Jester’sJester’s 4E4E RavenloftRavenloft Player’sPlayer’s GuideGuide

For use with the RAVENLOFT Campaign Setting IntroductionIntroduction

Welcome to Jester’s 4E Ravenloft with help from Ric “The Grizz” Martens Dragons 4th Edition Fansite Policy. All 4E Player’s Guide for the RAVENLOFT CAMPAIGN on the Mist pact. References are listed in the 4E System SETTING. BASED ON IDEAS BY: Reference Document, available at Nikolas of the Mists www.wizards.com/d20. WHAT THIS DOCUMENT IS th DocBeard DUNGEONS & DRAGONS 4 Edition Updated Rules: This booklet contains PLAYER’S HANDBOOK, written by Rob optional rules for PC using 4e D&D COVER BY: David “the Jester” Gibson Heinsoo, Andy Collins, and James Wyatt; game in the world of Ravenloft. DUNGEON MASTER’S GUIDE, written by Modular: Much of this document is With an image stolen from: Steven “ScS” Sutton James Wyatt; and MONSTER MANUAL, designed to be flexible. GMs should written by Mike Mearls, Stephen FEEDBACK FROM: allow what they want and ignore Schubert and James Wyatt Nathan of the Fraternity what they don’t. © 2008 Wizards of the Coast, Inc. All Rotipher of the Fraternity WHAT IT IS NOT rights reserved. Joël of the Fraternity Replacement: This is in no way a RAVENLOFT and all related terms and replacement for any of the previous materials are © 2008 Wizards of the Ravenloft products. At least one LEGAL Coast, Inc version of the Campaign Setting is DUNGEONS & DRAGONS, the required, and strongly encouraged. DUNGEONS & DRAGONS Compatibility Jester's Ravenloft 4E Player's Guide: Aug Mandatory: If you want to run the Logo, D&D, PLAYER’S HANDBOOK, 26th, 2009 game with just the official books or DUNGEON MASTER’S GUIDE, and [email protected] 3e rules feel free. MONSTER MANUAL are trademarks of Fraternity of Shadows® Excuse not to buy: Support the game, Wizards of the Coast, Inc. in the USA and In no event is the Fraternity of Shadows other countries and are used without liable for damages caused by the misuse of WotC, and your FLGS. Keep D&D its product. alive for the next generation. permission. Certain materials, including is wrong and illegal folks! 4E References in this publication, D&D core rules mechanics, and all D&D CREDITS characters and their distinctive WRITTEN AND EDITED BY: likenesses, are property of Wizards of the David “the Jester” Gibson Coast, Inc., and are used without permission under the Dungeons &

2 ContentsContents

TABLE OF CONTENTS RACES PAGE 4 Caliban PAGE 4 Giomorgo PAGE 5 Other Races PAGE 6 CLASSES PAGE 10 Mist Pact PAGE 13 Paragon Paths PAGE 19 FEATS PAGE 26 Heroic Tier PAGE 26 Paragon Tier PAGE 29 EQUIPMENT PAGE 30 Melee PAGE 30 Improvised PAGE 30 Ranged PAGE 31 Other Materials PAGE 31 Adventuring Gear PAGE 33 Magic Items PAGE 34 LIFESTYLE PAGE 39 Culture Level PAGE 39 Backgrounds PAGE 41 Language PAGE 46 Magic Level PAGE 47 Mistways PAGE 48 Recent Events PAGE 49 RITUALS PAGE 51

3 RRACES

CALIBAN asymmetrical features. Their faces and Racial Power expressions are often almost inhuman. Cursed in the womb to possess great Relentless Rage Your injuries only serve to focus your will The calibans from other lands can strength and resilience and rage. look quite different. Those from the RACIAL TRAITS Encounter Verdurous Lands cluster often have Average Height: 5’5’’-6-6’’ Minor Personal animalistic features while those from the Special: You must be bloodied to use this Shadowlands look diseased: leprous or Average Weight: 160-280 lb. power. covered in tumours. Ability Scores: +2 Strength, +2 Effect: Until the end of the encounter or Constitution rendered unconscious, you gain a +1 PLAYING A CALIBAN bonus to damage rolls and a +1 bonus to The caliban are not a race but an Size: Medium AC and Reflex defence. offshoot of humanity. Most “normal” Speed: 6 Squares Increase damage to +2 at 11th level and +3 at 21st level. humans find them disturbing or Vision: Low-light The caliban are individuals fouled by unsettling, and many view them as Languages: Domain, choice of one magic, tainted by dark energies and monsters. other cursed before they were born. They have Caliban are outsiders, often lacking a family or community. They often live in Skill Bonuses: +2 Endurance, +2 an inhuman appearance and resilience. the wild, avoiding human settlements, or Intimidate While they are the children of humanity they are not accepted and live at the make their home in the streets, sewers, Cursed Lineage: You gain a +5 fringes of society. or hidden cellars. racial bonus to saving throws against With harsh upbringings and rejection, death. PHYSICAL QUALITIES many caliban are raised to be the Man or Monster: When using Caliban are deformed humans that monsters they are assumed to be. Their second wind, you choose to gain the possess great physical strength. No two reputation as savages drives few caliban standard defence bonus or gain caliban look alike so there is much to aspire to be more than petty brutes. Regeneration 1 + your Constitution diversity. However, calibans have the same modifier until the end of your next turn. Caliban in the Core tend to be potential for kindness and intelligence as Relentless Rage: You can use deformed, with gangling limbs, other humans. relentless rage as an encounter pronounced hunchbacks, or distorted and powers.

4 Giomorgo are the offspring of nomadic GIOMORGO (HALF-VISTANI) are resistant to other insanity and gain Vistani and non-Vistani or giorgio. These The fiery blood of Vistani mixed with the a +5 racial bonus to saving throws half-Vistani are essentially human but are watery blood of the giorgio. against madness or Sanity loss. possess some of the magical powers RACIAL TRAITS Tribal Heritage: You gain an inherent to their blood. additional skill bonus based on your Average Height: 5’5’’-6’1’’ parent’s tribe. Average Weight: 130-215 lb. ♦ Canjar: +2 Arcana PHYSICAL QUALITIES Ability Scores: +2 Intelligence, +2 ♦ Corvara: +2 Thievery Giomorgo look human albeit with dusky Wisdom ♦ Equaar: +2 Nature skin, dark hair, and exotic features that Size: Medium reveal Vistani blood. ♦ Kamii: +2 Bluff Speed: 6 Squares Some half-Vistani attempt to appear ♦ Naiat: +2 Acrobatics Vision: Normal human, dressing in local fashions and ♦ Vatraska: +2 Heal rejecting Vistani garb. Others proudly Languages: Domain, choice of one clad themselves in the bright Vistani ♦ Zarovan: +2 Perception other including Patterna colours. Curse of the Blood: You can use Skill Bonuses: +2 Insight PLAYING A HALF-VISTANI curse of the blood as an encounter Human Blooded: You can take Those with the blood of the Vistani will powers. feats that have either the giomorgo or never be accepted. Most human human prerequisites. settlements fear and mistrust the Vistani, Racial Power Group Intuition: You grant non- Curse of the Blood although they never risk turning them This indignity shall not stand! giomorgo allies within 5 squares a +1 away or assaulting them. Encounter racial bonus to Insight checks. Likewise, the Vistani loathe and reject Immediate reaction Range 10 those of mixed heritage, as they never The Sight: You gain the fortune Trigger: An enemy deals damage to you trust those not of “the blood”. A half- Target: The enemy who dealt damage telling ritual for free and are able to use Vistani raised among the Vardos finds it without the Ritual Casting feat. Effect: The target takes a -1 penalty to all defences against your attacks until the themselves treated as an outsider, and Lunatio: You suffer from the Vistani end of your next turn. If your deal unable to experience much of what it is moon madness, which makes you damage to the target, add your Wisdom to be Vistani. restless and anxious during the nights modifier as extra damage. There are no giomorgo communities, of the full moon. Because of this, you but half-Vistani often find companionship with others of mixed blood.

5 DOPPELGANGER magical beings labeled as evil by their the land. Their ancestral heroes are fair brethren. being forgotten as their past becomes From the streets of Paridon or another While comely in appearance, drow stories. urban center, you move invisibly have a well-earned reputation for evil. amongst humanity. Some scholars argue that it is their FEY (ELADRIN) upbringing as outcasts that drives them DOPPELGANGERS IN THE MISTS The Fair Folk: magical immortals that live to commit atrocities while the elves claim The doppelganers of Ravenloft are in the forests between worlds. secretive and often murderous, operating the drow are twisted to the very soul, if in clans and gangs in major population they even posses one. ELADRIN IN THE MISTS centres. They are drawn to crime and Regular fey can sometimes find The eladrin are the inhabitants of wealth, with few morals restraining their acceptance in human communities, or Sithicus, dwelling in the enchanted wood actions. disguise themselves as humans, drow seldom visited by outsiders. They are A few doppelgangers are born have difficulty doing either. They seldom immortal, aloof, and arrogant; often without the race's prevalent sociopathic find acceptance anywhere, except removed from lesser races. tendencies, roughly understanding right occasionally with caliban and tieflings The eladrin are timeless, with only an and wrong. They are considered aberrant who accept them for their deeds. academic knowledge of death. While by common doppelgangers but still intelligent, they are erratic and flighty, considered inhuman by other folk. DWARF endlessly procrastinating or devoting Most aberrant doppelgangers have a The blood and bone of heroic ancestors years to the mundane. preference for a single gender or race, and heirs of greatness, but now grown Sithican eladrin feel detached from often developing a strong personality (for old and weak. the world. In their heart they know this a doppelganger, although still flexible by is not their true home and have human standards). DWARVES IN THE MISTS difficulties accepting it. This leads them The dwarves of Ravenloft are a dying to even greater apathy and disinterest in DROW race living in the shadow of past glory the larger world. and achievements. Most dwarves are Creatures of darkness, feared by all, they labourers who throw themselves into FEY-TOUCHED (HALF-ELF) are true outcasts. their work for lack of a greater cause, Caught between two worlds they belong DROW IN THE MISTS passionlessly performing mundane tasks. in neither. Humans mystically corrupted in utero They tell tales of greatness now little HALF-ELVES IN THE MISTS become the sympathetic caliban, more than myth, unable to craft the The fey-touched are neither human nor physically deformed into hideous wonders of their legends or engage in fey. They have the perpetual youth of monstrosities. Elves who are touched by the glorious battles of yore. Their god is the immortal fey but grow old and die as darkness are born as drow, dark-skinned silent, their prayers now go unanswered. humans. However, with their long Their ancient enemies are unknown in

6 lifespans, they are doomed to watch genasi strongly aligned with an element an un-documented form of energy, while friends and loved ones age and die. also have lines of energy that cross their the philosophical describe it as mental Half-elves have no communities of body. On casual inspection, these lines manipulation of the world or altering their own, making their homes in the appear unremarkable, often mistaken for perception lands of one of their parents. Elven and scars or tattoos. However, the lines glow Gnomes lack a fear of death, being eladrin parents find them off-putting, faintly when the genasi manifests their curious and not frightened of change, rapidly ageing and difficult to relate with. elemental trait. but they are loathe to die until their tasks Human communities often fear the Genasi are born to humans or other and studies are completed. This lack of inhuman fey and distrust those of mixed genasi. They are humans conceived in fear pushes their sense of humour into blood. areas of strong elemental energy or the macabre and dark. Gnomes are also Many half-elves reject both worlds where the boundaries between worlds is fond of practical jokes, which are often and live nomadic lives. They make their weak. Many mistake themselves as grim but elaborate. living on the road, hiding their true human until their elemental traits nature. Others isolate themselves, manifest. Some never find out their true Little Folk (Halfling) fervently devoting themselves to spiritual natures, believing themselves to be The wee people, they hide from the or artistic pursuits. human for all their lives. world and slip unnoticed by the unaware. The Bound(Genasi) Gnomes Born of human and yet not, they are Philosophers, scholars, and theorists; HALFLINGS IN THE MISTS embody the spirit of the land. they debate the nature of the world. The Little People are perpetual children, born happy and fearless. They are quiet GENASI IN THE MISTS GNOMES IN THE MISTS and peaceful, enjoying the simple The genasi (see the FORGOTTEN REALMS The short, aged gnomes are a race of pleasures of life, although these are PLAYER’S GUIDE) are humans with elemental madfolk. They look perpetually old, with denied. traits, bonded to the very land. They are even the young appearing wizened and They make their homes in forgotten rare to the point of being unknown to wrinkled. Their unique minds are curious, corners of the world or hidden inside even the most well-read of scholars. To obsessive, and relentless. human cities. Their settlements are built the few that have heard of them they are Gnomes are fanatically focused on a in secluded valleys and dales, or the Bound; those who are tied to the single task, occupation, or school of ensconced between city blocks in earth, water, wind and fire. thought. Their lives are always focused overlooked buildings. Outwardly human, only small on a single concept, be it scientific, While naturally courageous, the small differences mark the genasi. Their hair social, or philosophical. halflings have found themselves easy and eyes are often strangely coloured, Illusions and magic fascinate gnomes prey to the horror of the Mists. Whole while their skin has faintly hue but they and most have some magical talents. communities now live in a state of are otherwise indistinguishable. Those The scientific-minded attribute magic to

