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P A LEGAL Introduction DUNGEONS & DRAGONS, the DUNGEONS & DRAGONS Compatibility Logo, D&D, PLAYER’S HANDBOOK, PLAYER’S HANDBOOK 2, ’S GUIDE, MONSTER Welcome to ’s 4E Rules Pamphlet MANUAL, 2, and for the RAVENLOFT CAMPAIGN SETTING. ADVENTURER’S VAULT are trademarks of in the USA and other WHAT THIS DOCUMENT IS countries and are used with permission. Updated Rules: This booklet contains Certain materials, including 4E References in optional rules for playing a 4e D&D this publication, D&D core rules mechanics, game in the world of Ravenloft. and all D&D characters and their distinctive Advice: Included is advice on using and likenesses, are property of Wizards of the applying the rules, adjudicating when Coast, and are used with permission under the th and when not to use them. Dungeons & Dragons 4 Edition Game System Modular: Much of this document is License. All 4E References are listed in the 4E System Reference Document, available at designed to be flexible. GMs should www.wizards.com/d20. use what they want and ignore what they don’t. DUNGEONS & DRAGONS 4th Edition PLAYER’S HANDBOOK, written by , Andy WHAT IT IS NOT Collins, and James Wyatt; DUNGEON Replacement: This is in no way a MASTER’S GUIDE, written by James Wyatt; replacement for any of the previous and MONSTER MANUAL, written by Mike Ravenloft products. At least one Mearls, Stephen Schubert and James Wyatt; version of the Campaign Setting is PLAYER’S HANDBOOK 2, written by Jeremy required, and strongly encouraged. Crawford, , and James Wyatt; Mandatory: If you want to run the game MONSTER MANUAL 2, written by Rob Heinsoo, with just the official books or 3e rules and Chris Sims; Adventurer’s Vault, D&D 4E feel free. ©2008, 2009 Wizards of the Coast page 3 of 7 written by Logan Excuse not to buy: Support the game, Bonner, Eytan Bernstein, and Chris Sims. © WotC, and your FLGS. Keep D&D alive 2008, 2009 Wizards of the Coast. All rights for the next generation. Piracy is reserved. wrong and illegal folks! RAVENLOFT and all related terms and materials are © 2009 Wizards of the CREDITS Coast, Inc WRITTEN AND EDITED BY: David “the Jester” Gibson Jester’s 4th Edition Rules Pamphlet: August COVER BY: 31st, 2009 David “the Jester” Gibson [email protected] With an image stolen from: Steven “ScS” Fraternity of Shadows® Sutton Keep away from pregnant women. In no event is the Fraternity of Shadows liable for FEEDBACK FROM: damages caused by the misuse of its Nathan of the Fraternity products. Rotipher of the Fraternity Joël of the Fraternity Nikolas of the Mists (almost a co-writer)

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Contents

TABLE OF CONTENTS FEAR AND HORROR PAGE 4 Fear PAGE 4 Horror PAGE 5 Horror Challenge PAGE 6 MADNESS PAGE 7 Sanity PAGE 7 Recovery PAGE 9 CURSES PAGE 10 Recovery PAGE 12 POWERS CHECKS PAGE 14 Making Checks PAGE 17 Stages of Darkness PAGE 18 Redemption PAGE 20 SAMPLE PATHS PAGE 22 THE WORLD PAGE 26 General Restrictions PAGE 26 The Planes PAGE 27 Resonance PAGE 28

3 Fear and Horror

Fear and Horror checks are made when not feel ready, prepared, or equipped confronting the unknown and unnatural, to fight. The check is made when the typically facing monsters or magic. lack of preparation becomes Fear and horror effects only occur apparent. when a character encounters a monster, Deadly Enemy: If a character has spell effect, or scene that is unlike one fought a foe before and been easily ever encountered before. Once defeated, they still have to make a something has been confronted it is less Fear check when confronting it. This frightening and horrifying; a character applies even if they know its true that has faced undead is less disturbed nature and are prepared. The check by other walking corpses. However, is made when the foe is identified. certain monsters may require a new Surprise Round: Being surprised is check: just because a character has shocking and often calls for a Fear fought lowly and mindless zombies and check. The check is made at the skeletons does not mean they are beginning of the surprise round. prepared for an intelligent and powerful Combat advantage applies to the . attack roll for the Fear check. Unlike other attacks on the PC, fear and horror checks are made using the WHEN TO NOT MAKE A CHECK PC’s own attacks against themselves: Same Name: Monsters of the same their own mind attacks itself! Do not name never require additional apply any implement or proficiency checks; if a character has faced a bonuses to the attack roll. All bonuses cannibal they do not require to the PC’s Will defence apply normally. a fear check from a Strahd zombie. Defeated Earlier: If the character is Fear and Horror Attack facing something that is similar to  Attack against the self something they have previously  The PC’s Intelligence vs. the PC’s defeated, then they do not require a Will defence Fear check. Prepared: If a character has planned FEAR for the encounter and feels ready Also known as , panic, or terror; and prepared to fight, they do not characters feel fear when physically require a Fear check. threatened or in a combat situation. FEAR IN ENCOUNTERS Typically, a person or thing is Not an encounter: Fear is never an frightening. encounter and never awards WHEN TO MAKE A CHECK experience. It is simply a condition Unknown Foe: When the character is akin to environmental effects, such unaware of the nature of their as terrain. It is not a hazard in its enemy, or is mistaken regarding its own right. nature. This check is made when the Out of combat: Fear should rarely be mistake becomes apparent. used outside of combat encounters. Unprepared: If confronted by Characters can be frightened, but the something that the character does effects seldom last long enough to

4 have any impact. If used during a detail or fact that inspires dread. Horror skill challenge, characters might checks might also be required after a instead suffer a -1 penalty to all Skill successful Knowledge check reveals the checks (save ends). unnatural. Frightened Monsters: In rare Horror checks are less clear-cut than situations it might even be Fear checks. There are no hard rules for appropriate to have opponents be when a Horror check is absolutely frightened. This might occur if the needed. Horror does not need to be PCs surprised their foes or had overt or obvious, subtle wrongness can soundly defeated them in the past. be just as horrifying. Elite or monsters should never Characters can feel horror when be subject to Fear checks. confronted with extreme violence or the supernatural, either witnessing it directly Fear As man becomes monster your heart pounds or coming across the results. Characters against your ribcage and you hands and knees also feel horror when they encounter shake. something that seems impossible, defies Mental Assault: Your mind turns on itself when logic, or questions their beliefs and confronted with the terrifying. assumptions of the world. Trigger The character is confronted with a thing of There is something darkly ironic fear. about horrifying situations, where the Attack assumed reality is not so and the true Immediate Interrupt Personal situation is the exact opposite of the Targets: Every defending creature. Attack: Intelligence vs. Will expected. Finding a dead body is mildly Hit: Character suffers -1 penalty on attack rolls horrifying, but finding one in a place (save ends). believed to be a safe haven is truly Miss: Character can act normally. horrifying and worth of a check. Critical Hit: Character also loses a Sanity point. Special HORROR IN ENCOUNTERS The unknown is more terrifying than what is In-combat: Horror can be used in known. Before making a Fear check, a character combat, possibly with the horrifying can choose to make a Monster Knowledge event triggering the encounter, but check to identify their attacker. requires several changes: there are If this roll succeeds the character receives a no negative effects for a missed +2 bonus to their Will defence. If this roll fails they receive a +2 bonus to their attack. attack and characters that suffer a A character can choose not to attempt the critical hit are not stunned. Treat the check. Horror check as a minion of appropriate level which grants HORROR appropriate experience. Also described as repugnance, revolt or Trap: Horror checks can also be dread; a character usually feels horror considered traps, awarding outside of combat, when not physically experience as a trap of appropriate threatened. Typically, a place or event is level. Horror check traps make a horrifying. secondary attack (Intelligence vs. Will) on the target and deal ongoing WHEN TO MAKE A CHECK psychic damage 5 + 2 per tier (save Horror checks are required of a ends). character when they enter an area Skill challenge: Horror checks – but considered horrifying or when they not Fear checks – can be made into make a Perception check to notice a an encounter by increasing the

