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TABLE OF CONTENTS

WELCOME TO STRAHDS POSSESSION.......................1


What Comes with This Game? .........................................1
Using the Mouse .............................................................1
Getting Started Quickly ...................................................1

CORDIAL GREETINGS FROM STRAHD ........................2


HOW TO PLAY .................................................................3
The First Reading: Combat...............................................3
The Second Reading: Spellcasting.....................................6
The Third Reading: Adventuring.......................................9
Save, Load, Pause, and Quit ..........................................19

PLAYING IN DEPTH ......................................................20


Inventory Screen ...........................................................20
Automapping ...............................................................23
Adventuring Strategy.....................................................25
Game Options ..............................................................27
The Holy Symbol of Ravenkind ......................................28

CREATING YOUR PARTY OF CHARACTERS ...............29


Generating Characters ...................................................30
Character Basics ...........................................................33
Creating Strong Characters ............................................43

SPELLS ............................................................................45
Priest Spells..................................................................46
Mage Spells..................................................................55
Strategies for Using Spells ..............................................67

BESTIARY........................................................................69
DESIGNERS NOTES .....................................................85
TABLES............................................................................87
Experience Levels ..........................................................87
Ability Scores................................................................89

INDEX OF SPELLS .........................................................93


1 2

CORDIAL GREETINGS FROM STRAHD


Count Von Zarovich, Lord of Barovia, Welcomes You

For many travelers I have contempt and slight regard,


entering Barovia as they do in timid apprehension of her
wonders. They are neither prepared for life high in the
Balinoks, nor ready to accept its dangers. Here the peaks of
Baratak and Ghakis stand in cloaks of granite, their cowls of
snow pulled securely about them as if they alone might
endure the ancient night.
However, your party intrigues me. Perhaps the harsh cut
WELCOME TO STRAHDS POSSESSION of the wind or a storm in the forest does not alarm such
adventurers. If that is so, I am certain our woods, streams,
and caverns will attract your interest, offering many a
What Comes Double-click means move the delightful diversion. Even the otherwise abysmal village
cursor to the desired area and of Barovia boasts a charming cemetery. You must visit it.
with This Game?
press the mouse button two Perhaps, if your party survives . . . that is, stays long enough
Your game box should contain times in quick succession. in this harsh and unyielding home of mine, I may require its
this rule book, a CD or game presence. I shall ask you to join me in Ravenloft, my castle
disks, and a data card. The rule upon the precipice overlooking Barovia. It is not an invitation
book explains how to play and
Getting Started Quickly
to be refused.
contains handy references on STRAHDS POSSESSION includes a
character generator that allows Yes, I admire a confident spirit. Your band of wanderers
characters, monsters, and
you to individually design and reminds me, pleasantly, of the Vistani, those gypsies known
spells. To play, install your
name the characters for your throughout Barovia as gifted explorers and guides. Should you
disks according to the instruc-
adventure. However, to start meet these vagabonds, you will find them to be fortune tellers
tions on the data card, which
right away, you may begin with and spies, loyal friends and vengeful enemies. More than
also shows how to start quickly
a party of characters already Barovias cowardly villagers, it is the Vistani who have made
with a pre-saved game.
included in a pre-saved game. this land their home. Like you, they wander unafraid of the
beasts in the shadows. This boundless world is their abode.
Using the Mouse Because your success in I give my leave for your party to enjoy our misty, twilight
In this book, the term click STRAHDS POSSESSION depends dangers. Let them challenge their wits and fighting skills; may
means move the cursor to the on the skills and talents of these the perilous magics of my land enchant them. But heed this
desired area on the screen, then characters, you may wish to warning and do not play at cross-purposes with me. To stand
press either the left or right read on, even when starting against Strahd is to be at odds with life itself, for he who sends
mouse buttons. with the party included in the these greetings is the Lord and the Law of this brutal paradise.
game. The sections How to
Left-click means move the Play starting on page 3 and With Gentle Regards,
cursor to the desired area and Creating Your Party of Char-
press the left mouse button. acters starting on page 29 can
Right-click means move the be very helpful.
Count Strahd Von Zarovich
cursor to the desired area and Lord of Barovia
press the right mouse button.
3 4
BASIC TRAINING Move armor and clothing in the
Wandering out from the shifting same way, and put them in place
HOW TO PLAY walls of mist comes a worg wolf, by clicking over the appropriate
one of the first beasts your party location on the characters figure.
The First Reading: Combat is likely to encounter. As big as a By ready, we mean the weapon
pony, its massive limbs begin to is in a usable condition. If it is
work, driving it on to the attack. not, the weapon is shaded out on
Its teeth flash in the light. Before the adventure screen.
you know it, one of your party is
A right-click returns you to
wounded and the beast has
the adventure screen, ready
circled out of sight behind you.
to do battle.
By placing the mouse cursor
over one of the arrows centered
Attacks are made from the adven-
at the bottom of the screen and
ture screen. To fight, place the
left-clicking on the mouse, you
mouse cursor over the weapon
move your startled adventurers. you wish to use and left-click.
They run, but they cannot Available weapons appear above
escape. They turn, once again to the character portraits at the bot-
face the dreaded beast. tom of the screen, while the image
To Attack, your characters of a bare hand means the char-
must have their weapons in- acter holds no weapon. You may
Beware the beast in all its forms: the hand and ready. To accom- also place the cursor over the
plish this, place the mouse image of the attacking beast. If
lurker in shadow, the creature of the cursor over one of the character your characters are close enough
forest, and the foul denizen of the portraits at the bottom of the to engage their enemy, the cursor
screen and left-click with the changes into a targeting circle
castle hall. Your path crosses before it mouse. The inventory screen and sword. By left-clicking in
appears and the game pauses. this manner, each character
in a warlike quarrel; and, lo . . . you Items owned by your charac- attacks once with each hand.
must learn to fight if you are to ters, including weapons and Note that this option does not
armor, appear on this screen. affect potions or books a char-
survive. Do the standing figures hold acter may be carrying. It acti-
weapons (swords, axes, slings, vates weapons only.
Madame Eva of the Vistani etc.) in their hands? If so, those
weapons are in hand. If your It is possible to have an item
characters are barehanded, look in hand but not ready. Two-
for weapons in the inventory handed weapons demand the
slots at the bottom of the screen. attention of all ten of your
By left-clicking on an object in an characters fingers. On the
inventory slot, you can move it inventory screen, the weapon
up to your characters hand. Left- would appear in one hand,
click again and it is in hand. while the second hand would
have to be free before the
weapon could be ready.
5 6
Melee, thrown, and ranged Vistani Weapons: The gypsies,
weapons compose the three or Vistani as they are called, are a
basic types of arms your char- mysterious people. Their very The Second Reading: Spellcasting
acters employ. Left-click on the existence is proof that more than
ready weapon and your charac- fine weapons and strong arms are
ter lunges to the attack. While it necessary to survive in this land of
seems easy, keep some com- haunting danger. While some
mon sense rules in mind: gypsies have reputations as skilled
Thrown weapons have to be knife grinders and others are adept
retrieved after a fight and with daggers and short swords
made ready again. (sometimes dipped in lethal
poisons), the most potent weapons
Ranged weapons, such as are the wit and the strength
bows and slings, require derived from their proud heritage.
ammunition. Arrows are
conveniently carried in your Vistani Life: The gypsies of the
characters quiver, while RAVENLOFT game world live
rocks for slings can be placed the lives of wandering vagabonds,
anywhere in inventory. rarely pausing more than a week
in any one place. Progress on the
Fire ranged weapons by left- road is languid and unhurried.
clicking on the ready weapon Children scamper beside the
on the adventure screen. As wagons, gleefully engulfed in their
with thrown weapons, how- No weapon forged of mortal
own clouds of dust. The gypsy
ever, your character must home is called a vardo, a small elements can fell the creatures I
retrieve the ammunition used. well-crafted caravan with tall
More information on ranged wooden walls, an arched roof and foresee along your path. Dark and
and thrown weapons can be a door at the back. Painted in
found in the section The
magical beasts, they lie in wait.
vivid colors such as turquoise, or
Third Reading: Adventure, black with gold and magenta Mystical force alone might destroy
starting on page 9. highlights, the finest vardos are them; therefore, let the spells of the
carefully decorated with gilded
carvings. Each night the Vistani ancients stand by your sword and
gather round a fire, dipping into a
your shield.
single great cooking pot for their
dinners. Often tea and a thick,
muddy coffee are served through Madame Eva of the Vistani
the night while young women
dance to the fervent music of
fiddles, guitars, and tambourines.
7 8
APPRENTICE INSTRUCTIONS for use, place the cursor over Answer YES by left-clicking on through the various landscapes
You know your party is about the [-] or [+] signs next to your that option and the healing takes and labyrinths of this forsaken
to encounter more dangers; choice and left-click with the place while the screen informs world. Spells are found in the
another worg wolf, a band of mouse. For example, if 3 Level you of passing time. You should form of scrolls which can then
goblyns, or perhaps a zombie 1 spells are available, you may note that a partys rest may be be added to the mages spell
shuffling from the darkness, decide that all three will be disturbed at any time if intruders book. A character who is both a
intent upon sinking its talons chill touch, or you may have enter the area. priest and a mage has his or her
into living flesh. If the area is safe 2 of one sort and 1 of another, spell lists displayed in two
and fate has given you time or you could choose 3 separate Spellcasting: After praying for different colors, allowing you to
enough to prepare, spells can be Level 1 spells. or memorizing spells and then differentiate between the mage
prayed for or memorized. resting, the mages and priests in and priest spells.
If more than one mage is with
your party are ready for battle.
To Spellcast, first determine if the party, icons bearing the
Point the cursor to the mages Vistani Magic: Scrying, or
a mage or a priest (cleric) names of the mages appear at
spell book or the priests holy gazing upon an object, is the
accompanies your party. A the top of the spell screen.
symbol and left-click to display a most powerful technique by
mage has a golden spell book Simply click on the name of
menu of Level 1 spells ready for which gypsies foretell the future;
displayed, centered above his mage you wish to memorize
immediate use. Left-clicking on predicting the outcome of events
or her portrait on the adventure spells. Click on the done icon
the buttons labeled 2ND, 3RD, is a Vistani specialty. In addition
screen. For a priest a golden when you are finished.
4TH, etc., displays readied spells to using the crystal ball, the
holy symbol appears in the When a priest prays for spells, from those levels, if any. Pointing gypsies often employ a small
same location. (An icon it is done in a similar fashion, the cursor to the name of the spell crystal that fits in the palm of the
comprised of both a book and a and this is more fully explained itself and left-clicking activates the hand or watch the embers of a
holy symbol is displayed for a in the section The Third chosen spell. Spells which project fire to divine the future.
character with both skills.) Now Reading: Adventuring starting an object or an effect over distance Cartomancy,
move the mouse cursor to the on page 9. require a second step, pointing the or the reading of Tarroka cards,
top of the screen. A menu list cursor to the intended target and is another hallmark of Vistani
appears with choices such as In order to use the spells chosen,
left-clicking again. Spells requiring fortune telling. Examples from
REST, PRAY, MEMORIZE, and your character(s) must now rest.
the character to touch an oppo- the Tarroka deck, along with
others. To choose a priests REST is the first choice on the left
nent are shown as a change in the readings from the most famous
spells, left-click on PRAY. Left- when you move the mouse cur-
hand symbol above the characters of all Vistani fortune tellers,
click on MEMORIZE for a mage. sor to the top of the adventure
portrait. Left-click on the altered Madame Eva, begin several
screen. It is available only if no
When you click on MEMORIZE, hand image to use the spell. sections in this book. They reveal
monsters are nearby and your
the spell screen which appears a challenging and enjoyable
party has the time to stop and
contains a list of mage spells. It Once used, spells must be reac- STRAHDS POSSESSION adventure.
prepare its spells. Left-click with
also indicates the number of quired by resting. Different
the cursor over the REST option
spells available for each level of spells may be chosen by
and your magic wielders prepare
your mages experience. To praying for or memorizing them,
their mystical skills for use. If
decide which spells are readied then resting once again. Mages
characters with healing ability
acquire spells as they journey
are in your party when this
option is chosen, a window
appears to ask if the healers
wish to heal the wounded
members of the party.
9 10

The Third Reading: Adventuring


3-D VIEW

ITEMS MOUSE POINTER


(in combat mode)

COMPASS

MESSAGE AREA
ITEMS IN
HOLY HAND
SYMBOL

CHARACTER
PORTRAIT

FRONT RANK REAR RANK

HIT POINT TURN MOVE DOUBLETIME MOVE MOVE MOVE TURN


BAR LEFT LEFT FORWARD BACKWARD FORWARD RIGHT RIGHT

MOVEMENT BUTTONS
You must discipline your heart.
Prepare it for the hardships of a long Adventure Screen

