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Castle Ravenloft

Wrath of Ashardalon

Legend of Drizzt
Tomb of Annihilation
Temple of Elemental Evil
Dungeon of the Mad Mage
Ghosts of Saltmarsh
Created by BGG Username: discipledino
(I’ve also created story variants for Folklore the Affliction, and Hellboy the Board game)

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WELCOME AND INTRODUCTION
What is this? This is a Shadows-of-Brimstone-style hexcrawl that creates an
overland map that links ALL of the seven Adventure System board games into one
traversable open world. You have a number of actions you can do per day,
including exploring the map between dungeons and encountering events and
characters by rolling dice on corresponding location charts. Actions will lead you to
different NPCs to encounter (or assassinate), quests to discover that are often
linked to larger rewards, guilds to join like dragon slaying and collecting legendary
monsters, romance/attachment mechanics, secrets to find, haggling opportunities,
minigames like jousting and dinosaur racing, questlines to track, and lands to
explore via overland maps that connect the dungeons.

Which sets does this include? All seven of the Dungeons and Dragons Adventure Systems boardgames: Castle Ravenloft,
Wrath of Ashardalon, Legend of Drizzt, Tomb of Annihilation, Temple of Elemental Evil, Dungeon of the Mad Mage, and
Ghosts of Saltmarsh.

Do I need all the sets to play it? Not at all! If you do not have a given set, you can simply not wander over to that part of
the map or ignore rumors or events that you come across. This variant is designed to hang out in different
“neighborhoods” if you want to stay with one game for as long or short as you’d like. There is really no reason to play
with more than Wrath of Ashardalon for example, if you just want to stay in Longbridge the whole time. You can can
incorporate whatever sets you have without feeling like you have to be a completionist, but with plenty of things for
completionists.

What might I miss if I do not have all the sets? Here is where there is overlap where you might miss not having all sets:
a. Occasionally you will hear a rumor about something in another land. You can simply choose to let that
memory word slide as you can only hold three at one time, or just reroll for another one.
b. Occasionally, slavers might try to kidnap you to Chult or you might get lost in the mists to Barovia—you have
some ways to fight your way out of those situations, but you could reroll them if you cannot go there
c. The guilds span multiple lands, like dragon slayers hunting across all the sets. You can simply do what you
can and ignore the objectives from sets you do not own.
d. It does happen when a town you are entering will be under attack. These use the town tiles in Temple of
Elemental Evil or Ghosts of Saltmarsh. You may be asked to use a different monster and encounter deck
with another Adventure books set-up rules. Feel free to reroll or ignore if you do not have the right set.
e. Finally, in the Undermountain beneath Waterdeep is one mission that is a mega dungeon 100 tile dungeon
dive of ten tiles X the ten different tile settings—that challenge would only work with having more than two
game sets available, but ill be really clear about which ones to use so you can choose if it’s worth the dive.

Except for those, each set has its own questlines so the variety is there mostly there to give you a break from
being underground the whole time if you want to go to the jungle or a castle for a bit instead.

Aren’t there already campaign variants on BGG? Yes, and you should check those out! This one is a little different in
that it provides an open-world sandbox, a “big-picture” narrative driving your purpose in the world, and more context
around each dungeon dive that goes deeper into the established lore—all while leaving core game mechanics intact.

What extra components will I need to start? While you are mostly using a d20, you will also need a d6. A d10 is optional
but not required. You will need to print off only three maps, depending on which set you have (The Tomb of Annihilation
set has its own Chult map, and Castle Ravenloft set has its own Barovia map). You will also need to print a character
sheet for marking keywords and other quest trackers along the way. There are also friendly reminder cards for what
daily actions you can take.
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What happens if you win or lose an adventure? There are set story rewards and other benefits to winning an adventure
that you will often track through different keywords that become attached to your character. Otherwise, if you are
defeated, you lose your gold and items and are found random direction away from your last map location. This variant is
designed to keep you moving even if you win or lose, though there are a few campaign ending events, like a decision you
can make with Strahd or being devoured by a kraken.

What can we expect in terms of theme from each set? The NPC encounters, end-of-day events, and linked questlines
are each a little different in both theme and gameplay. Longbridge (Wrath of Ashardalon) is a little more of a classical
setting, with a lot of opportunities to make money and haggle for more. Settlestone (Legend of Drizzt) is focuses on
shorter raids into the Underdark and has most opportunities for recruiting new party members. Red Larch (Temple of
Elemental Evil) is much more battle-focused and faster paced for all-out guerilla war. Barovia (Castle Ravenloft) and
Chult (Tomb of Annihilation) are more exploration-based, with mysteries to unravel and secrets to find. Saltmarsh
(Ghosts of Saltmarsh) is more political and includes sea encounters, and Waterdeep (Dungeon of the Mad Mage) has the
Delver’s Guild Challenge of a megadungeon: surviving 10 floors of 100 tiles. These are varied for your play preference!

What level of roleplaying is there? Most box sets have their own questlines that you can complete (you will not need to
complete every adventure in a set to complete it). There is a measure of choice about how you will complete these
based on what kind of character you are. Selecting by choice or randomly the Personal Motivations chart at the
beginning of the game can let you lean into who you might want to recruit and what kind of adventures you want to do.

Are there spoilers to the 5e campaigns? In as far as names, unique location challenges, and NPC motivations, possibly
yes. I drew as heavily as I could from the actual Dungeons & Dragons campaigns to fill out the world and make this as
authentic of a D&D experience as possible, aware that there is nothing like the organic flow of an in-person group.

How do guilds work? Guilds are questlines that span all the sets, and often require traveling to different lands. You can
either pick them up as you meet recruiters or stumble upon them, or you can start your campaign with a specific
questline in mind (see Personal Motivations).

Is this still a cooperative/solo game? Yes! But overall it may favor solo players controlling multiple characters. True solo
is likely much more difficult, but there is a selectable backstory that embraces it. However, there are many encounters
that affect random party members, and you wouldn’t be able to have romance/attachment encounters. Also, you would
need to make sure you account for game balance with extra healing surges. My favorite way to play is start solo and
slowly build up your party as you meet them, providing a sense of a dangerous world that only gets safer teaming up.

How balanced is the economy and gameplay? This variant enables between 90-100 hours of gameplay. Playtesting on
that scale is difficult, so players are encouraged to improvise, adapt, and adjust difficulty along the way, including
making decisions to adjust the game balance as needed. Because health and other penalties carry over, it may be better
to increase healing surges as recommended in the rulebooks or use fewer tiles when setting up the dungeons. Some sets
do not permit you to accumulate a lot of treasure or gold, while others I suspect you will have more gold than you know
what to do with. My own advisement when choosing between the right theme or the right mechanic, is to choose theme
over gameplay every time! Of course, if you have recommendations and feedback, feel free to share them!

Am I supposed to print this whole thing? Nope, but you can! I printed mine at home, then got OfficeMax to spiral bind
it for about 4 USD, then got adhesive tabs for another 4 dollars to make it easy to flip sections. You can print it in pieces
based on what you want to play—ie: the sets you own or the guilds that intrigue you. You definitely want to print the
maps and the friendly reminder sheets, and possibly the Personal Motivations/Personal Twists.

How do I start? Some players (like me) often need more guidance from the start, while others will create their own
backstories before beginning with a set location in mind. This guide gives you freedom, and tools, to go in as you need.
You can use the Learn to Play to find the balance that’s right for you!
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LEARN TO PLAY
1. Select a Personal Motivation backstory
• There are 24 different starter backstories can guide your choices and
shape your hero’s emergent story!
• Can be chosen intentionally, or roll a d20 + a d6 for random one.
2. Pick and print a starting map
• There are three maps: the jungle world of Chult (Tomb of Annihilation), the gothic horror locale
Barovia (Castle Ravenloft), and the class D&D Forgotten Realms (all other
sets). Some backstories start on specific maps! There is limited traversal
between maps if you want to explore! (Note Barovia and Chult have more
world encounters so may be harder and swingier.)
• You can track your location on the map using any item you have.
• To randomize your map, roll a d20: 1-10 = Forgotten Realms, 11-15= Barovia, 16-20 = Chult
3. Choose a character(s)
• There are 32 characters across the sets. Choose whoever fits your backstory or you like, or you can
roll on the random party member chart. Please note that Legend of Drizzt characters are often
encountered in the story as NPCs. (Alternatively, if you have another mini from another game
entirely like Zombicide or Tainted Grail, you can choose that, and then consider that your character
has been “trained” by a D&D Adventure Systems hero, allowing you to use their cards and powers
as their protégé. This can help you change genders too if you wish!)
• You can start at any size, even solo! (proceed at your own risk though!)
4. Print and prep your character sheet and friendly reminder guides
• You will need it to track progress, attributes, and your impact on the
world. The Friendly reminder guide for town actions will be most handy
in knowing what you can do once you get to a town.
5. Find a starting location
• There are a couple of ways to determine where to start:
1. Set preference: if you have an idea of which set you want to use, roll d6 direction (1-6
correspond to clockwise around the hex) and d6 distance
(number of hexes) from a town linked to your preferred set.
2. Start in a tutorial adventure: there are three missions that lend
themselves to a dramatic start:
- Castle Ravenloft, Adventure 1 (you are a victim of
Castle Ravenloft trying to escape!)
- Legend of Drizzt, Adventure 1 (you were captured as a sacrifice for the spider goddess
Lolth, but were able to escape through the Underdark!)
- Wrath of Ashardalon, Adventure 1 (you were chasing monsters into the hills around
Longbridge when the ground collapsed out from under you!)
3. Pick a random corner of a map: roll a d20: 1-5 = NE, 6-10 = SE, 11-15 = SW, 16-20 = NW.

6. Be on your way!
• Simply follow the directions as the world responds to you and your choices. Be sure you are rolling on the
correct chart!
• The most important piece for immersion sake is try to be consistent with who your character is!
• If you ever lose interest, just move on to something that does! Travel the world as curiosity lures you,
motivations drive you, and adventure calls you!
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CHARACTER SHEET(S)
Level: 1 2 3 4 Attributes: start character with 5, distributed here as you wish:
Name: __________________ Gold:___________ LUCK: PERCEPTION: CHARISMA:
Personal Motivation: _______________ Twist:___________
Keywords:(immediately trigger Memory Words (Limit 3 per party): Quest Points: (points start at 0):
when entering certain towns) 1) _________________
__________________ 2) _________________ Strahd’s Attention: ____
__________________ 3) _________________ (if 25, gain memory word INVITATION-CR,
__________________ available in Kresk)
__________________ Guild Memberships:
__________________ _________________ Longbridge Reputation: ____ Madam Evas’ Readings:
__________________ _________________ (if 25, gain keyword FAMOUS-WoA) Limit 1 per char, only read
__________________ _________________ (if -25, gain keyword EXILED-WoA) when story calls for it
__________________ _________________ 1) _____________
__________________ _________________ Omu Clues: ____
__________________ _________________ (if 5, gain keyword GATE-ToA)
__________________ Yawning Portal
__________________ Relationship Statuses: Princess Naré Affection: ____ Renown:
__________________ __________________ (if 5, Naré declares you as her betrothed
__________________ __________________ and future ruler of restored Kingdom of
__________________ __________________ Chult. You MAY gain Keyword
__________________ __________________ COMMITTED-(NARE)

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PERSONAL MOTIVATIONS
These optional story primers may be drawn at campgign start or anytime you gain a new party member for their own background.
The colors reflect starting location: Gray any, Gold Forsaken Realms, Green Chult, Blue Barovia.
To randomly select, roll a d60: a d10 for the tens column, but a d6.
(If you do not have a d10, roll a d20 divide by two and round up if needed)
2 “Solo For Life” 3 “Only You Can Stop It” 4 “Destined to Wed”
Past history has shown you cannot rely on You are regularly visited in your dreams by You left your estate young, scornful of your
others. You prefer solo, and can steal the a beautiful seer, who gives you horrifying nobility and wealth. A fortuneteller once
items/gold of your party members as long as you visions of a world out of balance. Your got in your head by declaring that you are
immediately vacate your hex at the end of the
destinies are linked. You are drawn to destined to wed royalty. You don’t know
day and abandon your party. (if recruited in, this
world-ending threats. how to feel about that.
party member will disappear at the end of the
day with half your gold and items on a failed
PERCEPTION 5 check) May start in Bounty
Hunting Guild
5 “Lost Soul” FORGOTTEN REALMS 6 “Dragon Curse” FORGOTTEN REALMS 7 “Honor Redeemed”FORGOTTEN REALMS
You are searching for a lost sibling, who You were raised by a loving family who was You made a vow to protect to royal line of
disappeared into the Mists ten long years part of a dragon slayer clan cursed by the Omu, but failed when that house of was
ago. You still blame yourself, and are willing red dragon Ashardalon. One day while overthrown. You went into exile in the
to go to end of the world to seek scouting, the red dragon wiped out all but Forsaken Realms, but since heard whispers
forgiveness, even if deep down you know you. But the curse follows you to this day. that two children were saved and hiding
you will never find them. (Start with keyword SLAYER.) deep in the jungle of Chult…
8 “ESCAPED!” FORGOTTEN REALMS 9 “I’ll Show Them” FORGOTTEN REALMS 10 “A Mage Collective”
You are an escape slave from cruel You left your home in Longbridge many None in your family knew what to think of
Menzoberranzan deep in the Underdark. years ago, widely considered the town your innate magic powers. The nearest
You live in daily terror that the Dark Elves coward. You always resented the town and college had long fallen into abandon. After
will soon return for you. You just want to yourself. You still long to show them who a magic accident where friend was hurt,
make a home for yourself on the sunny you truly are...(Start with minus 5 you became determined to rebuild the
surface of the Forgotten Realms. reputation points at Longbridge) college. (Start with keyword MAGES)
11 “An Honorable Death” 12 “No Escape” CHULT 13 “Forced Conversion” BAROVIA
You are a criminal and have been exiled from You have run afoul of the authorities in Port You are hesitant to share that you are a
your home village. According to your culture, you Nyanzura, and worse, have fallen victim to the vampire, turned by Strahd as your family was
must die in battle. You accept your village’s Undead curse in Chult. Your only desire is to lift killed for his guests’ amusement. You desire to
verdict and continue to look for the most the curse, but the best known cure, breathing escape Barovia by any means possible, but are
spectacular, awesome, impressive challenge so the air of another land, will cost you 3,000 gold terrified by Strahd and will make only the worst
that you may go to the Afterlife with honor. in bribes to get normal passage from Chult. decisions in his presence. (Starts in Barovia, and
Meanwhile, your life ticks down… (Starts in with keyword VAMPIRE)
Chult, with keyword UNDEAD.)
14 “A Plea for Help” FORGOTTEN REALMS 15 “Vampire Hunters” BAROVIA 16 “From the Stars”
Your mid-tier band of adventurers have For several years now, you have run with You carry the host of a benevolent spirit
received a strange anonymous letter from the famous vampire slayers Ezmerelda inside of you, arriving as a fallen star,
Red Larch warning you that the town has D’Avenir and Rudolph Van Richten. You latching to you for survival as its light and
been infiltrated by cultists, and more and have watched your numbers dwindle as body died. To the surprise of others, you
more people are disappearing every day. Strahd’s minions have closed in. For reasons don’t always speak with your own voice and
You are promised 4,000 gold if you can of your own, you are determined to end don’t always have your own motivations,
successfully liberate the town. (Gain reward Strahd’s reign in Barovia, whatever it takes. but have learned to let your self be guided
at end of questline) by the spirit inside of you.
17 “A Whole New World” CHULT 18 “SOLE SURVIVOR” 19 “Blank Slate
Ever since you were an orphan on the streets of As a child, you witnessed a raid that You have awakened alone in a strange land with
Port Nyanzura, you have only wanted to see the destroyed your village, surviving only by no memory of who you are or how you got there.
world, watching with longing as the ships come hiding in the bushes. You have a particular You possess a number of strange skills and
and go to other lands. You have too much armor. You wander the land, searching for a new
hatred for raiders and pillagers, and just
curiosity and too little fear. It is your goal to see purpose, hoping, somewhere, someone may
want people to be free.
everything and everywhere. (May start with recognize you. (d20 Start Location: 1-6 Chult, 7-
Legendary Monsters Guild.) 13 Barovia, 14-20 Forsaken Realms; start at
bottom right hex of each map)
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20 “Redeemed Cultist” 21 “Friend of the Dwarves” 22 “Lost Line”
You and a loved one once joined a cult, but you You grew up by the sea when your human father You only have dreams of your younger days of
noticed how much it was changing you. As a was taken overboard by mysterious monsters. peace and security. You were but a child when a
final test, admittance was offer to which of you No one believed you or your widowed mother rival house slaughtered your family and a kindly
two could kill the other. You refused, while your and you fell on hard times. You will never forget servant rescued you away secretly. It’s been a
beloved attacked you. You were able to fight the compassion the dwarves showed you when hard life on the road, but you felt loved. To this
your way out, and you have since learned your their community took you in and helped you day, you are drawn to lost causes and fancy
beloved has raised in ranks. survive. things, even if you no longer need them.
23 “Jungle Child” CHULT 24 “Work Release” BAROVIA 25 “Chu-ching!”
You were raised by the aarakocra of Kir Sabal, You have worked for years as master of games All you care about is money. You never had
taken in as one of their own. You never realized at Castle Ravenloft. You have brought all it, but want it. You will lie, cheat, steal,
that you didn’t fit in until you wandered towards manner of monsters and victims to the dungeon work, or take on any quest as long as it
human habitations. You were told that you were gauntlet for the entertainment of Strahd’s
makes you richer. The only thing you like
found in the jungle, with no other clues to who guests, even though you never met him
more hoarding it is spending it on things!
your parents are. You do know that you are personally. While you only think it was his bride
IMMUNE to the death curse and have a really Ludmilla who suspected your weariness at
cool pet dinosaur (starts with keyword dooming innocents, you have no idea who tipped
DINORIDE, cannot get keyword UNDEAD. You you off that YOU were going to be next to fall
may also search your collection for a pet class prey to your own gauntlet, but you decided to
daily power, and use a dinosaur villain run that next morning. You still wonder if it was
mini/card). a big misunderstanding.
26 “RAHHRR!” 27 “TIME TO COLLECT” 28 “TAKEN”
You don’t care for fame, money, or respect. You Your family has incurred great debts with the A childhood friend was captured outside of Red
just want to smash things. Smash monsters, wrong guild. Pay 1,000 gold to the Innkeeper at Larch and you never saw them again. You get
smash treasure chests, smash people you don’t Waterdeep before your sixth adventure. If not, nervous and angry anytime you hear mention of
care. Wait, why am I still reading this?!? WHEN on your seventh, add the Artemis Entreri rules a cult.
DO WE GET TO THE SMASHING?????? from Adventure 2 LoD, but give him ten extra HP
①②③④⑤⑥
29 “CULT OF THE DRAGON” 30 “PUNISHED TO WALK” 31 “A COMMON CON”
You are a cult member drawn to the sermons of You were once a dragon, but were deemed too You have been chased out of Waterdeep as a
the new leader Severin Silrajin. He’s convinced arrogant by your benevolent dragon god common criminal. Better this way. More gullible
that by capturing the essence of the five Bahamut, and were since cursed to a pathetic prey outside the city anyway. (Starts with
chromatic dragons to release the evil dragon humanoid body. You want to be noticed again keyword XANATHAR-DoMM, but without
goddess Tiamat, you can fulfill a prophesy that and earn your way back into the draconian reading the keyword text)
will save the world—even if it means destroying hierarchy.
it first. (Gain and resolve secret keyword
TIAMAT at end of this manual)
32 “Town Hero” 33 “RUMSPRINGA” 34 “SEVEN SAM-ALLIES”
You have always been a bit shy to embrace your You have been kicked out of your home as a rite You left your small village after raiders promised
prestige as a town hero, based on something of passage to toughen you up. Only then will you to return next season to rob it. You have
you did when you were younger, even if you be awarded your station amongst your people. ventured out to find seven protectors. GOAL:
didn’t feel it was very heroic. You are recognized Find seven recruitable allies (they are
on the road for your deeds (Starts with +7 GOAL: Reach level four. immediately sent to village upon recruitment,
Waterdeep Renown) but can stay in your party). Write down their
names and how you recruited them. Give them
cool nicknames.
35 “SUPPLY AND DEMAND” 36 “IDENTITY CRISIS” 37 “MEETING YOUR IDOLS”
Your town has been the target of encroachment You are actually a doppelganger. You really liked You have set out to meet your hero, the one who
by orcs seeking to wipe you out! The local baron the last person you mimicked and learned the inspired you to first become an adventurer! It is
will offer fighters only if you can find them fun of stealing identities. You can steal them by your dream to find them and fight along their
weapons. (GOAL: find ten treasure items that having a party member or members die when no side! (Start with a selected hero from the
can be used as weapons. You may take one town one else is around to witness you taking their randomizer chart, or your personal preference!)
action anywhere to deposit them for delivery identity.
①②③④⑤⑥⑦⑧⑨⑩ Hero: ________________
GOAL: Travel as three total identities.
❶②③

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38 “I DO” 39 “SHADOWS OF GRIMZONE” 40 “SIREN CALL” (GoS, ToA, DoMM only)
Your parents will not let you return home until You came through a portal from an alternate You feel called to the sea. Somewhere, your
you find someone—something—to wed. They dimension told to seal all the dungeons. Place a destiny beyond a fate-filled voyage. In your
really want grandchildren. Your only goal is to gem of destruction at the deepest point on every minds, you can still see the vision of the ship.
get married. dungeon location on the maps! Find out what that destiny is!
①②③④⑤⑥⑦⑧⑨⑩
41 “Funeral Rites” 42 “CURSE OF LYCANTROPHY” 43 “SIREN CALL” (GoS, ToA, DoMM only)
You carry the ashes of your grandmother. She You don’t remember how or when you changed, You were chosen as the strongest warrior of your
was part dwarven, a heritage she taught you to but you know you are a werewolf. Roll a d20 at home to find two other towns that can form an
embrace with pride. It is your deepest desire to the start of each of your turns. On a 1-5, you alliance with your own against a dragon
scatter her ashes someplace meaningful or as turn into a werewolf and uncontrollably do one threatening your home.
deep underground as possible. point of damage to every hero, monster, or
villain within one tile of you. Then, turn your GOAL: Finish the questlines of any two towns to
mini on one side in exhaustion: you cannot be seal your alliance.
targeted, and your only action next turn is to get
back to your feet.
44 “INFECTED” 45 “ON THE RUN” 46 “MAGIC REQUISITIONS”
You have a parasite inside of you that often You are constantly on the run by homeland You are keeper of a storehouse that was recently
takes over your personality. Those around you gangs who have pursued you to these shores pillaged on your watch. It has put dangerous
think you are a little strange, and every day you and will give you no rest. You can’t do more than items into circulation all over the realms!
find yourself being taken over. one adventure in one place willingly. If you do,
they catch up to you! Roll a d20 anytime you GOAL: Collect ten magical items (you may for
draw a monster card. On a result of 1-5, add +1 one town action, arrange from their safe deliver
human monster to the monsters you control. and remove them from your hand)
①②③④⑤⑥⑦⑧⑨⑩
44 “UNWILLING ACOLYTE” 45 “SERVING AN EGG, OVER EASY” 46 “BAR CRAWL!!!!!!!”
You have been cursed to work for a dark god You have been given a dragon’s egg. You seek to Everything is too serious. The world deserves a
who drives you to earn your freedom. Before return it to a dragon that will accept it as its tavern crawl! Spend 100 gold at every town inn
deciding whether to do any adventure, roll a own. During any adventure that you encounter a to buy everyone a drink!
d20: if 13-20, the god approves of you doing that dragon, you MAY offer it up to the dragon to
mission. If 1-12, the god does not want you to do immediately end your fight in a stalemate, ①__________②__________
that mission and you will lose two health if you where the dragon flees with the egg and credits ③__________④__________
complete it. If you win an approved mission, roll you with the victory. ⑤__________⑥__________
a d20 again: if 17-20, the god is pleased, and you Alternatively, you may give it to a kobold for ⑦__________⑧__________
are free of its service. If 1-16, it is not pleased them to flee every monster encounter for the
⑨__________⑩__________
with your performance, so lose two health. rest of your campaign
If you give it up, gain keyword ADOPT to ⑪__________
Defeating Errtu or the Primordial Evil from LoD
will free you of this obligation. determine the fate your choice has on the
realms.
47 “HEADHUNTER” 48 “UNFINISHED” 49 “LONG SLEEP”
You are a hunter in training. You have a simple You died, but have been resurrected. You have You are told you were found frozen in stone
task: kill. Track how many monsters under your no memories of who you are or where you came somewhere north of the Sumber Hills. A simple
control you kill each adventure. Your goal is to from EXCEPT for flashes that become clearer the spell reanimated you. You remember the land,
get 25, which will show you are ready to fully be closer you are to the Underdark… but the towns and villages are all wrong. How
embraced by your hunting clan. long have you been frozen? You are intrigued
about the people and the politics of the land.
Progress on Number of Marks: ______
50 “FRANKENPERSON” 51 “REJECTED COVEN” 52 “INSPECTOR”
You have been made up with multiple body You were raised by witches as an acolyte but You are a detective. You are drawn to mysteries
parts, but you don’t know why you were made. rejected that lifestyle in a fit of rebellion. You and justice. Add 1 to your base PERCEPTION
Your last memories were escaping a lab… sometimes hear them calling you back. In a fight attribute.
round while fighting hags and witches within
Your at-will, daily power, and utility powers one tile of you, roll a d20: on a 1-5 you freeze
cannot all come from the same hero character, and lose your actions. On a 15-20, you deal
but must be a part of the same box set. double damage in a fit of rage.

On a 53-60: reroll

8
PERSONAL TWISTS
Personal twists are optional, interjecting story movements that may tweak, guide, or redirect your character’s personal motivations
partway through the campaign. They can be drawn when directed, or anytime you are looking for a way to spice up your campaign.
These are best selected RANDOMLY. Roll a d6 and add the result to a d20.
When told to draw a Personal Twist, it comes to you in the form of a letter or rumor.
You may either ACCEPT it, or REJECT it, as if it was meant for someone else.
You can accept or reject a twist for ANY REASON.
2 “Sole Survivor” 3 “Time for a Reset” 4 “Strange Bequest”
PERSONAL TWIST PERSONAL TWIST PERSONAL TWIST
You are told of the name of a leader of a You feel like giving up. You are no closer to You are given a letter notifying you that you
band who has been raiding villages for finding your goal. Victories feel pointless, are the sole inheritor of a massive wealth. A
decades. No one has stopped them, and and you wonder if starting over would be bequest has left you a sum of 2,000 pieces of
their reputation is legendary. For some more useful for all the realms. If the whole gold, if only you return and publicly announce
reason, the name of the leader is familiar, world had a chance to start over… your noble lineage. You check the letter and
as if an unspoken part of your past. make sure the letter is for you.
GOAL: Find a way to create ultimate
GOAL: Defend a town or village from a chaos, and are drawn to world ending GOAL: Head to address indicated in the letter
n attack. (If attack doesn’t have a villain, events. use an action to receive 2,000 gold pieces.
add a thematically-appropriate choice (Use an action to receive it in any town)
from your collection and confront them.)
5 “Do I Know You?” 6 “Uncursed” 7 “COUNTDOWN”
PERSONAL TWIST PERSONAL TWIST PERSONAL TWIST
You receive a message from someone A mysterious cleric meets you on the road You encounter a chummy group of
saying they found an adventurer on the and surprises you with knowledge that it is adventurers. One of them lets slip that they
road who looks very similar to you, your destiny to break a curse! They then are actually assassins contracted to kill noble
possibly off in age, but sharing your surprise you by offering you one free spell members of a lost house that no one cares
mannerisms, accent, and several facial that can cure you of ANY curse or ailment. about. They provide their timeline.
features. He receives tips and gratuities.
GOAL: Count down the time when they will
GOAL: Confront them at your next GOAL: Use this spell to life one curse or kill the royal member. Determine if/how it
recruitable party member opportunity. condition from your hero. affects your story. They will do it in five
adventures: ①②③④⑤
8 “Suspicious Accompaniment” 9 “In or Out?” 10 “A Job Opening, Maybe?”
PERSONAL TWIST PERSONAL TWIST PERSONAL TWIST
You are approached by someone on the A talkative stranger on the road mentions Your skills have impressed a certain notorious
road wanting to join your party for no they met a dangerous cult that sounds like mage, and you have drawn the attention of
particular reason—the only thing is they bad news. After inquiring further, they say Halaster Blackcloak. He watches you
claim to have come from Menzoberranzan they found a weapon strong enough to curiously, as he has when he recruited his
where they frequently do business. They obliterate a whole town. You are told they apprentices, the Seven.
try to convince you that there is excellent are actively recruiting, and learned their
work opportunities near Settlestone. password. You may gain keyword GOAL: Try to learn what he wants by finding
VENGEANCE. him during an Adventure, and how you might
GOAL: Gain a new recruitable party fit into his designs in the Undermountain.
member, then head to Settlestone. Reveal GOAL: Destroy a town OR take out a cult
their true motivations later. from the inside.
11 “Taking in A Stray” PERSONAL TWIST 12 “No Escape” PERSONAL TWIST 13 “Recruiter of Evil” (REROLL IF YOU
Along your journey, a young dragon has bonded You have been offered a deal by Liara Portyr. If NEVER LEFT BAROVIA) PERSONAL TWIST
itself to you. At first following you around, then you gain learn the secret location of the lost city You are told that you will be granted freedom
alerting you of danger, then fighting by your of Omu and report it only to Fort Beluarian, you from Barovia if you can lure in and outsider and
side. You develop a new sense of purpose in will be rewarded with 2,000 gold and free turn them into a vampire.
raising this dragon, with unknown implications. passage from Fort Beluarian to any port in the
GOAL: Have a party member gain vampire status.
GOAL: Search your collection for a pet class Forgotten Realms.
You may reroll on the encounter chart ONCE to
daily power, and use dragons villain GOAL: Find the lost city of Omu AND report it
better ensure that a party member gains keyword
minis/cards. Figure out what to do with the to Liara Portyr for 2,000 gold and transport to PALE. Anytime you would gain PALE or VAMPIRE,
dragon. the Forgotten Realms.
through a party member gains it instead.
9
14 “A Stern Warning” 15 “Vampire Liberator” 16 “Spirit Trap”
PERSONAL TWIST PERSONAL TWIST PERSONAL TWIST
You are given a stern warning on pain of a Someone claiming to be from Saltmarsh Some kind of possessive spirit is slowing
death curse that you must not go through quietly offers you 2,000 gold to find a way taking over your body. You are losing yourself
with your next adventure. The problem is to release Strahd into the Forgotten more each day. While all your choices are
that you weren’t told which adventure. Realms. lawful good, you do not have the freedom to
GOAL: Upon accepting an adventure, roll a make them on your own.
d20: on a roll of 1-5, you MUST seal that GOAL: Find a way to release Strahd from
adventure as impossible to complete. This Barovia, then collect 2,000 in Saltmarsh or GOAL: Trick the spirit into being cleansed at a
may break questlines! Waterdeep for one action. temple, shrine, church or sacred site. While
in a COMMITTED/PARTNERS relationship, use
Sealed Adventure: _______________ the option to become
MARRIED/OATHSWORN to instead have the
You may refuse and do it anyway, but if officiant purify the spirit out of you instead.
you do, at the start of EVERY adventure, (if already MARRIED/OATHSWORN, you can
roll a d20. On a 1-10, a random member of rededicate your vows by making vows
your party is permanently killed. “again”
17 “Right Here is Fine” 18 “Can’t Live with ‘Em…” 19 “LIES!”
PERSONAL TWIST PERSONAL TWIST PERSONAL TWIST
Recent horrors on your journeys have made you Recent encounters have made you terrified to You have learned that everyone you heard about
terrified to travel. You prefer to stay in one be alone. You are ever seeking to gain new yourself was a lie! You have no idea who you are
place, but will move if a strong motivation in party members, but don’t want anyone to learn or why you were told a false story. There must be
your party drives you. about your past, so you don’t want to get to a reason…
close either.
GOAL: Try to finish any questlines that do not GOAL: at your next opportunity when directed by
require you to travel. You may win or lose GOAL: Find aways to recruit and abandon TEN the campaign draw a new PERSONAL
arguments with your party members on this different party members. MOVITATION. Then discard this one.
with your CHARISMA attribute. ①②③④⑤⑥⑦⑧⑨⑩
20 “Never to Late to Sign Up!” 21 “Dwarven Enemy” 22 “Lost Heir”
PERSONAL TWIST PERSONAL TWIST PERSONAL TWIST
You are beginning to second guess not You are confronted by a report of You learn that you actually come from
joining that cult when all your friends and testimony that a dwarf was responsible for royalty. When you were young, your family
loved ones did. Your path since has been acrime committed against you and your hid you away, until the day you might
one of loneliness and lack of purpose. You family may years go. They are being announce yourself.
wonder if it’s not too late to join. released from prison next week.
GOAL: Seek noble company and put yourself
GOAL: Support a cult on two or more GOAL: Find a way to ether forgive the in positions that will reflect your status.
occasions. ①② dwarf or avenge your family.
23 “Transmutation” 24 “Dreams of Magic” 25 “Ascetic Life” 26 “Hnnnnnnn…”
PERSONAL TWIST PERSONAL TWIST PERSONAL TWIST PERSONAL TWIST
You have come to the believe that you are not You have taken on an obsessive curiosity with You were blown away by You meet someone on
in your current body. You have learned of a spell all things magic. The things you have seen a display of generosity by the road who blows
that can change dragonborn to elves to along your journeys have made you obsessed villagers. It has affected your mind about the
tieflings, dwarves to humans. You begin and wanting to learn more. You will do you. way of pacifism..
questioning yourself, and you are convinced anything to gain the kind of magic power you
that you are not who think you are. can only dream in your head. GOAL: Answer the call to GOAL: Go one
help someone in crisis, adventure without
GOAL: Determine who you are and why you GOAL: Commit to adventures that center but refuse to accept any killing any monsters.
might have been changed. Decide what species around magic, and always seek magic-related reward five times. ①
you are and act as if you are that creature. rewards. ①②③④⑤

10
E
GE

11
12
13
CAMPAIGN RULES
Rule Changes from Core Games:
• There is a five treasure item carry limit per character
• Adventures are no longer failed if any one character falls in battle without healing surges—
only full party wipeouts automatically end adventures.
• All of your health status carries over and continues exactly as it stands at the end of
adventures, but you gain two new healing surges every time you start a new adventure.
• When dying on an adventure, after a full party wipeout with no healing surges, roll a d20, on a
roll of 1 or 2, all of your gold and items are stolen. On a roll of 3 or 4 all of your items are stolen.
Otherwise, mysterious benevolent persons carried you a safe distance from the battlefield.
Awake two spaces away from your dungeon. Roll a d6 to determine direction, 1 is at top of hex,
then rotating clockwise.
• You may level up mid-adventure according to normal rules, but that temporary level up only
lasts your single adventure (it resets after the mission). Leveling up permanently costs 2,000
gold per party member and can only happen at a town. With the inclusion of Dungeon of the
Mad Mage, there are 4 total levels available for all heroes.

Traveling the Forgotten Realms/Barovia Overland Maps


f. You have FOUR action points per day. You have different OVERLAND actions and TOWN actions.
g. Overland Actions:
1. Travel: move to one adjacent hex (1 hexes per action point)
2. Take a breather: Everyone gets 2 HP back (costs 2 action points)
3. Roll Forgotten Realms/Barovia travel hazard chart if ending your day on overland map,
or if you have no remaining actions and you are not in town
h. Dying on overland map: If any character is depleted of all health points on overland map, you may
“carry” your fallen party member to the nearest town for an additional action point per day, or
you may abandon that party member to permadeath.

Accessing the Barovia Overland Map


a. Barovia can only be entered by being kidnapped into it through story encounters, or by traveling
through one of six Mist locations on the Forgotten Realms map. You may travel there willingly, by
immersing yourself in the mist, and using one action to submit to Barovia. Know that it is much
harder to get out than it is to get in!
b. When you first arrive in Barovia, roll a d6 to determine which direction from Castle Ravenclaw you
have landed, then another d6 to determine how many spaces away: your party starts there. Do not
forget that you automatically gain and can activate memory word INTRODUCTIONS-CR upon
entering Barovia.

Traveling the Chult Overland Map


c. You can enter Chult by town action from any designated port in the Forbidden Realms. You always
arrive in Chult via Port Nyanzura. Passage to Chult either way costs 400 gold as a party.
d. You have THREE action points per day due to high humidity and exertion from jungle travel.
e. Regaining Health on the Overland Map by Take a Breather action is NOT AVAILABLE IN CHULT due a
strange curse over the land
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f. Overland Actions
a. Jungle Travel: move to one adjacent hex (I hex per action point)
b. Roll Chult travel hazard chart if ending your day on overland map, or if you have no remaining
actions and you are not in town
c. Tracking Princess Naré Affection Points: once you gain Affection 5 = Princess Naré declares you as
your own, either as her protector, or her bethrothed and future ruler of the restored kingdom of
Chult. You may, if you wish, gain Keyword COMMITTED/PARTERS-(NARÉ). You may retire in Kir
Sabal
d. Track Omu clues: once you gain Omu clues 5= gain keyword GATE-ToA.

Town Actions (four per start of each day)


• Upon entering town, you MUST activate any keywords if applicable
• Upon entering town, you MAY activate any memory words if you have them for one action
• Town Actions
• USE MEMORY WORD: must be specific to your location.
• ENCOUNTER: Talk to a Non Playable Character (roll on NPC Encounter chart for your specific
location)
• REST: This immediately ends the day (mandatory after all spent actions, four in Forgotten
Realms, three in Chult)
• DOCTOR: Restore to full health/fix injury 100 gold per patient
• RESURRECT: pay 200 gold to a local priest to resurrect a party member to full health, but they
start at level one (those who have died with UNDEAD-ToA status keep it for as lost as they are in
Chult).
• SELL: Give up a treasure card (200 each if the treasure does not have a number)
• PURCHASE: Buy gear (flip three treasure cards from either WoA, CR or LoD treasure deck sets
(200 each unless marked). Town specific items from the later sets can also be purchased, for
their set cost.
• DEPART: Leave town (free action, move one hex to neighboring countryside-you may want to do
this if you do not have the money to stay in town, or if you wish to avoid town encounters and
experience overworld encounters instead)
• SAIL: (only in Saltmarsh) Depart from town d3 westward direction and then d3 distance, one hex
per town action, dropping anchor to stop anytime. You may sail any direction that first roll,
rolling sea encounters after your day.

15
COLLECTIBLE KEYWORDS
These are permanent words attached to your character. You collect them along your journeys across all the
sets. Some are labeled with the set they most pertain too, while others span all of them.

ABANDONED-ToEE: You have left the kidnapped people of Red Larch to their fate by declining to rescue them.

ACCUSED-GoS: The three men clasp your hand appreciatively and call you friend. They warn you to be careful
in Saltmarsh, because, very soon, it will not be safe. Before they say anything more, they slip off into the
crowds and disappear. Be sure to keep this keyword.

AFTERMATH-CR: Your weapon slices through Strahd and he falls to dust. It is only temporarily satisfying, but a
glimmer of sunlight shines through the clouds for the first time in centuries. The mists thin, and you now have
the ability to cross between Barovia and the mist points in the Forgotten Realms at will. However, you know it
will not be long before Strahd returns and is back up to his same old tricks! You might be able to still hunt
down his lieutenants.

AGENT-ToA: You may slay any strangers in Chult who approach you on overland encounters as RECRUITMENT
OPPORTUNITIES. If you do, gain one random gear treasure and 200 gold.

ARCANE-CR: You have killed the howling hag of Castle Ravenloft, dealing Strahd a stunning blow in the battle
for Barovia.

ASSASSIN: You catch the attention of a hooded woman with a suspicious gaze. After listening intently to your
intentions, she tells you this is a lonely road that will not endear you to your friends, but you will be rewarded.
You will be given random contracts, one roll per day. You may roll on the bounty chart now for your first
contract. Do you have the stomach to be a bounty hunting assassin?

NEW TOWN ACTION: you may roll for a new contract FOR FREE while at any town, one per day.

ASSAULT-CR: The time to assault Castle Ravenloft is now. You gather in secret with those huddled together by
dim lantern light under the Blood o’ the Vine Tavern. The cellar is full, and you worry about spies. It occurs to
you that you will need to move quickly. You look over what forces you have assembled. (Check all that apply)

____ FIREWORKS-CR: Klak reports that his fireworks are ready, powerful enough to obliterate the gates
of Castle Ravenloft. He will be the first to strike, and at his signal, the others will follow.

____ RESOLVED-CR: Kavan and Mira are both there, along with the strongest fighters in Barovia Village.
You never realized how much sway they had among the brave people of Barovia Village. They
remember how you tried to help them out of the Land of Mists. They have now turned their energies
towards escaping Strahd’s terror by defeating him.

____ VANGUARD-CR – The handsome Abbott reviews the battle plans with you. He doesn’t say where
his Flesh Golem is in fear of spies who may be gathered among you, but it is ready to be unleashed
once the attack on Ravenloft Castle commences. It will be devastating to the front-lines of Strahd’s

16
defense.

____ TREATMENT-CR: You see a number of Vastani gathered, along with a young, but deeply wrinkled
woman. She doesn’t speak much but you realize that she was the Howling Hag you once fought! You
are told not to worry, that she has been rehabilitated and wishes to take the fight to the witches that
stole her away from her family. You turn to see both of her parents with her, armed and ready to join
the fight with her. She will be vital to neutralizing Strahd’s arcane defenses. You learn her name is
Maria.

____ STORMQUELLER-CR: You see a number of younger villagers from Krezk with you. They could not
convince the other villagers to join the fight because of their memories of the past failed assault on
Strahd. But these here gathered do remember how you took down Gravestorm the undead dragon.
They cannot offer much, but they are here to help.

You ascertain that you clearly have enough to mount an effective attack on Strahd. You make a strategy based
on your available assets. Others will leave the vanguard while your party sneaks into the castle to attack
Strahd more directly. You share any motivational words you wish to say before your final assault. A beautiful
woman among you named Ireena Kolyana gives a special blessing over your party (You may gain an additional
HEALING SURGE for the mission ahead!)

You may proceed to Adventure 12. On your way out, you notice that Madam Eva watching you with intense
eyes. If you have Eva’s fortune-telling WEAKENED-EVA, you may activate it’s secret meaning now.

BARGAIN-ToEE: The cloaked and hooded figure tells you that you are very gracious to hear him out more fully.
In exchange for agreeing to not becoming involved with any of the matters in Red Larch, any character of your
choice us permitted to gain ANY ONE unused daily or utility power in your collection pertaining explicitly to air,
earth, fire, or water. If you gain the keyword OCCUPIED-ToEE, this keyword is removed and you must
surrender this new daily power.

BLACKOUT-DoMM: Following both Duran and Quietude’s information, have found and destroyed Halaster’s
runestone deep in the Underdark! Time will tell what affect this will have!

BLAME-GoS: You have publicly blamed the dwarves for the attack on Saltmarsh. This may open doors for you.
Be sure to keep this keyword.

BLOWN-CR: You emerge to the festivities of Vallaki and see a gorgeous, joyfully dancing woman laughing as
she locks eyes with you. She is dancing suggestively close to a muscle bound man with a soulless look in his
eyes. She beckons you closer. She says her name is Anastrasya, one of the brides of Strahd, and that she has
been sent to watch you. You openly report that Klak was planning on undermining Strahd and was working to
destroy the mindless fools of Vallaki. Without stopping the sways and dips of her dance, she tells you that her
husband will be very pleased with you for your loyalty. She drops a bag of coins to your feet and tells you that
there is more if you continue to be pleasing to her Master, sharing there is another matter you can look into.
Then she turns all of her attention to her thrall and completely ignores you. You notice in the distance that a
screaming Klak is being dragged out of town by two large vampire thralls. Gain 400 gold and gain +10 Strahd’s
attention.

17
You have the option to follow her suggestion to head to the village of Krezk to speak to the Abbot of
the Abbey of St. Markovia—he is a scientist tasked with building a flesh golem of Strah’ds beloved from
another lifetime that will at last capture her soul, but Strahd has come to be weary of trusting him.
Gain memory word DOLLMAKER-CR (Krezk only)

BODYGUARD-GoS: You have successfully escorted the dwarven leader Manistrad Copperlocks back to the
safety of her people at the mining camp. She will not forget this. Be sure to keep this keyword.

BOUNTY: You are marked! Someone is seeking to destroy you, and you have an assassin after you. Not yet,
but if you are instructed to put an Artemis token (LoD) on your character sheet, search your collection for the
encounter card “Quickly Ambush” (#22 of 200 of LoD) and add it to all your encounter decks until keyword
BOUNTY is removed, then put the Artemis Entreri token from LoD next to the encounter deck as a reminder.
When this card enters play, resolve the effect then place the Level 5 villain Artemis Entreri one tile away from
the affected character.

BOUNTY DOUBLED: Someone REALLY wants to destroy you, and both assassins and mercenaries are on your
trail! If you are instructed to receivd BOUNTY, and you already have that keyword, and/or the Artemis token is
already on your character sheet, search your collection for the “Cunning Disguise”’ encounter card #113 of
200 LoD and continue adding it to all encounter decks, until the Double Bounty keyword status is removed.
When this card enters play, resolve the affect, only use Jarlaxle Baenre as the monster. Place Jarlaxle’s token
near the encounter deck as a reminder.)

BREATHE-GoS: You have gained the ability to breathe underwater! Now you can submerge yourself in the
hidden caves and sunken fortresses off the coast of Saltmarsh.

