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

For use with the

1 IntroductionIntroduction

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

2 ContentsContents

TABLE OF CONTENTS RACES PAGE 4 Caliban PAGE 4 Giomorgo PAGE 5 Other Races PAGE 6 CLASSES PAGE 10 Mist Pact PAGE 13 Paragon Paths PAGE 19 FEATS PAGE 26 Heroic Tier PAGE 27 Paragon Tier PAGE 29 EQUIPMENT PAGE 30 Melee PAGE 30 Improvised PAGE 30 Ranged PAGE 31 Other Materials PAGE 31 Adventuring Gear PAGE 32 Magic Items PAGE 33 LIFESTYLE PAGE 38 Culture Level PAGE 38 Backgrounds PAGE 40 Language PAGE 45 Magic Level PAGE 46 Mistways PAGE 47 Recent Events PAGE 48 RITUALS PAGE 50

3 RRACES

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

4 GIOMORGO (HALF-) Curse of the Blood: You can use The fiery blood of Vistani mixed with curse of the blood as an encounter the watery blood of the giorgio. powers.

RACIAL TRAITS Curse of the Blood Racial Power This indignity shall not stand! Average Height: 5’5’’-6’1’’ Encounter Average Weight: 130-215 lb. Immediate reaction Range 10 Ability Scores: +2 Intelligence, +2 Trigger: An enemy deals damage to you Target: The enemy who dealt damage Wisdom Effect: The target takes a -1 penalty to all Size: Medium defences against your attacks until the Speed: 6 Squares end of your next turn. If your deal damage to the target, add your Wisdom Vision: Normal modifier as extra damage. Languages: Domain, choice of one Giomorgo are the offspring of nomadic other including Patterna Vistani and non-Vistani or giorgio. These Skill Bonuses: +2 Insight half-Vistani are essentially human but Human Blooded: You can take are possess some of the magical powers feats that have either the giomorgo or inherent to their blood. human prerequisites. 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. The Sight: You gain the fortune Some half-Vistani attempt to appear telling ritual for free and are able to human, dressing in local fashions and use it without the Ritual Casting feat. rejecting Vistani garb. Others proudly clad themselves in the bright Vistani Lunatio: You suffer from the colours. Vistani moon madness, which makes you restless and anxious during the PLAYING A HALF-VISTANI nights of the full moon. Because of Those with the blood of the Vistani will this, you are resistant to other insanity never be accepted. Most human and gain a +5 racial bonus to saving settlements fear and mistrust the throws against madness or Sanity loss. Vistani, although they never risk turning them away or assaulting them. Tribal Heritage: You gain an Likewise, the Vistani loathe and additional skill bonus based on your reject those of mixed heritage, as they parent’s tribe. never trust those not of “the blood”. A ♦ Canjar: +2 Arcana half-Vistani raised among the Vardos ♦ Corvara: +2 Thievery finds themselves treated as an outsider, 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 blood. ♦ Zarovan: +2 Perception

5 DOPPELGANGER occasionally with caliban and who accept them for their deeds. From the streets of Paridon or another urban center, you move invisibly amongst humanity. DWARF The blood and bone of heroic ancestors DOPPELGANGERS IN THE MISTS and heirs of greatness, but now grown The doppelganers of Ravenloft are old and weak. secretive and often murderous, operating in clans and gangs in major DWARVES IN THE MISTS population centres. They are drawn to The dwarves of Ravenloft are a dying crime and wealth, with few morals race living in the shadow of past glory restraining their actions. and achievements. Most dwarves are A few doppelgangers are born labourers who throw themselves into without the race's prevalent sociopathic their work for lack of a greater cause, tendencies, roughly understanding right passionlessly performing mundane and wrong. They are considered tasks. aberrant by common doppelgangers but They tell tales of greatness now little still considered inhuman by other folk. more than myth, unable to craft the Most aberrant doppelgangers have a wonders of their legends or engage in preference for a single gender or race, the glorious battles of yore. Their god is often developing a strong personality silent, their prayers now go (for a doppelganger, although still unanswered. Their ancient enemies are flexible by human standards). unknown in the land. Their ancestral heroes are being forgotten as their past becomes stories. Creatures of darkness, feared by all, they are true outcasts. FEY (ELADRIN) The Fair Folk: magical immortals that DROW IN THE MISTS live in the forests between worlds. Humans mystically corrupted in utero become the sympathetic caliban, ELADRIN IN THE MISTS physically deformed into hideous The eladrin are the inhabitants of monstrosities. Elves who are touched by Sithicus, dwelling in the enchanted darkness are born as drow, dark- wood seldom visited by outsiders. They skinned magical beings labeled as evil are immortal, aloof, and arrogant; often by their fair brethren. removed from lesser races. While comely in appearance, drow The eladrin are timeless, with only have a well-earned reputation for evil. an academic knowledge of death. While Some scholars argue that it is their intelligent, they are erratic and flighty, upbringing as outcasts that drives them endlessly procrastinating or devoting to commit atrocities while the elves years to the mundane. claim the drow are twisted to the very Sithican eladrin feel detached from soul, if they even posses one. the world. In their heart they know this Regular fey can sometimes find is not their true home and have acceptance in human communities, or difficulties accepting it. This leads them disguise themselves as humans, drow to even greater apathy and disinterest have difficulty doing either. They seldom in the larger world. find acceptance anywhere, except

6 FEY-TOUCHED (HALF-) appear unremarkable, often mistaken for scars or tattoos. However, the lines Caught between two worlds they belong glow faintly when the genasi manifests in neither. their elemental trait. HALF-ELVES IN THE MISTS Genasi are born to humans or other The fey-touched are neither human nor genasi. They are humans conceived in fey. They have the perpetual youth of areas of strong elemental energy or the immortal fey but grow old and die where the boundaries between worlds is as humans. However, with their long weak. Many mistake themselves as lifespans, they are doomed to watch human until their elemental traits friends and loved ones age and die. manifest. Some never find out their true Half-elves have no communities of natures, believing themselves to be their own, making their homes in the human for all their lives. lands of one of their parents. Elven and eladrin parents find them off-putting, Gnomes rapidly ageing and difficult to relate Philosophers, scholars, and theorists; with. Human communities often fear the they debate the nature of the world. inhuman fey and distrust those of mixed blood. GNOMES IN THE MISTS Many half-elves reject both worlds The short, aged gnomes are a race of and live nomadic lives. They make their madfolk. They look perpetually old, with living on the road, hiding their true even the young appearing wizened and nature. Others isolate themselves, wrinkled. Their unique minds are fervently devoting themselves to curious, obsessive, and relentless. spiritual or artistic pursuits. Gnomes are fanatically focused on a single task, occupation, or school of The Bound(Genasi) thought. Their lives are always focused on a single concept, be it scientific, Born of human and yet not, they are social, or philosophical. embody the spirit of the land. Illusions and magic fascinate GENASI IN THE MISTS gnomes and most have some magical The genasi (see the talents. The scientific-minded attribute PLAYER’S GUIDE) are humans with magic to an un-documented form of elemental traits, bonded to the very energy, while the philosophical describe land. They are rare to the point of being it as mental manipulation of the world unknown to even the most well-read of or altering perception scholars. To the few that have heard of Gnomes lack a fear of death, being them they are the Bound; those who curious and not frightened of change, are tied to the earth, water, wind and but they are loathe to die until their fire. tasks and studies are completed. This Outwardly human, only small lack of fear pushes their sense of differences mark the genasi. Their hair humour into the macabre and dark. and eyes are often strangely coloured, Gnomes are also fond of practical jokes, while their skin has faintly hue but they which are often grim but elaborate. are otherwise indistinguishable. Those genasi strongly aligned with an element also have lines of energy that cross their body. On casual inspection, these lines

