crr - cards - · pdf filei call this a ‘reversion’ because i felt like i was...
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Cards • Version 1.5.1 • www.dndboardgame.com • Tuesday, June 19, 2012 • Page 1
RULEBOOK
AGE 12+
RULEBOOK
AGE 12+
Reversion
Cards
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Cards • Version 1.5.1 • www.dndboardgame.com • Tuesday, June 19, 2012 • Page 2
NOTES
I call this a ‘reversion’ because I felt like I was reverting WoTC’s Castle Ravenloft back into D&D. In my opinion this is how this game should have been from the start (no offense intended to WoTC and all their games that I enjoy).
I’ve split this document into six pieces: Rules, Quests, Rooms, Denizens, Cards and Monster Cards. Each is a separate PDF file.
The Reversion requires some set-up:• The Cards need to be printed on card stock. Then flip the pages over in your printer and print the appropriate back
side for the cards.• Print out at least one Quest Tracking sheet. You will need one per party of characters that play.• The Monster Stat Cards also need to be printed out. They are not intended to be printed double-sided because I don’t
think they’re as useful in that form.• The Village Map is best done on cardstock. Then cut the white border from between the pages and tape them together
for one big map.• The four books (Rules, Quests, Rooms and Denizens) are created to make a booklet from regular 8.5x11” paper. For
each PDF file, print first only the odd pages, then reverse the order of the pages and flip them over and put them back in your printer. Then print the even pages.
• You’ll also want a deck of playing cards for the Vaults and poker chips (or some other counters) for various tokens and counters.
• You will also need some tokens for Drama Dice. We always use little crystal markers that are easily found at gaming stores.
Otherwise, all you need are the materials found in the official Castle Ravenloft box and the 4th edition D&D rules (either the Player’s Handbook or the Rules Compendium).
All the images in here were found on the web. I haven’t made any attempt to seek anyone’s permission to use them. I’m not selling this product and as far as I’m considered it all falls under Fair Use. If anyone feels otherwise, send me a polite email and I’ll remove it from the document.
I’m very interested in suggestions, revisions, and other ideas to fix or add, so please post your thoughts and ideas on the Board Game Geek forums. I’m sure there are many things that can be fixed, improved or added.
Finally, special thanks to my wife for her help in revising and editing this document. She also came up with a lot of the ideas in here.
- Chris (aka Doctor Bellows)[email protected]
Version 1.0 - initial releaseVersion 1.1 - errata; formatting changes; some additions and rule changesVersion 1.2 - added Cartographer's Stone Treasure Card; added more 'dud' treasure cards; added more Village Events; separated all Roleplay and Village Event cards; adjusted all Skill Checks throughout (they were all too hard); clarified when Monster cards are drawn (not when you place a named Room); added light source clarifications and expansions (Enhanced Darkvision); adjusted Event card mechanics (begin drawing Event cards at the end of player turns immediately after all Monsters are gone); clarified Vault rules; miscellaneous errata; added “The Delve” play option; made Monster cards; revised Monster tactics; made larger village mapVersion 1.3 - errata; added Item cards; edited Treasure & Item cards to make them more in line with 4e rules; adjusted Quest experience rewardsVersion 1.4 - formatted for improved booklet form; adjusted Initiative rules & Story Quest rules; revised Trap rules and added Trap markers; added vault tokens; revised Mercantile selling rulesVersion 1.5 - adjusted Initiative rules; edited various Item cards; added Town Event cards; edited Strahd’s tactics
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Castle Ravenloft Quest Track
Name of Quest Date Completed Total XP Gained Notes
SQ1: Find the Icon of Ravenloft
SQ2: Klak’s Infernal Artifact
SQ3: Daylight Assault
SQ4: The Final Transformation
SQ5: Destroy the Dracolich
SQ6: Rampaging Golem
SQ7: The Hunt For Strahd - Part 1
SQ8: The Hunt For Strahd - Part 2
RQ1: Escape the Tomb
RQ2: Adventure: Impossible
RQ3: Horror of the Howling Hag
RQ4: Gauntlet of Terror
RQ5: Blood and Fog
RQ6: The Zombie Guards of Ravenloft
RQ7: Search for the Sunsword
RQ8: Curses!
RQ9: A Hero Lost
RQ10: The Skull of Necromancy
Side Quest: The Inn
Side Quest: The Church
Side Quest: The Townhouse
Side Quest: The Mercantile
Side Quest: The Blacksmith
Side Quest: The Graveyard
Side Quest: The Village Square
Side Quest: The Manor
Repeatable
Repeatable
Repeatable
Party Name Characters
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Castle Ravenloft Tokens
False Floor PitFalse Floor Pit
Rockslide HazardRockslide Hazard
Spear GauntletSpear Gauntlet
Symbol of SufferingSymbol of Suffering
Magic Turret
Poiso
ned
Dart
Wall
Poiso
ned
Dart
Wall
Vault Vault
Magic Turret
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TREASURE TREASURE TREASURE
TREASURE TREASURE TREASURE
TREASURE TREASURE TREASURE
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TREASUREWALLET
You find a small wallet of money!
Gain 1d10 Gold Pieces
TREASUREWALLET
You find a small wallet of money!
Gain 1d10 Gold Pieces
TREASUREWALLET
You find a small wallet of money!
Gain 1d10 Gold Pieces
TREASUREWALLET
You find a small wallet of money!
Gain 1d10 Gold Pieces
TREASUREWALLET
You find a small wallet of money!
Gain 1d10 Gold Pieces
TREASUREPOUCH
You find a pouch of money!
Gain 2d10 Gold Pieces
TREASUREPOUCH
You find a pouch of money!
Gain 2d10 Gold Pieces
TREASUREPOUCH
You find a pouch of money!
Gain 2d10 Gold Pieces
TREASUREPOUCH
You find a pouch of money!
Gain 2d10 Gold Pieces
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TREASUREWALLET
You find a small wallet of money!
Gain 1d10 Gold Pieces
TREASUREWALLET
You find a small wallet of money!
Gain 1d10 Gold Pieces
TREASUREWALLET
You find a small wallet of money!
Gain 1d10 Gold Pieces
TREASUREWALLET
You find a small wallet of money!
Gain 1d10 Gold Pieces
TREASUREWALLET
You find a small wallet of money!
Gain 1d10 Gold Pieces
TREASUREPOUCH
You find a pouch of money!
Gain 2d10 Gold Pieces
TREASUREPOUCH
You find a pouch of money!
Gain 2d10 Gold Pieces
TREASUREPOUCH
You find a pouch of money!
Gain 2d10 Gold Pieces
TREASUREPOUCH
You find a pouch of money!
Gain 2d10 Gold Pieces
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TREASUREPOUCH
You find a pouch of money!
Gain 2d10 Gold Pieces
TREASUREPURSE
You find a leather purse of money!
Gain 3d10 Gold Pieces
TREASUREPURSE
You find a leather purse of money!
Gain 3d10 Gold Pieces
TREASUREPURSE
You find a leather purse of money!
Gain 3d10 Gold Pieces
TREASUREPURSE
You find a leather purse of money!
Gain 3d10 Gold Pieces
TREASUREPURSE
You find a leather purse of money!
Gain 3d10 Gold Pieces
TREASUREBAG
You find a canvas bag clinking with coins!
Gain 4d10 Gold Pieces
TREASUREBAG
You find a canvas bag clinking with coins!
Gain 4d10 Gold Pieces
TREASUREBAG
You find a canvas bag clinking with coins!
Gain 4d10 Gold Pieces
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TREASUREBAG
You find a canvas bag clinking with coins!
Gain 4d10 Gold Pieces
TREASURESACK
You find a large sack filled with coins!
Gain 5d10 Gold Pieces
TREASURESACK
You find a large sack filled with coins!
Gain 5d10 Gold Pieces
TREASURESACK
You find a large sack filled with coins!
Gain 5d10 Gold Pieces
TREASURESACK
You find a large sack filled with coins!
Gain 5d10 Gold Pieces
TREASURECOFFER
You find a steel coffer with an intricately carved latch. Carefully opening the lid reveals piles of coins!
Gain 2d10 x 10 Gold Pieces
TREASURECOFFER
You find a steel coffer with an intricately carved latch. Carefully opening the lid reveals piles of coins!
Gain 2d10 x 10 Gold Pieces
TREASURECOFFER
You find a steel coffer with an intricately carved latch. Carefully opening the lid reveals piles of coins!
Gain 2d10 x 10 Gold Pieces
TREASURECHEST
You find a large wooden chest, with brass buckles and a simple lock. You break the lock and open the lid to reveal the glint of gold!
Gain 3d10 x 10 Gold Pieces
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TREASURECHEST
You find a large wooden chest, with brass buckles and a simple lock. You break the lock and open the lid to reveal the glint of gold!
Gain 3d10 x 10 Gold Pieces
TREASUREVAULT
Searching the room reveals a hidden door leading to a treasure vault!
See Rulebook for more details.
TREASUREVAULT
Searching the room reveals a hidden door leading to a treasure vault!
See Rulebook for more details.
TREASURELUCKY COIN
In a small velvet bag you find a single copper coin with a four-leaf clover embossed on one side.
It grants you luck!
Or, throw it in the Dark Fountain to raise one of your ability scores by 1.
Keep this card until used.
TREASUREITEM
You find an item. Draw an item card.
TREASUREITEM
You find an item. Draw an item card.
