DUNGEONS & DRAGONS AFTER THE CARTOON
(Version 2.0) By Joe G
INTRODUCTION
Roleplaying game for one to six player characters and a Dungeon Master.
Back when the Dungeons & Dragons cartoon aired, TSR released gamebooks and board
games based upon it, but they missed the chance to put out a special edition of the
actual RPG: a simplified version featuring the show's characters, combining the feel
of D&D with easier-to-play rules. That's what this unofficial game tries to represent.
Like D&D proper, this RPG produces imaginary adventures but in a simpler way. No
noting down stuff, no character advancement, or miniatures combat.
DISCLAIMER
Dungeons & Dragons is a copyrighted, licensed, trademarked property.
This is merely a fan site.
STORY
While on an amusement park ride, six young friends went through a portal that sent
them to a realm of magic and mystery. Hank, Eric, Diana, Presto, Sheila and Bobby got
some guidance and magical items from the Dungeon Master, an impish old sage, and fought
the likes of the mighty Venger - until he was cleansed of evil. With the gateway home
now opened, will the six companions again face whatever adventures remain in the Realm?
YOU NEED
* A copy of this game (adjust to print each player's sheet separately).
* A twenty-sided die, known as "d20".
* Something to keep track of hit points, the life energy: beads, counters, spare
dice or any trinket you may have in good amounts (50 or so).
* A small tray or bag to store these hit points when not in use or when they are lost
and maybe a box to keep it all in.
WINNING
All player characters as a team win an adventure by seeing it through to the end.
Note: adventures are standalone affairs here. There's no continuity between them.
LOSING
The game is lost whenever any player character ends up defeated by having his/her hit
points reduced to zero. The Dungeon Master won't let any of them die, and will teleport
the whole party away to safety, but the cause is forfeit. No one wins.
INITIATIVE
Some situations like combat require a turn order. Initiative goes in alphabetical order
(which reflects the protagonists' more or less aggresive character):
Bobby - Diana - Eric - Hank - monster(s) - Presto - Sheila (whichever ones are present).
PLAYING AS THE DUNGEON MASTER
One player must act as the Dungeon Master - he gets a special Dungeon Master sheet
detailing monsters and the adventure's various parts. He narrates the adventure to the
other players, and controls all monsters as they make their attacks. While not a "player"
per se, he gets to hone his storytelling skills, giving directions to the player
characters. He's not the enemy; seeing the adventure through is also his goal but he
must control all elements fairly. He should allow the player character's actions to move
the game along, but he has the final word. His rulings must be obeyed.
DUNGEON MASTER AIDS
In the story, The Dungeon Master acts as a mentor to the young warriors and directs them
to quests where such heroes may be needed. In this game, he doesn't actually appear "in
person". Whoever takes this role gets the game going by telling the other players of the
places and situations in which they're found - giving them the chance to act and react -
rolling the die in order to randomly choose the adventure parts indicated by the numbers
on his sheet (except from the beginning) and reading the corresponding text as well as
using his own words to further relay certain events or consequences. This will call for
some improvisation and filling in some details with the imagination, such as the exact
type of monster as all instances of "huge", "medium" and "small monsters" must be
replaced with specific creatures. Whenever adventure sections introduce monsters, the
Dungeon Master controls the creatures' attacks as per the combat rules below.
PLAYING AS THE CHARACTERS
Up to six players choose their characters from the ones available, receive their
corresponding sheets, get as many hit points to keep track of vitality as allowed by
their starting number, and begin play, imagining their characters in situations and
places as described by the Dungeon Master - and by saying what they would do. The way
they spell it is up to player preference and could range from "My character tries to
break the door open" to "I SMASH a hole open with all the force of my mighty club!",
for example. Games take the form of a journey that must be finished in order to win.
Along the way, player characters can declare their intent without turn order or much
limitation. Only when two or more players are really scrambling to go next, the one with
the highest initiative takes precedence. They also have to stick together, so they should
agree on their next move as a team: wheter to take an extended rest, march forward, etc.
They should decide together, discuss it or maybe even vote, but they need to agree. As
determined by the Dungeon Master, if there's enough difficulty to anything that a player
character tries to do or must be done by him/her or by everybody, he/she needs to do a
skill check. And when faced by monsters, all heroes go into a fight.
SKILL CHECKS
Players describe what their characters do, and when an action has difficulty, their
skills are also put to the test. However, if the action is not on a character sheet's
skill list, it cannot be attempted by the player. He/she could leave the task to
another or come up with a different course of action. When there's something listed that
could work (and the Dungeon Master does not object), he/she may do the appropriate skill
check, represented by a die roll. If the skill indicates "1d20 + 4", for example, this
means rolling the 20-sided die once and adding the bonus number to the result, 4 in this
case. If the total is 15 or higher, the attempt succeeds. 14 or lower is a failure.
If the die showed an 12 in this example, that would total 16 thanks to the + 4 bonus and
the effort would succeed.
Failing could mean you need to retry or leave it to someone else's character. Yet some
obstacles (like escaping from an enclosing or scaling a cliff face) may need to be
cleared by every teammember for the quest to continue. If Presto the Magician keeps
failing to climb the cliff and falls again and again, he can continue to try but he's
liable to break some bones. On the other hand, a failed use of rope or magic could end
up giving him some burns. Here's when failure rolls come into play.
