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PERIL IN PINEBROOK

An Introductory Adventure for


The World’s Greatest Roleplaying Game
Welcome to Dungeons & Dragons:
Peril in Pinebrook
Welcome to the adventure of a lifetime!
Peril in Pinebrook is an introductory Dungeons & Dragons
The Tools
(also known as D&D) adventure designed for younger players, To play this game, you need this packet and some dice: at least
but it can be enjoyed by players of all ages! one 20-sided die (d20) and one 6-sided die (d6). It speeds up
Peril in Pinebrook contains four ready-to-play characters game play if each player has their own dice, but players can
that you can use to run your first D&D game. The simplified share! If you don't have these dice, you can find digital dice
rules allow a Dungeon Master (also known as the DM) to easily rollers online.
run the game without needing other rules materials or rules Each player should also have a way to make notes and keep
knowledge. track of changes to their character sheet as play progresses.
The suggested number of participants for this experience is A pencil and paper work well.
one DM and four players, but instructions describe how to run
a game for fewer players. If you have more than four players, Character Sheets
any of the ready-to-play characters can be used by more than This packet includes four character sheets and a handy guide
one player. that explains some of the rules and character options in more
detail. Give each player one character sheet. If you have more
The Basics than four players, they can change the names and descriptions
on a duplicate character sheet so that they’ll have unique
Dungeons & Dragons is a collaborative storytelling
characters with similar abilities and equipment.
and roleplaying game. Each player takes on the role of an
The “Helping the Characters” section later in this document
adventuring character: a hero with skill and knowledge—and
provides more information about using character sheets.
sometimes magic—that lets them overcome challenges and
achieve greatness!
One of the participants in the game takes the role of the The Experience
Dungeon Master (DM). The DM acts as the lead storyteller, Peril in Pinebrook provides a play experience that can be
the keeper of secrets, and the referee. This document provides completed in 60 to 90 minutes. It’s fine to take breaks or run the
everything you need to know to get started as a DM. adventure in shorter sessions.
The play experience can also be made longer if desired.
The Adventure Allowing time for people to roleplay their characters and talk
with each other adds to the fun of D&D.
Characters in Dungeons & Dragons undertake quests
Before play begins, the DM should read through this
throughout their lives, heroic journeys and death-defying acts of
document to get a better understanding of the rules and the
courage that become tales of legend—or tales of doom!
adventure.
Peril in Pinebrook contains helpful hints, suggestions, and
rules explanations that assist new Dungeon Masters in running
the adventure. If you’re the DM, you can run this adventure
as it’s written, or you can add your own bits of story. Your
imagination, and the imaginations of the other players, make
each game of D&D unique.
The "Running an Adventure" section has information that can
help you decide whether you want to be a DM. If you prefer to
play a character instead, don’t read “Adventure Introduction” or
any of the adventure beyond that. If you do, some of the fun of
playing might be spoiled for you.

The Rules
Dungeons & Dragons is a special type of game known as a
roleplaying game (RPG). In D&D, the rules help determine if
the characters succeed or fail at the challenges they face. They
also help the entire group of players tell a fun, exciting, and
memorable story.
The rules are explained in the "Using the Rules" section. The
"Running an Adventure" section provides the DM advice on
leading the other players through a game session.
The adventure text also explains rules and game play
along the way.

2 | Dungeons & Dragons: Peril in Pinebrook TM & ©2023 WIZARDS OF THE COAST LLC. For personal, non-commercial use only; do not redistribute.
Using the Rules They can also make up their own DCs when the characters
attempt actions not covered in the adventure.
Peril in Pinebrook uses a simplified version of the Dungeons &
Dragons rules to teach the game to new DMs and players. The Advantage and Disadvantage
text of the adventure also contains tips that DMs and players
Sometimes what’s happening in the adventure makes things
might find useful.
easier for a character. At other times, the odds are stacked
Character Actions against the heroes. These circumstances can be reflected in
D&D as “advantage” or “disadvantage.”
A character's actions hold the potential for either success or
failure. Can you hit a monster with your weapon? Can you
balance on a narrow ledge as you ascend a mountain? Can you DM Tip
convince a dragon not to eat you? Advantage and disadvantage are powerful game tools. They make
You find the answer to these questions during the game by d20 rolls more likely to succeed or fail, so use them wisely. They are
making a d20 roll! best used as a reward for clever play by the players, or to represent
good or bad luck affecting the story. In the full version of the D&D
d20 Rolls rules, certain rules automatically give a character advantage or dis-
The 20-sided die (d20) is the most-used die in D&D. It is rolled advantage. For this adventure, the DM can decide when to apply
whenever a character or a creature tries to do something advantage or disadvantage to rolls. If a character has both advantage
important. and disadvantage on a roll, they cancel each other out, and the roll is
Things a character might try to do are listed under “Attacks” made normally.
and “Skills” on the character sheets. Next to attacks and
skills are number expressions, such as “+5 to hit.” This is the
number you add to your die roll when your character uses that
attack or skill. Advantage
For example, the character sheet for Shalefire Stoutheart If Shalefire attacks a monster with a handaxe while the monster
lists “Handaxe” under “Attacks,” with “+6 to hit” next to it. If is distracted by another character, the monster can’t see the
Shalefire wants to attack a monster with their handaxe, the attack coming. The DM might decide the monster is easier to hit
player rolls a d20. If the die roll is a 10, the player adds 6 to the while distracted, so Shalefire would make the attack roll with
die roll for a final attack score of 16. advantage.
How does the player know if their roll succeeds or fails? Read Advantage means that instead of rolling the d20 once for
on to find out! the attack roll, Shalefire’s player rolls the d20 twice and uses
the higher roll. They then add the normal modifier (+6 for
Armor Class Shalefire’s handaxe) to get a final attack result.
The number a character tries to equal or exceed with an
attack roll is called Armor Class (also called AC). The higher a
Disadvantage
Disadvantage works like advantage in reverse. If something
creature’s Armor Class, the harder that creature is to hit. In the
in the game makes it harder to take an action, the roll for that
previous example, Shalefire’s attack roll with a handaxe would
action is made with disadvantage. For example, as Shalefire
hit a creature with an Armor Class of 16 or lower.
climbs a cliff using a rope, a monster at the top of the cliff
Damage shakes the rope. Because it’s now harder to climb, Shalefire
makes the d20 roll to climb the rope with disadvantage.
When an attack roll hits, it deals damage. The damage roll Disadvantage means that instead of rolling the d20 once to
appears after the attack on the character sheet. Shalefire’s make the Athletics check to climb, Shalefire’s player rolls the
handaxe does “1d6 + 4 damage,” so the player would roll one d20 twice and uses the lower roll. They then add the normal
6-sided die (d6) and add 4 to the die roll. modifier (+6 for Shalefire’s Athletics skill) to get a final result.