TREASUREITEM
You find an item. Draw an item card.
TREASUREITEM
You find an item. Draw an item card.
TREASUREITEM
You find an item. Draw an item card.
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TREASURELINT
The only thing this monster has is small balls of lint in its pockets.
TREASUREDEAD SKIN
You find small flakes of skin.
TREASUREBONE TOOTHPICK
You find a sliver of bone that has been shaped into a toothpick. It appears to have been used.
TREASUREDIRT
You find a small handful of dirt.
TREASUREITEM
You find an item. Draw an item card.
TREASUREITEM
You find an item. Draw an item card.
TREASUREITEM
You find an item. Draw an item card.
TREASUREITEM
You find an item. Draw an item card.
TREASUREITEM
You find an item. Draw an item card.
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TREASUREPAPER
A scrap of paper is in the creatures clenched fist. It appears to have six numbers written on it.
TREASUREBROKEN FANG
You find a broken fang, hanging from a slimy leather thong around the creature’s neck.
TREASURETREASURE MAP
You find a rolled up piece of parchment that appears to have a treasure map scrawled on it.
To find the treasure you may spend a minor action to roll a d20 on each tile you enter. When you roll a natural 20 you find a Treasure Vault! (See Rulebook for details)
Keep this card until used.
TREASURETOME OF EXPERIENCE
You find a book, bound in leather. As you peruse the tome, you begin to understand more about the depths of the Castle.
You gain 100 xp (x DL)!
TREASUREBOOK OF TACTICS
You find a book with an iron clasp. As you read the book you understand how some of the monsters in the dungeon act when threatened.
You may use this book on one monster of your choice to double your damage for the entire combat.
Keep this card until used.
TREASURESKELETON KEY
You find a small, slim key made of bone.
This key will open any lock found in this game. After it has been used, it breaks and cannot be used again.
Keep this card until used.
TREASURESCROLL OF
ENCHANTMENTYou find a brittle piece of parchment. Looking at the runes, you realize that it is a spell that can be cast upon one item.
Use this scroll to add +1 Magic to any item of your choice.
Keep this card until used.
TREASUREORB OF EGRESS
You find a glowing orb, the size of a marble.
This orb can be used once to immediately transport a player or the entire party back to the Village of Barovia. Once it has been used it turns to dust.
Keep this card until used.
TREASUREPOTION RECIPE
You find a scrap of paper that reveals how to make a potion. If only you had a laboratory.
In the Laboratory you can exchange this Treasure Card for the potion of your choice from the list.
Keep this card until used.
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TREASURECARTOGRAPHER’S STONEThis small stone fits neatly in the palm of your hand. Its smooth surface is etched with many fine lines that, when stared at for a few moments, begin to look vaguely like a map.
This item can be be used in the Arcane Circle. See Rulebook for more details.
Keep this card until used.
TREASURESMALL BOX
You find a small box, the size of your fist, made of thin and smooth wood. There’s nothing inside.
TREASURECANDLE
This stub of a candle maybe has another hour or two in it, but not much more.
TREASUREPIECE OF CHALK
Clutched in the creature’s hand is this broken piece of white chalk. Drawn on the dungeon floor nearby you notice several large squares drawn with numbers in them.
TREASURESTONE DICE
A six-sider, made of marbled stone. Seems to roll an unnatural amount of sixes.
TREASUREDIRTY RAG
This piece of cloth has been used to wipe something down recently.
TREASUREDRIED FLOWERS
The creature has a bouquet of dried flowers, tastefully arranged and bundled.
TREASURERABBIT’S FOOT
For luck!
You’re not sure if it worked for either of it’s previous owners.
TREASUREWICKER BASKET
It’s empty, except for a few crumbs on the bottom.
On closer inspection, you notice the initials “RRH” embossed on the handle.
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TREASURE - ADVENTURESUNSWORD
The blade glimmers and shines, even in the darkest of places.Weapon: Longsword (Heavy Blade)Enhancement: Magic + 1 (x DL)Critical: + d6 damage per plusProperty: This weapon can shed bright or dim light up to 20 squares. You control the brightness and range of the light.Power (At-Will • Radiant): Free Action. Use this power when you hit with this weapon. The target takes ongoing 5 radiant damage (save ends).Power (At-Will • Radiant): Free Action. All damage dealt by this weapon is radiant damage. Another free action returns the damage to normal.
TREASURE - ADVENTURESILVER DAGGER
The dull silver gleams in the dim light.
Weapon: DaggerEnhancement: Magic + 1 (x DL)Critical: + d6 damage per plusProperty: This weapon is silvered.
TREASURE - ADVENTURETOME OF STRAHD
The secrets of the Vampire Lord are here within its pages.
All Heroes gain a +2 bonus to attack rolls against Vampires while possessing this book.
TREASURE - ADVENTUREDIMENSIONAL SHACKLES
These manacles of solid energy glow a brilliant blue when placed upon a foe, effectively shackling the creature to the here and now.
Choose one adjacent Monster. For the rest of the Quest that Monster takes 5 damage whenever it teleports.
TREASURE - ADVENTURETORCH
This is an ordinary torch.
TREASURE - ADVENTUREWOODEN STAKE
A simple wooden stake.
A Hero may use this to attack an adjacent Vampire. + 5 vs. AC
Hit: The Vampire loses HP equal to its bloodied value. It also loses its next turn.
Miss: The Vampire loses its next turn.
Discard this card after use.
TREASURE - ADVENTUREICON OF RAVENLOFT
This holy symbol comes from a time long ago before Strahd’s curse.
Choose one: Each Hero takes a healing surge or One Hero regains their full Hit Points.
This card can only be used once.
TREASURE - ADVENTUREFEYWALK AMULET
This golden amulet contains a single, massive ruby and hangs from a golden chain.
While this item is in play, whenever a power or effect teleports your Hero, you can choose any square on any tile as your destination square.
TREASURE - ADVENTUREHOLY SYMBOL OF
RAVENKINDThis holy symbol bears the crest of the ancient house of Ravenloft.
Power (Encounter • Radiant): Minor action. Choose one Undead monster within 5 squares. That creature takes 1d10 damage.
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TREASURE - SIDE QUESTSTAR OPAL RING
This silver band bears a star opal that glows softly.
Item Slot: RingProperty: Gain +1 item bonus to speed.Power (Daily • Radiant, Teleportation): Move Action. Teleport up to 10 squares.
TREASURE - SIDE QUESTCLOAK OF INVISIBILITY
This silver-hemmed cloak shimmers and wavers as you hold it before your eyes.
Item Slot: NeckProperty: Gain +2 item bonus to Stealth checks.Power (Daily • Illusion): Minor Action. Become invisible until the end of your next turn.
TREASURE - SIDE QUESTWINGED BOOTS
These enchanted boots bear the embossed image of wings on the soft leather.
Item Slot: FeetProperty: You take no damage from a fall and always land on your feet.Power (Daily): Move Action. Fly a number of squares equal to your speed. At the end of your turn you float safely to the ground.
TREASURE - SIDE QUESTHANDY HAVERSACK
The ordinary-looking backpack is surprisingly light.
Wondrous ItemProperty: This backpack can hold up to 1,000 pounds in weight and 100 cubic feet in volume, but always weighs only 1 pound.
TREASURE - SIDE QUESTSENDING STONES
Each fist-sized round stone bears a Dwarven rune that translates as “Speak.”
Wondrous ItemPower (At-Will): Standard Action. Until the end of your next turn, any person speaking into one stone can be heard by those near the other stone. Once used, the stones can be renewed by spending a minor action.
TREASURE - ADVENTUREHOLY WATER
Pure clean holy water resides in this small glass jug, which bears a sun symbol on its face.
Throw at an undead monster: (Standard Action)
Attack vs. AC +5.Hit: 2d12 radiant damage.
TREASURE TREASURE TREASURE
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TREASURE TREASURE TREASURE
TREASURE TREASURE TREASURE
TREASURE TREASURE TREASURE
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MONSTER MONSTER MONSTER
MONSTER MONSTER MONSTER
MONSTER MONSTER MONSTER
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MONSTER1 KOBOLD SKIRMISHER
2 SPIDER MINIONSPlace these monsters on and around the bone pile on the tile which spawned them.
Minions use the same statistics as a normal monster, but only have 1 HP. Minions award 1/4 the XP value.
Initiative
+5
MONSTERSPIDER DL+1
Place this monster on the bone pile on the tile which spawned it. It has statistics for a Monster 1 level higher than the DL for this Quest.
Initiative
+4
MONSTERGARGOYLE MINION
Place this monster on the bone pile on the tile which spawned it.
Minions use the same statistics as a normal monster, but only have 1 HP. Minions award 1/4 the XP value.
Initiative
+3
MONSTER1 ZOMBIE
2 SPIDER MINIONSPlace these monsters on and around the bone pile on the tile which spawned them.
Minions use the same statistics as a normal monster, but only have 1 HP. Minions award 1/4 the XP value.
Initiative
-1
MONSTER2 WRAITH MINIONS
Place these monsters on and around the bone pile on the tile which spawned them.
Minions use the same statistics as a normal monster, but only have 1 HP. Minions award 1/4 the XP value.
Initiative
+7
MONSTERBLAZING SKELETON
Place this monster on the bone pile on the tile which spawned it.
Initiative
+3
MONSTERWRAITH
Place this monster on the bone pile on the tile which spawned it.
