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Castle Ravenloft Board Game:


Adventure Generation Booklet
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Adventure Generation Booklet
Introduction
This booklet is meant to be used with the game Castle Ravenloft: The Boardgame from Wizards of the
Coast. The purpose of this booklet is to randomly generate adventures through named tiles which are
encountered during play.
During the setup certain tiles are shuffled into the dungeon tile stack. When they are explored, read
the corresponding instructions and act accordingly. A combination of two tiles will refer to an specific
adventure.

The basic setup will be always the same, but due to the random tiles shuffled into the Dungeon Tile
Stack, any combination of two tiles will result in a different adventure. It is also possible to take an
adventure inside this booklet, take the two tiles needed for the adventure and shuffle them accordingly
into the Dungeon Tile Stack. This way you are sure to play a certain adventure.

Currently there are nine tiles set aside and two of them will be shuffled in. This will result in 72 random
possibilities, every one of them being a different adventure with their own instruction. Even within an
adventure there are certain choices to be made which have an impact on the course of the game.

In the adventures are certain other checks added. Read more about these checks later in the Basic
Setup. With these checks the game tends to be more a combination of the Castle Ravenloft Boardgame
and the D&D Roleplay Game. The checks and results can best be read by one person who acts somewhat
like a Dungeon Master next to be playing the game. The adventures are still more scripted then plain
D&D Roleplay game. But in some situations it might be better for the Dungeon Master to first read the
text silently and explain the choice at hand, before reading the text out loud and explaining all the
consequences for each choice that can be made. This could make the game and the choices more
interesting in my opinion.

All of this is created with love for the game, to make the most out of the game and create a new game
every time it is played.

Version 1.0
M4stermage Boardgamegeek.com

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Index
Introduction 2
Index 3

The Story Begins 4

01 Basic Setup 5

Adventures
02.1 Chapel 7
03.1 Rotting Nook 21
04.1 Laboratory 35
05.1 Workshop 41
06.1 Strahds Crypt 47

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The Story Begins
As they walk through the mist which clinged to their robes and armor, the vision of a small town
emerges. Are you sure this is the right place? one of the adventurers asked. Not sure. But it seems
like the right place, Cleric the Rogue responded. A third, one in magician robes, said nothing but
shook his head in disbelief.
The fourth member, the fighter of the group concluded, Well, there is not really any other place to
go. So let us find an inn to spend the night.
The fifth and final person in green clothing, surely wanted to find a nice and warm bed fast, as she
walked past the discussing party. What are you all waiting for. Lets go! We havent got all day!

Within the hour the party checked in with the innkeeper who escorted each one to their chambers. The
beds where soft and the temperature unsurprisingly cozy compared to the last stop they made in the
middle of the gloomy forest the other night.
Before they call it a day they agree to have a nice drink at the fireplace downstairs and maybe hear
some rumors a from the locals.

Quickly they learn this part of Barovia is haunted by strange sightings of evil creatures who wreak
havoc during the night and disappear into thin air in the morning.
Aye! We have slain some of them, a farmer told them. Horrible Kobolds and zombies and what not
more. But most are too strong for us to beat. We need fighters, no, we need Heroes!
Another local joined the conversation. Yes. We need Heroes to save us from Count Strahd.
The party members looked at each other, puzzled about the stories they have just heard. I was told
there would be treasure to be found in an ancient castle nearby, the Rogue asked the farmer.
Treasure you say? Yah, in that horrible castle in the east lies treasure alright. Castle Raveloft. The
home of Count Strahd, the vampire lord. He is the cause of all the attacks. I wouldnt go there if I
where you.
So you were right about this place. There is treasure, the Wizard said.
Naturally I was right, I am never wrong!
Still, it seems quite dangerous to get the treasure. I do not like the sound of the stories they tell us
here, the cleric reasoned.
The Ranger in green, just sat and listened. The fighter looked at her and said, I am not afraid of
anything, you know me. I say we go there and have a look for ourselves. Get some treasure. Get rich.
And maybe in the process help this pour village in slaying some evil. Who is up for this?
After a long and heated discussion all retired to their chambers and enjoyed a good earned night of
sleep.

The next day the party left the inn and traveled east. It the distance the great castle drew near as
they pushed onward. When the treasure seekers arrived at the base of the castle the drawbridge was
up. Then one of them discovered a hole in the ground which lead to the underground caverns beneath
the castle. And so they descended into the darkness to find glorious treasure and maybe some evil to
slay

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01 Basic Setup
Rules : All rules of the Castle Ravenloft: The Boardgame are unchanged, unless otherwise mentioned in
the specific adventure.

Checks : During some adventures certain Checks must be made. All the Checks are made the same way:
Roll the D20 die and add a certain attribute as a modifier. Is the result equal or higher than the number
needed, the Check is considered a success. If not, the Check is considered a fail.

Type Checks:
Strength() D20 + Healing Surge Value
Stealth() D20 + (20 AC)
Intelligence() D20 + Speed
Constitution() D20 + HP
Agility() D20 + (AC Healing Surge Value)
Will() D20 + (Speed + Healing Surge Value)

Example : Strength(12) check means: roll a die (D20) + Healing Surge Value. The Cleric Rolled a 9.
With the Healing Surge Value of 4 on lvl1, makes 13. This will make the Check a Success. If the
Cleric rolled a 7, with the Healing Surge Value of 4, makes 11. This would make the Check a
Fail.

Goal: Enter the Dungeon beneath Castle Ravenloft to find legendary treasure.
Number of Heroes: 2-5 Heroes (group adventure)

When you start the adventure read:


The party members step down the stairs into the faintly lit Dungeon. Strangely there are some torches
on fire but the light does not travel far. Darkness at the end of the hallway hides both treasure and
horror for the eyes of the adventurers

Adventure Setup

Special components in this Adventure: Start Dungeon Tile, Chapel Tile, Rotting Nook Tile, Laboratory
Tile, Workshop Tile, Strahds Crypt Tile, Arcane Circle Tile, Fetid Den Tile, Dark Fountain Tile, Kings
Crypt Tile, Secret Stairway Tile.

Other components needed: All Villain figures, all Villain cards, all tokes. (These can be needed
dependent on the adventure.)
Place the Start tile on the table. Place each Hero on a square adjacent to the stairway on the
Start tile.
Take the Secret Stairway Tile and put it to the side. (This tile might be needed later in the
adventure)
Take the tiles: Chapel Tile, Rotting Nook Tile, Laboratory Tile, Workshop Tile, Strahds Crypt
Tile, shuffle them. Take the top Dungeon Tile of these 5 and set it Aside.
Add the Tiles: Arcane Circle Tile, Fetid Den Tile, Dark Fountain Tile, Kings Crypt Tile, to the
remaining 4, shuffle them and put the stack to the side. From now on this will be referred to as
the Adventure Tile Stack.
Shuffle the rest of the Dungeon Tile Stack, take 2 tiles from it, take the tile set aside, shuffle
the 3 tiles and set them aside.
Take the top 3 tiles of the Dungeon Tile Stack and put them on top of the 3 Tiles set aside.
Take 2 tiles from the Dungeon Tile Stack, take the top tile of the Adventure Tile Stack, shuffle
the 3 tiles and place them on top of the 5 tiles set aside.
Take 2 tiles from the top of the Dungeon Tile Stack and place them on top of the 8 tiles set
aside.

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Then place the entire stack set aside on top of the Dungeon Tile Stack. (This way, the first tile of the
Adventure Tile Stack will appear between the 3 rd and 5 th tile drawn. The second tile will appear between
the 9 th and the 11 th )

Special Adventure Rules


When the tile with one of the following names is drawn, please go to the corresponding chapter of this
booklet and continue the adventure there:

02.1 Chapel 07.1 Arcane Circle


03.1 Rotting Nook 08.1 Fetid Den
04.1 Laboratory 09.1 Dark Fountain
05.1 Workplace 10.1 Kings Crypt
06.1 Strahds Crypt

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If a Hero ends the Hero Phase on the Start Dungeon Tile or Secret Stairway Tile, he or she can
leave the dungeon. Remove the Heros figure from the board. Skip the Hero and Exploration
phase of that players turn. During that players Villain phase, he or she no longer draws new
Encounter cards, but he or she continues to play any Monsters that he or she controls.

Victory: The Heroes win the adventure when all the Heroes escape the dungeon through the Start
Dungeon Tile with combined 12 Treasure Cards. (This victory condition can change later in the game)

Defeat: The Heroes lose this adventure if any Hero has 0 Hit Points at the start of his or her turn and
there are no Healing Surge tokens remaining.

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02.1 Chapel
When the Chapel Tile is revealed read:
They hear the sound of a grim wedding hymn played on an old organ. When they stand in the doorway
the adventurers can see the next room is a chapel and at the altar are two ghostly figures. When the
ghosts notices the treasure seekers the music stops and one of the ghosts starts to talk. Thank you for
coming. Please join us in the celebration of our marriage. Then in the distance odd sounds find their
way to chapel. The other ghost sighs. Not again
The first ghost tries to comfort his wife to be and turns to the Heroes. Will you help us have a nice
and quiet ceremony?

When the Chapel Tile is revealed, do the following:


Instead of drawing a Monster Card for the tile, take the Monster Deck and find all the Wraith
Monster Cards. Then take the Monster Discard Pile and find all the Wraith Monster Cards. If there
are Wraith Monster Cards in the Experience Pile, switch them with a Monster Token with the
same value to maintain equal amount of Experience. If there are Wraith Monster Cards are under
control of any hero, remove them from that heros control and take the Wraith Monster out of
play.
Take 2 Wraith Monster Cards, start with the active player and give each player clockwise a
Wraith Monster Card under his or her control. If the player already controls a Skeleton Monster
Card, skip this step for that player.
For every new Wraith Monster Card under a players control, put a Wraith figure on the Chapel
Tile adjacent to the Altar next to each other.

Choice: help ghost couple


Will the Heroes help the Ghost Couple?
If a Cleric is in the Hero party, read:
The Cleric groans. I do not want any part of this. Ghosts! No good! He frowns at his
companions. But if you really want to help them I will do what I must to help you.
The player controlling the Cleric cannot take part in the discussion of the choice.

Is the answer Yes:


The Wraith Monsters do NOT activate during the Villain Fase. Go down the hall and find the
disturbance. The heroes cannot exit the Dungeon on the Start Dungeon Tile.

Changed Victory: The Heroes win the adventure when the cause of the disturbance is removed and the
heroes have returned to attend the wedding.

Defeat: The Heroes lose this adventure if any Hero has 0 Hit Points at the start of his or her turn and
there are no Healing Surge tokens remaining.

Is the answer No:


The Wraith Monsters will activate as normal during the Villain Fase.
Then , take the Encounter Deck, find the Alarm Trap card and put it under control of the active
hero. If the card is in the Encounter Discard Pile, take it out and put it into play under active
heros control. If the Alarm Trap Card is under control of another Hero, take the Alarm Trap Card
and put it under control of the active Hero. Take the Alarm Marker and place it on the Chapel
Tile. If the Alarm Marker is already in play, place it on the Chapel Tile.
The heroes cannot exit the Dungeon on the Start Dungeon Tile.

Victory: The Heroes win the adventure when all the Heroes escape the dungeon through the Secret
Stairway.

Defeat: The Heroes lose this adventure if any Hero has 0 Hit Points at the start of his or her turn and
there are no Healing Surge tokens remaining.

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Special Adventure Rules:
When the second tile with one of the following names is drawn, please go to the corresponding chapter
of this booklet and continue the adventure there:

02.2 Rotting Nook


02.3 Laboratory
02.4 Workplace
02.5 Strahds Crypt
02.6 Arcane Circle
02.7 Fetid Den
02.8 Dark Fountain
02.9 Kings Crypt

02.2 Chapel with Rotting Nook Zombie Dragon Disturbance

When the Rotting Nook Tile is revealed read:


When the party explore the next room, a foul stench of something rotting runs up their noses. An
undead Dragon lies in the corner and is startled by your arrival. Then it groans and shrieks!
So you are making all those noises! Well, lets make an end to all that, you foul beast! one of the
Heroes said. The horrid beast scream as the Heroes charge together at the Dragon to silence it

When the Rotting Nook Tile is revealed, do the following:


Did you say to the Ghost couple you will help them.
Yes, go to 02.21
No, go to 02.22

02.21 Chapel with Rotting Nook Zombie Dragon Disturbance


(Continued)
Goal: Defeat the Zombie Dragon and return to the couple to attend the wedding.

When the Rotting Nook Tile is revealed, do the following:


Instead of drawing a Monster Card for the tile, place the Zombie Dragon figure on the bone pile.
Place the Zombie Dragon Villain Card on the table. The Zombie Dragon will activate every
players turn during the Villain Fase.

Changed Victory: Heroes win the adventure when they defeat the Zombie Dragon and return to the
Chapel Tile.

Defeat: The Heroes lose this adventure if any Hero has 0 Hit Points at the start of his or her turn and
there are no Healing Surge tokens remaining.

When the Heroes Succeed, read:


Upon the return of the Heroes to the Chapel the Ghostly couple thanked them. After the beautiful
wedding then Ghosts thank the Heroes again, give them much treasure to leave the Dungeon with and
escort them to the exit of the Dungeon. The ghosts bid the adventurers farewell. Come back
anytime!

If a Cleric was in the party, also read:


All well ends well, that wasnt too bad after all. We got our treasure, didnt we? the Cleric said.
The others grin at his remark.
What? What did I say wrong? the Cleric exclaimed puzzled.
Nothing you are right, all is well one of the other Heroes answered.

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02.22 Chapel with Rotting Nook Zombie Dragon Disturbance
(Continued)
Goal: Escape the catacombs through the Secret Stairway.

When the Rotting Nook Tile is revealed, do the following:

Instead of drawing a Monster Card for the tile, place the Zombie Dragon figure on the bone pile.
Place the Zombie Dragon Villain Card on the table. The Zombie Dragon will activate every
players turn during the Villain Fase.
Take the top 3 tiles from the Dungeon Tile Stack, the Secret Stairway and shuffle the 4 tiles. Put
the 4 tiles after the 2 nd tile of the Dungeon Tile Stack. (This way, the Secret Stairway will appear
between the 3rd and 6th tile drawn)

When a Hero reveals the Secret Stairway, the Heroes have found the way out of the Dungeon.

Changed Victory: The Heroes win the adventure when all the Heroes escape the dungeon through the
Secret Stairway.

Defeat: The Heroes lose this adventure if any Hero has 0 Hit Points at the start of his or her turn and
there are no Healing Surge tokens remaining.

When the Heroes Succeed, read:


Upon reaching the Secret Stairway and the way to freedom, all let out a sigh of relief. Together they
travelled back to the village with stories for the locals. The Heroes will give them one strong advise:
listen to the people who tell you NOT to go to Castle Ravenloft

If a Cleric was in the party, also read:


All well ends well, that wasnt too bad after all. We got kill some evil, didnt we? the Cleric said.
The others grin at his remark.
What? What did I say wrong? the Cleric exclaimed puzzled.
Nothing you are right, all is well one of the other Heroes answered.

02.3 Chapel with Laboratory Klaks Artifact Noise

When the Laboratory Tile is revealed read:


When the party explore the next room, the sound of grinding gears fills their ears. In the middle of the
room is a huge metal box with a small creature next to it. It wears some kind of mystical robe and its
eyes where focused on the noisemaking device.
So you are making all those noises! Well, lets make an end to all that, it hurts my ears! one of the
Heroes said. The creature is startled but then it shows a grin. You cannot stop Klak. Klak is master
here! Its laughter could be heard above the machine sounds

When the Laboratory Tile is revealed do the following:


Did you say to the Ghost couple you will help them.
- > Yes, go to 02.31
- > No, go to 02.32

02.31 Chapel with Laboratory Klaks Artifact Noise


(Continued)

Goal: Defeat Klak, Klaks Artifact and return to the couple to attend the wedding.

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When the Laboratory Tile is revealed do the following:

Instead of drawing a Monster Card for the tile, place the Klak figure on the bone pile. Place the
Klak Villain Card on the table.
Place The Klaks Artifact Token next to the Klak figure.

Klak will activate every players turn during the Villain Fase.

Klaks Artifact can be attacked when a Hero stands adjacent to the Klak Artifact Token. Treat the Klak
Artifact Token as a Monster when attacking it. The Klaks Artifact Token has an AC of 15 and a HP count
of 5.

Changed Victory: Heroes win the adventure when they defeat Klak, destroy Klaks Artifact and return to
the Chapel Tile.

Defeat: The Heroes lose this adventure if any Hero has 0 Hit Points at the start of his or her turn and
there are no Healing Surge tokens remaining.

When the Heroes Succeed, read:


Upon the return of the Heroes to the Chapel the Ghostly couple thanked them. After the beautiful
wedding then Ghosts thank the Heroes again, give them much treasure to leave the Dungeon with and
escort them to the exit of the Dungeon. The ghosts bid the adventurers farewell. Come back
anytime!

