D&D kids' adventure - Monster Slayers Sequels "Monster Slayers - The Heroes Of Hesiod" elementary module is available free in .pdf format online at url http://www.wizards.com/dnd/files/MS_HeroesHesiod.pdf. All sequel quests here are configured using just the materials from the published module. A player group can have kids combined with more familiar players to read & run the adventure (and act out the monsters and extra characters), but a group doesn't necessarily require a separate DM, since these programmed instructions are mostly self- directing. All encounters that occur in these quests are set up by placing the involved heroes' tokens on separate spaces in the center of the map (that is, in any of the six spaces together of the two central columns on or below the row of cage 3), and then placing each involved monster token in the last unoccupied space from a random d4 corner's direction at a random d6 spaces diagonal distance toward the center, starting in the first corner space. Map spaces that have pictures printed in them can be occupied by hero or monster tokens, but when a token moves into a space with a picture, the token's movement is ended for that turn. All ranged attacks or effects can only be conducted over an unobstructed Line of Sight (ref Definitions). A hero group involved in an encounter may flee from the encounter by having heroes who are at least 3 map spaces distant from any monster (ie 2 intervening spaces) spend 3 Speed points to exit out from a space on a map edge. Heroes in the party don't all have to exit from the same space or on the same turn, but if any desire to reenter the map, one must be returned to the same space from which it exited. The group will have fled to end the encounter when all heroes have vacated the map. A monster reduced to no Hit Points remaining is normally defeated (lost its power, given up and/ or gone away) and out of the game at that point. Heroes reduced to no HP remaining stay with the party but are unable to fight and are ignored by monsters (their tokens should be taken off the map) until they recover to at least HP 1 in accordance with a particular quest's instructions. An encounter is ended if all heroes involved are reduced to no HP remaining. A quest is terminated at any point should all the heroes be reduced to no HP remaining at the same time. Clarifications & "house rules" (= player- devised adaptations): Composition of "adventure"= module (overall actions in this setting; heroes might alternatively be labelled adventurers) -> "quest"= mission (episode; also may refer to its objective). Quests may be arranged/ performed in any order, no structured character advancement is in play, just incidental awards to heroes' attributes & items. Dice codes' definitions include d2 & d3 derived from a d6 result, d4 effected with 2 differentiated d6, d20 simulated with 2 differentiated d6 (taking faces of 6= 0: 'D') per 3 *D +D treating 0 as 20, then d10 and d% derived from a d20 result. In map positioning, "adjacent" includes diagonally as well as orthogonally (ref How To Play - Movement: "next to"). One "round" as used here is the cyclical sequence comprising a Monster Turn followed by a Hero Turn. Standardization of format in terminologies for gain/ lose as Hit Points (HP) (@)+/ -1 - assoc with status quantities qv above as versus: "until they recover (to) at least 1 HP (1)" - "@+n" cumulative/ collector modifier, ?specifying hits (ref How To Play - Attack Power: "Massive Axe d20 deals (/ takes) 1 (point of) axe damage") prefer: "Arrow or boulder hazards' long range Attack of Barrage on d20 against each hero's AC +Speed deals 1 glancing damage." Example terms: Roll an Attack Power hit check that passes on an odd numbered roll result with a score of the monster's AC or better for success in the attempted hit. Evindol's Special Power when used with a Critical Hit still adds just +1 to the d6 damage. "your attack(s)": "If you and a friend" implies= "While.." -> across rounds. Raen's shoving Special Power is activated only by hits from adjacent opponents, although may be through attacks of any type. Monster# =Cage# (as Hero#) Bullette's Swallowed condition deals damage at the start of each Hero Turn (note ".. can then choose.."). Beholder's Lightning Bolt "attack bonus" is the same thing as Attack Adder: causing hero's Attack Power to be a basic d20 roll without any adder as bonus. Windchasm (house rule) on target at less than range 3 causes steps skirting around the Beholder's marker, with each such step gaining for the Beholder an Armor Class @+1 bonus against any attacks through the end of the following Hero Turn. For Beholder & Dragon (heroes too), a line of sight is blocked by another monster or hero token as well as a barrier- type obstruction. Pixies' Glamour prevents a colocated hero from either using an Attack Power or using Speed for movement, but one's Special Power is still operable. Swarm damage occurs at the beginning of a Hero Turn (thus in place of the hero's attack, and while others who may attack the Pixies could deal damage to the hero). Dragon Knights You go to a town in the valley to help defend it against the attacks of a dragon which has come to live in a cave higher up in the mountains. The party members need to both dispatch the dragon and also obtain its treasure, in either order, because other dragons will be attracted to the area unless the treasure is removed. When the party checks for any monster encounter in this quest, the monster acts according to a die roll, with these results: 1) The monster won't attack after all. 2 ..5) The monster attacks the party for that number of rounds. 