5 Countermeasures to a skill challenge into stunned silence. You attempt to recover of an appropriate difficulty and from the terrifying shock in time to flee or warn your companions. complexity. This awards experience Complexity as a skill challenge. Horror 3 (8 successes, before 3 failures) challenges should be rare and occur Success at crucial moments, such as when If the PCs overcome the skill challenge they time is of the essence or for key recover from their paralyzing horror in time to make the first move. They have two rounds dramatic effect. to position themselves. Horror Failure If the PCs have 3 failures, they cannot Watching the events unfold through the glass recover in time and their opponents have two your mind screams silently as you feel your legs rounds to position themselves. grow weak. Complete Failure Mental Assault: Your mind turns on itself when If the PCs have 3 failures and no successes confronted with the impossible. they dramatically fail. In addition to the Trigger standard penalties for failure they also lose 1 The character is confronted with a scene of Sanity. horror. Primary Skills Attack Bluff, Diplomacy, Heal, Insight Immediate Interrupt Personal Bluff (standard action) Targets: Every observing creature. Moderate DC (1 success, maximum 3 Attack: Intelligence vs. Will successes) Hit: Character is surprised. With soothing lies or exaggerated statements Miss: Character is dazed (save ends). you try and coax the victim out of their Critical Hit: Character loses a Sanity point and shocked state. is stunned (save ends) and surprised. Diplomacy (standard action) Counter Measures Moderate DC (1 success, maximum 4  As a free action, the victim can make a successes) Moderate Endurance check to grant Through carefully phrased comments you themselves a saving throw against the ease the victim out of their catatonia. surprised condition. Heal (standard action)  An adjacent character can make a Moderate Hard DC (1 success, maximum 4 successes) Insight check to grant a saving throw against With knowledge of healing the body, you the surprised or stunned conditions. attempt to free the victim from their own  An adjacent character can make a Hard Bluff mind. or Diplomacy check to grant a saving throw Insight (standard action) against the surprised or stunned conditions. Moderate DC (1 success, maximum 4  An adjacent character can make a Hard Heal successes) check to grant a saving throw against the Using what you know of the victim, you try to surprised or stunned conditions. Reduce this pull them back to the waking world. to a Moderate Heal check if the character has Secondary Skills the Psychiatry feat. Endurance, Intimidate, Perception Endurance (standard action) SAMPLE HORROR Hard DC (no successes, maximum 1 attempt) Through force of will and stamina you try and CHALLENGES shake off your horror. This grants a +2 bonus to the next Heal or Insight check. Dramatic Reversal Level equal to Intimidate (standard action) party Easy DC (no successes, 2 failures, maximum Skill Challenge 1 attempt) You play with your drink for a moment, looking Through harsh language you attempt to snap at the frothy liquid in the polished mug. You can the victim out of their shock. This grants a +2 clearly make out your reflection in the glass, and bonus to the next Bluff or Diplomacy check. the rest of your party’s. Then it dawns on you: Perception (standard action) the half-dozen other patrons in the bar don’t Hard DC (no successes, maximum 3 have a reflection! attempts) After a successful Perception check you fall You glance around the room, attempting to

6 learn more about what caused the shock. A Dungeoneering (standard action) success will cancel out one failure. Moderate DC (1 success, maximum 2 successes) Your knowledge of the unnatural might give Subtle Wrongness Level equal to you a clue to what is happening, revealing party any subterranean or pseudonatural Skill Challenge involvement. Nature (standard action) A creeping chill slithers down spine. There is Moderate DC (1 success, maximum 2 something wrong, but you are unsure what. successes) After a successful Insight check you are Your knowledge of the natural might give you aware something is not right, and you a clue to what is happening, discovering its attempt to discover what before it’s too late. presence or its lack. Complexity Religion (standard action) 2 (6 successes, before 3 failures) Moderate DC (1 success, maximum 2 Success successes) If the PCs overcome the skill challenge they Your knowledge of the holy and unholy might realize what is wrong with the situation and give you a clue to what is happening, can immediately respond. unveiling the divine, blasphemous, or Failure something else entirely. If the PCs have 3 failures, they fail to realize what is wrong in time. They lose 1 healing Secondary Skills surge from the mental distress. History, Perception Complete Failure History (standard action) If the PCs have 3 failures and no successes Hard DC (2 successes, maximum 1 attempt) they dramatically fail. In addition to the You try to recall if this has happened before standard penalties for failure they also lose 1 or remember similar events. Sanity. Perception (standard action) Primary Skills Moderate DC (0 successes, maximum 2 Arcana, Dungeoneering, Nature, Religion, attempts) Perception Through careful observation you gather clues Arcana (standard action) of what is going on. Instead of judging what Moderate DC (1 success, maximum 2 you see you simply collect evidence. This successes) grants a +2 bonus on the next check. Your knowledge of the arcane might give you a clue to what is happening, determining if magic is in any way responsible.

7 Madness

For Champions in the Mists, insanity is then a character’s maximum Sanity also one of the risks involved with being a increases. hero. Characters typically succumb to When a character drops to 0 or less madness from frequent horrifying Sanity they have suffered a severe images and extreme shocks, one shock and become insane, developing a possible result of many failed Fear and mental illness. Horror checks. Madness is treated like a disease, a GOING INSANE mental illness. Like victims of other When a character reaches 0 or lower diseases, sufferers can improve, worsen, Sanity they become insane. The GM or remain constant. decides on an appropriate insanity, Unlike other bodily diseases, modifies one to fit the character, or madness requires an Insight check to chooses one randomly. The level of a determine if the character gets better or madness can be adjusted by increasing grows worse. or decreasing the DCs of the Insight checks. SANITY Physical diseases from the DUNGEON Sanity is the method of tracking mental MASTER’S GUIDE can also be adapted into health, similar to how hit points reflect a a madness of a similar level by changing character’s physical health. the Endurance check to an Insight Individuals cope with maddening check. In these cases the symptoms are events in their own unique way. a psychosomatic illness: not the result Characters begin play with a Sanity of a physical condition but the mind score equal to their highest mental tricking the body. statistic: Intelligence, Wisdom, or For example, Blinding Sickness Charisma. For example, Dagnal has an would be an insanity where the victim Intelligence of 13, a Wisdom of 16, and would slowly lose their . The eyes a Charisma of 8. She begins play with would be healthy and capable of sight 16 Sanity. (and all Heal checks to physically fix the Assaults on the mind, such as Fear eyes would automatically fail) but the and Horror, can cause a character to mind would not allow itself see. lose Sanity. Rare monster abilities can also cause mental damage, reducing SAMPLE INSANITIES Sanity. Below are some examples of madness Sanity can be recovered over effects. These determine the in-game extended rests, but cannot exceed its effects of madness, although the player original total. If the mental stat is encouraged to present other increases, such as through level gain, symptoms through roleplaying

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Hallucinations Level 1 Madness You see or hear things that are not there as Cause: Sanity reaches 0 your mind plays cruel tricks on you. Insight Improve DC 15, maintain DC 10, worsen DC 9 or lower. The victim Initial Effect The victim The penalties from Final State The victim is is cured! , suffers a -2 to all ,. the initial effect . dazed. Perception checks. increase to -5.

