Jonas undressed for bed as normal that evening when something caught his eye. He had his share of tattoos like any old sailor, but never one on his inner thigh! He wanted to chalk it up to last week's drunken blackout...but it was at least a year old! It was a single word, written in Draconic. He read it aloud without thinking, then felt an icy chill slide up his spine as he tried to remember, when had he ever learned Draconic? He had only a moment to wonder about that before a disembodied voice cut through the silence of his bedroom. "Keep it together, old man--just go look in Mina's bank." His heart hammering into his throat, he cast his eyes around, called for the speaker to show themselves, but he remained alone. Seizing the lamp, he crept into the kitchen, cursing himself a fool for fearing the darkness of his own house. When Mina was alive, she kept her own private stash of coin in a hanging planter out the back window, said she was "growing money." He pulled down the oilskin bag he had not seen in eleven years, which now contained not a handful of coins, but a small book. By the flickering light of his lamp, Jonas opened it to see his own handwriting, in more Draconic, that language he could not recall learning: "If you don’t remember writing this, your memory has been altered...." Memento Mori was one of those ideas that outgrew its original inspiration and just kept growing. It didn't take me long after inventing the basic origins of this secret society to realize that people who held the mind as inviolate would take up arms against any darklord, demon, creature or caster who could read or control thoughts. But even better than a wide variety of targets, Memento Mori were great game fodder because many were zealots who saw mind control as tantamount to murder, reading thoughts a form of rape. This pushed them to extreme risks, forced even the poorest of them to pursue clever defenses against imagined attacks out of sheer single mindedness. 1- Earworms: Filling your thoughts with an annoying song can give a mind-reader an earful, but forcefully thinking of a song makes simultaneous actions difficult (-4 to all verbal skill checks, treat as if concentrating on a spell). If you want to get anything else done, the truly desperate might deliberately allow a song to get stuck in their head, in whatever part of the brain keeps such “earworms” repeating ad nauseum. After repeated exposure to a song on and off over several days, failing a single Will save results in an earworm (because it’s already involuntary, this save can’t be deliberately failed). When someone with an earworm is subjected to mind reading, they make a second Will save using the Perform check of the original artist, to see if the song appears in the surface thoughts. The results of the two saves are independent, so that the mind reader might hear the song, the surface thoughts, both mixed together, or neither. 2- Journals: When asked for personal details to confirm their identity, a doppelganger normally reads the correct answer in surface thoughts. Instead, corner the suspect with a copy of their own journal, and read aloud to the end of a recent page. Assuming they are not too nervous about the crossbow at their throat, the original author should be able to recall what they wrote next, while a doppelganger won’t find the words in any of the surrounding minds. Once the suspect has given an answer, turn the page, read aloud, and do what must be done…. Journals are also very convenient if something has removed or altered your memories, but taking full advantage requires building the habit of writing long before your mind is wiped, and the means of reminding yourself if something removes your memory of the journal itself. It takes dedication to commit to a detailed daily journal, but anyone up against something that alters memories had better build this habit fast. 3- Herbalism: One of the tried-and-true low-tech resources is to take advantage of natural wonders, whether it’s inquisitors using wichtingourds or dreamwalkers using dreamweavers. Memento Mori found one of their best resources in herbalism, cultivating the churchsteeple plant for its root. The plant’s powers were first catalogued by Van Richten in Dragon Magazine #273, (“Wicked Garden”), where one of the suggested game effects is that the fresh root duplicates the effect of a protection from evil spell. This is only a minor bonus in combat, but it also suspends all manner of possession and mind control for the duration of the spell. In addition to using the root to protect themselves and their allies, it’s also a favorite of “string cutter” cells in Dementlieu--Memento Mori anarchists who specialize in fighting against the great puppeteers. Fresh churchsteeple root added to bouquets and boutonnieres at a formal social gathering could result in some amount of discomfiture for those suddenly thrust into freedom, and a lot of valuable information for those who note their reactions. 4- Hypnosis: Frequent mind readers remain suspicious of anyone who appears resistant to their talents--or worse, immune. That’s why members of Memento Mori disguise each other’s thoughts using a variation of the hypnosis skill. Under hypnosis, the subject is instructed to think of a particular topic in the using an extended allegory. This works especially well when Memento Mori cell meetings are disguised as book clubs, gardening guilds, private tea parties or other innocuous gatherings. The subject knows the truth and could speak freely if they choose to, but their surface thoughts would only refer to these topics in these allegorical terms. Unlike an earworm, hypnosis only provides a backup saving throw when the subject fails their main save. Success means that even though the subject’s thoughts can be read, the chosen topic is disguised. Failing by less than 5 means the disguised thoughts are inconsistent or paradoxical (i.e. “The sewing circle ladies said crocheting works on vampires”). Failing by 5 or more means the mind-reader knows the actual content of the surface thoughts. The second save also applies to interrogation under other forms of mind control, with failure meaning the subject can only speak about the topic in allegorical terms. 