RULEBOOK
GAME COMPONENTS
42 figures (5 Dark Blue Heroes,
7 Villains [Purple, Translucent
Blue, and Black], and 30 Green
Monsters)
5 Hero cards
4 Villain cards
1 rulebook
1 adventure book
1 die
32 interlocking Dungeon tiles
1 double-sized interlocking Start/
Town Square tile
4 double-sized interlocking
Elemental Node/Town tiles
200 cards:
Starting Deck
5 Sequence of Play cards
50 Hero Power cards
30 Encounter cards
30 Treasure cards
30 Monster cards
Advanced Deck
8 Adventure cards
15 Encounter cards
16 Treasure cards
16 Monster cards
24 Advancement tokens
6 Regain 2 HP tokens
6 Recharge tokens
6 +1 Damage tokens
TABLE OF CONTENTS
6 Reroll tokens
64 1 HP tokens
8 5 HP tokens
30 1-inch circles
18 Villager tokens
1 Mychasi token
1 Devastation Orb token
5 Rage of Imix tokens
4 Water Symbol tokens
1 Fleeing Cultist token
40 one hundred gold pieces tokens
16 five hundred gold pieces tokens
5 one thousand gold pieces tokens
20 condition markers
5 Advantage markers
5 Disadvantage markers
10 Monster stunned markers
5 Healing Surge tokens
16 monster HP tokens
8 Timer tokens
44 Trap tokens
22 Empty Traps
6 Dart Traps (1 Damage)
6 Arrow Traps (2 Damage)
6 Spear Traps (3 Damage)
4 Fire Traps (4 Damage)
CREDITS
Game Design:
Peter Lee, Ben Petrisor
Additional Design: Chris Dupuis, Tom Olsen,
Rodney Thompson
Design Manager:
Chris Youngs
Adventure System Design:
Mike Mearls, Peter Lee, Bill Slavicsek
Wizards Art Director:
Daniel Gelon
WizKids Graphic Design Art Director: John Camacho
Cover Illustration:
Raymond Swanland
WizKids Editorial Design:
Patricia Verano
WizKids Additional Graphic Design:
Craig Parrillo
Dungeon Tiles:
Jason A. Engle
WizKids Production Manager:
Chas Delong
WizKids Project Manager:
James OBrien
WizKids Executive Producers:
Justin Ziran and Bryan Kinsella
2015 Wizards of the Coast LLC, P.O. Box 707, Renton, WA 98057-0707, U.S.A.
Manufactured by: Hasbro SA, Route de Courroux 6, 2800 Delemont, CH. Represented
by: Hasbro Europe, 2 Roundwood Ave, Stockley Park, Uxbridge, Middlesex, UB11 1AZ.
UK. Dungeons & Dragons, D&D, Wizards of the Coast, Temple of Elemental
Evil, all other Wizards of the Coast product names, and their respective logos are
trademarks of Wizards of the Coast in the U.S.A. and other countries. All Wizards
characters, character names, and the distinctive likenesses thereof are property of
Wizards of the Coast LLC. This material is protected under the copyright laws of the
United States of America. Any reproduction or unauthorized use of the material or
artwork contained herein is prohibited without the express written permission of
Wizards of the Coast LLC. This product is a work of fiction. Any similarity to actual
people, organizations, places, or events included herein is purely coincidental. Printed
in the U.S.A.
Inspired by the original Dungeons & Dragons Roleplaying Game adventure by Gary
Gygax and Frank Mentzer.
Visit our website at DungeonsandDragons.com
INTRODUCTION
GAME OVERVIEW
WINNING THE GAME
Game Setup
Campaign Play & the Advanced Deck
To Start Playing
Taking Turns
The Dungeon Tile Stack
PLAYER SETUP
THE HERO CARD
PLAYER TURN
Hero Phase
Exploration Phase
Villain Phase
MOVEMENT
Condition: Advantage
Condition: Disadvantage
Condition: Stunned
ATTACKS
Daily Powers
At-Will Powers
Utility Powers
COMBAT
Targeting
AC and HP
Attack Bonus
Making an Attack
Damage
Critical Hits
Defeating Monsters
Defeating Heroes
Regaining Hit Points
Healing Surges
Disabling a Trap
Other Actions
THE MONSTER DECK
THE ENCOUNTER DECK
EXPERIENCE POINTS
Canceling Encounter Cards
THE TREASURE DECK
PLAYING THE CAMPAIGN
Town Actions
FREQUENTLY ASKED QUESTIONS
3
3
3
3
4
4
4
4
6
6
6
6
6
7
7
8
8
8
9
9
9
9
9
9
9
10
10
10
10
10
10
10
10
10
11
11
12
12
13
13
14
14
16
INTRODUCTION
Evil gathers beneath the Sumber Hills, north of
Waterdeep near the High Forest. Four cults dedicated to
the Princes of Elemental Evil have formed an alliance to
gain untold power at great cost to the rest of Faern. The
cultists have been spreading their message of deception
and power across the land, recruiting all manner of foul
monsters and gullible followers. Forces of air, earth, fire,
and water have begun to spread destruction across the
towns surrounding the Sumber Hills, and adventurers
from Baldurs Gate to Icewind Dale are answering the
pleas of the citizens of small communities such as
Red Larch.
The Temple of Elemental Evil
The Princes of Elemental Evil reside on distant planes that
are far removed from Faern, but mad mortals have acquired
the means to reach out to these dark powers and offer
their devotion. The princes have no love or need for mortal
worshipers, but they relish any chance to sow destruction on
the Material Plane. The Elemental Princes give weak-willed or
power-hungry mortals the might they seek and command them
to wreak havoc in their names.
