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Rules • Version 1.5.2 • www.dndboardgame.com • Tuesday, June 19, 2012 • Page 1 Reversion Rules

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Rules • Version 1.5.2 • www.dndboardgame.com • Tuesday, June 19, 2012 • Page 1

Reversion

RULEBOOK

AGE 12+

RULEBOOK

AGE 12+

Rules

Rules • Version 1.5.2 • www.dndboardgame.com • Tuesday, June 19, 2012 • Page 2

NOTES

I call this a ‘reversion’ because I felt like I was reverting WoTC’s Castle Ravenloft back into D&D. In my opinion this is how this game should have been from the start (no offense intended to WoTC and all their games that I enjoy).

I’ve split this document into six pieces: Rules, Quests, Rooms, Denizens, Cards and Monster Cards. Each is a separate PDF file.

The Reversion requires some set-up:• The Cards need to be printed on card stock. Then flip the pages over in your printer and print

the appropriate back side for the cards.• Print out at least one Quest Tracking sheet. You will need one per party of characters that play.• The Monster Stat Cards also need to be printed out. They are not intended to be printed

double-sided because I don’t think they’re as useful in that form.• The Village Map is best done on cardstock. Then cut the white border from between the pages

and tape them together for one big map.• The four books (Rules, Quests, Rooms and Denizens) are created to make a booklet from

regular 8.5x11” paper. For each PDF file, print first only the odd pages, then reverse the order of the pages and flip them over and put them back in your printer. Then print the even pages.

• You’ll also want a deck of playing cards for the Vaults and poker chips (or some other counters) for various tokens and counters.

• You will also need some tokens for Drama Dice. We always use little crystal markers that are easily found at gaming stores.

Otherwise, all you need are the materials found in the official Castle Ravenloft box and the 4th edition D&D rules (either the Player’s Handbook or the Rules Compendium).

All the images in here were found on the web. I haven’t made any attempt to seek anyone’s permission to use them. I’m not selling this product and as far as I’m considered it all falls under Fair Use. If anyone feels otherwise, send me a polite email and I’ll remove it from the document.

I’m very interested in suggestions, revisions, and other ideas to fix or add, so please post your thoughts and ideas on the Board Game Geek forums. I’m sure there are many things that can be fixed, improved or added.

Finally, special thanks to my wife for her help in revising and editing this document. She also came up with a lot of the ideas in here.

- Chris (aka Doctor Bellows)[email protected]

Version 1.0 - initial releaseVersion 1.1 - errata; formatting changes; some additions and rule changesVersion 1.2 - added Cartographer's Stone Treasure Card; added more 'dud' treasure cards; added more Village Events; separated all Roleplay and Village Event cards; adjusted all Skill Checks throughout (they were all too hard); clarified when Monster cards are drawn (not when you place a named Room); added light source clarifications and expansions (Enhanced Darkvision); adjusted Event card mechanics (begin drawing Event cards at the end of player turns immediately after all Monsters are gone); clarified Vault rules; miscellaneous errata; added “The Delve” play option; made Monster cards; revised Monster tactics; made larger village mapVersion 1.3 - errata; added Item cards; edited Treasure & Item cards to make them more in line with 4e rules; adjusted Quest experience rewardsVersion 1.4 - formatted for improved booklet form; adjusted Initiative rules & Story Quest rules; revised Trap rules and added Trap markers; added vault tokens; revised Mercantile selling rulesVersion 1.5 - adjusted Initiative rules; edited various Item cards; added Town Event cards; edited Strahd’s tactics

Rules • Version 1.5.2 • www.dndboardgame.com • Tuesday, June 19, 2012 • Page 3

Basic Rules of Play

Beginning Play• Roll up characters according to the 4th edition D&D rules and get yourself a figure

that you like! (Sometimes this is the best part of making a character :)• Follow the 4th edition D&D rules as much as possible, except when a rule in this

book specifically says otherwise. • Place the Roleplay Cards in a stack near the map. Find the Story Quest card and

place it face up on the location of the subsequent Story Quest for your party. If this is your first time playing, the first Story Quest will be at the Church. Otherwise, each of the Story Quests indicates where the card should be placed.

• Create a Village Event Deck as follows:• Take one of each of the following Village Event Cards: Random Quest, Side

Quest and Skill Challenge• Take twelve random cards from the rest of the Village Event Cards, without

looking at them.• Shuffle these fifteen cards together and deal two to each of the village locations,

including the face-up Story Quest card that you already placed.• Place all of the Player figures in the Inn. Place the Sun marker on the Village Time

Track.• If this is the first time playing, begin a Quest Tracking sheet for your party (included in

the Cards document).• All Players should roll Initiative. The Player with the highest roll is the Starting Player.

That Player goes first, and play goes clockwise after their turn.

The Village• Each Day is divided into three Phases: Morning, Noon and Evening. During each

Phase of the Day, players take a Turn that has three Steps: Movement, Activity and Event. Each Player should complete all the Steps of their Turn before the next Player takes their Turn.

• MOVEMENT: The Player may move his figure to any of the locations on the Village Map at the beginning of their Turn. A Player may decide not to move if they wish to stay in the same location.

• ACTIVITY: After a Player has moved, that Player announces and performs their activity for the Turn. These activities vary based upon the location in the Village. A Player can make-up an activity as long as it is appropriate to the location and the spirit of the game.

