0% found this document useful (0 votes)
278 views20 pages

CR-Casltlevania Quest (Final)

This document provides new rules for the Castlevania Quest: Belmont's Curse campaign. It summarizes changes to exploration, encounters, monster placement, treasure, leveling up, and campaign progression. Key changes include revealing two tiles per exploration, special rules for placing monsters in dungeon tiles, spending experience points to cancel encounters or level up, and requiring players to complete town quests to reach the average level threshold to advance to the next adventure.

Uploaded by

Joshua Bumpus
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
278 views20 pages

CR-Casltlevania Quest (Final)

This document provides new rules for the Castlevania Quest: Belmont's Curse campaign. It summarizes changes to exploration, encounters, monster placement, treasure, leveling up, and campaign progression. Key changes include revealing two tiles per exploration, special rules for placing monsters in dungeon tiles, spending experience points to cancel encounters or level up, and requiring players to complete town quests to reach the average level threshold to advance to the next adventure.

Uploaded by

Joshua Bumpus
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 20

Castlevania Quest: Belmont’s Curse

Table of Contents When exploring, a player reveals 2 tiles. Draw the first tile
Introduction, New Rules and Campaign Rules 1 and place it such that the arrow points towards the
Adventure 1: Berkeley Mansion 3 unexplored edge of the tile being explored from. Then
Town of Aljiba 4 draw the second tile and place it such that the arrow points
Adventure 2—Brams Mansion 5 towards any unexplored edge of the tile that was just
Town of Oldon 7 placed. If no such edge exists, do not draw a second tile.
Adventure 3—Bodley Mansion 8
Town of Yomi 9 There is no limit to the number of times a single player may
Adventure 4—Castlevania 10 explore during his Hero Phase.
Town Quests 12
Exploration Events 18 Do not draw Encounter Cards when you reveal a dungeon
Character Sheets 20 tile with a black triangle. Encounter Cards are only drawn
when a player did not explore during their Hero Phase (and
may be canceled by spending experience points as normal).
Each adventure has special rules for what triggers the
placement of monsters. It is no longer the case that every
time a dungeon tile is drawn a monster is placed.

If a dungeon tile is drawn as a result of an Encounter Card,


the tile automatically gets one random monster placed on it
(do not draw a tile from the Monster Stack).
Introduction, New Rules, and
Campaign Rules Exploration Events
Whenever a player draws a named dungeon tile he must
Introduction immediately read the corresponding Exploration Event
(p. 19) and place monsters according to the monster
It’s been many years since Simon Belmont slayed Count
placement rules for the town the quest is performed in
Dracula. But now darkness has begun to take hold of the
(unless specifically stated otherwise by the event). If a
land. Whispers of the return of the Count are spreading.
Members of the Belmont lineage have been disappearing named tile is drawn as a result of an Encounter Card, the
and now only one remains. You have traveled a great corresponding Exploration Event should still be read.
distance to find the last Belmont and protect him. If the Exploration Events may not be cancelled by spending
rumors of Dracula’s return are true, he is your only hope. Experience Points.
You enter the Town of Jova and after talking with the local
villagers you head to the mansion on the outskirts of town, Monster Stack
Berkeley Mansion. Each adventure requires the assembly of a Monster Stack.
Shuffle the following Monster Tiles to create the Monster
Your adventure beings with Adventure 1: Berkeley Stack: eleven 1-Monster tiles, six 2-Monster tiles, and two
Mansion (p. 3). 3-Monster tiles.

Coffin Tokens
New Rules When tiles with coffins are revealed, place one random
These rules replace those of the base game. They are used Coffin token on each coffin icon. Players may spend 1
throughout the adventures in this campaign unless noted point of movement to open a coffin. Unless stated
otherwise in an adventure. otherwise in the adventure, remove the Strahd Appears
Coffin token.
Exploration
Players no longer have an Exploration Phase. Instead, Treasure
during his Hero Phase, a player may spend 2 points of Whenever a player defeats a monster (or villain) or opens a
movement to explore the tile edge that he is adjacent to. coffin, he must roll the D20 and collect Gold Coins
Exploration does not end a player’s Hero Phase. Alissa the according to the following table:
Ranger may explore the tile she is on as if she were
adjacent to an unexplored edge. If at any time a Villain
Die Roll Gold Coins
figure is placed on the board, then that player’s Hero Phase
immediately ends. 1 0 GC
2-10 1 GC
11-19 2 GC
20 4 GC

All coins that are collected should be placed in the Heroes’ Leveling Up
Gold Pool. Gold Coins may be spent in Town to buy Items, During an adventure or quest, if a player rolls a natural 20
Healing Surges, or to Level Up. when attacking a monster or villain, that player may spend
experience points to level up. The number of experience
The rules for drawing Treasure Cards remain unchanged. points required to level up is determined by the player’s
Players may carry an unlimited number of items, but they Character Sheet. There is no limit on the number of times a
may never carry two items that increase the same Character single player may level up in a single adventure or quest.
stat. This restriction does not apply to cards that say
“Discard this card after using it.” Players may level up by spending a required amount of gold
coins and experience points at the Town Marketplace (max
Campaign Rules 1 between adventures or quests).
Between the main Adventures players will go on smaller
quests to help the people of the towns they find themselves All players start at level 1. If a player advances to level 2,
in. Players must remain in a town and go on quests for the then his corresponding Hero Card should be flipped over to
people of that town until the average level of the Heroes its other side and the stats are increased according to the
meets the threshold for the next Adventure. Once the Hero Card. However, players do not gain an additional
threshold for the Adventure is met, the players may not Daily power, contrary to what their Hero Card says.
perform any other quests until that adventure is completed. Character powers are only gained at Level 5, 7, and 10.
Once a new town has been reached, players may not Whenever a Hero levels up after this, he should use the
perform quests or go to the marketplaces in the previous Character Sheet and add any new stat bonuses to the stats of
town(s). his previous level.

When the players win an adventure, they may keep all Gold When advancing beyond Level 2, players should use their
Coins, Treasure Cards, Healing Surges, and Experience Hero’s Character Sheet to track their stats. In each category
Points they have at the end of the adventure. Remove all of levels (i.e. Level 3; Levels 4-6; Levels 7-9, and Level
wound markers from each Hero. All Monster Cards must 10), there are a limited number of bonuses that a player may
be returned to the deck, so players should record the choose from. Once he chooses a bonus, he should check it
number of Experience Points they have accumulated. In off the list so that the same bonus is not selected again until
any future adventure or quest, players must spend these he advances to a new category.
experience points first before discarding Monster Cards
from the Experience Pool. Between quests players may If a player draws the Level Up Treasure Card, he may
exchange items with one another. advance one level for the cost listed on the card (5 XP)
rather than paying the cost required by the level on his
If the players lose an adventure or quest, they must repeat Character Sheet.
the adventure or quest until it has been completed. All
items, experience, and gold coins that the players have Villains that are defeated provide players with experience
collected in the game up to this point are lost (except for points equal to their level.
Permanent Items). At the beginning of the repeated
adventure or quest players are given two Healing Surges Critical Hits
total (not in addition to the number granted by the Whenever a player higher than Level 1 rolls a natural 20 on
individual quest or adventure). the die when attacking a monster or villain, he scores a
critical hit and may apply one extra damage to the monster
Each adventure and each town from which players are sent or villain. This number required for a critical hit may be
on a quest will determine the number of additional Healing lowered when advancing to the higher levels.
Surges that the party starts the adventure or quest with.
Unless stated otherwise, players may bring all Healing Strahd Text
Surges they have already collected (either from previous Whenever a player is reading text from the Castle Ravenloft
adventures or that were purchased from the Marketplace). game components, any text that refers to Strahd should
instead be read as referring to Count Dracula.
Town Marketplace
At the end of each adventure or quest, players may make Acknowledgements
purchases at the Town Marketplace of the town that they Thanks to Superflypete for opening my eyes to the
are in. All purchases must be made before rolling the die to possibilities of the Castle Ravenloft system with his “Hunt
determine the next quest. the Fiend!” campaign at Superflycircus.blogspot.com. The
image of the sun and moon comes from onlineglassart.com.
If a player buys an item that has a corresponding Treasure Much of the back-story comes from Mr P’s Castlevania
Card, look through the stack of Treasure Cards and pull out Realm at vgmuseum.com/mrp.
that card. Once the Treasure Card is used it is placed in the
discard pile for that deck.
2
Adventure 1: Berkeley Mansion Arcane Circle:
Count Dracula’s minions are preparing for his return by As you move through the halls you hear the rasping voice
eliminating the Belmont lineage. You must enter the of the Kobold Sorcerer talking to a cold dark voice. A
depths of Berkeley Mansion and locate the last descendent member of your party trips into a suit of armor and the
of the Belmont lineage before it is too late. loud clang echoes throughout the halls. At that, the
Sorcerer turns and sees you down the corridor.
Goal: Find the last Belmont descendent and defeat the
Kobold Sorcerer that is keeping him here. Instead of drawing a tile from the Monster Stack, place
the Villain Card for the Kobold Sorcerer and place the
corresponding figure on the bone pile on the Arcane
Adventure Setup Circle tile. The Kobold Sorcerer activates at the start of
Special Components in this Adventure: Start each player’s Villain Phase.
Dungeon Tile, Arcane Circle Tile, Lonely Crypt Tile, Dark
Fountain Tile, Young Vampire figure, Young Vampire Victory: The Heroes win the adventure when they
Villain Card, Kobold Sorcerer figure and Villain Card. defeat the Young Vampire and the Kobold Sorcerer.

