I have been working on this tutorial for a while. My goal was to teach anyone not the basics, but just about everything about how to play Dungeons & Dragons in one video. All you should need is this D&D Cheat Sheet and this video. You should also know how to create a D&D character unless you want to use the ones I use in this video. I show how to do that in this video in which I make a Fighter and in this where I make a Wizard.
The basic D&D rules are here for free. I would recommend if you want to run through a proper D&D story that you should check out the D&D Starter Set.
If you like tutorials like this consider donating a $1 on Patreon.
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D&D Adventure Walkthrough
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# ---------- HOW TO PLAY D&D ---------- 1. Roll for initiative A. Initiative is d20 + initiative a. Rogue : 16 + 3 (19) i. Rogue Rolls 16 - 1 (Athletics) to succeed swimming through rough water DC 15 and moves 10 ft b. Wizard : 9 + 2 (11) i. The Wizard starts to move but a net trap (DC 20) falls on him. He makes an athletics check rolling 7 - 1 (Athletics) and he is trapped. c. Fighter : 14 + 1 (15) i. Fighter Moves 25 ft d. Cleric : 5 - 1 (4) i. The Cleric moves 1 space and tries to free to wizard from the net (AC 10). The Cleric rolls 20 for a critical hit on the net. That means I roll damage twice. 1d8 + 2 for 18 + 2 = 20 damage and the net is destroyed. And the Wizard is free. B. Round 2 a. Rogue i. Rogue Rolls 20 and moves 2 spaces to the edge of the hill b. Fighter i. Fighter moves 3 spaces and then rolls to jump 6 + 4 (Athletics) = 10 and clears the cracked bridge. He puts down a board so it is easier to cross. c. Wizard i. The Wizard moves 6 spaces d. Cleric i. The Cleric moves 5 spaces C. Round 3 a. Rogue i. The Rogue tries to climb the Rock Wall DC 15. Rolls 4 - 1 Athletics and falls. Rolls for a saving throw DC 10. Rolls 19 and is ok. b. Fighter i. The Fighter moves 2 spaces. The Fighter sees an NPC and asks if there is danger near by. The NPC says there is no danger here. Just fish! The Fighter makes an insight check to check for the NPCs truthfulness, motives or to gain clues. DC is normally 10 - 20. I'll use 10 and roll 16 + 1 (Insight) and the Fighter thinks the NPC is lying. c. Wizard i. The Wizard moves 6 spaces d. Cleric i. The Cleric moves 5 spaces and tries to Intimidate the NPC (DC 15). The Cleric rolls 5 + 3 Intimidate and fails. D. Round 4 a. Rogue i. The Rogue tries to climb the Rock Wall DC 15. She throws a rope up to aid her and drop to DC to 10. She rolls a 11 - 1 Athletics and succeeds. b. Fighter i. The Fighter tries to look for food. Rolls 12 + 3 Survival and finds 1 days food for 3 players by catching fish. c. Wizard i. The Wizard moves 6 spaces and then rolls an investigation check (DC 15). Rolls 19 + 5 Investigation and succeeds. He discovers Goblin tracks. d. Cleric i. The Cleric moves 5 spaces and rolls a Persuasion check on the NPC (15 DC). He rolls a 20 and the NPC says he saw 3 Goblins nearby. E. Round 5 a. Rogue i. The Rogue moves 5 spaces near the NPCs caught fish and tries Slight of Hand to steal a fish (DC 15). She rolls 4 + 7 SOH and fails. The NPC accuses the Rogue of stealing. The Rogue makes a Deception check (DC 15) and rolls 18 + 4 and convinces the NPC that she was just admiring the fish. b. Fighter i. The Fighter moves 5 spaces c. Wizard i. The Wizard doesn't