FAILURE ROLLS
If an action fails, it may be retried any number of times, but after each miss a failure
roll must be done: the player whose action failed rolls the die again, if the die shows
a 1, he/she then loses 1 hit point (the Dungeon Master should come up with a mishap to
explain the wound). Note: failure rolls are not done during combat.
COMBAT
When the heroes find themselves facing any monsters small as as a bat or huge as a
dragon, combat breaks out.
Combat too is played out through dialog and imagination, but it goes in initiative-order
turns that go round for at long as the battle lasts. It also uses counters as an aid to
keep track of monsters: the Dungeon Master lays groups of counters on the table before
him to match each enemy's hit points, and throws these points back to the tray one-by-
one as the monsters get hit.
Combat lasts until any one of the player characters is defeated by having his/her
hit points reduced to zero (in which case the game is lost), all monsters present are
defeated in the same way, or all player characters run away.
During the players' turns, they'll have to announce their attack and which monster they
are targeting with any level of description they'd like ("I attack the first orc"/"I
pole-vault myself feet-first to slimy face there on the left") then roll the
die. If they don't attack, they may pass, try to run away or attempt another move
also found under "Combat actions" on their sheet, if any.
During the monsters' turn, the Dungeon Master controls each one of them and will always
make them attack, if they can. He gets to decide which hero is the target for each attack
and announces it before rolling the die: "The beholder shoots Eric with its eye stalk
beams". His sheet lists monster attacks by their size.
(Dungeon Master tip: choosing to attack a character with more or with less hit points
could help control the difficulty if they're having it too easy or too hard).
To attack, roll the die and add the appropriate bonus (e.g. 1d20 + 2). If the total is 15
or higher, the attack hits. If it's 14 or lower, it misses. A successful attack always
reduces its target's hit points by 1, with one exception: critical hits.
CRITICAL HITS
Whenever someone rolls a 20 on the die while making an attack (without adding the bonus
number), he/she scores a critical hit and the target loses 2 hit points instead of 1.
Monsters too are able to score critical hits against player characters.
RUNNING AWAY
As their combat action, a player character may attempt to run away from battle when it's
his/her turn, in order to sit out the rest of combat and let his/her companions fight it
out (this skill is listed alongside the other combat actions). Such maneouver is not
without danger, however, and it costs the character 1 hit point whether the roll succeeds
(allowing to escape) or fails (another round caught in the fight). Attempting to run away
is not possible while fighting a huge monster, or if whoever wanted to run is down to
his/her last hit point.
END OF COMBAT
Combat may end from a player character running out of hit points, in which case the
Dungeon Master teleports all heroes away and they lose the game. Or they may succeed in
defeating all monsters present, upon which everybody gets 2 hit points back (up to their
starting number) due to their taking a short rest and composing themselves. If combat were
to end by all heroes running away, monsters left behind won't bother them anymore, but
there'll be no chance to stop and recover hit points. Either way, it's back to out-of-
combat roleplay.
OBJECTS
Player characters are assumed to carry items necessary for adventuring: a length of rope,
a knife, supplies, etc., which can be put to use as needed during non-combat roleplay.
Characters may also own special equipment: Sheila the Thief is expected to handle
lock-picking tools, for example. Any such object use must first be approved by the Dungeon
Master, however. If the adventure involves finding a relevant item, once it's acquired,
players and the Dungeon Master need only remember that it was found.
EXTENDED REST
When not engaged in combat or facing immediate peril, players can agree to take an
extended rest; this allows all characters to refill their hit points up to their starting
number. This can be done once per game and represents their camping, eating and/or sleeping
REPLAYING THE GAME
After succeeding or failing to reach the prize, the adventure can be attempted again any
number of times since it isn't likely to ever play out the same.
Unlike D&D proper, players aren't expected to use the same character for every play
session and may pick another. Or try their hand at being the Dungeon Master.
