Você está na página 1de 13

CHAMPIONS OF THE

MISTS
By Julio Cesar

The demons best terror possvel.


trick went to
NEW RULES
Para esta campanha dar certo sero necessrias
convince the
algumas alteraes de algumas regras. Lembrando que
estas regras no so oficiais e que podem com o
world that he
decorrer das coisas sofrer alteraes.
doesnt exist.
Fear, Horror and
- Filme Rede de Corrupo. Madness Checks
de cada jogador e tambm tentar usar o mximo de

INTRODUO
este pequeno livreto eu pretendo no
apenas colocar a minha campanha mas
tambm algumas prestige class novas e
tambm algumas alteraes em
ambientao e algumas criaturas.
Estas alteraes sero apresentadas
conforme a necessidade das mesmas.
Aqui tambm sero colocadas as fichas dos jogadores e
os seus respectivos histricos. Quanto ao nmero de
jogadores, esta campanha ter no mximo 6, podendo
ou no pertencerem ao semi-plano. Como ambientao
eu escolhi Barovia e espero que os personagens
consigam se desenvolver bem neste cenrio. Mas eu
tambm pretendo que eles conheam outras regies de
Ravenloft para que possam conhecer tambm outros
ares. Quanto ao nvel cultural de cada reino, eu pretendo
usar at no mximo Medieval, por questo de eu no
gostar de armas de fogo em minhas campanhas (o que
no significa que eu venha a mudar de idia mais
adiante). Para esta campanha sero necessrios os livros
bsicos da 3 Edio do Dungoens & Dragons e o livro
de Ravenloft o Domains of Dread (cujo dele ser apenas
usada a ambientao, os NPCs e as regras de Fear,
Horro e Madness check. O ano em que a campanha se
passa ser 753 BC. Pretendo usar o mximo do histrico

Overview
The following system is an update for the rules
for fear, horror, and madness checks
found in Chapter Six of Domains of Dread, written by
William W. Connors and Steve
Miller, and utilizes rules found in the Dungeon Master's
Guide and the Monster Manual.
Terms sufficiently detailed in those sources have not
been repeated here.
In Dungeons & Dragons, Fear, Horror, and Madness
checks are considered Will saves in
all respects. In fact, the terms "Fear check," "Horror
check," and "Madness check" are
just shorthand to differentiate between the different
causes and effects of these three Will
saves. Anything that modifies a Will save likewise
modifies Fear, Horror, and Madness
checks.
Fear, Horror, and Madness checks all use the same basic
mechanic. When the situation
calls for a character make any of the three types of
check, make a Will save against a
specified DC. Specific DCs depend on the situation and
type of check being made, and
are provided in the following sections.
If the character succeeds at the Will save, then there is
no effect (the character is not

frightened, horrified, etc.), and she is immune to that


specific source of fear, horror, or
madness (depending on the successful check) for one
day.
If the character fails the Will save, then the result is
determined by how much she failed
the saving throw. Subtract the number rolled (including
modifiers) from the DC; this
result determines whether the character suffers a minor,
moderate, or major effect.

A menacing monster is immune to the


party's weapons and spells.
A menacing monster is at least two size
categories larger than the biggest member
of the party.

A menacing monster has the Fearsome


Presence special quality.
The character is threatened by immediate
death and seems to be helpless. (A
character trapped underwater; a character who
looks up to see a massive deadfall
trap hurtling towards her.)

When determining the results of failed Horror and


Madness checks, the player will also
need to roll 1d4 to select a specific effect.
Characters cannot take 10 or take 20 on Fear, Horror, or
Madness checks. They can take
10 on any attempts to recover from failed checks,
however.
Creatures without Intelligence scores are immune to
fear, horror, and madness.
Lastly, remember that Fear, Horror, and Madness
checks are always optional. If players
roleplay the terror of their PCs without prompting, no
check is needed.

Fear Checks
A character should make a Fear check when
facing overwhelming odds and/or
immediate, dire physical danger. Fear checks
can also be used to test the morale of the
PCs' foes. Some common fear triggers are:
The party is badly outnumbered or
outclassed by monsters.
(The EL is 4+ higher than the party level.)
The most powerful character in the party
or half of the party's members are killed.