7 Little Folk () Most shadar-kai hail from Darkon, with its strong connection to the Pale. The wee people, they hide from the Many women gave birth to shadar-kai world and slip unnoticed by the following the Requiem, especially those unaware. close to the Necropolis. IN THE MISTS The Little People are perpetual children, Shifter born happy and fearless. They are quiet Kin to the werefolk, shifters are tied to and peaceful, enjoying the simple nature and the wild places of the world. pleasures of life, although these are They feel the beast within and know the denied. urge to hunt. They make their homes in forgotten corners of the world or hidden inside SHIFTERS IN THE MISTS human cities. Their settlements are built While most lycanthropes breed with in secluded valleys and dales, or others of their kind, some mate with ensconced between city blocks in humans and other races. Most of these overlooked buildings. pairing result in other lycanthropes, but While naturally courageous, the sometimes the offspring is a shifter. small halflings have found themselves Typically the children of unions between easy prey to the horror of the Mists. a human and a werewolf in human Whole communities now live in a state form, there are a number who are also of perpetual paranoia, always waiting the offspring of cursed bloodlines. for something horrible to happen. Shifters are common in the wild Halflings repress their natural parts of the Core, such as Invidia and happiness, mute their jovial expressions, Verbrek. While most live solitary lives, a replace their colourful fashions, and few have formed small packs. Shifters strive to always avoid notice. are nomadic, living off the land through hunting and gathering. Palefolk (Shadar-Kai) A few rare shifters live near human lands, making a living as trappers or Touched by shadows and cool of the furriers. They do their best to mask their grave. Your were conceived in the animal features, often claiming to be border between this world and the Pale, elves or other fey. or born into the grey, colourless world separating this life from the next. Tieflings SHADAR-KAI IN THE MISTS Tainted by evil, their blood bears the The palefolk, or shadar-kai, are a sub- stain of their ancestor’s misdeeds. race of humans. They are an altered folk, similar to tieflings, genasi and TIEFLINGS IN THE MISTS caliban. Tieflings are the children of those who The shadar-kai have little fear of dabbled in the black arts or made death, sharing an unnatural connection Faustian pacts with devils or unholy with it, if not an outright preoccupation. beings. Others were conceived at sites They view death as the great equalizer of darkness, where the very earth was and the only true fairness in life. They stained by ill deeds. despise those who would cheat death or Tieflings are less inhuman in the are scared of dying, but reserve their Mists; their infernal heritage is less greatest hatred to the undead. apparent and more easily disguised.

8 Long tails are rarer and their horns are regarding the origin of their souls: smaller, easily hidden under a hood or artificial souls created by some long hair. They often have other strange extraordinary process, or souls granted features, such as a curious odour, by the Dark Powers? A few clawed fingers, vestigial wings, or other claim to have been human before their unnatural features. minds were moved into a metal frame Lacking a community, tieflings make and a few claim to have died before their home on the outskirts of humanity. they were reincarnated into their They sometimes hide their appearance present form. and live rough lives in larger cities. Most live in continual fear of being exposed WOOD FEY (ELF) and hunted as monsters. Children of nature, they are faeries of the woods. Warforged The creation of man, you are metal ELVES IN THE MISTS given life and armour granted motion. Woodland fey, or elves, mostly live in Darkon, but there are scattered WARFORGED IN THE MISTS communities elsewhere in the Mists A rare race, if they can be called such. Kin to the eladrin and functionally The warforged are not a true people but immortal, they only die from injury or a collection of anomalies and broad disease. Timeless, they used to devote classification of otherwise unique themselves to pleasure and life, creations. assuming that they would have time for The warforged are constructs, like more serious pursuits later. However, golems and other created, only given many stargazers now predict the end is the spark of true life. Sometimes this is nearing and the days are short. a lucky accident while other times it is a Elves still spend much of their time testament to the skill of their creator. tending to their woodlands and gardens, They are separated from other golems enjoying the beauty of nature. They also through their free will and intelligence. engage in song, dance, and poetry or While almost all warforged are other pleasurable artistic pursuits. creations there is some debate

9 ClassesClasses

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

10 prey, whether it be animal, human, or ROLE IN THE MISTS something else. Swordmages (see the FORGOTTEN REALMS Most rangers are woodsmen that PLAYER’S GUIDE) are warriors who mix live between the areas of civilization, in magic with steel, adding spells to their the wild parts of the Core. They are sword strikes. More specialized and often trappers who make a living off the rarer than fighters, swordmages are less land. Verbrek, Valachan, and Kartakass trusted and known, feared like most are known for their rangers. arcane figures. There are also urban rangers who work Most swordmages come from distant with the watchmen: hunting criminals lands, and are strangers to the Core. and human vermin. Many specialize in Both Sri Raji and Rokushima Taiyoo the civilized wilds such as narrow alleys, have those who know the secrets of squalid slums, and dark sewers. sword-magic. It is rumoured that Richemulot and Paridon both have Hazlan's mage schools are training urban rangers and a number of man- sword mages as elite bodyguards and hunters are found in Darkon, shock troopers. Dementlieu, and Mordent.

Rogue Warlock “The lock tumbler’s connected to the “At night they whisper to me, listing my driver pins. The driver pins are sins and reminding me of the price.” connected to the lock plug.” ROLE IN THE MISTS Those who make deals with the dark ROLE IN THE MISTS Rogues are sly and deadly but as forces seldom have an easy time in the difficult to pin down into a single role as Mists. Their powers toe the line between they are to lock-up in a town jail. Some light and dark, and many warlocks rogues specialize in literally stabbing succumb to temptation, corruption, or one in the back while others prefer the madness. knife to be metaphorical. Most warlocks tend to focus their full Burglars, thieves, and scoundrels are energy on other classes and only multi- just some examples of rogues but class as warlocks. Thus they can use hardly an inclusive list. Other examples their powers sparingly, resisting full include Dementliuese spies, Borcan damnation. assassins, pirates from the Sea of The folk of Tepest are known for Sorrows, and Invidian knife-fighters. their fears of warlocks and witches, Rogues are as likely to find themselves hunting them as often as goblins and robbing a noble’s house as looting and hags. Rare Lamordians sometimes make ancient tomb. pacts with Things beyond the stars for Rogues are commonly found in knowledge. And it is rumoured those civilized areas and thrive in larger cities touched by Bluetspur occasionally and towns. Thieves’ Guides are common develop strange, inhuman abilities. in major cities. Warlord Swordmage “You two go left while I hook right. We’ll catch it in the flank then teach it “Ah, Bocelli’s Gamit, well played. No remorse.” blade can pierce that defence. Well, no ordinary blade.”

11 ROLE IN THE MISTS sometimes without full parental Generals and leaders of armies are rarer permission. in the Mists, with its limited armed forces and open warfare. Warlords tend to operate smaller mercenary companies or lead patrols of the local watch. A few operate in the wilderness leading hunting parties. However, some of the brightest lights in the Mists are warlords, brave leaders in command of adventuring groups or patrols. Few things can inspire a populace more than a warlord, and few things can give rise to an angry mob more than a warlord's encouragement. Falkovnia is known for its warlords, with many Talons and patrol-leaders being feared warlords. Mordent’s famed Lamplighters are also commonly warlords.

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

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

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

13 Death from Below Warlock (Mist) Faces in the Mists Warlock (Mist) Attack 1 Attack 1 You teleport your foe upward, then watch You make the target see what you wish and as they fall to the earth. feel attacks coming from all sides, not Encounter ♦ Arcane, Implement, knowing the real from the false putting a Teleportation shiver in her spine and a chill in her bones. Standard action Ranged 5 Daily ♦ Arcane, Cold, Psychic, Target: One creature Implement Attack: Intelligence vs Will Standard action Ranged 10 Effect: The target is teleported up 2 Target: One creature squares (10 feet). Upon landing the target Attack: Intelligence vs Will takes 1d10 damage. Hit: 3d6 + Intelligence modifier cold and Mist Pact: The target is teleported up a psychic damage, and the target grants number of squares equal to your combat advantage to your allies until the Constitution modifier(minimum 2). For start of your next turn. every 10 additional feet they take an extra Effect: The target takes a -1 penalty to 1d10 damage. Reflex and Will defence (save ends).

Level 1 Daily Spells Level 2 Utility Spells Bonechill Warlock (Mist) Eyes of Darkness Warlock (Mist) Attack 1 Utility 2 You leech the very warmth of their body, Through inhuman vision nothing escapes drawing it into yourself. your sight. Daily ♦ Arcane, Cold, Healing, Encounter ♦ Arcane, Cold, Implement Implement, Necrotic Minor Action Personal Standard action Ranged 5 Effect: You gain a +5 power to your next Target: One creature Perception check during this encounter. Attack: Intelligence vs Will You also gain until the end of Hit: 2d8 + Intelligence modifier cold and the encounter or 5 minutes. necrotic damage, and you gain 2d6 temporary hitpoints. Level 3 Encounter Spells Effect: The target takes a -2 penalty to Black-Ice Warlock (Mist) Reflex defence (save ends). Attack 3 Miss: Half damage and no temporary You freeze the ground creating a slick patch hitpoints. of ice. Mist Pact: You gain temporary hitpoints Encounter ♦ Arcane, Cold, Implement, equal to 2d6 + your Constitution modifier. Zone Standard action Area burst 2 within 10 Target: Each creature in the burst Attack: Intelligence vs Reflex Hit: 1d8 + Intelligence modifier cold damage and the target is knocked prone Sustain Minor: When you sustain this power you make a secondary attack. Secondary Targets: Each creature within the zone. Secondary Attack: Intelligence vs Reflex Hit: Target is knocked prone