Depression Level 5 Madness You are unmotivated, introverted, and Cause: Sanity reaches 0 negative towards yourself, perhaps even Insight Improve DC 17, maintain DC 12, worsen DC 11 or suicidal. lower. The Initial Effect The The victim is slowed, Final State The victim is victim is , victim suffers a -1 ,. lacking the will to . immobilized, withdrawing cured! penalty to all defences move faster. from the world. until cured. Delusions Level 9 Madness You believe something about yourself that is Cause: Sanity reaches 0 not true. This might relate to your identity, Insight Improve DC 19, maintain DC 14, worsen DC 13 or your race or class, or even your social status. lower. The Initial Effect The victim The penalties Final State The victim victim is , suffers a -1 penalty when ,. from the initial . cannot use racial or class cured! using any Daily or Encounter effect become -2. Daily or Encounter powers. powers.

Paranoia Level 13 Madness Your mind is gripped by irrational and Cause: Sanity reaches 0 terrifying fears, often from mundane. Insight Improve DC 23, maintain DC 18, worsen DC 17 or lower. The The penalty Initial Effect Each time the Final State The victim is , from the ,. The victim ,. victim is . victim takes a -5 cured! initial effect suffers a -2 bloodied they penalty to all becomes -1. penalty to their can be pushed saving throws Will defence 3 squares until against fear. until cured. they improve.

Amnesia Level 17 Madness You are unsure of your identity or aspects of Cause: Sanity reaches 0 yourself. Insight Improve DC 25, maintain DC 20, worsen DC 19 or lower. The The penalty Initial Effect The The victim Final State The victim , from the ,. victim suffers a -2 ,. suffers a -2 . victim cannot is initial effect penalty when using penalty on attempt any use cured! becomes -1. any Racial or Class all trained of a skill that power or feature until skills. requires training. cured.

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Multiple Personalities Level 21 Madness There is more than one mind in your head, Cause: Sanity reaches 0 more than one person inside you. Insight Improve DC 27, maintain DC 22, worsen DC 21 or lower. The The victim Initial Effect Every The victim is Final State victim , receives a ,. time the victim is ,. considered . The victim can is +5 bonus to bloodied another dominated at use Encounter cured! saving personality takes the beginning and Utility throws over, until cured. of the fight powers even against the They act as (save ends). when initial effect. dominated by a dominated. random person, player or GM (save ends).

on a sane individual it restores all lost RECOVERING Sanity. Madness can be recovered through skill checks, specifically the Insight skill. AIDING RECOVERY A check is made after each extended The Heal skill is usually ineffective for rest to see if a character improves, treating mental illness, even for grows worse, or maintains their individuals trained in the skill. Unique condition. training is required for treating insanity Once a character has recovered and removing madness. from madness, either on their own or If you have the Psychiatrist feat you with assistance, their Sanity rises to 1, can use your Heal check to help an ally even if it was a negative number. recover from madness (see JESTER’S 4E RAVENLOFT PLAYER’S GUIDE). This works FINAL STATE like using the Heal skill to treat a And once the final state has been disease, see the PLAYER’S HANDBOOK for reached, the character is irreparably more information. insane. A character in the final state can no longer improve on their own; they no REGAINING SANITY longer make Insight checks to improve. Sanity is not as easily recovered as hit Someone who has reached the final points and physical health; mental state of madness cannot be cured wounds are slow to recover. Full without outside assistance or by magical recovery from insanity is a slow process. rituals. After each extended rest a character can make a saving throw. If it succeeds RITUAL a point of Sanity is restored. If it fails At any time in the madness, it can be the characters' sanity does not change. removed through the Cure Madness This saving throw cannot be modified or ritual. Neither the Cure Disease nor re-rolled. Remove Affliction rituals have any effect To reliably regain Sanity, the on mental illness. extended rest must be in a comfortable If used on someone suffering from and safe environment. It is much harder mental illness, the Cure Madness ritual to regain a grip on reality when resting instantly removes any insanity and in an ancient crypt, haunted manor, or raises the victim’s Sanity to 1. If used gloomy castle: in such places saving

10 throws to regain Sanity suffer a -5 penalty. Similarly, it is impossible to regain Sanity naturally in alien and inhuman locals such as antediluvian ruins, tunnels of Bluetspur, or fiendish lairs. Characters trained in treating mental illness (those with the Psychiatrist feat) can also aid in the recovery of Sanity. A DC 15 Heal check grants a +2 bonus to the next saving throw to regain Sanity. The Cure Madness ritual can also instantly restore any lost Sanity.

11 Typically, this attack roll is Charisma Curses vs. Will, the offended party’s force of personality against the target’s mind. However, Wisdom can also be used at Similar to both disease and madness, the GM’s discretion. The Dark Powers curses debilitate a character. A also compensate for differences in character is not exposed to a curse; experience. When laying a curse, the they do not become cursed by spending target’s level is used and not the time with a cursed individual. Someone invoker’s. For example, a level 2 must specifically inflict a curse on the blacksmith’s son is killed because of the victim. actions of a level 10 fighter. The blacksmith’s curse is his Charisma + 5 LAYING CURSES (half the fighter’s level) vs. the fighter’s Anyone can lay a curse on someone. Will defence. They are not tied to level or class or race, although the are a Curse Attack noteworthy exception and their curses  Charisma (+ ½ target’s level) vs. are legendary. Will Curses are fuelled by the Dark

Powers: they are wished upon someone Targeting a curse is not limited by and the Powers make it occur. Curses line of sight, distance, time, or even are more than someone simply precise knowledge of the target. The exclaiming “damn him”, but the result of target of a curse could unknown, intense emotion, typically grief or anger. although it is easier if the target is CURSE CRITERIA known and the curse is tailored for that Wronged: For the Dark Powers to take individual. notice, the invoker must truly, and CURSE MODIFIERS honestly believe that they have been The curse attack roll can be subject to a wronged. number of unique situational modifiers. Emotional: The invoker must be All other combat modifiers do not apply. experiencing extreme emotion, such as rage, sorrow, jealousy, or Situation Modifier remorse. There must also be a strong No escape clause -2 desire for vengeance or justice. Target unknown -1 Easy escape clause +1 Spontaneous: Curses are not planned Friend injured +1 and rehearsed. They are a sudden Friend killed +2 response to an abnormal situation. Curse layer is a Vistana +2 Powerless: The Dark Powers seldom Curse tailored for target +2 fulfill curses that the individual is Family member injured +3 Family member killed +3 capable of carrying out. Curses are Curse is dying words +4 the revenge and damnation of the Poetic justice +4 impotent. BESTOWING A CURSE SAMPLE CURSES To bestow a curse, the invoker must Below are some examples curses. These make an attack roll against the chosen determine the in-game effect, although victim. players are encouraged to demonstrate other effects through roleplaying.

12 Curse of Misfortune Level 2 Curse Every thing you attempted turns disastrous as Attack: Charisma vs. Will fortune refuses to favour you. Endurance Improve DC 15, maintain DC 10, worsen DC 9 or lower. The curse Initial Effect The The penalties from the Final State Every time is lifted! X victim takes a -1 ,. initial effect become -2. . the victim rolls a natural penalty to all attacks 20 they must re-roll and and skill checks until take the second result. lifted.

Curse of Weakness Level 6 Curse Your arm grows infirm making it hard to hold Attack: Charisma vs. Will up your weapon and, eventually, yourself! Endurance or Athletics Improve DC 17, maintain DC 12, worsen DC 11 or lower. The Initial Effect The victim The victim becomes Final State The victim is curse is X takes a -2 penalty on all ,. weakened. . immobilized, too weak to lifted! weapon damage until lifted. move.

Curse of Madness Level 10 Curse You are afflicted with an insanity that cannot Attack: Charisma vs. Will be cured by mundane means. Insight Improve DC 21, maintain DC 16, worsen DC 15 or lower. The Initial Effect The Each time the victim is Final State The victim’s curse is X victim suffers a -2 ,. bloodied their actions . actions are always lifted! penalty on all become random. They random. They might make Perception checks until might make a basic a basic attack, move lifted. attack, move randomly, randomly, flee, or act flee, or act normally (save normally (save ends). ends).

