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Dungeons & Dragons: Castle Ravenloft Board Game» Forums » Variants

Subject: "Crypts and Creepers" Unofficial Expansion rss

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Christopher Taylor
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Castle Ravenloft is easily one of the most expandable games I’ve played in a while. We've played a bunch of games, and immediately started working on some new cards. Here are two decks worth of new monsters, treasures and encounters.

This is a completely unofficial project. Please look these over and if you have any questions or comments, let us know!

http://www.zeroradiusgames.com/BGG_files/cr_skull_monsters.p...
http://www.zeroradiusgames.com/BGG_files/cr_skull_treasures....
http://www.zeroradiusgames.com/BGG_files/cr_skull_encounters...

Feel free to use or modify these cards.

Here are some useful markers:
http://www.zeroradiusgames.com/BGG_files/cr_skull_markers.pd...

Here are the links for the two Artscow decks:

http://www.artscow.com/share/Ravenloft-CT-Design-Deck-1-51sx...

http://www.artscow.com/share/Ravenloft-CT-Design-Deck-2-37hs...



If you’re interested in the templates, and can use Adobe Illustrator files (*.ai), they are available from here:

http://www.zeroradiusgames.com/BGG_files/cr_templates_ai.zip

Here are some notes about some of the cards.
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Christopher Taylor
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Monsters

The monsters are intended to be swapped out for the base game monsters. If you just add them to the deck, it will dilute the number of monster duplicates available, slightly screwing up the game balance. If you want an easier game, just add more monsters (that sounds backwards!)

Promos: These are the same text as the two promo cards.

Special Promos: There were a few extra slots available, so we added the Young Vampire, Klak and Werewolf villains as promo monsters. If you’re playing in an adventure with the named Villain, you would either not add the promo/special promo version or ignore it if drawn.

Direguard (Angelfire #38 Direguard): The majority of new monsters are undead since it fit the theme. Direguard has a special “Incorporeal” ability that defends against ranged attacks. The experience seems a little low, but the Direguard’s attack is relatively weak.

Dread Guard (Archfiends #31 Dread Guard): The Dread Guard is actually a Construct, not an Undead, but we tried to keep the new monster types to a minimum. He certainly feels Undead to us. His logic is somewhat like a mix between the Gargoyle and the Werewolf.

Kobold Zombie (WotDQ #37 Kobold Zombie): My personal favorite new monster. Individually weak, they are nasty when teamed up with several other monsters. They may be undercosted, but 2 XP seemed a little too much.

Mummy Lord (Deathknell #39 Mummy Lord): We added a few mini-bosses, somewhere between a Monster and a Villain/Promo. The experience might be a little high, but he’s a tough critter. If not attacking, he moves quickly around the board.

Skeletal Archer (Angelfire #50 Skeletal Archer): My other personal favorite monster. Pretty straightforward.

Snake Swarm (Dangerous Delves #35 Snake Swarm): More nuisance than threat. If there are not other monsters in the area, these are pretty weak.

Mind Flayer (Dread #26 Mind Flayer Scourge): The other mini-boss. Thanks to Ignazio Corrao for the basic mechanics and logic. The XP could go to 5; it’s another tough call. If not taking his time to suck the brains of his foes dry, he also moves quickly around the board.

Air Elemental (Dragoneye #23 Medium Air Elemental): The first of a set of elementals. Something we played with, but didn’t have enough room to fit on the card was having all the elementals act is if they were the same monster (can only have 1 elemental, and they activate on each other’s turns). But that didn’t fit, and was confusing with the Gargoyle. The other tricky bit with these elementals is that they have unique movement logic.

Earth Elemental (War Drums #06 Elemental Wall): The attack is supposed to hit only the closest Hero, but all Heroes on the tile move. The move is automatic and does not require that the attack hit.

Fire Elemental (Archfiends #54 Medium Fire Elemental): While the Air Elemental is Area Effect, and the Earth Elemental is a tank, the Fire Elemental is pure DPS. The item loss effect might be too strong.

Dire Bat (Underdark #44 Dire Bat): This was a mistake. We thought it was an Undead bat when we ordered it. It was Undead for the first pass, but there was already a Beast-like type in the game, so it changed. Oh well. The last and weakest of the mini-bosses. It’s another monster that punishes large groups of Heroes and works best if there are other monsters to assist.