Remember that appearances are everything; if


characters don't know that they're in dire
peril, then they have no reason to make a Fear
check. Likewise, if the players think their
PCs are doomed, even if they aren't, a Fear
check may be warranted.
Determining DC
When a Fear check is prompted by a menacing
creature, the DC is equal to 8 + the
creature's HD + the creature's Charisma
modifier. (If the threat has the Fearsome
Presence special quality, add 10 instead of 8.)
If the DM is in a rush or doesn't want to
bother with the math, she can just set the DC
to the menacing creature's CR + 8, which
will net a roughly similar target.
When a Fear check is prompted by multiple
creatures or a menacing situation, the DC is
equal to the obstacle's EL + 8. This requires
some judgment calls on the part of the DM;
while a simple pit trap won't send anyone into
a wild panic no matter how wide it is,
having sliding walls slowly push the PCs into
a pit filled with whirling, gnashing blades
might.

Situational modifiers often factor into Fear


checks. All situational modifiers apply to the
die roll and stack with each other.
Table 1-2: Failed Fear Check Results (1d10)

Os testes de Fear, Horror e Madness check


sero realizados por um teste de Will com as respectivas
Dificult Class. Para o teste:
Will save bnus + ability modifier
As DCs referentes aos testes seguem abaixo
nas respectivas tabelas.

Table 1-1: Fear Check Modifiers

Table 1-1: Fear Check Modifiers (cont.)

1. Fumble
2. Gape
3. Scream
4. Stagger
5. Hide

6. Flee
7. Faint
8. Horror
9. Madness
10. System Shock

Table 1-3: Horror Check Modifiers

Table 1-4: Failed Fear Check Results (1d10)


1. Fear
2. Aversion
3. Nightmares
4. Revulsion
5. Obsession

6. Rage
7. Mental Shock
8. Fascination
9. Madness
10. System Shock

Table 2: Turning Undead

Table 1-5: Madness Check Modifiers

Power Checks
Table 1-4: Failed Fear Check Results (1d10)
1. Horror
2. Depression
3. Catatonia
4. Delusions
5. Hallucinations

6. Schizophrenia
7. Paranoia
8. Amnesia
9. Multiple Personalities
10. System Shock

Para os resultados de System Shock as DCs


so:
Fear
Horror
Madness

+2
+5
+8

J os efeitos dos resultados obtidos nas tabelas


acima se encontram no Capitulo 6 do livro Domains of
Dread.

Turn Undead
Para os clrigos afastarem os mortos ou
control-los um pouco mais difcil em Ravenloft. Veja
na tabela abaixo o novo turning check.

Quanto aos power checks estes no sofrem


nenhuma alterao. Para mais detalhes veja o Capitulo 7
do Domains of Dread.

Raas
Todas as raas seguem o mesmo conceito
descrito no Players Handbook, alterando apenas as
personalidades descritas no Apndice do Domains of
Dread.
Os mtodos de criao de personagens
continuam os mesmos, como descritos no Players
Handbook. Quanto aos Half-Vistani, seguem abaixo as
alteraes.

Half-Vistani
The vistani are, in actuality, not a demi-human
race. Rather, they are completely human in all regards.
Because of the distance that their culture plarces
between then and the rest of Ravenlofts citizens,
however, they are best treated as separate race.
Player characters cannot be pureblood Vistani.
Mankind knows little about these wanderers of the
Mists, making then unsuitable for use as player
characters. Those players who wish to have a Vistana
character (Vistana is the regular form of Vistani) must
settle for a giomorgo, or half-Vistana.
For the purposes of these rules, a giomorgo,
has one human parent and one Vistana parent. A very
rare type of giomorgo, known as the giamarga, spawns
from the union of an elf and a Vistana. These are so

rare, however, that they are also proscribed as a player


character race.
No giomorgo communities exist in Ravenloft.
Like half-elves, these folk are outcasts who are not
accepted by either or their parent races. From time to
time they settle in human lands, but they are almost
always so badly treated that they quickly move on or
drift into a life or squalor and petty crime.
Personality: The half-vistani are cross-breeds like the
half-elves, but without the onus associated with those
folk. Although they tend to be swarthy and perhaps a bit
exotic in looks, no one can say for certain whether
someone is a half-Vistana just by looking at him. The
reverse is not true of the Vistani themselves, who can
tell at glance whether someone is of pure Vistani blood
or not.
Of course, great diversity exists among the
giomargo. Those spawned by any giben tribe will tend
to be different from the children of another. With those
variations in mind, however, the following
generalizations can be made.
Most half-Vistani look upon their mixed
heritage as a taint that will haunt them for the rest of
their life. They fear that their true nature will be
revealed. When that happens, of course, they will be
branded as freaks and outcasts by even their closest
friends. No half-Vistana ever escapes this paranoia,
although some hide it better than others.
Countering this lingering fear, however, is an
inherent pride in the abilities associated with being a
half-Vistana. Most giomorgo characters are unwilling to
fully deny their identities. Thus, they favor names
similar to those taken by the Vistani themselves.
Rumanian an Russian names like Tara or Natacha (for
women) and Bela or Youri (for men).
Indeed, it is not unknown for a half-Vistana to
take pride in his heritage an embrace the role of
mysterious outsider. While this is an inherently
dangerous path to tread, some refuse to hide the truth.
People like this often present themselves as mystics an
prophets who carry an air of mystery about them that,
they hope will protect them from neighbors will be
afraid to take action against them.
Most giomorgo characters are embittered souls
who have suffered much at the hands of both their
parent races. They trust no one an depend only upon
themselves. True loners, half-Vistani seldom make real
friends. While they may have acquaintances, halfVistani view these people as temporary associates of
convenience who they will discard as soon as they
outlive their usefulness. Few and far between are those
whom a giomorgo actually calls friend. To their credit,
the giomorgo make no attempt to conceal this facet of
their personality. They never claim to be more
compassionate than they are.