Curse of the Level 14 Curse The fool moon rises and your find yourself Attack: Charisma vs. Will howling at fur spreads across your body. Insight Improve DC 23, maintain DC 18, worsen DC 17 or lower. The Initial Effect On the When outdoors during Final State The victim curse is X three nights of the full ,. the three nights of the . becomes an animal when lifted! moon, the victim is easily full moon, the victim is outside during a full moon. enraged. They are feral and attacks the They change shape to a marked by the last nearest creature in line specific animal form, their enemy to deal damage to of sight. type changes to medium them. natural beast, and they are considered dominated.

Curse of Level 18 Curse No matter how much you eat, it is never Attack: Charisma vs. Will enough to satiate your hunger. Endurance Improve DC 25, maintain DC 20, worsen DC 19 or lower. The Initial Effect The The victim The victim Final State The curse is X victim loses one ,. becomes ,. passes out and . victim dies. lifted! healing surge that weakened. falls cannot be regained unconscious. until lifted.

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Curse of Vengeance Level 22 Curse The darkest of curses, the life slowly from Attack: Charisma vs. Will you until you finally perish. Endurance or Heal Improve DC 29, maintain DC 24, worsen DC 23 or lower. The The victim Initial Effect The The victim only Final State curse X regains one of ,. victim loses two ,. regains half the . The victim loses is its lost healing healing surges normal number all their healing lifted! surges. that cannot be of hit points surges. regained until from healing lifted. effects. At any time the curse can be lifted by its RECOVERING invoker. They must be willing to do so While similar to diseases and madness, and not subject to bribery, duress, or a curse cannot be cured through skill enchantment. checks. After each extended rest, a Only the individual who laid the checks is made that can allow the victim curse can revoke it, with the exception to maintain or improve their condition, of the Vistani. Any member of the same but not completely remove the curse. family can lift a curse; however they seldom do without just cause. RITUALS The person must be alive to lift the The Remove Affliction ritual is only curse. Spirits and other undead cannot partially effective: it cannot permanently lift curses, even if the Speak with Dead remove curses laid by the Dark Powers, ritual is used. The sole exception is if except if the curse lacks an escape the curse’s victim is also dead, in which clause, or if the curse is contagious and case the curse can be revoked to allow the target is a secondary victim. the victim passage to the afterlife. If used on a curse that lacks an escape clause the ritual can lift the ESCAPE CLAUSES curse, but the caster suffers a -5 penalty Almost all curses have an escape clause: on their Heal check. a conditional statement that allows them Even if used on an un-removable to be lifted. Very rare is the curse curse, the Remove Affliction ritual without any escape clause or limits. returns the victim to the initial effect. If Some escape clauses are a single the ritual is used on a victim suffering deed, while others are a lengthy task or only the initial effect then it temporarily condition. Once the action or task is lifts the curse for one day. completed, the curse is instantly lifted and all effects are removed. Example AIDING RECOVERY clauses are “until you climb the highest Successful use of the Heal skill can help peak in the land” or “until you perform a someone suffering from a curse. This hundred noble deeds.” works like using the Heal skill to treat a Other escape clauses may be disease, see the PLAYER’S HANDBOOK for continued behaviour. As long as the more information. behaviour is maintained the curse is in LIFTING CURSES remission, and the victim suffers no ill effects. However, if the behaviour stops The only way to recover from a curse it the curse instantly returns. For example, to have it lifted. Other methods, like the clause “while you speak with your rituals, only offer temporary relief. sword” might mean the victim is not THE INVOKER

14 cursed as long as they attempt peaceful been infected with the curse. A few very resolution before violence. rare curses can spread endlessly. Time limits are a lesser form of The exception to the above is escape clause, where the victim must contagious hereditary curses, which can suffer for a set length of time. The also be passed along by the traditional length is “a year and a day.” descendants of the original target. Time limits are often paired with Contagious curses can only be lifted continued behaviour. from secondary victims once it has been Many escapes clauses are phrased lifted from the original victim. However, as metaphors or poetry. There might be some contagious curses can be lifted a specifically intended meaning or when the original victim has been killed. interpretation, but sometimes a Contagious curse can be lifted reasonable attempt can also lift the normally through the escape clause or curse. Vague escape clauses offer through the Remove Affliction ritual. loopholes that can be exploited or offer multiple options. The fighter cursed with DESIGNING CURSES the clause “while you speak with your When designing a curse to use on a PC, sword” might find the negative effects certain things should be considered. sidestepped if he uses an axe. Final Drama: Curses should be atmospheric adjudication remains with the GM. and dramatic. Hurt not kill: Good curses should VARIANT CURSES hinder a PC, not immediately remove Not all curses are identical, some have them from the game. alternate effects or rules, and some are Escape clauses: Curses used on a PC more complicated to remove. should always have an escape clause, preferably one with multiple options HEREDITARY CURSES that encourage creativity. Most curses only affect a single Fit the crime: The curse should reflect individual. However, curses can be the original offence. worded to affect a target’s entire Game mechanics: Actual curses bloodline. These curses are passed should avoid mention game down through a family line. mechanics and terms. Unless otherwise specified, Character not player: Curses should hereditary curses only affect the not be used to punish a player or firstborn child. However, curses can be control disruptive behaviour. tailored to affect the firstborn male Response: GMs should avoid planning child, all male children, the oldest living curses, or setting out to specifically child, etc. curse characters. Hereditary curses always have an escape clause and always have to be tailored to the individual. CONTAGIOUS CURSES Some very rare curses can pass from one individual to another. The curse of lycanthrope is the standard example. Typically, contagious curses can only be contracted from the subject of the original curse and not those who have

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Powers Checks Favourable DC Conditions Modifier Character is Evil +1 Those who commit evil deeds are Character is Chaotic Evil +2 Sanctioned +1 blessed and cursed by the Dark Powers: Selfless Motives +2 the enigmatic forces that hold sway over Misled +2 the Land of the Mists. Little or no Forethought +1 When someone commits an evil or questionable act there is a random Unfavourable DC chance the Dark Powers are watching. Conditions Modifier Character is Good -1 MAKING CHECKS Character is Lawful Good -2 A Dark Powers check is essentially a Selfish Motives -1 Discouraged -2 Perception check against a PC. The GM Premeditated and planned -1 makes the check against a set DC; if he succeeds then the character has caught Alignment: The Powers seem less the eye of the Dark Powers. concerned with evil people doing evil things. Or perhaps they simply respond Powers Check more to pure individuals doing impure  Base DC 15 things.  Single d20 roll, nothing added Sanction/ Discouraged: If a except modifiers below. society, culture, or religion sanctions or approves an action, then the Powers are A Powers check is a straight d20 roll: less likely to take notice. If the act is the Powers do not add ½ their level or actively discouraged – morally or legally any bonuses from statistics. A natural – then it has a better chance of 20 is not an automatic success. attracting attention. Powers and skills use have no Selfless/ Selfish: Good intentions impact on the Power's Perception roll. A are not an excuse, but they are still PC cannot use Stealth or turn invisible to slightly less damning than bad intention. avoid detection. The only things that Misled: Being mistaken or ignorant can affect a Powers check is the is less likely to draw the Powers’ gaze character's motive and conditional then knowingly committing wrong. modifiers, listed in the chart below. Forethought/ Premeditated: The These modify the DC of the check, impulsive, while often still worthy of raising or lowering it depending on the damnation, is less likely to seem worthy modifier. of the Powers than a planned, A character cannot oppose or impact calculated deed. a Powers check in any way, such as by WHEN TO MAKE A CHECK forcing a re-roll. They are either seen or Dark Powers checks are only made they are not. when a character commits an evil act. Only truly evil acts call for a check. Immoral, cowardly, or mean acts might not necessarily be evil. The frequency of Powers checks is left up to the GM. Some may prefer a

