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Page 1: MMT056 Diablo2FastPlay.qxd 11/24/99 1:56 PM Page 1the-eye.eu/public/Books/rpg.rem.uz/Dungeons & Dragons/D&D... · 2017. 9. 10. · How Do We Play? The D&DFast-Play Gameisn’t a computer

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Key

=10 Feet Monster Shrine Door

The BLoodsTone TOMb

WhaT is This?You’ve played the computer RPG.Now try the world’s greatestadventure game! This is theDungeons & Dragons® gameset in the dark, deadly world ofDiablo II. It’s an RPG experiencewithout your computer.

This demo gives you the feel ofplaying the Dungeons &

Dragons game, where you andyour friends take on the roles ofimaginary heroes right out of theDiablo II computer game—theAmazon, Barbarian, Paladin, andSorcerer.

The full D&D® game containsall sorts of options to help youcreate your own Diablo II

campaign. The back page of thisFast-Play Game has moreinformation. Check it out afteryou’ve played this adventure.

CrediTsDesign: Bill Slavicsek

& Jeff GrubbEditing: Kim MohanIllustrations: rk postCartography: Todd GambleArt Direction/Graphic Design:

Mark PainterThanks: Michael Dashow,

Stieg Hedlund, MattHouseholder, MichioOkamura, Cindi Rice,Bill Roper, Paul Sams,Mike Selinker, Phil Shenk

Based on the original Dungeons & Dragons® gameby E. Gary Gygax and Dave Arneson

DIABLO is a trademark and BLIZZARDENTERTAINMENT is a trademark or registeredtrademark of Davidson & Associates, Inc. in the U.S.and/or other countries. All DIABLO characters,character names, and the distinctive likenesses thereofare trademarks owned by Blizzard Entertainment.©1999 Blizzard Entertainment. All rights reserved. Advanced Dungeons & Dragons, Dungeons & Dragons, D&D, Dungeon Master, Montrous Manual, and the Wizards of the

Coast logo are registered trademarks owned by Wizards of the Coast, Inc. All D&D characters, character names, and the distinctivelikenesses thereof are trademarks owned by Wizards of the Coast, Inc. ©1999 Wizards of the Coast, Inc. All rights reserved.

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How Do We Play?The D&D Fast-Play Game isn’t a computergame. In fact, it isn’t like any other gameyou’ve played. There’s no board, no playingpieces, no disk. All you need is yourimagination, this booklet, and at least threesix-sided dice.

One of the players is called theDungeon Master, or DM. The DM’s incharge of running the game. The beststoryteller in your group should be the DM.Stop reading this adventure now and givethis booklet to the player who will be the DM.

The DM coordinates the action, tells theother players what their characters see andhear, and resolves battles. If you’re the DM,you’re two parts storyteller, one part CPU,with a little bit of “banker” and stagemanager thrown in.

If you’re the DM, you run the world, andeverything in it does your bidding.

The other players run the heroes. Theheroes influence the world with everyaction they take. When the DM presents asituation—such as a dark tomb full ofdeadly goat demons—the players tell theDM what their hero characters are doing.The heroes of DIABLO II slay monsters,rescue villages, and collect treasure andmagical items. If the heroes survive theadventure, the players win the game.

The HeroesThere are four character sheets in the centerof this booklet. Each describes one of theheroes in this adventure. Remove the sheetsand give them to the players so they caneach choose a DIABLO II hero.

(The DM doesn’t get a character sheet.You get this adventure and all the monstersand other DM characters within it.)

While the players take a few moments toexamine their character sheets, you shouldkeep reading this booklet.

The GameSessionHow does this work? The Fast-Play Gamewalks you through a D&D adventure set inthe world of DIABLO II. It presents therules when you need them so you don’t haveto memorize anything to play.

You follow the directions, describingsituations and adding your own details asthe adventure plays out. You react to whatthe players want their characters to do, sothat the adventure environment remainsunpredictable. You also get to play the rolesof the monsters and any other charactersthat may appear in the adventure.

All of the action takes place throughdiscussion and dice rolling. Nobody shouldrun around the table or try any stunts—thisis make-believe!

Players can speak “in character” (I attackthe Bloodhawk”) or refer to their charactersin the third person (“The Barbarian attacksthe Bloodhawk”), depending on how theyare more comfortable playing. You can usedifferent voices and sound effects for themonsters, or you can describe scenes like anarrator in a movie.