journey, for battles fought in the


Forest of Darkness, for the loss of MOVEMENT that direction. The arrows
All movement takes place on displayed are: forward, double
friends, and for help from those you the adventure screen. While time forward, backward, side-
basic movement is simple and step to the right, side-step to the
may believe to be your enemies. As a left, turn right, and turn left.
self-explanatory, several
wanderer you must learn to adapt if choices have been added. The movement continues as
These allow movement to be long as the left mouse button is
you are to succeed. held down and stops when the
customized to your taste.
button is released. Walking
Madame Eva of the Vistani Arrow Movement your party into a wall or other
Place the mouse cursor over obstacle also effectively stops
one of the directional arrows their progress.
centered at the bottom of the
screen and left-click to move in
11 12
MOVE When you leave this mode, the NPC ENCOUNTERS
FORWARD cursor reappears in the position Blasting monsters with fireballs
it occupied when you began and having your characters
free mouse movement. Try wield two-handed swords
TURN LEFT AND TURN RIGHT AND working with this method for a against doom guards is but half
MOVE FORWARD MOVE FORWARD while and see if it is right for the fun. Much care has been
you. If its not, press the Space taken to design STRAHDS
Bar again to return to the POSSESSION as an interactive
TURN TURN previous movement options. adventure, one in which story
LEFT RIGHT
Step Movement and battle are effectively
Step movement is possible for balanced. When your party
MOVE players who find the smooth comes across an NPC, or Non-
MOVE RIGHT scrolling interface difficult to Player Character, you are given
LEFT
control. It allows the party to the opportunity to ask several
move one square at a time. questions and learn more about
To activate this option, move the dangers and difficulties of
the cursor over the compass life in Barovia.
located above the movement
arrows and left-click. Please
note, however, that step
MOVE
BACKWARD movement is not available
simultaneously with free
mouse movement that was
Adventure Screen described previously. Step
movement is possible only
when the directional arrows are
On Screen Movement Free Mouse Movement used. In addition to clicking on
While holding the left mouse For free mouse movement, hit the adventure screen compass,
button down, move the cursor the Space Bar on your comput- it may also be activated from
into the top third of the screen. ers keyboard. Next, move the the game option menu.
The cursor becomes an arrow mouse without pressing the
and your characters move in mouse button. The party moves
the direction it is pointing. Try in the direction the mouse. They
moving the cursor to various move as quickly as the mouse is
areas on the screen and watch moved. Push the mouse forward
how the screen responds to that and the party moves forward.
movement. Pushing the arrow Push it to the side and the party
to the very top of the screen moves to the side.
results in a double time
Press the right mouse button
forward march. Movement
and the party moves forward
continues as long as the left
even without you moving the
mouse button is held down.
mouse. The party starts slowly
and then accelerates to a
double time march.
13 14
characters on their sworn quest. THINGS YOU CAN DO FROM
Should you decide to allow THE ADVENTURE SCREEN
another character into the party,
All combat, spellcasting, and
his or her portrait is placed in
exploration takes place from the
NON-PLAYER CHARACTER one of the empty character slots adventure screen. When other
at the bottom of the adventure screens are activated, they over-
RESPONSE screen. From then on the new lay the adventure screen. Option
character is handled in the same selections such as REST, PRAY,
way as an original character. MEMORIZE, AUTOMAP, LOAD, SAVE,
Should you accept an NPC into QUIT, and OPTIONS are available
the party when all the character by moving the mouse cursor
slots on the adventure screen all the way to the top of the
are filled, a prompt appears screen. Left-click on a selection
asking which NPC currently in order to choose it. Access the
with the party is to be dropped. inventory screen by left-clicking
Characters dropped from the over any characters portrait.
party announce a location Add Spells to a Mages
where they can be found and Spellbook: When the party
reacquired by the party at a comes across hidden scrolls
QUESTION later time. When one NPC is (parchment bearing the inscrip-
dropped from the party to pick tions of powerful wizardry) you
Encounter Window up a different NPC, any objects can add them to your mages
in the departing characters repertoire by scribing the scrolls
inventory are swapped into into the mages spellbook. This is
NPC Dialogue Many interesting quests and the new characters inventory. done by picking up the
Your party is close enough to sub-plots await your party All twelve slots are filled if scroll and moving it to the
converse with an NPC when along the Svalich Road, and necessary. Objects from the inventory screen as described
placing the mouse cursor over in the houses, taverns, and departing characters bronze previously in Pick Up and Drop
the NPC results in a talk temples of Barovia. The dia- figurine are the last items Objects/Add Items to Inventory.
bubble. Left-click and a close- logue makes communication as swapped, and any object for In STRAHDS POSSESSION, the
up of the NPC appears along interesting as exploration. which there is no room in spellbook is an icon displayed in
with one or more questions your inventory are dropped on the mages area on the inventory
Add NPC to Party the ground. screen. This icon cannot be
party may ask. Move the cursor
When the game begins, your picked up or moved. It is a per-
to highlight the question of your
party starts with a maximum manent fixture, as it should be,
choice, then left-click to set the
of two characters. While these for the spellbook is a mages link
response in motion. Several
characters can never be dropped to his art and spellcasting ability.
levels of continuing questions
from the party, many NPCs
may follow the response. When
(Non-Player Characters) eagerly To scribe a scroll, the scroll
you have learned all you need
await their arrival, hoping to join must be selected and moved
to know, one or more right-
these loyal and dedicated on top of the spellbook icon. A
clicks takes you back to the
adventure screen. left-click then places the scroll
(and thus the spell) into the
mages spellbook.
15 16
Attack Opponent: As Check Character Status: icons at the top of the screen. Open a Gate: Click on the
previously mentioned, launch The golden bar to the right of You can then choose which release lever or button near the
your characters attack by left- each characters portrait is a mage is to memorize spells by gate. Some gates are locked or
clicking on a weapon which is graphic representation of the clicking on the appropriate icon. guarded by hidden traps and
in-hand and ready. Once characters health. It diminishes By left-clicking the cursor over can only be opened with keys or
used, a weapon is shaded out if your character is wounded or special actions.
the [-] and [+] signs on the spell
until it is again made ready harmed by any magic. screen, the choice of spells is Open Doors: Some doors are
(perhaps by replenishing its made. Only the number and type opened simply by having your
Drink a Potion: Right or
supply of ammunition). Fighters, of spells available to a character characters walk through them.
left click on an in-hand potion
paladins, and rangers can carry of your mages level and exper- Other unlocked doors can be
or select the potion and move it
and fight with a second weapon, ience are allowed; however, you opened by pointing the cursor
over the characters portrait,
but may suffer a penalty to their have much to look forward to to the center of the door and
then right or left-click.
combat ability for doing so. as the mage(s) in your party left-clicking with the mouse,
Fire a Ranged Weapon advance in levels, becoming ever assuming of course that your
Cast Mage and Priest (Bow or Sling): Left-click
Spells: After praying for or more masterful spellcasters. party has approached the door
on any in-hand bow or sling. To Remember, a mage must rest and is close enough to open it.
memorizing spells and then prepare a ranged weapon, place
resting, spells are ready for use. before his or her spells can Other doors may require a key,
the weapon in the characters a spell, or activation of a
Left-click on the mages golden be cast. For a detailed look at
primary hand. As you fire the hidden pressure plate to open
spell book or the priests holy spellcasting, see the section The
weapon, ammunition is expend- them. For more information see
symbol to display a menu of Second Reading: Spellcasting,
ed from either the quiver Unlock a Door or Gate.
Level 1 spells ready for beginning on page 6.
(arrows), or sling pouch (sling
immediate use. Left- clicking on stones). This assumes ammu- Navigate: Watch the com- Paladin Heal: Right or left-
the buttons labeled 2ND, 3RD, nition is available. pass to maintain your orien- click on an in-hand holy
4TH, etc., displays readied tation and use the AUTOMAP symbol, click on the 1st-level
spells from those levels. Look at Sign or Writing: spell button, then click on the
selection to view your progress.
Activate the spell by clicking on When the party is near a sign LAY ON HANDS ability. The
Automap can be selected by
the name of the spell, then or other writing (such as on a paladin then heals for the
moving the mouse cursor to the
following the instructions as tomb or wall), the writing can appropriate number of points.
top of the screen and making
they appear. Spells requiring be displayed for easy reading
the appropriate selection from Pick a Lock: Left-click on the
the character to touch an by placing the mouse cursor
the menu bar. More information thiefs lock pick, place it over
opponent are shown as a over the sign or writing and
on automap is available in the the lock and click. Thieves
change in the hand symbol left-clicking.
section on Automapping, automatically attempt to disarm
above the characters portrait. Memorize Spells: With this starting on page 23. any traps they find associated
Left-click on the altered hand option, mage characters select with locks.
image to use the spell. the spells they wish to mem-
Cast Spells from Mage and orize. A menu, including the
Priest Scrolls: Right or left- selection MEMORIZE appears
click on an in-hand scroll. The when the mouse cursor is
scroll is consumed when the moved to the top of the screen.
spell is cast. By left-clicking on MEMORIZE, a
screen of available mage spells
is displayed. If more than one
mage is in the party, their
individual names appear on
17 18
Pick Up and Drop Pray for Spells: With this Rest: This option allows window to throw the object.
Objects /Add Items to option, priests (clerics) select characters to rest, heal, and (To drop an item click below
Inventory: In the vast, the spells for which they wish to memorize spells. How long they the center line of the adventure
unearthly reaches of the pray. A menu, including the rest depends on the number window.) This type of throwing
RAVENLOFT game world exist selection PRAY, appears when and level of spells being is not the same as throwing or
many treasures: gold to be the mouse cursor is moved to memorized (or prayed for). The firing a ranged weapon.
found, supplies to be plundered, the top of the screen. By left- party cannot rest with creatures
armor, weapons, and keys to clicking on PRAY, a screen of nearby, and even if there are no Throw a Ranged Weapon
help the party on its way. By available priest spells is monsters in the vicinity, there is (Dagger or Throwing Knife):
moving the cursor over such an displayed. If more than one always a chance of a random Left-click on any in-hand
item and left-clicking with the priest is in the party, their encounter while the party dagger or throwing knife.
mouse, the object is picked up. individual names appear on sleeps. In the RAVENLOFT Daggers are automatically
Another left-click drops it. To icons at the top of the screen. game world, these encounters replaced with daggers from the
keep the object and add it to one You can then choose which are more likely to happen at characters inventory, and
of your characters inventories, priest is to pray for spells by night, a time when many throwing knives are replaced in
pick up the object and move it to clicking on the appropriate icon. horrors stalk the land. the same way. They are not
the characters portrait. Left-click available for quick replacement
By left-clicking the cursor over Resurrection of Dead if enclosed in a container
again to bring up the inventory
screen. Clicking with the item the [-] and [+] signs on the pray Characters: When a
for spells screen, the choice of character dies, his or her Turn Undead: Right or left-
over an inventory slot places the click on your priest or paladins
item in that slot. spells is made. Only the number portrait turns to a shade of gray
and type of spells available to a and all of the objects in the holy symbol. Click on the 1st-
Place Object in a character of your priests level inventory drop to the ground. A level spell button, then click on
Characters Hand: After and experience are allowed; the TURN UNDEAD ability.
cleric in the party may bring the
picking up an object on the however, you have much to look character back to life with a Unlock a Door or Gate:
adventure screen, double right- forward to as the priest(s) in raise dead spell. Place the appropriate key over
click over the characters hand your party advance in levels, a key-hole on the adventure
in which you wish to place it. If becoming ever more masterful Note: Dead characters can also window and left-click to open
an object is already in the hand spellcasters. Clicking on the be replaced by having new NPCs the lock. Keys on a key ring
youve chosen, the new object done icon returns you to the need not be removed from the
join the party; however, when a
is swapped with it and the adventure screen. Remember ring, simply place the key ring
dead character is replaced with
object previously in hand can though, a priest must rest before over the keyhole and left-click.
another character, the dead
then be dropped by moving it his or her spells can be cast. For Some locked doors require spells
character is lost forever and
onto the adventure window and a detailed look at spellcasting, such as knock to open them.
left-clicking with the mouse. cannot be returned to life with a
see the section The Second raise dead spell.
Any object in a characters hand Reading: Spellcasting, Use Object in a Characters
can be dropped or swapped in beginning on page 6. Hand: Left-click on the object
this way. Simply start by double Throw an Item: After select- or weapon where it appears
right-clicking over the in- Read Books or Scrolls: ing an item from inventory or above the characters portrait.
hand object. Right or left-click on an in-hand double right-clicking to select
book or parchment. an object in a characters hand,
move it into the adventure
window. Click again when it is
over the center line of the
19 20

Save, Load, PAUSE PLAYING IN DEPTH


Pause, and Quit Pause the game at any time by
moving the cursor to the top of
SAVE the adventure screen until the
CHARACTER
PORTRAIT
STATISTICS
DISPLAY
HIT POINT
BAR
ARMOR
CLASS
INVENTORY
DISPLAY
WHITE
SKULL
WHITE
SPELLBOOK ENCUMBRANCE
To save your game, move the options menu appears. Several
mouse cursor to the top of the Pause choices are available:
adventure screen until the HEAD
menu of options appears. Left- The game is paused when the
NECK
click over the SAVE option. This inventory screen is displayed.
displays a list of named, saved This is done by left-clicking the SHOULDER
OBJECT
games. Click on an available mouse cursor over any BODY INFORMATION
slot, type in a name for the character portrait. Right-clicking BRONZE
WRIST
game you are saving, then press on the inventory screen returns STATUES
Enter to save it. Saving your you to the adventure screen HANDS

game from time to time during and the game. RINGS CONTAINER
SLOTS
play is a good idea. You may also pause the game by
pressing the letter p on your
Quick Save: By pressing the s computer keyboard. To return to
key on your computer keyboard, the game, press p again.
you quick save your game
without having to work through QUIT
menu choices. This option saves To quit the game, move the INVENTORY MOUSE POINTER MAGES SPELLBOOK
your game, without a title, to a mouse cursor to the top of the SLOTS WITH OBJECT
special quick save position. By adventure screen until the
pressing Shift-r you can restore menu of options appears. Left- Inventory Screen
this quick saved game. click over the QUIT option to end
your game.
LOAD Inventory Screen Character Positions in Party:
Characters on the left are con-
To restore a previously saved To display the inventory screen,
sidered to be in the front rank
game, move the mouse cursor move the cursor over one of
of the party; those on the right
to the top of the adventure the character portraits at the
are in the rear rank. This front
screen until the menu of bottom of the adventure screen
and rear ranking applies only to
options appears. Left-click over and left-click.
interior locations. Characters
the LOAD option. This displays a
The inventory screen is divided outside are considered to have
list of named saved games, as
into four sections, one for each formed a less ordered group
well as the quick save slot
of four possible characters. It and all react as if they have
mentioned in the Save
contains slots for storing positions in the front rank.
instructions. Click on the game
various pieces of equipment in
you wish to continue playing To change the rank positions of
inventory. Names and character
and press Enter to load it. your characters, left-click with
portraits appear at the top of
the cursor over the characters
each section.
name at the top of the screen.
The characters slot becomes
21 22
outlined in white. By clicking on White Skull Symbol: Left- Bronze Figurines: Below the described in Pick Up and Drop
a blank slot the character is click on this icon to display a character portraits on the Objects/Add Items to Inventory,
moved to that slot. Clicking on menu of afflictions currently inventory screen stand bronze in the section Things You Can
another characters name causes affecting a character. Poison, figurines. These represent the Do From the Adventure Screen,
the two to switch positions. paralysis, and rotting disease characters body, upon which starting on page 14.
are but a few of the unwelcome can be placed clothing, armor,
Hit Point Bar: Hit points for To Open a Container: To open
each character are represented examples. Note: this icon does various weapons, and items
a container, such as a sack or a
by a yellow bar at the right of not appear unless a character is such as key rings, helmets, etc.
chest, place the object in a char-
the characters portrait. As a afflicted in one form or another. Items may be placed on the
acters left hand on the bronze
character takes damage, the hit following areas:
White Spell Book: Left-click on figurine. When this is done, the
points bar descends to the the white spell book and a menu Head: helmets container opens up, displaying
bottom of the portrait square. of magic spells currently influ- its contents. Objects within the
When hit points are danger- Neck: amulets and
encing a character is displayed. container may now be put into
ously low, the bar turns red. medallions
As with the white skull symbol, inventory or swapped with
Armor Class Symbol: The this icon does not appear until Hands: weapons, shields, items already in inventory, or
golden shield to the right of the an active magic begins to sacks, key rings, potions, or the character may simply place
character portrait represents his influence the character. any similar objects you wish the entire container in inven-
or her armor class. The number the character to use tory. To close the container, left-
Statistics Display: Next to the
click on the characters left hand
displayed on the shield is the characters portrait on the Wrists: bracers and gloves
current AC. and the container closes.
inventory screen is a small red
Shoulder: a quiver to
Scale Symbol/Encumbrance: box with a curved arrow inside. Object Information: When
hold arrows
To the right of the armor class Left-clicking on this icon an object is selected, it is
symbol is the scale symbol. Left- displays statistical information Body: armor, cloaks, robes superimposed over the mouse
click on this icon and a window pertaining to the character. pointer. When selected on the
Though male, female, short, and
appears displaying how much Information displayed includes inventory screen, a message bar
tall figurines are displayed, any
weight the character is carrying, the characters class and appears centered on the screen
clothing found fits any character.
how much he or she is capable alignment, as well as total below the character portraits.
of carrying, and an encumbrance experience points gained and Rings: To the right and left of
To return to the adventure
rating from the encumbrance the number of experience each bronze figurine is a white
screen, right-click with the
table found on page 91. The points necessary to reach the line sketch representing the
mouse anywhere on the
inside of the scale changes color next level. Right-clicking on the characters hands. Rings can be
inventory screen except over
as encumbrance increases and red box icon displays statistical placed on these representations
the icon used to switch between
shows red when a character information for all of the by left-clicking when a ring is
the inventory area and the
becomes severely encumbered. characters in the party at once. over the hand icon. Each
statistical display.
character may wear two rings at
A moderately encumbered When character statistics are
any one time.
character receives a -1 penalty displayed, the red box appears
to attack; a heavily encumbered as a black grid with a curved Inventory Slots: 12 inventory
character receives a -2 penalty arrow inside. Left-clicking on the slots exist beneath each bronze
on the attack and a +1 penalty changed icon returns to the char- figurine. Objects you wish
to Armor Class; a severely acters inventory information. A your characters to carry with
encumbered character receives right-click returns to all charac- them on the adventure may be
a -4 attack penalty and a + 3 ters inventory information. placed here. To do this, use the
Armor Class penalty. object manipulation techniques
23 24