HANK THE RANGER character sheet
Hit points: 6
Magic item: Bow of the Ranger
COMBAT ACTIONS
Hit huge monster = 1d20 + 6
Hit medium monster = 1d20 + 8
Hit small monster = 1d20 + 7
Pass
Run away = 1d20 + 4 (costs 1 hit point)
SKILLS (OUT-OF-COMBAT ACTIONS)
Ask = 1d20 + 5
Break = 1d20 + 6
Climb = 1d20 + 5
Crawl = 1d20 + 3
Dodge = 1d20 + 4
Escape = 1d20 + 4
Find = 1d20 + 4
Leap = 1d20 + 5
Pull = 1d20 + 7
Push = 1d20 + 7
Read = 1d20 + 4
Steal = 1d20 + 3
Swim = 1d20 + 5
Throw = 1d20 + 8
BOBBY THE BARBARIAN character sheet
Hit points: 5
Magic item: Club of the Barbarian
COMBAT ACTIONS
Hit huge monster = 1d20 + 6
Hit medium monster = 1d20 + 7
Hit small monster = 1d20 + 8
Pass
Run away = 1d20 + 3 (costs 1 hit point)
SKILLS (OUT-OF-COMBAT ACTIONS)
Ask = 1d20 + 2
Break = 1d20 + 9
Climb = 1d20 + 4
Crawl = 1d20 + 4
Dodge = 1d20 + 3
Escape = 1d20 + 3
Find = 1d20 + 2
Leap = 1d20 + 5
Pull = 1d20 + 7
Push = 1d20 + 7
Read = 1d20 + 1
Steal = 1d20 + 2
Swim = 1d20 + 3
Throw = 1d20 + 7
DIANA THE ACROBAT character sheet
Hit points: 6
Magic item: Javelin of the Acrobat
COMBAT ACTIONS
Hit huge monster = 1d20 + 7
Hit medium monster = 1d20 + 6
Hit small monster = 1d20 + 5
Pass
Run away = 1d20 + 5 (costs 1 hit point)
SKILLS (OUT-OF-COMBAT ACTIONS)
Ask = 1d20 + 4
Break = 1d20 + 3
Climb = 1d20 + 7
Crawl = 1d20 + 6
Dodge = 1d20 + 8
Escape = 1d20 + 7
Find = 1d20 + 5
Leap = 1d20 + 9
Pull = 1d20 + 5
Push = 1d20 + 5
Read = 1d20 + 3
Steal = 1d20 + 2
Swim = 1d20 + 7
Throw = 1d20 + 8
ERIC THE CAVALIER character sheet
Hit points: 6
Magic item: Shield of the Cavalier
COMBAT ACTIONS
Hit huge monster = 1d20 + 5
Hit medium monster = 1d20 + 5
Hit small monster = 1d20 + 7
Block any one monster = 1d20 + 7 (causes it to lose its turn)
Pass
Run away = 1d20 + 4 (costs 1 hit point)
SKILLS (OUT-OF-COMBAT ACTIONS)
Ask = 1d20 + 6
Break = 1d20 + 7
Climb = 1d20 + 4
Crawl = 1d20 + 3
Dodge = 1d20 + 7
Escape = 1d20 + 6
Find = 1d20 + 3
Leap = 1d20 + 5
Pull = 1d20 + 6
Push = 1d20 + 6
Read = 1d20 + 3
Steal = 1d20 + 5
Swim = 1d20 + 4
Throw = 1d20 + 6
PRESTO THE MAGICIAN character sheet
Hit points: 5
Magic item: Hat of the Magician
COMBAT ACTIONS
Heal a companion = 1d20 + 2 (restores 1 hit point)
Heal yourself = 1d20 + 1 (restores 1 hit point)
Magically hit any one monster = 1d20 + 2
Paralyze any one monster = 1d20 + 4 (causes it to lose its turn next round)
Pass
Run away = 1d20 + 3 (costs 1 hit point)
SKILLS (OUT-OF-COMBAT ACTIONS)
Ask = 1d20 + 4
Climb = 1d20 + 2
Crawl = 1d20 + 1
Dodge = 1d20 + 3
Escape = 1d20 + 3
Find = 1d20 + 5
Leap = 1d20 + 2
Levitate = 1d20 + 5
Magic tool = 1d20 + 4
Pull = 1d20 + 1
Push = 1d20 + 1
Read = 1d20 + 9
Steal = 1d20 + 2
Swim = 1d20 + 3
SHEILA THE THIEF character sheet
Hit points: 5
Magic item: Cloak of the Thief
COMBAT ACTIONS
Hit huge monster = 1d20 + 3
Hit medium monster = 1d20 + 4
Hit small monster = 1d20 + 7
Pass
Run away = 1d20 + 6 (costs 1 hit point)
Distract any one monster = 1d20 + 5 (causes it to lose its turn next round)
SKILLS (OUT-OF-COMBAT ACTIONS)
Ask = 1d20 + 7
Climb = 1d20 + 5
Crawl = 1d20 + 7
Dodge = 1d20 + 7
Escape = 1d20 + 9
Find = 1d20 + 6
Leap = 1d20 + 5
Pull = 1d20 + 2
Push = 1d20 + 2
Read = 1d20 + 6
Steal = 1d20 + 9
Swim = 1d20 + 5
Unlock = 1d20 + 8
Throw = 1d20 + 1
DUNGEON MASTER sheet (Printed on both sides of the same sheet of paper, it may double as
_____________ the "Dungeon Master's Screen" to hide certain die rolls from players)
SMALL MONSTER (examples: bat, bullywug, goblin, spider, snake, wasp)
Hit points: 1 Combat action: Hit any one player character = 1d20 + 2
MEDIUM MONSTER (examples: banshee, lizard man, orc, skeleton, wolf, zombie)
Hit points: 2 Combat action: Hit any one player character = 1d20 + 3
HUGE MONSTER (examples: beholder, demon, dragon, giant, hydra)
_______________ Hit points: 4 Combat action: Hit any one player character = 1d20 + 5
ADVENTURE START :: (Read aloud, choosing one highlighted option): "You have come to a small
kingdom whose [PRINCESS/RULER/WISE MAN/CROWN JEWEL/TALISMAN OF PROTECTION] has been stolen
away, and the townsfolk are in need of some heroic help. In order to help and begin the
quest, you need to first know which way to go. You may try asking around, looking in the
library for a clue, picking up the enemies' trail, or attempting something else."
(When someone makes a successful roll, the player characters find out which way to go [N/E/
S/W]. Once they get going, roll on the Locations table and go to the corresponding number.)