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

15 Weaken the Bond Warlock (Mist) LEVEL 13 ENCOUNTER SPELLS Attack 15 The Flesh is Weak Warlock (Mist) You cut-off the flow of necrotic energy to Attack 13 you foes, weakening them. The chill of the Mists leaves your enemy Daily ♦ Arcane, Implement, Necrotic susceptible to frost. Standard action Close Bust 10 ♦ Encounter Arcane, Cold, Implement Target: All undead in the burst Standard action Ranged 10 Attack: Intelligence vs Will Target: One creature Hit: 3d8 + Intelligence modifier necrotic Attack: Constitution vs Will damage, and the target is stunned (save Hit: 1d6 + Constitution modifier cold ends). damage, and the target gains vulnerable 5 Aftereffect: the target is weakened (save cold. If you have combat advantage ends). against the target you also inflict ongoing Special: This attack ignores resistance to cold damage equal to your Intelligence necrotic damage. modifier. Miss: Half damage and the target is Mist Pact: The target gains vulnerable weakened (save ends) and no aftereffect. cold equal to 4 + your Intelligence modifier. LEVEL 16 UTILITY SPELLS Strobing Step Warlock (Mist) Level 15 Daily Spells Utility 16 Mistnapped Warlock (Mist) Striding forward you suddenly teleport Attack 15 A wall of mist rises from the ground, ahead then continue to move, only to obscuring vision. Those who enter may teleport again. ♦ never leave... Daily Arcane, Teleportation Daily ♦ Arcane, Conjuration, Minor Action Personal Teleportation Effect: You gain a +2 power bonus to Standard action Area wall 8 within 5 speed. Until the end of your turn, for Effect: You conjure a wall of mist which every 3 squares that you move you can blocks line of sight and grants cover. The teleport 1 square as part of the same wall lasts until the end of your next turn. move action. After you teleport you can Creatures that enter the wall exit it from resume normal movement. a random square. Their movement is Mist Pact: You gain a power bonus to uninterrupted and they can re-enter the speed equal to 1 + your Intelligence mist. modifier. Sustain Minor: The wall persists. LEVEL 17 ENCOUNTER SPELLS Writhing Mist Warlock (Mist) Attack 17 The Mists wriggle and crawl around you, lashing out like ethereal tentacles. Encounter ♦ Arcane, Cold, Implement Standard action Close burst 15 Target: Each creature in burst under your curse. Attack: Intelligence vs Reflex Hit: 3d6 + Intelligence modifier cold damage. Mist Pact: The target treats the area of the burst as difficult terrain until the start of your next turn.

16 LEVEL 22 UTILITY SPELLS Warlock (Mist) Leech Life Warlock (Mist) Attack 17 Ethereal Seal Your wounds heal as you draw vital energy Utility 22 The Mists cut off the region from other from your foes. worlds and planes. Encounter ♦ Arcane, Healing, Daily ♦ Arcane, Zone Implement Standard action Area burst 25 Standard action Ranged 5 within 5 squares Target: One creature Effect: The burst creates a zone that stops Attack: Intelligence vs Fortitude all teleportation. No one can teleport Hit: 2d6 + Intelligence modifier damage, inside the zone, into the zone, or out of the target is weakened, and you can the zone. spend a healing surge. Powers that only teleport are not Mist Pact: You regain additional hitpoints expended if used and no action is spent in equal to your Constitution modifier. the attempt. Powers where teleportation is a partial effect or side benefit are used Level 19 Daily Spells and occur normally aside from the blocked Freeze Core Warlock (Mist) teleportation. Attack 19 Fey or Mist Pact: You can teleport inside You become a wraithlike phantom and the zone normally. You may also permit move through your enemies, freezing them allied fey or mist pact warlocks to teleport from the inside. normally as well. Daily ♦ Arcane, Cold, Polymorph

Standard action Personal Effect: You gain phasing until the end of LEVEL 23 ENCOUNTER SPELLS your turn. If you move through an Soul Cleave Warlock (Mist) enemy’s square make an attack. Attack 23 Attack: Intelligence +2 vs Reflex Your curse wrenches at their soul, attacking Hit: 2d10 + Intelligence modifier cold their mind and spirit. ♦ damage, and ongoing 10 cold damage Encounter Arcane, Psychic, (save ends). The first time an enemy fails Implement a save against this ongoing damage they Standard action Close blast 5 are slowed (save ends both). Target: Each creature in blast under your Special: You can attack a number of curse. enemies equal to your Constitution Attack: Intelligence vs Will modifier. You still need to move through Hit: 2d10 + Intelligence modifier psychic their square. damage, and the target is stunned.

Haze Warlock (Mist) Attack 19 Cool tendrils of mist wrap around their head, covering their eyes and blocking their vision. Daily ♦ Arcane, Cold, Implement Standard action Ranged 10 Target: One creature Attack: Intelligence vs Fortitude Hit: 4d6 + Intelligence modifier cold damage, and target is blinded (save ends). Mist Pact: The target takes a -2 penalty on saving throws against this power’s effect.

17 Level 25 Daily Spells Level 29 Daily Spells Remove Soul Warlock (Mist) Absolute Zero Warlock (Mist) Attack 25 Attack 29 You violently rip your enemy’s soul from You pull all the heat out of the target and their body, leaving their body helpless on dissipate it amongst the surrounding area the ground. Daily ♦ Arcane, Cold, Fire, Implement Encounter ♦ Arcane, Psychic, Standard action Ranged 10 Implement Target: One creature Standard action Range 5 Attack: Intelligence vs Fortitude Target: One Creature Hit: 5d12 + Intelligence modifier cold Attack: Intelligence vs Will damage, and the target gains vulnerable 5 Hit: 3d8 + Intelligence modifier psychic fire. If the target is reduced to 0 hit points damage. or fewer make a secondary attack Effect: The target’s spirit leaves their body, Secondary Target: Each creature but remains in the same square. The spirit adjacent to the primary target. is immune to all attacks and cannot take Secondary Attack: Intelligence vs Reflex any standard actions. The target’s Hit: 1d12 + Intelligence modifier fire material body drops prone and is helpless damage. (save ends). Mist Pact: If the primary target is bloodied or reduced to 0 hit points or fewer make a secondary attack. LEVEL 27 ENCOUNTER SPELLS Bond of Life Warlock (Mist) Attack 27 You bind your lifeforce to that of your enemy’s. Encounter ♦ Arcane, Healing, Implement Standard action Ranged 10 Target: One creature Attack: Intelligence vs Will Hit: 2d8 + Intelligence modifier damage, and the target takes ongoing 15 damage (save ends). Effect: You gain regeneration 15 until the start of your turn after the target saves or reaches 0 hit points or fewer. Mist Pact: Your regeneration lasts until the end of your turn after the target saves or reaches 0 hit points or fewer.

18 Paragon Paths ARCANIST SPELLS

Arcanist Rebuke Arcanist “Yes, I have studied the black arts, but Attack 11 it had to be done! Sometimes one must Undead cower before a necromantic master. fight fire with fire and my soul is a small Encounter ♦ Arcane, Radiant price to pay.” Standard Action Close blast 2 Target: All undead in the blast Prerequisite: Wizard class. Must Attack: Intelligence vs Will Hit: Target is pushed 3 squares and cannot have failed a Dark Powers check to be a attack you (save ends). black arcanist. White Arcanist: 3d8 + Intelligence modifier radiant damage. You have thrown yourself into the study Black Arcanist: Make a second attack of black magic and the darkest of spells. against a number or targets equal to your Some succumb to the temptations of Intelligence modifier. these evil arcane abilities while some Secondary attack: Intelligence vs walk a fine balance, struggling to stay in Will. the light. Hit: Target is dominated until the end of your next turn.

ARCANIST PATH FEATURES Magic for Blood Arcanist Arcane Knowledge (11th level): Utility 12 You can spend an action point to add a Your power grants you false vitality. secondary damage type to all your Daily ♦ Arcane spells instead of taking an additional Minor action Personal action. The spells all gain the relevant Effect: You expend one encounter power keyword. and regain a number of healing surges equal to 1 + your Constitution modifier. White: Your spells deal radiant If not used, these healing surges vanish damage. at the end of the encounter or after 5 Black: Your spells deal necrotic minutes. damage. You regain the encounter power Light or Dark (11th level): All normally. arcanists are either White Arcanists or Black Arcanists, you choose which path Touched by Darkness Arcanist you will follow. Good wizards leaning to Attack 20 White while unaligned wizards often Unholy forces erupt from you as your lower choose Black. your defences and let them break free. Daily ♦ Arcane, Radiant or Necrotic White: You gain a +2 bonus on all Standard action Close burst 4 Dungeoneering skill checks. Target: All creatures in the burst Black: You gain a +2 bonus on all Attack: Intelligence vs Reflex Religion skill checks. Hit: 4d8 + Intelligence modifier damage of Ethereal Step (16th level): When a particular damage type: radiant or you spend an action point to take an necrotic determined by the light or dark extra action you can teleport 4 squares path feature. as a free action. This can be done White Archanist: The targets are before or after the extra action. knocked prone and suffer 5 ongoing radiant damage (save ends). Black Arcanist: The target is stunned (save ends with a -2). Miss: Half damage.

