Characters will be created using the following methods:
--AD&D 2nd edition rules.
--Distribute 82 points to your abilities.
--Starting level will be 2nd, with max hp for 1st. level. (roll for 2nd level)
--The "Secondary Skill" option will be used
--Characters may be of any standard race. This means humans, elves, dwarves,
gnomes and halflings only. I must say though that human characters are encouraged, also take into consideration
the "History Rule" below.
--Kits from the "Fighters", "Thieves", "Bards", "Priests", "Wizards" "Druids"
and "Psionics" Handbooks will be allowed and are optional, you are not required to take a kit. But please contact me
before hand for approval of your kit.
--Any alignment will be allowed. Evil characters are very welcome, but
again remember, that if you betray or do an evil act in front of a good character, they will forever look at you differently
and the game may change. Please note that you will not be punished for this.
--This adventure will take place entirely in the domain of Borca, in the city
of Levkarest.
History Rule
Characters will be required to take on the last name from a list below.
This is for the story and any furture events and/or adventures. Also the last name that you pick will have a small if
any affect on your history. The names will come into play more so in the future of the game.
Any Players wishing to be a Demi-Human or nonNative, will be exempt from the
history rule. Keep in mind though that only one or possibly two characters will be a Nonnative, and certainly only one,
if any, will be a Demi-Human.
Again, merely a small amount of the family history that
you may or may not even know of will be affected.
Last Name Options
Voruech: PC's may have any
social standing for this family.
Likarevie or Mitrovic:
PC's may only have a noble social standing. PC's of either family would be considered
cousins.
Van Richten: PC's may have any
NonNoble social standing.
Boritsi: PC's of this family may
only choose to be noble.
Misserwood: PC's can be any NonNoble.
Aughen'eesis: PC's choosing this
family must not only be noble, but must adapt their PC to a complete list of family members that will be
supplied to the interested player. For the sake of simplicity, players wishing to be a member of this family will be
considered just another addition to the main family.
Gerhardt: PC's may be of any
social standing for this family.
DeLauren: This family is another
option for any social class.
Shadowborn: PC's may be of any
social class.
Player Vs. Character
Ravenloft Setting:
I have given the basic mechanics of Ravenloft in the thread titled "The
Demiplane of Dread". However characters would not know any of those things. I have done this for the sole purpose of the players
to better understand what they are getting themselves into. And to better understand the setting.
Things shall be revealed in time to your characters, but in the beginning
the only information they will know about the land will be whatever I have written about each domain in the threads titled
"Domains".
One thing I must say to clear up any confusion is that "Ravenloft" is the
title of the game system produced by TSR. Anyone living in the demiplane does not call the land or the world "Ravenloft".
If a person was to refer to the land, they would simply call it that, "the land". Or they would call the land by whatever
domain (country so to speak) they are referring to; such as Barovia, Dementlieu, Nova Vaasa, ect. They do not know they are
trapped within a "Demiplane".
Yes, there is a castle that does have the name "Castle Ravenloft", but
that is simply a place. Granted it was a major theme in creating the game but there is no character that would know that.
Characters have very little knowledge of things outside of everyday life.
Most characters know that they live in a land where sometimes, the mists gather and form new lands. All character are aware
of "The Mists", those on the borders of some domains and the same ones that sometimes appear in the land themselves.
All characters are aware that the land is separated into domains. They
do not know that each domain is a personalized prison to its Dark Lord. They only view them as divided countries with political
borders.
I am going to begin the adventure assuming that all characters have never
traveled the Misty Border. This is of course unless your character is originally from an island domain or is not a native.
Monsters:
Characters have absolutely zero knowledge of any monster that has ever
existed in any AD&D game, unless, the creature is listed under the encounters section of a domain. Yes, sometimes people
appear out of the Mists, and talk with the natives of the lands, but more often than not, natives usually want nothing to
do with those people. (Your characters are obviously the exception as they will more than likely be interested or perhaps
not, depends on you the player). And the appearance of someone from the Mists is a rarity. People do not just appear often
and spread like wildfire.
If a character is older or you would just like to add a little spice to
something, you may have your character know of a "legend" or "fairy tale" about a monster listed in the Monsters Compendium.
But remember that they are just that to your character, a fairy tale or legend. Please keep this to a minimum.
Character Level:
Your characters will begin at 2nd level. The way I view "low levels" is
this: They are the most realistic. 1st level I consider to be the fledgling apprentice. The character has rudimentary or basic
knowledge of the skills of his class. Now this does not mean he/she is good at any of those skills at all. They are not, they
are only just starting out and will fumble them up more than anything. Think of them as a normal human that has a few things
they are good at or a few "talents" so to speak, nothing more.