BROTHERHOOD-GoS: You are approached by a hardened smirking members of a faction whose presence
unsettle you. They tell you that they have noticed that you played both sides of the Traditionalist and Loyalist
factions of Saltmarsh, and reveal that there are more than two powerful factions vying for power in the
region. They are the Scarlet Brotherhood, and they are from an ancient bloodline that goes all the way back to
the Suel Imperium. They are seeking to unleash chaos of all institutions and emerge victorious from the ashes
of civilization. They invite you to help them destroy Saltmarsh by unleashing the demon Errtu. If you are
interested, gain keyword VENGEANCE. If you decline, they nod courteously and then disappear, never to be
emerge from the shadows in your presence again.

The town of Saltmarsh continues to be on the razors edge, especially in tensions between humans and
dwarves. The council struggles to resolve disputes, with each faction digging in each deeper in solidarity with
their own people. Both mines and finishing industries stagnate, and those seeking to start new businesses are
pleased to go elsewhere.

CHAMPION-GOS: You have defeated the Sahuagin Champion and have found a wall carved map charting out
the expansive cave system south of Saltmarsh! The town council would love to hear about this!

COMMITTED/PARTNERS: You are in a committed relationship with a member of your party. Once per battle,
you may swap any amount of health with your partner! You may want to look for a location to take oaths!

COMMITTED/PARTNERS-NARÉ: You feel the love of Princess Naré follow you. You gain ADVANTAGE at the
start of every battle you are in Chult.
18
CRUMBLING-ToEE: You have dealt a major blow against the Cult of the Black Earth, but they are not down for
the count yet! You are not ready to take on their biggest weapon, the Ettin giant Swerglemergle!

CRYPT-ToA: you found an access point to Acerarek’s Tomb through the giant hole! You may enter for the final
confrontation!

DAMP-ToEE: You have dealt a major blow against the Cult of the Crushing Wave, but they are not down for
the count yet! You still have not unmasked who the cultists’ leader is…

DEAL-ToEE: The cloaked and hooded figure reminds you that this is your last chance. In exchange for agreeing
to no long take up arms against the cultists, any character(S) of your choice is permitted to gain ANY TWO
unused daily or utility power in your collection pertaining explicitly to air, earth, fire, or water. You are now
exiled from Red Larch.

DEBT-_____: You have incurred a debt! Write down how much money you owe someone. Their stern warning
that you better pay follows you.

Gain DAILY ACTION in Saltmarsh: Pay exact debt amount as one of your daily actions, then remove this
keyword.

DECLINE-GoS: You have publicly defended the dwarves for the attack on Saltmarsh. This may open doors for
you. Be sure to keep this keyword.

DELVER-DoMM: You signed up for the Delver’s Guild to take the long way down into the Undermountain.
They explain to you again, it’s 100 tiles of 10 different climes.

You may optionally use Adventure 12 set up instructions from Legend of Drizzt, or just follow the table below.
Use all of the different sets of tiles that you own. Proceed to do a systematically dungeon dive of all the
following tile sets, using the corresponding monster sets with TEN TILES of each tile set (100 tiles total). Keep
in mind also your treasure limit for 5 items each.

You may enter the dungeon for one action. The guild assures your survival with a whisking spell that will bring
your party back to the Yawning Portal, but at the expense of 2/3 of all your gold, and you may join the raffle
for your treasure items that will be up for grabs for the patrons of the Yawning Portal.

There is no going back once you start. For table space, it is recommended that you clear the previous
floor’s tiles so you may continue. Good luck, adventurer!

Upon beating any boss on the first time, you may gain a healing surge, up to two max.

19
UNDERMOUNTAIN DELVER’S GUILD MEGADUNGEON
Floor Description Shuffled Specific Game Set Floor Guardian, Special
Number Tiles placed on 4th tile Instructions
replacing all
monsters
Floor 1 Dungeon Level- hideout for the 10 DoMM: Xanathar (beholder, Use WoA monsters
Xanathar Guild of bandits, named Dungeon DoMM) and encounters
after its leader, a beholder crime tiles (except Ashardalon
lord Breathes card)
Floor 2 Dweomercore – site of Any 10 Wormriddle the Night Use ToEE monsters
Halaster’s evil academy for new ToEE tiles Hag (Howling Hag, CR) and encounters
Mages. Headmistress is a night hag.
Floor 3 Murial’s Gauntlet—once built Any 10 LoD Murial (DoMM) Use Lod monsters and
by drow-elf refugees, now the tiles encountesr
hunting grounds for the mindless
creature Murial the Misshapen
Floor 4 Trobriand’s Graveyard- 10 ToA: Trobriand and Use ToA monsters and
workshop and testing arena for the tomb tiles Scalamander encounters
constructs of Trobriand the Metal
Mage, who merged his spirit into
one of his creations
Floor 5 Wyllowwood-a gift of love 10 ToA: Willow and Valdemar Use ToA monsters and
bloomed a forest for an archdruid jungle tiles (use Dezmyr Shadowdust encounters
named Wyllow in the middle of the DoMM and Velathirdros,
undermountain, but madness ended ToEE, but replace Acid
that love. Wyllow has taken up Breath with Poison
cause with a green dragon. Breath: on hit, lose 2
points but gain
POISONED.
Floor 6 Arcturiadoom-personal retreat 10 GoS: sea Arcturia (DoMM) Use GoS monsters and
for the undead transmuted Arcturia, caves encounters
the most accomplished of Halaster’s
Seven apprentices.
Floor 7 Obstacle Course, the home of 10 GoS: Netherskull the Death Use GoS monsters and
a beholder that transformed into Sahuagin Tyrant (DoMM) encounters
the Death Tyrant Netherskull, who lair
hates all mages and desires to take
over the undermountain. Valued by
Halaster as a Guardian.
Floor 8 Vanrakdoom- once the home of Any 10 CR Umbraxakar the Use CR monsters and
the death knight Vanrak Moonstar tiles Shadow Dragon encounters
and his friend Umbraxakar the (Shimmergloom, LoD)
Shadow Dragon. Only Umbraxakar
still lives, and the dragon’s despair
afflict the party with terrible visions
Floor 9 Caverns of Ooze, a realm of 10 DoMM: Gray Ooze (DoMM) Use DoMM monsters
bizarre whimsical magic, and sacred cavern and encounters
site of the god of oozes, slimes, and
other subterranean horrors
Floor 10 Mad Wizard’s Lair- the home Any 10 Halaster Blackcloak Use DoMM monsters
of Halaster Blackcloak, the Mad WoA tiles (DoMM), to be placed and encounters
Mage on on final tile
If your party is knocked out, your body is whisked away by prearranged spell. You keep a third of your gold as payment on the whisking spell, and
you most roll a d20 15-20 for every treasure item you possess in order to keep it. Otherwise, it is raffled off to the patrons of the Yawning Portal.
If you win, you emerge victoriously to the stunned and wild cheers of the people. Gain your 6,000 reward and also keyword LONGWAY-DoMM.
YOU WIN THE DELVER QUESTLINE!

20
DEVASTATION-ToEE: The fleeing cultist escaped with the prototype Devastation Orb! This will likely be used in
battle against you when you take on the Cult of the Black Earth!

DEVIL: ToA: You have a key that can get you into Acererak’s Tomb! You may enter for the final confrontation!

DINORIDE-ToA The party gains +1 movement while in Chult (lost if you ever leave the island). Also, you may
participate in dinosaur racing in Port Nyanzura encounters! Finally, the first velociraptor you draw in combat
during an adventure will recognize you and immediately run away from combat without attacking the party.

DOUBLE-AGENT-CR: You explain yourself to the Abbot, that you are on his side! You want nothing more than
to bring down Strahd and free the people of Barovia. You promise the Abbot that you will not reveal to Strahd
his plans about the Flesh Golem, under the condition that he immediately get to work on a new one that is
strong enough to lead the vanguard on the attack on Castle Ravenloft. Gain keyword VANGUARD-CR. He
agrees, and tells you the fastest way out of the underground caverns between the Abbey of Saint Markovia.
When you emerge into the dark of night, you are immediately greeted by Volenta, one of Strahd’s brides, who
was eagerly awaiting you in the dark. She demands a report. When you tell her that you found nothing odd at
the Abbot’s laboratory, that progress on the Tatyana flesh golem is proceeding as normal, she cocks her head
inquisitively at you. “Interesting,” she says. “I figured you would be…more. How disappointing.” She then
hands you a promised reward of 200 gold pieces, to distribute amongst your party as you will. She then warns
you never to return to the castle again, under pain of torture and death. Then she slips off into the night. After
she leaves, the Abbot approaches. “Thank you. Truly you are a friend of Barovia. My flesh golem will not be
enough to smash the gates of Castle Ravenloft. We need something more…vigorous. Head to Vallaki. In
Burgomaster’s Mansion there I understand they make exploding stars. It could be useful if we desire to take
the castle.” You may gain memory word FIREWORKS-CR (Vallaki only).

*DRIED-ToEE: You have taken out the Cult of the Crushing Wave! (When pulling a water cultist from the
monster deck, they may run off in retreat and not be placed on the board.) The asterisk more easily denotes
you have defeated one of the four elemental cults.

*DUST-ToEE: You have taken out the Cult of Black Earth! ((When pulling an earth cultist from the monster
deck, they may run off in retreat and not be placed on the board.) The asterisk more easily denotes you have
defeated one of the four elemental cults.

ESCAPE-CR: You quietly lead the young lovers, Mila and Kevan to the spot that Ezmerelda indicated you would
be. You see her on a horse, holding the reins of two others. You all sigh in relief as you approach. “I found a
gate,” Ezmerelda says in her thick Vistani accent. She leads you towards what looks like a faint glow in the
woods ahead. “It’s a tear in the mists. A sign that the Dark One’s hold is this realm is weakening. I can only let
a few of you in at a ti—” She freezes. You all spot the hooded figure standing ahead of you in the fog at the
same time. “No, please continue,” a deep voice soothes. “I was enjoying your false hope.” The imposing figure
pulls back his hood. It’s Strahd, addressing you. “Thank you for leading me to this breach. You have saved me a
lot of time.” You can hear Mila weeping silently. Kavan positions himself to shield his fiancée. He turns to
Ezmerelda. “You…I’ve indulged your…hobbies long enough.” He moved so fast no one saw him. Ezmerelda was
dead at Strahd’s feet before anyone could scream. He then turned to the pale, glowing gate, with a stroke of
his hand the woods faded to black. With it, a silence fell, as did all hope. “Kavan, I’m so disappointed in you,”
Strahd tsks-tsks. “I thought we were becoming family. Mila, you know you and he both are to be punished.
And I can think of no other punishment other than to live your lives. Here. Forever. Bear children. Start a
family. This is a happy place. And I am a generous Lord.” Strahd then walks away, leaving a shocked Mila and
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Kavan to their tears. You stand in silence for a long time. Then Kavan whispers, “He must pay.” Gain keyword
RESOLVED-CR.

ESCALATE-GoS: You have publicly reported to the people of Saltmarsh Manistrad Copperlocks’ words that she
was bringing in weapons to use against the humans. They will not forget this. Be sure to keep this keyword.

ELEMENTAL: In the power vacuum left after the alliance of cultists have been dispersed, you have partaken of
the power of the Temple of Elemental Evil! Your party received additional daily powers, but are permanently
exiled from the village of Red Larch, so long as anyone in this party has this keyword.

ESCORT-GoS: You have declined to help the captain of the guard Eliander Fireborn escort the dwarven leader
Manistrad Copperlocks out town. Later, you hear she was able to make it out alive, but some dwarves were
beaten badly in the streets and barely escaped with their lives. Be sure to keep this keyword.

EXILED-WoA (triggers in Longbridge only if you have -25 reputation points) “Hey! We remember you!” You are
barred from entering at the gates. A rock is thrown at you from a nearby window. (You are permanently
barred from Longbridge. Any one random party member with the EXILED keyword loses two health point.)
Then, a shadowy man in a hood approaches with an invitation. He says he is impressed with your journey and
wants to know if you would like revenge on the people of longbridge. If so, gain Keyword: VENGEANCE.

FAMOUS-WoA (triggers in Longbridge and you must have 25 reputation points) You learn that the mayor long
abandoned their post due to cowardice from the threats from the mountain. They ask if you are willing to lead
them in one final assault on Ashardalon. (Proceed to Firestorm Peak, adventure 12 woA)

FAVOR You enter the village and find a weathered Vistani woman offering to read fortunes. When you present
her the stone the mysterious woman on the road gave you, she looks at you suspiciously and then says, “You
shouldn’t be here. You are not imprisoned like the rest of us.” She looks again at the stone. “Tatyana requests
I show you the way out, if you so desire.” If you choose to go back to the Forgotten Realms, travel five hexes
south of your current village, where you will find a hidden patch if drifting mists. Situate your position on a
random mist point on the Forgotten Realms overland map. If you decide to stay, gain 5 points to Strahd’s
attention. (REMOVE KEYWORD FAVOR)

FINISHED-GoS: You shock the merfolk that you beat them in a swimming race, even with your puny legs and
no tail. You have gained the respect of the merfolk; they will remember you.

FIST-ToA You are honored by Commander Liara Portyr as an honorary member of the Flaming Fist! You
immediately gain keyword PASS-ToA, and have immediate access to Commander Liara Portyr. When
encountering Fort Beluarian, you may freely choose encounters #1-5, and 9. (Reminder: you may reroll as
many encounters as you have actions left. )

FUNLESS-CR: You are no longer welcome in Vallaki for failing to follow-through on your promised dare on
festival night. You must talk your way into the village by having any party member pass a LUCK 10 check.
(Completing Adventure 4 removes this keyword)

FUNMASTER-CR: You have won the ultimate dare of dares and everyone remembers you for it.

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GATE-ToA: You now have the location to Omu! You may enter freely. Or…to surrender location to Liara Portyr
at Fort Beluarian, gain 1000 gold, but lose all favor from Princess Naré (she will not interact with you for rest
of campaign). If you surrender the location to Liara Portry, in addition to keyword, GATE-ToA, also gain
Keyword: PILLAGER-ToA.

ICON-CR: You have secured the Icon of Ravenloft, a small statue given to bless the original construction of
Castle Ravenloft with power to fend off evil. Long has it been quarantined deep in the castle until you have
been able to liberate it and bring it to the nearby town of Barovia Village. It has since been entrusted to an
uneasy Donavich, an acolyte of the Church, where it is kept in secret at the Church to help protect the village.

INFATUATED/FRIENDS: You and another member of your party are findings yourself growing attached to each
other! Will your relationship deepen? This can be romantic or platonic; you can change your mind anytime.

INITIATED: “Well done, slave,” Errtu’s voice booms in the cavern, finally free of his crystal prison. “As a boon
for my salvation, you may choose where we will strike first: Red Larch, Kir Sabal, Saltmarsh, or Longbridge.”
May your decision, then proceed with the following rules.

Proceed to Adventure 11, ToEE, with its set up rules, only instead of Velathidros, use Errtu instead.
Proceed with the villagers set up rule. Use Saltmarsh town tiles for Saltmarsh, Red Larch tiles for
Longbridge and Red Larch, and the thematically appropriate jungle tiles for Kir Sabal.

Ertu is an ally. Instead of a monster deck, use every hero in your collection. Shuffle them, and use them
as the defenders of the town. On a d20 roll of 1-8, a new hero defender will enter the board on a tile
without a monster. Do not use their hero cards or abilities, and each hero has two health. Instead of
rescuing the villagers, you, or Errtu, can slay them (per normal rules, they each have two health)

If you have any party members who are not aligned with this cult, you may add them as opponents on
this board.

You win if all villagers are slain and you can survive against every hero defender of the village, and if
you and Errtu are the only ones standing on the board.

You lose if you or Errtu fall to 0 health.

You win this questline if you destroy the town, knowing this is the first of many to fall.

IGNITE-CR: You explain to Klak that you do not want to live in false hope either, and that you have been
noticing signs of resistance that have a chance to change things if we work together. He agrees to turn his
energies to destroying Castle Ravenloft, but you tell him to wait until the time is right. You leave the manor to
see a gorgeous, joyfully dancing woman laughing as she locks eyes with you. She is dancing suggestively close
to a muscle bound man with a soulless look in his eyes. She beckons you closer. She says her name is
Anastrasya, one of the brides of Strahd, and that she has been sent to watch you. She asks you inquisitively
what that kobold was up to, and you lie that Klak remains loyal to Strahd, and is working even more creative
ways to null the senses of the people of Vallaki. She stops dancing and frowns at you. “Is that so?” she asks.
Then she sighs and says “Very well. A token of appreciation from our Lord.” She gives you a small pouch of
coin. “I would avoid the Castle Ravenloft” for a time, she whispers in your ear. “My husband does not take
kindly to mixed allegiances…Unless you are serious about helping…” She then tells you that you can prove
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your loyalty to the great Darklord by taking care of a sensitive matter for him. Then she throws herself back
into the celebrations. Gain 200 gold.

You may follower her suggestion to Krezk to speak to the Abbot of the Abbey of St. Markovia—he is a
scientist tasked with building a flesh golem of a woman Strahd once loved in another lifetime that will
attempt to capture her soul, but Strahd has come to be weary of trusting him. Gain memory word
DOLLMAKER-CR (Krezk only)

JOUSTMASTER-ToA: Your reputation proceeds you. When encountering Fort Beluarian, you have immediate
access to Commander Liara Portyr and may freely choose encounters #1-5, and 9. (Reminder: you may reroll
as many encounters as you have actions left.)

KELEDEK-GOS: The council is outwardly shocked at the discovery of Keledek’s corruption, but they leave you
to turn him over to Kraddock Stonehorn, the jailor at Saltmarsh for punishment and a reward, so you may bear
the consequences either way. You may do this for one action. If you do, change to keyword ORDER-GoS and
gain 200 gold from the guard. Otherwise, you can release him in Saltmarsh and receive 200 gold directly from
him; if so, gain keyword RELEASED-GoS.

KRAKEN-GoS: Your party is being tracked by a kraken! Quick, return to Saltmarsh and dock (end your day), or
sacrifice a party member to permanent death, to remove this keyword.

LODGE: You have been inducted into the Hunter’s Lodge! Gain new action: at any town, you may submit a
trophy from to Legendary Monsters Collectors challenge, to gain 400 gold per trophy. Consult guild section.

LONGWAY-DoMM: You have conquered the Undermountain by going the long, grueling way of 10 floors of
100 tiles! You have gained 6,000 gold reward from the Yawning Portal and amazing renown from across the
land! You have successful won the Delver’s Guild challenge!

LOOSED: You bristle with rage and shame that you had a hand in freeing Strahd from his imprisonment in
Barovia. You have the opportunity to hunt him down wherever he is hidden in the Forsaken Realms!

LIBERATED-ToEE: You have liberated the town of Red Larch! The power swelling at the Temple of Elemental
Evil in the Sumber hills lies dormant, and not one is making a play on its reactivation. The is back in balance,
and you are satisfied you have prevented a world-ending event.

LOVERS: You and a member of your party are realizing deeper feelings for each other. What was once a fling
has become something more. Once per battle, one member of the couple may give four health points for
the other to received ADVANTAGE for the rest of the battle. Will your relationship deepen?

MAD-DoMM: You have slayed the Mad Mage and have taken his placed as Mad Mage of the Undermountain,
yet you didn’t have a strong enough team of mages around you when you deposed him. To this day, the Mad
Mage haunts you. You must add the Halaster Attacks! Monster card (DoMM) to the first 20 cards of ALL of
your monster decks. You are free to come and go as you like, but any time you are in the Undermountain, you
are under constant threat of being deposed! Any villain from any set will challenge you in the Undermountain
for your seat. Once you recruit 5 mages, change this keyword to PROFESSOR: you win this guild challenge!

MAGES: You are a member of the Mage Collective Guild.


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You gain the following free actions, for when you find your target:

a. Recruit at beginning of battle: CHARISMA 12 and LUCK 12 (you can forgot battle)
b. Recruit at enemy’s half health: CHARISMA 5 and LUCK 5 (ends battle)
c. Recruit after they are defeated: Automatic success

MARRIED: You are eternally bound to a member of your party in the highest expression of love. Both
members permanently gains +2 attribute points to put to either LUCK, PERCEPTION, or CHARISMA.

MARRIED-NARÉ-ToA: You travel proudly a future restoration of the dynasty of Chult. One of Princess Naré’s
favorite activities is following you in the jungle without your party knowing it. Once per adventure, in Chult,
you may cancel any Encounter Card OR Monster card as Princess Naré aides her spouse for the shadows of
her homeland.

MYCHASI-ToEE: You have rescued the town’s defender from capture by the Cult of Howling Hatred! She is
young, but it’s good to have a dragon by your side!

OCCUPIED-ToEE: You square up with the townspeople in the inn. You sense they are good people, desperate,
but in over their heads and scared. You give them time to explain themselves. The owner of the Inn of the
Swinging Sword is the one who quietly explains. “It all started when the old temple, up in the hills, acted up
again. The oldest of us felt it first, in their bones, because they remembered what happened decades ago. A
few of us tried to investigate, but it was too dangerous. None of us could get close enough, from the traps,
see? Too much evil magic for anyone to risk it. Over the next few months, the old cults we thought were long
defeated started coming back. Howling Hatred, Eternal Flame, Black Earth, and Crushing Wave. We used to
never need to worry about them because they would always fight each other. But now…it appears they have
made an alliance. There are all kinds of lights and sounds coming from the hills at night. All four elements are
acting all kinds of unpredictable.” Another farmer interjected. “One day, the soil around our farms are losing
nutrients and crops are dying! It’ll pour raining into dry earth that stays dry. One moment fire is cold, and
another, the wind can be seen blowing the trees, but we can’t feel it!” The innkeeper picks back up. “Worst of
all, every night, another family is missing from the outlands around Red Larch. We fear they’ve been
kidnapped by the cults, or worse. The world is becoming unraveled. No one is answering our cries for help, or
spies are intercepting them on the way out. Will you help us?”

You strategize amongst the strongest fighters. You decide the only way to liberate the people of Red Larch is
to head out into the Sumber Hills themselves and root out the cults one by one.

a. The Cult of the Howling Hatred is drawn to air. They are the newest of the cults and weakest of the
alliance and, but provide spies for their operations out of Sunder hills. They have already captured
Mychasi, the town’s young protector. This can be a chance to knock them out of the alliance
immediately! To assault the Cult of the Howling Hatred, proceed to Adventure 2 ToEE

b. The Cult of Eternal Flame is naturally harnessing the power of fire. They are led by the Salamander
Arkashci Thunn, who forges their weapons. Intelligence reports they are working together on a
prototype weapon for the Black Earth Cult! To assault the Cult of the Eternal Flame, proceed to
Adventure 6 ToEE

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c. The Cult of the Crushing wave is powered by water. It is yet unknown who leads them, or why this
particular cult is the strongest of the alliance. To assault the Cult of the Crushing Wave, proceed to
Adventure 12 ToEE.

d. You are aware that the earth cultists of the Cult of Black Earth has recruited an Ettin warrior giant
to fight as their champion, but you do not know where they are operating yet to be able to mount
an assault.

OCEANUS-GoS: You have invited the wounded sea elf into your party as he nurses his wounds, and have
documented his testimony. You can free him in Saltmarsh for one action so he can find his people. If you do,
change this keyword to THANKS-GoS.

OPEN-DoMM: You have been given Duran’s map through Skullport! And at a pretty good bargain. If you ever
return to Waterdeep after taking the dive, you will need to return the map to him. Borrowing it again will not
be cheap!

ORDER-GoS: You have turned Keledek over to the authorities in Saltmarsh for 200 gold, with their thanks.
They are grateful you have helped them clamp down on the smuggling operation—having a powerful mage as
an accomplish would not bode well for the future of Saltmarsh. Be sure to keep this keyword.

PACT-CR- Strahd smiles and bows his head in formality. He becomes a member of your party and you may
freely leave the Lands of Mist whenever you want, appearing at any mist location in the Forgotten Realms.
(You may resist any future encounters that forcibly pulled you in). However, one of your party members must
take over as Strahd’s replacement as Darklord of Barovia. This will immediately retire that party member! (If
none are available, Strahd will arrange for an underling to take his place). Strahd may bite that retiring
member to gain all skills, keywords, and memory words from the retiring member and take over their
character card. The replaced member may now use Strahd mini and the replaced party member’s character
card skills (ignore Strahd’s villain abilities). Free of Barovia, he is now mortal and can live his life as he chooses!

PALE (only when in Barovia or Waterdeep) A priest notices you as you walk by and stops in his tracks. “You!
Come quick! You have fallen to the pale sickness. If you dont treat it now it vampirism will set in and it will
become permanent! (Decide: pay 100 to be cleansed (remove Keyword: PALE, or pull up your hood and slip
into the crowd (if you do, increase Strahd’s attention by 5)

PASS-ToA: keep on hand if you are encountered in the jungle by mercenaries of the Flaming fist!

PILLAGER-ToA: You have gained favor from Fort Beluarian and are most welcome there! (For giving the
Chalice to Liara Portyr, gain 300 gold.) You are given an automatic pass for the Flaming Fist (gain keyword
PASS-ToA) but you cannot interact with Princess Naré in any way for as long as the PILLAGER keyword holder
is a member of your party. When encountering Fort Beluarian, you have immediate access to Commander
Liara Portyr and may freely choose encounters #1-5, and 9.

PROFESSOR-DoMM: You have slayed Halaster Blackcloak and have taken his place as ruler of the
Undermountain! Your Mage Collective easily takes over the college previous run by the Mad Mage and enacts
a number of reforms and satellite campuses that makes it one of the most acclaimed and successful
institutions in the land. Your collective of mages defend you and each other from the madness infected those
previously in their seats. Furthermore, you also have taken over Halaster Blackcloak’s spellbook, meaning that
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your party has access to any and all spells in your collection to add to your daily and utility power pool. You
win the Mage Collective Guild challenge!

PROTECTION-DoMM: You have paid your protection money to the Xanathar Thieve’s Guild!

REEFER-GoS: You strip your clothes and dive into the surprisingly warm waters of the Azure Sea, following the
musical laughter of the merfolk as they descend, the light of the sun following them down. You are surprised
how deep you can swim. You see blue and green bioluminescent lit domed structures along the white sand
bottom, shining as if under a sunny day. You notice that not only can you breathe, but you can swim faster—
your legs have melded together painlessly, and your feet have stretched out into a fin—you have a merfolk
tale! The magic of the underwater city has allowed you to fully dwell amongst the merfolk, and the experience
is having an emotional affect on you.

You may gain attachment affinity with any member of your party: give only each of them the Keyword
“INFATUATED/FRIENDS” (if you already have Keyword “INFATUATED/FRIENDS” you may change it to Keyword
“LOVERS/COMPANIONS” . If you already have Keyword “LOVERS/COMPANIONS” you may change it to
Keyword “COMMITTED/PARTNERS.” If you have keyword, COMMITTED/PARNTERS, the merfolk agree to give
you a home and permit you to swear oaths at their temple—you may change keyword
COMMITTED/PARNTERS to MARRIED/OATHSWORN. You may, if you wish, retire in happiness among the
merfolk.

REGICIDE: You deeply lament the murder of Princess Naré, and see her often in your dreams. You waffle
between anger and shame, and the need for vengeance. (you may not interact with Princess Naré for the rest
of the campaign. Asharra now handles all of Naré’s missions).

RELEASED-GoS: You have let the smugglersympathizer Keledek go free in Saltmarsh, who appreciatively gives
you 200 gold. He makes his way back to Keledek’s Tower, and you wonder how he will work his way back into
the good graces of the council as he fights the accusations this will bring due to what you have unmasked.
Regardless, he does not seem to see you as an enemy. Be sure to keep this keyword.

RESOLVED-CR: Strahd has tragically destroyed the chance for Mila and Kavan to escape Barovia. Kavan will not
forget this. Or how you tried to help them.

RACEWINNER-TOA: Your reputation proceeds you. You have immediate access to Prince Jessamine, and upon
entering Port Nyanzura, you may freely choose encounter #2, 3, or 4.

RELIC-ToA: (only when in Kir Sabal) If you have keyword Relic: you are immediately approached by a young
woman. Who demands her relic. Kneel before her. Explain.

RITUAL: You are greeted by the three shadowy figures who look approvingly on your capture. “Good,” their
tongues slither. “We have what we need for the ritual. Give us one day, and meet us one spot adjacent to any
of the Mists in the Forgotten Realms.” Once you do, gain keyword UNLEASHED.

ROT-GoS: You have publicly accused the fishermen of Saltmarsh, who are closely tied to Ada Oweland and her
family, of corruption that brought on the mysterious attack against the town. They will not forget this. Be sure
to keep this keyword.

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RSVP-CR: You feel an ominous presence as you push open the cold doors of the Abbey of Saint Markovia. A
few candles snuff out as a strong wind follows you in, and slamming the doors behind you. You are greeted by
eerie silence from the priests and nuns of the abbey, before you realize they are all entranced. You enter the
chapel just ahead to see the commanding presence of Count Strahd von accompanied by a number of the
most powerful citizenry in their finest livery, blue, green, and red ballroom gowns and the tailors suits. You
notice all three brides of Strahd are with you: Ludmilla, Anastrasya, and Volenta. “I’ve been watching you,”
Strahd’s voice booms. “I never would have expected it, but her spirit landed in you. So strange, for someone
who claims to have never been in Barovia before. But there is no mistake: you are Tatyana reincarnated. I offer
you two choices: Marry me, as Tatyana should have before she took her own life to spurn me. Or take my place
as Dread Lord supreme of Barovia. If you do not choose, you will be torn limbless and never escape these
wretched lands. But first, you should know, I do not share affections.” (At this point, if there are any members
of your party who share keywords, INFATUATED/FRIENDS, LOVERS/COMPANIONS, COMMITTED/PARTNERS, or
MARRIED/OATHSWORN, Strahd viciously attacks a fit of jealously the member of the couple that does have
keyword VAMPIRE. If neither or both do, roll a d20 to determine who among them has the lowest roll and is
immediately killed and retired from the campaign (you may add your LUCK attribute to that roll. Roll again for
ties. You may also, if it fits for thematic reasons, choose who Strahd picks as his spouse, and who he murders).

(Note: if any person in the party has COMMITTED/PARTNERS-NARÉ or MARRIED/OATHSWORN-NARÉ, instead of


losing a member of your party, a well-dressed man behind Strahd reveals a bound and gagged Princess Naré of
Chult. Not breaking eye contact with you, he slowly drains the life from Princess Naré with a bite to the neck.
She falls limply to the earth. (Gain keyword: REGICIDE.) Strahd then looks up at you, possessing the memories
he just inherited through her blood, and says, “She was quite taken with you. She had ambitious dreams.” He
then tells you the location of the city of Omu. Gain keyword: GATE-ToA.)

He then swiftly bits the surviving partner of the couple he just murdered, or one random party member, and
they gain the keyword VAMPIRE.

Strahd continues nonchalantly. “Again, I offer you a choice. First, you may marry me, and in doing may we
walk together side by side out of this realm. Second, you yourself may become Dread Lord of his realm, having
all the power over Barovia has I have long held. Third, you may refuse me, and die now.” You notice for a
moment a flash of menace from every dignitary in the room, all of them sporting glowing red eyes and fangs.
You understand that you will not be able to fight your way out alive.

a. To agree to marry Strahd, immediately gain and resolve keyword PACT-CR.


b. To become Dread Lord of Barovia, immediately gain and resolve keyword SUCCESSOR-CR.
c. To refuse altogether, Strahd sighs in disappointment and flicks his finger in command as all the
vampires in the chapel attack at once. Your entire party is instantly retired. However, unbeknownst
to Strahd, a single priest was able to break the enchantment long enough to witness to the horror.
The priest makes a commitment to get word out to any family member of your party that he could
connect with in a cry for help to avenge this tragedy and bring freedom to Barovia…(your campaign
ends—a new one may begin receiving word of what happened this night)

SARGAUTH: You now may fast travel between from the Wet Caverns map location directly to Skullport and
back. You can only access the tunnels below with Duran’s map however. If doing the LONG WAY mega-
dungeon dive of the Undermountain, you may have a headstart by beginning on Floor 3, Murial’s Gauntlet.

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SAVIOR-ToEE: You have earned the undying gratitude of the people of Red Larch for rescuing their kidapped
villagers! They will remember this.

SCARLET-ToG: You have successfully played both sides of the Traditionalist/Loyalist factions of Saltmarsh
against each other. This will undoubtedly be noticed by interested parties…

SEVEN-DoMM: You have become a the newest member of the Seven, one of the apprentices of Halaster
Blackcloak. As a party, you gain access Halaster Blackcloaks’s spellbook, but can NEVER LEAVE THE
UNDERMOUNTAIN AGAIN. You do not gain the 6,000 gold reward from the Yawning Portal, but you now have
access to ANY daily or utility power in your collection and may add them to your hand of powers as if they
were your own. You feel the crushing despair of Jhesiyra Kestellharp, one of the original Seven who attempted
to flee the torment of the Mad Mage by fusing herself into the Undermountain itself. You suspect hunting her
will be part of your assignment for the rest of your days…

SHORTWAY-DoMM: You have successfully conquered the Undermountain by following both Duran and
Quietude’s information of a shortcut to the Mad Mage’s Lair. If you have declined to kill his apprentices or
take over as his replacement, you have received a page out of his spellbook as proof of conquering the
Undermountan as well as the 6,000 reward to wild acclaim at the Yawning Portal. If you killed the Mad Mage,
you only received the 6,000 reward.

SLAYER: You have joined the Dragon Slayer Guild have been cursed by Ashardalon. Put the “Ashardalon
Breathes” card next to your player met; it is to be shuffled into every encounter deck you have until you slay
Ashardalon. Check out the Dragon Slayer Guild for the order of your hunts. You may proceed with these hunts
immediately, in order:

1. Shimmergloom the Shadow Dragon, Underdark, Adventure 3, Legend of Drizzt,


2. Zombie Dragon Barovia, Castle Ravenloft via Vallaki, Adventure 7, Castle Ravenloft
3. Velathirdros the Black dragon (Red Larch, Adventure 11 ToEE, then Sumber Hills Adventure 11,
Temple of Elemental Evil
4. Gravestorm the Dracolith (Lands of Mist, Castle Ravenloft, Adventure 6 Castle Ravenloft)

After the four above hunts have been completed, you may proceed to take on Ashardalon the Red dragon
directly (Firestorm Peak, adventure 12 Wrath of Ashardalon) (Note that Mychasi the Friendly Ally in Temple of
Elemental Evil does not factor into the Ashardalon’s curse and can be safely ignored. For a different
approach, you may gain secret keyword TIAMAT (in back of this book) to infiltrate the Cult of the Dragon,
and see how you might have other dragon hunts beyond what are available in the sets!)

SLITHER-ToA: You have killed Ras Nsi, the usurper of the royal lineage of Chult.

SMOKE-ToEE: You have dealt a major blow against the Cult of the Eternal Flame, but they are not down for
the count yet!

SMUGGLERS-GoS: You have found eyewitness testimony that the assaults on Saltmarsh are being
orchestrated by Sahaugin. The Council of Saltmarsh will surely want to hear of this.

SNAPPED-DoMM: You have destroyed the phyalectery. Hopefully this will help you deeper in the
Undermountain!
29
*SNUFFED-ToEE: You have taken out the Cult of Eternal Flame! (When pulling a fire cultist from the monster
deck, they may run off in retreat and not be placed on the board.) (The asterisk denotes you have defeated
one of the four elemental cults!)

SORRY-GoS: You have left Oceanus the sea elf to his fate to possibly be recaptured by the Sahuagin. You never
hear from him again.

SPY-CR: You curse the Abbott for making such monstrous experiments, and warn him never to cross Strahd
again. As you emerge from the hidden depths under the Abbey of Saint Markovia, you are greeted by the
beautiful figure of Volenta, one of Strahd’s brides! When you tell her that you caught the Abbot creating a
Flesh Golem in order to assist in the storming of the castle, she reports that her husband will be very pleased
with you, and extends you a reward on his behalf. She personally hands the party a bag of coins to distribute
as you wish. Then she offers to tell you about another concern Strahd has been following, further rumors of
treachery and treason, and demands that you follow up on them. Gain 400 gold and +10 to Strahd’s attention.

a. She directs you to head to Vallaki to find the Kobold Sorcerer Klak. He is under contract from the
Baron of Vallaki to make fireworks for the town, but has been requesting supplies that far exceed the
firepower for a single evening. To investigate further, gain memory word FIREWORKS-CR (Vallaki
only)

*STILLED-ToEE: You have taken out the Cult of Howling Hatred! (When pulling an air cultist from the monster
deck, they may run off in retreat and not be placed on the board.)

STORMQUELLER-CR: You have defeated Gravestorm! Something that the Dragon-Slaying guild marks and
remembers. You have also removed a critical asset belonging to Strahd and have weakened his hold over
Barovia!

SUCCESSOR-CR: Upon agreeing, you feel a mystic weight of the world fall upon you, like shackles. Before
disappearing in a swarm of bats into a haze of mist Strahd smiled menacingly, and said, “Thank you, fool. Now,
I feast on freedom and blood in the Forgotten Realms. I wonder where I shall start…” As for you, you are now
imprisoned in Barovia and you cannot leave until you find a suitable replacement. Gain Keyword LOOSED.

Proceed to Castle Ravenloft and complete either Adventure 3 CR (Klek), Adventure 8 CR (the Howling
Hag), or Adventure 12 CR (random villain) to force another monster to become Darklord of Barovia and
so gain your freedom. Defeating them is enough to replace them and free yourself. Once free, you gain
the ability to cross between Barovia and the mist points in the Forgotten Realms at will. You may hunt
and vanquish Strahd in hiding)

SUMMONED-CR: You are welcomed warmly to the halls of Count Strahd von Zarovich. Well-dressed thralls
line the passages and rush about their duties. Ludmilla leads you in, where she exchanges sharp, jealous gazes
with two others of Strahd’s brides, coldy introduced as Anastrasya, and Volenta. Strahd is at the head table,
standing tall and regal. He acknowledges his brides, and mentions while he values them, his true love is
Tatyana, his true beloved who has died but whose spirit continues to be reincarnated in Barovia, unknowing
who possesses her spirit now. As if snapping out of a deep sad reverie, he apologizes for the manner that you
have been summoned to Barovia but he needs the help of an outsider. He suspects that there are those in
Barovia who are plotting against him. He asks that you go out and investigate three possible leads.
30
a. To head to Krezk to speak to the Abbot of the Abbey of Saint Markovia—he is a scientist tasked with
building a flesh golem of Tatyana that will at last capture her soul, but Strahd has come to be weary
of trusting him. Gain memory word DOLLMAKER-CR (Krezk only) You may continue on your
adventure!

b. To head to Vallaki to find the Kobold Sorcerer Klak. He is under contract from the Baron of Vallaki to
make fireworks for the town, but has been requesting supplies that far exceed the firepower for a
single evening. Gain memory word FIREWORKS-CR (Vallaki only) You may continue on your
adventure!

SUSPECT-GoS: You catch up to the men in an alley. The men turn on you. “Why are you running?” you
demand. The three turn to each other, then their leader speaks, “Look, you didn’t see nothing. Okay? Here’s a
gift of goodwill" (gain 100 gold). “If you tell others that the dwarves did it, I’ll give you triple.” To accept the
money, gain 300 gold and the change this keyword to ACCUSED-GoS. To insist on reporting them to the
authorities gain keyword WITNESS-GoS; they attack you where you stand, but you are easily able to defeat
them. A random character does a LUCK 8 check. If you fail, they lose two health.

THANKS-GoS: You have freed Oceanus the sea elf to his people, and have gained 200 gold as thanks.

TREATMENT-CR: The local Vistani have taken the Howling Hag under their care for recovery, little by little
restoring her humanity. Strahd has been deprived of a powerful asset in his howling hag. She may be recruited
to the Mage Collective guild. Once a member of the Mage Collective, she may be recruited as a party member,
with the power set of any mage, and without her villain power.

UNDEAD-ToA: status in affect for as long as you are in Chult. At the end of every day, roll a d20: if you get a 1-
5, lose one health as your body withers away. (You may want to write this down to help you remember!)

UNLEASHED You approach the circle of cultists and are given a robe of your own. You are led deep into the
forest until you find a secret entrance into the Underdark. You travel for miles until you come into a cavern
and hear the sound of a captive man fighting his bounds. Near him is a large Crystal Prison. Beyond you can
see the shape a demon. This must be Errtu! You see a knife draw across the captive’s body, enough for him to
bleed out, but stopping to give you the chance to make the final blow…

Choose:
1) Slay the captive and unleash Errtu! Gain keyword INITIATED
2) Now that you have found Errtu, turn on the cult and destroy the demon! (proceed immediately to
Adventure 8, LoD, with the Rocky Lair tile already revealed. Add the cultist enemy to the board.
(if you win, you have rooted out the cult and you end this quest!)

UNMASKED-GoS: You have defeated the Sahuagin threat in Saltmarsh!

VAMPIRE: At the beginning of every adventure, you gain a constant DISADVANTAGE status while on any above
ground tiles (ie: village/jungle spaces), and you must pass LUCK 5 check to get rid of it. Also, you get constant
ADVANTAGE status on all underground tiles, but must pass a LUCK 15 check to keep it. (you may want to write
this down!) Upon first gaining this keyword, a formal letter is hand delivered to you formally requesting your

31
presence at the Abbey of Saint Markovia in the town of Krezk. Gain memory word: INVITATION-C (REMOVE
KEYWORD PALE)

VANGUARD-CR: You have convinced the Abott of the Abbey of Saint Markovia to aid you in the assault on
Ravenloft Castle. He has promised to work on a Flesh Golem strong enough to lead the attack.

VENGEANCE: You are guided to a remote place in the woods to be introduced to a number of cloaked figures
who welcome you like a lost relative. They all share their grievances with the people of the Forgotten Realms.
Failed businesses, spouses who cheated on them, exiled for all many of public disturbances. They have a plan.
They wish to unleash the demon Errtu, who promises power and riches and the sure and certain destruction
of any village of your choice in the Forgotten Realms. Head toward any location adjacent to the Mists, and
gain keyword: UNLEASHED

WAITING-CR: Mila and Kavan do not go forward on their plans to try to escape Barovia. They will await
another opportunity, one they know is safer.

WEAPON-ToEE: You have prevented the fleeing cultist from escaping with the prototype weapon that the Cult
of the Eternal Flame created for the Cult of the Black Earth. This will be useful!

WHISPER-ToA: Princess Naré whispers to you the location of the deepest Crypt in Umo. You can use this
information to cleanse the land of the undead threat!

WITNESS-GoS: You have reported the three arsonists to Eliander. For appreciation for helping to keep the
peace, she gives you a 100 gold. Be sure to keep this keyword.

WORTHY: You are greeted by three shadowy figures who appraise you approvingly. “You have gained our
attention. Your second test is to capture the one named Wulfgar.”

If you wish to proceed, use Bounty Hunter rules to find, recruit, and capture Wulfgar. You are told he
can be found frequenting Settlestone. Once you successfully, capture Wulfgar, gain keyword RITUAL.

If you wish to go no further, you may turn on the cultists now, immediately slaying them. If you do, you
may gain attachment affinity with any member of your party: give only each of them the Keyword
“INFATUATED/FRIENDS” (if you already have Keyword “INFATUATED/FRIENDS” you may change it to
Keyword “LOVERS/COMPANIONS” . If you already have Keyword “LOVERS/COMPANIONS” you may
change it to Keyword “COMMITTED/PARTNERS.” Then remove keyword WORTHY.

XANATHAR-DoMM: You meet and dine with the Xanathar, the leader of Thieve’s Guild criminal network
operating under Waterdeep. He simply wants to know your intensions in Skullport. He listens intently to your
goals, and realizes that your work could destabilize the lower levels of the Undermountain—everything he
wants and more. He sends you on your way with his blessing. Gain keyword PROTECTION-DoMM. On your
way, out, you see spies watching you from a distance. They couldn’t have been from the City Watch, could
they?

32
GUILD SECRETS
Guide Secrets function like rumors, only they come from learning a particular piece of information about how
to get into quests attached to guilds. (See Guilds Section at the end of this guide for specific questlines)

d6 Guild Recruit location Gain Memory Word


1 A Dragon Slayer guild recruiter is at Longbridge! TRAIL-WoA
2 A Legendary Monsters Collector guild recruiter is at Longbridge! RARE-WoA
3 An evil cult is recruiting for new membership in Settlestone! Sounds like CULT-LoD
they are up to some delicious chaos.
4 A collective of mages is seeking anyone skilled in with magical arts. They MAGE-DoMM
have a contact in Waterdeep!
5 There is a bounty hunting guild that specializes in assassinations operating ASSASSIN-ToA
in the Port of Nyanzura!
6 You meet someone who is challenging people to run the ultimate mega- DELVER-DoMM
dungeon delving gauntlet. If you are intrigued, head to Waterdeep!