16 game that emphasises the continual character's choices, not the player's struggle against corruption or the choices. inevitable fall into darkness. In these Flimsy Justification: A plausible in- cases Powers checks should be more character explanation is reason to common. debate making a check. But an Other GMs might prefer a more excuse that stretches credibility is heroic game and overlook grey actions reason to make a check. done for the greater good. These games Drama: If the scene and campaign is would have fewer checks. grim and gritty, a Powers check Examples of grey areas are theft, might aid the atmosphere. lying, looting bodies and threats. A Lust for Power: If the character longs darker game might view petty theft as power, it might be appropriate to worthy of a check and taking gold from make a check. However, if the player a fallen foe as desecration. A more wants extra power, checks should be heroic game might overlook the PCs avoided. shaking down and threatening an Silly: If it would be silly for the action informant. to lead to a failed check do not make The mood and themes of the one. There should be no of campaign or adventure should Floating Discs. determine what is immoral and evil and what is grey. HOW TO MAKE A CHECK A GM should never feel bound to roll When the GM decides an act is worthy a Powers check just because the rules of a Dark Powers check he simply rolls. demand it. However, there are some GMs should avoid letting Powers general suggestions when checks are check slow down the game. Do not required. calculate the crime, its severity and the number of Corruption points before Other punishment: If an alternate even making the check. Avoid punishment would better fit the crime calculating all the possible modifiers or campaign then do not make the before making the roll. check. GMs should roll the d20 and only Evil Victim: PCs should not be consider modifiers if warranted. If the punished for playing the game, which die roll is a “3” then no amount of generally includes killing the bad guy modifiers will matter. If the roll is a “16” and taking his stuff. then the situation bears consideration. Multiple Crimes: If a PC performs GMs are advised to wait on multiple crimes over a short period assigning Corruption points, even if the DM should not feel obligated to additional points would lead to a higher make a check for each action. One or Stage of Darkness. A break in the game two modified checks should be fine. or between sessions is the perfect time If the Powers were not watching for to assess the type and severity of the the most serious crime it is unlikely a crime. smaller secondary act would attract Likewise, GMs should not feel their attention. pressured to think of an appropriate Ability Use: A DM should avoid dark gift or ability during game play. handing out Powers checks for the The Dark Powers are nothing if not use of class features or powers. enigmatic and sometimes their blessings Powers checks should result from the are subtle and slow.

17 FAILURE Betrayal: These are typically crimes against a person or organization. These Once a character has failed a Dark include revealing deep secrets, perjury, Powers check GMs begin by figuring out character assassination, gaslighting, or the severity of the evil act and the type selling-out an ally. of crime. The severity determines the Blasphemy: These are crimes amount of corruption while the crime against a faith or god. Examples include determines the type of corruption that violating a tenet, breaking an oath, befalls them. grave robbing, defacing a holy item, and SEVERITY defiling a holy site. The severity of the evil act determines Black Magic: These are violations of the stain on the character, as the natural order. Examples are laying a represented by Corruption Points. curse, raising the dead, allying with There are five levels of severity for unnatural creatures (such as undead, each action: trespass, offence, sin, fiendish, or pseudonatural), using dark violation, and atrocity. These are rituals, creating an unnatural creature, described below. or the creation or use of an evil artifact. Trespass: These acts result in no IDENTIFYING THE CRIME lasting harm or have short-term When a character fails a Dark Powers consequences. check the DM must first decide what Offence: These acts create minor or type of crime it was and its severity. If a inconvenient damage. They are easily character’s actions qualify as multiple reversible or self-correcting. crimes use the most severe as the base. Sin: These acts cause long-term For example, Roderic, a cleric of damage or have lengthy consequences Ezra, assaults his brother. Firstly, as a but result in no permanent harm. follower of the Home Faith, Roderic has Reversing these actions is difficult or violated the teachings of his religion and time-consuming but quite possible. thus has committed a Blasphemy. It Violation: These acts cause lasting could also be argued that assaulting and permanent harm that is hard to family is a Betrayal. However, Roderic reverse or repair, typically being a hard most obvious and serious crime is one and lengthy process. of Violence. Atrocity: These acts cause The severity depends on the irreparable and permanent harm. They consequences of the action. In the cannot be reversed or undone. above example the consequence would TYPE OF CRIME be how soundly the brother was beaten. The crime’s type determines the If the injuries were minor it would be an eventual benefits and curses that Offence, while if the wounds took longer accompany the Dark Powers’ attention. to heal it would be a Sin. However, if All evil actions are divided into four Roderic shattered his brother’s leg, broad categories: Violence, Betrayal, crippling him, it would be a Violation. Blasphemy, and Black Magic. Actions can qualify for more than Violence: These are crimes against one category. In the above example, a person or group. Examples include Roderic committed both Violence and bullying, extortion, assault, torture, and Blasphemy. Another example would be murder. if someone turned against their church, which might be a Betrayal and a Blasphemy.

18 Each action is considered separately. the crime was their number. These are For related yet separate actions only use shown on the table below and add the most severe. For example, a additional dice equal to their severity. breaks into a home to steal valuables Returning to the previous example, but is caught, so the thief kills the at minimum Roderic committed a owner. The check would only apply to Violent Offence and a Blasphemous the worst crime: the murder. No Trespass; the Violent act is the base corruption points would be gained for crime as it is the most severe. Roderic the burglary, which is a separate act. gains 2d4 Corruption points (base 1d4 + 1d4 for severity). However, because he CORRUPTION POINTS also committed a Blasphemy at the Every failed Dark Powers check results same time he rolls an additional 1d4 in Corruption Points, although the exact bringing his total dice to 3d4. number is random. The Dark Powers However, poor Roderic, having work in mysterious ways. assaulted his own brother, would have Corruption Points represent a committed an additional violation adding character’s spiritual taint, the darkness an extra 3d4. This raises the total dice of their soul. The more points they gain he has to roll to 6d4! the more they have been swallowed by darkness. EXTRA FACTORS  At creation, characters begin with As mentioned above, additional factors 0 Corruption Points. can increase the total dice. These are  Each failed Powers check grants a based on whom the victim was or the base of 1d4 Corruption Points. number of victims. These are dependent  Greater severity adds additional on the character’s knowledge. If they dice of Corruption Points. were not aware of these factors when  Each additional crime adds an they committed the crime then they do additional 1d4 Corruption Points. not apply.  The player rolls the total dice and Alignment: The alignment of the adds the result to the character’s victim becomes a factor only if it was total Corruption Points. This known or suspected. If the offender had becomes their new total. no idea of the victim’s alignment then this does not apply. Severity Additional Dice Relationship: This is the known or Trespass 0 suspected familial relationship between Offence +1d4 victim and assailant. If the relationship Sin +2d4 Violation +3d4 was unknown or disguised then this Atrocity +4d4 does not apply. Number: If the base crime affected In addition to the above, other multiple victims equally, then this factors can also add more Corruption applies. Secondary victims or bystanders Points. These include who the victim of (collateral damage) do not apply.