19 Avenger Never Say Die Avenger Utility 12 “I will fight to my dying breath to You ignore all they throw at you refusing to ensure what happened to me will not stop. happen to anyone else!” Daily ♦ Martial Standard action Personal Prerequisite: Fighter class Effect: You gain Resist 10 to all damage until the end of your next turn. You have dedicated your life to righting a wrong and preventing anyone else Slighted Avenger Attack 20 from suffering a fate similar to your It will take more than they think to keep own. While partially motivated by you down. revenge, you are driven and relentless, Daily ♦ Martial, Weapon subservient to a cause larger than Standard action Melee weapon yourself and unwilling to relent. Target: One creature of wronged type Attack: Strength vs Reflex AVENGER PATH FEATURES Hit: 5[W] + Strength modifier damage. Formidable (11th level): When Effect: You regain your second wind if you have already used it this encounter. you spend an action point to take an 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 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 as a free action. Unwavering (16th level): You gain two extra healing surges. Whenever you use a healing surge add one-half your level as extra hitpoints healed.

AVENGER EXPLOITS

Avenging Strike Avenger 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.

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

21 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 or your allies can space. Similar to the Vistani ability to choose to change their actions during that turn. Enemies cannot choose to change navigate through the Mists, you are able their action unless their previous actions to move freely between lands. 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 an had previously. spend an action point to teleport a number of squares equal to the value of Sacraficial Lamb Mistwalker Attack 20 your aura + your Constitution modifier. You become unseen and replace yourself Unseeing Eyes (11th level): You with a mist copy that charges heedlessly gain blindsight equal to the value of forward then erripts in a violent explosion. your Mistshoud aura. Daily ♦ Arcane, Cold Groundfog (16th level): You can Standard action Personal make your Mistshroud aura stationary Effect: You become invisible until the end as a minor action. It becomes a zone of your turn and create a duplicate of and does not move with you and does yourself in your square. not increase in size if cursed enemies You can move the duplicate 6 squares as a minor action. If it is hit by an attack it are killed. explodes, make an attack against the target. Navigation (16th level): You can Target: Each enemy adjacent to the navigate through the Mists of Ravenloft, duplicate. and travel between lands you have Attack: Intelligence +4 vs AC previously been. Hit: 3d8 + Intelligence modifier cold damage MISTWALKER SPELLS

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: Intelligence vs AC Hit: 2d6 + Intelligence modifier psychic damage, and you are invisible, and you are invisible to the target until the end of your next turn.

22 Monster Hunter “It is my chosen prey: I have read Familiar Resistance Monster Hunter Utility 12 libraries dedicated to their abilities and You know how to avoid the worst. the hunt. I am a master of their death.” Daily ♦ Martial Immediate Reaction Personal Prerequisite: source, Trigger: You suffer an effect that a saving training in one knowledge skill throw will end. Effect: You make an immediate saving A single foe haunts you, driving you to throw with a +5 power bonus. focus on this single threat above all Special: If the triggering effect was inflicted by a creature of your enmity others. While skilled in the hunt, you are origin, you gain a +2 power bonus to all a master when it comes to this threat. defences until the end your next turn.

MONSTER HUNTER FEATURES Favoured Foe Monster Hunter Enmity (11th level): Choose one Attack 20 of the following origins: aberrant, You know how to hurt them the most. elemental, fey, immortal, natural, or Daily ♦ Martial shadow. When you use an action point Standard action Melee or Ranged weapon to take a second action and face a Target: One creature creature of this origin, roll your attack Attack: Strength vs AC (melee) or Dexterity twice and use the higher result. vs AC (ranged) Knowledgeable (11th level): You Hit: 4[W] + Strength modifier (melee) gain a +2 bonus to Perception, Insight or4[W] + Dexterity modifier (ranged). and Monster Knowledge skill checks Miss: Half damage. against your enmity origin. Special: If the target is of your enmity Hunted (16th level): Choose one origin you deal an extra 1[W] damage. If of the following keywords: angel, the target has your hunted keyword you aquatic, construct, demon, devil, ooze, deal an extra 1[W] damage. This bonus damage stacks if both apply. plant, spider, shapechanger, or undead. You deal extra damage equal to your level plus your Intelligence modifier against creatures of the chosen type.

MONSTER HUNTER EXPLOITS

Precision Strike Monster Hunter Attack 11 Through experience you know where to hit. Encounter ♦ Martial, Weapon Standard action Melee or Ranged weapon Target: One creature Attack: Strength vs AC (melee) or Dexterity vs AC (ranged) Hit: 2[W] + Strength (melee) or 2[W] + Dexterity (ranged). Special: If the target is of your enmity origin the attack ignores resistance and the target cannot regenerate on its next turn.

23 Pistoleer Ricochet Pistoleer Utility 12 “I love the smell of gunpowder in the Careful aim allows you to bank your shot off the protective cover. evening.” 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 to your weapon and PISTOLEER FEATURES hope the explosion doesn’t damage the Quick Reload (11th level): You weapon. Daily ♦ Fire, Martial, Weapon can reload firearms as a minor action. Standard action Close blast 3 Snap Shot (11th level): When Requirement: You must be wielding a you spend an action point to gain an firearm extra action you can reload firearms as Target: Each enemy in the blast you can part of the attack until the start of your see. next turn. Attack: Dexterity vs Reflex Specialized (11th level): Chose Hit: 3d8 + Dexterity modifier fire damage. one of the below features. Secondary Target: One creature within Gunfighter: You can load two held 10 squares. guns with the same action. Secondary Attack: Dexterity vs AC Hit: 2[W] + Dexterity modifier damage. Sniper: You do not suffer the penalty to attack roles when prone and using a ranged weapon, and gain a +2 bonus to attack rolls when prone and using a firearm. Deadeye Shot (16th level): You critical with firearms on a 19 or 20.

PISTOLEER EXPLOITS

Scattershot Pistoleer Attack 11 You fill the barrel with 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).

24 Spirit Taker Chill Shroud Spirit Taker Utility 12 “Your soul now belongs to me. Perhaps The mists around you cool as ice crystals I will release it, letting you venture to from in the air. whatever afterlife awaits you. Or 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 seperate 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 . 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 hitpoints 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: Intelligence vs Reflex before the end of your turn. Hit: 1d8 per level of the aura + Intelligence Consume Souls (16th level): You modifier cold and necrotic damage. can expend your Mistshroud aura to Special: Your Mistshroud aura is expended gain a bonus to damage equal to the after this attack and cannot be regained value of the aura until the end of your until after a rest. 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 Attack: Intelligence vs AC Hit: 2d6 + Intelligence modifier damage and target is knocked prone. Effect: Target is pushed 1 square. 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.

25 FeatsFeats

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

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

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

28 Unrestrained Fury (Caliban) Paragon Tier Feats Prerequisite: Caliban, relentless rage racial power Improvisational Master Benefit: When you use your Prerequisite: 11th level, Str 15, relentless rage power you gain a +1 Improvisational Fighter feat bonus to attack rolls. Benefit: Treat improvised weapons as if they were one size large for Vendetta (Giomorgo) damage. Prerequisite: Giomorgo, curse of You also gain a +1 feat bonus to the blood racial power attack and damage rolls with improvised Benefit: When you use your curse weapons. of the blood power you gain a +2 feat bonus to damage rolls against the Leech Strength target. Prerequisite: 11th level, Int 17, At 11th level, this bonus increases to warlock, mist pact +3. At 21st level it increases to +4. Benefit: When using your second wind, you can expend your Mistshroud aura as Mixed Blood (Giomorgo) a free action and regain additional Prerequisite: Giomorgo hitpoints equal to twice the aura's value. Benefit: Your Vistana parent was from multiple tribes or you are the child Relentless (Caliban) of two giomorgo. You pick a second skill Prerequisite: 11th level, Caliban, for your tribal heritage power. Unstoppable You also receive a +2 racial bonus Benefit: When gain a +1 feat to saving throws against Charm effects. bonus to your Fortitude and Reflex defence. Thousand Cuts (Giomorgo) Prerequisite: 11th level, Giomorgo, Knife Fighter Benefit: If you miss with a dagger during a melee attack and are not 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. Tribal Fighter (Giomorgo) Prerequisite: 11th level, Giomorgo Benefit: You gain +1 to attack rolls and +2 to damage rolls when there is another giomorgo within 2 squares.

