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Introduction

Welcome to Jester‟s 4E Ravenloft LEGAL Player‟s Guide for the RAVENLOFT DUNGEONS & DRAGONS, the DUNGEONS & CAMPAIGN SETTING. DRAGONS Compatibility Logo, D&D, PLAYER‟S HANDBOOK, PLAYER‟S WHAT THIS DOCUMENT IS HANDBOOK 2, ‟S GUIDE, Updated Rules: This booklet contains , MONSTER MANUAL 2, optional rules for PC using 4e D&D and ADVENTURER‟S VAULT are trademarks game in the world of Ravenloft. of in the USA and Modular: Much of this document is other countries and are used with designed to be flexible. GMs should permission. Certain materials, including 4E allow what they want and ignore References in this publication, D&D core what they don‟t. rules mechanics, and all D&D characters and their distinctive likenesses, are property of WHAT IT IS NOT Wizards of the Coast, and are used with Replacement: This is in no way a permission under the Dungeons & Dragons replacement for any of the previous 4th Edition Game System License. All 4E Ravenloft products. At least one References are listed in the 4E System version of the Campaign Setting is Reference Document, available at required, and strongly encouraged. www.wizards.com/d20. Mandatory: If you want to run the DUNGEONS & DRAGONS 4th Edition game with just the official books or PLAYER‟S HANDBOOK, written by Rob 3e rules feel free. Heinsoo, Andy Collins, and James Wyatt; Excuse not to buy: Support the game, DUNGEON MASTER‟S GUIDE, written by WotC, and your FLGS. Keep D&D James Wyatt; and MONSTER MANUAL, alive for the next generation. Piracy written by , Stephen Schubert and James Wyatt; PLAYER‟S HANDBOOK 2, is wrong and illegal folks! written by Jeremy Crawford, Mike Mearls, CREDITS and James Wyatt; MONSTER MANUAL 2, written by , and Chris Sims; WRITTEN AND EDITED BY: Adventurer‟s Vault, D&D 4E Game System David “the Jester” Gibson License ©2008, 2009 Wizards of the Coast with help from Ric “The Grizz” Martens page 3 of 7 written by Logan Bonner, Eytan on the Mist pact. Bernstein, and Chris Sims. © 2008, 2009 BASED ON IDEAS BY: Wizards of the Coast. All rights reserved. Nikolas of the Mists RAVENLOFT and all related terms and DocBeard materials are © 2009 Wizards of the Coast, Inc COVER BY:

David “the Jester” Gibson Jester's Ravenloft 4E Player's Guide: Aug With an image stolen from: Steven 31st, 2009 “ScS” Sutton [email protected] FEEDBACK FROM: Fraternity of Shadows® Nathan of the Fraternity For external use only. In no event is the Rotipher of the Fraternity Fraternity of Shadows liable for damages Joël of the Fraternity caused by the misuse of its products.

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Contents

TABLE OF CONTENTS RACES PAGE 4 Caliban PAGE 4 Giomorgo PAGE 5 Other Races PAGE 6 CLASSES PAGE 12 Paragon Paths PAGE 18 MIST PACT PAGE 19 FEATS PAGE 32 Heroic Tier PAGE 32 Paragon Tier PAGE 38 EQUIPMENT PAGE 40 Melee PAGE 40 Improvised PAGE 40 Ranged PAGE 41 Other Materials PAGE 41 Adventuring Gear PAGE 42 Magic Items PAGE 43 LIFESTYLE PAGE 49 Culture Level PAGE 49 Backgrounds PAGE 51 Religion PAGE 56 Language PAGE 56 Magic Level PAGE 58 Mistways PAGE 59 Recent Events PAGE 59

RITUALS PAGE 62

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RACES

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

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

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OTHER RACES even had their bodies taken over by a creature of dreams. DEVA The dream-touched seem detached Touched by forces beyond the mortal and removed from the world, as if only world, more than the other races the half-aware of what is happening. Many deva know they are damned. lack common emotions or are unfamiliar with common places or events. DEVA IN THE MISTS Rare to the point of being unique, the DOPPELGANGERS deva look human but are not. While From the streets of Paridon or another their oldest memories are hazy they urban center, you move invisibly know they were once servants of a amongst humanity. higher force, a being of divine goodness. DOPPELGANGERS IN THE MISTS The deva know the world is a prison The doppelganers of Ravenloft – also and know they can never return to the known as changelings – are secretive paradise of their memory, a memory and murderous, operating in clans and that grows cloudier every year. They gangs in major population centres. They know for a cold, hard fact that they will are drawn to crime and wealth, with few never, ever have a happy ending or morals restraining their actions. enjoy the rewards of a life well-lived. A few rare doppelgangers are born Many accept their sacrifice and rally without the race's prevalent sociopathic against the darkness, motivated by their tendencies, roughly understanding both plight and the difference they can make; right and wrong. They are considered the knowledge that there is an absolute aberrant by common doppelgangers but good in the world gives their actions a still considered inhuman by other folk. certainty others lack. Others, however, Most aberrant doppelgangers have a have succumbed to ennui or fallen into preference for a single gender or race, shadow; a creature without hope or the often developing a strong personality fear of death is terrifying indeed. (for a doppelganger, although still flexible by human standards). Many DREAM-TOUCHED make a life for themselves, with their true identity so secretive sometimes (KALASHTAR) even they forget what they truly are. Minds beyond human and souls unnatural, the dream-touched walk in two worlds at once. Creatures of darkness, feared by all, KALASHTAR IN THE MISTS they are true outcasts. The kalashtar are humans whose souls have been touched by the Dreamscape, DROW IN THE MISTS the world of sleep, dreams, and Humans mystically corrupted en utero nightmares. become the sympathetic caliban: Most dream-touched are humans physically deformed and hideous who saw something in the sleeping monstrosities. Unborn elves who are realm that opened a mental door, one touched by darkness are born as drow: that cannot now be closed. Others are dark-skinned magical beings labelled as those whose minds bonded with evil by their fair brethren. something from that other world, or

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While comely in appearance, drow FEY (ELADRIN) have a well-earned reputation for evil. The Fair Folk: magical immortals that Some scholars argue that it is their live in the forests between worlds. upbringing as outcasts that drives them to commit atrocities while the elves ELADRIN IN THE MISTS claim the drow are twisted to the very The eladrin are the inhabitants of soul – if they even posses one. Sithicus, dwelling in the enchanted Regular fey can sometimes find wood seldom visited by outsiders. They acceptance in human communities, or are immortal, aloof, and arrogant; disguise themselves as humans, drow removed from the lesser races. have difficulty doing either. They seldom The eladrin are timeless, with only find acceptance anywhere, except an academic knowledge of death. While occasionally with caliban and intelligent, they are erratic and flighty, who accept them for their deeds. endlessly procrastinating or devoting years to the mundane. DWARF Sithican eladrin feel detached from The blood and bone of heroic ancestors the world. In their heart they know this and heirs of greatness, but now grown is not their true home and have old and weak. difficulties accepting the world or forming a bond with the land. This leads DWARVES IN THE MISTS them to even greater apathy and The dwarves of Ravenloft are a dying disinterest in the larger world. race living in the shadow of past glory and achievements. Most dwarves are FEY-TOUCHED (HALF-) labourers who throw themselves into Caught between two worlds they belong their work for lack of a greater cause, in neither. passionlessly performing mundane HALF-ELVES IN THE MISTS tasks. The fey-touched are neither human nor They tell tales of greatness now little fey. They have the perpetual youth of more than myth, unable to craft the the immortal fey but grow old and die wonders of their legends or engage in as humans. However, with their long the glorious battles of yore. Their god is lifespans, they are doomed to watch silent, their prayers now go friends and loved ones age and die. unanswered. Their ancient enemies are Half-elves have no communities of all but unknown in the land. Their their own, making their homes in the ancestral heroes are being forgotten as lands of one of their parents. Elven and their past becomes stories. eladrin parents find them off-putting, Some rare dwarves refuse to let this rapidly ageing and difficult to relate be the end or, as they put it, go quietly with. Human communities often fear the into the night. These brave few are inhuman fey and distrust those of mixed determined to give the world something blood. to remember the dwarves by. Many half-elves reject both worlds

and live nomadic lives. They make their living on the road, hiding their true nature. Others isolate themselves, fervently devoting themselves to spiritual or artistic pursuits.

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THE BOUND(GENASI) Many githzerai have been touched by Bluetspur. A number of the human Born of human and yet not, they are refugees from that land who fled to embody the spirit of the land. Barovia are githzerai. And travellers who GENASI IN THE MISTS stumble across that land also sometimes The genasi (see the emerge as not quite human. Others are PLAYER‟S GUIDE) are humans with born githzerai after corruption, similar to elemental traits, bonded to the very that of the caliban, only the taint is far land. They are rare to the point of being more pervasive and unnatural than unknown to even the most well-read of simple magic. And a rare few are altered scholars. To the few that have heard of after the discovery of aberrant them they are the Bound; those who abominations that defy the world. are tied to the earth, water, wind and Githzerai still look human, only their fire. eyes are sunken and jaundice, their Genasi are born to humans or other frames gaunt, and their skin is often an genasi. They are humans conceived in unnatural pallor such as yellow or faint areas of strong elemental energy or green. A few who are the products of where the boundaries between worlds is more extensive experiments or breeding weak. Many mistake themselves as have slightly pointed ears human until their elemental traits Most githzerai live in isolated areas, manifest. Some never find out their true preferring lives of quite solitude after natures, believing themselves to be their experiences. Many are drawn to human for all their lives. monastic life and the Order of the Outwardly human, only small Guardians houses many of these differences mark the genasi. Their hair resolute figures. and eyes are often strangely coloured, while their skin has faintly yet vibrant GOLIATHS hue, but they are otherwise Walkers of mountains, leaper of gorges. indistinguishable. Those genasi strongly The goliath bound where others crawl. aligned with an element also have lines of energy that cross their body. On GOLIATHS IN THE MISTS casual inspection, these lines appear Only a few goliaths make their home in unremarkable, often mistaken for scars the mountains of the Mists, far away or tattoos. However, the lines glow from other people and settlements. In faintly when the genasi manifests their the most rugged and hard environments elemental powers. they carve out a living. Common folk seldom see any GITHZERAI difference between goliaths and other larger “freaks” such as caliban or half- Despite your sickly, unhealthy . Many just assume goliaths are appearance you are quick on your feet simple hillfolk deformed after and have a formidable mind. generations of inbreeding. GITHZERAI IN THE MISTS Scholars have long debated the Born from the unnatural, the githzerai origin of goliaths. Many claim they are a are humans touched by the variant of caliban or a crossbreeding pseudonatural and alien forces. They between caliban or genasi. Others argue are the few strong enough to withstand they are a unique people that has been the what would drive most insane. forgotten by the world.

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pleasures of life, although these are GNOMES denied. Philosophers, scholars, and theorists; They make their homes in forgotten they debate the nature of the world. corners of the world or hidden inside human cities. Their settlements are built GNOMES IN THE MISTS in both secluded valleys and dales, or The short, aged gnomes are a race of ensconced between city blocks and madfolk. They look perpetually old, with overlooked buildings. even the young appearing wizened and While naturally courageous, the wrinkled. Their unique minds are small have found themselves curious, obsessive, and relentless with a easy prey to the horror of the Mists. youthful attitude in stark contrast to Whole communities now live in a state their appearance. of perpetual paranoia, always waiting Gnomes are fanatically focused on a for something horrible to happen. single task, occupation, or school of Halflings repress their natural thought. Their lives are always focused happiness, mute their jovial expressions, on a single concept, be it scientific, replace their colourful fashions, and social, or philosophical. strive to always avoid notice. Illusions and magic fascinate gnomes and most have some magical talents. The scientific-minded attribute PALEFOLK (SHADAR-KAI) magic to an un-documented form of Touched by shadows and cool of the energy, while the philosophical describe grave. Your were conceived in the it as mental manipulation of the world border between this world and the Pale, or altering perception. Regardless, or born into the grey, colourless world gnomes are fond of deception, separating this life from the next. misdirection, and outright stealth. Gnomes lack a fear of death, being SHADAR-KAI IN THE MISTS curious and not frightened of change, The palefolk, or shadar-kai, are a sub- but they are loathe to die until their race of humans. They are an altered tasks and studies are completed. This people like tieflings, genasi, and caliban. lack of fear pushes their sense of The shadar-kai have little fear of humour into the macabre and dark, as death, sharing an unnatural connection they cannot fathom why others are so with it, if not an outright preoccupation. serious about the subject. Gnomes are They view death as the great equalizer also fond of practical jokes, which are and the only true fairness in life. They often grim but elaborate. despise those who would cheat death or are scared of dying, but reserve their LITTLE FOLK () greatest hatred to the undead. The wee people, they hide from the Most shadar-kai hail from Darkon, world and slip unnoticed by the with its strong connection to the Pale. unaware. Many women gave birth to shadar-kai following the Requiem, especially those HALFLINGS IN THE MISTS close to the Necropolis. The Little People are perpetual children, born happy and fearless. They are quiet and peaceful, enjoying the simple

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SHIFTER clawed fingers, vestigial wings, fangs, or other unnatural features. Kin to the werefolk, shifters are tied to Lacking a community, tieflings make nature and the wild places of the world. their home on the outskirts of humanity. They feel the beast within and know the They sometimes hide their appearance urge to hunt. and live rough lives in larger cities. Most SHIFTERS IN THE MISTS live in continual fear of being exposed While most lycanthropes breed with and hunted as monsters. others of their kind, some mate with humans and other races. Most of these pairings result in other lycanthropes, but The creation of man, you are metal unions between a human and a given life and armour granted motion. werewolf in human form occasionally produce a shifter. There are a number WARFORGED IN THE MISTS who are also the offspring of cursed A rare race, if they can even be called bloodlines or survivors of lycanthrope such. The warforged are not a true attacks. people but a collection of anomalies and Shifters are common in the wild broad classification of otherwise unique parts of the Core, such as Invidia and creations. Verbrek. While most live solitary lives, a The warforged are constructs, like few have formed small packs. Shifters golems and other created, only given are nomadic, living off the land through the spark of true life. Sometimes this is hunting and gathering. a lucky accident while other times it is a A few rare shifters live near human testament to the skill of their creator. lands, making a living as trappers or They are separated from other golems furriers. They do their best to mask their through free will and intelligence. animal features, often claiming to be While almost all warforged are elves or other fey. creations there is some debate regarding the origin of their souls: TIEFLINGS artificial souls created by some extraordinary process, or souls granted Tainted by evil, their blood bears the by the Dark Powers? A few warforged stain of their ancestor‟s misdeeds. claim to have been human before their TIEFLINGS IN THE MISTS minds were moved into a metal frame Tieflings are the children of those who and a few claim to have died before dabbled in the black arts or made they were reincarnated into their Faustian pacts with devils or other present form. unholy beings. Others were conceived at sites of darkness, where the very earth was stained by ill deeds. Tieflings are less inhuman in the Mists; their infernal heritage is less apparent and more easily disguised. Long tails are rarer and their horns are smaller, easily hidden under a hood or long hair. They often have other strange features, such as a curious odour,

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WILDEN disease. Timeless, they used to hedonistically devote themselves to Fey creatures that are literal pleasure and life, assuming that they incarnations of nature. Their blood is would have time for more serious sap, their hair is leaves, and their pursuits later. However, many of their allegiance is to the woods. prophetic stargazers now predict the WILDEN IN THE MISTS end is nearing and the days are short. Rare and almost unique, the wilden are The immortal race has a gripping fear of nature given sentience and mobility. the future and knows death for the first Similar to dryads, the wilden are time, and are at a loss. humanoid plants. The few scholars that have studied the wilden believe them to be nature spirits, akin to the Green Maiden of Falkovnia and the Maiden of the Swamp in Souragne. There seems to only be one or two per land. While there used to only be a couple in the Mists they have recently increased in number for an unknown reason. Most wilden appear vaguely human or elven on the outside, but have very different interior biology. Most have green fronds resembling hair and a soft brown bark similar to skin. Each wilden has unique differences that separate them from humans such as a lack of fingernails, no visible breathing, a lack of blinking, and the like. Typically, wilden need little food but much water and regular sunlight.