RUMORS
Occasional when entering a town or while traveling on the encounter map, you will catch a rumor of
something happening in the world. Be sure to write down the memory word attached to the rumor so you do
not forget it. You can hold up to three memory words. If instructed to roll on a rumor chair, check the town you
are in, or, if you are traveling the overland, consult either the Forgotten Realms or Chult rumor charts.

d20 Forgotten Realms Map Rumor Chart


1-3 You interpret what you hear as juicy, but idle, gossip.
4-5 Hear Red Larch rumor
6-8 Hear a Longbridge Rumor
9-10 Hear a Saltmarsh rumor
11-12 Hear a Settlestone Rumor
13-15 Hear Waterdeep rumor
16-17 Hear Chult rumor
18-20 Pull a new Personal Twist! (if playing with Personal
Motivations, only one per hero)

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HAGGLE
Sometimes you will encounter an opportunity to HAGGLE. This is a completely OPTIONAL push your luck
mechanic based on the limited chance to get more money. Be careful though! The citizenry have been through
a lot and many not tolerate being pushed! Advances are still half whatever your final agreement is. Be sure to
mark in your log what you get so you can collect (roll D6, add charisma)

d6 Result Consequence
1 Failure! The character and onlookers are enraged by your Gain no money, and cannot return for two
rudeness and greed. Someone throws a glass that days.
narrowly misses your head. You flee the village!
(TEST LUCK 7 to reroll once)
2 Failure! The character becomes incensed and will not Gain no money at all. You can take another
speak with you any longer. (TEST LUCK 7 to reroll town action or end your day
once)
3 Failure! The character squirms uncomfortably, declining You can accept the last agreed upon offer.
your offer but still holds to their last and final
offer. (TEST LUCK 7 to reroll once)
4 Failure! The character politely declines your latest offer You can receive your last agreed upon offer OR
but is charmed by your conversation and enjoys roll again: you must accept this result)
conversation with you. (TEST LUCK 7 to reroll
once)
5 Success! You have pled your case well. You have won Add an additional 100 gold! You may push your
them over. luck and roll ONE more time. You only get two
successes per interaction.
6 Success! The person is incredibly impressed with you and Double your amount, THEN add another 100
your abilities. You have turned heads, and are gold. You may push your luck and roll ONE
given a little extra just for luck. more time, but—you only get up to two
successes per interactions.)

34
This section includes the most traditional D&D locations. Chult and Barovia are in another section.

Forgotten Realms
End-of-Day Overland Encounters
You roll on this chart when your four daily actions have ended and you are not on a town hex.

35
d10(d20) EVENT DESCRIPTION CONSEQUENCE
1 (1-2) DARK The mists envelop you! Dark figures move stealthily around you in the (proceed to
MISTS fog. A random character does a PERCEPTION check 12. If you succeed, Mission 1 CR,
everyone takes 3 points of damage from the attack, but you are able concurrently if
to fight them off. If failed or surrendered, you are kidnapped into the multiple players)
lands of Mists (roll d6 direction/d6 distance from Castle Raveloft).
2 (3-4) CHAINS A snap of a branch jerks you awake. You hear the swinging of ropes (Proceed to
AND NETS and the clank of metal cuffs. You jump to you feet at the discovery Adventure 7,
that you are being assaulted by Chultan slavers! (A random character ToA)
does a LUCK 6 test. If succeeded, you fight off the attack but one of
your party members gains poisoned status at the start of your next
mission. If you fail or surrender, a sharp dart to your next renders you
dizzy and unconscious. And you awake in a remote Kir Sabal village in
Chult, surrounded by dead slavers. You realize you are indebted to
your rescuers, and they expect you to pay.
3 (5-6) SILENT The whispering of the language of dark elves snaps you awake from Proceed to
MENANCE your bedding, and you find yourself completely surrounded. You look Adventure 10
to be on the verge of being taken prisoner! Maybe you can talk your LoD)
way out. (A random character does a CHARISMA check 6. If you
succeed, the Drow disappear into the night, leaving you alone. If you
fail or surrender, you feel a blow to your head as you fall unconscious.
When you awake, you find your party with you in a large box carried in
the dark. One if you has found a weakness and has a plan for busting
out!
4 (7-8) ROBBERY! You are robbed! (Each character does a LUCK 13 check.) hopefully they If you succeed,
don’t check your hidden compartments! each party
members lose
half of their gold!
If you fail, you
lost all of your
money!
5 (9-10) HUNTED (Only applies if you have BOUNTY Keyword, otherwise no effect) You (See Left)
awake to find a dagger stuck in the ground next to your head. With it
is a note with a single word: “Soon.” Someone is toying with you.
Perhaps they want the challenge of you knowing you are being
hunted!

(Take the encounter card “Quickly Ambush” (#22 of 200 of LoD) and
add it to all your encounter decks until keyword BOUNTY is removed,
then put the Artemis Entreri token from LoD next to the encounter deck
as a reminder. When this card enters play, resolve the effect then place
the Level 5 villain Artemis Entreri one tile away from the affected
character).

If you already have the Artemis token, modify your keyword to say
BOUNTY DOUBLED search your collection for the “Cunning
36
Disguise”’encounter card #113 of 200 LoD and add it to all encounter
decks until the Double Bounty keyword status is removed. When this
card enters play, resolve the affect, only use Jarlaxle Baenre as the
monster. Place Jarlaxle’s token near the encounter deck as a reminder.)
6 (11-12) SKIRMISH You take cover under some rocks as an orc scouting party narrowly (See Left)
passes you by. One of them stops, sniffing the air. (Any character may
do a LUCK check 12)

If you pass, the orc band continues on. If you fail, your party is engaged
in a skirmish. Before you can fight them off, a random party member
becomes injured and loses one power of their choice until they can visit
a town for healing.
7 (13-14) MOVING You awaken to the cheerful sound of a traveling salesman sharing your Take the WoA
MARKET morning fire. treasure deck, flip
over 3 items, and
purchase
anything for 200
gold each.
8 (15-16) GOOD You awake feeling refreshed for the journey. No negative
MORNING affects.
9 (17-18) WORD ON You encounter a fellow traveler on the road. They warmly share a Roll once on the
THE ROAD break with you and tell you of their adventures. [NEW PARTY rumor chart OR
RECRUITMENT OPPORTUNITY] pull a new
Personal Twist! (if
playing with Personal
Motivations, only one
per hero)
10 (19-20) LOVERS (If playing solo, you meet a friendly stranger who wishes to join you (See Left)
EMBRACE!? for reasons of safety. RECRUITABLE PARTY MEMBER OPPORTUNITY.
Nothing else from this encounter happens)

Two members of your party awake closely next to each other,


embarrassed by the optics. Did they simply desire to share warmth
together on a cold night? Or are two members of your party
experiencing feelings for each other? If they are experiencing feelings
of attachment, then you may if you want give only each of them the
Keyword “INFATUATED/FRIENDS” (if you already have Keyword
“INFATUATED/FRIENDS” you may change it to Keyword
“LOVERS/COMPANIONS . If you already have Keyword
“LOVERS/COMPANIONS” you may change it to Keyword
“COMMITTED/PARTNERS”

37
LONGBRIDGE
MEMORY WORDS LONGBRIDGE (-WoA)
Upon entering a town, you have the option to use a memory word based on interactions you’ve had along your
journeys. They only apply to the town designated (for example -WoA for Longbridge). You can hold only three
at any one time, but may drop one for another if you prefer. Memory words are optional to use, as they can
grant gameplay perks. Keywords, on the other hand are not optionally activated.

MEMORY STORY EVENT AND PERK GAINED NEXT STEPS


WORD
BAG-WoA You ask after Roghar who you find is still having his injuries nursed at the Proceed to
inn. Clearly he is distressed. He offers you 200 gold in advance to Firestorm Peak and
retrieve his bag for you, with another 200 in return. (HAGGLE check adventure 3 WoA
possible)
COORDINATED- You are able to confirm the sightings of what appears to be an alliance Proceed to
WoA between orcs, duerger, and kobold. This gives you a significant Firestorm Peak and
advantage adventure 6 WoA*

*(Pick one faction ahead of the mission: orcs, duerger, or kobold. You do
one additional point of damage to each successful attack this enemy
type.
DIRE-WoA You see Firestorm Peak in the distance. Remembering what you heard Proceed to
from the frightened adventurers, you are ready to pick up where they adventure 4 WoA.*
left off.

*(When preparing for this mission, draw a second dire chamber card and
set it aside, facedown without looking at it. When you draw the dire
chamber card from the encounter deck, flip this card and you can choose
which one of the two to use for your adventure .)
EYES-WoA You have a lead on a legendary monster! Proceed to
Firestorm Peak and
adventure 5 WoA
FEMUR-WoA You spot an injured man leaning heavily on crutches. “If I could have a Proceed to
moment of your time,” he pitches. “I was just invited to be a member of Firestorm Peak and
the Hunter’s Lodge. But I’m still healing from my last hunt. Leg injury you adventure 2 WoA*
see. You look like you come from strong stock: perhaps you can help
me? I need to slay a certain number of marks, but my leg won’t heal in

38
time before the Lodge’s deadline. Would you might felling some for me?
The lodge should understand.”

*(Automatically pass PERCEPTION check 18) You tell him you know he’s
faking his injury to get others to pass the test for him. Those in the inn
are startled to hear he’s a fraud. In shock, he begs you not to report him
to the Lodge, and offers you his pass and quest from the Hunter’s Lodge.

(Gain reputation +5, Add Keyword “LODGE” if you don’t already have it.
INVASION- You ask the innkeeper if any strange travelers recently arrived in town. Proceed to
WoA To your surprise, the response is “Well yes. Hooded fellows. Paid in Firestorm Peak and
weirdly marked gold. They left in the middle of the night. They went adventure 10 WoA
towards the mountain…”
MAP-WoA With the map you were able to pull together from the reports of the Proceed to
villagers, you prepare to set out to seal the secret tunnel that is used to Firestorm Peak and
raid the village. Suddenly, you are struck by the image of a beautiful adventure 7 WoA*
human-shaped creature bathed in light. She gives you a blessing and say
“for your courage.” Then you snap to in the inn. Someone bumps into
you and shouts that you made them spill their drink.

*(Each member in your party gains four additional temporary health


points for this mission, above your HP limit. This blessing is lost after
using a healing surge)
RARE-WoA (HIDDEN) Proceed to
Longbridge town
encounter #5
RESCUE-WoA When you ask around about the kidnapped villagers, you are Proceed to
approached by a very grateful adventurer who confirms being part of Firestorm Peak and
the envoy seeking help, and you are surprised to see they are armed. adventure 8 WoA
You tell them they look like they can hold their own in a fight, and they
respond, “That’s my family! And I’m gonna get em back. If those you met
weren’t successful, I was planning on going alone. May I come with
you?”

(New party member opportunity!). (Gain +5 reputation)


SPRUNG-WoA You confirm the stories of people lost to the mountain. The only things Proceed to
they have in common is they chased a minor threat, and they went out Firestorm Peak and
alone. You know you are walking into a trap, so you pick a single adventure 1 WoA
member of your party and venture out alone.

(Gain advantage at the beginning of this adventure )


TRAIL-WoA (HIDDEN) Immediately
proceed to
Longbridge NPC
Encounter 12

39
TREASURE- Based on how few adventurers have geared up, you sense you were able Proceed to
WoA to get the jump on all other adventures seeking the treasure horde of Firestorm Peak and
Ashardalon. (During adventure set up, you can discard the first tile after Mission 9 WoA
the start tile is placed.)

NPC Town Encounters


Longbridge
This is the chart you roll when you wish to take a town ENCOUNTER action. It’s the best way to find missions
and rumors.

d20 NPC ENCOUNTER RESULT


1 Dark rumors have come ahead of your arrival, malicious lies to bar Move one hex outside of Longbridge
you from safe harbor. In shame, the innkeeper tells you he cannot and resolve a world map encounter.
offer you a room or allow you to speak to the patrons. You must Then you may start a new day.
sleep under a hedge tonight.
2 You meet an well equipped and stalwart man in crutches. “Please (Collect your advance, and proceed
help!” He cries. “I was just invited to be a member of the Hunter’s to Firestorm Peak, and Adventure 2
Lodge. But Im still healing from my last hunt. Can you please help WoA)
me? I need to slay a certain number of marks, but my leg won’t
heal in time before the Lodge’s deadline!” (Any part member may
do a PERCEPTION 18 Check) (If passed, immediately proceed as if
you have memory word FEMUR-W. If you fail, continue). He tells
you he would be willing to pay you 100 gold now and 100 upon
completion, as well as put in a good word for you if you wanted to
join or increase ranks with the Hunter’s Lodge. (HAGGLE
opportunity available)
3 You meet someone named Roghar who is nursing a leg injury. (Proceed to Firestorm Peak and
When you ask what happened to him, he tells you was mapping Adventure 3 WoA)
out the tunnel system beneath Firestorm peak when he was
assaulted by kobolds and had to leave behind his gear. “You
wouldn’t be willing to help me retrieve it?” he says. “I’ll pay 100
gold if you find it and bring it back!” (HAGGLE opportunity
available)
4 You listen in as a hardy group of explorers tell their tale about (Proceed to Firestorm Peak and
exploring the depths of Firestorm Peak, but faced such dire terrors Adventure 4 WoA)
that no mortal could look upon that place and live. You snicker,
amused by their embellishments. Insulted, the group challenges
you to dare face the horrors they encountered. They are willing to
pay you 200 gold if you can enter the dire chamber and come back
alive to tell the tale. (HAGGLE opportunity)
5 You meet a strange traveler in bizarre armor. They tell you they Proceed to Firestorm Peak and
represent the Legendary Monster Collectors Guild, an exclusive Adventure 5 WoA. If you fail, you
competition for who can hunt only the most rare of monsters from are told you aren’t ready yet.)
40
each dungeon of all the realms. They note your curiosity, excited
by the prospect of encountering a fellow competitor. “Say might
you be interested in joining the competition?” (Any character may
do a CHARISMA check 8 If you succeed, gain Guild Status:
COLLECTORS, if you do not already have it.
6 You see a well armed member of the local militia actively (Proceed to Firestorm Peak and
recruiting a posse to take up arms against the forces of Ashardalon Adventure 6 WoA)
that are growing in power at nearby Firestorm Peak. It is believed
multiple monster factions are working together, but they don’t
know which ones. If you are in interested in volunteering to be one
of the assault groups, Longbridge will be deeply grateful for your
service. The militia leader is willing to fight with you! (New party
member recruitment opportunity!)
7 You notice there is spirited shouting happening in the common (If you decline, lose 5 reputation. If
room. A small crowd gathers around a wide-eyed boy. Someone you say yes, gain 5 reputation and
shouts over the noice “Everyone silent! Tell us. Where did you see Proceed to Firestorm Peak and
the monsters appear from?” The boy stammers, “Out past Aggie’s Adventure 7 WoA)
rock. That’s what we call our secret place. Past the creek.” “Can
you draw us a map, lad?” the leader says. After the boy nods, the
crowd audibly sighs in relief. “Monsters are getting braver. The
Wickboro farm. The South Ranch. They keep getting closer!” The
leader’s eyes fall on you. “Not many of us strong enough to
venture out. We’ve lost too many. Can you help us? We need to
seal that tunnel! We’d have nothing to offer but our gratitude.”
8 A group of women are pleading with everyone around the tavern. You can decline to help, lose 5
You learn that the duerger have kidnapped their husbands and reputation. If you refuse to accept
sons and forced them to work the mines. Even the town their money but help anyway, gain 5
blacksmith Donnel has been taken. They have gathering a reputation and proceed to
collection of 200 gold all in advance for the party able to get them Firestorm Peak Adventure 8 WoA. If
back. you take their money but then not
help, you lose 10 reputation and
your current party is permanently
exiled from Longbridge (gain
Keyword: EXILED-W)
9 You make eye contact with a shifty looking map who nods you Proceed to Firestorm Peak and
over to his table. “Are you looking for good work?” Looking around Adventure 9 WoA
to be sure no one is listening, he whispers confidentially, “I got a
big one! I know where old Ashy stashes his treasure hoard. I know
someone who can fence up to 500 gold for us for whatever we
take out. What do you say? You get 200 and I get 300? (HAGGLE
opportunity: only rolling a five counts for you getting 300 and him
200. A six counts for you getting 400 and him 100. Payment upon
return).
10 You encounter a man raving about having barely escaped from his (You can choose: 1) Take his money
life from another dimension called the Land of Mists. He and do something else, lose 5
emphatically warns you that Strahd’s forces are trying to enter our reputation. 2) accept his money and
world, and if the cultists succeed, it could herald our doom. He proceed to Adventure 10 WoA,
41
offers to give you all the money he has, 200, in advance, to stop using the monster set from CR. 3)
the cultists from hatching their plans at Firestorm Peak. decline his offer for money, proceed
to Firestorm Peak and mission 10
WoA with CR monsters, gain 5
reputation)
11 You encounter a mother who is pleading for help for her child. The (Proceed to Adventure 11 WoA.
mother became aware that her adult child attempted to infiltrate Choose an unused hero and their
a cult that worships Ashardalon in order to prevent a ritual that miniature, and place them near the
would strengthen the dragon’s army. But her child disappeared a portal. The character becomes a
few nights ago and hasn’t returned. Fearing the worst, the lower part of the party and can attack and
implores you to extract her child before they gets in over their take damage, but has no abilities.
head. This character can be recruited to
your party after successful
completion of the mission.)
12 You meet a strong a silent man, a mountain of scars and muscles. (If yes, add Keyword SLAYER. Then
He tells you he is a member of the Dragon Slayer guild. (If you search the WoA encounter deck for
already have Keyword SLAYER, collect 300 gold for every dragon the “Ashardalon Breathes” card and
youve slain. If not, continue reading.) the Dragon Slayer guild It is put it by your player mat. This card
the most dangerous guild, for the great Red Dragon Ashardalon is to be shuffled into the first twenty
put a curse on all who dare join so he may immediately begin cards of your encounter decks until
hunting and kill them immediately. The life expectancy for the all dragons are slain. Consult
Dragon Slayer guild is short, but the fame will be legendary? Do Keyword SLAYER for instructions
you join?
13 Hear Settlestone rumor Roll on Settlestone Rumor Chart
14 Hear Red Larch rumor Roll on Red Larch Rumor Chart
15. Hear Longbridge rumor Roll on Longbridge Rumor Chart
16 You think you are hearing a rumor, but just interpret it as gossip. Do nothing.
17 Hear Waterdeep rumor Roll on Waterdeep Rumor Chart
18 More talk of lies and meaningly bravado. Nothing of value. Learn nothing.
19 Hear Saltmarsh rumor Roll on Saltmarsh Rumor Chart
20 Gain Guild Secret Roll on guide secret chart OR pull a
new Personal Twist! (if playing with
Personal Motivations, only one per hero)

42
End-of-Day Town Events
Longbridge
You roll on this chart when your daily actions end and you are in Longbridge. Your daily allotment of 4 actions
(3 in Chult) refresh after you resolve the consequence of your roll.

d10(d20) EVENT CONSEQUENCE


1. (1-2) Ashardalon attacks Longbridge! Set up ToEE mission 11 with the ToEE village tiles, but WOA
monster deck. Instead of the Black Dragon Velathidros
from ToEE, use the Red Dragon Ashardalon from WoA.
Ignore flavor text but use same set up and objectives with
above changes) if you succeed, gain 5 reputation points. If
you choose to run away instead, you cannot use
Longbridge town services for three days.
2. (3-4) Longbridge is attacked by monsters Proceed to ToEE adventure 7, ToEE village tiles, use WoA
until the order of Ashardalon! monster deck. Ignore intro flavor text in adventure book
but use same set up and instructions with above changes) if
you succeed, gain five reputation points. If you choose to
run away instead, you cannot use Longbridge town services
for three days.
3. (5-6) You are pestered by small monsters You can ignore them for a loss of 5 reputation. Or you can
who taunt you from the window. pursue them. (If you pursue them, choose one character
from your party and, proceed to adventure 1 WoA
4. (7-8) You are robbed! (Each character If you succeed, they didnt check your hidden
does a LUCK 13 check.) compartments and you only lose half of your gold! If you
fail, you lose all of your gold!
5. (9-10) You wake up to a number of villagers Travel to Chult by way of ship from any port in the
kidnapped! You find a ransom note. Forgotten Realms through Port Nyanzura. The people of
It bears the language of Chult. Longbridge agree to pay your passage!). The proceed to the
Slavers from overseas! You can Untamed Jungle hex using Adventure 8 WoA, but using ToA
choose to pay random 500 gold or tiles and ToA monster deck. Adjust the mission objectives
travel to the Untamed Jungle in Chult accordingly to use the jungle tiles. If successful, gain 5
to rescue them. reputation)

6. (11-12) You wake up feeling like an ominous Nothing happens.


presence was watching you, warning
not to continue on your current path,
to lead Longbridge immediately and
never return. You steel yourself and
continue with your day
7. (13-14) You are haunted by dreams of vast If you wish to search for the gold, Proceed to Firestorm
piles of gold. Suddenly a silent Peak and mission 9 WoA
watcher notices you and the dream
immediately ends. It was so vivid you
almost feel you were actually sharing
43
in someone else’s dream. Were you
shown something you shouldn’t have
seen?

8. (15-16) You found a really fun and funny If you succeed, gain 200 gold. If you fail, lose 100 gold.
group and played dice in the
common room until almost dawn.
(Test Luck against 13.
9. (17-18) The walls are thin in this inn. You Roll for one free Longbridge rumor
overhear murmuring in another
room and overhear something
valuable!
10. (19-20) The sun goes down the festivities are A random character gains advantage for your next
just beginning. It is the festival of adventure.
merry making and you encounter all
kinds of making of merry.

44
RED LARCH
MEMORY WORDS RED LARCH (-ToEE)
Upon entering a town, you have the option to use a memory word based on interactions you’ve had along your
journeys. They only apply to the town designated (for example -ToEE for Red Larch). You can hold only three at
any one time, but may drop one for another if you prefer. Memory words are optional to use, as they can grant
gameplay perks. Keywords, on the other hand are not optionally activated.

MEMORY WORD STORY EVENT AND PERK GAINED NEXT STEPS


PLEA-ToEE You hear disturbing words about what is Proceed to Red Larch to investigate.
happening in Red Larch Keep this memory word with you.
SALAMANDER- You are ready to finish off the Cult of Eternal Proceed to the Sumber Hills and
ToEE Flame by confronting their leader! Adventure 4 ToEE

NPC Encounters
Red Larch
This is the chart you roll when you wish to take a town ENCOUNTER action. It’s the best way to find missions
and rumors. Be mindful of what keyword you have before you roll!

d20 NPC ENCOUNTER (IF YOU DO NOT HAVE RESULT


KEYWORD OCCUPIED-ToEE
1-5 As you enter the Swinging Sword Inn, no one You feel you are in danger, and unwelcome at the
makes eye contact with you, and the barkeep inn is clear enough of a warning sign for you that it’s
does not greet you kindly, in spite of your time to move on.
efforts at cheerful small talk. You notice that all
conversation has stopped from the other You leave town and are greeted by a cloaked and
patrons as stopped, and the serving-wench who hooded stranger who offers you to a permanent gift
quietly took your order has disappeared. The of elemental power under the condition that you do
tension is too high. not investigate Red Larch any further, nor that you
do not become involved in any of the matters here.
Full disclosure: he’s a cultist. If you accept, gain
keyword BARGAIN-ToEE. If you refuse, end your
day here without talking to any more patrons.
45
6-10 You enter the Swinging Sword Inn and everyone If you fail, you do not notice anything helpful and
looks at you, then suddenly look away, minding finish your drink to no event. Everyone waits
their own business. Conversation is soft and patiently for you to leave. This encounter ends.
people occasionally glance at you nervously.
Any character may do a LUCK check 8. (If you If you succeed, you notice a child staring at you
have memory word PLEA-ToEE, you may lower from a doorway near the end of the bar. She
that check to a 6) doesn’t seem as scared of you. After a while, you
approach her and whisper if everything is ok. She
shakes her head. “False faces,” she says. “Some
people are double.” Double? Then it dawns on you.
Dopplegangers must have infiltrated the village!

At that moment, the little girl runs away, when a


hooded man appears. He smiles politely. ho offers
you to a permanent gift of elemental power under
the condition that you do not investigate Red Larch
any further, nor that you do not become involved in
any of the matters here. Full disclosure: he’s a
cultist. If you accept, gain keyword BARGAIN-ToEE.
If you refuse, you may proceed to Adventure 3
ToEE.
11-15 The barkeep at the Swinging Sword Inn strikes If you succeed, you notice the small waft of a
you as an overly nervous fellow as he sweats sleeper drug in your drink! You may choose to put
and giggles and looks around the inn repeatedly. down your drink and gain and resolve keyword
When he serves you with a large flash of ale per OCCUPIED-ToEE. (you choose instead to shrug and
party member and says, “On the house! drink anyway!)
Welcome to Red Larch!” something pricks at
your mind. Anyone may do a PERCEPTION check If you fail the roll, or if you choose to drink anyway,
16 (If you have memory word PLEA-ToEE, you you get dizzy and find yourself loosing
may lower that check to an 14) consciousness. Proceed to Adventure 1 ToEE.
16-20 You enter the Inn of the Swinging Sword and If you succeed, those in the inn chuckle nervously
everyone freezes in panic. No one appears to be until someone approaches you and whispers, “Not
breathing. You suddenly wander if you are safe here. Too dangerous.” You are gestured to the
in this town. It occurs to you to try to charm the basement of the inn, where a few men and women
people over. You explain that you are sorry that calmly join you downstairs; immediately gain and
you do not understand everyone’s hospitality resolve keyword OCCUPIED-ToEE.
customs, but that you only want a drink. Any
character may do a CHARISMA check 14 (If you If you fail (or if you choose to ignore the meeting
have memory word PLEA-ToEE, you may lower downstairs), you notice a man slip out the tavern
that check to an 12) quietly. Something about him didn’t feel right, so
you track him into the hills. Follow him d6 spaces
east of Red Larch.

At that point, he turns to face you as if he’s known


you’ve been following him for a long time. He tells
you that he can offer you a permanent gift of
46
elemental power, but under the condition that you
do not investigate Red Larch any further, nor that
you do not become involved in any of the matters
here. If you accept, gain keyword BARGAIN-ToEE.

If you refuse and wish to investigate him further,


you can return back to Red Larch or follow him one
hex to the north. Then proceed to Adventure 5 ToEE
(ignore opening flavor text).
NPC ENCOUNTER (IF YOU HAVE KEYWORD
OCCUPIED-ToEE)
1-7 You return to see a people of hope. Someone If you have keyword DAMP-ToEE, you MUST
brought out a fiddle, which brought IMMEDIATELY proceed to Adventure 11 ToEE
spontaneous dancing in the street. You look (ignore opening flavor text) If you have keyword
over your handy work, taking in the praise. MYCHASI-ToEE—she may fight along your side in
That’s when the sounds of warning bells sound this battle, as an ally controlled by one hero of your
at the edge of town. It’s a counterattack! choice! If you have the Wrath of Ashardalon set,
you may use the Rage Drake mini and villain stats
(using only the second and fourth tactics, but does
not move enemies away one tile after a bite).
Alternatively, without WoA, you may use the
Zombie Dragon from Castle Ravenloft with the
same variants.

(Only if you have keyword SMOKE-ToEE BUT do


NOT have DUST-ToEE), you must proceed to
Adventure 7 ToEE. (You may retreat and let the
village be attacked. If so, gain keyword
ABANDONED-ToEE and immediately leave Red
Larch for one day.) If you have keyword MYCHASI-
ToEE—she may fight along your side in this battle,
as an ally controlled by one hero of your choice! If
you have the Wrath of Ashardalon set, you may use
the Rage Drake mini and villain stats (using only the
second and fourth tactics, but does not move
enemies away one tile after a bite). Alternatively,
without WoA, you may use the Zombie Dragon from
Castle Ravenloft with the same variants)

(If you have keywords SMOKE-ToEE AND DUST-


ToEE), it’s only the fire cultists testing the perimeter
and they are easily chased off.

8-14 You take stock of the cults you have been able Restore all health points. You have several options
to scatter so far, and which ones you still need on your next steps.
to. You gather yourselves, steeling for battle.
47
The town people are grateful for your efforts, 1. (If you do NOT have keyword SMOKE-ToEE or
offering you anything you need. *SNUFFED-ToEE), you may make your first assault
on the Cult of Eternal Flame. You hear that the Cult
The town doctor treats you for free. of Elemental Flame is making a devasting weapon
for the Cult of Black earth. Proceed to Adventure 6
ToEE.

2. (If you have ToEE keywords SMOKE or


*SNUFFED, but do NOT have keyword CRUMBLING
or *DUST), you may make your first assault on the
Cult of the Black Earth, proceed to Adventure 9
ToEE (During set up, if you have keyword WEAPON-
ToEE, you may take the devastation orb and add it
into the treasure deck as instructed. Instead, if you
have the keyword DEVASTATION-ToEE, instead,
add the “Devastation Orb Attack” Encounter Card
to your encounter deck)

3. (If you have keyword SMOKE-ToEE), you may


finish off the Cult of the Eternal Flame by
proceeding to Adventure 4 ToEE.

4. (If you have keyword CRUMBLED-ToEE), you may


make a final assault on the last stronghold of the
Cult of Black Earth and take out their Ettin giant
weapon, proceed to Adventure 10 ToEE.

5. (If you do NOT have keyword *STILLED-ToEE),


you finish off the air Cult of Howling Hatred by
proceeding to Adventure 2 ToEE.

6. (If you do NOT have keyword DAMP-ToEE or


*DRIED-ToEE), you may make your first assault on
the water Cult of the Crushing Wave, proceed to
Adventure 12 ToEE.

If all conditions have been met or no conditions


apply, it is just a false alarm: you may reroll.
15-17 You find a town wearied but hopeful. As you (If you have keyword SAVIOR-ToEE), receive 200
rest at the inn, someone approaches you gold for saving their beloved. You may heal half of
longingly. your wounds for free.

(If you have keyword ABANDONED-ToEE), have this


keyword, you are looked upon sadly as if someone
wants to say something, then decides not to.
Someone else kindly asks you to leave. You must

48
leave town at one hex immediately, end your day,
and roll for an encounter on the world map.

(If you have none of these keywords), you are told a


story of how a loved one was taken in the night by
one of the cults. You are begged and encouraged to
help. Gain 100 gold for each of the following
keywords you possess: *STILLED, *DRIED,
*SNUFFED, *DUST.
18-20 Some overeager townspeople ask if you are (If you have ToEE keywords *STILLED, *DUST,
ready to finally take on the Temple of Elemental *SNUFFED, and DRIVEN, you may gather your party
Evil and scatter all the cultists for good. Are you to make your last stand against the leader of the
ready? evil elemental alliance! Otherwise, you have to tell
them you are not ready yet.) Proceed to Adventure
13 ToEE. (you may play traitor rules if you wish)
d20 NPC ENCOUNTER (IF YOU KEYWORD: RESULT
LIBERATED-ToEE and NOT have keyword
ELEMENTAL
1-5 You check in on the lovely people of Red Larch. You may gain a RECRUITABLE PARTY MEMBER.
Someone offers to by a round of ale and for
everyone at the inn and freshly baked
crumblecakes for you in honor of your victory
over the cultists. You have inspired an entire
generation of heroes.
6-10 Some energetic youngsters bump you on your If adding up all the numbers of the dice rolls are
way for another drink at the Swinging Sword higher than 30, the youngsters apologize for their
Inn. You can’t tell if they did it on accident or on rudeness and are forced to pay for and work off the
purpose, but their wry smile and flashing eyes damages. Draw three treasures cards from the ToEE
suggest they may be flirting with you. You can, if deck and pick one. (only once per day)
you wish, start a bar fight. Roll THREE d20s from
your collection. If adding up all the numbers of the dice rolls result
in less than 30, you are held accountable for
damanges and either must pay 300 gold or leave
town immediately and not come back for three
days.

11-15 As you enter the Inn of the Swinging Sword, To have a drinking contest. Put a single coin of gold
someone strongly shouts your name. They of any amount on the table. That is matched by
challenge you to a duel, right here and now, not your dueling partner from a coin from the supply.
caring that you have already reached for your To drink, your opponent rolls one d20, and you roll
weapon. You are surprised when they present a second. If you win, you may take the winnings on
their weapon of choice, slamming a pint of ale the table, or you may add another coin that is
on the counter…it’s a drinking contest! You may matched again for another round. Losing at any
politely decline, or accept the duel. time, all money put in the challenge is lost. Because
of the strength of the ale, each additional roll also
takes one daily action as well. If you win all four
rounds, you are so drunk that you wake up
49
mysteriously d6 spaces d6 direction away from Red
Larch.
16-20 (If playing solo, you meet a friendly stranger If you wish, choose one option:
who wishes to join you for reasons of safety.
RECRUITABLE PARTY MEMBER OPPORTUNITY. 1) You may gain attachment affinity with any
Nothing else from this encounter happens) member of your party: give only each of them the
Keyword “INFATUATED/FRIENDS” (if you already
In appreciation for defending the town, you are have Keyword “INFATUATED/FRIENDS” you may
given gifts of flowers that grow on the red larch change it to Keyword “LOVERS/COMPANIONS” . If
trees in spring and freshly baked crumblecakes. you already have Keyword
Two party members steal away to decompress, “LOVERS/COMPANIONS” you may change it to
and talk about how much they have come to Keyword “COMMITTED/PARTNERS.” (be sure to
mean to each other. collect associated stat boosts!)

Also, the Allfaith’s Shine, having been destroyed 2) If you have keyword, COMMITTED/PARNTERS,
while the town was attacked, has been repaired. you to swear oaths at their Allfaith’s Shrine—you
The priests offers to do an oath sharing may change keyword COMMITTED/PARNTERS to
ceremony for any who share COMMITTED/ MARRIED/OATHSWORN (be sure to collect
PARTNERS status together, free of charge. associated stat boosts!)

End-of-Day Town Events


Red Larch
You roll on this chart when your daily actions end and you are in Red Larch. Your daily allotment of 4 actions (3
in Chult) refresh after you resolve the consequence of your roll. Be mindful of what keyword you have before
you roll!

d20 EVENT (IF YOU DO NOT HAVE KEYWORD OCCUPIED-ToEE CONSEQUENCE


1-5 You are awoken in the night to see a number of shadows If you succeed, you draw your
moving just outside your room. A random character does a weapon and allow it to be heard.
PERCEPTION 5 check The shadows freeze; apparently you
are not an easy mark. The shadows
slip away into the night, and you
check your lock again.

If you fail, you are too late to


respond! Your door is kicked open
and a number of cloaked figures
emerge, showering you and your
party with blows. After a long time,
they stop, and one of them
threatens, “Leave now, and never
come back to Red Larch.” Every

50
member of your party loses two
health.
6-10 You awake in the dim morning light to screams. You swiftly The town is suspicion of outsiders,
pull on your clothes and rush downstairs to the common and for good cause. You start the
area to learn that several guests at the Swinging Sword Inn next day with one less daily action
were taken in their sleep. An hysterical woman points at you while you are spending them in Red
and says “You, you just arrived! You must have something to Larch.
do with this!” Your protests do not help to sooth her.
Another man tries to comfort her, defending you, but even
he does not seem so sure. There is nothing but suspicion
and fear in this place.
11-15 You are awakened in the night to hear arguing through the The threats are real. Start your next
thin walls. You press your ear against the wood, listening. ToEE adventure with disadvantage,
You barely catch words of “take them tonight” and “we unless you leave Red Larch and do
know nothing about them.” You check your lock to make an adventure from another set.
sure it’s working. The voices then stop as if realizing they are
speaking too loudly. You cannot hear the rest, but do not
sleep the rest of the night.
16-20 You awake from an uneventful sleep. Strangers keep their No effect.
distance, but the serving wench of the Inn of the Swinging
Sword risks for you a polite and kind smile.
d20 EVENT (IF YOU HAVE KEYWORD OCCUPIED-ToEE) CONSEQUENCE
1-5 You are awakened to see through your window a blinding For your next adventure, if you have
flash of light originating from the Sumber Hills, followed defeated any cults (by gaining
shortly thereafter by a loud sonic boom. Soon, everyone is keywords SNUFFED, STILLED, DUST,
at their windows or in the street clamoring. Whatever surge or DRIED), chose one of those cults
of power came from the temple of elemental evil deep who have been removed from the
underground, you know it can only meet a resurgence as monster deck and return them for
the elemental alliance rallies. one adventure, as a sign that they
are rallying. If you roll this again,
continue adding back cultists that
you have once scattered.
6-10 Overcrowding from desperate refugees from farms and A random party member loses one
outlodgings all over the Sumber Hills have filled Red Larch to random treasure AND 300 gold.
the brim. People are scared and desperate. You find that
you have been pickpocketed of gold and treasure. You also
find a note with a single word: “Sorry.” At least they were
kind about stealing from you.
11-15 You are awakened in the night to hear the clamor of a large A massive collection is being taken
party arrive at the gates. The whole village is roused to meet to provide financial respite to the
them. They are neighbors, survivors of a vicious attack, survivors. You are asked to pitch in
bringing stories of how they barely survived. Not all of them at least 200 gold or one treasure
were so lucky. item. If you do not, you are kindly
asked to relinquish your room in
Red Larch for those who need it
more. Don’t come back for three
days.
51
16-20 The smell of crumblecakes fresh out of the oven downstairs Regain all your health PLUS two
awakens you after a peaceful evening. For appreciation for extra health points for your next
all you are doing for Red Larch and its people, you are given adventure, in excess of your health
extra for the road. limit.
d20 NPC ENCOUNTER (IF YOU KEYWORD: LIBERATED-ToEE and CONSEQUENCE
NOT have keyword ELEMENTAL
1-5 Someone stole your pants while you were snoring. Everyone Chase the pants-thief d6 hex spaces
laughs as you chase them. in d6 hex edge direction out of Red
Larch. You start the next day with
one less action due to locating your
pants.
6-10 You awake, finding that you are completely hung over. You Your eyelids hurt to much to stand.
didn’t know you drank that much. Or that you drank at all. Only take half of your actions so you
You don’t know why eveRyThInG Is sO DiZzY can stay in bed all day.
UGHUUHHUUunnnn…
11-15 You wake to the sound of hammering nails. You walk out You may give up all of your actions
into the sunlight to see they are rebuilding homes in Red for the next day to assist in the
Larch. The town is expanding. They ask you if you would like building. If you do, gain 100 gold for
to help. your effort.
16-20 You are greeted in the morning at breakfast by a group of RECRUITABLE PARTY
young people, prepared to start an adventure. They tell you OPPORTUNITY—you may recruit up
that you have inspired them, and they wish to join you as to THREE new party members (be
your apprentices. sure to pick fitting Personal
Motivations/backstories!)

52
SALTMARSH
SEA ENCOUNTERS
Azure Sea off coast of Saltmarsh

New to Saltmarsh is the opportunity to book a short voyage out into the waters of the Azure sea. Pay 100 gold
to book a skipper, OR incur a debt by writing keyword DEBT-___ plus the amount you owe (this can be paid
back as a town action until entering Saltmarsh).
TO SAIL: roll a d6: 1-2 = southwest, 3-4= due west, and 5-6= northwest, then roll d3 distance, using the same
numbers. Each hex qualifies as one daily action, and you may drop anchor at any point, but not change direction
until all of your initial roll is accounted for (this is the way the current is flowing as you embark). You may then
only have one sea encounter per hex.

Each roll on this chart takes one action while you are on an open water hex.

d10(d20) SEA ENCOUNTER RESULT


1(1-2) You notice the sea beginning to rise and Start your new day at that location.
the sky darkens-then the high winds of a
storm materialize out of nowhere! (Roll If you crash into land, end movement immediately and
d6 direction and d3 distance (1-2=3, 3- you must: 1) roll a d6 and multiple the result by a 100,
4=2, 5-6=3)) then lose that much gold, and 2) a random character
must do a LUCK 10 test—if they fail, they lose half of
their remaining health. (it’s possible to crash into the
Saltmarsh docks!)
2(3-4) You notice that your ship is being Gain keyword KRAKEN-GoS for as long as you are on
followed by a massive dark shape just the water for the rest of this day. You may remove it by
under the surface, a swell of water docking in Saltmarsh (and immediately end your day
following before it. “It’s a kraken!” the there), or by sacrificing one party member (that party
skipper yells. You must immediately head member is permanently killed). You may also sacrifice
back to Saltmarsh or you are doomed! either Keledek or Oceanus by added SACRIFICED after
their keywords.
3(5-6) The lookout spots pirates on the horizon! If you succeed, you quietly slip into a cove and are able
A random party member rolls a to wait out the day hidden from pirates (end your day
PERCEPTION check 12. immediately)

If you fail, pirates swiftly board you. You are vastly


outnumbered. Roll a LUCK 5 test. If you fail that roll, a
party member of your choice is bound and sold to
slavers in Chult. That party member is removed from

53
your party. They can either be picked up in Fort
Beluarian after being liberated by the Order of the
Flaming Fist, or they may do a solo escape mission,
using Adventure 1 WoA or Adventure 1 LoD, but with
ToA tiles, monsters, and encounter cards. Treat this
mission as its own sidequest: if they escape, they can
join you in Saltmarsh AND gain one free level for
escaping on their own!
4(7-8) A heavy fog comes upon the water, If you crash into land, end movement immediately and
rendering it impossible to see the reef, you must: 1) roll a d6 and multiple the result by a 100,
and making craggy islands dotting the then lose that much gold, and 2) a random character
sealine. The concentration on your must do a LUCK 10 test—if they fail, they lose half of
skipper’s faced reveals that you are lost! their remaining health (it’s possible to crash into the
Roll for d6 direction, and immediately Saltmarsh docks!)
move one hex.
5-(9-10) The skies are clear and the winds are You may move for free one hex in any direction.
favoring you. You have good sightlines,
your rations are well stocked, and morale
is good.
6(11-12) You approach the eerie island ruins of the You anchor next to the rocking ship to meet a man
Tower of Zenopus, unbroken against the named Keledek, who tells you how, in his capacity as
battering of the waves. town mage, he was tracking smugglers when
mysterious attackers rose out of the sea and went in
(If you have keyword, SMUGGLERS-GOS, after them. He docked to investigate, but by the sounds
read the following: you remember this of screaming, it sounds like they killed them all. He
tower leads to many twisting caves that wanted to get back to his boat, but found that the
may be a great source of treasure! Do a waves damaged the hull and he is stranded! You may
dungeon crawl following Adventure 4 GoS give him a ride back to Saltmarsh for a reward of 200
set up rules, but cut tile set up by half the gold, or you may investigate the tower and the sea
tiles. When the barricaded sea tile is caves beyond: proceed to Adventure 4 GoS.
revealed, roll for the following prize: 1 =
draw three random monster cards from
the Saltmarsh deck, 2-9 = draw five
random treasure cards from a random
set, and pick 2 = 10-20: find a treasure
trove of 500 gold.)

If you DO NOT have keyword,


SMUGGLERS-GOS When you look closer
to the island, you spot a curious ship
anchored at the tower. Then you see the
coded rhythm of lantern flashes repeating
the same sign: “SOS!” You may dock to
see what’s happening.
7(13-14) You find an island with a narrow cave Proceed to Adventure 5 GoS (ignore opening text box)
entrance. Waves cross across around the
jetting stones, but the opening looks large
54
enough to enter by foot. Cautiously, you
anchor and approach the cave, curious
about how deep the cave goes…

(If you already have keyword CHAMPION-


GOS, read the following: you feel that you
have been here before. Do a dungeon
crawl following Adventure 5 GoS set up
rules, but cut tile set up by half the tiles.
When the barricaded sea tile is revealed,
roll for the following prize: 1 = draw three
random monster cards from the
Saltmarsh deck, 2-9 = draw five random
treasure cards from a random set, and
pick 2 = 10-20: find a treasure trove of
500 gold.
8(15-16) (if you have keyword FINISHED-GoS, read If you win, gain a gift of one treasure and also gain
the following,: A number of merfolk keyword: FINISHED-GoS.
splash to attract your attention, the cuter
ones asking you to swim with them. If you If you lose, the merfolk laugh at your silly legs and tiny
have keyword BREATHE-GoS, you lung capacity. No other effect.
consider joining them. If you dive in, gain
keyword REEFER-GoS. The skipper eyes
you wearily. You shake your head politely,
and they tease you and toss you a
treasure—gain one treasure item)

If you do NOT have keyword FINISHED-


GOS, continue:
Some merfolk bound out of the water
and one of them challenges you to a
swimming race! They’re cocky, but you
think you can take ‘em. To race, you roll
one d20 against the added result of TWO
d20 results.
9(17-18) Something sparkles in the shallow reef. If you pass the PERCEPTION CHECK, you find a treasure
Any party member may roll PERCEPTION chest! If you fail, it was just a glint of the sun, and you
8, then a LUCK 12 find nothing.

If you pass the LUCK test, you find 200 gold! If you fail,
it was already picked clean by merfolk.
10(19-20) (reroll for another result if playing solo) If two party members are experiencing feelings of
The captain of the skipper expresses how attachment, then you may if you want give only each of
he can easily tell how much your party them the Keyword “INFATUATED/FRIENDS” (if you
members enjoy spending time with one already have Keyword “INFATUATED/FRIENDS” you
another. He tells stories of how he would may change it to Keyword “LOVERS/COMPANIONS”. If
conduct marriage rites to races of all kind you already have Keyword “LOVERS/COMPANIONS”
55
on the open water in accordance with you may change it to Keyword
widely accepted maritime custom. “Say,” “COMMITTED/PARTNERS”
he suggest, “you two might not be lovers
needing someone to marry you, might Two party members with relationship status
ya?” COMMITTED/PARTNERS may change to keyword
MARRIED/OATHSWORN (be sure to collect associated
If two party members are experiencing stat boosts!)
feelings of attachment, you share
knowing gazes.

If not, you blush at the suggestion.