5- Lead Headgear...and More: If you need any further proof of the fanaticism of Memento Mori, ask yourself: what kind of person would risk losing their mind to lead poisoning, just to prevent someone else from having a peek inside it? When facing mind-reading foes in melee combat, members of Memento Mori frequently wear headgear coated with layers of lead enamel*. This is an excellent defense against mental intrusion, but every four hours wearing one provokes a save against lead poisoning, as the enamel breaks down in contact with sweat and the lead is absorbed by the skin. For a truly nuclear option, an alchemical solution of chemically neutralized “chelated” lead* turns the bloodstream into the ultimate barrier against mental intrusion, but any error in the alchemy check results in a toxic dose of lead that can do significant brain damage. ++++ While I personally based Memento Mori in Blaustein with origins in Bluebeard’s memory-altering decrees, the idea of a cult or secret society that sees the mind as inviolate can translate into any game that has such powers. If your PC's are fighting a vampire with a captivating gaze, a ghost with a penchant for possession, an alien shapeshifter who can read thoughts, or a mad supervillain who manipulates minds, they might find some interesting allies at the the crossroads of fanaticism and resourcefulness. But of course, you'll have to break out the Diplomacy and get to know them the old fashioned way, because if you try any other kind of Charm, you may wind up added to their long list of enemies.... * Rules for leaded barrel helms, helmets and potions are given in the Van Richten Society Notes on the Doppelganger, a netbook hosted by the Fraternity of Shadows. Matthew Barrett has been playing and writing for Ravenloft for over twenty years, starting with the Kargatane's Book of S series (as Leyshon Campbell). He married his wife on Friday the 13th after proposing to her on Halloween. By tradition, the first story read at birth to each of their three children was The Barker’s Tour, from Ravenloft’s “Carnival” supplement. He is currently working on a Ravenloft-based experiment in crowdsourced fiction using his “Inkubator” system at inkubator.miraheze.org. Greetings again, traveller! It's been too long since we've had occasion to meet face-to-face. Mordent has become very tense of late--I have the feeling that Lord Godefroy is plotting something particularly savage. You'll recall Lord Godefroy: the premier restless dead within the realm, a master manipulator of events both near and far, and a particularly vile combination of elitist and sadist. If you weren't aware, Godefroy appears to be the principal resident, or 'Darklord' if you prefer, within Mordent. It is his history and character which shape the realm, a realm which answers to him in almost every way, while at the same time defying his ultimate ends. Godefroy is, at the end of the day, a bitter old man incapable of finding anyone worthy of taking on his legacy. Now the country is filled with commoners and peasantfolk, the noble families long passed away. No peasant, no matter how wise or judicious, will ever be good enough for Godefroy, of course. While the surviving Weathermays would be the natural choice, they are all avid monster hunters, and would give Godefroy the fight of his unlife if they became aware of his machinations. It would seem at first blush that he has little option beyond them. However, not all of the noble families are as extinct as it might appear. A few survivors escaped either the destruction of their kin, or the realm. As Jules Weathermay grows increasingly older, and Godefroy's options diminish, there must eventually come a time when rulership of Mordent passes to someone. Godefroy will undoubtedly choose the least repugnant option from his limited selection and endeavor to manipulate them into governance. To that end, I thought it might be beneficial to discuss what options have presented themselves so far. 1- Aubrecker It is strange that Vilhelm von Aubrecker never considered looking for illegitimate children issued by his son, Rudolph. The boy's carousing was legendary before his disappearance, and where one finds a lust-driven noble boy, one usually finds bastard children just around the corner. Fortunately, it only took a small amount of digging to unearth Stefan Clairemont: the son of a merchant noblewoman from Dementlieu (known for a rather egregious wild streak in her youth, and known to have attended several social events with the younger von Aubrecker during their teens). His parentage is not something which is often brought up, but which is painfully obvious: if he were ever to meet the boy, Vilhelm would recognize him as his grandson at once. It might come to pass that the best option for Godefroy is to infuse his realm with noble blood from another land. Although many nearby realms have 'noble' families scarcely worthy of the name, the von Aubreckers are distinguished enough that Godefroy can respect them, and an expatriate scion is even better, since he is certainly free of any familial influence. Stefan Clairemont is nice enough to converse with, if a bit dull and unimaginative, with no great ambitions beyond marrying well, investing his family fortunes with the help of sound financial counsel, and enjoying local art. He would make a wonderful tool for Godefroy to manipulate. Dread Possibility: Clairemont has only recently come under the sway of his older brother Rudolph. Although Godefroy is aware of Dominic's struggle with another mental manipulator, the old specter isn't as familiar with the Brain's handiwork, and wouldn't recognize the signs of it in Clairemont. This might give the Brain an alternate outlet to attempt to manipulate, and either a new place to call home, or a source of additional reinforcements for his battles with d'Honaire. 2- Halloway Aimee Mainrouge is a wealthy aristocrat from Dementlieu. She comes from money, and has never wanted for anything save for entertainment. Fortunately gifted with an athletic physique and a natural grace, Aimee has found great success at fencing. She frequently chooses to fight duels on behalf of other young women in Dementlieuse society, with her striking good looks belying her skill with a blade. Unfortunately, Aimee has no true altruism behind her actions, she merely enjoys the violence as well as the praise that comes with being a 'hero.' Recently, when her father passed away, Aimee discovered a trunk amidst his possessions containing a number of family heirlooms. Among them are several artifacts, including a signet ring and a docket of lineage showing that her ancestry can be traced to the Halloways of Mordent. She has been considering a return to 'her homeland.' If her family history were discovered by Godefroy, she would make an interesting candidate. Her gender is not what he would prefer, but any noble is better than no noble as far as the old man is concerned. Dread Possibility: Aimee Mainrouge is a victim of a long-forgotten con. She is not a Halloway at all, just the great-great-great-great-great-great-great-granddaughter of an enterprising fence with a surplus of stolen art and a gift for forgery. His claim to distant nobility enabled him to establish himself as a wealthy merchant, and he maintained the tools of his deception should he ever need them. Sometime within the past 200 years, the truth was lost to the family. Although Aimee is the only living member of the Mainrouge line, Godefroy may very well decide that a counterfeit Halloway is an acceptable temporary substitute for a real noble to rule Mordent. 