Place the Start tile on the table. Place each Hero on a Defeat: The Heroes lose this adventure if any Hero has
square adjacent to the stairway on the Start tile. 0 Hit Points at the start of his or her turn and there are
no Healing Surge tokens remaining.
Shuffle all Dungeon Tiles together, excluding the tiles
mentioned above. Take the Arcane Circle tile and When the Heroes Defeat the Kobold Sorcerer, Read:
shuffle it with 7 other tiles and set that stack to the side. The Sorcerer lays dying in agony. You offer to ease his
Then take the Dark Fountain tile and place it on top of pain if he will tell you how to stop Count Dracula. “The
the stack with the Arcane Circle tile. Take the Lonely only way,” he rasps, “is to bring back Simon Belmont.
Crypt tile and shuffle it with 4 other tiles and set this Take my staff. It contains his rib bone. If you combine it
stack on top of the stack with the Dark Fountain. Then with his heart and eye, you can resurrect him and stop the
take this entire stack and place it in the Dungeon Tile return of my master. Belmont’s eye is at Brams Mansion,
stack after the 10th tile. two days away. Now please do what you promised.”

Special Adventure Rules You have a choice to make: (1) You can leave him to
Your party begins the adventure with 2 Healing Surges. suffer, or (2) you can fulfill your promise.

Whenever a Hero explores, he draws two dungeon tiles (1) If You Leave Him to Suffer, Read:
instead of one. Each time he draws a dungeon tile with a You turn around and walk away as he cries out in pain.
black arrow he must draw a tile from the Monster Stack But it’s to no avail. He serves the Dark Lord; he deserves
and place that many monsters on the corresponding tile much worse than the few hours he will suffer. As you
with the black arrow. leave the chamber you notice a coin with strange
markings.
Whenever a player draws a named tile that is not the
Arcane Circle, Lonely Crypt, or a Crypt tile showing a You have found the Rib of Simon Belmont. Select one
coffin, he must immediately read the corresponding player to write “Rib Bone” on his list of Permanent
Exploration Event and place monsters if the tile has a Items. Select one player to write “Strange Coin” on his
black arrow (unless specifically stated otherwise by the list of Permanent Items. You now go to the Town of
event). Aljiba and may shop at the Marketplace.

Lonely Crypt: (2) If You Fulfill Your Promise, Read:
Up ahead you see the Belmont child kneeling beside a You reach into your things and pull out a small tablet.
coffin. He looks to be only 11 or 12 years old. You call out “Take this,” you say as you kneel down and place the
to him. He turns his head to look at you and pulls a dead tablet into the Kobold’s reptilian mouth. He immediately
rat away from his lips. You realize that it’s too late; the begins to lose consciousness, “…find…tattered leather…“
last descendent of Simon Belmont is lost. There is no one His voice trails off and his breathing stops.
left to stop the return of Count Dracula.
You have found the Rib of Simon Belmont. Select one
Instead of drawing a tile from the Monster Stack, find player to write “Rib Bone” on his list of Permanent
the Villain Card for the Young Vampire and place the Items. You now go to the Town of Aljiba and may shop
Young Vampire figure on the bone pile on the Lonely at the Marketplace.
Crypt. The Young Vampire activates at the start of each
player’s Villain Phase.

3
Town of Aljiba If You Purchase the Tattered Leather Book, Read:
The villagers of Aljiba seem quite friendly to you. But The book has sustained quite a bit of damage and much of
despite their hospitality, you cannot help but suspect that it is unreadable. As you turn the pages you are able to
many of the people you are dealing with are agents of read pieces from a few passages.
Count Dracula.
“October 1094—Upon returning from our victorious
Goal: Prepare to enter Brams Mansion. Once the campaign, Mathias was informed that his wife died while
average level of your party is greater than or equal to 3, he was away…”
you must move on to Adventure 2: Brams Mansion.
“December 1094—It has been two months since Mathias
learned of the death of his wife, Elizabetha, and he still
Quests: locks himself inside his bed chamber. I fear for his life. He
If your party’s average level is below 3, then roll the die hardly…
to determine which quest you will perform. Otherwise, …strange creatures wander at night. I think they are
go on to Adventure 2: Brams Mansion. linked to the vampire within the dark forest on the
outskirts of town. But without the authorization of the
Die Roll Quest Church I cannot enter that place. I shall write them
1-5 Daylight Raid (p. 12) immediately.”
6-10 Slay the Fiend (p. 13)
11-15 Rescue the Child (p. 14) “April 1095—It has been many months since I wrote to
16-20 A Light in the Darkness (p. 16) the Church. The number of monsters is increasing. I have
not yet received any word. I will…
Special Quest Rules …Mathias is still grieving his wife and will not leave his
At the beginning of each quest, your party receives two chambers. I may have to go on the next campaign
Healing Surges (in addition to any you already have). without my dear friend…”

Whenever a Hero explores, he draws two dungeon tiles “September 1095—The monsters have grown more
instead of one. Each time he draws a dungeon tile with a numerous. I fear that an army is forming. It has been a
black arrow he must draw a tile from the Monster Stack year since the death of Mathias’s wife and he has hardly
and place that many monsters on the corresponding tile left his bed…
with the black arrow. …I finally got word from the Church that I am not to
engage in combat with anyone other than her political
enemies...”
Marketplace:
At the end of Adventure 1 and after each quest, players
“October 1095—Tonight Mathias came to me with urgent
may buy items found at the Aljiba Marketplace. Players
news. My betrothed, Sara, has gone missing and he thinks
may also sell items they have collected at half the price
she has been taken to the castle of that vampire…
shown at the Marketplace (round up) and any items not
…I Leon swear to find her! If I must renounce my title as
available at the Marketplace may be sold for 2 GC.
lord and baron to rescue her, I will.”


Marketplace Cost
On the last page of the Tattered Leather Book you notice
Healing Surge 15 GC a faint map. Perhaps this will be useful later.
+1 Level (1 max per player) 5 GC + 5 XP
Tattered Leather Book 10 GC*
Scroll of Teleportation 8 CG
Potion of Rejuvination 8 GC
Lucky Charm (x 3) 6 GC
Stake (x 2) 4 GC
Holy Water 3 GC
*6 GC if you kept your promise to the Kobold







4
Adventure 2: Brams Mansion active player’s dungeon tile and that player’s Hero Phase
In the middle of the night you awake to the sound of immediately ends. Place the Hag Monster tile on the
whispers in your room. You try to sit up but are quickly table next to the Hag Villain Card. If the Hag is not
knocked unconscious. When you regain consciousness currently in play, then place the Hag Villain Card on the
you find that you have been imprisoned in Brams table and place 7 wound markers on it (the Hag only has
Mansion. You pick the lock of the cell door and find your 3 hit points). If the Hag is already in play, then simply
equipment. Now you must find Simon Belmont’s eye and move the Hag to the active player’s tile. Whenever the
escape the mansion. Hag deals damage, multiply the damage shown on her
Villain Card by the number of Hag Monster tiles on the
Goal: Defeat the Hag in the Chapel, take the eye of table. When the hag is defeated, remove all Hag Monster
Simon Belmont, and escape the mansion through the tiles currently in play. If a Hag Monster tile is drawn
Secret Stairway. after the Hag has been defeated, she comes back into
play.