_________________WHITE EVENTS TABLE (Re-roll when an event would repeat)____________________
~EVENT 1-2-3~ : "A huge canyon lies before you. Descending then ascending again would seem
to be the only way to proceed." (Moving on, roll on the Locations table again)
~EVENT 4-5~ : "The path leads through a complex cave system, and you soon become lost
in it. You will need to locate the exit to the other side." (Moving on, go to Location 21)
~EVENT 6-7-8~ : "You reach a rift with an empty void below. The only way across seems to be
getting on then off a nearby floating island." (Moving on, go to Location 21)
~EVENT 9-10~ : "You are surprised and taken prisoner by an orc patrol that leads you back to
their village, and you are soon imprisoned in their dungeon. How will you break free?"
(Moving on, roll on the Locations table again)
~EVENT 11-12-13~ : "The way is clear and you are able to advance without much trouble until,
at one point, the path jumps to the top of a tall cliff." (Moving on, go to Location 22)
~EVENT 14-15~ : "Following the road, you end up crossing a rope bridge over a chasm. As
you're about to make it through, the old bridge snaps in two, leaving you hanging." (Moving
on, roll on the Locations table again)
~EVENT 16-17-18~ : "Suddenly, a rockfall sends countless stones hurtling towards you. You
must avoid their trajectory." (Moving on, roll on this table again)
~EVENT 19-20~ : "As you walk through ancient ruins, you step on an old building's floor
which collapses under your weight. You end up underground, with big pieces of debris lying
on top of you." (Moving on, roll on the Locations table again)
__________________GREEN EVENTS TABLE (Re-roll when an event would repeat)___________________
~EVENT 1-2-3~ : "Suddenly, an evil wizard materializes and teleports you directly to a
dungeon cell in an enemy fort, and soon you hear the noise of torture implements being
sharpened. How will you escape your imprisonment?" (Moving on, roll on this table again)
~EVENT 4-5~ : "Taking shelter in an abandoned castle, you realize that the place is filled
with traps and the only exit door has become hidden because of a magic inscription." (Moving
on, roll on the Locations table again)
~EVENT 6-7-8~ : "A wide, fast-flowing river runs through the wilderness - and your path."
(Moving on, go to Location 22)
~EVENT 9-10~ : "Following the trail, you end up crossing a suspension bridge over a gorge.
As you're about to make it through, the bridge snaps in two, leaving you hanging." (Moving
on, roll on the Locations table again)
~EVENT 11-12-13~ : "Walking through the wilderness, you inadvertedly become stuck to a huge
spiderweb, with large spiders wanting to try and taste you." (Moving on, go to Location 21)
~EVENT 14-15~ : "As you prepare to cross a small forest you see all its trees animate, their
clawed branches swiping at you. How will you make it through?"(Moving on, go to Location 22)
~EVENT 16-17-18~ : "A great stone wall stands on the wilderness, blocking your path. There's
a gate, but you also notice an orc wielding a bow-and-arrow some distance away, guarding the
opening." (Moving on, roll on the Locations table again)
~EVENT 19-20~ : "An orc-made trap was concealed in the grass and, as you step on it, you
fall. You effortlessly avoid the poorly-made trap's spikes, but remain caught in the hole."
(Moving on, roll on the Locations table again)
LOCATIONS TABLE (Re-roll if a place's name would repeat. Choose monsters according to size)
~LOCATION 1~ : "You reach the Black Lake." (Roll on the Green Events table)
~LOCATION 2~ : "You reach the Black Lake, where you are attacked by [TWICE AS MANY (SMALL
MONSTER)S AS THE PLAYERS]." (After the fight, when the players decide to move on, roll on the
Green Events table)
~LOCATION 3~ : "You have entered Box Canyon, where you are faced by [TWICE AS MANY (SMALL
MONSTER)S AS THE PLAYERS]." (After the fight, when the players decide to move on, roll on the
White Events table)
~LOCATION 4~ : "You have entered Box Canyon." (Roll on the White Events table)
~LOCATION 5~ : "You have arrived at the Caverns of Hook Horrors." (Roll on the White Events
table)
~LOCATION 6~ : "You have arrived at the Caverns of Hook Horrors, where you are rushed by
[TWICE AS MANY (SMALL MONSTER)S AS THE PLAYERS]." (After the fight, when the players decide
to move on, roll on the White Events table)
~LOCATION 7~ : "You are now at Dragon Pass." (Roll on the Green Events table)
~LOCATION 8~ : "You are now at Dragon Pass, where you encounter [TWICE AS MANY (SMALL
MONSTER)S AS THE PLAYERS]." (After the fight, when the players decide to move on, roll on the
Green Events table)
~LOCATION 9~ : "You reach Fire Mountain." (Roll on the White Events table).