If a Cleric was in the party, also read:


All well ends well, that wasnt too bad after all. We got our treasure, didnt we? the Cleric said.
The others grin at his remark.
What? What did I say wrong? the Cleric exclaimed puzzled.
Nothing you are right, all is well one of the other Heroes answered.

02.32 Chapel with Laboratory Klaks Artifact


(Continued)
Goal: Destroy Klaks Artifact and escape the catacombs through the Secret Stairway.

When the Laboratory Tile is revealed do the following:

Instead of drawing a Monster Card for the tile, place the Klak figure on the bone pile. Place the
Klak Villain Card on the table.
Place The Klaks Artifact Token next to the Klak figure. Klak will activate every players turn
during the Villain Fase.

Klaks Artifact can be attacked when a Hero stands adjacent to the Klak Artifact Token. Treat the Klak
Artifact Token as a Monster when attacking it. The Klaks Artifact Token has an AC of 15 and a HP count
of 5.

Take the top 3 tiles from the Dungeon Tile Stack, the Secret Stairway and shuffle the 4 tiles. Put
the 4 tiles after the 2 nd tile of the Dungeon Tile Stack.

When a Hero reveals the Secret Stairway, the Heroes have found the way out of the Dungeon.

Changed Victory: The Heroes win the adventure when Klaks Artifact is destroyed and all the Heroes
escape the dungeon through the Secret Stairway.

Defeat: The Heroes lose this adventure if any Hero has 0 Hit Points at the start of his or her turn and
there are no Healing Surge tokens remaining.

When the Heroes Succeed, read:


Upon reaching the Secret Stairway and the way to freedom, all let out a sigh of relief. Together they
travelled back to the village with stories for the locals. The Heroes will give them one strong advise:
listen to the people who tell you NOT to go to Castle Ravenloft
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If a Cleric was in the party, also read:
All well ends well, that wasnt too bad after all. We got kill some evil, didnt we? the Cleric said.
The others grin at his remark.
What? What did I say wrong? the Cleric exclaimed puzzled.
Nothing you are right, all is well one of the other Heroes answered.

02.4 Chapel with Workshop Igor the Flesh Golem

When the Workshop Tile is revealed read:


When the party explore the next room, they see a hideous skulking hulk composed of flesh and limbs.
The creature moans and groans and walks pointless circles in the room.
So you are making all those noises! Well, lets make an end to all that! one of the Heroes said. At
first the creature is startled. Then it raises an eyebrow. Me Igor! Me Kill! it roars in fury at the
adventurers

When the Workshop Tile is revealed do following:


Did you say to the Ghost couple you will help them.
- > Yes, go to 02.41
- > No, go to 02.42

02.41 Chapel with Workshop Igor the Flesh Golem


(Continued)
Goal: Defeat the Flesh Golem and return to the couple to attend the wedding.

When the Workshop Tile is revealed do the following:

Instead of drawing a Monster Card for the tile, place the Flesh Golem figure on the bone pile.
Place the Flesh Golem Villain Card on the table. The Flesh Golem will activate every players
turn during the Villain Fase.

Changed Victory: Heroes win the adventure when they defeat the Flesh Golem and return to the Chapel
Tile.

Defeat: The Heroes lose this adventure if any Hero has 0 Hit Points at the start of his or her turn and
there are no Healing Surge tokens remaining.

When the Heroes Succeed, read:


Upon the return of the Heroes to the Chapel the Ghostly couple thanked them. After the beautiful
wedding then Ghosts thank the Heroes again, give them much treasure to leave the Dungeon with and
escort them to the exit of the Dungeon. The ghosts bid the adventurers farewell. Come back
anytime!

If a Cleric was in the party, also read:


All well ends well, that wasnt too bad after all. We got our treasure, didnt we? the Cleric said.
The others grin at his remark.
What? What did I say wrong? the Cleric exclaimed puzzled.
Nothing you are right, all is well one of the other Heroes answered.

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02.42 Chapel with Workshop Igor the Flesh Golem
(Continued)
Goal: Escape the catacombs through the Secret Stairway.

When the Workshop Tile is revealed do the following:

Instead of drawing a Monster Card for the tile, place the Flesh Golem figure on the bone pile.
Place the Flesh Golem Villain Card on the table. The Flesh Golem will activate every players
turn during the Villain Fase.

When activating the otherwise tactic, skip this action. Instead move the Flesh Golem 1 tile closer to
the closest Hero.

Take the top 3 tiles from the Dungeon Tile Stack, the Secret Stairway and shuffle the 4 tiles. Put
the 4 tiles after the 2nd tile of the Dungeon Tile Stack.

When a Hero reveals the Secret Stairway, the Heroes have found the way out of the Dungeon.

Changed Victory: The Heroes win the adventure when all the Heroes escape the dungeon through the
Secret Stairway.

Defeat: The Heroes lose this adventure if any Hero has 0 Hit Points at the start of his or her turn and
there are no Healing Surge tokens remaining.

When the Heroes Succeed, read:


Upon reaching the Secret Stairway and the way to freedom, all let out a sigh of relief. Together they
travelled back to the village with stories for the locals. The Heroes will give them one strong advise:
listen to the people who tell you NOT to go to Castle Ravenloft

If a Cleric was in the party, also read:


All well ends well, that wasnt too bad after all. We got kill some evil, didnt we? the Cleric said.
The others grin at his remark.
What? What did I say wrong? the Cleric exclaimed puzzled.
Nothing you are right, all is well one of the other Heroes answered

02.5 Chapel with Strahds Crypt Hidden Vampire


When the Strahds Crypt Tile is revealed read:
When the party explore the next room, they see a person clothed in black robes. Eyes are hidden
within the hood. Slowly the creature approaches the adventurers and with a loud echoing voice it says,
You are NOT welcome here! Leave or be EATEN!
The hood falls back and shows a pale young face with pointy teeth ready to bite any unlucky soul

When the Strahds Crypt Tile is revealed do following:


Did you say to the Ghost couple you will help them.
- > Yes, go to 02.51
- > No, go to 02.52

02.51 Chapel with Strahds Crypt Hidden Vampire


(Continued)
Goal: Defeat the Young Vampire and return to the couple to attend the wedding.

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When the Strahds Crypt Tile is revealed do the following:

Instead of drawing a Monster Card for the tile, place the Strahd figure on the bone pile. Place
the Young Vampire Villain Card on the table.

The Young Vampire will activate every players turn during the Villain Fase.

Changed Victory: Heroes win the adventure when they defeat the Young Vampire and return to the
Chapel Tile.

Defeat: The Heroes lose this adventure if any Hero has 0 Hit Points at the start of his or her turn and
there are no Healing Surge tokens remaining.

When the Heroes Succeed, read:


Upon the return of the Heroes to the Chapel the Ghostly couple thanked them. After the beautiful
wedding then Ghosts thank the Heroes again, give them much treasure to leave the Dungeon with and
escort them to the exit of the Dungeon. The ghosts bid the adventurers farewell. Come back
anytime!

If a Cleric was in the party, also read:


All well ends well, that wasnt too bad after all. We got our treasure, didnt we? the Cleric said.
The others grin at his remark.
What? What did I say wrong? the Cleric exclaimed puzzled.
Nothing you are right, all is well one of the other Heroes answered.

02.52 Chapel with Strahds Crypt Hidden Vampire


(Continued)
Goal: Escape the catacombs through the Secret Stairway.

When the Strahds Crypt Tile is revealed do the following:

Instead of drawing a Monster Card for the tile, place the Strahd figure on the bone pile. Place
the Young Vampire Villain Card on the table.
The Young Vampire will activate every players turn during the Villain Fase.

Take the top 3 tiles from the Dungeon Tile Stack, the Secret Stairway and shuffle the 4 tiles. Put
the 4 tiles after the 2nd tile of the Dungeon Tile Stack.
When a Hero reveals the Secret Stairway, the Heroes have found the way out of the Dungeon.

Changed Victory: The Heroes win the adventure when all the Heroes escape the dungeon through the
Secret Stairway.

Defeat: The Heroes lose this adventure if any Hero has 0 Hit Points at the start of his or her turn and
there are no Healing Surge tokens remaining.

When the Heroes Succeed, read:


Upon reaching the Secret Stairway and the way to freedom, all let out a sigh of relief. Together they
travelled back to the village with stories for the locals. The Heroes will give them one strong advise:
listen to the people who tell you NOT to go to Castle Ravenloft

If a Cleric was in the party, also read:


All well ends well, that wasnt too bad after all. We got kill some evil, didnt we? the Cleric said.
The others grin at his remark.
What? What did I say wrong? the Cleric exclaimed puzzled.
Nothing you are right, all is well one of the other Heroes answered

15
02.6 Chapel with Arcane Circle Screaming Hag

When the Arcane Circle Tile is revealed read:


When the party explore the next room, the high pitching sound of a mad woman deafens all. Stunned
the adventurers witness an old lady standing in the corner leaning on a walking stick. Without any
warning the hag let out another shriek.
The party members know what to do as each ready their weapons and try to cover their ears

When the Arcane Circle Tile is revealed do following:


Did you say to the Ghost couple you will help them.
- > Yes, go to 02.61
- > No, go to 02.62

02.61 Chapel with Arcane Circle Screaming Hag


(Continued)
Goal: Defeat the Howling Hag and return to the couple to attend the wedding.

When the Arcane Circle Tile is revealed do the following:

Instead of drawing a Monster Card for the tile, place the Howling Hag figure on the bone pile.
Place the Howling Hag Villain Card on the table. The Howling Hag will activate every players
turn during the Villain Fase.

Changed Victory: Heroes win the adventure when they defeat the Howling Hag and return to the Chapel
Tile.

Defeat: The Heroes lose this adventure if any Hero has 0 Hit Points at the start of his or her turn and
there are no Healing Surge tokens remaining.

When the Heroes Succeed, read:


Upon the return of the Heroes to the Chapel the Ghostly couple thanked them. After the beautiful
wedding then Ghosts thank the Heroes again, give them much treasure to leave the Dungeon with and
escort them to the exit of the Dungeon. The ghosts bid the adventurers farewell. Come back
anytime!

If a Cleric was in the party, also read:


All well ends well, that wasnt too bad after all. We got our treasure, didnt we? the Cleric said.
The others grin at his remark.
What? What did I say wrong? the Cleric exclaimed puzzled.
Nothing you are right, all is well one of the other Heroes answered.

02.62 Chapel with Arcane Circle Screaming Hag


(Continued)
Goal: Escape the Dungeon through the Secret Stairway.

When the Arcane Circle Tile is revealed do the following:

Instead of drawing a Monster Card for the tile, place the Howling Hag figure on the bone pile.
Place the Howling Hag Villain Card on the table. The Howling Hag will activate every players
turn during the Villain Fase.

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Take the top 3 tiles from the Dungeon Tile Stack, the Secret Stairway and shuffle the 4 tiles. Put the 4
tiles after the 2nd tile of the Dungeon Tile Stack.

When a Hero reveals the Secret Stairway, the Heroes have found the way out of
the Dungeon.

Changed Victory: The Heroes win the adventure when all the Heroes escape the dungeon through the
Secret Stairway.

Defeat: The Heroes lose this adventure if any Hero has 0 Hit Points at the start of his or her turn and
there are no Healing Surge tokens remaining.

When the Heroes Succeed, read:


Upon reaching the Secret Stairway and the way to freedom, all let out a sigh of relief. Together they
travelled back to the village with stories for the locals. The Heroes will give them one strong advise:
listen to the people who tell you NOT to go to Castle Ravenloft

If a Cleric was in the party, also read:


All well ends well, that wasnt too bad after all. We got kill some evil, didnt we? the Cleric said.
The others grin at his remark.
What? What did I say wrong? the Cleric exclaimed puzzled.
Nothing you are right, all is well one of the other Heroes answered

02.7 Chapel with Fetid Den Werewolf!


When the Fetid Den Tile is revealed read:
When the party explore the next room, a wolf-like animal stands on rear end legs. It has a bloody piece
of meat in its paw and blood is dripping from its jaw. As the Werewolf notices the adventurers it lets
out a horrifying howl.
Well, I hope not one of its buddys is coming to its call one of the party members says while making
ready for battle

When the Fetid Den Tile is revealed do following:


Did you say to the Ghost couple you will help them.
- > Yes, go to 02.71
- > No, go to 02.72

02.71 Chapel with Fetid Den Werewolf!


(Continued)
Goal: Defeat the Werewolf and return to the couple to attend the wedding.

When the Fetid Den Tile is revealed do the following:

Instead of drawing a Monster Card for the tile, place the Werewolf figure on the bone pile. Place
the Werewolf Villain Card on the table. The Werewolf will activate every players turn during the
Villain Fase.
Put the Silver Dagger token on a tile at least 3 Tiles from the active hero.

If any hero ends his or her Hero Fase adjacent to the Silver Dagger Token, he or she can pick it up. If
the Hero chooses to do so, place the Silver Dagger Token on that Heros Card and give the Silver Dagger
Adventure Treasure Card to that Hero.

When the Silver Dagger is picked up, read:


Hey! Look what I found! A shiny dagger. Probably worth a ton of money the finder of the treasure
yells through the Dungeon. Oh no, seems it was guarded A little help please?!

17
When the Silver Dagger is picked up do the following:
Draw two Monster Cards and place the monsters adjacent to the Hero with the Silver Dagger
Token.

Changed Victory: Heroes win the adventure when they defeat the Werewolf and return to the Chapel
Tile.

Defeat: The Heroes lose this adventure if any Hero has 0 Hit Points at the start of his or her turn and
there are no Healing Surge tokens remaining.

When the Heroes Succeed, read:


Upon the return of the Heroes to the Chapel the Ghostly couple thanked them. After the beautiful
wedding then Ghosts thank the Heroes again, give them much treasure to leave the Dungeon with and
escort them to the exit of the Dungeon. The ghosts bid the adventurers farewell. Come back
anytime!

If a Cleric was in the party, also read:


All well ends well, that wasnt too bad after all. We got our treasure, didnt we? the Cleric said.
The others grin at his remark.
What? What did I say wrong? the Cleric exclaimed puzzled.
Nothing you are right, all is well one of the other Heroes answered.

02.72 Chapel with Fetid Den Werewolf!


(Continued)
Goal: Escape the catacombs through the Secret Stairway.

When the Fetid Den Tile is revealed do the following:

Instead of drawing a Monster Card for the tile, place the Werewolf figure on the bone pile. Place
the Werewolf Villain Card on the table. The Werewolf will activate every players turn during the
Villain Fase.
Take the top 3 tiles from the Dungeon Tile Stack, the Secret Stairway and shuffle the 4 tiles. Put
the 4 tiles after the 2nd tile of the Dungeon Tile Stack. (This way, the Secret Stairway will
appear between the 3rd and 6th tile drawn)
Put the Silver Dagger token on a tile at least 3 Tiles from the active hero.

If any hero ends his or her Hero Fase adjacent to the Silver Dagger Token, he or she can pick it up. If
the Hero chooses to do so, place the Silver Dagger Token on that Heros Card and give the Silver Dagger
Adventure Treasure Card to that Hero.

When the Silver Dagger is picked up, read:


Hey! Look what I found! A shiny dagger. Probably worth a ton of money the finder of the treasure
yells through the Dungeon. Oh no, seems it was guarded A little help please?!

When the Silver Dagger is picked up do the following:


Draw two Monster Cards and place the monsters adjacent to the Hero with the Silver Dagger
Token.

When a Hero reveals the Secret Stairway, the Heroes have found the way out of the Dungeon.

Changed Victory: The Heroes win the adventure when all the Heroes escape the dungeon through the
Secret Stairway.

Defeat: The Heroes lose this adventure if any Hero has 0 Hit Points at the start of his or her turn and
there are no Healing Surge tokens remaining.

When the Heroes Succeed, read:


Upon reaching the Secret Stairway and the way to freedom, all let out a sigh of relief. Together they
travelled back to the village with stories for the locals. The Heroes will give them one strong advise:
listen to the people who tell you NOT to go to Castle Ravenloft
18
If a Cleric was in the party, also read:
All well ends well, that wasnt too bad after all. We got kill some evil, didnt we? the Cleric said.
The others grin at his remark.
What? What did I say wrong? the Cleric exclaimed puzzled.
Nothing you are right, all is well one of the other Heroes answered

02.8 Chapel with Dark Fountain Spiders Den


When the Dark Fountain is revealed read:
When the party explore the next room, they stumble upon a fountain with a dark substance. With
further investigation it seems the dark liquid is mixed with sticky strings of some kind of wire.
Suddenly one of the heroes understand the dangerous place they have entered must be A Spiders Den!
Before any can run for their life, spiders fall from the ceiling, shooting webs and hissing violently

When the Dark Fountain Tile is revealed do following:


Did you say to the Ghost couple you will help them.
- > Yes, go to 02.81
- > No, go to 02.82

02.81 Chapel with Dark Fountain Spiders Den


(Continued)
Goal: Defeat the Spiders and return to the couple to attend the wedding.