End-of-Day Sea Events


Azure Sea off coast of Saltmarsh
d10(d20) NPC ENCOUNTER CONSEQUENCE
1 (1-2) If you have keyword KRAKEN-GoS, your party If you pass, you fight off the kraken and may
has a massive sea battle with the kraken! Any take one free move action for one hex. You may
party member may do a LUCK 10 test until you remove this keyword.
succeed. You may roll multiple times, only once
per party member. If you fail, one party member may give their
lives to sacrifice themselves to the kraken. That
You may sacrifice any two treasure items, or 500 party member is permanently killed. You may
gold, to l raise your dice result by 1, with no limit also sacrifice either Keledek or Oceanus by
on how many times you may raise your result. removing their keywords. If you cannot choose,
the entire ship is devoured, and your entire
party is instantly retired.
2 (3-4) You are awakened in the night as a storms Start your new day at that location.
materialized out of nowhere! (Roll d6 direction and
d3 distance (1-2=3, 3-4=2, 5-6=3)) If you crash into land, end movement
immediately and you must: 1) roll a d6 and
multiple the result by a 100, then lose that
much gold, and 2) a random character must do
a LUCK 10 test—if they fail, they lose half of
their remaining health. (it’s possible to crash
into the Saltmarsh docks!)
3 (5-6) You are beset upon by pirates who fire flaming If you pass, you were able to escape danger.
arrows at you in the night. You are able to slip Move one hex in a random d6 direction.
away in the darkness, but you need to see if you
were all able to take cover in time! A random If you fail, one random party member takes
member does a PERCEPTION 10 check. three wounds.

(Pass or fail, if you crash into land, end


movement immediately and you must: 1) roll a
56
d6 and multiple the result by a 100, then lose
that much gold, and 2) a random character must
do a LUCK 10 test—if they fail, they lose half of
their remaining health. (it’s possible to crash
into the Saltmarsh docks!)
4 (7-8) You see two shooting stars, which sends the If you pass, you may pay him an additional 100
captain into hysterics. “A bad omen! We must to stay out on the water.
get off the water!” You try to argue with him. A
random member does a CHARISMA 10 check. if you refuse, or fail, all of your next actions
must be taken to take you directly back to
Saltmarsh.
5-8 (9-16) The winds are steady and the night is calm. You No effect.
breathe easy. You think you see a golden
mermaid smiling at you, but you aren’t sure if
anyone will believe you.
9 (17-18) While fishing, for dinner, one of you haul in Draw a random treasure from any set.
something heavy!
10 (19-20) The water shines with an otherworldly light Restore all health and remove any status
beneath you. You lead over to see you are ailments. If you are already at full health, you
greeted by merfolk who sing beautifully to you. may gain two additional health points above
You are strangely at peace upon hearing it, and your limit.
after they depart you feel strangely refreshed

MEMORY WORDS SALTMARSH (-GoS)


Upon entering a town, you have the option to use a memory word based on interactions you’ve had along
your journeys. They only apply to the town designated (for example -GoS for Saltmarsh). You can hold only
three at any one time, but may drop one for another if you prefer. Memory words are optional to use, as they
can grant gameplay perks. Keywords, on the other hand are not optionally activated.

MEMORY WORD STORY EVENT AND PERK GAINED NEXT STEPS


CAVERN-GoS You recall the words of the captain of the guard If you have keyword BREATHE-GoS,
Eliander Fireborn that chiseling could be heard you may proceed to Adventure 6
coming from the direction of the Wet Cavern. GoS.
DEEPER-GoS You have found tunnels that go deeper into lair of You may proceed to Adventure 7
the Sahuagin. You have been charged with rooting GoS, by way of the Wet Cavern.
them out and ending the threat to Saltmarsh.
LAIR-GoS You are about to enter the deepest part of the You may proceed to Adventure 8
Sahuagin tunnels, where their leader coordinates GoS, by way of the Wet Cavern.
their attacks. You have been charged with the
Council of Saltmarsh with ending the threat!

57
PROTEST-GoS You hear rumors of unrest that link the leader of Proceed to Adventure 2 GoS
the dwarven miners, Manistrad Copperlocks, to
insurrectionist behavior in Saltmarsh. You don’t
know if it’s true, but protestors are tracking her to
the Dwarven Anvil!
SEARCH-GoS You are on the lookout for the missing town mage After embarking as a town action
Keledek. from Saltmarsh into the sea, you may
use an action to search for Keledek’s
ship: roll a d20. On a result of 10-20,
you find Keledek's ship. You may
immediately turn to Sea Encounter
as if you rolled a d10(d20) result of
6(11-12).

On a roll of 1-9, your search is


fruitless and you find nothing.
SHIPMENT-GoS There is a shipment of weapons and other supplies Proceed to Adventure 3 GoS
coming in that you overhear Manistrad
Copperlocks, the leader of the dwarven miners in
Saltmarsh, you could go to the docks and help make
sure there is no foul play.

NPC Encounters
Saltmarsh
This is the chart you roll when you wish to take a town ENCOUNTER action while you are in Saltmarsh. It’s the
best way to find missions and rumors.

d10(d20) NPC ENCOUNTER RESULT


1 (1-2) Tensions are too high right now between the Loyalists and the Move one hex outside of Saltmarsh
Traditionist factions. Fights are breaking out in the street, and and resolve a world map
storefront windows are being smashed. It’s not safe to be in encounter. Then you may start a
Saltmarsh right now. new day.
2 (3-4) Debt collector—It’s time to pay your debt! Some shady strong- Pay your debt X 2.
backed men corner your party in an alleyway. If you have
keyword DEBT-___, you must pay your debt immediately plus
interest!
3 (5-6) Ahead of you, a house is on fire! A number of people rush If you helped put out the flames,
forward to help put out the flames. Out of the corner of your gain 100 gold for your help (lose
eyes, you see three men running away. You may give part of your one action).
day to help fight the flames. Or, you may follow the running men.
If you follow the men, gain and
resolve keyword SUSPECT-GoS.

58
4 (7-8) You are greeted by Eliander Fireborn, a strong human gladiator If you have keyword BREATHE-GoS,
who walks on a wooden peg. He welcomes you to Saltmarsh, you may proceed to Adventure 6
informing you that this is town based on laws. The town is GoS.
becoming a powderkeg, however, and he suspects there are
powers at play working to expand into the region. Saltmarsh, You may gain memory word
after all, makes for a strategic position. He openly shares with CAVERN-GoS to remember how to
you reports of the sounds of chiseling coming from the direction get to the cavern.
of a wet cavern not far to the south of Saltmarsh, but it is flooded
and impossible to investigate.
5 (9-10) You approach the large brick Council Hall and are greeted by Eda You may book passage on a ship
Oweland, a graying woman who carries an air of authority as the out of Saltmarsh for free and
senior member of the town council. She tells you of her without accruing a debt.
suspicions that forces that are undermining the fishing trade. All
signs point to the dwarves, but she is a thorough woman and After embarking as a town action
desires more evidence. (If you already have keyword into the sea, you may use memory
SMUGGLERS-GoS, she doesn’t have time for you at this moment work SEARCH-GoS for one action.
and your encounter immediately ends.) On a d20 roll of 10-20, you find
Keledek's ship. On a roll of 1-9, your
(If you do not have keyword SMUGGLERS-GoS continue): She search is fruitless and you find
welcomes you to the fishing village of Saltmash, and you notice nothing. Use this memory word as
how she emphasizes the word fishing. She tells you that she has a an action on the sea.
lived here her whole live and owns three large fishing boats
herself. She tells you that the court mage Keledek, has not
reported in, after a routine errand on off the coast. She offers
you the aid of one of her ships, free of charge to explore the
waters off coast of Saltmarsh. She also pays you in advance, 200
gold.
6 (11-12) You see a group of dwarfs crossing town, oblivious to the slurs To decline the tour, she nods
spat at them from humans at a safer distance. You lock eyes with wordlessly and moves on. Continue
a stout female dwarf who approaches you. with your campaign.

If you do not have keyword DECLINE-GoS or BLAME-GoS To accept her tour, you follow her
continue: She tells you she doesn’t know you, but welcomes as she explains she is a member of
strong blades, depending where they are pointed. If you are a the council amidst the tensions
friend, she offers a tour. against the dwarves here, and only
has the seat because of royal
If you have keyword DECLINE-GoS, Manistrad waves to you with decree. There is something afoot in
a cheerful hello as she continues to orchestrate mining business the city, she explains and she just
in town. wants to protect her people from
the rest of the dullards on the
If you have keyword BLAME-GoS, the dwarves walk past you council—everyone else be damned.
stone-facded without acknowledging your presence. You cross Sharkfin Bridge out of
town so she can point you in the
direction of the miner’s camp
where her people are gathered.
Suddenly, bells ring as the town of
Saltmarsh falls under attack! The
59
dwarven leader’s face falls. “O this
won’t be good for any of us.”
Proceed to Adventure 1 GoS.
7 (13-14) You approach the large brick Council Hall and notice Eda Proceed to Adventure 3 GoS
Oweland, a graying woman who carries an air of authority as the
senior member of the town council, and Manistrad Copperlocks,
the female dwarf arguing passionately. You can stick around to
see what’s going on.

(If you do NOT have keyword ROT-GoS or ESCALATE-GoS


continue): Eda points a stern finger at the dwarf below her and
says “Just you watch it” and then storms off in a huff. The dwarf
unclenches her fists as her fellow council member marches away,
and says, “Well that just happened.” She then turns to you and
says, “We dwarves need to look after ourselves. Same as anyone.
I’m not gonna make it a secret we have tools and weapons
coming in. We need them. And not just for the mines. Say! You
wouldn’t be willing to help, would you?”

If you have keyword ROT-GoS, Eda stops arguing and eyes you
suspiciously, as if trying to figure you out. The dwarf stops
arguing as she becomes aware Eda isn’t listening, notices you,
looks back to Eda, then throws her hands up and walks again.
Eda never stops squinting at you in appraisal before you
awkwardly move on.

If you have keyword ESCALATE-GoS, Manistrad Copperlocks


turns angrily to you and says, “O here they are! You’re new
favorite spy!” she then turns and storms off while Eda Oweland
shakes her head in disappointment. The senior councilwoman
sighs and then tells you to be careful.
8 (15-16) You are drawn to sounds of human protestors gathered around To assist in escorting the dwarven
the blacksmith forge in Saltmarsh. As you approach, you seek leader Manistrad Copperlocks out
clear signage for the Dwarven Anvil. The crowds are getting of town, proceed to Adventure 2
larger by the minute, all throughout Saltmarsh. GoS.

(If you do NOT have keyword BODYGUARD-GoS or ESCORT-GoS To refuse, telling her that you
continue): You see the captain of the guard Eliander Fireborn suspect that the dwarves are
break through the ground and come your direction. “I need your undermining stability here,
help! Manistrad’s in there! Rumors are everywhere that dwalves Eliander’s face tightens and then
want to take over Saltmarsh. We have to get her to the mining pushes past you into the Dwarven
village before this crowd burns down the town!” Anvil with what few of his men he
has. Gain keyword ESCORT-GoS.
If you have keyword BODYGUARD-GoS, many faces in the group
eye you with familiarity and then backoff. You notice that even as
you walk through the crowds, you have an defusing effect. The
protestors grumble and wander off back to their homes.
60
If you have keyword ESCORT-GoS, you see captain of the guard
Eliander Fireborn rush down the street with double the amount
of guards as last time. They are better armed and armored. They
clearly will not tolerate another riot!

9 (17-18) You approach large brick building of the Council Hall. You see the Gain keyword BREATHE-GoS.
massive horn that must have been the source of the sound that Proceed to the wet cavern
marked the gathering of the town leaders. (If you have neither Adventure 6.
the keyword CHAMPION-GoS or SMUGGLERS-GoS. the Council is
in closed session and you cannot enter. Otherwise, proceed)

You are ready to approach the town council. You alert them of
activity you have uncovered at sea that may explain the rising
tensions in Saltmarsh. They argue amongst themselves before
Manistrad Copperlocks suggests that the council send you.
Reluctantly, Eda Oweland agrees, saying the political sensitivities
in town will not act without risking all out conflict between their
factions.

If you do NOT have keywork UNMASKED-GoS: They call for the


council mage and bless you to explore the cavern complex
winding through the region and investigate and root out the
threat. Magic flows through your party, and a town secret is
bestowed upon you—you are given the ability to breathe
underwater!

If you have keyword UNMASKED-GoS: the town council connects


the dots behind the vicious Sahuagin attacks, and comes to the
conclusion this was not a mere random attack. This was a plot
long in the making seeking to undermine both humans and
dwarves. In a rare moment of consensus, the council
acknowledges your role and commits to working together against
their mutual enemy, You may now proceed to the win conditions
of Adventure 9 GoS again.
10 (19- You drop by the Wicker Goat for their weekly special. Lots of Roll on Rumor Chart OR Pull a new
20) chatter going on around town. Personal Twist! (if playing with Personal
Motivations, only one per hero)

End-of-Day Town Events


Saltmarsh
You roll on this chart when your daily actions end and you are in Saltmarsh. Your daily allotment of 4 actions (3
in Chult) refresh after you resolve the consequence of your roll.

d10(d20) NPC ENCOUNTER CONSEQUENCE

61
1 (1-2) You are awakened by the If you succeed, you are able to resist the lure of the siren’s call and
beautiful sound of singing in return to your bed, despite the nightmares that followed.
the night. You find yourself
drawn to the window, struck If you fail, you find the singing asserted a powerful magic. If you
by a guardsman patrolling only have one member in your party, roll 1 d6s and a d20. If the d20
the street who doesn’t seem is an even result, you find yourself north of Saltmarsh, if odd, you
to notice. The singing sounds find you are south. Add the result of the d6s. Count that many
like it comes from the sea. hexes along the coastline north or south. If you have multiple
Roll a PERCEPTION 10 check. heroes in your party, a randomly disappears in the night and can be
found in the hex as described above. In both cases, that hero is
completely stripped of their gold and items.
2 (3-4) (Only if you have a dwarf or If you pass, everything drifts back to their rooms, having been
non human in your party, successfully convinced that you don’t mean anyone harm.
otherwise you have a
peaceful night.) A brick If you fail, people are suspicious of you and the enemies you may
smashes through your have brought with you into town. You spend a lot of time
window, and your party is convincing the innkeeper not to throw you out. Lose one action for
awakened with a start. the next day.
Lanterns come up and those
in the inn come awake with
buzzing. The culprits aren’t
found, but you can tell by
the looks of some of the
other humans that you are
the cause of the thrown
brick. Anyone may do a
CHARISMA check 10 to tell
everyone to go back to
sleep.
3 (5-6) You awaken in the night to If you succeed, you can tell that the innkeeper doesn’t really
heard howling on the wind. believe the myth they are espousing, and that you don’t believe the
When you ask the innkeeper collection really exists. The innkeeper grumbles, but doesn’t
who is up late reading by continue.
candlelight in the common
room, they tell you it’s from If you fail, you feel you have no choice but to turn over 100 gold, to
the old Haunted House, four which the innkeeper thanks you for your constribution to the
miles up the coast. They tell ongoing wellbeing of the town populace.
you to avoid that area, as it’s
dangerous. He uses that as
an opportunity to mention
donations to the guards for
protection against ghosts. A
random character does a
PERCEPTION check 10.
4 (7-8) A massive storm whips up in If you pass, the storm passes and you are able to go on with your
the night, rattling the day.
shutters against the side of
62
the inn. You cannot sleep, If you fail, all travelers are stuck inside while the hellish lighting and
but the storm is so bad that high winds tear branches from trees and shingles from roofs. Start
you cannot leave either. A your next day with two fewer actions.
random character does a
LUCK 10 test.
5-8 (9-16) You head back to your room No result.
with the feeling that you are
being followed. Spies watch
you in the night, just unseen
in the shadows. You
continue with your day,
trying not to let it unnerve
you.
9 (17-18) You arrive back to your room You may draw one treasure card from any deck.
to news of an upgrade.
Puzzled, you ask why such a
gift? The innmaid says the
previous occupied died at
sea and had already prepaid
in advance. She tells you can
keep anything he may have
left behind.
10 (19-20) You encounter another band of If any of your party succeeds, find common purpose together. YOU MAY
adventurers seeking shelter at RECRUIT UP TO TWO NEW PARTY MEMBERS. (If you fail, both bands of
the same inn. Judging by the adventurers decide to just go your own ways).
suspicious glances the residents
of Saltmarsh, these visitors
don’t look anymore welcome in
town that you do. Any party
member may test either
PERCEPTION, LUCK, or
CHARISMA 10. (You may make
as many attempts at success as
you have party members)

63
SETTLESTONE
MEMORY WORDS SETTLESTONE (-LoD)
Upon entering a town, you have the option to use a memory word based on interactions you’ve had along your
journeys. They only apply to the town designated (for example -LoD for Settlestone). You can hold only three
at any one time, but may drop one for another if you prefer. Memory words are optional to use, as they can
grant gameplay perks. Keywords, on the other hand are not optionally activated.

MEMORY STORY EVENT AND PERK GAINED NEXT STEPS


WORD
ARTEMIS-LoD There is a rumor that Artemis Entreri has been spotted in the hills around Go to Settlestone,
Settlestone. He must be collecting on a contract. He might be willing to join you you may
for a priced! immediately
activate NPC
encounter #10
ATHROGATE- Gossip has it that Athrogate the dwarven bodyguard is looking to refine his skills Go to Settlestone,
LoD for battle. He might be convinced to join your band! He has been seen around you may
Settlestone. immediately
activate NPC
encounter #8
ATTACKED-LoD You heard word of a plot to attack Settlestone. Two figures popular among the Go to Settlestone,
people, Cattie-brie the Archer and Wulfgar the Barbarian, are working to head you may
off the assault. This is a battle for the future of Settlestone! immediately
activate NPC
encounter #16
CROWN-LoD Word is there is a dwarf working hard to find a family heirloom that can help Go to Settlestone,
restore his clan to prominence. Sounds like something the dwarf fighter you may
Bruenor would be very interested in! immediately
activate NPC
encounter #14
CULT-LoD You share the password to the mysterious watcher you spot in the corner Achieve negative 10
of the dark room. “I’ve been waiting for you,” they rasp. You can’t catch reputation in
if the creature is human or not. “First you must prove your worthiness…” Longbridge, the
keyword Pillager-
ToA, or assassinate
a NPC (using Bounty
Hunter guild rules).
If any of these

64
conditions are met,
gain keyword
WORTHY
JARLAXLE-LoD There is word that Jarlaxle is recruiting warriors for his mercenary band called Go to Settlestone,
the Bregan D’aerthe. He might be interested in seeing what you are made of! you may
Jarlaxle frequently travels through Settlestone. immediately
activate NPC
encounter #9
PRIORDIAL-LoD There is a beautiful seer wandering the Forgotten Realms who has long studied Go to Settlestone,
the Primordial One, Maegera the Inferno. She has been wondering from town you may
to town, listening to signs, occasionally having visions. You last heard she was immediately
on her way to Settlestone! activate NPC
encounter #20
SEAL-LoD You hear whispers of that the vilest agents of the Spider Queen Lolth have Go to Settlestone,
found a clear path to the surface! If you do not stop them, they could remake you may
the surface in their own image! Head to Settlestone to seal the breaches! You immediately
hear that the mysterious Drow evil ranger Drizzt is central to coordinating the activate NPC
defenses….
encounter #19
SHIMMER-LoD Dragon Hunt! There is word of a Shadow Dragon that has taken up residence in Go to Settlestone,
Mithral Hall between Settlestone. This could be away to get into the Dragon you may
Slayer Guild! immediately
activate NPC
encounter #15
VOWS-LoD There is a wedding in Settlestone coming up! They will be using dwarven Go to Settlestone,
customs, which means the vows must be taken at an ancestral site beneath you may
Settlestone. The halfling their Regis is part of the wedding. They may need help immediately
clearing out the tunnels for the wedding party… activate NPC
encounter #17

NPC Encounters
Settlestone
This is the chart you roll when you wish to take a town ENCOUNTER action. It’s the best way to find missions
and rumors.

d20 NPC ENCOUNTER RESULT


1 You think you are hearing a rumor, but just interpret it as gossip. Do nothing.
2 Hear Saltmarsh rumor Roll on Saltmarsh Rumor Chart
3 Hear Red Larch rumor Roll on Red Larch Rumor Chart
4 Hear Longbridge rumor Roll on Longbridge Rumor Chart
5 Hear Waterdeep rumor Roll on Waterdeep Rumor Chart
6-7 More talk of lies and meaningly bravado. Nothing of value. Learn nothing.
8 As you approach the ruined village, you see a stout dwarf sitting If you pass, you may gain Athrogate
on rock. He appears to be resting after training. You tell him what as a party member!
65
you’ve been up to in the Forgotten Realms. He is very interested,
and asks if he can join you, for price. He is testing you to see if you If you fail, he shakes his head and
will pay his worth. Anyone may test LUCK 12 to try to recruit him. moves on.
9 As you approach the ruined village, a jovial and colorfully If you pay the money, Jarlaxle
flamboyant dark elf immediately offers your party drink. agrees to join your party! If you
“Mercenary for hire! I’m bored and looking for an adventure while cannot pay, he laughs at you and
my band is on furlough. Up to anything fun?” The party may pay walks away.
500 in gold to try to recruit him.
10 As you approach the ruined village, you are surprised to see a If you pass and have the money,
hooded man appear right behind you. His hand is already on his Artemis Entreri agrees to join your
sword. “Why are you following me?” he demands. “If you are party!
looking to hire, you must go through the guild.” Anyone may test
LUCK 10, then pay 400 gold to try to recruit him. If you fail or cannot pay, he stares at
you for a moment, as if memorizing
your faces, then walks away.
11-13 Gain Guild Secret Roll on guide secret chart OR Pull a
new Personal Twist! (if playing with
Personal Motivations, only one per hero)
14 You enter the ruined, scantily populated village. You hear howling (RECRUITABLE PARTY MEMBER:
winds from entrances to the tunnels that run deep into the Bruenor, or another Dwarf if he is
Underdark. You notice a dwarf sharpening his weapons. He sees already in your party. If you have
you and hollers you over. As you share mead, he asks if you know only have two in your party, Cattie-
anything about Dwarvendarrow, the name of this village when it Brie may join you.). Proceed into
was led by Clan Battlehammer and fully populated by dwarves the Underdark and Adventure 2 LoD
before the barbarians came. He tells you he is looking for (you may play this without the
assistance seeking a Battlehammer heirloom to help restore his suggested party in the adventure
clan. He doesn’t have anything to offer you, other than agreeing to book: randomly select a character
join your party if you succeed! He does warn you that he thinks he who Artemis has been selected to
is being followed, for there are those who do not wish the dwarves target).
to gain a foothold again in Settlestone.
To remember this mission for later,
you may gain memory word
CROWN-LoD.

If Artemis is already in your party,


use the villain card for Artemis but
select another mini from your
collection who will function as
“Artemis’ apprentice.”

*IF YOU LOSE: that party member is


removed from the game, unless you
wish to hunt them down! You may
then proceed to go back into the
Underdark and save them from
their cruel fate. To save them, go to
Adventure 8 LoD, and instead of
66
Wulfgar, you may replace the
kidnapped party member in their
place
15 You enter the ruined, scantily populated village. You hear howling To join the Dragon Hunting Guild
winds from tunnels that run deep into the Underdark. You notice a and take on Shimmergloom, even as
number of eclectic and bizzarely armored warriors leaving the the risk of agitating Ashardalon, you
village, battered and wearied. On their way out, they tell you, do may proceed to the Underdark and
NOT approach Mithral Hall. It has been taken up by the great Adventure 3 LoD
shadow dragon named Shimmergloom. You tell them that this is
the exact kind of challenge you are looking for! They look at you To remember this mission for later,
skeptically and then shrug. They tell you that they are members gain memory word: SHIMMER-LoD.
for the region Dragon Hunting Guild, and slaying any dragon will
gain you rewards and an honorary membership. “But be warned!”
they say, “Once you start, it would be unwise not to finish! For the
great red dragon Ashardalon curses and hunts all those who
threaten his kin!”
16 You enter the ruined, scantily populated village. You hear howling Proceed towards the Underdark and
winds from tunnels that run deep into the Underdark. You see a Adventure 4 LoD. (Cattie-brie and/or
coalition of humans and peaceful races all gathering around a tent, Wulfgar may be RECRUITED for this
speaking urgently and passionately. You notice people from adventure!, or any two others if they
Longbridge, Red Larch, Saltmarsh, and even Waterdeep. You are already in your party. You may
approach to see they are led by a fiery woman and a strong play any party.)
barbarian man who are reviewing their defense plans for those
gathered. You learn that the dark forces of the Underdark have IF YOU LOSE THIS ADVENTURE,
prepared a massive offensive and are converging on Settlestone. SETTLESTONE WILL BE OVERTAKEN
You look around to see women and children, and only a few in AND WILL NOT LONGER BE
fighting shape with farm weapons. You’re armor and weapons ACCESSIBLE!
makes eyes go large, and you are immediately declared heroes for
your willingness to help! Will you help the coalition defend the
surface?
17 You enter the ruined, scantily populated village. You hear howling Proceed to the Underdark and
winds from tunnels that run deep into the Underdark. You see a Adventure 5 LoD. (Regis, or another
bridal party approach, clapping and dancing. When you ask what is hero of your choice, is RECRUITABLE
going on, a halfling named Regis share that ancient custom means for this mission only, and you may
this couple must seal their vows in their ancestral Mithral Hall, a play any heroes, If you only have
short ways into the Underdark. You are invited to share in food two party members, you may bring
and drink and festivities…if you will assist the wedding party as along Drizzt as well.) Upon set up,
part of the vanguard to help clear out the tunnels ahead of the assign a hero from your party to
wedding party. Will you help out the happy couple? each of the hero tokens, and play as
normal.

If Artemis is already in your party,


use the villain card for Artemis but
select another mini from your
collection who will function as
“Artemis’ apprentice.”

67
18 You enter the ruined, scantily populated village. You hear howling Proceed to set up for Adventure 6
winds from tunnels that run deep into the Underdark. You LoD. (ignore team rules—play as
approach an old, hooded and hunched over man who beckons you one group and try to escape
to come near. When you do, you suddenly lock eyes with the evil together. If any party member dies,
eyes of a drow—a dark elf of the Underdark! Immediately, your the adventure ends and mysterious
entire party is beset and beaten, pinned to the ground and ally disappears.) Instead of Artemis
captured without a chanced of fighting back. You regain Entreri as the enemy ally, you MAY
consciousness, not know how long you have been out of where do any of the following:
you are. You recognizes the sounds of battle. Suddenly, the
fighting comes to a halt, and the drape over your carriage is lifted If you have keyword LOOSED: Use
to reveal a horrifying familiar face! “You!” you exclaim. The voice the Strahd villain card and mini as
looks around in the dark. “We do not have much time. Come with an ally for this battle. (Castle
me if you want to live.” Ravenloft)

If you have 3 points of Affection


points from Princess Naré, but not
NOT have keyword SLITHER-ToA,
you may use Ras Nsi villain card and
mini. (Tomb of Annihiliation)

If you are a part of the Mage


Collective Guild, but do NOT have
keyword MASTER-DoMM, you may
use Halaster Blackcloak villain card
and mini (Dungeon of the Mad
Mage)

19 You enter the ruined, scantily populated village. You hear howling Proceed to the Underdark and
winds from tunnels that run deep into the Underdark. An alliance Adventure 7 LoD. (Drizzt, or another
of dwarven, barbarian, and human soldiers are scrambling to hero, is a recruitable party member
prepare defenses. There is panic everywhere. You realize there is for this adventure If you only have a
one charismatic leader leading the defense. You approach and party of two, you may also bring
learn that the forces of the Spider Queen Lolth are making a full along Bruenor)
attack on the surface! This is your one chance to seal the
Underdark below ground! Different bands will be dispatched to (***If you lose, or refuse to
seal all the tunnels leading to the surface within fifty miles of undertake this mission, Settlestone
Settlestone. Only the bravest will join the bands leader to seal the is completely lost as a location. You
most direct tunnel! must shuffle in the LoD monster
cards into all other Forgotten
Realms adventures)
20 You enter the ruined, scantily populated village. You hear howling Gather your party and head for the
winds from tunnels that run deep into the Underdark. You share Underdark and proceed to
hearth and drink with a kindly seer who has been investigating the Adventure 10 (Adventure 13 will
lead of a primordial force of evil that is stirring deep, deep in the immediately follow this adventure
Underdark. Suddenly, her eyes go wide and begins to convulse so go prepared!) The seer blesses
from the ground. “THE PRIMORDIAL AWAKES! ALL REALMS ARE IN you with holy magic on your way.
68
DANGER! IT MUST BE CONTAINED!” When she comes to, you help You may take one additional healing
her get to her seat and offer her water. Sweating and terrified, she surge for use in Adventure 10, or
whisper that the primordial being Maegera must be stopped. It is a safe for Adventure 13.
long, journey, past Castle Never and beyond Gauntlgrym, but you
she has foreseen that only you may save the world. If you lose, you have ONE more
chance, to patch up and made the
dive to end the primordial evil.
Ignoring this adventure will result in
the world being destroyed.

FAILING THIS QUESTLINE WILL


DESTROY ALL REALMS AND
IMMEDIATELY END YOUR
CAMPAIGN

End-of-Day Town Events


Settlestone
You roll on this chart when your daily actions end and you are in Settlestone. Your daily allotment of 4 actions
(3 in Chult) refresh after you resolve the consequence of your roll.

d10(d20) EVENT CONSEQUENCE


1(1-2) Just as you drift to sleep, the ruined Village of Settlestone is If you have it, use Temple of
attacked by the forces of the Underdark! (you may chose to Elemental Evil, use the set up rules
escape, by each party member passing Luck 5) for adventure 7, with the ToEE
village tiles, but use Legend of Drizzt
monster deck and encounter cards.
Ignore intro flavor text in adventure
book but use same set up and
instructions with above changes). If
you succeed, you get a free roll on
the Settlestone NPC encounter
chart!
2(3-4) In the middle of the night, you are awoken by a softly If you fail, you are immediately
traveling steps of a warband slipping through the night. You beset upon by dark elves, but you
can spot hand signals flashing in the moonlight as Drow are able to fight them off. A random
elves decide whether to attack you. Choose a random character loses half of their health!
character (the lookout) to make a PERCEPTION check 8 or
(pray as a party) where any party member may make a LUCK
check 10.
3(5-6) As you settle in for camp, you notice a pack lying near one If you fail either test, you find it was
of the entrances that goes into the Underdark. It looks a trap laid by the DROW—spiders
suspicious, but there could be something in it! To ignore it, pour out of the bag, and several of
go to sleep and nothing happens. To investigate, any party them bit your party member. One
member may make a PERCEPTION 10 check. To convince a random party member must
69
nervous party member to check the bag, a random exhaust one power, until they can
character may do a LUCK 5 test. find a town surgeon to treat it.

If you succeed, you find that a


treasure item! (take one treasure
card from the LoD deck)
4(7-8) (only if you have Athrogate, Jarlaxle, or Artemis in your Athrogate, Jarlaxle, and/or Artemis,
party) You wake up and see that the mercenaries you have if any are in your party, leave and
welcomed into your party have run off, taking any money you lose any gold and items they
and items they had with them! They are gone without a were holding.
trace.
5-8(9-16) You settle down quietly in the shadow of the ruins of Nothing happens tonight!
Settlestone. There is no sound but crickets and the constant
unsettling wind from the tunnels that go into the
Underdark. You fall asleep to no event.
9(17-18) You encounter another band of adventurers at the other If any of your party succeeds, you
side of the ruins, making a fire. Both of you are well armed, are invited to their fire and you
so you approach cautiously. Any party member may test swap stories of your adventures.
either PERCEPTION, LUCK, or CHARISMA 10. (You may make (You may trade out for any
as many attempts at success as you have party members) RECRUITABLE party members who
are NOT from the Legend of Drizzt
set). If you fail, both bands of
adventurer decide for everyone’s
safety to just keep your distance.
10(19-20) (If playing solo, you meet a friendly stranger who wishes to join If they are experiencing feelings of
you for reasons of safety. RECRUITABLE PARTY MEMBER attachment, then you may if you
OPPORTUNITY. Nothing else from this encounter happens) want give only each of them the If
they are experiencing feelings of
The village is quiet and the land is peaceful. You are not sure attachment, then you may if you
if anyone is even around. Two members of your party want give only each of them the
huddle closely together for warmth and safety… Keyword “INFATUATED/FRIENDS”
(if you already have Keyword
“INFATUATED/FRIENDS” you may
change it to Keyword
“LOVERS/COMPANIONS . If you
already have Keyword
“LOVERS/COMPANIONS” you may
change it to Keyword
“COMMITTED/PARTNERS”

70
WATERDEEP
MEMORY WORDS Waterdeep (-DoMM)
Upon entering a town, you have the option to use a memory word based on interactions you’ve had along your
journeys. They only apply to the town designated (for example -DoMM for Waterdeep/Skullport). You can hold
only three at any one time, but may drop one for another if you prefer. Memory words are optional to use, as
they can grant gameplay perks. Keywords, on the other hand are not optionally activated.

MEMORY STORY EVENT AND PERK GAINED NEXT STEPS


WORD
BEHOLD- Two disgusting beholder monsters have moved in on Proceed to Adventure 2.
DoMM the territory not far from the well in the Inn of the
Yawning Portal. Take them out!
CALLED-DoMM You feel yourself called to the Inn of the Yawning When in Waterdeep, a random party
Portal in Waterdeep, to enter the well and the member gains ADVANTAGE at the
deepest depths of all the realms. beginning of your next adventure, so
long as it is in the Undermountain.
DELVER-DoMM You enter the Yawning Portal and see a group of At the Yawning Portal, spend one
people cheering a well provisioned party as they action to change this memory word
descend the hole beneath the floor. You noticed into keyword DELVER-DoMM. This
scattered laughter and side bets, accompanied will grant you membership in the
with whispers of “They don’t stand a chance!” You Delver’s guild so you can be whisked
back to the surface in case you are
ask where you can sign up to run the gauntlet. A
wiped out on the “long way” to
man taking bets looks you up and down Halaster’s lair.
doubtfully. When you see you are serious, they
explain the rules: follow the descent all the way to
the bottom and back with no resupply. Every
single floor. If you die, an expensive whisking spell
will return your party to the surface, at the cost of
2/3 of your gold. Your items will be raffled off. If
you win, however, you will gain up to 6,000 gold
and a lot of prestige!
KEY-DoMM There is a crystal crown that was recently spotted a Proceed to Adventure 3 DoMM
few levels down is actually a key to a new area of the
Undermountain. Find and extract that key!

71
PUPIL-DoMM There is a young naïve mage looking for a master to Recruit a new mage into your party
train them in the art of their craft. They may be on for ONE daily action, then remove
their way to Dweomercore, the school of evil mages. this memory word.
You might be able to show them another way…
SCHOOL- You ask about a Mage Collective, but the response Gain keyword MAGES-DoMM and
DoMM only gets laughter. The only school here is the begin the guild questline
exclusive evil School of Mages led by Halaster
Blackcloak on Dweomercore. If you want a school that
would accept the likes of you, you need to start one!
Old Blackloack might not like that very much though…
SIGHTING- Old Halaster Blackcloak himself has been spotted out Proceed to Adventure 4 DoMM
DoMM of his lair and roaming the upper levels of the
Undermountain! Now is your chance!
UNDERTAKERS- The Undertakers gang is preying on adventurers Proceed to Adventure 1 DoMM
DoMM on the first level beneath the Inn of the Yawning
Portal. That’s bad for business!
VENGEANCE- You have tracked the escaped Darklord Strahd von You can find Strahd on the Delver-
DoMM Zarovich to the caverns deep in the heart of the challenge by searching for Hallaster
Undermountain. Blackcloak’s lair “the long way”. He is
on the 6th tile of Trobriand’s
Graveyard. He replaces all other
monsters on that tile.

If you are able to defeat him, you rid


the world of Strahd’s evil forward
and win the Barovia questline!

NPC Encounters
Waterdeep
You roll on this chart as one of your four daily actions. You enter the Yawning Portal, a legendary tavern that
drawls adventurers from all over the realms seeking fortune and glory.

When entering for the first time: For you and adventurers like you, all roads lead to the Yawning Portal, a massive tavern,
bustling with all races and glory-seekers of all kinds. With three floors of seating area, all overlook the dark hold, like a well, that
leads into the Undermountain, and the many hidden floors and secrets that the mega-dungeon reveals. Nowhere else in the
Forgotten Realms has such promise, and danger, for adventurers willing to take the dive. Some say that there are entire cities below,
though few have made it that deep. What is confirmed is this is where Halaster Blackcloak, now known as the Mad Mage led his
seven apprentices before they too, became insane. There is no greater challenge in the realm for those seeking to find his lair and
overcome the many obstacles on the way. A round of cheers suddenly break out as a well provisioned party descends by rope down
the large, stone lined well in the floor. You noticed scattered laughter and side bets, accompanied with whispers of “They don’t
stand a chance!” This gives you pause—the party looks exceptionally capable and well equipped.

You approach Duran the innkeeper of the busy establishment who declares, “Welcome back to the Yawning Portal! Are you
prepared for the ultimate challenge? Only the bravest adventurers of the greatest renown may reach the bottom. There is a

72
standing reward of 6,000 gold for any party who can make it, with proof they have plundered old Blackcloak’s home! I know of two
ways down, and many, way more impressive than you frankly, have tried and failed. Do you think you are up to the task?”

The WILD encounter is available for any d20 roll at any time for one action.

d20 EVENT NPC ENCOUNTER RESULT


WILD THE LONG Duran tells you of a way down that he calls “the long way.” It is Gain the keyword
WAY the most grueling, a battle of attrition through all the various DELVER-DoMM and the
climes and floors between Waterdeep. Because of unlikelihood Delver’s Guild
of success, all who try this way register membership in the membership. The
Delver’s Guild, so your body can be recovered should you not challenge is to survive
make it. 100 tiles across the ten
different settings of ALL
of the seven core sets of
the Adventure games! (If
you win, you again 6,000
gold, but if you do not
have all the sets, set up
what you can, but
subtract 1,000 from the
reward for all the sets
you cannot incorporate)
WILD THE SHORT Duran has been collecting information from the retreating Gain the map to
WAY adventurers exploring the Undermountain and is willing to sell Skullport. You may
for 500 gold a map to Skullport (if you already have keyword consult or print the map
OPEN-DoMM, the price raises to 2,000 gold!), between the in this set for further
second and third levels of the Undermountain mega-dungeon. instruction! Gain
It’s provides what he calls “the short way” to the lair of Halaster Keyword OPEN-DoMM.
Blackcloak. But the way is too dangerous—he will only give it to
party’s who have earned significant renown as accomplished
adventurers. (Purchasable only if you have 20 points of Renown)
1 “BAR The whole inn groans as Durnan declares that the bar needs to Immediately end your
CLOSED!” close early tonight. He doesn’t share why, and grumpy patrons day.
file out to leave.
2 GANG Duran tells you he is having issues with the Undertakers, a gang Enter the hole! Proceed
ACTIVITY operating under the Xanathar Thieves Guild. They are attacking to Adventure 1 DoMM
adventurers and hurting his business. Undertaking this mission
is sure to gain you some renown!
3 BEHOLDERS Duran has a lead on a quest to hunt down two dangerous Enter the hole! Proceed
beholders in the first level of the dungeon of the to Adventure 2 DoMM
Undermountain. This is sure to gain you some renown!
4 A NEW KEY Duran has word of a magic key that can expand access to entire Enter the hole! Proceed
floors that have been locked away for a long time. This will to Adventure 3 DoMM
surely bring in more customers to the Yawning Portal seeking
new adventure! This is sure to gain you some renown!
5 “MAGE Duran has a great lead—Halaster Blackcloak himself has been Enter the hole! Proceed
SIGHTING!” seen roaming the upper levels. This could be a chance for a to Adventure 4 DoMM
73
lucky adventure like you to catch him unawares while he is
outside the safety of his lair! This is sure to gain you some
renown!
6 BREAGAN You see a jovial and colorfully flamboyant dark elf surrounded Jarlaxle may be
D’AERTHE by an eclectic band of mercenaries. “Say!” He explains. “I’m RECRUITED into your
BEGINNINGS looking for some more gold to get set up here in Waterdeep. party 1,500 in gold.
Interested in contracting my services out for a bit?”
Gain one Settlestone
rumor.
7 BAROVIAN On the third level of the Yawning Portal overlooking the well to No other result unless
REFUGEES the Undermountain. You see a group of quiet but hardened specified.
commoners enjoying a quiet drink about their table. They
acknowledge you with a nod, but nothing else.

(If you have either WAITING-CR or RESOLVED-CR AND either


AFTERMATH-CR, LOOSED-CR, or PACT-CR): You see a familiar
couple: Kavan and Mila! “How did you escape Barovia!” The
young lovers beam at you. “We found another way,” Kaven the
recovering vampire says. “A tear in the Mists. The prison is
weakening, and some of us are able to get out. We have been
able to make a home here in Waterdeep. The security here
is…welcoming.” “But we do miss the tamer amusements.” Mila
chimes in, looking towards the portal.” We never thanked you
for saving us.” Gain a 300 gold, and Seven points of Renown in
Waterdeep (can only be applied once).

(If you have the above paragraph’s keywords and have Strahd in
your party): The entire table looks at you in horror. Kavan
stands frozen as Mila screams. Then, together, they throw
themselves into the well and to the fate of the Undermountain.
8 LONG- You are invited to share a drink with some Gain one Longbridge rumor. If you have more
BRIDGERS hardy lads from Longbridge, having arrived than 0 points of Reputation in Longbridge,
last night to test their chops against the gain 7 points of Renown in Waterdeep (can
challenges of the Undermountain. They only be applied once)
share word they brought with them from
home but weren’t sure they believed.
9 “BOTTOMS You are challenged to a group of raucus To have a drinking contest, put a single coin of
UP!” barbarians to a drinking contest! The gold of any amount on the table. That is
previous challengers look passed out on matched by your dueling partner from a coin
the floor. Will anyone be able to put these from the supply. To drink, your opponent rolls
challenges in their place? one d20, and you roll a second. If you win, you
may take the winnings on the table, or you
may add another coin that is matched again
for another round. Losing at any time, all
money put in the challenge is lost. Because of
the strength of the ale, each additional roll
also takes one daily action as well. If you win
74
all four rounds, you are so drunk that you
wake up mysteriously d6 spaces d6 direction
away from Waterdeep.
10 “MINE YOUR You encounter a group of dwarves from Saltmarsh. Miners, by the look of Resolve the
BUSINESS” them. You listen in to what they are talking about until they notice you…. appropriate
results, then
Count up how many of the following keywords you have in this list: gain a
ACCUSED-GoS, BLAME-GoS, ESCALATE-GoS, ESCORT-GoS, RELEASED-GoS, Saltmarsh
SORRY-GoS (list A), then count up how man yof the following keywords you rumor.
have in this list: BODYGUARD-GoS. DECLINE-GoS, ORDER-GoS, THANKS-
GoS, ROT-GoS, WITNESS-GoS (list B)

If you have no keywords from either list or equal amounts: The dwarves look
at you oddly and say, “What ye lookin’ at?” until you walk away. End
encounter.

If you have more keywords in list B: The dwarves perk up excitedly: “Lookie
er lads! We av an ally of the dwarves. Lemme buy ye a DRINK!” Immediately
regain any lost health. Gain 7 Renown points in Waterdeep (can only be
applied oncde).

IF you have more keywords in list A: the dwarves jump up from the table
and spit at you. One of them swings an ax. A random character must do a
LUCK 10 or PERCEPTION 10 check. If you fail, you are clipped in the face, but
the dwarves already move off before you can do anything, and you notice
the sharp eyes of the City Watch scanning the crowd: lose 2 health points.
11 “WANNA You are challenged by a half-orc To arm wrestle, place your bet on the table (up to
TAKE MY woman to a wrestling contest. There 200 gold, matched up the half-orc). Any member of
HAND?” is quite a large crowd, including your party needs to do a check that clears 15. Add
several of those who look recently either your LUCK attribute OR your SPEED value on
humbled. How can you say no? your character to your roll. It must be declared
AHEAD of the roll. Winner gets the winnings!
12 “WITH OUR A group of elemental cultists plot together over their ale. You If the elemental cult ran
POWERS overhear the words “Red Larch” and “take them again.” They from you in terror, Gain
COMBINED…” look up suddenly and hush when they notice you looking in 200 gold and then Gain 7
their direction… Renown points in
Waterdeep.
If you have any keyword with an asterisk in front of it (*),
continue: “You! We remember YOU!” the party jumps up in
horror, remembering the thrashing you last gave them. They
scramble out of the bar and into the streets. One of them
screams. You gladly take their empty table with a good view of
the well into the Undermountain. You find they left some
money behind.

If you do not have a keyword with an asterisk (*): they ignore


you until you go away, gain no affect and end this encounter.
75
13 CHANGING You notice a group of mercenaries sitting together: half of them In addition to resolving
OF THE are celebratory, the other half quite grumpy. As you listen in, any of the conditions on
GUARD you notice that one the jovial group has just finished a difficult the left, gain one Chult
tour in Fort Beluarian in the jungle land of Chult and are now rumor.
free to galivant in Waterdeep, while the other less happy ones
are shipping out to start their jungle tour.

If you have any of the following keywords: FIST-ToA, PILLAGER-


ToA, or JOUSTMASTER-ToA, your reputation precedes you and
they men who are disembarking tell stories of your accolades!
Gain 7 Renown in Waterdeep.