WOOD FEY (ELF) Children of nature, they are faeries of the woods. ELVES IN THE MISTS Woodland fey – or elves – primarily live in Darkon, but there are scattered communities elsewhere in the Mists Elves are creatures of the forests, and spend much of their time tending to their woodlands and gardens, enjoying the beauty of nature. They also engage in song, dance, and poetry or other pleasurable artistic pursuits. Kin to the eladrin and functionally immortal, they only die from injury or

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Classes

AVENGER common in lands as diverse as Lamordia and Tepest “On behalf of divine Ezra you must die!”

ROLE IN THE MISTS BARBARIAN Holy warriors, avengers track down the “Gwaaar!” enemies of the church and dispatch them with a righteous vengeance. While ROLE IN THE MISTS clerics guard the souls of the people and Beings of rage and fury, barbarians are paladins guard the bodies, avengers rare in the civilized regions of the Core. view their purpose as pre-emptively Backwater and rural areas often have stopping evil. these feral champions earning a living The churches of the Lawgiver and as defenders or rough heroes. Most are Morninglord both have small numbers of born to the wilds but a few are avengers, the former sanctioning and independent spirits who reject society or guiding their pursuits, aiming their whose boundless rage forces them away avengers at blasphemers and heretics. from others. The various sects of Ezra also have Most barbarians are independent or avengers, always armed with operate with inoffensive allies. There are longswords and dispatching the precious few barbarian groups or creatures of the night. Curiously, there organizations that employ barbarians. are a small number of Vistani and Even mercenary companies think twice giomorgo avengers who do not seem to before adding a berserker to the payroll. follow a specific faith but act no less Caliban are often barbarians, lacking righteous. the finesse or combat training to truly apply themselves as fighters or other ARTIFICER martial orders. There are a surprising number of dwarven barbarians, many “This? Just a bauble I made. It‟s capable who clad themselves in the skin of bears of killing a man at ten yards.” in the hope of channelling their ROLE IN THE MISTS animalistic power. Human barbarians in The artificer (see the PLAYER‟S Verbrek and Kartakass frequently GUIDE) is an enchanter and magical emulate wolves over bears while those craftsman. of Valachan often revere panthers. Gnomes and eladrin are both common artificers, being fascinated with BARD magical devices and arcane curious “Hark and listen to my tale, the story of respectively. There are a number of a fateful trip. Five adventurers set sail renowned artificers in Darkon and on a three-hour quest.” Hazlan, the former being sponsored by the state. ROLE IN THE MISTS Artificers include reclusive scholars Skalds to the dwarves, loresingers to and inventors, including the archetypal the fey, and minstrels to humans; bards mad scientist, but also the witch fond of have many names and many roles. In brewing potions and in possession of the West they are entertainers while in assorted magical trinkets. Artificers are

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the East they carry news between protecting it from the encroachment of towns. civilization and the unnatural. A few Bards are most common in the druids, typically the arrogant eladrin, civilized Western Core, where musical prefer to shape and guide nature into a training is more common and talented pleasing state rather than preserve or individuals are appreciated. The magical defend ugliness. training of the stage magicians of While more common in the wild Dementliue also gives rise to many areas of the central Core, druids are bards. The College of Liffe also has a found throughout the Land of the Mists. respected music program that produces Many prefer to operate near civilization its share of bards. to better defend nature or ease the Many varied races produce bards, effects of man. but particularly the elven races. Gnomes A few very rare druids are actually are also often bard for a myriad varied lycanthropes whose beast form is their reasons. animal or hybrid form. Most of these rare druids are infected werewolves or CLERIC the result of curses, but a few are true lycanthropes who reject their bloody “May Ezra bless and keep you in her heritage. sights.”

ROLE IN THE MISTS INVOKER Clerics are the most devout followers of “God does not like you. So as his chosen a deity, chosen from amongst all the lay vessel, I do not like you either!” priests and common followers who are unable to have their prayers answered. ROLE IN THE MISTS In the Mists most clerics follow Ezra, but Mortals who are chosen by a god and a number also heed the teachings of invested with great power – and directly Belenus or the Lawgiver. tasked with purpose – are what invokers A cleric‟s role, first and foremost, is claim to be, although few others believe following the will of their god and them. spreading their teachings. They exist to Unlike clerics and most other serve their divine master and act as a divinely-powered adventurers, invokers living example of their dogma. are seldom ordained members of the Many clerics insist they are following clergy. Most claim to have been chosen the will of their god, or that their gods for the fulfillment of a specific task or speak with them, but this is uncertain. grand quest. Divine beings tends to be silent in the Fanatically and possibly delusional, Mists, and many clerics slowly drift from invokers make others wary. While their accepted scripture. powers are unarguable their certainty is unnerving. Many believe they are DRUID fanatics at best and madmen at worst. Most invokers bear their burden quietly, “The trees can speak, if you are willing afraid of being judged or avoiding to listen.” attention. ROLE IN THE MISTS Ezra seems to inspire the most Bonded to the wilderness, druids invokers, appearing in visions during reject civilization for the untamed. They prayer or meditation. Many argent view themselves as defenders of nature, followers of the Lawbringer also claim to

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be acting on His behalf. Curiously, while desert warriors of the Amber Wastes or many inquisitors of Belenus in Tepest the deadly cultists of Sri Raji. claim to be acting for their god, few Few people think of the Vistani bare- demonstrate the powers associated with knuckle boxers, the sandy fighting rings an invoker. of Richemulot, or the humanist philosophers of the Divinity of Man in FIGHTER Zherisia.

“Get behind me, I have enough ammo for all of them!” PALADIN “Foul unholy beasts! You will never ROLE IN THE MISTS harm anyone again!” A fighter in the Mists is much like one elsewhere. They exist in battle, ROLE IN THE MISTS surviving by the edge of their blade or Rare in the Mists, paladins are similar to face of their hammer. clerics in that they are the hand of the Armies may be common but is divine. They are holy warriors that seek rarer, so few fighters are forged in out evil to destroy it, defending the flock larger conflicts. Mercenary companies from harm. The Lawgiver and the and elite knightly orders are also Morninglord both frequently inspire unusual, but a number train new paladins. recruits. Fighters are as likely to be While clerics live to teach and aid common watchmen and city guards as others, paladins lead by example. It is they are cavaliers or crusaders. their mission to protect the bodies of Firearms have replaced swords and people while clerics protect their souls. axes in the refined West, encouraging Paladins are often considered fighters there to dabble in the art of misguided or deluded by the common rogues and rangers. Those who prefer folk, occasionally little more than melee tend to favour light blades over religious fanatics. antiquated heavy weaponry. PSION MONK “I have thrown open the doors of my “While most would not consider pugilism mind and stared into my soul.” an art, my fists paint masterpieces on ROLE IN THE MISTS the canvas of my enemies‟ faces.” Those few brave souls that walk the ROLE IN THE MISTS path of the psion have tapped an inner Skilled in the arts of combat, monks are source of power few can access. They as deadly with their hands as a fighter is walk the fine line between inner with a weapon. Many excel in speed and knowledge and madness. swift movement while other simply Psions come from all walks of life, prefer to duck and block blows. being from diverse cultures and social When most folk think of monks they classes. The mystics of Sri Raji have a envision the agile and deadly warriors of long history of the mental arts and Rokushima Taiyoo with their unusual yet occasionally teach foreigners, but there deadly weapons. Or they think of the are also a number of self-taught wild shaved headed warriors from the psychics and the gentlemen mediums of monasteries of that same land. Others Dementlieu and Mordent. think of the flowing robed and veiled

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Few psions accidently discover their assassins, pirates from the Sea of abilities. Their talents must be sought Sorrows, and Invidian knife-fighters. after or taught. A few forcibly discover Rogues are as likely to find themselves their gifts after exposure to the horrific robbing a noble‟s house as looting and or alien which unlocks mental realms ancient tomb. traditionally forgotten. Rogues are commonly found in civilized areas and thrive in larger cities RANGER and towns. Thieves‟ Guides are common in major cities. “Five of them; I‟d say they passed by here three, maybe four days ago.” SHAMAN ROLE IN THE MISTS “Spirits of nature, hear my call!” Hunters by trade, rangers are skilled and running down and peruse their ROLE IN THE MISTS prey, whether it be animal, human, or At the centre of many savage tribes is a something else. shaman who forms a partnership with a Most rangers are woodsmen that wild spirit or embodiment of nature. live between the areas of civilization, in Vaguely similar to warlock pacts, the wild parts of the Core. They are shaman strike a deal with a supernatural often trappers who make a living off the force. land. Verbrek, Valachan, and Kartakass While some defenders of the wild are known for their rangers. are born into civilization but reject it for There are also urban rangers who the comforts of nature, few shaman work with the watchmen: hunting know any life but that of savagery. criminals and human vermin. These Few true shamans hail from the specialize in the civilized wilds such as human nations of the Core, even the narrow alleys, squalid slums, and dark wild lands of Verbrek, Valachan, and sewers. Richemulot and Paridon both Kartakass. There are some amongst the have urban rangers and a number of Abber of the Nightmare Lands and more man-hunters are found in Darkon, amongst the elves and eladrin. Dementlieu, and Mordent. However, there are rumours of Rat Speakers in the sewers and alleys of ROGUE Richemulot who could be shamans, and at least one gentlemen in Mordent who “The lock tumbler‟s connected to the is often seen with a ghostly hound and driver pins. The driver pins are claims to regularly converse with the connected to the lock plug.” dead. ROLE IN THE MISTS One of the only shamanistic orders Rogues are sly and deadly but as is the witches of Hala, who gain some difficult to pin down into a single role as similar powers when they touch the they are to lock-up in a town jail. Some Weave. It is only female followers of rogues specialize in literally stabbing Hala that become shamans, with males one in the back while others prefer the developing sorcerer powers. knife to be metaphorical. Burglars, thieves, and scoundrels are SORCERER just some examples of rogues but “Magic is in my blood. I required no hardly an inclusive list. Other examples training and I care not for limits and include Dementliuese spies, Borcan restraint.”

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ROLE IN THE MISTS Both Sri Raji and Rokushima Taiyoo The ambient, natural energy needed to have those who know the secrets of birth a sorcerer is rare in the Mists. Most sword-magic. It is rumoured that mortals have to study and train to wield Hazlan's mage schools are training and those who fail must sword mages as elite bodyguards and strike deals with other beings for that shock troopers. A number of duellists same power. from Mordent, Richemulot, and Most sorcerers are born from luck: Dementlieu also mix sorcerery with an alignment of stars during conception, swordplay; this is an older tradition that being born on a site of powerful magic, died-out but has recently been renewed. or being the culmination of disparate bloodlines. Given the required chance, WARDEN there are few patterns to the birth of “I can pull strength from the earth sorcerers and they can hail from any beneath me, the sky above, and all the land, be of any race, or born into any creatures between.” social class. The exception to the randomness of ROLE IN THE MISTS the sorcerer is the followers of Hala, the The staunch defender of their tribes, males of which gain sorcery when they wardens stand between their people learn the ways of the Weave, gaining and danger. They are often ordained elemental powers. Only male devotees and chosen by spirits or by the tribe. of Hala become sorcerers with females While druids protect all of nature, becoming shamans. wardens defend a particular group, place, or object. Wardens draw strength from nature. SWORDMAGE When they fight they almost seem like a “Ah, Bocelli‟s Gamit, well played. No mountain or an oak or a bear. A few blade can pierce that defence. Well, no curious wardens draw upon the strength ordinary blade.” of the city, claiming to channel the ROLE IN THE MISTS strength of the street, the power of a mob, and the durability of a bridge. Swordmages (see the FORGOTTEN REALMS Outlander wardens usually have to PLAYER‟S GUIDE) are warriors who mix perform rites to bind them to the land. magic with steel, adding spells to their These are reputedly similar to the ones sword strikes. More specialized and performed by fiends, creating rumours rarer than fighters, swordmages are less of diabolism. trusted and known, feared like most The most famed of wardens are arcane figures. those of Kartakass, who claim to be To a casual observer, there is little infused by the spirit of Grandfather Wolf difference between the darting blades of or Grandfather Bear. There are a a swordmage and a rogue or ranger. number of hereditary wardens that Trained eyes will spot the difference as guard sacred sites in Har‟Akir and Sri the swordmage dashes across the Raji, either defending sites or defending battlefield so fast you would assume he people from their sites. A number of vanished, or the flicker of flame across Har‟Akiri wardens have been known to his blade that could be mistake for a hunt down grave robbers that have reflection. stolen local treasures. Most swordmages come from distant lands, and are strangers to the Core.