Physical Description: The giomorgo are easily


mistaken for true Vistani. They have dark complexions,
ranging from a rich olive to a dusky tan. Their hair is
always dark, more often black than brown, as are their
eyes. Agiomorgos features are always hawlike and
angular, not unlike those common to the folk of
Falkovnia.
In size and shape, a half-Vistana appears
almostidentical to the average human. They do tend to
be a bit heavier than normal folk, wich reflects their
larger frames, but this is an inconsequential difference.
Exactly how long a true Vistana will live is a
matter for some debate. While there seems to be little or
no reason for them to outlive their human cousins, many
reach freat ages. Fiomorgo, however, are not so
endowed and generally live no longer than normal men.
Players can use Table 3: Half-Vistani
Physical Characteristics to determine the height,
weight, and age of a giomorgo player character.

Table 3: Half-Vistani Physical Characteristics


Trait
Height, Male
Height, Female
Weight, Male
Weight, Female
Starting Age
Maximum Age

Formula
1,52m + 2d10 cm
1,50m + 2d10 cm
60 kg + 6d10 g
40 kg + 6d10 g
15 + 1d4 years
90 + 2d20 years

A given giomorgo favors one of two styles of dress and


appearance. Some embrace their gypsy heritage, even
though their kindred do not return their feelings. Such
folk wear the bright colors and patterns of the Vistani.
Although they can pass for Vistani among normal men,
any true Vistana will recognize them on sight.
The rest of the giomorgo attempt to lose
themselves in the world of men. They wash away their
Vistani heritage in the sea of humanity and adopt the
dress and demeanor of the land in which they dwell.
Again, while they may fool those around them, any
Vistani will see through their guise.

Half-Vistani Racial Traits


+1 Intelligence, +1 Wisdom, -2 Charisma: the firsts
adjustments reflect the natural advantages of the
Vistani mind and the keenness of their sixth sense,
and the last because of the enmity wich most other
individuals view the Vistani.
Medium-size: As Medium-size creatures, halfVistana have no special bonuses or penalties due to
their size.
Half-Vistani base speed is 30 feet.

+1 racial bonus on Fear, Horror and Madness


checks
+ 1 racial bonus on Will saves: half-Vistani are very
difficult to be mind controlled.
+2 racial bonus on Concentration, Perform, and
Scry checks.
Affinity to Nature: is equal to Nature Sense of
Druid class, the half-Vistani can identify plants and
animals (their species and special traits) with
perfect accuracy. They can whether water is safe to
drink or dangerous (polluted, poisoned, or
otherwise unfit for consumption).
Fire Building: this ability grants to half-Vistani +2
racial bonus in checks to make fire, such as fire
building and soon on. No restrictive conditions
affect the giomorgo abilities.
Tralaks: this ability grants to half-Vistani +2 racila
bonus on all tests to recognize a tralak ( a series of
glyphs used by the Vistani). The test is secretly
rolled by the DM.
Moon Madness: on the three nights of the month
when the moon is full, a half-vistana character will
find himself restless and unable to sleep. Because
of this, he cannot heal wounds without magical aid
and is utterly unable to memorize new spells. The
physical toll that this takes on the body imposes a
-2 penalty on all saving throws made during this
time; this penalty lasts until the character can rest
undisturbed for eight hours. In addition to the
above physical effects, the lunatio induces mental
trauma as well. On each of the three nights of the
full moon, a half-Vistana character must make a
successful madness check or be overcome with this
unusual lunacy. A failed check causes the character
to gradually take on the aspects of a beast of the
night. A single failed check means that the halfVistana slips away from his companions to run wild
under the stars. A second failed check indicates
that the giomorgo also becomes aggressive and
even violent during these wild times. Should he fail
all three of his madness checks, the character has
the mind of a wild, violent savage until the moon
changes its phase.
Automatic Languages: Common, Gipsy. Bonus
Languages: Any. See other racial lists for common
languages on Table 4-6: Languages of Players
Handbook for a more comprehensive list.
Favored Class: Gypsies. A multiclass half-Vistanis
gypsie class does not count when determining
whether she suffers an XP penalty for multclassing
(see Experience for Multiclass Characters, page 56
on Players Handbook).