• EVENT: Once a Player has performed their activity, he must draw a Village Event card from the pile of cards that is at his location. If the Village Event card begins a Quest, all players should finish their turn in the Village before beginning the quest. However, if the Quest indicates that the players must enter the Dungeon immediately, then all play in the village ends and the players must go into the Castle without taking any more actions or events. See “The Quest” below.

Rules • Version 1.5.2 • www.dndboardgame.com • Tuesday, June 19, 2012 • Page 4

• Go to the next Phase: All players take a complete turn during each Phase of the Day.

• Go to the next Day: At the end of the Evening Turn all players must return to the Inn and pay for a room. Or, if they cannot afford the room, they must stay in the the Town Square. Either way, the game continues at Morning of the next day.

• Example: It is the Morning Phase and it’s Bernard’s Turn. He moves his figure to the Mercantile. Then he announces that he is going to trade with Mikael, the merchant. He sells his Halberd of Slicing and purchases some rations and torches. Once he has finished these actions, he draws a Village Event card and it’s Story Quest! After all the other players finish this Turn in the Village they will head off to the Castle.

• All players must spend one of their Turns eating, whether rations that they own or a meal at the Inn. If they do not there are consequences. See “The Village of Barovia” below.

The Quest• Players who want to continue the Story Quest should head to the location of the

face-up Story Quest card. Once that card has been drawn the Story Quest will begin at the end of that Phase. At this point, the players should begin whatever Story Quest is next in the arc. If this is the first Story Quest, they should begin with “Adventure 1: The Icon of Ravenloft”.

• If the Quest drawn is a Random Quest, the player who drew the card should roll a d10 and consult the Quest book to see which Quest will be played. Some of the Random Quests begin immediately and do not let players finish their turn in the Village. If this is the case, immediately enter the dungeon according the Quest’s rules.

• If the Random Quest that is rolled has already been completed by the party, then the event is ignored entirely and the game continues in the Village.

• Once a Quest card has been drawn, whether Random or Story, all other Random or Story Quest cards that may be drawn by players during the Phase in the Village are ignored.

• Each Quest has a Dungeon Level (or DL). There are many things that are adjusted by the DL, so it is important to be aware of the DL of the Quest.

• Place all figures on Start Tile (or whatever the beginning tile is according to the scenario) and roll Initiative.

• Players take turns according to Initiative roll. In the dungeon, the play does not go clockwise, as in the village.

Player Turns in the Castle• Players and all Monsters take Standard, Move and Minor Actions each turn (see D&D

4th edition rules).• If Player moves within the line of sight and vision radius of an unexplored edge

(depending on their light source), they must draw a new Dungeon Tile and place it with the arrow pointing towards the Hero who has placed it.

• If the Tile is a named Room, the player must consult the Room book to see what happens. Room tiles are only activated when a Hero enters the tile and there are no active Monsters on the board.

Rules • Version 1.5.2 • www.dndboardgame.com • Tuesday, June 19, 2012 • Page 5

• When Tile is drawn with a black arrow, a Monster card must be drawn and placed on that tile’s bone pile. Players do not draw a Monster card in a named Room (unless the Room rules or the Quest calls for it).

• Monsters are controlled by the player that drew them.

• Example: On his first turn in the Castle, Bernard uses his Minor action to light his lamp. He decides that he will use the lamp at its full intensity (10 squares). Immediately he resolves his line-of-sight in the four directions around his figure by laying Dungeon tiles. Luckily all of the tiles have white arrows, so no Monsters are drawn. One of the tiles revealed is the Dark Fountain, and Bernard decides that he wants to explore it. He takes a double move and as he crosses into a new tile on his way to the Dark Fountain, he reveals other tiles to his right and left. To his left the Dungeon tile he draws has a black arrow! He stops his move immediately and his turn ends. A Monster card is drawn and the Monsters are placed. Bernard rolls initiative for the Monsters.

• Whenever new Monsters are placed, they are immediately activated. The controlling player rolls Initiative for the monster and they are inserted into the Initiative order accordingly. If the monster’s Initiative is higher than the current Initiative, it takes it’s turn immediately before Initiative order is resumed.

• Every occurrence of Monsters being drawn and then completely defeated is considered to be a complete Encounter. If additional Monsters are drawn while there are Monsters in play, it is not considered to be a new Encounter but an extension of the current Encounter. This is important for determining when Milestones are awarded (see below).

• Each time all monsters on a Monster Card are slain, place a Treasure token on the square of the final monster slain. When a Hero picks up the Treasure token they may draw a Treasure Card as a Minor Action on their turn.

• If there are no Monsters active (or certain Traps–see the Denizens book), Players must end each turn by drawing an Event card. This continues until another Monster is placed and combat begins, or until they exit the dungeon.

• Awarding Milestones: An Action Point is awarded after every other Encounter. All Heroes begin the game with one Action Point.

• If not in combat, a player may forgo her entire turn to take a Short Rest (ie. use multiple Healing Surges and restore all Encounter Powers). This does not upset the initiative order and other players are not forced to do the same. At this time that player (and only that player) must re-roll their own Initiative.

Combat• First, follow the written Tactics for each Monster in the dungeon. It is up to the

judgement of the Player that controls the Monster to interpret these to the best of his or her ability.

• Second, follow the D&D rules whenever possible. All Players are encouraged to assist one another with difficult judgements, although the final decision on how a Monster will act is up to the controlling player.

• Use dice placed on the Monster card to help track Initiative and HP.