~LOCATION 10~ : "You reach Fire Mountain, where you come face to face with [THREE (SMALL
MONSTER)S]." (After the fight, when the players decide to move on, roll on the White Events
table)
~LOCATION 11~ : "You have entered the Gardens of Evil, where you are faced by [THREE (SMALL
MONSTER)S]." (After the fight, when the players decide to move on, roll on the Green Events
table)
~LOCATION 12~ : "You have entered the Gardens of Evil." (Roll on the Green Events table)
~LOCATION 13~ : "You come into the Ice Caves." (Roll on the White Events table)
~LOCATION 14~ : "You come into the Ice Caves, where you are opposed by [AS MANY (MEDIUM
MONSTER)S AS THE PLAYERS]." (After the fight, when the players decide to move on, roll on the
White Events table)
~LOCATION 15~ : "You are now at the Singing Sands, where [TWO (MEDIUM MONSTER)S] suddenly
appear." (After the fight, when the players decide to move on, roll on the White Events table)
~LOCATION 16~ : "You are now at the Singing Sands." (Roll on the White Events table)
~LOCATION 17~ : "You have arrived at Snake Pass, where [AS MANY (MEDIUM MONSTER)S AS THE
PLAYERS] stand against you." (After the fight, when the players decide to move on, roll on the
Green Events table)
~LOCATION 18~ : "You have arrived at Snake Pass." (Roll on the Green Events table)
~LOCATION 19~ : "You come into the Valley of the Orcs." (Roll on the Green Events table)
~LOCATION 20~ : "You come into the Valley of the Orcs, where you are confronted by [TWO
(MEDIUM MONSTER)S]." (After the fight, when the players decide to move on, roll on the Green
Events table)
~LOCATION 21~ : "You have come into the lair of a great monster, however, the door to the
fortress' main chamber is locked. You'll need to find a way to open it". (Once an attempt
to open succeeds:) "You come face to face with a [HUGE MONSTER], and must fight." (If the
battle is won, go to End)
~LOCATION 22~ : "You have come into the lair of a great monster, but before the final fight
you must face [AS MANY MEDIUM MONSTERS AS THE PLAYERS]." (After the fight): "Now, you
finally meet the enemy leader, a [HUGE MONSTER], in battle." (If the fight is won, go to
End)
~END~ : "You have defeated the enemy and now your objective is found. The journey back to the
kingdom is much easier knowing the obstacles on your path. Congratulations, you win!"
(*If you keep getting repeats on any of the tables, go to Location 22)
=================================================================
=================================================================
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Original Version:
By Joe G
INTRODUCTION
Roleplaying game for one to six player characters and a Dungeon Master.
Back when the Dungeons & Dragons cartoon aired, TSR released gamebooks and board
games based upon it, but they missed the chance to put out a special edition of
the actual RPG: a much simplified version featuring the show's characters that could
get anyone into roleplaying, young or old. That is what this fan game aims to be.
Like D&D proper, this RPG presents adventures through imagination but in a simpler
way. No noting down stuff, no character advancement, no miniatures combat.
DISCLAIMER
Dungeons & Dragons is a copyrighted, licensed, trademarked property.
This is merely a fan site.
STORY
While on an amusement park ride, six young friends went through a portal that sent
them to a realm of magic and mystery. Hank, Eric, Diana, Presto, Sheila and Bobby got
some guidance and magical items from the Dungeon Master, an impish old sage, and faced
the likes of the mighty Venger - until he was cleansed of evil. With the gateway home
now opened, will the six companions again face whatever adventures remain in the Realm?
YOU NEED
* A copy of this game (modify to print each player's sheet on a page of its own).
* A twenty-sided die, also known as "d20".
* Something to keep track of hit points, the life energy: counters, beads, stale cereals
or anything you can get in good quantities (50 or so).
* A small tray or bag to store these hit points when not in use or when they are lost,
and maybe a box to keep it all in.
WINNING
All player characters as a team win an adventure just by seeing it through to the end.
Note: adventures are standalone affairs here. There's no continuity between them.
LOSING
The game ends whenever any player character is defeated by having his/her hit points
reduced to zero. The Dungeon Master will not let any of them die, and will teleport the
whole party away to safety, but the cause is lost. No one wins.
INITIATIVE
Some situations like combat require a turn order. As team leader, Hank the Ranger gets
to go first, but otherwise initiative goes in alphabetical order. That is:
Hank - Bobby - Diana - Eric - monster(s) - Presto - Sheila (whichever ones are present).
PLAYING AS THE DUNGEON MASTER
One player must act as the Dungeon Master - he gets a special Dungeon Master sheet
listing adventure parts and monsters. He narrates the adventure to the other players,
bringing the fantasy world to life, and controls all monsters as they make their attacks.
While not in fact a "player", he gets to hone his imagination and storytelling skills,
interacting with the player's characters.
He is not the enemy; seeing the adventure through is also in his interest, but he has
the final word. His rulings must be obeyed.
DUNGEON MASTER MATERIALS
In-story, the Dungeon Master acts as a mentor to the young warriors and directs them to
quests where such heroes may be needed. During play, who takes on this role gets the
game going as he proceeds to tell other players of the places and situations in which
they're found - giving them the chance to act and react - using the adventure parts
table. The Dungeon Master is allowed to pick one of five options for each of the
adventure's five parts, or he may roll the die to randomly choose as indicated by the
numbers. Since he will be filling in many details via his imagination (such as the exact
nature of traps and monsters as all instances of "large", "medium-sized" and "small
monsters" must be replaced for specific creatures), he could select the order some time
before play so as to pre-visualize the the adventure - or he could do it on-the-fly,
during play, which would need greater improvisation. Whenever adventure parts involve
monsters, the Dungeon Master should know when they confront the heroes and control the
creatures' attacks as per the combat rules below. Also, during times when
there is no immediate danger, the Dungeon Master is allowed to appear "as himself" to
give players a hint or point them to the right direction, by saying something like "I
appear and tell you..." This should be done sparingly.
