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Thread: Dungeons & Dragons: Castle Ravenloft Board Game:: Variants:: Balancing the encounter deck

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by MandyNeko

When we played adventure #4, we found it so difficult as to be nearly impossible. We decided that the premise (break into the castle at dawn to steal treasure) sounded like a harebrained scheme concocted after a night of heavy drinking and boasting.

The biggest hurdle we faced was that a majority of the treasure cards aren’t treasure at all, but Fortunes and Blessings that don’t count toward the goal. Plus, they never seemed to hit at the right time, or for the right player.

What we did is to separate out all the “item” treasure cards and use those as the treasure deck. We sleeved the rest as well as the encounter cards and shuffled them all together.

Now encounters aren’t guaranteed to be terrible every time (but most still are!), and treasures are actual items. There’s an element of suspense with encounters, since you may get a nice surprise instead of another trap, or poison, or monster swarm.

It makes sense thematically too. When you loot a dead monster, why would you randomly gain 2hp or whatever? You’d get an item.

We also house ruled a few other elements, such as allowing the cleric to heal himself with his special ability (not just another hero on his tile), and had the alarm trap sound once and just summon one additional monster.

This helped us clear adventure #4 not easily, but we were able to do it.

Thread: Dungeons & Dragons: Castle Ravenloft Board Game:: Variants:: Ravenloft in Larger Campaign Story, Final-ish

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by LanceDenton

This is the most recent publication for the D'Nashk Re'at Campaign Adventures of the Tragedy of Castle Ravenloft and the Zombie Outbreak.
All previous Ravenloft PDF have been combined into a single file "A00 Ravenloft GM Guide.pdf", integrated with story and artwork, and a number of needed corrections.
All previous Zombie PDF have been combined into a single file "A00 Zombie GM Guide.pdf", also integrated with story and artwork, and a number of needed corrections.
Stand alone images to support story telling and the campaign story+atlas are available as a zip file at:
https://dnashkreat.wixsite.com/dnashk/adventure-ravenloft - then click on [Download GM Guide] in the Adventure Summary section, and
https://dnashkreat.wixsite.com/dnashk/zombie-adventure-serie... - then click on [Download GM Guide] in the Adventure Summary section.
Or go direct to the download page at: https://dnashkreat.wixsite.com/dnashk/downloads



Thread: Dungeons & Dragons: Castle Ravenloft Board Game:: Variants:: Classic Wight

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by critter2

I attempted to create a classic dnd ravenloft style wight. I tried to have it not too powerful nor too weak. I recommend 3 per deck. This has been sent to the file section and is currently pending approval. If approved in the file section the card is already pre-sized for printer studio. In the future I do plan on uploading a couple more monsters, but still keeping to the traditional ravenloft. Hope you enjoy.



Thread: Dungeons & Dragons: Castle Ravenloft Board Game:: Variants:: Classic Strahd Zombie with clarified rules/text.

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by critter2

Classic Strahd Zombie with clarified rules/text. I based this off of the old school ravenloft strahd zombies. Some older fans had missed the Strahd Zombies of old. Hope you enjoy as always and ty for viewing.

Thread: Dungeons & Dragons: Castle Ravenloft Board Game:: Variants:: D'nashk Re'at Solo Adventures: Allisa, Immeril

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by LanceDenton

These solo adventures have been published to the D'nashk Re'at website:
Allisa: Investigate a Temple in a small Village that has just suffered a violent attack from Wraiths.
Immeril: Secure the Monastery in Barovia that has just been attacked by an Undead Monster.

Each of these adventures focuses on the back-story of a Character who eventually becomes a member of the Ministry of Heroes in D'nashk Re'at, the Kingdom of the Free.
Note: even though each solo adventure is categorized under a single box set, you will need access to all three box sets for Ashardalon, Ravenloft and Drizzt.
Visit the Adventures page to see how the solo adventures relate to the group adventures: https://dnashkreat.wixsite.com/dnashk/adventures
Or go directly to the downloads page and scroll down to each Solo Adventure section: https://dnashkreat.wixsite.com/dnashk/downloads

Thread: Dungeons & Dragons: Castle Ravenloft Board Game:: Variants:: D'nashk Re'at Solo Adventures: Arjhan, Kat, Thorgrim

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by LanceDenton

These solo adventures have been published to the D'nashk Re'at website:
Arjhan: Raid some Monster Soldier Barracks while they are disorganized from the fall of their commanders.
Kat: Stop a wealthy cultist from raising up an army of undead skeletons.
Thorgrim: Survive a wizard and werewolf assassination team sent to disrupt a secret political meeting.