Difficulty Class Hit Points


Difficulty Class (DC) is the number that a character must equal Every creature in D&D has a number of “hit points.” This number
or exceed to succeed at an action that is not an attack. This reflects the damage a creature can take before it falls unconscious
includes rolls to use skills. or is defeated. When a character or creature is damaged by an
For example, if Shalefire wants to move a heavy boulder attack roll or a hazard in the game, the amount of damage dealt is
blocking the mouth of a cave, that requires a skill called subtracted from the character’s or creature’s hit points.
Athletics. Under “Skills” on Shalefire’s character sheet, it says If a creature reaches 0 hit points, they are defeated. The players
“Athletics +6,” so Shalefire’s player rolls a 20-sided die and can decide if this means a creature is dead or unconscious or if
adds 6 to the number on the die. If the Difficulty Class to move they run away.
the boulder is 12, the player would need to roll a 6 or higher for When a character reaches 0 hit points, they are unconscious.
Shalefire to move the boulder. In this adventure, a character at 0 hit points remains unconscious
The Difficulty Class for actions a character can attempt is until they regain hit points through healing or until the end of
given in the adventure text. In general, a Difficulty Class of 10 the encounter, when they regain 1 hit point automatically. The
(DC 10) is easy, while a DC of 15 is challenging. Most of the adventure details ways to regain hit points.
actions in this adventure are DC 10. The Dungeon Master can
change DCs if circumstances make an action easier or harder.

TM & ©2023 WIZARDS OF THE COAST LLC. For personal, non-commercial use only; do not redistribute. Using the Rules | 3
DM wins when the players have fun and the story is exciting
Running an Adventure and memorable.
A DM gets to use their imagination while presenting the adventure Use “Yes, and …” or “No, but …” Allow the players to succeed
to the other players. The DM can add excitement to the game as as much as possible, and let them participate in the telling of
they describe the situations and help players navigate their way the story. If they want to try something unexpected, try to say
through the action. “yes” and then work their ideas into the story. If you have to
say “no” to a player’s idea, suggest options that let them do
Presenting Encounters something similar.
Use Your Imagination. Peril in Pinebrook is an outline for your
This adventure is divided into “encounters,” which are like
game. Change or make up anything you need to if it makes the
scenes from a movie or show. Each encounter has specific
game more fun. The text can’t cover everything players might
challenges. Once the players complete the challenges, move on
want to do. What does a monster smell like? That’s up to you,
to the next scene. The flow of the game is described below.
or you can ask the players what they think!
NPCs Are Your Voice. While the players determine what their
Game Flow characters do, the DM controls all the other characters in the
A D&D session begins with the DM and the other players having game. Nonplayer characters (also known as NPCs) are a great
a conversation. The DM explains the situation the characters tool for the DM to help the characters understand the game
are in. The players can ask questions about the situation, and and the story, and to work information into the story smoothly.
the DM answers those questions to further explain what’s Allow Alternatives. D&D is a game of fantasy, where heroes
happening. use wits, skill, and determination to overcome obstacles.
Then the DM asks the most important question in the Sometimes those obstacles are defeated with weapons and
DM’s toolbox: spells. But characters can succeed in other ways.
Communicating with monsters, tricking them or frightening
"What do you do?" them away, or avoiding a fight while cleverly sneaking past a
challenge can be just as much fun. Such options are ideal if
At this point, players should explain what they want their anyone playing the game wants to avoid violence.
characters to do. (If what they want to do is impossible, the DM Listen to Your Players. Encourage your players to speak to you,
says so and asks the player to choose a different action. For publicly or privately, if something in the game upsets them.
example, a character can't walk through a wall unless they have Then respond appropriately. For instance, you can move past
some special ability or magic that allows them to do so.) upsetting topics by quickly narrating a resolution to a scene,
If the action is possible and very easy to do, the character then quickly move to the next part of the story.
automatically succeeds. Opening an unlocked door or lifting
a light object doesn’t require heroic effort, so no d20 roll is
necessary.
When the action is somewhere between easy and
impossible, trying to do it could lead to success or
failure. That’s when the DM calls for a d20 roll.
See the "d20 Rolls" section earlier in this document.
The d20 roll, plus its modifiers, determines whether the
action succeeds or fails. What does success or failure mean
for an adventure? This is where you and the players get to tell a
story together!

Narrating Successes and Failures


When a d20 roll succeeds or fails, the DM and the players can
turn that result into a part of the ongoing story. What does it
look like when a monster is defeated? What does Shalefire say
or do if the heavy boulder blocking the cave doesn’t budge?
These points in the game can spark great storytelling and
acting moments.
Remember, though, that part of the DM’s job is to keep the
game’s story moving forward. If describing every single attack
roll in a long combat gets boring, just say how much damage the
attack deals and get to the next exciting moment.

Tips for Dungeon Masters


Here are some tips for DMs that can help them run great games:

Rule 0. Rule 0 of D&D is simple: Have fun. It’s fine


if everyone agrees to change the rules as long as doing so
means the game is more fun for everyone.
Be Supportive. The players and the DM are all on the
same team. DMs aren’t playing against the characters. The

4 | Running an Adventure TM & ©2023 WIZARDS OF THE COAST LLC. For personal, non-commercial use only; do not redistribute.
Adventure Introduction Attacks. Each character can make attacks with melee or ranged
weapons, or with melee or ranged spells. “Melee” means an attack
If you are a player, stop reading here! The rest of this document that is used when a character is right next to a monster. “Ranged”
is for the Dungeon Master only. means an attack that is used when a character isn't near a monster.
The number after the attack on a character sheet is added to a d20
In Peril in Pinebrook, the characters find a newborn dragon roll (a roll of a 20-sided die) when a character attacks. The higher the
and must return the infant to its mother’s lair. The lair, however, number, the more likely the attack succeeds.
is under attack by hostile forces. As the DM, you'll present the Skills. Each character can use the skills listed on their character
challenges the characters face as they take the baby dragon home. sheet. The number after a skill shows what the player adds to a d20
roll. The higher the number, the better the character is at that skill.
Text that appears in a box like this is meant to be read aloud to If a character wants to use a skill that isn't on their character sheet,
the players. You can read boxed text word-for-word, or use your the player rolls a 20-sided die but doesn’t add a number to the roll.
own words. Equipment. A character has equipment they can use to overcome
challenges during adventures. They also might find more equipment
during adventures.
To begin the adventure, show your players the character sheets. Special Ability. Each character has a special ability. This ability lets
Then read the following passage aloud to your players:
a character do something during the adventure that other characters
can’t do. You get to choose when your character uses their special
We’re going to play a short game of Dungeons & Dragons. These ability, but a character can use a special ability only a limited number
character sheets have information about your characters on them. of times or under special circumstances.
You can each have one character to play.

Explain how d20 rolls work with the following example:


You can let the players choose their characters, but if you're time is
limited, consider choosing characters for them.
The character Noorah Eldenfield has a shortbow attack that says “+5
Once each player has a character sheet, read the following:
to hit.” When Noorah attacks with a shortbow, Noorah's player rolls a
d20 and adds 5 to the number rolled on the die. I’ll tell you if that
Write your name in the space where it says “Player Name.” attack hits the monster. If it does, Noorah’s shortbow attack also says
Your character already has a name, which you can use if you want, “Damage 1d6 + 3.” The player rolls a 6-sided die and adds 3 to
or you can change the name. There's space below the name where determine the damage dealt by the attack.
you can give your character a nickname and add your
character's pronouns.
A “Player Reference Sheet” also details some of the terms on the
Each character sheet has a “Description” area for your character’s
character sheets.
appearance, personality, and attitude. Choose from the options there
Now let’s get on with the game!
or make up your own. You can act out how your character behaves
based on their description and personality.