• Example: When Bernard draws a Monster card, it is a Zombie +1 DL. The Quest’s level is DL 1, so this means that the Zombie will be played as a level 2 Monster. The

Rules • Version 1.5.2 • www.dndboardgame.com • Tuesday, June 19, 2012 • Page 6

initiative roll gives the Zombie the first move. After reading its tactics he decides that the Zombie will simply move towards the closest Hero, which is him! Since the Zombie’s speed is only 4, it takes a double move to move 8 squares towards Bernard and doesn’t attack him this turn. Next it is Bernard’s turn, and he moves his speed towards the Zombie to attack it. As he moves he checks his line-of-sight to see if any new tiles are revealed, but none are. He reaches the Zombie and still has his Standard and Minor actions left, so he attacks!

• When a Monster is slain, divide the XP reward among all the Heroes. A Treasure card should be drawn and placed face-down on the tile. Any player on that tile may pick up a treasure with a Minor action.

• After all Monsters are slain, players must keep taking turns in the initiative order that was last established. The player who made the final killing blow may have actions left (most likely, Move or Minor actions).

• Example: Bernard and Sara have been fighting the Zombie for several turns, and it is Sara who makes the killing blow with a shot from her bow. The Zombie falls and Sara spends her Minor action to draw a Treasure card. Also, Bernard and Sara divide the experience point reward (125 xp) between the two of them. Sara still has a Move action left to her if she wishes to take it. Sara also will draw an Event card at the end of her turn, since there are no more Monsters on the board.

• If a player is damaged to 0 HP, they must begin their next turn by taking a Healing Surge (as a Minor Action). After doing this that player may take their turn as normal. If a player has no more Healing Surges they are dead and must be raised from the dead by a scroll or by the priest in the Village.

Leaving the Dungeon• Except when specifically stated, all Quests end when the Players leave the dungeon

(whether or not the quest was completed). A player can leave the dungeon by moving onto a stairway.

• Once all players have left the dungeon, the game continues in the Village at the following Morning Phase. The Village Event deck is rebuilt according the the directions above.

• Players must pay for their room if they can afford it. Otherwise they begin the Day in the Village Square, but cannot take the benefits of an extended rest. See “The Village of Barovia” below for more details.

• If the Quest was completed, the Players receive the experience point rewards and possibly other rewards (such as a free stay in the Inn).

• If the Quest was not completed, the Players begin the following Day as above. They may have to seek the aid of the Priest to Raise any of their companions from the dead!

• If the Players fail to complete a Story Quest, they must make another attempt at that quest when they next draw a Story Quest card.

• All light sources are good for one Quest only. Some Events may shorten this length.

These are the basic mechanics for playing the game. In the sections that follow are more detailed rules and instructions for the various aspects of play.

Rules • Version 1.5.2 • www.dndboardgame.com • Tuesday, June 19, 2012 • Page 7

In the shadow of Castle Ravenloft lies the village of Barovia. The people live in perpetual fear of the Count, and are not welcoming to outsiders before they have proved themselves. At the end of this booklet is a map of the Village that can be used to place the character’s figures.

At the beginning of the game, or directly after leaving the Castle, players must go directly to the Blood on the Vine Inn and spend the night if they can afford it. Otherwise, if they cannot afford it, they must start the Day in the Village Square where they spend the night among the dogs and beggars. Spending the night in the Village Square is not a good way to impress the villagers.

Players will want to receive the benefits of an Extended Rest in order to restore their hit points, surges and all powers (encounter and daily). They must pay to sleep at the Inn to receive these benefits.

Players must spend one of their three Turns each Day eating a meal. They cannot perform any other activity during the Turn in which they eat. Healthy Heroes eat a full meal every day and don’t bolt their food!

Usually the Player must spend the money (or have someone pay for them) to eat a meal at the Inn. If a player cannot eat for whatever reason, the player loses the ability to use any of their powers until they do so. A bottle of wine or trail rations can be consumed in place of a meal to avoid this penalty.

At the Event Step of each Turn, players must draw a Village Event card to see what happens. These cards must be drawn from the pile that is at the player’s location. If there are no more Event cards at their location, the player skips this step. Following are descriptions of the various Village Event cards:

Story Quests tell the story of the village of Barovia and of Count Strahd. Each of these quests can be only completed successfully once. Therefore, each time a Story Quest card is drawn by a playing group they should engage in the subsequent Story Quest.

Random Quests are Quests that not required to complete the game (although the rewards of them will definitely help the Heroes!). Each time a Random Quest’s card is drawn, the player who drew the card must roll a d10 to see which quest they must do. If the Random Quest rolled has already been completed by the party then the event is skipped. When on a Random Quest, the Dungeon Level is adjusted to match whatever their Character Level is (averaged, if need be).

Side Quests are specific requests of the villagers for players to accomplish on their next visit into the Castle (for either a Story or a Random quest). These will require that the players perform some activity in the dungeon that is separate from the main quest on which they are engaged and may require that they stay in the Castle longer than the Quest otherwise states.

The Village of Barovia

Rules • Version 1.5.2 • www.dndboardgame.com • Tuesday, June 19, 2012 • Page 8

Skill Challenges are specific scenarios that take place immediately in the village at the moment they are drawn. They will require one or more of the players to roll skill checks to accomplish some goal for the village and, if successful, the players will receive a reward.