The Cult of the Howling Fury, The Cult of the Black Earth, The
Cult of the Eternal Flame, and The Cult of the Crushing Wave:
These cults hide beneath a thin veneer of respectability, but
savvy heroes can see them for the power-mad lunatics the
cultists truly are.
Red Larch, a small town near the Sumber Hills, has seen
strange, unnatural occurrences recently that threaten not
only their lives, but the Sword Coast as a whole. Several
adventurers recently arrived in Red Larch, representing powerful
organizations of Faern: the Harpers, the Lords Alliance, the
Order of the Gauntlet, the Emerald Enclave, and the Zhentarim.
Each group has a vested interest in finding the source of the
elemental corruption and putting a stop to it. Unfortunately, not
all has been going according to plan
GAME OVERVIEW
The Dungeons & Dragons: Temple of Elemental Evil
Adventure System Game is a cooperative campaign game. You
and your fellow Heroes must work as a team to succeed in the
adventures that unfold around and beneath the Sumber Hills.
You either win together or lose together.
Each player selects a Hero who has come to Red Larch to
discover the mysteries behind the bizarre creatures and
events that have resulted from the presence of the Cults of
Elemental Evil. Choose from the human fighter Alaeros, the
halfling rogue Ratshadow, the dwarf cleric Barrowin, the elf
wizard Nymmestra, or the human ranger Talon. Your Heroes
will explore the dungeons beneath the Sumber Hills, solve
mysteries, fight monsters, and uncover magical treasure.
Once youve selected your Heroes, youre ready to enter the
Temple of Elemental Evil!
Exception Based Game
The Dungeons & Dragons: Temple of Elemental Evil
Adventure System, like the other Adventure System games, is
exception based. That means the cards, powers, monsters, and
Special Adventure Rules may contradict the base rules of the
game (this book). Whenever that happens, you should follow
the instructions on the exception even though it contradicts
the rules.
Number of Players
The game can be played with any number of players, from 1 to 5.
Each player controls one Heroand the game does the rest!
D&D Adventure System
You can combine this game with other D&D Adventure System
board games to create new and unique experiences. Check out
DungeonsandDragons.com for more information.
WINNING THE GAME
You win by completing the objective in the adventure you are
playing. For example, you might have to destroy an evil dragon
in one adventure, while in another you might prevent a cultist
with a magic artifact from escaping the dungeon.
Unless stated otherwise in an adventure, you lose if any Hero
is at 0 Hit Points at the start of that Heros turn and there are
no Healing Surge tokens left to play. You also lose if you are
defeated by the adventure you are playing. Each adventure lists
its specific victory and defeat requirements.
Campaign Play &
The Advanced Deck
The Temple of Elemental Evil board game is intended to
be played as a campaign, although you can always play any
adventure as a one-shot.
To support campaign play, you should separate your cards into
two decks: The Starting Deck (cards with a white set icon #1-145)
and The Advanced Deck (cards with a gold set icon #146-200).
For your first game, use only cards from the Starting Deck.
After each adventure, follow the instructions in the Aftermath
section to add cards from the Advanced Deck, which introduces
more complex effects and more difficult challenges. As you
continue to play, see Playing the Campaign on page 14 for
more info on ways to beef up your Heroes as you get further in
the adventures.
To Start Playing:
Game Setup
The Temple of Elemental Evil game includes everything you
need to run all 13 adventures in the adventure book. Because
each adventure is different, you dont always use every
component in the box. The following components are usually
used in every adventure. We recommend that you store them
separately so you can make it easy to set up each adventure!
Hero cards and all figures
Pick your next adventure from the adventure book. If youre
playing your first game, play Adventure 1: Escape.
32 standard Dungeon tiles
Start Tile
Check the Adventure Setup section of the adventure
book to see if your chosen adventure calls for any of the
game pieces you set aside.
Encounter cards
Monster cards
Treasure cards
Trap tokens
Condition markers (Advantage, Disadvantage, and
Stunned)
Hit Point tokens
Die
Set aside the remaining game pieces. You use those pieces
only if the adventure you are playing requires them (see the
adventure book for details).
AGE
ADVANT
,
an Attack
you make higher result .
e
m
ti
xt
e
e
The n
nd use th ken.
ie twice a
roll the d hen discard this to
T
Advantage condition marker
Unless the adventure says otherwise, place the Start tile in
the center of the table and place two Healing Surge tokens
beside it. These are the groups surges for this adventure.
When you choose a Hero, take that Heros Hero card,
Power cards, and the figure that matches the Hero. The
name of each Hero is printed on the base of the figure.
Unless the adventure says otherwise, place each players
Hero figure on any square of the Start tile. Adventures and
cards refer to the players as Heroes.
Each Hero card tells you how many and which Power
cards you can choose for that Hero. In your early games,
you can use the Power cards suggested in the front of
the adventure book. (See Choosing Power Cards on
page 14 for details on how to choose Power cards in later
games.) Set aside any Power cards that arent used in this
adventure.
Set up the Dungeon tile stack (the deck of tiles) using the
setup instructions in the adventure you have selected.
You are now ready to begin play. The adventure tells you
any other rules you need in the Special Adventure Rules
section.
Taking Turns
Stunned condition marker
STUNNED!
Trap token
Give each player a Sequence of Play card as a reminder of
how play proceeds.
Place the die and the various figures in easy reach.
Hero Power cards
ARROW
T R AP
Shuffle the Monster cards into their own deck. Do
the same for the Encounter cards and Treasure cards.
Place these three decks in easy reach of all the players.
Randomize all of the Trap tokens and keep them face down
in easy reach of all the players.