Gypsies

Classes

Arcanists

Gypsies so como os bardos descritos no


Players Handbook (Cap. 2 pg. 26) mas com algumas
alteraes em Class Features, como descrito abaixo

Class Features
All of the following are class features of the Gypsies.
Weapon and Armor Proficiency: A gypsies
are proficient with all simple and martial weapons, but
with a restriction of size (only short and medium).
Additionally, the bard is proficient with one of the
following weapons: longbow, composite longbow,
longsword, rapier, sap, short composite bow, short
sword, short bow, or dagger. Gypsies are proficient with
light an medium armor, but with one restriction, the
armor cannot made of metal, and not use shields. Note
that armor check penalties for armor heavier than
leather apply to the skills Balance, Climb, Escape Artist,
Hide, Jump, Move Silently, Pick Pocket, and tumble.
Also, Swim checks suffer a -1 penalty for every 5
pounds of armor or equipment carried.
Knife Fighting: At forth level, the Gypsy can
take the feat Weapon Specialization on knife or dagger,
like a Fighter, but only on these weapons.
Gypsie Lore: identical to Bardic Knowledge.
Sinister Perceptions: because the gypsies are
not looked upon with favor by most of Ravenlofts
common folk, they syffer a marked disadvantage in
earning their trust. Whenever a gypsy is called upon to
make an encounter his result is automatically hostile.

Prestige Classes
Todas estas prestige classes abaixo so
exclusivas de Ravenloft e podem apenas serem usadas
aqui. Segue abaixo a descrio de todas elas.

Accursed
Requerements
Class Skills
Class Features

Anchorites
Requerements
Class Skills
Class Features

Requerements
Class Skills
Class Features

Requerements
Class Skills
Class Features

Avenger

Knight of the Shadows

Requerements
Class Skills
Class Features

Requerements
Class Skills
Class Features

Cold One

Monster Hunter

Requerements
Class Skills
Class Features

Requerements
Class Skills
Class Features

Elementalists

Order of the Guardian

Requerements
Class Skills
Class Features

Requerements
Class Skills
Class Features

Eremite

Redeemed

Requerements
Class Skills
Class Features

Requerements
Class Skills
Class Features

Fugite

Spirityalist

Requerements
Class Skills
Class Features

Requerements
Class Skills
Class Features

Ghostwatcher

New Feats

Requerements
Class Skills
Class Features

Cautious [General]

The Green Hand


Requerements
Class Skills
Class Features

Invisible

You have been raised to be cautious around


dangerous devices and traps designed to kill or
incapacitate intruders.
Prerequisites: Dodge, Dex 13+.
Benefits: You gain a +1 bonus to your Reflex saves
and a +1 dodge bonus to yours AC against mechanical
traps. For the purposes of this feat, malfunctions
gnomish inventions are treated as mechanical traps.
Furthermore, you gain a +2 bonus to your Search
check to discover mechanical traps. Note that only a
rogue may detect a well-hidden or complex mechanical
trap. See pages 112-115 of the Dungeon Masters
Guide.

Gypsy Dancer [General]


You practice an exotic and mysterious style of
dancing, unique to the Vistana of Barovia, that allows
you to increase your bodys flexibility.
Prerequisite: Dex 13+.
Benefits: You gain a +2 bonus to all Perform (dance)
checks, and a +1 bonus to Reflex saves.

In the Shadow of Death


[General]
You were born in a land haunted by undead, and
have learned to deal with the fear of these unhallowed
monsters.
Prerequisites: Wis 13+.
Benefits: You gain a +4 bonus to Will saves against
the fear effects of undead.

Luck of the Gypsies


[General]
You nomadic heritage is superstitiously regarded as
particularly lucky.
Prerequisites: Nomad.
Benefits: Choose one of the following skills:
Balance, Escape Artist, Gather Information, Hide,
Jump, Listen, Move Silently, Search, or Spot. You gain
a +1 luck bonus to your Reflex saves, and a +2 luck
bonus to all checks made for your chosen skill.
Special: You can usually take this feat ar 1st level
only. If you want to take it after 1st level, your DM must
agree on a sudden revelation or new storyline that
reveals your undiscovered luck blood.