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WARLOCK have been recruited and trained as warlords. Martial dwarves are also “At night they whisper to me, listing my drawn to the call of the warlord. sins and reminding me of the price for Falkovnia is known for its warlords, my magic. It was still worth it.” with many Talons and patrol-leaders ROLE IN THE MISTS being feared warlords. Mordent‟s famed Those who make deals with the dark Lamplighters are also commonly forces seldom have an easy time in the warlords. There are a number of Mists. Their powers toe the line between warlords in variously knightly groups, light and dark, and many warlocks especially the Circle and in the succumb to temptation, corruption, or Shadowlands. madness. Most warlocks tend to focus their full WIZARD energy on other classes and only multi- “The forces of nature bow to my class as warlocks. Thus they can use commands. I know the forbidden their powers sparingly, resisting full secrets of the universe!” damnation. The folk of Tepest are known for ROLE IN THE MISTS their fears of warlocks and witches, Those with arcane knowledge have hunting them as often as goblins and seldom been trusted in the Land of the hags. Rare Lamordians sometimes make Mists. While not as distrusted as pacts with Things from beyond the stars warlocks, wizards are still feared in most for knowledge. And it is rumoured those lands. touched by Bluetspur occasionally In the civilized western Core, develop strange, inhuman abilities. wizards are often dismissed as Warlocks of Hala also gain some charlatans, allowing wizards to operate powers, similar to those gained through under the guise of stage magicians and infernal and faerie means. performers. Foreign mystics are also common and Sri Raji and Har‟Akir are WARLORD both known for their magical tradition. “You two go left while I hook right. We‟ll Both Darkon and Hazlan have a catch it in the flank then teach it number of mage colleges that train new remorse.” wizards, with the latter‟s being held in high esteem although the populace is ROLE IN THE MISTS still untrusting. Dementlieu, Mordent, Generals and leaders of armies are rarer and Richemulot also have private in the Mists with its limited armed forces scholars who tutor those with potential, and open warfare. Warlords tend to sometimes without full parental operate smaller mercenary companies permission. or lead patrols of the local watch. A few operate in the wilderness, leading hunting parties or uniting small towns; few things can inspire a populace more than a warlord, and few things can give rise to an angry mob faster than a warlord's encouragement. Under the rule of both Soth and Azrael, promising eladrin of Sithicus

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PARAGON PATHS ARCANIST SPELLS

Rebuke Arcanist Arcanist Attack 11 “Yes, I have studied the black arts, but Undead cower before a necromantic master. it had to be done! Sometimes one must Encounter  Arcane, Radiant Standard Action Close blast 2 fight fire with fire and my soul is a small Target: All undead in the blast price to pay.” Attack: Intelligence vs. Will Hit: Target is pushed 3 squares and cannot Prerequisite: Wizard class. Must attack you until you deal damage to them. have failed a Dark Powers check to be a White Arcanist: 3d8 + Intelligence black arcanist. modifier radiant damage. Black Arcanist: Make a second attack You have thrown yourself into the study against a number or targets equal to your of black magic and the darkest of spells. Intelligence modifier. Secondary attack: Intelligence vs. Will. Some succumb to the temptations of Hit: Target is dominated until the start these evil arcane abilities while others of your next turn. walk the fine balance of struggling to stay in the light. Magic for Blood Arcanist Utility 12 ARCANIST PATH FEATURES Your power grants you false vitality. Arcana of Light or Dark (11th Daily  Arcane level): All arcanists are either White Minor action Personal Effect: You expend one encounter power Arcanists or Black Arcanists, you choose and regain a number of healing surges which path you will follow. Good wizards equal to 1 + your Constitution modifier. leaning to White while unaligned If not used, these healing surges vanish wizards often choose Black. at the end of the encounter or after 5 White: You gain a +2 bonus on all minutes. Dungeoneering skill checks. You regain the encounter power Black: You gain a +2 bonus on all normally. Religion skill checks. Arcane Knowledge (11th level): Touched by Darkness Arcanist You can spend an action point to add a Attack 20 Unholy forces erupt from you as your lower secondary damage type to all your your defences and let them break free. spells instead of taking an additional Daily  Arcane, Radiant or Necrotic action. The spells all gain the relevant Standard action Close burst 4 keyword. Target: All creatures in the burst White: Your spells deal radiant Attack: Intelligence vs. Reflex damage. Hit: 4d8 + Intelligence modifier damage, Black: Your spells deal necrotic type determined by your arcane damage. knowledge path feature. Ethereal Stride (16th level): White Archanist: The targets are When you spend an action point to take knocked prone and suffer 10 ongoing radiant damage (save ends). an extra action you can teleport 4 Black Arcanist: The target is stunned squares as a free action. This can be (save ends with a -2). done before or after the extra action. Miss: Half damage.

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Knight of the Shadows KNIGHT OF THE SHADOWS PRAYERS “I do all I can but know I cannot save everyone. That is the hardest part of my Crashing Charge Knight of the Shadows Attack 11 burden.” With a powerful blow you crash into an opponent driving them to their knees. Prerequisite: Paladin class, heavy Encounter  Divine, Weapon armour and shield proficiency Standard action Melee weapon Target: One creature You are a champion for the common Attack: Strength vs. AC folk, a shining beacon in the night. You Special: You must charge as part of this have dedicated yourself to the attack. protection of others, but you know that Hit: 3[W] + Strength damage and the target is knocked prone and stunned until your task requires you to remain in the the start of your next turn. darkness, shunning glory and your just rewards. Many belong to the Circle, a Shadow Charge Knight of the knightly order operating out of the Shadows Utility 12 Shadowlands. You move through darkness to strike. Encounter  Divine KNIGHT OF THE SHADOWS PATH Move action Personal Effect: You teleport 4 squares. FEATURES Special: Until the end of your next turn, if Master of Defence (16th level): you charge you deal an additional 10 When you have a shield equipped you damage. grant adjacent allies a +2 shield bonus to AC and Reflex defence. Circling Steel Knight of the Master of Shadows (11th level): Shadows Attack 20 You become trained in the Stealth skill. Your weapon cuts an arc through the air, If you are already trained in this skill drawing ire towards you. you receive a +2 power bonus to Daily  Divine, Weapon Stealth checks. Standard action Close burst 1 Target: Each enemy in the burst you can Master of Steel (11th level): You see ignore the speed penalty for heavy Attack: Strength vs. AC armour. Hit: 4[W] + Strength modifier damage. Man of the People (11th level): Effect: The target is marked until the end When an enemy moves adjacent to a of your next turn. non-combative NPC or an NPC ally, as an Immediate Reaction you can spend an action point to move half your speed towards the triggering enemy. If you end adjacent to the enemy you can make a basic melee attack against the enemy.

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

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Monster Hunter MONSTER HUNTER EXPLOITS “It is my chosen prey: I have read libraries dedicated to their abilities and Precision Strike Monster Hunter Attack 11 the hunt. I am a master of their death.” Through experience you know exactly where to hit for the most hurt. Prerequisite: source, Encounter  Martial, Weapon training in one knowledge skill Standard action Melee or Ranged weapon A single foe haunts you, driving you to Target: One creature focus on this single threat above all Attack: Strength vs. AC (melee) or others. While skilled in other hunts, you Dexterity vs. AC (ranged) are a master when it comes to this Hit: 2[W] + Strength (melee) or 2[W] + Dexterity (ranged). threat. Special: If the target is of your enmity origin the attack ignores resistances and MONSTER HUNTER FEATURES the target cannot regenerate on its next Enmity (11th level): Choose one turn. of the following origins: aberrant, elemental, fey, immortal, natural, or Familiar Resistance Monster Hunter shadow. When you face a creature of Utility 12 this origin and use an action point to You know how to avoid the worst of the make a second attack, roll your attack worst. Daily  Martial twice and use the higher result. Immediate Reaction Personal Knowledgeable (11th level): You Trigger: You suffer an effect that a saving gain a +2 bonus to Perception, Insight throw will end. and Monster Knowledge skill checks Effect: You make an immediate saving against your enmity origin. throw with a +5 power bonus. Hunted (16th level): Choose one Special: If the triggering effect was of the following keywords: angel, inflicted by a creature of your enmity aquatic, construct, demon, devil, ooze, origin, you gain a +2 power bonus to all plant, reptile, spider, shapechanger, or defences until the end your next turn. undead. You deal extra damage equal to twice your Intelligence modifier against Favoured Foe Monster Hunter Attack 20 creatures with the chosen keyword. You know just how to hurt them. Daily  Martial, Reliable Standard action Melee or Ranged weapon Target: One creature Attack: Strength vs. AC (melee) or Dexterity vs. AC (ranged) Hit: 3[W] + Strength modifier (melee) or 3[W] + Dexterity modifier (ranged). Miss: Half damage. Special: If the target is of your enmity origin you deal an extra 1[W] damage. If the target has your hunted keyword you deal an extra 1[W] damage. This bonus damage stacks if both apply.

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Pistoleer Ricochet Pistoleer Utility 12 “I love the smell of gunpowder in the Careful aim allows you to bank a shot off evening.” their protective cover. Encounter  Martial, Weapon Minor action Personal Prerequisites: Striker role, proficiency Requirement: You must be wielding a in firearms firearm. Effect: You ignore an enemy‟s cover until The master of firearms, you excel at the start of your next turn. ranged combat with the explosive weaponry. Double Charge Pistoleer Attack 20 You add extra powder, hoping the explosion PISTOLEER FEATURES doesn‟t damage the weapon. Quick Reload (11th level): You Daily  Fire, Martial, Weapon Standard action Close blast 3 can reload firearms as a minor action. Requirement: You must be wielding a Snap Shot (11th level): When firearm you spend an action point to gain an Target: Each enemy in the blast you can extra action you can reload firearms as see. a free action until the start of your next Attack: Dexterity vs. Reflex turn. Hit: 3d8 + Dexterity modifier fire damage. Specialized (11th level): Chose Secondary Target: One creature within 5 one of the below features. squares. Gunfighter: You can load two held Secondary Attack: Dexterity vs. AC guns with the same action. Hit: 2[W] + Dexterity modifier damage. Sniper: You do not suffer the penalty to attack roles when using a ranged weapon prone and instead 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.

PISTOLEER EXPLOITS

Scattershot Pistoleer Attack 11 You fill the barrel with an extra-large charge and numerous small pellets. Encounter  Martial, Weapon Standard action Close blast 3 Requirement: You must be wielding a firearm. Target: Each enemy in the blast you can see. Attack: Dexterity vs. AC Hit: 3[W] + Dexterity modifier and the target is deafened (save ends).

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

REVENGER EXPLOITS

Avenging Strike Revenger Attack 11 Hatred fuels your strike . Encounter  Martial, Weapon Immediate reaction Melee weapon Trigger: An ally is hit by an adjacent enemy. Target: One creature Attack: Strength vs. AC Hit: 2[W] + Strength modifier damage. Special: If the target is your wronged type the attack deals an extra 10 damage.

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Spirit Taker “Your soul now belongs to me. Perhaps Chill Shroud Spirit Taker Utility 12 I will release it, letting you venture to The mists around you cool as ice crystals whatever afterlife awaits you. Or from in the air. perhaps not.” Encounter  Arcane, Cold Minor action Personal Prerequisite: Warlock class, mist Effect: Enemies that start their turn in your pact Mistshroud aura take cold damage equal to your Intelligence modifier and are Spirit Takers use the forces of the Mists slowed (save ends). Sustain Minor: The effect persists. to separate the souls of the dead and dying and use them for their own Circling Spirits Spirit Taker purposes. Attack 20 The souls of the dead spiral around in your SPIRIT TAKER PATH FEATURES aura, striking those in reach. Greater Shroud (11th level): Daily  Arcane, Cold, Implement, Your Mistshroud aura pact boon starts Necrotic at a value of 1. Standard action Close burst equal to aura Take Soul (11th level): When you Requirement: Your Mistshroud aura pact reduce an enemy to 0 hit points or less boon must be in effect. with a critical hit, you gain an action Target: All enemies in Mistshroud aura point. The action points must be spent Attack: Constitution or Charisma vs. Reflex before the end of your turn. Hit: 1d8 per value of the aura + Consume Souls (16th level): You Constitution or Charisma modifier cold and can expend your Mistshroud aura to necrotic damage. gain a bonus to damage equal to the Special: Your Mistshroud aura is expended aura‟s value on all attacks until the end and cannot be regained until you rest. of your turn.

SPIRIT TAKER SPELLS

Spiritual Backlash Spirit Taker Attack 11 With a wave of your hand you knock your enemies backwards. Encounter  Arcane, Cold, Implement Standard action Close burst 2 Target: All enemies in burst Effect: Target is pushed 1 square. Attack: Constitution or Charisma vs. AC Hit: 2d6 + Constitution or Charisma modifier damage and the target is knocked prone. Special: The Mistshroud aura pact boon can be expended prior to this attack as a free action. This grants a +2 power bonus to attack rolls and increases the attack to burst 3.

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

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Level 1 Encounter Spells Level 1 Daily Spells Dark Caress Warlock (Mist) Bonechill Warlock (Mist) Attack 1 Attack 1 You freeze their spirit sapping away their You leech the very warmth of their body, very life. drawing it into yourself. Encounter  Arcane, Cold, Implement, Daily  Arcane, Cold, Healing, Necrotic Implement, Necrotic Standard action Ranged 10 Standard action Ranged 5 Target: One creature Target: One creature Attack: Constitution or Charisma vs. Will Attack: Constitution or Charisma vs. Will Hit: 2d6 + Constitution or Charisma Hit: 2d8 + Constitution or Charisma modifier cold damage, and if you have modifier cold and necrotic damage, and combat advantage against the target you you gain 2d6 temporary hit points. also deal and extra 1d8 necrotic damage. Miss: Half damage and no temporary hit Mist Pact: You deal extra damage equal points. to your Intelligence modifier. Effect: The target takes a -2 penalty to Reflex defence (save ends). Death from Below Warlock (Mist) Mist Pact: You gain temporary hit points Attack 1 equal to 2d6 + your Intelligence modifier. You teleport your foe upward, then watch as they fall to the earth. Faces in the Mists Warlock (Mist) Encounter  Arcane, Implement, Attack 1 Teleportation You make the target see what you wish and Standard action Ranged 5 feel attacks coming from all sides, not Target: One creature knowing the real from the false putting a Attack: Constitution or Charisma vs. Will shiver in her spine and a chill in her bones. Effect: The target is teleported up 2 Daily  Arcane, Cold, Psychic, squares (10 feet). Upon landing the target Implement takes 1d10 damage. Standard action Ranged 10 Mist Pact: The target is teleported up a Target: One creature number of squares equal to your Attack: Constitution or Charisma vs. Will Intelligence modifier (minimum 2). For Hit: 3d6 + Constitution or Charisma every 10 additional feet they take an extra modifier cold and psychic damage, and 1d10 damage. the target grants combat advantage to your allies until the start of your next turn. Effect: The target takes a -1 penalty to Reflex and Will defence (save ends).

Level 2 Utility Spells Eyes of Darkness Warlock (Mist) Utility 2 Through inhuman vision nothing escapes your sight. Encounter  Arcane, Cold, Implement Minor Action Personal Effect: You gain a +5 power to your next Perception check during this encounter. You also gain until the end of the encounter or 5 minutes.