Initiative
+7
MONSTER1 GARGOYLE
2 SKELETON MINIONSPlace these monsters on and around the bone pile on the tile which spawned them.
Minions use the same statistics as a normal monster, but only have 1 HP. Minions award 1/4 the XP value.
Initiative
+3
MONSTERWRAITH MINION
Place this monster on the bone pile on the tile which spawned it.
Minions use the same statistics as a normal monster, but only have 1 HP. Minions award 1/4 the XP value.
Initiative
+7
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MONSTER1 SKELETON
2 ZOMBIE MINIONSPlace these monsters on and around the bone pile on the tile which spawned them.
Minions use the same statistics as a normal monster, but only have 1 HP. Minions award 1/4 the XP value.
Initiative
+4
MONSTER3 BLAZING SKELETON
MINIONSPlace these monsters on and around the bone pile on the tile which spawned them.
Minions use the same statistics as a normal monster, but only have 1 HP. Minions award 1/4 the XP value.
Initiative
+3
MONSTERZOMBIE DL+1
Place this monster on the bone pile on the tile which spawned it. It has statistics for a Monster 1 level higher than the DL for this Quest.
Initiative
-1
MONSTERZOMBIE MINION
Place this monster on the bone pile on the tile which spawned it.
Minions use the same statistics as a normal monster, but only have 1 HP. Minions award 1/4 the XP value.
Initiative
-1
MONSTER3 WRAITH MINIONS
Place these monsters on and around the bone pile on the tile which spawned them.
Minions use the same statistics as a normal monster, but only have 1 HP. Minions award 1/4 the XP value.
Initiative
+7
MONSTERSKELETON
Place this monster on the bone pile on the tile which spawned it.
Initiative
+4
MONSTERSPIDER MINION
Place this monster on the bone pile on the tile which spawned it.
Minions use the same statistics as a normal monster, but only have 1 HP. Minions award 1/4 the XP value.
Initiative
+4
MONSTER3 SKELETON MINIONS
Place these monsters on and around the bone pile on the tile which spawned them.
Minions use the same statistics as a normal monster, but only have 1 HP. Minions award 1/4 the XP value.
Initiative
+4
MONSTERZOMBIE MINION
Place this monster on the bone pile on the tile which spawned it.
Minions use the same statistics as a normal monster, but only have 1 HP. Minions award 1/4 the XP value.
Initiative
-1
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Cards • Version 1.5.1 • www.dndboardgame.com • Tuesday, June 19, 2012 • Page 20
MONSTER2 SPIDER MINIONS
Place these monsters on and around the bone pile on the tile which spawned them.
Minions use the same statistics as a normal monster, but only have 1 HP. Minions award 1/4 the XP value.
Initiative
+4
MONSTERGARGOYLE DL+1
Place this monster on the bone pile on the tile which spawned it. It has statistics for a Monster 1 level higher than the DL for this Quest.
Initiative
+3
MONSTERBLAZING SKELETON DL+1
Place this monster on the bone pile on the tile which spawned it. It has statistics for a Monster 1 level higher than the DL for this Quest.
Initiative
+3
MONSTER3 RAT SWARM MINIONS
Place these monsters on and around the bone pile on the tile which spawned them.
Minions use the same statistics as a normal monster, but only have 1 HP. Minions award 1/4 the XP value.
Initiative
+5
MONSTERZOMBIE
Place this monster on the bone pile on the tile which spawned it.
Initiative
-1
MONSTER3 WOLF MINIONS
Place these monsters on and around the bone pile on the tile which spawned them.
Minions use the same statistics as a normal monster, but only have 1 HP. Minions award 1/4 the XP value.
Initiative
+4
MONSTER2 KOBOLD SKIRMISHER
MINIONSPlace these monsters on and around the bone pile on the tile which spawned them.
Minions use the same statistics as a normal monster, but only have 1 HP. Minions award 1/4 the XP value.
Initiative
+5
MONSTERGHOUL MINION
Place this monster on the bone pile on the tile which spawned it.
Minions use the same statistics as a normal monster, but only have 1 HP. Minions award 1/4 the XP value.
Initiative
+6
MONSTER2 BLAZING SKELETON
MINIONSPlace these monsters on and around the bone pile on the tile which spawned them.
Minions use the same statistics as a normal monster, but only have 1 HP. Minions award 1/4 the XP value.
Initiative
+3
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Cards • Version 1.5.1 • www.dndboardgame.com • Tuesday, June 19, 2012 • Page 21
MONSTERRAT SWARM
Place this monster on the bone pile on the tile which spawned it.
Minions use the same statistics as a normal monster, but only have 1 HP. Minions award 1/4 the XP value.
Initiative
+5
MONSTERSPIDER MINION
Place this monster on the bone pile on the tile which spawned it.
Minions use the same statistics as a normal monster, but only have 1 HP. Minions award 1/4 the XP value.
Initiative
+4
MONSTERSPIDER
Place this monster on the bone pile on the tile which spawned it.
Initiative
+4
MONSTER2 GHOUL MINIONS
Place these monsters on and around the bone pile on the tile which spawned them.
Minions use the same statistics as a normal monster, but only have 1 HP. Minions award 1/4 the XP value.
Initiative
+6
MONSTERBLAZING SKELETON
MINIONPlace this monster on the bone pile on the tile which spawned it.
Minions use the same statistics as a normal monster, but only have 1 HP. Minions award 1/4 the XP value.
Initiative
+3
MONSTER1 GHOUL
2 WOLF MINIONSPlace these monsters on and around the bone pile on the tile which spawned them.
Minions use the same statistics as a normal monster, but only have 1 HP. Minions award 1/4 the XP value.
Initiative
+6
MONSTER1 RAT SWARM
2 SPIDER MINIONSPlace these monsters on and around the bone pile on the tile which spawned them.
Minions use the same statistics as a normal monster, but only have 1 HP. Minions award 1/4 the XP value.
Initiative
+5
MONSTERKOBOLD SKIRMISHER DL
+1Place this monster on the bone pile on the tile which spawned it. It has statistics for a Monster 1 level higher than the DL for this Quest.
Initiative
+5
MONSTERWOLF MINION
Place this monster on the bone pile on the tile which spawned it.
Minions use the same statistics as a normal monster, but only have 1 HP. Minions award 1/4 the XP value.
Initiative
+4
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Cards • Version 1.5.1 • www.dndboardgame.com • Tuesday, June 19, 2012 • Page 22
MONSTERGHOUL
Place this monster on the bone pile on the tile which spawned it.
Initiative
+6
MONSTER3 GARGOYLE MINIONS
Place these monsters on and around the bone pile on the tile which spawned them.
Minions use the same statistics as a normal monster, but only have 1 HP. Minions award 1/4 the XP value.
Initiative
+3
MONSTERKOBOLD SKIRMISHER
Place this monster on the bone pile on the tile which spawned it.
Initiative
+5
MONSTER3 GHOUL MINIONS
Place these monsters on and around the bone pile on the tile which spawned them.
Minions use the same statistics as a normal monster, but only have 1 HP. Minions award 1/4 the XP value.
Initiative
+6
MONSTERRAT SWARM MINION
Place this monster on the bone pile on the tile which spawned it.
Minions use the same statistics as a normal monster, but only have 1 HP. Minions award 1/4 the XP value.
Initiative
+5
MONSTERWRAITH MINION
Place this monster on the bone pile on the tile which spawned it.
Minions use the same statistics as a normal monster, but only have 1 HP. Minions award 1/4 the XP value.
Initiative
+7
MONSTER2 GARGOYLE MINIONS
Place these monsters on and around the bone pile on the tile which spawned them.
Minions use the same statistics as a normal monster, but only have 1 HP. Minions award 1/4 the XP value.
Initiative
+3
MONSTERGARGOYLE
Place this monster on the bone pile on the tile which spawned it.
Initiative
+3
MONSTER1 WOLF
2 ZOMBIE MINIONSPlace these monsters on and around the bone pile on the tile which spawned them.
Minions use the same statistics as a normal monster, but only have 1 HP. Minions award 1/4 the XP value.
Initiative
+4
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Cards • Version 1.5.1 • www.dndboardgame.com • Tuesday, June 19, 2012 • Page 23
MONSTER2 SKELETON MINIONS
Place these monsters on and around the bone pile on the tile which spawned them.
Minions use the same statistics as a normal monster, but only have 1 HP. Minions award 1/4 the XP value.
Initiative
+4
MONSTER1 BLAZING SKELETON
2 GHOUL MINIONSPlace these monsters on and around the bone pile on the tile which spawned them.
Minions use the same statistics as a normal monster, but only have 1 HP. Minions award 1/4 the XP value.
Initiative
+3
MONSTERWRAITH DL+1
Place this monster on the bone pile on the tile which spawned it. It has statistics for a Monster 1 level higher than the DL for this Quest.
Initiative
+7
MONSTERSKELETON MINION
Place this monster on the bone pile on the tile which spawned it.
Minions use the same statistics as a normal monster, but only have 1 HP. Minions award 1/4 the XP value.
Initiative
+4
MONSTERWOLF DL+1
Place this monster on the bone pile on the tile which spawned it. It has statistics for a Monster 1 level higher than the DL for this Quest.
Initiative
+4
MONSTER2 RAT SWARM MINIONS
Place these monsters on and around the bone pile on the tile which spawned them.