move, but makes a History check about the dungeon ahead (DC 10). Rolls 8 + 5 History and remembers this dungeon contains much in the way of gold and ancient powerful weapons. d. Cleric i. The Cleric notices a Dog at the entrance for the Dungeon and moves 5 spaces infront of it. The Cleric rolls for Animal Handling to see if the Dog will shake paws (DC 10). He Rolls 11 + 3 (Animal Handling) and the Dog shakes. F. Round 6 a. Rogue i. The Rogue moves 5 spaces. As she passes the NPC she tries to pick a coin from his pocket (Passive Perception 12). She rolls a 1, but has Lucky so she rolls again. This time she rolls 16 + 7 Sleight of Hand and steals 1 SP. ii. If she tried to steal a heavy object the DC would be between 20 - 25. b. Fighter i. Fighter moves 5 spaces c. Wizard i. Wizard moves 6 spaces d. Cleric i. Cleric moves 5 spaces G. Round 7 a. Rogue i. Rogue moves 5 spaces b. Fighter i. The Fighter moves 5 spaces and sees that a wooden door blocks entrance into the dungeon. He tries a Strength Check on the door (DC 13 - 23) (DC 19). He has a Proficient Strength of + 4 and has a Crowbar + 2. He rolls a 5 + 4 + 2 to get 11 and the door doesn't break. c. Wizard i. The Wizard moves 4 spaces ii. The Wizard decides to cast Firebolt on the door. Inanimate non-magical objects don't have saving throws. The Wooden Door does have Hit Points of 10. The Wizard Rolls 1D10 to get 8 and drop the Doors HP to 2. d. Cleric i. Cleric moves 3 spaces ii. The Cleric hits the door with his Warhammer doing 1D10 + 2. He Rolls 9 + 2 smashing the door open. H. Round 8 a. Rogue i. The Rogue moves 5 spaces b. Fighter i. The Fighter moves 5 spaces c. Wizard i. The Wizard moves 6 spaces d. Cleric i. The Cleric moves 5 spaces I. Round 9 a. Rogue i. The Rogue moves 5 spaces b. All other players pass J. Round 10 a. Rogue i. The Rogue moves 5 spaces and then tries for a Stealth Check. The DM says you must Roll 9 to hide. The Rogue Rolls 6 + 7 Stealth and hides behind a rock. b. Fighter i. The Fighter moves 5 spaces c. Wizard i. Wizard moves 5 spaces d. Cleric i. Cleric moves 5 spaces K. Round 11 a. The Players face 3 Goblins. b. Check to see if Players are Surprised by the Goblins. If a Player is Surprised they can't do anything for the round. Since the Rogue is in Stealth it can't be Surprised. i. Roll D20 representing all of the Goblins ability to Surprise. That number is added to the Goblins Stealth Modifier. 1. If the Goblins didn't have the Stealth Skill the Monster would Roll D20 + Perception Modifier to see if they were Surprised ii. The Goblins Roll 5 + 6 = 12 iii. The Players Roll D20 + Perception Modifier to see if they are Surprised. 1. Fighter Rolls 6 + 3 Perception = 9 and is Surprised 2. Wizard Rolls 14 + 2 Perception = 16 and isn't Surprised 3. Cleric Rolls 7 + 3 Perception = 10 and is Surprised c. Roll for Initiative for those Not Surprised i. Goblin 1 Rolls 9 + 2 (Dexterity) = 11 ii. Goblin 2 Rolls 7 + 2 (Dexterity) = 9 iii. Goblin 3 Rolls 7 + 2 (Dexterity) = 9 iv. Rogue Rolls 5 + 5 (Dexterity) = 10 v. Wizard Rolls 9 + 2 (Dexterity) = 11 L. Round 12 a. Wizard i. The Wizard has 1/2 cover behind the Fighter and gets + 2 AC ii. With 3/4 cover you get + 5 AC iii. With Full Cover you can't be targeted unless in melee range or if hit by an area of effect Spell iv. Wizard casts Acid Splash on Goblin 1 & 2 because they are within 5 ft of each other 1. Monster must succeed with Dexterity Save versus Spell Save DC (13) or take 1D6 Acid Damage 2. Goblin 1 Rolls 18 + 2 (Dexterity) + 2 (1/2 Cover DS) and the Acid Misses 3. Goblin 2 Rolls 12 + 2 (Dexterity) + 5 (3/4 Cover DS) and the Acid Misses b. Goblin 1 i. Goblin 1 has 1/2 cover because he is behind the rock and gets + 2 AC ii. Goblin 1 attacks the Fighter with the Shortbow. iii. The Fighter has an AC of 19 and the Goblin Rolls 16 + 4 (Range Attack Bonus) and hits the Fighter iv. The Goblin Rolls to determine Damage to the Fighter. 