When the Dark Fountain Tile is revealed do following:

In addition of drawing a Monster Card for the tile, take the Monster Deck and find all the Spider
Monster Cards. Then take the Monster Discard Pile and find all the Spider Monster Cards. If there
are Spider Monster Cards in the Experience Pile, switch them with a Monster Token with the same
value to maintain equal amount of Experience. If there are any Spider Monster Cards already
under control of a Hero, leave them under that Heros control. Do not move any of the Spider
Monsters during this setup.
Take all Spider Monster cards found. Start with the active player. Give each player clockwise a
Spider Monster Card under his or her control. If the player already controls a Spider Monster
Card, skip this step for that player.
For every new Spider Monster Card under a players control, put a Spider figure on the Dark
Fountain Tile. Then put all the Spider Monster Cards not placed under a players control aside.
Then take the Encounter Deck, find the Spirit of Doom Environment card and put it into. If the
card is in the Encounter Discard Pile, take it out and put it into play. If the Spirit of Doom
Environment Card is already in play, leave it in play. Remove all other Encounter Environment
cards from the Encounter Deck and set them aside. For the remainder of the adventure the Spirit
of Doom Environment card will be in play.
Shuffle the Monster Deck and the Encounter Deck.

Changed Victory: Heroes win the adventure when they defeat all Spiders and return to the Chapel Tile.

Defeat: The Heroes lose this adventure if any Hero has 0 Hit Points at the start of his or her turn and
there are no Healing Surge tokens remaining.

When the Heroes Succeed, read:


Upon the return of the Heroes to the Chapel the Ghostly couple thanked them. After the beautiful
wedding then Ghosts thank the Heroes again, give them much treasure to leave the Dungeon with and
escort them to the exit of the Dungeon. The ghosts bid the adventurers farewell. Come back
anytime!

19
If a Cleric was in the party, also read:
All well ends well, that wasnt too bad after all. We got our treasure, didnt we? the Cleric said.
The others grin at his remark.
What? What did I say wrong? the Cleric exclaimed puzzled.
Nothing you are right, all is well one of the other Heroes answered.

02.82 Chapel with Dark Fountain Spiders Den


(Continued)
Goal: Escape the catacombs through the Secret Stairway.

When the Dark Fountain Tile is revealed do following:

In addition of drawing a Monster Card for the tile, take the Monster Deck and find all the Spider
Monster Cards. Then take the Monster Discard Pile and find all the Spider Monster Cards. If there
are Spider Monster Cards in the Experience Pile, switch them with a Monster Token with the same
value to maintain equal amount of Experience. If there are any Spider Monster Cards already
under control of a Hero, leave them under that Heros control. Do not move any of the Spider
Monsters during this setup.
Take all Spider Monster cards found. Start with the active player. Give each player clockwise a
Spider Monster Card under his or her control. If the player already controls a Spider Monster
Card, skip this step for that player.
For every new Spider Monster Card under a players control, put a Spider figure on the Dark
Fountain Tile. Then put all the Spider Monster Cards not placed under a players control aside.
Then take the Encounter Deck, find the Spirit of Doom Environment card and put it into. If the
card is in the Encounter Discard Pile, take it out and put it into play. If the Spirit of Doom
Environment Card is already in play, leave it in play. Remove all other Encounter Environment
cards from the Encounter Deck and set them aside. For the remainder of the adventure the Spirit
of Doom Environment card will be in play.
Shuffle the Monster Deck and the Encounter Deck.

Take the top 3 tiles from the Dungeon Tile Stack, the Secret Stairway and shuffle the 4 tiles. Put the 4
tiles after the 2nd tile of the Dungeon Tile Stack.

When a Hero reveals the Secret Stairway, the Heroes have found the way out of
the Dungeon.

Changed Victory: The Heroes win the adventure when all the Heroes escape the dungeon through the
Secret Stairway.

Defeat: The Heroes lose this adventure if any Hero has 0 Hit Points at the start of his or her turn and
there are no Healing Surge tokens remaining.

When the Heroes Succeed, read:


Upon reaching the Secret Stairway and the way to freedom, all let out a sigh of relief. Together they
travelled back to the village with stories for the locals. The Heroes will give them one strong advise:
listen to the people who tell you NOT to go to Castle Ravenloft

If a Cleric was in the party, also read:


All well ends well, that wasnt too bad after all. We got kill some evil, didnt we? the Cleric said.
The others grin at his remark.
What? What did I say wrong? the Cleric exclaimed puzzled.
Nothing you are right, all is well one of the other Heroes answered

20
02.9 Chapel with Kings Crypt Skeleton King

When the Kings Crypt is revealed read:


When the party explore the next room, a clattering of bones greets them. With a dark and deep voice
one of the skeletons exclaimed You shall go no further! This is my kingdom! I am King! Kneel or die!
None of the adventurers did what was asked

When the Kings Crypt Tile is revealed do following:


Did you say to the Ghost couple you will help them.
- > Yes, go to 02.91
- > No, go to 02.92

02.91 Chapel with Kings Crypt Skeleton King


(Continued)
Goal: Defeat the Skeleton King and his guards, then return to the couple to attend the wedding.

When the Dark Fountain Tile is revealed do following:

Instead of drawing a Monster Card for the tile, take the Monster Deck and find all the Blazing
Skeleton and Skeleton Monster Cards. Then take the Monster Discard Pile and find all the Blazing
Skeleton and Skeleton Monster Cards. If there are Blazing Skeleton and Skeleton Monster Cards in
the Experience Pile, switch them with a Monster Token with the same value to maintain equal
amount of Experience. If there are any Blazing Skeleton or Skeleton Monster Cards already under
control of a Hero, leave them under that Heros control. Do not move any of the Blazing Skeleton
or Skeleton Monsters during this setup.
Take 1 Blazing Skeleton Monster Card, put it under active Heros control and put the Monster on
the Bone pile on the Kings Crypt Tile. Then take all Skeleton Monster cards found. Start with the
active player. Give each player clockwise a Skeleton Monster Card under his or her control. If the
player already controls a Skeleton Monster Card, skip this step for that player.
For every new Skeleton Monster Card under a players control, put a Skeleton figure on the Kings
Crypt Tile adjacent to the Blazing Skeleton Monster.
Set all Blazing Skeleton or Skeleton Monster Cards not placed under control of a Hero aside.
Shuffle the Monster Deck.

Changed Victory: Heroes win the adventure when they defeat all Skeletons, Blazing Skeletons and
return to the Chapel Tile.

Defeat: The Heroes lose this adventure if any Hero has 0 Hit Points at the start of his or her turn and
there are no Healing Surge tokens remaining.

When the Heroes Succeed, read:


Upon reaching the Secret Stairway and the way to freedom, all let out a sigh of relief. Together they
travelled back to the village with stories for the locals. The Heroes will give them one strong advise:
listen to the people who tell you NOT to go to Castle Ravenloft

If a Cleric was in the party, also read:


All well ends well, that wasnt too bad after all. We got kill some evil, didnt we? the Cleric said.
The others grin at his remark.
What? What did I say wrong? the Cleric exclaimed puzzled.
Nothing you are right, all is well one of the other Heroes answered

21
02.92 Chapel with Kings Crypt Skeleton King
(Continued)
Goal: Escape the catacombs through the Secret Stairway.

When the Dark Fountain Tile is revealed do following:

Instead of drawing a Monster Card for the tile, take the Monster Deck and find all the Blazing
Skeleton and Skeleton Monster Cards. Then take the Monster Discard Pile and find all the Blazing
Skeleton and Skeleton Monster Cards. If there are Blazing Skeleton and Skeleton Monster Cards in
the Experience Pile, switch them with a Monster Token with the same value to maintain equal
amount of Experience. If there are any Blazing Skeleton or Skeleton Monster Cards already under
control of a Hero, leave them under that Heros control. Do not move any of the Blazing Skeleton
or Skeleton Monsters during this setup.
Take 1 Blazing Skeleton Monster Card, put it under active Heros control and put the Monster on
the Bone pile on the Kings Crypt Tile. Then take all Skeleton Monster cards found. Start with the
active player. Give each player clockwise a Skeleton Monster Card under his or her control. If the
player already controls a Skeleton Monster Card, skip this step for that player.
For every new Skeleton Monster Card under a players control, put a Skeleton figure on the Kings
Crypt Tile adjacent to the Blazing Skeleton Monster.
Set all Blazing Skeleton or Skeleton Monster Cards not placed under control of a Hero aside.
Shuffle the Monster Deck.
Take the top 3 tiles from the Dungeon Tile Stack, the Secret Stairway and shuffle the 4 tiles. Put
the 4 tiles after the 2nd tile of the Dungeon Tile Stack.

When a Hero reveals the Secret Stairway, the Heroes have found the way out of
the Dungeon.

Changed Victory: The Heroes win the adventure when all the Heroes escape the dungeon through the
Secret Stairway.

Defeat: The Heroes lose this adventure if any Hero has 0 Hit Points at the start of his or her turn and
there are no Healing Surge tokens remaining.

When the Heroes Succeed, read:


Upon reaching the Secret Stairway and the way to freedom, all let out a sigh of relief. Together they
travelled back to the village with stories for the locals. The Heroes will give them one strong advise:
listen to the people who tell you NOT to go to Castle Ravenloft

If a Cleric was in the party, also read:


All well ends well, that wasnt too bad after all. We got kill some evil, didnt we? the Cleric said.
The others grin at his remark.
What? What did I say wrong? the Cleric exclaimed puzzled.
Nothing you are right, all is well one of the other Heroes answered.

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03.1 Rotting Nook


When the Rotting Nook Tile is revealed read:
They hear the snoring of a large beast. When the party runs around the corner the stench of rotting
flesh meets them. In the next room, stretched out upon the filthy floor littered with bones and skulls,
lies a massive Dragon. Its own skin was torn and ribs where showing. The adventurers look at each
other trying to keep their wits. Should they attack or sneak past the formidable foe

When the Rotting Nook Tile is revealed, do the following:

Instead of drawing a Monster Card for the tile, place the Zombie Dragon figure on the bone pile.
Place the Zombie Dragon Villain Card on the table. Place a Time Token on the Zombie Villain
Card to indicate the Zombie Dragon is sleeping.

Sleeping Zombie Dragon

When active Hero ends his or her Hero Fase on a tile within 1 tile of the Rotting Nook Tile and
there is a Time Token on the Zombie Dragon Villain Card, do a Stealth(12) check (roll a die +
(20-AC). Result must be equal or higher than 12).

Is the Stealth check success:


Zombie Dragon stays asleep and the heroes can exit the Dungeon on the Start Dungeon Tile. The
Zombie Dragon will NOT activate every players turn during the Villain Fase. The Zombie Dragon
can be attacked as normal. When the Zombie Dragon is hit, it will awaken. Remove the Time
Token from the Zombie Dragon Villain Card. If the Zombie Dragon is awake, the Zombie Dragon
will activate every players turn during the Villain Fase.

Victory: The Heroes win the adventure when all the Heroes escape the dungeon through the Start
Dungeon Tile with combined 12 Treasure Cards.

Defeat: The Heroes lose this adventure if any Hero has 0 Hit Points at the start of his or her turn and
there are no Healing Surge tokens remaining.

Is the Stealh check failed:


Zombie Dragon awakens, remove the Time Token from the Zombie Dragon Villain Card. The heroes
cannot exit the Dungeon on the Start Dungeon Tile. The Zombie Dragon will activate every players turn
during the Villain Fase. When the Zombie Dragon is defeated instead of drawing a Treasure card, place
the Icon of Ravenloft Treasure Card under control of the active Hero.

Changed Victory: The Heroes win the adventure when all the Heroes escape the dungeon through the
Secret Stairway.

Defeat: The Heroes lose this adventure if any Hero has 0 Hit Points at the start of his or her turn and
there are no Healing Surge tokens remaining.

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Special Adventure Rules:
When the tile with one of the following names is drawn, please go to the corresponding chapter of this
booklet and continue the adventure there:

03.2 Chapel
03.3 Laboratory
03.4 Workplace
03.5 Strahds Crypt
03.6 Arcane Circle
03.7 Fetid Den
03.8 Dark Fountain
03.9 Kings Crypt

03.2 Rotting Nook and Chapel Icon of Ravenloft

When the Chapel Tile is revealed read:


The Chapel lies in the next room. On the altar is a piece of paper saying Count Strahd has given the
Icon or Ravenloft, a very powerful and more importantly a very valuable artifact, in the custody of the
Zombie Dragon. Realizing they have met this creature the party re-evaluate their goal
Meanwhile an Alarm goes off and more foes advance to rid the Dungeon, which is their home from
intruders.

When the Chapel Tile is revealed, do the following:


Is the Zombie Dragon Sleeping
- > Yes, go to 03.21
- > No, go to 03.22

03.21 Rotting Nook and Chapel Icon of Ravenloft


(continued)
Goal: Steal the Icon of Ravenloft from the Zombie Dragon.

When the Chapel Tile is revealed, do the following:


In addition to drawing a Monster Card for the Tile, take the Encounter Deck, find the Alarm Trap
card and put it under control of the active hero. If the card is in the Encounter Discard Pile, take
it out and put it into play under active heros control. If the Alarm Trap Card is under control of
another Hero, take the Alarm Trap Card and put it under control of the active Hero. Take the
Alarm Marker and place it on the Chapel Tile. If the Alarm Marker is already in play, place it on
the Chapel Tile.
Take the Encounter Deck, find the Haunting Mists Environment card and put it into play. If the
card is in the Encounter Discard Pile, take it out and put it into play. If the Haunting Mists
environment Card is already in play, leave it in play. Remove all other Encounter Environment
cards from the Encounter Deck and set them aside. For the remainder of the adventure the
Haunting Mists Environment card will be in play.
Shuffle the Encounter Deck.

Changed Victory: Heroes win the adventure when they defeat the Zombie Dragon, retrieve the Icon of
Ravenloft and all Heroes exit the Dungeon through the Start Dungeon Tile with the Icon of Ravenloft.

Defeat: The Heroes lose this adventure if any Hero has 0 Hit Points at the start of his or her turn and
there are no Healing Surge tokens remaining.

24
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When the Heroes Succeed, read:
The heroes exit the Dungeon with their most precious treasure in their hands. They cannot wait to sell
this for a huge amount of gold. Or maybe this can be used to rid these lands of Count Strahd for good?
Who knows?

03.22 Rotting Nook and Chapel Icon of Ravenloft


(continued)

When the Chapel Tile is revealed, do the following:


Instead of drawing one Monster Card for the tile, draw one additional Monster Card.
Take the Encounter Deck, find the Alarm Trap card and put it under control of the active hero. If
the card is in the Encounter Discard Pile, take it out and put it into play under active heros
control. If the Alarm Trap Card is under control of another Hero, take the Alarm Trap Card and
put it under control of the active Hero. Take the Alarm Marker and place it on the Chapel Tile. If
the Alarm Marker is already in play, place it on the Chapel Tile.
Take the Encounter Deck, find the Haunting Mists Environment card and put it into. If the card is
in the Encounter Discard Pile, take it out and put it into play. Remove all other Encounter
Environment cards from the Encounter Deck and set them aside. For the remainder of the
adventure the Haunting Mists Environment card will be in play.
Shuffle the Encounter Deck.
Take the top 3 tiles from the Dungeon Tile Stack, the Secret Stairway and shuffle the 4 tiles. Put
the 4 tiles after the 2 nd tile of the Dungeon Tile Stack.

When a Hero reveals the Secret Stairway, the Heroes have found the way out of the Dungeon.

Changed Victory: The Heroes win the adventure when all the Heroes escape the dungeon through the
Secret Stairway.

Defeat: The Heroes lose this adventure if any Hero has 0 Hit Points at the start of his or her turn and
there are no Healing Surge tokens remaining.

When the Heroes Succeed, read:


They barely got out of this alive! But they did it! All count the loot they have managed to take with
them out of the Dungeon. Although the prize is mediocre, all of them where glad to escape with their
lives

03.3 Rotting Nook and Laboratory Infernal Machine of Klak


When the Laboratory Tile is revealed read:
When the party ventures deep into the Dungeon they stumble upon a Laboratory. In this strange room
resides a machine of unknown origin. Connected with wires and pipes leading into the ceiling it makes
an infernal humming sound Then the adventurers hear the first of the guards. They have been
discovered

When the Laboratory Tile is revealed, do the following:


Is the Zombie Dragon Sleeping
- > Yes, go to 03.31
- > No, go to 03.32

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03.31 Rotting Nook and Laboratory Infernal Machine of Klak


(Continued)
Goal: Defeat Klak and exit the Dungeon through the Secret Stairway. (Klak closes the Dungeon Start Tile
for exit)

When the Laboratory Tile is revealed, do the following:


Instead of drawing a Monster Card for the tile, place the Klak figure on the bone pile. Place the
Klak Villain Card on the table. Place The Klaks Artifact Token next to the Klak figure with 3
hitpoint markers on it. Klak will activate every players turn during the Villain Fase.
Klaks Artifact can be Disabled when a Hero uses his or her Attack action to make a Strength(12)
Check (Roll a die + Healing Surge Value must be equal or higher than 12). If the Check is
successful remove a hitpoint marker on The Klaks Artifact Token. When the last hitpoint marker
is removed from The Klaks Artifact Token, remove The Klaks Artifact Token from play.