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Once the players have looked over theircharacter sheets, you can start the adventure.Remember, only read the Red Text to theplayers. Usually, the Red Text ends with aquestion for the players—”What are yourheroes going to do?” At this point you turnthings over to the players. They decide iftheir characters are going to open a door,fight a monster, run away, or do somethingelse entirely. It’s up to them.

The players tell you what their heroes aredoing; they don’t all have to do the samething. You tell them the results of theiractions, using what’s presented in thisadventure. When the heroes try to dosomething that isn’t covered in thisadventure, you get to decide what happens.How? Just make it up! Even better, youshould feel free to add details to each sceneso that the adventure is uniquely your own.That’s the fun of the D&D game.

It’s that simple. So turn on yourimagination and read this to the players tobegin the game:

Each of you is playing the role of one ofthe heroes from the world of DIABLO

II. It’s a world of dark fantasy, a

world haunted by evil. Much of thetrappings resemble the medieval age, butwith lots of magic and monsters thrown in.If your heroes do well, they gain power andexperience, surviving to take on anotherquest or participate in a new adventure.

I’m the Dungeon Master for thisadventure. I’ll describe what the characterssee and hear, you’ll tell me what your heroesare going to do based on those descriptions,and together we’ll tell an exciting story.Ready? Let’s begin.

Tell the players to describe their charactersto each other. Then read:

You and your companions are travelingthrough the wilderness when you comeupon a terrible sight. In an open field in theshadow of a rocky hill, you see the shatteredremains of a merchant caravan. Overturnedwagons, scattered crates of vegetables andcrafts, slaughtered horses and pack animals,and a variety of broken weapons litter thearea. It’s obvious a fierce battle took placehere in the recent past, as wet blood paintsthe shattered wagons and spoiled goods.There are no bodies, however. Not onemerchant or caravan guard can be spotted

When Demons Walked The World …

Dungeon MasTer AidsThe following visual aids are used herein to help you run this adventure.

The MapLocated on the inside front cover, it’s foryour eyes only. It shows where the action occurs.

Red Text Called a “Read-Aloud.” Read this text outloud to your players to describe what thecharacters see and hear.

Boxed Text contains rules for running a scene. Don’t readboxed text to the players, but do follow thedirections and advice contained therein.

Everything else in this adventure is for theDM. We tell the DM everything, but theplayers should figure things out through thecourse of play. Don’t read anything that isn’tRed Text to the players.

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among the wreckage. Then you notice anopening in the hillside nearby. It isn’t a cave.It’s a stone doorway, open to the darknesswithin. From somewhere inside that darkdoorway, you hear a pitiful scream. “Help me!”the frightened voice pleads. “Please help me!”

What are you going to do?

Ask each player what his or her hero isdoing. The heroes have a couple of options,though eventually you want them toinvestigate the door into the hillside. They canwait to see what happens. They can examine

the door. They can enter the door. They canleave. Find the action listed below that comesclosest to what the heroes are doing andfollow the directions.

A. WaitThe heroes wait to see what happens. Nothingemerges from the doorway, but they continueto hear the pitiful screams and cries for helpcoming out of the opening. After about 15minutes (game time, not real time), they heara final scream of agony and then nothing butsilence. Ask the players again: What are yourheroes doing?

B. Examinethe Door

The door is made of stone, set in an ancientstonework frame. It hangs about halfwayopen, revealing nothing but darkness within.If any of the heroes ask to make a closerinspection of the door, have the players ofthose heroes make Intelligence checks.

To make an Intelligence check, a player rollsthree dice. If the total is less than his or herhero’s Intelligence score, the hero discovers animportant detail.

Any hero who successfully made a closerexamination of the door and doorway notices

the following details. Read:

There are a few splotches of wet bloodon the doorframe. You also notice savageclaw marks on the lower portions of the doorand doorframe.

C. Enter the DoorThe door leads to the first chamber shown onthe map (area 1). It’s extremely dark inside,and even swinging the door wide open doesn’thelp much because the hill’s shadow cloaksthe doorway. The heroes will need to igniteone of their torches to light up the room, andeven then the light barelyspills into a 20-foot circle,leaving much of thechamber in darkness.

If the heroes hesitated(they watched the door andwaited to see what wouldhappen), then they hear anangry screech when theylight a torch or enter theroom. “Scrrawwk!Scrrawwk!”