Roleplaying Cards are cards that require two or more of the players to play a part in a roleplaying scenario. The player to the left of the active player should draw a Roleplay card and play that character to the best of their ability. It’s encouraged to make up as many details for the scenario as possible. Good roleplay by either the active player(s) or the player performing the Roleplay card should be awarded with a “Drama Die”. The entire group is responsible for this judgement. A Drama Die is a valuable token that can be used to allow a player to re-roll any roll they want in the game. These can be kept and used when desired. Once used it is lost, whether or not the re-roll benefited the player.

Description Cards are descriptions of things and events that take place in the Village that do not affect the players or their quests. Believe it or not, but the Heroes aren’t the center of Barovia’s life!

Rules • Version 1.5.2 • www.dndboardgame.com • Tuesday, June 19, 2012 • Page 9

SIDE QUESTS

When a Side Quest card is drawn, the player has the option of accepting a Side Quest depending upon their current location in the Village. Once the player has accepted the Side Quest, they take the card and place it with their character sheet. They must complete the Side Quest on their next foray into the Castle. Whether or not the quest is successfully completed, the card returns to the deck the next time the players return to the Village. The rewards of Side Quests cannot be sold. Further, some Side Quests are only available once to any particular party. If a Side Quest card is drawn in a location where that Quest cannot be repeated by the party, then the card is ignored and there is no event.

THE INN - REPEATABLE QUESTArik Swilovich at the Blood on the Vine Inn is interested in collecting a rare fungus for use in his beercraft. He asks the player to look for the Fetid Den and retrieve five Bonespore Stems. He tells you, “It’s nasty stuff, for sure. But when brewed with the right mixture of hops it makes a right fierce ale!”• When the Fetid Den is entered, a player can harvest a Bonespore Stem by making a

Dungeoneering check (DC 18) as a minor action.• On returning to the Inn, the player can sell each Stem obtained for 20 gp. That player

also receives 100 xp (x DL) if they complete the entire quest.

THE CHURCH - REPEATABLE QUESTDonovan Berght at the Barovia Church tells you of some holy relics once held by the priests at Castle Ravenloft. “In the days before Count Strahd fell into evil, a great relic of Bahamut was once held in the Chapel. If you come across the Chapel in your explorations, see if you can find this relic and bring it back to me. It’s a Scale of Bahamut, and a great treasure.”• When the Chapel is entered, a player can search the altar for this relic. While standing

adjacent to the altar, a player must make a Perception check (DC 18) as a standard action to locate the secret reliquary. Once located the player discovers the Scale and may add it to their inventory.

• On returning to the Church, Donovan will award the player with a Scroll of Raise Dead. That player also receives 100 xp (x DL) for completing the quest.

THE TOWNHOUSE - REPEATABLE QUESTThe Vanesh Sisters at their Townhouse want you to find some magic reagents from the Castle for their magical experiments. Mary explains, “Klak, the Kobold Sorcerer, who is allied with Strahd is a evil creature. However, he has an excellent laboratory in the Castle.” Gertrude cackles, “Bring us a vial of Troll Sweat, which is devilishly hard to come by, and we will reward you greatly!”• When the Laboratory is entered, a player can search the room for the vial by making

an Arcana check (DC 18) as a standard action. Once it is located, the vial of Troll Sweat may be added to their inventory.

• On returning to the Townhouse with the vial, the Sisters will award the player with a Scroll of Item Enchantment +4. That player also receives 100 xp (x DL) for completing the quest.

Rules • Version 1.5.2 • www.dndboardgame.com • Tuesday, June 19, 2012 • Page 10

THE MERCANTILE - NON-REPEATABLE QUESTAleksander Mirakovich at the Mercantile tells the player that he is very interested in obtaining a magic cloth from a crypt. “It is said that a great king’s crypt is located in the catacombs of the Castle and that he was buried, wrapped in a magic cloth that would prevent his body from decaying. Such a cloth would make a fine cloak or other magical garment that I could sell to a wealthy patron. Obtain this cloth for me and I will make it worth your while!”• When the King’s Crypt is entered, a player

can search the crypt for the cloth by standing adjacent to the coffin and lifting the lid with a minor action. Roll a d20 when the lid is lifted. If the number rolled is 1-15, a Zombie (DL +1) emerges and combat must begin immediately. If the number rolled is 16-20 then the corpse is dead. Either way, the cloth can be removed from the coffin with a standard action.

• On returning to the Mercantile with the cloth, Aleksander will award the player with a Cloak of Invisibility. That player also receives 100 xp (x DL) for completing the quest.

• Cloak of Invisibility - Item Slot: Neck. Property: Gain +2 item bonus to Stealth checks. Power (Daily • Illusion): Minor Action, become invisible until the end of your next turn.

THE BLACKSMITH - NON-REPEATABLE QUESTNigel Brudek at the Blacksmith seeks an ingot of a rare metal, Mithril. “It is said that the workshops of Ravenloft had the best materials known to man. If you come across the workshop, see if you can find some of it for me.”• When the Workshop is entered, a player can

search the room for an Ingot of Mithril by making a Perception check (DC 18) as a standard action.

• On returning to the Blacksmith with the ingot, Nigel will award the player with an Star Opal Ring. That player also receives 100 xp (x DL) for completing the quest.

• Star Opal Ring - Item Slot: Ring. Property: Gain a +1 item bonus to speed. Power (Daily • Radiant, Teleportation): Move Action, teleport up to 10 squares.