29 EquipmentEquipment

The Ravenloft Campaign Setting is set in typically only clad in cloth or leather a world more advanced than standard armours, and favour light blades or fantasy worlds. There are weapons and firearms. Meanwhile, the Eastern Core is equipment found in the Land of the more chivalric and bulkier armours and Mists unlike common equipment. heavy blades are still in vogue.

WEAPON GROUP WEAPONS A new weapon group is found in the Most common weapons can be Land of the Mists. For more information purchased in the Land of the Mists, on this and classes that can use the dependant on the domain’s level of weapon group, refer to Chapter 5: culture. Lifestyle. In more advanced domains, heavier Firearm: Firearms are ranged weaponry and armour is less common. projectile weapons that fire pebbles or The armies of the Western Core are small metal balls.

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

30 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 65 gp. 4 lb. Firearm Load 2 minors

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

31 COLD IRON and Damage by Level table in the Cold iron is a poetic name for standard Dungeon Master’s Guide). iron. It is pure iron and not alloyed with Book, Blank: A bound book, ready other metals. Typically, it is forged at a for writing. This cannot be used for low heat and requires much physical rituals. strength. Book, Knowledge: A printed book ♦ Cold Iron weaponry suffers a -1 of information and facts. penalty to damage rolls. This grants a +2 Item bonus to skill checks for a single knowledge skill GOLD (chosen at the time of purchase). This Weaponry carved from solid gold. The does not apply for monster knowledge metal is heavy and soft, making its use checks. awkward. Book, Lore: A printed book of ♦ Gold weaponry suffers a -2 penalty myths and legends. to damage rolls. This grants a +2 Item bonus to skill ♦ On the roll of a natural “1” a gold checks for a single knowledge skill weapon dulls and must be (chosen at the time of purchase). This repaired. All attack rolls with the does not apply for general knowledge damaged weapon suffer a -1 checks. penalty until the next rest. Book, Printed: A generic printed book. Often a novel or holy book. STONE Compass: A magnetized in a Weaponry carved from flint or other sealed container, this device always stone. points north. ♦ Stone weaponry suffers a -1 This grants a +2 Item bonus to skill penalty to damage rolls. checks related to navigation. ♦ On the roll of a natural “1” a stone Clockwork: A mechanical device, weapon cracks and must be typically powered by springs. They can repaired. All attack rolls with the accurately tell time if properly damaged weapon suffer a -2 maintained. penalty until the next rest. Healing Kit: This kit contained ♦ Stone weapons are one-quarter medical supplies and grants a +2 Item regular price. bonus to stabilize the dying. Alternate kits can be purchased that come equipped to treat disease. ADVENTURING GEAR Magnifying Glass: This convex With the advanced wonders of the Land allows small objects to be closely of the Mists, adventurers have even observed. It grants a +2 bonus to more available gear. Perception checks when searching or Ammunition: Bullets are small lead examining objects or places. or stone balls are used in firearms. Bullets themselves come in a tube or box. Each bullet must be preceded by black powder. If the black powder is exposed to flame it ignites. If correctly positioned this can cause an explosion, which can cause damage (see the Difficulty Class

32 Item Price Weight WEAPONS Ammunition Black powder, keg (400) 35 gp 40 lb. Ba’al Verzi Level 9+ Black powder, flask (20) 2 gp 2 lb. Legend says this grim dagger cannot be Bullets (20) 1 gp 2 lb. sheathed until it has tasted blood. Artisan Tools Lvl 9 +2 4,200 gp Lvl 19 +4 105,000 gp Lvl 14 +3 21,000 gp Lvl 24 +5 525,000 gp Book, Blank 10 gp 1 lb. Weapon: Light Blade Book, Knowledge 30 gp 1 lb. Book, Lore 40 gp 1 lb. Enhancement: Attack rolls and damage Book, Printed 15 gp 1 lb. rolls Compass 15 gp – Critical: +1d6 damage per plus, or +1d8 Clockwork per plus if you have combat advantage Grandfather Clock 350 gp 75 lb. Power (Daily): Minor Action. You can Pocket Watch 400 gp – make an immediate Stealth check as if Healing Kit 15 gp 2 b. you had total concealment. This lasts until Magnifying Glass 10 gp 1 lb. the end of your next turn.

Magic Items Fey-forged Level 3+ Objects imbued with are Forged as a weapon against creatures from rare in the Mists, often carrying a price Faerie, it is the bane of the Fair Folk. Lvl 3 +1 680 gp Lvl 13 +3 17,000 gp for their use. Many were not deliberately Lvl 8 +2 3,400 gp Lvl 18 +4 85,000 gp made, but are magical accidents with Weapon: Any dark histories. Enhancement: Attack rolls and damage rolls ARMOURS Critical: +1d8 damage per plus, or +1d10 Musketeer's Armour Level 3+ damage per plus against fey This light, studded armour is favoured by Power (Daily): Minor Action. Until the end duilists and gunfighters. of your turn, your next attack with this Lvl 3 +1 680 gp Lvl 13 +3 17,000 gp weapon against a fey creature gains a +2 Lvl 8 +2 3,400 gp Lvl 18 +4 85,000 gp power bonus to the attack roll. If the Armour: Leather, Hide target has regeneration, this does not Enhancement: AC function on its next turn. Property: Resist 5 against ranged weapon attacks. Heartseeker Spear Level 9+ Level 13 or 18: Resist 10 against ranged A lengthy stake, this weapon aims itself weapon attacks. directly at the heart of the undead. Lvl 9 +2 4,200 gp Lvl 19 +4 105,000 gp Talon Armour Level 2+ Lvl 14 +3 21,000 gp Lvl 24 +5 525,000 gp Decorated with deadly winged-animals, this Weapon: Spear dark plate is worn by Falkovnian Talon Enhancement: Attack rolls and damage soldiers. rolls Lvl 2 +1 520 gp Lvl 12 +3 13,000 gp Critical: +1d6 radiant damage per plus, or Lvl 7 +2 2,600 gp Lvl 17 +4 65,000 gp +1d8 per plus against undead Armour: Plate Power (Daily): Free Action. Use this power Enhancement: AC when you hit an undead with this weapon. Property: Gain an Item bonus to Intimidate The target is knocked prone and checks equal to the armour’s immobilized (save ends). If the target is a enhancement bonus. they take a penalty to saving Power (Daily): Minor Action. Until the end throws against the effect equal to the plus of your next turn, this armour has no of the weapon. speed or skill check penalties.

33 IMPLEMENTS Limitless Ammunition Level 4+ Level 4+ This firarm loads faster than you can shoot. Icon of the Eternal Order Lvl 4 +1 840 gp Lvl 14 +3 21,000 gp Enchanted by the minions of Azalin Rex, this Lvl 9 +2 4,200 gp Lvl 19 +4 105,000 gp bears symbols of death. Weapon: Any ranged Lvl 4 +1 840 gp Lvl 14 +3 21,000 gp Enhancement: Attack rolls and damage Lvl 9 +2 4,200 gp Lvl 19 +4 105,000 gp rolls Impliment (Holy Symbol) Critical: +1d6 damage per plus Enhancement: Attack rolls and damage Property: This weapon never needs to be rolls reloaded. Critical: +1d6 necrotic damage per plus Power (Daily): Minor Action. Until the start Power (DailyHealing): Immediate of your next turn, attacks with this Reaction. You can use this power when weapon ignore an amount of resistance you or one of your allies within 5 squares equal to twice the weapon's enhancement is hit by a critical hit. You or the ally can bonus. The resistance ignore is chosen spend a healing surge. when this power is activated. Orb of Augmentation Level 3+ Rapidfire Level 2+ Sealed within the smoked-glass is the This firarm loads faster than you can shoot. preserved brain of a spellcaster. Lvl 3 +1 680 gp Lvl 13 +3 17,000 gp Lvl 2 +1 520 gp Lvl 12 +3 13,000 gp Lvl 8 +2 3,400 gp Lvl 18 +4 85,000 gp Lvl 7 +2 1,800 gp Lvl 17 +4 65,000 gp Weapon: Any firearm Impliment (Orb) Enhancement: Attack rolls and damage Enhancement: Attack rolls and damage rolls rolls Critical: +1d6 damage per plus Critical: +1d6 per plus Property: Reloading this weapon is a free Property: Gain an Item bonus to Arcana action. checks equal to the item's enhancement bonus. Power (Daily): Minor Action. You can Level 5+ Viperbite swap out a prepared spell for a different A thin envenomed blade, this weapon spell in your spellbook. The new spell pierces flesh like the fangs of a serpent. must be of equal or lower level. Lvl 5 +1 1,000 gp Lvl 15 +3 25,000 gp Lvl 10 +2 5,000 gp Lvl 20 +4 125,000 gp Weapon: Light Blade ARM SLOT ITEMS Enhancement: Attack rolls and damage rolls Talon Bracers Level 4+ Critical: +3 ongoing poison damager per These Falkovnian braces cannot be removed plus (save ends) once they are put on. Power (At-WillPoison): Free Action. All Lvl 4 840 gp Lvl 24 525,000 gp Lvl 14 21,000 gp damage dealt by this weapon is poison damage. Another free action returns the Item Slot: Arms damage to normal Power (Daily): Immediate Interrupt. Use Power (DailyPoison): Free Action. Use this power when you are hit by an area or this power when you hit with the weapon. close attack, Reduce the damage dealt by The target takes an extra 1d6 poison 5. damage and 5 ongoing poison damage Level 14: Reduce damage by 10. (save ends). Level 24: reduce damage by 15. Level 15 or 20: 2d6 poison damage and ongoing 10 poison damage.