3- Mournesworth Just north along the coast from Mordentshire sits the small coastal town of Drifthome. The mayor of this village is an outlander by the name of Joram Fallstar, a retired adventurer who has only recently discovered the truth about his ancestry. After many battles with the evils of the Mists, Joram came to wed a witch. Along with his adopted child, they retired to the village which he had come to call home. During his last adventure, he discovered with the aid of an artifact known as the Tome of the Compact that his parents had fled the Mists centuries before through means unknown, changing their name from Mournesworth to Fallstar to escape persecution in a strange land. Joram believes strongly in law and order, and would accept rulership of Mordent if forced, but would prefer not to. He knows full well the extent of Godefroy's power, and wishes nothing to do with the ancient spirit. Dread Possibility: Godefroy knows the truth about Joram's wife: she is not entirely human, but is instead a merwoman whom exchanged a portion of her soul to stay on land with her love. Joram himself might be acceptable to Godefroy, but accepting the Mournesworth would mean giving legitimacy to his children, one of whom would eventually inherit the regency of the land. Since Joram's eldest child is an adopted Falkovnian, while his younger, natural born child is equally repulsive in Godefroy's eyes: the boy isn't even fully human, his mother's foul sea-creature blood tainting him beyond Godefroy's ability to stomach. 4- Blackburn-Bruce Of all the families, the Blackburn-Bruces are the one family that absolutely survived their 'destruction.' Numerous heirs have cropped up over the years, only to be usually connected with some diabolic sorcery. While I scarcely would have believed such a thing, I was with Joram when he discovered the Tome of the Compact, a book which appears as gibberish to anyone not descended from one of the noble families of Mordent. To my amazement, I could read it as well! My father-in-law, a historian of rural folklore and a font of lost information, believes strongly that my sister and I descended from one of the scions of the Blackburn-Bruce. Although this information has been whispered about since then, I've been fortunate that the citizens of Carrinford-Halldon continue to accept me as mayor, my family's dark legacy not sufficient to sway them against me. I've no interest in becoming Godefroy's catspaw, of course! Both myself and Gwendolyn are ever-vigilant against incursions from the restless dead, lest the old man come for me or one of my children. Dread Possibility: Before she was Lady Drakeson, Gwendolyn was known as Gwendolyn Timothy, a surname whose significance is not lost on Godefroy. The old man has no interest in allowing Nathan Timothy's daughter or extended family a foothold within his realm. Even if he were able to look past the lycanthropy that runs in the family--and which Gwen has infected her husband with--he cannot overlook the family's loyalty to their patriarch, and especially cannot overlook Frankie Drakeson's coarse and vulgar nature, closer in demeanor to the citizens of Verbrek than the the men of power in Mordent. Conclusion Whatever Wilfred's got up his ectoplasmic sleeve, it's going to be unpleasant for someone. Whichever one of these unlucky sods he targets is going to be in for the fight of their lives. Once Godefroy sets his sights on something, it's almost impossible to shake him off. Even if you want nothing to do with the coming fight, I would be remiss if I didn't insist on hosting you here in Carinford-Halldon again. If you can stay a few weeks or even days, that would be delightful, but even if you can only spare us a single night, we'd love to have you for dinner. Safe travels and happy hunting, Frankie Drakeson, Lord Mayor of Carinford-Halldon. Jim Stearns is a deranged hermit from the swamps of Southern Illinois. In addition to writing for the Black Library, he puts pen to paper for High Level Games and Keep on the Heathlands. His mad scribblings can frequently be found in Quoth the Raven, as well as anthologies like Fitting In or Selfies from the End of the World, by Mad Scientist Journal. Follow him on Twitter @jcstearnswriter. It's a standard trope of gaming that adventurers are hired by a wide variety of people in need to solve problems for them, but sometimes it's nice to have a standing relationship with a particular patron. This might be an individual, a corporation, a church, or some other entity that is the standard go-to when the party needs cash, information, training, social connection, perhaps even a purpose for adventuring. If you want your PC's to develop a long-lasting relationship with a patron, here are three factors to consider: 1. The Cash: When it comes to money, the rate at which it comes in is usually more important than the amount in reserve. For example, repentant miser Ezekiel Barckarl has a huge pile of coins he is eager to invest in a good cause, but the money may not flow back in fast enough for him to keep up with PC’s ongoing expenses. It may be a little better for old-fashioned aristocrats like Jules Weathermay and James Martigan*, but most landed nobility have investments tied up in entitlements and entailments, such that money flows in consistently, but not in large sums, and they are not eager to touch their reserves. For higher levels, consider more active rulers like the Reniers, or merchants like Hadron Marquit, the Carlyle Trading Company** or the Boritsi Trading Company, for whom the amount of money coming in every day exceeds the living expenses of any PC by several orders of magnitude. Churches and some secret societies fall into this category as well--the Syndicate of Enlightened Citizens is a group of old-money nobles with mercantile interests, playing such a long game they might theoretically finance anything. 