Anyone may do a CHARISMA check 10 to convince any of the


mercenaries shipping off that you wish to replace them. GAIN
FREE PASSAGE TO CHULT at close of day.
14 FULL PARTY Another unlucky party that ventured down the well too far into If you pass, you get a
WIPEOUT the Undermountain has been wiped out. The staff of the piece of their gear! Gain
Yawning Portal raffling out their gear. Pay 100 gold and anyone one treasure card
may do a LUCK 10 check to enter the raffle!
15 TALENTED You come across and a young and eager adventurer who just RECRUITABLE PARTY
ROOKIE arrived at Waterdeep for the first time. You notice they are MEMBER OPPORTUNITY.
underequipped and at their starting level. They tell you of their Roll for or draw a
plans to clear the entire Undermountain by tomorrow morning. Personal Motivation for
You can’t help but admire their spirit, and you wonder what them as well.
drives them…
16 “BAR You hear shouting a few tables over from If adding up all the numbers of the dice rolls
FIGGHHH--- you. Two adventuring parties are yelling are higher than 30, the fight was epic and
TTT!” insults to each other. One party is being involved all adventurers on all three levels,
accused of hyperbolically exaggerating the including those jumping balconies. You find
dangers of their adventure. You hear some scattered treasures around the inn.
arguing over how many eyes a beholder is Draw three treasures cards from any one deck
supposed to have, and whether they float and pick one (only once per day)
in the air or roll around like a ball. When
the first punch is thrown, you know things If adding up all the numbers of the dice rolls
are about to get wild. IT’S A BAR FIGHT! To result in less than 30, the City Watch arrest
join in, roll THREE d20s from your you and fines you 500 gold or (if you cannot
collection. make payment) makes you leave town
immediately and not come back for three
days.
17 AN ALURING A melodious voice fills your head and drowns out the rest of the Gain 1 extra health point
VOICE… bar. “You must enter the mountain,” a woman’s voice says to distribute to any party
musically. You strangely feel refreshed. member (this may be
above your hp limit)
18 A LURING A melodious voice fills your head and drowns out the rest of the One random member gains
VOICE… bar. “I will be with you every step of the way,” a woman’s voice ADVANTAGE for one
says musically. You strangely feel emboldened, like you can take adventure, as long as its in
on the Mad Mage himself! the Undermountain. (this
76
benefit can only be gained
once)
19 AN ALURING A melodious voice fills your head and drowns out the rest of the You may discard the first
VOICE… bar. “You are the only one who can save me,” a woman’s voice monster card you draw on
says musically. You are strangely possessed with new your next adventure, so
knowledge, a gift of a one-time spell intended to lend you long as it’s in the
Undermountain. (this
strength.
benefit can only be gained
once)
20 AN ALURING A melodious voice fills your head and drowns out the rest of the You may discard the first
VOICE… bar. “You must kill Halaster Blackcloak,” a woman’s voice says encounter card you draw
musically. You strangely feel refreshed. on your next adventure, as
long as it’s in the
Undermountain (this
benefit can only be gained
once)

End-of-Day Town Events


Waterdeep
You roll on this chart when your daily actions are spent and you are in Waterdeep. Your daily allotment of 4
actions (3 in Chult) refresh after you resolve the consequence of your roll.

d10(d20) EVENT CONSEQUENCE


1 (1-2) As you return to your room, If you do not have keyword XANATHAR-DoMM: You are handed
you are greeted by a number of a letter from Laeral Silverhand, Lord of Waterdeep, welcoming
guards from the City Watch… you to the city and informing you that this is a strict city of laws.
Associating with criminal element is tantamount to criminality
itself.

If you have keyword XANATHAR-DoMM: After eyewitness


testimony, you are arrested for association with criminals. You
must either leave Waterdeep immediately for three days, or be
forced to pay a penalty of 500 gold fine. If you cannot (or won’t)
pay, and you still refuse to leave, you are ordered to a lashing in
the prison: each hero in the party loses one health for every 100
gold they can’t (or won’t).
2 (3-4) As you step out into the night If you succeed, you spot them early and turn down a side alley
for breath of air, you find you and circle back to the inn, ignoring them.
are surrounded by shadowed
figures of the criminal guild! A If you fail and do not have keyword XANATHAR-DoMM: A
random party member does a random character is robbed of one random treasure item. If you
PERCEPTION check 12. do not have a treasure item, that character loses d6 gold, where
the roll of the dice = gold X 100. If you have no treasure or gold,
one random character is stabbed and loses two health.
77
If you fail but DO have keyword XANATHAR-DoMM: gain 100
gold. “A token from the boss,” a voice says, as the figures
disappear into darkness.

3 (5-6) You sleep restlessly as The dream disturbs you, and makes you slower to leave your
nightmares fill your mind…an bed. Lose two of your actions.
intelligent man who stripped
away his flesh to replace it bit
by bit until there was nothing
there…a beautiful elf in
desperation fusing herself to
stone... a devoted woman
transmuted into an undead
worm that walks…through it all,
a voice pleading, “Save me from
the Seven…”
4 (7-8) While you are sleeping, a You are annoyed and distracted for your interruption of sleep.
number of adventures kick your They didn’t bother to clean up and the Inn of Yawning Portal
door down and charge in! They charges you for the damage. Hand over 200 gold, or get kicked
have your surrounded in your out of Waterdeep for a day.
bedclothes before they stop,
blink, and say, “Wait. You’re
not Yorick. Yorick’s taller. Ugh.
Sorry.” They leave.
5-10 (9-20) You have an uneventful return No effect.
to your room and sleep
peacefully in your bed, ready
for your next adventure.

78
DURAN’S SECRET MAP THROUGH UNDERMOUNTAIN*
SUSPECTED LOCATIONS OF HALASTER’S SEVEN!
*The following map is ONLY accessible via a specific town action in Waterdeep, after earning enough Renown points. It
represents the “short way” through the Undermountain from the Yawning Portal to Halaster’s Lair. Each adventure is
consecutively linked, but for two daily actions, you can return to Skullport, then reembark exactly where you left off.
There are no overland encounters in the Undermountain, but there are end-of-day events in Skullport. Follow the
instructions upon winning each adventure. If you return to Waterdeep, you MUST relinquish this map back to Duran.
You can procure it again at a cost of 2,000 gold.

If your party is knocked out in the Undermountain, your body is brought back. Any party member may do a LUCK 7 check.
If you win, you keep all your money and gear, if you lose. You lose half of all gold, then roll a d20 for every treasure item
you possess: you must get a 15-20 to keep it. Otherwise, it is raffled off to the patrons of the Yawning Portal.

Spend Two Daily Actions to return to


Skullport from any location.
All levels are consecutive, and dotted
paths are optional but yield benefits.

Murial’s Gauntlet

Trobriand’s Graveyard

??? Netherskull Requires


Requires Memory Word:
WEAKNESS-DoMM
??? Memory
Word:
UNPLUG-
DoMM

Cavern of Ooze

Shadowdusk
Hold Ambush
Site!

79
NPC Encounters
Waterdeep – Skullport*
Only available from Duran’s Map
These are rolled as an ENCOUNTER actions while you are in the subterranean town of Skullport. If your party is
knocked out, your body is taken back to the Inn of the Yawning Portal, and you most roll a d20 15-20 for every
treasure item you possess in order to keep it. Otherwise, it is raffled off to the patrons of the Yawning Portal.

When entering for the first time: The dilapidated town looks ruined and decaying. Soot discolors the
windows, and many buildings are abandoned. Only the roughest of denizens walk its streets, roving in bands.
You see an inn, Guts and Garters, and are welcomed by a soft-spoken tiefling named Quietude.

d10(d20) NPC ENCOUNTER RESULT


1 (1-2) You are astonished as the prices here! Asking around, people For the rest of today, prices are
shrug and say “Inflation.” No one is interested in buying any of three times higher for all buying:
your items today. 300 for doctor, 600 for resurrect,
600 per treasure card. No selling
permitted this day.
2 (3-4) You are invited to dinner to meet the Xanathar, a beholder To go visit with the Xanathar, gain
who is the leader of the Thieves Guild! You can choose and resolve keyword XANATHAR-
whether to answer the summons or not! DoMM.

To decline, you pass on a message


that you are only passing through.
Leave Skullport immediately.
(Note, if you return to the Inn of
the Yawning Portal, you must
relinquish the Duran’s map. It will
cost you to get it back!)
3 (5-6) Quietude tells you a rumor that the key a killing a lich is by Gain memory word: WEAKNESS-
destroying its phylactery. It just so happens that he can DoMM
describe the location of where Arcturia of Halaster’s Seven
keeps hers! Stunningly, it matches the location that Duran had
on his map.
4 (7-8) Quietude tells you a rumor that there is a runestone that Gain memory word: UNPLUG-
powers the vast depths of the Undermountain. It just so DoMM
happens that he can describe the location of where the
runestone is hidden! Stunningly, it matches the location that
Duran had on his map.
5 (9-10) You strike up a conversation with a old pirate captain who Gain keyword SARGAUTH. You
stops in at the Guts and Garters Inn for some spirits. He talks now may fast travel between from
openly of his ways of avoiding the authorities of Waterdeep. the wet caverns directly to
For free, he tells you of a secret passage from Skullport down Skullport and back.
the River Sargauth and out through the Wet Caverns north of
Waterdeep. Because of the strength of two channels of

80
currents, it’s possible for even unskilled skippers to make the
passage.
6 (11-12) A mage you meet offers a most peculiar service. For 2,000 After paying, you may start with a
gold, he can erase your memory and everyone’s memory of clean Character Sheet: all attribute
you. It’s like becoming a whole new person. stats, keywords, memory words,
questline progress, all personal
motivations and personal twists.,
are erased.
7 (13-14) The pirates and smugglers have been all over the realms. When If you pay, you may roll once on
they notice your interest in hearing what they have to tell, they the rumor chart, and gain on the
offer to give you a rumor for 500 gold. corresponding location’s rumor
chart.
8 (15-16) A melodious voice fills your head and drowns out the rest of One random member gains
the bar. “You must hurry, there is just too much at stake,” a ADVANTAGE for one adventure, as
woman’s voice says musically. You strangely feel emboldened, long as its in the Undermountain.
like you can take on the Mad Mage himself! (this benefit can only be gained
once)
9 (17-18) A melodious voice fills your head and drowns out the rest of You may discard the first monster
the bar. “Those fools above laugh and drink, unknowing how card you draw on your next
much power there is here below. Do here, there is adventure, so long as it’s in the
only…power…” a woman’s voice says musically. You are Undermountain. (this benefit can
strangely possessed with new knowledge, a gift of a one-time only be gained once)
spell intended to lend you strength.
10 (19-20) A melodious voice fills your head and drowns out the rest of You may discard the first
the bar. “Every person you encounter under this mountain is a encounter card you draw on your
threat—trust no one,” a woman’s voice says musically. You next adventure, as long as it’s in
strangely feel refreshed. the Undermountain (this benefit
can only be gained once)

81
End-of-Day Town Events
Waterdeep -SkullPort*
Only available from Duran’s Map
You roll on this chart when your daily actions are spent and you are in Skullport (your daily allotment of 4
actions (3 in Chult) refresh after you resolve the consequence of your roll). If you die in Skullport, it has the
same consequences as dying during an Undermountain adventure: your body is taken back to the Inn of the
Yawning Portal, lose a third of your money, and you most roll a d20 15-20 for every treasure item you possess
in order to keep it. Otherwise, it is raffled off to the patrons of the Yawning Portal and you lose it.

d10 (d20) EVENT CONSEQUENCE


1 (1-2) (If you have keyword, PROTECTION-DoMM, you may ignore If you succeed, you drop into the
this encounter and continue) You do not remember how you cold waters of Skullport and escape.
woke up where you did, your head is still sore so it must not
have been a drink. You can tell you are on a ship, and the If you fail all your tests, you are
sounds of the harbor suggest you have not yet left Skullport. pressed into a gang of pirates for an
Your wrists are only lightly bound, and it doesn’t seem like undisclosed time of service. You are
your abductors know you are awake. You can try to escape stripped of all belongings and gold,
three ways: talk your way out by testing CHARISMA 7; wait raiding against your will month after
for the right moment and then spring out by testing month. You are finally able to
PERCEPTION 7, or just improvise with a LUCK 7 test. You chance an escape, but you can
have as many chances as you have part members, and each choose when to take your
test can only be done once. opportunity, cold water in the
Forgotten Realms, or tropical waters
in Chult. If a coldwater escape,
come ashore d6 locations up the
coast from Waterdeep. (For tropical
be washed ashore in Chult, come
ashore d20 shapes from the eastern
most coastal hex and count
counterclockwise around Chult and
start there).Then, roll for LUCK 5. If
failed, one of your party dies. If you
failed, also roll for LUCK 15. If
passed, your year at sea has
hardened you to gain one level.
2 (3-4) (If you have keyword, PROTECTION-DoMM, you may ignore You may pay 2,000 gold to free your
this encounter and continue) You awake to find that a party member. You may bargain the
member of your party has been kidnapped by bug bears! A price down to 1,000 with a
note reveals there is a ransom to be paid, not far down the CHARISMA 10 check, but if passed
docks. they are returned with half their
heath.

3 (5-6) (If you have keyword, PROTECTION-DoMM, you may ignore You may choose to party with all
this encounter and continue) On your way back to your your items and gold OR every party
member loses two health.
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room, you are attacked by ruffians! “Sorry,” they say,
“nothing personal.”

4 (7-8) You are approached by members of the Xanathar Guild and Pay 500 gold to gain keyword
demanded to pay protection money… PROTECTION-DoMM. If you refuse,
they laugh and say, you’ll be sorry.
5 (9-10) You sleep restlessly as nightmares fill your mind…siblings The dream disturbs you, and makes
giving their everything to restore honor to their house, you slower to leave your bed. Lose
believing they lost everything, then losing everything more… two of your actions.
a human and critter melded together into a mindless
monster, hunting in the dark…headmaster sternly correcting
his acolytes, as madness descends deeper…through it all, a
voice pleading, “he said there’s be no escape from him…”
6-10 (11-20) The port is silent. Only the occasional scream sounds in Nothing happens!
ungodly pitch from across the harbor.

83
TOWN RUMORS
FORGOTTEN REALMS
Longbridge Rumors
You roll on this chart only when instructed, when you have opportunity
to hear a rumor specific to this town. Each party may collect up to
three memory words. You may erase them as you wish.

d10 (d20) EVENT Gain Memory


Word
1. (1-2) A number of defenders of Longbridge have disappeared in the hills after being SPRUNG-W
lured away by monsters. You catch the patterns that there must be a trap they
are walking into.
2. (3-4) You hear complaining about the sinking dignity of the Hunter’s Lodge. Apparently FEMUR-W
there is an ambitious but cowardly prospective member of the Hunting Guild in
Longbridge who is faking an injury to get others to hunt for him so he can
advance in rank without doing the work. This could be a way for you to find a way
into the Hunter’s Lodge and advance rank yourself!
3. (5-6) You hear a story of how Roghar the Adventurer escaped the Undermountain and BAG-W
made it back to Longbridge with his life, but still murmurs anxiously about
something valuable he left behind. It could be yours for the taking if you find it!
Or you can see if he’s offering a reward.
4. (7-8) You overhear a group of adventurers coordinating details about the story they DIRE-W
will tell about having fled a dangerous encounter in a dire chamber near
Longbridge and barely made it out with their lives. You are able to sort out their
embellishments from the true elements of the peril they faced. You think you can
track your way to their spot. It could give you an advantage, and you might be
able to find a way to profit off of knowing what they truly encountered!
5. (9-10) You hear talk of a terrifying monster found locked away behind closed doors in EYES-W
Firestorm Peak outside of Longbridge. What glimpses they caught of it as it
watched them tells of a creature that doesn’t fit any known description or
classification you know. The legendary monsters collection guild might be
interested!
6. (11-12) Snippets of conversation reveal that orcs, duerger, and kobold are moving COORDINATED-
together outside of Longbridge, suggesting the possibility of an alliance. That W
could mean trouble for the villagers!
7. (13-14) You overhear grievances from a number of sources around the tavern: the MAP-W
Wickboro farm raided, the South Ranch set ablaze. Tracks found at a nearby
creek. You piece together enough details to gather a vague idea of the location of

84
a secret route monsters may be using for their raids. You think you can piece
together an approximate location from memory.
8. (15-16) You watch as a group of villagers beg those around the inn for help rescuing their RESCUE-W
kidnapped family members outside of Longbridge. You are struck that no one is
willing to help, even as they go from town to town pleading for help. You hear
where they were taken and believe you might be able to rescue them. They have
a contact who can point you in the right direction in Longbridge.
9. (17-18) You notice a man seated in the corner huddled close to someone, whispering. His TREASURE-W
voice carry farther than he realizes, and you notice he has the location of the vast
treasure hoard of the red dragon Ashardalon! He’s just looking to get someone to
get it out for him. Listening carefully as you pretend to drink, you think you have
enough information to resupply at Longbridge and steal it before anyone else
gets there first!
10. (19-20) You are disturbed by a man raving about having barely escaped from his life from INVASION-W
another dimensions called the Land of Mists. He is attempting to warn everyone
that Strahd’s forces are trying to enter our world, if the cultists succeed. No one
seems to be taking him seriously, but what if he’s telling the truth. He claims the
cultists were going to gather at Longbridge before hatching their plans at
Firestorm Peak.

RED LARCH RUMORS

You roll on this chart only when instructed, when you have opportunity to hear a rumor specific to this town.
Each party may collect up to three memory words. You may erase them as you wish.

d10 (d20) EVENT Gain Memory


Word
1-9 (1-18) Word about Red Larch is abundantly clear: “any rumor of occupation, None necessary,
kidnappings, or assaults on the free people of Red Larch are unsubstantiated because nothing
lies and are to be summarily ignored.” Hmm. is definitely
happening in
Red Larch.
10 (19-20) A desperate word comes out of Red Larch: the temple has been PLEA-ToEE
reactivated…the old elemental cults have reunited…daily kidnappings and
sacrifices...if something isn’t done, whole world is in jeopardy!

85
SALTMARSH RUMORS
You roll on this chart only when instructed, when you have opportunity to hear a rumor specific to this town.
Each party may collect up to three memory words. You may erase them as you wish.

d10 (d20) EVENT Gain Memory


Word
1-5 You hear rumors of unrest that link the leader of the dwarven miners, Manistrad PROTEST-GoS
Copperlocks, to insurrectionist behavior in Saltmarsh. You don’t know if it’s true,
but protestors are tracking her to the Dwarven Anvil!
6-10 There is a shipment of weapons and other supplies coming in that you overhear SHIPMENT-GoS
Manistrad Copperlocks, the leader of the dwarven miners in Saltmarsh, you could
go to the docks and help make sure there is no foul play.
11-15 You hear rumors that Keledek the town mage, is investigating reports of SEARCH-GoS
smugglers off the coast.
16-20 There are reports of chiseling heard deep in the caves and from the wells for CAVERN-GoS
miles around Saltmarsh. (requires keyword BREATHE-GoS)

SETTLESTONE RUMORS
\You roll on this chart only when instructed, when you
have opportunity to hear a rumor specific to this town.
Each party may collect up to three memory words. You may erase them as you wish.

d10 (d20) EVENT Gain Memory


Word
1. (1-2) You hear tall tales of half elf-half spider creatures with swords, dark elves with Nothing gained.
magic whips with snake heads, as well as creatures that can get into your mind
and enslave you. You chalk it up to idle gossip of scared villagers.
2. (3-4) Gossip has it that Athrogate the dwarven bodyguard is looking to refine his skills ATHROGATE-LoD
for battle. He might be convinced to join your band! He has been seen around
Settlestone.
3. (5-6) There is word that Jarlaxle is recruiting warriors for his mercenary band called the JARLAXLE-LoD
Bregan D’aerthe. He might be interested in seeing what you are made of! Jarlaxle
frequently travels through Settlestone.
4. (7-8) There is a rumor that Artemis Entreri has been spotted in the hills around ARTEMIS-LoD
Settlestone. He must be collecting on a contract. He might be willing to join you
for a priced!
5. (9-10) Word is there is a dwarf working hard to find a family heirloom that can help CROWN-LoD
restore his clan to prominence. Sounds like something the dwarf fighter Bruenor
would be very interested in!

86
6. (11-12) Dragon Hunt! There is word of a Shadow Dragon that has taken up residence in SHIMMER-LoD
Mithral Hall between Settlestone. This could be away to get into the Dragon
Slayer Guild!
7. (13-14) You heard word of a plot to attack Settlestone. Two figures popular among the ATTACKED-LoD
people, Cattie-brie the Archer and Wulfgar the Barbarian, are working to head off
the assault. This is a battle for the future of Settlestone!
8. (15-16) There is a wedding in Settlestone coming up! They will be using dwarven VOWS-LoD
customs, which means the vows must be taken at an ancestral site beneath
Settlestone. The halfling their Regis is part of the wedding. They may need help
clearing out the tunnels for the wedding party…
9. (17-18) You hear whispers of that the vilest agents of the Spider Queen Lolth have found SEAL-LoD
a clear path to the surface! If you do not stop them, they could remake the
surface in their own image! Head to Settlestone to seal the breaches! You hear
that the mysterious Drow evil ranger Drizzt is central to coordinating the
defenses….
10. (19-20) There is a beautiful seer wandering the Forgotten Realms who has long studied PRIORDIAL-LoD
the Primordial One, Maegera the Inferno. She has been wondering from town to
town, listening to signs, occasionally having visions. You last heard she was on her
way to Settlestone!

WATERDEEP RUMORS
You roll on this chart only when instructed, when you have opportunity to hear a rumor specific to this town.
Each party may collect up to three memory words. You may erase them as you wish.

d10 (d20) EVENT Gain Memory


Word
1. (1-2) You hear a story about the Seven Apprentices of Halaster Blackcloak—seven Cool story, but
doomed souls with dreams and ambitions who went with him into the you hear nothing
Undermountain to fall victim to terrible fates as they gained power: some falling to substantial
to their own hubris, some permanently changed by their own ambitions. None enough to
were able to escape, and they roam the passage of the Undermountain to this provide any
day. actionable intel.
2. (3-4) Few creatures are as disgusting or as threatening as beholders, monsters as BEHOLD-DoMM
magical as they are cunning. Of many eyes and one, known for their greed,
violence, and ambition, they will attack on sight. Two of them have been spotted
in the upper tunnels below the Inn of the Yawning Portal in Waterdeep. Great
renown awaits whoever can defeat it!
3. (5-6) Adventuring to Waterdeep and into the Undermountain through the Yawning KEY-DoMM
Portal is a rite of passage well known through all the lands. Ever people are
mapping out new corridors seeking floors long forgotten. Rumor tells of a new
key found someone found, but couldn’t successfully extract. Obtaining keys to
new areas is quite popular and would be sure to rake up some fame for yourself!

87
4. (7-8) Rumor tells of the sighting of the Mad Mage himself, wondering the upper floors SIGHTING-
of the Undermountain! Surely any who would confront him head on would surely DoMM
gain honor and acclaim!
5. (9-10) You hear about the shadow criminal underground of Waterdeep, mostly UNDERTAKERS-
operating out of the myth-shrouded island of Skullport under the DoMM
Undermountain. You are not sure it really exists, but you do know that the
barkeep of the Inn of the Yawning Portal is having trouble with a new gang calling
themselves the Undertakers, preying on adventurers venturing down their
legendary well. It could be way to make a name for yourself at the Yawning Portal
if you help clear them out!
6. (11-12) You hear about the legendary Inn of the Yawning Portal, how adventurers are CALLED-DoMM
called from all over the land to enter the well into the Undermountain, the
largest, most sprawling dungeon in all the realms. Yet, rumor tells of the voice of
a spirit that is actually the one responsible for calling the strongest adventurers
towards. People within miles of Waterdeep feel more ambitious, braver, and
more daring than they ever recall feeling. They are even touched by word and
rumor. You feel it take ahold of you now. Calling you to Waterdeep. What is this
magic that creeps across land and words?
7. (13-14) You hear a bizarre rumor about Arcturia, one of the Mad Mages’ apprentices. WEAKNESS-
Someone from Skullport who had dealings with her claimed that she put part of DoMM
her lifeforce in a protective phylactery, hidden in the Undermountain. You just
don’t know where.
8. (15-16) You hear tell of a rumor gleaned from the ramblings of the Mad Mage himself of UNPLUG-DoMM
a runestone that provides power to the deep lower levels of the Undermountain.
It’s rumored that the metal constructs that lurk in those corridors may have
fueled by a power source of some kind.
9. (17-18) You hear a rumor that there is a young mage looking for an instructor. Now PUPIL-DoMM
knowing where to go, they begun making their way to the Inn of the Yawning
Portal. If you are a member of the Mage Collective, they join your guild,
otherwise, they may join Halaster Blackcloak’s school for evil mages in
Dweomercore (RECRUITABLE PARTY MEMBER OPPORTUNITY)
10. (19-20) (Requires keyword: LOOSED. Reroll if you do not have it). You hear a rumor that VENGEANCE-
disappearances among the elite of Waterdeep is coinciding with rumors that an DoMM
immortal vampire has taken up residence somewhere in the depts under the
city…

88
Barovia can only be entered by being kidnapped into it, or through one of six Mist locations on the Forgotten
Realms map. You may travel there willingly, by immersing yourself in the mist, and using one action to submit
to Barovia. Know that it is much harder to get out than it is to get in!

89
MADAM EVA’S
READINGS
A new feature to Barovia is encountering Madam Eva and receiving fortune readings from her. These replace
the town rumors but work the same way. They like memory words in that each party member can only hold
ONE of them, but do not count against your memory word limit. The results of the reading are revealed in story
moments and are only to be read when directed. The results are at the end of the Barovia section.

d10(d20) EVENT Gain Reading


Memory Words
1(1-2) Madam Eva has a chilling reading for you: The Mists of Barovia see your sins. The MISTS-EVA
Dark Powers tend their walls.
2(3-4) Madam Eva has a chilling reading for you: You will be welcome where others are not. VISTANI-EVA
The moment comes only once.
3(5-6) Madam Eva has a chilling reading for you: Show deference to the mutated hand and ATTENTION-EVA
your way will be unblocked.
4(7-8) Madam Eva has a chilling reading for you: Lovers, destined to be free. One will die at LOVERS-EVA
the end of a plan.games
5(9-10) Madam Eva has a chilling reading for you: Deadly screams, screams of a child. Only a CHILD-EVA
mother can soothe.
6(11-12) Madam Eva has a chilling reading for you: Bread and circuses, games of idleness. You GAMES-EVA
need only stop.
7(13-14) Madam Eva has a chilling reading for you: I see it! The dark lord is weak! He retreats WEAKENED-EVA
to restore his strength! When the lands are united, and you mount your strike, you
can find him at his weakest!
8-10 (15- Madam Eva has a hopeful reading for you: A gate opens! A tear in the mist! It is OUT-EVA* You
20) close. You may use it to escape to the Forbidden Realms! (you may role d6 direction + may use this at
d6 distance to find the gate, and then use an action to fast travel to a random mist any time! Must
location on the Forgotten Realms map) be erased upon
use)

90
MEMORY WORDS
MEMORY WORDS (Upon entering a town, you have the option to use a memory word based on interactions
you’ve had along your journeys. They only apply to the town designated (for example -W for Longbridge). You
can hold only three at any one time, but may drop one for another if you prefer. Memory words are optional to
use, as they can grant gameplay perks. Keywords, on the other hand are not optionally activated.

BAROVIA (-C)
MEMORY WORD STORY EVENT AND PERK GAINED NEXT STEPS
DOLLMAKER-CR As you explore the village of Krezk, you notice how Proceed to Adventure 11 CR. You
(Krezk) shy of outsiders everyone is. You hear strange may freely use Madam Eva’s fortune
animal cries in the town limits. You head to the reading PACIFY-EVA, without it
Abbey of Saint Markovia where the strangest cries of taking one of your slots..
call can be heard. As you approach you are headed
off by the spy who inquires of why you have come.
Before you can shape your words, he sprints around
the corner of the Abbey and disappears into an
underground tunny hidden in a statue! Just as you
race after him, you are stopped by a mysterious
woman wearing the garb of the Vistani. She stops
you and says, “Let an old fortune-teller help you!
This one is free. You face a monstrosity ahead of you
that can be your undoing. Normal, every-day items
will you find that will pacify the creature. Be on the
lookout, as they will aid you!” You look at her
suspiciously, asking her name and why she is helping
you. “I am Madame Eva. A lowly fortuneteller. We
will meet again.” She then points to the hole. “Youd
better hurry!” You don’t know what monstrosity
awaits, but you head to encounter the Abbot!
FIREWORKS-CR You witness a town of merriment and celebration. Proceed to Adventure 3 CR. (if you
(Vallaki) Yet, the happy music does not align with the dour, have them, you may use the
tired faces of the populace. Laughter sounds forced, dungeon/basement tiles from
and the dancing is wooden. You easily spot the Dungeon of the Mad Mage set for a
Burgomaster’s Mansion and make your way there. thematic upgrade. Use the monster
The doors are open, and no servants are present. A and encounter decks from Castle
long dark stairway leads to a deep system of Ravenloft)
underground halls hidden away from the festivities
outside. Soon, you hear the voice of a kobold
muttering, “Fireworks. The greatest show ever. I’ll
show them. I will destroy them all!” Suddenly, he
stops, noticing your presence. “Who’s there?” he
demands. Suddenly, you hear the sound of pattering
91
feet as a figure races off down the halls. You may
pursue immediately!
INTRODUCTIONS- A carriage approaches you in the dark. A beautiful If you respond immediately, you
CR woman with a haunting yet bored gaze approaches may gain fast travel to Castle
and introduces herself to you as Ludmilla, one of the Ravenloft by carriage and in
Strahd’s brides. She looks you up down, a small Ludmilla’s company. (or you may
frown of contempt revealing a flash of respond on your own time, but you
disappointment. Then her face resets and with will need to travel there by foot on
rehearsed poise, personally welcomes you to Barovia your own. Once you enter the
and offers you a formal invitation join Count Strahd castle, you gain keyword
for dinner at Castle Ravenloft. He promises you safe SUMMONED-CR.
passage for your party to the castle.
INVITATION-CR You have caught Strahd’s attention! A strange and If you respond, travel to Krezk, and
silent escort appears and hands you a formal enter the Abbey by immediately
invitation to the Abbey of Saint Markovia in Krezk. receiving and resolving keyword
You must decide if you will respond. RSVP-CR.
PREPARATIONS-CR (Requires three of the following keywords: Gain keyword ASSAULT-CR
FIREWORKS-CR, RESOLVED-CR, VANGUARD-CR,
TREATMENT-CR, STORMQUELLER-CR, or
WEAKENED-CR. The time to organize for the assault
on Castle Ravenloft and end the reign of Count
Strahd von Zarovich has come. Send letters to your
allies in Krezk, Vallaki, and Barovia Village to tell
them to meet you in the cellar of the Blood o’ the
Vine Tavern at Barovia Village.
STORMWATCH-CR You bring what you remember from the brides’ Activate NPC encounter #7 in Krezk.
(Krezk). gloating to Krezk and ask around. You find they are
shy at first to speak, but then are quite open to
share!

92
Overland Traveling Encounters
Barovia
These are rolled at the end of your four daily actions while on the overland Barovia map.

Note: Upon starting in Barovia, you automatically start with free memory word INTRODUCTIONS-CR, if you
will receive it!

d10(d20) EVENT DESCRIPTION CONSEQUENCE


1. “IT’S HIM!” You awake to see the menacing figure of Count Gain keyword: PALE
Strahd von Zarovich leaning over you, a triumphant (If you already have PALE,
smile on his face. (A random character does a lose two health points
PERCEPTION check 15) If you succeed, you deftly instead.)
grab your weapon and swing into a cloud of black
that dissipates with the sound of laughter. If you
fail, you fumble for a weapon long enough for
Strahd to spring in to bite your neck. As you grunt
from the pain, he immediately bursts into a cloud of
black, fading into the mists encroaching on your
camp. You grab your neck uncertain of the horrors
that await you.
2. DOOMED (ONLY if you have Keyword PALE, otherwise no If you already have keyword
affect) The shakes overtake you and you sweat VAMPIRE, you try to shrug it
through your armor. You have lost too much blood off as this has become your
from your last attack. Your consciousness fades, daily reality.
despite everyone’s attempts to revive you. You
wake in the morning, but everything is different. Change Keyword PALE to
The world is gray, and you feel weakened by the VAMPIRE. If you do, increase
rising sun as you feel a dark strain flow through Strahd’s attention by 5.
your veins…
3. “BATS!” You awake to the sound of swarms of bats around Every party member loses
your camp. Bites nick at you like tiny razorblades. one health.
4. “WE’RE The undead are upon your camp before you can If you succeed, you are able
UNDER even get to your feet! Ghoulish hands grab and to twist away and fight off
ATTACK!” twist at your limbs in ravenous hunger. (a random the undead. If you fail, pick a
character does a LUCK check 12) random character in your
party chose one of your
powers and exhaust it until
you find a healer in town.
5. CURSED You notice your pack getting warmer and warmer. Lose one treasure.
RELIC You find an item of treasure you carry and find it
searing hot, a sickness spreading over it like rapidly

93
spreading dark mold. Quickly, through it away
before it infects anything else!
6. A You see a bizarre sight of a line of lanterns. It is still If you succeed, you are able
MOVE-ABLE the darkest part of the night. You feel an allure to to fight off the bewitchment
FEAST join them. One of them greets you merrily. “Would and flee the nightmarish
you like to come, we are on our way to the feast!” caravan. If you fail, you find
You are about to ask what kind of feast when you yourself d6 spaces closer to
noticed the bewitched smile on everyone’s Castle Ravenloft. As a party,
trancelike face. (Any character makes a CHARISMA collectively lost one point of
check 15). health for every hex you
moved. If you ended at Castle
Ravenloft, everyone in your
part loses half of your health
and you may start the next
day on an any hex adjacent to
Castle Ravenloft.
7. RATS! You awake in the middle of the night to find rats If succeeded, you are able to
swarming through your bed! Your clothes are in fight off the swarm of rats
tatters as you fight them off from reaching your and move on from that site
flesh. You check in with the rest of your party to into a new day. If failed, one
make sure everyone was so lucky (one random random party member gains
character makes a LUCK 12 check) DISADVANTAGE.
8-15 WATCHED As you slip asleep in the scant protection of the Nothing happens.
brush, you notice what you thought were leaves is
actually the presence of ravens, staring at you from
the trees. There are countless of them, perfectly
still, all eyes on you. You freeze, captured by their
gaze, fading to sleep you’re your exhaustion, even
as you try to keep one eye open.
16. A A strange, beautiful traveler approaches your fire If you succeed, she gives you
WARNING just before dawn. Wary, you share your hearth. a small stone and tells you to
With a voice that sounds haunted by musical, she present it to Madam Ada, and
warns, “You do not belong here.” You try to explain she will see you safely out of
how you arrived. (Anyone may do a CHARISMA the Lands of Mist. GAIN
check 12) Keyword: FAVOR if you do
not already have on.

If you fail, she takes pity on


you tells you to avoid the
castle and the Darklord who
reigns there, and fades into
the dusk.
17. WOLVES! You hear the distant howling of a wolf somewhere You may take one free move
behind you, followed by a closer one to the side of action.
you. You must pick up the pace!
18. ABANDONED As you seek a safe place to stop for the night, you If passed, you may gain any
find signs of a bloodied campsite. Claw marks and random item from any
94
tattered clothes are all that remain, until you find treasure deck set. If failed,
hidden in the underbrush an abandoned pack. You you surmise that any
investigate what’s in the pack... (Any character may contents were eaten with
do a LUCK 15 check) everything else.
19. SCARED You encounter a small band of frightened villages, Gain one free rumor on the
REFU- fearfully fleeing in haste with few possessions nearest town’s rumor chart. If
GEES strapped to their backs. (Any character may do a you fail, they flee from you
PERCEPTION 10 check) If you pass, you notice they like frightened dear against
are on the run from the dreadlords of Barovia and your protests—right in the
share with them knowledge of the road ahead of direction of wolves you know
them. As thanks, they offer you insight on the have been tracking your
nearest village. party.
20. “A WAY You see a creeping mist ahead of you, broken by a If you transport, pick a
HOME!” thin beam of light, a fissure fading but steadily random area of mist on the
being stitched back together. You see a way Forgotten Realms overland
through the mists back to the Forgotten Realms! map
You can immediately jump through them tear
between realms or remain in the Land of the Mists!
(If any character in your party has Eva’s fortune
reading MISTS-EVA, you MUST resolve it
immediately)

95
BAROVIA VILLAGE
NPC ENCOUNTERS
BAROVIA- BAROVIA VILLAGE
d10(d20) NPC ENCOUNTER RESULT
1 (1-2) You have a terrifying dream of being lost alone in Ravenloft If you succeed, you snap yourself
Castle, trying to escape, the glowing eyes of Count Strahd von awake before it’s too late. If you
Zarovich right behind you. You realize you are being pulled into lose, the random character who
the dream! A random character does a PERCEPTION check 5. failed the check puts aside all of
their money and items, and they
find themselves in the heart of
Castle Ravenloft. Proceed to
Adventure 1 CR. (They can gain
back all lost gear (plus whatever is
gained) only if the mission is
successful. If adventure is lost, the
gold and gear is cast aside in fears
it is cursed.
2 (3-4) Just as you enter Barovia Village is attacked by the forces of If you have it, use Temple of
Strahd! (Immediately fended off with Strahd’s forces in retreat, Elemental Evil, use the set up rules
if you have keyword: ICON-CR!) for adventure 7, with the ToEE
village tiles, but use Castle
Ravenloft monster deck. Ignore
intro flavor text in adventure book
but use same set up and
instructions with above changes). If
you succeed, another traveler in
town is impressed by your efforts
(RECRUITABLY PARTY MEMBER
OPPORTUNITY) If you choose to
run away, you may leave town
immediately but you cannot enter
Barovia Village for one day.
3 (5-6) The gates of the town are locked. Too many monsters are Your day immediately ends. Roll
roaming the countryside, and the villagers are too on the Barovia/Land of Mists

96
frightened to let you in. You will need to find well hidden overland encounter chart and
shelter and sleep in the brush. the proceed with a new day.
4 (7-8) You arrive at the inn and recognize the familiar din, until a Gain 5 points of Strahd’s
shadow appears before you. With a snap of his fingers, attention.
everyone in the inn freezes. The well-dressed Vampire Lord
intones smoothly, “Yes, every time I look upon you, I do see
some of Tatyana in you, strange as that is. Her and I are
connected forever you know. Time will tell if we are truly
destined to be together. We will see each other again.” He
bows, and with a flourish, he strolls out of the inn. At once,
all gathered begin moving again, oblivious they were ever
frozen.
5 (9-10) Just as you enter the town, you blink as you realize the Roll a d6 to determine what
town us not there! In terror, you try to gain your bearings. direction from the village you
The mist is doing strange things to your head! thought you arrived (one at the
top of the hex, and 2-6
clockwise), the role a d6 to see
how far you travelled and place
your starting point that many
spaces away.
6 (11-12) You encounter a distressed young woman named Mila who Head straight to Castle Ravenloft
pours out her story to you, pleading for help. Mila and her fiancé with Kavan. Ezmerelda will meet
Kavan had plans to escape Barovia with the aid of a Vistani you at the rendezvous point in
vampire hunter named Ezmerelda D’Avenir, who believes she anticipation of you succeeding at
found a secret way out of the cursed lands! However, Strahd your mission and curing Kaven.
must have caught wind of the plan because the night they were Proceed to Adventure 5 CR.
to escape, Kevan was attacked and turned into a vampire! To
spare the rest of the lands of the Forgotten Realms, Ezmerelda
will not risk unleashing vampirism beyond Barovia. But she also
reports that deep in the heart of Castle Ravenloft is a dark
fountain that can remove the curse. Kaven commits to using his
vampire status to help you infiltrate the castle, but once in, his
vampirism grows stronger in the walls of the castle, and he will
be a danger to you.
7 (13-14) You hear the story of despondent parents looking for their lost Proceed to Adventure 8. (If you
child. It happened many years ago, but they believe the child have reading CHILD-EVA, consult
was kidnapped by the vampires of Castle Ravenloft and is still the secret reading meaning now, at
enslaved in the castle. the end of the Barovia section!)
8) 15-16) You meet a Donavich, cleric who tells you a story of how a failed Proceed to Adventure 2 CR
attack on Castle Ravenloft by the village has brought the wrath
of Strahd, which resulting in the loss of his son, Doru, of whom
he won’t give details. He also shares the story of the Icon of
Ravenloft, a silver statuette in the shape of a kneeling cleric that
was meant to ward off evil. Since the Chapel in Castle Ravenloft
was consecrated, the icon has been kept sealed away to
97
neutralize its power. Donavich suggests that if you could sneak
into the castle and retrieve the icon, it could protect the village
from Strahd’s attacks!
9 (17-18) You enter the Blood o’ the Vine Tavern to see a panicked Proceed to Adventure 9. (If you
meeting of villagers discussing the upcoming attack from Castle refuse to help, or lose this battle,
Ravenloft! They beg you to help them. They don’t have the the Village of Barovia is swept off
strength to fend them off yourself, but you look strong enough. the map, and all quests are no
longer available from this location!
If you have keyword ICON-CR, you can encourage everyone to (If you refuse to help, gain +5
huddle together in the Church for protection while the Strahd’s attention.) Note refusal or
onslaught rages, but the people will be safe. Alternatively, if you loss will end the lawful good
have the Icon of Ravenloft in your possession, you may give it to questline that culminates in an
them and gain keyword ICON-CR. assault on Castle Ravenloft)

You may station one party member


to help defend the village while you
attend this adventure. You will not
have access to that party member,
but if you lose, the village will
remain intact when you return.
That party member will retain their
gold and items, and can locate the
party after the battle.
10 (19- You meet Madam Eva just outside, plying her trade as fortune- For 100 gold, roll on Madam Eva
20) teller. reading chart!
d10(d20) Organize a posse to assault Castle Ravenloft! (Requires three of Gain memory word
the following keywords: FIREWORKS-CR, RESOLVED-CR, PREPARATIONS-CR
VANGUARD-CR, TREATMENT-CR, STORMQUELLER-CR, or
WEAKENED-CR)

End-of-Day Town Events


Barovia: Barovia Village
These are rolled at the end of your four daily actions while you are in the town of Barovia Village, or if you chose to end
your day there.

d10(d20 EVENT RESULTS


1.(1-2) Just as you drift to sleep, Barovia Village is If you have it, use Temple of Elemental Evil, use
attacked by the forces of Strahd! (Automatically the set up rules for adventure 7, with the ToEE
fend off the attack and put Strahd’s forces in village tiles, but use Castle Ravenloft monster
retreat if you have keyword: ICON-CR!) deck. Ignore intro flavor text in adventure book
but use same set up and instructions with above
If you refuse, you may retreat to no penalty: changes). If you succeed, another traveler in
leave town immediately any one hex and then town is impressed by your efforts (RECRUITABLY
end your day. PARTY MEMBER OPPORTUNITY)
98
2. (3-4) (Only if you have keywords IGNITE-CR, or Proceed to Adventure 10. If you have keyword
DOUBLE-AGENT-CR, otherwise, nothing happens STORMQUELLER-CR, do not deploy the dragon
for tonight.) You are assailed in the night by the Gravestorm!
forces of Strahd (one random character who is
on watch rolls for PERCEPTION 7). If you pass,
you are able fight off the attack and leave town
instantly.