Minions use the same statistics as a normal monster, but only have 1 HP. Minions award 1/4 the XP value.
Initiative
+5
MONSTERSKELETON MINION
Place this monster on the bone pile on the tile which spawned it.
Minions use the same statistics as a normal monster, but only have 1 HP. Minions award 1/4 the XP value.
Initiative
+4
MONSTER3 KOBOLD SKIRMISHER
MINIONSPlace these monsters on and around the bone pile on the tile which spawned them.
Minions use the same statistics as a normal monster, but only have 1 HP. Minions award 1/4 the XP value.
Initiative
+5
MONSTERSKELETON DL+1
Place this monster on the bone pile on the tile which spawned it. It has statistics for a Monster 1 level higher than the DL for this Quest.
Initiative
+4
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Cards • Version 1.5.1 • www.dndboardgame.com • Tuesday, June 19, 2012 • Page 24
MONSTER1 WRAITH
2 RAT SWARM MINIONSPlace these monsters on and around the bone pile on the tile which spawned them.
Minions use the same statistics as a normal monster, but only have 1 HP. Minions award 1/4 the XP value.
Initiative
+7
MONSTERBLAZING SKELETON
MINIONPlace this monster on the bone pile on the tile which spawned it.
Minions use the same statistics as a normal monster, but only have 1 HP. Minions award 1/4 the XP value.
Initiative
+3
MONSTERRAT SWARM MINION
Place this monster on the bone pile on the tile which spawned it.
Minions use the same statistics as a normal monster, but only have 1 HP. Minions award 1/4 the XP value.
Initiative
+5
MONSTER3 SPIDER MINIONS
Place these monsters on and around the bone pile on the tile which spawned them.
Minions use the same statistics as a normal monster, but only have 1 HP. Minions award 1/4 the XP value.
Initiative
+4
MONSTERKOBOLD SKIRMISHER
MINIONPlace this monster on the bone pile on the tile which spawned it.
Minions use the same statistics as a normal monster, but only have 1 HP. Minions award 1/4 the XP value.
Initiative
+5
MONSTERKOBOLD SKIRMISHER
MINIONPlace this monster on the bone pile on the tile which spawned it.
Minions use the same statistics as a normal monster, but only have 1 HP. Minions award 1/4 the XP value.
Initiative
+5
MONSTERGARGOYLE MINION
Place this monster on the bone pile on the tile which spawned it.
Minions use the same statistics as a normal monster, but only have 1 HP. Minions award 1/4 the XP value.
Initiative
+3
MONSTERGHOUL DL+1
Place this monster on the bone pile on the tile which spawned it. It has statistics for a Monster 1 level higher than the DL for this Quest.
Initiative
+6
MONSTER3 ZOMBIE MINIONS
Place these monsters on and around the bone pile on the tile which spawned them.
Minions use the same statistics as a normal monster, but only have 1 HP. Minions award 1/4 the XP value.
Initiative
-1
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Cards • Version 1.5.1 • www.dndboardgame.com • Tuesday, June 19, 2012 • Page 25
MONSTERGHOUL MINION
Place this monster on the bone pile on the tile which spawned it.
Minions use the same statistics as a normal monster, but only have 1 HP. Minions award 1/4 the XP value.
Initiative
+6
MONSTER2 ZOMBIE MINIONS
Place these monsters on and around the bone pile on the tile which spawned them.
Minions use the same statistics as a normal monster, but only have 1 HP. Minions award 1/4 the XP value.
Initiative
-1
MONSTER2 WOLF MINIONS
Place these monsters on and around the bone pile on the tile which spawned them.
Minions use the same statistics as a normal monster, but only have 1 HP. Minions award 1/4 the XP value.
Initiative
+4
MONSTERWOLF
Place this monster on the bone pile on the tile which spawned it.
Initiative
+4
MONSTERWOLF MINION
Place this monster on the bone pile on the tile which spawned it.
Minions use the same statistics as a normal monster, but only have 1 HP. Minions award 1/4 the XP value.
Initiative
+4
MONSTER1 SPIDER
2 RAT SWARM MINIONSPlace these monsters on and around the bone pile on the tile which spawned them.
Minions use the same statistics as a normal monster, but only have 1 HP. Minions award 1/4 the XP value.
Initiative
+4
MONSTERRAT SWARM DL+1
Place this monster on the bone pile on the tile which spawned it. It has statistics for a Monster 1 level higher than the DL for this Quest.
Initiative
+5
MONSTERGHOUL MINION
Place this monster on the bone pile on the tile which spawned it.
Minions use the same statistics as a normal monster, but only have 1 HP. Minions award 1/4 the XP value.
Initiative
+6
MONSTERBLAZING SKELETON
MINIONPlace this monster on the bone pile on the tile which spawned it.
Minions use the same statistics as a normal monster, but only have 1 HP. Minions award 1/4 the XP value.
Initiative
+3
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Cards • Version 1.5.1 • www.dndboardgame.com • Tuesday, June 19, 2012 • Page 26
MONSTERNOTHING
You would have sworn you saw something moving in the shadows ahead, but to your relief there’s nothing there.
MONSTERNOTHING
You leap back in surprise, expecting a monster, but only the quiet of the castle greets you.
MONSTERNOTHING
Is that something over there...?
No, I guess not.
*sigh*
MONSTERNOTHING
You sigh with relief. Nothing there.
MONSTERNOTHING
“Shhh!”
You look closer, but nothing’s there.
MONSTERNOTHING
You thought you heard something ahead, but to your relief there’s nothing there.
MONSTERNOTHING
“Is something up there?”
“I don’t think so.”
“Damn. I wanted a fight.”
MONSTERNOTHING
“Come out, zombies! We’re waiting for you...”
MONSTERNOTHING
Ahhh. I guess we can stop for a drink then.
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Cards • Version 1.5.1 • www.dndboardgame.com • Tuesday, June 19, 2012 • Page 27
MONSTERNOTHING
You would have sworn you saw something moving in the shadows ahead, but to your relief there’s nothing there.
MONSTERNOTHING
You leap back in surprise, expecting a monster, but only the quiet of the castle greets you.
MONSTERNOTHING
Is that something over there...?
No, I guess not.
*sigh*
MONSTERNOTHING
You sigh with relief. Nothing there.
MONSTERNOTHING
“Shhh!”
You look closer, but nothing’s there.
MONSTERNOTHING
You thought you heard something ahead, but to your relief there’s nothing there.
MONSTERNOTHING
“Is something up there?”
“I don’t think so.”
“Damn. I wanted a fight.”
MONSTERNOTHING
“Come out, zombies! We’re waiting for you...”
MONSTERNOTHING
Ahhh. I guess we can stop for a drink then.
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Cards • Version 1.5.1 • www.dndboardgame.com • Tuesday, June 19, 2012 • Page 28
MONSTER - BOSSYOUNG VAMPIRE
Place this monster on the bone pile on the tile which spawned it.
Initiative
+4
MONSTER - BOSSZOMBIE DRAGON
Place this monster on the bone pile on the tile which spawned it.
Initiative
+7
MONSTER - BOSSHOWLING HAG
Place this monster on the bone pile on the tile which spawned it.
Initiative
+7
MONSTER - BOSSWEREWOLF
Place this monster on the bone pile on the tile which spawned it.
Initiative
+3
MONSTER - BOSSKLAK, KOBOLD
SORCERERPlace this monster on the bone pile on the tile which spawned it.
Initiative
+4
MONSTER - BOSSFLESH GOLEM
Place this monster on the bone pile on the tile which spawned it.
Initiative
+0
MONSTER - BOSSGRAVESTORM,
DRACOLICHPlace this monster on the bone pile on the tile which spawned it.
Initiative
+3
MONSTER - BOSSCOUNT STRAHD VON
ZAROVICHPlace this monster on the bone pile on the tile which spawned it.
Initiative
+4
MONSTER
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Cards • Version 1.5.1 • www.dndboardgame.com • Tuesday, June 19, 2012 • Page 29
MONSTER MONSTER MONSTER
MONSTER MONSTER MONSTER
MONSTER MONSTER MONSTER
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Cards • Version 1.5.1 • www.dndboardgame.com • Tuesday, June 19, 2012 • Page 30
EVENT EVENT EVENT
EVENT EVENT EVENT
EVENT EVENT EVENT
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Cards • Version 1.5.1 • www.dndboardgame.com • Tuesday, June 19, 2012 • Page 31
EVENTFOOTSTEPS
You hear footsteps behind you but when you turn to look, there is nothing there.
EVENTWHA?
Something just moved in the darkness, just to your right.
EVENTMOLD
The walls here are dank, glistening with moisture and streaked with mold.
EVENTCHILL
A chill runs down your spine as if the ghosts of past adventurers are present.
EVENTBATS
A swarm of bats flap about your head. You cry out and swat at them in a panic, but suddenly they are gone... as if they were never there.
EVENTMAGGOTS
You look down at your feet and suddenly see maggots writhing on the floor.
EVENTTHE COUNT
You hear a disembodied whisper:
“One... A-ha-ha-ha!”
“Two... Bwa-ha-ha-ha!”
“Three... Ha-ha-ha-ha!”
EVENTCOME
A voice whispers in your ear:
“Come to me...”
EVENTMIST
A faint mist swirls at your feet.
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Cards • Version 1.5.1 • www.dndboardgame.com • Tuesday, June 19, 2012 • Page 32
EVENTCHILD
You hear the sound of a child whimpering from the darkness behind you. You turn to look, but there is nothing there.