Machiavellian [General]
You people are willing to use subtle measures to
dispose of rivals and enemies, and have few qualms
against using hired killers and assassins.
Benefit: You gain a +2 competence bonus on
Alchemy checks to prepare and identify poison, and a
+2 competence bonus to Heal checks to treat poison.

Nomad [General]
Your people live in rugged tribes that travel from
place in their homeland.
Benefit: You gain +2 bonus to all Handle Animal
and Wilderness Lore checks.

Prestidigitator [General]
Your people are nave concerning magic of all
kinds, allowing you o perform cheap tricks and employ
fakery to make a living.

Benefit: You gain a +2 competence bonus to all


Bluff checks, and may spend skill ppoints on Use Magic
Device as a cross-class skill.

NPCs
Count Strahd von Zarovich
Original design by Tracy Hickman, Bruce
Nesmith, and Steve Miller
Previous version published in the Domains of
Dread campaign setting*
Updated for 3rd Edition D&D by Stephen Kenson

Male Vampire, 5th-Level Fighter/15thLevel Wizard (Necromancer)


Strength
24 (+7)
Dexterity
20 (+5)
Constitution
-Intelligence
18 (+4)
Wisdom
17 (+3)
Charisma
16 (+3)
Fortitude Save +9 (immune to effects that require
a Fort save unless they affect objects)
Reflex Save
+13
Will Save
+15
Alignment
Lawful Evil
Speed
30 ft.
Size
M
Initiative
+9 (Dexterity, Improved
Initiative)
Armor Class
21 (+5 Dexterity, +6
natural)
Hit Points
62
Attack Bonus
+12/+7/+2
Spell Resistance
13
Skills: Alchemy +19 , Bluff +3 (+8), Climb +15,
Diplomacy +7, Concentration +18, Hide +5 (+8),
Jump +15, Innuendo +6, Knowledge
(Ravenloft) +19, Listen +13 (+8), Move Silently
+5 (+8), Search +4 (+8), Sense Motive +3 (+8),
Ride +13, Scry +19, Spellcraft +19, Spot
+13 (+8), Swim +15
Note: The +8 parenthetical bonuses are additive
thanks to Strahd's vampire status.
Feats: Alertness (vampire), Cleave, Combat
Casting, Combat Reflexes (vampire), Dodge,

Empower Spell, Improved Initiative (vampire),


Iron
Will, Lightning Reflexes (vampire), Mobility,
Mounted Combat, Power Attack, Quicken Spell,
Silent Spell, Spell Focus (necromancy), Spring
Attack, Still Spell, Weapon Focus (longsword),
Weapon Specialization (longsword)
Special: As a vampire, Strahd has a number of
special powers including domination, energy drain,
blood drain, children of the night, create
spawn, undead abilities, damage reduction 20/+2,
cold and electricity resistance 20, gaseous form,
spider climb, alternate form, fast healing 4,
and turn resistance +4. For more information see
"Vampire" in the Monster Manual.
Strahd is immune to garlic, holy symbols, and
mirrors. (He may still be turned by powerful
priests and does not cast a reflection, but the mere
presence of a holy symbol or a mirror does not
bother him.) He can withstand up to ten rounds of
sunlight without suffering damage, although the
eleventh round destroys him.
Resisting his domination ability requires a Will
Save (DC 17).
Strahd has many types of minions, which he can
mentally summon at any time. These creatures
arrive in 2d6 rounds. He can summon ldl0x10
bats or rats, or 3d6 worgs. The bats can not attack,
but they do confuse, obscure vision, and foil
spellcasting. He can also summon ldl0 zombies
or 2d10 skeletons. Undead created by the Count
tend to be very difficult to turn and are treated as
having one more Hit Die than their type
would normally indicate.
As a master vampire, Strahd has created other
vampires, most of them female. It is his habit to
destroy these lesser vampires after a year or so.
He cannot allow too many vampires to prey on the
populace or plot to overthrow him.
Unlike other creatures of his type, Strahd does not
need permission to enter any home or building in
Barovia. In a sense, Strahd is the land; his
bond is so tight that he needs no invitation to
explore his own domain. As lord, he can even
control many inanimate objects in Barovia. For
example, it is known that he can open and close
the two main gates on the Old Svalich Road
merely by thinking about it, no matter where he is