SCROLL MAP At the top, bottom, and sides of scrolls activates this feature.
NORTH the automapping window are The maps of all areas explored
small gray pyramids, icons are always available.
which can be used to scroll to
SCROLL MAP Text: By clicking over the text
EAST the north, south, east, and west
button, any text you have added
of the map. This becomes
to the map window can be tem-
useful when the map grows
SCROLL QUILL porarily hidden to allow better
MAP PEN larger than can be displayed all
WEST viewing of the map. The text can
in one window. Buttons marked
SEVERAL be restored by clicking once
TEXT, PRINT, SAVE, and EXIT are in
SCROLLS again. Note that when the text
the lower right-hand corner of
button is off, the text is not print-
ERASER the screen, and above these are
ed when the print option is used.
icons representing an eraser, a
TOGGLE MAP quill pen, and several scrolls. Print: This unique feature allows
TEXT ON/OFF
Altogether, these add a number you to print the layout of the
PRINT of versatile features to the RAVENLOFT game world area
MAP
mapping process. your characters are exploring.
Print out a map by selecting the
SAVE MAP TO Left-clicking on the quill pen
FILE PRINT option on the right-hand
allows you to type notes
MAPPING SCROLL MAP RETURN TO side of the automapping display
anywhere on the map window.
AREA SOUTH GAME and left-clicking with the mouse.
Simply move the cursor to the
Note that text printed is not
desired position and left-click to
printed as it appears on your
begin your text line. Hitting
computer screen. Text is printed
Automap Screen Enter allows you to continue
below the map, but remains use-
your text on the next line. Up to
ful because of a footnoting tech-
four lines of text are available
nique wherein letters overlayed
Automapping The area map is based on your for each entry. Press Esc to
at various locations on the map
characters line-of-sight, so only return the cursor to the screen.
As your party explores the are associated with text notes
parts of a dungeon that have Left-click on the eraser icon and beside those same letters printed
many lairs and labyrinths of the
been explored are shown. it turns gray. You may now beneath the map. A little practice
RAVENLOFT game world, the
Everything on the map reflects move the cursor over any line of quickly allows you to make the
last thing you want to do is map
the current status of the items text on the map, where another most accurate use of this feature.
each step of the way with pencil
shown. Doors are displayed left-click erases the line you
and paper. Weve made it easy
open or closed. This makes have chosen. Click on the Special Note: Please be certain
by including a versatile auto-
automapping a very useful tool. eraser again to exit this mode. your printer is on and set up to
mapping feature. The map is
Walls, insets, doors, floors, trap print out a map. For the print
displayed from the adventure The icon representing several
doors, rugs, plates, illusionary function to work, the printer must
screen. Move the cursor to the scrolls overlapping one another
walls, your party, trees, crea- be set to print the IBM character
very top of the screen and allows you to scroll through
tures, NPCs, and furniture are set. Refer to your printer instruc-
choose AUTOMAP from the menu maps displaying various areas
all displayed on the map. Note, tions for information on how to set
of options which appears. of the RAVENLOFT game world
however, that items and crea- up your printer, and if you are
(Placing the cursor over the already explored by your party.
tures of which your characters using a laser printer, be aware you
option and left-clicking with the Left-clicking on the small gray
are not yet aware are not shown. may have to change the printer
mouse activates this option.) pyramids above and below the
font to the IBM character set.
25 26
Save: By selecting this option THAC Damage Moving and Fighting
you save the currently THAC is your characters Damage is the hit point loss Pay attention to the compass
viewed map into a file in ability to hit enemies. THAC an attacker inflicts on his on the screen to help with
the Automaps subdirec- stands for To Hit Armor Class opponent. This damage is mapping. In an unexplored
tory. They are in the format . A character must roll a based on the attackers strength area, move with a spell menu
AUTOxxx.MAP (where xxx number equal to or greater and the weapon being used. on the screen and an attack
is the number of the map) than this to damage a target What damage each weapon spell showing.
and can be viewed in any with an armor class of . The can do is summarized in the
Prepare your character for
text editor. lower the attackers THAC, Weapons Chart on page 92.
battle before opening any
the better his or her chance to
Exit: Select EXIT to return to the Sometimes, monsters take door, climbing or descending
hit the target. A characters
adventure screen. partial or no damage from stairs, or pushing any button
THAC is based on his or her
certain weapons. Skeletons, that might open a door or
class and level.
Adventuring Strategy for example, take half-damage secret wall. Monsters often
from sharp or edged weapons. crouch behind closed doors or
ATTACKING OPPONENTS NOTE: the generation of a
secret walls, waiting and hungry
random number is often referred COMBAT STRATEGIES
Characters most often engage in for combat!
to as a roll. In determining if
melee combat, which is face- an attack hits, the number Characters who use thrown Remember, your characters
to-face battle with weapons generated is from 1 through 20. weapons should carry them in- can move and fight at the
such as swords and maces. The base roll is modified by the hand. Be sure to recover your same time, even backwards
Other options include casting characters ability scores and by characters ranged weapons after to dodge a melee attack and
spells and ranged combat using the use of magic weapons. each battle. You may wish to sideways to dodge a ranged
bows or slings. collect all the ranged weapons attack. Another strategy is to
An attack is successful if the your character finds, for they are retreat behind a door and close
COMBAT MECHANICS roll is greater than or equal to used quickly in battle. it, blocking the attack of a par-
Understanding the technical the attackers THAC minus ticularly nasty beast. Be careful
side of combat allows you to the targets AC. though, some monsters can
choose the most effective open doors!
strategy for your party in battle. Example: A fighter with a THAC
Each characters ability in of 15 attacking a monster with an
combat is defined by his armor AC of 3 would need to roll:
class, THAC, and damage. (THAC 15) - (AC 3) = 12+.
Armor Class But to hit a monster with an AC
Armor class (AC) is how of -2 he would need to roll:
(THAC 15) - (AC -2) = 17+.
difficult a monster is to hit with
a weapon. The lower the armor
class, the harder it is to hit the
target. Armor class is based on
armor and a bonus for the
characters dexterity.
Some magic items help improve
(or lower) armor class rating.
27 28

HINTS When to Save the Game Click on the gray bar and move The Holy Symbol
Save the game any time you it with the cursor to change the of Ravenkind
Here are a few hints to help
believe something might mouses double-click speed
your character along the way. An ancient medallion crafted
happen to hurt your party. between its minimum and
Carry Items with You Use the quick save option by maximum values. to represent the beauty and
You never know when your hitting the s key on your power of the sun, the Holy
Turn the floors, ceilings, and/or Symbol of Ravenkind was once
characters might need some- computer keyboard.
sky on or off by clicking on the worn by the high priest of Castle
thing theyve found! To carry
We also recommend saving at appropriate button. When these Ravenloft as a sign of his office.
an item along for the adventure,
pick it up and move it into an the beginning of each level. images are replaced by a neu- A large crystal lies embedded in
inventory slot. If there is no tral color, the game operates this platinum artifact, while
If a puzzle is difficult to solve,
more room in your characters more quickly, as your computer symbols of light and truth are
save the game and try different
inventory, find a safe and easily has fewer bit-mapped images to carved about its circumference.
solutions.
accessible location to stash keep track of. The title of Ravenkind was
items that cant be carried. If monsters are attacking thick attached to the symbol when
Sprite dithering enhances the
and fast, save the game and try the secret society which bears
Keep Track of images of creatures as they
new strategies. that name, led by Pyoor
Buttons and Levers come closer to your party. It Twohundredsummers, came to
Some puzzles are activated in When things are really tough, works to blend the colors of realize its tremendous potential
one part of the dungeon, yet save before opening doors. adjacent pixels and keep the for undoing the evil of Ravenloft.
affect other parts farther off. If images of approaching
Go On The society of Ravenkind
your characters cannot get creatures from becoming too
When all else fails, go on with believes all of Ravenlofts
through an area, go back and blocky. Turning this option off
the game. Your characters need troubles can be traced to a
change a few buttons or levers, slightly increases the speed at
not open every door, fight every single, malevolent being, a
one at a time, then see if the which the game runs.
monster, and obtain every item creature of such undying evil
change makes a difference. to win. Remember any areas Switching between the mini- that neither mortal-made nor
Use the automapping feature to your party bypasses. If you are mum and maximum values ordinary magical weapons can
assist you in learning the stumped in a later area, or need of distancing determines destroy it. Unable to find the
workings of certain puzzles. an item to go on, go back and whether monsters, trees, and long-hidden medallion, the
try the puzzle again. objects are seen from as far society nevertheless believes
Look for Hidden away as possible or not until
Buttons on the Walls the Holy Symbol of Ravenkind
Game Options they are much closer. to be the only device capable of
Always check walls for hidden
buttons and bricks. Moving The menu bar, displayed by The sound and music may dealing Ravenlofts most terrible
your party sideways down a moving the cursor to the top of be switched on and off from inhabitant a mortal blow.
wall often makes such things the adventure screen, includes this screen. Who is the most dread
easier to spot. a choice on the far right called sovereign of Ravenlofts evil?
OPTIONS. Left-click on this Altering the palette intensity
Keep An Eye on the Compass changes the brightness of Can a burst of light from the
choice and a screen showing Holy Symbol of Ravenkind truly
Watch the compass as your nine control options is shown. colors and images in the game.
characters explore. There are a Left-click on the gray bar destroy the ultimate enemy of
number of traps that can change and move it with the cursor lawful good? In answering these
the partys facing. Magic portals to change between the mini- questions lie the hopes of your
and teleporters may reveal mum and maximum values of party: to survive, to succeed in
themselves in this way. palette intensity. their quest, and to escape
Ravenloft forever.
29 30

CREATING YOUR PARTY OF CHARACTERS


Prophecy of Strong Companions

Character Class Selection Screen

By whatever gods you pray to, you


have been blessed with loyal Generating Characters begin your adventure. The card
in the lower right hand corner
Character generation in
companions. I foresee their strength of the display is labeled Quit.
STRAHDS POSSESSION provides
If you do not wish to generate
becoming as one with yours in times a unique and entertaining
your own characters, choose
experience. When the character
of need. They shall prove both boon Quit and the display returns
generator appears, it is as if you
to a menu screen.
have stolen into a Vistani camp
and blessing on this difficult journey
and arranged for a beautiful Move the cursor over the
you have chosen to undertake. fortune teller to lay down cards Foresee This Character
holding the secret to your card of your choice and left-
Madame Eva of the Vistani destiny. In this reading click with the mouse. The
however, you choose the cards, previous cards fade away and
determining as you go each two new cards are dealt, one
characters sex, race, class, for male and one for female.
alignment, and attributes. Choose the gender of your
first character by clicking over
The first two cards placed on
the appropriate card. Should
the table bear the legend
you wish to move back one
Foresee This Character. Each
step before making a choice,
card represents one of the two
characters with which you
31 32
click on the Foresee New Some races can belong to the only alignment available is Charisma. Left-click on the
Character card in the lower multiple classes. When this lawful good. For a paladin it is Reroll card and a new set of
right-hand corner. It returns you option is available for the impossible to be anything else! numbers for your character are
to the previous set of cards. character you are creating, the To move back one step before randomly generated. Left-click
class card you have chosen is making a choice, click on the on the Edit card, and you
After you select the gender of
turned face down on the table Review Class card in the may decide what numbers
your character, the card chosen
while the other choices still lower right corner. appear for each of the six
moves to the lower left of the
available remain face up. Pick standard attributes and your
screen, while six new cards are When the characters class has
another class if you wish. For characters hit points.
dealt across the table. These been decided, that card joins
some races up to three different
represent the races available to your other selections of sex, Choose the Edit card, and the
classes are available for the
your character: human, half-elf, race, class, and alignment at cards to the right and left of the
same character. To move back
halfling, gnome, dwarf, and elf. the bottom of the screen. The attributes card become, respec-
one step before making a
Click over the appropriate card next cards dealt are character tively, a [-] card and a [+] card.
choice, click on the Restart
for the race of your choice. portraits, six faces from which By left-clicking over a number
Class card in the lower right
Should you wish to move back you may choose. Move the on the attribute card, that
corner. When you are finished
one step before making a mouse cursor over the character choice is highlighted and may
selecting multiple classes, click
choice, click on the Review faces and they change from now be modified. Change the
on the Done card which
Sex card in the lower right- black and white to color highlighted number to a lower
appears next to the Restart
hand corner. It returns you to portraits. Click on the More or higher value by clicking the
Class card. To learn more
the previous set of cards. card at the bottom of the screen cursor over the [-] card or the
about how races and multiple
to review additional portraits. [+] card. The + and - on your
After the race of your character class choices affect your
Left-click with the cursor over a computers numeric keypad
is chosen, that card joins the character, review the section
particular portrait to choose it may also be used. Only the
gender card already in the lower Character Basics, starting
for your character. To move six standard attributes and
left corner of the screen. Six on page 33.
back one step before making a your characters hit points are
new cards are displayed: fighter,
After selecting your characters choice, click on the Review changeable, and then only to
paladin, ranger, cleric, mage,
class, six more cards are dealt. Alignment card in the lower their minimum or maximum
and thief. In this case, though,
These are alignment cards: right corner. allowable values. To learn more
only the classes to which your
lawful good, lawful neutral, true about attributes, see the section
race of character may belong After your characters portrait
neutral, chaotic good, chaotic Character Basics, beginning
are shown. Classes not card has joined the other
neutral, and neutral good. on page 33.
available to a dwarf, for choices at the bottom of the
Again, some cards may be
instance, are shown as cards screen, three attribute cards are When satisfied with your char-
turned face down on the table
turned face down on the table. dealt. The card in the center acters attributes, click over the
because those choices are not
All classes are available to displays basic information Done card in the lower right
available to a character of the
human characters, while the about your character, from his of the screen. This returns one
race and class(es) you have just
other races have one or more or her age, armor class, level, step to where the attribute card
chosen. If you make your char-
limitations. To move back one and hit points to the six was flanked by a Reroll card
acter a paladin, for instance,
step before making a choice, standard attributes of Strength, and an Edit card.
click on the Review Race card Dexterity, Constitution,
in the lower right corner. Intelligence, Wisdom, and
33 34