Offer to help the players fill out these parts of their character
sheets if needed. Do your best to answer questions from players,
but some questions are best answered as they come up during
play. Let the players know that you'll give them more information
along the way. Still, you may need to pause between each section
to answer questions as you present the following information:

Let’s go over other parts of the character sheet. There is some


information you should know before we start playing.
Race and Class. Each character in D&D has a race and a class that
help determine what things a character does best. Some of the other
information on a character sheet is based on a character’s race
and class.
Armor Class and Hit Points. Each character has an Armor Class
(also called AC) and hit points. Armor Class tells how hard it is to hit
a character with an attack roll. The higher the AC, the harder it is to
hit a character. Hit points determine how much damage a character
can take. When a character takes damage, subtract that damage from
the character’s hit points. If a character’s hit points reach 0, they are
unconscious. You'll learn how to regain hit points later in the game.

TM & ©2023 WIZARDS OF THE COAST LLC. For personal, non-commercial use only; do not redistribute. Adventure Introduction | 5
Let the players respond for their characters if they want to.
Starting the Adventure Then, describe how Captain Kole moves carefully into the
forest, motioning for the characters to follow.
Estimated Time to Play This Encounter: 10 minutes Proceed to Encounter 1: A Not-So-Fearsome Dragon.

When you and the players are ready to begin the adventure,
read the following:

You are from the village of Pinebrook, a small settlement near the
base of a mountain range called the Spine of the World. In addition to
their normal jobs, the citizens of Pinebrook take turns patrolling the
forest and hills around the village, making sure the area is safe for the
loggers who work in the forest and the miners who dig in the moun-
tains for iron ore. Today, it’s your turn to patrol the forest with some
of your friends.
Dangerous creatures sometimes wander the woods, but it has been
safe recently. Rumors have spread through the area that a friendly
silver dragon recently established a lair in the nearest mountain. The
more hostile creatures of the mountains, especially the dangerous ice
trolls, haven’t been seen in the past two months. Yesterday, however,
a patrol saw large, frosty troll footprints in the forest. Could the
rumors of a friendly silver dragon be just rumors after all?
Your patrol today is led by the head of the village guards, Captain
Emmajeen Kole. Captain Kole glances nervously at the forest trail be-
fore she nods at your group.
“I’ve not patrolled with any of you before. Tell me a little about
yourselves.”

Ask each player to give their character’s name or nickname and


describe what they look like. They can reveal the things they are
carrying that the other characters would see, explain what attacks
and skills they have, and maybe even describe their personalities.
They can use their character sheets as prompts.

Roleplaying
D&D lets players act as their characters. Players might use a
different voice or move as their character might. But if a player
isn't comfortable roleplaying in that way, they can describe their
character as if from a book or story instead.

It's okay if some players seem hesitant to talk or have trouble


roleplaying. It’s more important to make the players feel
comfortable than to make them talk. To help them feel more
comfortable with roleplaying, consider asking them one or two
of the following questions:

• What’s your character’s name or nickname?


• What does your character look like?
• What does your character sound like when they talk?
• What is your character good at doing?
• What does your character carry as they patrol the forest?
• How does your character feel about being on patrol the day
after evidence of ice trolls was found in this area?

Once all the characters have introduced themselves, Captain


Kole speaks again:

“Well, this forest needs to be patrolled, so let’s get to it. I’m ready to
fight if we have to!”

6 | Starting the Adventure TM & ©2023 WIZARDS OF THE COAST LLC. For personal, non-commercial use only; do not redistribute.
you can tell them "Yes! This is a newborn silver dragon."
Encounter 1: You might add that they often eat meat and other food as well.

A Not-So-Fearsome Dragon Information the Characters Don’t Know Yet. A question like,
“Where did this baby dragon come from?” is something the
characters don’t know, at least not yet. When this happens,
Estimated Time to Play This Encounter: 10 minutes you can simply say, “You’re not sure, but you can try to
find out.”
After the the characters follow Captain Kole into the forest, read
the following: If the characters fail their checks or don’t ask the right
questions, you can have Captain Kole provide information. She
can confirm that this is a baby silver dragon, and she refuses to
You move along the forest trail for fifteen minutes before Captain Kole allow the characters to harm it in any way.
stops and holds up a hand. “Do you hear that?” she asks. After the players ask all their questions and roleplay their
You’re going to make a Perception check to see if you can hear what reactions to the dragon, read the following:
Captain Kole hears. "Perception" is listed on your character sheet un-
der “Skills.” Each of you should roll a 20-sided die and add the num-
Captain Kole pulls a book from her backpack, The Practically Com-
ber next to your Perception skill on your character sheet. Then tell me
plete Guide to Dragons. She flips to the middle of the book. “It’s true!
the total of your Perception check.
This is a newborn silver dragon. The mother’s lair must be in the
nearest mountain just beyond the forest, as the rumors said. We need

Perception Checks to get this baby to its mother quickly. I wonder how the baby got so
far from home?”
A player rolls a d20 and adds the modifier written next to the
Perception skill on their character sheet to make a Perception Captain Kole hesitates, then sighs. “I must return to Pinebrook and
check. The Difficulty Class to succeed on this check is 10 tell them what we’ve found. I need you to take the baby to the lair and
(written as DC 10), so if anyone gets a Perception check of 10 its mother. Protect this dragon with your lives. Trails in the forest lead
or higher, you explain that they hear a noise coming from the right up to the mountain. Give this poor thing a name and get it some
thorny forest underbrush. food. It looks weak.”
If no character succeeds on the Perception check, Captain She tears a page from the book and holds it out. “Here. This might
Kole points in the direction of the sound. Continue reading: be useful. According to the book, silver dragons are peaceful and usu-
ally like people.”
The underbrush at the edge of the trail rustles as a creature the size
of a large dog crawls from the thorns and leaves. At first, the crea- The page Captain Kole gives the characters is found in appendix A.
ture looks like a strange lizard made of metal. But as you look more It contains translations of Draconic, the language of dragons,
closely, you see that it is a small dragon with blue-gray scales and a into the Common language the characters know. The characters
long, pointy tongue. don’t need to read it now, but the information will be useful in
As the dragon crawls in your direction, it feebly tries to scrape the adventure.
pieces of silver eggshell off its head and face. It makes a hissy,
whimpering sound. Feeding and Care
After Captain Kole leaves, the characters should attempt to
find food for the dragon. You may want to point out that all
Ask the players what they want to do. Let them play their the characters have rations listed on their character sheets
characters as they react, talk, speculate, and investigate further. under “Other Equipment.” Alternatively, Shalefire can make
As long as the characters don’t try to hurt the baby silver dragon, a DC 10 Survival check or Gallantine can make a DC 10
Captain Kole simply stares in confusion, unsure what to do next. Nature check to find berries and nuts the dragon can eat.
Remind players how to make d20 rolls if needed.
Roleplaying and Information After the dragon is fed, it says one word: “Nytha.” The
The players will probably ask questions throughout the characters won’t learn this until later, but the baby just called
adventure. To give the players the proper information, try the characters “Mama” in Draconic.
dividing answers into the following three categories: Once the dragon eats, it perks up and follows the characters.
Information the Characters Know. If the players ask about They can carry the dragon, who enjoys the attention. The
information their characters would know, you can tell them dragon also loves belly rubs!
that information. For example, the characters always know
what they see, hear, and smell.
Information the Characters Might Know. Players might learn Moving the Adventure Forward
information based on their characters' skills. For instance, The mountain Captain Kole pointed the characters toward is
Shalefire or Gallantine could ask if this is a baby silver visible above the trees.
dragon. As the DM, you can have their players make a DC 10 When the players are ready, proceed to Encounter 2:
check with an appropriate skill to see if they know the answer Living Icicles.
to that question. Shalefire could use the Animal Handling
skill, while Gallantine could use the Nature skill. If they
succeed on the check (d20 + skill modifier is 10 or higher),