2nd level I consider to be just a touch above 1st (obviously). This means
the character has just a little more knowledge and experience than the apprentice. Keep in mind that just because a character
is 2nd level does not mean they are worldly. A character can spend years living in a cloister and gain levels through practice
of their arts. Going along these lines, Age has absolutely nothing to do with level. Feel free to make your character whatever
age you desire.
Personally, I enjoy low level adventures the most, but consider 1st level
too much of a risk for players. I mean come on, a kobold could kill you by itself. But then again, when you think about it,
anything determined with intent and brandishing a blade would make me fear for my life.
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Character classes operate differently in the demiplane of dread, hence the
following is a guide to creating your hero, villian or uncaring bystander.
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Warriors
Ravenloft's "unnatural" laws leave most warriors virtually untouched.
The fighter suffers no changes at all to his abilities or personality. Rangers and paladins, however, do not escape
the realm's forces so easily.
Paladins
By nature, paladins can detect evil within 60 feet if they focus their thoughts
on a given direction. The moment these proverbial "white knights" enter the Mists, that ability changes. In Ravenloft,
no one can detect evil magically--either by spellcasting or by natural ability. Like any character who attempts to detect
evil, paladins perceive no hint of evil, good, or neutrality. Instead, they learn whether the target is "chaotic" or
"not chaotic".
The paladin's natural immunity to disease does not protect him from magical
diseases. Likewise, his ability to cure diseases applies only to an illness with natural causes. (+2 bonus to saving
throws still applies to his saves vs. magical disease.)
An aura that protects paladins from evil surrounds them at all times.
The aura has a 10-foot radius. This natural gift does not match the spell, "protection from evil" The aura inflicts
only a -1 penalty to the attack rolls of evil creatures within its influence. In Ravenloft evil creatures can sense
the aura and its exact source without entering it.
Paladins are like salt in a gaping wound; they're impossible to ignore.
The paladin's glaring aura disturbs the fabric of the land itself.
Rangers
Rangers enjoy a natural empathy with animals, and are gifted handlers.
This ability works as stated in the players handbook, unless it conflicts with the laws (laws meaning the supernatural
or natural laws not the political ones) of a domain in which the character finds himself. Of course players don't know
the "laws" of any domain....*insert evil grin*
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Wizards
For the most part, Ravenloft appears to ignore a mage and his powers until he
attempts to use them. Several spells and magic items have surprising new results. Further information about spells
will be listed later. *Note-that familiars act differently than a rangers powers, familiars have a deeper connection.
Rogues
The laws of Ravenloft leave rogues virtually untouched. Thieves suffer
no alterations at all. Bards suffer one minor restriction: unless they are a native of Ravenloft, they do not know "a
little bit about everything" or unless they have lived here for quite some time in this hellish realm.....for more than a
few years.
Priests
Turning undead is a priest's most prized ability. It also is one of the
most offensive to Ravenloft's dark powers. As a result, undead are more difficult to turn in Ravenloft than in other
worlds.
As the evil surrounding the undead increases, the priest's ability to turn them
wanes. Ravenloft's lands are riddled with sinkholes of evil. So foul are these places that priests suffer penalties
from -1 to -4 when turning undead.
Also priests gain their powers through prayer, unfortunately
the lines of communication between priests and deities are somewhat flawed here, the result is a change in spells or perhaps
altogether failure is some circumstances.
Nonhuman Races
The majority of Ravenloft's inhabitants are human--at least they look human.
Dwarves, halflings, and other nonhuman PC races are rare. Of course exceptions occur, and adventurers will inevitably
stumble across a domain or two whose natives are not human.
Nonhuman characters usually attract attention. In an extreme case, they
may spur a lynch mob into action. Friendly reactions won't always elude these "alien" races, however. A nonhuman
who makes exceptional efforts to prove his loyalty and harmlessness eventually may win the trust of Ravenloft natives.
A simple disguise can prevent most of this trouble. Ravenloft's inhabitants
rarely see nonhumans. They don't expect to, and more importantly, they don't want to. So unless given a good reason
to assume otherwise, they prefer to believe a person is human. But Ravenloft's inhabitants are suspicious people.
The moment a nonhuman starts to shake their false perception of him, all bets are off.
Elves: Elven characters normally enjoy a 90% resistance to
sleep and charm spells. Here in Ravenloft this is reduced to 50%.
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