Adventure Setup Victory: The Heroes win the adventure when they
Special Components in this Adventure: Crypt Corner defeat the Hag once she appears in the Chapel and
1-5 tile, Secret Stairway tile, Chapel Tile, 5 Hag Monster escape through the Secret Stairway with the eye of
tiles. Simon Belmont.

Place the Crypt Corner 1-5 tile on the table. Place each Defeat: The Heroes lose this adventure if any Hero has
Hero on any square on that tile. 0 Hit Points at the start of his or her turn and there are
no Healing Surge tokens remaining.
Shuffle all Dungeon Tiles together, excluding the tiles
mentioned above. Take the Secret Stairway tile and Chapel:
shuffle it with 4 other tiles and set that stack to the side. You find the desecrated Chapel. The Hag stands before
Then take the Chapel tile and shuffle it with 4 other tiles the altar. On the walls are portraits of young men and
and place this stack on top of the stack with the Secret women. You wonder if these are the Hag’s children and
Stairway tile. Then put these 10 tiles into the Dungeon dread enters your heart as you imagine what horrors
Tile stack, placing them after the 15th tile. Count Dracula must have visited upon her and her
children to make her the foul creature that you see before
Shuffle the Monster tiles as normal and set these aside. you. The Hag turns her gaze upon you and you realize
Then take 2 Monster tiles and shuffle them with 1 Hag that she only has one eye.
Monster tile and set this stack of tiles aside. Then take 2
more Monster tiles and shuffle them with 1 Hag Monster Instead of drawing a tile from the Monster Stack, place
tile and place these on top of the 3 tiles that you just set the Hag figure on the bone pile. She starts this final
aside. Repeat this until you have a stack of 15 Monster battle with 10 hit points (remove any wound tokens that
tiles with Hag Monster tiles shuffled throughout. Place may already be on her Villain Card). Whatever Hag
this stack on top of the remaining Monster tiles to create Monster tiles are on the table stay on the table.
the Monster Stack. Whenever the Hag deals damage, multiply the damage
shown on her Villain Card by the number of Hag
Special Adventure Rules Monster tiles on the table.
At the beginning of the adventure, your party receives
one Healing Surge (in addition to any you already have). When You Defeat the Hag, Read:
As you land the final blow the Hag shrieks and collapses
Whenever a Hero explores, he draws two dungeon tiles to the ground. You reach under her hood and pull out her
instead of one. Each time he draws a dungeon tile with a eye. You now have the Eye of Simon Belmont.
black arrow he must draw a tile from the Monster Stack
and place that many monsters on the corresponding tile The active player should write “Eye” on his list of
with the black arrow. Permanent Items. Once the Hag is defeated in this final
battle, if a player draws a Hag Monster tile discard it and
Whenever a player draws a named tile that is not the draw again.
Secret Stairway tile or the Chapel tile, he must
immediately read the corresponding Exploration Event Secret Stairway:
and place monsters if the tile has a black arrow (unless You discover the stairway that leads out of this wretched
specifically stated otherwise by the event). mansion.

Whenever a Hag Monster tile is drawn, instead of Any player that ends his Hero Phase on a square
drawing a Monster Card, place the Hag figure on the adjacent to the stairs on the Secret Stairway tile can

5
escape from the mansion. Remove that Hero from play,
including his or her figure, Power Cards, and Treasure
Cards. That Hero can’t re-enter the mansion and no
longer takes a Hero Phase. That Hero does continue to
activate Monsters and Traps during his or her Villain
Phase. Players may exit the mansion before the Hag is
defeated. However, if every player exits the mansion
before the eye of Simon Belmont is recovered, then the
Heroes immediately lose.

Once all of the players have exited the board, go to the
Town of Oldon.

If Any Player Has the Tattered Leather Book, Read:
As you reach the stairway, you remember that on the last
page of the Tattered Leather Book there was a faint map
that showed this stairway. You search beneath the
stairway and discover the Crimson Key.

The active player should write “Crimson Key” on his list
of Permanent Items.

If Your Party Escapes with the Crimson Key, Read:
Upon entering the Town of Oldon you stop at the Curiosity
Shoppe. A man behind the desk offers you 10 GC for the
Key you have discovered.

You have a choice: (1) You may sell the Crimson Key, or
(2) You offer him 5 GC to tell you about the Crimson
Key.

(1) If You Sell the Crimson Key, Read:
Add 15 GC to your Gold Pool and remove the “Crimson
Key” from your Permanent Items.

(2) If You Ask Him About the Crimson Key, Read:
Pay 5 GC to learn about the Crimson Key.

The man steps from behind his desk and locks the door to
his shop. He tells you that an old tale has been passed
down for generations about a key that held the power to
transform the physical world according to the desires of
its possessor. It was rumored that this key belongs to
Count Dracula and this is why Castlevania is in constant
flux.

As long as a member of your party possesses the
Crimson Key, any player may spend 5 XP during his
Hero Phase to do either of the following:
• Swap two adjacent dungeon tiles, keeping their
original orientation.
• Change the orientation (but not location) of any
one dungeon tile.
All figures, tokens, and traps remain on their dungeon
tile, even when the tile is swapped with an adjacent
dungeon tile.

6
Town of Oldon If You Purchase the Green Leather Book, Read:
The villagers of Oldon are uneasy around you. Anywhere The book has sustained quite a bit of damage and much of
you go in town you feel their eyes fixated upon you. it is unreadable. As you turn the pages you are able to
read pieces from a few passages.
Goal: Prepare to enter Bodley Mansion. Once the
average level of your party is greater than or equal to 6, “October 1095—In a preliminary search of the area
you must move on to Adventure 3: Bodley Mansion. surrounding the castle I stumbled across the cottage of an
old man, Rinaldo, an alchemist who lives in this forest
ruled by the darkness. He warned me…vampire Count
Quests: Dracula. It matters not. If he wants to goad me into his
If your party’s average level is below 6, then roll the die forest for a duel…”
to determine which quest you will perform.
“…Rinaldo entrusted me with the Whip of Alchemy, an
Die Roll Quest artifact that is more powerful than any slain hunter’s
1-5 Daylight Raid (p. 12) discarded sword that I might find…symbol of a sun and
6-10 Slay the Fiend (p. 13) moon on its hilt…Dracula is kept alive through the power
11-15 Rescue the Child (p. 14) of the Crimson Stone. I must destroy…”
16-20 A Light in the Darkness (p. 16)
“…I entered the castle and rescued Sara, but Dracula was
Special Quest Rules too powerful to be destroyed by the Whip of Alchemy. We
At the beginning of each quest, your party receives one fled to Rinaldo’s cottage. But upon arriving there we
Healing Surge (in addition to any that you already have). discovered that I was too late; Sara had been bitten by
Dracula. There was no way to stop her from turning into
Whenever a Hero explores, he draws two dungeon tiles a vampire and being trapped in an eternal nightmare…if
instead of one. Each time he draws a dungeon tile with a she were killed by the Whip of Alchemy, a piece of Dracula
black arrow he must draw a tile from the Monster Stack would enter the whip and with that power I could defeat
and place that many monsters on the corresponding tile him. Sara, realizing the impossibility of her predicament,
with the black arrow. offered her life. I refused, but she pleaded with me to
release her from her everlasting torment. With one
sorrow-filled fling of the whip, the act was done and the
Marketplace: Vampire Killer whip was born.”
At the end of Adventure 2 and after each quest, players

may buy items found at the Oldon Marketplace. Players

may also sell items they have collected at half the price

listed at the Marketplace (round up) and any items not
available at the Marketplace may be sold for 2 GC.