at the time. He has a similar power over the main


entrances to Castle Ravenloft. He can sense the
passage of any thinking creature through these
gates. Once the creatures have passed through the
gate, however, he loses track of them. (Anyone
entering from the Mists does so without his
knowledge.) He also has a horse-drawn carriage
that travels the roads of Barovia, unmanned, at his
whim. Strahd can sense the presence of
thinking creatures near the carriage and knows
whether or not they are inside it. He cannot read
their minds or tell anything about them,
however. The full extent of Strahd's power over
objects is not known. It may be that these powers
change to suit the whim of the dark powers.
On the other hand, Strahd may have such control
over all his direct possessions.
During daylight, Strahd falls into a coma and
appears dead to all normal or magical tests. He can
sleep anywhere within Barovia and recover lost
hit points. He prefers coffins, but any resting place
free of sunlight will do.
Strahd keeps a contingency spell active at all
times. It states that when he is exposed to
paralyzing or destructive light, he is instantly
teleported
to a secret coffin hidden in a cave in the
mountains. There, he can heal until he is ready to
seek vengeance.
Wizard Spells Prepared (5/5/5/5/5/5/4/3/2):
Strahd is a skilled wizard, specialized in the school
of necromancy (but unable to cast spells from
the school of illusion). He can prepare an extra
necromantic spell per level. He typically prepares
the following spells (though not all at once): 0 detect magic, disrupt undead, mage hand,
open/close, ray of frost, resistance; 1st - burning
hands, cause fear, comprehend languages,
hold portal, magic missile, protection from good,
unseen servant; 2nd - alter self, darkness, detect
thoughts, fog cloud, scare, spectral
hand; 3rd - dispel magic, hold person, lightning
bolt, magic circle vs. good, tongues, vampiric
touch; 4th - contagion, dimension door,
enervation, fear, polymorph other, wizard eye; 5th
- animate dead, avoidance, magic jar, sending,
teleport, wall of stone; 6th antimagic shell, contingency, death spell, guards
and wards, summon invisible stalker; 7th - finger
of death, limited wish, power word

stun, spell turning; 8th - horrid wilting, maze,


symbol.
Languages: Balok, Mordentish, and Vistani
Possessions: Magical items are rare in Ravenloft,
but Strahd has a small collection. His most prized
item is a crystal ball. With it, he monitors
his domain, as well as many events beyond his
borders. The bloodstone pendant Strahd wears is
an amulet of proof against detection and
location. He also wears a cloak of resistance +2.
On his left hand is a ring of major elemental
resistance (fire). Stored away in his armory
he also has a spellcaster's bane longsword +1.
Appearance: Strahd is a tall man at just over 6
feet tall. His body is lean and hardened from long
years as a warrior. His gaunt face has strong
features and prominent cheekbones. His eyes are
dark and hypnotic, like deep pools with subtle
reflections of red light, but when he is aroused
or enraged, they bum like red-hot coals. His skin is
usually pale, but it becomes flushed with each
feeding and retains its healthy color for several
hours.
When he became lord of Barovia, Strahd's ears
developed points, like the ears of an elf. The
deformity is subtle, however, and he can readily
disguise it by combing his hair over the tips. In
order to explain them, he sometimes claims to be a
half-elf, but this is untrue.
His fingers are elongated and thin, with long, sharp
nails. If he wishes to conceal the nails, he wears
soft, gray, lambskin gloves. Like most
vampires, his fangs are not obvious unless he
wants them to be noticed. He can speak and even
yawn without attracting undue attention.
However, when he is attacking, the fangs lengthen
until they protrude over his lower lip.
Strahd tends to wear black with touches of white
and red. His clothing style is the tailored, layered
look common to Barovian nobles. He also
wears a large red stone on a heavy gold chain
around his neck.
Background: Strahd calls himself the "first
vampyr," but the claim seems unlikely, given the
diversity of these creatures. Still, he was certainly
the first vampire in Ravenloft.