PLAYING AS THE CHARACTERS
Up to six players choose their characters from the ones from the show, are handed their
corresponding sheets, get as many hit points to keep track of vitality as allowed by
their starting number, and begin roleplay by imagining their characters in situations
and places as described by the Dungeon Master - and by saying what they'd do or maybe
what they'd say. The way they spell it is up to player preference and could range from
"My character tries to break the door open" to "I SMASH that feeble door with all the
force of my mighty club!", for example. Games take the form of a journey that must be
finished in order to win. Along the way, player characters can declare their intent
without turn order or much limitation. Only when two or more players are really
scrambling to go next, the one with the highest initiative takes precedence. The team is
also required to stick together, so they should agree on their next move: which way to
go, wheter to take an extended rest, etc. They should decide together, discuss it,
maybe even vote, but if they just can't agree then the one with the highest initiative
gets to decide. As judged by the Dungeon Master, when there is enough difficulty in an
action that a player character attempts, or must be taken by him/her or by everybody,
he/she needs to do a skill check. And when faced by monsters, all adventurers must fight.
SKILL CHECKS
Players describe what their characters do, but when an action has a certain difficulty,
their skills need to be put to the test. However, if the action is not on a character
sheet skill list, it cannot be attempted by the player. He/she could leave the task to
another or come up with a different course of action. When there's something listed that
could work (and the Dungeon Master approves of it), he/she may do the appropriate skill
check, represented by a die roll. If the skill indicates "1d20 + 4", for example, this
means rolling the 20-sided die once and adding the bonus number to the result, four in
this case. If the total is 15 or higher, the attempt succeeds. 14 or lower is a failure.
If the die showed an 12 in this example, that would total 16 thanks to the + 4 bonus and
the effort would pay off.
Failing could mean you may need to retry or leave it to someone else's character. Yet
some obstacles (like escaping from an enclosing or scaling a cliff face) may need to be
cleared by every teammember for the journey to progress. If Presto the Magician keeps
failing to climb the cliff and falls again and again, he can continue to try but he's
liable to break some bones. The Dungeon Master may decide that too many a failure like
this has gotten the character hurt, in which case he loses 1 hit point (throw a counter
back to the tray) then it's back up that cliff. Other failures, maybe not repeated but
involving more danger (like failing to dodge a dart trap) should normally take away a
hit point too, although it's always the Dungeon Master's call.
These "punishments" are to be applied at the Dungeon Master's discretion, yet he should
consider being more lenient towards a player character running low on hit points - as
his/her reaching zero would lose everybody the game.
COMBAT
When the heroes find themselves facing any monsters small as as a bat or great as a
dragon, combat breaks out.
Combat too is fought using dialog and imagination, but it goes in initiative-order turns
that go round for at long as the battle lasts. It also uses counters as an aid to keep
track of monsters: the Dungeon Master lays groups of counters on the table before him
to match each enemy's hit points, and throws these points back to the tray one-by-one
as the monsters get hit. It is advised to keep all monsters big, medium-sized and small
separate enough to avoid confusing hurt ones with smaller ones.
Combat lasts until any one of the player characters is defeated by having his/her
hit points reduced to zero (in which case the game is lost), all monsters present are
defeated in the same way, or all player characters run away.
During player turns, they'll have to announce their attack and which monster they are
targeting with any level of description they'd like ("I attack the second orc"/"I
pole-vault myself feet-first to that slimy face there on the left") then roll the
die. If they do not attack, they may pass, try to run away or attempt another move
also found under "Combat actions" on their sheet.
During the monsters' turn, the Dungeon Master controls each of them in any order he likes
and will always make them attack, if they can. He gets to decide which hero is the target
for each attack and describes the action before rolling the die: "The beholder shoots
Eric with its eye beams". His sheet lists monster attacks by their type.
To attack, roll the die and add the appropriate bonus (e.g. 1d20 + 2). If the total is 15
or higher, the attack hits. If it's 14 or lower, it misses. A successful attack always
reduces its target's hit points by 1, with one exception:
CRITICAL HITS
Whenever someone gets 20 on the die while making an attack (before adding the bonus
number), he/she scores a critical hit and the target loses 2 hit points instead of 1.
Monsters too are able to score critical hits against player characters.
RUNNING AWAY
As their combat action, a player character may attempt to run away from battle when it's
his/her turn, in order to sit out the rest of combat and let his/her companions fight it
out (this skill is listed along the other combat actions). Such maneouver is not without
danger, however, and it loses the character 1 hit point whether the roll succeeds
(allowing to escape) or fails (another round caught in the fight). Attempting to run away
is not possible if there's a (still undefeated) large monster engaged in combat, or if
whoever wanted to run is down to his/her last hit point.
END OF COMBAT
Combat may end from a player character running out of hit points, in which case all
heroes are teleported away and they lose the game. Or they may succeed in defeating
all monsters present, upon which everybody gets 2 hit points back (up to their starting
number) due to their taking a short rest and composing themselves. If combat were to end
by all heroes running away, monsters left behind won't bother them anymore, but running
leaves them no chance to rest and recover. Either way, it's back to out-of-combat
roleplaying.
OBJECTS
Player characters are assumed to carry items needed for adventuring: a length of rope,
a knife, supplies, etc., which can be put to use as needed during non-combat roleplay.