34 NECK SLOT ITEMS Cajar Talisman, Level 4+ Crafted by the Vistani, this necklace wards Amulet of the Beast, Level 10+ away . Ivory Lvl 4 +1 840 gp Lvl 14 +3 21,000 gp This cursed amulet allows one to transform Lvl 9 +2 4,200 gp Lvl 19 +4 105,000 gp into a feral beast. Im Item Slot: Neck Lvl 10 +2 5,000 gp Lvl 20 +4 125,000 gp Enhancement: Fortitude, Reflex, and Will Lvl 15 +3 25,000 gp Lvl 25 +5 625,000 gp Property: You gain a bonus to saving Item Slot: Neck throws against Charm and Fear effects Enhancement: Fortitude, Reflex, and Will equal to the talisman's enhancement Power (DailyPolymorph): Minor Action. bonus. Until the end of your next turn you change shape into a humanoid anima, similar to a Cajar Talisman, Level 10+ lycanthrope. Gain resist 5 to all damage Moonstone Jewellery except silver weapons and a +2 Item Sought after by arcane casters, this Vistani bonus to speed. item is rumour to wax and wane in power Level 15 or 20: Resist 10 to all damage with the moon. except silver weapons Lvl 10 +2 5,000 gp Lvl 20 +4 125,000 gp Level 25: Resist 15 to all damage except Lvl 15 +3 25,000 gp Lvl 25 +5 625,000 gp silver weapons Item Slot: Neck Enhancement: Fortitude, Reflex, and Will Amulet of the Beast, Level 5+ Power (Daily): Free Action. You regain an Silver arcane implement's encounter power This allows a cursed individual to function gained from a class feature, such as orb normally. of imposition. If you can use multiple Lvl 5 +1 1,000 gp Lvl 15 +3 25,000 gp implements, pick one to regain. Lvl 10 +2 5,000 gp Lvl 20 +4 125,000 gp Item Slot: Neck Wolfspaw Level 7+ Enhancement: Fortitude, Reflex, and Will The actual paw of a wolf, stuffed with Property: You ignore the effects of a single belladonna and other arcane herbs. disease or curse of a level equal or lower Lvl 7 +2 2,600 gp Lvl 17 +4 65,000 gp than the amulet. Lvl 12 +3 13,000 gp Lvl 22 +5 325,000 gp Item Slot: Neck Ankh of Life Level 8+ Enhancement: Fortitude, Reflex, and Will Crafted by the Vistani, this necklace wards Power (Daily): Minor Action. Until the end away the evil eye. of your next turn, natural beasts Lvl 8 +2 3,400 gp Lvl 18 +4 55,000 gp considered squares adjacent to you to be Lvl 13 +3 17,000 gp Lvl 23 +5 425,000 gp difficult terrain. Im Item Slot: Neck Sustain Move: The power remains in Enhancement: Fortitude, Reflex, and Will effect. Property: Gain an Item bonus to death saving throws equal to the ankh's enhancement bonus.

35 Soul Searcher Level 21+ Pocketwatch of Time Level 25 Medallion You quickly open your watch and press the This smokey glove is suspended on a fine, extra button. Around you the world slows silver chain This medallion is rumoured to down as time pauses. be able to bend the laws of the land and Wondrous Item 625,000 gp reveal the true nature of people. Power (Daily): Minor action. You gain an Lvl 22 +5 325,000 gp Lvl 27 +6 1,625,000 gp extra turn and are able to take additional Item Slot: Neck standard, move, and minor actions. Enhancement: Fortitude, Reflex, and Will You cannot use this extra turn to attack Property: Gain an Item bonus to other creatures. Perception checks equal to medallion’s enhancement bonus Reference Book Level 9 Power (Daily): Minor Action. Until the end No matter how many pages you flip, this of your turn you see invisible creatures. book always seems to have more and You also get to make an immediate saving contains all the knowledge of a large library. throw against any effect with the Illusion Wondrous Item 4,200 gp keyword. Power (At-will): Standard Action. Gain a +4 Item bonus to a knowledge or monster RINGS knowledge check that you make this turn. 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. them 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 lind of sight. move on its own. If your reached at least one milestone The candle sheds light as a normal item today, the effect lasts until the end of of its type. your next turn instead. Stopwatch Level 11 WONDROUS ITEMS With this enchanted pocketwatch you Mesmerist's Chain Level 20 rewind time and gain a second chance to You spin the chain, moving it slowly in front influence events. of your target. The bauble on the end Wondrous Item 9,000 gp sparkles in the light reflecting in its eyes. Power (Daily): Minor action. You undo Wondrous Item 125,000 gp any actions your have made this turn. Any Power (DailyCharm): Standard Action. powers used and since the beginning of Make a ranged attack: Ranged 2; your turn are regained and any damage or Charisma +4 vs Will; on a hit the target is conditions are reversed. You can then act dominated until the end of your next turn. normally. Sustain minor: Repeat the attack. On a All actions used in your turn are hit, the target remains dominated. restored with the exception of the action used to activate the item. Action points spent in the turn are also restored unless used to activate the item.

36 Tarokka Deck Level 7 POTIONS This deck of 54 cards is used in fortune telling. Holy Water Level 5 Wondrous Item 2,600 gp Blessed by the light of the divine. Property: While using this deck, any skill Potion 50 gp check you make as part of a divination Power (ConsumableHealing, ritual gains a +2 Item bonus. Radiant): Minor action. Drink this potion Special: You can use a tarokka deck as a and making an immediate saving throw focus in divination rituals (such Fortune with a +5 bonus. Telling). The value of the tarokka deck This potion can also be used to make a must meet the focus cost requirement of basic attack against an undead. It deals the ritual, as normal. 2d8 radiant damage on a successful hit.

Tome of Answers Level 14 Zombie Blood Level 15 Touching the cover of the book you whisper This liquid looks putrid but is both odourless your question. Opening the book you see and tasteless. words begining to be written across the Potion 1,000 gp page answering your question. Power (ConsumableCharm): Minor Wondrous Item 21,000 gp Action. Drink this potion and become Power (Daily): Standard action. The item subservient to the brewer. grants you the answer to a single direct A living being that drinks this is question. The book answers questions dominated (save ends). However, saving literally, to the best of its interpretation. It throws against this effect are only made cannot offer advice or judgment, nor can after an extended rest, not including it answer any question related to morality saving throws granted by powers. or ethics. The tome only knows common knowledge and cannot reveal secrets or solve mysteries. The tome functions similar to the Consult Mystic Sages ritual and cannot answer any question beyond the abilities of that ritual.

Witch-finder Compass Level 9 The needle on this compass points towards those who practise the arcane arts. Wondrous Item 4,200 gp Property: The compass points directly at the nearest target that uses the arcane power source, or has the fey or shadow origin. However, the compass does not point towards creatures with the shapechanger subtype or using a power with the Polymorph keyword unless they wish it.

37 LifestyleLifestyle

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 is often systems of harsh situations. Other lands are far in measurement and sophisticated the advance of typical lands, having mathematics. 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 have domains might have ruins or rare goods complicated systems of government, of a vastly different culture level. Even often feudal, with codified laws and a Medieval domains might have a rare simplified alphabet, and coins for genius that is at the cusp of a great 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 these 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 would survive to later generation. 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.