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Encounter 2: Living Icicles Taking Turns
First, describe how the monsters are vicious, and the danger
Estimated Time to Play This Encounter: 10 minutes they present. Highlight how sharp their claws are. Try to make
the players feel as if they’re in a battle for their characters’ lives.
Tell the players that the woods are quiet as the characters travel If the monsters make one or two successful attacks, that helps
through the forest. They easily find the trails that lead to the with this feeling. Let the characters act first, starting with the
mountain, and no forest creatures bother them. player on your left and going clockwise. Ask each player what
When the characters arrive at the base of the mountain, read the they want to do, and encourage them to describe their actions so
following: everyone can imagine what the scene looks like.
After all the players have acted, any undefeated living icicles
By carefully following the correct forest trails, you arrive at the base of attack. Each monster that still has hit points moves to a different
character and makes an attack using their claws.
the mountain. You see a cave opening not far ahead. If a dragon built
Roll a d20 and add the attack modifier (+2) to the roll. If the
a lair in the mountain, this would be an obvious entrance.
total equals or exceeds the Armor Class of the character being
attacked, the attack hits. Roll 1d6, and tell the player to subtract
The cave is the only visible entrance leading to the dragon’s lair. that damage from their hit points. If the attack misses, nothing
When the baby dragon gets near the entrance, it sniffs the air and happens. Either way, describe the attack. Do the claws rend
struggles to move closer, recognizing the smell of home. open a wound or rake harmlessly off armor?
As the characters move closer to the cave, read the following: Continue taking turns until all the living icicles are defeated.
You can describe the living icicles shattering or melting as
they're defeated. Or perhaps the living icicles flee when they're
The cave entrance is wide and filled with sunlight, but the cave quickly defeated. Just make it clear to the players that the living icicles
grows dark beyond, with no way to see if there is anything inside. can’t be chased and caught, perhaps by having them flow
Broken icicles and patches of frosty snow cover the ground at the into narrow cracks in the mountainside where the characters
cave entrance. can’t follow.
Suddenly, the shards of ice begin to twitch. The icicles and snow
come together to form small ice creatures with wicked, pointy claws. DM Tip
One of them cries, “Intruders! Slash ’em good!” as they attack! Running an exciting combat in D&D is like a thrilling amusement park
ride: the players often want to be scared and excited, but they don't
Five living icicles dwell in the cave entrance. If you are playing want the excitement to lead to certain character death. This is where
this adventure with fewer than four characters, remove one you can perform storytelling and mathematical magic.
living icicle per player missing, to a minimum of two living You can intervene if the characters seem to be losing the battle. For
icicles. Use the information below to play the living icicles instance, you can give the characters advantage on attack rolls or give
during combat. the monsters disadvantage on attack rolls. See the "Using the Rules"
section earlier in this document for details about advantage and
disadvantage. Changing probabilities like this can improve the
Living Icicles characters' odds in defeating the monsters.
Rather than having a monster attack one character until they fall
Armor Class 10 unconscious, have the monster attack a different character each turn.
Hit Points 7
This tactic keeps more characters in the fight longer.
You can even say the baby dragon rushed in and took down a
Attack monster, but try not to use outside help very often.
Claws. Melee Weapon Attack: +2 to hit.
Hit: 1d6 slashing damage.

After the Characters Succeed


Read the following to get the players ready for their first combat: Once the living icicles are defeated, ask the players what
they want to do next. If they need help, suggest that they
search the area.
Get ready for your first combat! Look at the "Attacks" section on your
character sheet. If you want to make a melee attack, your character
Searching the Area
needs to move up to the icicle creatures. If you want to make a ranged Some monsters carry treasure, so it's often a good idea for
attack, you can stay back. characters to search the monsters as well as the area around
Roll a 20-sided die and add the modifier listed by the attack you're them. Unless treasure is hidden, the characters can easily find it
using. Tell me the total, and I’ll tell you if the attack hit or missed. without having to make a check.
If you hit, roll a 6-sided die and add the damage modifier listed by Just inside the cave entrance, the characters find a worn
the attack you're using and tell me the total. leather backpack. Inside the backpack are the following items:
a package of dried meat, five torches, flint and steel for starting
fires, and a pouch containing 12 gold pieces.

8 | Living Icicles TM & ©2023 WIZARDS OF THE COAST LLC. For personal, non-commercial use only; do not redistribute.
Dividing Treasure
Let the players divide up the treasure as they wish. If they start
to argue over who gets what, use the dragon to calm everyone
down. The baby cries if the characters argue!

Healing Injured Characters


If any characters took damage from the living icicles, the best
way to heal the damage is for Evandon to use their special
ability to cast a spell called Cure Wounds. Shalefire also
has a special ability to heal their own damage, but only once
during the adventure. (The full rules of D&D have other ways
to heal damage, but this adventure relies on Evandon’s spells,
Shalefire’s special ability, and on other healing opportunities
later in the adventure.)

What Did We Just Fight?


Living icicles are magical creatures that ice trolls sometimes
use to guard places. A character who succeeds on a DC 10
check using skills such as Arcana or History knows this and can
tell the other characters what they know.

Moving the Adventure Forward


The baby dragon tries to run into the cave. When the characters
are ready, proceed to Encounter 3: A Dangerous Lair.