Rules • Version 1.5.2 • www.dndboardgame.com • Tuesday, June 19, 2012 • Page 11

THE GRAVEYARD - NON-REPEATABLE QUESTVlad Rastolnikov, the Gravedigger, is digging a grave while you visit the Graveyard. He beckons you over and whispers conspiratorially at you with foul breath: “I do love me some corpses, yes I do. But more than that, I love the bones. The bones! Bring me a bone from the dungeon and I’ll be ever so grateful.”• There are various bones to be found in the dungeon. The player must bring Vlad a

bone.• On returning to the Graveyard with a bone, Vlad is ecstatic. “I found this on a corpse

the other day. I’ll trade you it for that bone!” He gives the player a set of Winged Boots. The player also receives 100 xp (x DL) for completing the quest.

• Winged Boots - Item Slot: Feet. Property: You take no damage from a fall and always land on your feet. Power (Daily): Move action. Fly a number of squares equal to your speed. At the end of your turn you float safely to the ground.

THE VILLAGE SQUARE - NON-REPEATABLE QUESTJoachim Sloykov, the Carpenter, sees you in the Village Square. He calls you over: “I hear you’re going into the Castle soon. While you’re in there, would you see if you can get for me a set of blueprints that is found in the Workshop? My grandfather used to work at the castle, and he was quite the inventor. You’ll know it’s the right set of blueprints because it will be signed with his name: O. Sloykov”• When the Workshop is entered, a player can search the room for the Blueprints by

making a Perception check (DC 18) as a standard action.• On returning to the Village Square with the Blueprints, Joachim gives you a Handy

Haversack. The player also receives 100 xp (x DL) for completing the quest.• Handy Haversack - Wondrous Item. Property: This backpack can hold up to 1000

pound in weight and 100 cubic feet in volume, but always weighs only 1 pound.

THE MANOR - NON-REPEATABLE QUESTIsmark Indrirovich, the Mayor, invites you into his Manor and looks at you gravely. “My daughter, Irena, was in the woods playing the other day when she was attacked by ghouls! Luckily she was able to run away and get back to the Village, but one of those bastards stole her Dolly. If you can find it for me, I’ll pay you big. She’s been making my life miserable ever since she lost it!”• Every time a player encounters a Ghoul, roll a d20. On a roll of 11-20, that Ghoul is

clutching the Dolly. Defeat that bastard, and it’s yours!• On returning to the Manor with Dolly, Ismark gives you a pair of Sending Stones.

The player also receives 100 xp (x DL) for completing the quest.• Sending Stones (Pair) - Wondrous Item. Power (At-Will): Standard Action. Until

the end of your next turn, any person speaking into one stone can be heard by those near the other stone. Once used, the stones can be renewed by spending a minor action.

Rules • Version 1.5.2 • www.dndboardgame.com • Tuesday, June 19, 2012 • Page 12

SKILL CHALLENGES

When a Skill Challenge card is drawn, the player has the option of accepting a small task for a Villager. If completed successfully, it will provide a small reward. If the player does not wish to attempt the challenge, they do not have to do so. The player should roleplay each of their rolls, and if there are other players in the same location they are welcome to join in. Any players that participate in a Skill Challenge (and roleplay) will receive the same reward as the player who drew the card. Skill Challenges can be completed any number of times at each location.

Bray Martikova at the Blood on the Vine Inn is having trouble with some rowdy farmers from the countryside. They’ve had a bit too much to drink and he wants them out of the Inn. Can you help him by talking to them?• Skill Challenge (4 successes before 2 failures) Diplomacy, Intimidate, or Bluff (DC 15)• Reward: 20 gp and 100 xp.

There have been a lot of deaths in the countryside, due to the attacks of monsters from Castle Ravenloft. Donovan Berght, the priest at the Barovia Church has a particularly distraught woman whom he is trying to comfort. She has been sobbing uncontrollably since you’ve arrived at the Church. You catch his eye and he motions you over and gestures for you to help.• Skill Challenge (4 successes before 2 failures) Diplomacy, Bluff, Insight (DC 15)• Reward: 2 Potions of Healing and 100 xp.

The Vanesh Sisters at their Townhouse are expecting company for a meal within the hour. In their elderly state, they have an understandably hard time with physical activity. Would you give them a hand setting up the dining room, especially with reaching the dishware on the high shelves?• Skill Challenge (4 successes before 2 failures) Athletics, Acrobatics, Endurance (DC

15)• Reward: 2 Potions of Healing and 100 xp.

Mikael Bildrath at the Mercantile asks you to help him load a wagon of fragile glassware he is shipping to a neighboring town. “However, if you break any of it I won’t pay you for your help!”• Skill Challenge (10 successes before 2 failures) Athletics, Acrobatics, Endurance (DC

15)• Reward: 5 gp for each success up to 10, but no payment if 2 failures. You also get

100 xp if you make all 10 successes.

Nigel Brudek at the Blacksmith has a huge order of horseshoes. He asks if you’d be willing to help him at the forge. “You DO know how to hammer horseshoes, don’t you?” He smirks.• Skill Challenge (4 successes before 2 failures) Athletics, Endurance (DC 15)• Reward: He’ll pay 5gp for every success, no limit. However, once you fail twice you

have to stop. If you can pass the challenge (at least 4 successes) you also get 100 xp.

Rules • Version 1.5.2 • www.dndboardgame.com • Tuesday, June 19, 2012 • Page 13

Boris the Bully in the Village Square is threatening a young woman who came into the village to go to market. She is clearly intimidated and looks at you pleadingly for help.• Skill Challenge (4 successes before 2 failures) Diplomacy, Intimidate, or Bluff (DC 15)• Reward: 10 gp and 100 xp.