7 perpetual paranoia, always waiting for Shifter Tieflings are the children of those who something horrible to happen. dabbled in the black arts or made Kin to the werefolk, shifters are tied to Halflings repress their natural Faustian pacts with devils or unholy nature and the wild places of the world. happiness, mute their jovial expressions, beings. Others were conceived at sites of They feel the beast within and know the replace their colourful fashions, and darkness, where the very earth was urge to hunt. strive to always avoid notice. stained by ill deeds. SHIFTERS IN THE MISTS Tieflings are less inhuman in the Palefolk (Shadar-Kai) While most lycanthropes breed with Mists; their infernal heritage is less apparent and more easily disguised. Touched by shadows and cool of the others of their kind, some mate with Long tails are rarer and their horns are grave. Your were conceived in the humans and other races. Most of these smaller, easily hidden under a hood or border between this world and the Pale, pairing result in other lycanthropes, but long hair. They often have other strange or born into the grey, colourless world sometimes the offspring is a shifter. features, such as a curious odour, clawed separating this life from the next. Typically the children of unions between a human and a werewolf in human form, fingers, vestigial wings, or other SHADAR-KAI IN THE MISTS there are a number who are also the unnatural features. The palefolk, or shadar-kai, are a sub- offspring of cursed bloodlines. Lacking a community, tieflings make race of humans. They are an altered folk, Shifters are common in the wild parts their home on the outskirts of humanity. similar to tieflings, genasi and caliban. of the Core, such as Invidia and Verbrek. They sometimes hide their appearance The shadar-kai have little fear of While most live solitary lives, a few have and live rough lives in larger cities. Most death, sharing an unnatural connection formed small packs. Shifters are live in continual fear of being exposed with it, if not an outright preoccupation. nomadic, living off the land through and hunted as monsters. They view death as the great equalizer hunting and gathering. and the only true fairness in life. They A few rare shifters live near human Warforged despise those who would cheat death or lands, making a living as trappers or The creation of man, you are metal are scared of dying, but reserve their furriers. They do their best to mask their given life and armour granted motion. greatest hatred to the undead. animal features, often claiming to be Most shadar-kai hail from Darkon, elves or other fey. WARFORGED IN THE MISTS with its strong connection to the Pale. A rare race, if they can be called such. Many women gave birth to shadar-kai Tieflings The warforged are not a true people but following the Requiem, especially those a collection of anomalies and broad Tainted by evil, their blood bears the close to the Necropolis. classification of otherwise unique stain of their ancestor’s misdeeds. creations. TIEFLINGS IN THE MISTS The warforged are constructs, like golems and other created, only given the spark of true life. Sometimes this is a

8 lucky accident while other times it is a WOOD FEY (ELF) many stargazers now predict the end is testament to the skill of their creator. nearing and the days are short. Children of nature, they are faeries of They are separated from other golems Elves still spend much of their time the woods. through their free will and intelligence. tending to their woodlands and gardens, While almost all warforged are ELVES IN THE MISTS enjoying the beauty of nature. They also creations there is some debate regarding Woodland fey, or elves, mostly live in engage in song, dance, and poetry or the origin of their souls: artificial souls Darkon, but there are scattered other pleasurable artistic pursuits. created by some extraordinary process, communities elsewhere in the Mists or souls granted by the Dark Powers? A Kin to the eladrin and functionally few warforged claim to have been immortal, they only die from injury or human before their minds were moved disease. Timeless, they used to devote into a metal frame and a few claim to themselves to pleasure and life, have died before they were reincarnated assuming that they would have time for into their present form. more serious pursuits later. However,

9 ClassesClasses

Classes In the Mists, most clerics follow Ezra, but Paladin a number also heed the teachings of Artificer “Foul unholy beasts! You will never harm Belenus or the Lawgiver. anyone again!” “This? Just a bauble I made. It’s capable A cleric’s role, first and foremost, is of killing a man at ten yards.” following the will of their god and ROLE IN THE MISTS Rare in the Mists, paladins are similar to ROLE IN THE MISTS spreading their teachings. They exist to clerics in that they are the hand of the The artificer (see Dragon #365 and the serve their divine master and act as a divine. They are holy warriors that seek forthcoming EBERRON PLAYER’S GUIDE) is an living example of their dogma. out evil to destroy it. The Lawgiver and enchanter and magical craftsman. Many clerics insist they are following the Morninglord both frequently inspire Gnomes and eladrin are both the will of their god, or that their gods paladins. common artificers, being fascinated with speak with them, but this is uncertain. While clerics live to teach and aid magical devices and arcane curious Divine beings tends to be silent in the others, paladins find their role is more respectively. Mists, and many clerics slowly drift from pre-emptive. It is their mission to protect Artificers might be reclusive scholars accepted scripture. the bodies of people while clerics protect and inventors, including the archetypal their souls. mad scientist, or the witch fond of Fighter Paladins are often considered brewing potions and in possession of “Get behind me, I have enough ammo misguided or deluded by the common assorted magical trinkets. Artificers are for all of them!” folk, occasionally little more than common in lands as diverse as Lamordia OLE IN THE ISTS religious fanatics. and Tepest R M A fighter in the Mists is much like one elsewhere. They exist in battle, surviving Cleric Ranger by the edge of their blade or face of their “Five of them; I’d say they passed by “May Ezra bless and keep you in her hammer. here three, maybe four days ago.” sights.” Armies may be common but war is ROLE IN THE MISTS ROLE IN THE MISTS rarer, as are mercenary companies and Hunters by trade, rangers are skilled and Clerics are the most devout followers of elite knightly orders. Fighters are as running down and peruse their prey, a deity, chosen from amongst all the lay likely to be common watchmen and city whether it be animal, human, or priests and common followers who are guards as they are cavaliers or something else. unable to have their prayers answered. crusaders.

10 Most rangers are woodsmen that live noble’s house as looting and ancient ROLE IN THE MISTS between the areas of civilization, in the tomb. Those who make deals with the dark wild parts of the Core. They are often Rogues are commonly found in forces seldom have an easy time in the trappers who make a living off the land. civilized areas and thrive in larger cities Mists. Their powers toe the line between Verbrek, Valachan, and Kartakass are and towns. Thieves’ Guides are common light and dark, and many warlocks known for their rangers. in major cities. succumb to temptation, corruption, or There are also urban rangers who work madness. with the watchmen: hunting criminals Swordmage Most warlocks tend to focus their full and human vermin. Many specialize in “Ah, Bocelli’s Gamit, well played. No energy on other classes and only multi- the civilized wilds such as narrow alleys, blade can pierce that defence. Well, no class as warlocks. Thus they can use squalid slums, and dark sewers. ordinary blade.” their powers sparingly, resisting full Richemulot and Paridon both have urban damnation. rangers and a number of man-hunters ROLE IN THE MISTS The folk of Tepest are known for are found in Darkon, Dementlieu, and Swordmages (see the FORGOTTEN REALMS their fears of warlocks and witches, Mordent. PLAYER’S GUIDE) are warriors who mix hunting them as often as goblins and magic with steel, adding spells to their hags. Rare Lamordians sometimes make Rogue sword strikes. More specialized and rarer pacts with Things beyond the stars for “The lock tumbler’s connected to the than fighters, swordmages are less knowledge. And it is rumoured those driver pins. The driver pins are trusted and known, feared like most touched by Bluetspur occasionally connected to the lock plug.” arcane figures. develop strange, inhuman abilities. Most swordmages come from distant ROLE IN THE MISTS lands, and are strangers to the Core. Warlord Rogues are sly and deadly but as difficult Both Sri Raji and Rokushima Taiyoo have “You two go left while I hook right. We’ll to pin down into a single role as they are those who know the secrets of sword- catch it in the flank then teach it to lock-up in a town jail. Some rogues magic. It is rumoured that Hazlan's mage remorse.” specialize in literally stabbing one in the schools are training sword mages as elite back while others prefer the knife to be bodyguards and shock troopers. ROLE IN THE MISTS metaphorical. Generals and leaders of armies are rarer Burglars, thieves, and scoundrels are in the Mists, with its limited armed forces just some examples of rogues but hardly Warlock and open warfare. Warlords tend to an inclusive list. Other examples include “At night they whisper to me, listing my operate smaller mercenary companies or Dementliuese spies, Borcan assassins, sins and reminding me of the price.” lead patrols of the local watch. A few pirates from the Sea of Sorrows, and operate in the wilderness leading hunting Invidian knife-fighters. Rogues are as parties. likely to find themselves robbing a

11 However, some of the brightest lights untrusting. Dementlieu, Mordent, and in the Mists are warlords, brave leaders Richemulot also has private scholars who in command of adventuring groups or tutor those with potential, sometimes patrols. Few things can inspire a without full parental permission. populace more than a warlord, and few things can give rise to an angry mob more than a warlord's encouragement. Falkovnia is known for its warlords, with many Talons and patrol-leaders being feared warlords. Mordent’s famed Lamplighters are also commonly warlords.

Wizard “The forces of nature bow to my commands. I know the forbidden secrets of the universe!”

ROLE IN THE MISTS Those with arcane knowledge have seldom been trusted in the Land of the Mists. While not as distrusted as warlocks, wizards are still feared in most lands. In the civilized western Core, wizards are often dismissed as charlatans, allowing wizards to operate under the guise of stage magicians and performers. Foreign mystics are also common and Sri Raji and Har’Akir are both known for their magical tradition. Both Darkon and Hazlan have a number of mage colleges that train new wizards, with the latter’s being held in high esteem although the populace is still

12 of the same features and demonstrate MistMist PactPact similar abilities. Level 1 At-Will Spells Touch of the Mists: You know the Touch of the Mists Warlock (Mist) touch of the Mists at-will spell. Attack 1 You point your finger at the target and a jet The Mists of Ravenloft are enigmatic, Mistshroud Aura: You have the Mistshroud Aura pact boon. As your of Mist erupts from underneath their feet, their true nature is a mystery that will engulfing them. cursed enemies fall you are veiled from never be revealed. However, there are At-will ♦ Arcane, Cold, Implement always those who try to grasp the attack. Standard action Ranged 10 unknowable and comprehend mysteries When a subject of your Warlock Target: One creature beyond the mortal world. Curse is reduced to 0 hitpoints or fewer Attack: Intelligence vs Will you gain a Mistshroud Aura. The aura Hit: 1d6 + Intelligence modifier cold lightly obscures you granting damage, the target takes a penalty to IST ACT M P concealment. Warlocks can see normally speed equal to your Constitution modifier Warlocks in Ravenloft can form a loose in their own aura. until the end of your next turn. pact with Mists. Unluck some pacts, this Your Mistshroud Aura lasts until the Special: Increase damage to 2d6 + is not an open agreement with inhuman end of the encounter or until it is Intelligence modifier at 21st level. forces. There is no parley between the expended through a power. warlock and the Mists or their Your Mistshroud Aura begins at a Level 1 Encounter Spells representative. value of 0, so it is confined to your Dark Caress Warlock (Mist) In truth, mist pact warlocks Attack 1 square. It increase by 1 for every You freeze their spirit sapping away their essentially steal their power. Having additional Cursed enemy that is reduced bound themselves with the land, they very life. to 0 hitpoints or lower. If you have a Encounter ♦ Arcane, Cold, Implement, use the world itself as a power source, Mistshoud Aura of 1 or higher, allies in Necrotic drawing their arcane energies from the affected squares can also gain cover. Standard action Ranged 5 Mists and manipulating it to their own Your Mistshroud Aura stacks with Target: One creature end. your Shadow Walk power. If you have Attack: Intelligence vs Will A rare few are also touched by the both powers active at the same time you Hit: 2d6 + Intelligence modifier cold Mists in a different way, gaining Mist are heavily obscured, gaining total damage, and if you have combat advantage against the target you also deal powers. These folk do not choose to concealment from non-adjacent enemies. seize or steal power from the Mists but and extra 1d8 necrotic damage. are bound to the Mist, or corrupted by Mist Pact: You deal extra damage equal their time trapped there or actions to your Constitution modifier. performed in the Mists. While not true warlocks, these Mist-touched share some

13 Death from Below Warlock (Mist) Faces in the Mists Warlock (Mist) Attack 1 Attack 1 Level 3 Encounter Spells You make the target see what you wish and Black-Ice Warlock (Mist) You teleport your foe upward, then watch Attack 3 as they fall to the earth. feel attacks coming from all sides, not You freeze the ground creating a slick patch ♦ Encounter Arcane, Implement, knowing the real from the false putting a of ice. Teleportation shiver in her spine and a chill in her bones. Encounter ♦ Arcane, Cold, Implement, ♦ Standard action Ranged 5 Daily Arcane, Cold, Psychic, Zone Target: One creature Implement Standard action Area burst 2 Attack: Intelligence vs Will Standard action Ranged 10 within 10 Effect: The target is teleported up 2 Target: One creature Target: Each creature in the burst squares (10 feet). Upon landing the target Attack: Intelligence vs Will Attack: Intelligence vs Reflex takes 1d10 damage. Hit: 3d6 + Intelligence modifier cold and Hit: 1d8 + Intelligence modifier cold Mist Pact: The target is teleported up a psychic damage, and the target grants damage and the target is knocked prone number of squares equal to your combat advantage to your allies until the Sustain Minor: When you sustain this Constitution modifier(minimum 2). For start of your next turn. power you make a secondary attack. every 10 additional feet they take an extra Effect: The target takes a -1 penalty to Secondary Targets: Each creature 1d10 damage. Reflex and Will defence (save ends). within the zone. Secondary Attack: Intelligence vs Reflex Level 1 Daily Spells Level 2 Utility Spells Hit: Target is knocked prone Bonechill Warlock (Mist) Eyes of Darkness Warlock (Mist) Attack 1 Utility 2 You leech the very warmth of their body, Through inhuman vision nothing escapes Level 5 Daily Spells drawing it into yourself. your sight. Will to Die Warlock (Mist) Daily ♦ Arcane, Cold, Healing, Encounter ♦ Arcane, Cold, Implement Attack 5 Implement, Necrotic Minor Action Personal You sap their will to fight and sense of self- Standard action Ranged 5 Effect: You gain a +5 power to your next preservation. ♦ Target: One creature Perception check during this encounter. Daily Arcane, Implement, Psychic Attack: Intelligence vs Will You also gain darkvision until the end of Standard action Ranged 10 Hit: 2d8 + Intelligence modifier cold and the encounter or 5 minutes. Target: One creature necrotic damage, and you gain 2d6 Attack: Intelligence vs Will temporary hitpoints. Hit: 2d6 + Intelligence modifier psychic Effect: The target takes a -2 penalty to damage, and the target grants combat Reflex defence (save ends). advantage to your allies until the start of Miss: Half damage and no temporary your next turn. hitpoints. Effect: The target takes a -1 penalty to Mist Pact: You gain temporary hitpoints attack rolls and all defences (save ends). equal to 2d6 + your Constitution modifier. Mist Pact: The penalty to attack rolls is equal to your Constitution modifier.