Characters may also own special equipment: Sheila the Thief is expected to employ
lock-picking tools, for example. The Dungeon Master should approve any such object
usage, however. If the adventure involves the search for an important object, once
it's acquired, players and the Dungeon Master must simply remember that it was found.
EXTENDED REST
When not engaged in combat or facing any dangers, players can agree to take an extended
rest; this allows all characters to refill their hit points to their starting number.
This can be done once per adventure and represents their camping, eating and/or sleeping.
REPLAYING THE GAME
Adventures can take many shapes so it's not advised to replay them exactly as they could
always have a random, fresh start.
Unlike D&D proper, players are not encouraged to favor the same character for every play
session and may choose another. Or try their hand at being the Dungeon Master.
HANK THE RANGER character sheet
Hit points: 7
Magic item: bow of the ranger
COMBAT ACTIONS
Hit large monster = 1d20 + 6
Hit medium-sized monster = 1d20 + 8
Hit small monster = 1d20 + 7
Pass
Run away = 1d20 + 4 (costs 1 hit point)
SKILLS (OUT-OF-COMBAT ACTIONS)
Ask = 1d20 + 5
Break = 1d20 + 6
Climb = 1d20 + 5
Crawl = 1d20 + 3
Dodge = 1d20 + 4
Escape = 1d20 + 4
Find = 1d20 + 4
Leap = 1d20 + 5
Pull = 1d20 + 7
Push = 1d20 + 7
Read = 1d20 + 4
Steal = 1d20 + 3
Swim = 1d20 + 5
Throw = 1d20 + 8
BOBBY THE BARBARIAN character sheet
Hit points: 6
Magic item: club of the barbarian
COMBAT ACTIONS
Hit large monster = 1d20 + 6
Hit medium-sized monster = 1d20 + 7
Hit small monster = 1d20 + 8
Pass
Run away = 1d20 + 3 (costs 1 hit point)
SKILLS (OUT-OF-COMBAT ACTIONS)
Ask = 1d20 + 2
Break = 1d20 + 9
Climb = 1d20 + 4
Crawl = 1d20 + 4
Dodge = 1d20 + 3
Escape = 1d20 + 3
Find = 1d20 + 2
Leap = 1d20 + 5
Pull = 1d20 + 7
Push = 1d20 + 7
Read = 1d20 + 1
Steal = 1d20 + 2
Swim = 1d20 + 3
Throw = 1d20 + 7
DIANA THE ACROBAT character sheet
Hit points: 6
Magic item: javelin of the acrobat
COMBAT ACTIONS
Hit large monster = 1d20 + 7
Hit medium-sized monster = 1d20 + 6
Hit small monster = 1d20 + 5
Pass
Run away = 1d20 + 5 (costs 1 hit point)
SKILLS (OUT-OF-COMBAT ACTIONS)
Ask = 1d20 + 4
Break = 1d20 + 3
Climb = 1d20 + 7
Crawl = 1d20 + 6
Dodge = 1d20 + 8
Escape = 1d20 + 7
Find = 1d20 + 5
Leap = 1d20 + 9
Pull = 1d20 + 5
Push = 1d20 + 5
Read = 1d20 + 3
Steal = 1d20 + 2
Swim = 1d20 + 7
Throw = 1d20 + 8
ERIC THE CAVALIER character sheet
Hit points: 7
Magic item: shield of the cavalier
COMBAT ACTIONS
Hit large monster = 1d20 + 5
Hit medium-sized monster = 1d20 + 5
Hit small monster = 1d20 + 7
Block any one monster = 1d20 + 7 (causes it to lose its turn)
Pass
Run away = 1d20 + 4 (costs 1 hit point)
SKILLS (OUT-OF-COMBAT ACTIONS)
Ask = 1d20 + 6
Break = 1d20 + 7
Climb = 1d20 + 4
Crawl = 1d20 + 3
Dodge = 1d20 + 7
Escape = 1d20 + 6
Find = 1d20 + 3
Leap = 1d20 + 5
Pull = 1d20 + 6
Push = 1d20 + 6
Read = 1d20 + 3
Steal = 1d20 + 5
Swim = 1d20 + 4
Throw = 1d20 + 6
PRESTO THE MAGICIAN character sheet
Hit points: 5
Magic item: hat of the magician
COMBAT ACTIONS
Heal a companion = 1d20 + 2 (restores 1 hit point)
Heal yourself = 1d20 + 1 (restores 1 hit point)
Magically hit any one monster = 1d20 + 2
Paralyze any one monster = 1d20 + 4 (causes it to lose its turn)
Pass
Run away = 1d20 + 3 (costs 1 hit point)
SKILLS (OUT-OF-COMBAT ACTIONS)
Ask = 1d20 + 4
Climb = 1d20 + 2
Crawl = 1d20 + 1
Dodge = 1d20 + 3
Escape = 1d20 + 3
Find = 1d20 + 5
Leap = 1d20 + 2
Levitate = 1d20 + 5
Produce = 1d20 + 4
Pull = 1d20 + 1
Push = 1d20 + 1
Read = 1d20 + 9
Steal = 1d20 + 2
Swim = 1d20 + 3
SHEILA THE THIEF character sheet
Hit points: 5
Magic item: cloak of the thief
COMBAT ACTIONS
Hit large monster = 1d20 + 3
Hit medium-sized monster = 1d20 + 4
Hit small monster = 1d20 + 7
Pass
Run away = 1d20 + 6 (costs 1 hit point)
Trip any one monster = 1d20 + 5 (causes it to lose its turn)
SKILLS (OUT-OF-COMBAT ACTIONS)
Ask = 1d20 + 7
Climb = 1d20 + 5
Crawl = 1d20 + 7
Dodge = 1d20 + 7
Escape = 1d20 + 9
Find = 1d20 + 6
Leap = 1d20 + 5
Pull = 1d20 + 2
Push = 1d20 + 2
Read = 1d20 + 6
Steal = 1d20 + 9
Swim = 1d20 + 5
Unlock = 1d20 + 8
Throw = 1d20 + 1
DUNGEON MASTER sheet (doubles as a handy "screen" to hide certain die rolls from players)
LARGE MONSTER (examples: beholder, evil knight, demon, dragon, giant, hydra)
Hit points: 4 Combat action: Hit any one player character = 1d20 + 5
MEDIUM-SIZED MONSTER (examples: banshee, lizard man, ogre, orc, wolf, zombie)
Hit points: 2 Combat action: Hit any one player character = 1d20 + 3
SMALL MONSTER (examples: bat, bullywug, goblin, spider, snake, wasp)
Hit points: 1 Combat action: Hit any one player character = 1d20 + 2
ADVENTURE PARTS TABLE :: Select by number rolled on the die or choose at will.