3 D6 + 2 P dropping the Fighters Hit Points from 13 to 8 c. Rogue i. The Rogue has Advantage because she is in Stealth ii. The Rogue decides to try Sneak Attack because she is in Stealth on Goblin 1 iii. This allows the Rogue to deal an additional 1D6 of damage if they have Advantage iv. The Rogue doesn't need Advantage if the Monster is engaged with another Player v. Goblin 1 has 15 AC + 2 (1/2 Cover Bonus) and the Rogue Rolls 14 + 5 (Range Attack Bonus) and hits the Goblin vi. The Rogue Rolls to determine Damage and gets 5 + 2 killing Goblin 1. She could have done an additional 1D6 of Damage with Sneak Attack. d. Goblin 2 i. Goblin 2 has 1/2 cover because he is behind the rock and gets + 2 AC ii. Goblin 2 Attacks the Fighter with the Shortbow. iii. The Fighter has 19 AC and the Goblin Rolls 2 + 4 (Range Attack Bonus) and misses e. Goblin 3 i. Goblin 3 Attacks the Cleric with the Shortbow ii. The Cleric has 18 AC and the Goblin Rolls 19 + 4 (Range Attack Bonus) and hits iii. Goblin Rolls to determine Damage. 3 (D6) + 2 dropping the Clerics Hit Points from 12 to 7. M. Initiative Roll a. Goblin 2 Rolls 14 + 2 = 16 b. Goblin 3 Rolls 20 + 2 = 22 c. Rogue Rolls 8 + 3 = 11 d. Fighter Rolls 2 + 1 = 3 e. Wizard Rolls 12 + 2 = 14 f. Cleric Rolls 14 - 1 = 13 N. Round 13 a. Goblin 3 i. Goblin 3 Attacks the Cleric with the Shortbow ii. The Cleric has 18 AC and the Goblin Rolls 1 which is a Critical Miss iii. Goblin 3 Rolls 13 (D20) and is knocked out for 4 (1D4) Rounds b. Goblin 2 i. Goblin 2 Attacks the Fighter with the Shortbow ii. The Fighter has a 19 AC and the Goblin rolls 18 + 4 (Range Attack Bonus) and hits iii. The Goblin does 5 (D6) + 2 dropping the Fighters hit points to 1 iv. If the Fighter would have died each round he'd roll 1D8 + 3 (Constitution). If he rolled 3 over 10 before rolling 3 under 10 he'd stabilize with 1 HP c. Wizard i. The Wizard moves 4 spaces so Goblin 2 isn't behind cover ii. The Wizard uses Firebolt on Goblin 2 iii. Range 120 ft iv. Wizard uses Spell Attack Bonus if the Spell doesn’t say the Monster takes a Dexterity Save v. D20 + Spell Attack Bonus versus the Monsters AC vi. The Wizard Rolls 7 + 5 (Spell Attack) and Misses the Goblin that has a 15 AC d. Cleric i. Cleric moves 3 spaces next to Goblin 2 ii. Cleric swings 1 Handed Warhammer at Goblin with 15 AC. iii. Cleric Rolls 12 + 3 (Attack Bonus) and hits iv. Cleric does 6 (D8) + 2 Damage and Kills Goblin 2 e. Rogue i. The Rogue has advantage if the Goblin is knocked out ii. The Rogue has disadvantage if the Goblin is prone and she isn't next to it. (They cancel out) iii. The Rogue attacks with the Shortbow iv. Goblin 3 has 15 AC and the Rogue Rolls 14 + 5 (Range Attack Bonus) and hits the Goblin v. The Rogue Rolls for Damage and gets 4 + 2 dropping the Goblins HP to 1 f. Fighter i. Fighter moves 3 spaces and attacks the awake Goblin 3 ii. Fighter takes Bonus Action 2nd Wind to Recover HP and Rolls 10 + 1 LVL and Recovers 