To accept the attributes After both of your beginning RACES Dwarves


displayed, left-click in the center characters have been generated, The six races of STRAHDS Dwarves are rare in the
of the attributes card or hit Enter a Watch The Future card is POSSESSION: RAVENLOFT game world,
on your computer keyboard. displayed in the lower right but what is rare is often more
corner of the screen. Select this Human valuable. Dwarves combine the
The last two cards displayed are card to begin the game and set Elf qualities of the ferocious and
Keep or Delete this char- your characters off on a grand the artistic. They are as at home
adventure through the perils of Half-Elf crafting a circlet of jewels as
acter. If you choose to keep the
character generated, you are the RAVENLOFT game world. Dwarf they are wielding an axe in
prompted to enter the char- battle. Firm muscle accounts for
Character Basics Gnome much of their average 150
acters name on a card in the
center of the screen. Left-click Six races inhabit the world of Halfling pound weight, although at a
on the card or hit Enter to STRAHDS POSSESSION, and of mere four to four and a half feet
accept the name. The screen While all races can become in height, dwarves appear
these, while humans prove the
saves the character and moves experts in fighting, some are stocky at best. They are tena-
most numerous and adaptable,
on to the generation of a second more adaptable than others, cious and demonstrate a
only you can decide if they are
character. Deleting the and a few can wield powerful fanatical courage through most
the best traveling companions.
character starts the entire magic. Only humans may join of their four centuries and more
process over again. While the race of each those elite warriors battling in of life. Their weapons and other
character is important, another the name of truth, the paladins. dwarven-crafted wares
Warning: You must generate quality critical to success is Each race possesses certain command high prices in the
two characters to enter the their class. This description of strengths, which show up as market place.
game. After you have generated talents and abilities falls into modifiers to their ability scores.
your first character, the screen one of six basic categories, Part of the dwarven mystique is
displayed shows the portrait Note: Dwarves, gnomes, and their innate resistance to spells
including cleric, fighter, ranger,
and name of your character halflings do not appear as and to many poisons. Dwarves
mage, paladin, and thief. Some
beside another Foresee This natural inhabitants in the are, by nature, non-magical
races boast talented men and
Character card. Should you not RAVENLOFT game world. creatures.
women able to handle more
choose this card, but instead However, they may be chosen
than one occupation at a time.
click on the Quit card in the as races for the two characters Ability Score Modifiers:
These are referred to as multi-
lower right corner, your char- which begin the game. Dexterity -1, Constitution +1,
class characters.
acters information will be lost Charisma -2
when you leave the character Physical and mental prowess Allowable Classes: Cleric, Fighter,
generator. To return one step are defined by a characters Thief, Fighter/Cleric, Fighter/Thief
from this screen, left-click over ability scores. These are:
the characters portrait. After Strength, Intelligence, Wisdom,
your second character is Dexterity, Constitution, and
generated, clicking over either Charisma.
one takes you back one step to
the Keep and Delete cards.
35 36
Elves Gnomes and charm spells, though this halflings show their mettle by
Elves spend much of their time Gnomes may be the worlds first protection proves weaker than their innate resistance to magic
in the carefree company of practical jokers and have a in true elves. and the +1 bonus they receive
nature, as far from cities and proven reputation as enthusiastic for their skill with slings.
towns as possible. Because of pranksters. Carefree and lively, Ability Score Modifiers: None
this they are often thought to be it is often as difficult to believe Allowable Classes: Cleric, Fighter, Ability Score Modifiers: Dexterity
haughty and cold, especially they are kin to dwarves as it Mage, Ranger, Thief, Fighter/Cleric, +1, Strength -1 (for non-fighters)
when forced into the company is to get any gnome to admit Fighter/Thief, Fighter/Mage, Allowable Classes: Cleric, Fighter,
of others. The RAVENLOFT the relation. They live to be Cleric/Ranger, Cleric/Mage, Thief, Fighter/Thief
game world presents special around 600 years old, an age Thief/Mage, Fighter/Mage/Cleric,
challenges for elves, for in that reached in part because of their Fighter/Mage/Thief
evil land their resistance to resistance to magic. Humans
spells may falter, and the forests Humans make up the majority
and glens of the demi-plane Ability Score Modifiers: Halflings of the RAVENLOFT game
often prove to be places of a Intelligence +1, Wisdom -1 Halflings avoid strenuous worlds inhabitants. Those who
dark, unholy nature. At their Allowable Classes: Cleric, Fighter, adventures as a rule. Their have lived for long amid the
best with a bow or a song, elves Thief, Cleric/Thief, Fighter/Cleric, backsides are used to the dark and terrible secrets of the
may spend more years in Fighter/Thief comfort of padded chairs and land are prone to become
playful wandering than most their feet enjoy resting atop reclusive and stay safely behind
other creatures live; their mounds of well-feathered bolted doors. Travelers through
lifespan can exceed 1,200 Half-elves pillows. This is not to say they the RAVENLOFT game world
years. They are distinguished Half-elves prove to be skillful in are lazy, for as a race, halflings may be more enterprising and
by their fine features and a wide range of activities, their prove to be sturdy and indus- materialistic by nature. Humans
pointed ears, and when mix of elven and human blood trious, always making certain often risk their short, 70 year
standing beside the average providing them with many their larders stay full to bursting lifespan in quests for immediate,
man they appear a bit shorter advantages over other races. and their burrows remain warm, personal gain. Yet it proves
than most. Taught archery from Yet their talents are not so well-furnished homes. difficult to say any one thing
an early age, elves receive a +1 appreciated as to make them about them. Though often
bonus with any type of bow, A bit shorter than dwarves,
welcome company in either impatient and short-sighted,
and with both short and long halflings can usually be spotted
human or elven society. While humans live in the most diverse
swords. Mages find them by their curly hair and round,
they are seen to travel and societies and frequently strive to
resistant to any type of sleep or broad facial features. They are
mingle in both groups, they are meet high ideals.
charm spells. But unfortunately, plump, quiet, and well-liked by
often too tall and heavy to be the other races, especially the
raise dead spells do not affect accepted among the elves, while Ability Score Modifiers: None
them either. gnomes. When adventuring,
it is their slender, elven features Allowable Classes: Cleric, Fighter,
that often make them outcasts Mage, Paladin, Ranger, Thief
Ability Score Modifiers:
among men. Like many non-
Dexterity +1, Constitution -1
human races, half-elves can find
Allowable Classes: Cleric, Fighter, the RAVENLOFT game world a
Mage, Ranger, Thief, Fighter/Mage, very unfriendly place.
Fighter/Thief, Mage/Thief,
Fighter/Mage/Thief On the average, half-elves live
for some 250 years and inherit
an inborn resistance to sleep
37 38
CLASSES Clerics Clerics with wisdom of 13 or Mages
Some characters learn magic Clerics, also called priests, may higher gain extra spells. (See Mages control powerful spells
while others become experts in be the most favored class of the the Cleric Wisdom Spell by memorizing their arcane
battle tactics. Some are masters gods, for they receive their Bonus table on page 87.) words and ancient symbols.
of the arcane art of spell casting, power directly from them and Their knowledge of this art is
while others are malcontents cast spells through their holy Prime Requisite: Wisdom their treasure and the secret to
able to pick almost any lock. symbols. Yet no cleric battles Races Allowed: All their mysterious power.
Each belongs to his own defined his or her adversaries with faith
Weapons Allowed: Mace, Flail, Because their ability to spell
occupation, or class. While the alone, preferring instead to
Staff, Sling cast depends upon freedom
members of some races may back up magic with the
of movement, mages cannot
belong to more than a single authority of a mace or flail.
wear armor, and tend to make
class, the six basic choices are: Limited to using blunt, impact
weapons, clerics are not Fighters poor fighters. Instead of
Fighter opposed to wearing a good suit Fighters often tread in harms weapons (and they can use
way, relying on a strong sword but a very few), mages rely
Ranger of armor on their journeys.
on their intellects and their
arm and their brave, sometimes
Paladin No tomes of spells and rituals foolhardy natures to win the ability to memorize spells to
dangle from a clerics belt or day. Trained in the use and see them through.
Mage hide in the dark and musty maintenance of all types of Still, a high-level mage is a
Cleric reaches of his pack, for clerical weapons and armor, fighters potent entity. With a hoard of
magic is of divine origin. While can utilize any available piece
Thief musty spell books and scrolls,
mages mutter endlessly over the of hardware without restriction. gathered after many trials and
Select the class of your charac- spells they must memorize, This includes magical items much experience, a mage can
ters with care. A good sword clerics invite a meditative such as rings and gauntlets. become truly powerful.
arm and knowledge of tactics trance wherein they become
receptive to divine magic. Like practicing athletes, fighters
are the hallmark of warriors Prime Requisite: Intelligence
improve their skills and speed
such as the fighters, rangers, The ability to turn undead is as they move up in levels. An Races Allowed: Human, Elf,
and paladins, but skill in battle listed on the clerics 1st-level extra sword thrust, delivered Half-Elf
alone is often not enough. To spells and is used like a spell, with blinding speed, may prove
survive the dangers of the giving the wielder powers Weapons Allowed: Dagger,
the difference between the living
world, the art of picking locks against undead monsters such Staff, Dart
and avoiding hidden traps can and the dead, and high-level
as skeletons. Because this is fighters such as paladins and
be useful too. These are the an ability, it does not go away
skills of a thief. Magic wielders rangers are able to attack more
when used. As clerics advance often with such melee weapons.
such as mages and clerics in levels, they gain more spells
possess the knowledge of and greater power against
powerful spells, and clerics are Prime Requisite: Strength
the undead. Unfortunately,
able to cure wounds. Races Allowed: All
nowhere are the undead
Each class has one or more more powerful than in the Weapons Allowed: All
prime requisites, ability scores RAVENLOFT game world.
that are important to the class.
A character with prime requisite
scores of 16 or greater advances
faster in levels.
39 40
Paladins clerics themselves do. These Thieves ALIGNMENTS
Paladins radiate an aura of are: bless, cure light wounds, Thieves accept no single rule or There are six possible align-
protection, a shield of sorts detect magic, and slow poison. philosophy by which to run their ments, or philosophies of
which causes their attackers to High-level paladins, like other lives. While some, with sleight of life. However, a characters
suffer a penalty even before high-level fighters, can attack hand, may steal change from a chosen class may limit your
these elite warriors have more often with melee weapons. beggars cup, others may share selections. Paladins, for
unsheathed their swords. In this their ill-gotten prizes with the instance, can be only lawful
and other magical abiliies, Prime Requisites: Strength, less fortunate. Still others see good. The choices are:
paladins prove themselves as themselves as basically good
more than mere fighters.
Charisma
business men, with perhaps a Lawful Good
Walking the most difficult path
Races Allowed: Human slight character flaw. Lawful Neutral
of any class, the paladin abides Weapons Allowed: All Neutral Good
In castle, town, or dungeon, an
by the rules of lawful good and experienced thief of many levels True Neutral
leads others by the example of is proficient at picking locks and
his chaste and pious ways. The Rangers Chaotic Good
avoiding whatever traps have
life of a paladin can become an Rangers follow the broken trails been laid to catch the unwary. Chaotic Neutral
horrendous challenge, one too of their quarry across hard To move freely and quietly,
great for any mere mortal to lands, or beneath the dim light Two parts make up a characters
thieves prefer to wear leather
bear. The very aura of the land, of a forest canopy, yet never alignment, and both are equally
armor, though they are not
in time, may convince the lose the spoor. They are trained important: world view and
averse to traveling well-armed.
paladin that he has been trackers, hunters, and woods- personal ethics.
betrayed by his gods and turn men, succeeding by their wits
as much as by their skills with Prime Requisites: Dexterity World View
even the most pious among Lawful means that the
them to evil, though this is bow and sword. Races Allowed: All
character works within
thought to take many years. At one with any type of weapon Weapons Allowed: Club, the framework and rules
or armor, rangers usually avoid Dagger, Dart, Short Bow, of a society.
In addition to skill with all types
of arms and armor, paladins heavy armor as too restricting. Sling, Long Sword, Broad Sword,
It prevents them from using Short Sword, Staff Neutral means that the
possess extra resistance to mag- character moves between
ical attacks and poisons. No dis- their special ability to wield a
weapon in both hands without valuing society and valuing
ease can lay them low. And once the individual.
per day they can heal with their penalty. For this reason they are
lay on hands ability, a skill simi- seen more often in studded Chaotic means that the
lar to a clerics cure light wounds leather or other, lighter armors. character values the individ-
spell. This restores two hit points High-level rangers, like other ual above society and others.
per level of advancement. high-level fighters, can attack Personal Ethics
By the time theyve reached the more often with melee weapons. Good indicates that the
third level, paladins can turn character acts in a moral
undead as well as a cleric two Prime Requisites: Strength, and upstanding manner.
levels below their own. Once Dexterity, Wisdom
Neutral indicates that the
they reach the ninth level, Races Allowed: Human, Elf, character leans towards
paladins can use certain cleric Half-Elf situational ethics,
spells, praying for them and evaluating each set
casting them exactly as the Weapons Allowed: All
of circumstances.
41 42
ABILITY SCORES Strength provides a measure Constitution measures the OTHER CHARACTERISTICS
These numbers are a summary of effectiveness in battle. As the fitness, health, and physical Armor Class (AC)
of natural faculties and abilities. word implies, physical power, toughness of your character. A
muscle, and stamina are being high score in this area boosts Hit Points (HP)
A characters summary includes
the following faculties: gauged. Stronger characters are the total number of hit points Experience Points (EXP or XP)
able to swing a sword or mace your character receives, and
Strength (STR) more often and thereby receive with more hit points, your Level (LVL)
Intelligence (INT) bonuses for the extra damage character becomes all the more Four other elements define how
Wisdom (WIS) they do. difficult to kill. well a character is doing. Unlike
Fighters, rangers, and paladins Intelligence becomes a key race or class, these scores
Dexterity (DEX) change constantly based on a
are capable of extraordinary factor in a characters ability to
Constitution (CON) feats of physical prowess and so memorize and use spells. characters actions. They are:
Charisma (CHA) may possess strength scores Mages especially must be armor class, hit points,
higher than 18. These special highly intelligent to learn and experience points, and level.
The Edit and Keep commands scores are displayed as a use their repertoire of magic. In Armor Class (AC) reflects both
allow you to make changes percent value following the all, this quality measures a characters dexterity and
to these scores and then base strength, such as: 18/23, memory, reasoning, and whatever new armor or shield
save them. where 23 means 23%. learning ability. he or she may be wearing. As a
Every character brings a different Unfortunately, halflings, even Wisdom ensures that the score, it measures how difficult
combination of strengths, halfling fighters, cannot acquire character possessing it is less someone is to hit and damage.
weaknesses, talents, and abilities exceptional strengths. susceptible to magic. Likewise, Low armor class values mean
to the game. a low score in this area (7 or
Dexterity bestows the gifts of different things. While your
Instead, STRAHDS POSSESSION less), leaves a character open to character may have a low armor
speed and agility on those
uses scores to keep track of a the slightest spell. Wisdom class because of wearing the
characters who score high in
characters various abilities. scores of 15 and above offer best, dwarven-tooled armor, that
this area. Accuracy in firing a
High scores show strength in some protection. beast skulking around the next
bow or in letting loose with a
a particular area, low scores corner may boast the same
the opposite. sling are additional advantages Clerics find that a high Wisdom
armor class, if only because it is
of being dexterous, as well as score (13 or more) enables
A number between 3 and 18 fast and small.
receiving bonuses to ones them to cast extra spells. For
goes to make the base score. armor class. Adversaries simply more information, see the Magical armor and a high
Modifications to the base score find it hard to hit a quick Cleric Wisdom Spell Bonus dexterity score improve a
caused by the characters race moving target. table on page 87. characters armor class.
are automatically factored in by
the computer. When the dexterity score Charisma and its value lie Hit Points (HP) act like a
reaches 16 and above, fighters embodied in the words scale showing your characters
The highest any score can be is can more effectively manage persuasive and commanding. life force. Needless to say, the
19, unless boosted upward a weapon in each hand with For a character with high longer your character allows
through magic. less penalty. personal magnetism and the that Strahd Zombie to beat him
For fighters, a percentile value allure which persuades others about the head and shoulders,
(in Strength) may be added to to accept their leadership, the the more hit points your
show exceptional ability. way lies open to join that elite character will lose. Higher
group, the paladins. values are better. And while
armor and magical defenses
43 44
provide some protection, when Characters at higher levels party, perhaps your fighter mum constitution of 17 and a
your characters hit points reach show a resistance to the would have done well to gain maximum dexterity of 19. He or
zero, he or she is dead. At that effects of poisons and magical the skills of that class. she can also read elven writing.
point you will either have to attacks. When at advanced Because their experience points Human or Half-Elven Cleric:
replace the character with levels mages, clerics, and are distributed evenly between Proud of their often formidable
another one met by your party paladins find themselves able their classes, multi-class intellects, these single class
in its travels through the to memorize a greater number characters move up through the characters gain levels swiftly.
RAVENLOFT game world, or of spells. levels slower than single- They can ascend to a maximum
have your partys cleric attempt classed characters. Wisdom of 18, and in so doing
a raise dead spell. These improvements happen
automatically whenever a acquire the maximum number
Experience Points character has enough points. RACIAL ADVANTAGES of bonus spells. A good human
(EXP or XP) can be thought of If youve been wondering which or half-elven cleric can attain
as milestones in a characters Level advancement tables for the maximum levels permitted
all classes begin on page 87. race/class combinations are
personal development. Avoiding best, here are a few examples: in the game.
that undeads silent leap from Half-Elven Fighter /Mage /
behind taught your character Creating Strong Characters Dwarven Fighter: This charac-
ter has less to worry about than Cleric: If this character can
something, as did honing his or SINGLE-CLASS VS. survive long enough, his or her
her sword skills against the most when battling poisonous
MULTI-CLASS creatures. With a Constitution various talents show promise in
doom guard two doors back. overcoming any obstacle the
Single-class characters have of 19, the dwarven fighter may
Finding treasure, completing RAVENLOFT game world might
more hit points than multi- benefit as well from increased
parts of the adventure, offer. With the exception of lock
class characters with the hit points. Reading dwarven
dispatching foes: all lead to picks, a specialty of thieves,
same amount of experience. writing is their specialty.
increased experience points your Half-Elven Fighter/ Mage/
and, eventually, to an increase They do more damage to their Paladin: With a gentle touch, Cleric can employ every item in
in a characters level. opponents in battle. Single- your paladin may heal that the game. But while drawing a
class clerics and mages gain wound which otherwise could sword, casting a magic missile
Characters with prime requisite higher level spells sooner than signal the end for the afflicted
scores of 16 or more increase spell, or healing that hell hound
their multi-class counterparts. character. Yet laying on hands is bite are all possibilities, he can
their experience earned by 10%. but one benefit of choosing this
Non-human characters may do none as well as a single
All characters begin the game choose to belong to one or more elite warrior to do battle in the class character with the same
with some experience points, classes, and in so doing reap a RAVENLOFT game world. amount of experience.
and multi-class characters have few rewards for their trouble. Capable of fighting as well as
these points distributed evenly any fighter, when paladins reach They rise in levels very slowly
A fighter/mage can both melee and have fewer hit points to call
among their classes. effectively and cast spells, the ninth level, they are able to
master a few clerical spells. their own for most of the game.
Level measures how much a though his single-class
counterparts prove better at Elven Mage: Moving swiftly, Elven Fighter/ Mage/ Thief:
character has advanced in his
their individual specialties. your elven mage steps between Here is a jack of all trades who
or her class. When a character
While this may sound at first the paths of two hurtling arrows, can pick locks as well. But like
gains enough experience points the Half-Elven Fighter/Mage/
to advance a level, extra hit like a poor choice, ask yourself demonstrating inhuman grace
what your brave fighter will do and dexterity. Benefiting from a Cleric listed previously, this
points are earned. There is also character also rises slowly
an improvement in a characters when he or she encounters a high armor class (due to dexter-
locked gate for which there is ity) and the ability to gain levels through the levels and suffers
fighting ability. from a scarcity of hit points for
no key. If there is no thief in the swiftly as a single class character,
the elven mage boasts a maxi- most of the game.
45 46