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Level 3 Encounter Spells Black-Ice Warlock (Mist) Fold the Land Warlock (Mist) Attack 3 Utility 6 You freeze the ground creating a slick patch The Mists warp space around you, bringing of ice. your enemy within striking distance. Encounter  Arcane, Cold, Implement, Daily  Arcane, Teleportation Zone Minor Action Personal Standard action Area burst 2 Effect: Until the end of your next turn you within 10 add your Intelligence modifier to your Target: Each creature in the burst reach or increase the range of your Attack: Constitution or Charisma vs. Reflex powers by a number of squares equal to 3 Hit: 1d8 + Constitution or Charisma + your Intelligence modifier. modifier cold damage and the target is Mist Pact: You gain threatening reach 2. knocked prone Sustain Minor: When you sustain this Level 7 Encounter Spells power you make a secondary attack. Binding Mists Warlock (Mist) Secondary Targets: Each creature Attack 7 within the zone. A thick fog wraps around your foe, pinning Secondary Attack: Constitution or their limbs together. Charisma vs. Reflex Encounter  Arcane, Cold, Implement Hit: Target is knocked prone. Standard action Ranged 10 Target: One creature Attack: Constitution or Charisma vs. Level 5 Daily Spells Fortitude Will to Die Warlock (Mist) Attack 5 Hit: 2d6 + Constitution or Charisma You sap their will to fight and sense of self- modifier cold damage and the target is preservation. restrained until the end of your next turn. Daily  Arcane, Implement, Psychic Mist Pact: Aftereffect: The target is Standard action Ranged 10 immobilized until the start of your next Target: One creature turn. Attack: Constitution or Charisma vs. Will Hit: 2d6 + Constitution or Charisma Level 9 Daily Spells modifier psychic damage, and the target Death Knell Warlock (Mist) grants combat advantage to your allies Attack 9 until the start of your next turn. Your victim‟s dying screams reverberate Effect: The target takes a -1 penalty to through the air. attack rolls and all defences (save ends). Daily  Arcane, Implement, Necrotic, Mist Pact: The penalty to attack rolls is Thunder equal to your Intelligence modifier. Standard action Ranged 10 Target: One creature Attack: Constitution or Charisma vs. AC LEVEL 6 UTILITY SPELLS Hit: 3d8 + Constitution or Charisma Rise-Up Warlock (Mist) modifier necrotic damage. If this attack Utility 6 drops the target to 0 hit points or fewer You fall through space and arrive at your make a secondary attack. destination facing the desired location. Secondary Target: Each creature Encounter  Arcane, Teleportation adjacent to the primary target. Move Action Personal Secondary Attack: Constitution or Effect: You can teleport 5 squares. If you Charisma vs. Reflex were prone before, you arrive standing. Hit: 1d6 + Constitution or Charisma Mist Pact: You teleport a number of modifier thunder damage. squares equal to 5 + your Intelligence modifier.

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Level 10 Utility Spells Spirit Walk Warlock (Mist) Weaken the Bond Warlock (Mist) Utility 10 Attack 15 You become as mist, floating through the air You cut-off the flow of necrotic energy to and flowing through cracks. you foes, weakening them. Encounter  Arcane, Polymorph Daily  Arcane, Implement, Necrotic Minor Action Personal Standard action Close Bust 10 Effect: You assume a mist form until the Target: All undead in the burst end of your turn. In this form you are Attack: Constitution or Charisma vs. Will insubstantial and gain phasing but cannot Hit: 3d8 + Constitution or Charisma take standard actions. modifier necrotic damage, and the target is stunned (save ends). Aftereffect: the target is weakened (save LEVEL 13 ENCOUNTER ends). SPELLS Special: This attack ignores resistance to necrotic damage. The Flesh is Weak Warlock (Mist) Attack 13 Miss: Half damage and the target is The chill of the Mists leaves your enemy weakened (save ends) and no aftereffect. susceptible to frost. Encounter  Arcane, Cold, Implement LEVEL 16 UTILITY SPELLS Standard action Ranged 10 Strobing Step Warlock (Mist) Target: One creature Utility 16 Attack: Constitution or Charisma vs. Will Striding forward you suddenly teleport Hit: 1d6 + Constitution or Charisma ahead then continue to move, only to modifier cold damage, and the target teleport again. gains vulnerable 5 cold. If you have Daily  Arcane, Teleportation combat advantage against the target you Minor Action Personal also inflict ongoing cold damage equal to Effect: You gain a +2 power bonus to your Intelligence modifier. speed. Until the end of your turn, for Mist Pact: The target gains vulnerable every 3 squares that you move you can cold equal to 4 + your Intelligence teleport 1 square as part of the same modifier. action. After you teleport you can resume normal movement. Level 15 Daily Spells Mist Pact: You gain a power bonus to Mistnapped Warlock (Mist) speed equal to 1 + your Intelligence Attack 15 modifier. A wall of mist rises from the ground, obscuring vision. Those who enter may never leave... Daily  Arcane, Conjuration, Teleportation Standard action Area wall 8 within 5 Effect: You conjure a wall of mist which blocks line of sight and grants cover. The wall lasts until the end of your next turn. Creatures that enter the wall exit from a random square. Their movement is uninterrupted and they can re-enter the mist wall. Sustain Minor: The wall persists.

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LEVEL 17 ENCOUNTER Level 19 Daily Spells Freeze Core Warlock (Mist) SPELLS Attack 19 Writhing Mist Warlock (Mist) You become a wraithlike phantom and move Attack 17 through your enemies, freezing them from The Mists wriggle and crawl around you, the inside. lashing out like ethereal tentacles. Daily  Arcane, Cold, Polymorph Encounter  Arcane, Cold, Implement Standard action Personal Standard action Close burst 5 Effect: You gain phasing until the end of Target: Each creature in burst under your your turn. If you move through an curse. enemy‟s square make an attack. Attack: Constitution or Charisma vs. Reflex Attack: Constitution or Charisma +2 vs. Hit: 3d6 + Constitution or Charisma Reflex modifier cold damage. Hit: 2d10 + Constitution or Charisma Mist Pact: The target treats the area of modifier cold damage, and ongoing 10 the burst as difficult terrain until the start cold damage (save ends). The first time of your next turn. an enemy fails a save against this ongoing damage they are slowed (save ends both). Leech Life Warlock (Mist) Special: You can attack a number of Attack 17 enemies equal to your Intellogence Your wounds heal as you draw vital energy modifier. You still need to move through from your foes. their square. Encounter  Arcane, Healing, Implement Haze Warlock (Mist) Standard action Ranged 5 Attack 19 Target: One creature Cool tendrils of mist wrap around their head, Attack: Constitution or Charisma vs. covering their eyes and blocking their vision. Fortitude Daily  Arcane, Cold, Implement Hit: 2d6 + Constitution or Charisma Standard action Ranged 10 modifier damage, the target is weakened, Target: One creature and you can spend a healing surge. Attack: Constitution or Charisma vs. Mist Pact: You regain additional hit Fortitude points equal to your Intelligence modifier. Hit: 4d6 + Constitution or Charisma modifier cold damage. Effect: The target treats all creatures as if they had total concealment (save ends). Mist Pact: The target takes a -2 penalty on saving throws against this power‟s effect.

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LEVEL 22 UTILITY SPELLS Level 25 Daily Spells Ethereal Seal Warlock (Mist) Remove Soul Warlock (Mist) Utility 22 Attack 25 The Mists cut off the region from other You violently rip your enemy‟s soul from worlds and planes. their body, leaving their body helpless on Daily  Arcane, Zone the ground. Standard action Area burst 25 Encounter  Arcane, Psychic, within 5 squares Implement Effect: The burst creates a zone that stops Standard action Range 5 all teleportation. No one can teleport Target: One Creature inside the zone, into the zone, or out of Attack: Constitution or Charisma vs. Will the zone. Hit: 3d8 + Constitution or Charisma Powers that only teleport or where modifier psychic damage. teleportation is required are not expended Effect: The target‟s spirit leaves their body, if attempted and no action is spent. but remains in the same square. The spirit Powers where teleportation is a secondary is immune to all attacks and cannot take effect are used and occur normally aside any standard actions. The target‟s from the blocked teleportation. material body drops prone and is helpless Fey or Mist Pact: You can teleport inside (save ends). the zone normally. You may permit allied fey or mist pact warlocks to teleport LEVEL 27 ENCOUNTER normally as well. SPELLS Bond of Life Warlock (Mist) LEVEL 23 ENCOUNTER Attack 27 You bind your lifeforce to that of your SPELLS enemy‟s. Soul Cleave Warlock (Mist) Attack 23 Encounter  Arcane, Healing, Your curse wrenches at their soul, attacking Implement their mind and spirit. Standard action Ranged 10 Encounter  Arcane, Psychic, Target: One creature Implement Attack: Constitution or Charisma vs. Will Standard action Close blast 5 Hit: 2d8 + Constitution or Charisma Target: Each creature in blast under your modifier damage, and the target takes curse. ongoing 15 damage (save ends). Attack: Constitution or Charisma vs. Will Effect: You gain regeneration 15 until the Hit: 2d10 + Constitution or Charisma target saves or reaches 0 hit points or modifier psychic damage, and the target is fewer. stunned. Mist Pact: Your regeneration lasts an extra turn after the target saves or reaches 0 hit points or fewer.

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Level 29 Daily Spells Absolute Zero Warlock (Mist) Attack 29 You pull all the heat out of the target and dissipate it amongst the surrounding area Daily  Arcane, Cold, Fire, Implement Standard action Ranged 10 Target: One creature Attack: Constitution or Charisma vs. Fortitude Hit: 5d12 + Constitution or Charisma modifier cold damage, and the target gains vulnerable 5 fire. If the target is reduced to 0 hit points or fewer from this power make a secondary attack Secondary Target: Each creature adjacent to the primary target. Secondary Attack: Constitution or Charisma vs. Reflex Hit: 1d12 + Constitution or Charisma modifier fire damage. Mist Pact: If the primary target is bloodied or reduced to 0 hit points or fewer by this power make a secondary attack.

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Feats

HEROIC TIER FEATS Belenus’ Light [Divinity] Adaptive Warding Prerequisite: Channel Divinity class feature, must worship Belenus. Prerequisite: Giomorgo, Benefit: You can evoke the power swordmage of your deity to use Belenus‟ light. Benefit: When you wield a simple Channel Divinity: Feat light blade in your off hand, that hand is Belenus’ Light Power considered empty for your Swordmage A heavenly light guides your blows. Warding‟s ability. Encounter  Divine Agile Fury Minor action Personal Effect: Until the end of your next turn, you Prerequisite: Giomorgo, barbarian gain a +1 power bonus to attack rolls. Benefit: For barbarian powers you Against creatures with shadow or fey treat one-handed military and superior origins this bonus increases to +2. light blades as two-handed weapons. Special: You must take the Belenus‟ Light feat to use this power. Allied Aura Prerequisite: Int 15, warlock, mist pact Big-Boned Benefit: Your allies can see normally in Prerequisite: Caliban, must be your Mistshroud aura. taken at 1st-level Benefit: You are able to use larger Avenging Curse than normal weapons. You gain a +1 Prerequisite: Giomorgo, avenger bonus to damage rolls with one-handed Benefit: If your oath of enmity and weapon and +2 to damage rolls with curse of the blood share the same two-handed weapons. target you gain +1 to all defences At 11th level, this bonus increase to against that enemy‟s attacks. +2 (+3 with two-handed weapons). At 21st level, this bonus increase to +3 (+4 with two-handed weapons). Blood Foe Prerequisite: Giomorgo, ranger Benefit: When you use curse of the blood you can designate the target as your quarry as a free action. This can be done even if the target is not the closest enemy. Bonded Strike Prerequisite: Caliban, swordmage Benefit: When you make a basic melee attack you deal extra damage equal to your Constitution modifier.

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Cautious Crude Cutthroat Prerequisite: Giomorgo Prerequisite: Caliban, rogue Benefit: You grant allies within 10 Benefit: You can use a club or squares of you a +1 racial bonus to greatclub with any rogue power that Perception and Initiative checks. requires a light blade. You reduce Sneak Attack damage by one die when you use Charming Strike a club or greatclub. Prerequisite: Giomorgo, wizard Benefit: When you use an arcane Cursed Mark power with the charm keyword you gain Prerequisite: Giomorgo, fighter a +1 feat bonus to attack and damage Benefit: When you use curse of the rolls. blood you can mark the target. At 11th level the damage bonus Additionally, your curse of the blood increases to +3. At 21st level the target takes an additional -1 penalty to damage bonus increases to +5. attack rolls for any attack that does not target you. Chilling Aura Prerequisite: Int 13, warlock, mist Curse of Misfortune pact Prerequisite: Giomorgo, invoker, Covenant of Wrath class feature Benefit: Your Mistshroud aura is Benefit: In place of the extra considered difficult terrain for enemies damage from curse of the blood the vulnerable to cold. target takes a -2 penalty to saving Cold One throws until they make a successful Prerequisite: Cha 13, you have save. been reduced to 0 or fewer hit points by Dauntless an undead. Prerequisite: Caliban, Unstoppable Benefit: You are touched by Benefit: When you use your undeath. At the start of combat you relentless rage power you can make an gain concealment from enemies with the immediate saving throw against an undead keyword until you make an ongoing condition or effect. attack. This counts as total concealment for the Stealth skill. Doubly Damned Co-ordinated Curse Prerequisite: Giomorgo, warlock Benefit: You can place your warlock Prerequisite: Giomorgo, bard curse on the target of your curse of the Benefit: When you use curse of the blood even if they are not the nearest blood, allies that can see you and the enemy or cursed by another warlock. If target gain a +1 power bonus to their you put your warlock curse on a target next attack against that target. cursed by another warlock both curses Combined Rage remain in effect. Prerequisite: Caliban, barbarian Draw Ire Benefit: You can have both Prerequisite: Giomorgo, warden relentless rage and a barbarian rage Benefit: When you use curse of the active at the same time. blood you can mark the target as a free Additionally, you deal an additional action, even if the target is not adjacent +1 damage per tier while under the to you. effects of both rages.