Marketplace Cost
Healing Surge 15 GC
+1 Level (1 max per player) 7 GC + 7 XP
Green Leather Book 10 GC
Necklace of Fireballs 10 GC
Scroll of Teleportation 8 CG
Potion of Rejuvination 8 GC
Lucky Charm (x 3) 6 GC
Potion of Healing 5 GC
Stake (2) 4 GC
Holy Water 3 GC
Crystal Ball 3 GC








7
Adventure 3: Bodley Mansion tile that at least two tiles away from the Arcane Circle
An undead dragon guards Simon Belmont’s heart. You tile. Place the Phylactery Token on any square on the
must find and destroy the dragon and then escape with Rotting Nook tile. A Hero adjacent to this token may
the final piece of Simon. spend an attack action to destroy the Phylactery. If the
Phylactery is destroyed, the Dracolich takes 10 damage.
Goal: Defeat the Dracolich and escape from the
crumbling mansion. When You Defeat the Dracolich, Read:
The giant dragon crashes to the ground and the walls of
the mansion begin to shake. You reach between his ribs
Adventure Setup and pull out Simon Belmont’s Heart. As you step back,
Special Components in this Adventure: Start tile, pieces of the ceiling tumble to the ground around you.
Rotting Nook tile, Arcane Circle tile, 5 Time Tokens, The tiles below your feet begin to give way. The entire
Phylactery Token, the Skeleton Monster Cards and mansion is crumbling.
figures.
The active player should write “Heart” on his list of
Place the Start tile on the table. Place each Hero on a Permanent Items.
square adjacent to the stairway on the Start tile.
Give each player one Time Marker. At the start of each
Shuffle all Dungeon Tiles together, excluding the tiles player’s Villain Phase he must discard his Time Marker.
mentioned above. Take the Arcane Circle tile and If a player cannot discard a Time Marker, he must
shuffle it with 3 other tiles. Then put these 4 tiles into remove and discard one dungeon tile with a skull that is
the Dungeon Tile stack, placing them after the 18th tile. within one tile of his Hero. If there are no tiles with a
skull within one tile of the Hero, then he must choose to
Set aside the Rotting Nook tile and the Phylactery remove and discard any one tile that is within one tile of
Token. his Hero. All monsters on the discarded tile are
removed from the game. Remove their Monster Card
Special Adventure Rules following the normal rules for when a monster is
At the beginning of the adventure, your party receives defeated, but do not draw treasure or put the Monster
one Healing Surge (in addition to any you already have). Card in the Heroes’ Experience Pile. If any Hero is on a
tile that is discarded, the Heroes immediately lose.
Whenever a Hero explores, he draws two dungeon tiles
instead of one. Each time he draws a dungeon tile with a Players may no longer draw new dungeon tiles. If an
skull he must draw a tile from the Monster Stack and Encounter Card requires a player to draw a new
place that many monsters on the corresponding tile dungeon tile, discard it and draw another card.
with the skull.
Any player that ends his Hero Phase on a square
Each time you place a monster on a tile, if possible, the adjacent to the stairs on the Start tile can escape from
first monster you place should be a Skeleton from the the mansion. Remove that Hero from play, including his
Monster Cards you set aside during setup. or her figure, Power Cards, and Treasure Cards. That
Hero can’t re-enter the mansion and no longer takes a
Whenever a player draws a named tile that is not the Hero Phase. That Hero does continue to activate
Arcane Circle tile or the Rotting Nook tile, he must Monsters and Traps during his or her Villain Phase, but
immediately read the corresponding Exploration Event does not discard dungeon tiles.
and place monsters if the tile has a black arrow (unless
specifically stated otherwise by the event). Once all of the players have exited the board, go to the
Town of Yomi.
Arcane Circle:
Count Dracula’s servant awaits you in the chamber
ahead. He stands within a large circle with strange
symbols. Within his rib cage you see the beating heart of
Simon Belmont.

Instead of drawing a tile from the Monster Stack, place
the Dracolich figure on the Arcane Circle tile his Villain
Card on the table.

If your party has the Green Leather Book, place the
Rotting Nook tile adjacent to an unexplored edge of a

8
Town of Yomi If You Purchase the Black Leather Book, Read:
The villagers of Yomi despise your presence. The threat of Inscribed on the cover of the book is an image of the sun.
Count Dracula is ever-present in this town. At night you The book is quite old and much of it is unreadable.
sleep lightly for fear that they might come for you in the
darkness. “The night I struck down Count Dracula, Mathias
appeared to me. He told me that Elizabetha’s death had a
Goal: Prepare to enter Castlevania. Once the average far more profound effect than I had supposed. While
level of your party is greater than or equal to 9, you locked in his chambers for all those months he cursed God
must move on to Adventure 4: Castlevania. and swore to strike out at Him in whatever way he could.
Then he discovered the existence of the Crimson Stone. If
limited life were God’s decree, then he would defy it by
Quests: gaining eternal life. Once I had defeated Count Dracula,
If your party’s average level is below 9, then roll the die Mathias was able to secure the Crimson Stone, and with it,
to determine which quest you will perform. eternal life. In time Dracula would have risen again had
Mathias not taken possession of the Stone.
Die Roll Quest
1-5 Daylight Raid (p. 12) Mathias then looked at me, and his voice grew cold. He
6-10 Slay the Fiend (p. 13) explained that he had orchestrated the kidnapping of
11-15 Rescue the Child (p. 14) Sara. Now, with her death, I could understand his pain.
16-20 A Light in the Darkness (p. 16) The Church had forsaken me. God had forsaken me. I was
alone in the light, but I had a friend in the darkness. Then
Special Quest Rules he reached out his hand and offered me a chance to join
At the beginning of each quest, your party receives one him in his war against the Almighty. Together, by the
Healing Surge (in addition to any that you already have). power of the Crimson Stone, we could rule the night.

Whenever a Hero explores, he draws two dungeon tiles But how could I do such a thing? Sara died so I could stop
instead of one. Each time he draws a dungeon tile with a such evil. When I refused his offer, Mathias flew into a
skull he must draw a tile from the Monster Stack and rage. He cursed me and the Belmont lineage and
place that many monsters on the corresponding tile promised that one day my descendents would walk in
with the skull. darkness. Then he vanished…”

“October 1125—It has been 30 years since Sara died. I
Marketplace: have searched the earth for Mathias but have been unable
At the end of Adventure 3 and after each quest, players
to find him. I have since learned that he calls himself the
may buy items found at the Yomi Marketplace. Players
King of the Night, the Lord of the Vampires, Count
may also sell items they have collected at half the price
Dracula. The few times I have discovered the location of
shown at the Marketplace (round up) and any items not
his castle it has mysteriously vanished before I could
available at the Marketplace may be sold for 2 GC.
reach it. But I will not rest and neither shall my kinsmen.

One day this whip will bring an end to Mathias Cronqvist.
If your party has 0 Strange Coins, you may sell items
Until then the Belmont Clan shall hunt the night!”
for the full price listed at the market (instead of half

price).
If Your Party Has All Three Leather Books, Read:

The shopkeeper notices the crescent moon inscribed on
Marketplace Cost
the cover of the Green Leather Book and decides to offer
Healing Surge 15 GC you some information. He tells you that he has heard a
+1 Level (1 max per player) 10 GC + 10 XP legend about the heart of a foul creature that can
Dragon’s Breath Elixir 12 GC reinvigorate even the weariest of warriors.
Black Leather Book 10 GC
Necklace of Fireballs 10 GC As long as a member of your party possesses Simon
Wand of Teleportation 10 GC Belmont’s Heart, any player may spend 5 XP once
Scroll of Teleportation 8 CG during his Hero Phase to refresh one of his used Daily
Potion of Rejuvination 8 GC Powers.
Lucky Charm (x 3) 6 GC
Thieves’ Tools 6 GC
Potion of Healing 5 GC
Stake (2) 4 GC
Holy Water 3 GC
Crystal Ball 3 GC

9
Adventure 4: Castlevania (part 1) Defeat: The Heroes lose this adventure if any Hero has
Out of the dark mist tall spires reach into the night, 0 Hit Points at the start of his or her turn and there are
illuminated by the moon. You have found Count Dracula’s no Healing Surge tokens remaining.
lair, Castlevania. Now you must resurrect Simon Belmont
so he can ensure that Dracula never returns again. When You Reveal the Workshop, Read:
You discover a workshop with a large Flesh Golem
Goal: Find the stairway that leads up to the top of the unconscious on the table. Your eyes catch sight of a silver
keep and defeat the Werewolf that blocks your path. dagger sitting on the table and you wonder whether you
could grab hold of it without waking the Golem.