Gnaw Demon (Gnaw Demon #05 Against the Giants): All crypts and dungeons need a little bit o’ demon for flavor. The movement logic is demonic, on purpose. If close, it moves and attacks. If medium distance, it does nothing. If far, it moves closer. It works so-so in practice.

Impending Doom (Event): An event in the Monster deck? What the heck! This is an attempt to create more uncertainty about the timing and appearance of monsters, while still adding enough monsters over time to keep the game balance. Here’s the complete rules text:

Quote:
“Add this card to the Doom stack.

If there are three or more cards in the Impending Doom stack, discard all cards in the stack and draw two Monster cards (ignore and discard additional Doom events). Place one Monster on the active Hero’s tile and place the other Monster on the farthest tile from the Active Hero.”


You draw a monster card. If it’s a Doom card, you don’t place a monster, but add the Doom card to a timer. If more Doom cards are drawn, you will eventually get a double-helping of monsters. There are slightly fewer monsters drawn per game, but they appear “clumped” together, so the balance is closer than you would think. The Doom cards do make the game a little easier, however. You might not want to add all 12. You could season the monster deck to flavor or leave them out completely. I wouldn’t use less than 6 for every 30 monster cards, otherwise, the doom stack will probably not go off during the game.
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Christopher Taylor
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Treasures


Fountain of Light (Blessing): The active Hero doesn’t get the healing effect until the end of their next Hero phase. They have to stick around if they want the goodies.

Ferocity (Blessing): A variant of Guided Strikes.

Corroded Trap (Blessing): This can affect any trap marker on the board. If there are no traps when the card is drawn, it will sit around for one turn in case a trap shows up. Is it clear that the trap marker has to be placed on the board and that it doesn’t cancel the card? That may be a timing issue if there are traps that have an effect as soon as the marker is placed.

Fortune Telling (Blessing): It adds another decision point. Players can sift through the drawn Encounter cards for a turn to take the lesser of two evils.

Heroes Fate (Blessing): A little savings for canceling Encounter cards. Pretty straight forward.

Massive Boon (Fortune): There was discussion of having this draw two Item cards (discard other cards).

Relic (Fortune): The real point of this card was to force a shuffle of the Treasure discards/deck.

Radiant Stone (Fortune): Powers are fun to play, and this card lets you play more powers. An upgraded “Short Rest”.

Wait Up! (Fortune): This card originally did not have a “May” conditional. It forced the active Hero to move next to another Hero. This was problematic for two reasons: In solo games, there is no other Hero; and it wasn’t always a good thing to have to move.

Freedom (Fortune): It basically gets rid of a Slowed condition, and downgrades Immobilized to Slowed.

Confusion (Fortune): It’s intended that this cannot be used on Villains, since they are not controlled Monsters. Is that clear enough or should we be explicit? (We did try to keep the amount of rules text to a minimum.) It’s not always a good thing to move a Monster away from you!

Critical Hit (Fortune): Arrrgggghhhh! This probably should be a Blessing. It originally let you make another attack, and if you hit, added damage. But that was sometimes a wasted opportunity, so it now works off the next attack. In theory, a Hero could reserve this for the Villain, but in practice, it’s not worthwhile to do so.

Dwarf-forged Helm (Item): The healing might be too powerful. When it was a +1 AC item, there was no question of using the healing. At +2 AC, there is at least a little bit of a decision.

Soulforged Armor (Item): If you have 1 HP remaining, and get hit for 2 or more points, this healing effect is intended to fire off after your HPs are reduced. You end up with 1 HP after the attack is completed.

Dragonslayer Spear (Item): Yes, there are no Dragon monsters at this time. The card is future-proofed, under the assumption that there will eventually be a Dragon monster type. You really can’t have an item called “Dragonslayer”, if it doesn’t work on Dragons. In case Dragons are not typed “Reptiles”, this should work. Does it work on the Dragon Zombie and Gravestorm? Well, technically, they are Undead, not Dragons. So, no. Perhaps it should be a bonus against any monster or villain with the type Dragon, or Dragon in their name, or if they look like a bloody dragon.