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Ezra’s Shield [Divinity] Ill Fortune Assist Prerequisite: Giomorgo, warlord Prerequisite: Channel Divinity class Benefit: When you grant an ally an feature, must worship Ezra. attack against the target of your curse Benefit: You can evoke the power of the blood the attack deals extra of your deity to use Ezra‟s shield. damage equal to your Wisdom modifier. Channel Divinity: Ezra’s Feat Shield Power Improvisational Fighter From the Mists, Ezra moves to save you. Prerequisite: Str 13 Encounter  Divine Benefit: You gain a +1 proficiency Minor action Ranged 5 bonus when fighting with improvised Target: You or one ally Effect: The target gains a +2 power bonus melee weapons and a +1 bonus to all to one defence until the start of your next damage rolls. turn. The defence is chosen when the power is used. Intimidating Words Special: You must take the Ezra‟s Shield Prerequisite: Caliban, bard feat to use this power. Benefit: You can use your words of friendship power with Intimidate checks. False Confidence Prerequisite: Caliban, warlord Jaded Benefit: Your inspiring word grants Prerequisite: Wis 13 temporary hit points equal to your Benefit: You gain a +2 feat bonus Constitution modifier. to your Will defence against fear and horror checks. Furious Curse For rules on Fear and Horror, see Prerequisite: Caliban, warlock JESTER‟S 4E RULES PAMPHLET. Benefit: While under the effects of relentless rage your pact boon is also Knife Fighter trigged when a cursed enemy is also Prerequisite: Giomorgo bloodied. You cannot gain your pact Benefit: You gain proficiency with boon twice from the same enemy in a simple light blades and a +2 feat bonus single turn. to all damage rolls. Hala’s Weave [Divinity] Knockback Prerequisite: Channel Divinity class Prerequisite: Caliban, fighter feature, must worship Hala. Benefit: When you hit a medium or Benefit: You can evoke the power smaller creature with your combat of your deity to use Hala‟s weave. challenge „s basic melee attack you can slide the target 1 square. The target Channel Divinity: Hala’s Feat must end in a square adjacent to you. Weave Power Uniting the divine and arcane, the Weave Loner binds all magic together. Prerequisite: Caliban Encounter  Divine Benefit: You gain a +1 feat bonus Minor action Personal to melee attack rolls against a target Effect: Until the end of your turn, you may when no allies are adjacent to the change the damage type of your powers target. from radiant to fire or cold. Special: You must take the Hala‟s Weave feat to use this power.

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Massive Beast The damage resisted is chosen when Prerequisite: Caliban, druid this feat is gained and cannot be altered once selected. Choices are: acid, cold, Benefit: You get larger when you get fire, lightning, poison, or thunder. angrier. While in beast form with relentless rage active your reach Morninglord’s Mercy increases by 1. [Divinity] Mental Assault Prerequisite: Channel Divinity class feature, must worship the Morninglord. Prerequisite: Giomorgo, sorcerer Benefit: You can evoke the power Benefit: When you use an arcane of your deity to use the Morninglord‟s power that has the psychic or charm mercy. keyword, you gain a +1 feat bonus to Channel Divinity: Feat damage rolls. This bonus doubles if the Morninglord’s Mercy Power power has both keywords. The Morninglord offers you his mercy. At 11th level this bonus increases to Encounter  Divine, Healing +2. At 21st level this bonus increases to Immediate Reaction Close burst 5 +3. Trigger: An enemy scores a critical hit on an ally Mental Fortitude Target: One ally in range Prerequisite: Wis 13 Effect: You spend a healing surge but Benefit: Your maximum Sanity is regain no hit points. The ally regains hit increased by 3. points as if they had spent a healing For rules on Madness and Sanity, surge. see JESTER‟S 4E RULES PAMPHLET. Special: You must take the Morninglord‟s Mercy feat to use this power. Merciful Curse Prerequisite: Giomorgo, cleric Personal Resilience Benefit: When you deal damage to Prerequisite: Caliban, wizard your curse of the blood target you can Benefit: You gain Resist 5 to your forgo that power‟s bonus damage, own powers. This bonus only applies instead one ally within 5 squares can when caught in your own bursts, not spend a healing surge. when powers are reflected back at you. At 11th level this increases to Resist Mighty Mixture 10. At 21st level this increases to Resist Prerequisite: Caliban, artificer 15. Benefit: Your curative admixture heals extra hit points equal to your Potent Formula Strength modifier. Prerequisite: Giomorgo, artificer Benefit: When the target of your Monstrous Resilience resistive formula ends the power‟s Prerequisite: Caliban, man or bonus they can also make an immediate monster racial power saving throw. Benefit: When you use your second wind while bloodied, you can substitute Powerful Challenge resistance in place of defence or Prerequisite: Caliban, paladin regeneration. Benefit: Your divine challenge does You gain Resist 3 + one-half your extra damage equal to your Constitution level until the end of the encounter or modifier. no longer bloodied.

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Powerful Spirit Redheaded Prerequisite: Caliban, shaman Prerequisite: Human, must be Benefit: Your spirit companion can taken at 1st-level withstand additional damage equal to Benefit: You have innate magical twice your Strength bonus before it talent. Pick one from the wizard disappears. class features. You can use this as an at-will power. Precise Vengeance Prerequisite: Giomorgo, rogue Reincarnated Benefit: When you deal sneak Prerequisite: Must be taken at 1st- attack damage to the target of your level. curse of the blood you can roll the Benefit: You have knowledge from sneak attack damage twice and take the a past lives. Gain a +2 feat bonus to preferred result. History skill checks. You also gain a +1 bonus to all un- Psychiatry trained knowledge checks (but not Prerequisite: Int 13, Trained in the monster lore checks) Heal skill. Benefit: You can use the Heal skill Resistant Rage to treat mental illness. You can treat Prerequisite: Caliban, warden madness like a disease allowing an ally Benefit: When you spend your to recover from the final state of second wind while using relentless rage madness. You can also aid in the and are no longer bloodied, you recovery of Sanity. continue to benefit from relentless rage You also receive a +1 feat bonus to until the start of your next turn. Heal and Insight checks. For rules on Madness and Sanity, Running Challenge see JESTER‟S 4E RULES PAMPHLET. Prerequisite: Giomorgo, paladin Benefit: If you do not engage the Pyrrhic Power target of your divine challenge you have Prerequisite: Caliban, sorcerer until the end of your next turn to Benefit: While under the effects of engage it before the marked condition relentless rage, as a free action you can ends. Essentially, you only have to sacrifice 4 hit points to deal 1d6 extra engage your target every other round. damage with your next attack. Second Sight Quick Blade Prerequisite: Wis 13 Prerequisite: Giomorgo, ranger, Benefit: You gain a +2 feat bonus Two-Blade Fighting Style to Perception checks against invisible Benefit: When wielding two light creatures or those with the insubstantial blades you can roll twice when making a keyword. basic melee attack. You can choose the You also gain a +2 feat bonus to preferred of the two rolls. damage against creatures with the insubstantial keyword. This damage is Raging Charge not halved. Prerequisite: Caliban, barbarian Benefit: When you make a charge attack while relentless rage is active you deal + 1[W] damage.

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Sixth Sense Prerequisite: Giomorgo, druid Prerequisite: Wis 13 Benefit: When you use wild shape Benefit: You can sense danger coming you do not need to drop held magical and are prepared for the unexpected. light blades when you use wild shape. During a surprise round you gain an You can also use any weapon properties extra move action which you can take of that weapon that affect only you or even if you are surprised. This extra allies. The powers of magical weapons action cannot be used for any powers. and offensive properties still cannot be You also gain a 1d4 - 1 bonus to used. Initiative to the first combat after an Additionally, you can use curse of extended rest. the blood in beast form. Spirit of the Mists Unceasing Prerequisite: Giomorgo, shaman Prerequisite: Caliban, cleric Benefit: Your spirit companion can Benefit: When you are reduced to 0 pass through objects as if it had the or fewer hit points while your relentless phasing quality. Each encounter it can rage is active, you can spend a healing pass through a number of squares equal surge as a free action before falling to your Intelligence modifier. If it ends unconscious. Relentless rage expires its movement inside an object it normally. disappears at the end of your turn. Wrath of the Lawgiver Strong Pull [Divinity] Prerequisite: Caliban, ranger, Prerequisite: Channel Divinity class Archer Fighting Style feature, must worship the Lawgiver. Benefit: Add one-half your strength Benefit: You can evoke the power modifier to the range of thrown and of your deity to use the Lawgiver‟s ranged weapons. wrath.

Sturdy Summons Channel Divinity: Feat Prerequisite: Caliban, invoker Lawgiver’s Wrath Power Benefit: Your summoned creatures The Lawgiver grants you the power to strike gain bonus hit points equal to your at the unbelievers. Constitution modifier. Encounter  Divine, Healing, Weapon Immediate Reaction Personal Sudden Fury Trigger: You are bloodied by an enemy‟s Prerequisite: Caliban, avenger attack. Benefit: When your oath of enmity Effect: You can make an immediate basic target bloodies you, you can use attack against the enemy that bloodied relentless rage as an immediate you. If your attack hits and deals damage, reaction. add your Wisdom modifier as extra damage. Tenacious Soul Special: You must take the Lawgiver‟s Prerequisite: Con 15 Wrath feat to use this power Benefit: You can fail an additional Unstoppable death saving throw before dying. Prerequisite: Caliban, relentless You also gain a +1 feat bonus on rage racial power death saving throws. Benefit: When you use your Tribal Beast relentless rage power you gain

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temporary hit points equal to 3 + your PARAGON TIER FEATS Constitution modifier. At 11th level the temporary hit Freakish Durability points increase to 6 + your Constitution Prerequisite: 11th level, Caliban, modifier. At 21st level it increases to 9 relentless rage racial power, + your Constitution modifier. Unstoppable Unrestrained Fury Benefit: When you use relentless rage you gain Resist weapon damage 5 Prerequisite: Caliban, relentless + your Constitution modifier weapon rage racial power until the end of your next turn. Benefit: When you use your relentless rage power you gain a +1 Improvisational Master feat bonus to attack rolls. Prerequisite: 11th level, Str 15, Vendetta Improvisational Fighter Benefit: Treat improvised weapons Prerequisite: Giomorgo, curse of as if they were one size large for the blood racial power damage. Benefit: When you use your curse You also gain a +1 feat bonus to of the blood power you gain a +2 feat attack and damage rolls with improvised bonus to damage rolls against the weapons. target. At 11th level, this bonus increases to Leech Strength +3. At 21st level it increases to +4. Prerequisite: 11th level, Int 17, Mixed Blood warlock, mist pact Benefit: When you use your second Prerequisite: Giomorgo wind, you can expend your Mistshroud Benefit: Your Vistana parents were aura as a free action and regain from different tribes or you are the child additional hit points equal to twice the of two giomorgo. You pick a second skill aura's value. for your tribal heritage power. You also receive a +2 racial bonus Relentless to saving throws against Charm effects. Prerequisite: 11th level, Caliban, relentless rage racial power, Unstoppable Benefit: When you use relentless rage you gain a +1 feat bonus to your Fortitude and Reflex defence. Thousand Cuts Prerequisite: 11th level, Giomorgo, Knife Fighter Benefit: If you miss with a dagger during a melee attack and are not dealing damage with miss, you deal damage to your original target equal to your Dexterity modifier. This damage receives no modifiers or bonuses that would normally be given to weapon damage.

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Tribal Fighter Prerequisite: 11th level, Giomorgo Benefit: You gain +1 to attack rolls and +2 to damage rolls when there is another giomorgo within 2 squares.

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Equipment

The Ravenloft Campaign Setting is more armours, and favour light blades or advanced than standard fantasy worlds. firearms. Meanwhile, the Eastern Core is There are weapons and equipment more chivalric and bulkier armours and found in the Land of the Mists unlike heavy blades are still in vogue. other common equipment. WEAPON GROUP A new weapon group is found in the WEAPONS Land of the Mists. For more information Most common weapons can be on this and classes that can use the purchased in the Land of the Mists, weapon group, refer to Chapter 5: dependant on the domain‟s level of Lifestyle. culture. Firearm: Firearms are ranged In more advanced domains, heavier projectile weapons that fire pebbles or weaponry and armour is less common. small metal balls. The armies of the Western Core are typically only clad in cloth or leather MELEE Simple Melee Weapons One-Handed Weapon Prof. Damage Range Price Weight Group Properties 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 Price Weight Group Properties Sword-Cane +3 1d6 – 15 gp 2 lb. Light blade High crit Improvised Melee Weapons One-Handed Weapon Prof. Damage Range Price Weight Group Properties Cleaver n/a 1d4 – – 2 lb. Axe – Bottle n/a 1d4 5/10 – 2 lb. Club – Bottle, broken n/a 1d4 – – 1 lb. Light blade – Hammer n/a 1d6 – – 4 lb. Hammer – Hatchet n/a 1d4 – – 3 lb. Axe – Two-Handed Weapon Prof. Damage Range Price Weight Group Properties 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

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RANGED Military Ranged Weapons One-Handed Weapon Prof. Damage Range Price Weight Group Properties Pistol +1 1d8 10/20 30 gp 2 lb. Firearm Load 2 minors Pistol, Pocket +1 1d6 6/12 35 gp 1 lb. Firearm Load 2 minors Two-Handed Weapon Prof. Damage Range Price Weight Group Properties Blunderbuss +1 1d12 20/40 45 gp 5 lb. Firearm Load 2 minors, high crit Carbine +1 1d10 15/30 40 gp 4 lb. Firearm Load 2 minors, small, high crit Superior Ranged Weapons One-Handed Weapon Prof. Damage Range Price Weight Group Properties Parthian, Blade +3 1d6 – 65 gp 4 lb. Lightblade Parthian, pistol +0 1d6 5/10 – 4 lb. Firearm Load 2 minors

WEAPON DESCRIPTIONS some domains are less advanced and Below are notes regarding the new steel weapons are rarer. weaponry described above. Weapons of unusual materials cost Bayonet: A simple, short blade standard prices in lands where they are attached to a firearm. It allows a firearm common. A bone longsword costs the to function as a spear in melee. standard price in a tribal culture. Blunderbuss: A large musket However, in primitive lands steel weapon with a wide conical barrel. weapons might fetch a much higher Carbine: A short-barrelled rifle, price. Conversely, in lands with the slightly too unwieldy to use one-handed. standard level of development, bone Parthian: A blade with a pistol built weapons would sell for a fraction of the into the hilt. The blade is typically a standard price. See the Culture Level short sword or, occasionally, a rapier. section of the Lifestyle chapter for more The wielder chooses which weapon to information. attack with each turn. (If the blade is upgraded to a rapier increase the Repairing Weapons damage to 1d8, but a separate feat is Weapons of materials other than iron required to use the rapier). can be damaged by an unsuccessful Pistols: A small, one-handed strike. Depending on the material it firearm. They were often used by might crack, chip, or dull. women or in duels, and many were built  Damaged weapon suffers a -1 to be concealed. penalty to damage rolls. Sword Cane: A short blade  Repeated damage increases the concealed in a walking stick, which is penalty. designed to be wielded in the other  This penalty can stack up to three hand. times per tier.  Weapons can be repaired during a Other Materials rest, removing all penalties. In addition to silver, adventurers may wish to make their weapons out of a variety of other metals. Alternatively,