Play progresses around the table, starting with a player of the
groups choice and then proceeding clockwise. You can also
each roll the die and let the player who rolled highest go first.
Your turn consists of three phases: one for your Hero, one for
Exploration, and a Villain Phase for the Monsters under your
control.
The Dungeon Tile Stack
You draw from the collected Dungeon tiles (referred to as the
Dungeon tile stack) to build the temple complexes beneath the
Sumber Hills. Each time you play, the temple complexes have
a different layout. The labyrinthine passages beneath the hills
are said to be endless, and many believe that the cultists magic
causes the complex to shift and move each time enemies dare
to enter them.
a black triangle, you draw an Encounter card during the
Villain Phase of your turn.
Some Dungeon tiles are double-sided and feature a town side
(with buildings) and a dungeon side (with elemental nodes).
Elemental Symbols: Each tile features one of the four
elemental symbols (Air , Earth , Fire , or Water ) to
show which elemental power courses through that temple
room.
The Start Tile: The Start tile is where the Heroes usually begin
their adventure. Its twice the size of the other tiles. The Start
tile and the other double-sided tiles actually consist of two
separate tiles that are already connected; treat each as its own
tile for the purposes of movement and counting tiles.
When you start an adventure on the Start tile, you can start
on either tile. When you start your adventure on the Town
Square tile, you must start on the tile marked as the Town
Square.
Unexplored Edge: A Dungeon tile with an unexplored edge is a
tile where you could place a new tile. This means that an edge
of the tile is open and doesnt have another tile adjacent to it.
Tiles and Squares
Game cards refer to both tiles and squares.
A tile is the basic building block of the dungeon, drawn from the
Dungeon tile stack.
A square is one of the spaces on a Dungeon tile.
Tile Features:
Monster Symbols: Each tile may feature one or more
to indicate where to place
Monster spaces with a
Monsters.
Trap Symbols: Each tile may feature one or more Trap
squares with a X to indicate where to place Traps.
Villager Symbols: Town tiles will feature a Villager space
to indicate where Villager tokens are placed.
with a
Other Features: Dungeon tiles feature walls, which cannot
be moved through. Town tiles feature buildings, fenced in
areas, and a plateau, which all work just like walls. Some
tiles have names to distinguish them for use in certain
adventures.
Diagonal Movement: Your Hero can move diagonally when
moving by squares, unless the path is blocked. Your Hero
cannot move diagonally when moving by tiles. If you are
counting squares, your Hero can move diagonally, even
between tiles. If you are counting tiles, you never count
diagonally; your Hero has to move in straight lines, not
diagonal lines, when you count tiles.
Triangles: Each tile features a white or black triangle that is
used to specify less dangerous and more dangerous tiles.
When you place a new tile, the triangle points toward the
unexplored edge of the tile it is attached to. If the tile has
An unexplored edge is an edge of a tile without a wall that is not
adjacent to another tile. There are 6 unexplored edges in this
diagram, highlighted in blue.
A tile is a component of the game board, highlighted in yellow.
A square is a part of a tile, highlighted in red. The Start tile is a
special tile: it is treated as two tiles.
When counting tiles, you do not count diagonally and you count
around walls. For example, the hobgoblin fighter is 3 tiles away
from Barrowin.
PLAYER SETUP
Place your Hero card (1st level) and your selected Power cards
face up in front of you.
As you acquire Treasure cards, they also go face up in front of
you.
As you acquire Monster cards, place them to one side of your
Hero card, in the order in which you received them.
THE HERO CARD
Heres what a Hero card looks like. The parts of a Hero card are
briefly described here and explained in detail on the listed page
of this book.
Heros Name, Race, Class, and Level: The top lines
show your Heros race and character class. The Heros
level is shown in the bottom right corner.
Hero card
BARROWIN
GO LD DW AR F
CL ER IC
Following the will of
Gorm Gulthyn,
Barrowin joined the
Order of the
Gauntlet to lay low
the enemies
of good.
AC
16
HP
SP EED
SU RG E VA LU E
HE AL ER : When
you use a Daily or
Utility power, one
Hero on your tile
regains 1 HP.
PO W ER S: You can
use the following
Power cards.
Warhammer
Select 1 cleric At
-W
Select 2 cleric Ut ill power.
ility powers.
Select 1 cleric Da
ily power.
C (Armor Class): The Heros defense score. An attack
A
hits the Hero if it equals or exceeds this number
(see page 9).
P (Hit Points): The Heros health. Damage reduces
H
the Heros Hit Points (see page 9). A Hero can never
regain more Hit Points than his or her Hit Point total.
Speed: The number of squares the Hero can move by
using a single move (see page 7).
Surge Value: When a Hero is at 0 Hit Points, he or she
must use a Healing Surge token at the start of his or
her next Hero Phase. After using the Healing Surge
token, the Hero recovers this number of Hit Points
(see page 10).
Special Ability: Each Hero has a Special Ability, as
described here.
Powers: This tells you how many of each type of Power
card you can select for use in an adventure, as well as
any Power cards the Hero automatically gets to use
(see page 9).
1ST LE V EL
TM & 2015 Wiz
ards of the Coast
Hero Phase
This is the phase in which your Hero moves through the
dungeon and makes attacks against the Monsters encountered
along the way.
1. If your Hero has 0 Hit Points, use a Healing Surge token if
one is available (see page 10).
2. Your Hero may move and perform one of the following
actions. Your Hero may move before or after performing
the action:
Move.
Attack.
Disable a Trap.
Other.
PLAYER TURN
When you have finished all the steps in your Hero Phase, your
Exploration Phase begins.
Each players turn consists of three phases. On your turn,
complete these phases in this order:
Exploration Phase
Hero Phase
Exploration Phase
Villain Phase
This is the phase in which you add new Dungeon tiles, draw
Monster cards, and place Traps.