2. The Cause: Obviously the quickest way to a PC's heart is through their coin purse, but the heart of the patron must be in the right place too. The critical element is whether they share enemies with the PC’s--a witchfinder society like the Brotherhood of Broken Blades might lose interest if the PC’s branch out into fighting werewolves. In your prospective patrons, include evil forces whose immediate goals appear benevolent: PC’s may become pawns of the Living Brain vs. Dominic, Malken vs. Bolshnik, even Inquisition vs. Fey. Eventually they will discover that their patron is as bad or worse than their enemy, but conflicts of interest make for good role-playing. Nor are such dangers exclusive to evil patrons--almost any good patron has skeletons in their closet, whether it’s Orinda Nahle’s vendetta against Gundar or Sasha Hiregaard’s family madness. 3. The Clout: Political legitimacy, introductions to important people, expert training, obscure secrets--clout is the stuff that can’t be bought easily, or at all. Magic is perhaps the most common kind of clout; the churches of Ezra, Hala and the Lawgiver make for good sponsors because of their healing magic. The best sponsors tend to have something unique that keeps PC’s coming back, such as Randall Marks’ arcane trivia or Philippe Delapont’s*** secrets of the dead. Although it’s one of the best features of a good sponsor, clout has limits; Falkfuhrer Calons Weir might be inclined to trade secrets with PC’s, but they risk dinner with Drakov if they say the wrong thing. Despite not being money, political or social clout may help meet financial needs: Lady Lara Vistin might provide a letter that entitles the bearer to room, board, and reasonable supplies (anything under 1gp) from any Nova Vaasans along the Volgis River. Finally, there are even a few patrons who might offer PC’s clout without cash, such as Cecil the Master Cat. So consider these three C’s when looking over your prospects for party patrons. Obviously not all patrons will excel in all three, but a little consideration for what they have and what they lack will prepare you for when the party looks for someone to pay the bills. *James Martigan and Orinda Nahle can be found in Andrew Cermak’s article “Lights in the Fog,” in the Book of Secrets, a netbook hosted by the Kargatane. **The Carlyle Trading Company can be found in the Van Richten Society Notes on Dopplegangers, a netbook hosted by the Fraternity of Shadows. ***Philippe Delapont can be found in the Undead Sea Scrolls 2003, a netbook hosted by the Fraternity of Shadows. Matthew Barrett has been playing and writing for Ravenloft for over twenty years, starting with the Kargatane's Book of S series (as Leyshon Campbell). He married his wife on Friday the 13th after proposing to her on Halloween. By tradition, the first story read at birth to each of their three children was The Barker’s Tour, from Ravenloft’s “Carnival” supplement. Like it or not, a large part of being a fan of Ravenloft seems to be apologetics for parts of canon that you find...awkward. While some folks just toss the stuff they don't like, a lot of us like the challenge of re-envisioning cringe-y canon by applying one or more coats of interpretive "fanon." The Grim Harvest series got mixed reviews from fans, what with parts of it ignoring previous established material (Falkovnia awash with wizards and magic? A male Vistani reading the Tarokka?) and adding more stuff that some found cringe-worthy (Azalin's clones? The Eternal Order call to prayer?). While subsequent material has made this all a little more palatable, the part that many DM's and players have struggled with the most is the end result of the Requiem: a massive Shroud of negative energy over the entire city of Il Aluk, now known as Necropolis for the simple fact that anyone who crosses the border dies and reanimates as some kind of undead monster. Seriously, it's not hard to understand the frustration DM's face at incorporating Necropolis into any campaign that does not have an all-undead party. If the Shroud has sucked all the positive energy out of your storytelling, here are some suggestions on how to use it in a game which doesn’t start with a TPK. Note: These are in order by approximate power level of the party, and can build on each other, but these suggestions are not intended to build a campaign around the Shroud, only to make Necropolis more accessible in an existing campaign. 1. "Near at Hand" - If you have a low level party and want to do some foreshadowing for later expeditions to Il Aluk, consider this encounter from the Forgotten Children netbook (available for free at http://www.kargatane.com/). The crawling claw monster is appropriate for a low-level party, and hearing about how Dunkel Kralle lost his hand to the Shroud will do wonders for setting the mood for the future. That expository conversation is not written in the adventure, but it's easy to add regardless of how it ends, as long as at least one of the original witnesses survives to tell the tale. Best of all, you can relocate this mini-adventure almost anywhere with just a little adaptation, because it doesn't require the PC's to go near Necropolis at all. If you think a particular location is too far away to place the adventure, just imagine how far Dunkel might go to get away from what is chasing him.... 2. Racing the Dead - Once it's time for PC's to see the Shroud on the horizon, consider pitting them against a monster that would take refuge from them in the Necropolis. Make sure the stakes are high enough that the PC's must give chase: a fledgling vampire or golem kidnapping a beloved NPC should do the trick. The PC's know that once the creature reaches Il Aluk, the prisoner will perish and the creature will be forever beyond their reach. If the chase has the right amount of stop-and-go action, it should end with the creature duking it out with the PC's a few yards from the Shroud, with dark shapes watching from the shadows on the other side. Regardless of the result, the Shroud will live on forever in thoughts of what "might have happened." 