If the heroes actedquickly (they didn’t watchand wait), then they hear aweak call for help whenthey open the door, light a torch, or enter theroom.“Help me, please help me!” a weak voicecalls from the darkness. “It’s killing me!”

When the heroes enter the door, go to “1: Bloodhawk Nest.”

D. LeaveThis is always an option, but it’s not a veryexciting one. Encourage the players to presson; otherwise the game is over. Obviously,the Paladin should want to aid whoevermight still be alive inside the hill.

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DM Secret: Using VoicesWhenever the heroes run into amonster or a DM character, getdramatic. Use a deep, evil voicewhen you talk for the FallenShaman. Add a screech or twoto your descriptions when theBloodhawk attacks. Growlwhen the heroes meet theHellhound. It’s fun, it helps youget into character, and it setsthe tone for the adventure.

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The other heroes should see anopportunity to defeat evil and explore

a mystery—tasks that usually includeacquiring treasure. If the heroes still decide

to move on, this adventure ends.

1: Bloodhawk NesTWhen the heroes enter the first chamberunder the hill, they stumble into a nest ofBloodhawks. This scene assumes that theheroes are using a torch. If they don’t light oneof their torches, alter the description toaccount for just what they can hear and smell.Then let them stumble around in the dark asthe Bloodhawks easily rip them to shreds. Seethe note below on fighting in the dark.

Read the following out loud when theheroes enter the room:

The putrid smell of death and decay fillsthis dank chamber. The screeching is louderinside. It’s the sound of some large, angry bird.You step in a puddle of gore on thecobblestone floor, and then a rush of wingserupts from the shadowy corner and twodemonic vultures swoop toward you, theirrazor-sharp talons extended menacingly.

Look at the map on the inside front cover. It shows the first chamber in this ancienttomb. There’s a door on the left wall, but theheroes haven’t noticed it yet. The Bloodhawks’nest is on the right, and they quickly cross theroom to attack. There are two Bloodhawks in this room.

A. The MerchantThe Bloodhawks carried off one of themerchants from the caravan and brought himto their nest. If he’s still alive, he calls to the

heroes. “Kill them! Kill those foulcreatures and I’ll pay you

handsomely!”

If the heroes took too long to get to thischamber, the merchant is dead. They canexamine his body after they’ve defeated theBloodhawks.

B. The Bloodhawk BattleThe Bloodhawks hate to be disturbed,especially when they’re in the middle ofdinner. Besides, any intrusion into thischamber is seen by the Bloodhawks as anattack on their nest. Up to two heroes canattack one Bloodhawk; a Bloodhawk canattack one hero at a time. The action takesplace in combat rounds.

In a combat round, each hero makes oneattack (or uses a skill). If the attack succeeds,the hero’s player makes a damage roll. Thenyou make one attack for each Bloodhawk,rolling for damage if a Bloodhawk successfullyhits a hero. As DM, you get to run theBloodhawks as you see fit. You decide whichheroes get attacked and what the Bloodhawksdo in the round.

If there are still heroes and monstersstanding after the first round, play throughanother round. Keep playing through roundsuntil the monsters have been defeated or theheroes have fallen.

Continued on Page 9

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Ability ScoresStrength 16Dexterity 17Constitution 14Intelligence 12Wisdom 13Charisma 16

To-Hit Number 11To make an attack, roll three dice. If you roll 11 or better, your attack succeeds.

Damage 1D+1When the Amazon hits, roll one die and add 1 to the result.

Mana 4To use a skill, the hero spends a Mana point. Mark offone Mana box.

Life 14

© 1999 Blizzard Entertainment/Wizards of the Coast, Inc. All rights reserved.

Ability ScoresStrength 18Dexterity 15Constitution 16Intelligence 8Wisdom 9Charisma 10

To-Hit Number 10To make an attack, roll three dice. If you roll 10 or better, your attack succeeds.

Damage 1D+3When the Barbarian hits, roll one die and add 3 to the result.

Life 18

© 1999 Blizzard Entertainment/Wizards of the Coast, Inc. All rights reserved.

Mana 4To use a skill, the hero spends a Mana point. Mark offone Mana box.

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TreasureRecord any gold and treasure the hero findshere. __________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________WeaponsBattle Ax

Damage: Roll one die and add 3

SkillsBash (1 Mana point)

The Barbarian calls upon his spirit totem tomake a more powerful attack. On the nextsuccessful attack, roll three dice to determine damage.