If you fail, Strahd’s brides Anastrasya and


Volenta stand over your bound bodies. “I
warned you to be careful. Strahd knows of your
treachery, and you are to be punished for it! It
shall be a fun game. We will release you at the
same time we call our dragon. Then we will see
you try in vain to escape alive! You will know
the fear of Kresz." Before you can protest, you
are knocked unconscious and taken deep into
Castle Ravenloft. To your surprise, you are
released and instructed to run, the voices of the
brides laughing behind you.
3. (5-6) You are shocked to see that your equipment is One random party member must throw away all
beginning to melt! It must be cursed! of their items!
4-8(7-16) You notice that those gathering for a room at Nothing happens tonight!
the Blood o’ the Vine Inn include not only
travelers, but also life long residents of the
surrounding countryside. You ask why so many
have gathering. “It’s safer this way,” comes the
response. “Strahd’s minions are hunting us.”
You hunker down in safety.
9 (17-18) You encounter another family hunkering down You may exchange 200 gold for the ability to
for the night. After experiencing horrors they draw a new treasure deck item, or give one item
will not repeat, they are planning to get as far away for 200 gold.
from Castle Ravenloft as possible. They are
willing to barter with you any exchanges you
would like
10 (19-20) (If playing solo, you meet a friendly stranger If they are experiencing feelings of attachment,
who wishes to join you for reasons of safety. then you may if you want give only each of
RECRUITABLE PARTY MEMBER OPPORTUNITY. them the Keyword “INFATUATED/FRIENDS” (if
Nothing else from this encounter happens) you already have Keyword
“INFATUATED/FRIENDS” you may change it to
Wolves howl in the distance. Doors slam shut Keyword “LOVERS/COMPANIONS. If you
and lanterns dim. Two members of your party already have Keyword “LOVERS/COMPANIONS”
huddle closely together for warmth and safety… you may change it to Keyword
“COMMITTED/PARTNERS”

99
KRESK
NPC Encounters
BAROVIA- KREZK
These are rolled as an Encounters action as one your four daily actions while you are in the town of Krezk, or if you chose
to end your day there.

d10(d20) NPC ENCOUNTER RESULT


1 (1-2) Just as you enter the town, you blink as you realize the town is Roll a d6 to determine what
not there! In terror, you try to gain your bearings. The mist is direction from the village you
doing strange things to your head! thought you arrived (one at the
top of the hex, and 2-6 clockwise),
the role a d6 to see how far you
travelled and place your starting
point that many spaces
away. Continue with your daily
actions.
2 (3-4) The gates of the town are locked. Too many monsters are Your day immediately ends. Roll
roaming the countryside, and the villagers are too frightened on the Barovia/Land of Mists
to let you in. You will need to find well hidden shelter and sleep overland encounter chart and the
in the brush. proceed with a new day.
3 (5-6) You arrive at the inn and recognize the familiar din, until a Gain 5 points of Strahd’s attention.
shadow appears before you. With a snap of his fingers,
everyone in the inn freezes. The well-dressed Vampire Lord
intones smoothly, “Yes, every time I look upon you, I do see
some of Tatyana in you, strange as that is. Her and I are
connected forever you know. Time will tell if we are truly
destined to be together. We will see each other again.” He
bows, and with a flourish, he strolls out of the inn. At once, all
gathered begin moving again, oblivious they were ever frozen.
4-5 You notice a man stares at you menacingly. You notice him Leave town now and do not return
(7-10) whispering in others ears about you, looks of horror and anger for at least three days.
appearing on their faces as they gaze in your direction. Others
are reaching for their weapons. Whatever this is, it doesn’t
look good…
6(11-12 You from the townspeople bizarre rumors of the Abbott Proceed to Adventure 11 CR. If you
requesting discarded body parts from routine amputations and do NOT have Madam Eva’s fortune
unclaimed carcasses. This leads you note the faint sounds of PACIFY-EVA, do not use the
inhuman roars sounding from deep underground from the east adventure rules that allow you to
part of the town. You wander your way towards the dark and use “CALM.”
100
isolated Abbey of Saint Markovia. Suddenly, the Abbott
appears hauling a giant sack. You mind assumes the worst, and
the Abbott appears to read your face correctly. “I labor at the
mandate of Strahd! I am to reconstruct his beloved Tatyana.”
You stare at him doubtfully. Then a massive roar bellows from
the tunnels beneath the earth. His face turns deathly serious.
Then he throws the bad at you and runs. You may choose to
pursue. On your way, you meet a Vistani fortune-teller who
flags you down, saying, “You might want to hear this before
you go any further!” If you choose, gain fortune reading
PACIFY-EVA and resolve its secret text immediately.
7 (13-14) (If anyone in your party has keyword STORMQUELLER, the Travel three hexes northeast of
villagers over your toast and offer you 200 gold to retell the Krezk to find a secret passage to
story of how you killed Gravestorm. This can happen multiple the hidden laboratory. Proceed to
times a day. If not, continue…) The weary townfolk tell you Adventure 6 CR
what it was like when they once tried to defy Strahd. It brought
the wrath of the Dracolith Gravestorm upon them. The massive To remember this adventure, you
undead dragon continues to attack the outlying farms and may gain memory word:
villagers every few months, as if herding them into the walls of STORMWATCH-CR (Krezk).
the town so they may cower there and be afraid. The Abbot
tells you it is possible to defeat the dracolith by seeking its
phylactery in a hidden lab in the mountains northeast of Krezk.
There is an old lab hidden underground where brave denizens
of Krezk were able to steal the phylactery from Castle
Ravenloft, but failed in their mission to use it to kill the dragon.
Now that region is overrun by Strahd’s forces, but the enemy
doesn’t have the location of the hidden lab. Surely killing the
drgaon will go a long way in liberating Barovia!
8) 15-16) You catch sight of a strange creature, part human part animal, (You must be at level 2 to reset
a mongrelfolk, clearly part of some macabre experiment. The your level to one, and then lose all
handsome Abbot approaches, watching you as you watch the of your attribute points to submit
creature. To your surprise, he tells the story of the Belviews to the procedure) If you agree to
and their obsession with animal enhancements, how they can the experimental operation,. You
be heard throughout the village. Hesitantly, he offers that he may select one ability card power
can root out imperfection in you, if you too would like to have of a hero that is of a different
an animal enhancement. Would you submit to such creature as your hero available in
experimentation? your collection. You may use that
power in addition to your own.
9 (17-18) You meet Madam Eva just outside, plying her trade as fortune- For 100 gold per party, roll on
teller. Madam Eva reading chart!
10 (19-20) The handsome Abbot of the Abbey of Saint Markovia greets You may, at the expense of one
you, apparently drawn by the smell of death. He offers to heal character losing one level, revive
any of your party who are dead. For a price of flesh. any dead member to half health.
(if they had keyword PALE before
they died, they gain keyword
VAMPIRE)

101
End-of-Day Town Events
Barovia: Krezk

d10(d20 EVENT RESULTS


1.(1-2) (Only if you do NOT have keyword STORMQUELLER- If you have it, use Temple of Elemental Evil,
CR) Just as you drift to sleep, Krezk is attacked by use the set up rules for adventure 9, with
Gravestorm (Automatically fend off the attack and the ToEE village tiles, but use Castle
put Strahd’s forces in retreat if you have keyword: Ravenloft monster deck, and replace the
ICON-CR!) black dragon with Gravestorm. Ignore intro
flavor text in adventure book but use same
If you refuse, you may retreat to no penalty: leave set up and instructions with above changes).
town immediately any one hex and then end your If you succeed, another traveler in town is
day. impressed by your efforts (RECRUITABLY
PARTY MEMBER OPPORTUNITY)
2. (3-4) (Only if you have keywords IGNITE-CR, or DOUBLE- Proceed to Adventure 10. If you have
AGENT-CR, otherwise, nothing happens for tonight.) keyword STORMQUELLER-CR, do not deploy
You are assailed in the night by the forces of Strahd the dragon Gravestorm!
(one random character who is on watch rolls for
PERCEPTION 7). If you pass, you are able fight off
the attack and leave town instantly.

If you fail, Strahd’s brides Anastrasya and Volenta


stand over your bound bodies. “I warned you to be
careful. Strahd knows of your treachery, and you
are to be punished for it! It shall be a fun game. We
will release you at the same time we call our
dragon. Then we will see you try in vain to escape
alive! You will know the fear of Kresz." Before you
can protest, you are knocked unconscious and
taken deep into Castle Ravenloft. To your surprise,
you are released and instructed to run, the voices of
the brides laughing behind you.
3. (5-6) You try to sleep by hear the roars of animals in the Your party convinces you it’s best to leave
night. They sound like they are coming from within Krezk and not return for at least a few days.
the walls. One of them creeps past your bedroom,
and you hear the sound of sniffing. You silently
await the coming of dawn. When you awake, you
find a dead rodent outside your door, skinned and
broken. You do not know how to interpret this sign,
and decide it is time to leave.
4. (7-8) As the sun sets, you feel a darkness loom over the A random character does a CHARISMA
direction of the Abbey of Saint Markovia. You try to check 5 to talk her into putting down the
stand still listening to the wind. For a moment, you knife. If you fail, that character must give up
swear you hear laughter, not the joyful kind, but the half of their gold to the deranged
102
laughter of madness. Suddenly, next to you appears clergywoman. She takes it, counts it, sniffs it,
a member of the clergy. “They are saying prayers, and then joins the others in the Abbey. You
you know. Holy devotions.” The woman does not return to the cottage room that is being lent
look well, here eyes are bloodshot and her hands to you and your party. When you ask about
are shaking. “Donation for the church? It is a sure the Abbey, none of your hosts will answer
way we will not die.” Horrified, you see that she has you.
a knife, not pointed at you, but pointed at her. As
she draws the knife across her flesh, you feel it on
your own body! You realize you are being robbed.
5 (9-10) The gates are boarded up early, and you are told You are stuck in Krezk! You are
that no one is allowed to leave for the next four housebound—no actions or encounters can
days. When you demand to know what is going on, be rolled. Either pay 400 gold or 4 items to
it is reported that wolves have been spotted and its pay for the town’s protection for the
too dangerous to leave. You try to explain that you duration of your time, or fight your way out.
can hold your own, but the gates are already being If you fight your way out, a random party
sealed. You are asked how you will pay for your member loses half of their health, and you
stay. cannot return to Krezk for at least three
days.
6 (11-12) You hear strange gurgling sounds coming from a Receive one additional Healing Surge that
nearby well. You approach, and a voice rings out to you may take with you to your next
stay back! A kindly woman leads you to fresh water Adventure (to a maximum four)
at a pool on the northern side of town. There you
receive restorative water before you are escorted
back to your cottage.
7 -9 (13-18) Gates ram shut and lanterns dim. The sound of Nothing happens.
hammers and nails seal shutters and tighten
makeshift barricades. The people here are so afraid
of what lies beyond the walls. They shall sleep with
one eye open as always, but tonight, they shall
sleep safe.
10 (19-20 As you head off to bed, the Abbot stops you before Two party members with relationship status
the inn. He tells you life is very precious, and so COMMITTED may change to keyword
fleeting. There is no room for regrets in this land, as MARRIED (be sure to collect associated stat
you never know when life will be taken. He offers to boosts!)
perform a wedding ceremony for any who share
COMMITTED status together, at the Abbey of Saint
Markovia, free of charge.

103
VALLAKI
NPC Interactions
BAROVIA- VALLAKI
These are rolled at the end of your four daily actions while you are in the town of Vallaki, or if you chose to end
your day there.

d10(d20) NPC ENCOUNTER RESULT


1 (1-2) Just as you enter the town, you blink as you realize the town us Roll a d6 to determine what
not there! In terror, you try to gain your bearings. The mist is direction from the village you
doing strange things to your head! thought you arrived (one at the
top of the hex, and 2-6 clockwise),
the role a d6 to see how far you
travelled and place your starting
point that many spaces away.
2 (3-4) The gates of the town are locked, and they kick out all visitors. Your day immediately ends. Roll on
They are preparing for tomorrow night’s festivities, and they the Barovia overland encounter
do not want to ruin the surprise! chart and the proceed with a new
day.
3 (5-6) You arrive at the Blue Water Inn and recognize the familiar din, Gain 5 points of Strahd’s attention.
until a shadow appears before you. With a snap of his fingers,
everyone in the inn freezes. The well-dressed Vampire Lord
intones smoothly, “I’ve been watching you. You are a curious
wanderer, dallying in my lands. Yet, I sense a familiar spirit in
you. You aren’t hiding anything from me, are you?” He sniffs
you curiously. “We will see each other again.” He bows, and
with a flourish, he strolls out of the inn. At once, all gathered
begin moving again, oblivious they were ever frozen.
4 (7-8) The town is bursting with activity, celebrations, games, and If you pass, you sense something
laughter. It was awkwardly forced, and you can gather no strange is afoot and resist the call;
sense of what people are celebration. You approach a booth you may move on if you wish, or
calling for those to join a tournament of skill and might and go into danger.
daring, only for the strongest! Have you every slayed a
“Zombie Dragon? Are you among Barovia’s mightiest heroes?” If you fail, you approach to learn
Anyone may do a Perception 12 check. [Dragon Slayer more. The carnival barker’s words
Opportunity!] get into your head, daring you to
sign up. You find your signature on

104
the paper before you aware of
what you are doing. When you
look up, the carnival barker at the
booth has the smiling fast of Count
Strahd von Zarovich!

Proceed to Adventure 7 CR, and


play with normal rules. (Before set
up, if you have Madam Eva’s
reading GAMES-EVA, you may
consult the secret reading now, at
the end of the Barovia section.)

Upon set up: The more of Strahd’s


agents you have already
dispatched, the easier this mission
will be! If you have keyword
STORMQUELLER, do not add
Rotting Nook tile during set up. If
you have keyword IGNITE or
BLOWN, do not add Laboratory
tile. If you have keywords ESCAPE,
or WAITING, do not add the dark
fountain tile. If you have keywords
TREATMENT or ARCANE, do not
add tile Arcane Circle. If you have
keyword SPY or DOUBLEAGENT,
do not add the workshop tile.
5 (9-10) You come upon a group taking wagers on who will undertake Proceed to Adventure 4. (You may
the stupidest dare. (if you have keyword FUNMASTER-CR, read: sell all of the treasures you obtain
you are praised and everyone regales stories of your stupidity. from this mission to the people of
You are crowned still reigning champion and may gain one Vallaki as proof of completion!)
treasure item from the CR deck. If not, continue…) As you listen
to the dares lifted up, the most rewarding options are hide the If you refuse to participate in this
armor (and underwear) from sleeping Vallaki patrols, steal the mission, gain keyword: FUNLESS-
bell atop the Abbey of Saint Markova, or replace the water CR.
barrels in the nearby Vistani camp with red wine. Caught up in
the moment, a member of your party shouts out, “Raid the
treasure storehouse at Ravenloft Castle!” There is silence as
the whole crowd turns to you, then wild approving cheers. All
contestants bow out of the contest, but then turn to you. You
understand too late that you have already agreed to do it,
realizing that if you do not, you will not be welcome back at
Vallaki.
6 (11-12) You lock eyes with the Guard Captain Izek Strazni as he passes Izek calls after you, pointing his
on by with a dozen Vallaki Guards. You immediate spot his fiendish arm at you. “Oi you! You
bizarrely mutated hand. He perks up as you and your party haven’t reported in at customs
105
walk by. If you have Madam Ava’s fortune ATTENTION-EVA, station!” You are instantly
you may resolve it’s secret text now. Otherwise, read the surrounded, and put your arms up
mandatory result to the right. in surrender. You are interrogated
on the spot, grilled on how long
you’ve been in Vallaki, where you
come from, and whether you serve
the “Dark Lord Devil” Frustrated by
your consistent answers and still
suspicious, Izek strikes a random
party member hard where the arm
doesn’t cover and injures you.
Then he tells you he’ll be watching.
(A random party member gains
SLOWED (stride is two, until they
can see a surgeon or a positive
benefit heals you another way)
7 (13-14) You enter the town of merriment and celebration. Yet, the Proceed to Adventure 3 CR.
happy music does not align with the dour, tired faces of the
populace. Laughter sounds forced, and the dancing is wooden.
You easily spot the Burgomaster’s Mansion and make your way
there. The doors are open, and no servants are present. A long
dark stairway leads to a deep system of underground halls
hidden away from the festivities outside. You hear the voice of
a kobold muttering, “Fireworks. The greatest show ever. I’ll
show them. I will destroy them all!” Suddenly, he stops,
noticing your presence. “Whose there?” he demands.
Suddenly, you hear the sound of pattering feet as he races off
down the halls. You may pursue immediately!
8 (15-16) You notice that there are no Vistani anywhere within the city If you pass, the Vistani will receive
limits. You ask around, and hear tell of a Vistani camp not far you, though they regard you
outside of the city limits. You may spend ONE action point to coldly. You may do ONE free barter
travel two hexes to the southwest to visit the camp. (If you action to sell any of your items for
have Madam Eva’s fortune reading VISTANI-EVA, you may 200 gold (or the price listed on a
resolve it now! Otherwise anyone in the party may do a LUCK treasure card), OR you may buy for
12 check to see if they will accept you.) 200 gold any item from 5 randomly
generated cards from the Castle
Ravenloft treasure deck.

If you fail, you are robbed at knife


point by the unfriendly Vistani
camp: every party member must
lose 100 gold. If it isn’t available,
each party member that cannot
pay loses one health point.
9 (17-18) You watch a parade of dancers in the most ridiculous costumes The party collects 200 gold off the
pass by you. When you look closer, some of them are more ground!
than strange. Wolves heads on pikes, costumes without heads,
106
and others freely handing out these funny little cakes. Some
are throwing money into the crowd!
10 (19-20) (If playing solo, you meet a friendly stranger who wishes to join If they are experiencing feelings of
you for reasons of safety. RECRUITABLE PARTY MEMBER attachment, then you may if you
OPPORTUNITY. Nothing else from this encounter happens) want give only each of them the
Keyword “INFATUATED/FRIENDS” (if
Two members of your party steal away from the sounds of you already have Keyword
merrymaking. It’s possible the drinks you’ve had are affecting “INFATUATED/FRIENDS” you may
you more strongly than you expected. As you enjoy the peace change it to Keyword “LOVERS/
of each other’s company a blaze of beautiful light splashes COMPANIONS. If you already have
across the sky in a display of fireworks. For a moment, you Keyword “LOVERS/COMPANIONS”
think two of them are inching closer. You can decide what this you may change it to Keyword
moment means. “COMMITTED/PARTNERS”

End-of-Day Town Events


Barovia: Vallaki

d10(d20 EVENT RESULTS


1.(1-2) You fall asleep, dreams of raucous debauchery and merry- Relocate your party to Castle
making. As the world spins and laughing faces close in around Ravenloft. All of your items are
you, you suddenly experience fright. Mouths twist into snarls missing, and you only have 400
and eyes begin to glow. You snap yourself awake and fight gold left, hidden in a secret
that you are lying on the doorstep of Castle Ravenloft. Your compartment, yours to distribute
body is sore all over and you see cuts where your body has among your party as you will.
been drained of blood. You and your confused party have no
memory of how you got here or why all your items have been
taken from you.
2. (3-4) (Only if you have keywords IGNITE-CR, or DOUBLE-AGENT-CR, Proceed to Adventure 10. If you
otherwise, nothing happens for tonight and you may start a have keyword STORMQUELLER-
new day.) You are assailed in the night by the forces of Strahd CR, do not deploy the dragon
(one random character who is on watch rolls for PERCEPTION Gravestorm!
7). If you pass, you are able fight off the attack and leave town
instantly.

If you fail, Strahd’s brides Anastrasya and Volenta stand over


your bound bodies. “I warned you to be careful. Strahd knows
of your treachery, and you are to be punished for it! It shall be
a fun game. We will release you at the same time we call our
dragon. Then we will see you try in vain to escape alive! You
will know the fear of Kresz." Before you can protest, you are
knocked unconscious and taken deep into Castle Ravenloft. To
your surprise, you are released and instructed to run, the
voices of the brides laughing behind you.
107
3. (5-6) Your room is suddenly raided by soldiers led by Izek Strazni, If you fail both, you are stripped of
who has a fiendish deformity in his one arm. He says he is all of your items. If you fail, one,
doing a routing inspection. Anyone in your party may roll a he demands payment of one item
CHARISMA check 7, then a LUCK check 7, in order to convince from a random character as a fee
him to leave. patrol tax.
4-6 (7-12) As the festivities wind down from this ever-celebrating town, Nothing happens.
a wave of fatigue overcomes you. You realize it is not just you,
but tiredness hits everyone around the same time. At first
alarmed, you realize that it is nothing bewitching, but only the
weariness of people keeping up a façade that they are happy.
These people are exhausted, and even if an attack were to
come, you wouldn’t have the energy to fight if it did.
8 (15-16) Someone blows a celebratory horn as you fall asleep, jerking Gain any random item from the
you awake. After a time of silence, you fall asleep again, only CR, WoA, or LoD decks. This is
for someone to blow the horn again. You reach for your really weird town.
weapons, a murderous glare in your eye. When you go to the
window to see where the person is, a crowd is beneath your
window, pointing. When you open your window to see what
is the matter, you see a horn on your own windowsill. “There!
They have that blasted horn!” You quickly slam the window,
but then your door swings open as a mob rushes through,
searching the horn. When they see what’s in your hand, they
scratch their heads in confusion.
9 (17-18) Wondering sleeplessly through the calls of the Blue Water Inn, Gain an extra Healing Surge for
you suddenly encounter a beautiful woman in a nightshift your next adventure (for a
sneaking through the calls by candlelight. She freezes when maximum of four).
she sees you. After a moment, she breathes, “Please don’t tell
him I’m here.” You assure her she is safe with you. Comforted
by your presence, she tells you, “My name is Ireena Kolyana.
He thinks I’m someone I’m not.” Who, you ask. “We cannot
say his name here. Please, do not draw his attention. He’s
dangerous.” She then blesses you, and slips off quietly into
the night.
10 (19-20 (If playing solo, you meet a friendly stranger who wishes to join you Anyone with keyword
for reasons of safety. RECRUITABLE PARTY MEMBER OPPORTUNITY. “INFATUATED/FRIENDS”,
Nothing else from this encounter happens) “LOVERS/COMPANIONS”, or
“COMMITTED/PARTNERS” may
As you leave the festivities for the night, you spot a musician attend the short gaudy ceremony
dressed like a famous folklore celebrity. With an under the lights of Vallaki for a
overexaggerated drawl, he asks if any of you would like to midnight vows ceremony! If so,
swear vows to each other, free of charge. Your party stares Gain MARRIED/OATHSWORN
shockingly at each other and laugh. keyword.

108
MADAM EVA’S
READINGS RESULTS (SECRET INFO)
These are ONLY to be read when directed by the story. You must hold one of the memory words ____-EVA in
your character sheet when the story option appears.

ATTENTION-EVA: You suddenly recall Madam Eva’s words: Show deference to the mutated hand and your way
will be unblocked. You stop in your tracks and say, “Guard captain sir, we wish to declare we are travelers
visiting here at the grace of Baron Vargas Vallakovich of Vallaki, to whom we pay our allegiance. The baron
speaks highly of your vigilance, and offer our aid in case you need to root out infidelity in Vallaki. Naturally, we
shall submit to any protocols you wish to enforce to process our visit.” The Guard Captain blinks, and then
nods. "You’re services are not required at this particular time. Move along.” Your party moves on into the
crowd as Izek’s stern gaze scans elsewhere over the crowd. You breathe in relief as you slip away.

CHILD-EVA: You recall the chilling words of Madam Eva: Deadly screams, screams of a child. Only a mother can
soothe. You quickly ask how long it’s been since the child was taken. The parents look at one another and
respond, “Nine years, eleven months. In fourteen days, it will have been ten years.” You cannot shake the
images Madam Eva put in your mind. “I don’t know how to say this, but I say a telling of howling hag—I
believe your daughter might have been taken by a witch’s coven to replenish their numbers. If you, as a
mother,…can come along…if may help drawn out what humanity she has left.” Anyone in the party may roll a
CHARISMA check 6. If you succeed, the mother is willing to try anything and accompany you on the quest. The
father protests that he cannot come along too, but is surprised to see the mother cast an invisibility shield
over herself, then reappears. “I’m sorry I’ve kept my arcane abilities a secret from you, my love. If I could cast
invisibility on anyone else other than myself, I would now. You see, it can only be me.” It dawns on you now
why the witches would be interested in their child. Sadly, the two parents embrace, and the father tells her to
bring back their daughter safely. (Bring villager mini with you on your quest. This is the mother, and will
accompany one hero. She has the same number of stride points as that hero, and cannot be attacked.
However, when you face the Howling Hag in battle, she will recognize the mother!)

On the howling hag’s turn, the mother may call out to her daughter: Roll a d20:
1-7: The howling hag becomes enraged and performs an extra attack against the party member
accompanying the mother.
8-14: The Howling Hag ignores her mother’s pleas!
15-20: The Howling Hag freezes as a small part of her recognizes her mother! She does not
attack this turn!

(You may want to write this down for your battle)

GAMES-EVA: As you fearfully look down the horror gauntlet you are able to run, you suddenly recall Madam
Eva’s words: Bread and circuses, games of idleness. You need only stop. You stop, and throw down your
weapons. You look to the stone ceilings and declare. “We will not play your games! We will not be your
playthings or your entertainment!” After a time of silence, the illusion of the ceiling fades away, and you can
109
see an raised balcony of nobles in finery enjoying your travails as spectators. Strahd’s voice comes through,
impressed, “Well it wasn’t like I wasn’t going to reward you or anything. A must amusing turn of events, for
you to see through the gauntlet. May I convince you to continue for an additional 400 gold?” (HAGGLE
OPPORTUNITY, with adjustment for the options where you would end the mission—it would only affect pay).
If you agree to continue, proceed as normally. If you still refuse, Strahd chuckles in embarrassment and
apologizes to his guests. Then the air suddenly thins and you find yourself back in Vallaki, lying on the ground
in the middle of a carnival, the jovial night air of celebration continuing as if no one noticed your kidnapping.
(continue from Krezk)

BELOVEDS-EVA: As you approach the area in the isolated woods, you feel a memory gnaw in your mind.
Ezmerelda must be just up ahead. Something doesn’t feel right. Suddenly the memory of Madam Eva’s chilling
reading for you returns in your mind: Lovers, destined to be free. One will die at the end of a plan. “Stop,” you
say. “What”?” Mila demands. “We are so close!” You shake your head. “Something’s wrong. I think this is a
trap.” You think through your other options. “Let’s go back. This isn’t right. Something Madam Eva said. If we
proceed, I believe it will end in death.” Mila and Kavan look at your doubtfully. Anyone in the party may do a
CHARISMA check 8. If you fail, immediately, gain and resolve keyword ESCAPE-CR. If you succeed, continue:
Mila and Kavan nod sadly but resolved. “We may have been followed,” Mila says. “We will find another way.”
She turns to her lover, and they whisper together, and then embrace. She turns back to you. “We trust you.
We will be patient. Our moment will come.” Gain keyword: WAITING-CR.

MISTS-EVA: The gap in the Mists seals up before you! You suddenly recall Madam Eva’s words: The Mists of
Barovia see your sins. The Dark Powers tend their walls. It now dawns on you what this means! The Dark
Powers of Barovia will not permit you to escape at this time. (You must start a new day, and you may remove
this fortune from your character sheets.)

PACIFY-EVA: The Vistani fortune teller appears to understand your urgency, and speaks quickly, “Let an old
fortune-teller help you! This one is free. You face a monstrosity ahead of you that can be your undoing.
Normal, every-day items will you find that will pacify the creature. Be on the lookout, as they will aid you!”
You look at her suspiciously, asking her name and why she is helping you. “I am Madame Eva. A lowly
fortuneteller. We will meet again.” She then points to the hole. “Youd better hurry!” You don’t know what
monstrosity awaits, but you head to encounter the Abbot! (You may use the full set-up and gameplay
instructions for Adventure 11 CR)

VISTANI-EVA: You suddenly recall Madam Eva’s fortune reading: You will be welcome where others are not.
The moment comes only once. With courage, you proceed towards the camp. You are treated suspiciously, but
you are welcome. You may do ONE free barter action to sell any of your items for 200 gold (or the price listed
on a treasure card), OR you may buy for 200 gold any item from 5 randomly generated cards from the Castle
Ravenloft treasure deck. You are instructed not to tell anyone of your interactions. Upon leaving, you must
erase this telling. Anyone in the party may do a LUCK 12 check; if you pass, Madam Eva is present at the camp,
and you may purchase another reading from her for 200 gold.

WEAKENED-EVA: You suddenly recall Madam Eva’s strong words: “I see it! The dark lord is weak! He retreats
to restore his strength! When the lands are united, and you mount your strike, you can find him at his
weakest!” You turn to her to ask her if the moment is now, but realize that you do not need to ask. By some
power of the Everlight breaking through the darkness of Barovia, tonight is the night that Strahd is at his
weakest. (You may leverage your knowledge of the image of a weakened Strahd and proceed instead to
Adventure 13 and the final confrontation.)
110
Chult can be accessed by booking passage from the Forgotten Realms, or by being kidnapped into it. This land
is harder to traverse due to the jungle humidity, so everyone has one less daily action while in this land (three
total). Know also that if you die, due to the death curse mysteriously straddling the land, you gain keyword
UNDEAD.

111
MEMORY WORDS
MEMORY WORDS (Upon entering a town, you have the option to use a memory word based on interactions
you’ve had along your journeys. They only apply to the town designated (for example -W for Longbridge). You
can hold only three at any one time, but may drop one for another if you prefer. Memory words are optional to
use, as they can grant gameplay perks. Keywords, on the other hand are not optionally activated.

Chult (-ToA)

MEMORY STORY EVENT AND PERK GAINED NEXT STEPS


WORD
ASSASSIN-ToA There is a bounty hunting guild that specializes in Head to Port Nyanzura, then use an
assassinations operating in the Port of Nyanzura! action to use this memory word. Gain
keyword ASSASSIN.
CHALICE-ToA You remember that you are carrying a strange chalice Travel to Kir Sabal and give it to
that you found in Omu. You haven’t decided what to Princess Naré; immediately gain
do with it. keyword RELIC-ToA. Or, you may
travel to Fort Beluarian and give it to
Liara Portyr; immediately gain
keyword PILLAGER-ToA. (If you gain
either keyword, lose memory word
CHALICE-ToA.)
DEADHEADS- You learn that the commander at Fort Beluarian is very Proceed to untamed jungle location
ToA strict about passes. Agreeing to clear out the undead and Adventure 5 ToA.
could get you a free pass and some good gold!
HEIRLOOM-ToA: You recall Princess Naré telling you about the When in Omu (requires GATE-ToA
mysterious chalice in the city of Omu, somewhere on keyword), you may proceed
the second level. immediately to the 3rd encounter
option regardless of roll to advance
to the second floor.
JUNGLEMAGE- You heard about a mage hidden in the jungle who Proceed to untamed jungle and
ToA could get you information on the location to the lost Adventure 4 ToA.
city of Omu!
LOST-ToA You hear that the second in line to lost lineage of Chult Head to untamed jungle and
has been missing for several days! If you can find him, Adventure 8 ToA
his older sister the princess will surely appreciate you!
MENACE-ToA You remember of much the Pterafolk Nrakka is Head to untamed jungle and
menacing the good people of Kir Sabal. You can make Adventure 7 ToA
some good friends if you take care of this!
NUISSANCE-ToA You hear about the vegepigmies attacking people on Proceed to the untamed jungle
the roads around Port Nyansura. You hear just how location and Adventure 2 ToA.
much this is disrupting trade, and you have a sense of HAGGLE attempts to collect awards
112
just how badly the authorizes want the threat before or after with the Merchant
eliminated! Prince get an additional reroll, and
you can choose the best result.
PATH-ToA You recall a hidden path that leads to the general You may fast travel to Omu, but you
region of the secret city of Omu! may or may not be able to enter
depending on whether you have
keyword GATE-ToA
PRINCESS-ToA You enter Kir Sabal and encounter a beautiful young Gain one free point of Princess Nare
(KIR SABAL) woman in her early to mid-twenties. You recall the Affection (can only be used once this
story of the lost princess, and immediately bow to her way)
can call her Highness. She smiles, both pleased but
also expectant of such praise. Either way, it starts you
off on the right foot!
SHROOMS-ToA You hear a rumor that Merchant Prince Jessamine is Proceed to the untamed jungle
desperate for a certain kind of mushroom. location and Adventure 1 ToA.
HAGGLE attempts to collect awards
before or after with the Merchant
Prince get an additional reroll, and
you can choose the best result.
SIMMIAN-ToA You hear word of a massive and rare beast deep in the Proceed to the swallowed village and
jungle, some kind of ape. You are aware there is a Adventure 3 ToA.
legendary monster collector guild out there that may
really value such a prize!
SKYWITCH-ToA You hear of the mage Valindra Shadowmantle and Go to Untamed jungle, then roll d6
learn how to find her. You are aware there is a bounty for direction (1 is hex above, 2-6 is
on her for those in the bounty hunting guild, and is counterclockwise hexes) then d6 in a
also a highly sought after mage. She has a clue to the straight line from untamed jungle for
location of the lost scity of Omu! location, then proceed to Adventure
6, ToA
USURPER-ToA You hear the story about Ras Nsi, the monster that Proceed to the hex location fo the
slaughtered much of the family of the last dynasty of City of Omu (you do not need to
Chult and threw that kingdom into ruin. You learn of enter the city nor keyword GATE-Toa
his location near the suspected location of Omu. If you to do this mission), and proceed to
can hunt him down, any survivors of the line of Chult Adventure 9 ToA.
will surely be grateful!

113
Chult Overland Traveling Encounters
You must roll on this chart while in Chult when you are have spent all three of your daily
actions, marking the end of the way. Afterwards, a new day begins and you receive three new
actions. (Note that the oppressive jungle aura of this land limits your daily actions from four to
three!)

d20 EVENT DESCRIPTION CONSEQUENCE


1. “OH, POOP!” A parrot poops on your head. (If you have you any If you have any party members
party members who share “INFATUATED/FRIENDS” who have any of the previously
,“LOVERS/COMPANIONS”, mentioned keywords, the party
“COMMITTED/PARTNERS”, or may make on free space in any
“MARRIED/OATHSWORN” keywords, laughter brings direction.
a motivating embarrassment that causes the pooped
to run off in a direction of their choice, with the Otherwise, you are thematically
party running after them.) annoyed.
2. “HANDS Soldiers with dinged and moldy armor surround you If you have keyword PASS-ToA,
UP!” with spears. They announce themselves as the Order you may continue without further
of the Flaming Fist, on patrol from Fort Beluarian, harassment. If you do not have it
and demands your exploration pass. If you do not and agree to be escorted back to
have it, you can be escorted back to Fort Beluarian, Fort Beluarian, you are forced to
or push past their spears to try to escape! relinquish all of your treasures and
may placed your party at Fort
Beluarian. If you chose to escape,
lose half of your health in the fight
as you escape with your life! Move
your party 1 random space
(random space = d6 1 at 12
o’clock, 2-6 rotating clock wise
around the hex sides)
3. KIDNAPPERS! A band of Chultan slavers stealthily approaches your If you pass both tests, you notice
direction! A random party member does a them and are able to hunker down
PERCEPTION 8 check, then a LUCK 5 check. and silently await their passing,
sighing in relief as you pass.

If you fail, you fight them off but


at the expense of one of your
party members being captured.
They immediately leave your
party. (They can be found in Port
Beluarian, rescued, but robbed of
all money and items)

114
4. “WE’RE The oppressive jungle makes you completely (Roll d6 hex = 1 at 12 o’clock, 2-6
LOST!” disoriented. Every tree looks exactly alike, and you rotating clock wise around the hex
are completely flipped around. There is no sense of sides, and then d6 distance in a
time or distance. You wonder if your are going mad… straight line from starting point.
Then roll again on this chart for a
new Chult encounter.
5. DEHYD- You check your rations repeatedly and are alarmed Everyone in your party loses two
RATED how quickly they have dwindled. You do not have health!
enough fresh water for today!

6. “ZOMBIES!” Your party is beset upon by a horde of zombies! Any If you pass, you are able to slip out
one party member, the one on watch, rolls for quietly. Move one hex for free.
PERCEPTION 12
One person is ignored and must
exhaust one ability.
7. “GIVE THAT Just as you drift to sleep, monkeys have snatched One random party member loses
BACK!” something out of your pack! one random item.
8. DRAINED You feel yourself getting weaker and weaker. This You take one fewer action this
land weighs heavily on you and your party, chipping day.
away at your life energy. The land itself is taking
away your will to continue…
9. PARASITES A sickness that sweeps through your party! (Pass Any who fail must exhaust one
Luck 12.) power until they get their next full
rest at a town or settlement.
10. FORBIDDEN A member of your party begins speaking Berries: if you pass, your party
FRUIT enthusiastically about some red berries telling you to member was right! The berries
eat them for added health! Their hysterics concern restore 3 health to every member
you, and at the same time you wonder if the of the party. If you fail, you
humidity is making you made you suspicious. Select become sick, one random member
one: choose to eat the berries, anyone in the party loses 4 health and gains
may do a Luck 13 check. To question the sanity of disadvantage for next adventure.
your party member, anyone may do a PERCEPTION
13 check.
11-14. “WAIT. DO The sounds of the jungle suddenly go are eerily Nothing happens.
YOU HEAR quiet. In the distance, you hear massive snapping of
THAT?” branches as something large lumbers through the
jungle. Your party doesn’t breathe until the insects
of the jungle begin singing again.
15. “CLEVER You encounter a dinosaur! It looks the same as what If succeed, gain keyword
GIRL…” you saw in the cages for the dinosaur rides back in DINORIDE. If fail, dinosaur runs off
Port Nyansura….(You may attempt to tame it. Any into jungle.
party member may do a Charisma 12 check, then
Luck 13 check)

115
16. “LOOK- You encounter an ancient woman alongside the road Give one treasure and half of one
ING FOR who introduces herself as Nanny Pu’po. She has long party member’s life to resuscitate
SOME- history in Chult and may help you. For a price. a fallen party member. That party
ONE?” member gains UNDEAD keyword.
17, “HELLO You encounter fellow adventurers! (Anyone may do If you succeed, you may have a
THERE!” a Charisma check 5.) RECRUITMENT OPPORTUNITY and
gain one Chult rumor (thematic
recommendation: Artus Cimber or
Dragonbait). If you fail, you share
an awkward silence and keep clear
of one another.
18. “WHAT’S You find an abandoned sack, blood stains still Roll for the location of one Guide
THIS?” evident from the last traveler. You find very few recruiter.
supplies, all of them spoiled, but also a rolled piece
of parchment with lettering you can barely make
out. It looks like instructions to a guild recruiter.
19. IMPORT- You find a hidden path that has semblances of (Gain memory word PATH-ToA)
ANT HOLE walking stones. It must not have been used for
hundreds of years! Could…this be a secret path to
Omu and the Tomb of the Nine Gods!

20. ROMANTIC (If playing solo, you meet a friendly stranger who wishes If they are experiencing feelings of
AURA?!? to join you for reasons of safety. RECRUITABLE PARTY attachment, then you may if you
MEMBER OPPORTUNITY. Nothing else from this want give only each of them the
encounter happens) Keyword “INFATUATED/
FRIENDS” (if you already have
Two members of your party wander into the Keyword “INFATUATED/FRIENDS”
beautiful blue of night and listen to the rhythmic you may change it to Keyword
sound of the cicadas. Bioluminescent moss shimmers “LOVERS/COMPANIONS . If you
and enchanting glow on their faces. For a moment, already have Keyword “LOVERS/
the temperature is perfect and you feel comforted in COMPANIONS” you may change it
each others’ presence. You can decide what these to Keyword “COMMITTED/
feelings mean. OATHSWORN”

116
Port Nyanzura
NPC Interactions
Chult: Port Nyanzura
Rolling counts as an ENCOUNTER town action as one of three daily
actions while on the Port Nyanzura hex.

d10(d20) NPC ENCOUNTER RESULT


1 (1-2) Dinosaurs are loose at the Set up the town tiles from Temple of Elemental Evil. Place nine
port! The cages from the civilian tokens, at least one per tile, as in ToEE Adventure 7. Then
dinosaur races either collapsed place 2 hunting drakes (CR) and 3 velociraptors (ToA) each on their
or someone freed them to own tile. Alternate turns between 1) citizens, 2) dinosaurs, 3) a party
create chaos! member. Citizens will have two grid moves per turn, and dinosaurs
have four. Citizens will try to escape to the nearest edge of the board.
Dinosaurs will attack the nearest civilian by moving into their space
(immediately remove civilian) on a roll of 1-10. Rolls of 11-20, they
will run for the nearest edge of the board to escape.

Party members may use an attack action to 1) put down an adjacent


dinosaur immediately removing them from the board, 2) shield and
escort an adjacent civilian—they are under your protection and will
not be attacked, or 3) (Attempt to tame it. That character does
Charisma 12 check, then Luck 13 check. If successful, gain Keyword
DINORIDE and remove dinosaur. If failed, lose three health). Note
that semi-trained racing dinosaurs will not attack armed party
members.

Quell the chaos until all dinosaurs flee or are tamed. If all civilians are
killed, you are blamed for the attack and are escorted to Fort
Beluarian for questioning and lose all your treasure. Gain 100 gold for
every civilian you rescue. One of them might join your party
(RECRUITMENT OPPORTUNITY—that party member may
automatically gain INFATUATED/FRIENDS attachment keyword along
with a party member of your choice for the rescue)
2 (3-4) Merchant Prince Jessamine Head out to Untamed Jungle location on the map and proceed to
beckons you by messenger to Adventure 1 ToA.
see if you might be willing for
200 gold (HAGGLE opportunity)
117
to venture out to track down
valuable poisonous
mushrooms. Payment on
y.

3 (5-6) Merchant Prince Jessamine Head out to Untamed Jungle location on the map and proceed to
offers you 200 gold (HAGGLE Adventure 2 ToA.
opportunity) if you hunt down
the vegepygmies attacking
travelers. Payment on delivery.

4 (7-8) Merchant Prince Jessamine Head all the way out to Swallowed Village location on the map and
offers you 200 gold (HAGGLE proceed to Adventure 3 ToA.
opportunity) to hunt down the
Great Ape. This a legendary
monster hunt! Payment on
delivery.

5 (9-10) You encounter one of the The health benefits of steamy air and loose muscles restore all your
many popular bathhouses of health points, unexhaust any permanently exhausted powers, and
Port Nyanzura. As a welcome you may remove any negative statuses except UNDEAD keyword. If
gift to the city, you can get a you have UNDEAD keyword, gain half of your lost health back instead.
free massage from masseurs If you had full health coming in, gain ADVANTAGE status for each
and masseuses! member of your party who passes Luck 8.

6 (11-12) A trumpet blasts downtown, Option 1: (only if you have DINORIDE keyword) Enter the race: roll a
and there is a buzz of d20 three times, and write down the numbers. These are the three
excitement in the air. It’s time other riders. The roll a fourth time. Where that number fits in the
for weekly dinosaur races! sequence determines your place. If higher than other three rolls, you
win! Gain RACEWINNER keyword and 300. If placed second, gain 200
gold. If third, gain 100 gold. If last, you gain no gold, and the dinosaur
bites its rider: a random member of your party loses two health. (you
may not gamble and race at the same time on yourself)

Option 2: Gamble: Choose to bet up to 300 gold. Guess the position


of four d20 rolls and rank them as highest, lowest, or middle two. If
you get three correct, you may double you bet. If you get all four
correct, you may triple your best. If you get two correct, you earn
back your original bet. If one or zero correct, you lose your bet
entirely. You can only gamble once per day.

Option 3: Enjoy the event: no affect on party. Immediately end day.


7 (13-14) You meet someone who bears Roll on rumor Chult rumor chart OR Pull a new Personal Twist! (if
word of goings-on in the land playing with Personal Motivations, only one per hero)
of Chult!
8) 15-16) You meet a strange visitor who Roll on Forbidden Realms rumor chart OR Pull a new Personal Twist!
traveled to Chult to flee some (if playing with Personal Motivations, only one per hero)
118
danger they are hesitant to
speak about. You try to follow
them to get as much
information as you can.

9 (17-18) Encounter a guide who is You may add a member to your party for a fee of 200 gold. If you
willing to take you through the have a good experience with this party member. If you gain a
jungle (RECRUITMENT companion, they may do a LUCK 15 check: if passed, that member
OPPORTUNITY) gains a random guild membership. Roll on guild secret chart to
determine the guild membership for that party member.
10 (19- You meet a guild recruiter. This Roll on Guild chart.
20) could be an opportunity to
really become famous!

End-of-Day Town Events


CHULT: Port Nyanzura
Use if you end your turn using all three of your daily Chult actions while in Port Nyanzura.

d10(d20) EVENT CONSEQUENCE


1 (1-2) You groan as you notice you tracked dinosaur poop into If you fail, no one listens to anything you
the room. You must have stepped it in out in the street. have to say for the next day.
One random player rolls CHARISMA 5 to convince your
party the smell is entirely from your boots and they are
not smelling you.
2 (3-4) Before you go to sleep, you do an inventory of your One random party member loses one random
gear to discover that that you have been pickpocketed! item.
You can’t recall when it happened, but there were a lot
of children outside of the inn.
3 (5-6) Your beds are miserably infested! Every party member loses one health.
4-6 (7-12) Dinosaur roars from their cages keep you awake much Nothing happens.
of the night, but otherwise it’s a peaceful evening.
7 (13-14) A strange man shoves a small package in your hand and If you keep it, gain keyword PACKAGE-ToA.
yells “Take it! Blessings!” and runs away. You look Alternately, you can drop it on the ground, or
around for a while and see that no one is chasing him. use a town action to sell it for 100 gold.
9 (17-18) You have a strange dream that feels vividly real. It was Role for one Chult rumor OR Pull a new
almost as if your consciousness drifted into that of Personal Twist! (if playing with Personal
another, and for a moment you were seeing through Motivations, only one per hero)
someone else’s eyes….
10 (19-20) You hear a group of citizens nearby disparaging Princess If you pass, word gets back to the princess
Naré and her foolish claims to restore Chult. You can that that successfully defended her honor.
choose to speak up in her defense: CHARISMA 7. Gain +1 Princess Naré Affection. If you lose or
choose not to participate, she pretends you
do not exist for six days: lose 1 point of Gain
+1 Princess Naré Affection.
119
FORT BELUARIAN
NPC Interactions
Chult: Fort Beluarian
Rolling counts as an ENCOUNTER town action as one of three daily
actions while on the Fort Beluarian hex.

d10(d20) NPC ENCOUNTER RESULT


1 (1-2) The commander of the fort demands an audience and you are Set up the town tiles from ToEE
immediately escorted to Liara Portyr in the Great Hall. You and proceed to ToEE Adventure 3,
identify yourself and tell her why you are in Chult. She feels she and play the normal rules only
can trust you to help her root out spies from Port Nyansura apply the setting to Fort Beluarian
undermining her activities at the fort. If you agree to help root (ignore all flavor text for that
out the spies, you will be rewarded. adventure)
2 (3-4) The commander of the fort demands an audience and you are Go to Untamed Jungle location and
immediately escorted to Liara Portyr in the Great Hall. After Proceed to Adventure 4 ToA.
identifying yourself, the commander tells you there is a mage
who may know the secret to Omu. In exchange for a free pass
of exploration, you may seek out the mage and return with
information. Find them and get information and return it to the
Flaming Fist!
3 (5-6) The commander of the fort demands an audience and you are Proceed to untamed jungle or
immediately escorted to Liara Portyr in the Great Hall. Hunt swallowed village, and Adventure
down the undead for the Flaming First. Gain free exploration 5, ToA
pass. 200 gold promised on delivery.
4 (7-8) The commander of the fort demands an audience and you are Travel to a location a random
immediately escorted to Liara Portyr in the Great Hall. After distance away from the Untamed
identifying yourself you are offered a job to locate the floating Jungle (d6, 1 is 12 o’clock, 2-6 are
Heart of Ubtao and interrogate Valindra Shadowmantle counterclockwise around text, then
(Bounty Hunt) roll d6 distance away. Then
proceed to Adventure 6 ToA
5 (9-10) The commander of the fort demands an audience and you are Gain keywords PASS-ToA and
immediately escorted to Liara Portyr in the Great Hall. You are AGENT-ToA. You may slay any
offered a free exploration pass and permission to hunt down strangers in Chult who approach
any random travelers in the land of Chult who are not members you on overland encounters as
of the Flaming Fist. You will be rewarded. RECRUITMENT OPPORTUNITIES. If
you do, gain one random gear
treasure and 200 gold.