3. Scrying - Various divination spells can be useful for probing the other side of the Shroud safely. Some spells cannot reach across domain borders (Find the Path, Locate Object), so those won't help unless you can find a place where the Shroud does not extend as far as the Darkonese border. Others (Clairaudience/Clairvoyance and Scrying), work within any Mist-bound region--which in this case means the entire Core. These spells usually create a visible sensor that resembles a ghostly eye or ear, and opens the caster up to attacks, such as the domination gaze of a vampire. While it's true that Necropolis has more than its share of vampires, it also probably has more than its share of disembodied ghostly bits floating around, such that the vampires might not even bother investigating. For the rest of the party, a 3D map of the target areas can be made using simple illusion magic. Between this and maps of Pre-Requiem Il Aluk, a party could plan a daring coup as the target of their scrying comes near the edge of the Shroud. This is also an excellent way to learn about the different means of circumventing the Shroud, such as Necropolitan Amaranth (see below). 4. Eyes of the Undead - This spell from Gazetteer 2 deserves special attention because it allows someone to see through the eyes of an undead creature. The caster gets a few hours of spying around the interior of the city while safely outside the Shroud, up to a distance of one mile. As a Necromancy spell, it cannot be cast without a powers check unless the DM waives or reduces this when cast with good intentions. Nor does it allow the caster to control the undead, but a neutral or evil caster may have other means to do this. A good caster, on the other hand, would want to take full advantage of the fact that the spell can be cast from medium range at an unwilling creature who gets a single save to resist. With luck and planning, an unwitting enemy can become an excellent guide to the City of the Dead. 5. Milk Run - The undead of Necropolis are generally listless… but there are exceptions. Vampires, in particular, hunger for blood, and the blood of corpses will not sustain them for long, even among those who would deign to drink it. While this might drive many bloodsuckers to seek better feeding grounds, others might try to make the best of it, "dining out" at feeding houses just outside the border, "ordering in" through lackeys who deliver living victims protected by amaranth (see below), or coming up with other ways to satisfy their needs. This blackest of black markets could lead to some very creative solutions by those with the means to deliver the goods, many of which could be exploited by PC's. Cities far removed from Il Aluk, even other domains, might receive a traveler who lures the gullible into private settings, then pulls out a Ring Gate, through which billows a strange white vapor.... 6. Necropolitan Amaranth - Once the situation calls for PC's to actually enter, this simple grain from Gazetteer 2 is the obvious choice to protect them. As the only plant that grows in Necropolis, it ought to stand out when PC's notice it while spying and scrying, although it may take them a while to understand its significance. PC's should have developed a healthy respect for the Shroud by now, and might be reluctant to trust a few curious seeds with keeping them from death and undying damnation. If that's the case, allow them to discover that they are not the only ones investigating amaranth. Rival adventurer groups, unsavory mercenaries, or vampires seeking to keep their food "fresh" might demonstrate to fearful PC's the power within amaranth: it’s ability to protect mortals--and that the PC's need to use that power if they seek to stay in the game. 7. Strange Bedfellows - Not all the creatures who pass the Shroud are evil, and even among the evil there are those who can be...enterprising. If the PC's need help while in Necropolis, they might find themselves rescued by undead heroes such as Jander Sunstar or Andres Duvall. If they are less lucky, their saviors might be more along the lines of Kazandra or Ratik Ubel. Other creatures of the night might approach them with an offer to penetrate deeper than PC's can safely go using amaranth alone. Merilee Markuza, Lucre the Goin Colem, former Kargat leader Kristobal del Diego, or many other mercenary-minded monsters could easily make such a deal. While the PC's may not take the offer, or may come to regret it if they do, the treasures and secrets behind the Shroud will linger in their minds long after the individual offering them has departed. 8. Tempting Transformation - Once something within the City of the Dead has hold on a PC's heart, that character gets a delivery of two boxes and a set of detailed instructions on how to lock themselves in a sealed room, drink the sleeping draught in the smaller box, then open the other box to reveal a little puppet holding a half-dozen silver needles.... As constructs, carrionettes can enter the Shroud unharmed, and their ability to switch bodies with a PC grants a rare opportunity to explore Necropolis with impunity. Of course, staying in the form of a carrionette for too long has its own dangers, and they ought to wonder which of their grim sponsors (see #7) sent them the little horror in the first place. 9. Alchemical Allies - A PC with access to the alchemical feats of Van Richen’s Arsenal can make various forms of alchemical life that could penetrate the Shroud. Alchemical homunculi could be achieved at low-to-mid levels, creating a kind of “familiar” that would make an excellent companion to any carrionette PC’s (see above). At slightly higher levels, the PC could create alchemical duplicates of the entire party, albeit with none of their class levels. It might even be possible to transfer the psychic link from the creator to the original donor, allowing the entire party to direct their duplicates into Necropolis via active psychic link, leave them there wandering about in passive mode for days, then resuming active psychic link when needed. Of course, constructs fueled by positive “quintessence” might not be as immune to the Shroud as ordinary golems, but that’s up to the DM. 10. Shadow, Spirit and Shroud - It's unclear in canon whether or not the Shroud extends very far underground, into the Ether, or into the Plane of Shadow. The first option is available for low-level parties seeking to infiltrate the city from underneath, but higher level magic allows access to the other two. With so much death in the wake of the Requiem, it's expected that these border planes will be awash with powerful resonance--possibly distorted by the waves of positive and negative energy that created the Shroud--and disembodied spirits of all kinds may take refuge in them. Traveling through either of these border planes will allow PC's to penetrate deep within Necropolis and even engage with some of the inhabitants who walk in two worlds, such as Jadis Ranhertd, the former heir apparent to the baron, now an ambitious undead shadow.... 