Ravenloft for Horrified: Dungeons & Dragons.

You can play Ravenloft for Horrified: Dungeons & Dragons if you have the base game by printing all this stuff out:

New monsters

New Map Board

Wandering Monsters app for Horrified D&D

Dungeons & Dragons: Castle Ravenloft Board Game has suitable miniatures.

Wandering monsters has a combat system like this, but you can use the app above:

Horrified: Dungeons & Dragons Combat

Compact Player-Facing Rules

  1. Choose the hero involved in the combat.
  2. Roll 1d6 on the Monster Table.
  3. Hero and monster each roll 1d20 + 2 for initiative.
  4. Highest initiative acts first. The hero wins ties.
  5. On the hero’s turn, choose one:
    • Attack
    • Use Special Ability — once per combat
  6. On the monster’s turn, the monster attacks.
  7. To attack, roll:
1d20 + Attack Bonus
  1. If the result is equal to or greater than the target’s AC, the attack hits.
  2. On a hit, roll the attacker’s damage and subtract it from the target’s HP.
  3. A natural 20 is a critical hit:
  • Double the number of damage dice.
  • Add the damage modifier only once.
  1. If the monster reaches 0 HP, the monster is defeated.
  2. If the hero reaches 0 HP, the hero is defeated.

Combat Results

ResultEffect
Monster defeatedGrab an item from the bag
Hero defeatedLose an item

These match the JS end conditions.


Hero Table

HeroHPACAttackDamageSpecial Ability
Rogue1813+41d8+3Sneak Attack
Fighter2415+51d8+1Second Wind
Bard2012+41d8+2Vicious Mockery
Wizard1510+41d12Magic Missile
Cleric2215+41d6+2Healing Word

Hero Special Abilities

Each hero may use their special ability once per combat.

HeroSpecial AbilityEffect
RogueSneak AttackDeal 1d6 automatic damage
FighterSecond WindRecover 6 HP
BardVicious MockeryDeal 1d4+2 automatic damage
WizardMagic MissileDeal 3d2+3 automatic damage
ClericHealing WordRecover 5 HP

For Fighter and Cleric healing, the JS version allows HP to rise above starting HP. For a cleaner tabletop rule, cap healing at the hero’s starting HP. The special ability effects are taken from the implementation logic.


Monster Table

Roll 1d6 when combat starts.

d6MonsterHPACAttackDamage
1Goblin1512+41d8+2
2Kobold1214+52d4+2
3Bandit1312+41d8+4
4Skeleton1511+41d6+2
5Wolf1615+42d4+2
6Cultist1112+31d8+1

Attack Reference

RollResult
Natural 20Critical hit
1d20 + Attack ≥ target ACHit
1d20 + Attack < target ACMiss

Critical Damage Examples

Normal DamageCritical Damage
1d8+32d8+3
1d8+12d8+1
1d122d12
2d4+24d4+2
1d6+22d6+2

Turn Example

The Fighter fights a Goblin.

  1. Fighter rolls initiative: 1d20+2.
  2. Goblin rolls initiative: 1d20+2.
  3. Fighter wins and attacks.
  4. Fighter rolls 1d20+5 against Goblin AC 12.
  5. If the attack hits, Fighter deals 1d8+1 damage.
  6. Goblin then attacks with 1d20+4 against Fighter AC 15.
  7. Continue alternating turns until one side reaches 0 HP.

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