14 LEVEL 6 UTILITY SPELLS Level 7 Encounter Spells Level 10 Utility Spells Rise-Up Warlock (Mist) Binding Mists Warlock (Mist) Spirit Walk Warlock (Mist) Utility 6 Attack 7 Utility 10 You fall through space and arrive at your A thick fog wraps around your foe, pinning You become as mist, flowly through the air. destination facing the desired location. their limbs together. Encounter ♦ Arcane, Polymorph Encounter ♦ Arcane, Teleportation Encounter ♦ Arcane, Cold, Implement Minor Action Personal Move Action Personal Standard action Ranged 10 Effect: You assume a mist form until the Effect: You can teleport 5 squares. If you Target: One creature end of your turn. In this form you are were prone before, you arrive standing. Attack: Intelligence vs Fortitude insubstantial and gain phasing. In this Mist Pact: You teleport a number of Hit: 2d6 + Intelligence modifier cold form you can’t take standard actions. squares equal to 5 + your Constitution damage and the target is restrained (save modifier. ends). Aftereffect: The target is immobilized LEVEL 13 ENCOUNTER SPELLS (save ends). The Flesh is Weak Warlock (Mist) Fold the Land Warlock (Mist) Attack 13 Utility 6 The chill of the Mists leaves your enemy The Mists warp space around you, bringing Level 9 Daily Spells susceptible to frost. your enemy within striking distance. Encounter ♦ Arcane, Cold, Implement ♦ Death Knell Warlock (Mist) Daily Arcane, Teleportation Attack 9 Standard action Ranged 10 Minor Action Personal Your victim’s dying screams reverberate Target: One creature Effect: Until the end of your next turn you through the air. Attack: Constitution vs Will add your Constitution modifier to your Daily ♦ Arcane, Implement, Necrotic, Hit: 1d6 + Constitution modifier cold reach or increase the range of your Thunder damage, and the target gains vulnerable 5 powers by a number of squares equal to 3 Standard action Ranged 10 cold. If you have combat advantage + your Constitution modifier. Target: One creature against the target you also inflict ongoing Mist Pact: You gain threatening reach 2. Attack: Intelligence vs AC cold damage equal to your Intelligence Hit: 3d8 + Intelligence modifier necrotic modifier. damage. If this attack drops the target to Mist Pact: The target gains vulnerable 0 hit points or fewer make a secondary cold equal to 4 + your Intelligence attack. modifier. Secondary Target: Each creature adjacent to the primary target. Secondary Attack: Intelligence vs Reflex Hit: 1d6 + Intelligence modifier thunder damage.

15 Leech Life Warlock (Mist) Level 15 Daily Spells LEVEL 16 UTILITY SPELLS Attack 17 Mistnapped Warlock (Mist) Strobing Step Warlock (Mist) Your wounds heal as you draw vital energy Attack 15 Utility 16 A wall of mist rises from the ground, from your foes. Striding forward you suddenly teleport Encounter ♦ Arcane, Healing, obscuring vision. Those who enter may ahead then continue to move, only to Implement never leave... teleport again. Standard action Ranged 5 Daily ♦ Arcane, Conjuration, ♦ Daily Arcane, Teleportation Target: One creature Teleportation Minor Action Personal Standard action Area wall 8 within 5 Attack: Intelligence vs Fortitude Effect: You gain a +2 power bonus to Hit: 2d6 + Intelligence modifier damage, Effect: You conjure a wall of mist which speed. Until the end of your turn, for blocks line of sight and grants cover. The the target is weakened, and you can every 3 squares that you move you can spend a healing surge. wall lasts until the end of your next turn. teleport 1 square as part of the same Creatures that enter the wall exit it from Mist Pact: You regain additional hitpoints move action. After you teleport you can equal to your Constitution modifier. a random square. Their movement is resume normal movement. uninterrupted and they can re-enter the Mist Pact: You gain a power bonus to mist. speed equal to 1 + your Intelligence Level 19 Daily Spells Sustain Minor: The wall persists. modifier. Freeze Core Warlock (Mist) Attack 19 You become a wraithlike phantom and Weaken the Bond Warlock (Mist) EVEL NCOUNTER PELLS Attack 15 L 17 E S move through your enemies, freezing them Warlock (Mist) You cut-off the flow of necrotic energy to Writhing Mist from the inside. Attack 17 ♦ you foes, weakening them. The Mists wriggle and crawl around you, Daily Arcane, Cold, Polymorph ♦ Daily Arcane, Implement, Necrotic lashing out like ethereal tentacles. Standard action Personal Standard action Close Bust 10 Encounter ♦ Arcane, Cold, Implement Effect: You gain phasing until the end of Target: All undead in the burst Standard action Close burst 15 your turn. If you move through an Attack: Intelligence vs Will Target: Each creature in burst under your enemy’s square make an attack. Hit: 3d8 + Intelligence modifier necrotic curse. Attack: Intelligence +2 vs Reflex damage, and the target is stunned (save Attack: Intelligence vs Reflex Hit: 2d10 + Intelligence modifier cold ends). Hit: 3d6 + Intelligence modifier cold damage, and ongoing 10 cold damage Aftereffect: the target is weakened (save damage. (save ends). The first time an enemy fails ends). Mist Pact: The target treats the area of a save against this ongoing damage they Special: This attack ignores resistance to the burst as difficult terrain until the start are slowed (save ends both). necrotic damage. of your next turn. Special: You can attack a number of Miss: Half damage and the target is enemies equal to your Constitution weakened (save ends) and no aftereffect. modifier. You still need to move through their square.

16 Haze Warlock (Mist) Attack 19 LEVEL 22 UTILITY SPELLS Level 25 Daily Spells Cool tendrils of mist wrap around their Warlock (Mist) Remove Soul Warlock (Mist) Ethereal Seal Attack 25 head, covering their eyes and blocking their Utility 22 The Mists cut off the region from other You violently rip your enemy’s soul from vision. their body, leaving their body helpless on Daily ♦ Arcane, Cold, Implement worlds and planes. Daily ♦ Arcane, Zone the ground. Standard action Ranged 10 ♦ Standard action Area burst 25 Encounter Arcane, Psychic, Target: One creature Implement Attack: Intelligence vs Fortitude within 5 squares Effect: The burst creates a zone that stops Standard action Range 5 Hit: 4d6 + Intelligence modifier cold Target: One Creature damage, and target is blinded (save all teleportation. No one can teleport inside the zone, into the zone, or out of Attack: Intelligence vs Will ends). Hit: 3d8 + Intelligence modifier psychic Mist Pact: The target takes a -2 penalty the zone. Powers that only teleport are not damage. on saving throws against this power’s Effect: The target’s spirit leaves their body, effect. expended if used and no action is spent in the attempt. Powers where teleportation is but remains in the same square. The spirit a partial effect or side benefit are used is immune to all attacks and cannot take and occur normally aside from the blocked any standard actions. The target’s teleportation. material body drops prone and is helpless Fey or Mist Pact: You can teleport inside (save ends). the zone normally. You may also permit allied fey or mist pact warlocks to teleport normally as well.

LEVEL 23 ENCOUNTER SPELLS Soul Cleave Warlock (Mist) Attack 23 Your curse wrenches at their soul, attacking their mind and spirit. Encounter ♦ Arcane, Psychic, Implement Standard action Close blast 5 Target: Each creature in blast under your curse. Attack: Intelligence vs Will Hit: 2d10 + Intelligence modifier psychic damage, and the target is stunned.

17 LEVEL 27 ENCOUNTER SPELLS Level 29 Daily Spells Bond of Life Warlock (Mist) Absolute Zero Warlock (Mist) Attack 27 Attack 29 You bind your lifeforce to that of your You pull all the heat out of the target and enemy’s. dissipate it amongst the surrounding area Encounter ♦ Arcane, Healing, Daily ♦ Arcane, Cold, Fire, Implement Implement Standard action Ranged 10 Standard action Ranged 10 Target: One creature Target: One creature Attack: Intelligence vs Fortitude Attack: Intelligence vs Will Hit: 5d12 + Intelligence modifier cold Hit: 2d8 + Intelligence modifier damage, damage, and the target gains vulnerable 5 and the target takes ongoing 15 damage fire. If the target is reduced to 0 hit points (save ends). or fewer make a secondary attack Effect: You gain regeneration 15 until the Secondary Target: Each creature start of your turn after the target saves or adjacent to the primary target. reaches 0 hit points or fewer. Secondary Attack: Intelligence vs Reflex Mist Pact: Your regeneration lasts until the Hit: 1d12 + Intelligence modifier fire end of your turn after the target saves or damage. reaches 0 hit points or fewer. Mist Pact: If the primary target is bloodied or reduced to 0 hit points or fewer make a secondary attack.

18 Paragon Paths White: You gain a +2 bonus on all Magic for Blood Arcanist Dungeoneering skill checks. Utility 12 Your power grants you false vitality. Arcanist Black: You gain a +2 bonus on all “Yes, I have studied the black arts, but it Daily ♦ Arcane Religion skill checks. Minor action Personal had to be done! Sometimes one must Ethereal Step (16th level): When fight fire with fire and my soul is a small Effect: You expend one encounter power you spend an action point to take an and regain a number of healing surges price to pay.” extra action you can teleport 4 squares equal to 1 + your Constitution modifier. as a free action. This can be done before If not used, these healing surges vanish Prerequisite: Wizard class. Must or after the extra action. at the end of the encounter or after 5 have failed a Dark Powers check to be a minutes. black arcanist. ARCANIST SPELLS You regain the encounter power normally. You have thrown yourself into the study Rebuke Arcanist Attack 11 Touched by Darkness Arcanist of black magic and the darkest of spells. Undead cower before a necromantic master. Some succumb to the temptations of Attack 20 Encounter ♦ Arcane, Radiant Unholy forces erupt from you as your lower these evil arcane abilities while some Standard Action Close blast 2 your defences and let them break free. walk a fine balance, struggling to stay in Target: All undead in the blast Daily ♦ Arcane, Radiant or Necrotic the light. Attack: Intelligence vs Will Standard action Close burst 4 Hit: Target is pushed 3 squares and cannot Target: All creatures in the burst attack you (save ends). ARCANIST PATH FEATURES Attack: Intelligence vs Reflex Arcane Knowledge (11th level): White Arcanist: 3d8 + Intelligence Hit: 4d8 + Intelligence modifier damage of modifier radiant damage. You can spend an action point to add a a particular damage type: radiant or Black Arcanist: Make a second attack secondary damage type to all your spells necrotic determined by the light or dark against a number or targets equal to your path feature. instead of taking an additional action. Intelligence modifier. White Archanist: The targets are The spells all gain the relevant keyword. Secondary attack: Intelligence vs knocked prone and suffer 5 ongoing White: Your spells deal radiant Will. radiant damage (save ends). damage. Hit: Target is dominated until the end Black Arcanist: The target is stunned Black: Your spells deal necrotic of your next turn. (save ends with a -2). damage. Miss: Half damage. Light or Dark (11th level): All arcanists are either White Arcanists or Black Arcanists, you choose which path you will follow. Good wizards leaning to White while unaligned wizards often choose Black.

19 Avenger AVENGER EXPLOITS “I will fight to my dying breath to ensure Avenging Strike Avenger what happened to me will not happen to Attack 11 anyone else!” Hatred fuels your strike . Encounter ♦ Martial, Weapon Prerequisite: Fighter class Immediate reaction Melee weapon Trigger: An ally is hit by an adjacent enemy. You have dedicated your life to righting a Target: One creature wrong and preventing anyone else from Attack: Strength vs AC suffering a fate similar to your own. Hit: 2[W] + Strength modifier damage. While partially motivated by revenge, Special: If the target is your wronged type you are driven and relentless, the attack deals an extra 10 damage. subservient to a cause larger than Never Say Die Avenger yourself and unwilling to relent. Utility 12 You ignore all they throw at you refusing to stop. AVENGER PATH FEATURES Daily ♦ Martial Formidable (11th level): When Standard action Personal you spend an action point to take an Effect: You gain Resist 10 to all damage extra action, you also gain a +1 power until the end of your next turn. bonus to all defences until the end of your next turn. Slighted Avenger Wronged (11th level): Choose one Attack 20 It will take more than they think to keep of the following types: animate, beast, you down. humanoid, or magical beast. Once per Daily ♦ Martial, Weapon encounter when facing a foe of that type Standard action Melee weapon you gain a bonus to attack rolls equal to Target: One creature of wronged type your Wisdom modifier +1 (minimum +2) Attack: Strength vs Reflex until the start of your next turn as a free Hit: 5[W] + Strength modifier damage. action. Effect: You regain your second wind if you Unwavering (16th level): You have already used it this encounter. gain two extra healing surges. Whenever you use a healing surge add one-half your level as extra hitpoints healed.

20 Knight of the Shadows Master of Defence (16th level): Circling Steel Knight of the You grant adjacent allies a +2 shield Shadows Attack 20 “I do what I can but I know I cannot Your weapon cuts an arc through the air, bonus to AC and Reflex defence. save everyone. That is the hardest part drawing ire towards you. of my burden.” Daily ♦ Divine, Weapon KNIGHT OF THE SHADOWS PRAYERS Standard action Close burst 1 Prerequisite: divine challenge class Target: Each enemy in the burst you can feature, heavy armour proficiency Crashing Charge Knight of the see Shadows Attack 11 Attack: Strength vs AC With a powerful blow you crash into an Hit: 4[W] + Strength modifier damage. opponent driving them to their knees. Effect: The target is marked until the start You are a champion of light, a beacon in Encounter ♦ Divine, Weapon of your next turn. the night that shines for the common Standard action Melee weapon folk. You have dedicated yourself to the Target: You or one ally protection of others but know that to do Attack: Strength vs AC so you must remain in the darkness, Special: You must charge as part of this shunning glory and just rewards. Many attack. belong to the Circle, a knightly order Hit: 3[W] + Strength damage and the target is knocked prone and stunned operating out of the Shadowlands. (save ends).