Each of these adventures focuses on the back-story of a Character who eventually becomes a member of the Ministry of Heroes in D'nashk Re'at, the Kingdom of the Free.
Note: even though each solo adventure is categorized under a single box set, you will need access to all three box sets for Ashardalon, Ravenloft and Drizzt.
Visit the Adventures page to see how the solo adventures relate to the group adventures: https://dnashkreat.wixsite.com/dnashk/adventures
Or go directly to the downloads page and scroll down to each Solo Adventure section: https://dnashkreat.wixsite.com/dnashk/downloads

Thread: Dungeons & Dragons: Castle Ravenloft Board Game:: Variants:: 13 new adventures for Ravenloft/Ashardalon

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by TheSlurpent1066

Hi everyone! I'm releasing a playtest of The Hold in the Hinterlands, a 13-adventure campaign that uses the combined components from the Ravenloft and Ashardalon board games. The campaign also includes rules changes that are designed to make the game more interesting and challenging.

You can get all the materials for free here: https://tinyurl.com/HoldInTheHinterlands. I'll try to monitor these forums for questions and feedback, but the playtest documents also contain an email address where you can reach me directly.

I hope you enjoy these adventures!

Thread: Dungeons & Dragons: Castle Ravenloft Board Game:: Variants:: Play Test: Dnashk Dwarven War Solo Series

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by LanceDenton

This was a play test of the Dwarven War solo series, for the D'nashk Re'at Campaign. It was played on 1 week night + 1 Saturday afternoon.
This series requires access to all three box sets for Ashardalon, Ravenloft and Drizzt.
These can be downloaded from https://dnashkreat.wixsite.com/dnashk/adventures, or https://dnashkreat.wixsite.com/dnashk/downloads.

These D'nashk Campaign Rules were in place:
* 1 surge token at start, allow Hero to purchase additional tokens for 10xp
* Combined treasures from all boxes with gold value for Store (except for Thorgrim), combined Treasures without gold for combat rewards
* Level 1 Hero max 3 treasures at end of turn, level 2 max 4.
* Monster/Encounter checks (10+ - roll 1d20 whenever Monster or Encounter should be pulled, if 9 or less, do nothing and continue)
* Stop pulling Encounters when a Chamber is found (unless a special Encounter Deck is defined).
(Thorgrim)
* Curse of the Undead Condition from Shape-Shifter/Undead (-1 against Shape-Shifter/Undead).
* Werewolf considered Undead against Thorgrim.

Episode Overview:
1) Thorgrim (Ravenloft): 15 min setup + 1hr 15 min play time (success on 1st try) total 90 min.
2) Athrogate (Drizzt): 15 min setup + 1hr 30 min play time (success on 2nd try) total 105 min.
3) Vistra (Ashardalon): 15 min setup + 30 min play time (success on 1st try) total 45 min.

Thorgrim:

> Rolled 8 = Holy Water as first Treasure.


> ready to go.
> note: Ally activates 1st during step 3 of Villain Phase.


> event check = 13 = gargoyle encounter.
> moved/attacked each gargoyle one at a time. not much difficulty.


> starting tile.


> 1st chamber (there is a typo in the setup, you should set aside 3 blazing skeletons as villains).
> event check = monsters first.
> took much damage from repeated fire attacks with minimum 1hp.


> 2nd chamber, event check = monsters first.
> Used flame strike against Werewolf, then Bruenor got knocked back into the hall and almost died, then Throgrim finished off werewolf with lance of faith.

Some statistics:
> canceled 1 encounter for 5xp.
> purchased 2 surge tokens along the way, 10xp each - went thru 3 total before end of episode. Thorgrim had 2hp left and Bruenor had 1.
> also use Healing Word + Potion of Healing from combat reward along the way.
> Curse of the Undead happened 2 times, the first was removed with Cleric Utility. the 2nd stayed with Bruenor until the end.
> because of the pressure to move on to avoid extra encounters, and the defined behavior of Ally, the Cleric never had a chance to use default healing ability for Ally.

evaluation:
> challenge level seems to be accurate, having to go through 3 surges total + healing word + healing potion and only have 2hp left.

Athrogate:


1st Try:

> ready to go.


> starting tile.


> 1st chamber.


> Hero falls to a wolf.

