Ravenloft Campaign
Ravenloft is a game about a group of people who wind up in a remote village named Barovia, a place modeled strongly after an archaic Eastern Europe. There the townspeople are glum. And have problems. And are ruled over by the dreaded Count Strahd. The place is creepy and the module borrows heavily from gothic horror tropes, particularly from the Dracula story.
The game is also one of escape. No one is Barovia has left the lands surrounding the villages in centuries. It's truly an insular little village. And with good reason: The mists that perpetually surround the village won't let them escape. Or you...
About Ravenloft
So here's what you need to know about the setting. Your character won't know most of it at the beginning of the campaign, but much of the basics of the history and culture stuff we can assume they pick up pretty quickly once in the village. The stuff about the Mists and the Dark Powers they may never learn, but it gives you the player some insight into what's going on so that things make sense.
Real-Life History
The original Ravenloft module was written sometime in the late 70's and early 80's by Tracy Hickman, who submitted it to TSR as an example of his design while attempting to get a job there. It was eventually published in 1983 and was extremely successful. It inspired a sequel module in 1986 (Tracy Hickman's last module before he left TSR), a choose-your-own-adventure style book in the 80's and a boxed-set campaign setting in 1990. TSR published three editions of the setting for AD&D 2nd Edition, and after TSR's acquisition by Wizards of the Coast, Ravenloft was licensed out to White Wolf, who published two editions for D&D 3rd Edition. Then Wizard's ended the license, publishing another revision of the original module and are now once again publishing Ravenloft novels.
Demiplane of Dread
The Dark Powers
Effects on Magic
The Mists
Domains
Barovia
The Surrounding Lands
Castle Ravenloft
About Strahd
Culture
Eastern European, Other Races, Vistani
Religion
The Vistani
Views on Magic
Availability of magic items and magical services
Non-Human Races
The Campaign
The Hook
Campaign Journals
Players may optionally keep a campaign journal for their character if they so wish. For every session that they make a campaign journal entry concerning, the next session they will receive one extra luck point.
Additionally, a campaign journal will be kept by the GM, giving some insight into happenings both from an out-of-character perspective and from the perspectives of various NPCs.
The Rest of the Party
For this campaign the PCs are assumed to be part of a larger party of people who have taken the hook and come to Barovia. These extra people in the party will arrive a little behind schedule in Barovia either at the end of the first session or early in the second session. Players are encouraged during the character creation session to collectively come up with a reason for their late arrival. Thereafter, they will remain in town "to protect it" or some such reason, and are there primarily to serve as a pool of replacement characters should initial PCs die.
Ability Score Generation
Ability scores are to be generated using the Point Buy system also presented in the DMG (page 169) using the standard 25 point method. It can also be found here.
Ability Score & Age
Your character may be of whatever age you wish. However, the aging ability score adjustments given in the PHB are not in use.
Available Races
The following is a comprehensive list of races available to player characters. Races not appearing on this list are not allowed for play in the campaign.
Dwarves
Hill Dwarf (PHB 14), Deep Dwarf (MM 92)
Elves
High Elf (PHB 15), Gray Elf (MM 104), Wild Elf (MM 104), Wood Elf (MM 104)
Half-Races
Half-Elf (PHB 18), Half-Orc (PHB 18)
Halflings
Lightfoot Halfling (PHB 19), Tallfellow Halfling (MM 149), Deep Halfling (MM 150)
Other Races
Humans* (PHB 13), Rock Gnome (PHB 16), Caliban (R 37, PHB 18), Maenad (XPH 14), Xeph (XPH 15)
* Since part of the benefit from playing a human comes from having any favored class, this benefit has been replaced with the following benefit: At character creation a human may select one skill (for skills that are divided into sub-skills, pick one sub-skill). This skill is now always considered a class skill for that character.
Staring Taint
Characters may begin with however much Taint the player thinks fits her character concept, so long as it is not enough taint to cause the character to become a crazy NPC. Starting characters with 0 Taint is recommended both as it represents more "good" characters and is more mechanically beneficial.