Adventure Setup One hero may search this tile by spending one move or
Special Components in this Adventure: Start tile, attack action to roll a die. On 1-10, the Flesh Golem
Dark Fountain tile, Secret Stairway tile, Workshop tile, awakens. Place that figure on the tile and place the
Werewolf Villain Card and figure, Silver Dagger corresponding Villain Card on the table. Take the Silver
Treasure Card. Dagger Treasure Card. On 11-20 the Flesh Golem does
not awaken. Take the Silver Dagger Treasure Card. This
Place the Start tile on the table. Place each Hero on a tile may only be searched once.
square adjacent to the stairway on the Start tile.
When You Reveal the Dark Fountain:
Shuffle all Dungeon Tiles together, excluding the tiles
mentioned above. Take the Secret Stairway tile and If You Have More than One Strange Coin, Read:
shuffle it with 5 other tiles and set that stack to the side. Each player may drink from this fountain once by
Then take the Dark Fountain tile and shuffle it with 5 spending a move or attack action while adjacent to the
other tiles and place it on top of the stack with the fountain. The player that drinks from the fountain
Secret Stairway tile. Then take the Workshop tile and should roll the die. On 1-10, the water brings healing
shuffle it with 9 other tiles and then place this stack on and that player may remove all wound tokens on his
top of the stack with the Dark Fountain tile. Then take Hero. On 11-20, that player feels the power of the water
this entire stack and place it on top of the Dungeon Tile course through his body and may choose to add one
stack. Daily Power or Utility Power to his Hero abilities.

Special Adventure Rules If You Have One Strange Coin, Read:
At the beginning of the adventure, your party receives Place one Healing Surge on the fountain. Any player
one Healing Surge (in addition to any you already have). that spends a move or attack action while adjacent to
the fountain may collect the Healing Surge.
Whenever a Hero explores, he draws two dungeon tiles
instead of one. Each time he draws a dungeon tile with a If You Have Zero Strange Coins, Read:
skull he must draw a tile from the Monster Stack and Place two Healing Surges on the fountain. Any player
place that many monsters on the corresponding tile that spends a move or attack action while adjacent to
with the skull. the fountain may collect one Healing Surge.

Whenever a player draws a named tile that is not the When You Reveal the Secret Stairway, Read:
Workshop, Dark Fountain, or Secret Stairway, he You hear a low growl as a large werewolf steps out of the
must immediately read the corresponding Exploration shadows. “You go no further!” he snarls.
Event and place monsters if the tile has a skull (unless
specifically stated otherwise by the event). Instead of drawing a tile from the Monster Stack, place
the Villain Card for the Werewolf and place the
If you have the Black Leather Book, then whenever you corresponding figure on the bone pile on the Secret
explore a coffin, if the coffin token says “Treasure” on it, Stairway tile. The Werewolf activates at the start of
you discover the Sunsword and may take the Sunsword each player’s Villain Phase.
Treasure Card. Once the Sunsword has been discovered,
if you reveal any other coffin tokens with “Treasure” When You Defeat the Werewolf, Read:
written on them, draw a random Treasure Card. With one final blow the Werewolf falls lifeless to the
ground. His body immediately begins transforming back
Victory: The Heroes win the adventure when they into its human form. You notice a scar above his eye as
defeat the Werewolf. you step over his body to begin ascending the stairs.

Immediately proceed to Part 2. Do not return to the
Town of Yomi.

10
Adventure 4: Castlevania (part 2) When You Defeat Dracula:
You climb several flights of stairs. As you near the top you If You Have More than One Strange Coin, Read:
see water trickling down the steps. Upon reaching the top Dracula is struck down, but vows to return. However, you
of the stairs you find yourself under the night sky on top of realize that there is one thing you can do to ensure that
the castle keep. Lightning flashes across the sky. Gusts of he never returns. But you must get the others out of the
wind sting your face with icy rain. In the center of the way first.
floor is a large circle inscribed with strange symbols. You
pull out the rib bone, eye, and heart of Simon Belmont and The remaining Heroes must fight each other until only
place them in the center of the circle. The circle begins to one Hero remains. When only one Hero remains,
glow and a loud cackle of laughter echoes around you. A continue reading:
form begins to take shape in the center of the circle. “Well
done!” echoes the voice. “You have brought me the last of You step over the bodies of your fallen friends and kneel
the Belmonts.” A bolt of lightning strikes the keep. Out of over the dying Count. You take a nearby dagger and use
the circle steps Count Dracula. “Now the Belmont lineage it to open his chest. You reach your hand in and pull out
comes to an end!” his heart. As you raise it high, it beats in your hand,
spilling black blood on the stone floor. You sink your
Goal: Defeat Count Dracula. teeth into the Count’s heart and it stops beating. The
blood trickles down your chin and the pace of your heart
quickens. Changes immediately begin to take hold of your
Adventure Setup body.
Special Components in this Adventure: Secret
Stairway tile, Arcane Circle tile, Crypt Corner 1-5 tile, On the corpse of Dracula is a large silk bag. You open it
Crypt Corner 6-10 tile, Crypt Corner 11-15 tile, Crypt up to discover the Vampire Killer whip. On its hilt is a
Corner 16-20 tile, Strahd’s Crypt tile, Strahd Villain Card symbol that you have seen before. You roll back your
and figure, Blood Fog (Environment) Encounter Card. sleeve and see the same marking on your forearm. You
stand up with the whip in your hand and move to the edge
Place the dungeon tiles any way that you like as long as of the keep. The rain has stopped and the clouds begin to
they form a 2 x 3 rectangle with the tile walls forming a part. The Town of Yomi is illuminated by the moonlight.
continuous wall around the perimeter. You watch as your army of monsters surrounds the town
and begins to move in. Mathias Conqvist is dead. But
Do not place a coffin token on the Strahd’s Crypt tile. Count Dracula lives!

Place the Vampire figure on the bone pile on the Arcane If You Have One or Zero Strange Coins, Read:
Circle tile and place the Villain Card on the table. Do not Dracula is struck down, but vows to return. On the body
place the “Mist Form” token on the Strahd Villain Card. of Dracula is a large silk bag. You open it up to discover
Shuffle the Monster Deck. Each player must draw one the Vampire Killer whip. On its hilt is a symbol that you
monster and place that monster on any unoccupied have seen before. You roll back your sleeve and see the
bone pile. Each Player may place his Hero figure on any same marking on your forearm. You stand up with the
tile except for the Arcane Circle tile. whip in your hand and move to the edge of the keep. The
rain has stopped and the clouds begin to part. The Town
Special Adventure Rules of Yomi is illuminated by the moonlight. You watch as
Place the Blood Fog Encounter Card in play. Players Dracula’s army of monsters fades back into the shadows.
may no longer explore. Encounter Cards are no longer Mathias Conqvist is dead. But he will return. And when
drawn. he does the descendents of Leon Belmont will be ready.
Over the mountain peak the first rays of light shine over
If your party has more than one Strange Coin, then the land. The morning sun has vanquished the horrible
you must discard all of your Healing Surges. If a Hero night.
dies, he is out of the game but the players do not lose.
The players only lose if there are no Heroes left on the
board and Count Dracula is still alive.
The End

If your party has one or zero Strange Coins, then you
do not discard any Healing Surges. 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.


