Page 9 - Player's Handbook_Neat
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their companions. The advenlurers musl coopera te 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 ore chieftain, or persuading
           a beginning, a middle, and an end. An adventure might  a talkative magic mirror to show a dislant location to
           be created by the Dungeon Master or purchased off the  the advenlurers.
          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 interaclion, as do many c1ass features in chapler 3
          selting, whether it's an underground dungeon, a crum-  and personality traits in chapter 4.
           bling castle, a stretch of wilderness, or a bustIing city.  Combat, the focus of chapter 9, involves characters
           It features a rieh cast of 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 palrons, allies, enemies, hirelings, or  every enemy, laking captives, or forcing a rout. Combat
          just background extras in an adventure. Often, one of  is the most struclured element of a D&D session, with
          the NPCs is a villain whose agenda drives much of an  creatures taking turns to make sure that everyone gets
          adventure's action.                                a chance to act. Even in the contexl of a pitched battIe,
            Over the course of their adventures, the characters  there's still plenty of opportunity for adventurers to
          are confronted bya variety of creatures, objects, and  altempt wacky stunts like surfing down a lIight of stairs
          situations that they must deal with in some way. Some-  on a shield, to examine the environment (perhaps by
          times the adventurers and other creatures do their  pulling a mysterious lever), and lOinteract with other
          best to kill or capture each other in combat. At other  creatures, including allies, enemies, and neutral parties.
          times, the adventurers talk to another creature (or even
          a magical object) with a goal in mind. And often, the  THE WONDERS OF MAGIC
          adventurers spend time trying to solve a puzzIe, bypass  Few D&D adventures end without something magical
          an obstacle, find something hidden, or unraveI the cur-  happening. Whether helpful or harmful, magie appears
          rent situation. Meanwhile, the adventurers explore the  frequently in the life of an advenlurer, and it is the focus
          worId, making decisions about which way lo traveI and  of chapters 10 and 11.
          what they'1I try to do next.                        In the worlds of DUNGEONS& DRAGONS,practitioners
            Adventures vary in length and complexity. A short  of magic are rare, set apart from the masses of people
          adventure might present only a few challenges, and  by their extraordinary  talent. Common foIk l11ightsee
          it might take no more than a single game session to  evidcnce of magic on a regular basis, but it's usually
          complete. A long adventure can involve hundreds of  minor-a  fantastic monster, a visibly answered prayer,
          combats, interactions, and other challenges, and take  a wizard walking through the streets with an animated
          dozens of sessions to play through, stretching over  shieId 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  viva\. Without the healing magie of c1erics and paladins,
          civilization to rest and enjoy the spoils of their labors.  adventurers would quickly succumb to their wounds.
            Sut that's not the end of the story. Vou can think of  Wilhout the uplifting magieal support of bards and
          an adventure as a single episode of a TV series, made  c1erics, warriors might be overwhelmed by powerful
          up of multiple exciting scenes. A campaign is the whole  foes. Withoul the sheer magieal power and versatility
          series-a  string of adventures joined together, with a  of wizards and druids, every threat would bc mag-
          consistent group of advenlurcrs 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 spellcaslers
          THE THREE PILLARS OF ADVENTURE                    who are hellbent on using magic for some ill end. A cult
          Adventurers can try to do anything their players can  leader seeks to awaken a god who slumbers beneath
          imagine, bul 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  of lheir vigor, a mad wizard labors to invest an army of
          interaction, and combat.                          automatons with a facsimile of life, a dragon begins a
            ExpIoration  includes both lhe adventurers' movement  mystical ritual to rise up as a god of destruction-these
          through the worId and their interaction with objects and  are just a few of the magical threats that adventurers
          situations that require their altention. Exploration is the  might face. With magic of their own, in the form of
          give-and-take of the players describing what lhey wanl  spells and magic items, the adventurers might prevail!
          their characters lOdo, and the Dungeon Master telling
          the players whal happens as a result. On a large scale,
          that might involve lhe characters spending a day cross-
          ing a rolling plain or an hour making lheir way through
          caverns underground. On the smallest scale, il could
          mean one characler pulling a lever in a dungeon room lo
          see what happens.
            Social interaction  features the advenlurers talking to
          someone (or something) else. lt might mean demanding

          INTRODUCTION
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