SPELLS
Spirits, spells, and perilous magic await those summoned by fate to LEGEND FOR Range: 0 = the spellcaster
journey within the misty realm. To survive in the RAVENLOFT PRIEST AND Touch = the character touched
game world, it is well to know magic, or to seek out a fellow traveler MAGE SPELL Close = adjacent square
adept in the ancient art of spellcasting. Following are descriptions DESCRIPTIONS Medium = up to 2 squares away
of spells your magic-wielding characters may use to fend off the Long = as far as visible range
dangers of the realm, or to conquer its greatest challenges. Duration: Instantaneous = flash or instant effect
Short = single combat round
The Prophecy of Magic Medium = effect lasts for some time
Long = effect lasts quite a while
Permanent = effect lasts for entire game
Special = see spell description

PRIEST SPELLS

FIRST-LEVEL PRIEST SPELLS


Bless
RANGE: MEDIUM DURATION: MEDIUM AREA OF EFFECT: CHARACTERS IN YOUR PARTY

Weary from battle, exhausted by their ordeals, your men face an


army of skeletons. How can they go on? Upon uttering this spell
the morale of your party is raised, and all members gain a bonus to
An aura of mystical strength their attacks. Bless spells are not cumulative. First-level priests and
high-level paladins can cast bless spells.
surrounds you. It speaks of power,
bringing forth abilities of which you
Cause Light Wounds
may not be aware. Magic is yours to
RANGE: TOUCH DURATION: PERMANENT AREA OF EFFECT: ONE CHARACTER
command, if only you might find the
This spell is identical to the first-level cure light wounds spell,
way. . . . except that it causes 1-8 hit points of damage.

Madame Eva of the Vistani


Cure Light Wounds
RANGE: TOUCH DURATION: PERMANENT AREA OF EFFECT: ONE CHARACTER

By casting this spell upon a wounded character, up to eight hit


points of damage can be cured. High-level paladins can cast cure
light wounds spells, and often need to after the stealthy shadow
fiend catches the party unawares.
47 48
Detect Magic SECOND-LEVEL PRIEST SPELLS
RANGE: 0 DURATION: MEDIUM AREA OF EFFECT: CARRIED ITEMS
Aid
This spell allows the caster to determine if any of the items being RANGE: TOUCH DURATION: MEDIUM AREA OF EFFECT: CHARACTER TOUCHED
carried are magically enchanted. All magic items are indicated for a
short period of time. High-level paladins can cast detect magic spells. This spell acts like a bless spell and confers one to eight extra hit
points. The temporary hit points are subtracted before the
characters own if he or she is injured in combat. The spells
Invisibility to Undead duration increases with the level of the caster.
RANGE: TOUCH DURATION: MEDIUM AREA OF EFFECT: CREATURE TOUCHED

A useful spell for those stalked by a rotting zombie while exploring Draw Upon Holy Might - STR
the RAVENLOFT game world. When cast upon a character, RANGE: 0 DURATION: MEDIUM AREA OF EFFECT: SPELLCASTER
invisibility to undead causes a creature to lose track of and ignore
your party. Powerful undead with many hit points may avoid the While the citizens of Barovia cower within their homes, afraid to
effect of this spell. Note also that a priest protected by this spell worship their gods, the priest in your party may become a vessel for
cannot turn affected undead and that the spell ends immediately if the power of his or her god. Upon invoking this spell, his or her
affected characters make any attack. body shudders and glows with energy. As a result, the caster
increases his or her Strength ability score by +1 for every three
levels of experience. The effect lasts for the duration of the spell. It
Light cannot increase strength beyond a value of 18.
RANGE: LONG DURATION: MEDIUM TO LONG AREA OF EFFECT: RADIANT GLOBE ABOUT CASTER

This spell causes a luminous glow to appear. The light is equal in Draw Upon Holy Might - DEX
brightness to torchlight, but is not cumulative, as multiple castings RANGE: 0 DURATION: MEDIUM AREA OF EFFECT: SPELLCASTER
do not provide a greater light. A good spell to use when no torches
are available. Similar to Draw Upon Holy Might - STR, invoking this spell causes
the priests body to act as a vessel for the energy of his or her god.
This time, however, the caster increases his or her Dexterity ability
Magical Stone score by +1 for every three levels of experience. The effect lasts for
the duration of the spell. It cannot increase dexterity beyond a
RANGE: 0 DURATION: SPECIAL AREA OF EFFECT: SPECIAL
value of 18.
Temporarily enchanting up to three small stones (no larger than
sling bullets), a priest may hurl these at an opponent for up to 1d4
points of damage, or 2d4 when used against the undead. The Flame Blade
stones are considered +1 weapons for determining if a creature can RANGE: 0 DURATION: MEDIUM AREA OF EFFECT: ONE TARGET
be struck, and the magic of each stone lasts for one half hour or
until used. To use this spell, your character must find the stones, This spell causes a flame-like blade to appear in the casters hand.
hold them in his or her hands, and then cast the spell. The blade attacks like a normal sword and does 7-10 points of dam-
age. The character attacks with this as he or she would with any
other melee weapon. The spell does slightly less damage against
targets protected from fire. Spell duration increases with the level of
the caster.
49 50
Hold Person THIRD-LEVEL PRIEST SPELLS
RANGE: LONG DURATION: MEDIUM AREA OF EFFECT: UP TO FOUR CHARACTERS
Cure Disease
Hold person affects human, demi-human, or humanoid creatures. RANGE: TOUCH DURATION: PERMANENT AREA OF EFFECT: CREATURE TOUCHED
Creatures that are affected become rigid and unable to move or
speak. Spell duration increases with the level of the caster. This spell enables the caster to cure most diseases by placing his
or her hand upon the diseased creature. Thereafter, whatever
affliction tortures the creature rapidly disappears, depending of
Slow Poison course upon the type of disease and the state of its advancement
when the cure disease spell is cast. Cure disease is a critical
RANGE: TOUCH DURATION: LONG AREA OF EFFECT: CREATURE TOUCHED
component when any attempt to cure a werewolf is attempted.
Some brigands are known to lace their blades with a deadly
poison. This spell slows the effects of any type of poison for a
limited time. When the spell dissipates the victims suffer the Dispel Magic
poisons full effect unless a neutralize poison spell is cast. The RANGE: MEDIUM DURATION: PERMANENT AREA OF EFFECT: IMMEDIATE AREA
spells duration increases with the level of the caster. High-level
paladins can cast slow poison spells. This spell can negate the effects of almost any spell affecting your
party. Dispel magic does not counter cure spells, but it will dispel
hold person, bless, and similar spells.

Negative Plane Protection


RANGE: TOUCH DURATION: LONG OR UNTIL THE CHARACTER IS HIT AREA OF EFFECT: ONE CHARACTER

This spell gives the affected character partial protection from


undead attacks that drain levels, as those of the wights roaming the
catacombs of Barovia are known to do. However, the character still
takes any physical damage done by the attack. Undead creatures
that attack characters protected by this spell take 2-12 points of
damage from the spells positive energy.

Prayer
RANGE: 0 DURATION: MEDIUM AREA OF EFFECT: YOUR PARTY

This spell is a powerful version of the first-level bless. This spell


increases your characters combat ability and decreases the
enemys. The spell has no cumulative effect. The spells duration
increases with the level of the caster.
51 52
Remove Paralysis FOURTH-LEVEL PRIEST SPELLS
RANGE: 0 DURATION: PERMANENT AREA OF EFFECT: UP TO FOUR CREATURES
Cause Serious Wounds
Created centuries ago by evil wizards, inquisitors can paralyze their RANGE: TOUCH DURATION: PERMANENT AREA OF EFFECT: CREATURE TOUCHED
victims with a single gaze. Luckily for those who have mastered
this spell, it negates the effects of any type of paralyzation or The reverse of cure serious wounds, this spell inflicts 3-17 points of
related magic. The spell also counters hold or slow spells. damage upon the creature touched by the priest.

Cure Serious Wounds


RANGE: TOUCH DURATION: PERMANENT AREA OF EFFECT: CHARACTER TOUCHED

This spell is identical to the first-level cure light wounds spell,


except that it heals 3-17 hit points of damage. Characters
courageous enough to face a zombie golem and survive may well
hope their partys priest knows this one.

Fortify
RANGE: 0 DURATION: SPECIAL AREA OF EFFECT: CHARACTER TOUCHED

Cast this spell upon a character, and the next cure wounds spell
cast upon the same character will be strengthened. When
complete, the cure wounds spell so fortified always functions to its
maximum effect.

Neutralize Poison
RANGE: TOUCH DURATION: PERMANENT AREA OF EFFECT: CHARACTER TOUCHED

This spell detoxifies any sort of poison or venom, whether it exists


in a poisonous creature or in a poisoned party member. It cannot,
however, bring a character back to life if he or she has already died.
A warning: not all Vistani are to be trusted; those known as
Darklings are masters of a very deadly poison.
53 54
FIFTH-LEVEL PRIEST SPELLS SIXTH-LEVEL PRIEST SPELLS
Atonement Harm
RANGE: TOUCH DURATION: PERMANENT AREA OF EFFECT: CREATURE TOUCHED RANGE: TOUCH DURATION: PERMANENT AREA OF EFFECT: CREATURE TOUCHED

By using atonement, a priest removes the burden of unwilling and Terribly effective, this reverse of the heal spell will bring a target to
unknown deeds from the person who is the subject of the atonement. deaths door, reducing it to very few hit points, no matter how many
This spell is especially useful when working to remove the patholo- hit points the target had before the spell. Is your priest brave
gical scourge of the werewolf. enough to shake hands with a werewolf, and would so powerful a
creature ever allow him that close alive?

Cause Critical Wounds


RANGE: TOUCH DURATION: PERMANENT AREA OF EFFECT: CREATURE TOUCHED Heal
RANGE: TOUCH DURATION: PERMANENT AREA OF EFFECT: CHARACTER TOUCHED
This spell is identical to the first-level cause light wounds, except
that it inflicts 6-27 hit points of damage. A tremendously potent heal spell. When cast it will completely heal
the affected character of all but 1-4 hit point of damage, and
remove poison, blindness, and paralysis.
Cure Critical Wounds
RANGE: TOUCH DURATION: PERMANENT AREA OF EFFECT: CHARACTER TOUCHED

The cure critical wounds spell is a very potent version of the cure
light wounds spell used by a first-level priest. It can heal 6-27 hit
points of damage.

Flame Strike
RANGE: LONG DURATION: INSTANTANEOUS AREA OF EFFECT: ONE SQUARE

By means of this spell, the priest calls out of the sky a column of
flame, hopefully annihilating the unlucky target. Creatures affected
by the spell suffer 6-48 points of damage.

Raise Dead
RANGE: TOUCH DURATION: PERMANENT AREA OF EFFECT: ONE CHARACTER

When the priest casts a raise dead spell, he or she can restore life to
a dwarf, gnome, half-elf, halfling, or human, though they may
remain gravely weakened and all but useless to the party for a time.
Unfortunately, full-blooded elves cannot be affected by this spell.
55 56

MAGE SPELLS Light


RANGE: LONG DURATION: MEDIUM TO LONG AREA OF EFFECT: 20-FOOT-RADIUS GLOBE
FIRST-LEVEL MAGE SPELLS This spell creates a luminous glow, equal to torchlight, within a
Armor fixed radius of the spells center. It needs no target and is a good
spell to cast when the party is low on light.
RANGE: TOUCH DURATION: LONG AREA OF EFFECT: CHARACTER TOUCHED

When casting this spell, a mage surrounds himself, herself, or


another character with a magical field that protects as scale mail Magic Missile
(AC 6). The spell has no effect on characters who already have AC RANGE: LONG DURATION: INSTANTANEOUS AREA OF EFFECT: ONE TARGET
6 or better and it does not have a cumulative effect with the shield
spell. The spell lasts until dispelled, or until the wearer sustains 8 The mage creates a bolt of magic force that unerringly strikes one
points of damage + 1 point per level of the caster. target. Magic missile spells do greater damage as a mage increases
in level. Initially, magic missiles do two to five points of damage, and
for every two extra levels the spell does two to five more points. So,
Burning Hands a first- or second-level mage does two to five points of damage, but
a third- or fourth-level mage does four to ten, and so on.
RANGE: CLOSE DURATION: INSTANTANEOUS AREA OF EFFECT: FRONT RANK

When a mage casts this spell, a jet of searing flame shoots from the
characters fingertips. The damage inflicted by the flame increases Shield
as the mage increases in level and gains power. The spell does one RANGE: 0 DURATION: MEDIUM TO LONG AREA OF EFFECT: SPECIAL
to three points of damage plus two points per level of the caster.
For example, a 10th-level mage would do 21-23 points of damage. This spell produces an invisible barrier in front of the mage that
totally blocks magic missile attacks. It also offers AC 2 against
hurled weapons (darts, spears) and AC 3 against propelled missiles
Chill Touch (arrows, sling-stones). The spell does not have a cumulative effect
with the armor spell. The spell duration increases with the level of
RANGE: 0 DURATION: MEDIUM AREA OF EFFECT: SPELLCASTER
the caster.
When casting this spell, a blue glow encompasses the mages hand.
This energy attracts the life force of any living thing upon which the
mage makes a successful melee attack. To reflect this, the creature
suffers a -1 to its attack rolls for every other successful touch.