11
Quest: Daylight Raid The number of Healing Surges your party is given at the
The villagers tell you of a nearby crypt that is the known beginning of the quest as well as when tiles are drawn
hideout of a band of thieves. You go to the crypt in the from the Monster Stack depends on which town you
early afternoon to capture the thieves. The smell of death received your quest from:
fills your nostrils as you enter the crypt and it quickly
becomes apparent that the thieves have not occupied this • Aljiba: Your party is given 2 Healing Surges.
crypt for quite some time. You fear that they were driven Draw a tile from the Monster Stack whenever a
out by much fouler creatures. However, you take comfort dungeon tile with a black arrow is drawn.
in knowing that it is still daylight. If you hurry, perhaps
you can find a few things to aid you in your adventures • Oldon: Your party is given 1 Healing Surge.
before the sun sets. Draw a tile from the Monster Stack whenever a
dungeon tile with a black arrow is drawn.
Goal: Collect 20 Gold Coins and escape the crypt with
them. • Yomi: Your party is given 1 Healing Surge.
Draw a tile from the Monster Stack whenever a
dungeon tile with a skull is drawn.
Adventure Setup
Special Components in this Adventure: Start Victory: The Heroes win the adventure when any
Dungeon Tile and 5 Time tokens. number of Heroes escapes the dungeon with a total of
20 Gold Coins.
Remove the Alarm Trap card from the Encounter Deck.
Defeat: The Heroes lose this adventure if any Hero has
Shuffle the Dungeon Tile stack. There is no special 0 Hit Points at the start of his or her turn and there are
Dungeon Tile for this adventure. no Healing Surge tokens remaining.

Place the Start tile on the table. Place each Hero on a When the Sun Sets, Read:
square adjacent to the stairway on the Start tile. The cavern suddenly seems to awaken, and you hear the
movement of a multitude of foul creatures stirring in the
Special Adventure Rules darkness around you. What a horrible night to have a
Whenever a Hero explores and draws a new Dungeon curse!
Tile with a white arrow, draw one Time token. Once all
5 time tokens have been drawn, the sun sets and the
Cavern becomes much more dangerous.

• For the rest of the adventure, each player draws
and places one extra monster whenever he draws
a tile from the Monster Stack.

• A Hero that ends his or her Hero Phase on the
Start tile on a square adjacent to the stairs can
escape from the dungeon. Remove that Hero
from play, including his or her figure, Power
Cards, Treasure Cards, and Gold Coins. That Hero
can’t re-enter the dungeon and no longer takes a
Hero Phase or Exploration Phase. That Hero does
continue to activate Monsters and Traps during
his or her Villain Phase.

Whenever a player draws a named tile he must
immediately read the corresponding Exploration Event
and place monsters according to the monster placement
rules for the town the quest is performed in (unless
specifically stated otherwise by the event).

All coins that are collected by each player should be kept
separate from the coins collected by the other players.
Once a Hero leaves the Crypt his Gold Coins should be
placed in the Heroes’ Gold Pool.

12
Quest: Slay the Fiend Whenever a player draws a tile with a coffin on it, place
While sipping pints at the local pub you are approached one Item token face down on each coffin. When the
by an old man who tells you about a foul creature that coffin is revealed the player may also reveal the Item
has been terrorizing the outlying farmlands. You agree to token and take the corresponding Treasure Card.
slay the creature and he leads you to the mouth of a cave.
As you enter the cavernous opening you step on stone tile Whenever a player draws a named tile he must
and realize that this structure is man made. immediately read the corresponding Exploration Event
and place monsters according to the monster placement
Goal: Find and defeat the foul creature that is rules for the town the quest is performed in (unless
terrorizing the villagers and exit the cavern. specifically stated otherwise by the event).

After the Villain is defeated, a Hero that ends his or her
Adventure Setup Hero Phase on the Start tile on a square adjacent to the
Special Components in this Adventure: Start stairs can escape from the dungeon. Remove that Hero
Dungeon Tile, Arcane Circle Tile, 5 Monster tokens and from play, including his or her figure, Power Cards,
the corresponding Villain Cards and figures (Kobold Treasure Cards, and Gold Coins. That Hero can’t re-
Sorcerer, Howling Hag, Werewolf, Flesh Golem, Zombie enter the dungeon and no longer takes a Hero Phase or
Dragon), 6 Item tokens (Silver Dagger, Wooden Stake, Exploration Phase. That Hero does continue to activate
Feywalk Amulet, Torch, and Dimensional Shackles), and Monsters and Traps during his or her Villain Phase.
the 6 corresponding Treasure Cards.
Victory: The Heroes win the adventure when they
Place the Start tile on the table. Place each Hero on a defeat the Villain drawn from the Villain Stack and exit
square adjacent to the stairway on the Start tile. the cavern.

Remove the Workshop and the Fetid Den tile sand set Defeat: The Heroes lose this adventure if any Hero has
those aside (they are not used in this adventure). 0 Hit Points at the start of his or her turn and there are
no Healing Surge tokens remaining.
Shuffle all the remaining Dungeon tiles together,
excluding the Arcane Circle tile. Take 7 tiles and Arcane Circle:
shuffle the Arcane Circle tile into those tiles. Then take The fiend stands in the chamber ahead. You grip your
those 8 tiles and place them in the Dungeon Tile stack weapon as you step forward to find out what foul
after the 12th tile. creature has been terrorizing the villagers.

Shuffle the following 5 Monster tokens to create the Instead of drawing a tile from the Monster Stack, draw a
Villain Stack: Kobold Sorcerer, Howling Hag, Werewolf, tile from the Villain Stack. Find the Villain Card for the
Flesh Golem, Zombie Dragon. revealed villain and place that Villain figure on the bone
pile on the Arcane Circle tile. This villain activates at the
Shuffle the 6 Item tokens to create an Item Stack: Silver start of each player’s Villain Phase.
Dagger, Wooden Stake, Feywalk Amulet, Torch, Holy
Water, and Dimensional Shackles.

Special Adventure Rules
The number of Healing Surges your party is given at the
beginning of the quest as well as when tiles are drawn
from the Monster Stack depends on which town you
received your quest from:

• Aljiba: Your party is given 2 Healing Surges.
Draw a tile from the Monster Stack whenever a
dungeon tile with a black arrow is drawn.

• Oldon: Your party is given 1 Healing Surge.
Draw a tile from the Monster Stack whenever a
dungeon tile with a black arrow is drawn.

• Yomi: Your party is given 1 Healing Surge.
Draw a tile from the Monster Stack whenever a
dungeon tile with a skull is drawn.

13
Quest: Rescue the Child • Aljiba: Your party is given 2 Healing Surges.
You awake to find a note that has been slid under your Draw a tile from the Monster Stack whenever a
door asking you to come to the green cottage at the end of dungeon tile with a black arrow is drawn.
the row. After breakfast you knock on the door. An old
woman answers and invites you in. She offers you coffee • Oldon: Your party is given 1 Healing Surge.
and then tells you that her grandson Kavan has gone Draw a tile from the Monster Stack whenever a
missing. She suspects that he was taken into the nearby dungeon tile with a black arrow is drawn.
mansion and she offers you 2 GC, all that she can afford, if
you will return her grandson. Still feeling guilty about • Yomi: Your party is given 1 Healing Surge.
failing to save the Belmont child, you agree to help her Draw a tile from the Monster Stack whenever a
and you set off for the nearby mansion. You find a small dungeon tile with a skull is drawn.
opening on the south side of the mansion and you enter
the darkness. Each time you place a monster on a tile, if possible, the
first monster you place should be a monster from the
Goal: Find the elderly woman’s grandson and escape Monster Cards you set aside during setup.
from the mansion with him.
Whenever a player draws a named tile he must
immediately read the corresponding Exploration Event
Adventure Setup and place monsters according to the monster placement
Special Components in this Adventure: Start rules for the town the quest is performed in (unless
Dungeon Tile, Kavan token (which represents the specifically stated otherwise by the event).
grandson).
When a player draws the dungeon tile that corresponds
Roll the die to determine which band of creatures has to the Villain for this adventure, do not read an
kidnapped the old woman’s grandson: Exploration Event. Instead, do the following: Instead of
drawing a tile from the Monster Stack, find the Villain
1-5: Kobold Sorcerer: Set aside the Laboratory tile, the Card for the revealed villain and place that Villain figure
Kobold Sorcerer Villain Card and figure, the Kobold on the bone pile on the tile. This villain activates at the
Skirmisher Monster Cards and figures. start of each player’s Villain Phase. Place the Kavan
token on any square on the tile.
6-10: Howling Hag: Set aside the Arcane Circle tile, the
Howling Hag Villain Card and figure, the Ghoul Monster When a Hero is adjacent to the Kavan token at the start
Cards and Figures. of his Hero Phase, he can lead Kavan through the
dungeon. At the end of the that Hero Phase, place the
11-15: Werewolf: Set aside the Fetid Den tile, the Kavan token in any square adjacent to the Hero.
Werewolf Villain Card and figure, the Wolf Monster
Cards and figures. Victory: The Heroes win the adventure when Kavan is
on the Start tile on a square adjacent to the stairs at the
16-20: Zombie Dragon: Set aside the Arcane Circle tile, end of any player’s Hero Phase.
the Zombie Dragon Villain Card and figure, the Zombie
Monster Cards and figures. Defeat: The Heroes lose this adventure if any Hero has
0 Hit Points at the start of his or her turn and there are
Place the Start tile on the table. Place each Hero on a no Healing Surge tokens remaining.
square adjacent to the stairway on the Start tile.
The First Time this Quest is Completed, Read:
Set aside the Dungeon Tile that corresponds with the As you enter the town a man with a scar above his eye
Villain above and shuffle the other tiles. Take 7 tiles and pulls you into a quiet alley and offers you 15 GC for the
shuffle the Dungeon Tile into those tiles. Then take boy.
those 8 tiles and place them in the Dungeon Tile stack
after the 14th tile. You have a choice to make: (1) You can sell the boy or
(2) you can return him to his grandmother.
Special Adventure Rules
The number of Healing Surges your party is given at the (1) If You Sell the Boy, Read:
beginning of the quest as well as when tiles are drawn You hand the boy over to the man and he drops a bag of
from the Monster Stack depends on which town you gold coins into your hands. As you count the gold coins
received your quest from: you notice a coin with strange writing and you set it aside.
Later, when you get to the green cottage you give the
boy’s grandmother the bad news: Kavan was killed as you

