At the beginning of its turn, the hero can change one equipped item with one in the backpack as a free action. Equipment: Each hero can have 3 items equipped at the same time only. The progression of the heroes will be compensated with more dangerous missions, foes and villains. Achieving certain levels will allow the heroes to gain a new passive ability or spells (mage/paladin/cleric/bard). After a new level is acquired, players have 1 point to expend in any feature on the hero sheet (except for damage, which requires 2 XP to increase). Level Progression: Heroes can level up to lvl 20, expending an increasing amount of XP points per level (I was thinking on adding an amount of gold and a “trainer” for the higher levels). Heroes who use bows and such has to recharge. Attacks: Heroes that attack with melee weapons can use both actions to attack twice in the same turn. (The stats and abilities I used are based on the 3.5 DM Guide). If you think the initial stats are unfair, please let me know. Heroes: The hero´s power cards are replaced with a single sheet with long and short range attack values (depending on the profession you choose) and other stats such as disarm traps/dextrity, open locks and resistances (poison, fire, cold, will). But just in case, I´ll leave you a short debrief: The material is entirely in Spanish (I´m form Argentina), but I think Google Translate could easily do the job accurately.
I will be glad to hear your suggestions if some or all the rules doesn´t work.
#CASTLE RAVENLOFT RULEBOOK PDF FULL#
So the testing of the full set of rules is incomplete. I am creating a campaing to play it face-to-face, but we couldn’t meet to play it yet. Is a standalone adventure (in 2 parts) I created to play via Tabletop Simulator. I´ve tried this set of rules with a little adventure I created, called “The Twin Ruins” with 2 other players and worked fine. I think I didn´t create something new (except maybe for the changes about the heroes and the level progression and abilities), I believe is more just a mash-up of all the variants you posted in forums and adapted to work together, so the credit is entirely yours. Hi everybody! After years owning some of the games from WotC and looking into all the variants and custom material you posted here, I wanted to do my “reversion” of the rules so they can fit either for a standalone adventure or a big campaign. And you will not rest until you uncover the truth!"ĭungeons & Dragons: Castle Ravenloft Board Game:: Something is stirring in Ravenloft.something evil. But you're not here for treasure, maidens and trinkets. Having arrived in Barovia on Hallow's Eve, you decide to attempt your own run of the castle halls. The shinier the trinket, the fairer the maiden awaiting. Known as the Hallow's Eve Run, many daring young men of the village, vying for the affection of a sweet maiden, climb the trecherous slopes and brave an attempt to loot run through the once perilous Ravenloft halls in search of some treasure or trinket. And one perculiar tradition takes place on Old Hallows Eve. And in Barovia, the tales became tradition. It has now been close to 20 years and the castle is seemingly abandoned and the fear of Ravenloft all but forgotten apart from tales told around campfires and by elders to frighten the younglings from foolish curiosity.īut, even in villages haunted by past terrors, the ever curious remain. But Strahd was defeated by the brave adventuring party and his essence cast into the void in eternal torment and damnation. The former home of the villainous Count Strahd von Zarovich, a vampire lord who once terrorized the town and surrounding lands. The village is perpetually seeped in mist and dense fog and always under the shadow of the great castle known as Ravenloft. "Welcome to little village of Barovia, in the North-Eastern lands at the foothills of the Stone mountains.