Detect Undead
RANGE: 0 DURATION: LONG AREA OF EFFECT: 60 + 10/LEVEL

Is your party being assaulted by creatures of the undead at every


turn? And you thought Castle Ravenloft was a friendly place! This
spell displays the dungeon map and shows the location of any
undead creature on that map. In this way the mage detects the
undead through walls and obstacles, giving the party a chance to
form a plan or run for safety.
57 58
SECOND-LEVEL MAGE SPELLS Knock
RANGE: LONG DURATION: SPECIAL AREA OF EFFECT: 10 SQUARE FEET/LEVEL
Agannazers Scorcher
RANGE: MEDIUM DURATION: SHORT AREA OF EFFECT: 2-FOOT BY 60 FOOT JET.
When Count Strahd Von Zarovich is your gracious host, would
you betray his trust by exploring locked rooms? Only your partys
Upon casting this spell a jet of flame appears at the casters mage knows for sure. When casting a knock spell, a mage is able to
fingertips and bursts outward toward a chosen target. If the target open stuck, barred, locked, held, or wizard-locked doors. It opens
remains within range it will suffer 3-18 points of damage in the first secret doors, as well as locked or trick-opening boxes or chests.
round and 3-18 again in the second. The casting mage cannot When opening a magically locked door, the spell does not remove
perform other actions during the second round of the spell or the former spell, but merely suspends it from functioning for a
discontinue the spell until it has run its course. single turn.

Blur Wizard Lock


RANGE: 0 DURATION: MEDIUM AREA OF EFFECT: SPELLCASTER RANGE: TOUCH DURATION: PERMANENT AREA OF EFFECT: 30 SQUARE FEET/LEVEL

The position of a mage with an active blur spell shifts and wavers. A wizard lock spell cast upon a door, chest, or portal magically
This distortion makes the character harder to hit with an attack. A locks it. While the mage can freely pass through his or her own
true seeing spell will counter a blur spell. lock without affecting it, other creatures must try to break in, or use
magic several levels above the casting mages to successfully dispel
or knock their way in.
Ice Knife
RANGE: SPECIAL DURATION: INSTANTANEOUS AREA OF EFFECT: SPECIAL

By casting the ice knife spell, a mage fires a dagger of ice at his or
her target. A successful hit causes from 2-8 hit points of damage.
Should the dagger miss its target, it will shatter, releasing a wave of
numbing cold. Creatures within the range of this wave may suffer
cold damage, moving slowly as if paralyzed. A thrown ice knife
cannot be picked up for reuse. Touching it will result in the wave of
numbing cold described previously.

Improved Identify
RANGE: 0 DURATION: PERMANENT AREA OF EFFECT: ONE ITEM IN THE SPELLCASTERS HAND

When this spell is cast, one item in the mages hand is identified for
what it really is. The mage learns the items name and the attack or
damage bonuses it has. To use this spell, the object can be placed
either in the characters hand as it appears on the adventure screen
or in the hand of the characters figure on the inventory screen.
59 60
THIRD-LEVEL MAGE SPELLS Hold Person
RANGE: LONG DURATION: MEDIUM AREA OF EFFECT: UP TO FOUR TARGETS
Dispel Magic
RANGE: LONG DURATION: PERMANENT AREA OF EFFECT: 30-FOOT CUBE
This spell can affect humans, demi-humans, or humanoid
creatures. Creatures that are affected become rigid and unable to
When a mage casts this spell, he or she has a chance to neutralize move or speak. Spell duration increases with the level of the caster.
magic. It removes spells and spell-like effects from characters,
creatures, and objects. Dispel does not counter cure spells, but it
will dispel hold person, bless, and similar spells. It cannot Hold Undead
permanently affect enchanted items, such as magical rings, wands,
RANGE: LONG DURATION: MEDIUM AREA OF EFFECT: UP TO 3 TARGETS
or weapons.
This spell affects undead creatures who are as powerful or weaker
than the caster. This spell automatically affects skeletons, zombies,
Fireball or ghouls. All other undead creatures may resist the spell; those
RANGE: LONG DURATION: INSTANTANEOUS AREA OF EFFECT: TARGET SQUARE
who do not become rigid and unable to move or speak. Spell
duration increases with the level of the caster.
A fireball is an explosive blast of flame that damages everything in
the target square. The explosion does one to six points of damage
for every level of the caster to a maximum of 10th-level. For Invisibility 10 Radius
example, a 10th-level mage does 10-60 points of damage.
RANGE: TOUCH DURATION: SPECIAL AREA OF EFFECT: 10-FOOT RADIUS OF CHARACTER TOUCHED

The mage confers invisibility upon everyone within 10 feet of the


Flame Arrow target of this spell. Gear carried is included, though light emitted
RANGE: LONG DURATION: SHORT AREA OF EFFECT: SPECIAL
from a light source remains visible. The effect moves along with the
recipient, but creatures entering the spells radius do not become
With this spell, the mage is able to cast fiery bolts at opponents invisible. Characters remain invisible until the spell is dispelled, the
within range. Each bolt inflicts 1d6 points of damage, plus an characters are attacked, or they attack themselves.
additional 4d6 points of fire damage. The number of bolts a mage
may throw increases with his or her experience level.
Lightning Bolt
RANGE: LONG DURATION: INSTANTANEOUS AREA OF EFFECT: SPECIAL
Haste
RANGE: CLOSE DURATION: MEDIUM AREA OF EFFECT: 40 CUBE, 1 CREATURE/LEVEL
Upon casting this spell, the mage releases a powerful stroke of
electrical energy that inflicts 1d6 points of damage per level of the
This spell allows the affected character to move and fight at double spellcaster, up to a maximum of 60 points to each creature within
the normal rate. (However, the spell does not allow spells to be its area of effect.
cast at a faster rate.) The spells duration increases with the level
of the caster. Whether it is nobler to turn and face the approaching
werewolf with increased agility, or run as fast as you can, that is Slow
the question.
RANGE: LONG DURATION: MEDIUM AREA OF EFFECT: TWO SQUARES

This spell makes enemies move and attack at half their normal rate.
Slowed creatures have a penalty of 4 on their armor class and they
attack with penalties. All dexterity combat bonuses are negated.
61 62
Vampiric Touch FOURTH-LEVEL MAGE SPELLS
RANGE: CLOSE DURATION: MEDIUM OR UNTIL ONE ATTACK IS MADE AREA OF EFFECT: SPELLCASTER
Detect Scrying
When this spell is cast, a glowing hand appears. A mage may RANGE: 0 DURATION: LONG AREA OF EFFECT: 120-FOOT RADIUS
attack with this hand like any other melee weapon. When the
caster touches an opponent with a successful attack, the spell does By use of this spell, the mage immediately becomes aware of any
1-6 points of damage for every two levels of the mage. For example, attempt to observe him by magic means. The spell reveals the use
a 10th-level mage would do 5-30 points of damage. These points in of magical scrying devices, such as crystal balls or other magical
turn are transferred temporarily to the mage, so any damage he or reading devices.
she takes is subtracted from these points first. Unfortunately, this
spell does not affect undead monsters such as the skeletons to be
found beneath the river Ivlis. Ice Storm
RANGE: MEDIUM TO LONG DURATION: INSTANTANEOUS AREA OF EFFECT: A CROSS-SHAPED AREA 3X3 SQUARES

This spell produces a pounding torrent of huge hailstones. The spell


pummels the targets with 3-30 points of damage. The range of this
spell is based on the casters level. Since edged weapons inflict only
1/2 damage on Strahd Skeletons, this spell may be one way to deal
with the pesky creatures, as they are usually encountered in numbers.

Remove Curse
RANGE: TOUCH DURATION: PERMANENT AREA OF EFFECT: SPECIAL

An important component of any attempt to cure a werewolf, this


spell attempts to remove a curse which has been placed upon a
person or an object. While it may not alter an evil object so that it
can be used by the party, it can enable a character to be rid of a
cursed object. Certain curses may not be countered, or may only be
countered depending upon the level of the mage casting this spell.

Stoneskin
RANGE: TOUCH DURATION: SPECIAL AREA OF EFFECT: ONE CHARACTER

With this defensive spell, a mage may endow him or herself or a


member of the party with virtual immunity to any attack by cut,
blow, or projectile. Nevertheless, magical attacks have their usual
effects. The spell blocks up to four attacks, plus one attack for
every two levels of the caster.
63 64
Wizard Eye FIFTH-LEVEL MAGE SPELLS
RANGE: 0 DURATION: MEDIUM AREA OF EFFECT: SPECIAL
Cone of Cold
This is a dangerous land, one where the ability to scout ahead is RANGE: CLOSE DURATION: INSTANTANEOUS AREA OF EFFECT: THREE SQUARES
often the difference between life and death. With wizard eye the
mage creates and invisible eye which can travel in any direction as This spell causes the mage to project a chilling cone of sub-zero
long as the spell lasts. It allows the mage to see along the path cold. The numbing cone causes two to five points of damage per
ahead, even up to 10 feet away in darkened areas using infravision. level of the caster. For example, a 10th-level mage would do 20-50
Unfortunately, the magical eye cannot pass through solid barriers. points of damage.

Hold Monster
RANGE: LONG DURATION: MEDIUM AREA OF EFFECT: ONE SQUARE

This spell is similar to the hold person spell except that it affects a
wider range of creatures. However, the spell does not affect undead
creatures. The spells duration increases with the level of the caster.
65 66
SIXTH-LEVEL MAGE SPELLS Otilukes Freezing Sphere
RANGE: SPECIAL DURATION: MEDIUM OR UNTIL THROWN AREA OF EFFECT: SPECIAL
Claws of the Umber Hulk
RANGE: TOUCH DURATION: LONG AREA OF EFFECT: ONE CHARACTER
When casting this spell, the mage creates a small globe about the
size of a sling stone. It can be hurled by hand or in a sling, but
When this spell is cast, the subjects hands widen and his upon hitting the target it does 6d6 points of cold damage upon all
fingernails thicken and grow, becoming equivalent in power to the creatures within a 10-foot radius. These special sling stones should
iron-like claws of the umber hulk. The affected character can make be created just before a battle in which they will be used, for they
two claw attacks per round, each one inflicting 2-12 points of cannot be stored forever and will disappear in time.
damage plus any strength bonuses.

True Seeing
Death Spell RANGE: 0 DURATION: SHORT AREA OF EFFECT: SPECIAL
RANGE: LONG DURATION: INSTANTANEOUS AREA OF EFFECT: 3 SQUARES LONG
Castle Ravenloft can be a maze to those unfamiliar with its many
This spell slays many weak creatures easily, but kills few strong ones. twists, turns, and magical wards. With this spell, a mage can see
Some very powerful monsters may not be affected by this spell. Bats things as they really are. Illusionary walls will not fool your char-
are good targets for this one. acter, and invisible monsters, items, or magical effects will appear.

Dragon Scales
RANGE: TOUCH DURATION: LONG AREA OF EFFECT: ONE CHARACTER

This spell causes the body of the caster, or any character touched by
the caster, to become armored in dragon scales, effectively raising
the characters Armor Class by 2 for the duration of the spell.

Lich Touch
RANGE: TOUCH DURATION: MEDIUM AREA OF EFFECT: SPELLCASTER

By this spell, the caster gains both the chilling touch of the lich and
invulnerability to several lich-like attacks and effects. The caster is
immune to all forms of paralysis and fear, and the casters touch
does 1-10 points of damage as well as paralyzing the target.
Undead and creatures not affected by paralysis are entirely
immune to this spell.
67 68

Strategies for Using Spells HEALING AND ^Dispel Magic

In the hostile environs of the RAVENLOFT game world, the spells CURATIVE SPELLS With this spell, the effect of
memorized by your spellcaster will be important to his or her ^Aid, ^Cure Disease, ^Cure Light other spells affecting your party
Wounds, ^Cure Serious Wounds, is negated; however, it does not
strategy. In the following section, the spells are divided into types: ^Cure Critical Wounds, ^Fortify, ^Heal
offensive, defensive, curative, and others, and hints are given on counter cure spells.
when each type of spell* is most effective. Replace lost hit points with ^Draw Upon Holy Might-STR,
these spells. Aid can temporar- ^Draw Upon Holy Might-DEX
*Spells that are available to priests (or both priests and mages) are marked with
ily increase your characters hit
a caret sign (^). These two spells allow the priests
points over their normal maxi-
body to become a vessel for the
mum value. Clerics should
power of his or her god. As a
OFFENSIVE SPELLS often the preferred offensive always have a few cure light
spells of high-level spellcasters. result, the casters Strength or
^Cause Serious Wounds, ^Cause wounds spells memorized to
Critical Wounds, Chill Touch, Claws Look closely at the area of effect Dexterity are increased by +1 for
quickly heal wounds.
of the Umber Hulk, ^Harm, Lich for each spell. Spells affecting every three levels of experience.
Touch, Vampiric Touch ^Slow Poison, ^Remove Paralysis,
several squares are more ^Neutralize Poison Haste
Because the spellcaster must effective against monsters that Use haste when your party faces
touch his or her target for these cannot attack in groups. Spells To slow or remove the effects of
poison, paralysis, and curses, monsters who prove to be very
spells to be effective, they can affecting a single square are fast. The haste spell allows melee
put a spellcasters courage to most effective against monsters keep a number of these spells
memorized whenever your attacks to be made much faster.
the ultimate test. In using them, that attack in groups. Cast this spell on your character
the caster places him or herself character is near a monster who
Be careful when using the ice can poison or paralyze before dangerous battles.
in the thick of the danger.
storm and hold person spells. If Invisibility 10 Radius,
^Flame Blade, Ice Knife, the target of an ice storm is within DETECTION Invisibility to Undead
^Magical Stone
melee range of your character, he ^Detect Magic, Detect Undead, Invisibility 10 radius is useful to
With these spells, the caster or she will also take damage Improved Identify, Detect Scrying,
hide your character from mystic
creates a weapon and so need from the spell. The hold person Wizard Eye, True Seeing
sensors and prying eyes. Even
not expose him or herself as spell only affects human and These spells allow the spellcaster when your character is invisible,
dangerously as with spells other humanoid creatures. to recognize magic, detect the most monsters will sense his or
requiring a touch. The ice knife presence of undead creatures, her general location, though
and magical stone are projected DEFENSIVE SPELLS look ahead of the party, or scrye. monsters receive big penalties on
weapons, putting a little more Armor, Blur, Shield, Detect magic is very useful in attacks against invisible targets.
distance between the character Stoneskin, Dragon Scales evaluating the items your party
and his or her target. Knock, Wizard Lock
These spells provide protection picks up during the game. The
Agannazers Scorcher, from physical attacks. Cast them spell causes all magical items The mage casting a knock spell
Death Spell, Magic Missile on your character before battles carried by the character to glow. is able to open stuck, barred, or
that involve physical attacks. locked doors. The wizard lock
These are ranged magical attacks
affecting one target at a time. ^Bless, ^Prayer,
OTHER SPELLS spell does the opposite; however,
^Negative Plane Protection ^Create Food & Water a mage may pass his or her own
Cone of Cold, Fireball, Flame Arrow, magical lock without affecting it.
^Flame Strike, ^Hold Person, These spells provide protection This spell is useful where food
Otilukes Freezing Sphere, Slow from magical attacks. Cast them is scarce (in the later levels of ^Light

These spells affect several on your character before battles the game). Be sure your A glow equal to torchlight is
monsters in an area. Because of that involve magical attacks. spellcaster memorizes this spell fixed on an object when this
the damage they do, they are before food runs out! spell is cast.
69 70

BESTIARY Bat, Skeletal


The mindless, animated remains of the bat,
Prophecy of Difficulties to Come skeletal bats are no more than puppets sent
Bats, Ghouls, and Brigands are but a few of the dangers to be to carry out the will of their creator. They are
encountered in the domain of Strahd Von Zarovich. This section usually used as guardians and are commonly
contains descriptions of the creatures awaiting any traveler who associated with necromancers or evil priests.
dares enter the RAVENLOFT game world. One to three points of damage can be done
by a strike from their bony claws, and they
radiate an aura of fear. Cemeteries, caverns,
and dungeons are likely places to be on ones
guard against skeletal bats.