KNIGHT OF THE SHADOWS PATH FEATURES Shadow Charge Knight of the Master of Shadows (11th level): Shadows Utility 12 You become trained in the Stealth skill. If You move through darkness to strike. you are already trained in this skill you Encounter ♦ Divine receive a +2 power bonus to Stealth Move action Personal checks. Effect: You teleport 4 squares. Special: Until the end of your next turn, if Master of Steel (11th level): You you charge you deal an additional 10 ignore the speed penalty for heavy damage. armours. Man of the People (11th level): When an enemy moves adjacent to a non-combative NPC or NPC ally, you spend an action point to gain to move half your speed towards the enemy and make a basic attack on the enemy.

21 Mistwalker MISTWALKER SPELLS Sacraficial Lamb Mistwalker Attack 20 “The dark, shadowy places of the world You become unseen and replace yourself are where I stride.” Between Footsteps Mistwalker Attack 11 with a mist copy that charges heedlessly You vanishing from sight in a surge of mist. forward then erripts in a violent explosion. ♦ Prerequisite: Warlock class, mist Encounter ♦ Arcane, Implement Daily Arcane, Cold pact Standard action Close blast 3 Standard action Personal Target: All enemy in blast Effect: You become invisible until the end As a mistwalker, you take advantage of Attack: Intelligence vs AC of your turn and create a duplicate of the Mist's ability to bend time and space. Hit: 2d6+ Intelligence modifier psycic yourself in your square. You can move the duplicate 6 squares as Similar to the Vistani ability to navigate damage, and you are invisible, and you a minor action. If it is hit by an attack it through the Mists, you are able to move are invisible to the target until the end of your next turn. explodes, make an attack against the target. freely between lands. Target: Each enemy adjacent to the duplicate. Step Backwards Mistwalker MISTWALKER PATH FEATURES Utility 12 Attack: Intelligence +4 vs AC Mistlead Step (11th level): As a Unhappy with events, you step backwards Hit: 3d8 + Intelligence modifier cold move action, you can expend your through time and try things differently. damage Mistshroud aura pact boon and an spend Daily ♦ Arcane an action point to teleport a number of Immediate Reaction Personal squares equal to the value of your aura Trigger: A creature ends their turn + your Constitution modifier. Effect: You force the triggering creature to repeat their turn. You or your allies can Unseeing Eyes (11th level): You choose to change their actions during that gain blindsight equal to the value of your turn. Enemies cannot choose to change Mistshoud aura. their action unless their previous actions Groundfog (16th level): You can are now impossible, but they can react to make your Mistshroud aura stationary as new actions. a minor action. It becomes a zone and If actions are changed all dice are re- does not move with you and does not rolled. If no actions are changed then no increase in size if cursed enemies are dice are re-rolled and the turn occurs as it killed. had previously. Navigation (16th level): You can navigate through the Mists of Ravenloft, and travel between lands you have previously been.

22 Monster Hunter MONSTER HUNTER EXPLOITS Favoured Foe Monster Hunter Attack 20 “It is my chosen prey: I have read You know how to hurt them the most. libraries dedicated to their abilities and Precision Strike Monster Hunter ♦ Attack 11 Daily Martial the hunt. I am a master of their death.” Through experience you know where to hit. Standard action Melee or Encounter ♦ Martial, Weapon Ranged weapon Prerequisite: Martial power source, Standard action Melee or Target: One creature training in one knowledge skill Ranged weapon Attack: Strength vs AC (melee) or Dexterity Target: One creature vs AC (ranged) A single foe haunts you, driving you to Attack: Strength vs AC (melee) or Hit: 4[W] + Strength modifier (melee) or4[W] + Dexterity modifier (ranged). focus on this single threat above all Dexterity vs AC (ranged) Hit: 2[W] + Strength (melee) or 2[W] + Miss: Half damage. others. While skilled in the hunt, you are Special: If the target is of your enmity a master when it comes to this threat. Dexterity (ranged). Special: If the target is of your enmity origin you deal an extra 1[W] damage. If

origin the attack ignores resistance and the target has your hunted keyword you MONSTER HUNTER FEATURES the target cannot regenerate on its next deal an extra 1[W] damage. This bonus Enmity (11th level): Choose one of turn. damage stacks if both apply. the following origins: aberrant, elemental, fey, immortal, natural, or Familiar Resistance Monster Hunter shadow. When you use an action point to Utility 12 take a second action and face a creature You know how to avoid the worst. ♦ of this origin, roll your attack twice and Daily Martial Immediate Reaction Personal use the higher result. Trigger: You suffer an effect that a saving Knowledgeable (11th level): You throw will end. gain a +2 bonus to Perception, Insight Effect: You make an immediate saving and Monster Knowledge skill checks throw with a +5 power bonus. against your enmity origin. Special: If the triggering effect was Hunted (16th level): Choose one inflicted by a creature of your enmity of the following keywords: angel, origin, you gain a +2 power bonus to all aquatic, construct, demon, devil, ooze, defences until the end your next turn. plant, spider, shapechanger, or undead. You deal extra damage equal to your level plus your Intelligence modifier against creatures of the chosen type.

23 PISTOLEER EXPLOITS Double Charge Pistoleer Attack 20 “I love the smell of gunpowder in the You add extra powder to your weapon and hope the explosion doesn’t damage the evening.” Scattershot Pistoleer Attack 11 You fill the barrel with numerous small weapon. Daily ♦ Fire, Martial, Weapon Prerequisites: Striker role, proficiency pellets. ♦ Standard action Close Blast 3 in firearms Encounter Martial, Weapon Standard action Close Blast 3 Requirement: You must be wielding a Requirement: You must be wielding a firearm The master of firearms, you excel at firearm. Target: Each enemy in the blast you can ranged combat with the explosive Target: Each enemy in the blast you can see. weaponry. see. Attack: Dexterity vs Reflex Attack: Dexterity vs AC Hit: 3d8 + Dexterity modifier fire damage. Secondary Target: One creature within PISTOLEER FEATURES Hit: 3[W] + Dexterity modifier and the target is deafened (save ends). 10 squares. Quick Reload (11th level): You Secondary Attack: Dexterity vs AC can reload firearms as a minor action. Hit: 2[W] + Dexterity modifier damage. Snap Shot (11th level): When you Ricochet Pistoleer Utility 12 spend an action point to gain an extra Careful aim allows you to bank your shot off action you can reload firearms as part of the protective cover. the attack until the start of your next Encounter ♦ Martial, Weapon turn. Minor action Personal Requirement: You must be wielding a Specialized (11th level): Chose firearm. Effect: You ignore an enemy’s cover until one of the below features. the start of your next turn. : You can load two held guns with the same action. Sniper: You do not suffer the penalty to attack roles when prone and using a ranged weapon, and gain a +2 bonus to attack rolls when prone and using a firearm. Deadeye Shot (16th level): You critical with firearms on a 19 or 20.

24 Spirit Taker SPIRIT TAKER SPELLS Circling Spirits Spirit Taker Attack 20 “Your soul now belongs to me. Perhaps I The souls of the dead spiral around in your will release it, letting you venture to Spiritual Backlash Spirit Taker Attack 11 aura, striking those . whatever afterlife awaits you. Or not.” ♦ With a wave of your hand you knock your Daily Arcane, Cold, Implement, enemies backwards. Necrotic Prerequisite: Warlock class, mist Encounter ♦ Arcane, Cold, Implement Standard action Close burst pact Standard action Close burst 2 equal to aura Target: All enemies in burst Requirement: Your Mistshroud aura pact Spirit Takers use the forces of the Mists Attack: Intelligence vs AC boon must be in effect. Target: All enemies in Mistshroud aura to seperate the souls of the dead and Hit: 2d6 + Intelligence modifier damage and target is knocked prone. Attack: Intelligence vs Reflex dying and use them for their own Hit: 1d8 per level of the aura + Intelligence purposes. Effect: Target is pushed 1 square. Special: The Mistshroud aura pact boon modifier cold and necrotic damage. can be expended prior to this attack as a Special: Your Mistshroud aura is expended SPIRIT TAKER PATH FEATURES free action. This grants a +2 power bonus after this attack and cannot be regained Greater Shroud (11th level): Your to attack rolls and increases the attack to until after a rest. Mistshroud aura pact boon starts at a burst 3. value of 1. Take Soul (11th level): When you Chill Shroud Spirit Taker reduce an enemy to 0 hitpoints or less Utility 12 with a critical hit, you gain an action The mists around you cool as ice crystals from in the air. point. The action points must be spent Encounter ♦ Arcane, Cold before the end of your turn. Minor action Personal Consume Souls (16th level): You Effect: Enemies that start their turn in your can expend your Mistshroud aura to gain Mistshroud aura take cold damage equal a bonus to damage equal to the value of to your Intelligence modifier and are the aura until the end of your turn. slowed (save ends). Sustain Minor: The effect persists.

25 FeatsFeats

Heroic Tier Feats Big-Boned (Caliban) Dauntless (Caliban) Prerequisite: Caliban, must be Prerequisite: Caliban, Unstoppable Allied Aura taken at 1st-level, Benefit: When you use your Prerequisite: Int 15, warlock, mist Benefit: You are able to use relentless rage power you can make an pact weapons one size larger than you as if immediate saving throw against an Benefit: Your allies can seen normally in they were your size. ongoing condition or effect. your Mistshroud aura . Cautious (Giomorgo) Belenus’ Light (Divine) Ezra’s Shield (Divine) Prerequisite: Giomorgo Prerequisite: Channel Divinity class Prerequisite: Channel Divinity class Benefit: You grant allies within 10 feature, must worship Belenus. feature, must worship Ezra. squares of you a +1 racial bonus to Benefit: You can evoke the power of Benefit: You can evoke the power of Perception and Initiative checks. your deity to use Belenus’ light. your deity to use Ezra’s shield. Channel Divinity: Feat Chilling Aura Power Belenus’ Light Prerequisite: Int 13, warlock, mist Channel Divinity: Ezra’s Feat Power A heavenly light guides your blows. pact Shield Encounter ♦ Divine Benefit: Your Mistshroud aura is From the Mists, Ezra moves to save you. Minor action Personal ♦ considered difficult terrain for enemies Encounter Divine Effect: Until the end of your next turn, you Minor action Ranged 5 vulnerable to cold. gain a +2 power bonus to attack rolls Target: You or one ally against shadow or fey origin creatures. Cold One Effect: The target gains a +2 power bonus Special: You must take the Belenus’ Light to one defence until the start of your next Prerequisite: Cha 13, you have feat to use this power. turn. The defence is chosen when the been reduced to 0 or fewer hitpoints by power is used. an undead. Special: You must take the Ezra’s Shield Benefit: At the start of combat you feat to use this power. gain concealment from enemies with the undead keyword until you make an attack. This counts as total concealment for the Stealth skill.

26 Hala’s Weave (Divine) Knife Fighter (Giomorgo) Morninglord’s Mercy Prerequisite: Channel Divinity class Prerequisite: Giomorgo (Divine) feature, must worship Hala. Benefit: You gain proficiency with Benefit: You can evoke the power of simple light blades and a +2 feat bonus Prerequisite: Channel Divinity class your deity to use Hala’s weave. to all damage rolls. feature, must worship the Morninglord. Benefit: You can evoke the power of Channel Divinity: Hala’s Feat Loner (Caliban) your deity to use the Morninglord’s Power mercy. Weave Prerequisite: Caliban Uniting the divine and arcane, the Weave Benefit: You gain a +1 feat bonus to Feat binds all magic together. melee attack rolls against a target when Channel Divinity: ♦ Power Encounter Divine you have no other allies adjacent to the Morninglord’s Mercy Minor action Personal The Morninglord offers you his mercy. target. Effect: Until the end of your turn, you may Encounter ♦ Divine, Healing substitute the damage type of your Mental Fortitude Immediate Reaction Close burst 5 powers from radiant to fire or cold Trigger: An enemy scores by a critical hit Prerequisite: Wis 13 damage. This also changes relevant on an ally keywords. Benefit: Your maximum Sanity is Target: One ally in range Special: You must take the Hala’s Weave increased by 3. Effect: You spend a healing surge but feat to use this power. For rules on Madness and Sanity, see regain no hitpoints. The ally regains JESTER’S 4E RULES PAMPHLET. hitpoints as if they had spent a healing Improvisational Fighter surge. Prerequisite: Str 13 Monstrous Resilience Special: You must take the Morninglord’s Benefit: You gain a +1 proficiency (Caliban) Mercy feat to use this power. bonus when fighting with improvised Prerequisite: Caliban, man or melee weapons and a +1 feat bonus to monster racial power all damage rolls. Benefit: When using your second Jaded wind, you can substitute resistance in Prerequisite: Wis 13 place of defence or regeneration. Benefit: You gain a +2 feat bonus to You gain Resist 5 + one-half your your Will defence against fear and horror level until the end of the encounter. checks. The specific damage resisted is For rules on Fear and Horror, see chosen when this feat is gained and JESTER’S 4E RULES PAMPHLET. cannot be altered once selected. Choices are: acid, cold, fire, lightning, poison, or thunder.