Vlad Rastolnikov in the Graveyard is busy digging graves. “Ho!” He cries. “Come dig while I go gets a drinksy.”• Skill Challenge (4 successes before 2 failures) Athletics, Endurance (DC 15)• Reward: A ‘magic’ femur bone (“I swears it’s magic--see it sparkles!”) and 100 xp.

Mayor Indrirovich in the Mayor’s Manor is searching his library for a certain book on the history of the Castle. “Ah, it appears I have too many books. Who would have thought?”• Skill Challenge (4 successes before 2 failures) Insight, Perception, or History (DC 15)• Reward: 20 gp and 100 xp.

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Rules • Version 1.5.2 • www.dndboardgame.com • Tuesday, June 19, 2012 • Page 15

Ismark Indrirovich Mayor Mayor's manor (E11)

Donovan Berght Priest The Church (E7)

Bray Martikova Innkeeper Blood on the Vine Inn (E4)

Arik Swilovich Brewer Blood on the Vine Inn

Mikael Bildrath Shopkeeper Mikael’s Mercantile (E5)

Joachim Sloykov Carpenter

Rupert von Kelhp Mortician Graveyard (E8)

Vlad Rastolnikov Gravedigger Graveyard

Nigel Brudek Blacksmith Brudek’s Blacksmith (E10)

Aleksander Mirakovich Tailor

Gertruda and Mary Vanesh Mages Townhouse (E9)

Village Locations

Each of the following Village Locations are places where players can engage in specific activities and draw Village Event cards. At the beginning of the game all Village Event cards must be shuffled and 2 cards should be dealt to of the eight locations. Players who spend a Turn at one of these locations can draw an Event card from that pile.

Blood on the Vine Inn (E4)This is the inn where players can rest. The proprietor is a man named Bray Martikova.

Rooms for Rent• 3 sp for a single room• 5 sp for a double roomEach player must sleep in a bed to benefit from the rest. Two players at most may share a double room.

If players choose to spend time in the common room, they can do one of several things:• Purchase food and drink

• 2 sp for a common meal that will satisfy a player’s need for the day• 5 sp for a feast that will feed all players currently at the Inn

• Socialize and gossip• Gamble

Barovia Church (E7)This is a place where players can receive healing and other clerical services. The priest is a male half-elf named Donovan Berght.

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Items for SalePotion of Healing 50gp• Power (Consumable • Healing): Minor action. Drink this potion a spend a healing

surge. Instead of the hit points you would normally regain, you regain 10 hit points.

Scroll of Raise Dead 700gp• Power (Restoration • Healing): Standard action. Use this scroll to restore a corpse

to life as if they had taken an extended rest.

Services (see PHB rituals):Gentle Repose 50gpCure Disease 360gpRemove Affliction 680gpRaise Dead 680gp

Gertrude and Mary Vanesh’s Townhouse (E9)At the home of these two elderly human sisters, players can employ various magical services.

Services (see PHB rituals):Make Whole 50gpBrew Potion 75gp + costEnchant Magic Item 170gp + costDisenchant Magic Item 360gp

Any potion found in the PHB can be brewed for it’s cost + 75gp.

Any item owned by a player can be enchanted for the magic item’s cost (from the PHB) + 175gp. An item found in the dungeon can be disenchanted for 360gp and then the resulting residuum can be used to enchant a similar level item instead of paying its cost.

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Mikael’s Mercantile (E5)This is the village shop run by Mikael Bildrath, a male dwarf. He can sell any item in the PHB. He will also buy items according to the following rules.

All items found by players have a set amount that is adjusted per a skill challenge DC 10 (Streetwise, Diplomacy, Bluff, Intimidate). Once the player has made 2 failures, they cannot make the sale with that item that Turn (but they can try again at another time in that Day). Otherwise they can roll as often as they want to attempt to sell an item for a greatly inflated price.

Mikael will purchase any item for 10% of it’s value without bargaining, if the player so desires.

# of successes Streetwise Diplomacy Bluff Intimidate

1

2 or more

25% 25% 50% 50%

+ 25% + 25% + 10% + 10%

Brudek’s Blacksmith (E10)A male human named Nigel Brudek is the town blacksmith. He sells weapons and armor.A player can sharpen their weapon for 1 sp.

Village Square (E3)This open area is where homeless and broke players spend the night among the dogs and beggars. This is not a place where respectable Heroes would lay their heads to rest.

The Graveyard (E8)Rupert von Kelhp is the Mortician, working with Donovan Berght and the Church to serve the needs of the deceased. Vlad Rastolnikov is the Gravedigger.

The Mayor’s Manor (E11)Ismark Indrirovich, the Mayor, lives here.

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MERCANTILE INVENTORY (E5)

Items Price Weight

Standard adventurer’s kit 15 gp 33 lb.

• Backpack (empty) 2 gp 2 lb.

• Bedroll 1 sp 5 lb.

• Flint and steel 1 gp —

• Pouch, belt (empty) 1 gp .5 lb.

• Rations, trail (10 days) 5 gp 10 lb.

• Rope, hempen (50 ft.) 1 gp 10 lb.

• Sunrods (2) 4 gp 2 lb.

• Waterskin (full) 1 gp 4 lb.

Candle 1 cp —

Chain (10 ft.) 30 gp 2 lb.