It is not known exactly how or why Barovia


entered the Demiplane of Dread - whether it was
Strahd's pact, the murderous rampage, or a curse
on the land of Barovia itself. Perhaps it was a
combination of all three. Nonetheless, Barovia did
enter the Demiplane and was the first domain of
what became the Core.
In time, the land changed to reflect Strahd and his
curse. Barovia expanded, encompassing several
valleys in the Balinok Mountains. A ring of
choking fog encircled the town of Barovia and
Castle Ravenloft, and Strahd's control over
creatures in Barovia grew even stronger.
Prior to his fall from grace, Strahd had been a
mage of mediocre skill. After his transformation,
he dedicated himself to death, becoming a
powerful necromancer. (He had little else to do
with his time, being trapped in Barovia.) He
explored his vampiric nature and powers. In 470, a
band of Vistani, led by Madame Eva, entered
Barovia. She and her kind had a natural resistance
to the powers of the land, and Strahd was in
awe. Eventually, Eva and Strahd struck a deal.
Strahd would keep them from harm (his own) if
they would agree to search for a portal that
would release him from the Demiplane. Strahd
even gave Madame Eva the secret to counteracting
the effects of his deadly fog.
In 542, Azalin the lich entered Ravenloft.
Reluctantly, he agreed to serve the vampire lord.
Strahd required two things of the lich: that he teach
the vampire great magic and that he use his powers
to find an escape from Ravenloft. Eventually
Azalin became lord of Darkon, which was
recently transformed into the domain of
Necropolis. The lich's hatred for Strahd is
unending, and he very nearly managed to destroy
the vampire
in 740.
Aside from that near catastrophe, the years have
passed and Barovia still stands. In the wake of the
Grand Conjunction, Strahd found himself
lord over the Gundarakites (subjects of a previous
rival, Duke Gundar), and he has been encouraging
the Barovians to subjugate them.
Strahd is a ruthless, cold, calculating genius.
Everything he does is for some ultimate goal.
Strahd also never takes anything at face value. He
always has a contingency plan (or two) for any
situation. As an undead creature, time means
nothing to him. He is more patient than any mortal.

10

He always plays his cards close to his chest. His


plans should usually include anything the players
may think up, and he never gives away hints or
clues.
He has only two weaknesses. First, he has been
powerful for so long that he underestimates the
abilities of normal humans. He is definitely
egotistical, though he does not often let foolish
pride endanger him. It does not bother him in the
least to retreat before an opponent.
The second weakness is his eternal love for
Tatyana. Her body was never found after she
plunged from the tower battlements of Castle
Ravenloft, and through the years there have been
repeated sightings of women who so closely
resemble Tatyana that they could only be her
reincarnations. Finding one of these women,
obtaining her, and finally winning her love is
Strahd's obsession. Strahd would do almost
anything to
regain Tatyana. He will not act blindly or foolishly
for her, but he is willing to take calculated risks.
She alone can bring emotion to his soul.
Strahd maintains relations with the Vistani and a
few of the other domain lords in Ravenloft, but he
treats them like pieces on a chessboard, to be
manipulated toward his goals. The Vistani are his
primary source of information from other lands,
but they also conduct trade and make
purchases for him. He cares nothing for his
descendants, servants, or minions.
Closing the Borders: Strahd is able to cause the
choking mist around his castle and the village of
Barovia to spread out over the entire domain.
The vapor infuses itself around a character's vital
organs and acts as a latent poison. Once a victim
has breathed this fog, he can never leave
Barovia without Strahd's express permission (and
antidote). If a character attempts to leave, he
begins to choke. For each hour he spends
outside the ring of fog, suffers a point of
Constitution damage. No known spells or magical
items can prevent or otherwise affect the poison.

Jacqueline Montarri
Human female, Cursed
Strength
Dexterity

11

13 (+1)
17 (+3)

Constitution
14 (+2)
Intelligence
14 (+2)
Wisdom
11 (0)
Charisma
13 (+2)
Hit Dice: 6d6 (36 hp)
Initiative: +7 (+3 Dex, +4 Improved initiative)
Speed: 30 ft
AC: 13 (+3 Dex)
Attacks: 1 vorpal sword
Damage: 1d8+4 (+3 sword bonus, +1 Str)
Face/Reach: 510 (tall)
Special Attacks: Decaptation
Special Qualities: Snake attack +3d6, evasion,
uncanny dodge (Dex bonus to AC, cant be
flanked), regeneration, immunity.
Saves: Fort +4, Ref +10, Will +2
Skills: Appraise +11, Climb +10, Disable Device
+11, Disguise +7, Hide +12, Jump +10, Listen +9,
Move Silently +12, Open Lock +12, Pick Pocket
+12, Search +11, Spot +9, Gather Information +11.
Feats: Alertness, Improved Initiative, Improved
Critical (vorpal), Lightning Reflexes.
Climate/Terrain: Barovia
Organization: Solitary
Challenge Rating: 6
Treasure: Standard
Alignment: Neutral evil
Advancement: (Medium-size)
See descriptions and history of Jacqueline
Montarri in Ravenloft Monstrous Compendium
Appendices II for more details.

