| You can play Ravenloft for Horrified: Dungeons & Dragons if you have the base game by printing all this stuff out: |
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
- Choose the hero involved in the combat.
- Roll 1d6 on the Monster Table.
- Hero and monster each roll 1d20 + 2 for initiative.
- Highest initiative acts first. The hero wins ties.
-
On the hero’s turn, choose one:
- Attack
- Use Special Ability — once per combat
- On the monster’s turn, the monster attacks.
- To attack, roll:
1d20 + Attack Bonus
- If the result is equal to or greater than the target’s AC, the attack hits.
- On a hit, roll the attacker’s damage and subtract it from the target’s HP.
- A natural 20 is a critical hit:
- Double the number of damage dice.
- Add the damage modifier only once.
- If the monster reaches 0 HP, the monster is defeated.
- If the hero reaches 0 HP, the hero is defeated.
Combat Results
| Result | Effect |
|---|---|
| Monster defeated | Grab an item from the bag |
| Hero defeated | Lose an item |
These match the JS end conditions.
Hero Table
| Hero | HP | AC | Attack | Damage | Special Ability |
|---|---|---|---|---|---|
| Rogue | 18 | 13 | +4 | 1d8+3 | Sneak Attack |
| Fighter | 24 | 15 | +5 | 1d8+1 | Second Wind |
| Bard | 20 | 12 | +4 | 1d8+2 | Vicious Mockery |
| Wizard | 15 | 10 | +4 | 1d12 | Magic Missile |
| Cleric | 22 | 15 | +4 | 1d6+2 | Healing Word |
Hero Special Abilities
Each hero may use their special ability once per combat.
| Hero | Special Ability | Effect |
|---|---|---|
| Rogue | Sneak Attack | Deal 1d6 automatic damage |
| Fighter | Second Wind | Recover 6 HP |
| Bard | Vicious Mockery | Deal 1d4+2 automatic damage |
| Wizard | Magic Missile | Deal 3d2+3 automatic damage |
| Cleric | Healing Word | Recover 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.
| d6 | Monster | HP | AC | Attack | Damage |
|---|---|---|---|---|---|
| 1 | Goblin | 15 | 12 | +4 | 1d8+2 |
| 2 | Kobold | 12 | 14 | +5 | 2d4+2 |
| 3 | Bandit | 13 | 12 | +4 | 1d8+4 |
| 4 | Skeleton | 15 | 11 | +4 | 1d6+2 |
| 5 | Wolf | 16 | 15 | +4 | 2d4+2 |
| 6 | Cultist | 11 | 12 | +3 | 1d8+1 |
Attack Reference
| Roll | Result |
|---|---|
| Natural 20 | Critical hit |
1d20 + Attack ≥ target AC | Hit |
1d20 + Attack < target AC | Miss |
Critical Damage Examples
| Normal Damage | Critical Damage |
|---|---|
| 1d8+3 | 2d8+3 |
| 1d8+1 | 2d8+1 |
| 1d12 | 2d12 |
| 2d4+2 | 4d4+2 |
| 1d6+2 | 2d6+2 |
Turn Example
The Fighter fights a Goblin.
-
Fighter rolls initiative:
1d20+2. -
Goblin rolls initiative:
1d20+2. - Fighter wins and attacks.
-
Fighter rolls
1d20+5against Goblin AC 12. -
If the attack hits, Fighter deals
1d8+1damage. -
Goblin then attacks with
1d20+4against Fighter AC 15. - Continue alternating turns until one side reaches 0 HP.

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