EVENTHACKLES
You feel the faint movement of air at the back of your neck, as if something has just brushed silently by.
EVENTKNOCKING
You hear a knocking nearby. It raps twice, stops, then raps again. However, when you look for the source of the sound, it stops altogether.
EVENTSTENCH
The air here is cool and dank, with an underlying stench of decay.
EVENTFACES
A white mist suddenly surrounds you. You see faces swirling in the midst, crying out at you as the mist fades away.
EVENTSTUFFY
The air here is heavy and damp, making it a bit difficult to breathe.
EVENTCHANT
You think you hear a faint whispering chant. Is it real, or is it just your imagination?
EVENTMOANING
A dull moaning fills the room around you, causing your skin to crawl.
EVENTZOINKS!
A ghostly head pokes through a stone wall just to your left, looks directly at you with ghostly eye sockets, then retreats back into the wall.
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Cards • Version 1.5.1 • www.dndboardgame.com • Tuesday, June 19, 2012 • Page 33
EVENT - ENVIRONMENTHAUNTED MISTS
A hazy, decay-laden mist settles over the dungeon.
All Undead monsters receive +2 to Hit.
(Environment cards remain in play until replaced by another Environment card.)
EVENT - ENVIRONMENTBLOOD FOG
A moist and red fog fills the catacombs.
When a 17 or higher is rolled to Hit, all targets (Hero or Monster) take double damage.
(Environment cards remain in play until replaced by another Environment card.)
EVENT - ENVIRONMENTCRIPPLING MIASMA
You feel cold and lethargic. It takes all your strength just to keep going.
Speed -1 for all Heroes.
(Environment cards remain in play until replaced by another Environment card.)
EVENT - ENVIRONMENTBAT SWARM
The screeching of a thousand bats is heard and then the air is darkened with a swarm of bats.
Whenever a Hero attacks a Monster not on their tile, the Hero must make the attack roll twice and use the lower result.
(Environment cards remain in play until replaced by another Environment card.)
EVENT - ENVIRONMENTMUSIC OF THE DAMNED
A haunting melody is sung by a ghostly chorus. You feel an ominous sense of dread.
When a Hero draws a Monster card, that Hero must draw 2 cards and pick the encounter with the highest XP value.
(Environment cards remain in play until replaced by another Environment card.)
EVENT - ENVIRONMENTPEACE AND QUIET
Suddenly the catacombs are still, quiet and clear. You feel a sense of relief.
Nothing seems to be the problem. Other than being in the crypts of a vampire lord, that is.
(Environment cards remain in play until replaced by another Environment card.)
EVENTWANDERING MONSTER
“Foulfang” the Wolf (DL 2)
EVENTWANDERING MONSTER
“Rotlung” the Zombie (DL 3)
EVENTWANDERING MONSTER
“Rattlecage” the Skeleton (DL 3)
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Cards • Version 1.5.1 • www.dndboardgame.com • Tuesday, June 19, 2012 • Page 34
EVENTWANDERING MONSTER
“Skreech” the Ghoul (DL 3)
EVENTWANDERING MONSTER
“Leather” the Gargoyle (DL 3)
EVENTWANDERING MONSTER
“Widow” the Spider (DL 2)
EVENTWANDERING MONSTER
“Knee Biter” the Rat Swarm (DL 5)
EVENTWANDERING MONSTER
“Blazebone”the Blazing Skeleton (DL 2)
EVENTWANDERING MONSTER
“Rags” the Wraith (DL 4)
EVENT - ATTACKSPIDER WEBS
Spiders drop from the ceiling and attack you before skittering away.
Attack the active Hero:
+ 4 vs. Reflex; 2 (x DL) Damage and Immobilized
EVENT - ATTACKANIMATED ARMOR
A suit of armor springs from the darkness and strikes at you before falling into a heap of rusted metal.
Attack the active Hero:
+ 7 vs. AC; 3 (x DL) Damage
EVENT - ATTACKHOWLING GHOST
A spirit swoops towards you from the darkness and strikes at you with cold, clammy claws!
Attack the active Hero:
+ 9 vs. AC; 2 (x DL) Damage
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Cards • Version 1.5.1 • www.dndboardgame.com • Tuesday, June 19, 2012 • Page 35
EVENT - ATTACKGREEN SLIME
A slick thread of green slime descends from the ceiling and it’s touch causes great pain!
Attack the active Hero:
+ 6 vs. Fortitude; 2 (x DL) Damage
EVENT - ATTACKPATRINA VELIKOVNA
A beautiful and haunting spirit shrieks, and its pain becomes your pain.
Attack all Heroes:
+ 7 vs. Will; 2 (x DL) Damage
EVENT - ATTACKHANDS OF THE DEAD
Suddenly a hundred cold hands appear and begin to grab at all of the Heroes!
Attack all Heroes:
+ 7 vs. Will; 2 (x DL) Damage
EVENT - ATTACKGRAY OOZE
You step accidentally in a pool of grey ooze, which immediately begins to slide up your leg.
Attack the active Hero:
+ 8 vs. AC; 3 (x DL) Damage
EVENT - TRAPSPEAR GAUNTLET
Refer to the Denizens book for details.
EVENT - TRAPSPEAR GAUNTLET
Refer to the Denizens book for details.
EVENT - TRAPFALSE FLOOR
Refer to the Denizens book for details.
EVENT - TRAPFALSE FLOOR
Refer to the Denizens book for details.
EVENT - TRAPROCKSLIDE
Refer to the Denizens book for details.
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EVENT - TRAPROCKSLIDE
Refer to the Denizens book for details.
EVENT - TRAPMAGIC CROSSBOW
Refer to the Denizens book for details.
EVENT - TRAPMAGIC CROSSBOW
Refer to the Denizens book for details.
EVENT - TRAPPOISON DARTS
Refer to the Denizens book for details.
EVENT - TRAPPOISON DARTS
Refer to the Denizens book for details.
EVENT - TRAPSYMBOL OF SUFFERING
Refer to the Denizens book for details.
EVENT - TRAPSYMBOL OF SUFFERING
Refer to the Denizens book for details.
EVENT - ATTACKSPIDER WEBS
Spiders drop from the ceiling and attack you before skittering away.
Attack the active Hero:
+ 4 vs. Reflex; 2 (x DL) Damage and Immobilized
EVENT - ATTACKANIMATED ARMOR
A suit of armor springs from the darkness and strikes at you before falling into a heap of rusted metal.
Attack the active Hero:
+ 7 vs. AC; 3 (x DL) Damage
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EVENT - ATTACKHOWLING GHOST
A spirit swoops towards you from the darkness and strikes at you with cold, clammy claws!
Attack the active Hero:
+ 9 vs. AC; 2 (x DL) Damage
EVENTCORNER OF YOUR EYE
You investigate something in the darkness.
The active Hero rolls d20.• 1-15: Draw a Monster card.• 16-20: A friendly spirit refreshes
you. Renew a used Daily power.
EVENTFOOTSTEPS
You hear footsteps behind you but when you turn to look, there is nothing there.
EVENTHACKLES
You feel the faint movement of air at the back of your neck, as if something has just brushed silently by.
EVENTMISTS OF TERROR
You hear a whisper and a white mist flows through the crypts.
Each Hero rolls 1d10.• 1-5: Take 1 (x DL) damage and is
immobilized
EVENTLIEF LIPSIEGE
A guarded old man steps from the shadows. He says, “I watch the Master’s treasure.” His eyes glitter mischievously.
The active Hero rolls d20.• 1-10: He summons a Monster.
Draw a Monster card.• 11-20: He gives you a treasure.
Draw a Treasure card.
EVENTLIGHTS GO OUT
All of the Hero’s light sources suddenly go out!
EVENTCLOUD OF DARKNESS
It’s like a cloud... of darkness. Hopefully it’s only temporary.
For 1d6 turns all vision is limited to 5 squares.
EVENTCORNER OF YOUR EYE
You investigate something in the darkness.
The active Hero rolls d20.• 1-15: Draw a Monster card.• 16-20: A friendly spirit refreshes
you. Renew a used Daily power.
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EVENTLIGHTS GO OUT
All of the Hero’s light sources suddenly go out!
EVENTTREASURE CHEST
You see a ancient, dusty chest that is closed and locked.
The active Hero rolls d20.• 1-10: Trap! Take 2 (x DL) damage.• 11-15: Trap! Take 1 (x DL)
damage.• 16-20: Voila! Take 2 Treasure
cards.
EVENTSUMMONING CIRCLE
Suddenly a magic rune glows upon the floor, and a monster suddenly appears upon it!
Draw a Monster Card.
EVENTSTRAHD WHISPERS
Strahd’s voice echoes in your mind. You lose all control momentarily.
Immediately move to the closest Hero and make a standard melee attack.
EVENTSTRAHD’S HUNGER
His will is so strong.
The Hero with the most HP at the moment takes 4 (x DL) damage and is immobilized for a turn.
EVENT - ATTACKCHOKING FOG
A foul fog descends. First you cough a little, and then you begin to choke before it dissipates.
Attack the active Hero:
+ 6 vs. Fortitude; 2 (x DL) Damage
EVENTHACKLES
You feel the faint movement of air at the back of your neck, as if something has just brushed silently by.
EVENTCHANT
You think you hear a faint whispering chant. Is it real, or is it just your imagination?