As long as The Klaks Artifact Token is in play, each Hero draws an additional Encounter Card during his
or her Villain Fase.

Take the top 3 tiles from the Dungeon Tile Stack, the Secret Stairway and shuffle the 4 tiles. Put
the 4 tiles after the 2nd tile of the Dungeon Tile Stack.

When a Hero reveals the Secret Stairway, the Heroes have found the way out of the Dungeon.

Victory: Heroes win the adventure when they defeat Klak and exit the Dungeon through the Secret
Stairway.

Defeat: The Heroes lose this adventure if any Hero has 0 Hit Points at the start of his or her turn and
there are no Healing Surge tokens remaining.

When the Heroes Succeed, read:


After the kobold sorcerer fell dead on the ground they rushed to the exit. Monsters of death pursued
the party until the surface is reached. Out of breath they find themselves just outside the castle.
Without taking time to recover the whole party flees to the village with stories that would become
legends

03.32 Rotting Nook and Laboratory Infernal Machine of Klak


(Continued)
Goal: Disable Klaks Artifact and escape the Dungeon through the Secret Stairway.

When the Laboratory Tile is revealed, do the following:


Place The Klaks Artifact Token on the Laboratory Tile with 3 hitpoint markers on it. Klaks
Artifact can be Disabled when a Hero uses his or her Attack action to make a Strength(11) Check
(Roll a die + Healing Surge Value must be equal or higher than 11). If the Check is successful
remove a hitpoint marker on The Klaks Artifact Token. When the last hitpoint marker is
removed from The Klaks Artifact Token, remove The Klaks Artifact Token from play.

As long as The Klaks Artifact Token is in play, each Hero skips his or her Exploration Fase and do not
draw an Encounter Card for not exploring during each Heros Villain fase for not Exploring a Dungeon
Tile. Instead, draw a Monster Card at the beginning of the Villain fase and place the Monster on the
Dungeon Start Tile.

Take the top 3 tiles from the Dungeon Tile Stack, the Secret Stairway and shuffle the 4 tiles. Put
the 4 tiles after the 2nd tile of the Dungeon Tile Stack.

When a Hero reveals the Secret Stairway, the Heroes have found the way out of the Dungeon.

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Victory: The Heroes win the adventure when all the Heroes escape the dungeon through the Secret
Stairway.

Defeat: The Heroes lose this adventure if any Hero has 0 Hit Points at the start of his or her turn and
there are no Healing Surge tokens remaining.

When the Heroes Succeed, read:


Destroying the machine gave them access to the room behind it. It was the exit! Without looking back
they all ran for their lives, grabbing on to any loot they possessed. Outside the upcoming sun lightened
the countryside and showed the village lying on the horizon. Was this to be their last adventure in the
Dungeons of Castle Ravenloft? Time will tell

03.4 Rotting Nook and Workshop Igor and the Drake


When the Workshop Tile is revealed read:
Igor hungry! A hulking Flesh Golem stomped around the room knocking over a table and throwing
tools around at the darkness. Then the undead giant notices the party. Food! Finally!

When the Workshop Tile is revealed, do the following:


Is the Zombie Dragon Sleeping
- > Yes, go to 03.41
- > No, go to 03.42

03.41 Rotting Nook and Workshop Igor and the Drake


(Continued)
Goal: Defeat the Flesh Golem and exit the Dungeon through the Dungeon Start Tile.

When the Workshop Tile is revealed, do the following:


Instead of drawing a Monster Card for the tile, place the Flesh Golem figure on the bone pile.
Place the Flesh Golem Villain Card on the table. The Flesh Golem will activate every players
turn during the Villain Fase.
When the Flesh Golem is activated, the Zombie Dragon is considered a Hero.
When the Flesh Golem moves on the Rotting Nook Tile, the Zombie Dragon awakens. Remove the
Time Token from the Zombie Dragon Villain Card. The Zombie Dragon will activate every players
turn during the Villain Fase. When the Zombie Dragon is defeated instead of drawing a Treasure
card, place the Icon of Ravenloft Treasure Card under control of the active Hero.
When the Zombie Dragon is activated, the Flesh Golem is considered a Hero.

Changed Victory: Heroes win the adventure when the Flesh Golem is defeated and exit the Dungeon
through the Dungeon Start Tile.

Defeat: The Heroes lose this adventure if any Hero has 0 Hit Points at the start of his or her turn and
there are no Healing Surge tokens remaining.

When the Heroes Succeed, read:


Barely escaping with their lives intact they look at each other. I wasnt scared! one exclaimed. Me
neither! another replied. Lets do this again tomorrow
An awkward silence of several minutes takes place.
Then they all say: Nahh not tomorrow.

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03.42 Rotting Nook and Workshop Igor and the Drake


(Continued)
Goal: Escape the catacombs through the Secret Stairway before the Flesh Golem is on the Dungeon Start
Tile.

When the Workshop Tile is revealed, do the following:


Instead of drawing a Monster Card for the tile, place the Flesh Golem figure on the bone pile.
Place the Flesh Golem Villain Card on the table. The Flesh Golem will activate every players
turn during the Villain Fase. When the otherwise tactic is activated ignore this tactic. Instead
move the Flesh Golem 1 Tile closer to the closest Hero.
When the Zombie Dragon is activated, the Flesh Golem is considered a Hero.
When the Flesh Golem is activated, the Zombie Dragon is considered a Hero.
Take the top 3 tiles from the Dungeon Tile Stack, the Secret Stairway and shuffle the 4 tiles. Put
the 4 tiles after the 2nd tile of the Dungeon Tile Stack. (This way, the Secret Stairway will
appear between the 3rd and 6th tile drawn)

When a Hero reveals the Secret Stairway, the Heroes have found the way out of the Dungeon.

Changed Victory: The Heroes win the adventure when all the Heroes escape the dungeon through the
Secret Stairway.

Defeat: The Heroes lose this adventure if any Hero has 0 Hit Points at the start of his or her turn and
there are no Healing Surge tokens remaining or when the Flesh Golem is on the Dungeon Start Tile at
the beginning of any heros Villain Fase.

When the Heroes Succeed, read:


Barely escaping with their lives intact they look at each other. I wasnt scared! one exclaimed. Me
neither! another replied. Lets do this again tomorrow
An awkward silence of several minutes takes place.
Then they all say: Nahh not tomorrow.

03.5 Rotting Nook and Strahds Crypt Strahds Chamber


When the Strahds Crypt Tile is revealed read:
The darkness prevents the true nature of the danger in the tomb of the ancient vampirelord.
Cautiously the party of adventurers enter the creepy blackness

When the Strahds Crypt Tile is revealed, do the following:


Is the Zombie Dragon Sleeping
- > Yes, go to 03.51
- > No, go to 03.52

03.51 Rotting Nook and Strahds Crypt Strahds Chamber


(Continued)
Goal: Defeat the Young Vampire exit the Dungeon through the Dungeon Start Tile with Kevan.

When the Strahds Crypt Tile is revealed, do the following:


Instead of drawing a Monster Card for the tile, place the Strahd figure on the bone pile. Place
the Young Vampire Villain Card on the table. The Young Vampire will activate every players turn
during the Villain Fase.
Place the Kevan Token on the Young Vampire card. When the Young Vampire is defeated, place
the Kevan Token under control of the active Hero.

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Changed Victory: Heroes win the adventure when they defeat the Young Vampire, save Kevan and all
Heroes exit the Dungeon through the Start Dungeon Tile with the Kevan Token.

Defeat: The Heroes lose this adventure if any Hero has 0 Hit Points at the start of his or her turn and
there are no Healing Surge tokens remaining.

When the Heroes Succeed, read:


Kevans ever gratitude warms the hearts of the party. And the gold he gives them even more

03.52 Rotting Nook and Strahds Crypt Strahds Chamber


(Continued)
Goal: Escape the Dungeon through the Secret Stairway.

When the Strahds Crypt Tile is revealed, do the following:


In addition to drawing a Monster Card for the Tile, take the Encounter Deck, find the Crossbow
Turret Trap card and put it under control of the active hero. If the card is in the Encounter
Discard Pile, take it out and put it into play under active heros control. If the Crossbow Turret
Trap Card is under control of another Hero, take the Crossbow Turret Trap Card and put it under
control of the active Hero. Take the Alarm Marker and place it on the Strahds Crypt Tile. If the
Crossbow Turret Marker is already in play, place it on the Strahds Crypt Tile.
Then take the Encounter Deck, find the Crippling Miasma Environment card and put it into play.
If the card is in the Encounter Discard Pile, take it out and put it into play. If the Crippling
Miasma Environment Card is already in play, leave it in play. Remove all other Encounter
Environment cards from the Encounter Deck and set them aside. For the remainder of the
adventure the Crippling Miasma Environment card will be in play.
Take the top 3 tiles from the Dungeon Tile Stack, the Secret Stairway and shuffle the 4 tiles. Put
the 4 tiles after the 2nd tile of the Dungeon Tile Stack. (This way, the Secret Stairway will
appear between the 3rd and 6th tile drawn)

When a Hero reveals the Secret Stairway, the Heroes have found the way out of the Dungeon.

Changed Victory: The Heroes win the adventure when all the Heroes escape the dungeon through the
Secret Stairway.

Defeat: The Heroes lose this adventure if any Hero has 0 Hit Points at the start of his or her turn and
there are no Healing Surge tokens remaining.

When the Heroes Succeed, read:


After underestimating the dangers in the horrid crypts below the castle they managed to escape
barely Out of breath but at least with their lives they arrive at the tavern where the adventure
began not so long ago. Will they try again after a good night rest or are they to scared to ever enter
the blackness below the most terrifying castle known to the lands Castle Ravenloft

03.6 Rotting Nook and Arcane Circle Run!

When the Arcane Circle Tile is revealed read:


The blue light gives the room a creepy look. With no monsters in sight the partymembers look at each
other. With a hard slam they hear the portcullis fall, blocking the way out. Now they have to find
another way Then a new enemy charges from the shadows!

When the Arcane Circle Tile is revealed, do the following:


Is the Zombie Dragon Sleeping
- > Yes, go to 03.61
- > No, go to 03.62

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03.61 Rotting Nook and Arcane Circle Run!


(Continued)
Goal: Escape the catacombs through the Secret Stairway.

When the Arcane Circle Tile is revealed, do the following:


Instead of drawing a Monster Card for the tile, draw the next Dungeon Tile from Adventure Tile
Stack and place it on an unexplored edge of the Arcane Circle Tile with the arrow pointing
towards the Arcane Circle Tile.
Then take the next Dungeon Tile from the Adventure Tile Stack and place it on an unexplored
edge of the Dungeon Tile placed last placed.
Then take the next Dungeon Tile from the Adventure Tile Stack and place it on an unexplored
edge of the Dungeon Tile placed last placed.
Then take the Secret Stairway Tile and place it on an unexplored edge of the Dungeon Tile
placed last placed. Do not draw an Encounter Card for these Tiles during the Villain fase.
Start with the active Hero, draw a Monster Card for each Hero and put it under that Heros
control. If the Monster Card is the same card already under control of the Hero, discard it and
draw a new Monster Card. Place the Monsters each on any Bone pile on any Dungeon Tile placed
after the Arcane Circle is revealed.
Then , take the Encounter Deck, find all Trap cards and set them. If any Trap card is in the
Encounter Discard Pile, take it out and add it to the Trap cards set aside. These cards now form
the Trap Deck.
Shuffle the Trap Deck and the Encounter Deck.

When any Hero ends his or her Hero fase on a Tile with no marker on it, do an Intelligence(14) check
(roll a die + Speed. Result must be equal or higher than 14). If the Hero fails the check, draw the top
card of the Trap deck and resolve the card.

When the first Trap Marker is placed, the Zombie Dragon awakens. Remove the Time Token from the
Zombie Dragon Villain Card. The Zombie Dragon will activate every players turn during the Villain Fase.

During the remainder of the adventure the active Hero can only use 1 Move action during their Hero
Fase.

Changed Victory: The Heroes win the adventure when all the Heroes escape the dungeon through the
Secret Stairway.

Defeat: The Heroes lose this adventure if any Hero has 0 Hit Points at the start of his or her turn and
there are no Healing Surge tokens remaining.

When the Heroes Succeed, read:


The secret stairway! The way out! All partymembers run up the stairs to get to the surface a as quickly
as possible

03.62 Rotting Nook and Arcane Circle Run!


(Continued)
Goal: Escape the catacombs through the Secret Stairway.

When the Arcane Circle Tile is revealed, do the following:


Instead of drawing a Monster Card for the tile, draw the next Dungeon Tile from Adventure Tile
Stack and place it on an unexplored edge of the Arcane Circle Tile with the arrow pointing
towards the Arcane Circle Tile.
Then take the next Dungeon Tile from the Adventure Tile Stack and place it on an unexplored
edge of the Dungeon Tile placed last placed.
Then take the next Dungeon Tile from the Adventure Tile Stack and place it on an unexplored
edge of the Dungeon Tile placed last placed.
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Then take the Secret Stairway Tile and place it on an unexplored edge of the Dungeon Tile
placed last placed. Do not draw an Encounter Card for these Tiles during the Villain fase.
Start with the active Hero, draw a Monster Card for each Hero and put it under that Heros
control. If the Monster Card is the same card already under control of the Hero, discard it and
draw a new Monster Card. Place the Monsters on each on any Bone pile on any Dungeon Tile
placed after the Arcane Circle is revealed. Then Start with the active Hero, draw a Monster Card
for each Hero and put it under that Heros control. If the Monster Card is the same card already
under control of the Hero, discard it and draw a new Monster Card. Place the Monsters adjacent
to stairs on the Dungeon Start Tile.
Then, take the Encounter Deck, find all Trap cards and set them. If any Trap card is in the
Encounter Discard Pile, take it out and add it to the Trap cards set aside. These cards now form
the Trap Deck.
Shuffle the Trap Deck and the Encounter Deck.

When any Hero ends his or her Hero fase on a Tile with no marker on it, do an Intelligence(13) check
(roll a die + Speed. Result must be equal or higher than 13). If the Hero fails the check, draw the top
card of the Trap deck and resolve the card.

During the remainder of the adventure the active Hero can only use 1 Move action during their Hero
Fase.

Changed Victory: The Heroes win the adventure when all the Heroes escape the dungeon through the
Secret Stairway.

Defeat: The Heroes lose this adventure if any Hero has 0 Hit Points at the start of his or her turn and
there are no Healing Surge tokens remaining.

When the Heroes Succeed, read:


With monsters and traps everywhere the adventurers do not look back or hesitate for a moment. All
thinking only of themselves rush up the stairs to freedom from this madness.

03.7 Rotting Nook and Fetid Den Wolves Hideout


When the Fetid Den Tile is revealed read:
A howl gives away in what lair they strayed. Wolves look up from their dinner and growl at the new
food presented. I hate Wolves one of them mumbles.

When the Fetid Den Tile is revealed, do the following:


Is the Zombie Dragon Sleeping.
- > Yes, go to 03.71
- > No, go to 03.72

03.71 Rotting Nook and Fetid Den Wolves Hideout


(Continued)

Goal: Defeat the Wolves and exit through the Dungeon Start Tile.

When the Fetid Den Tile is revealed, do the following:


In addition of drawing a Monster Card for the tile, take the Monster Deck and find all the Wolf
Monster Cards. Then take the Monster Discard Pile and find all the Wolf Monster Cards. If there
are Wolf Monster Cards in the Experience Pile, switch them with a Monster Token with the same
value to maintain equal amount of Experience. If there are any Wolf Monster Cards already under
control of a Hero, leave them under that Heros control. Do not move any of the Wolf Monsters
during this setup.
Take all Wolf Monster cards found. Start with the active player. Give each player clockwise a
Wolf Monster Card under his or her control. If the player already controls a Wolf Monster Card,
skip this step for that player.

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For every new Wolf Monster Card under a players control, put a Wolf figure on the Fetid Den
Tile. Then put all the Wolf Monster Cards not placed under a players control aside.
Then take the Encounter Deck, find the Deadly Shadows Environment card and put it into. If the
card is in the Encounter Discard Pile, take it out and put it into play. If the Deadly Shadows
Environment Card is already in play, leave it in play. Remove all other Encounter Environment
cards from the Encounter Deck and set them aside. For the remainder of the adventure the
Deadly Shadows Environment card will be in play.
Shuffle the Monster Deck and the Encounter Deck.