TM & ©2023 WIZARDS OF THE COAST LLC. For personal, non-commercial use only; do not redistribute. Living Icicles | 9
points to represent the damage the character takes from falling
Encounter 3: before they eventually reach the top.
Noorah has a Climber’s Kit on her character sheet (under
A Dangerous Lair “Other Equipment”) that gives her advantage on the check. If
a character who reaches the top has a rope, they can lower the
Estimated Time to Play This Encounter: 15 minutes rope to help the other characters. Characters who use the rope
can reach the top without making a check.
After defeating the living icicles and entering the cave, the The passage then continues upward.
characters must contend with the hazards and dangers of the
tunnels that lead to the silver dragon’s lair. When the characters DM Tip
enter the cave, read the following:
If a character carries the baby dragon and falls during the climb, the
dragon doesn’t take damage. You can reward a character protecting
The front of the cave is lit by sunlight coming through the opening, the baby dragon by giving them advantage on certain rolls.
leaving the back of the cave in darkness. The cave walls contain rough
chalk drawings of creatures that look like trolls dancing and working.
Challenge 2: Magical Ice Mirror
As the characters continue, read the following:
Ask the players to make either a DC 10 History or Religion check
for their characters. Although Evandon is the only character
The winding, upward-sloping passage is interrupted by a thin sheet of
who has a bonus to their Religion skill and Gallantine is the only
solid ice. Through the ice sheet, you can see the passage continues on
character with a bonus to their History skill, the other characters
the other side. As your torchlight flickers, the ice suddenly becomes
can still attempt a History or Religion check. The players just don’t
add anything to the d20 roll when they do. as reflective as a mirror, its surface shimmering strangely. In those
If any of the characters succeeds on the skill check, tell the reflections, you and your companions are all silver dragons, and the
players that ice trolls once lived and worked in the cave. baby dragon looks like a human toddler with silver skin.
Even if no one succeeds on the skill check, continue by reading
the following:
Let the players roleplay and react to this unique discovery,
then continue:
The baby dragon gets more excited after entering the cave, as if it
knows it's close to home. Barely visible in the shadows at the back of
The head of a large, platinum-colored dragon appears in the ice and
the cave, a passageway turns into a tunnel that slopes upward toward
speaks. You understand the words the Dragon speaks, even though it
the center of the mountain.
isn't speaking in a language you know.
“You are on a blessed quest, but you must speak the correct words
Because the cave is dark and spooky beyond the entrance, the in the correct language to enter the lair of one of my children. What
characters need to use the torches found in the worn leather two words correctly answer this question: What type of creature are
backpack to light their way as they explore. The flint and steel in you escorting home?”
the backpack can be used to light the torches.

Reaching the Lair Ask the players to make a DC 10 Arcana, History, or Religion
check. If a character succeeds on the check, tell them that the
The characters must overcome three challenges to safely reach
figure in the ice represents Bahamut, the god of the metallic-
the hatching cavern of the silver dragon’s lair. Each challenge
colored dragons (brass, bronze, copper, gold, and silver).
can be overcome in a variety of ways, using skills, equipment,
The correct answer to the question is “silver dragon.”
or attacks.
However, the characters must say this in the Draconic language.
The challenge descriptions suggest potential ways
They can use the page from Captain Kole’s book to find the
characters can overcome each challenge. However, if the
correct words: “orn darastrix.”
players come up with other ways that might work, let them
If the players need help answering the question, or if they get
make a d20 roll that somehow connects to their idea.
the answer partly right, Bahamut’s reflection can provide hints
Imagination often leads to an even more creative story!
such as, “You have one word correct, but you need the other.”
Challenge 1: Climbing Icy Walls
As the characters move through the passage, read the following: If any character speaks the correct words, read the following:

The cold, frosty passage continues until you reach an ice-covered The ice mirror instantly melts, splashing you all with icy-cold water.
wall. The passage continues fifty feet above. You’ll have to climb the But instead of freezing you, the water tingles as it runs down your
wall to move deeper into the mountain. skin, clothes, and armor. It feels wonderful.

Characters must succeed on a DC 10 Athletics or Acrobatics Bahamut blessed this water. Tell your players that the healing
check to climb the wall. If a character fails the check, roll 1d6. magic restores each character's hit points to the maximum
Tell the player to subtract that number from the character's hit amount listed on their character sheets.

10 | A Dangerous Lair TM & ©2023 WIZARDS OF THE COAST LLC. For personal, non-commercial use only; do not redistribute.
Additionally, each character has advantage on the first roll they
make in the next challenge (the ice slides). DM Tip
Characters might use other methods of getting past the ice If one character makes a check to find a safe path down the slides,
mirror, such as melting the ice with a torch or smashing it with the other players might say their characters follow on the same slide,
a weapon. If they do that, however, they don't receive Bahamut's which might make this challenge too easy. You can increase the
healing magic. Also, a character who breaks the mirror takes challenge by saying the top of the safe slide collapses just after the
damage. Roll 1d6 and tell the player to subtract that number first character starts down it. You can do this each time a new
from their character's hit points when it shatters. character chooses a slide to ensure that each character has to
navigate their own path.
DM Tip
Even if the players roll poorly, always allow them to continue forward
in the adventure. Consequences for failing challenges might include Moving the Adventure Forward
character's losing hit points, which might make the final encounter
It’s a short walk from the bottom of the cave to the hatching
more challenging. But you don’t want to prevent the characters from
cavern. The characters are ready to face the final threat!
continuing with the adventure because of bad luck. Proceed to Encounter 4: Dragon Eggs and Soaring Silver.

Challenge 3: Navigating the Ice Slides


The final stretch of tunnels leading to the silver dragon’s
hatching cavern is made of several icy slides that join, separate,
and crisscross each other as they descend. Read the following:

The passage has taken you higher and higher, and now you stand
atop an icy cliff, looking down into a huge cavern inside the mountain.
Slides made of stone and ice provide a way down, but they’re steep
and slick. Furthermore, these slides merge, crisscross, and loop
around each other in a dizzying maze. The slides look like the only
way forward. Some end in solid ice walls. Others are covered with
razor-sharp icicles. You need to choose the best slides to get down.
Suddenly, you hear a cracking sound. The cliff you’re standing on is
starting to collapse! If you don’t jump on a slide now, you’ll fall!

Each character must quickly jump on one of the slides. Once


a character starts to slide, they can’t stop. However, they can
switch to a different intersecting slide while zipping down at
high speed.
Finding the Best Path. Before starting to slide, the characters
can try to quickly figure out which slide is safest. Ask the players
to make a DC 10 Investigation or Perception check to determine
the best choice. If a character succeeds on this check, they
choose the best slide to reach the bottom safely. The character
doesn’t take any damage, but you can describe the wild ride they
experience as they slide toward the cavern floor.
Changing Slides. A character who fails the check jumps
onto a slide and quickly reaches dangerous sections of razor-
sharp ice shards, long drops, ice walls, and other hazards. The
character must succeed on a DC 15 Acrobatics or Athletics
check to jump to a safer slide to avoid taking damage.
A character who doesn’t have Acrobatics or Athletics on their
character sheet can still make checks with those skills, but they
don’t add any modifier to the d20 roll.
If a character fails the check, roll 1d6. Tell the player to
subtract that number from their character's hit points to
represent the damage they take while reaching the bottom of
the slide.
Describing the Action. As the characters ride these
dangerous slides, think about ways that you or the players might
describe how the characters jump from one slide to another, go
through loops and rolls, and narrowly miss hitting each other.
Give the players a chance to describe what their characters are
going through.