Brigands
Ruffians and thieves, these highwaymen are a
common threat in the RAVENLOFT game
world. Old Svalich Woods is notorious for their
activities, and their camps are often placed
strategically near Old Svalich Road. Loyal to
no one, brigands are shown little mercy in
combat with the forces of law and order, and in
turn they rarely show any mercy to their
victims. A brown traveling cloak, equipped
Take care and keep a wary eye; with a hood which drapes over the head and
face is a common costume for brigands.
be not too brash when approaching
the denizens of this sullen land, for Broken Ones
they, with lethal and malignant Broken ones are the tragic survivors of scien-
certainty, lie in wait for you. tific and magical experiments gone awry.
While they were once human, their beings
Madame Eva of the Vistani have become mingled with those of animals
and their natures forever altered by the shock
of the event. Though somewhat rare, broken
ones are formidable opponents and prove to
be vicious once drawn into melee combat.
The weakest broken one will have 15 hit
points. Wielding weapons in combat, or
attacking with claw and fang, broken ones
are capable of inflicting 1-6 points of damage.
They are known to inhabit dense woods and
rocky wastes, often surviving by carrying out
raids on villages.
71 72
Count Strahd Von Zarovich Doom Guard
Count Strahd Von Zarovich, Lord of Barovia, Created by a series of arcane enchantments,
rules from Castle Ravenloft, a huge and doom guards begin their unnatural existence
forbidding structure which sits atop a as nothing more than suits of armor. Once
precipice overlooking the town. Barovia is his animated, they become guards, serving as
by right of conquest, for long ago Strahd pure and simple treasure protectors or as
entered the valley between the Balinok castle guards for powerful mages. They are
mountains at the head of a powerful army. straightforward opponents. With a sword,
Standing over six feet in height, his body lean axe, or similar weapon, they attack anything
and hardened from long years of war, Strahd entering their area of responsibility. These
is a natural leader and a powerful lord, one weapons will inflict 1-8 points of damage, or
who accepts nothing less than absolute in rare cases up to 10 points of damage. Any
obedience to his rule. While his army has spell depending upon a biological function
long since faded into history and Strahd is useless against a doom guard, though a
himself is rarely seen, he nevertheless retains lightning spell can be effective.
a ruthless and unyielding grip upon the land.
Gargoyle
Darkling
Gargoyles are ferocious creatures, magical
The darkling is a gypsy, one of the Vistani by nature and often found dwelling amid
who inhabit the land; however, this ruins or in underground caverns. Originally,
vagabond has been cast out by his own gargoyles were carved roof spouts designed
people for some offense, then left to wander to represent grotesque human and animal
alone, becoming more evil with the passing figures. Some of these decorative gargoyles
of the years. In melee combat, the darkling can still be seen. For others, however, a
will generally rely on light arms like daggers powerful enchantment cast long ago brought
and short swords, doing damage according the sculptures to life. Gargoyles take great
to the weapon employed; however, a pleasure in torturing to death their helpless
darkling trademark is to coat the blades of prey. They are winged creatures and excel-
these weapons with lethal poison. lent fighters, with four attacks per round.
Counting on their appearance as sculptures,
Darklings often gather bands of human
gargoyles often stand or sit motionlessly,
thugs about them and take up the life of the
perhaps posing in a fountain or standing
wandering brigand, committing heinous
beside a doorway. When their victim is close
crimes and acts of random brutality.
enough, they strike out. When possible, they
also enjoy swooping down on their victims
from above. Sometimes the treasure they
collect from their victims can be found
buried or under a large stone.
73 74
Ghoul/Ghast Goblyn
Once human, ghouls are the undead who Totally evil and submissive to their masters
feed on the flesh of corpses. Their transfor- every whim, these creatures are formed by
mation has left them deranged, destroying powerful magical items and spells, devices
their minds and leaving behind only a which have transformed once normal
terrible cunning. With long, roughened humans into these twisted beings. Their
tongues they lick marrow from cracked bloated heads, glowing red eyes, and pointed
bones. Ghouls attack by clawing with their teeth are the mark of a monster so hideous
filthy nails and biting with their fangs. they can often paralyze a victim in fear by
Unfortunately, the very touch of a ghoul means of a surprise attack. Goblyns seldom
causes many creatures to become rigid, a attack with weapons. Instead, they strike at
paralysis which can last for many rounds. their victims throat with their clawed hands.
Each successful claw attack inflicts 1-6
The ghast is so like a ghoul as to be all but
points of damage, but if both claws hit, the
indistinguishable from the latter. If anything,
goblyn gains a solid hold on the neck of its
they are worse than their ghoulish brothers,
opponent. When this happens a bite in the
for the touch of a ghast can affect elves, and
face is usually inevitable, with the potential
the paralysis so inflicted will last longer for
for terrible damage. These beasts never
all those affected.
sleep, tire, or become bored, and as such
make relentless foes.
Ghoul Lord
Looking much like a common ghoul or Golem, Bone
ghast, the ghoul lord is, nevertheless, an
A golem is an artificial form, a body or skele-
opponent of an altogether more terrible
ton animated by the Dark Powers. It is under
sort. This king of hideous beasts lives
the complete control of its creator. The bone
upon the flesh of the dead and the living.
golem is assembled wholly from the bones of
Nearby wait its troops, bands of undead
animated skeletons which have been defeat-
monsters eager to obey its next command.
ed in combat. Any manner of skeletal undead
When a ghoul lord strikes with its long,
will do, from traditional skeletons to the
cruel claws, it inflicts 1-6 points of damage
bones of animals and monsters, the compiled
with each blow. The points of its deadly
result often taking on a nightmarish appear-
teeth score 1-10 points of damage, and this
ance. An attack from one of these creatures
bite infects the unlucky victim with a horrific
can do 3-24 points of damage with each
rotting disease. Its touch causes paralysis,
successful blow from a golems claws, and
and reliable sources indicate that only
they are capable of a hideous laugh which is
magical attacks and weapons forged of pure
known to cause paralysis and/or death.
iron stand a chance of resisting the lord of
the ghouls. Those who have fought with bone golems
know magical weapons can provide an effec-
tive defense, but that the evil creations are
immune to all life and mind-affecting spells.
75 76
Golem, Zombie Hell Hound
A variation of the bone golem, the zombie Like some monstrous mutation of the
golem is known for attacking with its faithful guard dog, these creatures of eerie
powerful fists. In any single round of and hellish disposition are often found in
combat, a zombie golem can make two the service of evil beings. They resemble
separate attacks, each causing from 3-18 large dogs with a fur of mangy, rust-red or
points of damage. Luckily, this is a slow- red-brown color, while their teeth and
moving creature, one incapable of tongue are soot black. In combat, hell-
surprising its victims. In fact, the smell hounds prove clever hunters. They operate
exuded by this type of golem is so noxious, in packs and attack first by breathing fire at
it can affect any adventurer moving within their prey from up to 10 yards away.
30 feet of the creature. The odor actually Perhaps because they use fire as a weapon,
defends this horror against attack by they themselves are immune to such
making an opponent so stricken with attacks, and their senses are so keen that
nausea that it becomes impossible to they have been known to sniff out and
concentrate on the battle. attack those adventurers who had thought
themselves successfully hidden by an
invisible spell.
Groaning Spirit (Banshee)
The groaning spirit, or banshee, is usually Living Wall
the spirit of an evil female elf a very rare
thing indeed. Most groaning spirits hate the Though living walls appear to be normal
living; they find the presence of living beings constructions of stone and brick, they
painful, and seek to harm whomever they radiate an evil magic that only a mage
meet. Groaning spirits appear as floating, capable of true seeing can peer beyond. The
luminous phantasms of their former selves. wall actually consists of greying and sinewy
Their image glows brightly at night, but is flesh of faces, hands, broken bones, feet,
transparent in sunlight. Most groaning and toes jutting from the surface. Any
spirits look old and withered, have hair that creature dying within 100 yards of the wall
is wild and unkempt, and dress in tattered can be absorbed by it, adding their life
rags. They have faces of pain and anguish, strength to its evil aura. In combat, the wall
and eyes burning brightly with hatred and retains the abilities, and sometimes the
ire. Groaning spirits frequently cry out in weapons, of those it has absorbed. While no
pain hence their name and their deadliest living wall will initiate an attack, once it has
weapon. Once per day a banshee wails with been struck all the creatures who have been
such dreaded power that its keening voice absorbed into it will strike back in an
may actually prove deadly. immediate, combined attack. Beware of any
living wall which has absorbed a powerful
In the demi-plane, it has been said banshees
mage, for those spells memorized by the
can include the trapped, tortured souls of
mage at the time of his absorption are at the
lawful good, female elves who were no more
walls command.
than victims of horrid circumstance.
77 78
Lycanthrope, Werebat Lycanthrope, Wereraven
Referring to themselves as predators of the Wereravens are a race of wise and good-
night, werebats favor humans and aligned shapechangers. In the hybrid form
demihumans for their prey. As lycanthropes, of these creatures the arms grow long and
werebats typically have three forms: normal thin, sprouting feathers and transforming
human, vampire bat, and a hybrid of the into wings. The mouth hardens and projects
two. In its most feared form the werebat into a straight, pecking beak, and the eyes
retains its humanoid shape but takes on the turn jet black. A coat of feathers replaces the
added features of the bat: the arms extend to normal body hair of the human form. It is
become willowy as leather wings form rumored these creatures belong to a secret
beneath them, the teeth sharpen into deadly society, a disciplined and dedicated band
fangs, etc. Attacking with claws and teeth, devoted to ridding the land of evil.
the werebat not only causes damage to
mortal flesh, but potentially infects its victim
Lycanthrope, Werewolf
with the pathological scourge of lycanthropy
itself, bringing yet another infected werebat The most feared of all lycanthropes are men
into being. Like most lycanthropes, werebats who can transform themselves into wolflike
can be harmed only by silver or +1 or better beasts. In its wolf form, the werewolf can be
magical weapons. They favor caves in lightly harmed only by silver or magical weapons of
wooded, temperate regions as their homes. +1 or better, since any wounds caused by
normal weapons heal too quickly to actually
Lycanthrope, Wererat injure the creature. Known to roam the
wilderness, caves and burrows are the
Also known by the inelegant name of common homes of werewolves. Because
ratmen, wererats are humans who can lycanthropy can be passed on through the
transform into sly and evil ratlike beings. bite of another infected animal, innocent
They rely on weapons for their attacks and men and women are often afflicted with this
prefer short swords and daggers, no doubt terrible scourge. It is always, then, a
because of their low, wiry build. They often question whether to fight this beast upon
attack from ambush, and one of their encountering it, or to help it find a way to
favorite tactics is to assume human shape end the infection and return to normal life.
and lure unsuspecting victims into a trap. Beware though, once the transformation is
Victims of the wererat find themselves complete, the werewolf knows only an
robbed, held for ransom, or eaten uncontrollable, killing rage.
(sometimes all three).
79 80
Inquisitor Revenant
As its name implies, this creature is adept at Somewhat rare, revenants are vengeful spirits
the arts of torturing a captive opponent until risen from the grave to destroy their killers.
the helpless prisoner reveals information In appearance, they become spectral,
about his comrades or goes mad from pain decayed versions of their former selves. With
and terror. With half its flesh rotted away, unmatched determination, they seek out
exposing tendons and yellowed bones, the those responsible for their deaths, driven by a
inquisitor is an undead abomination which single thought, the desire to hook their claw-
should be shown no mercy by any party like hands about their victims throat. The
finding itself in the position to destroy one. revenant will continue its attempt at strangu-
Great care must be taken in the attack lation until the victim is dead or the revenant
though, as the inquisitors horrifying destroyed. Though it never uses weapons, the
appearance and paralyzing gaze could stop revenant can paralyze with its hideous gaze.
the adventurers where they stand. The Only fire destroys this vengeful spirit.
inquisitors whip makes an effective weapon,
as does the septic scratch of its filthy nails. By Shadow
scratching an opponent, inquisitors have
been known to inflict a wasting disease upon Shadows are shadowy, undead creatures that
their foes. Luckily, these horrors are quite rare drain strength from their victims with their
and are to be found only in torture chambers. chilling touch. Shadows are 90% undetectable
in all but the brightest of surroundings as they
normally appear to be nothing more than their
Pyre Elemental name would suggest, shadows; but you can
As a rule, elementals are not very intelligent clearly see them in bright light. Shadows tra-
but instead display foul tempers and violent vel in loosely organized packs that freely roam
natures, attacking those they encounter with ancient ruins, graveyards, and dungeons.
unmatched savagery. This is certainly true of They specialize in terrifying their victims.
the pyre elemental. With magical fire, this
slender column of intense flame can do Shadow Fiend
considerable damage, even to those well-
protected by armor, shields, and magical Upon first encountering a shadow fiend, it is
items of defense. As they are immune to fire- often mistaken for a werebat. This is due to its
based spells and attacks, weapons imbued small bat-like wings and slender body, yet this
with potent, magical enchantments may be creature never hungers; it thirsts not for blood,
the adventurers only hope of destroying a but for opportunities to do evil. Approaching
pyre elemental. its victims in stealth and attacking in surprise,
the shadow fiend will use its wicked claws and
bite to inflict horrible damage. Its most
unusual characteristic is its aversion to light. If
it can be fought in bright light, the shadow
fiend is weakened, and even torchlight will aid
in the defense against this monster. Immune to
damage from fire, cold, and electricity, the
shadow fiend is nimble and quick.
81 82
Spectre Strahd Zombie
Spectres are powerful undead that haunt the As with Strahd skeletons, these monsters
most desolate and deserted places. They have been associated in the minds of the
hate all life and light. Appearing as semi- populace with Count Strahd Von Zarovich;
transparent beings, they are often mistaken whether rightly or wrongly so, we cannot
for haunts or ghosts. The chilling touch of a say. Human bodies resurrected into living
spectre drains energy from living creatures. death, they are garbed in the remains of
Any being totally drained of life energy armor and clothing worn at the time of their
becomes a spectre under the control of the destruction. When these rotting, undead
one who created him. Spectres are immune monsters attack it is with their sharply
to all hold, and cold-based spells, as well as taloned hands and/or their teeth. Often
poisons and paralyzation attacks. They can Strahd zombies seem to be following some
be attacked only with magical weapons. The general order, or plan, though the best
spectre is usually encountered in areas of authorities insist they are but mindless, evil
extreme darkness. Long abandoned ruins, animations. This mystery remains unsolved.
dungeons, and subterranean sewers are
their homes.
Treant, Evil

Strahd Skeleton In many lands treants are known as peace-


ful creatures; however, some dark element in
These magically animated, undead monsters the waters of the world has twisted these
lurk in caverns, graveyards and dungeons. forest dwellers, corrupting them to the point
As their name implies, many believe them to where no traveller is safe in their domain.
have been created by the Lord of Barovia, Treants look much like normal trees, at least
Count Strahd Von Zarovich, as warriors or until they attack with powerful, swift strokes
as guards. Others believe they are the of their branches. Their thick bark acts a
cursed bones of those traitors who tried to natural armor plating and provides a good
assassinate Strahd and take control of defense against physical attack. From 2-24
Castle Ravenloft early in the Counts reign. points of damage can be inflicted in a single
In either case, they bear his name. Strahd blow from a treant, depending upon the evil
skeletons always wield a weapon of some floras age, with the eldest creatures
sort, and their unusual speed allows them to delivering the most powerful blows. Evil
make two attacks per round. Destroying treants live in secluded, dark forests. As you
them can prove to be a chore. might expect, fire can be an effective
weapon against this wooded foe.
83 84
Vampire, Female Worg
Of all the evil, undead creatures that stalk These incredibly cunning carnivores can
the night, none is more feared than the grow to the size of ponies and have been
vampire. Moving silently through the known to be used as mounts for goblins.
shadows, vampires prey upon the living Ordinary wolves live their lives as social
without mercy or compassion. During creatures, and while the worg wolf follows
daylight hours, they must return to their this nature, they have added intelligence
coffins, for rest in this container of their and a tendency toward evil which makes
native soil renews their strength. Unlike them impossible to domesticate.
other undead creatures, vampires can easily
pass among mortals without drawing
Wraith
attention to themselves. The female
vampires reportedly encountered in the Once a powerful human, the wraith is an
Svalich Woods, or in Barovia itself, are undead spirit seeking to absorb human life
thought to be the servants of a single and energy. These evil creatures are seen
powerful vampire who stalks the land. as black, vaguely man-shaped clouds. The
Known for possessing great strength and an chilling touch of a wraith does damage even
ability to drain the life from their victims, to creatures immune to cold, but worse,
vampires can occasionally be held at bay each hit drains a level of experience from
with a powerful holy symbol. its victim. Wraiths are immune to normal
weapons. Magical weapons inflict full
Wight damage, causing a black vapor to boil away
from the body of the wraith. However, unlike
Long ago, the word wight meant simply most undead, wraiths are immune to hold
man. As the centuries have passed, and cold-based spells. Unfortunately,
though, it has come to be associated only wraiths seem to congregate in numbers
with those undead that typically inhabit within the realm.
barrow mounds and catacombs. From a
distance, wights can easily be mistaken for
Zombie Lord
any number of humanoid races. Upon closer
examination, however, their true nature The odor of rotting meat and vile corruption
becomes apparent. As undead creatures, hangs about these lords of the undead, and
wights are nightmarish reflections of their all zombies within their sight become
former selves with cruel, burning eyes set in subject to their silent, mental commands.
mummified flesh over a twisted skeleton. Striking twice per round with its crushing
Their hands end in sharp claws. fists, the zombie lord can do from 2-8 points
Each blow delivered by a wight does from of damage with each blow. The smell of this
1-4 points of damage, and with each horrific creature is so powerful it acts as a
successful strike drains one level from its poison, one of often surprising and
victim. Wights are unaffected by hold and unpredictable results. Yet surely the worst
cold-based spells, neither can they be fate of those encountering a zombie lord is
poisoned or paralyzed. to be transformed by its wretched magic into
zombies themselves.
85 86