27 Psychiatry Second Sight Wrath of the Lawgiver Prerequisite: Int 13, Trained in the Prerequisite: Wis 13 (Divine) Heal skill. Benefit: You gain a +2 feat bonus to Prerequisite: Channel Divinity class Benefit: You can use the Heal skill Perception checks against invisible feature, must worship the Lawgiver. to treat mental illness. You can treat creatures or those with the insubstantial Benefit: You can evoke the power of madness like a disease allowing an ally keyword. your deity to use the Lawgiver’s wrath. to recover from the final state of You also gain a +2 feat bonus to madness. You can also aid in the damage against creatures with the Channel Divinity: Feat recovery of Sanity. insubstantial keyword. This damage is Lawgiver’s Wrath Power You also receive a +1 feat bonus to not halved. The Lawgiver grants you the power to strike Heal and Insight checks. at the unbelievers. For rules on Madness and Sanity, see Sixth Sense Encounter ♦ Divine, Healing, Weapon JESTER’S 4E RULES PAMPHLET. Prerequisite: Wis 13 Immediate Reaction Personal Benefit: You gain a pool of points that Trigger: You are bloodied by an enemy’s Redheaded (Human) can be used to add a feat bonus to any attack. Prerequisite: Human, must be attack roll, saving throw, or skill check. Effect: You can make an immediate basic taken at 1st-level The points refresh each day. Use of attack against the enemy that bloodied Benefit: You have innate magical the bonus must be declared in advance, you. If your attack hits and deals damage, talent. Pick one cantrip from the wizard before the roll is made. Not all points add your Wisdom modifier as extra class features. You can use this as an at- have to be used on a single roll but only damage. Special: You must take the Lawgiver’s will power. one roll can be modified each encounter. Wrath feat to use this power Two points are gained at the Heroic Reincarnated tier. Two additional points are gained at Unstoppable (Caliban) Prerequisite: Must be taken at 1st- the Paragon and Epic tiers. Prerequisite: Caliban, relentless level. rage racial power Benefit: +2 feat bonus to History Tenacious Soul Benefit: When you use your skill checks. Prerequisite: Con 15 relentless rage power you gain You also gain a +1 feat bonus to all Benefit: You can fail an additional temporary hitpoints equal to 4 + your un-trained knowledge checks (but not death saving throw before dying. Constitution modifier. monster lore checks) You also gain a +1 feat bonus on At 11th level the temporary hitpoints death saving throws. increase to 8 + your Constitution modifier. At 21st level it increases to 12 + your Constitution modifier.

28 Unrestrained Fury (Caliban) Paragon Tier Feats dealing damage with miss, you deal Prerequisite: Caliban, relentless damage to your original target equal to rage racial power Improvisational Master your Dexterity modifier. Benefit: When you use your Prerequisite: Str 15, This damage receives no modifiers or relentless rage power you gain a +1 feat Improvisational Fighter bonuses that would normally be given to bonus to attack rolls. Benefit: Treat improvised weapons weapon damage. as if they were one size large for Tribal Fighter (Giomorgo) Vendetta (Giomorgo) damage. Prerequisite: Giomorgo, curse of You also gain a +1 feat bonus to Prerequisite: 11th level, Giomorgo the blood racial power attack and damage rolls with improvised Benefit: You gain +1 to attack rolls Benefit: When you use your curse weapons. and +2 to damage rolls when there is of the blood power you gain a +2 feat another giomorgo within 2 squares. bonus to damage rolls against the target. Leech Strength At 11th level, this bonus increases to Prerequisite: 11th level, Int 17, +3. At 21st level it increases to +4. warlock, mist pact Benefit: When using your second Mixed Blood (Giomorgo) wind, you can expend your Mistshroud Prerequisite: Giomorgo aura as a free action and regain Benefit: Your Vistana parent was additional hitpoints equal to twice the from multiple tribes or you are the child aura's value. of two giomorgo. You pick a second skill for your tribal heritage power. Relentless (Caliban) You also receive a +2 racial bonus to Prerequisite: 11th level, Caliban, saving throws against Charm effects. Unstoppable Benefit: When gain a +1 feat bonus to your Fortitude and Reflex defence. Thousand Cuts (Giomorgo) Prerequisite: 11th level, Giomorgo, Knife Fighter Benefit: If you miss with a dagger during a melee attack and are not

29 EquipmentEquipment

The Ravenloft Campaign Setting is set in dependant on the domain’s level of WEAPON GROUP a world more advanced than standard culture. A new weapon group is found in the fantasy worlds. There are weapons and In more advanced domains, heavier Land of the Mists. For more information equipment found in the Land of the Mists weaponry and armour is less common. on this and classes that can use the unlike common equipment. The armies of the Western Core are weapon group, refer to Chapter 5: typically only clad in cloth or leather Lifestyle. armours, and favour light blades or WEAPONS Firearm: Firearms are ranged firearms. Meanwhile, the Eastern Core is Most common weapons can be projectile weapons that fire pebbles or more chivalric and bulkier armours and purchased in the Land of the Mists, small metal balls. heavy blades are still in vogue.

MELEE Simple Melee Weapons One-Handed Weapon Prof. Damage Range Pric Weight Group Properties e Bayonet +2 1d4 – 4 gp 2 lb. Spear Versatile Cane +2 1d6 – 4 gp 2 lb. Mace Off-hand, versatile Military Melee Weapons One-Handed Weapon Prof. Damage Range Pric Weight Group Properties e Sword-Cane +3 1d6 – 15 gp 2 lb. Light blade High crit

30 Improvised Melee Weapons One-Handed Weapon Prof. Damage Range Pric Weight Group Properties e Cleaver n/a 1d4 – – 2 lb. Axe – Bottle n/a 1d4 5/10 – 2 lb. Club – Bottle, n/a 1d4 – – 1 lb. Light blade – broken Hammer n/a 1d6 – – 4 lb. Hammer – Hatchet n/a 1d4 – – 3 lb. Axe – Two-Handed Weapon Prof. Damage Range Pric Weight Group Properties e Hoe n/a 1d8 – – 4 lb. Club, polearm – Pitchfork n/a 1d8 – – 4 lb. Spear – Scythe n/a 1d6 – – 6 lb. Heavy blade, High crit polearm Shovel n/a 1d8 – – 4 lb. Club. polearm – Wood Axe n/a 1d6 – – 5 lb. Axe Small

RANGED Military Ranged Weapons One-Handed Weapon Prof. Damage Range Pric Weight Group Properties e Pistol +1 1d8 10/20 30 gp 2 lb. Firearm Load 2 minors Pistol, +1 1d6 6/12 35 gp 1 lb. Firearm Load 2 minor Pocket Two-Handed Weapon Prof. Damage Range Pric Weight Group Properties e Blunderbuss +1 1d12 20/40 45 gp 5 lb. Firearm Load 2 minors, high crit +1 1d10 15/30 40 gp 4 lb. Firearm Load 2 minors, small, high crit

31 Superior Ranged Weapons One-Handed Weapon Prof. Damage Range Pric Weight Group Properties e Parthian, +3 1d6 – 65 gp. 4 lb. Lightblade Blade Parthian, +0 1d6 5/10 65 gp. 4 lb. Firearm Load 2 minors pistol

♦ WEAPON DESCRIPTIONS Other Materials On the roll of a natural “1” a bronze Below are some notes regarding the new In addition to silver, adventurers may weapon dulls and must be repaired. weaponry described above. wish to make of coat their weapons in a All attack rolls with the damaged Bayonet: A simple, short blade variety of other metals. Alternatively, weapon suffer a -1 penalty until the attached to a firearm. It allows a firearm some domains are less advanced, when next rest. ♦ to function as a spear in melee. steel weapons were rarer. Bronze weapons are one-half Blunderbuss: A large regular price. weapon with a wide conical barrel. BONE Carbine: A short-barreled rifle, Weaponry carved from large animal COLD IRON slightly too unwieldy to use one-handed. bones or ivory. Cold iron is a poetic name for standard Parthian: A blade, similar to a rapier ♦ Bone weaponry suffers a -2 penalty iron. It is pure iron and not alloyed with or short sword, with a pistol built into the to damage rolls. other metals. Typically, it is forged at a low heat and requires much physical hilt. The wielder chooses which to attack ♦ On the roll of a natural “1” a bone with each turn. (If the blade is upgraded strength. weapon cracks and must be ♦ to a rapier increase the damage to 1d8, repaired. All attack rolls with the Cold Iron weaponry suffers a -1 but a separate feat is required to use the damaged weapon suffer a -2 penalty to damage rolls. rapier). penalty until the next rest. GOLD Pistols: A small, one-handed ♦ Bone weapons are one-quarter Weaponry carved from solid gold. The firearm. They were often used by women regular price. metal is heavy and soft, making its use or in duels, and many were built to be awkward. concealed. BRONZE ♦ Gold weaponry suffers a -2 penalty Sword Cane: A short blade Weaponry forged from bronze, an alloy of copper and tin. While useful, it is not to damage rolls. concealed in a walking stick, which is ♦ designed to be wielded in the other as hard as iron. On the roll of a natural “1” a gold hand. ♦ Bronze weaponry suffers a -1 weapon dulls and must be repaired. penalty to damage rolls. All attack rolls with the damaged

32 weapon suffer a -1 penalty until the Book, Knowledge: A printed book Item Price Weight next rest. of information and facts. Ammunition This grants a +2 Item bonus to skill Black powder, keg (400) 35 gp 40 lb. STONE checks for a single knowledge skill Black powder, flask (20) 2 gp 2 lb. Weaponry carved from flint or other Bullets (20) 1 gp 2 lb. (chosen at the time of purchase). This Artisan Tools stone. does not apply for monster knowledge ♦ Stone weaponry suffers a -1 Book, Blank 10 gp 1 lb. checks. Book, Knowledge 30 gp 1 lb. penalty to damage rolls. Book, Lore: A printed book of myths Book, Lore 40 gp 1 lb. ♦ On the roll of a natural “1” a stone and legends. Book, Printed 15 gp 1 lb. weapon cracks and must be This grants a +2 Item bonus to skill Compass 15 gp – Clockwork repaired. All attack rolls with the checks for a single knowledge skill damaged weapon suffer a -2 Grandfather Clock 350 gp 75 lb. (chosen at the time of purchase). This Pocket Watch 400 gp – penalty until the next rest. does not apply for general knowledge Healing Kit 15 gp 2 b. ♦ Stone weapons are one-quarter checks. Magnifying Glass 10 gp 1 lb. regular price. Book, Printed: A generic printed book. Often a novel or holy book. Compass: A magnetized needle in a ADVENTURING GEAR sealed container, this device always With the advanced wonders of the Land points north. of the Mists, adventurers have even This grants a +2 Item bonus to skill more available gear. checks related to navigation. Ammunition: Bullets are small lead Clockwork: A mechanical device, or stone balls are used in firearms. typically powered by springs. They can Bullets themselves come in a tube or accurately tell time if properly box. Each bullet must be preceded by maintained. black powder. Healing Kit: This kit contained If the black powder is exposed to medical supplies and grants a +2 Item flame it ignites. If correctly positioned bonus to stabilize the dying. Alternate this can cause an explosion, which can kits can be purchased that come cause damage (see the Difficulty Class equipped to treat disease. and Damage by Level table in the Magnifying Glass: This convex Dungeon Master’s Guide). allows small objects to be closely Book, Blank: A bound book, ready observed. It grants a +2 bonus to for writing. This cannot be used for Perception checks when searching or rituals. examining objects or places.

33 Magic Items WEAPONS Heartseeker Spear Level 9+ A lengthy stake, this weapon aims itself Objects imbued with arcane power are Ba’al Verzi Level 9+ directly at the heart of the undead. rare in the Mists, often carrying a price Legend says this grim dagger cannot be Lvl 9 +2 4,200 gp Lvl 19 +4 105,000 gp for their use. Many were not deliberately sheathed until it has tasted blood. Lvl 14 +3 21,000 gp Lvl 24 +5 525,000 gp made, but are magical accidents with Lvl 9 +2 4,200 gp Lvl 19 +4 105,000 gp Weapon: Spear Lvl 14 +3 21,000 gp Lvl 24 +5 525,000 gp dark histories. Enhancement: Attack rolls and damage Weapon: Light Blade rolls Enhancement: Attack rolls and damage ARMOURS Critical: +1d6 radiant damage per plus, or rolls +1d8 per plus against undead Musketeer's Armour Level 3+ Critical: +1d6 damage per plus, or +1d8 Power (Daily): Free Action. Use this power This light, studded armour is favoured by per plus if you have combat advantage when you hit an undead with this weapon. duilists and . Power (Daily): Minor Action. You can The target is knocked prone and Lvl 3 +1 680 gp Lvl 13 +3 17,000 gp make an immediate Stealth check as if immobilized (save ends). If the target is a Lvl 8 +2 3,400 gp Lvl 18 +4 85,000 gp you had total concealment. This lasts until vampire they take a penalty to saving Armour: Leather, Hide the end of your next turn. Enhancement: AC throws against the effect equal to the plus Property: Resist 5 against ranged weapon of the weapon. Level 3+ attacks. Fey-forged Level 13 or 18: Resist 10 against ranged Forged as a weapon against creatures from Limitless Ammunition Level 4+ weapon attacks. Faerie, it is the bane of the Fair Folk. This firarm loads faster than you can shoot. Lvl 3 +1 680 gp Lvl 13 +3 17,000 gp Lvl 4 +1 840 gp Lvl 14 +3 21,000 gp Lvl 8 +2 3,400 gp Lvl 18 +4 85,000 gp Lvl 9 +2 4,200 gp Lvl 19 +4 105,000 gp Talon Armour Level 2+ Weapon: Any Weapon: Any ranged Decorated with deadly winged-animals, this Enhancement: Attack rolls and damage Enhancement: Attack rolls and damage dark plate is worn by Falkovnian Talon rolls rolls soldiers. Critical: +1d8 damage per plus, or +1d10 Critical: +1d6 damage per plus Lvl 2 +1 520 gp Lvl 12 +3 13,000 gp damage per plus against fey Property: This weapon never needs to be Lvl 7 +2 2,600 gp Lvl 17 +4 65,000 gp Power (Daily): Minor Action. Until the end reloaded. Armour: Plate of your turn, your next attack with this Enhancement: AC Power (Daily): Minor Action. Until the start weapon against a fey creature gains a +2 of your next turn, attacks with this Property: Gain an Item bonus to Intimidate power bonus to the attack roll. If the checks equal to the armour’s weapon ignore an amount of resistance target has regeneration, this does not equal to twice the weapon's enhancement enhancement bonus. function on its next turn. Power (Daily): Minor Action. Until the end bonus. The resistance ignore is chosen of your next turn, this armour has no when this power is activated. speed or skill check penalties.