EquipmentIn addition to his battle ax, the Barbariancarries:

A torchSome rations

Who Is the Barbarian?The Barbarian was raised among the tribesbeyond the civilized world. He is a sturdy andpowerful warrior who identifies with theanimal spirits that fill the world. He has feltthe presence of the unnatural evil thatthreatens to destroy the land, and he hasvowed to combat it.

Who Should Play theBarbarian?If you want to play an extremely powerful,exceedingly brave warrior who uses his mightand muscle to defeat evil, you should selectthe Barbarian.

TreasureRecord any gold and treasure the hero finds here. ___________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________WeaponsJavelin

Damage: Roll one die and add 1

SkillsPower Strike (1 Mana point)

The Amazon focuses her energies to delivera powerful jolt of lightning on her nextsuccessful hit. This hit inflicts a lot of damage.Roll two dice and add 2.

EquipmentIn addition to her javelin, the Amazon carries:

A torchSome rationsA coil of rope, 50 feet long

Who Is the Amazon?The Amazon comes from the South Sea plains.She is a mercenary who travels the land, seekingto drive evil back into the darkness whilebuilding her personal reputation and fortune.

Who Should Play the Amazon?If you want to play a skilled fighter who isfiercely independent and looking to fight evilwhile making a name for herself, you shouldselect the Amazon.

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Mana 6To use a skill, the hero spends a Mana point. Mark offone Mana box.

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Ability ScoresStrength 17Dexterity 14Constitution 15Intelligence 10Wisdom 14Charisma 17

To-Hit Number 9To make an attack, roll three dice. If you roll 9 or better, your attack succeeds.

Damage 1D+2When the Paladin hits, roll one die and add 2 to the result.

Life 16

© 1999 Blizzard Entertainment/Wizards of the Coast, Inc. All rights reserved.

Ability ScoresStrength 11Dexterity 15Constitution 10Intelligence 16Wisdom 13Charisma 17

To-Hit Number 12To make an attack, roll three dice. If you roll 12 or better, your attack succeeds.

Damage 1DWhen the Sorceress hits, roll one die.

Life 12

© 1999 Blizzard Entertainment/Wizards of the Coast, Inc. All rights reserved.

Mana 8To use a skill, the hero spends a Mana point. Mark offone Mana box.

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TreasureRecord any gold and treasure the hero findshere. ___________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________________

WeaponsStaff

Damage: Roll one die

SkillsFire Bolt (1 Mana point)

The Sorceress casts a bolt of fire from herfingertips, automatically striking a singletarget. Roll one die and add 1 for damage.Charged Bolt (3 Mana points)

The Sorceress casts three bolts of lightning,automatically striking a single target. Rollthree dice for damage.

EquipmentIn addition to her staff, the Sorceress carries:

A torchSome rationsChalk

Who Is the Sorceress?The Sorceress is an expert spellcaster who cancall forth fire and lightning to do her bidding.She understands the struggle between Orderand Chaos, and is a valuable member of theadventuring party.

Who Should Play the Sorceress?If you want to play an intelligent scholar ofthe arcane arts who uses her brains andmagical skills to defeat evil, you should selectthe Sorceress.

TreasureRecord any gold and treasure the hero finds here. _____________________________________________________________________________________________________________________________________________________________________________________________________________________________________________

WeaponsLong Sword

Damage: Roll one die and add 2

SkillsPray (1 Mana point)

The Paladin invokes the holy powers of theLight to heal himself or another character,restoring Life points. Roll one die and restorethat many points of Life.Might (2 Mana points)

The Paladin invokes the holy powers of theLight to make a more powerful attack. On thenext successful attack, roll three dice todetermine damage.

EquipmentIn addition to his long sword, the Paladincarries:

A torchHoly symbol of the LightFlint and steel

Who Is the Paladin?The Paladin is a battle-ready warrior who fightsfor what he believes is just and right. Hefollows the teachings of the Order of the Light,which fills him with strength and holy power.

Who Should Play the Paladin?If you want to play a skilled fighter whoenjoys helping others and fights evil as part ofa holy mission, you should select the Paladin.

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Heroes Attack:The players make the attack rolls for theirheroes. To make an attack roll, a player rollsthree dice.

