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their com panions. The adventurers must cooperate to   that a captured scout reveal the secret entrance to the
                     successfully complete the adventure.              goblin lair, getting information from  a rescued prisoner,
                      The adventure is the heart of the game, a story with   pleading for mercy from an orc chieftain, or persuading
                     a beginning, a middle, and an end. An adventure might   a talkative magic m irror to show  a distant location to
                     be created by the Dungeon Master or purchased off the   the adventurers.
                     shelf, tweaked and modified to suit the DM ’s needs and   The rules in chapters 7 and 8 support exploration and
                     desires. In either case, an adventure features a fantastic   social interaction, as do many class features in chapter 3
                     setting, whether it’s an underground dungeon, a crum ­  and personality traits in chapter 4.
                     bling castle, a stretch of wilderness, or a bustling city.  Combat, the focus of chapter 9, involves characters
                     It features a rich cast o f characters: the adventurers   and other creatures swinging weapons, casting spells,
                     created and played by the other players at the table,   maneuvering for position, and so on—all in an effort
                     as well as nonplayer characters (NPCs). Those char­  to defeat their opponents, whether that means killing
                     acters might be patrons, allies, enemies, hirelings, or   every enemy, taking captives, or forcing a rout. Combat
                     just background extras in an adventure. Often, one of   is the most structured element o f a D&D session, with
                     the NPCs is a villain w hose agenda drives much of an   creatures taking turns to make sure that everyone gets
                     adventure’s action.                               a chance to act. Even in the context of a pitched battle,
                      Over the course of their adventures, the characters   there’s still plenty of opportunity for adventurers to
                     are confronted by a variety of creatures, objects, and   attempt wacky stunts like surfing down a flight of stairs
                     situations that they must deal with in som e way. S om e­  on a shield, to examine the environment (perhaps by
                     times the adventurers and other creatures do their   pulling a mysterious lever), and to interact with other
                     best to kill or capture each other in combat. At other   creatures, including allies, enem ies, and neutral parties.
                     times, the adventurers talk to another creature (or even
                     a magical object) with a goal in mind. And often, the   T h e  W o n d e r s   o f   M a g i c
                     adventurers spend time trying to solve a puzzle, bypass
                                                                       Few D&D adventures end without som ething magical
                     an obstacle, find som ething hidden, or unravel the cur­
                                                                       happening. W hether helpful or harmful, magic appears
                     rent situation. Meanwhile, the adventurers explore the
                                                                       frequently in the life of an adventurer, and it is the focus
                     world, making decisions about which way to travel and
                                                                       of chapters  10 and  11.
                     what they’ll try to do next.
                                                                        In the worlds of D u n g e o n s  &  D r a g o n s , practitioners
                      Adventures vary in length and complexity. A short
                                                                       of magic are rare, set apart from  the m asses o f people
                     adventure might present only a few challenges, and
                                                                       by their extraordinary talent. Com m on folk might see
                     it might take no m ore than a single game session to
                                                                       evidence of magic on a regular basis, but it’s usually
                     complete. A long adventure can involve hundreds of
                                                                       m inor—a fantastic monster, a visibly answered prayer,
                     combats, interactions, and other challenges, and take
                                                                       a wizard walking through the streets with an animated
                     dozens o f sessions to play through, stretching over
                                                                       shield guardian as a bodyguard.
                    weeks or months of real time. Usually, the end of an
                                                                        For adventurers, though, magic is key to their sur­
                     adventure is marked by the adventurers heading back to
                                                                      vival. Without the healing magic of clerics and paladins,
                     civilization to rest and enjoy the spoils of their labors.
                                                                       adventurers would quickly succum b to their wounds.
                      But that’s not the end of the story. You can think of
                                                                      Without the uplifting magical support of bards and
                     an adventure as a single episode of a TV series, made
                                                                       clerics, warriors might be overwhelmed by powerful
                     up of multiple exciting scenes. A campaign is the whole
                                                                      foes. Without the sheer magical power and versatility
                    series—a string o f adventures joined together, with a
                                                                       of wizards and druids, every threat w ould be mag­
                    consistent group of adventurers following the narrative
                                                                      nified tenfold.
                    from start to finish.
                                                                        Magic is also a favored tool of villains. Many adven­
                                                                      tures are driven by the machinations of spellcasters
                    T h e   T h r e e   P i l l a r s   o f  A d v e n t u r e
                                                                      w ho are hellbent on using magic for som e ill end. A cult
                    Adventurers can try to do anything their players can   leader seeks to awaken a god w ho slum bers beneath
                    imagine, but it can be helpful to talk about their activ­  the sea, a hag kidnaps youths to magically drain them
                    ities in three broad categories: exploration, social   o f their vigor, a mad wizard labors to invest an army of
                    interaction, and combat.                          automatons with a facsimile of life, a dragon begins a
                      Exploration includes both the adventurers’ movement   mystical ritual to rise up as a god of destruction—these
                    through the world and their interaction with objects and   are just a few of the magical threats that adventurers
                    situations that require their attention. Exploration is the   might face. With magic o f their own, in the form  of
                    give-and-take of the players describing what they want   spells and magic items, the adventurers might prevail!
                    their characters to do, and the Dungeon Master telling
                    the players what happens as a result. On a large scale,
                    that might involve the characters spending a day cross­
                    ing a rolling plain or an hour making their way through
                    caverns underground. On the sm allest scale, it could
                    mean one character pulling a lever in a dungeon room  to
                    see what happens.
                      Social interaction features the adventurers talking to
                    som eone (or som ething) else. It might mean demanding
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