34 Rapidfire Level 2+ IMPLEMENTS ARM SLOT ITEMS This firarm loads faster than you can shoot. Lvl 2 +1 520 gp Lvl 12 +3 13,000 gp Icon of the Eternal Order Level 4+ Talon Bracers Level 4+ Lvl 7 +2 1,800 gp Lvl 17 +4 65,000 gp Enchanted by the minions of Azalin Rex, this These Falkovnian braces cannot be removed Weapon: Any firearm bears symbols of death. once they are put on. Enhancement: Attack rolls and damage Lvl 4 +1 840 gp Lvl 14 +3 21,000 gp Lvl 4 840 gp Lvl 24 525,000 gp rolls Lvl 9 +2 4,200 gp Lvl 19 +4 105,000 gp Lvl 14 21,000 gp Critical: +1d6 damage per plus Impliment (Holy Symbol) Item Slot: Arms Property: Reloading this weapon is a free Enhancement: Attack rolls and damage Power (Daily): Immediate Interrupt. Use action. rolls this power when you are hit by an area or Critical: +1d6 necrotic damage per plus close attack, Reduce the damage dealt by Viperbite Level 5+ Power (DailyHealing): Immediate 5. Reaction. You can use this power when A thin envenomed blade, this weapon Level 14: Reduce damage by 10. you or one of your allies within 5 squares pierces flesh like the fangs of a serpent. Level 24: reduce damage by 15. Lvl 5 +1 1,000 gp Lvl 15 +3 25,000 gp is hit by a critical hit. You or the ally can Lvl 10 +2 5,000 gp Lvl 20 +4 125,000 gp spend a healing surge. Weapon: Light Blade NECK SLOT ITEMS Enhancement: Attack rolls and damage Orb of Augmentation Level 3+ Amulet of the Beast, Level 10+ rolls Sealed within the smoked-glass is the Ivory Critical: +3 ongoing poison damager per preserved brain of a spellcaster. This cursed amulet allows one to transform plus (save ends) Lvl 3 +1 680 gp Lvl 13 +3 17,000 gp into a feral beast. Lvl 8 +2 3,400 gp Lvl 18 +4 85,000 gp Power (At-WillPoison): Free Action. All Lvl 10 +2 5,000 gp Lvl 20 +4 125,000 gp damage dealt by this weapon is poison Impliment (Orb) Lvl 15 +3 25,000 gp Lvl 25 +5 625,000 gp damage. Another free action returns the Enhancement: Attack rolls and damage Item Slot: Neck damage to normal rolls Enhancement: Fortitude, Reflex, and Will Power (DailyPoison): Free Action. Use Critical: +1d6 per plus Power (DailyPolymorph): Minor Action. this power when you hit with the weapon. Property: Gain an Item bonus to Arcana Until the end of your next turn you change The target takes an extra 1d6 poison checks equal to the item's enhancement shape into a humanoid anima, similar to a damage and 5 ongoing poison damage bonus. lycanthrope. Gain resist 5 to all damage (save ends). Power (Daily): Minor Action. You can except silver weapons and a +2 Item Level 15 or 20: 2d6 poison damage and swap out a prepared spell for a different bonus to speed. ongoing 10 poison damage. spell in your spellbook. The new spell Level 15 or 20: Resist 10 to all damage must be of equal or lower level. except silver weapons Level 25: Resist 15 to all damage except silver weapons

35 Amulet of the Beast, Level 5+ Cajar Talisman, Level 10+ Soul Searcher Level 21+ Silver Moonstone Jewellery Medallion This allows a cursed individual to function Sought after by arcane casters, this Vistani This smokey glove is suspended on a fine, normally. item is rumour to wax and wane in power silver chain This medallion is rumoured to Lvl 5 +1 1,000 gp Lvl 15 +3 25,000 gp with the moon. be able to bend the laws of the land and Lvl 10 +2 5,000 gp Lvl 20 +4 125,000 gp Lvl 10 +2 5,000 gp Lvl 20 +4 125,000 gp reveal the true nature of people. Item Slot: Neck Lvl 15 +3 25,000 gp Lvl 25 +5 625,000 gp Lvl 22 +5 325,000 gp Lvl 27 +6 1,625,000 gp Enhancement: Fortitude, Reflex, and Will Item Slot: Neck Item Slot: Neck Property: You ignore the effects of a single Enhancement: Fortitude, Reflex, and Will Enhancement: Fortitude, Reflex, and Will disease or curse of a level equal or lower Power (Daily): Free Action. You regain an Property: Gain an Item bonus to than the amulet. arcane implement's encounter power Perception checks equal to medallion’s gained from a class feature, such as orb enhancement bonus Ankh of Life Level 8+ of imposition. If you can use multiple Power (Daily): Minor Action. Until the end Crafted by the Vistani, this necklace wards implements, pick one to regain. of your turn you see invisible creatures. away the evil eye. You also get to make an immediate saving Lvl 8 +2 3,400 gp Lvl 18 +4 55,000 gp Wolfspaw Level 7+ throw against any effect with the Illusion Lvl 13 +3 17,000 gp Lvl 23 +5 425,000 gp The actual paw of a wolf, stuffed with keyword. Im Item Slot: Neck belladonna and other arcane herbs. Enhancement: Fortitude, Reflex, and Will Lvl 7 +2 2,600 gp Lvl 17 +4 65,000 gp Property: Gain an Item bonus to death Lvl 12 +3 13,000 gp Lvl 22 +5 325,000 gp RINGS saving throws equal to the ankh's Item Slot: Neck Fraternal Ring Level 19 enhancement bonus. Enhancement: Fortitude, Reflex, and Will This silver ring is of two intertwined asps Power (Daily): Minor Action. Until the end with a black onyx in their mouths. Cajar Talisman, Evil Eye Level 4+ of your next turn, natural beasts Item Slot: Ring 105,000 gp Crafted by the Vistani, this necklace wards considered squares adjacent to you to be Property: Gain a +1 Item bonus to Arcana, away the evil eye. difficult terrain. Perception, and Stealth checks Lvl 4 +1 840 gp Lvl 14 +3 21,000 gp Sustain Move: The power remains in Power (DailyZone): Standard Action. Lvl 9 +2 4,200 gp Lvl 19 +4 105,000 gp effect. Create a zone of darkness (close burst 3) Im Item Slot: Neck that lasts until the end of your next turn, Enhancement: Fortitude, Reflex, and Will blocking lind of sight. Property: You gain a bonus to saving If your reached at least one milestone throws against Charm and Fear effects today, the effect lasts until the end of equal to the talisman's enhancement your next turn instead. bonus.

36 WONDROUS ITEMS Servant Candle Level 2 Tarokka Deck Level 7 This small candle hovers along beside you, This deck of 54 cards is used in fortune Mesmerist's Chain Level 20 floating under its own power. telling. You spin the chain, moving it slowly in front Wondrous Item 520 gp Wondrous Item 2,600 gp of your target. The bauble on the end Property: This candle remains stationary Property: While using this deck, any skill sparkles in the light reflecting in its eyes. until you move 3 squares away from it. It check you make as part of a divination Wondrous Item 125,000 gp them moves at your base speed until it is ritual gains a +2 Item bonus. Power (DailyCharm): Standard Action. adjacent to you. The candle can only Special: You can use a tarokka deck as a Make a ranged attack: Ranged 2; follow and you cannot command it to focus in divination rituals (such Fortune Charisma +4 vs Will; on a hit the target is move on its own. Telling). The value of the tarokka deck dominated until the end of your next turn. The candle sheds light as a normal item must meet the focus cost requirement of Sustain minor: Repeat the attack. On a of its type. the ritual, as normal. hit, the target remains dominated. Stopwatch Level 11 Tome of Answers Level 14 Pocketwatch of Time Level 25 With this enchanted pocketwatch you Touching the cover of the book you whisper You quickly open your watch and press the rewind time and gain a second chance to your question. Opening the book you see extra button. Around you the world slows influence events. words begining to be written across the down as time pauses. Wondrous Item 9,000 gp page answering your question. Wondrous Item 625,000 gp Power (Daily): Minor action. You undo Wondrous Item 21,000 gp Power (Daily): Minor action. You gain an any actions your have made this turn. Any Power (Daily): Standard action. The item extra turn and are able to take additional powers used and since the beginning of grants you the answer to a single direct standard, move, and minor actions. your turn are regained and any damage or question. The book answers questions You cannot use this extra turn to attack conditions are reversed. You can then act literally, to the best of its interpretation. It other creatures. normally. cannot offer advice or judgment, nor can All actions used in your turn are it answer any question related to morality Reference Book Level 9 restored with the exception of the action or ethics. The tome only knows common No matter how many pages you flip, this used to activate the item. Action points knowledge and cannot reveal secrets or book always seems to have more and spent in the turn are also restored unless solve mysteries. contains all the knowledge of a large library. used to activate the item. The tome functions similar to the Wondrous Item 4,200 gp Consult Mystic Sages ritual and cannot Power (At-will): Standard Action. Gain a answer any question beyond the abilities +4 Item bonus to a knowledge or monster of that ritual. knowledge check that you make this turn.

37 Witch-finder Compass Level 9 POTIONS The needle on this compass points towards those who practise the arcane arts. Holy Water Level 5 Wondrous Item 4,200 gp Blessed by the light of the divine. Property: The compass points directly at Potion 50 gp the nearest target that uses the arcane Power (ConsumableHealing, power source, or has the fey or shadow Radiant): Minor action. Drink this potion origin. and making an immediate saving throw However, the compass does not point with a +5 bonus. towards creatures with the shapechanger This potion can also be used to make a subtype or using a power with the basic attack against an undead. It deals Polymorph keyword unless they wish it. 2d8 radiant damage on a successful hit.

Zombie Blood Level 15 This liquid looks putrid but is both odourless and tasteless. Potion 1,000 gp Power (ConsumableCharm): Minor Action. Drink this potion and become subservient to the brewer. A living being that drinks this is dominated (save ends). However, saving throws against this effect are only made after an extended rest, not including saving throws granted by powers.

38 LifestyleLifestyle

The Land of the Mists, being different CL 1 – Stone Age: Stone Age Examples of Bronze Age lands include from other worlds, has additional rules cultures are the lands that are barely the Amber Wastes, Vorostokov, and the that define its nations. There are also civilized. People of this CL typically use folk of Zherisia. thematic differences that also require stone and obsidian tools and weapons, CL 3 – Iron Age: With the booming variant rules. although these is much use of bone and art of iron metallurgy cultures now have wood. Despite the name, most tools and complicated systems of government, Culture Level homes involve wood or bone, but little of often feudal, with codified laws and a Not every nation in the Land of the Mists this would survive to later generation. simplified alphabet, and coins for has the same level of advancement. Most Stone Age weaponry is clubs, currency. Some lands never outgrew flint tools daggers, slings, and spears. Armour is The first libraries are built, there is while others were forced backwards typically animal hide or scraps of leather. standardized medicine, and time is often through repression or harsh situations. Examples of Stone Age lands include measured through sundials or Other lands are far in the advance of the many goblin and goblyn tribes. Much hourglasses. Iron Age communities are typical lands, having mastered firearms of Verbrek’s population is firmly in this not bound to fertile areas but can shape and clockwork mechanisms. age. the land to suit the people’s needs, The relative advancement of a nation CL 2 – Bronze Age: The beginnings building canals, sewers, and irrigation. is reflected in its Culture Level, a rank of enlightenment and culture emerge Roads of superior quality allow the easy between 1 and 5 that determines its with bronze, a metal tied to the oldest trade of goods and the security of approximate technology. armies and nations. travelers. Culture Level is an approximate guide Bronze Age lands are less Many cultures experience a lengthy reflecting the majority of the population superstitious and often pride themselves period of decline during this age, with a and current situation. Some domains on their superiority to less developed loss of knowledge and increase of might have ruins or rare goods of a neighbours. There is often systems of superstition. Although paper, typically vastly different culture level. Even measurement and sophisticated used in scrolls, means that knowledge is Medieval domains might have a rare mathematics. seldom completely lost. genius that is at the cusp of a great In nations still in the Bronze Age Examples of Iron Age lands include discovery. language is beginning to spread, with Barovia, Invidia, Kartakass, Sri Raji, pictographs preserved on clay tablets or Tepest, and Valachan. RANKING on bound reed pages. CL 4 – Medieval Age: This age is Below are the five CL ranks organized marked with the construction of castles from least to most advanced. and gothic architecture. In many ways,

39 this is the default CL of the Dungeons & Examples of Renaissance domains CL 5 have artisans that can build or Dragons game. include Dementlieu, Lamordia, Mordent, repair a firearm, although neighbouring This age is noted for the introduction Paridon, and Richemulot. lands often sell them. of the longbow and mounted knights. Most firearms are snaplock weapons, Although, there are also the first medical BUYING GOODS where a spring-powered cock forces a schools, block printing, eyeglasses, and While trade routes have opened up the piece of flint against steel. Although, merchant guilds. Travelers rely on the availability of goods across the lands it is some older models are matchlocks while compass over the stars and explorers still difficult purchasing advanced goods. newer versions are known as . reach far lands. In some lands, such as Falkovnia, the Proficiency: Characters from CL 4 Examples of this Age are Borca, State limited the flow of goods or 5 domains can replace their class’ Darkon, Falkovnia, Nova Vassa, and the preventing advanced weapons to cross normal choice of ranged weaponry with Shadowlands, the border. Other realms are separated firearms. For example, they would not be CL 5 – Renaissance: The peak of by distance and the Mists, which cut off proficient with the longbow or crossbow, culture by the Mists’ standards. trade. but would be proficient with the Renaissance cultures have moved away Each difference in CL increases the blunderbuss. from heavy swords and armour to lighter cost of the item by 50%. Buying a Rogues who replace their ranged arms, and have revolutionized warfare greatsword or plate armour in Mordent is weapon proficiency with firearms only with the introduction of the cannon and more expensive, as is purchasing a pistol gain proficiency with pistols. other firearms. in Nova Vassa. Those from CL 3 or lower lands can Mechanical clockworks are invented If there is more than two levels purchase a proficiency in a single firearm and refined, beginning as large pieces between the lands the good is impossible normally. Characters from these lands atop buildings or substantial pieces of to purchase through normal channels. It treat firearms as a superior weapon. furniture. By the end of this era watches must be specially made or ordered in at are small enough to fit a pocket. Doctors great cost. For example, buying a Background understand the basics of infection and carbine in Har’Akir or a stone dagger in The country or region a character is from communicable disease, along with Darkon. has an influence on them. One cannot always escape their origin. superior anatomy and surgical FIREARMS methodology. Modern lands have developed new Character backgrounds can be seen The invention of movable type weapons, known as firearms. These use in Dragon Magazine #366 and the creates a revolution as knowledge and explosive black powder to launch a small Forgotten Realms Players Guide. They books suddenly become available for all. projectile at impressive speeds. offer a small benefit, typically a skill New worlds of art and philosophy spread Firearms are surprisingly easy to use, bonus or the like. creating a vast new generation of but difficult to build and maintain and Below are regional backgrounds for intellectuals. still relatively expensive. Only lands with characters native to the Land of the Mists. Players can also select