The Stealth(12) check needed for the Sleeping Dragon is changed in a Stealth(10) check. (roll a die +
(20-AC). Result must be equal or higher than 10). When failed the Zombie Dragon awakens, remove the
Time Token from the Zombie Dragon Villain Card. The Zombie Dragon will activate every players turn
during the Villain Fase.

Changed Victory: Heroes win the adventure when they defeat all the Wolves and all Heroes exit the
Dungeon through the Start Dungeon Tile.

Defeat: The Heroes lose this adventure if any Hero has 0 Hit Points at the start of his or her turn and
there are no Healing Surge tokens remaining.

When the Heroes Succeed, read:


They made it! Escaping claws and teeth the party exits the crypt in satisfaction. This was a nice little
run. Lets do this again tomorrow, one says with a smile. Are you crazy! We barely made it out
alive! another screams and smacks the other not too hard on the head. Still, there was a lot of
treasure

03.72 Rotting Nook and Fetid Den Wolves Hideout


(Continued)
Goal: Escape the catacombs through the Secret Stairway.

When the Fetid Den Tile is revealed, do the following:


In addition of drawing a Monster Card for the tile, take the Monster Deck and find all the Wolf
Monster Cards. Then take the Monster Discard Pile and find all the Wolf Monstercards. If there
are Wolf Monster Cards in the Experience Pile, switch them with a Monster Token with the same
value to maintain equal amount of Experience. If there are any Wolf Monster Cards already under
control of a Hero, leave them under that Heros control. Do not move any of the Wolf Monsters
during this setup.
Take all Wolf Monster cards found. Start with the active player. Give each player clockwise a
Wolf Monster Card under his or her control. If the player already controls a Wolf Monster Card,
skip this step for that player.
For every new Wolf Monster Card under a players control, put a Wolf figure on the Fetid Den
Tile. Then put all the Wolf Monster Cards not placed under a players control aside.
Then take the Encounter Deck, find the Deadly Shadows Environment card and put it into. If the
card is in the Encounter Discard Pile, take it out and put it into play. If the Deadly Shadows
Environment Card is already in play, leave it in play. Remove all other Encounter Environment
cards from the Encounter Deck and set them aside. For the remainder of the adventure the
Deadly Shadows Environment card will be in play.
Shuffle the Monster Deck and the Encounter Deck.
Take the top 3 tiles from the Dungeon Tile Stack, the Secret Stairway and shuffle the 4 tiles. Put
the 4 tiles after the 2nd tile of the Dungeon Tile Stack. (This way, the Secret Stairway will
appear between the 3rd and 6th tile drawn)

When a Hero reveals the Secret Stairway, the Heroes have found the way out of the Dungeon.

Changed Victory: The Heroes win the adventure when all the Heroes escape the dungeon through the
Secret Stairway.

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Defeat: The Heroes lose this adventure if any Hero has 0 Hit Points at the start of his or her turn and
there are no Healing Surge tokens remaining.

When the Heroes Succeed, read:


Man I hate Wolves! They are vile and cruel beasts. And boy do they smell! I am glad we got out of that
stinking mess, the leader of the group exclaimed.

03.8 Rotting Nook and Dark Fountain Cursed Water


When the Dark Fountain Tile is revealed read:
Dark en sinister water bubbles in what seems like a serene fountain. The adventurers feel an unnatural
need to look into the water. Should they give in?

When the Dark Fountain Tile is revealed, do the following:


Is the Zombie Dragon Sleeping.
- > Yes, go to 03.81
- > No, go to 03.82

03.81 Rotting Nook and Dark Fountain Cursed Water


(Continued)
Goal: Get 9 Treasures and exit through the Dungeon Start Tile.

When the Dark Fountain Tile is revealed, do the following:


When the Dark Fountain is revealed each Hero can choose to look into the water. When each
Hero made their choice, then start with the active Hero. If the Hero choose to look into the Dark
Fountain, make a Constitution(19) Check. (roll a die + HP. Result must be equal or higher than
19)

Is the Constitution(19) Check success:


give the Mirror Token to the Hero. No more Heroes do the constitution check.

Is the Constitution(19) Check failed:


the Hero takes 1 damage. The next Hero preforms the Constitution check.

If the Mirror Token is in possession of any Hero, all Encounter Cards can be canceled with 3 EXP.

If no Hero possesses the Mirror Token, Encounter Cards can no longer be canceled.

The Stealth(12) check needed for the Sleeping Dragon is changed in a Stealth(10) check. (roll a die +
(20-AC). Result must be equal or higher than 10). When failed the Zombie Dragon awakens, remove the
Time Token from the Zombie Dragon Villain Card. The Zombie Dragon will activate every players turn
during the Villain Fase.

Changed Victory: Heroes win the adventure when have a total of 9 Treasure Cards and all Heroes exit
the Dungeon through the Start Dungeon Tile.

Defeat: The Heroes lose this adventure if any Hero has 0 Hit Points at the start of his or her turn and
there are no Healing Surge tokens remaining.

When the Heroes Succeed, read:


Lets get out of here. We have enough treasure. I want to leave this dreaded place. And so they
leave with some treasure to sell and maybe return for more If they would dare.

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03.82 Rotting Nook and Dark Fountain Cursed Water
(Continued)
Goal: Get 7 Treasures and exit through the Dungeon Start Tile.

When the Dark Fountain Tile is revealed, do the following:


When the Dark Fountain is revealed each Hero can choose to look into the water. When each
Hero made their choice, then start with the active Hero. If the Hero choose to look into the Dark
Fountain, make a Constitution(17) Check. (roll a die + HP. Result must be equal or higher than
17)

Is the Constitution(19) Check Success:


give the Mirror Token to the Hero. No more Heroes do the constitution check.

Is the Constitution(19) Check Fail:


the Hero takes 1 damage. The next Hero preforms the Constitution check.

If the Mirror Token is in possession of any Hero, all Encounter Cards can be canceled with 3 EXP.

If no Hero possesses the Mirror Token, Encounter Cards can no longer be canceled.

Take the top 3 tiles from the Dungeon Tile Stack, the Secret Stairway and shuffle the 4 tiles. Put
the 4 tiles after the 2nd tile of the Dungeon Tile Stack. (This way, the Secret Stairway will
appear between the 3rd and 6th tile drawn)

When a Hero reveals the Secret Stairway, the Heroes have found the way out of the Dungeon.

Changed Victory: The Heroes win the adventure when all the Heroes escape the dungeon through the
Secret Stairway with 7 Treasure Cards.

Defeat: The Heroes lose this adventure if any Hero has 0 Hit Points at the start of his or her turn and
there are no Healing Surge tokens remaining.

When the Heroes Succeed, read:


Hey! Here is the way out! We have enough treasure. I want to leave this dreaded place. And so they
leave with some treasure to sell and maybe return for more If they would dare.

03.9 Rotting Nook and Kings Crypt Sunsword


When the Kings Crypt Tile is revealed read:
In the damp crypt just ahead bone figures stand around a grand skeleton in blue flame. Carrying a
sword of white steel on his belt the figure in flame shrieks at the party.

When the Kings Crypt Tile is revealed, do the following:


Is the Zombie Dragon Sleeping.
- > Yes, go to 03.91
- > No, go to 03.92

03.91 Rotting Nook and Kings Crypt Sunsword


(Continued)
Goal: Defeat the Skeletonking and his guards exit through the Dungeon Start Tile.

When the Kings Crypt Tile is revealed, do the following:


Instead of drawing a Monster Card for the tile, take the Monster Deck and find all the Blazing
Skeleton and Skeleton Monster Cards. Then take the Monster Discard Pile and find all the Blazing
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Skeleton and Skeleton Monster Cards. If there are Blazing Skeleton and Skeleton Monster Cards in
the Experience Pile, switch them with a Monster Token with the same value to maintain equal
amount of Experience. If there are any Blazing Skeleton or Skeleton Monster Cards already under
control of a Hero, leave them under that Heros control. Do not move any of the Blazing Skeleton
or Skeleton Monsters during this step.
Take one Blazing Skeleton Monster Card, put it under active Heros control and place the
Sunsword adventure Card under it. If the active Hero already controls a Blazing Skeleton place
the Blazing Skeleton Card under control of the next Hero. If all Heroes already have a Blazing
Skeleton under control, skip this step and place the Sunsword adventure card under the active
Heros Blazing Skeleton Monster Card.
Then place the Monster on the Bonepile on the Kings Crypt Tile and place the Skull Token under
it to indicate the Monster is the SkeletonKing. If there is no Blazing Skeleton figure available for
placement, take any Blazing Skeleton from the board and place it on the Bonepile on the Kings
Crypt Tile and place the Skull Token under it to indicate the Monster is the SkeletonKing.
Start with the active player. Give each player clockwise a Skeleton Monster card under his or her
control. If the player already controls a Skeleton Monster Card, skip this step for that player.
For every new Skeleton Monster Card under a players control, put a Skeleton figure on the Kings
Crypt Tile adjacent to the Blazing Skeleton Monster.
Set all Blazing Skeleton and Skeleton Monster Cards not placed under control of a Hero aside.
Shuffle the Monster Deck.

When any Blazing Skeleton is defeated other than the one with the Skull Token under it, do not remove
the Blazing Skeleton Card with the Sunsword underneath it. Instead remove the Blazing Skeleton Card
from the next Hero.

When the Blazing Skeleton which has the Skull Token under it is defeated, give the Sunsword Adventure
Card to the active Hero.

Changed Victory: Heroes win the adventure when have the Sunsword and all Heroes exit the Dungeon
through the Start Dungeon Tile.

Defeat: The Heroes lose this adventure if any Hero has 0 Hit Points at the start of his or her turn and
there are no Healing Surge tokens remaining.

When the Heroes Succeed, read:


Long after retrieving the legendary Sunsword and selling it at the highest bid, all partymembers think
back to the time they raided the catacombs of Castle. Maybe Someday Gold! Treasure! More Gold!

03.92 Rotting Nook and Kings Crypt Sunsword


(Continued)
Goal: Defeat the Skeletonking and his guards exit through the Dungeon Start Tile.

When the Kings Crypt Tile is revealed, do the following:


Instead of drawing a Monster Card for the tile, take the Monster Deck and find all the Blazing
Skeleton and Skeleton Monster Cards. Then take the Monster Discard Pile and find all the Blazing
Skeleton and Skeleton Monster Cards. If there are Blazing Skeleton and Skeleton Monster Cards in
the Experience Pile, switch them with a Monster Token with the same value to maintain equal
amount of Experience. If there are any Blazing Skeleton or Skeleton Monster Cards already under
control of a Hero, leave them under that Heros control. Do not move any of the Blazing Skeleton
or Skeleton Monsters during this step.
Take one Blazing Skeleton Monster Card, put it under active Heros control and place the
Sunsword adventure Card under it. If the active Hero already controls a Blazing Skeleton place
the Blazing Skeleton Card under control of the next Hero. If all Heroes already have a Blazing
Skeleton under control, skip this step and place the Sunsword adventure card under the active
Heros Blazing Skeleton Monster Card.
Then place the Monster on the Bonepile on the Kings Crypt Tile and place the Skull Token under
it to indicate the Monster is the SkeletonKing. If there is no Blazing Skeleton figure available for
placement, take any Blazing Skeleton from the board and place it on the Bonepile on the Kings
Crypt Tile and place the Skull Token under it to indicate the Monster is the SkeletonKing.

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Start with the active player. Give each player clockwise a Skeleton Monster card under his or her
control. If the player already controls a Wolf Monster Card, skip this step for that player.
For every new Skeleton Monster Card under a players control, put a Skeleton figure on the Kings
Crypt Tile adjacent to the Blazing Skeleton Monster.
Set all Blazing Skeleton and Skeleton Monster Cards not placed under control of a Hero aside.
Shuffle the Monster Deck.
Take the top 3 tiles from the Dungeon Tile Stack, the Secret Stairway and shuffle the 4 tiles. Put
the 4 tiles after the 2nd tile of the Dungeon Tile Stack.
Draw the top Tile of the Dungeon Stack and place it accordingly next to the Kings Crypt. Draw a
Monster Card for this Tile but do not draw an Encounter Card for this Tile during the Heros
Villain Fase.

When any Blazing Skeleton is defeated other than the one with the Skull Token under it, do not remove
the Blazing Skeleton Card with the Sunsword underneath it. Instead remove the Blazing Skeleton Card
from the next Hero.

When the Blazing Skeleton which has the Skull Token under it is defeated, give the Sunsword Adventure
Card to the active Hero.

When a Hero reveals the Secret Stairway, the Heroes have found the way out of the Dungeon.

Change Victory: The Heroes win the adventure when all the Heroes escape the dungeon through the
Secret Stairway.

Defeat: The Heroes lose this adventure if any Hero has 0 Hit Points at the start of his or her turn and
there are no Healing Surge tokens remaining.

When the Heroes Succeed, read:


Hey! Here is the way out! We have enough treasure. I want to leave this dreaded place. And so they
leave with some treasure to sell and maybe return for more If they would dare.

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04.1 Laboratory
When the Laboratory Tile is revealed read:
When the adventurers are about to enter the next room, spicy smells loom all around. On the table and
on the shelves against the walls are flasks, bottles and other containers with fluids, spices and
oddities. All Heroes soak up the strange odors and get under the spell

When the Laboratory Tile is revealed, do the following:


Draw an additional Monster Card

Under a Spell
When the Laboratory Tile is revealed each Hero, starting with the Active Hero, make a
Constitution(21) Check. (roll a die + HP. Result must be equal or higher than 21)

Is the Constitution(21) check Success:


Nothing happens. No more Constitution check are made for this person.

Is the Constitution(21) check Fail:


Put a Time Counter on the Hero Card
Roll a die. Resolve the result:
o 01-05: Failed Hero cannot speak until the beginning of his or her next Hero Fase
o 06-10: Failed Hero rotates the Tile he or she is standing on clockwise
o 11-15: Failed Hero rotates the Tile he or she is standing on counter-clockwise
o 16:20: Failed Hero is immobilized

Enchanted
If the Active Hero has a Time Counter on his or her Hero Card at the beginning of the Hero Turn, do a
Will(17) Check. (roll a die + (Speed + Healing Surge Value). Result must be equal or higher than 17)

Is the Will(17) check Success:


Nothing happens. No more Constitution check are made for this person. Remove the Time
Counter from the Hero Card.

Is the Will(17) check Fail:


Roll a die. Resolve the result:
o 01-05: Failed Hero cannot speak until the beginning of his or her next Hero Fase
o 06-10: Failed Hero rotates the Tile he or she is standing on clockwise
o 11-15: Failed Hero rotates the Tile he or she is standing on counter-clockwise
o 16-20: Failed Hero is immobilized
Rotate Tile
If a Hero does not have a Time Counter on his or her Hero Card, the Hero can rotate the Tile he or she is
on instead of attacking.
Roll a die:
01-10 rotate the Tile clockwise
11-20 rotate the Tile counter-clockwise

Victory: The Heroes win the adventure when all the Heroes escape the dungeon through the Dungeon
Start Tile with combined 12 Treasure Cards.

Defeat: The Heroes lose this adventure if any Hero has 0 Hit Points at the start of his or her turn and
there are no Healing Surge tokens remaining.

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Special Adventure Rules:


When the tile with one of the following names is drawn, please go to the corresponding chapter of this
booklet and continue the adventure there:

04.2 Chapel
04.3 Rotting Nook
04.4 Workplace
04.5 Strahds Crypt
04.6 Arcane Circle
04.7 Fetid Den
04.8 Dark Fountain
04.9 Kings Crypt

04.2 Laboratory and Chapel Medallion


When the Chapel Tile is revealed read:
The Chapel lies in the next room. On the altar is the Medallion of Ravenloft, a very powerful and more
importantly a very valuable artifact. Its guardians look foul at the intruders

Goal: Steal the Medallion (Icon) of Ravenloft.

When the Chapel Tile is revealed, do the following:


In addition to drawing a Monster Card for the Tile, draw an extra monster for each Hero in play.
Start with the active Hero and give each Hero a Monster Card under his or her control. Place the
monsters next to the altar.
Place the Icon of Ravenloft Token on the Altar of the Chapel Tile.
When a Hero is adjacent to the alter he or she can choose to pick up the Icon of Ravenloft
instead of attacking. Place the Icon of Ravenloft Token on the active Hero Card. Take the Icon of
Ravenloft adventure treasure card and place it under active Heros control. When using the Icon
of Ravenloft adventure treasure card leave the Icon of Ravenloft Token on the Hero Card.

Changed Victory: Heroes win the adventure when they retrieve the Icon of Ravenloft and all Heroes exit
the Dungeon through the Dungeon Start Tile with the Icon of Ravenloft Token.