1. I f your Hero occupies a square along an unexplored edge
(see page 5 ), go on to Step 2. If your Hero doesnt occupy a
square along an unexplored edge, you dont draw and place a
new Dungeon tile. In this case, go on to the Villain Phase.
2. Draw a Dungeon tile and place it with its triangle pointing to
the unexplored edge of the tile your Hero is exploring from.
LLC
3. Place Monsters and Traps (if any) on the new tile.
To place a Monster, draw a Monster card from the
Monster deck and place it in front of you to show that you
control that Monster. Place the corresponding Monster
figure on the Monster symbol. (The name of each Monster
is printed on each figures base.) During the Exploration
Phase, you place the Monster figure on the newly placed
tile. If that tile has more than one Monster symbol icon on
it, place a Monster for each Monster symbol. If you draw a
Monster card that matches a Monster you already control,
discard that Monster card and draw again. If another
player has a matching Monster card, however, thats okay.
To place a Trap, choose a face-down Trap token from the
pile and place it where indicated. During the Exploration
Phase, you place the Trap tokens on the newly placed tile
on the squares with the Trap symbol.
When you have finished all the steps in your Exploration Phase,
your Villain Phase begins.
Villain Phase
How Does Your Hero Move?
Your Hero moves according to his or her Speed, which is the
number of squares you can move your Hero.
Think of your Heros Speed as your movement budget. Each
time your Hero moves a square, you spend 1 point from that
budget. When you have no more Speed left, your Hero cant
move any more.
Whenever your Hero moves, you can spend up to your Speed
budget to move your Hero.
Your Hero can move in any direction, including diagonally,
as long as you have the necessary Speed to spend.
You cant move your Hero into a square filled with a wall
(or a building, fenced-in area, or plateau on a Town tile).
You cant move your Hero into a square occupied by a
Monster.
You can move your Hero through a square occupied by
another Hero, but you cant end your Heros movement
there.
This is the phase in which you draw and play Encounter cards,
as well as when you activate the Villain (if the Villain is in play)
and any Monster cards you have in front of you.
1. If you didnt place a Dungeon tile in your Exploration Phase,
or if you placed a Dungeon tile with a black triangle, draw
and play an Encounter card.
2. If the Villain is in play, activate the Villain. (There could be
more than one Villain in play, depending on the adventure. In
this case, activate each Villain, one at a time.)
3. Activate each Monster card, in turn, in the order you drew
them. Follow the tactics on the Monster card to determine
what each Monster does on its turn. If there are multiple
Monsters with the exact same name in play, activate each of
those Monsters on your turn. So, if you have a Water Cultist
Monster card and another player has a Water Cultist Monster
card, you activate both Water Cultists during your Villain
Phase. If both Monsters survive until the other players Villain
Phase, that player will activate both Water Cultists again!
When you are done with your Villain Phase, the player to your
left begins his or her turn.
You can move your Hero to any square, even diagonal ones,
with a few minor exceptions. You cannot enter a square with
a monster (A). You can move around walls but cannot enter a
wall square (B). You cannot move between two adjacent walls
(C). You cannot end your move in another Heros square (D).
MOVEMENT
When your Hero moves, use the following rules for movement.
When Does Your Hero Move?
Your Hero usually moves during the Hero Phase of your turn.
The effect of a Power card, Treasure card, or Encounter card can
make your Hero move at other times, as well.
Condition: Advantage
A divine light blinds a monster, creating an opening. A spell
marks an enemy, helping guide attacks to the target. These
attacks and others like them cause a Hero to gain Advantage.
If an attack or other effect causes your Hero to gain
Advantage, put an Advantage marker on your Hero card.
You can have only one Advantage marker on your Hero
card at a time.
While your Hero has Advantage, the next time he or she
makes an Attack, roll the die twice and use the higher
result. Then, discard the Advantage marker.
If your Hero gains Disadvantage while having Advantage,
discard both markers.
Condition: Disadvantage
If a creature with a base larger than one square is on more
than one tile, it counts as being on all tiles that base is on. For
example, Velathidros counts as being on all the blue tiles. All
the green tiles are one tile away from Velathidros.
Triggering Trap Tokens:
A Trap is a snare or other mechanical device placed in the
dungeon to thwart the Heroes. When a Hero moves into a
square containing a Trap token, or when they unsuccessfully
attempt to disable the trap (see page 10), trigger the Trap and
flip the token face up to reveal its effect. Monsters do not
trigger Traps.
If the token doesnt have a damage number, the Hero
suffers no effect. Otherwise, the Hero takes the damage
indicated. Then remove the token from the board. If
your hero was in the middle of his or her move, you may
continue moving them normally.
SPEAR
T R AP
If an attack or other effect causes your Hero to gain
Disadvantage, put a Disadvantage marker on your Hero
card. You can have only one Disadvantage marker on your
Hero card at a time.
While your Hero has Disadvantage, the next time he or
she makes an Attack, roll the die twice and use the lower
result. Then discard the Disadvantage marker.
If your Hero gains Advantage while having Disadvantage,
discard both markers.
DISADVANTA
GE
The next tim
roll the die tw e you make an Attack,
ice and use th
e lower result.
Then discard
this token.
ADVANTAG
an Attack,
e you make
.
The next tim d use the higher result
ice an
roll the die tw discard this token.
Then
Trap back token
Condition: Stunned
EMPT Y
An Air Cultists bolt releases a blinding powder on impact. The
stench of a Troglodyte makes it impossible to concentrate.
These attacks and others like them cause a Hero to gain
Disadvantage.