If the total is less than the hero’s To-Hitnumber, the attack misses.

If the total is equal to or greater than thehero’s To-Hit number, the attack succeeds.

When an attack succeeds, a player makes adamage roll (as listed on the hero’s charactersheet). You record the damage on theBloodhawk Life chart, below. When aBloodhawk’s Life boxes are filled, it dies.

A Note on Darkness: If the heroes arefighting in the dark (none of the heroes lit atorch), then they are at a disadvantage. Whenfighting in darkness, the heroes roll two diceto attack instead of three.

After each hero has had a chance to attack once(or use a skill), then it’s the Bloodhawks’ turn …Bloodhawks Attack:You roll for the Bloodhawks. The Bloodhawkshave a To-Hit number of 12. Roll three dice. Ifthe total equals or exceeds 12, a Bloodhawkhits. If a Bloodhawk hits a hero, roll one die

of damage.

Make an attack roll for each Bloodhawk, justlike the players did for each hero. If aBloodhawk inflicts damage, the hero’s playerrecords it in the Life boxes on the charactersheet. When a hero’s Life boxes are filled, thehero dies.

Bloodhawk LifeBloodhawk 1

Bloodhawk 2

C. Exploring the RoomThe room can’t be explored until theBloodhawks are defeated. Once the battleends, the heroes see:

There’s a door on the left-hand wall that seems to leaddeeper into the hillside. There’s a nestcomposed of decayed flesh and fur in the farcorner, and a merchant lies on the floor besidethe nest.

If the merchant is alive, he explains whathappened.

“My caravan was attacked by demons!” hesays. “Small, horned creatures—they killed uswith murderous glee! But listen! They took thebodies into this ancient tomb. And I believesome of the merchants and guards were stillalive! There were 12 of us inthe caravan, so perhaps 11still live. Save them, and Iwill reward you with evengreater riches when wereach the town.”

Alive or dead, themerchant has a pouch filledwith 50 pieces of gold. Hegives this to the heroes andpromises an equal amountfor every caravan memberthey save. He’s too hurt toaccompany them or evenmove on his own. Theheroes can leave him, ormove him out into one ofthe wagons, or the Paladincan heal his wounds. (Hewon’t go deeper into thetomb, no matter what hiscondition is.)

The nest contains bodyparts and other foul matter.As the heroes watch,another Bloodhawk starts toform within the nest. Tokeep the creatures fromreturning, the nest must be

Continued from Page 4

DM Secret: Winging ItPlayers will eventually trysomething that isn’t covered inthis Fast-Play Game. That’s oneof the cool things about thegame, and the reason it worksbest with a live DM. As theDM, you consider a player’saction and judge howsuccessful the hero is.

When a situation comes upthat you don’t have an answerfor, make something up! Ifyou’re fair, consistent, andhaving fun, everything willturn out fine. “Winging it” is aperfectly acceptable tactic forhandling the unexpected.

Just consider the situation.What is the player trying tohave his or her character ac-complish and how likely is it tosucceed? If necessary, call for anAbility check. (Roll three dice.If the result is less than thechosen Ability Score, the check succeeds.)

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burned to ashes. If not, anotherBloodhawk forms, and it attacks the

heroes before they leave the room. It has thesame attack information as the other Bloodhawks.The door is locked. A hero will have to bash

it open.

To bash open a locked door, a hero makes aStrength check. To make a Strength check, aplayer rolls three dice. If the total is less than

his or her hero’s Strength score, the doorswings open. When the heroes enter the door,go to “2: A Short Corridor.”

2: A ShorT CorridorAsk the heroes how they are walking downthis corridor. They can walk two to a square sothat they are spaced out four across, or theycan walk in pairs, or they can travel single file.You want to have them determine whichcharacter is standing where in the lineup.

This corridor leads to another door. Thedoor isn’t locked. However, as the heroes walktoward the door, they hear a frighteningsound. Read:

Something large seems to be movingaround beyond the door ahead. You also hear aconstant, powerful growling that sounds a lotlike the rumble of thunder.

3: The HellhoundThe thunderous growl comes from the largeHellhound that occupies this room. It startsout in the far left corner of the chamber. It’s alarge-headed reptilian creature that’s aboutseven feet tall. As soon as the heroes open thedoor, it breathes a bright ball of lightning thatrushes forward. Read:

A bright light from across the room rushestoward you. It appears to be a crackling ball ofelectricity, and before you can react it’s on topof you!