11. 'Mostly' Dead - The carrionette trick from #8 is hardly the only way to transform a PC into a monster. It's a time-honored tradition in Ravenloft to temporarily turn PC's into headless automatons (Roots of Evil), flesh golems (Adam's Wrath), ancient dead (Neither Man Nor Beast) or other things that might pass into Necropolis. For an especially reversible option, the Revenant spell from Dragon Magazine #252 can temporarily turn a living person into a powerful undead revenant. Obviously the spell and/or some of its required actions (cutting a person's beating heart out and replacing it with a lump of clay, squeezing it to cause the revenant pain) may require a powers check, but if the PC's are desperate enough, or are at the mercy of some awful mastermind, they just might make take that leap. 12. Wrinkles in the Land - Some reality wrinkles might actually subvert the constants of a domain, at the DM's discretion. A truly epic adventure might allow the PC's to enter Necropolis while the Shroud is compromised by the arrival of a powerful fiend. The basic rule for size is 2000' per hit die, which is enough space for a 10HD fiend to compromise the entire Shroud if it reaches the center of the city. The mysterious Carnival travels under the protection of such a reality wrinkle, and the serendipity that directs its movements has taken the Carnival into dangerous places before. Isolde of the Carnival stalks the mysterious Gentleman Caller, another fiend of truly epic scale, and don't forget that the darklord of Necropolis would certainly be roused to investigate any such disruption to his unholy order. Of course, a party capable of engaging with such titans might have a member with a small reality wrinkle--monks of 20th level or higher, or other classes who transform into some other kind of native outsider at high levels. 13. A Rift in the Shroud - Finally, special mention has to be given to one such outsider: Styrix the Night Hag, whose Rift Spanner is the one thing stated in Ravenloft canon that could undo the Shroud. Styrix has sworn that Azalin will witness her escape using the Rift Spanner, an oath which might make her reckless enough to avoid using the fully-charged device until she can get close enough to Avernus, which is is only a short distance due south of Necropolis. In a strange juxtaposition of suggestion #2, an enterprising group of powerful adventurers might seize the device and race to get to the City of the Dead, a frantic Night Hag on their heels. The PC's ambitions pit them against not only Styrix, but also Death and his Unholy Order, while the lich lord of Darkon could easily end up an ally, if only to spite Styrix and Death. Styrix's reality wrinkle may or may not be large enough to cover the entire domain of Necropolis, but it could easily extend a few miles ahead of her as she pursued them, causing her to unwittingly ease their passage into the heart of the City to detonate her device and destroy the Shroud forever. Matthew Barrett has been playing and writing for Ravenloft for over twenty years, starting with the Kargatane's Book of S series (as Leyshon Campbell). He married his wife on Friday the 13th after proposing to her on Halloween. By tradition, the first story read at birth to each of their three children was The Barker’s Tour, from Ravenloft’s “Carnival” supplement. Hello again, dear traveller. While I normally don't goad you (or the other travelers who humor me by corresponding with an old man), I think you may wish to return to Carinford-Halldon with all due haste. An item has come into my possession that I think may be of interest to you. Last year, we encountered some small difficulty with an Outlander. He was a magic user with a flair for the dramatic. This flashy hothead caused a few stirs locally, with a tendency to use numerous magical spells which used children's toys as a unifying thematic element. What alerted us to the danger he represented was the disappearance of three children while he was in town. He disappeared before we could find him, but my father-in-law reliably tracked him to Odiare. Unfortunately, his trail seems to grow cold, but as Nathan was able to recover the young man's effects, I believe he may have met his end in that domain. What made this man particularly noteworthy was a number of unique spells at his command, all bearing his curious signature. I'd like you to return to peruse his spellbook. With any luck this grimoire can benefit you. I would endeavor to hurry, however, as my father-in-law is likely to believe the book is his by right, and may make a deal to barter it away within the near future. Here are descriptions of a few of the more curious spells, should you be interested. 1 - Trusted Companion 3rd Level Transmutation (Wiz, Sor, War, Bard) Casting Time: 1 action Range: Touch Components: V, S, M Duration: 1 round per caster level (5e) This spell targets a single child's toy, transforming it into a protector capable of fighting on its creator's behalf. It is capable of transforming a toy into any appropriate monster of CR 2 or less. (Transforming a stuffed lizard into a wyrmling dragon is appropriate, transforming a stuffed bear into a bulette is not.) The toy fights loyally for its creator until it is destroyed or the duration expires, at which point it transforms back into a toy. (3e) This spell transforms a single toy into an appropriate monster to fight on the creator's behalf. It can create any monster that could normally be summoned by Summon Monster III or Summon Nature's Ally III, but cannot create more than one creature per casting. In either version, the creature created is considered a construct. As such, it is not subject to critical hits or magical control that doesn't affect constructs. (A toy wolf animated by this spell could not be controlled by a Dark Lord that can control wolves.) Material Components: the toy to be transmuted. 