EVENTFOOTSTEPS
You hear footsteps behind you but when you turn to look, there is nothing there.
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EVENT EVENT EVENT
EVENT EVENT EVENT
EVENT EVENT EVENT
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ITEM ITEM ITEM
ITEM ITEM ITEM
ITEM ITEM ITEM
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ITEMScroll of Traveler’s Chant
The rods of this withered papyrus scroll are capped in silver and connected by a strong cord.
Use as a Standard Action. Entire party receives Speed +2 for the duration of one Quest.
Value 100 gp
ITEMThe Book of Five Truths
“The First Truth”
Scribes recorded five truths on scrolls at the start of the Dawn War and then scattered the scrolls throughout the planes of existence. Each scroll grants its reader essential insight into the nature of being.
Legendary BoonProperty: Gain a +2 item bonus to Insight checks and Perception checks.
Value 3,400 gp
ITEMScroll of Raise Dead
Withered parchment bearing a flowing script, this scroll is ancient and worn with stains of ominous origin.
Use as a Standard Action. Bring an adjacent (and dead) Hero back to life as if they had an extended rest.
Value 700 gp
ITEMScroll of Raise Dead
Withered parchment bearing a flowing script, this scroll is ancient and worn with stains of ominous origin.
Use as a Standard Action. Bring an adjacent (and dead) Hero back to life as if they had an extended rest.
Value 700 gp
ITEMScroll of Simbul’s
Conversion
Made from vibrantly red-stained parchment, this scroll is wrapped by a simple silk ribbon and smells of aged spice.
Use as a Standard Action. Convert an number of unused Daily powers into an equal number of healing surges.
Value 100 gp
ITEMScroll of Renewal
Complex mystical patterns run along the surface of this lengthy scroll.
Use as a Standard Action. Restore one Daily power.
Value 100 gp
ITEMThe Hand of Vecna
Withered and dry, this severed hand twitches occasionally of its own volition.
Value 1,000 gp
ITEMPotion of Al’Akbar
This dirty glass flask contains a gently bubbling amber liquid.
Use as a Minor Action. Spend a healing surge to receive 30 HP plus your surge value. Also make a saving throw (if needed).
Value 300 gp
ITEMElixir of Aptitude
Delicate ivory petals wrap around this pale blue potion vial containing a silvery liquid.
Use as a Minor Action. Gain +1 to the skill of your choice for the duration of one Quest.
Value 50 gp
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ITEMCrystal Ball of Arcane
Might +1
The darkness of this large crystal ball is broken by a glowing blue radiance emanating from within its depths.
Implement (Orb)Enhancement: Attack rolls and damage rollsCritical: +1d6Property: Gain a +2 bonus to Arcana checks.
Value 1,000 gp
ITEMPotion of Mimicry
The aged iron flask bears a great X on its face and leaks an oily red liquid despite the well-fitted stopper.
Use as a Minor Action. You become disguised as a denizen of the Castle for a short time. Monsters ignore you entirely for one Encounter.
Value 100 gp
ITEMGravespawn Potion
Labelled number four, this glass flask bears an oily crimson liquid and an aged label on the front.
Power (Consumable): Minor Action. Drink this potion and spend a healing surge. You do not regain hit points as normal. Instead, gain resist 5 necrotic and resist 5 poison until the end of the encounter. You also gain a +5 power bonus to your next Endurance check against any disease of level 5 or lower.
Value 50 gp
ITEMCryptspawn Potion
A fiery golden elixir steams inside the belly of this bulbous glass bottle sealed with a simple cork.
Power (Consumable): Minor Action. Consume this potion and spend a healing surge. You do not regain hit points as normal. Instead, gain resist 10 necrotic and resist 10 poison until the end of the encounter. You also gain a +5 power bonus to your next Endurance check against any disease of level 15 or lower.
Value 500 gp
ITEMSalve of Slipperiness
Stored in a simple clay jar, this white, creamy salve smells of cloves and spring rain.
Power (Consumable): Standard Action. You or an adjacent ally gains a +14 bonus on Acrobatics checks against the DC of a restraint or the Reflex defense of a grabbing creature for 5 minutes or until the end of the encounter; use this modifier instead of your normal check modifiers.
Value 125 gp
ITEMWoundstitch Powder
The powder inside this small glass tube is black and ground very fine, almost like ash.
Power (At-Will): Standard Action. You sprinkle this dust on an adjacent dying creature. That creature stops making death saving throws until it takes damage, and any untyped ongoing damage on the creature ends.
Value 360 gp
ITEMChalk
This simple white chalk is dusty and fragile, but it leaves clear marks.
Value 1 cp
ITEMBracers of Archery
An unblinking glass eye peers out from the faces of both of these metal-wrapped wooden bracers.
Item Slot: ArmsProperty: Gain a +2 item bonus to damage rolls when attacking with a bow or crossbow.Power (Daily): Minor Action. Ignore cover on your next attack this turn when using a bow or crossbow.
Value 700 gp
ITEMRing of Protection
The golden bands of this ring support a massive red gemstone that sparkles with an inner fire.
Item Slot: RingProperty: Gain a +1 item bonus to saving throws.Power (Daily): Immediate Interrupt. Trigger: You are hit by an enemy’s attack. Effect: You gain a +2 power bonus to a single defense score against the attack. If you’ve reached at least one milestone today, this bonus lasts until the start of your next turn instead.
Value 500 gp
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ITEMRod of Dark Reward +1
Just below the tip, this steel rod has six small gemstones set into its surface, each of a different color.
Implement (Rod)Enhancement: +1 attack rolls and damage rollsCritical: +1d6 damageProperty: Whenever you place a Warlock’s Curse on an enemy, you gain a +1 power bonus to AC until the start of your next turn.
Value 520 gp
ITEMHealing Kit
Needles, thread, bandages, and simple salves make up but a fraction of the contents in this kit.
This Healing Kit grant a +2 bonus to Healing checks.
Value 20 gp
ITEMLantern
With a reservoir base, this glass lantern is protected by a frame of metal bands that attaches to the handle.
Value 7 gp
ITEMDeck of Cards
These thin cards made from board are each decorated with a rearing dragon on their back.
Value 12 gp
ITEMAmulet of Resolution
Hanging from the end of a leather cord, this necklace is crafted from fine gold coils set with a large dark gemstone.
Item Slot: NeckEnhancement: +1 Fortitude, Reflex, and WillPower (Daily): No Action. Use this item when you fail a saving throw. Reroll the saving throw, using the second result even if it’s lower.
Value 680 gp
ITEMLamp Oil
Thick, viscous oil gently sloshes about the bottom of this large glass jug sealed with a cork stopper.
1 Pint of Oil
Value 5 sp
ITEMMagic Rod +1
Studded with small pearls, this stained rod ends in an intricately carved bone head of animalistic design.
Implement (Rod)Enhancement: +1 attack rolls and damage rollsCritical: +1d6 damage
Value 360 gp
ITEMJar of Acid
This sturdy glass jar with its simple stopper holds a potent blue acid.
Use as a Minor Action. Apply to a weapon for +5 Acid damage.
10 Applications.
Value 20 gp
ITEMBelt of Vigor
Coarse woven cloth makes up the strap of this belt with a number of silver buckles running its length.
Item Slot: WaistProperty: You gain a +1 item bonus to your healing surge value.
Value 520 gp
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ITEMSylvan Cloak
This cloak is made from heavy blue cloth and is embroidered with silver moons and stars.
Item Slot: NeckEnhancement: +1 Fortitude, Reflex, and WillProperty: You gain a +1 item bonus to Stealth checks.
Value 500 gp
ITEMMace +1
A burning golden sun is mounted at the head of this mace which has a sturdy steel shaft and gold fittings.
Weapon: MaceEnhancement: +1 attack rolls and damage rollsCritical: +1d6 damage
Value 360 gp
ITEMSheets of Parchment
Dried and specially treated, these sheets of parchment have been cut into sheets.
8 Sheets
Value 2 cp/ea
ITEMHeadband of Perception
This thick headband, tying in the back, is made from dyed fur and bears a simple symbol on its front.
Item Slot: HeadProperty: You gain a +1 item bonus to Perception checks.
Value 360 gp
ITEMBag of Everlasting
Provisions
A serpentine dragon head forms the clasp that closes this back and white stained leather bag.
Wondrous ItemProperty: After an extended rest, you open the basket, creating enough food and water to feed five Medium or Small creatures (or one Large creature) for 24 hours.
Value 840 gp
ITEMResounding Greataxe +1
The heads of this mighty iron greataxe are chaotically serrated and made for causing terrible wounds.
Weapon: GreataxeEnhancement: +1 attack rolls and damage rollsCritical: +1d6 thunder damagePower (Daily): Free Action. Use this power when you hit with the weapon. The target is dazed until the end of your next turn.
Value 520 gp
ITEMHoly Water
Pure clean holy water resides in this small glass jug, which bears a sun symbol on its face.
Throw at an undead monster.
Attack vs. AC +5.Hit: 2d12 radiant damage.
Value 400 gp
ITEMSustaining Cloak
Golden curls and arching lines trace the hem of this fine white cloak, and a simple humanoid rune marks the hood.
Item Slot: NeckEnhancement: +1 Fortitude, Reflex, and WillPower (Encounter): No Action. Trigger: A power or effect you could sustain would end. Effect: You sustain that power without using the action normally required (sustaining it for subsequent rounds still requires the appropriate action).