The ball of lightning strikes the front line ofheroes. If they were marching in single file,then the hero in front bears the brunt of thisattack—he or she takes two dice of damage. Ifthey were marching two or four across, thenthe two heroes who enter the room first splitthe damage—they each suffer one die ofdamage.

A great reptilian beast, lightning cracklingaround its oversized head, stands in thechamber’s far corner. It seems that thelightning ball came from the creature itself!You also spot four humans who appear to befrom the merchant caravan. They seem to beunconscious but alive. The creature roars,showing great rows of sharp teeth. Then itcharges, rushing toward those still reelingfrom the electrical discharge.

The Hellhound fights the rest of this battlein a more traditional manner, attacking withits teeth and claws. After the lightning attack,the heroes get to act before the Hellhoundgets a chance to strike again.

Heroes Attack:The players make the attack rolls for theirheroes. To make an attack roll, a player rollsthree dice.

If the total is less than the hero’s To-Hitnumber, the attack misses.

If the total is equal to or greater than thehero’s To-Hit number, the attack succeeds.

When an attack succeeds, a player makes adamage roll (as listed on the hero’s charactersheet). You record the damage on theHellhound Life chart, below. When theHellhound’s Life boxes are filled, it dies.

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After each hero has had a chance to attackonce (or use a skill), then it’s the Hellhound’s turn …

Hellhound Attacks:You roll for the Hellhound. The Hellhound

has a To-Hit number of 10. Roll three dice. If the total equals or exceeds 10, theHellhound hits. If the Hellhound hits a hero,roll one die and add 3 for damage.

Make an attack roll for the Hellhound. Itattacks one hero each round. If the Hell-hound inflicts damage, the hero’s playerrecords it in the Life boxes on the charactersheet. When a hero’s Life boxes are filled, the hero dies.Hellhound Life

Hellhound

After the heroes defeat the Hellhound, theyspot the door leading out of this chamber andthe four unconscious merchants. None ofthese men have been hurt badly, and theheroes can wake them up if they try. Themerchants warn that small demons have therest of their companions trapped in a roomdeeper in the tomb. The merchants won’taccompany the heroes. Instead, they’ll headoutside if the heroes let them.

There is nothing else in this room.

4: The Corridorof Doors

Read this to the players when the heroes enter this corridor:

This corridor ends in three closed doors.There’s a door on each wall at the far end ofthe corridor; one on the right, one on the left,and one straight ahead.

There’s a trick to this corridor. It involvesthe three doors.

The door on the right side of the corridoropens easily. Behind this door is a blank, stonewall. If the heroes release the door, it swings shut.

The door straight ahead leads to area 5. If theheroes enter this small room, go to “5: The Shrine.”

The door on the left side of the corridor islocked and can’t be opened by force.Unfortunately, that’s the way the heroes haveto go, so they’re going to have to figure outhow to open it. To open this door, the door onthe right must be open. A hero can hold itopen, or they can wedge something in thedoorway to keep it from shutting.

When the heroes get the door on the leftopen, they can enter “6: The Blood Stone Tomb.”

5: The ShrineWhen the heroes enter this small

chamber, read:

A sense of safety and well-being surroundsyou when you step into this small chamber. Ashrine to the Light occupies one wall, while adoor across the chamber seems to lead deeperbeneath the hill.

The shrine restores lost Life points to all heroes.Let the players erase any marked-off Life pointswhen the heros enter the room.

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The door on the far wall opens upona collapsed corridor. Tons of rock and

stone fill the passage, effectively blocking itoff. The heroes can’t move the rubble, nomatter how hard they try. This is a dead end.

6: The BloodSTone TombWhen the heroes enter this chamber, read:

Torches illuminate this chamber, but there’salso a crimson glow coming from the far sideof the room. There, jutting from the wall itself,is a heart-shaped crimson stone with lines ofobsidian shooting through it. It seems to pulsewith an inner glow, and thick red liquid dripsfrom its two open arteries.

You also spot four members of the caravan.They seem to be alive but unconscious, andthey are tied to stakes set against the right-hand wall.

Finally, you see a crowd of small, horneddemons dancing maniacally in the center ofthe chamber. One of them, slightly larger andbetter dressed than the others, directs theceremony. He hefts a stone goblet filled withthe red liquid, raises his voice in a languageyou don’t understand, and splashes the liquidat his captives. The other demons stop dancingand turn toward you, raising their crudeswords to battle.