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BONE ADVENTURING GEAR Weaponry carved from large animal With the advanced wonders of the Land bones or ivory. of the Mists, adventurers have even  Bone weaponry suffers a -2 more available gear. penalty to damage rolls. Ammunition: Bullets are small lead  On the roll of a natural “1” a bone or stone balls are used in firearms. weapon cracks and must be Bullets themselves come in a tube or repaired. box. Each bullet must be preceded by BRONZE black powder. Weaponry forged from bronze, an alloy If the black powder is exposed to of copper and tin. While useful, it is not flame it ignites. If correctly positioned as hard as iron. this results in an explosion that can  Bronze weaponry suffers a -1 cause damage (see the Difficulty Class penalty to damage rolls. and Damage by Level tables in the  On the roll of a natural “1” a DUNGEON MASTER‟S GUIDE). bronze weapon dulls and must be Book, Blank: A bound book, ready repaired. for writing. This cannot be used for rituals. COLD IRON Book, Knowledge: A printed book Cold iron is a poetic name for standard of information and facts. iron. It is pure iron and not alloyed with This grants a +2 Item bonus to skill other metals. Typically, it is forged at a checks for a single knowledge skill, low heat and requires much physical chosen at the time of purchase. This strength. does not apply for monster knowledge  Cold Iron weaponry suffers a -1 checks. penalty to damage rolls. Book, Lore: A printed book of myths and legends. GOLD This grants a +2 Item bonus to skill Weaponry carved from solid gold. The checks for a monster knowledge checks metal is heavy and soft, making its use for a single skill, chosen at the time of awkward. purchase. This does not apply for  Gold weaponry suffers a -2 penalty general knowledge checks. to damage rolls. Book, Printed: A generic printed  On the roll of a natural “1” a gold book. Often a novel or holy book. weapon dulls and must be Compass: A magnetized in a repaired. sealed container, this device always STONE points north. Weaponry carved from flint or other This grants a +2 Item bonus to skill stone. checks related to navigation.  Stone weaponry suffers a -1 Clockwork: A mechanical device of penalty to damage rolls. gears and springs, typically powered by  On the roll of a natural “1” a stone a turn-key. They can perform a single weapon cracks and must be specific function or task if properly repaired. maintained. For example, accurately telling the time Healing Kit: This kit contained medical supplies and grants a +2 Item bonus to stabilize the dying. Alternate

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kits can be purchased that come equipped to treat disease. Talon Armour Level 2+ Magnifying Glass: This convex Decorated with deadly winged-animals, this allows small objects to be closely dark plate is worn by Falkovnian Talon observed. It grants a +2 bonus to soldiers. Lvl 2 +1 520 gp Lvl 12 +3 13,000 gp Perception checks when searching or Lvl 7 +2 2,600 gp Lvl 17 +4 65,000 gp examining objects or places. Armour: Plate Enhancement: AC Item Price Weight Property: Gain an Item bonus to Intimidate Ammunition checks equal to the armour‟s Black powder, keg (400) 35 gp 40 lb. enhancement bonus. Black powder, flask (20) 2 gp 2 lb. Power (Daily): Minor Action. Until the end Bullets (20) 1 gp 2 lb. of your next turn, this armour has no

Artisan Tools speed or skill check penalties. Book, Blank 10 gp 1 lb. Book, Knowledge 30 gp 1 lb. Book, Lore 40 gp 1 lb. Book, Printed 15 gp 1 lb. WEAPON Compass 15 gp – Ba’al Verzi Level 9+ Clockwork Grandfather Clock 350 gp 75 lb. Legend says this grim dagger cannot be Pocket Watch 400 gp – sheathed until it has tasted blood. Healing Kit 15 gp 2 b. Lvl 9 +2 4,200 gp Lvl 19 +4 105,000 gp Lvl 14 +3 21,000 gp Lvl 24 +5 525,000 gp Magnifying Glass 10 gp 1 lb. Weapon: Light Blade Enhancement: Attack rolls and damage Magic Items rolls Objects imbued with arcane power are Critical: +1d6 damage per plus, or +1d8 rare in the Mists, often carrying a price per plus if you have combat advantage for their use. Many were not deliberately Power (Daily): Minor Action. You can made, but are magical accidents with make an immediate Stealth check as if dark histories. you had total concealment. This lasts until the end of your next turn. ARMOUR Musketeer's Armour Level 3+ Ezra’s Blade Level 17+ This light, studded armour is favoured by This longsword is sacred to the followers of duilists and gunfighters. Ezra. Lvl 17 +4 6500 gp Lvl 22 +5 325,000 gp Lvl 3 +1 680 gp Lvl 13 +3 17,000 gp Lvl 8 +2 3,400 gp Lvl 18 +4 85,000 gp Weapon: Heavy Blade Armour: Leather, Hide Enhancement: Attack rolls and damage Enhancement: AC rolls Property: Resist 5 against ranged weapon Critical: +1d6 damage per plus attacks. Property: If you worship Ezra you can use Level 13 or 18: Resist 10 against ranged this weapon as a holy symbol. It adds its weapon attacks. enhancement bonus (but not its proficiency bonus) to attack rolls and damage rolls when used in this manner. If you do not worship Ezra you do not benefit from this weapon‟s property and cannot use this weapon‟s power. Power (Daily): Free Action. Use this power when you hit with the weapon. You gain +1 bonus to all defences against the target until the end of the encounter.

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Rapidfire Level 2+ Fey-forged Level 3+ This firarm loads faster than you can shoot. Forged as a weapon against creatures from Lvl 2 +1 520 gp Lvl 12 +3 13,000 gp Lvl 7 +2 1,800 gp Lvl 17 +4 65,000 gp Faerie, it is the bane of the Fair Folk. Weapon: Any firearm Lvl 3 +1 680 gp Lvl 13 +3 17,000 gp Lvl 8 +2 3,400 gp Lvl 18 +4 85,000 gp Enhancement: Attack rolls and damage Weapon: Any rolls Enhancement: Attack rolls and damage Critical: +1d6 damage per plus rolls Property: Reloading this weapon is a free Critical: +1d8 damage per plus, or +1d10 action. damage per plus against fey Power (Daily): Minor Action. Until the end Viperbite Level 5+ of your turn, your next attack with this A thin envenomed blade, this weapon weapon against a fey creature gains a +2 pierces flesh like the fangs of a serpent. power bonus to the attack roll. If the Lvl 5 +1 1,000 gp Lvl 15 +3 25,000 gp target has regeneration, this does not Lvl 10 +2 5,000 gp Lvl 20 +4 125,000 gp function on its next turn. Weapon: Light Blade Enhancement: Attack rolls and damage rolls Heartseeker Spear Level 9+ Critical: +3 ongoing poison damager per A lengthy stake, this weapon aims itself plus (save ends) directly at the heart of the undead. Power (At-WillPoison): Free Action. All Lvl 9 +2 4,200 gp Lvl 19 +4 105,000 gp Lvl 14 +3 21,000 gp Lvl 24 +5 525,000 gp damage dealt by this weapon is poison Weapon: Spear damage. Another free action returns the Enhancement: Attack rolls and damage damage to normal rolls Power (DailyPoison): Free Action. Use Critical: +1d6 radiant damage per plus, or this power when you hit with the weapon. +1d8 per plus against undead The target takes an extra 1d6 poison Power (Daily): Free Action. Use this power damage and 5 ongoing poison damage when you hit an undead with this weapon. (save ends). The target is knocked prone and Level 15 or 20: 2d6 poison damage and immobilized (save ends both). If the ongoing 10 poison damage. target is a vampire they take a penalty to the saving throw equal to the plus of the IMPLEMENTS weapon. Icon of the Eternal Order Level 4+ Limitless Ammunition Level 4+ Enchanted by the minions of Azalin Rex, this This firarm loads faster than you can shoot. bears symbols of death. Lvl 4 +1 840 gp Lvl 14 +3 21,000 gp Lvl 4 +1 840 gp Lvl 14 +3 21,000 gp Lvl 9 +2 4,200 gp Lvl 19 +4 105,000 gp Lvl 9 +2 4,200 gp Lvl 19 +4 105,000 gp Weapon: Any ranged Impliment (Holy Symbol) Enhancement: Attack rolls and damage Enhancement: Attack rolls and damage rolls rolls Critical: +1d6 damage per plus Critical: +1d6 necrotic damage per plus Property: This weapon never needs to be Power (DailyHealing): Immediate reloaded. Reaction. You can use this power when Power (Daily): Minor Action. Until the start you or one of your allies within 5 squares of your next turn, attacks with this is hit by a critical hit. You or the ally can weapon ignore an amount of resistance spend a healing surge. equal to twice the weapon's enhancement bonus. The resistance ignore is chosen when this power is activated.

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Amulet of the Beast, Level 5+ Orb of Augmentation Level 3+ Silver Sealed within the smoked-glass is the This allows a cursed individual to function preserved brain of a spellcaster. normally. Lvl 3 +1 680 gp Lvl 13 +3 17,000 gp Lvl 5 +1 1,000 gp Lvl 15 +3 25,000 gp Lvl 8 +2 3,400 gp Lvl 18 +4 85,000 gp Lvl 10 +2 5,000 gp Lvl 20 +4 125,000 gp Impliment (Orb) Item Slot: Neck Enhancement: Attack rolls and damage Enhancement: Fortitude, Reflex, and Will rolls Property: You ignore the effects of a single Critical: +1d6 per plus disease or curse of a level equal or lower Property: Gain an Item bonus to Arcana than the amulet. checks equal to the item's enhancement bonus. Ankh of Life Level 8+ Power (Daily): Minor Action. You can Crafted by the Vistani, this necklace wards swap out a prepared spell for a different away . spell in your spellbook. The new spell Lvl 8 +2 3,400 gp Lvl 18 +4 55,000 gp must be of equal or lower level. Lvl 13 +3 17,000 gp Lvl 23 +5 425,000 gp Im Item Slot: Neck Enhancement: Fortitude, Reflex, and Will ARM SLOT ITEMS Property: Gain an Item bonus to death Talon Bracers Level 4+ saving throws equal to the ankh's These Falkovnian braces cannot be removed enhancement bonus. once they are put on. Lvl 4 840 gp Lvl 24 525,000 gp Cajar Talisman, Evil Eye Level 4+ Lvl 14 21,000 gp Crafted by the Vistani, this necklace wards Item Slot: Arms away the evil eye. Power (Daily): Immediate Interrupt. Use Lvl 4 +1 840 gp Lvl 14 +3 21,000 gp this power when you are hit by an area or Lvl 9 +2 4,200 gp Lvl 19 +4 105,000 gp close attack, Reduce the damage dealt by Item Slot: Neck 5. Enhancement: Fortitude, Reflex, and Will Level 14: Reduce damage by 10. Property: You gain a bonus to saving Level 24: reduce damage by 15. throws against Charm and Fear effects equal to the talisman's enhancement NECK SLOT ITEMS bonus.

Amulet of the Beast, Level 10+ Cajar Talisman, Level 10+ Ivory Moonstone Jewellery This cursed amulet allows one to transform Sought after by arcane casters, this Vistani into a feral beast. item is rumour to wax and wane in power Lvl 10 +2 5,000 gp Lvl 20 +4 125,000 gp with the moon. Lvl 15 +3 25,000 gp Lvl 25 +5 625,000 gp Lvl 10 +2 5,000 gp Lvl 20 +4 125,000 gp Item Slot: Neck Lvl 15 +3 25,000 gp Lvl 25 +5 625,000 gp Enhancement: Fortitude, Reflex, and Will Item Slot: Neck Power (DailyPolymorph): Minor Action. Enhancement: Fortitude, Reflex, and Will Until the end of your next turn you change Power (Daily): Free Action. You regain an shape into a humanoid anima, similar to a arcane implement's encounter power lycanthrope. Gain resist 5 to all damage gained from a class feature, such as orb of except silver weapons and a +2 Item imposition. If you can use multiple bonus to speed. implements, pick one to regain. Level 15 or 20: Resist 10 to all damage except silver weapons Level 25: Resist 15 to all damage except silver weapons

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WONDROUS ITEMS Wolfspaw Level 7+ Level 20 The actual paw of a wolf, stuffed with Mesmerist's Chain belladonna and other arcane herbs. You spin the chain, moving it slowly in front Lvl 7 +2 2,600 gp Lvl 17 +4 65,000 gp of your target. The bauble on the end Lvl 12 +3 13,000 gp Lvl 22 +5 325,000 gp sparkles in the light reflecting in its eyes. Item Slot: Neck Wondrous Item 125,000 gp Enhancement: Fortitude, Reflex, and Will Power (DailyCharm): Standard Action. Power (Daily): Minor Action. Until the end Make a ranged attack: Ranged 2; of your next turn, natural beasts Charisma +4 vs. Will; on a hit the target is considered squares adjacent to you to be dominated until the end of your next turn. difficult terrain. Sustain minor: Repeat the attack. On a Sustain Move: The power remains in hit, the target remains dominated. effect. Pocketwatch of Time Level 25 Soul Searcher Level 21+ You quickly open your watch and press the Medallion extra button. Around you the world slows This smokey glove is suspended on a fine, down as time pauses. silver chain This medallion is rumoured to be Wondrous Item 625,000 gp able to bend the laws of the land and reveal Power (Daily): Minor action. You gain an the true nature of people. extra turn and are able to take additional Lvl 22 +5 325,000 gp Lvl 27 +6 1,625,000 gp standard, move, and minor actions. Item Slot: Neck You cannot use this extra turn to attack Enhancement: Fortitude, Reflex, and Will other creatures. Property: Gain an Item bonus to Perception checks equal to medallion‟s Reference Book Level 9 enhancement bonus No matter how many pages you flip, this Power (Daily): Minor Action. Until the end book always seems to have more and of your turn you see invisible creatures. contains all the knowledge of a large library. You also get to make an immediate saving Wondrous Item 4,200 gp throw against any effect with the Illusion Power (At-will): Standard Action. Gain a keyword. +4 Item bonus to a knowledge or monster knowledge check that you make this turn. RINGS Fraternal Ring Level 19 Servant Candle Level 2 This silver ring is of two intertwined asps This small candle hovers along beside you, with a black onyx in their mouths. floating under its own power. Item Slot: Ring 105,000 gp Wondrous Item 520 gp Property: Gain a +1 Item bonus to Arcana, Property: This candle remains stationary Perception, and Stealth checks until you move 3 squares away from it. It Power (DailyZone): Standard Action. then moves at your base speed until it is Create a zone of darkness (close burst 3) adjacent to you. The candle can only that lasts until the end of your next turn, follow and you cannot command it to blocking line of sight. move on its own. If you‟ve reached at least one milestone The candle sheds light as a normal item today, the effect lasts until the end of the of its type. encounter instead.