14
were escaping. “Thank you for trying,” she sobs. “At least
I know what’s happened to him.” Amidst her tears she
hands you 2 GC.

Select one player to write “Strange Coin” on his list of
permanent items. Add 17 GC to your Gold Pool.

(2) If You Return the Boy to His Grandmother, Read:
You tell the man with the scar that you aren’t interested
and head to the green cottage. Kavan runs to his
grandmother and both sob as they hug each other.
“Thank you for your help,” she says. She gives you 4 GC,
double what she promised you.

Add 4 GC to your Gold Pool.

If This Quest Has Been Completed Before, Read:
As you enter the town they boy’s grandmother is eagerly
waiting to see you return. Kavan leaves your side and
runs to his grandmother. When you reach her she gives
you 4 GC, double what she promised you.

Add 4 GC to your Gold Pool.

15
Quest: A Light in the Darkness
While at the market an old man approaches you and pulls Roll the die to determine which item you are searching
you into an empty booth. He tells you of an object of his for:
that has recently gone missing. He suspects that it may be
found at the nearby mansion and offers you a reward of 2 1-5: Amulet: Set aside the Feywalk Amulet token (but
GC to return it to him. When you ask him what the object not the Treasure Card), and the Gargoyle Monster Cards
is he tells you that you’ll know it when you see it. You and figures.
agree to help him and you set out for the mansion. Upon
reaching the west side of the mansion you find a sunken 6-10: Portrait: Set aside the Portrait token, and the
staircase that leads into the basement. A thick darkness Wraith Monster Cards and figures.
surrounds you as you enter.
11-15: Mirror: Set aside the Mirror token, and the
Goal: Find the item and escape from the mansion Blazing Skeleton Monster Cards and figures.
through the Secret Stairway.
15-20: Animal Statue: Set aside the Animal token, and
the Skeleton Monster Cards and figures.
Adventure Setup
Special Components in this Adventure: Secret
Stairway Tile, Rotting Nook Tile, Workshop Tile,
Special Adventure Rules
Laboratory Tile, 2 Hallway Tiles with black arrows, and The number of Healing Surges your party is given at the
the Torch icon. beginning of the quest as well as when tiles are drawn
from the Monster Stack depends on which town you
Place the Secret Stairway tile on the table and place the received your quest from:
Rotting Nook tile so that its white arrow points
towards the unexplored edge nearest the bone pile. • Aljiba: Your party is given 2 Healing Surges.
Now place one Hallway tile so that its black arrow Draw a tile from the Monster Stack whenever a
points towards the unexplored edge of the Secret dungeon tile with a black arrow is drawn.
Stairway tile. Place the other Hallway tile so that its
black arrow points towards the unexplored edge of the • Oldon: Your party is given 1 Healing Surge.
Rotting Nook tile. Draw a tile from the Monster Stack whenever a
dungeon tile with a black arrow is drawn.

• Yomi: Your party is given 1 Healing Surge.
Draw a tile from the Monster Stack whenever a
dungeon tile with a skull is drawn.

Each tile is enveloped with darkness which reduces the
Heroes attack by 1 and their AC by 2. If a tile has the
Torch token on it, then it is not enveloped with darkness
and any Hero on that tile does not have his attack and
AC reduced. During his Hero Phase, a player may light a
torch by using a move or attack action. When he does
this, place the Torch token on the tile that the Hero is
currently on and move it to each new tile he moves to. If
the Torch token is already on another tile, that tile is
Place each Hero on any square on the Secret Stairway enveloped in darkness and the token is removed and
or the Rotting Nook tiles. placed on the tile of the active Hero. At the end of every
Villain Phase, if the Torch token is on any tile, roll the
Take the Workshop tile and the Laboratory tile and die: on 1-10 the Torch goes out and the token is
shuffle them and then set them aside face down. Shuffle removed; on 11-20 nothing happens.
the Dungeon Tile stack and split it into two stacks and
place one stack near each of the Hallway tiles. For ease Whenever a player draws a dungeon tile during
of reference, these will be called Stack 1 and Stack 2. exploration, he must draw from the stack corresponding
Draw 5 tiles from Stack 1 and shuffle one of the face to the direction of exploration (either Stack 1 or Stack
down tiles without looking at (it will be either the 2). If both routes away from the Secret Stairway
Workshop or the Laboratory). Now place these tiles become connected in some other way, the player
after the 8th tile in Stack 1. Do the same with the drawing a tile may choose to draw from either stack.
remaining face down tile and Stack 2.

16
Whenever a player draws a named tile that is not either (1) Read if you sell the object: The man with the scar
the Workshop or the Laboratory, he must immediately drops a bag of gold coins into your hands. As you walk
read the corresponding Exploration Event and place away, counting the money, you notice a coin with strange
monsters according to the monster placement rules for symbols on it and you set it aside from the rest. When you
the town the quest is performed in (unless specifically enter the town you run into the old man and tell him that
stated otherwise by the event). you were unable to find the object. “I’m not surprised,” he
says. “Thank you for looking.”
A Hero that ends his or her Hero Phase on the Start tile
on a square adjacent to the stairs on the Secret Stairway Select one player to write “Strange Coin” on his list of
tile can escape from the dungeon. Remove that Hero permanent items. Add 10 GC to your Treasure Pool.
from play, including his or her figure, Power Cards, and
Treasure Cards,. That Hero can’t re-enter the dungeon (2) Read if you do not sell the object: The man with
and no longer takes a Hero Phase or Exploration Phase. the scar sneers at you and the travelers let you pass. You
That Hero does continue to activate Monsters and Traps leave the camp and walk into town and find the old man
during his or her Villain Phase. anxiously waiting for you. You produce the object to his
great amazement. He thanks you and gives you the 2 GC
Victory: The Heroes win the adventure when they exit he promised you.
the mansion through the Secret Stairway with the item.
Add 2 GC to your Treasure Pool.
Defeat: The Heroes lose this adventure if any Hero has
0 Hit Points at the start of his or her turn and there are If this Quest has Been Completed Before, Read:
no Healing Surge tokens remaining. You walk into town and find the old man anxiously
waiting for you. You produce the object to his great
When the Heroes Reveal the Workshop, Read: amazement. He thanks you and gives you the 2 GC he
If the Heroes are searching for the Amulet or the promised you.
Portrait they have found it. Place the token on any
square on the Workshop tile. Starting with the active Add 2 GC to your Treasure Pool.
player and going clockwise, give each player one of the
Monster Cards that were set aside and place the
corresponding figure on the Secret Stairway tile. Any
Hero that ends his Hero Phase on the Workshop tile may
take the token.