38 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 impossible to purchase through normal over the stars and explorers reach far channels. It must be specially made or 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 cock infection and communicable disease, forces a piece of flint against steel. along with superior anatomy and 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

39 lands treat firearms as a superior the scars of our life their, although they weapon. do not always mar our frames.”

Background You come from the inhospitable island The country or region a character is of Bluetspur, although most of your folk from has an influence on them. One has long since fled to other lands in the cannot always escape their origin. Core, especially southern Barovia. After Character backgrounds can be seen unspeakable years under the rule of in Dragon Magazine #366 and the unmentionable beings your mind has Forgotten Realms Players Guide. They grown strong and flexible. offer a small benefit, typically a skill Benefit: You gain a +2 bonus to bonus or the like. Initiative checks, and a +2 bonus on Below are regional backgrounds for saving throws against fear and illusion characters native to the Land of the effects. Mists. Players can also select backgrounds from Dragon Magazine if THE CARNIVAL they wish, and a number are particularly “Come one, come all! See the greatest appropriate. show in the Core. Witness sights that Characters can only have a single will astound and spectacles that will background. Backgrounds typically apply amaze!” to the nation a character was raised (or born) in, not where they live. If a You may have been born elsewhere, but character moves their background does you were raised in Isolde’s travelling not change. Carnival. You are uncertain how the Carnival attracts so many odd people or AMBER WASTES how it moves unmolested between “I am used to the hot caress of the lands, but it does. Like many at the desert sun across my face and the Carnival, you have been subject to the endless sands across my feet.” Twisting and excel at something. Benefit: Pick one physical skill You come from a dry, desolate cluster (Acrobatics, Athletics, Endurance, or and have been raised under sweltering Stealth) to be your speciality. Once per heat in a deeply religious environment, day you can reroll a skill check of your including both the lands of Har’Akir and speciality. You must keep the second Pharazia. Your gods are unknown and roll even if it’s worse. unfamiliar to much of the Core, as are your mannerisms. However, you are DARKON accustomed to great heat and long “Our lord and king is Azalin Rex who stretches of time without fresh water. has long protected our nation from Benefit: You gain a +5 bonus on threats internal and external, especially Endurance checks to ignore thirst; add those from the Pale.” Religion to your class skill list, and you gain a +2 bonus to Religion checks. The largest land in the Core, Darkon boasts one of the largest populations in BLUETSPUR the Mists. Many people have ties to this “While my people have long since fled land and have ancestors that originally from our blasted homeland, we retain hail from here. The land is said to border close to the Pale: the realm of

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

41 ground of G’Henna is not particularly gain a +1 bonus to checks with that fertile and much of the harvest is skill. claimed by the Church, so you are You gain a +2 bonus to saving accustomed to an empty belly. throws against illusion effects. Benefit: You gain a +5 bonus on Endurance checks to ignore hunger; add MISTED WOODS Religion to your class skill list, and you “The woods are not to be feared. The gain a +2 bonus to Religion checks. trees will never hurt you. It is the animals in woods that you must be terrified of.” HEARTLANDS “Barovia, both the nation and the The sparsely populated lands of village, are almost the centre of the Valachan, Verbrek, or Invidia are where Core. We are the land.” you hail from. You are at home in the woods and have spent much of your life You hail from Barovia, Tepest, Forlorn, out of doors. Even those in the small or the rural areas of Borca. Your home cities of Invidia are aware of the woods was likely a small village, often in steep that press against their homes and mountains or heavy forest. You come know of its dangers. from a superstitious people who fear the Benefit: Add Nature to you class dark and lock their doors after dark. skill list, and you gain a +2 bonus to Their tales and stories are well known Nature checks. and there are few unnatural creatures You gain a +1 bonus to Initiative. you have not heard something about. Benefit: Once per encounter you NIGHTMARE LANDS can reroll an Arcana check, you must “I see what is before me and believe in keep the second roll even if it is worse. what my eyes tell me.” You gain a +1 bonus to Initiative. Deep in the Nocturnal Sea is the LAMORDIA dream-touched Nightmare Lands. It is “I place my faith in science and inhabited by the aboriginal Abber, a knowledge not hocus pocus or myths. nomadic people who only believe in The world is a rational place.” what they can currently see and doubt the existence of anyone or anything not The north-western land of Lamordia is present. The Abber are also unusual in your homeland. It is a blustery, frozen that they do not dream. A few rare nation prone to heavy winter storms others live in this strange, impermanent and windy summers. A land of land, typically inhabitants of the city of rationality, you were likely raised with a Nod. formal education and taught the latest Benefit: You gain resist 2 psychic. of theories. Even if are among the few This increases to resist 3 at 11th level, uneducated you were still taught to and resist 5 at 21st level. trust your mind and not let your other You gain a +2 bonus to saving senses fool you into believing the throws against illusion effects, and a +2 impossible. bonus to Insight checks against Benefit: Add one knowledge skill of Madness. your choice to your class skill list and

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

Deep in the Mists is the island chain of SOURAGNE Rokushima Taiyoo, considered exotic by “The loa are to be respected, for they the people of the Core. Your culture is are powerful. The swamp is to be one of fealty and personal honour; you respected, for it too has power.”

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

44 Benefit: You gain an additional First level PCs begin with a mastery of language of your choice. their racial or domain language (two Once per encounter you can reroll ranks) plus an additional two language an Insight check, but your must take ranks to spend freely. Characters also the results of the second roll even if it is gain addition ranks equal to their worse. Intelligence modifier. Starting characters are typically LANGUAGES fluent in two languages, with many In the Land of the Mists, language is a having a rough understanding of substantial barrier across borders; it another language or two. separates people, especially the human Characters should be encouraged to cultures. learn their native domain language and Characters in a Ravenloft campaign the language of a neighbouring domain can either follow the rules in the or a racial language. Player’s Handbook or use these optional Alternatively, a character may begin rules. with four ranks to spend as they RANKS choose. Thus, a purposely dim or Languages are gained through ranks. It savage character may lack fluency in the takes two ranks to master a language. local language (or any language for that Characters typically begin with two matter). ranks in their native tongue. The exception is language groups; Basic Languages related tongues that are easy to learn Language Domains and when a related language is known. If a Races character has two ranks in a language, Akiri Har’Akir, Sebua (ruins) it takes only a single rank to learn a Arak Shadow Rift related language. Balok Barovia, Borca, Dominia, One Rank: A single rank denotes G’Henna, Markovia basic knowledge: simple requests and Darkonese Darkon, Necropolis statements or frequently-used phrases. Draconic Magical writings Characters with only a single rank Falkovnian Falkovnia attempting to express or comprehend Lamordian Lamordia complicated ideas or phrases must make Mordentish Mordent , Dementlieu a Moderate DC Intelligence check. Odiaran Odiare Two Ranks: Characters with two Patterna Vistani ranks are fluent in the speech and can Pharazian Pharazia easily converse with locals without Rajian Sri Raji difficulty. You always speak with your Rokuma Rokushima Taiyoo native accent though, identifying you as Sithican Sithicus non-local. Vaasi Hazlan, Kartakass, Nova Three Ranks: It is possible to have Vaasa, Valachan three ranks in a non-native language. This allows someone to speak the LANGUAGE GROUPS language perfectly, with a flawless Not all languages are different, some accent so event locals would believe the share seminaries and have a common character is from the area. root, alphabet, or even vocabulary. Below are the several language STARTING LANGUAGES groups, related tongues that are loosely

45 connected sharing similar vocabulary, Vaasi Hazlan, Kartakass, Nova grammar, or structure. Vaasa, Saragoss, Valachan Languages are not grouped in any Grabenite Graben Island particular order. Any language in a Old Kartakan Kartakass group can be a starting language.