Extra Factor Trespass Offence Sin Violation Atrocity Victim’s Alignment Evil Unaligned Good Lawful Good Innocent Relationship to Victim Enemy Ally Friend Family Lover Number of Victims 1 2-4 5-7 8-10 11+

19 reward for their actions along with an STAGES OF DARKNESS almost inconsequential penalty. There is a hierarchy of taint, determined The Enticement: The character’s by ones’ Corruption points. The more gift increases, but the cost is much Corruption points a character has, the higher and apparent. A little piece of farther they are along the path to evil. humanity is lost. The Embrace: Well on their way to Total Points Stage true darkness, the character is now – Innocent much more than human; they are 0 Pure or Redeemed capable of inhuman and supernatural 1-10 The Temptation feats. Sometimes this inhuman nature is 11-15 The Caress 16-20 The Enticement apparent, other times it is veiled. 21-25 The Embrace The Decent: The character is lost 26+ The Descent to darkness, their soul is irrevocably tainted. Typically, they become an NPC Innocent: This is a rare stage. Not under the control of the GM. only has the character never failed a Powers check, they have never done ACT OF ULTIMATE DARKNESS anything to warrant one. Furthermore, Some deeds are unforgivable and leave they have never been exposed to the a stain on one’s soul that can never be supernatural (made a Fear or Horror removed. These are Acts of Ultimate check). Most adults lost their innocent Darkness. well in their adolescence. If a character ever commits an PCs do not start out as innocents action so foul that they gain 25 or more except through GM approval, and likely corruption points at a single time then lose their innocence early into their first they have committed an Act of Ultimate adventure. Darkness. Pure: The character has never had If a character ever commits an Acts a Corruption point. While they may have of Ultimate Darkness their alignment done something worthy of a Dark shifts to Evil or Chaotic Evil and the GM Powers check, they have never failed should consider their removal from the one. campaign. They can also become an PCs typically start at this stage NPC under the control of the GM. unless the GM approves otherwise. If it is decided that the character Redeemed: The character has should not be removed from play, then failed and gained Corruption points but the character is instead irrevocably managed to remove them, cleansing corrupted. They are now forever bound their soul. However, they will never be to darkness. They can never lower their truly Pure again. total Corruption points below 11: they PCs can start at this stage with GM must always be touched by the Powers. approval. DARKLORDS The Temptation: In the To become a , an Act of Temptation, one’s soul is stained but Ultimate Darkness must be committed. they have not truly fallen to darkness. There are no darklords who have They have not been cursed or blessed committed a multitude of small sins. with dark gifts. The exception is characters with 26 The Caress: In this stage the Dark or more Corruption points who slay the Powers have given the character a lord of a domain. At the DM’s discretion,

20 the character might become the new The socially corrupt often excel at darklord. lies and deception, or are charming Becoming a darklord must be even smooth talkers. They often have more foul than a normal Acts of unnatural abilities and power that affect Ultimate Darkness. A good rule-of- or influence others. thumb is 35 or more Corruption points They might also be socially awkward for a single action for someone to and repulsive, repugnant to be around. become the ruler of a domain. Their mannerisms might betray their inhumanity. TYPES OF CORRUPTION Related Skills: Bluff, Diplomacy, There are four types of corruption, with Intimidate, Streetwise. each tied to a particular crime. When a character first moves to a higher Stage SPIRITUAL CORRUPTION of Darkness, the type of crime Blasphemy results in the befouling of determines the corruption and the the soul. This is more than the generic related powers and curses. corruption of the spirit – which all failed Characters are not limited to a Powers checks lead to – but a total and particular type of corruption. It is almost infectious blackening of the soul. possible to be a unique mix of the A corrupted spirit quickly forgets the various types and have varied dark gifts. difference between right and wrong. It Likewise, characters can shift between opens a dark spiritual door, often giving types of corruption, altering their gifts. prenatural sight and wisdom. In contrast, the spiritually dead PHYSICAL CORRUPTION become dull and poorly motivated, yet The result of crimes of violence, physical relentless when with their single-minded corruption alters the body. The change goal. is obvious and apparent; there is little Related Skills: Heal, Insight, subtly in physical corruption. Perception, Religion. Physical corruption typically increases strength, often at the cost of MENTAL CORRUPTION agility or speed. It also often impacts Tainting of the mind is the result of the mind, with violence leading one to black magic. Similar to madness, this is become a hulking but dim-witted brute. incurable mental deviation. It is also possible to become quick Corruption of the mind brings and agile yet frail and thin. The forbidden knowledge and opens up the dexterous can be unintelligent, but most brain’s many locked doors. There is the tend to be more impulsive, lacking possibility of devious intelligence, caution and common sense more than unrestrained by morality and decency. brain. Or the madness could be all- Related Skills: Acrobatics, consuming. The mind is free but Athletics, Endurance, Stealth. random, moving chaotically between ideas and possibilities without the SOCIAL CORRUPTION grounding force of reality. Related to betrayal, social corruption Related Skills: Arcana, affects the personality and interpersonal Dungeoneering, History, Nature. abilities. While not blatantly physically deformed there might be inhuman features and telltale traits.

21 GIFTS AND POWERS racial or class power. This new Utility power cannot be used to regain a Failed Dark Powers checks grant a power. character power, which only increases For example, a 15th level character’s with their further corruption. highest Utility power is level 12, so the Each Stage of Darkness brings power granted by the Embrace would additional dark gifts from the Powers, be the equivalent of a level 10 power. rewards for ill deeds, which carry a However, the character now suffers heavy price. a dreadful curse. This often takes the The exact gift is decided by the GM, form of a vulnerability. If they were based on the crime that led to the already vulnerable, it is now greatly increase in corruption. increased. Many are now grossly THE CARESS inhuman and considered to be The smallest of gifts, those who know monsters. Other characters have a the Caress know the temptation for compulsion, or inhuman needs and further gifts. desires. The Caress grants a +2 bonus to At this stage, some characters even one skill and a -2 penalty to a different gain a new keyword, such as aquatic, skill. Alternatively, it could be a +1 reptile, shapechanger, spider, or bonus to two skills or a -1 penalty to undead. two skills. THE DECENT THE ENTICEMENT The character has fallen: they are now a The dark gift increases, now the Dark creature of the night. Whatever small, Powers offer a reward useable in battle. shred of humanity they have left is The Enticement might grant the buried under unfathomable darkness. character a +2 bonus to damage with Any PC that reaches this stage specific a weapon, or damage type. should become an NPC and control of Alternatively, it might grant a +1 bonus the character is passed to the GM. They to attack rolls with a specific keyword. are now and forever a monster. However, the character also suffers Their alignment instantly shifts to from a penalty. This might be a evil or chaotic evil. The character’s Vulnerability 2 to a particular damage origin changes from natural to one or type, a -2 penalty to damage with other aberrant, elemental, fey, immortal, or weapons or damage types, or a -1 shadow. Their type might even switch to penalty to a defence. magical beast or animate! THE EMBRACE REDEMPTION Humanity slips away as one is Corruption, once gained, is difficult to Embraced, the shadow now stains their remove. The soul starts out white, but soul granting supernatural powers. once black is added it can never be The character gains a new Utility more than grey. power, usable once per encounter. This Corruption points can slowly be Utility power should be similar to powers lowered, as long as a character does of a level equal to a character’s second- nothing to gain more or risk the Dark highest Utility power. Powers’ attention. There are a few When a character increases they can different methods a character can swap this power out for a related one of employ to reduce their Corruption higher level. They cannot replace a points.

22 TIME HEALS ALL must be in real danger of dying. They If the character makes number of must expect to be reduced to negative extended rests without doing anything hit points, if not almost outright slain. worthy of a Powers check they can If one does lay down their life for lower their total Corruption points by 1. others, they can rest a little easier The number of extended rests knowing their actions have cleansed required is equal to the character’s total their soul, possibly enough for a more Corruption points. Therefore, if a peaceful rest. character with 15 points manages to Even if a character does die in some take fifteen extended rests without heroic – if foolish – action and manages doing any act worth of a check their to return from the grave, they still gain total lowers to 14. They must now go redemption from their deed. two weeks without a Dark Powers check to lower their total to 13. If a character does anything worthy of a check, even if they escape notice, they must begin again. GOOD DEEDS Every time a character performs a heroic, selfless good deed for little or no reward their soul becomes clearer. The deed must be worthy of the character and carry some personal risk. Helping a multitude of old ladies across busy streets will not cleanse the soul of a Paragon tier hero. Good deeds are defined as quests of a challenge close to the character’s level. Each quest qualifies as a single good deed. Even if the quest included multiple small heroic and positive actions it is still a single good deed. Minor quests or sub-quests reduce a characters total Corruption points by 1. Major quests reduce a character’s total Corruption points by 1d4+1. SELF SACRIFICE If a character ever attempts the ultimate sacrifice, exchanging their life for another’s, they greatly cleanse their soul. Heroic self sacrifice lowers a character’s total Corruption points by 3d4+1. Taking damage in place of another character is not enough and does not count as self sacrifice; the character