Value 520 gp
ITEMArrows +1
Held in a flame-embossed quiver, these wooden arrows bear exotic yellow fletching and are warm to the touch.
Weapon: ArrowsEnhancement: +1 attack rolls and damage rollsCritical: +1d6 damageQuantity: 30
Value 360 gp
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ITEMSwiftpad Boots
White feathery wings that seem to flutter with the breeze are painted on the sides of these worn leather boots.
Item Slot: FeetProperty: You gain a +2 item bonus to Athletics checks to jump.Power (Daily): Move Action. You jump a number of squares equal to your Strength modifier.
Value 680 gp
ITEMSpyglass
Numerous lenses of polished crystal and glass are set into the hollow of this leather spyglass.
Value 4 gp
ITEMLock
Crafted to fit one key alone, this sturdy iron lock is made to resist all sorts of damage.
Value 7 sp
ITEMInk and Quill
A bottle of pure black ink accompanies this large quill, whose tip has been shaved to a fine point.
Value 7 sp
ITEMBell
The polished brass body of this bell is smooth and held by a wooden handle.
Value 5 sp
ITEMSylvan Chainmail +1
Made of solid iron links, this coat of chainmail is stitched together with supple green and black leather.
Armor: ChainmailEnhancement: +1 ACProperty: Gain a +1 item bonus to Athletics checks and Stealth checks.
Value 680 gp
ITEMFrost Dagger +1
This ornate dagger is made of copper with a bronze handle and crescent-shaped pommel.
Weapon: DaggerEnhancement: +1 attack rolls and damage rollsCritical: +1d6 cold damagePower (At-Will • Cold): Free Action. All damage dealt by this weapon is cold damage. Another free action returns the damage to normal.Power (Daily • Cold): Free Action. Use this power when you hit with the weapon. The target takes 1d8 cold damage and is slowed until the end of your next turn.
Value 680 gp
ITEMThieves Tools
Tiny picks, saws, and files fill all the leather loops in this pouch.
Description: To use the Thievery skill properly, you need the right picks and pries, skeleton keys, clamps, and so on. Thieves’ tools grant a +2 bonus to Thievery checks to open a lock or to disable a trap.
Value 20 gp
ITEMStaff of the War Mage +1
Carved from a single piece of bleached wood, this staff bears a silver loop and leather knot at one end.
Implement (Staff)Enhancement: +1 attack rolls and damage rollsCritical: +1d8 damagePower (Daily): Free Action. Use this power when using a power that has a blast or a burst effect. Increase the size of the blast or the burst by 1.
Value 680 gp
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ITEMMagic Longsword +1
The blade and pommel of this longsword are crafted from surprisingly light iron inscribed with a flowing, delicate design.
Weapon: Longsword (Heavy blade)Enhancement: +1 attack rolls and damage rollsCritical: +1d6 damage
Value 360 gp
ITEMMagic Battle Axe +1
With a blade like a flowing flame, this battle axe is solid metal with a handle wrapped in black leather cord.
Weapon: BattleaxeEnhancement: +1 attack rolls and damage rollsCritical: +1d6 damage
Value 360 gp
ITEMArrows +1
Held in a flame-embossed quiver, these wooden arrows bear exotic yellow fletching and are warm to the touch.
Weapon: ArrowsEnhancement: +1 attack rolls and damage rollsCritical: +1d6 damageQuantity: 30
Value 360 gp
ITEMArrow of Slaying
This wicked arrow has exotic feather fletching and a razor-sharp head with three points.
4d12 damageQuantity 1
Value 60 gp
ITEMMagnifying Glass
A single lens of masterfully ground and polished glass sits in the frame of this tool.
Value 12 gp
ITEMMagic Shortbow +1
With fittings of molten-formed silver and gold, this small bow has a core of flexible wood wrapped in cord.
Weapon: ShortbowEnhancement: +1 attack rolls and damage rollsCritical: +1d6 damage
Value 360 gp
ITEMSpellbook
Crammed full of additional notes and observations, this spellbook has plenty of space for arcane formulas and theories.
Value 50 gp
ITEMFlask
A strip of gray leather wraps around the body of this solid metal flask of plain design.
Value 3 cp
ITEMRing of Healing
This plain silver signet ring bears a small clay stamp of a humanoid form, cracked with age.
Item Slot: RingProperty: Gain a +1 item bonus to your healing surge value.
Value 1,000 gp
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ITEMMagic Crossbow +1
The fur-wrapped wooden stock of this crossbow attaches to an iron crossbar taut with stress.
Weapon: ShortbowEnhancement: +1 attack rolls and damage rollsCritical: +1d6 damage
Value 360 gp
ITEMRing
Carefully carved with a unique symbol on its face, this ring is used to press seals into was.
Value 1 gp
ITEMCandle
This tall candle is made from a pale ivory wax with a simple cord wick.
Value 1 cp
ITEMRope
Sturdy and strong, this rope can easily be knotted to assist in climbing.
50’ Silk Rope
Value 10 gp
ITEMBlack Iron Plate +1
Lacquered black plates of iron with gold trim and a red leather lining make this armor supple and comfortable.
Armor: PlateEnhancement: +1 ACProperty: You gain resist 5 fire and resist 5 necrotic.
Value 840 gp
ITEMWhistle
The trill of this small silver whistle can easily be heard at a great distance.
Value 1 sp
ITEMMirror
Wrapped in a soft cloth, this mirror is made up from a single piece of perfectly smooth silver.
Value 3 gp
ITEMMagic Halberd +1
Decorated with scrolling aquamarine, this gold-burnished halberd has both a hooked blade and a sharp spike.
Weapon: HalberdEnhancement: +1 attack rolls and damage rollsCritical: +1d6 damage
Value 360 gp
ITEMManacles
Sturdy iron cuffs, linked together by a strong chain, make these manacles both heavy and secure.
Value 2 sp
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ITEMGrappling Hook
The head of this grappling hook bears four solid iron prongs. It is attached to a length of sturdy rope.
20’ Hemp Rope
Value 3 gp
ITEMStaff of Fiery Might +1
The head of this staff is a stone bust carved in the likeness of its creator, a stern magus with a flowing beard.
Implement (Staff)Enhancement: +1 attack rolls and damage rollsCritical: +1d8 fire damagePower (Daily): Free Action. Use this power when using a power that has the fire keyword. After rolling damage, you can reroll a number of damage dice equal to or less than the staff’s enhancement bonus. You must keep the new results, and you can’t reroll any die more than once.
Value 520 gp
ITEMMagic Spear +1
The serpentine iron head of this spear is attached to a long shaft of strong wood wrapped by an iron ribbon.
Weapon: SpearEnhancement: +1 attack rolls and damage rollsCritical: +1d6 damage
Value 360 gp
ITEMVicious Dagger +1
The handle of this wicked curved dagger is made of tarnished brass bones ending in a talon pommel.
Weapon: DaggerEnhancement: +1 attack rolls and damage rollsCritical: +1d12 damage
Value 520 gp
ITEMDice
Carved from a single piece of ivory, these dice bear simple symbols on their faces.
Value 1 cp
ITEMLute
Rich tones can be heard whenever the strings of this wooden lute are plucked, resonating deeply.
Value 8 gp
ITEMMagic Shortbow +1
This roughly crafted bow is made from dozens of thin branches carefully fitted together into a solid form.
Weapon: ShortbowEnhancement: +1 attack rolls and damage rollsCritical: +1d6 damage
Value 360 gp
ITEMDuelist’s Shortsword +1
The stealthy black blade and handle of this shortsword are betrayed by its bright gold crossguard and pommel.
Weapon: Shortsword (Light Blade)Enhancement: +1 attack rolls and damage rollsCritical: +1d6 damage per plus, +1d8 damage per plus if you have combat advantagePower (Daily): Minor Action. You have combat advantage against the next creature you attack with this weapon on this turn.
Value 680 gp
ITEMBlack Iron Plate +1
This intricate suit of well-fitted black iron mail bears seven amber gemstones set inside a silver inlay.
Armor: PlateEnhancement: +1 ACProperty: You gain resist 5 fire and resist 5 necrotic.
Value 840 gp
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ITEMBag of Marbles
Dozens of glass marbles, of various sizes and colors, are packed into this cloth pouch.
Value 5 cp
ITEMMagic Wand +1
Fashioned from a single carved bone, this wand bears a grip of polished steel and a ribbon of gold.
Implement (Wand)Enhancement: +1 attack rolls and damage rollsCritical: +1d6 damage
Value 360 gp
ITEMMagic Shield +1
An eclipsed golden sun freed from a wicked grasping claw is painted on the center of this silver shield.
Armor: ShieldEnhancement: +1 AC and Reflex
Value 360 gp
ITEMTankard
Light but sturdy, this simple iron tankard has only a single handle made from the same metal.
Value 4 cp
ITEMBottle of Poison
The bubbly green liquid in this glass bottle is highly toxic to any who come in contact with it.
Use as a Minor Action. Apply to a weapon for +5 Poison damage.
10 Applications.
Value 20 gp
ITEMMagic Warhammer +1
A black serpent stain marks the crude stone head of this hammer, which connect to an elegantly carved handle.
Weapon: WarhammerEnhancement: +1 attack rolls and damage rollsCritical: +1d6 damage
Value 360 gp
ITEMHammer
This plain hammer is made for driving pitons into a surface or removing small dents in armor.
