The dust comes off the box,
and we’re going on another day of board gaming with Dungeons and Dragons: Wrath of Ashardalon. It’s an all-out, 5-hero quest for a new Adventure 9: Sneaky Endeavor.
You sneak into the dungeon, hoping to find the stolen treasure without raising any alarms …
We’ve pulled the box from the back of the closet,
after a long year of hiding. It’s a new session of Dungeons and Dragons: Castle Ravenloft. To commemorate the event, we’re going with a rare, extravagant 5-hero session of Adventure 2: Find the Icon of Ravenloft.
Clerics rumor an ancient artifact exists to defend the town of Barovia from the vampire lord, Strahd. The only thing that stands in the way is endless corridors of darkness and an army of monsters.
a treasure fortune card from Dungeons and Dragons: Castle Ravenloft board game. At first look, it seems not to offer anything new and nothing you wouldn’t have done without the card. You’re not alone if it seems confusing about what to do after your hero phase. Here is how we interpret it and why.
A year has passed,
since 3 hapless volunteers ventured into Strahd’s castle to tackle his flesh golem, unsuccessfully. Today, revered heroes, take their place. Thorgrim and Allisa attempt to do the job where three had failed. From Dungeon and Dragons: Castle Ravenloft, its Adventure 11: Rampaging Golem!
Strahd’s twisted experiments with death created a monster that has a shambling semblance of life.
With Wrath of Ashardalon, not every tile is play-ready for adventure. There are 18 you have to set aside never to mix with the others unless instructed to do so. Feel free to sift through page 4 of your rulebook or take a look here.
It’s monster hunting season!
A heated debate turns heroes to volunteer monster hunting beneath Firestorm Peak. It’s a party of three proving they can bring back twelve trophies in our session of Wrath of Ashardalon Adventure 2: Monster Hunt.
“I can bring back more trophies than anyone!” boasted Tarak. Vistra sat silently enjoying her lamb and dandelion sauce. As Tarak took another sip of his mold-scented ale, he barked again, “Why don’t you come with me. I’ll do all the work!” Vistra looked up from her plate, “Honestly, I don’t think you’ll make past 10 steps in there. I promise, I’ll carry you out.” Insulted, Tarak stood and wiped the green from his lips. Before he could say a word, Quinn interrupted their conversation and offered, “Let’s all go. I have a feeling you both will need me.”
Adventure 11: Rampaging Golem
If there were three overlooked characters of Dungeons and Dragons Castle Ravenloft, they would be; the mutant Arjhan, the underestimated Kat, and an underdeveloped Eladrin wizard, Immeril. Each choose to prove their metal by volunteering into Strahd’s crypts to deactivate a rampaging golem.
“The three heroes must either pacify or destroy Strahd’s newest servant, a powerful flesh golem.”
The long hallway tile, from Wrath of Ashardalon, introduced a little variety from its predecessor, Castle Ravenloft. While introducing a new game mechanic, it fueled more questions to an already terse rulebook. After scouring forums, we’ve brought the general consensus to you and it won’t make anyone feel like they’re cheating.
Adventure 7: Siege of Darkness,
features three tough guys from Dungeons and Dragons: The Legend of Drizzt. This is a story for musclebound heroes who defeat monsters and close pesky fissures in the Underdark.
What to do when your hero is poisoned, about to start the Hero Phase, and you have the cure potion item with one hit point left? Are you destined for defeat? Can you use your potion now? Will you suffer an extra point of damage by using a Healing Surge on your next turn? We’ll carefully examine the rule’s nuances. The rules are definitively explained, if you read the rulebook deep enough.