6) The monster attacks the party until having taken half HP damage, or if already at or under half HP, until it's defeated. When a monster stops fighting, it uses its flying or burrowing ability to leave the encounter immediately. On the table, set out the tokens for the Bullette, then the Pixie Swarm, then the Beholder in a line with a little space between them. On any round, the party occupies one of these three separate numbered locations: The party starts in location 1 =Valley Town; whose Wandering Monster is the Bullette. Location 2 =Forest Groves; whose Wandering Monster is the Pixie Swarm. The Dragon starts in location 3 =Mountain Cave; whose Wandering Monster is the Beholder. Each round, the party as a group decides whether to stay in their current location or move to an adjoining location. If they stay in town or return to town, any heroes who have lost Hit Points then recover 1 lost HP. Next, check for a Wandering Monster encounter in that location. The encounter roll for a WM is d3 until a location has been targeted and ravaged by the dragon (without its being diverted) as explained with dragon targets below, then the roll at that location becomes d6 thereafter. When the party is at the mountain cave, if the beholder WM doesn't attack, or it is dealt damage on every round until it leaves according to an encounter roll, or it is finally defeated by the heroes, then they gain the dragon's treasure. The dragon's treasure is the Wand of Wonder. A party member who has the wand may use it as an Attack Power on a round by giving up all other powers for that round, and may aim the wand at either a monster or another party member. The wand has a line of sight range of 6 and the user's normal Attack Adder bonus to hit. On a Critical Hit result, there's no extra effect, but the wand disappears and the user gains 1 more HP permanently before determining the effect. The wand's effect is determined by rolling d6: 1 ..2) The target recovers this number of lost HP, and if there are fewer of these than rolled, the wand's user takes damage of up to the difference. 3 ..5) The target takes this number of HP damage, and if there are fewer of these remaining than rolled, the wand's user recovers lost HP of up to the difference. 6) The target's numbers of lost and remaining HP are reversed. After checking for and dealing with a WM, then roll d3 to determine the dragon's target location for that round; or if the dragon has any lost HP, roll d6 instead & on faces 4 ..6 it recovers 1 lost HP while it targets the mountain location. When the dragon targets a location occupied by the party, the encounter roll for the dragon is d3 until it has targeted and proceeded to ravage the town location twice, then its roll at any location becomes d6 thereafter. A location not occupied by the party is automatically ravaged when the dragon targets it. If the dragon targets a location occupied by the party, the party must fight it off to divert it by doing some damage to the dragon on every round until it leaves. If the encounter roll is more than 1, and a round passes without any damage to the dragon, then instead of adhering to the encounter roll it escapes the party to continue to ravage that location before returning to shelter. Upon its leaving any location, whether diverted and sent packing or after ravaging the place, the dragon returns to shelter deep in its cave. On a round when the dragon targets a location number less than the party's current location number, the Elf wizard Betilivatis may aim a Fireball missile attack at the dragon as it flies past, and if someone in the party has the Wand of Wonder, that may be used also. In addition to taking any damage or effect as usual, the dragon will be detoured by either attack on a hit roll's d20 +Attack Adder total score of 12 or more (even if the attack missed the dragon's Armor Class): when on 20 or more the dragon is diverted and returns to shelter in its cave, or else it turns to target the party in their location. If the dragon hasn't been defeated at the end of a round on the third time in which the dragon targets and ravages the town without being diverted by the party, the townsfolk will ask the party before it departs at the end of the quest to give them the dragon's treasure to help protect and rebuild their town; otherwise the party gets to keep the treasure. Once the town has been ravaged three times by the dragon and either the party has obtained the dragon's treasure or the dragon ravages the town a fourth time, from then on the dragon doesn't make a monster encounter roll or try to leave an encounter, but will attack until defeated. Mystic Safari Loomis gets you all together to tell you that he's been given a request for a few special ingredients needed by the wizards who make potions. Each ingredient is a small piece of a different strange monster and you'll have to acquire the ingredients by finding the live