(Do not read verbatim but study briefly then expand, think up traps, pick monsters, etc.)
------------------------------ First part ------------------------------
1/2/3/4: The heroes come upon a village under attack where they must fight as many
(medium-sized monster)s as the players, then set off to end the leader's rampage.
5/6/7/8: Gnomes welcome the heroes to their village as would-be finders of a legendary
gnome treasure. Before starting the search, directions must be learned in the library.
9/10/11/12: The princess from a small kingdom has just been kidnapped. When the heroes
are about to start the journey to rescue her, they are attacked by three (small monster)s.
13/14/15/16: The magic jewel that protected a gnome town is stolen. Before the heroes can
leave in search of it, a (medium-sized monster) confronts them.
17/18/19/20: The heroes come upon a village where everybody has vanished. They must first
find the kidnappers's trail in order to start the search.
------------------------------ Second part ------------------------------
1/2/3/4: First up is a trip through old city ruins. One or two traps, and crumbling
structures that must be dodged.
5/6/7/8: First up is a wilderness where the heroes come across a cliff and/or a river
and/or a canyon and/or a fight with two (medium-sized monster)s.
9/10/11/12: First up is a forest with a cliff and/or a river and/or a canyon. Next, a
great wall with a guard tower can be scaled or its (medium-sized monster) guard fought.
13/14/15/16: First up is a rocky, deserted area. A cliff face must be climbed down,
then a band of four (small monster)s attacks.
17/18/19/20: First up a swampy area with a muddy river and/or quicksand and/or an
encounter with twice as many (small monster)s as the players.
------------------------------ Third part ------------------------------
1/2/3/4: The ground gives in leaving the heroes trapped in an underground cave system.
They must find the way through, then choose from three tunnels that lead to the exit
either directly, or after springing a trap, or after facing three (small monster)s.
5/6/7/8: An evil wizard appears and teleports the heroes straight to a castle's dungeon.
They later encounter two (medium-sized monster)s, then a trap, then must read an
enchantment to open the magically-sealed door to proceed.
9/10/11/12: As the heroes continue through the same area, they come upon as many (medium-
sized monster)s as the players, then a stream and/or a cliff.
13/14/15/16: The heroes enter a ruined castle with holes, traps and crumbling walls to be
avoided, and fight as many (small monster)s as the players before they can proceed.
17/18/19/20: As the heroes continue through the same area, they must contend with a trap,
then come across a chasm, then must find the hidden door to the villains' stronghold.
------------------------------ Fourth part ------------------------------
1/2/3/4: A (large monster) awaits at the end of a great stone hall, but first two
(medium-sized monster) lackeys must be fought. Then it is their master's turn.
5/6/7/8: The heroes enter the lair of a (large monster) and must fight it.
9/10/11/12: The heroes have entered the (large monster)'s home. They must find the key to
its chamber or otherwise open the locked door before fighting it.
13/14/15/16: The heroes enter the lair of a (large monster), which will fight together
with two (small monster)s.
17/18/19/20: The heroes now face a (large monster) together with a (medium-sized monster).
------------------------------ Fifth part ------------------------------
1/2/3/4: With the goal achieved, an enchantment above a magically-sealed door must be
read to open it and exit, then it's back to the village without incident.
5/6/7/8: Their goal achieved but the way back blocked, the heroes must either find the
secret shortcut to the village or investigate cries for help: they'd find a gnome attacked
by two (medium-sized monster)s. The freed gnome would teleport everybody to the village.
9/10/11/12: The goal is achieved, however, a thought-defeated enemy comes back for more.
After the fight, it's back to the village without incident.
13/14/15/16: The goal is achieved, but the place suddenly crumbles to debris and an exit
must be searched for, then, it's back to the village without incident.
17/18/19/20: The heroes' goal is achieved but, while heading back to the village, twice as
many (small monster)s as the players attack. Otherwise, it's back to the village safely.
LINKS