120
6 (11-12) You approach the Fort and notice a rare positive energy in the To joust: for the first round, your
air. It is a jousting match. Because morale is high, you are opponent rolls one d20, and you
permitted to travel freely about the fort. You may participate in roll a second. If you win, gain 100
the matches if you wish! gold. If you lose, lose five heath.
For the second round, roll as
normal, but the double the
win/loss conditions. For the third
and final round, triple the win loss
conditions. If you succeed all three
rounds, gain keyword:
JOUSTMASTER-ToA.
7 (13-14) You encounter a band of the Flaming Fist who just returned Roll on the Chult rumor Chart OR
from a long patrol. One of them eyes your canteen thirstily. You Pull a new Personal Twist! (if playing
realize that if you offer him a drink beyond their meager ration with Personal Motivations, only one per
allotment, you can get learn about what’s happening in Chult! hero)

8) 15-16) You find a poor traveler bound neck and wrists hunched over in Roll on the Forgotten Realms
a pillory. When no one is looking, you approach to offer them rumor chart, but read the rumor as
some water, and they share a bit of their misfortune of their own experience.
traveling to Chult from the mainland and being captured in the
jungle without securing an exploration pass. They tell you a bit Or, you may Pull a new Personal
of their home and what they encountered the last time they Twist! (if playing with Personal
were in an inn. Motivations, only one per hero)

9 (17-18) You encounter a RECRUITABLE PARTY MEMBER offering You may pay 300 gold to gain
services as a guide, for a price. They are an honorary member keyword PASS-ToA, and you may
of the Flaming Fist, and are well known to Commander Liara recruit this member into your
Portyr (keyword AGENT-ToA does not apply) party.
10 (19-20) You wander down near the docks of the Fort and watch a Roll on the Guild secret chart.
shipment of supplies enter. Despondent recruits enter their
new posts wearily, while overjoyed soldiers completing their
tours board with zeal. Looking back, one of them yells to you a
secret from their home town in celebration of their return
home.

121
End-of-Day Town Events
CHULT: Fort Beluarian
Use if you end your turn using all three of your daily Chult actions while in Fort Beluarian.

d10(d20) EVENT CONSEQUENCE


1. (1-2) Your entire party is locked up on suspicion of being Stay in Beluarian for next two days (two
spies! more rolls on this chart), before you are
cleared to go on your way.
2. (3-4) You hear a group of soldiers whispering nearby. You Quietly slip out of Fort Beluarian. Do not
hear words of mutiny, murder, and pillaging the enter the fort again for another day.
armory. This is not a good time to be in Fort Beluarian!
3. (5-6) Bored and miserable mercenaries of the Flaming Fist To accept the fight, roll a d20 against your
are loitering outside your door, clearly looking for a AC. If the roll is lower, then you win the
fight. One of them challenges the member of your fight and gain 200 gold. If it is higher, then
party with the highest AC attribute to a fight, a snarky ruffian beats you, lose 300 gold and that
grin awaits you. If you win, you will get 200 gold, but if character loses 4 health points.
you lose, you will need to fork over 300 as a party.
4-6. (7-12) It is a peaceful night, and you are able to sleep in spite Nothing happens.
of the feeling that you are being watched by the
military presence.
7. (13-14) You are immediately seized by soldiers of the Flaming If you pass, they sigh and realize that you
Fist. They claim they are looking for a stolen item. If are not at fault. They confiscate the item,
you do not have keyword PACKAGE-ToA they and you may remove keyword PACKAGE-
apologize for being rough with you and let you be on ToA. Gain 200 gold for returning it.
your way. If you do have keyword PACKAGE-ToA, a
random party member with keyword PACKAGE rolls a If you fail, you are arrested for theft, and
CHARISMA 15 check to see if you can explain yourself. ALL of your possessions are stripped from
you (all gold and all items). If you have
keyword PASS-ToA, it is revoked (remove
it). You must then immediately leave Fort
Beluarian,
9. (17-18) You see strange scratchings on the wall. The closer you Role for one Guild secret.
look, the more the scratchings seem to move into
familiar letters, then into family words. You find you
are able to read it!
10. (19-20) You watch as a late resupply ship unloads at the supply If you pass, you may immediately travel
dock. One of the soldiers enthusiastically shares that to Waterdeep. If you have UNDEAD
their tour is over and that they are returning home to keyword, you may lose it as you have
Waterdeep. He offers to look away if you slip on board escaped the curse of Chult.
with him…for a price of 100 gold—400 cheaper than
shipping out from Port Nyanzura! If you are caught at If you fail, you are stripped of all your
inspections in Waterdeep, however, he will disavow gold by the authorities in Waterdeep and
knowing you! If you choose to slip on board to kicked out of town. You cannot enter
transport to Waterdeep in the Forgotten Realms, pay Waterdeep for one day.
100 him gold, get on the ship and roll a Luck 12 test!
122
KIR SABAL
NPC Interactions
Chult: Kir Sabal
Rolling counts as an ENCOUNTER town action as one of three daily
actions while on the Kir Sabal hex.

d10(d20) NPC ENCOUNTER RESULT


1 (1-2) Attack by pterafolk! You may stand and fight or flee. If you flee, Set up town tiles from ToEE and
immediately leave Kir Sabal one space and end your day. use set up rules from Adventure
11-ToEE. Instead of the Black
Dragon, place two Pterafolk on
two locations. Use encounter
cards from ToA. Ignore flavor text,
from that adventure, but each
Pterafolk flee according to the
same rules.
2 (3-4) You are welcomed warmly by the mysterious aarakocra flying All party members heal +2 health,
townfolk of Kir Sabal, but welcome to find rest here. You notice may unexhaust any exhausted
you are watched curiously by a young woman, unlike the powers, and then proceed to the
others but carrying a regal bearing. The leader Asharra pleads untamed jungle site on the map,
with you to assist them by venturing into the jungle and Adventure 7 ToA).
defeating the menace Nakka, who is preying on the village.
3 (5-6) (If you have the Keyword PILLAGER, Princess Naré beats you Proceed to Adventure 8 ToA, then
out of the town with a stick. Immediately leave town one hex proceed to the Swallowed village
and end your day. If not continue). You are immediately location on the map.
approached by a young, beautiful woman in her early twenties.
You notice she is not like the birdline aarakocra who dwell in
the village. She sizes you up and down and demands you
rescue her little brother. She says he is second in line for the
throne once the lost Kingdom of Chult is restored. As she looks
down on you even from her short height, there is no secret
who the first in line is. She says if you succeed, she will approve
of you. Encounter the princess. Brother is lost!

4 (7-8) (If you have the Keyword PILLAGER, Princess Naré beats you Proceed to the hex location fo the
out of the town with a stick. Immediately leave town one hex City of Omu (you do not need to
and end your day. If not, continue). enter the city nor keyword GATE-
Toa to do this mission), and
proceed to Adventure 9 ToA.
123
A strong young woman in her early to mid-twenties can be
seen fuming in rage and argument with one of the stronger of
the aarakocra warriors. She storms off as her demands are not
heeded. Sensing an opportunity, you approach and ask her
how you can help. She sizes you up curiously, seems to make a
decision, and then proceeds to demand that depose her
usurper Ras Nsi who can be found lurking around the general
location of the lost city of Omu.
5 (9-10) You try to listen in inconspicuously as one of the scouting Roll on the chart for one Chult
patrols reports on what kinds of stories are going around the rumor, or Pull a new Personal
island… Twist! (if playing with Personal
Motivations, only one per hero)
6 (11-12) You gather around a fire where a the strange birdfolk called Roll on the chart for one mainland
the aarakocra are sharing stories. To the wonder of all, you rumor, or Pull a new Personal
hear a story of a vision one of them had, as they dreamwalked Twist! (if playing with Personal
into the mind of traveler from across the seas. You are Motivations, only one per hero)
convinced that what they witnessed through someone else’s
eyes is true…
7 (13-14) (If you have the Keyword PILLAGER-ToA, Princess Naré beats Gain Memory Word Heirloom-ToA
you out of the town with a stick. Immediately leave town one
hex and end your day. If not continue, if not).

You enter during a feast of joy, laughter, and dancing. You


encounter a beautiful young woman in her early to mid
twenties who has been sheltering with the strange birdfolk at
Kir Sabal. Fascinated in the story of your adventures so far, you
notice that she has been studying you. Eventually, she tells you
that she is the Princess of the lost kingdom of Chult, and longs
to prove it to more people. She things you can help her if you
are able to retrieve the Skull Chalice of Ch’gakare, which is
somewhere in the city of Omu. You file away in your mind that
she is looking for such an heirloom.
8) 15-16) You are approached by Asharra, the leader of Kir Sabal. She You may fast travel one time to
tells you that she has been watching you, and appreciates your anywhere in Chult or the Forsaken
contributions to serve those around you. She offers you a Realms
temporary boom called Dance of the Seven Winds, which will
temporarily grant you the flight of the aarakocra. She has your
party gather around, grinds a mysterious powder, inhales it,
dances in circles around you. When you wake up, you feel
more powerful than you ever have in your life!

9 (17-18) You encounter an ancient woman sitting by the fire in Kir Sabal Give one treasure and half of one
who introduces herself as Nanny Pu’po. She has long history in party member’s life to resuscitate
Chult and may help you. For a price. a fallen party member. That party
member gains UNDEAD keyword.

124
10 (19-20) (If playing solo, you meet a friendly stranger who wishes to join you Change keyword as needed, but
for reasons of safety. RECRUITABLE PARTY MEMBER OPPORTUNITY. only once. Be sure to remember to
Nothing else from this encounter happens) gain any benefits you may receive
You look upon the monastery of Kir Sabal. Rare flowers bloom from the keyword.
around you, and the birds sing while bees buzz a comfortable
distance away. It’s peaceful, and you have time to reflect on
what you have shared…
(Alternatively, if you have Keyword
If they are experiencing feelings of attachment, then you may if COMMITTED/PARTNERS-NARÉ,
you want give each of them the Keyword you may become
“INFATUATED/FRIENDS” (if you already have Keyword MARRIED/OATHSWORN-NARÉ at
“INFATUATED/FRIENDS” you may change it to Keyword the monastery.)
“LOVERS/COMPANIONS” . If you already have Keyword
“LOVERS/COMPANIONS” you may change it to Keyword
“COMMITTED/PARTNERS”. If two characters in your party
have Keyword COMMITTED/PARTNERS, you may, if both
parties consent, request Asharra or her lieutenant to perform
an oath sharing ceremony.

End-of-Day Town Events


CHULT: Kir Sabal
Use if you end your turn using all four of your daily Chult actions while
in Kir Sabal.

d10(d20) EVENT CONSEQUENCE


1. (1-2) You wake up to find that your entire party is lying Place your part d6 direction + d6 spaces away
down on the jungle floor with no memory of how from Kir Sabal (1 = top of hex, then 1-6 is
you got there! Each of you recall memories of clockwise hexes around Kir Sabal. Spaces is
being welcomed in village of bird creatures, and how many spots in a straight line you are,
then smelling a strange smoke. You all shared the short of any oceans)
same dream of flying over the treetops, laughing.
2. (3-4) Your party is attacked by Pterafolk! Nine villagers
One random party member is kidnapped from
were stolen out of their beds in the night, the party, but can be recruited back into your
including one of your own party members! party when found wondering 6 direction + d6
spaces away from the swallowed village
location. All of their items are lost. (1 = top of
hex, then 1-6 is clockwise hexes around Kir
Sabal. Spaces is how many spots in a straight
line you are, short of any oceans)
3. (5-6) Just as you drift to sleep, monkeys have snatched One random party member loses one random
something out of your pack! item.
4-6. (7-12) You feel comforted by the peaceful presence of Nothing happens.
the aarakocra, safe under their hospitality and
protection.
125
7. (13-14) Asharra, the leader of the birdfolk of the village,
If you have 0 or positive reputation from
approaches you wearily, studying you, judging Longbridge, you are welcome to stay the
you. You feel like an accounting is being taken ofnight. If you have negative reputation, you are
all your sins…. immediately outcast: move one space out of
Kir Sabal and role on Chult Overland
encounter chart.
9. (17-18) You have a strange dream that feels vividly real. It Role for one random overland rumor, using
was almost as if your consciousness drifted into the rumor chart
that of another, far oversea and back over the
land again. For a moment you were seeing
through someone else’s eyes….
10. (19-20) You find yourself sleeping so peacefully that a The party gains full health, and unexhausts
deep rest falls over you. You don’t remember any abilities.
feeling so refreshed! One person in your party
vaguely remembers soft chanting just outside
your hut, but wasn’t sure if they were awake or
dreaming….

OMU
NPC Interactions
Chult: Omu*
Rolling counts as a town action as one of three daily ENCOUNTER actions while on the Omu hex. If you are out of actions
for the day, roll on Chult overland encounter chart instead of an Omu specific end-of-day chart.

*Note that Omu is ONLY accessible with the Keyword GATE-ToA (Treat this hex as a jungle text without it)

d20 NPC ENCOUNTER RESULT


1-4 The city is hauntingly still. You Every party member loses 2 health.
wander aimlessly looking for hours.
Purple mists close in around you,
leading to strained coughing and
shattering teeth.
5-8 You find an entranceway beneath Proceed to Adventure 10 ToA.
the earth, leading one floor beneath
Omu.

9-12 You find a deep passage under Proceed to adventure 11 ToA.


the earth, steep enough to lead
under the Second floor of Omu:

126
13-16 You fall through to the third You have no choice: Immediately proceed to Adventure 12
floor! ToA!

17-20 You explore the depths of Omu… if you have the following keywords: - DEVIL-ToA: you insert
the key into the keyhole and a door opens: proceed to
Adventure 13 ToA. – WHISPER-ToA: you follow Princess
Naré’s instructions perfectly and find a hidden switch:
proceed to Adventure 13 ToA, - CRYPT-ToA: you enter the
hole created by the Juggernaut. Proceed to adventure 13 ToA

Otherwise, roll again and keep searching.

TOWN RUMORS
CHULT

d10 (d20) EVENT Gain Memory


Word
1. (1-2) Word is that the Princess of the lost Kingdom of Omu is alive. She is the last of her PRINCESS-ToA
race and is said to one day restore her people. You can find her deeper into the (Kir Sabal)
heart of the island of Chult.
2. (3-4) Word is that the merchant Prince Jessamine will pay good money to any one who SHROOMS-ToA
enters the jungle looking for poisonous mushrooms for info.

3. (5-6) Vegepygmies have become more than a nuisance—they are attacking travelers as NUSIANCE-ToA
they set out from Fort Nyansura! There must be a reward for stopping them.

4. (7-8) A legendary beast lurks in the swallowed village far to the south in Chult. SIMMIAN-ToA

5. (9-10) There is a mage who knows one of the secrets to the hidden location of the lost JUNGLEMAGE-
kingdom of Omu. If you find her, perhaps you can convince her to give it to you! ToA

6. (11-12) Hunting down the undead for the Flaming Fist is a very profitable activity. If you DEADHEADS-
go to Fort Beruarian and offer to hunt, you will be permitted free access to the ToA
jungle to hunt.
7. (13-14) Word is that Valindra Shadowmantle is overseeing Ubtao’s Heart. She may know SKYWITCH-ToA
a clue to the location of Urm!

8. (15-16) You hear of the villainous Nakka, a bird creature who wages war on the MENACE-ToA
humanoids of Chult. You will surely gain favor with the sympathizers of Omu’s
survivors if you hunt him down.

127
9. (17-18) One of the last surviving heirs to the lost kingdom of Omu has been kidnapped! LOST-ToA
Surely you will be able to gain favor with the sympathizers of Omu’s last survivors
if you go and rescue him!
10. (19-20) You hear the tale of the usurper Ras Nsi, who had a critical part in the fall of the USURPER-ToA
last dynasty of Omu. You will surely gain favor with the sympathizers of Omu’s
survivors if you hunt him down.

WINNING/LOSING AN ADVENTURE
After a full party wipeout with no healing surges, roll a d20, on a roll of 1 or 2, all of your gold and items are
stolen. On a roll of 3 or 4 all of your items are stolen. Otherwise, mysterious benevolent persons carried you a
safe distance from the battlefield. Awake two spaces away from your dungeon. Roll a d6 to determine
direction, 1 is at top of hex, then rotating clockwise.

Castle Ravenloft (CR)


If you lose any adventures in Barovia, lose all money and treasures, and roll a d6 to determine what
direction from Castle Ravenloft your left for dead body was dropped (one at the top of the hex, and 2-6
clockwise), the role a d6 to see how far you travelled and place your starting point that many spaces
away.

If you won Adventure 1 CR—you emerge from Strahd’s castle with nothing but what you found within
those haunted halls. Unless otherwise indicated, any companions you came with are waiting for you at
the closest village.

If you won Adventure 2 CR— You successfully retrieve the Icon of Ravenloft! You can choose to hand it
over to Donavich to safeguard it at the Church to provide a measure of protection over Barovia Village
(gain keyword ICON-CR), or you can keep it for yourself. If you keep it, the character who holds it
takes one less damage for each attack on a d20 roll of 12 or higher (you may want to write this
down)

If you won Adventure 3 CR—Klak the Kobold moans in defeat at your feet. You demand that he explain
himself, and why he wants to destroy all the people of Vallaki. He tells you how “all of Vallaki is a fraud,
how they think their displays of happiness will keep away,” he whispers the name Strahd as if it is
forbidden, “but the Darklord is amused by their festivities to drive away the gloom in vain.”
Apparently, Strahd is the one who encourages the weekly festivals! “All hope here is false hope! Better
to destroy it all!” You ask if there is actually enough fireworks to destroy all of Vallaki. He nods. Then
you ask if there is enough to destroy the gates of Ravenloft. Slowly, he nods again. You must choose: if
you report his plans to Strahd, gain keyword BLOWN-CR. If you convince him to join you in real hope
for change, gain keyword: IGNITE-CR.

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If you won Adventure 4 CR— You surprised everyone in Vallaki by succeeding at your dare, crowning
you the stupidest person in Vallaki. You may carry back to Vallaki any treasure over your carry limit and
sell it there. Gain keyword FUNMASTER-CR.

If you won Adventure 5 CR—You have cured Kaven! Now you must meet up with Ezmerelda at the
rendezvous point. Pick a d6 random direction/d6 random distance away from Castle Ravenloft and
immediately escort the two young lovers meet Ezmerelda at that point. If you have Madam Eva
reading BELOVEDS-EVA, immediately go to BELOVEDS-EVA in Madam Ava secret reading results at the
end of the Barovia section. Otherwise, gain keyword ESCAPE-CR.

If you won Adventure 6 CR—You have defeated Gravestorm! Return to town for free healing as a gift
of thanks. Gain keyword: STORMQUELLER-CR.

If you won Adventure 7 CR—As you reach the stairs, you can hear the applause of the nobility and
spectators around you. You see a raised platform where you were being watched. Were you just
entertainment to Strahd’s guests? Suddenly, the air goes thin and pass out. You find yourself
awakening in Krezk, the macabre sounds of hopeless party games continue around you. In your pocket
is a pouch of gold. You feel filthy and used. You recall that you received an invitation to meet with
Strahd when you first arrived in the land. If you lost it, regain memory word INTRODUCTIONS-CR. If
might be time to get to know who Strahd is a little better… if you cannot join you, perhaps you can use
this opportunity to bring him down. Gain 300 gold pieces. If you are a part of the Dragon Slayer Guild,
log that you have slayed the Zombie Dragon.

If you won Adventure 8 CR—There are three possible outcomes for this adventure:

If you defeated the Howling Hag without assistance from Madam Eva’s CHILD reading, or if you were
not able to convince her mother to come along, read this:

You have no choice but to slay the Howling Hag. While Strahd has been dealt a stunning blow
with the loss of one of his lieutenants, there is no trace of the missing child, stolen away nearly
ten years ago. Return to Barovia Village to escort the mother back to the father with the body
of their daughter so they may find some measure of closure. Gain 500 gold. Gain keyword:
ARCANE-CR

If you fortune led you to bring the Howling Hag’s mother along, read this:

Before you bring the final blow upon the Howling Hag, the mother screams at you to stop so
they may take one last look at her daughter. You may choose to keep her back and slay the Hag
right away (in that case, return to Barovia Village to escort the mother back to the father with
the body of their daughter so they may find some measure of closure. Gain 500 gold. Gain
keyword: ARCANE-CR). If not, the mother approaches and locks eyes with the repulsive
monstrosity shallowly breathing. “She’s still in there,” the mother says. “Let us take her to the
Vistani. They may be able to heal her! You have to let me try!” To consent, return to Barovia
Village to escort the mother back to the father with their wounded daughter. Gain 500 gold.
Gain keyword: TREATMENT-CR

If you are part of the Mage Collective guild and fortune led you to bring the mother along:
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You may ask the mother if there are any places of healing that can restore a transformation into
a Howling Hag. The mother nods emphatically that there is a camp of Vistani that may be able
to help. You tell her that you are trying to build a collective of mages. You tell her to take the
howling hag to the Vistani, but once healed you will expect that she join your guild. The mother
agrees. Then you recall her spark of magic ability. Anyone in the party may roll a CHARSMA
check 8. If successful, you convince the mother to join your Mage Collective as well—gain
“Witch Mother” hidden mage collective recruit. If not successful, she declines and wishes to
return to her husband.) You may return to Barovia Village for a reward of 500 gold. Gain
keyword: TREATMENT-CR

If you are part of the Mage Collective guild, and you defeated the Howling Hag without the help of
Madam Eva’s CHILD reading:

You seize the still living Howling Hag and haul her out of the castle. On your way back to Barovia
Village, you encounter a group of Vistani who recognize the condition of transformation into a
Howling Hag, often a kidnapped child, forced into a witches coven. Their insight suggests this
was the child who was taken ten years ago! They offer to take her under their care to try to
bring back her humanity. You consent. Return to Barovia Village to tell the parents that you
suspect the Howling Hag may have been their daughter, and when it is safe, you may go to
them. You may return to Barovia Village for a reward of 500 gold. Gain keyword TREATMENT-
CR

If you won Adventure 9 CR— Return to Barovia Village a hero. Immediately gain gifts of gratitude from
the townfolk. You may draw four random items from the Castle Ravenloft treasure deck. Also, inspired
by your heroism, someone wishes to fight by your side. You may gain a RECRUITMENT OPPORTUNITY
FOR A NEW PARTY MEMBER.

If you won Adventure 10 CR—You escape with your life! (Position your party outside of Castle
Ravenloft.) A small snippet of information spoken from the brides’ taunting stays with you. You will
know the fear of Krezk. You can take this bit of information to the townpeople of Kresz and ask them
about their experience with the dragon. It could be a way to defeat it! Gain memory word:
STORMWATCH-CR (Krezk).

If you won Adventure 11 CR—The Abbot of Saint Marvokia approaches you from the shadows in
horror. He is crushed that his creation was destroyed. “You fools!” he cries, “That was our best weapon
against Strahd! Explain!” You may choose: if you promise to not tell Strahd and his spies about
anything you witnessed here, and that furthermore, you wish to aid the Abbot against the Darklord,
gain and resolve keyword DOUBLE-AGENT-CR. If you wish to gain Strahd’s favor and report the
Abbott’s activities, gain and resolve keyword SPY-CR.

If you won Adventure 12 CR—Sounds of battle rage all over the Castle complex. Walls are crumbling,
commoners are cheering. Monsters are wailing as Strahd’s forces are on the run. Best of all, Strahd is
weakened and has fled deeper into his sanctuary. You must press the advantage! Continue the assault!
Proceed immediately to Adventure 13. Keep your current health, but restore healing surges. This is the
finale!
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If you won Adventure 13 CR—As you land the finishing blow, Strahd diminishes, a pale glimmer of light
compared to his former self. Weakly from the ground, his body fading to dust, he whispers, “It’s
useless. There is no defeating me here. This place is my prison. I will just come back. The only way to
truly vanquish me is to replace me. Someone MUST be Darklord here. For I am not only prisoner here, I
am also warden. Someone must be my successor. Someone must become lord of all Barovia. I have
watched you from afar. You are more than worthy. If you will it…I would wish to join you.”

Gain +3 attributes to distribute of your LUCK, PERCEPTION, OR CHARISMA stats.

You now have three choices:


1. To vanquish Strahd knowing he will just be reincarnated again, you may slay him
now, but the mists will weaken long enough for you to be able to fast travel out
of Barovia immediately. Gain and resolve keyword AFTERMATH-CR
2. To take over as Lord of Barovia, gain and immediately resolve keyword
SUCCESSOR-CR
3. To elect a party member to leave your campaign and take Strahd’s place, which
will make him mortal again and free to accompany you: gain keyword PACT-CR

Dungeon of the Mad Mage (DoMM)


If you lose any adventures in DoMM, , your body is found and brought back to the Yawning Portal. Any party
member may do a LUCK 7 check. If you win, you keep all your money and gear, if you lose. You lose half of all
gold, then roll a d20 for every treasure item you possess: you must get a 15-20 to keep it. Otherwise, it is
raffled off to the patrons of the Yawning Portal.

If you won Adventure 1 DoMM: Gain 7 renown and return to the Yawning Portal immediately.

If you won Adventure 2 DoMM: Gain 7 renown and return to the Yawning Portal immediately.

If you won Adventure 3 DoMM: Gain 7 renown and return to the Yawning Portal immediately.

If you won Adventure 4 DoMM: Gain 7 renown and return to the Yawning Portal immediately.

If you won Adventure 5 DoMM: You have defeated the first of seven of Halaster Blackcloak’s infamous
apprentices, Muiral the Misshapen. This area of the Undermountain was once a home to Drow
refugees escaping amidst the typical infighting and mass slaughter of the dark elves. It has since
become Muiral’s hunting grounds. You may proceed deeper into the Undermountain onto Trobriand’s
Graveyard and Adventure 6 DoMM, or spend two daily actions to return back to Skullport for rest and
advice.

If you won Adventure 6 DoMM: You have defeated the second of seven of Halaster Blackcloak’s
infamous apprentices, Trobriand. More machine and spirit than anything else, you wonder if you’ve
truly seen the end of him, as he could have fused his lifeforce to any of his constructs. At least the way
forward is clear. You can proceed deeper into the Undermountain: one way will take you to the
Guardian Netherskull, the Death Tyrant, and Adventure 8 DoMM. You notice on Duran’s map there is

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incomplete information about some kind of storehouse or laboratory. If you have memory word
WEAKNESS-DoMM, you may proceed to Adventure 7, DoMM. Alternatively, you may spend two daily
actions to return back to Skullport for rest and advice.
.
If you won Adventure 7 DoMM: You have found a phylactery bellowing to the lich, a guardian
apprentice you are sure you are going to encounter deeper in the Undermountain. You hope this
diversion will pay off dividends! Gain keyword SNAPPED-DoMM. You may proceed on to Adventure 8
DoMM and face the guardian Netherskull!

If you won Adventure 8 DoMM: You have defeated the mighty guardian Netherskull, once a beholder
with dreams of death and destruction. Not much is known about the beholder, or even if he ever was
one of the seven apprentices of Halaster Blackcloak, but he was a worthy guardian of the
Undermountain and may have found himself swept up in the story of the Seven by virtue of his
menace. The way forward is clear! You can proceed deeper into the Undermountain: one way will take
you into the Cavern of Ooze, Adventure 9 DoMM. You notice on Duran’s map there is incomplete
information about some kind of magical stone that provides power and energy to the deeper levels of
the Undermountain. If you have memory word UNPLUG-DoMM, you may proceed to Adventure 10,
DoMM. Alternatively, you may spend two daily actions to return back to Skullport for rest and advice.

If you won Adventure 9 DoMM: You have survived the vile Cavern of Ooze! You have also charted
back a path that will be easier to follow back, if you choose to return. You may continue on to
Shadowdusk Hold, which according to Duran’s information, are the dwelling places of the 4th and 5th of
the Seven! Proceed to Adventure 11 DoMM, or you may spend two daily actions to return back to
Skullport for rest and advice.

If you won Adventure 10 DoMM: You have destroyed a powerful runestone coveted by Halaster
Blackcloak. You are not sure if this diversion was worth it, but you can hope! Gain keyword BLACKOUT-
DoMM. You may spend two daily actions to return back to Skullport for rest and advice or you may
proceed on to Adventure 11 DoMM and face the apprentices of Shadowdusk Hold!

If you won Adventure 11 DoMM: You have defeated the twin sibling death knights Zalthar and Dezmyr
Shadowdusk. The two were incredibly devoted to each other until the end, their ambitions of claiming
their noble heritage and coming back to the prominence as Lords of the Undermountain lit a fire under
them until the end. You understand why Halaster Blackcloak valued them as the 4th and 5th of his Seven
infamous apprentices. You may spend two daily actions to return back to Skullport for rest and advice,
or you may proceed deeper into the Undermountain!

If you do not have keyword SNAPPED-DoMM: Proceed with Adventure 12 DoMM.

If you have keyword SNAPPED-DoMM: any one in your party may roll a LUCK 10. If you fail, proceed to
Adventure 12 DoMM but set up Arcturia with half of her health remaining, realizing that smashing the
lich’s phylactery has significantly weakened Arcturia, the 6th and mightiest of the Seven! If you succeed,
Arcturia is no longer able to defend her master! You may spend two daily actions to return back to
Skullport for rest, or proceed straight on to the Mad Mage’s Lair and the finale with Adventure 13
DoMM!*

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*Upon setting up Adventure 13 DoMM: Because you have keyword SNAPPED-DoMM, Arcturia is not
able to put up one final fight to defend her Master. If you do NOT have keyword BLACKOUT-DoMM,
then Halaster’s other remaining faithful apprentice Trobriand meets you in battle to defend his
Master! Roll a d20 on EVERYTIME until he is confronted: on a roll of 1-10, place him in one of the
monster tiles and fight him with half of his health remaining. If he does not show up by the time you
reach Halaster Blackcloak, he fights along his side! (His appearance on the finale tile can be negated by
any party member passing a LUCK 14 check)

If you won Adventure 12 DoMM: You watch as Arcturia, now undead and hard to recognize her once
resplendent beauty, collapses to the cavern floor. She weeps in failure, apologizing over and over
again, though not to you, but to her Master. You step past her and plan your steps. There is nothing
now to stop you from entering the Lair of Mad Mage himself! You may spend two daily actions to
return back to Skullport for rest, or proceed straight on to the Mad Mage’s Lair and the finale with
Adventure 13 DoMM!*

*Upon setting up Adventure 13 DoMM:

If you have keywords SNAPPED-DoMM and BLACKOUT-DoMM, you were ablet o significantly
weaken Halaster Blackcloak’s most faithful apprentices! They do not have the strength to add
him on the final level.

If you do NOT have keyword SNAPPED-DoMM, Arcturia is able to mount one last defense of
her beloved Master! Roll a d20 on EVERYTIME until she is confronted: on a roll of 1-7, place her
on one of the monster tiles and fight her with half of her health remaining. If she does not show
up by the time you reach Halaster Blackcloak, she fights along his side!

If you do NOT have keyword BLACKOUT-DoMM, Toriand is able to mount one last defense of
his beloved Master! Roll a d20 on EVERYTIME until he is confronted: on a roll of 8-14, place him
on one of the monster tiles and fight him with half of his health remaining. If he does not show
up by the time you reach Halaster Blackcloak, he fights along his side!

If you won Adventure 13 DoMM: The Mad Mage collapses to one need, and then surprises you with
an eery laugh. Proudly, he then stands, bringing his hands together in a celebratory applause.
Confused, you watch as he tells you, “You did it, you are what I have been looking for all along! You are
now welcome to join my apprentices as one of the Seven. Currently, I have two positions available, due
to their value. With a snap of his fingers, both Arturia the lich and Trobriand the Metal Mage, are
dragged into the chamber by an invisible force and forced to their knees before you. He continues, “As
a reward for clearing my dungeon, I will give you a single page of my spellbook, granting you any one
power you so desire. But if you execute them now, and you may become my apprentice, and you may
learn even more. Of course, I will allow you to freely leave this place with all the prestige you are sure
to receive.

If you have keyword HEADMASTER,

You may choose one of the four options:

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1) Greedily, slay Arcturia and Trobriand and become a member of the Seven. As a party, you gain
access Halaster Blackcloaks’s spellbook, but can NEVER LEAVE THE UNDERMOUNTAIN AGAIN.
You do not gain the 6,000 gold reward from the Yawning Portal, but you now have access to
ANY daily or utility power in your collection and may add them to your hand of powers as if
they were your own. You feel the crushing despair of Jhesiyra Kestellharp, one of the original
Seven who attempted to flee the torment of the Mad Mage by fusing herself into the
Undermountain itself. You suspect hunting her will be part of your assignment for the rest of
your days. Gain keyword SEVEN-DoMM and also gain +3 permanent increases to your
attributes LUCK, CHARISMA, and PERCEPTION, to distribute as you will.
a. If you have keyword HEADMASTER, remove it. You fail the Mage Collective guild
questline. Every mage you have collected becomes immediately enslaved by Halaster
Blackcloak. For bringing them to him, you have the honor of assigning which level of the
dungeon to tether them as guardian.

2) Politely, decline to kill Arcturia and Trobriand but receive your spellbook page reward from
Halaster Blackcloak as proof of conquering the Undermountain, and head back to wild acclaim
at the Yawning Portal. Upon your return, you gain 6,000 gold and the keyword SHORTWAY-
DoMM. You also gain +3 permanent increases to your attributes LUCK, CHARISMA, and
PERCEPTION, to distribute as you will. If you do, you feel the crushing despair of Jhesiyra
Kestellharp, one of the original Seven who attempted to flee the torment of the Mad Mage by
fusing herself into the Undermountain itself. You hope that she was just an unwitting
accomplice to play the Mage Mage’s game and that her fears of being punished severely will
not pass.
a. If you have keyword HEADMASTER, remove it. You fail the Mage Collective guild
questline. Every mage you have collected becomes targeted by Halaster Blackcloak, and
are never safe again.

3) Valiantly, slay Halaster Blackcloak and take his head back as proof of valor in conquering the
Undermountain! (if applicable, remove keyword HEADMASTER and immediately fail the Mage
Collective guild questline) You gain 6,000 gold from the Yawning Portal and the renown of
keyword SHORTWAY-DoMM. However, you do not gain the spellpage, which is locked away
from you upon the death of the Mad Mage. However, Jhesiyra Kestellharp unbinds herself from
the Undermountain and appears before you, a beautiful elven mage. “Do not worry about the
Undermountain or its denizens. I will take refuge here in his former estate and take good care
of them. Everyone will get what they deserve.” You are unsure how good or bad that is for the
Undermountain, as you cannot tell if she herself was able to escape insanity as one of the
Seven. You are prepared to leave those worries behind. Gain +3 permanent increases to your
attributes LUCK, CHARISMA, and PERCEPTION

4) Resolvedly, slay Halaster Blackcloak and take his place as Mad Mage of the Undermountain!
a. If you do not have keyword HEADMASTER: you do not have a coalition of faithful mages
to protect you from the in-fighting of the politics of the Undermountain. In the scuffle,
Arcturia and Trobriand make their escape, sealing to their revenge. You will be hunted
day and night for your position and prestige, a daily battle against the worst of the
monsters. You are free to come and go from the Undermountain, but ANY VILLAIN of
ANY SET can fight you in the Undermountain to take your place. Worst of all, you hear
the haunting laughter of the Mad Mage in your ears day and night, and his ghost haunts
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you until you are strong enough to resist him. You never hear from Jhesiyra Kestellharp
again. Gain keyword MAD-DoMM.
b. If you have keyword HEADMASTER, you may, if you wish, recruit Trobriand and Arcturia
into your guild if you desire to also have seven apprentices, who will accept humbly. By
virtue of your building up a school of mages, you take possession of his spellbook and
you now have access to ANY daily or utility power in your collection and may add them
to your hand of powers as if they were your own. The Undermountain is yours to give to
a steward or to call your home. You may choose to free Jhesiyra Kestellharp (she may
join your Mage Collective) or keep her imprisoned. You win the Mage Collective Guild
challenge! Gain keyword PROFESSOR-DoMM.

Ghosts of Saltmarsh (GoS)


If you lose any adventures in GoS, lose all money and treasures, and roll a d3 to determine what direction from
Saltmarsh to determine where your body was dumped or is floating on driftwood.

If you won Adventure 1 GoS: You are able to put down the monster attack! But where did they come
from? Why did they attack the quaint coastal town? As you assess the damage, it becomes clear that
dwarven forged weapons armed the attackers. Suddenly, a villager points at you. “Them!” they were
with that dwarven leader, Copperlocks! They were responsible for coordinating this attack!” To defend
the dwarves, saying that you aren’t aware they had anything to do with it, gain keyword DECLINE-GoS.
To explain that you suspected the dwarves all along and didn’t trust anything Manistrad Copperlocks
was saying to you, gain keyword BLAME-GoS. As the crowd gathers round, a group of soldiers rushes
over led by the captain of the guard Eliander Fireborn, and dispurses the crowd. Regardless of which
decision you made, you are profusely thanked for defending the town. You may take on free DOCTOR
action, then continue with your campaign!

If you won Adventure 2 GoS: You have successfully escorted Manistrad Copperlocks out of the
protests in Saltmarsh to the safety of the mining town. End your day to let the unrest settled down.
Gain keyword BODYGUARD-GoS.

If you won Adventure 3 GoS: You are able to fight off the ambush, but notice that an large angry
crowd has descended upon the Council Hall. You approach, hearing Eda Oweland pointing at a nervous
looking Manistrad Copperlocks. “What are we to make of this attack by the dwarves? Escorting
weapons? Escalating the tensions here? They must be held accountable!” Manistrad bristles with rage.
“We only needed food and supplies. We have an important mining operation that supplies wealth and
prestige to this town!” Both community leaders seem to be gauging impressions from the crowd,
frustrated by a lack of answers. You have chance to speak. To chime in to say that you hear Manistrad
Copperlocks herself admit she was bringing in weapons to use against the human population, gain
keyword ESCALATE-GoS. To tell everyone that you are just as confused but that corruption has
overtaken the docks, gain keyword ROT-GoS. No matter what you say, it causes angry cries from both
humans and dwarves assembled, and it takes captain of the guard Eliander Fireborn’s intervention to
disperse the crowd. Both Eda Oweland and Manistrad Copperlocks stare each other down as their
people usher them away. Your day in Saltmarsh immediately ends.

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If you won Adventure 4 GoS: (read the flavor text at the completion of the mission) You seize Keledek
as an accomplish to the smugglers, who easily surrenders. The council will definitely want to hear
about this! Gain keyword KELEDEK-GoS as a reminder that he is in your party, then gain keyword
SMUGGLERS-GoS. If you wish to help Oceanus the sea elf find a way back to his people, you may add
him to your party and sail him back to Saltmarsh. Gain keyword OCEANUS-GoS as a reminder he is still
in your party. Otherwise, you can abandon him to the risk of capture and death by the Sahuagin,
“telling him you are sorry but there is no placed in Saltmarsh for elves”; if so, gain keyword SORRY-
GoS.

If you won Adventure 5 GoS: On the walls, you see a massive rendering of what looks like an ancient
map, carved in the stone. Fresh marks suggest the amp is expanding! You are able to interpret it as
indicative of a massive cave complex that includes the area under Saltmarsh! You have enough
information to map out an entrance. Gain keyword CHAMPION-GoS. You might want to take this to
the council of Saltmarsh!

If you won Adventure 6 GoS: You have indeed discovered that it is the evil Sahuagin who are
expanding the tunnels beneath and around Saltmarsh. This is no doubt to maneuver for an attack on
Saltmarsh! You may push further in and proceed to Adventure 7 GoS. If you wish to go back to town to
rest and regroup, you may gain memory word DEEPER-GoS.

If you won Adventure 7 GoS: You have found the most defeated one of the Sahuagin’s strongest
defenders! One final push again and you can end the underwater threat at it’s source! You may push
deeper in and proceed to Adventure 8 GoS. If you wish to go back to town to rest and regroup, you
may gain memory word LAIR-GoS.

If you won Adventure 8 GoS: You have defeated the High Priestess Thadrah, in spite of her heretical
cries that she is carrying out the will of her sea god.

If you already have keyword UNMASKED-GoS: You tell her in her last breaths that you have already
defeated her greatest warrior Baron Kepmak, and that her attack on Saltmarsh has failed. You see the
evil light dim from her eyes, as all her ambitions fade. The town council will surely want to hear about
this! You emerge from the cave system qute far from where you began. Roll 2 d6s and a d20. If the d20
is an even result, you find yourself north of Saltmarsh, if odd, you find you are south. Add the result of
the d6s. Count that many hexes along the coastline north or south, doubling back if you reach the end
of the map.

If you do NOT have keyword UNMASKED-GoS: You fear, however, that you are too late. In her
sermonizing, you heard her both that Sahuagin attack has already commenced on the people of
Saltmarsh! You emerge from the cave system quite far from where you began. Roll 2 d6s and a d20. If
the d20 is an even result, you find yourself north of Saltmarsh, if odd, you find you are south. Add the
result of the d6s. Count that many hexes along the coastline north or south, doubling back if you reach
the end of the map.

It is time to rescue the people of Saltmarsh! Town actions at Saltmarsh are unavailable until you
finish this adventure. If you do another adventure before this one, the town of Saltmarsh is
permanently lost.
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How you have navigated the traditionalist/loyalist political landscape of Saltmarsh will now
yield its fruits! Take stock of your keywords: calculate which column has more:

If you have three or fewer of any of the following the keywords, ignore the following and
proceed to the exit location of the cave system as described above, and then proceed to
Adventure 9 GoS.

Traditionalist Faction Loyalist Faction


ACCUSED-GoS BODYGUARD-GoS
BLAME-GoS DECLINE-GoS
ESCALATE-GoS ORDER-GoS
ESCORT-GoS THANKS-GoS
RELEASED-GoS ROT-GoS
SORRY-GoS WITNESS-GoS
RESULT: __ RESULT: __

If Traditionalists have more: You have sided with the Eda Oweland and the traditionalist
faction. The humans of Saltmarsh know that you have been an ally, and will join you in
battle to save the people of Saltmarsh! Proceed to Adventure 9 GoS. As a sign that the
people are fighting back to defend their town from the outsiders, anytime a villager is to
be removed, roll a d20. On a roll of 15-20, they go down fighting—take away one health
from the monster who killed them.

If Loyalists have more: You have sided with the Manistrad Copperlocks and the loyalists
faction. The dwarves know that you have been an ally, and will join you in battle to save
the people of Saltmarsh! Proceed to Adventure 9 GoS. You may add three dwarven
heroes from your collection to fight until your control as allies. They each have 4 health.

If you have exactly equal keywords in both columns (at least two in each column), gain
keyword SCARLET-GoS, the proceed to Adventure 9.

If you won Adventure 9 GoS: Gain keyword: UNMASKED-GoS. You unmasked and defeated the
mysterious threat undermining the peace and security of Saltmarsh!

a. If you do not have either keyword CHAMPION-GoS or SMUGGLERS-GoS, then the council
writes this off as a random attack by lost and confused sea monsters, probably migrating and in
their mating season. The tensions around Saltmarsh between the loyalist and traditionalist
factions continue unabated, as the head of the snake continues to plot against the people of
Saltmarsh.

b. If you have either keyword CHAMPION-GoS or SMUGGLERS-GoS, your party may gain 3
attribute points to distribute between LUCK, PERCEPTION, and CHARISMA as you wish.
continue: Both Manistrad Copperlocks and Eda Oweland approach each other warily, agreeing
that even though they disagree, they both fiercely love their people and their heritage. In spite
of the remaining tensions, however, they commit to work together for the mutual peace and
prosperity of all, both human and dwarf.
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If you sided with the traditionalists, the town of Saltmarsh over time becomes a major
fishing hub. As the docks expand, more and more business comes in from Waterdeep,
from entrepreneurs seeking to get an early foothold in the flourishing town. However,
the town racial tensions do not dissolve. The Dwarven Anvil forge is burned by arsonists,
and nonhuman races learn not to travel alone in the town, especially after dark. Eda
Oweland remains senior member of the council for another three terms.

If you sided with the loyalists, the town of Saltmarsh becomes a beacon of inland trade.
A stronger thriving mine has led to greater raw materials which led to the expansion of
road projects connecting Saltmarsh to Longbridge, Waterdeep, Red Larch, and even
Baldur’s Gate. The once quaint fishing village has expanded into a truly intercultural
town bustling with elves, dwarves, and even tiflings and orcs. However, the
underground smuggling networks were never fully rooted out, and the lands and sees
just out of site of the security of Saltmarsh has become that much more perilous.

The merfolk are quite pleased with you, as the violent Sahuagin have been an increasing
thread against their territory but can now live in peace.

If you have keyword, SCARLET-GoS, change it to BROTHERHOOD-GoS and resolve it


now.

Legend of Drizzt (LoD)


If you lose any adventures in LOD, lose all money and treasures, and roll a d6 to determine what direction from
Settlestone to determine where your body was dumped (one at the top of the hex, and 2-6 clockwise, place
your starting point that many spaces away.)

Adventure 1 is playable as a solo primer to start your campaign!

If you won Adventure 2 LOD: You and your dwarven companion watch as the cloaked bounty hunter
runs off into the shadows. You do not know how or by whom you were betrayed! Artemis Entreri, if
that’s who that was, is notoriously discreet when it comes to his clients. Either way, the dwarf is every
pleased with you and agrees to accompany you on your quests as his letters go out to all the different
dwarf kingdoms with the call to return to Mithal Hall! (you may gain the dwarfen member of your
party permanently!) Continue on your adventure!

If you won Adventure 3 LoD: You exit the Underdark where you are awaited by the shocked remnant
of Dragon Slayer Guild. They ask you dozens of questions, reveling in your victory over Shimmergloom.
They share with you an award of 400 gold, and welcome to you to guild. Gain keyword SLAYER.
Continue on your adventure!