Trap token
A mighty blow from Alaeross axe knocks a cultist prone. Magic
vines erupt from Talons arrow and wrap around a hobgoblins
feet. These attacks and others like them cause a Monster to
gain the Stunned condition.
If an attack or other effect causes a Monster to become
Stunned, put a Stunned marker on that Monsters figure.
While a Monster is Stunned, it skips its next activation and
does nothing.
After the Monster skips its activation, discard the Stunned
marker.
ATTACKS
A Hero makes attacks using either his or her Heros Power
cards or the powers of Treasure cards. A Heros Power cards
represent weapons, physical training, arcane spells, or divine
prayers, depending on a Heros class.
At the start of every adventure, you select Power cards that
you have available for that adventure. Set the remaining Power
cards aside. For your first few adventures, you can use the
Power cards listed at the front of the adventure book. Once you
become familiar with the game, you can choose which Power
cards you want to use (see page 14).
Whenever your Hero attacks, you pick a power you have in front
of you (either from a Power card or a Treasure card) and use it
as described in Combat.
Daily Powers
Daily powers represent a significant attack or spectacular effect.
When you use a Daily power, you flip it over and cannot use it
again until some other effect (usually a Treasure card) allows you
to flip it back up. Daily powers are the strongest attacks you have
access to in the game.
At-Will Powers
At-Will powers are relatively simple attacks, spells, or prayers.
Using an At-Will power requires no special effort. It is weaker
than a Daily power, so when you use it you do not flip it over. You
can use it again on your next turn.
Utility Powers
Utility powers are special maneuvers that dont actively
attack Monsters but instead provide other advantages. These
advantages may include a specialized move or the ability to
counter a Monsters attack. Many of these powers dont require
an attack action to use, instead specifying when to use the
ability. Unless the card states otherwise, when you use a Utility
power, you flip it over and cannot use it again until some other
effect (usually a Treasure card) allows you to flip it back up.
COMBAT
As your Heroes explore the dungeon, they will encounter
cultists, elementals, and other Monsters. You need to battle
your way past these creatures to complete the adventure using
your Heros attacks and magic items!
Targeting
When you decide to attack, first determine which Monsters
your Hero can target. A power specifies what Monsters you can
target, ranging from only Monsters in an adjacent square to a
Monster as far as 2 tiles away.
Remember the difference between squares and tiles when
making attacks (see page 5).
Most important, keep in mind that you can never trace a
diagonal path between tiles. If a power lets you attack a
Monster within 1 tile of your Hero, that does not include
Monsters on a Dungeon tile that is diagonal to your Heros tile.
You also cannot attack a Monster within 1 tile of your Hero if a
wall completely blocks the path between the Heros tile and the
Monsters tile.
AC and HP
The AC (Armor Class) of a Hero or a Monster determines how
difficult it is to hit. It represents a combination of physical armor,
agility, and natural toughness. HP (Hit Points) show how much
damage a Hero or Monster can take before being defeated.
Attack Bonus
Regaining Hit Points
Most attack powers and Monster attacks have an attack bonus.
A power with a higher attack bonus is more likely to hit than
one with a lower bonus.
Heroes and Monsters can regain lost Hit Points through
various means. A Hero or Monster can never regain more Hit
Points than his or her Hit Point total. Whenever a Hero that has
been reduced to 0 Hit Points regains any hit points, stand it
back upthe Hero is back in the fight and can use powers and
items normally.
Making an Attack
For each enemy a Heros power or a Monsters attack targets,
roll the die and add the powers attack bonus.
If the result of the die roll plus the bonus is equal to or greater
than the targets Armor Class, the attack hits.
Damage
If an attack hits, it deals the listed damage to the Monster or
Hero. Damage that reduces a Monster or Heros Hit Points to
0 defeats them (see below). Damage that does not reduce a
Monster or Hero to 0 Hit Points stays on that Monster or Hero
(use the Hit Point tokens to track damage).
Critical Hits
When a Hero attacks and rolls a natural 20, that attack deals +1
damage.
Healing Surges
A Healing Surge represents a Heros ability to fight on against
overwhelming odds. Despite pain and injuries, a Hero can push
forward to continue the battle. The Heroes begin the game with
two Healing Surge tokens. These tokens are a resource that the
entire group shares. You use Healing Surge tokens to revive a
Hero that has been reduced to 0 Hit Points.
If your Hero is at 0 Hit Points at the start of your turn,
you must use a Healing Surge token. Discard one Healing
Surge token and your Hero regains Hit Points equal to his
or her Surge Value. You then take your turn as normal.
If there are no Healing Surge tokens remaining when your
Hero starts your turn at 0 Hit Points, the Heroes lose the
adventure and the game ends.
Defeating Monsters
Disabling a Trap
If a Monsters Hit Points are reduced to 0, the Monster is
defeated. Remove its figure from the tile. The player controlling
that Monster discards the Monster card into the Experience
pile (see page 12). If more than one Hero controls that type of
Monster, the player who made the attack discards the card if
he or she controls one of those Monsters. If not, go clockwise
around the table. The first player you reach who controls one of
those Monsters discards that Monster card.
Traps can be disabled. While a Hero is on a tile with a Trap, as
an action, he or she can attempt to disable that Trap. Roll the
die.
If you roll a 1-10, you failed and triggered the Trap! (See
Triggering Trap Tokens on page 8).
If you roll an 11-20, you succeeded! Remove the Trap from
the board.
When your Hero defeats a Monster, draw a Treasure card (see
page 13). You can only draw one Treasure card per turn, no
matter how many Monsters you defeat during that turn.