23 Brute Might Utility 6 Sample Paths You brace yourself and put your back into it. Encounter  Martial Standard action Personal Effect: You gain a +2 power bonus to When someone falls to the shadow they Strength-based skills and ability checks begin down a Path of Corruption. until the end of your next turn. Below are some sample paths that can be uses as written or used as a Brute Power Utility 10 basis for new paths. Nothing slows you down for long. Encounter  Martial PATH OF THE BRUTE Free action Personal The result of crimes of violence and Effect: Reroll one Athletics check you just aggression, this path turns the sinner rolled. Use the new result. into a hulking, inhuman monster. Bullies, thugs and those who take THE DESCENT pleasure from hurting others often find The character becomes a hulking themselves on this path. monster such as an ogre or troll. THE CARESS PATH OF THE SNEAK The character becomes bulkier and Violent crimes lead to this path; slightly more powerful, capable of however the crimes tend to be more impressive feats of might. subtle and less clumsy or overt.  +2 enhancement bonus to Murderers, thieves, muggers and Athletics skill checks. assassins sometimes find themselves on  - 2 penalty to Acrobatics skill this path. checks. THE CARESS THE ENTICEMENT They are slight and lean, becoming They grow even larger, bodies almost quicker and more flexible than most distended and stretched. Brutes of this folk. stage reach the limit of human  +1 enhancement bonus to potential. Acrobatics skill checks.  +2 enhancement bonus to  +1 enhancement bonus to Stealth weapon damage rolls. skill checks.  -1 penalty to Will defence.  -1 penalty to Athletics skill checks. THE EMBRACE  -1 penalty to Endurance checks. Now grotesquely muscular, the brute is THE ENTICEMENT inhumanly strong. However, their size is The sneak is scrawny and perpetually slow and awkward, their bodies large hunched over, with long, thin limbs. and hideous.  +1 enhancement bonus to AC and  -2 penalty to Stealth skill checks. Reflex defence.  -2 penalty to all Intelligence and  -2 penalty to weapon damage Charisma-based skills. rolls.  -1 penalty to Intelligence and THE EMBRACE Dexterity ability checks. Their features seem narrow and stretched, from their long fingers to jutting nose. They are fast and hyper but physically weak.

24  -3 Penalty to all Strength-based  +1 enhancement bonus to skills and ability checks. damage rolls with powers that  Whenever an effect has force have the Acid or Poison keyword. movement (push, pull, or slide)  -1 penalty to damage rolls with you can be moved 1 square more powers that have the Psychic or than normal. Radiant keyword. Scutter Utility 6 THE EMBRACE You slip to the side, avoiding violence. Hair falls out and scales become more Encounter  Martial apparent, while the characters eyes are Immediate Interrupt Personal yellow with dark slit pupils. Trigger: An enemy moves adjacent to you  Vulnerable 10 Radiant. Effect: You can shift a number of squares equal to your Dexterity modifier. Snakeskin Utility 6 The blow slides of your slick scales. Encounter  Martial Quick Dash Utility 10 Immediate Reaction Personal You quickly scramble across the floor. Trigger: You are hit by an attack Encounter  Martial Effect: Reduce the damage by 4 + your Minor action Personal Dexterity modifier. Effect: Until the end of your next turn, your speed increases by 5. Slitter Utility 10 THE DESCENT From the Mists, Ezra moves to save you. The character becomes a lurking Encounter  Martial creature such as a wererat or an Minor action Personal ettercap. Effect: You ignore difficult terrain until the end of your turn. PATH OF THE SERPENT THE DESCENT Vile liars and tricksters fall prey to this The character becomes a yuan-ti or path, the result of crimes of betrayal. -folk. Their time as snake oil salesmen becomes a poetic fate. PATH OF THE SEER Those that turn their back on what Crimes of blasphemy against religion they believed in or sell out their friends and faith lead to this. This path blackens and confidants belong on this path. the spirit and the aura. This path is one for corrupted THE CARESS leaders and religious figures, or dark The character’s tongue grows long and cultists with foul religions. thin, the tip seems to fork every so slightly. THE CARESS  +2 enhancement bonus to Bluff The blasphemer has insight into the skill checks. soul, their eyes seem to look through  -2 penalty to Diplomacy skill people into their very heart. However, checks. this second sight is distracting and pulls THE ENTICEMENT them away from the mundane With their tongue clearly forked their  +2 enhancement bonus to Insight skin becomes smooth, losing much of its skill checks. body hair. Their eyes may become a  -2 penalty to Perception skill pale yellow. checks.

25 THE ENTICEMENT Black magicians and those who Seers know your secrets, or at least it consort with aberrations or raise undead seems like they do. They know how to might find themselves on the path of hurt you and are less concerned with the lunatic. Those that seek knowledge themselves. that was not meant to be known also  +2 enhancement bonus to follow this path. damage rolls with powers that THE CARESS have the Psychic keyword. Lunatics look as others do, except their  -1 penalty to AC and Reflex eyes might be wild and their expression defence. crazed. They are known to say unusual THE EMBRACE things and make curious comments. Eyes are windows to the soul, and those  +1 enhancement bonus to Arcana on this path can peer into them, glance skill checks. into the past and future.  +1 enhancement bonus to  Vulnerable 5 Radiant. Dungeoneering skill checks.  -2 penalty to all Charisma-based  -2 penalty to Nature skill checks. skills and ability checks. THE ENTICEMENT Soul Leech Utility 6 Well on their way to full insanity, the You drain the life-force from a nearby ally. character might find things inexplicably Encounter  Divine, Healing funny, giggling at the most Minor action Range 5 inappropriate of moments. They often Target: One ally talk about people or place that do not Effect: The target loses a healing surge and exist, or are commonly believed so. you regain hit points as if you had spent a +1 enhancement bonus to attack healing surge plus your Charisma  modifier. rolls with powers that have the Fear keyword. Inner Knowledge Utility 10  -2 penalty to damage rolls with You know the secrets of inner health. powers that have the Psychic Encounter  Divine keyword. Minor action Personal THE EMBRACE Effect: You make a saving throw with a Fully insane, lunatics see everything bonus equal to your Intelligence modifier. differently from the sane; they live in a THE DESCENT world of illogic and chaos where cause Those on the path of the Seer do not and effect are suggestions. become physical monsters. Instead,  Vulnerability 10 Psychic. they become more and more in touch Gibbering Gab Utility 6 with the spirit world, the Pale. Your impossible words seem convincing. Many willing transition to undead Encounter  Arcane, Charm and rise from the grave following their Minor action Personal death. Others simple consort with the Effect: You gain a +5 power bonus to Bluff unloving or beings from other realms. and Diplomacy checks until the end of the encounter. PATH OF THE LUNATIC The result of Black Magics and crimes against the natural order of the world, these find their minds shattered from dealing with the unnatural.