TM & ©2023 WIZARDS OF THE COAST LLC. For personal, non-commercial use only; do not redistribute. A Dangerous Lair | 11
Encounter 4: Dragon Eggs
and Soaring Silver
Estimated Time to Play This Encounter: 15 minutes

When the characters enter the hatching cavern, read the following:

This large chamber is filled with stalactites and stalagmites covered


in ice. The ceiling slopes up toward an ice-plugged hole far above you.
On the ground in the center of the chamber, two large silver eggs rest
upon heaps of frozen snow. A third spot now holds nothing but bro-
ken shell pieces. A fourth spot looks like it also held an egg, but that
egg is missing.
Between you and the eggs stand two strange creatures the size of
horses. They have bodies like frogs, but their skin is pure white and
they have mouths full of sharp teeth.
The creatures are moving threateningly toward the two remaining
eggs in the nest, but you’ve interrupted them. They turn toward you
and hiss. Then with powerful hops, they hurl themselves toward you!

These creatures are egg snatchers, trained by ice trolls to steal Describe the egg snatchers falling to the ground as they are
dragon eggs. If the characters don’t intervene, the last two eggs defeated, or fleeing into the darkness too fast for the characters
will be lost! to follow.
There are three egg snatchers. If you have three or fewer
players, remove one egg snatcher, leaving the characters with two
DM Tip
enemies. If you have two or fewer players, reduce the starting hit
points of the two egg snatchers to 10. A character that reaches 0 hit points falls unconscious and remains
unconscious until they regain hit points through healing. At the end
of the encounter, any unconscious player characters regain 1 hit point
automatically.

Egg Snatchers
Armor Class 12 After the Characters Succeed
Hit Points 18 Once the eggs snatchers are defeated, the baby dragon crawls
into the nest, settles among the broken eggshells, and
Attack falls asleep.
Bite. Melee Weapon Attack: +4 to hit.
Hit: 1d6 + 2 piercing damage. Moving the Adventure Forward
Before the characters can do anything else, the mother dragon
returns! Read the following:

This combat runs the same way as in “Encounter 2: Living A loud crash erupts from high above. Chunks of ice and snow fall
Icicles.” Refer to the DM Tip in that encounter to remind the around you as an enormous silver dragon bursts through a
players how to make melee and ranged attacks if you needed. frozen section of the cavern ceiling. The dragon plummets and lands
before you, frigid air streaming from between sharp teeth.
Taking Turns “What is happening here?” the dragon roars.
Let the characters act first, starting with the player on your left
and going clockwise. Ask each player what they want to do.
After all the players have acted, any undefeated egg snatchers The characters have some explaining to do! Proceed to the
attack. Each monster that still has hit points moves to a different Conclusion.
character and makes an attack with their bite.
Roll a d20 and add the attack modifier (+4) to the roll. If the
total equals or exceeds the Armor Class of the character being
attacked, the attack hits. Roll 1d6 and add the damage modifier
(+2). Tell the player to subtract that damage from their hit points.
If the attack misses, nothing happens. Either way, describe the
attack. Perhaps a bite clamps around an ankle, or maybe the
egg snatcher breaks a tooth on a piece of armor.

12 | Dragon Eggs and Soaring Silver TM & ©2023 WIZARDS OF THE COAST LLC. For personal, non-commercial use only; do not redistribute.
Rorn can also share details of what happened to her eggs:
Conclusion • Rorn recently made her lair here to prepare for the hatching of
her wyrmlings. She drove away the dangerous ice trolls who
Estimated Time to Play This Encounter: 10 minutes lived here.
• As her eggs were getting close to hatching, the ice trolls attacked
The angry silver dragon waits for the characters to explain Rorn and stole one of her eggs. Rorn chased the egg thieves and
themselves. This is an opportunity for the players to roleplay as has been gone from the lair for several hours.
their characters. • The ice trolls took the egg into a tunnel in another mountain,
During the conversation, you can have the dragon reveal that but Rorn couldn’t fit into the tunnel. She doesn’t know where it
her name is Hysvearorn (Rorn for short). "The Dragon" section might lead.
below gives you more information to help you roleplay the
silver dragon. The rescued wyrmling tells its mother what happened to it, which
If the players are reluctant to speak, ask one of the following Rorn can also share with the characters:
questions:
• The wyrmling hatched while Rorn was chasing the egg thieves.
• “The dragon has asked you what you are doing here. What Finding itself alone, it wandered from the lair and into the forest.
do you say?” • The characters found the wyrmling and took good care of it on
• “How does your character feel about standing before an the way home.
incredibly angry dragon the size of a small house?”
• “What can you do or say to the dragon to prove to her that you More Wyrmlings!
came here to return her baby?” As the characters speak with Rorn, the other two eggs hatch.
Rorn watches carefully as the wyrmlings break their shells and
As long as the characters don’t do anything silly, Rorn quickly then crawl over to nuzzle their mother. She pulls some frozen
realizes they aren’t here to steal her eggs, but are returning her meat from the nest and feeds them.
baby instead.
The Reward
After the two other baby dragons hatch, Rorn speaks to the
DM Tip
characters. Read the following:
Dragons are incredibly powerful. If the players decide to have their char-
acters attack Rorn, you can handle the situation in different ways:
• The dragon looks at them with disappointment and tells them to stop Rorn thanks you again for your help. "Please, take these as a sign of
being silly. my gratitude.” She digs into the snow where the eggs were set and
• Ask the characters to make Nature checks, then tell the character with pulls out a small shiny diamond for each of you.
the highest check that they know a dragon this powerful could defeat all “More importantly, you have already bonded with my first hatch-
the characters easily. ling. He deserves to continue to learn what it is like to grow up in the
• Let the characters make attacks or cast spells if they like, then tell realm of people. Would you be willing to take him back to your settle-
them that the dragon ignores those attempts to harm her. ment and raise him? I will watch over your area to help you out, and
• If the characters continue acting in a hostile or belligerent manner, I’m always here if you have any questions.”
Rorn uses her magical dragon breath on them. This leaves the char- The dragon continues. "I have another request for you. When I find
acters unhurt but unable to move. She then leaves them outside the the exact location where the ice trolls took my final egg, would you
mountain unharmed, but they don't get any reward from her. retrieve it, so my child can be safe from whatever the ice trolls have
planned for them?”

The Dragon Let the characters react to Rorn’s offer. No matter how the
Here are some characteristics of the silver dragon you can use characters respond to Rorn's requests, she is kind and polite to
to roleplay her: them if they are kind and polite to her.

• Hysvearorn is an adult silver dragon. Her full name translates to Treasure


“Soaring Silver.” Each of the small diamonds is worth 50 gold pieces. Each
• She tells the characters to call her Rorn, since it’s easier for non- character can add this to their character sheet under “Other
dragons to say than her full name. Equipment.”
• If the characters explain what happened, the dragon quickly
calms down and thanks them for rescuing her baby. Return to Pinebrook
• Rorn is friendly when not angered, and she likes people. In At the conclusion of the conversation, Rorn shows the characters
peaceful times, she likes to spend her time sharing stories a secret passage that leads from the mountain, which ends the
with folks. characters' adventure ... for now!
• If the characters ask about the name “Nytha” that the baby
dragon said, Rorn explains that it means “Mama” in the
Draconic language.
• Rorn says dragons call their young "wyrmlings," not babies.