2 - Lava Floor 2nd Level Conjuration (Sor, Wiz, Drd, Clr) Casting Time: 1 action Range: 20 ft emanation Components: V, S, M Duration: Concentration, up to 1 minute (5e) This spell causes the ground to generate an intense heat (which only affects creatures, not objects). At the end of every round the spell is in effect, any creature in contact with the ground takes 1d8 fire damage. This damage increases by 1d8 per round, to a maximum of one half the caster's level. (3e) As above, but the damage is 1d6, and increases by 1d6 per round, to a maximum of one-half the caster's level. Material Components: A pinch of red sand. 3- The Quiet Game 4th Level Enchantment (Wiz, Brd, Clr) Casting Time: 1 action Range: 25 ft + 5 ft/lvl Targets: Up to 1 creature/level Duration: 1 round/level (3e) or Concentration (5e) (5e) Each affected creature is silenced, unable to make any sort of vocalization (including spellcasting). Each round, an affected creature may make a single Wisdom saving throw (at any time, not just their action) to break the effect. A creature who successfully vocalizes takes 1d8 psychic damage for each creature still affected by the spell. (3e) As above, but the damage is 1d6 per affected creature and is psionic damage. In either version, the caster may choose to be affected by the spell, in which case they may break their own silence without suffering damage. Material Components: A bell without a clapper. 4- Porcelain Doll 5th Level Enchantment (Sor, Wiz) Casting Time: 1 round Range: 50 ft Target: 1 living creature Duration: 1 minute/caster level Save: Will negates (3e) or Wisdom negates (5e) (5e) This horrific curse strikes the target with the visage of a delicate porcelain doll. Their skin takes on a glossy white sheen and is as brittle as delicate ceramic. While affected, the target is immune to acid and resistant to fire damage, but vulnerable to bludgeoning damage. (3e) As above. The target gains immunity to acid damage, fire resistance 10, and takes double damage from bludgeoning weapons. In either version, suffering any physical damage will cause the target to suffer hideous cracks across their body, which linger after the spell's duration. These unsightly scars will permanently lower the victim's Charisma by 1. (This loss can be restored by magical means.) Material Components: A scrap of silk and a pinch of porcelain dust. 5 - Time Out 2nd Level Transmutation (Sor, Wiz, War, Brd, Clr, Drd) Casting Time: 1 action Range: 5 ft/caster level Target: 1 living creature Duration: 5 rounds Save: Will negates (3e) or Charisma negates (5e) (5e) The affected character is shunted into a pocket dimension for a brief time out. During this time they are unable to act or sense anything. After the duration expires, they appear in the space they left (or the nearest space if occupied). They are treated as if they've just completed a short rest (including any healing or regaining of any abilities), and any magical effects influencing their minds or emotions are dispelled. (3e) During the time out, any mind influencing effects on the character are dispelled. They also regain 1d6 hit points for each round spent in the time out. Material Components: A flag or whistle. Conclusion Although part of me hopes he's dead, another part of me hopes that showy bastard is still being kept alive somewhere in Maligno's realm, subjected to all manner of dark torments. No matter his eventual fate, the fact remains that the fruits of his arcane knowledge are ours (and yours) to plunder should you so desire. If you will be returning, please messenger me with all due haste. Gwendolyn so looks forward to seeing you again, as do the children. As always, wishing you safe travels and happy hunting, Frankie "Farshot" Drakeson, Lord Mayor of Carinford-Halldon Jim Stearns is a deranged hermit from the swamps of Southern Illinois. In addition to writing for the Black Library, he puts pen to paper for High Level Games and Keep on the Heathlands. His mad scribblings can frequently be found in Quoth the Raven, as well as anthologies like Fitting In or Selfies from the End of the World, by Mad Scientist Journal. Follow him on Twitter @jcstearnswriter. Welcome back to the Ravenloft Corner! Veteran gamers are familiar with the horrible dread that accompanies every sudden fog, knowing it could whisk them away from their comfortable campaign setting and into the nightmare that is Ravenloft. This is far from an isolated event, of course: most of the iconic NPCs of the setting are drawn from one or more existing campaign worlds, including Darklords such as Soth, Harkon Lukas, and Hazlik. Faerun, Greyhawk, al-Qadim, Dragonlance, Birthright: all these realms and more have been harvested for human occupants to bring to the Demiplane of Dread. However, the Mists are not limited to D&D settings--they can reach anywhere. This makes Ravenloft the ideal realm for crossover stories. The sinister possibilities are endless. Jedi, gunslingers, or mad scientists: the sky's the limit if you really want to bring elements from one game setting into your Ravenloft campaign. Alternately, instead of bringing another game into Ravenloft, you can introduce Ravenloft to another setting. Back in the day, being snatched away to the Demiplane of Dread for a single adventure was a common enough occurrence that it even had a name: Weekend in Hell adventures. For many other tabletop RPGs, this type of adventure can be just the thing to break up a stale routine. To get you started, here are a few of my favorite possibilities for locations that you could bring an NPC or two from without breaking the setting egregiously. 1 -Star Wars While lightsabers and blasters would be horrendously out of place, a single force-user would not be. Imagine the horror for a Jedi who escaped Order 66 only to find himself consumed by a bizarre stellar phenomenon which spat him out in Ravenloft. Now alone, in a world without the technology to which he is accustomed, he must battle against strange and arcane threats, with the inescapable feeling that this entire realm throbs with the pulse of the Dark Side. He can always sense malignant beings pulling the strings behind seemingly mundane misfortunes, but can never quite pin down their presence. Of course, the Dark Side would be much easier to tap into in Ravenloft, presenting him with an eternal temptation of vast power in exchange for his allegiance. 