Flaming Axe (Item): You don’t have to use it for the extra damage, but it’s nice to have.

Vorpal Blade (Item): One of a series of items and effects that keys off of the die roll result.

Rogue’s Charm (Item): This works when any player draws a Trap. It’s also the first card in a series that cares about the class of the user. There really is no reason not to give the Rogue this item when it comes up, and that’s intentional. The Rogue won’t always be in play. The name might be changed, but there is already a “Thieves' Tools” item. Besides, I like the wordplay.

Scroll of Alacrity (Item): A treasure that gives a really good effect, so it needed some kind of drawback or cost. Losing 1 HP to gain another Hero Phase is still a pretty good deal. It should be clear enough that even if you get two Hero Phases, you still only Explore based on where you end the second Hero Phase. So you can’t take an action, explore, then move on to the new tile with your second action. That would be extra doubly sweet.

Wand of Fiery Bolts (Item): Another class-improved item. Is a 25% chance of keeping the item good enough? It was originally a-slight-better-than-50/50 chance (10+).

Shield of Deflection (Item): This only works against ranged attacks by Monsters.

Scroll of Switching (Item): This does not require the cooperation of the other Hero. But this being a cooperative game, it seemed like extra wording to add that. If someone uses this item to place you next to Strahd when you didn’t want to go there, you have my permission to chuck condition markers at them all night long.

Ring of Vampires (Item): Ring of Vampiric Regeneration was too long of a name.

Potion of Reaction (Item): You have to use the item before the attack roll. Since it’s not an automatic miss, like some power cards, there is a slight bonus if the attack misses.

Deck of Many Things (Item): Okay, this is the whole reason for the Treasure deck. There is about a 50/50 chance of something bad happening (monster, encounter, both or the deck gets discarded [which I consider a bad thing]). There is less chance of something good. Like the actual D&D item, it shouldn’t be used often, and will appeal to the more chaos-minded.

Boots of Leaping (Item): This is an attempt to give the player a choice about how to use an item. The rotation mechanic is to make it so you don’t have to remember what bonus you are using, without having to add another card or marker.

Ring of Free Action (Item): This card lies. You can be Slowed, but only if the original effect was supposed to be Immobilization.

Pendant of Health (Item): This gives you temporary extra HP. If you have 1 HP left, and the item is discarded, you go to 0 HP and are KO’d.

Mystic Bow (Item): The ranged equivalent of the “Vorpal Sword”.

Holy Symbol (Item): Hey, a Turn Undead power! You can play this out of turn, during another player’s Hero Phase or even during a Villain Phase. It is another class-improved item.

Censer of Warding (Item): We really don’t know what this item does in regular D&D, but it sounded really neat, so we included it here. It makes 1 tile immune to Undead for one turn.

Eye of Enthrallment (Item): In a solo game, this is pretty worthless. It allows you skip a monster’s turn for one turn.
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Christopher Taylor
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Encounters

The number of Events is intentionally much greater than the Environments, Event-Attacks and Traps.

Calling of Blood (Environment): No effect in a solo game. There is no limit to the distance between the two Heroes.

Cursed Treasure (Environment): The “receiving Hero” is the Hero actually getting the Treasure, in case it is not the active Hero.

Pandemonium (Environment): This is to create more chaos with additional Encounters. IIRC, there are less white arrow tiles than black arrow tiles (but it is close). The switch is to manage the number of extra Encounters drawn.

Rotting Corpse (Event): There was originally an option to search or not. That didn’t seem fitting with the rest of the game. This event is designed to add a few good things, or at least the possibility of a good thing, in the Encounter deck. If the Encounter deck is always bad, there isn’t as much drama.

Surprise Round (Event): This is a card designed to answer one of the common complaints that monsters always attack first. It’s a truly good Encounter card, and you may or may not want to play with it. We struggled with the wording. Only the monsters placed this turn are not activated.

From the Darkness (Event): Another good Encounter, or at least, potentially good card. It increases the uncertainty that you will have an Encounter. It is similar in design theory to the “Impending Doom” monster cards.