Otherwise, draw a random trap (discard Encounter
Cards until a trap is drawn).

When the Heroes Reveal the Laboratory, Read:
If the Heroes are searching for the Mirror or the Animal
Statue they have found it. Place the token on any square
on the Laboratory tile. Starting with the active player
and going clockwise, give each player one of the
Monster Cards that were set aside and place the
corresponding figure on the Secret Stairway tile. Any
Hero that ends his Hero Phase on the Laboratory tile
may take the token.

Otherwise, draw a random trap (discard Encounter
Cards until a trap is drawn).

The First Time This Quest is Completed, Read:
Upon reaching the outskirts of town a band of travelers
calls out to you. You walk over to their camp and they
surround you. A bald man with a scar above his eye offers
you 10 GC for the artifact.

You have a choice to make: (1) You can sell the object or
(2) you can return it to the old man in town.

17
Exploration Events Dark Fountain:
The trickling sound of water brings a welcome sense of
calm in this forsaken place. You find yourself
Arcane Circle: overwhelmed with a desire to drink from these cool
Moving through the mansion’s halls you hear a low
waters.
chanting up ahead. As you get near you see a Kobold

Sorcerer in the middle of a glowing circle. The crypt walls
Place a Surge Token on the fountain. This token may be
shudder as some foul creature is on the verge of being
collected by a hero that is adjacent to the fountain by
called forth.
spending one movement or attack action.


Place the Kobold Sorcerer figure on the bone pile (but
do not place the Kobold Sorcerer Villain card on the Fetid Den:
table). During each villain phase that the Kobold The alcove ahead smells of rotting meat and death. You
Sorcerer is on the tile, roll the die. On 6-20, do nothing; hear a low growl as a large shape steps out of the
on 1-5, replace the Kobold Sorcerer figure with the shadows.
Zombie Dragon and place it’s Villain Card on the table.
Put 5 wound markers on the Zombie Dragon’s Villain Place the Werewolf figure on the bone pile (do not place
Card (i.e., its starting HP = 8). The Kobold Sorcerer’s HP the Werewolf Villain Card on the table). During each
= 3, AC = 13. The Kobold Sorcerer does not move or villain phase that the Werewolf is on the tile, roll a die.
attack. On 1-5, place a Wolf figure on the tile and give the active
player a Wolf monster card (take this from the discard
pile if possible, if not, reveal monster cards until one is
Chapel: revealed). If that player already has a Wolf monster
The chamber ahead glows with the light of faith and
card, then give it to the next player, etc. If every player
goodness. On the pristine altar, an ancient platinum
has a Wolf monster card, then do not place a Wolf figure.
medallion shaped like the sun with a large crystal
On 6-20, do nothing. Werewolf HP = 5; AC = 15. The
embedded in its center waits to be collected.
Werewolf does not move or attack.


Place the Icon of Ravenloft on the altar. This token may
be collected by a hero that is adjacent to the altar by Laboratory:
spending one movement or attack action. You discover a laboratory and shudder at the thought of
what dark experiments Dracula’s minions have performed
here. One hero may search the room for a healing potion.
Crypt Corners:
A clanking sound from within the walls alerts you that
One hero may search this tile by spending one move or
you have just triggered a trap. Unfortunately, this
attack action to roll a die. On 1-10, place a random trap;
discovery comes just a bit too late.
on 11-20, collect one Surge Token. This tile may only be

searched once.
Randomly draw and place a trap. Do this by revealing

and discarding Encounter cards until one with a blue
border is revealed. Rotting Nook:
By the time you hear their inhuman whispers, it’s too late.
A net is thrown over you as you are ambushed by a group
Crypt Tiles: of monsters!
Crypt of Artimus, Crypt of Barov and Ravenovia,

Ireena Kolyana’s Crypt, King’s Crypt, Lonely Crypt,
Encounter: Attack each Hero on the active Hero’s tile.
Prince Aurel’s Crypt, Crypt of Sergei von Zarovich
Attack: +8; Damage: Slowed.


You stumble upon another crypt. A thick mist surrounds
Draw a level 1 monster and place as many figures of this
you as voices whisper to you. It feels as though something
monster as possible on the tile (up to 3). When one of
within this chamber is beckoning you to enter.
these figures is killed, do not collect the corresponding

Monster Card or a Treasure Card unless the number of
The first time any hero moves onto this tile, roll the die.
figures on the board is equal to the number of monster
On 1-5, place the Young Vampire figure on the bone pile
cards of the same type in front of players. If in a later
and place the Villain Card on the table. Put 3 wound
turn a Monster Card is drawn but all of the figures of
markers on the Young Vampire’s Villain Card (i.e., his
that monster type have been placed, then keep the
starting HP = 5). On 6-20, do nothing. Once the Young
monster card but do not place a figure.
Vampire has been placed on one of these tiles, do not

roll for any future Crypt Tiles that are drawn.


18
Secret Stairway:
You find a hidden staircase that leads to one of many of
Count Dracula’s secret treasure rooms. One hero may
search the room.

One hero may search this tile by using a movement or
attack action to draw two treasure cards that are items
and choose one. This tile may only be searched once.

Strahd’s Crypt:
You stumble upon a strange Crypt. Your flesh crawls as
you wonder what horrors await you in this chamber.

The first time any hero moves onto this tile, roll the die.
On 1-10, place the Young Vampire figure on the bone
pile and place the villain card on the table. Put 3 wound
markers on the Young Vampire’s Villain Card (i.e., his
starting HP = 5). On 11-20, do nothing.

Workshop:
You discover a workshop with a large Flesh Golem
unconscious on the table. There are a number of useful
objects in this room and you wonder whether you could
grab hold of one of these items without waking the Golem.

One hero may search this tile by spending one move or
attack action to roll a die. On 1-10, the Flesh Golem
awakens. Place that figure on the bone pile and place
the corresponding Villain Card on the table. Draw three
treasure cards and choose one. On 11-20 the Flesh
Golem does not awaken. Draw three treasure cards and
choose one. This tile may only be searched once.

19

Name: Race/Class:

At-Will Power Utility Power Daily Power

LEVEL 3 Requires 5 XP* Permanent Items


HP _______
Choose One:
AC _______
! +1 HP
Speed _______ ! +1 AC
Attack _______ ! +1 Speed
Surge _______
Critical Hit: 20

LEVEL 4 LEVEL 5 LEVEL 6 Requires 7 XP*


HP _______ HP _______ HP _______
Choose One:
AC _______ AC _______ AC _______
! +1 HP
Speed _______ Speed _______ Speed _______ ! +1 AC
Attack _______ Attack _______ Attack _______ ! +1 Attack
! +1 Speed
Surge _______ Surge _______ Surge _______ ! +1 Surge
Critical Hit: 20 Critical Hit: 20 Critical Hit: 20
Extra Utility power

LEVEL 7 LEVEL 8 LEVEL 9 Requires 10 XP*


HP _______ HP _______ HP _______
Choose One:
AC _______ AC _______ AC _______
! +1 HP
Speed _______ Speed _______ Speed _______ ! +1 AC
Attack _______ Attack _______ Attack _______ ! +1 Attack
! +1 Speed
Surge _______ Surge _______ Surge _______ ! +1 Surge
Critical Hit _______ Critical Hit _______ Critical Hit _______ ! Critical Hit 17+
Extra At-Will power

LEVEL 10 Requires 12 XP* Items


HP _______
Choose Two:
AC _______
! +1 HP
Speed _______ ! +1 AC
Attack _______ ! +1 Attack
! +1 Speed
Surge _______ ! +1 Surge
Critical Hit _______ ! Critical Hit 15+
Extra Daily power
* This XP cost is required for level advancement within an Adventure; the cost may be different in Town.

20

You might also like

pFad - Phonifier reborn

Pfad - The Proxy pFad of © 2024 Garber Painting. All rights reserved.

Note: This service is not intended for secure transactions such as banking, social media, email, or purchasing. Use at your own risk. We assume no liability whatsoever for broken pages.


Alternative Proxies:

Alternative Proxy

pFad Proxy

pFad v3 Proxy

pFad v4 Proxy