Combat: Jacquelines favored weapon is


Ironfang, her vorpal sword. Ironfang was
fashioned ages past from meteoric iron by the
drow of Arak, from whom she stole it long ago.
She is able to use this weapon even when wearing
the head of a wizard or other character class which
might normally be unable to employ such a sword.
Whenever she dons a new head, she gains the class
and level abilities formerly associated with it. The
only way in which she can be wholly destroyed is
by the incineration of her original head. Because
no one, not even Jacqueline herself, knows where
it is hidden, she seems in little danger at present. It
takes Jacqueline a full round to change heads. So
long as she wears her crimson ribbon, the head
remains fully attached to her body that is, it
cannot be pulled or knocked off. If the ribbon is
removed (it is impervious to all damage and cannot

be destroyed), the head instantly rolls off and


Jacqueline loses access to its powers.
Even without a head in place, Jacquelines body
is able to move and act normally; the curse she
suffers enables her to see and hear (but not speak)
when headless.
Vorpal: Upon a successful critical hit, the
weapon severs the opponents head (if it has one0
from this body.
Regenerate: the curse of eternal life under
which Jacqueline lives has given her the ability of
regenerates lost hit points at rate of 1 per turn,
even after death.
Immunity: she is immune to any manner of
poison, disease, or magically induced paralysis.
She has DC 20 in magic resistance that the magical
energies with which she has been infused give her.

Jezra Wagner, The Ice


Queen
Spectre Female, Medium-Size Undead
(Incorporeal)
Strength
-Dexterity
17 (+3)
Constitution
-Intelligence
15 (+2)
Wisdom
16 (+3)
Charisma
17 (+3)
Hit Dice: 7d12+3 (59 hp)
Initiative: +7 (+3 Dex, +4 Improved initiative)
Speed: 40 ft., fly 80ft., (good)
AC: 16 (+3 Dex, +3 deflection)
Attacks: Incorporeal touch +6 melee
Damage: Incorporeal touch 2d8 draining heat
Face/Reach: 51 (tall)
Special Attacks: Heat drain, save vs. death
Special Qualities: Undead, incorporeal, +2 turn
resistance, unnatural aura, sunlight powerlessness.
Saves: Fort +2, Ref +5, Will +8
Skills: Hide +13, Intimidate +12, Intuit Direction
+10, listen +13, Search +10, Spot +13
Feats: Alertness, Blind-Fight, Combat Reflexes,
Improved Initiative.
Climate/Terrain: Barovia (Mt. Baratok)
Organization: Solitary
Challenge Rating: 9
Treasure: None
Alignment: Lawful evil

Advancement: 8-14 HD (Medium-size)


See descriptions and history of Jezra
Wagner in Ravenloft Monstrous Compendium
Appendices II for more details.

Combat: In close combat Jezra attacks with its


numbing, heat-draining touch. It makes full use of
its incorporeal nature, moving through walls,
ceilings, and floors as it attacks.
Heat Drain (Su): Because of this
enhancement, Jezras touch inflicts 2d8 points of
damage, twice that of the normal spectres attack.
She draws the heat from the bodies of her victims
in an attempt to drive off the endless chill that
aches in her ghostly bones. Thus, anyone who
suffers damage from her touch must make an
Fortitude save a DC of 16. Failure indicates that
the body of the victim has been instantly frozen,
transforming into something no unlike a perfect ice
sculpture.
Undead: Immune to mind influence effects,
poison, sleep, paralysis, stunning, and disease. No
subject to critical hits, subdual damage, ability
damage, energy drain, or death from massive
damage. A raise death spell will destroy her
instantly (a successful Fortitude save is permited).
Incorporeal: Can be harmed only by other
incorporeal creatures, +1 or better magic weapons,
or magic with a 50% chance to ignore any damage
from a corporeal source. Can pass through solid
objects at will, and own attacks pass through
armor. Always moves silently.
Unnatural Aura (Su): Both wild and
domesticated animals can sense the unnatural
presence of a spectre at a distance of 30 feet. They
do not willingly approach nearer than that and
panic if forced to do so; they remain panicked as
long as they are within that range.
Sunlight Powerlessness (Ex): Spectres are
utterly powerless in natural sunlight (not merely a
daylight spell) and flee from it. A spectre caught in
sunlight cannot attack and can take only partial
actions.

12

CAMPAING
gora eu passarei a descrever a minha
campanha, onde sero escritas as
aventuras conforme a campanha vai
tomando um rumo.
Esta campanha usar as regras
descritas acima que foram adaptadas
ao meu bom senso para a 3. Edio
do Dungeons & Dragons.

1. Encontros ou
Desencontros?

13