monsters and fighting them until you can pry loose the piece required from each one. Roll d6 until you record 3 different number results. After you travel to the wilderlands and set up your base camp, you'll have 6 days to track down and take trophies from the three object monsters specified by the numbers you rolled up. Each trophy is to be placed in one of three specific medicine pouches you are given, and when a pouch is filled it may be worn until the end of the quest by any hero, upon whom it will bestow a particular magical benefit as shown in the table of quest monsters below (no added bonus for having more than one trophy of a kind in a pouch). Quest monsters are crosses between two printed monster types as shown, with Monster Numbers as listed. A quest monster uses the lesser of the two indicated Armor Classes, Hit Points and Speeds, and the Attack Power of the first listed monster, with the Special Power of the second listed monster (note the Beholder's Special Power is the same as its Attack Power). Quest monsters #1 ..3 which have the Pixie as their first component monster may only use their Special Power on a hero whose space they have occupied as a result of the Pixie's Glamour rolls. In the case of the Medusa alone, its eyestalk ray #3 immobilizes as does #2, and its Evil Eye ray #6 deals just its target 1 barf damage instead of the printed effect (note its Firebolt also deals 1 damage to adjacent heroes as usual). In the case of the Pseudodragon alone, the Pixies' Swarm power is additionally in effect, although only a hero incapacitated by its Tail Swipe power is subject to the automatic Swarm damage. 1) Xorn =Pixie +Bullette, Xorn's claw: Hit Points +1. 2) Medusa =Pixie +Beholder, Medusa's tears: Monster Turn #0 (acts 1st). 3) Pseudodragon =Pixie +Dragon, Pseudodragon's wingtip: Speed +1. 4) Basilisk =Bullette +Beholder, Basilisk's tooth: Attack Power bonus +1. 5) Carnosaur =Bullette +Dragon, Carnosaur's scale: Armor Class +1. 6) Hydra =Dragon +Beholder, Hydra's horn: Attack Range +1. Xorn is a burrowing, 3- armed creature with a wide mouth atop its large, squat body. Medusa is a snakey- haired, human- like figure with a terrifying face. Pseudodragon is a flying, hawk- size lesser dragon with a sting in its tail. Basilisk is an oversize reptilian form with foul breath and a hypnotic stare. Carnosaur is a ferocious throwback lizard with ripping teeth and a powerful tail. Hydra is a twin- headed, fire- breathing, baleful- eyed draconic horror. Just one monster of each of the 6 quest species is to be found wandering in the area of the wilds around your camp. Any of the monsters you fight retain most of the damage that they take, and if defeated, won't return. Each day, choose the object monster you want to pursue from among those assigned of which you haven't yet gotten trophies. Then try tracking that monster by having all heroes in the party roll their Attack Power hit check with their normal Attack Adder and noting the heroes with the two highest results. These two heroes roll again as you close in on the quarry to try to seek it out by hitting the object monster's Armor Class, and may also split between them the bonus roll of a single extra d6 in any manner. If both heroes hit the object monster's AC, you'll encounter that monster alone. If only one hero hits, the object monster will be encountered in company with an alternate monster; and if neither hero hits, an alternate monster alone will be encountered. When setting up the encounter, place the monster(s) first, then when placing the heroes, the two who did the close tracking will be placed nearest to the closest monster. When an alternate monster is encountered, the monster's type is determined by rolling d2 to derive one of the monster's component types from those of the object monster, then rolling d2 for the specific alternate monster of the other two quest monsters with that component. An alternate monster may turn out to be one of the three object monsters as well, there's nothing against such an eventuality, but if the indicated monster has been defeated, nothing appears. An exception to tracking applies on a day that the same object monster is chosen as on the day before: in which case the object monster is automatically encountered alone without tracking it. When fighting an object monster, the party has a d6 =6 chance of acquiring the needed item from it on any passed Attack Power hit check, with an increased probability of d6 =4 ..6 chance when the object monster has already been hit for half or more of its Hit Points, and automatic success if it's defeated. Each day, all heroes recover 1 lost HP by recuperating in camp after an encounter. A monster with some HP remaining and any lost HP recovers 1 HP whenever it is encountered again. As a reward for bringing back all three pieces, the party would receive a Potion of Polymorphing that can be used just once in a further quest and will change the hero who drinks it into any one hero of your choice with full Hit Points, equipment and abilities for the duration of one encounter, after which the hero returns to its prior status. Fairyland Affair The royal princess has been having dreams of enchanted places at night that cause her to go out sleepwalking if she's not prevented from