26 THE EMBRACE Forbidden Knowledge Utility 10 Their mind becomes truly unique, an Your insight into the world is unparalleled. untapped well of power. Others are Encounter  Arcane fools, blind to their own potential and Immediate Interrupt Personal slaves to their pathetic needs and fears. Effect: You are considered trained in the  Vulnerability 5 Force. five knowledge skills until the end of the encounter. You also gain a power bonus  -2 penalty to all Charisma-based to a check equal to your Intelligence skills and ability checks. modifier. Sudden Mirage Utility 6 With but a though convince others the THE DESCENT surroundings are not what they seem. The character becomes an insane Encounter  Arcane, Illusion, Zone madman that can no longer live in Standard action Close burst 2 human society. Others become more Effect: The zone is difficult terrain until the than human, being twisted into hideous end of your next turn. aberrations. Surface Thoughts Utility 10 PATH OF THE MENTALIST Your mind peaks into theirs, gleaming their Those that defy the natural order can next move. sometimes discover secrets of the mind. Encounter  Arcane, Illusion Minor action Personal Those that strike deals with the Effect: You gain a +6 power bonus to AC unholy and unnatural of power and and Reflex defence until the end of your knowledge proceed down this path. next turn. THE CARESS Those on the path of the mentalist are THE DESCENT knowledgeable and wise, but cold and The character is still human, but a distant. They are often unemotional and megalomaniac. Minds are his plaything intensely focused, to the point of and other people exist only for his obsession. amusement.  +1 enhancement bonus to Arcana skill checks.  +1 enhancement bonus to History skill checks.  -1 penalty to Nature skill checks.  -1 penalty to Religion skill checks. THE ENTICEMENT Growing every colder and more distant, mentalists disdain others. Their superiority and arrogance knows little bounds.  +1 enhancement bonus to attack rolls with powers that have the Illusion keyword.  -1 penalty to attack rolls with powers that have the Force keyword.

27 Even rituals, such as Linked Portal, The World can only be used between connected domains. One could travel across the Core or a Cluster through a portal, but The Land of the Mists is influenced by not between the Core and a Cluster or the will of the enigmatic Dark Powers. to an Island. The natural laws of the land are not the DIVINATION same as other worlds and realms. The Mists cloud even the future, and There are a number of restrictions attempts at divination can be and variations on the rules and the way hazardous. the world works. Attempts to discern the future or the GENERAL RESTRICTIONS correct course of action are often vague PCs playing in the Land of the Mists and attempts that are based on morality (the right thing to do, the good choice) have restrictions, additional rules for automatically fail. what can or cannot be done. Rituals such as Observe Creature, ALIGNMENT AND IDENTIFICATION View Location, View Object, or ’s Similar to the Mists' clouding of the Sight carry additional risks. Monsters, if future, all attempts to use divination to they detect the attempt, can attempt to determine the moral alignment or make ranged or close attacks with the nature of a creature fail. Gaze or Charm keywords on the caster. No creature's true nature (their race, Other rituals, such a Consult Mystic type, or origin) can be discerned Sages, Consult Oracle, Hand of Fate, through any power or ritual. Sometimes Voice of Fate are often vague or the attempt fails obviously (or misleading. The Dark Powers have spectacularly), while other times the influence over the fates and often result is whatever would be most attempt to be deliberately misleading. beneficial to the target, such as a However, the rituals will still never give divination revealing a vampire as a outright false information, if the mortal or an as human. response cannot be misleading or vague then the attempt simply fails. BORDERS The Vistani are a notable exception No powers, abilities or rituals can affect to the restrictions on divination. Vistani a domain’s border in any way. If the who possess the Sight are unhindered border is closed nothing can cross the by the restrictions placed on others. border or affect anything on the other However, Vistani can never directly side. No form of ritual portal or power – divine their own futures. racial or otherwise – will allow someone to escape from a sealed domain. PLANAR TRAVEL Additionally no powers, abilities or Most planar travel is impossible from the rituals can cross a Misty border. Powers Land of the Mists, only the border function between the open borders of realms are accessible. All attempts to connected domains but not between journey to distant planes fail. domains separated by the Mists, even if The reverse, however, is not true; it there is a Mistway. A character could is possible to enter the Mists from other cast a spell across an open border but worlds. Portals and gateways function not through the Mists. normally inward, but they are strictly one-way.

28 RAISING DEAD awake in Faerie. Time passes curiously The dead do not rest easy in the Mists in Faerie, with travellers emerging days, and souls that have passed beyond are weeks, or years after they entered but not easily reachable, except through the only hours older. most powerful of magics. The domain of Sithicus exists In Ravenloft, the Raise Dead ritual simultaneously in Faerie and the normal requires a Heal or Religion check. If world, and it is possible to journey someone is partially raised (the ritual is between the two worlds through that complete but die as a result of the shadowy and enchanted wood. check) they return as an undead of THE PALE equal level to the character. The Darkonian name for the world of THE PLANES the dead, but it is known by other names in other places. The Pale is There are a number of worlds that exist where the spirits of the dead journey beside the natural world of humans and immediately after death before moving cities. These are often unnatural and on. magical places. For the common folk The Pale is a dark, bleak, colourless these are legends and myth, the subject version of the true world. In the Pale of wild and terrifying tales. everything is old and nothing new, These coterminous and overlapping entire cities seem ancient and on the realms can be reached through the verge of collapse. Planar Portal and similar rituals. Ghosts and other spirits seem able DREAMSCAPE to move between the Pale and the The world of dreams and nightmares, natural world, and it is said that the the unconscious minds of mortals and Mists occasionally lead people to the most natural beings journey to this Pale. realm each night. In the domain of Necropolis the Pale It can be reached by physical travel is overlapping with the true world, over the Nocturnal Sea, to the island although with much more dramatic known as the Nightmare Lands. Here effects than normal. the waking world overlaps with the SHADOW RIFT dream world. The Shadow Rift is not a true plane, but Those trained in special meditations rather a conjunction, a nexus of other are capable of projecting their minds planes. All four worlds seem to connect into the Dreamscape while awake; this in the Rift. There is no Faerie or Pale is known as dreamwalking. counterpart to the Shadow Rift. FAERIE The Rift can be reached from any A wild and savage place of endless, plane and any plane can be reached ancient forests and fantastic creatures, from it, although one cannot easily Faerie is the home of fey beasts such as choose which world they are entering elves, dryads, sprites, nymphs, and when they leave the Rift. While the leprechauns. Shadow Rift is difficult to enter from the Faerie is accessible through the natural world, reports hint it may deepest parts of unexplored forests, and actually be easier to enter from Faerie. through rings of mushrooms (fairy The curious and immortal Arak of rings) or stone circles. Travellers who the Shadow Rift are equal parts fey and fall asleep in such places are known to shadow, and do not seem to sleep

29 themselves, and instead step into their This replaying of events sometimes own dreams. occurs when new observers enter the area or on a daily basis. Some weaker RESONANCE resonances only repeat on the Every action has a consequence, anniversary of the incident. especially in the Land of the Mists. Sites of ethereal resonance provide Resonance is a type of Fantastic Terrain. concealment. Additionally, creatures Resonance is the result of these with the insubstantial or phasing intense emotions; actions fuelled by properties, such as ghosts, treat areas these strong emotions can affect the of ethereal resonance as difficult or very land, imbuing an area with a even challenging terrain. memory. Areas of resonance are often places of great importance, sites of SINKHOLES OF EVIL great evil or heroism, or places of Of all examples of resonance, none are tragedy. more terrifying than sinkholes of evil. These areas are tainted with darkness, EMOTIONAL the very soil has been corrupted by the Emotional resonance is the most act that occurred. Only the worst and common, places where the land itself most malicious of deeds creates a imparts emotion. sinkhole, typically Acts of Ultimate When someone enters a place of Darkness, major betrayals or mass emotional resonance they experience murder. the relation emotion. A site of a great Sinkholes of evil are given a rank, tragedy such as a betrayal or murder from 1-5. Sinkholes have an aura of 10 might fill visitors with an inexplicable squares for every rank. A rank 3 sadness or anger. sinkhole has a negative aura of 30 Sites of strong positive emotions squares from the centre of the sinkhole. grant a +1 bonus per tier to attack rolls A character in the aura takes 5 extra using powers with the Charm keyword. damage from all necrotic attacks and Sites of strong negative emotions takes a -2 penalty to saving throws to grant a +1 bonus per tier to attack rolls end ongoing necrotic damage. All evil using powers with the Fear keyword. and chaotic evil creatures in a sinkhole gain Resist radiant equal to the rank of ETHEREAL the sinkhole. Ethereal resonance is a memory of events imbued into the area. Ghostly, insubstantial figures re-enact the scene.

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