Some statistics for 1st try:
> canceled 1 encounter for 5xp.
> purchased surge token for 10xp during chamber 1.
> used whacker against 3 monsters at the same time - they were all adjacent (ganging up).
> used smash device to remove trap.

2nd Try:

> ready to go, now with 2 surge tokens.


> the dice must have felt bad for me, 'cause with the monster/encounter check, i didn't hit an encounter until tile 3, and a monster until tile 6.


> 1st chamber.


> made up for monster/encounter check with recursive sentry scenario, resulting in 3 monsters + 1 encounter, all at once.


> tried to be clever by stepping back and throwing flask of oil into a small cave hallway with monsters at -4 AC. great strategy right? but then i rolled a 1 - which i think should mean i dropped it on myself.


> 2nd chamber, event check = Hero first.
> glory restored: used powerful charge with successful roll to deliver 3hp to the Troll.
> Troll then knocked Hero back 2 tiles
> but I was able to stop on the edge, and so make it back with Move + Attack using whacker to finish off all 3 monsters (they were all adjacent again).

Some statistics for 2nd try:
> did not cancel any encounters, monster/encounter check was gracious.
> did not purchase any surge tokens, ended with 1 surge left.
> used whacker against adjacent monsters at least twice.

evaluation:
> challenge level seems to be good, having failed 1st try.
> maybe, do not start with 2 surge tokens on 2nd try, but keep trying with 1?

Vistra:



> ready to go.
> event check = 6 = configuration B.


> 1st round, Monsters 1st.


> 2nd round, Hero 1st.


> 3rd round, Monsters 1st.


> 4th round, Hero 1st.

Some statistics:
> this little adventure is really short, goes by fast.
> jumped to level 2 for 5xp on a roll=20.
> used a healing treasure from combat reward for 2hp.
> used resilience ability for 4hp.
> turned over resilience based on combat reward treasure.
> used resilience again for 4hp.
> ended with 1 surge token still, 1hp, 14 unused xp.

evaluation:
> this one is too easy, and short.
> maybe do 0 surge token at start.
> maybe deploy full 3 monsters per round.
> maybe roll for # rounds, ranging from 4-6...
> any other comments or suggestions?

Thread: Dungeons & Dragons: Castle Ravenloft Board Game:: Variants:: Custom Character: Vampire Knight (Work in progress)

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by GlueMinion_048

Hello everyone! As promised, I bring you 1 additional character that I was working on, here I bring you my proposals for what their power cards and character sheet would be. What do you think is correct and what would you change?

"The card can´t be used for cancel Encounter Cards" could be removed, I'm considering that option.
The number of Monster Cards has no limit because it is very rare that you get to store so many monsters by playing with many other players, otherwise I listen to your suggestions.
AT-Will power cards:

Nothing special to highlight, the truly interesting thing comes next...
Utility Power Cards:

I consider that of these 3 the most interesting is "blood armor" due to the synergy with the hero's ability (maybe add it as a utility power card included in the character sheet?) Putting together the maximum number of cards: Velkan would have an AC of 19 (even 20 with some treasure card)
Now we go with a very particular Utility Power Card...

It should be as simple as the power card describes, and the controlled monster would no longer be under your control on its next activation. It may be the case that you kill a Wraith and have both monsters die if you use a weak monster.
Daily Powers:

Of these 3, the most interesting may turn out to be "summon bats", I put their respective ally card so you can see the support function they fulfill:

Additional note: all power cards should have the name "vampire knight" but remember that this is a work in progress and minor details like that have been overlooked.
Thank you for your reading time and I look forward to your suggestions and changes! 😃

Thread: Dungeons & Dragons: Castle Ravenloft Board Game:: Variants:: The three ways to place monsters

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by snth

This game gets a lot of flak for not specifying which of the following three ways to place monsters is correct:

1. Always place them as advantageous to you as you can (to the best of your own ability and judgment to do that)
2. Always place them as disadvantageous to you as you can (to the best of your own ability and judgment to do that)
3. Place them by feel, thematic sense, "what the monster would do", whim

I've always played using the first option. I feel like that works well.

It's still challenging (you need to follow the rules on the card).
It fits with how normal games are played: when you get to do something in most games, you do it in a way that's best for you.
It's a little wonky thematically. A kobold rushes into your tile and you maneuver it into a position that's advantageous to you. It works. Not great, but it's fine.
It's fast and unambiguous. And it only requires you to do your best (just like any other move in any other game); you won't have to "feel guilty" to the monsters for not placing them in a way that's better for them, like "oh no last round I just realize I could've placed the kobold there instead, that would've been better for it, poor fella". No. It's chess of spear and claw.