leaving by her attendants. The palace is worried and the king and queen call you in to tell you that years ago when the youthful queen was passing through the Lost Woods, she was introduced to the king of the fairies who wanted her to stay with them, but she managed to get away when she sang them a song whose words she's afraid sounded like a promise that she'd return some day. The ruling king and queen don't want their princess daughter to be caught up in this affair, so the king asks you to go to the Lost Woods and find out how to stop whatever's going on; and the queen says the only gift she can think of to send with one of you is her favor made of a light patch of silky fabric that she kisses and says you should then pass on to the fairy king. You'll need a checkerboard (or a second copy of the map) to use as an encounter grid on which to play out fights with the monsters, because the printed map is going to be used to represent the Lost Woods that your party members will be exploring. Pick one party hero to receive the queen's favor. On the map of the Woods, any number of tokens may occupy a single space after movement. All heroes start in the one space of the Woods map where the columns of cages 1 & 4, the row of cage 3 and the diagonal of cage 2 intersect. Each of the four monsters starts in its own randomly- assigned corner space of the map. Moves on the map of the Woods must be made orthogonally only, and each separate hero or monster must roll and move exactly d6 spaces in its turn, without repeating a space in a turn; or until an opponent- occupied space is entered for an encounter. Encounters are fought after all movement has been made in a round, for any hero & monster tokens that are in the same space, with all in the same space being in the same encounter. When a hero enters a space with a picture, the hero checks it for fairy trails on d6 =6. If all like pictures save one have been checked, then the last one has the trail. Every time the heroes find a fairy trail, any heroes anywhere on the map who have lost Hit Points recover up to d2 HP apiece. When all three trails have been found, the fairy king is located when all heroes occupy one or more of the three trail spaces. Heroes have the ability to discern which monsters are real, or which are dreamlike illusions, or which are magically transformed humanoid victims; and can do it by seeing how a monster reacts to a hero's attack. Roll d3 when any monster is first hit by a hero's Attack Power, and on: 1) It's real. 2) It's an illusion. 3) It's a transformed person. No matter what hero hits the monster, all the heroes in the party throughout the Woods will find out about it. Then, any hero may choose to substitute a Special Power of Know Better as a replacement for its regular Special Power in an encounter round. Know Better has a 50% chance per use of helping the heroes break the spell of an illusion or transformed monster in an encounter, when its user is standing adjacent to the monster on the encounter map (but not in the monster's space), as follows: Illusion monsters' attacks & effects are counted just as if they were real until the illusory monster is dispelled. When a hero successfully uses Know Better against a monster that's been found out to be an illusion, the monster is dispelled and vaporizes to be returned to that monster's starting space on the map of the Woods in order to try to go after the heroes again. Transformed monsters' tokens will revert (flip token over showing its blank side) to a bespelled human, elf, dwarf, or half- orc person upon identification. A hero successfully using Know Better on a monster found out to be transformed, initially tests whether it's of the same race as that hero (on d4 =1). If it isn't of the first tester's race, then subsequent successful users declare a race to be tested for (on d4 <=2, then on d4 <=3, then automatically) to be identified. Reverted tokens move with a Speed of d6 per round as heroes do, but are not intercepted by monster tokens, and move toward unchecked fairy trail pictures (or any picture if all have been checked). Reverted tokens check for fairy trails as heroes do, but after checking just once the token is turned back to its monster side and replaced on the monster's starting space to try to pursue the party again. Any monster that is defeated (no Hit Points remaining) is returned to its starting space on the map of the Woods instead of being out of the game as it normally would be. After any monster has been returned to its starting space, it recovers up to d3 HP if it had any lost HP, and the heroes won't be able to tell if it's real or not this time, until they encounter it again. When the fairy king is located, his attention will be drawn to the hero with the queen's favor and though he'll try to transform that hero, his spell won't work. Then, assuming the party gives him the queen's favor as he asks, he'll agree to stop troubling the princess's dreams and will invite the heroes to join in a fairy ring dance: when each hero in the party will acquire a Fairy Charm. A Charm may be used only one time as desired by a hero to cause any rolled die to be flipped over so that the side it was lying on is used as the roll result instead. Party Bust- up You receive news that all five