Illusionary Monsters (Event): This was a concept first, and then the mechanics followed (unlike most of the other cards, which were mechanically driven). It’s basically saying that you’ve been attacking Illusionary Monsters and now the real ones have showed up. What’s interesting is that it is a situational evil card. How scary the card is depends on how many multi-HP monsters are on the board with damage.

Monty Haul (Event): Another purely good Encounter card. It originally started as a way of adding another “Level Up!” card to the mix. With a name like Monty Haul, it needed a choice and some treasure.

Lover’s Embrace (Event): Thematically rich, mechanically random.

Rampage (Event): Designed to add more Monsters to the game when there are few on the board.

Resolute Decision (Event): The last purely good Encounter card. It originally added another Healing Surge, but that was too powerful. It’s a self-correcting card. If the party is doing poorly, it’s more powerful. Drawn too soon, it’s relatively worthless.

10’ Pit w/ Spikes (Event-Attack): This was originally a trap, but it didn’t work thematically. The attack/damage is from the spikes. The immobilization condition represents the player trapped at the bottom of the pit. Solo players can remain immobilized for some time. The bonus to escape represents help from nearby party members.

Distant Scream (Event-Attack): A lot of attacks affected the closest hero; this was just to do something different. The low attack and high damage make it a “swingy” card. Sometimes it hurts; mostly it doesn’t.

Poltergeist (Event-Attack): Oh, this was fun. The intent is to force two players to randomly swap one item. If this can’t happen, it deals a little extra penalty damage.

Acid Blaster (Trap): Designed to remove items from the game.

Snow Globe of Doom (Trap): Designed around the mechanics of interfering with Hero movement. The special ability works during the Hero phase.

Sonic Generator (Trap): Originally the effect was within 2 tiles. That was too brutal. Notice that you can still play at-will powers.

Force Cube (Trap): It does not have an effect during the Villain phase. Heroes on the tile are trapped until the Trap is disabled.
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Tor Sverre Lund
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Been following these, and I think you've done an awesome job :)

BTW, I remember you saying that you made these based on existing minis. Is that list of minis posted anywhere? The ones you've used I mean.
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Christopher Taylor
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Thanks!

I know you've been heavily involved in the game, so that means a lot coming from you.

The minis are identified in the post above, but it would be a good idea to add the miniature name/ID to the bottom of the Monster card.
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Bryce K. Nielsen
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Agreed, and can't thank you enough for sharing the original art files with the community

-shnar
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Brian Grell
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Nice work.
 
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Matthew Rooks
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Do you plan on putting these up on artscow?
 
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Christopher Taylor
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jigmelingpa wrote:
Do you plan on putting these up on artscow?

Yes, absolutely. When we get some feedback and finish proofreadin/playtesting, we'll post them to Artscow.
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Dave M
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Fantastic job!. I love the use of DDM minis for custom monster cards.
I believe this game has just the right balance of tools and core gameplay mechanics to sustain endless re playability through the modding community.
Your efforts are a prime example of this.
Keep up the great work.
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Greg Pritchard
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anarchy wrote:
Impending Doom (Event): An event in the Monster deck? What the heck! This is an attempt to create more uncertainty about the timing and appearance of monsters, while still adding enough monsters over time to keep the game balance. Here’s the complete rules text:

Quote:
“Add this card to the Doom stack.

If there are three or more cards in the Impending Doom stack, discard all cards in the stack and draw two Monster cards (ignore and discard additional Doom events). Place one Monster on the active Hero’s tile and place the other Monster on the farthest tile from the Active Hero.”


Do you place the two monsters if the Doom card you just drew brings the cards in the stack to 3, or if there were already 3 cards in the stack before you drew the current Doom card?

Based on the the existing text, I read it to be the former because you first add the card you drew to the Doom stack and then you have the instruction to check for 3 or more cards.
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Christopher Taylor
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Correct. You place two monsters if the Doom card you just drew brings the Doom stack to 3 or more (it's possible you can draw two Doom cards).

There can never be 3 or more cards in the Doom stack. There can be 0, 1 or 2. As soon as there are 3 or more cards in the Doom stack, it fires off, you draw the 2 monsters, and discard the Doom stack to the Monster discards.

Thanks!
 
