Monster Slayers - The Champions of the Elements.pdf

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Monster Slayers
The Champions of the Elements
A Dungeons & Dragons
®
Adventure for Ages 6 and Up
Age: 6+
Players: 5–6
Time: 30 minutes
Difficulty: Easy
DUNGEONS & DRAGONS is a trademark of Wizards of the Coast LLC in the U.S.A. and other
countries. ©2015 Wizards. This document may be copied or shared for use in the classroom
or any other noncommercial purpose.
Introduction
Following in the footsteps of the
Monster Slayers: The Heroes of Hesoid,
Monster Slayers: The Champions of the Elements
captures the flavor of the
Dungeons & Dragons® Roleplaying Game in one fast-paced, action-packed
package for kids who want to learn the fundamentals of the game.
The
Champions of the Elements
is also a fun diversion for experienced players who
need their D&D fix but don’t have the time for a full-length game.
The Champions of the Elements requires no previous knowledge of
Dungeons & Dragons, and all you need to play is included in this adventure,
aside from a few dice, pencils, and some friends to play it with.
What You Need
1. 5–6 people, including one person known as
the Dungeon Master (that’s you!), to lead
the story and control the monsters.
2. A print-out of this adventure.
3. Pencils for all the heroes and the
dungeon master.
4. Either one twenty-sided die and one six-
sided die or three six-sided dice.
5. Scissors.
Getting Started
1. Prepare the Adventure
a. Print out and read this whole adventure.
b. Cut out the hero and monster cards.
c. Cut out the hero and monster tokens. Each one represents a different
hero on the map.
d. Cut out the Hero of the Elements medals.
2. Begin Play
a. Give one hero card to each player.
b. Place one monster token on each gate on the map.
c. Place the hero tokens on the board, around the table in the center.
d. Read the Adventure Start aloud and start playing!
How to Play
Play goes around the table in turns.
Hero Turns:
On each hero’s turn, a player can move his or her hero up to the
hero’s speed, use an attack power, and then use a special power (if possible).
Monster Turns:
On each monster’s turn, the Dungeon Master can move a
monster up to its speed, use its attack power, and then use its special power
(if possible).
Turn Order:
Monster(s) go first. Then heroes go in order of their hero
number, lowest number first. If more than one monster is in play, monsters
go in order of their monster number, lowest number first, and then heroes.
After the monsters and all players have gone, start a new round, monsters
first!
On Each Turn
On a turn (and this goes for monster turns, too!), a player or the Dungeon
Master can move, use an attack power, and use a special power. You can
choose to skip one or all of the parts of a turn, and you can do them in any
order. For example, Raen may choose to use her attack power, to skip her
special power, and to move.
Movement:
Your hero can move a number of squares up to his or her speed.
This can be done once, but at any time in the hero’s turn. All heroes, except
for the wizard, must be next to a monster to attack it. Heroes cannot move
through obstacles, like tables, braziers, or monsters, but they can move
through other heroes as well as the squares that contain the gates.
Attack Power:
Your hero uses attack powers to fight monsters. Here is an
example attack power:
Massive Axe 1d20 + 5 (or 3d6+2)
Deals 1 point of axe damage
An attack power is made up of the name (such as Massive Axe), what you roll
to try to hit a monster (such as 1d20), the number you add to the result of
that roll (+ 5), and what happens if you succeed in your roll (such as “Deals 1
point of axe damage”). If you don’t have access to twenty-sided dice, there is
an alternative using conventional dice (such as 3d6+2).
To use a Massive Axe attack power, the player rolls one twenty-sided die and
adds 5 to the result. For example, Raen rolls a 10 and adds 5 to get 15. The
player announces the result, and the Dungeon Master compares it to the
monster’s armor class. If it equals or beats the monster’s armor class, then
the attack succeeds. For example, Raen’s 15 is the same as the thunder toad’s
armor class of 15, so Raen succeeds in hitting the thunder toad.
Every time an attack against a hero or monster succeeds, fill up one little
circle on the corresponding card for each point of damage. When all the
circles are filled, if it is a hero, the hero goes unconscious and can be healed
by the Dungeon Master. (See Adventure Notes.) If it is a monster, it is
defeated and is removed from the map.
So in our example, the thunder toad takes 1 hit point of axe damage, which is
recorded by filling in one of the thunder toad’s hit point bubbles.
Note:
It is rewarding for players to see the hit points of a monster drop. Keep
the hit points visible so that everyone can see how close they are to defeating
a monster. You can also use candy, allowing the players to eat a piece of candy
for each hit point of damage their heroes deal.
Special Power:
Raen’s special power is only used when she is hit by a
monster. So, after she hits the thunder toad, she can choose to use her
movement or end her turn. Raen chooses to move her speed of 5 squares.
Then, once all the other players have gone and the round is over, a new round
starts and it is the thunder toad’s turn again.
The thunder toad uses its attack power and hops 5 squares, landing next to
Raen.
Attack Power:
Thunderous Hop 1d20
When the thunder toad hops, it lands with terrible thunder, attacking
all heroes next to the square in which it lands. Heroes hit by the
thunderous hop are knocked to the ground, and instead of moving
next turn, must just stand up.
The thunder road rolls a 10, which is greater than Raen’s armor class of 9.
This attack does no damage, but it does knock Raen down. She won’t be
able to use her movement on her next turn. However, being hit by a monster
means Raen can use her special power:
Special Power:
Ferocious Warrior
Whenever you are hit, you can shove the monster that hit you up to 2 squares
away from you, in any direction.
Raen shoves the thunder toad two squares straight back from her. This means
that the thunder toad, no longer next to any heroes and having used up its
movement, cannot use its special power:
Special Power:
Tongue Tied Attack 1d20 (or 3d6)
And the thunder toad’s turn is over.
How to Win
The heroes win when all the monsters have been defeated. Hand out the
Hero of the Elements badges to each of the players, and read the Adventure
End text.
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