If you won Adventure 4 LoD: You are approached by the couple that galvanized the attack. “Thank
you, Stranger” the woman says. “Those are good people you just saved, and they deserve to be kept
safe and free. I don’t know what those villains are scheming, but we are safe for now, and show be so

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long as no one delves too deep.” (Cattie-brie and/or Wulfgar, or their substitutes, may join your party
permanently in appreciation! You may gain +5 reputation in Longbridge). Continue on your adventure!

If you won Adventure 5 LoD: You have defeated Artemis (or his apprentice)! You do not know what
machinations are working to get this family from coming together, but you are invited to be a part of
the weapon and have a good time at the ancient site in danced and revelry. As appreciation for helping
his friends, Regis agrees to become a permanent part of your party! Continue on your adventure!

If you won Adventure 6 LoD: You breathe the free air of freedom and turn suspiciously on your strange
ally…
If Artemis: “Thank you, this was a…most educational experience of studying you.” With a splash
of smoke, he disappears. Add keyword BOUNTY and resolve the instructions if you
already have it.”
If Strahd: “Why?” you demand. “After so much horror you have inflicted on our lives, why help
us?” Strahd smiles. “To learn from you of course. I have very few friends in this new
land, after all, and I am enjoying my new home in the big city. You should stop by for a
bite sometime.” He laughs, then disappears in a shroud of bats. Gain memory word:
VENGEANCE-DoMM.
If Ras Nsi: “Who are you and why are you helping us?” you demand. The snake-like creature
slithers its tongue appraisingly. “The princess likes you very much. She has
attached her ambitions to you. I simply wanted to size you up. I am not impressed.
Come back to Chult. Join the undead. I want the princess to see you fail.” Gain one clue
to Orm on your character sheet. (ToA)
If Halaster Blackcloak: The strange mage turns to you curiously as you escape the Underdark
and looks you up and down. “Hmm…not the weakest I’ve seen in my students. But not
the strongest either. You have too much to learn. Not worth my time. Keep practicing
and maybe” (Each mage or magic user in your party gets a free item) A portal then
appears and the mad mage disappears.
Continue on your campaign!

If you won Adventure 7 LoD: You, as well as all bands of dwarves, humans, and barbarians, have
sealed off the forces of the Spider Queen under the surface! The charismatic leader of the hastily
assembled bands expressing undying appreciation, as they were a long captive of Menxoberranzan
before they could escape. They not not yet have a home of the surface, and wonders if they can join
your party (Drizzt, or the replacement hero may join your party!) Continue on your adventure!

If you won Adventure 8 LoD: You have reunited your party AND defeated the summoning of the
demon Errtu! Turn to the surfaced with your lost party member at half health. In appreciation, you
MAY increase existing romantic feelings between the reunited character and any other member of
your party if they are in a romantic relationship. You may change keywords from
INFATUATED/FRIENDS to LOVERS/COMPANIONS, or from LOVERS/COMPANIONS to
COMMITTED/PARTNERS. Continue on your adventure!

(Adventure 9 is not playable in this variant)

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If you won Adventure 10 LoD (by way of the seer): You and your party, weary and bruised from your
long journey past Castle Never, find a quiet spot to rest and patch up your wounds. You may gain back
HALF of your lost health, and the proceed to Adventure 13 for the final finale of the Underdark.

You do one final check in with your team. (If any of you has any secret desires to add in the release of
the primordial evil, they join it as an ally at must be fought as a villain (they keep their health, but do
not use any of their powers or healing surges. The betrayal happens when the primordial evil is
encountered.)

FAILING THIS NEXT QUESTLINE WILL DESTROY ALL REALMS AND IMMEDIATELY END YOUR CAMPAIGN
Continue on your campaign!

If you won Adventure 10 LoD (by way of being kidnapped by the Drow: You have finally escaped to
the surfaced, but you have no idea where you are. You take some time to reorient yourself. Place your
party d6 space southwest of the Entrace to the Underdark, then continue on your adventure!

(Adventure 11 is not playable in this variant)

(Adventure 12 is only playable as part of the Delver’s Guild quest)

If you won Adventure 13 LoD: You return to Settlestone to find the seer completely missing. In fact,
you do not even see any sign of her camp. You wonder if she was indeed a celestial being. You look up
and see more people, humans and dwarves, peacefully entering Settlestone to make the long
abandoned village their new home. There will be a future here. Gain +3 attributes to distribute of your
LUCK, PERCEPTION, OR CHARISMA stats. You may retire in Settlestone, or continue on your adventure!

Temple of Elemental Evil (ToEE)


If you lose any adventures in LOD, lose all money and treasures, and roll a d6 to determine what direction from
Red Larch to determine where your body was dumped (one at the top of the hex, and 2-6 clockwise, place your
starting point that many spaces away.)

If you won Adventure 1 ToEE— You know now that the village is being held hostage by the four
elemental cults who are drawing power from the temple, as well as those monsters taking advantage
of the chaos. Return to Red Larch and confront the poor owner of Swinging Sword. Once you make it
back to down, immediately receive and resolve keyword OCCUPIED-ToEE.

If you won Adventure 2 ToEE— You have landed a critical blow on the alliance of elemental evil by
destroying the Cult of the Howling Hatred! Gain keyword *STILLED-ToEE. If Mychasi survived and
escaped, add keyword MYCHASI-ToEE. As you return to Red Larch, you are again approached by a
hooded cultist, his arms outspread in the form of a parlay.

(If you do NOT have keyword DEAL-ToEE). He politely bows his head and then tells you this has
all been a misunderstanding. He offers you a permanent gift of elemental power from any of
the surviving cults, but only on the condition that you abandon the people of Red Larch and
fight the cultists no longer. If you accept, gain and resolve keyword DEAL-ToEE. (this will

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permanently affect your standing in Red Larch!) You may instead continue to Red Larch to
check on the people.

If you won Adventure 3 ToEE—Having unmasked the spies, you watch as the people of Red Larch
wander out from behind locked doors, excitedly asking each other if they are free. You are given gifts
of appreciation, but a feeling palpable feel still hands in the air. You call a meeting of their town elders
to the inn where you can learn what is going on! Gain 200 gold. Immediately receive and resolve
keyword OCCUPIED-ToEE.

If you won Adventure 4 ToEE— You have landed a critical blow on the alliance of elemental evil by
destroying the Cult of the Eternal Flame! Remove keyword SMOKE-ToEE. Gain keyword *SNUFFED-
ToEE. As you return to Red Larch, you are again approached by a hooded cultist, his arms outspread in
the form of a parlay.

(If you do NOT have keyword DEAL-ToEE). He politely bows his head and then tells you this has
all been a misunderstanding. He offers you a permanent gift of elemental power from any of
the surviving cults, but only on the condition that you abandon the people of Red Larch and
figh the cultist no longer. If you accept, gain and resolve keyword DEAL-ToEE. (this will
permanently affect your standing in Red Larch!) You may otherwise continue to Red Larch.

If you won Adventure 5 ToEE—You escape the underground temple beneath the Sumber Hills in
horror. The land is permeating with vile energy. You now have a sense of what holds the good people
of Red Larch under threat. Head back to Red Larch and quietly tell the owner of the Inn of the Swinging
Sword what you experienced in the hills. Immediately receive and resolve keyword OCCUPIED-ToEE.

If you won Adventure 6 ToEE—You have dealt a major blow against the Cult of the Eternal Flame, but
they are not down for the count yet! Gain keyword SMOKE-ToEE. (If the fleeing cultist escaped during
this mission, also add keyword DEVASTATION-ToEE. If you STOPPED the fleeing cultist, you may gain
the keyword WEAPON-ToEE) You have gathered enough intel from the fire cultists that you are ready
to take them off for good! To lead the assault on the forge and confront their leader, Arkashic Thunn,
proceed to adventure 4, or you may gain memory word SALAMANDER-ToEE and return to Red Larch.

If you won Adventure 7 ToEE—"How bad were we hit?” you hear the owner of the Inn of the Swinging
Sword demand over the cries of the wounded. You assess the scene of panic and chaos. People are
looking for loved ones, huddles of hugging families scattered over the battlefield. Also you hear
desperate pleas. “Where is he? Where is my Petra?” “No! They took her! They took my wife!” “Where
are the children? Weren’t they with Gran?” You see sundered and opened earth, as well as burning
buildings, the people desperately trying to put out the flames. Anger swells in you. Cult of Eternal
Flame and the Cult of the Black Earth must pay.

An important choice is in front of you. The time is now to go rescue the kidnapped civilians, before
they are sacrificed, so they may be returned to their families. To rescue the people, proceed to
Adventure 8 ToEE.

To take the fight to the Cult of the Black Earth, proceed to Adventure 9 ToEE. (During set up, if
you do NOT have keyword DEVASTATION-ToEE, you may take the devastation orb and shuffle it
into the treasure deck as instructed. If you DO have that keyword, instead, add the
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“Devastation Orb Attack” Encounter Card to your encounter deck) Gain keyword ABANDONED-
ToEE.

If you have keyword SMOKE-ToEE, you may finish off the Cult of the Eternal Flame by
proceeding to Adventure 4 ToEE. Gain keyword ABANDONED-ToEE.

If you do NOT have keyword *STILLED-ToEE, you finish off the air Cult of Howling Hatred by
proceeding to Adventure 2 ToEE. Gain keyword ABANDONED-ToEE.

If you won Adventure 8 ToEE—Return to Red Larch with the surviving villagers. You are a hero.
Emotional reunions unfold before your eyes. Per aftermath instructions, gain 100 gold for every
surviving or rescued villager. Gain keyword SAVIOR-ToEE.

If you won Adventure 9 ToEE—You have landed your first critical blow against the Cult of the Black
Earth! Gain keyword: CRUMBLING-ToEE. (If you have the keyword WEAPON-ToEE, you have recovered
the Devastation Orb! You may take the devastation orb treasure item and shuffle it into the treasure
deck). You may return to Red Larch to regroup or finish the assault against the Cult of Black Earth by
continuing on to Adventure 10.

If you won Adventure 10 ToEE— You have landed a decisive blow on the alliance of elemental evil by
destroying the Cult of Black Earth! Remove keyword CRUMBLING-ToEE and gain keyword *DUST-ToEE.
As you return to Red Larch, you are again approached by a hooded cultist, his arms outspread in the
form of a parlay.

(If you do NOT have keyword DEAL-ToEE). He politely bows his head and then tells you this has
all been a misunderstanding. He offers you a permanent gift of elemental power from any of
the surviving cults, but only on the condition that you abandon the people of Red Larch and
fight the cultists no longer. If you accept, gain and resolve keyword DEAL-ToEE (this will
permanently affect your standing in Red Larch!) You may instead regroup at Red Larch.

If you won Adventure 11 ToEE—By fighting off the dragon, you realize you dwelt a crippling blow
against the alliance of elemental evil! Gain keyword DRIVEN-ToEE. Are you ready to finish off the
alliance altogether? If you already have keywards *STILLED, *SNUFFED, *DUST, or if you only care
primarily about slaying the dragon, you may proceed directly to Adventure 13 ToEE. Otherwise, you
may return to Red Larch to regroup.

If you won Adventure 12 ToEE—You have dealt a major blow against the Cult of the Crushing Wave,
but they are not down for the count yet! You still have not unmasked who the cultists’ leader is. Gain
keyword DAMP-ToEE. Return to Red Larch to report to the populace of your progress!

If you won Adventure 13 ToEE—(if you played Traitor rules, you may read the flavor text for victory).
You have defeated the black dragon, Velathidros, setting back the Cult of the Crushing Wave for
generations! Change keyword DRIVEN-ToEE to *DRIED-ToEE. As you return to Red Larch, you are again
approached by a hooded cultist, his arms outspread in the form of a parlay. (If you do NOT have
keyword DEAL-ToEE). He politely bows his head and then tells you this has all been a
misunderstanding. He offers you a permanent gift of elemental power from any of the surviving cults,
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but only on the condition that you abandon the people of Red Larch and fight the cultists no longer. If
you accept, gain and resolve keyword DEAL-ToEE (this will permanently affect your standing in Red
Larch!). You may instead return to Red Larch to regroup.

(CONTINUE reading ONLY if you have ToEE keywords *STILLED, *SNUFFED, *DUST, and *DRIED.)…
…(Having defeated all four cults, you may change keyword OCCUPIED-ToEE to LIBERATED-ToEE). You
have scattered the alliance of elemental evil. Gain 3 Attribute points to allocate as you wish. The
temple’s power pulses as it seeks a new master. So much power for the taking. You have the option
now to seize the power of the temple of elemental evil. To do so, one or more of your party, may
search your collection of unused daily and utility powers for FOUR total elemental abilities and
permanently add them to your pool of Power cards. (if one partakes, they collect four powers; if two
partake, they each collect two; if three partake, two can collect one power and a fourth gets two; or if
four partake, they get one each. Only four heroes can partake in parties of more than four. Some
heroes may refuse to partake at all). Any player who partakes, gains keyword ELEMENTAL. Know that if
you do, heroes with this keyword will never be permitted entry into Red Larch again.

Tomb of Annihilation (ToA)


If you lose any adventures in ToA, lose all money and treasures, and roll a d6 to determine what direction from
your last location to determine where your body was dragged (one at the top of the hex, and 2-6 clockwise,
place your starting point that many spaces away.) Gain UNDEAD-ToA keyword.

If you won Adventure 1 ToA— Return to Port Nyansura to receive your reward.

If you won Adventure 2 ToA— Return to Port Nyansura to receive your reward.

If you won Adventure 3 ToA— Return to Port Nyansura to receive your reward.

If you won Adventure 4 ToA—You have defeated the mage and was able to extract a clue to the secret
location to Omu. (Add +1 Omu Clue to your character sheet)

If you won Adventure 3 from ToEE mission to root out spies at Fort Beluarian, you impress
Commander Liara Portyr. You can be inducted into the order of the Flaming Fist! If so, gain keyword
FIST-ToA.

If you won Adventure 5 ToA— Return to Fort Beluarian to receive your reward. If you did not
negotiate a reward because you did this mission by rumor, Liara is impressed by your initiative and
pays you 300 gold, and gives you a free travel pass. Gain keyword PASS-ToA.

If you won Adventure 6 ToA: You have defeated Valindra Shadowmantle, though you are not sure how
that makes you feel. Regardless, you gain +1 Omu clue for learning more about the land of Chult and
the possible location of the lost city of Omu! You can 200 gold if you report the job back to Liara Portyr
at Fort Beluarian.

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If you won Adventure 7, T0A, (return to Kir Sabal) the whole village is exceptionally grateful. You are
given gifts of bread and poultices. Each party member gains half of missing health, and add +1 to
Princess Naré Affection.

If you won Adventure 8, ToA, (return to Kir Sabal) Princess Naré embraces her brother heartily, then
chastises him sternly for getting lost, letting him know he will be punished later. After a breath, she
turns her attention to you, gratefully. There is a sparkle in her eye as she thanks you, informing you
that you have gained her favor. (Gain +1 Princess Naré Affection)

If you won Adventure 9, ToA (return to Kir Sabal). Seeing the proof of Ras Nsi’s demise, the shocked
and delighted Princess throws her arms around you in gratitude. She breaks away and excitedly tells
her retainers around her to begin making plans for her reemergence as the rightful ruler of Chult and
for the restoration of her kingdom. (Gain +2 Princess Naré affection AND +1 Omu location clue.) Gain
keyword: SLITHER-ToA.

If you won Adventure 10, ToA: You gain the key to the next depth of Omu! (If bounty hunting, you gain
Legendary Monster: Giant Four-Armed Gargoyle). Gain Keyword: DEVIL-ToA

If you won Adventure 11 from ToEE to fight off the Pterafolk: you impress Princess Nara, who
watched your courage from afar. Gain +1 Naré Affection point.

If you succeeded at Adventure 11 ToA: You emerge from your victory finding a dusty chalice in the
ruins. It looks like an important relic. You may take it back to Kir Sabal and give it to Princess Naré, or
you may travel to Fort Beluargian and give it to Liara Portyr. Each will give different rewards. Add
memory word CHALICE-ToA.

If you won Adventure 12 ToA: With relief, you have beaten the Juggernaut. You assess the damage to
the ruins and find a massive hole was created. It leads deeper into the Tomb of the Nine Gods…and
your final confrontation with Acererak! Gain keyword to access this spot again: CRYPT-ToA.

If you won Adventure 13 ToA—the curse of death over the land has lifted. Everyone loses UNDEAD-
Keyword, adn that keyword can not longer be applied. You can also use a Take a Breather action for
one action potin on the world map to regain half of your health on the Chult Overland map. Gain +3
attributes to distribute of your LUCK, PERCEPTION, OR CHARISMA stats.

Wrath of Ashardalon (WoA)


After succeeeding at Adventure 1 WoA: Any members of your party catch up with you outside of
Firestorm Peak. They offer to
accompany you back to Longbridge for healing or selling treasures. You may continue with your
adventures. If no one meets you, return to Longbridge. Upon your arrival you impress those gathered
at the tavern for being the first to return from being lured away. One person approaches you, saying
they’ve been investigating the disappearances and requests if they can join you. (Gain new party
member opportunity)

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After succeeding at Adventure 2 WoA: (return to Longbridge) you confront the guild member and
collect any remaining balance you are due. As you part thr innkeeper approaches you with a letter
noting your success in the hunt. You are invited to Waterdeep to meet the other members of the
Lodge and possibly discuss your future. Gain Keyword “LODGE”

After succeeding at Adventure 3 WoA: Return to Roghar in Longbridge to give him his pack or any
other rewards he may have promised you. Otherwise you can just keep the pack and gain one random
treasure, 500 gold, and -5 reputation.

After succeeding at Adventure 4 WoA: (head back to Longbridge for reward) Heads turn as you enter
the tavern. The adventurers stare at you doubtfully. “Well, where’s my 200 gold?” you say. You
proceed to describe the exact dangers you faced in the dire chamber. The entire tavern is captivated
by your tale. In shamed silence, the adventurers grumble but pay you their gold. (Gain 200 gold) The
innkeeper pours you a free drink for entertaining the common room so thoroughly. You may continue
with your adventures.

After succeeding at Adventure 5 WoA: You have slayed a Legendary Monster! You stuff stinking proof
into your pack. If you are a part of the Guild: COLLECTORS, record your GUATH.

After succeeding at Adventure 6 WoA: You critically weaken the forces of Ashardaon, and your efforts
have not gone unnoticed. Villagers are already whispering how you offered to help. Gain 5 reputation
and proceed with your adventure.

After succeeding at Adventure 7 WoA: you successfully seal the secret tunnel used to attack the
villagers around Longbridge. You are beginning to make a name for yourself. Keep this up and you will
be very popular in Longbridge indeed!

After succeeding Adventure 8 WoA: You have freed the villagers! You return a hero. Gain +5
Reputation in Longbridge. You may continue your adventure!

After succeeding Adventure 8 WoA (after they are kidnapped in Chult): You have freed the villagers!
Their family meet you in Port Nyansura, where you word of your valor spreads. Gain +5 Reputation in
Longbridge. You may continue your adventure in Port Nyansura! (friendly reminder: it costs 100 gold to
book passage back to the Forgotten Realms, unless you can find other ways)

After succeeding at Adventure 9 WoA: Return to Longbridge for your arranged upon reward. You
know that you have angered the great red dragon, but you don’t really care. Be sure to remember to
keep the Ashardalon Breathes! Encounter Card for ALL of your encounter decks for the rest of your
campaign until either you or Ashardalon are killed.

After succeeding at Adventure 10 WoA: You successfully close the gate! When you return to
Longbridge, word of your activity has spread all over town, the grandness of your rumors spreading by
the hour. Gain +5 reputation in Longbridge.

After succeeded Adventure 11 WoA: You catch your breath and gasp the clear air of the starry night
sky. Realizing that you are safe, you meet your new friend and hear their story of how they got
involved in this cult as a means to disrupt their proceedings. They regret concerning their mother but
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was doing this to keep her safe. The person asks if they can join your party to continue protecting
Longbridge. (RECRUITMENT OPPORTUNITY AVAILABLE)

After succeeding at Adventure 12 WoA, The town gathers to greet you at the gates. You are surprised
to see how many adoring fans you have! You receive gifts of colorful colors and fresh bread. You are
thanked repeatedly by the people you have rescued time and again. The most popular thing you hear is
a question is how long you’ll be staying. Then you are asked if you want to serve as mayor of
Longbridge. (Anyone in the party may do a CHARISMA check 5) If you succeed, you are given the finest
house and the option to retire your party in glory. If you fail, you sense second thoughts from the
citizens and politely decline so you may continue your adventures.

GUILDS
The following Guilds are optional questlines you can follow for your own achievements:

RANDOM GUILD RECRUITER CHART


This chart is if for when you are find a random guild recruiter, or if you want to dive right into a guild without searching for it.
d6Guild Recruit location Gain Memory Word
1A Dragon Slayer guild recruiter is at Longbridge! TRAIL-WoA
2A Legendary Monsters Collector guild recruiter is at Longbridge! RARE-WoA
3An evil cult is recruiting for new membership in Settlestone! Sounds like CULT-LoD
they are up to some delicious chaos.
4 A collective of mages is seeking anyone skilled in with magical arts. They SCHOOL-DoMM
have a contact in Waterdeep!
5 There is a bounty hunting guild that specializes in assassinations operating ASSASSIN-ToA
in the Port of Nyanzura!
6 You meet someone who is challenging people to run the ultimate dungeon DELVER-DoMM
delving gauntlet, a mega-dungeon, the largest in all the realms. If you are
intrigued, head to Waterdeep!

BOUNTY HUNTING GUILD (keyword ASSASSIN)


1. For a contract, roll randomly on the following chart. That is your mark. You can roll for a new mark
another day.

• If it is a villain, you may need to defeat them in battle.


• Each kill grants the bounty hunting guild member 300 gold immediately
• If it is an NPC, the guild member may do a LUCK 10 check to try to assassinate them in the
open (note this will end any of their questlines). If you fail, you must leave town
immediately, if applicable. You will need to try again in another encounter.
• If it is a hero, you will likely draw them out into the open by recruiting them into your party.
Assassinations can only happen at the end of the day.
- Solo playing: If you kill a party member, your entire surviving party leaves you
and may not be recruited again, should you choose to continue your campaign.
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- Group playing: You are permitted to keep your marks secret, and assassinations
only remove half of their health. You must now fight each other to the death on
any thematically appropriate map to end your campaign.
• To succeed at this guild, you must kill
• Assassinations override mage recruitments, in spite of successful recruitment efforts.

2. Kill five marks. At least two villains in battle, at least two NPCs while in an encounter.

d10(d20) Mark d10(d20) Mark


1 (1-2) Valindra Shadowmantle 6 (11-12) Princess Naré
2 (3-4) Liara Portyr 7 (13-14 Artemis Entreri
3 (5-6) Asharra 8 (15-16 Madam Eva
4 (7-8) Nanny Pu’pu 9 (17-18) Roghar
5 (9-10) Arcturia 10 (19-20) Merchant Prince Jessamine

3. After five marks, you must kill a random hero:


i. Roll for random hero; if can successfully assassinate them, you win the campaign!

DARK CULT
Somewhere hidden, there is a Secret cult that wishes to unleash Errtu and bring destruction on the
land! You may infiltrate this cult to destroy them, or join them! You will need to discover them along
th3 way!

DUNGEON DELVING GUILD (uses Keyword word: DELVER-DoMM)


The mega-dungeon beneath Waterdeep is 100 tiles of 10 different climes across all seven sets.

You may optionally use Adventure 12 set up instructions from Legend of Drizzt, or just follow the table
below. Use all of the different sets of tiles that you own. Proceed to do a systematically dungeon dive
of all the following tile sets, using the corresponding monster sets with TEN TILES of each tile set (100
tiles total). Keep in mind also your treasure limit for 5 items each.

You may enter the dungeon for one action. The guild assures your survival with a whisking spell that
will bring your party back to the Yawning Portal, but at the expense of 2/3 of all your gold, and you
may join the raffle for your treasure items that will be up for grabs for the patrons of the Yawning
Portal.

There is no going back once you start. For table space, it is recommended that you clear the previous
floor’s tiles so you may continue. Good luck, adventurer!

Upon beating any boss on the first time, you may gain a healing surge, up to two max.

If your party is knocked out, your body is whisked away by prearranged spell. You keep a third
of your gold as payment on the whisking spell, and you most roll a d20 15-20 for every treasure
item you possess in order to keep it. Otherwise, it is raffled off to the patrons of the Yawning
Portal.
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If you win, you emerge victoriously to the stunned and wild cheers of the people . Gain YOU
WIN THE DELVER QUESTLINE!

(SEE DUNGEON CHART UNTIL KEYWORD DELVER)

DRAGON SLAYER GUILD (Keyword: SLAYER)


You have joined the Dragon Slayer Guild have been cursed by Ashardalon. Put the “Ashardalon Breathes”
card next to your player met; it is to be shuffled into the first twenty cards of every encounter deck you
have until you slay Ashardalon in his lair under Firestorm Peak Until then, he can never be killed, just held
off, and will only activate on the cursed member of the Dragon Slayer Guild. (The exception is that
Ashardalon will not travel to Barovia nor to Waterdeep, so you do not need to put the card in these decks.)
Check out the Dragon Slayer Guild for the order of your hunts. You may proceed with these hunts
immediately, in order:

FRIENDLY REMINDERS: DRAGON SLAYER GUILD HUNTS


1. ___ Shimmergloom, Shadow Dragon, Forgotten Realms, Underdark, Adventure 3, Legend of Drizzt.
o You can encounter fellow dragon hunters in Settlestone who are struggling to root the beast
out of Mithral Hall. (Also in Delvers Guild Quest)
2. ___ Velathirdros, Black dragon, Forgotten Realms, Red Larch, Adventure 11, Temple of Elemental Evil,
then (Sumber Hills Adventure 11 Temple of Elemental Evil
o You can encounter Velathirdros through assaulting the Cult of the Crushing Wave Questline
3. ___ Zombie Dragon Barovia, Castle Ravenloft via Vallaki, Adventure 7, Castle Ravenloft
o Strahd likes to show off his pet Zombie Dragon to the nobility of Barovia. You can sign up for to
enter the games games through a challenge booth in Vallaki.
4. ___ Gravestorm the Dracolith, Barovia, Kresk, Adventure 6 Castle Ravenloft
o The people of Krezk in Barovia once tried to organize a revolt. Strahd regularly sends

After all four above hunts have been completed, you may proceed to take on Ashardalon the Red
dragon directly (Firestorm Peak, Adventure 12 Wrath of Ashardalon). This quest is won if Ashardalon is
defeated in his lair.
(Note that Mychasi the Friendly Ally in Temple of Elemental Evil does not factor into the Ashardalon's curse and
can be safely ignored)

You may alternatively infiltrate the Cult of the Dragon to gain possession of Severin Silrajin’s horn. Consult the
Secret Keywords section at the end of this guide and gain keyword TIAMAT. This may gain you faster access to
the dragons, but you risk incurring the wrath of the cult.

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LEGENDARY MONSTERS COLLECTORS GUILD (keyword: LODGE)
One of the most difficult challenges, finding the exact monster and how they show up using this campaign.
There are very few clues in the campaign; you will need to find them and check them off as you go, skipping the
ones for which you do not have a set. Track kills, then gain 400 gold for one action to submit a trophy.

FRIENDLY REMINDERS: LEGENDARY MONSTERS COLLECTOR’S LIST


✓ ___ $___ Guath, somewhere under Firestorm Peak (WoA)
✓ ___ $___Great Ape, somewhere in the Jungles of Chult (ToA)
✓ ___ $___Four-armed Gargoyle, somewhere in Omu (ToA)
✓ ___ $___Elemental, somewhere in the Sumber Hills (ToEE)
✓ ___ $___Drider, somewhere in the Underdark (LoD)
✓ ___ $___Troll, somewhere in the Underdark (LoD)
✓ ___ $___Ettin Giant, somewhere in the Sumber Hils (ToEE)
✓ ___ $___Gray Ooze, somewhere in the Undermountain (DoMM)
✓ ___ $___Werewolf, somewhere in Barovia (CR)
✓ ___ $___Otyugh, somewhere in Firestorm Peak (WoA)
✓ ___ $___Beholder, somewhere in the Undermountain (DoMM)

MAGE COLLECTIVE GUILD (keyword: MAGES)


Your desire is to build a powerful league of mages that can train and resource each other. To recruit a
mage, you will need to find them on the battlefield, but you do not need to defeat them in battle. You
may try to convince them to join your collective after first encountering them! If you fail, or choose,
you may try again when they are at half health, or again after they are defeated. To succeed at this
quest, you must recruit five mages, then confront the Mad Mage, who will tolerate no rival to the seat
of influencing magic minds across the realms.
FRIENDLY REMINDERS: MAGE COLLECTIVE INSTRUCTIONS
You gain the following free actions, for when you find your target:

o Recruit at beginning of battle: CHARISMA 12 and LUCK 12 (you can forgot battle)
o Recruit at enemy’s half health: CHARISMA 5 and LUCK 5 (ends battle)
o Recruit after they are defeated: Automatic success

Recruit any five Mages not under control of the Mad Mage, regardless of order:
✓ ___ Valindra Shadowmantle (ToA)
✓ ___ Nanny Pu’pu (can be recruited on a town or overland encounter after passing CHARISMA
12 and LUCK 12) (ToA)
✓ ___ Klak (CR)
✓ ___ The Howling Hag (CR)
✓ ___ Mindflayer (LoD)
✓ ___ Yvonnel Baenre (LoD)
✓ ___ Acererak (ToA)
✓ ___, ___, ___, ___ Any party members you have randomly recruited who are mages

Once you recruit five mages, immediately change keyword MAGES to HEADMASTER.
- You win the Mage Collective Guild if you gain the keyword PROFESSOR.
Be sure to track your mage collective on your character sheet!
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NEW PARTY MEMBER RANDOMIZER
This chart can be used whether the story calls for you to recruit a new party member OR to randomize your
own character selection. (Heros from Legend of Drizzt are encountered more directly in the campaign, but can
be chosen by rolling a d8)

d20+d6 Name Class Set


2 Barrowin Gold Dwarf Clerk
3 Alaeros Human Fighter
4 Ratshadow Lightfoot Halfling Rogue
5 Talon Human Fighter
6 Nymmestra Sun Wizard
7 Quinn Human Cleric
8 Heskan Dragonborn Wizard
9 Vistra Dwarf Fighter
10 Tarak Half-Orc Rogue
11 Keyleth Elf Paladin
12 Allisa Human Ranger
13 Thorgrim Dwarf Cleric
14 Kat Human Rogue
15 Arjhan Dragonborn Fighter
16 Immeril Eladrin Wizard
17 Atka Tiefling Fighter
18 Trosper Gnome Rogue
19 Nayeli Goldflower Human Paladin
20 Cormac Half-Elf Cleric
21 Marcon Human Sorcerer
22 Dragonbait Saurial Paladin
23 Birdsong Tabaxi Bard
24 Artus Cimber Human Ranger
25 Qawasha Human Druid
26 Asharra** Aarakocra Wizard
N/A (1) Jarlaxle Baenre* Drow Mercenary
N/A (2) Regis* Halfling Rogue
N/A (3) Artemis Entrieri* Human Assassin
N/A (4) Athrogate* Dwarf Battleranger
N/A (5) Bruenor Battlehammer* Dwarf Fighter
N/A (6) Catti-Brie* Human Archer
N/A (7) Drizzt Do’urden* Drow Ranger
N/A (8) Wulfgar* Human Barbarian

*The Legend of Drizzt play a little differently in this campaign, as they are recruited through specific adventures.
**Asharra also has story ramifications, as she is the leader of Kir Sabal and is also a quest giver. Roleplay as you will!

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TABLE OF CONTENTS
INTRODUCTION SECTION TWO: BAROVIA.
Welcome and Introduction……………………………………2 Madam Eva’s Readings……………………….……………..90
Learn to Play…………………………………………………………4 Memory Words……………………………………….…………91
Character Sheets (PRINT)….………………………………….5 Overland Travel Encounters………………….……………93
Friendly Reminder Sheets (PRINT) BAROVIA VILLAGE
Personal Motivations (PRINT).………………………………6 NPC Town Encounters……………………………96
Friendly Reminder Sheet..(PRINT)..………….7 End-of-Day Town Events………….……………98
Personal Twists (PRINT)…..……………………………………9 KRESK
Printable Maps (PRINT)..……………………………………..11 NPC Town Encounters………………………….100
Campaign Rules…………………………………………………..14 End-of-Day Town Events…………..…………102
Collectible Keywords…………………………………………..16 VALLAKI
Guild Secrets……………………………………………………….33 NPC Town Encounters…………………………104
Rumors……………………………………………………………….33 End-of-Day Town Events…………..…………107
Haggle………………………………………………………………..34 Madam Eva’s Readings Results (Secret)… ……….109

SECTION ONE: THE FORGOTTEN REALMS SECTION THREE: CHULT.


Overland Map End-of-Day Encounters……………….35 Memory Words……………………………………………….112
LONGBRIDGE Overland Travel Encounters………………….…………114
Memory Words……………………………………..38 PORT NYANZURA
NPC Town Encounters……………………………40 NPC Town Encounters…………………………117
End-of-Day Town Events…………..……………43 End-of-Day Town Events…………..…………119
RED LARCH FORT BELUARIAN
Memory Words………………………..……………45 NPC Town Encounters…………………………120
NPC Town Encounters……………………………45 End-of-Day Town Events…………..…………122
End-of-Day Town Events…………..……………50 KIR SABAL
SALTMARSH NPC Town Encounters…………………………123
Sea Encounters………………………………………53 End-of-Day Town Events…………..…………125
End-of-Day Sea Events…………….……………..56 OMU, NPC Town Encounters…………………………….126
Memory Words……………………….…………….57 Town Rumors…….……………………………………………..127
NPC Town Encounters……………………………58
End-of-Day Town Events…………..……………62 GAME END MATERIAL.
SETTLESTONE Winning/Losing an Adventure
Memory Words………………………..……………64 Castle Ravenloft……………………………………128
NPC Town Encounters……………………………65 Dungeon of the Mad Mage…………………..131
End-of-Day Town Events…………..……………69 Ghosts of Saltmarsh………………………………135
WATERDEEP Legend of Drizzt……………………………………138
Memory Words………………………..……………71 Temple of Elemental Evil………………………140
NPC Town Encounters……………………………72 Tomb of Annihilation……………………………143
End-of-Day Town Events…………...…………..73 Wrath of Ashardalon…………………………….144
Duran’s Skullport Map…..…………..79 Guilds
NPC Skullport Encounters...……….79 Bounty Hunting Guild……………………………146
End-of-Day Skullport Events……….82 Dark Cult……………………………………………….147
TOWN RUMORS……………………………………….………….84 Dungeon Delvers Guild (chart p. 19)..……147
Longbridge………………………………………………84 Dragon Slaying Guild…………………………….148
Red Larch……………………………………….……….85 Legendary Monster Collectors Guild….…149
Saltmarsh……………………………………….……….86 Mage Collective……………………………………149
Settlestone………………………………………………86 New Party Member Randomizer…….…………………150
Waterdeep………………………………………………87 Friendly Reminder Sheets………………………………….152
Secret Keywords: (ADOPT, TIAMAT) ……………….…154
151
FRIENDLY REMINDER SHEETS
FRIENDLY REMINDER: TOWN ACTIONS: Friendly Reminder: Attachment Perks:
Upon entering town, you MUST activate any keywords if applicable. Along the way, your party may develop (optional)
attachments to each other. These can be romantic
Town Actions or platonic, and can switch between the two at any
a. USE MEMORY WORD specific to your location. time.
b. ENCOUNTER: Talk to a Non Playable Character (roll on NPC Encounter
chart INFATUATED/FRIENDS: You and another member
c. REST: This immediately ends the day (mandatory after all spent actions, of your party are clicking together! How might Will
four in Forgotten Realms, three in Chult) your relationship deepen?
d. DOCTOR: Restore to full health/fix injury 100 gold per patient
e. RESURRECT: pay 200 gold to a local priest to resurrect a party member LOVERS/COMPANIONS: You and a member of your
to full health, but they start at level one (those with UNDEAD-ToA party are realizing deeper connections to each
status lose it). other. Once per battle, one member of the couple
f. SELL: Give up a treasure card (200 each, unless otherwise indicated) may give two health points for the other to
g. PURCHASE: Buy gear (flip three treasure cards from either WoA, CR or received permanent ADVANTAGE for the rest of
LoD treasure deck sets (200 each unless marked). Town specific items the battle. Will grow closer still?
from the later sets can also be purchased, for their set cost.
h. DEPART: Leave town (free action, move one hex to neighboring COMMITTED/PARTNERS: You are in a faithful
countryside-you may want to do this if you do not have the money to relationship with a member of your party built on
stay in town, or if you wish to avoid town encounters and experience promises of mutual support. Once per battle, you
overworld encounters instead) may swamp any amount of health with your
i. SAIL: (only in Saltmarsh) Depart from town d3 westward direction and partner! (If committed, you may want to look for a
then d3 distance, one hex per town action, dropping anchor to stop location to become married!)
anytime. You may sail any direction that first roll, rolling sea encounters
after your day. MARRIED/OATHSWORN: You are eternally bound
to a member of your party in the highest
Friendly Reminder: OVERLAND TRAVEL expression of loyalty to each other. Both members
permanently gains +2 attribute points to put to
either LUCK, PERCEPTION, or CHARISMA, as long
You have FOUR action points per day (3 in Chult). as the relationship lasts.
Overland Actions:
1. Travel: move to one adjacent hex (1 hexes per
action point)
2. Take a breather: Everyone gets 2 HP back (2
action points)
3. End Day: roll on Overland encounter chart if
ending your day outside of town (mandatory if
out of actions)

If dying on an overland map: If any character is


depleted of all health points on overland map,
you may “carry” your fallen party member to the
nearest town for an additional action point per
day, or you may abandon that party member to
permadeath.

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SECRET KEYWORDS
These are keywords can only be found selecting the specific PERSONAL MOTIVATION.

ADOPT: “You have been given a dragon’s egg. You seek to return it to a dragon that will accept it as its own.
During any adventure that you encounter a dragon, you MAY offer it up to the dragon to immediately end your
fight in a stalemate, where the dragon flees with the egg and credits you with the victory. Alternatively, you
may give it to a kobold for them to flee every monster encounter for the rest of your campaign.”

Here are the story consequences for giving up the dragon egg:
o Any kobolds: All of the kobolds retreat from all their holds and habitations mysteriously. It was
said they were last seen carrying a large egg on a ritual gurney. They are not seen for many
years. Only later do rumors emerge of a new dragon god they worship as their prophesied
leader who will restore them to glory over all other humanoids in the lands.
o Rage drake: This isn’t really a dragon, but since you just gave it away, it takes the egg and runs
off with it anyway, its temper stilled by curiosity. It tries nibbling on it as a snack, but can not
penetrate the shell. It leaves it abandoned, to hatch alone in the cold dark beneath Firestorm
Peak. No one knows what kind of dragon it will be or how it may announce itself…or how
Ashardalon the Red Dragon will react to a rival in his domain.
o Shimmergloom the Shadow Dragon: Shimmergloom greedily takes it with him back to the
Shadow Realm to raise and train as his apprentice. This does not bode well for the dwarf people
trying to reclaim Mythral Hall. Or any people.
o Velathirdros the Black Dragon: Velathirdros flies the egg across the Azure Sea to the jungles of
Chult, and then drops it into the jungle from 300 feet, then flies back to the Sumber Hills and its
designs on Red Larch.
o Zombie White Dragon: Having no will of its own, it brings the egg back to the Dreadlord of
Barovia, who raises it as an obedient pet. Between a zombie white dragon and Gravestorm the
Dracolith, Barovia once again falls under the shadow of another threat from the skies…
o Gravestorm the Dracolith: the evil lich spirit eyes the egg greedily, then brings it to the
traditionalist members of the Cult of the Dragon, who raise it as their own to become a
draconlich, the largest seen in sometime. The number of dracoliths is alarmingly climbing, and
the prophecy of the dragon is nearing fulfillment.
o Ashardalon the Red Dragon: Ashardalon takes the egg under Firestorm Peak and contemplates
long on what to do with it, then plots a scheme to raise the hatchling until it is strong enough so
that Ashardalon may consume its life energy and thus lengthen his own life, and dominion in
the Forgotten Realms.
o Mychasi the brass dragonling defender of Red Larch: Mychasi watches over the egg maternally
until it hatches and then raises it to be kind and loving to the free people of the Forgotten
Realms. Only a little younger than Mychasi herself, they accept each other as brother and sister
and live peacefully in the Sumber Hills.

TIAMAT: “You are a cult member drawn to the sermons of the new leader Severin Silrajin. He’s convinced that
by capturing the essence of the five chromatic dragons to release the evil dragon goddess Tiamat, you
can fulfill a prophesy that will save the world—even if it means destroying it first.”

153
As a follower of the Cult of the Dragon (or an infiltrator), you get to choose whether 1) to follow
Severin’s new controversial direction his leadership is taking and free the evil dragon goddess Tiamat,
2) stick with the old ways of producing dracoliths and honor your oaths, 3) or use what you learned
from the cult to slay dragons.

▪ If freeing Tiamat: Severin requires the life essence of the five chromatic dragons: red, white, green,
blue, and red, which will each provide a blessing of their own, but with the five combined will
create the Mask of the Dragon Queen. When worn, you have the power to call the evil dragon
goddess Tiamat back from the Nine Realms and let the dragon prophecy be revealed. Severin calls
all members of the Cult of the Dragon to find the essences of the chromatic dragons, and provides
not only leads on the dragons, but a special horn that can call them. Defeating them is enough to
gain their life essence, and the resulting mask reward.

▪ If making dracoliths, you will help depose Severin and become the head of the Cult of the Dragon if
you can create five dracoliths by defeating the dragons and forcing them to become lichs. Once you
do, gain the summon a dracolith ability card.

▪ If you use Severin’s leads to slay all the dragons, you will incur the wrath of the Cult of the Dragon:
cultists monsters (WoA) will meet you at the starting tile of all of your next dragon hunts; evenly
assign a cultist mini to every member of the party. They will try to prevent you from moving
forward, and Ashardalon himself will hunt you from the encounter deck as well. (Based on what
you learn from the cult, you can also gain the masks of the dragon upon their defeat conditions!)
This is the ultimate dragon slayer quest experience.

ASSEMBLING THE MASK OF THE DRAGON QUEEN


• To gain a Black Dragon Mask: Blow the horn in Red Larch on a high festival day, and Velathirdros the
Black dragon will descend upon the town. He will not give up his life essence easily, but he will if his
health is reduced to zero and he needs to escape.
o Forgotten Realms, Red Larch, Adventure 11, Temple of Elemental Evil, all normal set up rules

• To gain a Blue Dragon Mask: The most accessible Blue Dragon is a dracolith named Gravestorm that
serves in an uneasy alliance with the Dreadlord of Barovia. As a dracolith, it has no more life essence to
give, but a Blue Dragon Mask can be created from the lich’s phylactery keeping it alive, held in a hidden
laboratory just outside of the village of Krezk. Beware, Gravestorm will defend his phylactery.
o In Barovia, three hexes northeast of Krezk, Adventure 6 Castle Ravenloft, all normal set up rules
▪ Otherwise, if you have a Blue Dragon figure you wish to you so you can fight a living one,
you may go to Saltmarsh and blow Severin’s horn at the docks.
• (Forgotten Realms, Saltmarsh, using Ghosts of Saltmarsh tiles but Adventure 11
set up rules from Temple of Elemental Evil, Use Velathirdros’ villain card, ToEE,
but replace the Acid Breath with Lighting Breath.

• To gain a White Dragon Mask: You must brave Castle Ravenloft itself and challenge Strahd von
Zarovich for control of his pet, now a zombie dragon. While he is no longer alive and has no life
essence, the Cult of the Dragon has come upon a powerful resurrection spell that can return the
dragon to life. Strahd will not let his pet go willingly.

154
o (Barovia, Castle Ravenloft, Adventure 12, Castle Ravenloft) all normal set up rules
▪ Otherwise, if you have a White Dragon figure you wish to you so you can fight a living
one, you may go to the northwest most hex in the Forgotten Realms on the way to the
unmapped Icewind Dale where you will find a cave that hides a White Dragon. Blow
Severin’s horn once you enter the dungeon.
• (Forgotten Realms, northwestern most hex, Adventure 13 Temple of Elemental
Evil and its tiles), Use Velathirdros’ villain card, ToEE, but replace the Acid Breath
with Ice Breath.

• To gain a Red Dragon Mask: There are no greater fight than to take on Ashardalon the Red Dragon
himself. He can be confronted in his lair under Firestorm Peak. You will not need the horn. He will
know you are coming, and let you in willingly so he can destroy you.
o Forgotten Realms, Firestorm Peak, Adventure 12 Wrath of Ashardalon, all normal set up rules

▪ To gain a Green Dragon Mask: you can leave this fight to the other members of the Cult of the Dragon.
You will only need to gain four of the five masks for Severin’s plans to be complete.
▪ Otherwise, if you have a Green Dragon figure you wish to you so you can fight a living
one, you have two options but it will take some hiking to find: 1) travel to the Swallowed
Village in Chult where a green dragon is said to have taken up refuge and blow the horn,
or delve to the fifth floor of the Undermountain taking the “long way” Delver’s Guild
challenge from Waterdeep to slay Valdemar the Green Dragon. Use Velathirdros’ villain
card, ToEE, but replace the Acid Breath with Poison Breath (on hit, lose 2 points but gain
POISONED).

Once you have at least four pieces of the mask, they merge into the Mask of the Dragon Queen, which you
MAY hand over to Severin to complete the quest and, possibly, end the world.

You may use the following cards as rewards for participating in the Cult of the Dragon:

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