Defeat: The Heroes lose this adventure if any Hero has 0 Hit Points at the start of his or her turn and
there are no Healing Surge tokens remaining.

When the Heroes Succeed, read:


The heroes exit the Dungeon with their most precious treasure in their hands. They cannot wait to sell
this for a huge amount of gold. Or maybe this can be used to rid these lands of Count Strahd for good?
Who knows?

04.3 Laboratory and Rotting Nook Mirror Dragon


When the Rotting Nook Tile is revealed read:
When the party explore the next room, a foul stench of something rotting runs up their noses. An
undead Dragon lies in the corner and is startled by your arrival. Then it groans and shrieks!
So you are making all those noises! Well, lets make an end to all that, you foul beast! one of the
Heroes said. The horrid beast scream as the Heroes charge together at the Dragon to silence it

Goal: Defeat the Zombie Dragon and return to the couple to attend the wedding.

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When the Rotting Nook Tile is revealed, do the following:


Instead of drawing a Monster Card for the tile, place the Zombie Dragon figure on the bone pile.
Place the Zombie Dragon Villain Card on the table. The Zombie Dragon will activate every
players turn during the Villain Fase.

Illusion
If a Hero has a Monster Token (with the Monster number faced down) on his or her Hero Card, the Hero
is no longer considered a Hero according to the tactics on the Zombie Dragon Villain Card.
When the Zombie Dragon attacks a Hero, do an Intelligence(14) check (roll a die + Speed. Result must
be equal or higher than 14):

Is the Intelligence(14) check Success:


Put a Monster Token on the Hero Card (with the Monster number faced down).

Is the Intelligence(14) check Fail:


The Zombie Dragon get +3 on the attack roll and +1 damage when it hits.

The Zombie Dragon is defeated when he has 0 hitpoints or when all Heroes have a Monster Token on the
Hero Card. Replace the Zombie Dragon figure with the Animal Token. When a Hero is on the space with
the Animal Token he or she can pick it up instead of attacking. Put the Animal Token on the Hero Card.

Changed Victory: The Heroes win the adventure when all the Heroes escape the dungeon through the
Dungeon Start Tile with the Animal Token.

Defeat: The Heroes lose this adventure if any Hero has 0 Hit Points at the start of his or her turn and
there are no Healing Surge tokens remaining.

When the Heroes Succeed, read:


Not much treasure one of the heroes said. Yes, but we got to save the cat. The other said. All
party members smile contently at the sweet pet when it runs of into the woods after a thankful
Mieow.

04.4 Laboratory and Workshop Igor Lives


When the Workshop Tile is revealed read:
When the party explore the next room, they see a hideous skulking hulk composed of flesh and limbs
laying strapped on a table. The creature moans and groans and wrestles to get loose. Please help
me, the abomination cries out. The party feels obligated to act

Goal: Choose what to do with Igor

When the Laboratory Tile is revealed, do the following:


Instead of drawing a Monster Card for the tile, place the Flesh Golem figure on the bone pile.
Place the Flesh Golem Villain Card on the table. Place the Dimensional Shackles Token on the
Flesh Golem Villain card.
If the Dimensional Shackles Token is on the Flesh Golem Villain Card, the Flesh Golem does NOT
activate during the Villain Fase.
Heroes can choose to attack the Flesh Golem as normal when the Dimensional Shackles are on
the Flesh Golem Villain Card. The attacking Hero has a +4 on the attack roll and +1 to damage.

Freeing Igor
When a Hero is adjacent to the Flesh Golem on the table and the Dimensional Shackles Token is on the
Flesh Golem Villain Card, the Hero can do a Strength(13) check (roll a die + Healing Surge Value. Result
must be equal or higher than 13).

When the check is Success:


Remove the Dimensional Shackles Token from the Flesh Golem Villain Card.
Roll a die:

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o 01-13: Igor is mad. Place a Enraged Token on the Flesh Golem Villain Card
o 14-20: Igor is happy. Place a Calm Token on the Flesh Golem Villain Card.

When the check is Fail:


Do not remove the Dimensional Shackles Token

When the Enraged Token is on the Flesh Golem activates during the Villain Fase. A Hero can talk to the
Flesh Golem trying to calm it down, instead of attacking. Do an Intelligence(16) check (roll a die +
Speed. Result must be equal or higher than 16). When the check is a Succes: Igor is happy. Place a
Calm Token on the Flesh Golem Villain Card.

When the Calm Token is on the Flesh Golem Villain Card the Flesh Golem activates during the Villain
Fase. Replace any instance of Hero on the Flesh Golem Villain Card with Monster

Changed Victory: Heroes win the adventure when they exit the Dungeon through the Dungeon Start Tile
and the Flesh Golem Villain Card has the Calm Token on it or the Flesh Golem is defeated.

Defeat: The Heroes lose this adventure if any Hero has 0 Hit Points at the start of his or her turn and
there are no Healing Surge tokens remaining.

04.5 Laboratory and Strahds Crypt Imprisoned


When the Strahds Crypt Tile is revealed read:
Laughter echoes through the darkness Then the ground shakes and noise builds up! With a hard
crackling sound the stairs behind the party crumbles. Bits of rock and stone fall from the ceiling. When
the dust clears it is obvious the adventurers must find another exit or be stuck here

Goal: Exit the Dungeon through the Secret Stairway.

When the Strahds Crypt Tile is revealed, do the following:


Each Hero makes an Agility(16) check (roll a die + (AC Healing Surge Value). Result must be
equal or higher than 16). When the check is Fail: Hero takes 1 Damage.
When a Hero moves from a Tile to a Tile, that Hero makes an Agility(14) check (roll a die + (AC
Healing Surge Value). Result must be equal or higher than 14). When the check is Fail: Hero
takes 1 Damage.
Take the top 3 tiles from the Dungeon Tile Stack, the Secret Stairway and shuffle the 4 tiles. Put
the 4 tiles after the 2nd tile of the Dungeon Tile Stack.

When a Hero reveals the Secret Stairway, the Heroes have found the way out of the Dungeon.

Victory: Heroes win the adventure when they exit the Dungeon through the Secret Stairway.

Defeat: The Heroes lose this adventure if any Hero has 0 Hit Points at the start of his or her turn and
there are no Healing Surge tokens remaining.

When the Heroes Succeed, read:


Behind them the Castle Catacombs roar. A burst of dust follows the adventurers outside and bellows in
the night. With dirt all over them they retreated to the village to recover and maybe try again?

04.6 Laboratory and Arcane Circle Warped!

When the Arcane Circle Tile is revealed read:


The blue illuminated chamber ahead pulses its light though the dungeon revealing hallways and
corridors. When the light intensity accumulates the adventurers must shield their eyes. When the
darkness returns the party is in another room with a locked door. In the dark hallway behind them the
monsters shriek en growl as they advance on the disoriented treasurehunters.
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Goal: Find an exit

When the Arcane Circle Tile is revealed, do the following:


Instead of drawing a Monster Card for the tile, draw the next Dungeon Tile(1) from Adventure
Tile Stack and place it on an unexplored edge of the Arcane Circle Tile with the arrow pointing
towards the Arcane Circle Tile.
Then take the next Dungeon Tile(2) from the Adventure Tile Stack and place it on an unexplored
edge of the Dungeon Tile placed last placed.
Then take the next Dungeon Tile(3) from the Adventure Tile Stack and place it on an unexplored
edge of the Dungeon Tile placed last placed.
Then take the next Dungeon Tile(4) from the Adventure Tile Stack and place it on an unexplored
edge of the Dungeon Tile placed last placed.
Then take the Secret Stairway Tile and place it on an unexplored edge of the Dungeon Tile
placed last placed. Do not draw an Encounter Card for these Tiles during the Villain fase.
Start with the active Hero, draw a Monster Card for each Hero and put it under that Heros
control. If the Monster Card is the same card already under control of the Hero, discard it and
draw a new Monster Card. Place the Monsters each on any Bone pile on any Dungeon Tile placed
after the Arcane Circle is revealed.
Place all Heroes on the Secret Stairway Tile.
Place the Klaks Artifact Token on the Secret Stairway. Place 5 Hitpoint Tokens on the Klaks
Artifact Token. The Klaks Artifact Token can be attacked like a Monster. It has an AC of 15 and 5
Hitpoints. When the last Hitpoint is removed, remove the Klaks Artifact Token from the Secret
Stairway Tile.
When the Klaks Artifact token is removed from the Secret Stairway Tile, The Secret Stairway Tile
is considered an exit.

Victory: The Heroes win the adventure when all the Heroes escape the dungeon through the Secret
Stairway or the Dungeon Start Tile.

Defeat: The Heroes lose this adventure if any Hero has 0 Hit Points at the start of his or her turn and
there are no Healing Surge tokens remaining.

When the Heroes Succeed, read when used the Secret Stairway:
Open the door! Be Quick! Yeah! Hurry! The adventurers are franticly trying to unlock the door. We
could try and run for the other exit, one of them shouts to the others. Or just slam this door.
The biggest of the group rams the door and it springs open Freedom never tasted this good.

When the Heroes Succeed, read when used the Dungeon Start Tile:
Open the door! Be Quick! Yeah! Hurry! The adventurers are franticly trying to unlock the door. We
could try and run for the other exit, one of them shouts to the others. Or just slam this door.
They cannot get the door open and decided to run for the other exit They made it barely

04.7 Laboratory and Fetid Den Wolve Den


When the Fetid Den Tile is revealed read:
A howl gives away in what lair they strayed. Wolves look up from their dinner and growl at the new
food presented. I hate Wolves one of them mumbles.

Goal: Defeat the Wolves and exit through the Dungeon Start Tile.

When the Fetid Den Tile is revealed, do the following:


In addition of drawing a Monster Card for the tile, take the Monster Deck and find all the Wolf
Monster Cards. Then take the Monster Discard Pile and find all the Wolf Monster Cards. If there
are Wolf Monster Cards in the Experience Pile, switch them with a Monster Token with the same
value to maintain equal amount of Experience. If there are any Wolf Monster Cards already under
control of a Hero, leave them under that Heros control. Do not move any of the Wolf Monsters
during this setup.

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Take all Wolf Monster cards found. Start with the active player. Give each player clockwise a
Wolf Monster Card under his or her control. If the player already controls a Wolf Monster Card,
skip this step for that player.
For every new Wolf Monster Card under a players control, put a Wolf figure on the Fetid Den
Tile. Then put all the Wolf Monster Cards not placed under a players control aside.
Shuffle the Monster Deck.
Each Hero makes a Will(18) check (roll a die + (Speed + Healing Surge Value). Result must be
equal or higher than 18). When the check is Fail: Hero is Immobilized.

Changed Victory: Heroes win the adventure when they defeat all the Wolves and all Heroes exit the
Dungeon through the Dungeon Start Tile.

Defeat: The Heroes lose this adventure if any Hero has 0 Hit Points at the start of his or her turn and
there are no Healing Surge tokens remaining.

When the Heroes Succeed, read:


They made it! Escaping claws and teeth the party exits the crypt in satisfaction. This was a nice little
run. Lets do this again tomorrow, one says with a smile. Are you crazy! We barely made it out
alive! another screams and smacks the other not too hard on the head. Still, there was a lot of
treasure

04.8 Laboratory and Dark Fountain Ghouls and Ghosts

When the Dark Fountain Tile is revealed read:


Smoke engulfs the dark pool of water. I know that fountain! On the bottom is a Legendary Silver
dagger. Its worth hundreds of goldpieces, one of the partymember said. From the darkness guardians
of the pool arises and attack the treasure hunters

Goal: Escape the catacombs through the Dungeon Start Tile with the Silver Dagger.

When the Dark Fountain Tile is revealed, do the following:


Instead of drawing a Monster Card for the tile, take the Monster Deck and find all the Ghoul and
Wraith Monster Cards. Then take the Monster Discard Pile and find all the Ghoul and Wraith
Monster Cards. If there are Ghoul and Wraith Monster Cards in the Experience Pile, switch them
with a Monster Token with the same value to maintain equal amount of Experience. If there are
any Ghoul or Wraith Monster Cards already under control of a Hero, leave them under that Heros
control. Do not move any of the Ghoul or Wraith Monsters during this step.
Shuffle the Ghoul Monster Cards and Wraith Monster Cards. This is considered the Creepy Deck.
Start with the active player. Give each player clockwise a Monster Card from the Creepy Deck
under his or her control. If the player already controls a Monster Card of the drawn type, skip
this step for that player.
For every new Ghoul Monster Card or Wraith Monster Card under a players control, put a figure
on the Dark Fountain Tile adjacent to the bonepile.
Shuffle the Monster Deck.
Place a Healing Surge on the Dark Fountain.
Place the Silver Dagger Token on the Healing Surge on the Dark Fountain

When a Hero is next to the Dark Fountain he or she can reach into the Dark Fountain instead of
attacking. The Hero makes an Intelligence(12) check (roll a die + Speed. Result must be equal or higher
than 12). When the check is Success: Hero takes the Silver Dagger Token and puts it on his or her Hero
Card. If the Silver Dagger Token is on a Hero Card, take the Healing Surge. The Healing Surge can be
used in the rest of the adventure.

When a new Monster Card must be drawn, first draw from the Creepy Deck. If the drawn Monster Card
cannot be resolved because the active Hero already controls a Monster Card of that type, shuffle the
Monster Card back into the Creepy Deck en draw a new Monster Card from the normal Monster Deck.

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Changed Victory: The Heroes win the adventure when all the Heroes escape the dungeon through the
Dungeon Start Tile with the Silver Dagger.

Defeat: The Heroes lose this adventure if any Hero has 0 Hit Points at the start of his or her turn and
there are no Healing Surge tokens remaining.

When the Heroes Succeed, read:


In the village they sold the Silver Dagger for loads of gold. Years later legends are told of a crazy band
of outlanders who boldly raided the catacombs below Castle Ravenloft and found this mysterious long
lost Dagger of pure Silver Only few know who bought the Dagger. And after that no-one knows where
it went. Some say Count Strahd himself bought the Dagger to hide it again under the Castle luring
future adventurers into his traps

04.9 Laboratory and Kings Crypt Spider Queen


When the Kings Crypt Tile is revealed read:
The darkness prevents the true nature of the danger in the tomb of the ancient vampirelord.
Cautiously the party of adventurers enter the creepy blackness

When the Kings Crypt Tile is revealed, do the following:


Instead of drawing a Monster Card for the tile, take the Monster Deck and find all the Spider and
Kobold Skirmisher Monster Cards. Then take the Monster Discard Pile and find all the Spider and
Kobold Skirmisher Monster Cards. If there are Spider and Kobold Skirmisher Monster Cards in the
Experience Pile, switch them with a Monster Token with the same value to maintain equal
amount of Experience. If there are any Spider or Kobold Skirmisher Monster Cards already under
control of a Hero, leave them under that Heros control. Do not move any of the Spider or Kobold
Skirmisher Monsters during this step.
Take one Spider Monster Card, put it under active Heros control. If the active Hero already
controls a Spider place the Spider Card under control of the next Hero. If all Heroes already have
a Spider under control, skip this step.
Then place the Monster on the Bonepile on the Kings Crypt Tile and place the Skull Token under
it to indicate the Monster is the Spider Queen. If there is no Spider figure available for
placement, take any Spider from the board and place it on the Bonepile on the Kings Crypt Tile
and place the Skull Token under it to indicate the Monster is the Spider Queen.
Start with the active player. Give each player clockwise a Kobold Skirmisher Monster card under
his or her control. If the player already controls a Kobold Skirmisher Monster Card, skip this step
for that player.
For every new Kobold Skirmisher Monster Card under a players control, put a Kobold Skirmisher
figure on the Kings Crypt Tile adjacent to the Spider Monster.
Set all Spider and Kobold Skirmisher Monster Cards not placed under control of a Hero aside.
Shuffle the Monster Deck.

When the Spider which has the Skull Token under it is defeated, give the Skull Token the active Hero.

Change Victory: The Heroes win the adventure when all the Heroes escape the dungeon through the
Dungeon Start Tile.

Defeat: The Heroes lose this adventure if any Hero has 0 Hit Points at the start of his or her turn and
there are no Healing Surge tokens remaining.

When the Heroes Succeed, read:


Long after retrieving the enchanted Skull and selling it at the highest bid, all partymembers think back
to the time they raided the catacombs of Castle. Maybe Someday Gold! Treasure! More Gold!

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05.1 Workshop
When the Workshop Tile is revealed read:
In the room before them a gigantic machine hums a monotone sound. It penetrates the mind and even
with their hands over their ears the humming sound echoes in their thoughts. On the machine are four
levers, probably to turn the device of. But what is the combination?