Darkonese LEARNING LANGUAGES Language Domains and Gaining new ranks with which to learn Races new languages is a slow process. Darkonese Darkon, Keening, After an uninterrupted month Necropolis immersed in a new language, a Sanguine Sanguinia character is permitted to make an Voros Vorostokov Intelligence check with a Hard DC. Success grants the character a single Draconic (magic) rank. If the check was failed, it can be Language Domains and repeated after another month with a +2 Races bonus. This bonus increases by +2 for Dragonic Dragons, magical writing each previous failed check. Abyssal Demons, demonic texts After a full year of immersion in a Supernal Angels, devils language, another Intelligence check of a Hard DC will grant a second rank. Falkovnian Again, if the check is failed, it can be Language Domains and repeated after another three months Races with a +2 bonus. This bonus increases Falkovnian Falkovnia by +2 for each previous failed check. Dwarven Dwarves Giant Giants, , ogres Magic Level Similar to Culture Level, a land’s Magic Sithican (elven) Level defines the potency of the mystic Language Domains and arts in the domain. Magic is potent in Races some lands, be it divine or arcane, while Sithican (elven) Darkon (elves only), other lands are inherently physical with Liffe, Sithicus, dulled magical power. Arak Shadow Rift, Keening Magic Level is not always uniform Tepestani Tepest, halflings throughout a domain. Some domains are stronger in either divine or arcane Mordentish magic, while others have regions of high Language Domains and or low magic. Races High Mordentish Dementlieu, Ghastria, RANKING Low Mordentish Blaustein, Mordent , Magic Level is rated between 1 and 5 in Richemulot, Verbrek increasing magical potency. Nidalan The Shadowlands Cluster ML 1 – Absent: Rituals take a -10 Souragnien Souragne penalty to related skill checks and their Zherisian Paridon component costs increase by 50% (1 1/2 times the standard cost) Vaasi ML 2 – Low: Rituals take a -5 Language Domains and penalty to skill checks. Races

46 ML 3 – Normal: Rituals work as small rituals, sacrifices, or tokens of normally. passage that have to be used for ease ML 4 – High: Rituals gain a +5 of travel. bonus to skill checks. ML 5 – Fantastic: Rituals gain a MISTWAY RELIABILITY +5 bonus to skill checks and their Not all Mistways are equal. Some shift component cost decreases by 25% (3/4 depositing travelers in the wrong area of of their standard cost). the destination or even sending them to the wrong land. SAMPLE DOMAIN RATINGS Mistways are ranked by their Bellow are the Magic Levels of a few reliability. The more reliable a Mistway, domains: the greater the chance of reaching one’s Barovia (ML 2): Castle Ravenloft is destination. ML 3. Poor Reliability: Travelers on a Darkon (ML 3): The areas within a poor reliability Mistway must make a one-mile radius of Avernus are ML 4. Hard DC Nature or Arcana check to The ML of rituals that have Heal as a successfully navigate to their key skill are increased by 1 destination. Hazlan (ML 3): The ML of rituals Moderate Reliability: Travelers on that have Arcana as a key skill are a moderate reliability Mistway must increased by 1. make a Moderate DC Nature or Arcana Lamordia (ML 1): Isolated areas in check to successfully navigate to their the wilderness are ML 2. destination. Tepest (ML 3): The ML of rituals Excellent Reliability: Travelers on that have Arcana as a key skill are an excellent reliability Mistway must decreased by 1, while the ML of rituals make an Easy DC Nature or Arcana 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 ♦ walk along at a time. Failure by 5 or more means the Reliable Mistways are rare and often guide has been separated. closely guarded secrets of trading companies or governments. Some have

47 meant to hire a ship. It is commonly assumed she was slain on the road or Recent Events simply decided to be more cautious, It is now the year 762 on the Barovian disguising her appearance and covering Calendar. Thirteen years before the her tracks. prophesied height of the Time of There are also reports that her final Unparalleled Darkness. report (or its notes) were completed Recent events have caused much prior her disappearance. This “lost upheaval in the Land of the Mists. Below doomsday gazetteer” is highly sought are a few events of note that have after by collectors and scholars alike. recently occurred. BREAKING OF THE FRATERNITY KINSLAYING IN BAROVIA 360 BC – The “Evening with the 357 BC – Two of Count von Zarovich’s Fraternity”. Esteemed Brother, Eric van servants inadvertently begin a power Rijn, returned to the Fraternity’s manor struggle in the nation. The so-called in Ste. Ronges. There he declared his Sheriff von Zarovich blundered into the heretical line of necromantic research plots of one Telena von Zarovich, and finalized the ritual that turned him resulting in the escape several members into a lich. of the organization known as the In the battle and conflagration that Keepers of the Black Feather. followed, the headquarters of the The Keepers were rumoured to have Fraternity was destroyed and van Rijn found the holy symbol of Ravenkind and escaped with many stolen tomes hidden it in the countryside. Telena had including the blueprints to Azalin’s captured several key members who Doomsday Device. have remained in hiding since their The Fraternity relocated to Sourange escape. and began a series of Reports on The mistake resulted in a year-long various lands as they search for van Rijn feud between the two, fought through (and other tools useful in their new proxies and lesser servants. The vendetta). struggled ending in the Sheriff’s assassination at the hands of THE TWINS SEPERATE manipulated adventurers. 361 BC – Early in the year, still dwelling Strahd'd opinion of the feud is on the discovery and loss of Richten unknown but a frequent topic of Haus, Gennifer Weathermay-Foxgrove speculation. Some feel he would be leaves Mordent to peruse Natalia infuriated by the fighting loss of life (his Voriskova. lives to do with as he pleases), while Laurie Weathermay-Foxgrove put others feel Strahd would view the their planned book, VanRichten’s Guide situation as a test of his minions' to Serial Killers on hold to follow her prowess. sister but is unable to find her.

THE LOSS OF THE SCHOLAR THE “DROWNING DEEP” DISCOVERED 359 BC – Long-rumoured to be the 361 BC – During their exploration of the personal servant of Azalin, the scholar Nocturnal Sea, the Fraternity of only known as “S” vanishes. Shadows discovered something they While her fate is unknown, she was labeled the “Drowning Deep”. last seen in Keening, heading towards Nova Vassa where it is believed she

48 Aside from the name, little else is The truth of the events may never know of this except that Fraternity view fully be known. it as a matter of grave concern. THE DRUMS OF WAR 362 BC– Falkovnia once again is THE SHADOW CONJUNCTION readying for war, mustering its troops 362 BC– Early this year the so-called and equipping newly recruited soldiers. “Shadow Conjunction” occurred. An Almost thirty years after the Dead event that heralded many changes in Man’s campaigns which ravaged the Land of the Mists. Falkovnian's troops and cut-down a While the event is shrouded in generation of young men, the nation’s mystery it is known that across the Core armies have finally recovered. The King- (and even other lands) people’s Führer, said to be in ill health, is shadows began to act independently. rumoured to be considering this his last This was paired with dreaming visions of campaign and final chance for glory. a “screaming skull”. The troops have yet to move but it On what has colourfully been named is widely believed that Drakov will be “the Witching Hour” no one or thing turning south this time, and that his eye cast a shadow for over an hour before has fallen on Borca and Richemult. things abruptly returned to normal. Falkovnia is also busy cementing Many have reported strange events relations with Invidia, and there are in the weeks following, such as changes many military messages sent between in magic and the potency of some the two, often escorted by high-ranking spells. Others have made comments figures. regarding the parallel realms such as Faerie and the Pale.

49 RitualsRituals

The Land of the Mists is not known for If your subject is suffering from its magic, but there are a number of multiple insanities, you must choose unique rituals found only in this which one this ritual will cure. shrouded land. Otherwise, the ritual affects the highest level madness. You learn the level of the madness when you begin the ritual, and CURE MADNESS can choose to discontinue, without The worst madness vanishes as your expending any components. complete the last of the ritual. If the ritual is used on someone who

Level: 8 Component Cost: 250 gp is not suffering from metal illness, but is Category: Market Price: 680 gp still missing Sanity points, it restores all Restoration lost Sanity returning them to their Time: 10 minutes Key Skill: Heal Duration: Instantaneous maximum score. No Heal check is required for this use of the ritual. The Cure Madness ritual wipes away a single mental illness affecting the FORTUNE TELLING subject, completely curing the subject. The cards are revealed and you gain a Once the ritual has been successfully tiny glimpse of your destiny. completed, the character’s Sanity raises to 1. Level: 1 Component Cost: 15 gp This ritual is taxing to the recipient Category: Divination Plus a focus worth 200 gp Time: 25 minutes Market Price: 50 gp and if used on someone that is injured, Duration: 10 Minutes Key Skill: Arcana it can even kill them. Make a Heal check, upon completion of this ritual Fortune Telling reveals three truths with a penalty equal to the level of the about a single subject: a situation or madness. The result determines the person of note. If the subject is on a amount of damage the character takes. quest the Fortune generally reveals truths relating to the quest. Heal Check Result Effect on The ritual reveals one piece of Target information relating to the past of the 0 or lower Death subject, one piece of information 1–9 Damage equal to the relating to the present, and one piece target’s maximum hit relating to the future. This information is points vague and answers often come in the 10–19 Damage equal to one- form of riddles. The ritual cannot be half of the target’s used to answer a direct question or seek maximum hit points a specific piece of information. 20–29 Damage equal to one- This ritual cannot be performed on quarter of the target’s yourself; it can only be performed for maximum hit points others. Any attempts to gleam 30 or higher No damage information on ones own future automatically fails and any components are not expended. If the subject's future

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

51