Move action
Minor action
4 Free Actions. You can take 3s many free actions as you
\want on your turn, within reason and 2s allowed by the
DM.
Any Order You can take your actions in any order, and
‘you can skip any of ther,
+ Substitute Actions You can take a move action ora minor
action instead ofa standard action, and you can take a
minor action Instead of a move action.
+ Exera Action. You can take an extra standard action by
spendingan action point ee page 5).
+ Other Combatants’ Actions. Other combatants can take
free actions on your turn, and you might tke actions
that trigger immediate actions or opportunity actions
from other combatants.
‘The End of Your Turn: After you act, use the endl of
your turn to keep track of any effects
Saving Throws. You naw make a saving throw against
‘each effect that can be ended with a save. Rol a [Link]
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 enc! of
yourturn,
++ No Actions. You can't take any actions atthe end of your
‘um,
ATTACKS AND DAMAGE
Ifyou successfully attack an enemy with a basic atack or
power, you deal damage. Roll the damaye dice as specified on
your character sheet. Damage reduces a character's hit points
CrimicaL Hits
‘When you roll a 20 on the die when making an attack rol
you score a critical hit.
Instead of rolling damage, you deal the maximum
amount of damage possible forthe attack when you score a
critical hit,
‘Example: The dwarf fighter scores a eritial hit with,
bis melee basie atack, The damage for this attack is
263. So, maximum damage for this attack is 15 points
ofdamage (646:3-15).
FLANKING
Flanking provides a simple combat tactic for you and an
ally to use egainst an enemy.-To flank an enemy, you and
anally must be adjicent to the enemy and on opposite
sides ofthe enemy’s space. You and your ally m
toattac the enemy (with a melee or ranged weapon, or
swith an unarmed [Link]'a barrler between your
ceemy and either you or your ally. you don‘ flank. Ifyou
are affected by a condition that prevents you from raking
‘actions you dont lank
Yon have combat advantage against an enemy you flank
(Gee below),
‘COMBAT ADVANTAGE
When a defender can't give full attention to defense,
it grants combat advantage to its attacker. This usually,
‘occuts when the defender is flanked, stunned, or other
wise caught off guard.
4 +2Bonus to Attack Rolls. You gin ths bonus when you
have combat adantage agains the target of your attack
+ Able to See Target. You mustbe able tosee a target to
sin combat advantage against
OTHER ACTIONS IN COMBAT
‘This section deseribes how to perform some ofthe most
‘common setions available on your turn
Basic Attack: As standard action, you can’ make a
melee baste attack ora ranged! base attack.
‘Charge: Asa standard aetion, you can launch yourself
forward and make a melee basic attack. Move your speed
as part ofthe charge. Atthe end of your move, you make a
melee basic attack with a-+1 bonus tothe attack roll, Youmust move at least 2 squares from your starting position,
‘and you must charge to the nearest unoccupied square from
‘which you can attack the enemy. Charging provokes attacks
‘of opportunity. After a charge, you can't take any further
actions unless you spend an action point (see below),
‘Second Wind. As a standard action, you can spend a
healing surge to regain hit points. When you do, you regain
‘one quarter of your maxinvam hit points (rounded down).
You also gain a +2 bonus tall defenses until the star of your
‘next turn, You can use your second wind once per encounter.
Use a Power. Most powers are standard actions. Refer ‘0
your character sheot to see what powers you have access to,
MOVEMENT
You can use a mave action to walk your speed in aturn. If
you use two move actions (substituting a move fora standard
‘ction),you can walk your speed twice on your turn,
Move ACTIONS
‘These activities require the use of a move action.
+ Walk, Nove up to your speed.
+ Shift. Move 1 square without provoking opportunity
attacks, You cant normally shift into dificult terrain,
4+ Run. Move up to your speed +2 squares and grant
combat advantage
FORCED MOVEMENT
Certain powers and effects allow you to pull, push, or side
tango
ull: When you pull acreature, each square you move
seams bring i nearer to you
Push: When you push a creature, each square you
move it must place it farther away from you.
Slide: When you slide a ereature, there's no restrietion
con the direction you can
nove it
The following rules govern al forced movement.
+ Distance. The power specifies how many squares you
can move a target. You can choose to move the target
fewer squares or nat to move the target atl.
+ Specific Destination. Some powers instead specify
destination, such as any square adjacent to you
+ No Opportunity Attacks. Forced movernent does not
provoke opportunity attacks,
+ Difficult Terrain, Forced movement ist hindered by
difficule errain (Gee below,
+ Nota Move. Forced movement daesnt count against a
targo’s ability to move on its turn.
4 Valid Space. Forced movement cant move ararget nts
a space it couldn't enter by walking.
DISTANCE AND MOVEMENT
‘Tomeasure distance om a battle ged simply count squares
You can move your speed in squares asa mexe action, in any
direction, aeross squares o across diagonals
OCCUPIED SQUARES
In general, you can't move through an occupled square
Ally. You can move thraugh a square occupied byan
ally.
4+ Enemy. You can't move through an enemy space
unless that enemy i helpless
+ Ending Movement. You cart end your movement in,
an occupied square unless i's analy’ square and the
ally prone, ors an enemy’ square ad the enemy is
helpless.
DIFicuLt TERRAIN
Rubble, undergrowth, shallow bogs, steep stairs, and
other types of eifficul terrain hampers movement.
costs 1 additional square of movement toentera square
‘of difficult terrain Ifyou dont have enough movement
remaining, you cant enter a square of difficult terrain. You
‘anit shift nto a square of difficult terrain unless you
‘power that allows you to do so.
OBSTACLES
‘You can'tenter a square with an obstacle that ills the square
such asa wall ora pillar. When an obstacle fils a square, you
‘cant move diagonally across the corner of that square.
ACTION PoInTs
‘Once per encounter you can spend an action point When
you spend an action point, i's gone. You carn more action
points by adventuring
+ Youstarewith 1 action point,
++ You gan 1 action point when you reach a milestone in
your adventure (he DM wil tll you when ths occurs)
+ AMeran extended rest (seepage 6), you lose any
unspent action pots, but you start fresh wth 1 action
point
4 Moston, you spend an action point to take an extra
Aktion during your turn You deck fhe extra action sa
SHandardaetion,a move action, ora minor action.
Hit Points, HEALING,
AND DyING
ver the course ofa battle, your character takes damage
form attacks. Damage reduces your hit points
4 Maximum Hit Points. You have a maximum numer
‘of hit points, as determined by you class level, and Con-
stitution score. Your current hitpoints can't exceed this
number
+ Blooded. When your current hit points deop to one
half your maximom hit points or lower, you are bloodied.
Certain powers work only (or work better} against a
bloodied earget
+ Dying. When your current hit points drap to O or lowe,
yyouall unconscious and are dying. Any damage you take
continues to reduce your curent hit points until your
character dies