11 HP iii. Fighter Attacks Goblin with Longsword and Rolls 14 + 4 (Attack Bonus) to Hit Goblin iv. Rolls for Damage and gets 5 (D8) + 2 and kills the Goblin O. Preparation a. Everyone gets in Position b. Cleric casts Cure Wounds on Fighter 2 (D8) + 5 Wisdom to Cure him c. Rogue rolls and goes into Stealth P. Round 14 a. Rogue picks the lock (DC 10) with 8 + 5 (Dexterity) b. A Monster is holding the door shut so the Fighter enters a Strength Contest i. Contests occur when a player and monster are trying to do the same thing ii. My Fighter +4 Strength Modifier is trying to get through a door held by a Goblin -1 Strength Modifier iii. My Fighter rolls 7 + 4 = 11 Goblin rolls 11 - 1 = 10 and the Fighter throws the door open iv. The Goblin runs away Q. Initiative Roll a. Wizard Rolls 14 b. Fighter Rolls 13 c. Rogue Rolls 11 d. Cleric Rolls 4 R. Round 15 a. Wizard i. Wizard moves 6 spaces ii. Wizard rolls for a Perception check (DC 15) 13 + 2 (Perception) and detects a Trap b. Fighter i. Fighter moves 3 spaces c. Rogue i. Rogue moves 3 spaces ii. Rogue tries to disable trap (DC 15) iii. Rogue tries to disable trap and Rolls 3 + 5 (Dexterity) and with a failure of 5+ the trap springs iv. The Rogue makes a Dexterity Save (DC 15) and Rolls 5 + 5 (Dexterity) and Fails d. Cleric i. Cleric moves 4 spaces ii. The Cleric makes a Strength Save to keep the Rogue from falling in the pit (DC 10) iii. The Cleric rolls a 6 + 1 (Strength Save) and the Rogue falls in the pit e. Rogue tries to reduce 2 X 2 (1D6 X 10 ft Fallen) = 4 falling damage and rolls 6 (d20) + 5 (Acrobatics) / 2 and the Rogue doesn't take damage BASIC D&D RULES DM Determines Difficulty Class : 10 (Easy) : 15 (Medium) : 20 (Hard) Strength Save : Lift, Push, Pull, Catch or Break (Crowbar +2) Dexterity Save : Avoid Attacks in which Reflexes come into play Constitution Save : Measures your Ability to Stand up to Punishment Wisdom Save : Reflect your Resistance to Mental Influence Athletics Check 1. Swimming : Half Speed 2. Long Jump : D20 + ATH MOD / 10 (Move Prior / 5) 3. High Jump : D20 + ATH MOD / 10 (Move Prior / 5) 4. Climbing : 1/2 SPD : D20 + ATH MOD Vs. DC 5. Fail by 5+ : Something Bad Happens Basic Skill Modifiers Insight Check : Sense Truthfulness, Motives, Clues Intimidation Check : Intimidate Survival Check : Find 1 days food for every 2 over DC Investigation Check : Find clues and hidden things Persuasion Check : Persuade Perception Check : Perceive Stealth & Traps Sleight of Hand Check 1. Steal Object 2. Pick Pocket (Depends on Object Size) 3. Versus Passive Perception Stealth Check 1. Hide vs. Passive Perception 2. Move more then 2 spaces -5 Stealth Pick Lock / Disable Trap 1. D20 + Dex Vs. DC 2. +5 Failure : Bad Thing may Happen Surprise 1. Monster Ability to Surprise D20 + Dex or Stealth 2. Player Sense Stealth D20 + Perception Contest : Strength Check Vs. Strength Check Cover 1. 1/2 Cover : +2 AC & Dex Save 2. 3/4 Cover : +5 AC & Dex Save 3. Full Cover : Only Area Spells Hit Attack 1. AC versus D20 + Attack Modifier (Strength / Dexterity) 2. Damage per Weapon Description 3. Advantage : Roll Twice Pick Best 4. Disadvantage : Roll Twice Pick Worst 5. Critical Hit : Deal Damage Twice 6. Critical Miss : See Table for Ramifications 7. 0 Hit Points : Hit Dice over 10 3 Times you Live (Vice Versa) 8. If Spell doesn't Specify Dex Save Use D20 + Sp Attk Bon Vs. AC |
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