Generic Classes
The generic classes variant from Unearthed Arcana (page 76) is in use. It is also available here. However, the following changes are in effect for the Spellcaster class:
Spell Choice
Only Spellcaster (Divine) may choose spells from the Cleric and Druid lists. Similarly, only Spellcaster (Arcana) may select spells from the Sorcerer/Wizard list. Arcane casters experience spell failure from armor.
Spellcaster (Psionic)
Another option for the Spellcaster class is available: Spellcaster (Psionic). It is identical to the Spellcaster class in all ways except characters that take this class pick psionic powers from the Psion/Wilder list (but not discipline lists) and have the following Power Progression:
Level PP Known Max Power 1 3 3 1st 2 5 5 1st 3 8 7 1st 4 14 9 2nd 5 19 11 2nd 6 29 13 3rd 7 37 15 3rd 8 51 17 4th 9 63 19 4th 10 81 21 5th 11 97 22 5th 12 115 24 6th 13 131 25 6th 14 149 27 7th 15 165 28 7th 16 183 30 8th 17 199 31 8th 18 217 33 9th 19 233 34 9th 20 249 36 9th
Psionic Transparency
The rules for full psionic transparency are in effect. That means spell resistance is the same as power resistance, Knowledge (Arcana) is the same as Knowledge (Psionics), etc.
Multi-Class Saves
Normally when multi-classing saving throws can get kind of screwy. Because of this, when multi-classing you can only ever get the +2 bonus from a good saving throw once. If multi-classing into a class that has a good saving throw you already have the +2 bonus from, you continue to get the good saving throw progression, just not the +2 bonus.
Example: Bob is a 2nd level fighter who is now multi-classing to take a level of Barbarian. The Fighter has a good Fortitude save, which started at +2 (the +2 bonus) and is now at +3. The Barbarian also has a good Fortitude save, which also normally starts at +2. When Bob takes his level of Barbarian he doesn't gain the +2 to Fortitude again, since he already has it from fighter. But he does continue the good Fortitude progression as level 3 on that progression. At third level of that progression, his Fort bonus is still +3.
Average Hit Points
Instead of rolling for hit points at each level you instead get a number of hit points as per the chart below. Note that as a caveat, you still get maximum hit points at first level, and you still apply your Constitution modifier to the number of hit points you get each level.
Level d4 d6 d8 d10 d12 Even 2 3 4 5 6 Odd 3 4 5 6 7
Allowed & Forbidden Spells
Characters may only have spells that appear in the PHB or XPH. All spells of the appropriate spell list appearing in the PHB and XPH are available to characters except as listed below. (But note the section on changed magical effects)
This list of forbidden spells is ganked from the RPGA. I figure that if Wizards of the Coast won't allow these spells in their own campaigns, why do I want that headache?
Forbidden Cleric and Druid Spells
Awaken; Destruction; Miracle; Shapechange
Forbidden Wizard and Sorcerer Spells
Alter Self; Apopsi; Mordenkainen’s Disjunction; Permanency; Planar Binding; Planar Binding, Greater; Planar Binding, Lesser; Polymorph; Polymorph Any Object; Shapechange; Simulacrum; Wish
Forbidden Psion and Wilder Powers
Incarnate; Metamorphosis; Metamorphosis, Greater; Psychic Reformation; Reality Revision
The following powers are modified such that the energy type they are capable of making must be specified when the power is learned rather than when manifested. Each energy type counts as a different power: Energy Ball, Energy Bolt, Energy Burst, Energy Cone, Energy Current, Energy Missile, Energy Push, Energy Ray, Energy Retort, Energy Stun, Energy Wall, Energy Wave.
NPCs and Class
Despite the fact that PCs are built using generic classes, NPCs may be built using either D&D's usual class method or using generic classes. Either way, challenge rating and so on should come out the same.
Traits & Flaws
Traits and Flaws are an optional way to personalize your character.
Traits
Characters may possess up to two different traits, as per the rules for Traits in Unearthed Arcana (page 86) and here. A character does not have to have any traits. They are optional.
The Distinctive trait may not be taken, as the Unearthed Arcana rules for Reputation are not in effect.