These are Fallen Ones, diminutive demonsknown to be bad-tempered and violent. Thereare six of these demons; four in the squarecontaining the monster symbol that is closestto the entry door, and two in the far squarecontaining the monster symbol. (See the map,area 6, for placement.)

A Fallen One Shaman leads this group ofdemons. It starts in the far square with the two

lesser demons. While only two heroes canoccupy a single 10-foot square, up to

four of these small demons can

fill a 10-foot square. The demons are in themiddle of an arcane ceremony that requiresthe sacrifice of the human merchants. Thedemons fight to the death. You can have asmany as four of the demons team up to fight asingle hero. Play the demons any way youwish, but remember that the Shaman hasadditional powers that he can call upon.

Heroes Attack:The players make the attack rolls for their

heroes. To make an attack roll, a player rollsthree dice.

If the total is less than the hero’s To-Hitnumber, the attack misses.

If the total is equal to or greater than thehero’s To-Hit number, the attack succeeds.

When an attack succeeds, a player makes adamage roll (as listed on the hero’s charactersheet). You record the damage on the FallenOne Life chart, below. When a Fallen One’sLife boxes are filled, it dies.

After each hero has had a chance to attackonce (or use a skill), then it’s the Fallen Ones’ turn …

Fallen One Attacks:You roll for the Fallen Ones. The Fallen

Ones have a To-Hit number of 13. Roll threedice. If the total equals or exceeds 13, aFallen One hits. If a Fallen One hits a hero,roll one die for damage.

The Fallen One Shaman has a To-Hitnumber of 11. Roll one die and add 1

for damage. The Fallen One Shaman also has the ability

to cast a fireball at a single character eachround, instead of making a normal attack. Hecan only cast a fireball when he isn’t engagedin direct combat (a hero is swinging at hishead with a sword, for example). The fireballautomatically hits and causes one die of damage.

Make an attack roll for each Fallen One.

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Each demon attacks one hero each round. If aFallen One inflicts damage, the hero’s playerrecords it in the Life boxes on the charactersheet. When a hero’s Life boxes are filled, thehero dies.

Fallen Ones LifeShaman

Fallen One 1

Fallen One 2

Fallen One 3

Fallen One 4

Fallen One 5

Fallen One 6

When the Fallen Ones are defeated, read:

The last demon screams in pain as he falls toyour weapons and spells. With his death, theblood stone shatters into tiny crimson shards,and the evil trapped within explodes outwardand dissipates like mist before the sun.

With the demons beaten, theheroes can check out the room. The fourmerchants are alive. They can be untied andreturned for the reward. The door on the farwall leads out of the tomb, emerging on thefar side of the hill. They can exit through thisdoor. The door on the left-hand wall opensonto a staircase. Read:

The stairs beyond the door lead down into utterdarkness. You can feel evil emanating from belowlike a living thing, and you can hear unidentifiablesounds that make your blood run cold.

WhaT’s NexT?What foul horrors await our heroes? Whatdark depths do the mysterious stairs lead to?What evil plans are Diablo and his minionshatching? This Fast-Play Game is only the tip ofthe iceberg when it comes to the Dungeons

& Dragons game. The full game offerscomplete and comprehensive rules forcreating your own sword-and-sorceryadventures.

For more of Diablo II, look for theDungeons & Dragons Adventure Game,Diablo II Edition (shown on the back cover).It gives you everything you need to take thenext step: more rules—which means moreoptions and more excitement; more heroes tochoose from; more monsters to battle; moremagic and more equipment; and more ready-to-play adventures.

Then look for the Advanced Dungeons &

Dragons Player’s Handbook, Dungeon Master

Guide, and Monstrous Mannual™ Tome.When you’re ready, these books provide lots ofadditional material, including rules forcreating your own heroes. Look for theseproducts at a book or hobby store nearyou, or check out www.wizards.com.

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Welcome ToWorlds Of Adventure

©1999 Blizzard Entertainment/Wizards of the Coast, Inc. All rights reserved.

If you liked this Fast-Play Game, you’ll love the Diablo™ II Edition of the Dungeons & Dragons® Adventure Game!

More options. More excitement. More heroes. More monsters. More stuff.

Includes everything you need to play.

Time to Play.

®

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