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mike hutton
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jigmelingpa wrote:
Do you plan on putting these up on artscow?


cant figure out artscow for the life of me.....a link to whatever is posted there would be great

thanks

 
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TS S. Fulk
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Wonderful expansion!

Where did you get your templates?
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Christopher Taylor
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Thanks!

I made the templates in Illustrator by tracing the Wizards cards and doing a lot of clean up.
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Tristan Hall
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Gloom of Kilforth LIVE ON KICKSTARTER!!!
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This is top work, mate - basiaclly an entirely new version of the game!

cool
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clarence
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Great work.

Thanks for the ai file!!
Do you have the Ravenna font?
 
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Chris May
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One suggestion:

Perhaps the holy symbol should say 1 divine hero instead of cleric and paladin? I know that distinction hasn't been made so far, but in the future we may see Avenger, Invoker, Warpriest, etc. Using divine would require a glossary definition of what it means, but it would allow for the inclusion of future heros


Just an idea. You may want to keep it as cleric and paladin. Thanks for these sweet cards.
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Chris May
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One more:

Ring of free action:


When an effect causes you to be immobilized you are slowed instead.

If another effect besides immobilization causes you to be slowed you are not slowed.
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Christopher Taylor
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whipko wrote:
Great work.

Thanks for the ai file!!
Do you have the Ravenna font?

http://www.fonts101.com/fonts/view/Standard/15417/Ravenna.as...

Chrisgmay wrote:
One suggestion:

Perhaps the holy symbol should say 1 divine hero instead of cleric and paladin? I know that distinction hasn't been made so far, but in the future we may see Avenger, Invoker, Warpriest, etc. Using divine would require a glossary definition of what it means, but it would allow for the inclusion of future heros


Just an idea. You may want to keep it as cleric and paladin. Thanks for these sweet cards.

A good suggestion. I'm trying to keep all the rules on the cards, but that would future-proof the card much, much better. There are other cards were similar substitutions are needed (Arcane on the wand), but it breaks down on the Rogue (Martial isn't right) with the charm. Hmmm. I'll consider it.

Chrisgmay wrote:
One more:

Ring of free action:


When an effect causes you to be immobilized you are slowed instead.

If another effect besides immobilization causes you to be slowed you are not slowed.

I like it. I'll make that change.
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Frank Branham
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It is good, if a bit restrained. I do like how there are some deadlier monsters to mix things up a bit, and the doom cards are great.

The monsters do feel just a bit samey, however.

We really could use new statuses to let the monsters be more varied. I'll try to think on that.
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Christopher Taylor
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fbranham wrote:
It is good, if a bit restrained. I do like how there are some deadlier monsters to mix things up a bit, and the doom cards are great.

Thanks for the feedback.

Quote:
The monsters do feel just a bit samey, however.

Hmmm. That's not good. I tried to make most of the monsters unique.

Quote:
We really could use new statuses to let the monsters be more varied. I'll try to think on that.

Oh, completely agreed. Here's a couple that I've been working on:

Poison (Condition)
At the start of your Hero Phase take 1 damage.
Discard this Condition at the end of your Hero Phase.

Petrification (Condition)
Gain a +2 bonus to AC. You cannot take an action.
Discard this Condition at the end of your Hero Phase.

 
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Frank Branham
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You did ok with the monsters.

There aren't a LOT of AI parameters or statuses in the current toolkit to really distinguish them.

Statuses stolen from 4e:

Blindness (-5 to attacks. Discard at the end of your turn.) (-4, -3?)
Dazed (May either move or attack. Discard at the end of your turn.
Dominated (Move and attack nearest ally. Discard at the end of your turn.)
Marked (All attacks against you are at +2. Discard at the end of your turn.)
Weakened (All attacks are at -1 damage. Discard at the end of your turn.)

AI elements:

If within one tile of an opponent, move one additional tile away from nearest opponent and shoot that opponent.

Attack effects:
Rage - Move monster card to target.
Attach - Monster moves with target. Target is at -4 to hit this monster.











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Gabriel Kitterman
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I really like the doom cards. However, I was wondering if they might need some more teeth. When the doom cards get triggered, perhaps three monsters should appear (one up close, two on furthest tile).

Great Work. Let us know when we can order card copies.



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