40 backgrounds from Dragon Magazine if DARKON they wish, and a number are particularly You come from the inhospitable island of “Our lord and king is Azalin Rex who has appropriate. Bluetspur, although most of your folk has long protected our nation from threats Characters can only have a single long since fled to other lands in the Core, internal and external, especially those background. Backgrounds typically apply especially southern Barovia. After from the Pale.” to the nation a character was raised (or unspeakable years under the rule of born) in, not where they live. If a unmentionable beings your mind has The largest land in the Core, Darkon character moves their background does grown strong and flexible. boasts one of the largest populations in not change. Benefit: You gain a +2 bonus to the Mists. Many people have ties to this Initiative checks, and a +2 bonus on land and have ancestors that originally AMBER WASTES saving throws against fear and illusion hail from here. The land is said to border “I am used to the hot caress of the effects. close to the Pale: the realm of the dead desert sun across my face and the and you are unnaturally tolerant of its endless sands across my feet.” THE CARNIVAL energies. “Come one, come all! See the greatest Benefit: You gain resist 4 necrotic. You come from a dry, desolate cluster show in the Core. Witness sights that will This increases to resist 7 at 11th level, and have been raised under sweltering astound and spectacles that will amaze!” and resist 10 at 21st level. heat in a deeply religious environment, You also know Draconic as an including both the lands of Har’Akir and You may have been born elsewhere, but additional language. Pharazia. Your gods are unknown and you were raised in Isolde’s travelling unfamiliar to much of the Core, as are Carnival. You are uncertain how the EASTERN CORE your mannerisms. However, you are Carnival attracts so many odd people or “The tenants of the Lawgiver were accustomed to great heat and long how it moves unmolested between lands, taught to me at a young age, as were stretches of time without fresh water. but it does. Like many at the Carnival, the laws of the land.” Benefit: You gain a +5 bonus on you have been subject to the Twisting Endurance checks to ignore thirst; add and excel at something. You hail from Nova Vaasa, Kartakass, or Religion to your class skill list, and you Benefit: Pick one physical skill Hazlan. Despite the wide variance in gain a +2 bonus to Religion checks. (Acrobatics, Athletics, Endurance, or these land’s cultures they all share a Stealth) to be your speciality. Once per similar language and background. All BLUETSPUR day you can reroll a skill check of your three lands have strong cultures of faith, “While my people have long since fled speciality. You must keep the second roll be it the Lawgiver or the Ancestral Choir. from our blasted homeland, we retain even if it’s worse. Benefit: You gain an additional the scars of our life their, although they language of your choice; add Religion to do not always mar our frames.”

41 your class skill list, and you gain a +2 constant influence on you, if you are not Formerly a land in the Core, G’Henna bonus to Religion checks. one of their immortal blood. The lands of has been an Island since the Great your birth are inherently magical and Upheaval. The land has long been a FALKOVNIA inconstant; you are accustomed to the theocracy and few do not know the “The king-furher commands us and we strange or seemingly impossible. teachings of its clerical leader. The must obey, or join the other traitors on Benefit: When you spend an action ground of G’Henna is not particularly the pikes!” point you can roll an immediate saving fertile and much of the harvest is claimed throw against a charm effect. by the Church, so you are accustomed to The militant land of Falkovnia is your an empty belly. home and you have felt its rigors all your FROZEN REACHES Benefit: You gain a +5 bonus on life. All the natives bear the hawk brand “There is always snow on the ground Endurance checks to ignore hunger; add on their forehead, forever marking them. here. Even in spring and summer it Religion to your class skill list, and you Few neighbouring lands trust those never completely goes away.” gain a +2 bonus to Religion checks. bearing the brand. The rule of Drakov is not tolerant of frailty: the weak do not You call the perpetually frigid lands of long survive. Vorostokov or Sanguinia home. Rugged, HEARTLANDS Benefit: Add Endurance to your list mountainous, and stormy, the land is “Barovia, both the nation and the village, of class skills, and gain a +1 bonus to unforgiving to the unprepared of are almost the centre of the Core. We Endurance checks. foolhardy. Being raised in this Cluster, are the land.” You gain an additional 3 hit points at you are hardened against cold weather character creation. At 11th level this and limited food. You hail from Barovia, Tepest, Forlorn, or increases to 6 hit points, and at 21st Benefit: You gain resist 4 cold, and the rural areas of Borca. Your home was level it increases to 9 hit points. a +5 bonus to Endurance checks to resist likely a small village, often in steep hunger. mountains or heavy forest. You come FEY LANDS At 11th level, your resistance from a superstitious people who fear the “Oh those curious mortals. Forever increases to7. At 21st level it improves to dark and lock their doors after dark. scurrying around fretting about this and 10. Their tales and stories are well known that then dropping dead just when they and there are few unnatural creatures were getting started.” G'HENNA you have not heard something about. “This dry and every hungry land of Benefit: Once per encounter you The dark, forested lands of Sithicus or G’henna. Our long suffering land has can reroll an Arcana check, you must the Shadow Rift are your home, or you been ravaged by fiend and beast alike.” keep the second roll even if it is worse. might have been raised in the rough hills You gain a +1 bonus to Initiative. of Keening. The Fey have been a

42 LAMORDIA that press against their homes and know you can never see the stars to navigate. “I place my faith in science and of its dangers. The water keeps its secrets.” knowledge not hocus pocus or myths. Benefit: Add Nature to you class skill The world is a rational place.” list, and you gain a +2 bonus to Nature You hail from one of the islands in the checks. eastern sea such as Liffe or Graben The north-western land of Lamordia is You gain a +1 bonus to Initiative. Island. You likely had a hard and rustic your homeland. It is a blustery, frozen life on one of the storm-battered islands nation prone to heavy winter storms and NIGHTMARE LANDS and might have spent your youth fishing windy summers. A land of rationality, you “I see what is before me and believe in or tending a herd. You have been well- were likely raised with a formal what my eyes tell me.” tempered by the damp, cold winds and education and taught the latest of long, harsh winters of islands. theories. Even if are among the few Deep in the Nocturnal Sea is the Benefit: You gain a +5 bonus on uneducated you were still taught to trust dream-touched Nightmare Lands. It is Endurance checks against cold-based your mind and not let your other senses inhabited by the aboriginal Abber, a extreme weather. Add Endurance to your fool you into believing the impossible. nomadic people who only believe in what class skill list and gain a +2 bonus to Benefit: Add one knowledge skill of they can currently see and doubt the Endurance checks. your choice to your class skill list and existence of anyone or anything not gain a +1 bonus to checks with that skill. present. The Abber are also unusual in NOSOS You gain a +2 bonus to saving that they do not dream. A few rare “The sky may be dark and foul, but it is throws against illusion effects. others live in this strange, impermanent home. And really, what have trees done land, typically inhabitants of the city of for anyone?” MISTED WOODS Nod. “The woods are not to be feared. The Benefit: You gain resist 2 psychic. You are originally from the urban sprawl trees will never hurt you. It is the This increases to resist 3 at 11th level, that is Nosos, a dark and polluted land of animals in woods that you must be and resist 5 at 21st level. unchecked industrialization. You have terrified of.” You gain a +2 bonus to saving spent your life amongst forests of throws against illusion effects, and a +2 smokestacks, continually breathing thick, The sparsely populated lands of bonus to Insight checks against dark plumes. While you know little of Valachan, Verbrek, or Invidia are where Madness. nature and the wilds, you are resistant to you hail from. You are at home in the disease and toxins. woods and have spent much of your life NOCTURNAL SEA Benefit: You add Endurance to your out of doors. Even those in the small “One quickly learns to be wary of the list of class skills and gain a +2 bonus to cities of Invidia are aware of the woods sea. The islands in it seem to move and Endurance checks. You gain a +2 bonus on saving throws against poison effects.

43 or your Intelligence for Initiative. Once You gain a +2 bonus on saving ROKUSHIMA TAIYOO selected, this cannot be changed at a throws against poison effects, and a +2 “I do not hold to the honourless ways of later time. bonus on Endurance checks against you western devils. I follow the orders of disease. my lord to not disgrace my family.” SHADOWLANDS “We give praise to Belenus and our VECHOR Deep in the Mists is the island chain of knight protector and are thankful for the “The only constant in our land is Rokushima Taiyoo, considered exotic by knowledge of the light.” change… and sometimes I doubt even the people of the Core. Your culture is that.” one of fealty and personal honour; you The wide, hilly land of Nidala is your have been well-trained in the art of birthplace, ruled by the benevolent but You are an inhabitant of the land on the speaking and manners and are inherently merciless Elena Faith-hold. It is unwise far side of the Nocturnal Sea, ruled by averse to actions that would result in to be seen as corrupt or a blasphemer the mad elf Essan whose mark you bear dishonour. and you have learned to read the moods on your head. The land is ever-changing Benefit: Add Diplomacy to your list of others while veiling your own. and shifting dependant on the mood of of class skills, you gain a +2 bonus on Benefit: Add Bluff and Insight to your its ruler. You are accustomed to change Diplomacy checks, and you gain a +2 class skill list, and gain a +2 bonus on and know well the fluidity of reality and bonus on saving throws against charm Bluff and Insight checks. your mind is hardened against assault. effects. Benefit: You gain resist 2 psychic. SOURAGNE This increases to resist 3 at 11th level, SEA OF SORROWS “The loa are to be respected, for they and resist 5 at 21st level. “The sea holds many dangers from are powerful. The swamp is to be You gain a +2 bonus to saving sudden storms to pirates and worse. You respected, for it too has power.” throws against illusion effects, and a +2 never know where death is coming from bonus to Insight checks against or which day might be your last.” The marshes and plains of the island of Madness. Souragne are your home. You have been You were born or raised on an island in raised in this hot, humid land, either as VERDUROUS LANDS the western sea such as Blaustein or one of the wealthy elite or as a poor “I am familiar with city and jungle, river Ghastria. You have spent much of your servant. Regardless of your class, the and sea, man and beast.” life by the sea or on the waves hazards of the swamp have hardened themselves. You have learned to think you against minor infections and toxins. The steaming jungles and quickly and know how reacted to danger. Benefit: You gain an additional wildernesses of the Verduous Lands is Benefit: At character creation you language of your choice. your home, typically the streets and can choose to use either your Dexterity bazaars of Sri Raji. You are familiar with

44 the dangers of the wilds, especially the gain a +1 bonus on Stealth and Thievery Languages are gained through ranks. It beasts of the neighbouring Wildlands. To checks. takes two ranks to master a language. survive in the jungles one must be strong Characters typically begin with two ranks and fit; nature is not cruel, it is merely ZHERISIA in their native tongue. heartless. “The city of Paridon is arguably the The exception is language groups; Benefit: Add Nature and Athletics to largest and greatest city in the Mists. If related tongues that are easy to learn your list of class skills, and gain a +2 you cannot find it here it is simply not when a related language is known. If a bonus on Nature and Athletics checks. worth having.” character has two ranks in a language, it takes only a single rank to learn a related WESTERN CORE The isolated city of Paridon is all that is language. “We are not the only civilized people in left of the nation of Zherisia. It is an One Rank: A single rank denotes the Core, but we are the only ones that urban island in the Mists and home to basic knowledge: simple requests and matter.” many dangers that look human. Those statements or frequently-used phrases. raised in its streets have grown canny at Characters with only a single rank The signing nations of the Treaty of Four detecting those that do not belong and attempting to express or comprehend Towers are your home: Mordent, spotting unusual behaviour. complicated ideas or phrases must make Dementlieu, and Richemulot as well as a Benefit: You gain an additional a Moderate DC Intelligence check. few of the urban centres of Borca. You language of your choice. Two Ranks: Characters with two were either born into the luxuries of Once per encounter you can reroll an ranks are fluent in the speech and can upper-class society or the poor servitude Insight check, but your must take the easily converse with locals without of the lower ranks. Those of the nobility results of the second roll even if it is difficulty. You always speak with your are versed in the language of flattery and worse. native accent though, identifying you as compliments while those of the gutters non-local. know how to avoid notice and get what LANGUAGES Three Ranks: It is possible to have they need. In the Land of the Mists, language is a three ranks in a non-native language. Benefit: If you were born to the substantial barrier across borders; it This allows someone to speak the upper-class, add High Mordentish to your separates people, especially the human language perfectly, with a flawless list of languages known. You add cultures. accent so event locals would believe the Diplomacy to your class skills, and gain a Characters in a Ravenloft campaign character is from the area. +2 bonus on Diplomacy checks. can either follow the rules in the Player’s STARTING LANGUAGES If you were born into the lower-class, Handbook or use these optional rules. First level PCs begin with a mastery of add Low Mordentish to your list of their racial or domain language (two languages known. You add Stealth and RANKS ranks) plus an additional two language Thievery to your list of class skills, and ranks to spend freely. Characters also