Chest (empty) 2 gp 25 lb.

Climber’s kit 2 gp 11 lb.

• Grappling hook 1 gp 4 lb.

• Hammer 5 sp 2 lb.

• Pitons (10) 5 sp 5 lb.

Fine clothing 30 gp 6 lb.

Flask (empty) 3 cp 1 lb.

Journeybread (10 days) 50 gp 1 lb.

Lantern 7 gp 2 lb.

• Oil, pint 5 sp 1 lb.

Rope, silk (50 ft.) 10 gp 5 lb.

Tent 10 gp 20 lb.

Thieves’ Tools 20 gp 1 lb.

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MERCANTILE INVENTORY (E5)

Items Price Weight

Torch 1 sp 1 lb.

CHURCH INVENTORY (E7)

Items Price Weight

Holy symbol 10 gp 1 lb.

Potion of Healing 50 gp. —

Scroll of Raise Dead 700 gp. —

INN INVENTORY (E4)

Items Price

Rooms for Rent

Single Room 3 sp

Double Room 5 sp

Luxury Room 2 gp

Meals and Food

Simple Meal 2 sp

Feast 5 sp

Pitcher of Ale 2 sp

Bottle of Wine 5 gp

BLACKSMITH INVENTORY (E10)

Items Price Weight

Arrows (30) 1 gp 3 lb.

Crossbow bolts (20) 1 gp 2 lb.

Sling bullets (20) 1 gp 5 lb.

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Armor Type Bonus Check Speed Price Weight

Cloth armor(basic clothing) Light — — — 1 gp 4 lb.

Leather armor Light +2 — — 25 gp 15 lb.

Hide armor Light +3 -1 — 30 gp 25 lb.

Chainmail Heavy +6 -1 -1 40 gp 40 lb.

Scale armor Heavy +7 -1 45 gp 45 lb.

Plate armor Heavy +8 -2 -1 50 gp 50 lb.

Light shield Shield +1 — — 5 gp 6 lb.

Heavy shield Shield +2 -2 — 10 gp 15 lb.

Weapon Prof Damage Range Price Weight

Simple 1H Weapons

Club +2 1d6 — 1 gp 3 lb.

Dagger +3 1d4 5/10 1 gp 1 lb.

Javelin +2 1d6 10/20 5 gp 2 lb.

Mace +2 1d8 — 5 gp 6 lb.

Sickle +2 1d6 — 2 gp 2 lb.

Spear +2 1d8 — 5 gp 6 lb.

Simple 2H Weapons

Greatclub +2 2d4 — 1 gp 10 lb.

Morningstar +2 1d10 — 10 gp 8 lb.

Quarterstaff +2 1d8 — 5 gp 4 lb.

Scythe +2 2d4 — 5 gp 10 lb.

Military 1H Weapons

Battleaxe +2 1d10 — 15 gp 6 lb.

Flail +2 1d10 — 10 gp 5 lb.

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Weapon Prof Damage Range Price Weight

Handaxe +2 1d6 5/10 5 gp 3 lb.

Longsword +3 1d8 — 15 gp 4 lb.

Scimitar +2 1d8 — 10 gp 4 lb.

Short sword +3 1d6 — 10 gp 2 lb.

Throwing hammer +2 1d6 5/10 5 gp 2 lb.

Warhammer +2 1d10 — 15 gp 5 lb.

Weapon Prof Damage Range Price Weight

Military 2H Weapons

Falchion +3 2d4 — 25 gp 7 lb.

Greataxe +2 1d12 — 30 gp 12 lb.

Greatsword +3 1d10 — 30 gp 8 lb.

Halberd +2 1d10 — 25 gp 12 lb.

Heavy flail +2 2d6 — 25 gp 10 lb.

Longspear +2 1d10 — 10 gp 9 lb.

Maul +2 2d6 — 30 gp 12 lb.

Superior 1H WeaponsSuperior 1H Weapons

Bastard sword +3 1d10 — 30 gp 6 lb.

Katar +3 1d6 — 3 gp 1 lb.

Rapier +3 1d8 — 25 gp 2 lb.

Superior 2H Weapon

Spiked chain +3 2d4 — 30 gp 10 lb.

Simple 1H Ranged WeaponsSimple 1H Ranged Weapons

Hand crossbow +2 1d6 10/20 25 gp 2 lb.

Sling +2 1d6 10/20 1 gp 0 lb.

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Weapon Prof Damage Range Price Weight

Simple 2H Ranged WeaponSimple 2H Ranged Weapon

Crossbow +2 1d8 15/30 25 gp 4 lb.

Military 2H Ranged WeaponsMilitary 2H Ranged Weapons

Longbow +2 1d10 20/40 30 gp 3 lb.

Shortbow +2 1d8 15/30 25 gp 2 lb.

Superior 1H Ranged WeaponSuperior 1H Ranged Weapon

Shuriken (5) +3 1d4 6/12 1 gp .5 lb.

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Quests

Players will usually enter the dungeon with a quest of some kind. There are three different kinds of quests: Story Quests, Random Quests, and Side Quests.

Specific Quests are outlined in the Quest book. Many Quests have special rules that apply to specific Dungeon Tiles. In these cases the Quest’s rules supersede the standard rules for those tiles. Otherwise all other Dungeon Tiles should follow their rules according to the Rooms book.

Each Quest has a Dungeon Level (DL) that identifies the level of the monsters and challenges found there. Make sure you add the DL to the appropriate modifiers as you proceed through the dungeon.