When the Workshop Tile is revealed, do the following:


Place the Klaks Artifact Token on the Workshop Tile over the Workbench.
Place 5 hit point tokens on the Klaks Artifact Token.
The Klaks Artifact Token can be attacked like a Monster if the Hero is Adjacent. Before attacking
the Hero makes a Strength(14) check (roll a die + Healing Surge. Result must be equal or higher
than 14). If the check is Fail: The Hero attacking had a -4 to the attack roll.
When the Klaks Artifact Token takes damage remove 1 hit point token from Klaks Artifact Token.
When the last hitpoint token is removed, remove Klaks Artifact Token from play.
The active Hero can try to put the levers in a combination. Instead of attacking the Hero makes
four Intelligence(11) checks (roll a die + Speed. Result must be equal or higher than 11). When
all checks are Success: Remove all hit point tokens from the Klaks Artifact Token and remove
Klaks Artifact Token from play. When any of the four checks is Fail: add 1 hit point token to
the Klaks Artifact Token.

When the Klaks Artifact Token is in play: at the beginning of each Heros Hero fase the Hero is Slowed.

Victory: The Heroes win the adventure when all the Heroes escape the dungeon through the Dungeon
Start Tile with combined 12 Treasure Cards.

Defeat: The Heroes lose this adventure if any Hero has 0 Hit Points at the start of his or her turn and
there are no Healing Surge tokens remaining.

Special Adventure Rules:


When the tile with one of the following names is drawn, please go to the corresponding chapter of this
booklet and continue the adventure there:

05.2 Chapel
05.3 Rotting Nook
05.4 Laboratoy
05.5 Strahds Crypt
05.6 Arcane Circle
05.7 Fetid Den
05.8 Dark Fountain
05.9 Kings Crypt

05.2 Workshop and Chapel Treasures!

When the Chapel Tile is revealed read:


When the party enters the Chapel the mood in the entire Dungeon changed radically. Their presence
was not unnoted and torches are lit throughout the halls and chambers. The monsters will protect the
treasures even more now they know who looms in the catacombs

Goal: Find enough treasure and leave the Dungeon alive

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When the Chapel Tile is revealed, do the following:
In addition to drawing a Monster Card for the Tile, draw an extra monster for each Hero in play.
Start with the active Hero and give each Hero a Monster Card under his or her control. Place the
monsters in order of the Monster Cards drawn on the Bonepile closest to the Chapel Tile.
Take the Treasure Deck. Take out all the Items. Shuffle the Items together, this will be the Item
Deck.

When a Monster is defeated roll a die:


o 01-13 : draw a Treasure Card from the Treasure Deck
o 14-20 : draw a Treasure Card from the Item Deck

Changed Victory: The Heroes win the adventure when all the Heroes escape the dungeon through the
Dungeon Start Tile with combined 10 Treasure Cards.

Defeat: The Heroes lose this adventure if any Hero has 0 Hit Points at the start of his or her turn and
there are no Healing Surge tokens remaining.

When the Heroes Succeed, read:


We have enough! Lets get out of here! The adventurers leave the Dungeon with plenty of loot. This
would set them for life if they could get a good price. Or will they come back for more

05.3 Workshop and Rotting Nook Elder Dragon


When the Rotting Nook Tile is revealed read:
A gigantic Bone Dragon looms in the next room. It is guarding the valuable Sunsword which is more gold
worth then any treasure currently in the partys possession. When the beast rears its head and speaks
it clearly states in a dark and deep voice, it does not want to fight. Instead it wants to play a game of
riddles. It wages the Sunsword as price. But what will happen when the adventurers guess wrong?

Goal: Get the Sunsword and exit the Dungeon

When the Rotting Nook Tile is revealed, do the following:


Instead of drawing a Monster Card for the tile, place the Gravestorm Bone Dragon figure on the
bone pile. It cannot be a attacked and it will not activate during the Villain Fase.
Place the Sun(sword) Token next to the Gravestorm Bone Dragon figure.

Riddle
If a Hero is on the Rotting Nook Tile in can choose to answer a Riddle. The Hero makes an
Intelligence(17) check number of other Heroes on the Rotting Nook Tile (roll a die + Speed number
of other Heroes on the Rotting Nook Tile. Result must be equal or higher than 15):

Is the Intelligence(17) check Success:


Take the Sun(sword) Token and place it on the Hero Card. Take the Sunsword adventure treasure
card and place it under the Heros control.

Is the Intelligence(17) check Fail:


Draw a Monster Card and place the monster on the Bonepile closest to the Rotting Nook Tile.

Changed Victory: The Heroes win the adventure when all the Heroes escape the dungeon through the
Dungeon Start Tile with Sunsword.

Defeat: The Heroes lose this adventure if any Hero has 0 Hit Points at the start of his or her turn and
there are no Healing Surge tokens remaining.

When the Heroes Succeed, read:


Yes! We got it! one screamed into the night when the party left the catacombs. We are rich!

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05.4 Workshop and Laboratory Kobold Sorcerer
When the Laboratory Tile is revealed read:
When the party explore the next room, they see a band of small creatures guarding a figure in
sorcerers robes. The mysterious small sorcerer is mixing liquids which sprout black and white clouds.
Clearly he is up to something one said to another. Yes, we need to stop it.

Goal: Defeat Klak and exit the Dungeon

When the Laboratory Tile is revealed, do the following:


Instead of drawing a Monster Card for the tile, place the Klak figure on the bone pile. Place the
Klak Villain Card on the table. Klak will activate every players turn during the Villain Fase.
Take the Monster Deck and find all the Kobold Skirmisher Monster Cards. Then take the Monster
Discard Pile and find all the Kobold Skirmisher Monster Cards. If there are Kobold Skirmisher
Monster Cards in the Experience Pile, switch them with a Monster Token with the same value to
maintain equal amount of Experience. If there are any Kobold Skirmisher Monster Cards already
under control of a Hero, leave them under that Heros control. Do not move any of the Kobold
Skirmisher Monsters during this step.
Start with the active player. Give each player clockwise a Kobold Skirmisher Monster card under
his or her control. If the player already controls a Kobold Skirmisher Monster Card, skip this step
for that player.
For every new Kobold Skirmisher Monster Card under a players control, put a Kobold Skirmisher
figure on the Laboratory Tile adjacent to the Klak figure.
Set all Kobold Skirmisher Monster Cards not placed under control of a Hero aside.
Shuffle the Monster Deck.

Changed Victory: Heroes win the adventure when they defeat Klak and exit through the Dungeon Start
Tile.

Defeat: The Heroes lose this adventure if any Hero has 0 Hit Points at the start of his or her turn and
there are no Healing Surge tokens remaining.

When the Heroes Succeed, read:


When the heroes returned to the Inn and told the people what they found and killed, the folk rejoiced.
Count Strahd may be still alive but the misery caused by dreaded Kobold Sorcerer and his menacing
minions has ended once and for all

04.5 Workshop and Strahds Crypt Earthquake


When the Strahds Cryp Tile is revealed read:
Laughter echoes through the darkness Then the ground shakes and noise builds up! With a hard
crackling sound the stairs behind the party crumbles. Bits of rock and stone fall from the ceiling. When
the dust clears it is obvious the adventurers must find another exit or be stuck here

Goal: Exit the Dungeon through the Secret Stairway.

When the Strahds Crypt Tile is revealed, do the following:


Each Hero makes an Agility(16) check (roll a die + (AC Healing Surge Value). Result must be
equal or higher than 16). When the check is Fail: Hero takes 1 Damage.
When a Hero moves from a Tile to a Tile, that Hero makes an Agility(14) check (roll a die + (AC
Healing Surge Value). Result must be equal or higher than 14). When the check is Fail: Hero
takes 1 Damage.
Take the top 3 tiles from the Dungeon Tile Stack, the Secret Stairway and shuffle the 4 tiles. Put
the 4 tiles after the 2nd tile of the Dungeon Tile Stack.

When a Hero reveals the Secret Stairway, the Heroes have found the way out of the Dungeon.

Victory: Heroes win the adventure when they exit the Dungeon through the Secret Stairway.

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Defeat: The Heroes lose this adventure if any Hero has 0 Hit Points at the start of his or her turn and
there are no Healing Surge tokens remaining.

When the Heroes Succeed, read:


Behind them the Castle Catacombs roar. A burst of dust follows the adventurers outside and bellows in
the night. With dirt all over them they retreated to the village to recover and maybe try again?

05.6 Workshop and Arcane Circle Trapping Strike


When the Arcane Circle Tile is revealed read:
The blue light gives the room a creepy look. With no monsters in sight the partymembers look at each
other. With a hard slam they hear the portcullis fall, blocking the way out. Now they have to find
another way Then a new enemy charges from the shadows!

Goal: Escape the catacombs through the Secret Stairway.

When the Arcane Circle Tile is revealed, do the following:


Instead of drawing a Monster Card for the tile, draw the next Dungeon Tile from Adventure Tile
Stack and place it on an unexplored edge of the Arcane Circle Tile with the arrow pointing
towards the Arcane Circle Tile.
Then take the next Dungeon Tile from the Adventure Tile Stack and place it on an unexplored
edge of the Dungeon Tile placed last placed.
Then take the next Dungeon Tile from the Adventure Tile Stack and place it on an unexplored
edge of the Dungeon Tile placed last placed.
Then take the Secret Stairway Tile and place it on an unexplored edge of the Dungeon Tile
placed last placed. Do not draw an Encounter Card for these Tiles during the Villain fase.
Start with the active Hero, draw a Monster Card for each Hero and put it under that Heros
control. If the Monster Card is the same card already under control of the Hero, discard it and
draw a new Monster Card. Place the Monsters each on any Bone pile on any Dungeon Tile placed
after the Arcane Circle is revealed.
Take the Encounter Deck, find all Trap cards and set them. If any Trap card is in the Encounter
Discard Pile, take it out and add it to the Trap cards set aside. These cards now form the Trap
Deck.
Shuffle the Trap Deck and the Encounter Deck.

When any Hero ends his or her Hero fase on a Tile with no marker on it, do an Agility(20) check (roll a
die + (AC Healing Surge Value). Result must be equal or higher than 20). If the Hero fails the check,
draw the top card of the Trap deck and resolve the card.

When the first Trap Marker is placed, the Zombie Dragon awakens. Remove the Time Token from the
Zombie Dragon Villain Card. The Zombie Dragon will activate every players turn during the Villain Fase.

During the remainder of the adventure the active Hero can only use 1 Move action during their Hero
Fase.

Changed Victory: The Heroes win the adventure when all the Heroes escape the dungeon through the
Secret Stairway.

Defeat: The Heroes lose this adventure if any Hero has 0 Hit Points at the start of his or her turn and
there are no Healing Surge tokens remaining.

When the Heroes Succeed, read:


The secret stairway! The way out! All partymembers run up the stairs to get to the surface a as quickly
as possible

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05.7 Workshop and Fetid Den Bitten


When the Fetid Den Tile is revealed read:
A furry creature runs through the faintly lit hallways. It moves so fast it is impossible to catch. But
when it passes it tries to bite the intruders. How will they defeat this new foe? Maybe the Silver
Dagger that lies in the room will help.

Goal: Defeat the Werewolf and exit through the Dungeon Start Tile.

When the Fetid Den Tile is revealed, do the following:


Instead of drawing a Monster Card for the tile, place the Werewolf figure on the Start Dungeon
Tile. Place the Werewolf Villain Card on the table. The Werewolf will activate every players turn
during the Villain Fase.
Put the Silver Dagger token on the Fetid Den Tile.
At the beginning of each Heros Hero Fase the active Hero makes a Constitution(15) check (roll a
die + HP. Result must be equal or higher than 15). When the check is a Fail: Hero takes 1
damage and is Immobilized.

If any hero ends his or her Hero Fase adjacent to the Silver Dagger Token, he or she can pick it up. If
the Hero chooses to do so, place the Silver Dagger Token on that Heros Card and give the Silver Dagger
Adventure Treasure Card to that Hero.

Changed Victory: Heroes win the adventure when they defeat the Werewolf and all Heroes exit the
Dungeon through the Dungeon Start Tile.

Defeat: The Heroes lose this adventure if any Hero has 0 Hit Points at the start of his or her turn and
there are no Healing Surge tokens remaining.

When the Heroes Succeed, read:


They made it! Escaping claws and teeth the party exits the crypt in satisfaction. This was a nice little
run. Lets do this again tomorrow, one says with a smile. Are you crazy! We barely made it out
alive! another screams and smacks the other not too hard on the head. Still, there was a lot of
treasure

05.8 Workshop and Dark Fountain Stench and Skull

When the Dark Fountain Tile is revealed read:


The bubbling dark liquid in the fountain just ahead spreads a foul stench. The party members wonder
what died here that could produce such a smell. It takes a short time before they start coughing and
almost puke. With hands for their mouths and squeezing their noses they move on, determined to get
home with at least some treasure. In the distance a cackling skull laughs at the predicament of the
adventurers which intervenes with the focus of the adventurers.

Goal: Acquire 9 treasures and escape the catacombs through the Dungeon Start Tile with them.

When the Dark Fountain Tile is revealed, do the following:


Draw an additional Monster Card
The Speed of each Hero is reduced by 2
Then take the Encounter Deck, find the Cackling Skull Environment card and put it into. If the
card is in the Encounter Discard Pile, take it out and put it into play. If the Cackling Skull
Environment Card is already in play, leave it in play. Remove all other Encounter Environment
cards from the Encounter Deck and set them aside. For the remainder of the adventure the
Cackling Skull Environment card will be in play.

Changed Victory: The Heroes win the adventure when all the Heroes escape the Dungeon through the
Dungeon Start Tile with 9 treasures in total.

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Defeat: The Heroes lose this adventure if any Hero has 0 Hit Points at the start of his or her turn and
there are no Healing Surge tokens remaining.

When the Heroes Succeed, read:


Glad to be in open air again the adventurers breathe in the forest smell and smile. Then the look at
the loot they have gotten from the Dungeon. Not as much as they hoped but it was enough for now.
Getting rich was not going to be easy. Dungeon raiding is hard work. They needed to get some more
treasure someday

05.9 Workshop and Kings Crypt Arm-wrestling


When the Kings Crypt Tile is revealed read:
In the Kings burial chamber a Skeleton with a crown on its head sits on a chair at a table. On the
other side of the table is an empty chair. Behind the Skeleton is a coffin with a large lock on it. The
key lies on the table. The Skeleton points at the chair.

Goal: Acquire 10 treasures and escape the catacombs through the Dungeon Start Tile with them.

When the Kings Crypt Tile is revealed, do the following:


Instead of drawing a Monster Card for the tile, take the Skull Token and place it on the bonepile.

Arm-wrestling
If a hero is adjacent to the Skull Token it can arm-wrestle to win the key to the coffin instead of
attacking. The Skeleton has these skills:
AC HP Speed Surge Value
15 9 3 5

Choose a check to make:


Strength() - roll a die + Healing Surge Value
Stealth() roll a die + (20 AC)
Intelligence() roll a die + Speed
Constitution() roll a die + HP
Agility() roll a die + (AC Healing Surge Value)
Will() roll a die + (Speed + Healing Surge Value)

Make the check for both the Hero and the Skeleton. The highest result wins the arm-wrestling. On a tie
the Hero wins.
Outcome:
Hero wins : open the coffin with the key draw treasure cards until 2 Item Cards are drawn.
Remove the Skull Token from play.
Skeleton wins : Hero draws an Encounter Card

Change Victory: The Heroes win the adventure when all the Heroes escape the dungeon through the
Dungeon Start Tile with 10 treasures total.

Defeat: The Heroes lose this adventure if any Hero has 0 Hit Points at the start of his or her turn and
there are no Healing Surge tokens remaining.

When the Heroes Succeed, read:


Did you see that Skeleton? Weird! one said. Well, at least we got out with enough to sell. But I
would like to return someday and find him again, another responded. The first nodded in agreement.

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06.1 Strahds Crypt


When the Strahds Crypt Tile is revealed read:
With a hard noise the ground caves in. It is a Trapdoor! The whole party tumbles in the hole and rolls
over each other. After a long fall they hit the ground. Now they are in a whole other part of the
catacombs with no possibility to exit this Dungeon the way wince they came

When the Strahds Crypt Tile is revealed, do the following:


Remove all tiles and the Dungeon Start Tile from the game. Remove all Monsters from the game.
Remove all Monster Cards under control of any Hero from the game.
Instead of drawing a Monster Card for the tile, draw the top Dungeon Tile from the Dungeon Tile
stack.
Place all Heroes on the new Dungeon Tile.
Draw the top Dungeon Tile from the Dungeon Tile Stack and place it on an unexplored edge of
the last played Dungeon Tile.
Then take the next Dungeon Tile(1) from the Adventure Tile Stack and place it on an unexplored
edge of the Dungeon Tile placed last placed.
Then take the next Dungeon Tile(2) from the Adventure Tile Stack and place it on an unexplored
edge of the Dungeon Tile placed last placed.
Then take the next Dungeon Tile(3) from the Adventure Tile Stack and place it on an unexplored
edge of the Dungeon Tile placed last placed.
Then take the next Dungeon Tile(4) from the Adventure Tile Stack and place it on an unexplored
edge of the Dungeon Tile placed last placed.
Then take the next Dungeon Tile(5) from the Adventure Tile Stack and place it on an unexplored
edge of the Dungeon Tile placed last placed.
Then take the next Dungeon Tile(6) from the Adventure Tile Stack and place it on an unexplored
edge of the Dungeon Tile placed last placed.
Then take the next Dungeon Tile(7) from the Adventure Tile Stack and place it on an unexplored
edge of the Dungeon Tile placed last placed.
Then take the Secret Stairway Tile and place it on an unexplored edge of the Dungeon Tile
placed last placed. Do not draw an Encounter Card for these Tiles during the Villain fase.
Do not draw Monster Cards for the placed Dungeon Tiles.