Value 1 sp
ITEMMagic Holy Symbol +1
A silver periapt mounted with a thin slice of polished jet dangles at the end of a woven leather cord.
Implement (Holy Symbol)Enhancement: +1 attack rolls and damage rollsCritical: +1d6 damage
Value 360 gp
ITEMDelver’s Leather +1
This suit of black and gray leather armor is adorned with dozens of dull steel studs for added protection.
Armor: LeatherEnhancement: +1 ACPower (Daily): No Action. You gain a +2 power bonus to a saving throw you just rolled; use the new result.
Value 680 gp
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ITEMRing of Acrobatics
A winding golden emerald-eyed serpent loops near the head, forming a ring.
Item Slot: RingProperty: You gain a +1 item bonus to Acrobatics checks.Power (At-Will): Minor Action. You stand up from prone.
Value 520 gp
ITEMFlaming Longsword +1
With a sculpted iron crosspiece and hand guard, the blade of this longsword glows with a faintly pulsing inner fire.
Weapon: LongswordEnhancement: +1 attack rolls and damage rollsCritical: +1d6 fire damagePower (At-Will • Fire): Free Action. All untyped damage dealt by this weapon changes to fire damage. Another free action returns the damage to normal.Power (Daily • Fire): Free Action. Trigger: You hit with the weapon. Effect: The attack deals 1d6 extra fire damage, and the target takes ongoing 5 fire damage (save ends).
Value 1,000 gp
ITEMMagic Splintmail +1
Overlapping plates of steel connect to a sturdy chest plate painted with a red crown symbol.
Armor: SplintmailEnhancement: +1 AC
Value 360 gp
ITEMBottle of Wine
The wine in this simple bottle has a crisp fruity taste and pairs well with trail rations.
Value 5 gp
ITEMRing of Thievery
This simple ring made from woven gold bears tiny elven script around the outside of the band.
Item Slot: RingProperty: You gain a +2 item bonus to Thievery checks.
Value 520 gp
ITEMMagic Plate +1
This sturdy iron breastplate with leather straps is embossed with a green leaf design on its face.
Armor: PlateEnhancement: +1 AC
Value 360 gp
ITEMMagic Longsword +1
Stained and spattered with black acid, this longsword sports a pair of metal forks for trapping other weapons.
Weapon: Longsword (Heavy blade)Enhancement: +1 attack rolls and damage rollsCritical: +1d6 damage
Value 360 gp
ITEMMagic Longbow +1
The limbs of this longbow are made from taut green wood, while the grip is crafted from a light and strong steel.
Weapon: LongbowEnhancement: +1 attack rolls and damage rollsCritical: +1d6 damage
Value 360 gp
ITEMMagic Leather Armor +1
Carefully fitted pieces of boiled leather make up this suit of armor, inlaid with curving silver patterns.
Armor: LeatherEnhancement: +1 AC
Value 360 gp
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ITEM ITEM ITEM
ITEM ITEM ITEM
ITEM ITEM ITEM
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VILLAGE
EVENT
VILLAGE
EVENT
VILLAGE
EVENT
VILLAGE
EVENT
VILLAGE
EVENT
VILLAGE
EVENT
VILLAGE
EVENT
VILLAGE
EVENT
VILLAGE
EVENT
VILLAGE
EVENT
VILLAGE
EVENT
VILLAGE
EVENT
VILLAGE
EVENT
VILLAGE
EVENT
VILLAGE
EVENT
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VILLAGE EVENTRANDOM QUEST
Roll a 1d10 and immediately begin the quest.
VILLAGE EVENTSTORY QUEST
Immediately begin the subsequent story quest.
VILLAGE EVENTSIDE QUEST
See the Rulebook for details.
Keep this card until after you have entered the Castle and emerged again.
VILLAGE EVENTSKILL CHALLENGE
See the Rulebook for details.
VILLAGE EVENTROLEPLAY
The player to your left must draw a Roleplay card. All players at this location may participate.
VILLAGE EVENTROLEPLAY
The player to your left must draw a Roleplay card. All players at this location may participate.
VILLAGE EVENTSKILL CHALLENGE
See the Rulebook for details.
VILLAGE EVENTROLEPLAY
The player to your left must draw a Roleplay card. All players at this location may participate.
VILLAGE EVENTSHADOWS
The shadows seem to be longer than they should be at this time of day.
VILLAGE EVENTGOSSIP
As you walk down the street you hear the low muttering of some nearby villagers.
VILLAGE EVENTLOOMING CASTLE
You look up at the Castle on the hill and you are positive that you can see a figure standing upon it’s walls. You’re not certain how you know, but you think that the figure is staring directly at you.
VILLAGE EVENTSCENT OF DECAY
A breeze from the Castle carries the smell of rotting corpses into the village.
VILLAGE EVENTCHILLING WIND
An icy wind blows and the sun vanishes immediately behind gray storm clouds.
VILLAGE EVENTWHISPERING VOICES
You think you hear the sound of many voices whispering in your ear, even though no one is around.
VILLAGE EVENTTOUCH OF STRAHD
You feel a presence emanate from the Castle like a hand reaching out to touch you. It’s frightening to think how far Strahd’s power reaches.
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VILLAGE EVENTBLACK CAT
A black cat bolts across your path, stopping just long enough to glare at you with yellow eyes before darting away.
VILLAGE EVENTSIDE QUEST
See the Rulebook for details.
Keep this card until after you have entered the Castle and emerged again.
VILLAGE EVENTROLEPLAY
The player to your left must draw a Roleplay card. All players at this location may participate.
VILLAGE EVENTDROOLING DOG
A homely dog, drooling inordinately, follows you as you move through the village.
VILLAGE EVENTBEGGAR
A beggar approaches you and asks for a copper piece.
VILLAGE EVENTGRATEFUL WOMAN
A passing woman earnestly thanks you for helping the village.
VILLAGE EVENTARGUMENT
From a distant window you hear a loud argument between a man and a woman.
VILLAGE EVENTCHILDREN
A pack of kids run through the street, chasing a homely dog. A woman shushes them, fearfully looking up at the castle.
VILLAGE EVENTRAIN
A light, cold rain begins to fall upon the village.
VILLAGE EVENTTHUNDER
A distant rumbling rolls across the hills under an iron gray sky.
VILLAGE EVENTSKILL CHALLENGE
See the Rulebook for details.
VILLAGE EVENTFUNERAL PROCESSION
Many somber villagers have gathered in the street, bearing a coffin towards the graveyard.
VILLAGE EVENTRANDOM QUEST
Roll a 1d10 and immediately begin the quest.
VILLAGE EVENTSTORY QUEST
Immediately begin the subsequent story quest.
VILLAGE EVENTFEARFUL GLANCES
A pair of elderly women hustle from the street, eager to remove themselves from sight of the castle.
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VILLAGE EVENTSTRAHD’S MALICE
You learn of an assassin who seeks to harm the Mayor of Barovia!Move immediately to the Manor. Roll a Skill Check: DC 15 Athletics or Endurance.• Success: Receive 50XP and 20GP.• Failure: Lose your next turn.
VILLAGE EVENTCRUMPLED LETTER
You find a evidence that a spy has sabotaged the Inn with a magic bomb.Move immediately to the Inn. Roll a Skill Check: DC 15 Arcana or Thievery.• Success: Receive 50XP and 20GP.• Failure: Lose your next turn.
VILLAGE EVENTZOMBIES!
You learn of a zombie attack at the Graveyard!Move immediately to the Graveyard. Make a Standard Attack vs. AC 15.• Success: Receive 50XP and 20GP.• Failure: Lose your next turn.
VILLAGE EVENTTHIEVES
A cry for help comes from the Mercantile. Thieves are robbing Mikael!Move immediately to the Mercantile. Make a Standard Attack vs. AC 15.• Success: Receive 50XP and 20GP.• Failure: Lose your next turn.
VILLAGE EVENT VILLAGE EVENT
VILLAGE EVENT VILLAGE EVENT VILLAGE EVENT
VILLAGE EVENT VILLAGE EVENT VILLAGE EVENT
VILLAGE EVENT VILLAGE EVENT VILLAGE EVENT
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ROLEPLAY
ROLEPLAY ROLEPLAY ROLEPLAY
ROLEPLAY ROLEPLAY ROLEPLAY
ROLEPLAY ROLEPLAY ROLEPLAY
ROLEPLAY ROLEPLAY ROLEPLAY
ROLEPLAY ROLEPLAY
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ROLEPLAYOVERLY HELPFUL
VILLAGER
ROLEPLAYSUSPICIOUS VILLAGER
ROLEPLAYWEEPING PERSON
ROLEPLAYANGRY VILLAGER
ROLEPLAYCREEPY PERSON
ROLEPLAYIDIOT
ROLEPLAYLOST LITTLE CHILD
ROLEPLAYUNHAPPY CHILD
ROLEPLAYBULLY
ROLEPLAYMOOCH
ROLEPLAYTRAVELING MERCHANT
ROLEPLAYCOUNTRY FARMER
ROLEPLAYELDERLY PERSON
ROLEPLAYCRAZY CAT LADY
ROLEPLAYDRUNK
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GRAVEYARD CHURCH
MERCANTILE VILLAGE SQUARE
THE
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INN TOWNHOUSE
BLACKSMITH
THE
MAN
OR
MORNING
NOON
EVENING
Village Time Track