Defeating Heroes
When a Hero is reduced to 0 Hit Points, keep the Heros figure
on the tile. Knock the figure on its side to show that the Hero
is at 0 Hit Points. Monsters ignore the downed Hero, and the
Hero cannot take any additional damage or use any powers or
items. Conditions, such as Advantage or Disadvantage, still
apply to the Hero.
A Hero that starts his or her turn at 0 Hit Points must spend
a Healing Surge token. If there are no Healing Surge tokens
remaining, the Heroes lose the adventure.
10
Healing Surge token
HEALIN
SURGEG
HP
Hit Point token
Monster Hit Point
token
Other Actions
Moving, attacking, and disabling Traps are the most common
types of actions that a Hero takes, but some adventures and
cards allow for Heroes to take special actions. These actions
might range from rescuing a panicked villager to destroying a
magical artifact. When your Hero takes one of these actions,
follow the instructions for the action as described in the Special
Adventure Rules section, or on the card.
THE MONSTER DECK
The Monster Deck randomly determines the Monsters that
cross the Heroes paths as they explore the dungeon.
Each Monster card shows a Monsters defenses and attacks.
Monster Name and Type: This shows the name of the
creature and what kind of creature it is.
A
C: This is the Monsters Armor Class, its defense score
(see page 9).
EARTH ELEMEN
EL EM EN TA L
Villain
card face
TAL
Plodding for wa
rd with club-like
arms of jagged
Elemental looks
stone, the Earth
capable of trem
endous violence.
TA CT IC S
AC HP
15 10
The Earth Ele
mental activate
s at the start of
each Villain Ph
ase.
If the Earth
Elemental is on
a tile with a He
to the closest
Hero and attac
ro, it moves ad
jacent
ks with a Slam.
I f the Earth
Elemental is wi
thin 1 tile of a
Hero within 1
Hero, it attacks
tile with an Ea
each
rthquake.
O
therwise, the
Earth Elementa
Hero.
l moves 1 tile
toward the clo
sest
Slam:
Earth-
AT TA CK
+7
quake: +7
DA MA GE
and move the Her 2
Earth Elementao 1 tile away from the
l. Miss: 1 Damage
Miss: 1 Damage
LE V EL 5 V IL
LA IN
TM & 2015
Wizards of the
Coast LLC
HP: This is the Monsters Hit Points, its health score (see
page 9).
Special Ability: If the Monster has a special ability, it is
shown here.
Experience: This is how many Experience Points the
Monster is worth when you defeat it (see page 12).
Tactics: Each Monster card provides a Monsters tactics.
The tactics are a script that shows you what the Monster
does when you activate it during your Villain Phase.
The Monsters tactics are presented as a list. Each possible
tactic for the Monster starts with a statement. If that
statement is true, the Monster uses the resulting tactic.
If the statement is not true, go on to the next statement.
The final entry in the tactics list is a default action that the
Monster follows if no other statements are true.
If the tactic requires the Monster to move to a new tile,
place the Monster on the new tiles Monster symbol if
the square is empty. Whenever possible, Monsters move
from tile to tile by following the Monster symbols. If the
Monster symbol square is occupied or the tile doesnt
have one, place the Monster anywhere on the tile.
Once a Monster has selected and followed one set of
tactics, the Monsters turn ends. Do not continue to check
its remaining tactics that turn.
Monster
card face
Sometimes a Monster requires you to place a new
Monster. Add that Monster card to the end of any Monster
cards you control. The new Monster acts during your
Villain Phase.
Monster card back
11
Encounter
card face
Villains: Villains are not drawn from the Monster deck. Instead,
their appearance is triggered by an event in the adventure itself
(typically when a certain Dungeon tile is drawn from the stack).
Villain cards represent especially tough boss monsters but
otherwise follow the rules above. The one key exception is that
Villains activate during each Heros Villain Phase (see page 7),
rather than just on the turn of the player who drew the card.
THE ENCOUNTER DECK
The Encounter Deck represents the Events, Attacks, and other
threats that inhabit the Temple of Elemental Evil. Whenever you
draw an Encounter card, apply its effects immediately.
You can cancel an Encounter card before applying its effects by
spending Experience Points (see page 12).
Active Hero and Your Hero: Some Encounter cards use the
phrase your Hero or active Hero. The card affects the Hero
played by the player who drew the card.
Other game effects that refer to the active Hero affect
whichever Hero is taking a turn when they take place.
Events: An Event card is a strange occurrence, a dreadful sight
or sound, or some other incident that befalls your Hero. An
Event takes place when you draw the card unless you cancel
it with Experience Points. Once you have resolved the Event,
discard it.
Most Events are yellow cards. A few Events include an attack
roll against one or more Heroes. These events appear on red
cards and are called EventAttacks to distinguish them from
the Events that dont include an attack roll.
Dungeon or Town Events: Some Encounter cards have
two listed effects: Dungeon and Town. When one of these
Encounter cards is drawn while playing a Town Adventure
(Adventures 3, 7, and 11), resolve the Town effect;
otherwise, resolve the Dungeon effect.
EXPERIENCE POINTS
Heroes earn Experience Points by defeating Monsters. When
you defeat a Monster, the Hero who controls it puts that
Monster card in the Heroes collective Experience pile. Each
Monster card lists the Experience Points it provides. The
tougher the Monster, the more Experience Points it is worth.
Encounter
card back
12
The Heroes can spend Experience Points to cancel an
Encounter card. Unlike previous Adventure System games,
Heroes exploring the Temple of Elemental Evil do not spend
Experience Points to level up. Leveling up is now part of the
Campaign rules.
Canceling Encounter Cards
Canceling an Encounter card represents using the hard fought
experience your Hero has gained to avoid danger. For example,
your Hero spots an ambush and avoids it before it can be
sprung, or avoids an Event before it inflicts any injures.