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Stopwatch Level 11 Tome of Answers Level 14 With this enchanted pocketwatch you Touching the cover of the book you whisper rewind time and gain a second chance to your question. Opening the book you see influence events. words begining to be written across the Wondrous Item 9,000 gp page answering your question. Power (Daily): Minor action. You undo any Wondrous Item 21,000 gp actions your have made this turn. You can Power (Daily): Standard action. The item then act normally. grants you the answer to a single direct All actions used in your turn are question. The book answers questions restored with the exception of the action literally, to the best of its interpretation. It used to activate the item. Action points cannot offer advice or judgment, nor can spent in the turn are also restored unless it answer any question related to morality used to activate the item. Any powers or ethics. The tome only knows common used since the beginning of your turn are knowledge and cannot reveal secrets or regained and any damage or conditions solve mysteries. are reversed. The tome functions similar to the Consult Mystic Sages ritual and cannot Tarokka Deck Level 7 answer any question beyond the abilities This deck of 54 cards is used in fortune of that ritual. telling. Wondrous Item 2,600 gp Witch-finder Compass Level 9 Property: While using this deck, any skill The needle on this compass points towards check you make as part of a divination those who practise the arcane arts. ritual gains a +2 Item bonus. Wondrous Item 4,200 gp Special: You can use a tarokka deck as a Property: The compass points directly at focus in divination rituals (such Fortune the nearest target that uses the arcane Telling). The value of the tarokka deck power source, or has the fey or shadow must meet the focus cost requirement of origin. the ritual, as normal. However, the compass does not point towards creatures with the shapechanger subtype or using a power with the Polymorph keyword unless they wish it.

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POTIONS 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 potion is dominated and is considered to have the undead keyword (save ends both). Saving throws against this effect are made after an extended rest not at the end of a turn. This does not including saving throws granted by others. When this potion is brewed, the creator must spend a healing surge which is not regained until after the effects of the potion end.

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Lifestyle

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

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

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lands treat firearms as a superior BLUETSPUR weapon. “While my people have long since fled from our blasted homeland, we retain BACKGROUND the scars of our life there, although they The country or region a character is do not always mar our frames.” from has an influence on them. One cannot always escape their origin. You come from the inhospitable island Character backgrounds can be seen of Bluetspur, although most of your folk in Dragon Magazine #366 and PLAYERS have long since fled to other lands in HANDBOOK 2. They offer a small benefit, the Core, especially southern Barovia. typically a skill bonus or the like. After unspeakable years under the rule Below are regional backgrounds for of unmentionable beings your mind has characters native to the Land of the grown strong and flexible. Mists. Players can also select Benefit: You gain a +2 bonus to backgrounds from Dragon Magazine if Initiative checks, and a +2 bonus on they wish, and a number are particularly saving throws against fear and illusion appropriate. Alternatively, PCs not effects. native to the Mists can choose a background from another campaign THE CARNIVAL setting (such as the EBERRON PLAYER‟S “Come one, come all! See the greatest GUIDE or the FORGOTTEN REALMS PLAYER‟S show in the Core. Witness sights that GUIDE). will astound and spectacles that will Characters can only have a single amaze!” background. Backgrounds typically apply to the nation a character was raised (or You may have been born elsewhere, but born) in, not where they live. If a you were raised in Isolde‟s travelling character moves their background does Carnival. You are uncertain how the not change. Carnival attracts so many odd people or

how it moves unmolested between AMBER WASTES lands, but it does. Like many at the “I am used to the hot caress of the Carnival, you have been subject to the desert sun across my face and the Twisting and excel at something. endless sands across my feet.” Benefit: Pick one physical skill (Acrobatics, Athletics, Endurance, or You come from a dry, desolate cluster Stealth) to be your speciality. Once per and have been raised under sweltering day you can reroll a skill check of your heat in a deeply religious environment, speciality. You must keep the second including both the lands of Har‟Akir and roll even if it‟s worse. Pharazia. Your gods are unknown and unfamiliar to much of the Core, as are DARKON your mannerisms. However, you are “Our lord and king is Azalin Rex who has accustomed to great heat and long long protected our nation from threats stretches of time without fresh water. internal and external, especially those Benefit: You gain a +5 bonus on from the Pale.” Endurance checks to ignore thirst; add

Religion to your class skill list, and you The largest land in the Core, Darkon gain a +2 bonus to Religion checks. boasts one of the largest populations in

the Mists. Many people have ties to this

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land and have ancestors that originally FEY LANDS hail from here. The land is said to “Oh those curious mortals. Forever border close to the Pale – the realm of scurrying around fretting about this and the dead – and you are unnaturally that then dropping dead just when they tolerant of its energies. were getting started.” Benefit: You gain resist 4 necrotic. This increases to resist 7 at 11th level, The dark, forested lands of Sithicus or and resist 10 at 21st level. the Shadow Rift are your home, or you You also know Draconic as an might have been raised in the rough additional language. hills of Keening. The Fey have been a constant influence on you, if you are not EASTERN CORE one of their immortal blood. The lands “The tenants of the Lawgiver were of your birth are inherently magical and taught to me at a young age, as were inconstant; you are accustomed to the the laws of the land.” strange or seemingly impossible. Benefit: When you spend an action You hail from Nova Vaasa, Kartakass, or point you can roll an immediate saving Hazlan. Despite the wide variance in throw against a charm effect. these land‟s cultures they share a similar language and background. All three FROZEN REACHES lands have strong cultures of faith, be it “There is always snow on the ground the Lawgiver or the Ancestral Choir. here. Even in spring and summer it Benefit: You gain an additional never completely goes away.” language of your choice; add Religion to your class skill list, and you gain a +2 You call the perpetually frigid lands of bonus to Religion checks. Vorostokov or Sanguinia home. Rugged, mountainous, and stormy, the land is FALKOVNIA unforgiving to the unprepared of “The king-furher commands us and we foolhardy. Being raised in this Cluster, must obey, or join the other traitors on you are hardened against cold weather the pikes!” and limited food. Benefit: You gain resist 4 cold, and The militant land of Falkovnia is your a +5 bonus to Endurance checks to home and you have felt its rigors all resist hunger. your life. All the natives bear the hawk At 11th level, your resistance brand on their forehead, forever increases to7. At 21st level it improves marking them. Few neighbouring lands to 10. trust those bearing the brand. The rule of Drakov is not tolerant of frailty: the G'HENNA weak do not long survive. “This dry and every hungry land of Benefit: Add Endurance to your list G‟henna. Our long suffering land has of class skills, and gain a +1 bonus to been ravaged by fiend and beast alike.” Endurance checks. You gain an additional 3 hit points at Formerly a land in the Core, G‟Henna character creation. At 11th level this has been an Island since the Great increases to 6 hit points, and at 21st Upheaval. The land has long been a level it increases to 9 hit points. theocracy and few do not know the teachings of its clerical leader. The

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ground of G‟Henna is not particularly You gain a +2 bonus to saving fertile and much of the harvest is throws against illusion effects. claimed by the Church, so you are accustomed to an empty belly. MISTED WOODS Benefit: You gain a +5 bonus on “The woods are not to be feared. The Endurance checks to ignore hunger; add trees will never hurt you. It is the Religion to your class skill list, and you animals in woods that you must be gain a +2 bonus to Religion checks. terrified of.”

HEARTLANDS The sparsely populated lands of “Barovia, both the nation and the Valachan, Verbrek, or Invidia are where village, are almost the centre of the you hail from. You are at home in the Core. We are the land.” woods and have spent much of your life out of doors. Even those in the small You hail from Barovia, Tepest, Forlorn, cities of Invidia are aware of the woods or the rural areas of Borca. Your home that press against their homes and was likely a small village, often in steep know of its dangers. mountains or heavy forest. You come Benefit: Add Nature to you class from a superstitious people who fear the skill list, and you gain a +2 bonus to dark and lock their doors after dark. Nature checks. Their tales and stories are well known You gain a +1 bonus to Initiative. and there are few unnatural creatures you have not heard something about. NIGHTMARE LANDS Benefit: Once per encounter you “I see what is before me and believe in can reroll an Arcana check, you must what my eyes tell me.” keep the second roll even if it is worse. You gain a +1 bonus to Initiative. Deep in the Nocturnal Sea is the dream-touched Nightmare Lands. It is LAMORDIA inhabited by the aboriginal Abber, a “I place my faith in science and nomadic people who only believe in knowledge not hocus pocus or myths. what they can currently see and doubt The world is a rational place.” the existence of anyone or anything not present. The Abber are also unusual in The north-western land of Lamordia is that they do not dream. A few rare your homeland. It is a blustery, frozen others live in this strange, impermanent nation prone to heavy winter storms and land, typically inhabitants of the city of windy summers. A land of rationality, Nod. you were likely raised with a formal Benefit: You gain resist 2 psychic. education and taught the latest of This increases to resist 3 at 11th level, theories. Even if are among the few and resist 5 at 21st level. uneducated you were still taught to You gain a +2 bonus to saving trust your mind and not let your other throws against illusion effects, and a +2 senses fool you into believing the bonus to Insight checks against impossible. Madness. Benefit: Add one knowledge skill of your choice to your class skill list and NOCTURNAL SEA gain a +1 bonus to checks with that “One quickly learns to be wary of the skill. sea. The islands in it seem to move and

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you can never see the stars to navigate. inherently averse to actions that would The water keeps its secrets.” result in dishonour. Benefit: Add Diplomacy to your list You hail from one of the islands in the of class skills, you gain a +2 bonus on eastern sea such as Liffe or Graben Diplomacy checks, and you gain a +2 Island. You likely had a hard and rustic bonus on saving throws against charm life on one of the storm-battered islands effects. and might have spent your youth fishing or tending a herd. You have been well- SEA OF SORROWS tempered by the damp, cold winds and “The sea holds many dangers from long, harsh winters of islands. sudden storms to pirates and worse. Benefit: You gain a +5 bonus on You never know where death is coming Endurance checks against cold-based from or which day might be your last.” extreme weather. Add Endurance to your class skill list and gain a +2 bonus You were born or raised on an island in to Endurance checks. the western sea such as Blaustein or Ghastria. You have spent much of your NOSOS life by the sea or on the waves “The sky may be dark and foul, but it is themselves. You have learned to think home. And really, what have trees done quickly and know how reacted to for anyone?” danger. Benefit: At character creation you You are originally from the urban sprawl can choose to use either your Dexterity that is Nosos, a dark and polluted land or your Intelligence for Initiative. Once of unchecked industrialization. You have selected, this cannot be changed at a spent your life amongst forests of later time. smokestacks, continually breathing thick, dark plumes. While you know little SHADOWLANDS of nature and the wilds, you are “We give praise to Belenus and our resistant to disease and toxins. knight protector and are thankful for the Benefit: You add Endurance to your knowledge of the light.” list of class skills and gain a +2 bonus to Endurance checks. The wide, hilly land of Nidala is your You gain a +2 bonus on saving birthplace, ruled by the benevolent but throws against poison effects. merciless Elena Faith-hold. It is unwise to be seen as corrupt or a blasphemer ROKUSHIMA TAIYOO and you have learned to read the moods “I do not hold to the honourless ways of of others while veiling your own. you western devils. I follow the orders Benefit: Add Bluff and Insight to of my lord to not disgrace my family.” your class skill list, and gain a +2 bonus on Bluff and Insight checks. Deep in the Mists is the island chain of Rokushima Taiyoo, considered exotic by SOURAGNE the people of the Core. Your culture is “The loa are to be respected, for they one of fealty and personal honour; you are powerful. The swamp is to be have been well-trained in the art of respected, for it too has power.” speaking and manners and are

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The marshes and plains of the island of strong and fit; nature is not cruel, it is Souragne are your home. You have merely heartless. been raised in this hot, humid land, Benefit: Add Nature and Athletics either as one of the wealthy elite or as a to your list of class skills, and gain a +2 poor servant. Regardless of your class, bonus on Nature and Athletics checks. the hazards of the swamp have hardened you against minor infections WESTERN CORE and toxins. “We are not the only civilized people in Benefit: You gain an additional the Core, but we are the only ones that language of your choice. matter.” You gain a +2 bonus on saving throws against poison effects, and a +2 The signing nations of the Treaty of bonus on Endurance checks against Four Towers are your home: Mordent, disease. Dementlieu, and Richemulot as well as a few of the urban centres of Borca. You VECHOR were either born into the luxuries of “The only constant in our land is upper-class society or the poor servitude change… and sometimes I doubt even of the lower ranks. Those of the nobility that.” are versed in the language of flattery and compliments while those of the You are an inhabitant of the land on the gutters know how to avoid notice and far side of the Nocturnal Sea, ruled by get what they need. the mad elf Essan whose mark you bear Benefit: If you were born to the on your head. The land is ever-changing upper-class, add High Mordentish to and shifting dependant on the mood of your list of languages known. You add its ruler. You are accustomed to change Diplomacy to your class skills, and gain and know well the fluidity of reality and a +2 bonus on Diplomacy checks. your mind is hardened against assault. If you were born into the lower- Benefit: You gain resist 2 psychic. class, add Low Mordentish to your list of This increases to resist 3 at 11th level, languages known. You add Stealth and and resist 5 at 21st level. Thievery to your list of class skills, and You gain a +2 bonus to saving gain a +1 bonus on Stealth and throws against illusion effects, and a +2 Thievery checks. bonus to Insight checks against Madness. ZHERISIA “The city of Paridon is arguably the VERDUROUS LANDS largest and greatest city in the Mists. If “I am familiar with city and jungle, river you cannot find it here it is simply not and sea, man and beast.” worth having.”

The steaming jungles and The isolated city of Paridon is all that is wildernesses of the Verduous Lands is left of the nation of Zherisia. It is an your home, typically the streets and urban island in the Mists and home to bazaars of Sri Raji. You are familiar with many dangers that look human. Those the dangers of the wilds, especially the raised in its streets have grown canny at beasts of the neighbouring Wildlands. detecting those that do not belong and To survive in the jungles one must be spotting unusual behaviour.