2- Doctor Who Although all the Time Lords in our universe are gone (save for a couple), there were many at one point. As a race with a penchant for getting themselves stuck in pocket dimensions or alternate universes, it's not inconceivable one of them could have made it to Ravenloft. (It seems quite likely that at least one of House's victims might have had the wherewithal to fashion some means to escape House's pocket dimension, albeit to the even-less-inviting environment of the Mists.) Stuck with only the technology of the era, such a being might embody the nobler instincts of their kind, traveling the domains and righting wrongs. Of course, they might also fall prey to the obsession and hubris that frequently grips their race, drifting towards Mordent and the possibility of finding a way home amid the 'new science' of Dr. Mordenheim. 3- World of Darkness Even without the Mists capturing someone against their will, the World of Darkness has plenty of ways for an unwitting character to find their way to Ravenloft. The Deep Umbra, the Far Realms, and arcane accidents of any variety could land a character in the setting. Characters from Vampire: The Dark Ages or Werewolf: The Wild West wouldn't even find themselves horribly out of place. Many tradition mages or changelings would be right at home as well. A pack of werewolves would have the fight of their lives in Verbrek, where virtually every inhabitant is fighting on the same level as they are. On the other hand, how much more dangerous would Strahd be while served by a small clan of Revenants, their own innate disciplines augmented by his potent blood? 4- Deadlands Another setting with many gateways to alternate settings (crossovers with Call of Cthulu and Werewolf aren't just possible, they're canon adventures), posses from the Weird West could easily find their way to Ravenloft. Perhaps they even discover some dark connection between the Dark Powers and the Reckoners? Although their technology might be a bit out of place in, say, Darkon, the firearms of the period aren't so odd as to be fantastical to those of the western core. To fit with the diabolical nature of the realm, of course, 'black' magic such as hexes, mad science, and the undead abilities of the Harrowed should be more potent than normal, with the concurrent penalty of attention from the Dark Powers. Maybe it's even more likely to come back as Harrowed, if not so easy to maintain Dominion... 5- Harry Potter Let's face it, magical accidents are obscenely common in the world of Harry Potter. Fortunately, magical denizens of that realm will find Ravenloft to be no huge adjustment. The need to hide themselves from non-magical beings will already be second nature, but the existence of the supernatural will be as well. In many ways, these witches or wizards might have an easier time blending in than outlanders from standard D&D settings do! 6- Warhammer 40k While this one might seem unusual for such a high-sci-fi setting, it's actually fairly easy. Remember that the many worlds in the Imperium have a huge technological spectrum, broader even than that in Ravenloft. Characters from low-tech worlds (Inquisitorial retinues or Imperial Guard conscripts) make the easiest possibilities, since they are already ready to accept magic as fact, and are perfectly willing to accept having been pulled through a warp storm into a demon world with belief (although maybe not much happiness). The immensely powerful psychics of the Eldar race might send a single advance scout through a forgotten Webway gate, hoping to find a new location to colonize. Of course, such a scout could never report back and would be stranded in this strange new world. Perhaps most frightening is the notion of a transpossession victim manifesting not the aura of a succubus or the spikes of an osyluth, but the weeping sores of a plaguebearer or the mind-numbing allure of a keeper of secrets. 7- Mayhem The world of the Mayhem game system bears much in common with Ravenloft and other D&D settings: there is a general medieval feel, the presence of magical beings, and a general lack of advanced technology. The Crimson Realms, as they are known, are far more open about their strangeness than other settings and Outlanders from that world would face several challenges. The bestial races would have to conceal their true nature, or be mistaken for escapees from the clutches of Frantisek Markov. The demonic and celestial races would be pursued diligently by hunters familiar with transpossession, or by Darklords, respectively. Even the fae or elemental races would find persecution in places like Darkon or Tepest. In Closing That's far from an exhaustive list, of course. Crossover potential is ripe in some of the best known franchises of nerd culture, such as Game of Thrones, Wheel of Time, the Dark Tower series, or Middle Earth, as well as some more obscure ones that your PCs might not be familiar with, such as John Peel's Diadem series or the worlds of Robin Hobb. Whether you draw PCs or NPCs from such realms, crossovers remain an integral part of the Ravenloft formula, and the Weekend in Hell will remain a constant threat to PCs in any and every other game. Hopefully, Frankie Drakeson will be back from his sabbatical next month, but until then, safe travels. Jim Stearns is a deranged hermit from the swamps of Southern Illinois. In addition to writing for the Black Library, he puts pen to paper for High Level Games and Keep on the Heathlands. His mad scribblings can frequently be found in Quoth the Raven, as well as anthologies like Fitting In or Selfies from the End of the World, by Mad Scientist Journal. Follow him on Twitter @jcstearnswriter. So it looks as though Ravenloft is going to be returning to production with the announcement of “Curse of Strahd” as written by Chris Perkins. It looks like they have involved Tracy and Laura Hickman in its production and are continuing in what looks like a generous reverence for the source material that 5th Edition has produced thus far.
Ravenloft is possibly my favourite published setting, and I am currently running a 3.5 campaign that has lasted north of three years and used several 2nd Edition modules that I have converted. The fact that I want to continue running the Grand Conjunction line of modules is the main reason that our group is still using 3.5, because though I love and respect that edition, I am completely sold on 5th. I am also running an online 5th Edition game using the Roll20.net platform and just love it. So when after what I think was a pretty disappointing “Sword Coast” release they decided to step to the side of Forgotten Realms and into the Demiplane of Dread, I was ecstatic. I very much look forward to it, even if I understand that this still means we can’t produce our own published content for Ravenloft. -VP Quinn |
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