Monster Slayers - The Heroes of Hesiod
Monster Slayers - The Heroes of Hesiod
Monster Slayers - The Heroes of Hesiod
Players: 5–6
Time: 30 minutes
Difficulty: Easy
Monster Slayers: The Heroes of Hesiod 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 Heroes of Hesiod 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 Heroes of Hesiod 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.
Movement: Your hero can move a number of squares up to Attack Power: Gaping Maw 1d20 (or 3d6)
his or her speed. This can be done once, but at any time in Deals 1 point teeth damage.
the hero’s turn. All heroes, except for the wizard, must be
next to a monster to attack it. The bullette rolls a 10, which is greater than Raen’s armor
class of 9, so Raen takes one point of teeth damage. How-
Attack Power: Your hero uses attack powers to fight mon- ever, being hit by a monster means Raen can use her special
sters. Here is an example attack power: power:
Speed: 4 Speed: 3
Attack Power: Fiery Breath 1d20 (or 3d6) Attack Power: Eyestalk Rays 1d20 (or 3d6)
Deals 1 point fire damage. If it hits with its first attack, it rolls If the beholder hits, roll 1d6 for the effect.
1d20 for each hero standing next to the hero it hits. If it rolls a 1: Firebolt (take 1 damage; any heroes next to the hero on fire
10 or above, it deals 1 point of fire damage to that hero as well. must roll 1d20. On 10 or higher, they also take 1 point fire
(Or, roll 1d6. A 4 or higher means it hits that hero as well.) damage).
2: Chains of Ice (hero can’t move next turn).
Range: The red dragon’s fiery breath can hit any creature 3: Windchasm (hero is pulled 2 squares to monster).
within 6 squares of it, within line of sight. 4: Shockwave (hero is pushed 2 squared from monster).
5: Lightning bolt (hero loses attack bonus next turn).
Special Power: Tail Swipe 1d20 (or 3d6) 6: The Evil Eye (beholder switches places with the hero).
The dragon swipes at a hero with its tail. If it hits, the hero is
knocked to the ground, and instead of moving next turn, the Range: The beholder’s eyestalk rays can hit any hero within 6
hero must just stand up. squares of it, within line of sight.
No one your age knows what exactly goes on at the cabin, and no adults are telling. But pretty much
everyone comes back alive, so it can’t be too bad.
Your trainer’s name is Loomis, and he’s been the town’s trainer for going on a decade. He has a nasal,
high-pitched voice, which sounds particularly odd coming from a man who looks like he’s got some ogre
blood in him somewhere.
Loomis: “Jorick, Evindol, Bet, Raen, and Yarrow, so glad you could make it!”
Loomis leads you behind the cabin, where there is a clearing. No grass grows in the clearing, and there
are four cages at the edge of the clearing, equidistant apart, shaded by the trees. In each you can make
out a different beastly creature.
Loomis hands Jorick a shining silver sword almost as long as Jorick is tall. Raen receives a great-axe with
a notched edge that looks like it could cut a stone in half. Bet gets a wand made of a fiery red crystal that
seems to pulse with a light of its own. Evindol receives a pair of slender daggers shaped like leaves. And
Loomis gives Yarrow a staff whose dark wood is crawling with carvings of dragons.
Loomis: “Today you begin the final stage in your training to learn how to defend our village against
monsters. It is only fitting that we begin with these brutes.”
Looms walks over to the first cage. [Point to one of the cages.] In it, is [read the monster description].
Before you can protest, Loomis pulls free a pin from the cage door. The reaction is immediate. The door
flies open, slamming against the side of the cage with a loud clang, and the [monster name] rushes out.
[Now it’s the monster’s turn. See How to Play for details.]
Monsters like a challenge! In general, monsters like to attack whichever character has the most hit points,
as they find characters with few hit points to be less of a challenge. They also almost never attack the
same character twice in a row, as that would be boring.
Every time a monster drops to half hit points, and there is only one monster on the board, Loomis opens
the next numbered cage, unless a hero has fallen. If there are two monsters on the board, Loomis waits
until one dies before opening another cage.
The hero falls unconscious. Loomis waits for the heroes to defeat the monster they are fighting, then:
Loomis gives [all heroes with 2 or less hit points] a glass vial filled with a sparkling, clear liquid from a
pouch on his belt.
The liquid tastes minty and lemony, and you immediately feel better. [The affected players should erase
the colored-in circles on their cards. They have returned their heroes to maximum hit points.]
Loomis: “Better now? Good! It’s time to fight the next monster!”
Before you can protest, Loomis pulls free a pin from the cage door. The reaction is immediate. The door
flies open, slamming against the side of the cage with a loud clang, and the [monster name] rushes out.
You look around, but all the cages are empty. Loomis has a large grin on his face, and you see he is pulling
something out of his pouch.
Loomis: “Congratulations! You have finished your fighting training. You are all now proven Heroes of
Hesiod. Take these badges as proof of your bravery, courage, and honor.”
Loomis walks around and hands each one of you a badge. [Hand out the “Hero of Hesiod” shield badges
to players.]
Cut out along dark outline
The adventure doesn’t need to end once the game ends. If you enjoyed the adventure, don’t miss the book
it’s based on—Monster Slayers by Lukas Ritter—and find out why James Dashner, author of Maze Runner,
called it: “A wonderful start to a new series. Filled with page-turning action and cool surprises, I also
loved the characters and how real they felt. You’ll love this book.”
Monster Slayers
By Lukas Ritter
When vicious, dog-headed gnolls kidnap everyone living in the small village of Hesiod, only Evin and his
fighter friend Jorick manage to escape. With help from an ancient guidebook of magical beasts called
A Practical Guide to Monsters, the two boys and a new friend—elf wizard Betilivatis—must trek through
ancient ruins and face one menacing monster after another in order save their families.
ISBN: 978-0-7869-5484-1
You can also read a short story based on the game at DungeonsandDragons.com
For more information about our books, insights from authors and editors, and ideas for game play:
visit our blog at: community.wizards.com/bookclub
Playtesters: Nina Hess, Bruce R. Cordell, Philip Athans, Bart Carroll, Shelly Mazzanoble