of you heroes have been declared to be outlaws and bandits by authorities in the province of Rufstuf, since one of your number has been seen in the company of a monster that's causing an uproar by raiding into their three principal towns. So, you have come into the province secretly to try to make contact with your strayed companion while you spy out the towns in the area. Pick one hero token and one monster token at random and set them off to one side. Set out the remaining three monster tokens in a sort of triangle placement. Instead of monsters, these three now represent the three towns of the province you'll be playing in: maybe Bulletton, Beholditz, Dragonwink, or Pixity. At the start of a round, the four party members decide how to distribute themselves among whatever towns they want to make a scouting inspection of for that round. Then, for each town being investigated, check for an encounter with the local guards there by rolling d6: on a result less than or equal to the number of heroes assigned to that town, those heroes will have to try to flee from or fight off the attacking town guards. Each hero in a party group that's in a town which has no guard encounter recovers 1 lost Hit Point at the end of the round. A guard encounter is set up on the map as usual. The monster token represents the town guard, but fights just as the monster it indicates. A guard is fought off if it's defeated, or if it loses 3 HP in any round (and a guard can't lose more than 3 HP in a round), when it disperses and the encounter ends. A guard that is defeated is not out of the game as it normally would be, but can reappear on a subsequent round. Whenever it's encountered again, any monster recovers 1 lost HP if it had lost less than or equal to half its HP, otherwise 2 lost HP. The lone hero's motive is discovered when a guard encounter roll in any town results in a 6 (your snooping pays off), or the lone hero is contacted by the party. The lone hero is contacted by the party if the loner raids a town in which a scouting group of party members there had no guard encounter or had fought off rather than fled from any guard. After the party searches any towns, roll d4 to determine which town the loner raids that round (or none on a result of 4). If the loner raids a town without contacting the party, the loner has to either fight off or flee any guard left by the party or roll better than a 1 on a guard encounter check of its own. A town is alerted when the party and the loner combined have failed two or more guard encounter checks in that town. The lone hero's motive turns out to be that the hero's cousin has been imprisoned by the same authorities who have branded you outlaws. They had charged the cousin with being a witch who was using dark magic to influence the local townsfolk. The cousin is locked in a jail cell in a dungeon under one of the towns: which one is then determined by rolling d3. The lone hero's monster accomplice is the living form of a magical Figurine of Power that came from the cousin's hidden belongings. The Figurine of Power is a small stone carving that magically enlarges into a full- size living monster to be controlled at the user's command, but only lasts for the first 5 rounds of an encounter. Once the party has learned the lone hero's motive, the members may decide at the start of a round to try to rescue the cousin instead of searching the towns. The party members will be joined in the rescue by the loner and monster only if they'd been contacted. Set up the map for the dungeon rescue encounter using at least the monster token for the town where the dungeon is located, and add the tokens for either of the other two towns only if they'd been alerted. These monster tokens represent the dungeon guards. The cousin is being held in one of the four cells which are represented by the cages on the map, whose locked doors have an Armor Class of 12. When a hero occupies a cell's square and passes an Attack Power hit check against the door, roll d4 and on a result less than or equal to the number of cages examined up to now, the cousin is freed and the party may try to flee the encounter to finally make good their rescue and escape. The Figurine of Power gets returned to the loner's cousin after the rescue. Then, you'll all go to help the cousin notify the people of the towns about the authorities' unlawful dungeon and their wrongful treatment of innocent folks; in order to show them up and try to get the onus of outlawry removed from your party. The town where the dungeon is located will be on your side only on a d20 roll result of 15 or more, and each of the other two towns need a d20 result of 10 or more. You can roll for the towns in any order, and add a die bonus of +4 for a town that wasn't alerted (possibly including the dungeon site's town), and an additional bonus of +4 if any other town has already sided with you. If none of the towns side with you, you'll have to leave Rufstuf as outlaws. If any town sides with you, you'll no longer be known as outlaws. If at least 2 towns side with you, you'll be celebrated as freedom fighters and outfitted with New Kit that allows all of you to round off any odd hit roll d20 results to the next higher even number for one quest, until the newness has worn off.