Treasure card face
Whenever you draw an Encounter card, you can spend a total of
5 Experience Points to cancel it. The Monster cards you choose
from the Heroes Experience pile must add up to at least 5
Experience Points. Discard the cards after you spend them. You
cant use any excess points from one cancellation in a later turn.
When you cancel an Encounter card, discard it and ignore its
effects. You can cancel an Encounter card only when you draw
it. Once the card comes into play, you cannot cancel it on a
later turn.
Example: There are three Monsters worth 3 Experience
each and one Monster worth 2 Experience in the Heroes
Experience pile. If you want to cancel an Encounter card,
you could spend one 3-point Monster card and the 2-point
Monster card. That would leave you with two 3-point Monster
cards in the pile. If you then wanted to cancel another
Encounter card, you would have to spend the two 3-point
Monsters. Even though you have 6 total Experience Points and
need to spend only 5, you dont have the right mix of cards
to make exactly 5. The extra point is wasted and the card is
discarded, though you still cancel the Encounter card.
THE TREASURE DECK
The Treasure deck represents the magic items and other
valuables you can find in the clutches of your defeated enemies.
Once per turn, you can draw a Treasure card when you defeat a
Monster.
You can benefit from multiple Treasure cards in play that apply
to your Hero.
The only exception to this rule applies to Items that provide an
attack or defense bonus. A Hero can gain only one attack bonus
and one defense bonus from Items at a time.
When you use a Treasure card, follow the rules stated on it. The
Treasure card also explains when you can use it.
This game includes two types of Treasure cards.
Fortunes are played immediately and provide an
immediate benefit. If the benefit has no effect, nothing
happens. Discard a Fortune Treasure card immediately.
Items provide a lasting benefit. When you draw an Item
Treasure card, decide if you want to keep it for your Hero
or if you want to give it to another Hero. Place the Item
Treasure card in front of that Heros player.
Treasure
card back
13
PLAYING THE CAMPAIGN
We recommend playing through Adventures 1-13 in order
with the same Heroes. This experience will be rewarding even
beyond that of playing a single, stand-alone adventure
especially if you can round up the same group of players each
time. When you play the Campaign, the following simple rules
apply.
If you successfully complete the adventure, follow the Aftermath
instructions which normally explain which cards to add from the
advanced deck. You may then take Town actions (see below).
Missed Campaign Adventures: If a Hero did not participate
in a successful adventure, that Hero gains 200 gold pieces.
Collected gold pieces can be tracked on page 15.
If you fail an adventure, you may keep the Treasure cards
you gained, take Town actions, and then try again.
Treasure cards and gold pieces your Hero has at the end
of an adventure carry over to the next adventure, even if
you failed the adventure and are trying again. If you pause
between adventures, make sure to keep track of what your
Hero has collected on page 15!
Experience points gained by defeated monsters do not
carry over.
Town Actions
Before and after each adventure, each player can take any
number of Town actions to prepare for the next adventure. A
player can choose from the Town actions below.
1. Swap Powers. In between adventures you may change your
Heros selected powers. You are still bound by the selection
requirements on the Hero card.
2. Sell Items. You may sell any Item Treasure cards your Hero
has gained. The sold Treasure card(s) goes back into the
Treasure deck and the Hero gains the value listed on the card
in gold pieces.
3. Trade Treasure Cards and/or GP. You can barter with other
players, exchanging Item Treasure cards for other Treasure
cards or GP (gold pieces). Alternatively, you may give another
player an Item Treasure card or gold pieces without receiving
anything in return. You can only trade items and GP with
Heroes that are participating in the adventure. For example,
if no one has played the Fighter for 2 adventures, you cant
borrow the Fighters 400 GP. Even if youre playing the
Rogue.
4. Level Up. Your Hero may spend 1,000 gold pieces to become
2nd level! Flip your 1st-level Hero card over to the 2nd-level
side. Leveling up to 2nd level increases your Heros Hit
Points, Armor Class, and Surge Value. It also allows you
to choose a new Daily power. For the remainder of the
campaign, your Hero is at 2nd level.
14
5. Buy Advancement Tokens. You can only choose this option
after your Hero has leveled up to 2nd level. Your Hero can
spend gold pieces to buy Advancement tokens; each token
has a unique cost that is explained in detail on page 15. An
Advancement token allows your Hero access to a specific
benefit. A Hero can never trade or give an Advancement
token to another Hero. The available tokens include:
Reroll: This token can be used to reroll any die rolled
during your Hero Phase.
+1 Damage: This token can be used after you hit with an
attack to deal +1 damage.
Regain 2 HP: This token can be used to regain 2 Hit
Points.
Recharge: This token can be used to flip up any face-down
Power or Treasure card, enabling another use of that card.
Once you have purchased an Advancement token, you may use
it as noted during an adventure. It does not take an action. After
you use it, flip it over and it becomes inaccessible until the next
adventure.
60 0 G O L
D PIECE S
70 0 GOLD PI EC
R EG A IN
2 HP
80 0 G O L
ES
RECH ARGE
D PIECE S
GE
+1 DA M A
90 0 GOLD PI EC
ES
REROLL
Advancement tokens
Choosing Power Cards
Once you have a better understanding of the game, you dont
have to stick to the suggested Power cards for your Hero listed
in the front of the adventure book. Each 1st-Level Hero card
tells you how many powers of each type you getyou can
choose which At-Will, Utility, and Daily Power cards you want
for any particular adventure.
For a slightly easier game, choose the Power cards you want.
This way you can set up the perfect balance of powers and youll
know exactly what to expect from your Hero.