45 gain addition ranks equal to their Sithican Sithicus Dwarven Dwarves Intelligence modifier. Vaasi Hazlan, Kartakass, Nova Giant Giants, orcs, ogres Starting characters are typically Vaasa, Valachan fluent in two languages, with many Sithican (elven) having a rough understanding of another LANGUAGE GROUPS Language Domains and language or two. Not all languages are different, some Races Characters should be encouraged to share seminaries and have a common Sithican (elven) Darkon (elves only), learn their native domain language and root, alphabet, or even vocabulary. Liffe, Sithicus, the language of a neighbouring domain Below are the several language Arak Shadow Rift, Keening or a racial language. groups, related tongues that are loosely Tepestani Tepest, halflings Alternatively, a character may begin connected sharing similar vocabulary, with four ranks to spend as they choose. grammar, or structure. Mordentish Thus, a purposely dim or savage Languages are not grouped in any Language Domains and character may lack fluency in the local particular order. Any language in a group Races language (or any language for that can be a starting language. High Mordentish Dementlieu, Ghastria, matter). Low Mordentish Blaustein, Mordent , Darkonese Richemulot, Verbrek Nidalan The Shadowlands Cluster Basic Languages Language Domains and Souragnien Souragne Language Domains and Races Zherisian Paridon Races Darkonese Darkon, Keening, Akiri Har’Akir, Sebua (ruins) Necropolis Sanguine Sanguinia Arak Shadow Rift Vaasi Voros Vorostokov Balok Barovia, Borca, Dominia, Language Domains and G’Henna, Markovia Races Darkonese Darkon, Necropolis Draconic (magic) Vaasi Hazlan, Kartakass, Nova Draconic Magical writings Language Domains and Vaasa, Saragoss, Races Valachan Falkovnian Falkovnia Grabenite Graben Island Dragonic Dragons, magical writing Lamordian Lamordia Old Kartakan Kartakass Mordentish Mordent , Dementlieu Abyssal Demons, demonic texts Odiaran Odiare Supernal Angels, devils LEARNING LANGUAGES Patterna Vistani Gaining new ranks with which to learn Pharazian Pharazia Falkovnian Language Domains and new languages is a slow process. Rajian Sri Raji After an uninterrupted month Rokuma Rokushima Taiyoo Races Falkovnian Falkovnia immersed in a new language, a character

46 is permitted to make an Intelligence ML 2 – Low: Rituals take a -5 Mistways check with a Hard DC. Success grants penalty to skill checks. The Mists of Ravenloft are normally the character a single rank. If the check ML 3 – Normal: Rituals work as chaotic and unpredictable, leading was failed, it can be repeated after normally. travelers to different lands and even another month with a +2 bonus. This ML 4 – High: Rituals gain a +5 different times with no seeming pattern. bonus increases by +2 for each previous bonus to skill checks. Mistways are the exception to this rule. failed check. ML 5 – Fantastic: Rituals gain a +5 Currents in the Mist that tie together After a full year of immersion in a bonus to skill checks and their two lands, Mistways are frequently used language, another Intelligence check of a component cost decreases by 25% (3/4 by traders to move between lands. Major Hard DC will grant a second rank. Again, of their standard cost). Mistways are large, well-traveled paths if the check is failed, it can be repeated used by major caravan, although there after another three months with a +2 SAMPLE DOMAIN RATINGS exist smaller Mistways that are only wide bonus. This bonus increases by +2 for Bellow are the Magic Levels of a few enough for a single person to walk along each previous failed check. domains: Barovia (ML 2): Castle Ravenloft is at a time. Magic Level ML 3. Reliable Mistways are rare and often closely guarded secrets of trading Similar to Culture Level, a land’s Magic Darkon (ML 3): The areas within a companies or governments. Some have Level defines the potency of the mystic one-mile radius of Avernus are ML 4. The small rituals, sacrifices, or tokens of arts in the domain. Magic is potent in ML of rituals that have Heal as a key skill passage that have to be used for ease of some lands, be it divine or arcane, while are increased by 1 travel. other lands are inherently physical with Hazlan (ML 3): The ML of rituals that have Arcana as a key skill are dulled magical power. MISTWAY RELIABILITY increased by 1. Magic Level is not always uniform Not all Mistways are equal. Some shift Lamordia (ML 1): Isolated areas in throughout a domain. Some domains are depositing travelers in the wrong area of the wilderness are ML 2. stronger in either divine or arcane magic, the destination or even sending them to Tepest (ML 3): The ML of rituals while others have regions of high or low the wrong land. that have Arcana as a key skill are magic. Mistways are ranked by their decreased by 1, while the ML of rituals reliability. The more reliable a Mistway, RANKING that have Religion as a key skill are the greater the chance of reaching one’s Magic Level is rated between 1 and 5 in increased by 1. destination. increasing magical potency. Verbrek (ML 3): The ML of rituals Poor Reliability: Travelers on a ML 1 – Absent: Rituals take a -10 that have Nature as a key skill are poor reliability Mistway must make a penalty to related skill checks and their increased by 1. Hard DC Nature or Arcana check to component costs increase by 50% (1 1/2 successfully navigate to their destination. times the standard cost)

47 Moderate Reliability: Travelers on Recent events have caused much THE LOSS OF THE SCHOLAR a moderate reliability Mistway must make upheaval in the Land of the Mists. Below 359 BC – Long-rumoured to be the a Moderate DC Nature or Arcana check are a few events of note that have personal servant of Azalin, the scholar to successfully navigate to their recently occurred. only known as “S” vanishes. destination. While her fate is unknown, she was KINSLAYING IN BAROVIA Excellent Reliability: Travelers on last seen in Keening, heading towards 357 BC – Two of Count von Zarovich’s an excellent reliability Mistway must Nova Vassa where it is believed she servants inadvertently begin a power make an Easy DC Nature or Arcana meant to hire a ship. It is commonly struggle in the nation. The so-called check to successfully navigate to their assumed she was slain on the road or Sheriff von Zarovich blundered into the destination. simply decided to be more cautious, plots of one Telena von Zarovich, disguising her appearance and covering resulting in the escape several members ♦ A single guide is chosen to lead her tracks. of the organization known as the travelers through a Mistway. They There are also reports that her final Keepers of the Black Feather. make the rolls for the entire group. report (or its notes) were completed The Keepers were rumoured to have ♦ prior her disappearance. This “lost Travelers can choose to lead found the holy symbol of Ravenkind and doomsday gazetteer” is highly sought themselves, rolling separate from hidden it in the countryside. Telena had after by collectors and scholars alike. the rest of the group, but this must captured several key members who have be declared upon entering the remained in hiding since their escape. BREAKING OF THE FRATERNITY Mistway. The mistake resulted in a year-long 360 BC – The “Evening with the ♦ If a group is separated each feud between the two, fought through Fraternity”. Esteemed Brother, Eric van individual must make their own proxies and lesser servants. The Rijn, returned to the Fraternity’s manor rolls. struggled ending in the Sheriff’s ♦ in Ste. Ronges. There he declared his Failure of the check to navigate the assassination at the hands of heretical line of necromantic research Mistway means the travelers do not manipulated adventurers. and finalized the ritual that turned him reach their intended destination or Strahd'd opinion of the feud is into a lich. do not arrive. unknown but a frequent topic of In the battle and conflagration that ♦ Failure by 5 or more means the speculation. Some feel he would be followed, the headquarters of the guide has been separated. infuriated by the fighting loss of life (his Fraternity was destroyed and van Rijn lives to do with as he pleases), while escaped with many stolen tomes Recent Events others feel Strahd would view the including the blueprints to Azalin’s It is now the year 762 on the Barovian situation as a test of his minions' Doomsday Device. Calendar. Thirteen years before the prowess. The Fraternity relocated to Sourange prophesied height of the Time of and began a series of Reports on various Unparalleled Darkness.

48 lands as they search for van Rijn (and THE SHADOW CONJUNCTION THE DRUMS OF WAR other tools useful in their new vendetta). 362 BC– Early this year the so-called 362 BC– Falkovnia once again is readying “Shadow Conjunction” occurred. An for war, mustering its troops and THE TWINS SEPERATE event that heralded many changes in the equipping newly recruited soldiers. 361 BC – Early in the year, still dwelling Land of the Mists. Almost thirty years after the Dead on the discovery and loss of Richten While the event is shrouded in Man’s campaigns which ravaged Haus, Gennifer Weathermay-Foxgrove mystery it is known that across the Core Falkovnian's troops and cut-down a leaves Mordent to peruse Natalia (and even other lands) people’s shadows generation of young men, the nation’s Voriskova. began to act independently. This was armies have finally recovered. The King- Laurie Weathermay-Foxgrove put paired with dreaming visions of a Führer, said to be in ill health, is their planned book, VanRichten’s Guide “screaming skull”. rumoured to be considering this his last to Serial Killers on hold to follow her On what has colourfully been named campaign and final chance for glory. sister but is unable to find her. “the Witching Hour” no one or thing cast The troops have yet to move but it is THE “DROWNING DEEP” DISCOVERED a shadow for over an hour before things widely believed that Drakov will be 361 BC – During their exploration of the abruptly returned to normal. turning south this time, and that his eye Nocturnal Sea, the Fraternity of Shadows Many have reported strange events has fallen on Borca and Richemult. discovered something they labeled the in the weeks following, such as changes Falkovnia is also busy cementing “Drowning Deep”. in magic and the potency of some spells. relations with Invidia, and there are Aside from the name, little else is Others have made comments regarding many military messages sent between know of this except that Fraternity view the parallel realms such as Faerie and the two, often escorted by high-ranking it as a matter of grave concern. the Pale. figures. The truth of the events may never fully be known.

49 RitualsRituals

The Land of the Mists is not known for its Heal Check Result Effect on FORTUNE TELLING magic, but there are a number of unique Target The cards are revealed and you gain a rituals found only in this shrouded land. 0 or lower Death tiny glimpse of your destiny. 1–9 Damage equal to the target’s maximum hit CURE MADNESS Level: 1 Component Cost: 15 gp points Category: Divination Plus a focus worth 200 gp The worst madness vanishes as your 10–19 Damage equal to one- Time: 25 minutes Market Price: 50 gp complete the last of the ritual. Duration: 10 Minutes Key Skill: Arcana half of the target’s maximum hit points Level: 8 Component Cost: 250 gp Fortune Telling reveals three truths Category: Market Price: 680 gp 20–29 Damage equal to one- about a single subject: a situation or Restoration quarter of the target’s Time: 10 minutes Key Skill: Heal person of note. If the subject is on a maximum hit points Duration: Instantaneous quest the Fortune generally reveals 30 or higher No damage truths relating to the quest. The Cure Madness ritual wipes away The ritual reveals one piece of a single mental illness affecting the If your subject is suffering from information relating to the past of the subject, completely curing the subject. multiple insanities, you must choose subject, one piece of information relating Once the ritual has been successfully which one this ritual will cure. Otherwise, to the present, and one piece relating to completed, the character’s Sanity raises the ritual affects the highest level the future. This information is vague and to 1. madness. You learn the level of the answers often come in the form of This ritual is taxing to the recipient madness when you begin the ritual, and riddles. The ritual cannot be used to and if used on someone that is injured, it can choose to discontinue, without answer a direct question or seek a can even kill them. Make a Heal check, expending any components. specific piece of information. upon completion of this ritual with a If the ritual is used on someone who This ritual cannot be performed on penalty equal to the level of the is not suffering from metal illness, but is yourself; it can only be performed for madness. The result determines the still missing Sanity points, it restores all others. Any attempts to gleam amount of damage the character takes. lost Sanity returning them to their information on ones own future maximum score. No Heal check is automatically fails and any components required for this use of the ritual. are not expended. If the subject's future is closely tied to yours then the ritual

50 also fails or only reveals truths relating to as to be unique, and attempts to copy the past and present. scrolls usually meet with unexpected While a low Heal check might mean a This ritual is different from the failure. character does not return to life, this is Vistani's Second Sight, which is special not always the worst possible fate. There ability and not a ritual. Although, some Arcana Check Portal Duration are rumours of worse results of botched Vistani perform a ceremony similar to Result rituals. this ritual when using the Sight and 24 or lower 1 round Vistani can still perform this ritual. 25-29 2 rounds REMOVE AFFLICTION Focus: The ritual is performed with a 30-34 3 rounds focus, usually a deck of Tarroka cards 35 or higher 4 rounds (ADDITIONAL RULES) but specially prepared dice, tea leaves, The Remove Affliction ritual can be bones, or other materials can also serve used on curses removing those laid by RAISE DEAD as a focus. monsters or class powers. However, the Unlike on most worlds the raise dead ritual is not completely effective in ritual is not guaranteed in the Mists. regards to curses created by the Dark ESCAPE A character is raised with a random Powers. The scroll ignites and floats into that air, number of hit points. During the ritual The ritual does not lift the curse but turning into a brilliant square of light. the character regains 1d6-3 healing it removes all symptoms of the curse for surges which can be spent immediately. one day plus a number of hours equal to Level: 22 Component Cost: 25,000 gp A Heal check is then required at the very Category: Travel Market Price: 65,000 gp the Heal check. After this time the curse Time: 45 minutes Key Skill: Arcana end of the ritual. returns at exactly the same stage it was Duration: Special Heal Check Result Effect on at prior to the ritual. Target Remove affliction will completely The escape ritual allows people to 0 or lower Death removed the curse from secondary exit the demiplane of Dread. The portal 1–9 Damage equal to the victims. This works normally. opens to a random planar dimension, target’s maximum hit usually another world rather than the points Astral sea. The portal itself is opaque, 10–19 Damage equal to one- and the destination cannot be observed half of the target’s through the portal. maximum hit points The Escape ritual is commonly found 20–29 Damage equal to one- as scrolls. These scrolls of escape are quarter of the target’s highly valued, often fetching a price far maximum hit points higher than their market price. Ritual 30 or higher No damage books with this ritual in them are so rare

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