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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
3
Index
Introduction 2
Index 3
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
4
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
5
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)
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.
6
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 )
7
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.
8
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?
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.
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.
9
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:
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.
10
02.22 Chapel with Rotting Nook Zombie Dragon Disturbance
(Continued)
Goal: Escape the catacombs through the Secret Stairway.
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.
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.
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.
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.
13
02.42 Chapel with Workshop Igor the Flesh Golem
(Continued)
Goal: Escape the catacombs through the Secret Stairway.
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.
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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.
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.
15
02.6 Chapel with Arcane Circle Screaming Hag
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.
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.
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.
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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.
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 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.
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.
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.
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.
20
02.9 Chapel with Kings Crypt Skeleton King
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.
21
02.92 Chapel with Kings Crypt Skeleton King
(Continued)
Goal: Escape the catacombs through the Secret Stairway.
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.
22
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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.
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).
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.
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.
23
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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
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?
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.
25
nee
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.
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.
26
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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.
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.
27
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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.
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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 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.
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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 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.
Goal: Defeat the Wolves and exit through the Dungeon Start Tile.
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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 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.
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.
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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.
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 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.
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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.
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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
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)
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)
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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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
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.
Goal: Defeat the Zombie Dragon and return to the couple to attend the wedding.
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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):
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.
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).
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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 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.
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.
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
Goal: Defeat the Wolves and exit through the Dungeon Start Tile.
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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.
Goal: Escape the catacombs through the Dungeon Start Tile with the Silver Dagger.
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 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.
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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 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.
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
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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.
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.
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):
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.
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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.
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 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 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.
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Goal: Defeat the Werewolf and exit through the Dungeon Start Tile.
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.
Goal: Acquire 9 treasures and escape the catacombs through the Dungeon Start Tile with them.
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.
Goal: Acquire 10 treasures and escape the catacombs through the Dungeon Start Tile with them.
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
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.
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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
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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.
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.
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 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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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.
Goal: Defeat the Spiders and exit through the Secret Stairway.
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.
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)
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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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.
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.
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.
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