For a slightly more challenging game, choose your Power cards
in each category randomly. Youll have the fun of figuring out
how to get the most out of surprising combinations of powers
using this method of selection.
Campaign Tracking:
Advancement Token Tracking:
As you finish each adventure in the campaign, you may want
to note the number of gold pieces, Items, and Advancement
tokens that each adventurer has earned. Remember to give 200
gold pieces to Heroes that dont participate in a successfully
completed adventure! You can find a printable copy of this
tracking sheet at DungeonsandDragons.com.
There are 6 copies of each Advancement token, each with
a different value listed. Whenever a player purchases an
Advancement token, the cost of the next token of that same
type is increased. You may wish to cross out or note when a
token is purchased, and use this table for quick reference when
taking Town actions.
TOKEN NAME
FIRST
SECOND
THIRD
FOURTH
FIFTH
SIXTH
Reroll
400 GP
500 GP
600 GP
700 GP
800 GP
900 GP
+1 Damage
500 GP
600 GP
700 GP
800 GP
900 GP
1000 GP
Regain 2 HP
600 GP
700 GP
800 GP
900 GP
1000 GP
1100 GP
700 GP
800 GP
900 GP
1000 GP
1100 GP
1200 GP
Recharge
Gold Pieces & Token Tracking:
Nymmestra
Human Fighter - Level:
Gold Pieces:
Items & Advancement Tokens:
Sun Elf Wizard - Level:
Gold Pieces:
talon
Human Ranger - Level:
Gold Pieces:
Items & Advancement Tokens:
Items & Advancement Tokens:
Barrowin
Gold Dwarf Cleric - Level:
Gold Pieces:
Items & Advancement Tokens:
ratshadow
Lightfoot Halfing Rogue - Level:
Gold Pieces:
Items & Advancement Tokens:
15
D&D Adventure System FAQ
Weve scoured the message boards and our personal mailbags to put together this list of frequently asked questions and the
appropriate answers. Many of these have already been worked into the newest version of the rulebook, but some questions
still need answers. So here they are. Check out DungeonsandDragons.com for the most up-to-date rules and FAQ for the
D&D Adventure System board games.
What does a Monster do when a Hero is at 0 Hit Points?
Monsters ignore Heroes that are at 0 Hit Points. Follow the
tactics on a Monsters card as though any Hero at 0 Hit
Points were not there. If all of the Heroes are at 0 Hit Points
during a players Villain Phase, the Monsters do nothing and
the phase ends immediately.
What does within 1 tile mean?
An object (such as another figure, a token or marker, or an
unexplored edge) is within 1 tile of a figure when that object
is on the figures current tile or on a tile connected to the
figures current tile and not separated by a wall. (Diagonally
touching tiles are not connected.)
What do we do when we draw all the cards from a deck?
If you play through an entire deck of cards, shuffle that decks
discard pile and keep playing.
What if I have to make a choice and theres more than one
option?
Whenever there is more than one option for a choice, the
active Hero chooses.
Does each Hero maintain an Experience pile?
Experience is a party resource. There is only one Experience
pile, which all the Heroes share. Any Hero can choose to
spend Experience to cancel an Encounter card. Players
should decide together when to spend Experience, but the
active Hero can always choose to spend or not to spend
Experience.
Temple of Elemental Evil
Specific Cards
Cultist Fervor (58): The newly placed Monster will also activate
normally during your Villain Phase.
Whats the difference between a Monster and a Villain?
A Villain is a special kind of Monster. Anything that affects a
Monster also affects a Villain.
Who controls the Villain?
The active player controls the Villain.
Water Elemental (184): If mixing Adventure System games,
treat the Water Elemental Monster card in this game as a
separate monster from the Water Elemental Monster cards
from the Legend of Drizzt Board Game.
Do I get Experience for defeating a Villain?
Yes. When you defeat a Villain, add the Villains card to the
Experience pile. Each Villains Experience is equal to its level.
That Experience can be spent just like other Monster cards.
My Hero is currently not on a tile due to a Power or Encounter
card. What happens when another card is drawn that affects
each Hero?
A Hero that isnt on a tile due to the effects of a card is not
affected by other cards drawn while he or she is not on a tile.
Sometimes a Monsters card says to move it adjacent to the
closest Hero. What do I do if that Monster is already adjacent
to a Hero?
You can simply leave the Monster where it is, or you can move
it to any other unoccupied square adjacent to that Hero.
What do I do when placing a Monster on a tile that has an
occupied Monster symbol?
You instead place the Monster on any square on that tile.
Where do I put a Monster that I move with one of my Powers
or Treasure cards?
You can place the Monster in any unoccupied square that
meets the effects requirements. For example, Ring of the
Ram allows you to place the Monster on any unoccupied
square on any tile within 2 tiles of your Heros current
location.
U.S., Canada, Asia Pacific, & Latin America
www.wizards.com/customerservice
Wizards of the Coast LLC
P.O. Box 707
Renton WA 98057-0707
U.S.A.
Tel: 1-800-324-6496 (within the U.S.)
1-425-204-8069 (outside the U.S.)
U.K., Eire, & South Africa
wizards@hasbro.co.uk
Wizards of the Coast LLC
c/o Hasbro UK Ltd.
Caswell Way, Reevesland Industrial Estate,
Newport NP19 4YH
UK
Tel: +44(0)8457 12 55 99
All Other European Countries
custserv@hasbro.be
Wizards of the Coast p/a Hasbro Belgium NV/SA
Industriallan 1
1702 Groot-Bijgaarden
BELGIUM
Tel: +32.70.233.277
Please retain these addresses for future reference.
D&D ADVENTURE SYSTEM
COOPERATIVE GAME