Flaws
A character may have up to two Flaws, mostly as per the rules on Unearthed Arcana (page 91) and here. However, instead of each Flaw granting you a feat slot, each Flaw instead grants you one extra Luck point. Flaws are optional, you do not have to take any.
Available Feats
New Feats
Damned Lucky, Reduced Spell Failure, Improved Toughness
Equipment
Starting Packages
Advancement
Players should expect to raise about two levels throughout the course of the campaign. All Player Characters advance in level at certain plot points determined by the GM. When a character advances in level, they set their "current XP" to a sum determined by their new level. When using spells or abilities that require the character to spend XP, the XP comes out of this pool. Characters may not reduce their pool of XP below 0 in this way, nor does unused XP carry between levels. The amount of XP a character gets to use in this way at each level is detailed below:
Level XP 1 500 2 1000 3 1500 4 2000 5 2500 6 3000 7 3500 8 4000 9 4500 10 5000 11 5500 12 6000 13 6500 14 7000 15 7500 16 8000 17 8500 18 9000 19 9500 20 10000
House Rules
Acceptance
Every PC has an acceptance rating, which acts as a modifier to all social rolls within Ravenloft (except for Intimidate). This rating is comprised of a number of factors based upon the PC's nature and appearance. Figure out your PC's acceptance rating by totaling together the following applicable modifiers.
Mod Situation -2 Non-Human Race -6 Race not appearing on the racial list (due to Reincarnation or something) -2 Visible magic items -4 Known arcane caster -4 Known psionic -2 Signs of mild taint -4 Signs of moderate taint -6 Signs of severe taint +2 Per well-known good deed (GM's discretion) -4 Per will-known evil deed (GM's discretion)
Note: Players have the opportunity early in the campaign to rack up some well-known good deeds to offset some of these penalties; but also note that public opinion still has its biases (as can be seen from these modifiers).
Luck Points
Each player will get a number of Luck Points. This number is determined by the following factors: Every player gets at least 1 point. If a journal entry was made for last session, you get an extra Luck Point. You get another Luck Point for each Weakness you have. Finally, the player who was chosen as MVP from last session is granted an additional Luck Point.
Luck points are refreshed periodically, as specified by the GM. This may or may not correspond with the beginning of a session. Luck points can be spent to reroll any roll made directly affecting your character. So, for example, you may spend a Luck Point to reroll a save your character just made, or may be spent to make a character attacking you reroll her attack roll.
Taint
Instead of alignment, characters possess a Taint score. Taint functions the way it does in Unearthed Arcana (page 189) and here, with the following exceptions:
- Taint does not apply as a penalty to Constitution and Wisdom.
- Determining one's level of Taint is based off of Wisdom rather than Constitution.
- Taint can be gained both from tainted places/objects and from bad deeds. There is no save against taint from deeds you willing enact.
- Characters that are not tainted, or who have only Mild taint are treated as Good for the purposes of spells and effects. Characters that are Moderately tainted are treated as Neutral for the purposes of spells and effects. Characters that are Severely tainted are treated as Evil for the purposes of spells and effects.
- When a character's Taint score equals or surpasses her Wisdom score she does not die. Instead she has become so evil and bestial she is no longer a player character. This cannot be escaped by "embracing taint."
- Spells--with the exception of Atonement, Miracle and Wish--cannot remove Taint. Taint must be removed through good deeds and sacred springs.
- Taint-absorbing objects only protect from certain sources of taint, such as from tainted locations. They do not protect against tainted acts committed by one's character, and so on.
Dream Influences
Modified Magic
Critical Hit Deck
We will be using the Paizo Critical Hit Deck as a replacement for the normal critical hit rules. Whenever a character scores a critical hit, she draws a card from the top of the deck and looks at the section corresponding to the type of damage she is dealing (bludgeoning, cutting, piercing or magic). The effects indicated in that section are applied to the target.
To handle weapons and effects normally giving a x3 or x4 critical hit, the character making the critical hit draws two or three cards, respectively, and takes her choice of which effect to apply to the target. Not all effects are equal.