TM & ©2023 WIZARDS OF THE COAST LLC. For personal, non-commercial use only; do not redistribute. Conclusion | 13
Appendix A
Common Draconic Common Draconic Common Draconic
above.............................. svern
enchanted....................... levex
after.................................ghent scroll................................... sjir
enemy.............................. irlym
air.....................................thrae secret............................. irthos
evil................................ malsvir
and......................................vur see....................................ocuir
far...................................... karif
animal......................... baeshra shadow............................sjach
fire......................................ixen
armor................................ litrix silver....................................orn
flee.................................osvith
arrow............................... svent skin..................................molik
fly...................................austrat
ash.................................vignar small..................................kosj
food.......................... achthend
axe..................................garurt smart........................ othokent
foolish.......................... pothoc
bag................................. waeth so...................................... zyak
forest..............................caesin
battle........................... vargach soar..............................hysvear
friend............................. thurirl
beautiful........................... vorel song................................miirik
gem.............................kethend
before........................... ghoros sorcerer......................vorastrix
give................................. majak
behind............................... zara speak............................renthisj
gnome........................... terunt
beside............................. unsiti stone.............................ternesj
go.................................gethrisj
big.................................turalisj storm............................kespek
gold.................................. aurix
black................................ vutha strong........................versvesh
good...........................bensvelk
blue..................................ulhar student......................... thurae
green............................ achuak
bow................................... vaex sword................................ caex
hate................................dartak
brass................................ auraj take.................................... clax
home......................... okarthel
bravery......................sveargith talk................................... ukris
human.....................munthrek
bronze............................... aujir thief................................ virlym
in................................. persvek
burn............................ valignat through........................erekess
leader.......................... maekrix
but..................................... shar travel............................ ossalur
magic..........................arcaniss
cave................................ waere treasure......................... rasvim
many...........................throden
century.............................ierikc ugly.................................. nurh
meat...............................rhyaex
claw......................................gix under.......................... onureth
mountain..................verthicha
copper.............................. rach valley................................. arux
name............................ominak
dance............................... vaeri victory.............................. vivex
near.................................leirith
danger............................. korth want.................................. tuor
night........................... thurkear
day..................................... kear war................................... aryte
no....................................thrice
dead...................................loex water............................ hesjing
ogre..............................ghontix
demon...........................kothar we........................................ yth
on.................................shafear
die................................... loreat weapon.......................... laraek
peace.......................... martivir
dragon.......................darastrix white.............................. aussir
pet.................................. kosjirl
dwarf............................. tundar wizard..........................levethix
rain................................. oposs
earth..................................edar yes.................................... axun
red...................................charir
elf.............................vaecaesin you.....................................wux
rest.................................ssifisv

time to
Believe me‚ it took me quite som e
it greatly
learn Drac onic words ‚ but once I did‚
help ed my relationships with dragons.

14 | Appendix A TM & ©2023 WIZARDS OF THE COAST LLC. Permission is granted to photocopy this document for personal use only.
Credits
Designer: Shawn Merwin
Consulting Designer: Dan Dillon
Art Director: Bree Heiss
Editors: Janica Carter, Scott Fitzgerald Gray
Graphic Designers: Emma Ekblad, Zsolt Tóth
Cover Illustrator: Katerina Ladon
Interior Illustrators: Emily Fiegenschuh, Jim Nelson, Eva Widermann
Producers: Bill Benham, Siera Bruggeman
Product Manager: Natalie Egan
Senior Brand Manager: Shelly Mazzanoble

Special thanks to Quinn Carroll, the Hawes Family, Aurora Merwin,


and Beth Merwin

TM & ©2023 WIZARDS OF THE COAST LLC. For personal, non-commercial use only; do not redistribute. Dungeons & Dragons: Peril in Pinebrook | 15
EXPLORE THE MAGICAL
WORLD OF DRAGONS

Full of lore and lavish illustrations,


A Practically Complete Guide to Dragons
is the ultimate dragon-lover’s guide!

Available wherever books are sold.

dnd.wizards.com

TM & ©2023 WIZARDS OF THE COAST LLC.


Character Name: Shalefire Stoutheart

nickname
player name:
ARMOR CLASS: 16 RACE: DWARF HIT POINTS: 13
(Ring Mail Armor and Shield) CLASS: FIGHTER (Add or subtract your hit points here)

ATTACKS SKILLS
Name Modifier Damage Animal Handling +5
Handaxe +6 to hit 1d6 + 4, Melee Athletics +6
Shortbow +3 to hit 1d6, Ranged Perception +3 draw your character
20 Arrows Survival +3

OTHER EQUIPMENT DESCRIPTION


Crowbar (Check one per line, or write your own)
Rations (1 day) [ ] Grumpy or Enthusiastic [ ]
Rope (50 feet) [ ] Unkempt or Well-Dressed [ ]
[ ] Long-Haired or Bald [ ]
[ ] Proud or Humble [ ]

SPECIAL ABILITY NOTES


Once during this adventure, you can regain 6 hit points. You regain
these hit points either when you take your turn during combat or after
a combat ends. You can’t have more hit points than the hit points on
your character sheet.

TM & ©2023 WIZARDS OF THE COAST LLC.


Character Name: Noorah Eldenfield

nickname
player name:
ARMOR CLASS: 14 RACE: HALFLING HIT POINTS: 11
(Leather Armor) CLASS: ROGUE (Add or subtract your hit points here)

ATTACKS SKILLS
Name Modifier Damage Acrobatics +5
Shortsword +5 to hit 1d6 + 3, Melee Investigation +3
Shortbow +5 to hit 1d6 + 3, Ranged Perception +3 draw your character
20 Arrows Stealth +5

OTHER EQUIPMENT DESCRIPTION


Climber’s Kit (Check one per line, or write your own)
Rations (1 day) [ ] Excited or Calm [ ]
Thieves’ Tools [ ] Barefoot or Fancy Boots [ ]
[ ] Timid or Brave [ ]
[ ] Selfish or Generous [ ]

SPECIAL ABILITY NOTES


If you hit with an attack roll in the first round of combat during an
encounter, you roll two 6-sided dice (2d6) for damage and add your
damage modifier.

TM & ©2023 WIZARDS OF THE COAST LLC.


Character Name: Gallantine Birchenbough

nickname
player name:
ARMOR CLASS: 12 RACE: ELF HIT POINTS: 9
(No Armor) CLASS: WIZARD (Add or subtract your hit points here)

ATTACKS SKILLS
Name Modifier Damage Arcana +5
Fire Bolt +5 to hit 7, Ranged History +5
Quarterstaff +3 to hit 1d6, Melee Nature +5 draw your character
Perception +3

OTHER EQUIPMENT DESCRIPTION


Blank Book (Check one per line, or write your own)
Ink and Pen [ ] Very Young or Very Old [ ]
Mirror [ ] Absent-Minded or Focused [ ]
Rations (1 day) [ ] Silver-Haired or Golden-Haired [ ]
[ ] Soft-Spoken or Loud [ ]

SPECIAL ABILITY NOTES


Twice during this adventure, instead of using one of your regular attacks, you can cast a spell called magic
missile. When you cast this spell, three missiles of magical force automatically hit any creatures you can see,
without needing d20 rolls. You can hit the same creature with all three missiles, or you can hit different creatures
with fewer missiles, as long as you use three missiles total. Each missile automatically deals 3 damage.