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Benefit: You gain an additional Domains: Arcana, moon, language of your choice. wilderness Once per encounter you can reroll an Insight check, but your must take LAWGIVER the results of the second roll even if it is The hard and inflexible faith of Nova worse. Vassa and Hazlan. It maintains the divine right of kings to rule and keeps Religion social classes and races from There are a number of disparate faiths intermarrying. The faith rewards in the Land of the Mists. Each land has obedience and serving ones role. its own preferred faith or state church. Domains: Civilization, skill, tyranny Below are the most common faiths, MORNINGLORD but this is by no means comprehensive. A young faith, the cult of the BELENUS Morninglord follows the god of the dawn A god of sun and fire, Belenus is the and kindness. It is a humble faith of primary god in Tepest and the hope and that even the darkest night Shadowlands. Followers seek to root out must end. and destroy evil and those corrupted by Domains: Love,hope, sun evil. WOLF GOD Domains: Justice, protection, sun Worshipped in the dark forests of the ETERNAL ORDER central Core, it is the god of The state religion of Darkon, the Eternal lycanthropes, evil shifters, and foul Order pays homage to the dead and humans who long to be more than men. their lords. After the Requiem this faith The Wolf God is dark faith that is began to crumble and its ardent unsuitable for PCs with the followers long for the old days. source. The Eternal Order is dark faith that Domains: Destruction, strength, is unsuitable for PCs with the divine wilderness power source. ZHAKATA Domains: Death, fate, undeath The harsh god of G‟Henna that must be EZRA appeased. A god of duality he is both The Home Faith dominates Borca and devourer and provider, but only the appoints anchorites to defend its former is more common. The god faithful. The faith has spread out to demands endless sacrifice and all food is Mordent, Dementlieu, and Darkon. The donated to the church first. four different sects have slight variations Zhakata is dark faith that is on teachings and who deserves unsuitable for PCs with the divine power protection. source. Domains: Change, life, protection. Domains: Creation, destruction, earth HALA The mystic witches of Hala who have Languages been taught the secrets of the weave. In the Land of the Mists, language is a They are a secretive order that is often substantial barrier across borders; it persecuted but still offer rest and separates people, especially human healing to those who need it. cultures. There is no common or trade tongue known by all.

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Characters in a Ravenloft campaign Characters should be encouraged to can either follow the rules in the Player‟s learn their native domain language and Handbook or use the following optional the language of a neighbouring domain rules below. or a racial language. Alternatively, characters may have a smattering of RANKS many language or savage that lacks Languages are gained through ranks. It fluency in the local language. takes two ranks to master a language. Characters typically begin with two Basic Languages ranks in their native tongue. Language Domains and Races The exception is language groups; Akiri Har‟Akir, Sebua (ruins) related tongues that are easy to learn Arak Shadow Rift when a related language is known. If a Balok Barovia, Borca, Dominia, character has two ranks in a language, G‟Henna, Markovia Darkonese Darkon, Necropolis it takes only a single rank to learn a Draconic Magical writings related language. Falkovnian Falkovnia One Rank: A single rank denotes Lamordian Lamordia basic knowledge: simple requests and Mordentish Mordent , Dementlieu statements or frequently-used phrases. Odiaran Odiare Patterna Vistani Characters with only a single rank Pharazian Pharazia attempting to express or comprehend Rajian Sri Raji complicated ideas or phrases must make Rokuma Rokushima Taiyoo a Moderate DC Intelligence check. Sithican Sithicus Vaasi Hazlan, Kartakass, Nova Two Ranks: Characters with two Vaasa, Valachan ranks are fluent in the speech and can easily converse with locals without LANGUAGE GROUPS difficulty. You always speak with your Not all languages are different: many native accent though, identifying you as have a common root, alphabet, or even non-local. vocabulary. Three Ranks: It is possible to have Below are the several language three ranks in a non-native language. groups, related tongues that are loosely This allows someone to speak the connected sharing similar vocabulary, language perfectly, with a flawless grammar, or structure. accent so event locals would believe the Languages are not grouped in any character is from the area. particular order. Any language in a STARTING LANGUAGES group can be a starting language. First level PCs begin with four language ranks – typically used to mastery of Darkonese their racial or domain language and an Language Domains and Races additional language. Characters also Darkonese Darkon, Keening, Necropolis gain addition ranks equal to their Sanguine Sanguinia Voros Vorostokov Intelligence modifier. Characters might also gain an Draconic (magic) additional language from their Language Domains and Races background. Backgrounds that grant an Dragonic Dragons, magical writing additional language instead give two Abyssal Demons, demonic texts bonus language ranks if this system is Patterna Vistani, giomorgo used. Supernal Angels, devils

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MAGIC LEVEL Falkovnian Similar to Culture Level, a land‟s Magic Language Domains and Races Level defines the potency of the mystic Falkovnian Falkovnia Dwarven Dwarves arts in the domain. Magic is potent in Giant Giants, orcs, ogres some lands, be it divine or arcane, while other lands are inherently physical with Sithican (elven) dulled magical power. Language Domains and Races Magic Level is not always uniform Sithican (elven) Darkon (elves only), Liffe, throughout a domain. Some domains Sithicus, are stronger in either divine or arcane Arak Shadow Rift, Keening magic, while others have regions of high Tepestani Tepest, halflings or low magic. Mordentish RANKING Language Domains and Races Magic Level is rated between 1 and 5 in High Mordentish Dementlieu, Ghastria, increasing magical potency. Low Mordentish Blaustein, Mordent , Richemulot, Verbrek ML 1 – Absent: Rituals take a -10 Nidalan The Shadowlands Cluster penalty to related skill checks and their Souragnien Souragne component costs increase by 50% (1 Zherisian Paridon 1/2 times the standard cost). ML 2 – Low: Rituals take a -5 Vaasi penalty to skill checks. Language Domains and Races ML 3 – Normal: Rituals work as Vaasi Hazlan, Kartakass, Nova normally. Vaasa, Saragoss, Valachan Grabenite Graben Island ML 4 – High: Rituals gain a +5 Old Kartakan Kartakass bonus to skill checks. ML 5 – Fantastic: Rituals gain a LEARNING LANGUAGES +5 bonus to skill checks and their Gaining new ranks and learning new component cost decreases by 25% (3/4 languages is a slow process. of their standard cost). After an uninterrupted month SAMPLE DOMAIN RATINGS immersed in a new language, a Below are sample Magic Levels of a few character is permitted to make an domains: Intelligence check with a Hard DC. Barovia (ML 2): Castle Ravenloft is Success grants the character a single ML 3. rank. If the check was failed, it can be Darkon (ML 3): The areas within a repeated after another month with a +2 one-mile radius of Avernus are ML 4. bonus. This bonus increases by +2 for The ML of rituals that have Heal as a each previous failed check. key skill are increased by 1 After a full year of immersion in a Hazlan (ML 3): The ML of rituals language, another Intelligence check of that have Arcana as a key skill are a Hard DC will grant a second rank. increased by 1. Again, if the check is failed, it can be Lamordia (ML 1): Isolated areas in repeated after another three months the wilderness are ML 2. with a +2 bonus. This bonus increases Tepest (ML 3): The ML of rituals by +2 for each previous failed check. that have Arcana as a key skill are decreased by 1, while the ML of rituals

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that have Religion as a key skill are check to successfully navigate to their increased by 1. destination. Verbrek (ML 3): The ML of rituals that have Nature as a key skill are  A single guide is chosen to lead increased by 1. travelers through a Mistway. They make the rolls for the entire group. MISTWAYS  Travelers can choose to lead The Mists of Ravenloft are normally themselves, rolling separate from chaotic and unpredictable, leading the rest of the group, but this travelers to different lands and even must be declared upon entering different times with no seeming pattern. the Mistway. Mistways are the exception to this rule.  If a group is separated each Currents in the Mist that tie together individual must make their own two lands, Mistways are frequently used rolls. by traders to move between lands.  Failure of the check to navigate Major Mistways are large, well-traveled the Mistway means the travelers paths used by major caravan, although do not reach their intended there exist smaller Mistways that are destination or do not arrive. only wide enough for a single person to  Failure by 5 or more means the walk along at a time. guide has been separated. Reliable Mistways are rare and often closely guarded secrets of trading RECENT EVENTS companies or governments. Some have It is now the year 762 on the Barovian small rituals, sacrifices, or tokens of Calendar. Thirteen years before the passage that have to be used for ease prophesied height of the Time of of travel. Unparalleled Darkness. Recent events have caused much MISTWAY RELIABILITY upheaval in the Land of the Mists. Below Not all Mistways are equal. Some shift are a few events of note that have depositing travelers in the wrong area of recently occurred. the destination or even sending them to the wrong land. KINSLAYING IN BAROVIA Mistways are ranked by their 357 BC – Two of Count von Zarovich‟s reliability. The more reliable a Mistway, servants inadvertently begin a power the greater the chance of reaching one‟s struggle in the nation. The so-called destination. Sheriff von Zarovich blundered into the Poor Reliability: Travelers on a plots of one Telena von Zarovich, poor reliability Mistway must make a resulting in the escape several members Hard DC Nature or Arcana check to of the organization known as the successfully navigate to their Keepers of the Black Feather. destination. The Keepers were rumoured to have Moderate Reliability: Travelers on found the holy symbol of Ravenkind and a moderate reliability Mistway must hidden it in the countryside. Telena had make a Moderate DC Nature or Arcana captured several key members who check to successfully navigate to their have remained in hiding since their destination. escape. Excellent Reliability: Travelers on The mistake resulted in a year-long an excellent reliability Mistway must feud between the two, fought through make an Easy DC Nature or Arcana proxies and lesser servants. The

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struggled ending in the Sheriff‟s THE TWINS SEPARATE assassination at the hands of 361 BC – Early in the year, still dwelling manipulated adventurers. on the discovery and loss of Richten Strahd'd opinion of the feud is Haus, Gennifer Weathermay-Foxgrove unknown but a frequent topic of leaves Mordent to persuse Natalia speculation. Some feel he was infuriated Voriskova. by the fighting loss of life (his lives to do Laurie Weathermay-Foxgrove put with as he pleases), while others feel their planned book, VanRichten‟s Guide Strahd viewed the situation as a test of to Serial Killers on hold to follow her his minions' prowess. sister but is unable to find her. THE LOSS OF THE SCHOLAR THE “DROWNING DEEP” 359 BC – Long-rumoured to be the DISCOVERED personal servant of Azalin, the scholar 361 BC – During their exploration of the only known as “S” vanishes. Nocturnal Sea, the Fraternity of While her fate is unknown, she was Shadows discovered something they last seen in Keening, heading towards labelled the “Drowning Deep”. Nova Vassa where it is believed she Aside from the name, little else is meant to hire a ship. It is commonly know of this except that Fraternity view assumed she was slain on the road or it as a matter of grave concern. simply decided to be more cautious, disguising her appearance and covering THE SHADOW CONJUNCTION her tracks. 362 BC– Early this year the so-called There are also reports that her final “Shadow Conjunction” occurred. An report (or its notes) were completed event that heralded many changes in prior her disappearance. This “lost the Land of the Mists. doomsday gazetteer” is highly sought While the event is shrouded in after by collectors and scholars alike. mystery, it is known that across the Core (and even other lands) people‟s BREAKING OF THE FRATERNITY shadows began to act independently. 360 BC – The “Evening with the This was paired with dreaming visions of Fraternity”. Esteemed Brother, Eric van a “screaming skull”. Rijn, returned to the Fraternity‟s manor On what has colourfully been named in Ste. Ronges. There he declared his “the Witching Hour” no one or thing cast heretical line of necromantic research a shadow for over an hour before things and finalized the ritual that turned him abruptly returned to normal. into a lich. Many have reported strange events In the battle and conflagration that in the weeks following, such as changes followed, the headquarters of the in magic and the potency of some Fraternity was destroyed and van Rijn spells. Others have made comments escaped with many stolen tomes regarding the parallel realms: Faerie and including the blueprints to Azalin‟s the Pale. Doomsday Device. The truth of the events may never The Fraternity relocated to Sourange fully be known. and began a series of Reports on various lands as they search for van Rijn THE DRUMS OF WAR (and other tools useful in their new 362 BC– Falkovnia once again is vendetta). readying for war, mustering its troops and equipping newly recruited soldiers.

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Almost thirty years after the Dead turning south this time, and that his eye Man‟s campaigns which ravaged has fallen on Borca and Richemulot. Falkovnian's troops and cut-down a Falkovnia is also busy cementing generation of young men, the nation‟s relations with Invidia, and there are armies have finally recovered. The King- many military messages sent between Führer, said to be in ill health, is the two, often escorted by high-ranking rumoured to be considering this his last figures. campaign and final chance for glory. The troops have yet to move but it is widely believed that Drakov will be

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Rituals

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

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ability and not a ritual. Although, some check is then required at the end of the Vistani perform a ceremony similar to ritual. this ritual when using the Sight and Heal Check Result Effect on Vistani can still perform this ritual. Target Focus: The ritual is performed with 9 or lower Death a focus, usually a deck of Tarroka cards 10–19 Damage equal to three- but specially prepared dice, tea leaves, quarters of the target‟s bones, or other materials can also serve maximum hit points as a focus. 20–29 Damage equal to one- ESCAPE half of the target‟s maximum hit points The scroll ignites and floats into that air, 30–39 Damage equal to one- turning into a brilliant square of light. quarter of the target‟s Level: 22 Component Cost: 25,000 gp maximum hit points Category: Travel Market Price: 65,000 gp 40 or higher No damage Time: 45 minutes Key Skill: Arcana Duration: Special While a low Heal check might mean The escape ritual allows people to a character does not return to life, this exit the demiplane of Dread. The portal is not always the worst possible fate. opens to a random planar dimension, There are rumours of worse results of usually another world rather than the botched rituals. Astral Sea. The portal itself is opaque, and the destination cannot be observed REMOVE AFFLICTION through the portal. (EXPANDED RULES) The Escape ritual is commonly found The Remove Affliction ritual can be as scrolls. These scrolls of escape are used on curses removing those laid by highly valued, often fetching a price far monsters or class powers. However, the higher than their market price. Ritual ritual is not completely effective in books with this ritual in them are so rare regards to curses created by the Dark as to be unique, and attempts to copy Powers. scrolls usually meet with unexpected The ritual does not lift the curse but failure. it removes all symptoms of the curse for Arcana Check Portal Duration one day plus a number of hours equal Result to the Heal check. After this time the 24 or lower 1 round curse returns at exactly the same stage 25-29 2 rounds it was at prior to the ritual. 30-34 3 rounds Remove affliction will completely 35 or higher 4 rounds removed the curse from secondary victims. This works normally. RAISE DEAD (EXPANDED RULES) Unlike on most worlds the raise dead ritual is not guaranteed in the Mists. A character is raised with a random number of hit points. During the ritual the character regains 1d4 healing surges which can be spent immediately. A Heal

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