YMMV 🤷🏻‍♀️

(I haven't played the other games in the series, we only have CR, maybe other games spell it out.)

Thread: Dungeons & Dragons: Castle Ravenloft Board Game:: Variants:: New Variant: Basilisk Monster Card

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by jackal242

I have the miniature for the Basilisk that came with the Grell mini, so I wanted to use the Basilisk in the game.

So a made a card for him. I know others have made this one before, but I wanted to try my hand at making my own homebrew for the Basilisk.

Redid the artwork (same text):



Link to the high res version my Google Share Drive --> Basilisk Monster Card

(( I posted a version of this last night, but I cleaned it up this morning. This is the better version )).

Thread: Dungeons & Dragons: Castle Ravenloft Board Game:: Variants:: New Character: Human Monk

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by jackal242

Just started working on this tonight. When I have all the power cards, I'll post them here too.

(( Artwork by me. Tools: Midjourney and Photoshop )).




Thread: Dungeons & Dragons: Castle Ravenloft Board Game:: Variants:: Best Way to Translate Shadar-kai Trait (4e) to D&DAS?

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by Caitiff18

Hello,

I was wondering how best to translate the shadar-kai trait from 4e to the DDAS (or if someone had maybe already done it?).

• Winterkin: Due to your connection to the Raven Queen, you gain a +1 racial bonus to the Fortitude defense and a +2 racial bonus to death saving throws and to saving throws against the unconscious condition.

Thread: Dungeons & Dragons: Castle Ravenloft Board Game:: Variants:: New Bard Powers: Vicious Mockery and Jack of All Trades (v2)

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by jackal242

I never understand why there was no Viscous Mockery for the Bard. So I created one.




And the Jack of All Trades that comes with the Bard really did not make much sense. You flip it over when someone else uses a power so they get to use it again. That's not very Bard-y. And doesn't say "Jack of All Trades". So I re-wrote it.

Now the idea is if he sees someone do something (use their utility power), he can mirror their action and do the same utility power:


Link to my Google Share Drive where I have the high res versions -> https://drive.google.com/drive/folders/11QJu6jDCJ4FN1Yms-TLx...

Thread: Dungeons & Dragons: Castle Ravenloft Board Game:: Variants:: New Character Powers: Human Monk


Thread: Dungeons & Dragons: Castle Ravenloft Board Game:: Variants:: New Variant versions of Magic Missile (Wizard At-Will Power) and Magic Missile(s) (Spell Deck Version)

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by jackal242

I really did not like the default version of the Magic Missile spell. First off you have to roll to hit. Everyone who's ever played D&D knows Magic Missile is an auto-hit spell. So that bugged me. Then the default version of Magic Missile also moved the Monster 1 tile towards you.....

That's not Magic Missile. That's Thorn Whip. Thorn Whip is roll to hit and moves the creature towards you. If anything, it's Force damage, it should move the Monsters _away_ from you.

So I re-wrote the Wizard At-Will version to be "Magic Missile" and I re-wrote the "Spell Deck" version to be "Magic Missiles".





High res versions on my Google Share Drive -> Google Share Drive.

Thread: Dungeons & Dragons: Castle Ravenloft Board Game:: Variants:: New Character: Elf Bard (character tile + powers)

Thread: Dungeons & Dragons: Castle Ravenloft Board Game:: Variants:: New Character Tile: Human Warlock

Thread: Dungeons & Dragons: Castle Ravenloft Board Game:: Variants:: New Character Powers: Human Warlock

Thread: Dungeons & Dragons: Castle Ravenloft Board Game:: Variants:: Custom Character: Blood Hunter Order of the Lycan (work in progress)

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by GlueMinion_048

While I finish the previous character, I advance the power cards and stats of this last project: a werewolf hunter.
His mechanics would be to withstand a lot of damage and cause it, but at the same time that its most powerful abilities require a sacrifice of its vitality (respecting the blood hunter archetype).
This hero would be the ideal to destroy monsters like the wraith, gargoyle and blazing skeleton


About blood curse: after using all 3 the card would flip, to improve this understanding I'm preparing some custom markers for each curse to place under the target monster miniature because only 1 curse can be used, not three times a the time.

Hero Card:

What do you think? What would they add or change? as you know it's a work in progress, so I'm sharing it in case you have better ideas and together we create a balanced character and very fun to play!
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