Continue to the Special Adventure Rules

Special Adventure Rules:


When the last Dungeon tile from the Adventure Tile Stack is placed, please go to the corresponding
chapter of this booklet and continue the adventure there:

06.2 Chapel
06.3 Rotting Nook
06.4 Laboratoy
06.5 Workshop
06.6 Arcane Circle
06.7 Fetid Den
06.8 Dark Fountain
06.9 Kings Crypt

06.2 Strahds Crypt and Chapel Treasures!

When the Chapel Tile is revealed read:


Torches are magically lit throughout the hallway leading to the Stairway at the end. Although it would
not be easy to get there

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Goal: Exit through the Secret Stairway

When the Chapel Tile is revealed, do the following:


Start with the active Hero. Draw for each Hero clockwise a Monster Card and place the Monster
on a Bonepile between the Tile the Heroes are on and the Secret Stairwell Tile. Do this until
each Bonepile between the Tile the Heroes are on and the Secret Stairwell Tile is occupied. If a
Hero already controls a Monster Card of the type drawn, draw a new Monster Card for that Hero.
Draw an additional Monster Card. Put the Monster Card under control of the active Hero and
place the Monster anywhere on the Chapel Tile.
Do not draw Encounter Cards during the Villain Fase for not Exploring.
Take the Encounter Deck, find all Trap cards and set them. If any Trap card is in the Encounter
Discard Pile, take it out and add it to the Trap cards set aside. These cards now form the Trap
Deck.
Shuffle the Trap Deck and the Encounter Deck.
At the beginning of each Heros Villain fase the Hero makes a Stealth(14) check (roll a die + (20-
AC). Result must be equal or higher than 14). When the check is a Success : Hero draws an
Enounter Card from the Encounter Deck. When the check is a Fail : Hero Draws a Trap Card
from the Trap Deck.

Changed Victory: The Heroes win the adventure when all the Heroes escape the dungeon through the
Secret Stairway.

Defeat: The Heroes lose this adventure if any Hero has 0 Hit Points at the start of his or her turn and
there are no Healing Surge tokens remaining.

When the Heroes Succeed, read:


Out of breath but with their lives the adventurers arrive at the Inn. The horrors of the Gauntlet haunt
them in their sleep

05.3 Strahds Crypt and Rotting Nook Zombie Dragon Menace


When the Rotting Nook Tile is revealed read:
At the end of the hall a Zombie Dragon blocks the way out. The party must dispose of this evil if they
ever want to see the light of day again.

Goal: Exit through the Secret Stairway

When the Rotting Nook Tile is revealed, do the following:


Instead of drawing a Monster Card for the tile, place the Zombie Dragon figure on the bone pile.
Place the Zombie Dragon Villain Card on the table. The Zombie Dragon will activate every
players turn during the Villain Fase.
Take the Encounter Deck, find all Trap cards and set them. If any Trap card is in the Encounter
Discard Pile, take it out and add it to the Trap cards set aside. These cards now form the Trap
Deck.
Shuffle the Trap Deck and the Encounter Deck.
Do not draw Encounter Cards during the Villain Fase for not Exploring.
At the beginning of each Heros Villain fase the Hero makes a Stealth(14) check (roll a die + (20-
AC). Result must be equal or higher than 14). When the check is a Success : Hero draws an
Enounter Card from the Encounter Deck. When the check is a Fail : Hero Draws a Trap Card
from the Trap Deck.

Changed Victory: The Heroes win the adventure when the Zombie Dragon is defeated and all the Heroes
escape the dungeon through the Secret Stairway.

Defeat: The Heroes lose this adventure if any Hero has 0 Hit Points at the start of his or her turn and
there are no Healing Surge tokens remaining.

When the Heroes Succeed, read:


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Yes! We got it! one screamed into the night when the party left the catacombs. We made it!

06.4 Strahds Crypt and Laboratory Kobold Key


When the Laboratory Tile is revealed read:
A small figure at the end of the hall Shrieks some words none of the adventurers understand. The only
word they understand is Key and Stairway. They figure the creature holds the key to the only way
out. Something tells them he is not going to give it freely.

Goal: Defeat Klak and exit the Dungeon

When the Laboratory Tile is revealed, do the following:


Instead of drawing a Monster Card for the tile, place the Klak figure on the bone pile of the
Laboratory Tile. Place the Klak Villain Card on the table. Klak will activate every players turn
during the Villain Fase.
Do not draw Encounter Cards during the Villain Fase for not Exploring.
Each Hero makes at the beginning of his or her Hero Turn a Will(16) check (roll a die + (Speed +
Healing Surge Value). Result must be equal or higher than 16). When the check is a Fail: Hero
is Immobilized

Changed Victory: Heroes win the adventure when they defeat Klak and exit through the Dungeon Start
Tile.

Defeat: The Heroes lose this adventure if any Hero has 0 Hit Points at the start of his or her turn and
there are no Healing Surge tokens remaining.

When the Heroes Succeed, read:


What was that? I dont know. But Im glad its dead

06.5 Strahds Crypt and Workshop Igor kills!


When the Workshop Tile is revealed read:
In the far distance lit by a few torches they see a hideous skulking hulk composed of flesh and limbs.
The creature moans and groans and walks pointless circles in the room. On its belt jingles a big key
which zould fit on the door blocking the way out. Then it raises an eyebrow. Me Igor! Me Kill! it
roars in fury at the adventurers

Goal: Exit the Dungeon through the Secret Stairway.

When the Strahds Crypt Tile is revealed, do the following:


Instead of drawing a Monster Card for the tile, place the Flesh Golem figure on the bone pile of
the Workshop Tile. Place the Flesh Golem Villain Card on the table. The Flesh Golem will
activate every players turn during the Villain Fase.
Do not draw Encounter Cards during the Villain Fase for not Exploring.
At the beginning of each Heros Villain fase the Hero makes a Agility (15) check (roll a die + (AC-
Healing Surge Value). Result must be equal or higher than 15). When the check is a Success :
Hero draws an Encounter Card from the Encounter Deck. When the check is a Fail : Monster
Card. Place the Monster on the bonepile on the active Heros Tile.

When activating the otherwise tactic, skip this action. Instead move the Flesh Golem 1 tile closer to
the closest Hero.

Changed Victory: Heroes win the adventure when the Flesh Golem is defeated and the Heroes all exit
the Dungeon through the Secret Stairway.

Defeat: The Heroes lose this adventure if any Hero has 0 Hit Points at the start of his or her turn and
there are no Healing Surge tokens remaining.
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When the Heroes Succeed, read:


What was that? I dont know. But Im glad its no longer alive sheesh

06.6 Strahds Crypt and Arcane Circle Crippling Shriek


When the Arcane Circle Tile is revealed read:
The blue light at the end of the hallway is partly blocked by a woman figure holding a long walking
stick. Without warning a scream sounds through the Dungeon! It seems to originate from the woman
and the party is clearly shaken by the shriek A force field surrounds the Stairway leading to the
surface. How terrifying it may seems, they need to pull it together and face this horrid adversary.

Goal: Exit the Dungeon through the Secret Stairway.

When the Arcane Circle Tile is revealed, do the following:


Instead of drawing a Monster Card for the tile, place the Howling Hag figure on the bone pile of
the Arcane Circle Tile. Place the Howling Hag Villain Card on the table. The Howling Hag will
activate every players turn during the Villain Fase.
Do not draw Encounter Cards during the Villain Fase for not Exploring.
At the beginning of each Heros Villain fase the Hero makes a Will(21) check (roll a die + (AC-
Healing Surge Value). Result must be equal or higher than 21). When the check is a Success :
Hero draws an Encounter Card from the Encounter Deck. When the check is a Fail : Hero is
Immobilized. Draw a Tile from the Dungeon Tile Stack and place it at an unexplored edge as far
from the active Hero as possible. Draw a Monster Card as normal, but do not draw an Encounter
Card it the it has a Black Arrow.

Changed Victory: The Heroes win the adventure when the Howling Hag is defeated and all the Heroes
escape the dungeon through the Secret Stairway.

Defeat: The Heroes lose this adventure if any Hero has 0 Hit Points at the start of his or her turn and
there are no Healing Surge tokens remaining.

When the Heroes Succeed, read:


As the force field dissipates when the old hag fall a sigh of relief is let out by the adventurers. Now
they can exit this devious place and probably never return or will they?

06.7 Strahds Crypt and Fetid Den Spiders!


When the Fetid Den Tile is revealed read:
The hallway is littered with corpses and there are sticky threads everywhere. Scurrying at the end of
the hall eight legged creatures stare with eight eyes at the intruders. This is going from bad to
worse

Goal: Defeat the Spiders and exit through the Secret Stairway.

When the Fetid Den Tile is revealed, do the following:


In addition of drawing a Monster Card for the tile, take the Monster Deck and find all the Spider
Monster Cards. Then take the Monster Discard Pile and find all the Spider Monster Cards. If there
are Spider Monster Cards in the Experience Pile, switch them with a Monster Token with the same
value to maintain equal amount of Experience. If there are any Spider Monster Cards already
under control of a Hero, leave them under that Heros control. Do not move any of the Spider
Monsters during this setup.
Take all Spider Monster cards found. Start with the active player. Give each player clockwise a
Spider Monster Card under his or her control. If the player already controls a Spider Monster
Card, skip this step for that player.
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For every new Spider Monster Card under a players control, put a Spider figure on the Fetid Den.
Then put all the Spider Monster Cards not placed under a players control aside.
Then take the Encounter Deck, find the Spirit of Doom Environment card and put it into. If the
card is in the Encounter Discard Pile, take it out and put it into play. If the Spirit of Doom
Environment Card is already in play, leave it in play. Remove all other Encounter Environment
cards from the Encounter Deck and set them aside. For the remainder of the adventure the Spirit
of Doom Environment card will be in play.
Shuffle the Monster Deck and the Encounter Deck.
Do not draw Encounter Cards during the Villain Fase for not Exploring.
At the beginning of each Heros Villain fase the Hero makes a Strength(11) check (roll a die +
(AC-Healing Surge Value). Result must be equal or higher than 11). When the check is a Success
: Hero draws an Encounter Card from the Encounter Deck. When the check is a Fail : Hero is
Slowed. Draw a Tile from the Dungeon Tile Stack and place it at an unexplored edge as far from
the active Hero as possible. Draw a Monster Card as normal, but do not draw an Encounter Card
it the it has a Black Arrow.

Changed Victory: Heroes win the adventure when they defeat all Spiders and all the Heroes escape the
dungeon through the Secret Stairway

Defeat: The Heroes lose this adventure if any Hero has 0 Hit Points at the start of his or her turn and
there are no Healing Surge tokens remaining.

When the Heroes Succeed, read:


I hate Spiders! Eight legged freaks! Glad we survived that one and killed every single one of them.
HA!

06.8 Strahds Crypt and Dark Fountain Smelly Business

When the Dark Fountain Tile is revealed read:


The bubbling dark liquid in the fountain just ahead spreads a foul stench. The party members wonder
what died here that could produce such a smell. It takes a short time before they start coughing and
almost puke. With hands for their mouths and squeezing their noses they move on, determined to get
home with at least some treasure.

Goal: Exit through the Dungeon Start Tile.

When the Dark Fountain Tile is revealed, do the following:


Draw an Monster Card and place it on the bonepile on the Dark Fountain Tile
Do not draw Encounter Cards during the Villain Fase for not Exploring.

Stench Effect
When the Dark Fountain is revealed each Hero, starting with the Active Hero, make a
Constitution(20) Check. (roll a die + HP. Result must be equal or higher than 20)

Is the Constitution(20) check Success:


Nothing happens. No more Constitution check are made for this person.

Is the Constitution(20) check Fail:


Put a Time Counter on the Hero Card
Roll a die. Resolve the result:
o 01-05: Failed Hero cannot speak until the beginning of his or her next Hero Fase
o 06-10: Failed Hero rotates the Tile he or she is standing on clockwise
o 11-15: Failed Hero rotates the Tile he or she is standing on counter-clockwise
o 16-20: Draw a Monster Card and place the Monster on the bonepile of the active
Heros Tile.

Nausea
If the Active Hero has a Time Counter on his or her Hero Card at the beginning of the Hero Turn, do a
Will(16) Check. (roll a die + (Speed + Healing Surge Value). Result must be equal or higher than 16)
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Is the Will(16) check Success:


Nothing happens. No more Constitution check are made for this person. Remove the Time
Counter from the Hero Card.

Is the Will(16) check Fail:


Roll a die. Resolve the result:
o 01-07: Failed Hero cannot speak until the beginning of his or her next Hero Fase,
draws a Monster Card and place the Monster on the bonepile of the active Heros
Tile.
o 08-14: Failed Hero rotates the Tile he or she is standing on clockwise
o 15-20: Failed Hero rotates the Tile he or she is standing on counter-clockwise

Rotate Tile
If a Hero does not have a Time Counter on his or her Hero Card, the Hero can rotate the Tile he or she is
on instead of attacking.
Roll a die:
01-10 rotate the Tile clockwise
11-20 rotate the Tile counter-clockwise

Changed Victory: Heroes win the adventure when all the Heroes escape the dungeon through the Secret
Stairway

Defeat: The Heroes lose this adventure if any Hero has 0 Hit Points at the start of his or her turn and
there are no Healing Surge tokens remaining.

When the Heroes Succeed, read:


Glad to be in open air again the adventurers breathe in the forest smell and smile. Then the look at
the loot they have gotten from the Dungeon. Not as much as they hoped but it was enough for now.
Getting rich was not going to be easy. Dungeon raiding is hard work. They needed to get some more
treasure someday

06.9 Strahds Crypt and Kings Crypt King Wrestling


When the Kings Crypt Tile is revealed read:
In the Kings burial chamber a Skeleton with a crown on its head sits on a chair at a table. On the
other side of the table is an empty chair. Behind the Skeleton is the way out but the Stairway is behind
a locked gate. The key lies on the table. The Skeleton points at the chair.

Goal: Escape the catacombs through the Secret Stairway.

When the Kings Crypt Tile is revealed, do the following:


Instead of drawing a Monster Card for the tile, take the Skull Token and place it on the bonepile
of the Kings Crypt Tile.
Do not draw Encounter Cards during the Villain Fase for not Exploring.
Draw 3 Dungeon Tiles from the Dungeon Tile Stack. Place them individually adjacent to any
unexplored edge. Draw a Monster Card for each of the Dungeon Tiles and give each Hero, starting
with the active Hero, a Monster Card under his or her control. Place the Monsters each on the
just placed bonepiles.

Arm-wrestling
Place 3 hitpoint tokes on the Coffin behind the bonepile on the Kings Crypt Tile.
If a hero is adjacent to the Skull Token it can arm-wrestle to win the key to the coffin instead of
attacking.

The Skeleton has these skills:


AC HP Speed Surge Value
15 9 3 5
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Choose a check to make:


Strength() - roll a die + Healing Surge Value
Stealth() roll a die + (20 AC)
Intelligence() roll a die + Speed
Constitution() roll a die + HP
Agility() roll a die + (AC Healing Surge Value)
Will() roll a die + (Speed + Healing Surge Value)

Make the check for both the Hero and the Skeleton. The Skeleton has a +1 on each roll. The highest
result wins the arm-wrestling. On a tie the Skeleton wins.
Outcome:
Hero wins : Remove a hitpoint token from the coffin behind the bonepile on the Kings Crypt Tile.
When the last hitpoint token is removed, remove the Skull Token from plat and open the gate
with the key (the Heroes can now exit the dungeon trough the Secret Stairway).
Skeleton wins : Hero draws a Monster Card and places the Monster adjacent to the Skull and
place the Hero 1 Tile further away from the Skull Token.

Changed Victory: Heroes win the adventure when all the Heroes escape the dungeon through the Secret
Stairway

Defeat: The Heroes lose this adventure if any Hero has 0 Hit Points at the start of his or her turn and
there are no Healing Surge tokens remaining.

When the Heroes Succeed, read:


Did you see that Skeleton? Weird! one said. Well, at least we got out with enough to sell. But I
would like to return someday and find him again, another responded. The first nodded in agreement.

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