TM & ©2023 WIZARDS OF THE COAST LLC.


Character Name: Evandon Haart

nickname
player name:
ARMOR CLASS: 14 RACE: HUMAN HIT POINTS: 11
(Scale Mail Armor) CLASS: CLERIC (Add or subtract your hit points here)

ATTACKS SKILLS
Name Modifier Damage Athletics +3
Mace +5 to hit 1d6 + 3, Melee Insight +5
Shortbow +2 to hit 1d6, Ranged Perception +5 draw your character
20 Arrows Religion +5

OTHER EQUIPMENT DESCRIPTION


Holy Symbol (Check one per line, or write your own)
Rations (1 day) [ ] Graceful or Clumsy [ ]
Rope (50 feet) [ ] Silly or Serious [ ]
[ ] Polished Armor or Tarnished Armor [ ]
[ ] Peaceful or Warlike [ ]

SPECIAL ABILITY NOTES


Twice during this adventure, you can cast a spell called cure wounds on yourself or
another creature. You can cast this spell instead of using one of your regular attacks, or
after a combat ends. When you do this, the creature you cast the spell on regains 7 hit
points. A character can’t have more hit points than the hit points on their character sheet.

TM & ©2023 WIZARDS OF THE COAST LLC.


Player Reference Sheet
This sheet contains explanations, definitions, and helpful advice on being a player in this Dungeons & Dragons game.

D&D Terms Insight. The Insight skill helps you understand situations
involving what other creatures are feeling, including how they
d20. A 20-sided die is also known as a d20. feel about you.
d6. A 6-sided die is also known as a d6. Investigation. When you study a situation and figure out what’s
d20 Roll. A d20 roll is a roll of a 20-sided die plus any modifiers. going on based on clues, you use the Investigation skill.
A d20 roll is compared to a Difficulty Class number or Nature. Your knowledge of the natural world is covered by the
an Armor Class number to see if the action you use the roll Nature skill.
for succeeds. Perception. The Perception skill lets you notice things that are
Difficulty Class (DC). A Difficulty Class is the number that hard to detect or that are hidden.
tells how hard it is to use a skill. When you make a d20 roll to Religion. Knowledge of the gods and their powers is covered by
use a skill, you need to equal or exceed the DC to use the skill the Religion skill.
successfully. Stealth. The Stealth skill lets you sneak around without being
Armor Class (AC). Armor Class is the number that tells how seen or heard.
hard it is to hit a creature with an attack roll. When you Survival. The Survival skill covers lots of activities for
make a d20 roll as an attack roll, you need to equal or exceed staying safe in nature, including tracking animals and finding
a creature’s AC to hit them and deal damage. food or water.
Hit Points. Hit Points is the number that shows how much
damage a creature can take before they fall unconscious or
are defeated. D&D Spells, Weapons, Equipment
Action. What your character does on their turn during a
game of D&D is their action. Actions include attacks, using Climber’s Kit. A climber's kit includes special spikes, boot tips,
skills, and more. gloves, and a harness to help you ascend a wall, a cliff, or some
Encounters. Encounters are the scenes that take place during a other vertical surface.
D&D adventure. Crowbar. A crowbar is a heavy piece of iron used for smashing
Advantage. When you attempt an action while circumstances open or prying open doors and other objects.
make success more likely, you roll two 20-sided dice for your Cure Wounds. Cure Wounds is a spell that allows you to heal
d20 roll, then use the higher roll. damage taken by a creature (including you).
Disadvantage. When you attempt an action while Fire Bolt. The Fire Bolt spell shoots a blast of magical fire at
circumstances make failure more likely, you roll two 20-sided one enemy.
dice for your d20 roll, then use the lower roll. Handaxe. A handaxe is an axe you can hold in one hand that is
Dungeon Master (DM). The Dungeon Master is the person built to be used in combat.
acting as the lead storyteller, the keeper of secrets, and the Holy Symbol. A holy symbol is a small object that represents your
referee in a game of D&D. god’s power. If you are a cleric, your holy symbol allows you to
Roleplaying Game (RPG). D&D is a roleplaying game, use that power to cast spells.
where players use characters to take part in a story as the Leather Armor. Leather armor is a suit of armor made from
game unfolds. hardened animal skins. It is light and easy to wear.
Adventure. A story you play through with your character in a Mace. A mace is a weapon consisting of a blunt piece of metal on
game of D&D is called an adventure. the end of a handle.
Character Sheet. The information about a character that a Magic Missile. A Magic Missile spell sends out three missiles of
player refers to in a game of D&D is listed on a character magical force, which automatically hit without needing
sheet. The character sheet tells a player who their character is d20 rolls.
and what they are good at. Quarterstaff. A long piece of heavy wood, a quarterstaff can be
used as a walking stick or as a weapon.
Rations. Rations are food you take on adventures. They include
D&D Skills dried meat and fruit to eat, and water to drink.
Ring Mail Armor. Ring mail armor is a suit of armor made
Acrobatics. The Acrobatics skill is your character’s ability to do of small interlocking metal rings. It is heavy for maximum
physical tricks and have good balance, like an expert gymnast. protection.
Animal Handling. Keeping animals calm and getting them Scale Mail Armor. Scale mail armor is a suit of armor made from
to do what you want can be accomplished with the Animal small, flat pieces of overlapping metal plates sewn together. It is
Handling skill. heavier than leather armor but lighter than ring mail armor.
Arcana. Arcana determines what you know about magic and Shortbow. A shortbow is a light bow used to shoot arrows at
how magic is used. enemies from range.
Athletics. Activities that require strength, such as lifting heavy Shortsword. A shortsword is a light sword that can be easily
objects or breaking down doors, can be accomplished with swung in one hand.
the Athletics skill. Thieves’ Tools. Thieves’ tools are a kit containing lockpicks and
History. The History skill tells you what you know about what’s other tools for opening locks and disabling traps.
happened in the past.

Permission is granted to photocopy this document for personal use. TM & © 2023 Wizard of the Coast LLC.
Tips for Players
Here are some tips for you and other players that can help
everyone enjoy a great game of Dungeons & Dragons:

Be a Good Teammate. D&D is a cooperative game, meaning that


everyone should work together to have fun.
Think About Your Characters’ Actions. Unlike other games
where rules limit you, D&D allows you to have your character do
anything. But just because you can do anything in the game
doesn’t mean you should. Remember that there are things your
character is good at, and other people are trying to play too. Let
everyone participate, especially if it’s their turn and they want to
do something their character is good at.
Be Supportive. Discuss plans with the other players and the
DM, and work to help other people do things. Give suggestions
when necessary, and encourage the other players on their turns.
Be respectful if another player decides to do something
that you wouldn’t do.

Permission is granted to photocopy this document for personal use. TM & © 2023 Wizard of the Coast LLC.

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