Dungeon Tiles, Light Sources and Line-of-Sight

Once the Heroes have been placed on the board, and have rolled Initiative to determine their order, the Starting Player must resolve their line-of-sight by laying Dungeon Tiles according to their light source. A player can ignite a light source with a minor action. If a player does not have a light source or doesn’t want one, their Hero only has visibility of the tile on which they are standing.

All light sources will last for one Quest only. The Lamp is an exception; it uses one pint of oil per quest.

Light Source Line-of-Sight

Candle (or Nothing)

Torch or Light Spell

Sunrod or Lamp*

Magical Darkvision

Occupied Tile Only

5 squares

10 squares

15 squares**

* see below for Lamp special rules** see below for Darkvision rules

At the beginning of the game there will be Heroes on the board who have not yet moved. These Heroes do not resolve their line-of-sight until their turn. A Hero only lays Dungeon Tiles when it is their turn.

The Lamp (or Lantern) is a special item that gives the player control over the range of their light source. The lamp can be adjusted to illuminate 10, 5 or 0 squares. Changing this is a Minor action. Setting the lamp to 0 does not extinguish it; it only represents

The Castle

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that the shutters on the lamp are completely closed. However, like all other light sources, if an Event card causes the light to go out, it is extinguished entirely and must be filled with another pint of oil.

As a Hero moves through the Castle, Dungeon Tiles are placed during the movement. The arrow on the tile must always point to the Hero that sighted the Tile. The Hero can end their move or change their direction depending upon what Tiles are revealed.

Every time a Dungeon Tile is placed that has a Black Arrow on it, and it is not a named Room, a Monster card must be drawn immediately before any more moves are made--even if the Hero had more moves available to them. If the Monster card results in the placement of Monsters then that player’s turn is over. Resolve all line-of-sight for that player (if not already done) and re-roll Initiative for all Heroes and Monsters.

If for any reason a Hero has Enhanced Darkvision (obtained magically) then they can reveal tiles and place Monsters without activating them. Monsters placed in this way will activate with Heroes come in range of their vision (5 squares). However, if one Hero has a light source and another Hero has Enhanced Darkvision, both forms of vision need to be resolved appropriately.

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Treasure Vaults

Whenever a player discovers a Treasure Vault they begin to play a mini-game involving regular playing cards and poker chips. A vault can only be entered when there are no active monsters on the board. The vault will take many turns to complete, but players should not draw Event cards while taking turns in the vault.

To begin, place the shuffled deck in the middle of the table. Beginning with the active player, each player draws a card from the deck each turn then resolves the card according to the instructions below.

• If the card is a number then that many chips go into the pot.• If the card is a Jack, Queen or King, then that card is set aside. It is a Hazard that

affects the player that drew the card.• The Jack is a trap that does 1d6 + DL damage• The Queen is a trap that does 1d8 + DL damage• The King is a trap that does 1d10 + DL damage

• If all four of one kind of face card is drawn, then all players are forced to retreat from the vault.

• If a player is reduced to 0 HP then all players are forced to retreat from the vault. That player is then restored to 1 HP.

• If the card is an Ace, then that card is set in the pot. It is an item. Immediately draw an item card and place it directly on the Ace.

• If the card is a Joker, then all of the players currently in the vault must engage in a skill challenge (4 successes before 2 failures; Dungeoneering DC 15 + DL). If they succeed, they may continue. If they fail, they must leave.

After each card is drawn and resolved, all players in the vault have an option of continuing into the vault or retreating back into the dungeon. Any players that retreat from the vault take all the treasure currently in the pot with them. That treasure is then safely out of the vault and secured in the party’s inventory to be shared as they desire. Any players who choose to continue then draw from the deck again.

Treasure that remains in the pot is always at risk of being lost due to a player’s loss of HP, all four of one kind of Hazard being drawn, or the skill challenge forcing the players out.

Once all players have left the vault, whether or not by their own choice, the vault is sealed and there is no chance of reentry. At this point all chips should be converted into gold: 1 chip = 1 gp (x DL)

The Delve

Optionally, players may choose to enter Castle Ravenloft without a specific quest (other than the quest for loot and experience!). To embark on the “The Delve” players simply must decide to leave the Village and head to the Castle. This can be done at any time (but the usual rules about rest and food should apply).

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Specifically for The Delve, all of the Boss Monster cards should be shuffled into the Monster deck. Otherwise the other decks are the same.

To begin, shuffle all of the Dungeon Tiles together. Place the Start tile on the table and the Heroes on the Start tile. In a Delve the dungeon always begins with a DL of 1 (no matter the character’s level).

Once the Secret Stairway is uncovered, the players can descend to the second level of the dungeon. Once all players have gone down the stairs, the board is cleared and all of the tiles are shuffled and players must begin on the Start tile again. The dungeon continues, but with a DL of 2.

Players can continue delving into the dungeon to a maximum of DL 5. At this point, the dungeon goes no further and the discovery of the Secret Stairway tile reveals a way out of the castle rather than a way down. A group of Heroes that accomplish this are hearty and brave adventurers indeed!

If players decide to turn back at any time, they may retrace their steps back to the Start tile. Once all players have gone up the stairs, the board is cleared and all of the tiles are shuffled and players must begin on the Start tile again at one lower DL. To fully escape the dungeon in this way they must retreat entirely to DL 1 and find the Secret Stairway out.