DESIGNERS NOTES AD&D RAVENLOFT game. What does this mean? Well, for starters, I did not envision
STRAHDS POSSESSION as mind-numbing move from location to location, hack & slash, look at all
Common sense seems to dictate that youve got to the pretty art type of game. Nonetheless, combat is still an important part of any role playing
have a good idea of where youre going before you experience because it provides action. You will encounter plenty of creatures to fight in the
go about plotting a course to get there. With this STRAHDS POSSESSION computer game, some that really give me the chills, but combat is far from
in mind, I also think its very important to look the sole focus of the game.
ahead before designing a game and spend some In addition to combat, most computer role-playing games also rely on puzzles to keep the player
time trying to envision what it will be like when busy. I, too, wanted to integrate enough puzzles to make the game challenging, but again, I did
its finished. Once I am satisfied with what I see, not see STRAHDS POSSESSION as a puzzle-laden game (how many of you reading this have played
and realize what it is I want to achieve, I begin the THE SUMMONING?). Instead of a lot of your more commonly-used logic puzzles (buttons, plates,
long journey of fulfilling that vision. levers and keys), I opted for more story-oriented puzzles. How do you free the old priests soul
So what did I see in the finished STRAHDS POSSESSION game? Well, theres plenty of design, art, from the mirror of life trapping? How do you win the blessing of two elven maidens turned to
audio and technically-oriented stuff, but as individual elements of game development they alone stone? These are just a few of the many mysteries that you must unravel.
dont create one of the most important aspects of any game - fun. And that, more than anything The finished STRAHDS POSSESSION game is one that doesnt focus entirely on combat or puzzle-
else, is what I wanted STRAHDS POSSESSION to be - fun and exciting to play. But this fun concept solving. Instead, STRAHDS POSSESSION is a game that blends elements of combat and puzzle-solving
can sometimes be a hard thing to achieve because theres no set formula, at least none that I know with atmosphere techniques and a captivating story. I tried to make sure theres enough of everything,
of, for creating a sense of enjoyment. To make things even more difficult, what is perceived as fun and not too much of any one thing, to make the game fun for as many game players as possible. And
varies from one person to another. Therefore, as a designer, it is my job to understand what it is to for the dedicated AD&D RAVENLOFT game fans playing this game, I truly hope it lives up to and
have fun, to experience it myself, and then to create a game to impart the same feeling to others. exceeds your expectations.
You know, that I cant quit playing, cant wait to play again, I think Im addicted, please
honey, not now gotta finish it, type of feeling. Now that STRAHDS POSSESSION is finished, does it resemble the game that I envisioned from the
start? For the most part, yes, but not entirely. However, this is good. A designer should be open-
Although I view the concept of fun itself to be intangible, there are certain design philosophies minded and always listen to creative criticism. Throughout the months of developing STRAHDS
that I believe help create a foundation for an exciting and enjoyable game. A good place to start POSSESSION, comments and suggestions from numerous sources have helped me to eliminate flaws
is with the games interface. If an interface is weak, awkward, or too complicated, even a good that might have otherwise made it into the final version (my vision) of the game. What Im trying
game is going to suffer. Knowing this, a lot of time and effort is spent making sure an interface is to say, is that STRAHDS POSSESSION is a far better game than I had originally envisioned. And
intuitive and, as we like to say here, seamless. A game player should spend his time playing and even after STRAHDS POSSESSION is released, you can be sure that I will continue to pay close
enjoying the game, not struggling with the mechanics of how to play the game. I think youll like attention to reviews and comments on on-line services from you, the game player, so that I can
what weve done with the STRAHDS POSSESSION interface! continue to create games in the pursuit of fun!
Now that weve made it easy to play the game, it is important to create an interesting story. Ah, its time for me to look ahead once
Opening cinematics are used to introduce you to the storys premise and to quickly lure you into again . . . and what is this that I see?
the game. As soon as this is achieved, its important to immediately get you doing something, to Theres a fog, perhaps another exciting
get your party of characters motivated from the very start. As you begin questing, the story is adventure? No, wait! It is smoke that I see,
designed to unfold piece by piece through the use of plot development devices including NPCs, smoke from a forge of dreams. And within
books, scrolls and subquests. I try hard to balance play evenly throughout the entire game so that it, I see moisture clinging from cold dark
you always have an idea of what to do next, but I leave the how to do it up to you. By doing caverns far beneath the ground, dark
this, I hope to maintain a steady pace, continually captivating you from beginning to end with the spider-like shapes moving amongst the
story, its characters and its quests. shadows.... Whatever it is, you can be sure
Like many of the AD&D worlds, the RAVENLOFT game world relies heavily on its own its another exciting and fun to play
unique atmosphere, so it was very important to fully capture the worlds look and feel. The artists adventure from the creative talents at
and the musicians did a wonderful job at creating sights and sounds that capture the unique DreamForge Intertainment.
environs of this realm of terror. However, I wanted to make sure the game also played like an Chris Straka
87 88

TABLES MAGE EXPERIENCE LEVELS PALADIN EXPERIENCE TABLE


LEVEL EXP TO REACH LEVEL HIT POINTS LEVEL EXP TO REACH LEVEL HIT POINTS
Experience Levels 1 0 1-4 1 0 1-10
2 2,500 +(1-4) 2 2,250 +(1-10)
FIGHTER EXPERIENCE LEVELS CLERIC EXPERIENCE LEVELS
3 5,000 +(1-4) 3 4,500 +(1-10)
LEVEL EXP TO REACH LEVEL HIT POINTS LEVEL EXP TO REACH LEVEL HIT POINTS
4 10,000 +(1-4) 4 9,000 +(1-10)
1 0 1-10 1 0 1-8
2 2,000 +(1-10) 2 1,500 +(1-8) 5 20,000 +(1-4) 5 18,000 +(1-10)
3 4,000 +(1-10) 3 3,000 +(1-8) 6 40,000 +(1-4) 6 36,000 +(1-10)
4 8,000 +(1-10) 4 6,000 +(1-8) 7 60,000 +(1-4) 7 75,000 +(1-10)
5 16,000 +(1-10) 5 13,000 +(1-8) 8 90,000 +(1-4) 8 150,000 +(1-10)
6 32,000 +(1-10) 6 27,500 +(1-8) 9 135,000 +(1-4) 9 300,000 +(1-10)
7 64,000 +(1-10) 7 55,000 +(1-8) 10 250,000 +(1-4) 10 600,000 +3
8 125,000 +(1-10) 8 110,000 +(1-8) 11 375,000 +1 11 900,000 +3
9 250,000 +(1-10) 9 225,000 +(1-8) 12 750,000 +1 12 1,200,000 +3
10 500,000 +3 10 450,000 +2 13 1,125,000 +1 13 1,500,000 +3
11 750,000 +3 11 675,000 +2
14 1,500,000 +1 14 1,800,000 +3
12 1,000,000 +3 12 900,000 +2
15 1,875,000 +1 15 2,100,000 +3
13 1,250,000 +3 13 1,125,000 +2
14 1,500,000 +3 14 1,350,000 +2 16 2,250,000 +1 16 2,400,000 +3
15 1,750,000 +3 15 1,575,000 +2 17 2,625,000 +1 17 2,700,000 +3
16 2,000,000 +3 16 1,800,000 +2 18 3,000,000 +1 18 3,000,000 +3
17 2,250,000 +3 17 2,025,000 +2 19 3,375,000 +1 19 3,300,000 +3
18 2,500,000 +3 18 2,250,000 +2 20 3,750,000 +1 20 3,600,000 +3
19 2,750,000 +3 19 2,475,000 +2
20 3,000,000 +3 20 2,700,000 +2
MAGE SPELL PROGRESSION PALADIN SPELL PROGRESSION
WIZARD SPELL LEVEL PALADIN SPELL LEVEL
CLERIC SPELL PROGRESSION CLERIC WISDOM SPELL BONUS* LEVEL 1 2 3 4 5 6 7 8 9 LEVEL 1 2 3 4
CLERIC SPELL LEVEL WISDOM SPELL LEVEL 1 1 - - - - - - - - 9 1 - - -
LEVEL 1 2 3 4 5 6 7 SCORE 1 2 3 4 5 6 7
2 2 - - - - - - - - 10 2 - - -
1 1 - - - - - - 13 1 - - - - - - 3 2 1 - - - - - - - 11 2 1 - -
2 2 - - - - - - 14 2 - - - - - -
4 3 2 - - - - - - - 12 2 2 - -
3 2 1 - - - - - 15 2 1 - - - - -
4 3 2 - - - - - 16 2 2 - - - - - 5 4 2 1 - - - - - - 13 2 2 1 -
5 3 1 - - - - - 17 2 2 1 - - - - 6 4 2 2 - - - - - - 14 3 2 1 -
6 3 3 2 - - - - 18 2 2 1 1 - - - 7 4 3 2 1 - - - - - 15 3 2 1 1
7 3 3 2 1 - - - 19 3 2 1 2 - - - 8 4 3 3 2 - - - - - 16 3 3 2 1
8 3 3 3 2 - - - 9 4 3 3 2 1 - - - - 17 3 3 3 1
9 4 4 3 2 1 - - 10 4 4 3 2 2 - - - - 18 3 3 3 1
10 4 4 3 3 2 - - * Bonus spells become available when the 11 4 4 4 3 3 - - - - 19 3 3 3 2
11 5 4 4 3 2 1 - cleric can normally cast spells of that level. 12 4 4 4 4 4 1 - - - 20 3 3 3 3
12 6 5 5 3 2 2 - 13 5 5 5 4 4 2 - - -
13 6 6 6 4 2 2 -
14 5 5 5 4 4 2 1 - -
14 6 6 6 5 3 2 1
15 5 5 5 5 5 2 1 - -
15 6 6 6 6 4 2 1
16 7 7 7 6 4 3 1 16 5 5 5 5 5 3 2 1 -
17 7 7 7 7 5 3 2 17 5 5 5 5 5 3 3 2 -
18 8 8 8 8 6 4 2 18 5 5 5 5 5 3 3 2 1
19 9 9 8 8 6 4 2 19 5 5 5 5 5 3 3 3 1
20 9 9 9 8 7 5 2 20 5 5 5 5 5 4 3 3 2
89 90
RANGER EXPERIENCE TABLE Ability Scores DEXTERITY ARMOR
LEVEL EXP TO REACH LEVEL HIT POINTS
STRENGTH The Dexterity Chart lists the Armor provides your character
1 0 1-10
modifiers to missile hit proba- with a base armor class. The
2 2,250 +(1-10) The Strength Chart lists the bility and the armor class
3 4,500 +(1-10) modifiers to melee hit prob- lower the characters armor
4 9,000 +(1-10)
adjustment based on the class, the harder it is for an
ability and the damage characters Dexterity.
5 18,000 +(1-10) adjustment based on the attack to hit. Armor class is
6 36,000 +(1-10) characters Strength. based on the characters armor
7 75,000 +(1-10) DEXTERITY CHART and his or her dexterity bonus.
8 150,000 +(1-10) ABILITY
SCORE
MISSILE HIT
PROBABILITY
AC
ADJUSTMENT
Some magic items also help a
9 300,000 +(1-10)
STRENGTH CHART 3 -3 +4
characters armor class. Note in
10 600,000 +3
ABILITY MELEE HIT DAMAGE 4 -2 +3 the Classes section, starting
11 900,000 +3 SCORE PROBABILITY ADJUSTMENT 5 -1 +2 on page 37, that some character
12 1,200,000 +3 3 -3 -1 6 0 +1 classes are limited to certain
13 1,500,000 +3 4-5 -2 -1 types of armor. The Armor Chart
7-14 0 0
14 1,800,000 +3 6-7 -1 none lists the types of armor and the
15 0 -1
15 2,100,000 +3 8-15 normal none base armor class they provide.
16 +1 -2
16 2,400,000 +3 16 normal +1 17 +2 -3
17 2,700,000 +3 17 +1 +1 Boots, helmets, and non-
18 +2 -4
18 3,000,000 +3 18 +1 +2 magical bracelets may look like
19 +3 -4
19 3,300,000 +3 18/01-50* +1 +3 armor, but they do not modify a
20 3,600,000 +3 18/51-75* +2 +3 characters armor class. They
18/76-90* +2 +4 CONSTITUTION can safely be left as weights on
18/91-99* +2 +5 pressure plates. Magical
THIEF EXPERIENCE LEVELS 18/00* +3 +6
The Constitution Chart lists the bracelets, however, can modify
LEVEL EXP TO REACH LEVEL HIT POINTS
19# +3 +7
Hit Point Adjustment that a a characters armor class.
1 0 1-6 20# +3 +8 character gets every level.
2 1,250 +(1-6) 21# +4 +9 CONSTITUTION CHART ARMOR CHART
3 2,500 +(1-6) 22# +4 +10 ABILITY HIT POINT
4 5,000 +(1-6) SCORE ADJUSTMENT
ARMOR TYPE BASE AC

5 10,000 +(1-6) 3 -2 Robe 10


6 20,000 +(1-6) * These bonuses are available only to 4-6 -1 Shield* 9
7 40,000 +(1-6) fighters, paladins, and rangers. 7-14 0 Leather Armor 8
8 70,000 +(1-6) 15 +1 Ring Mail 7
# These scores are only possible in this game Scale Mail 6
9 110,000 +(1-6) 16 +2
10 160,000 +(1-6) through magic. Brigandine 6
17 + 2 (+3)*
11 220,000 +2 18 + 2 (+4)* Chain Mail 5
12 440,000 +2 19 + 2 (+5)* Elven Chain Mail 5
13 660,000 +2 Banded Mail 4
14 880,000 +2 Bronze Plate Mail 4
15 1,100,000 +2 * These bonuses are available only to Plate Mail 3
16 1,320,000 +2 fighters, paladins, and rangers; for all other Dragonskin Armor 3
17 1,540,000 +2 classes the maximum hit point adjustment for Field Plate Mail 2
18 1,760,000 +2 Constitution is +2.
19 1,980,000 +2
* A shield subtracts 1 AC from any armor it
20 2,200,000 +2
is used with.
91 92
ENCUMBRANCE WEAPONS WEAPONS CHART
DAMAGE DAMAGE
Encumbrance is a measure of whether or not a character is Weapons are divided into 3 VS. SMALL VS.
loaded down with so much treasure and equipment that he classes: melee, thrown, and & MEDIUM LARGE

or she cannot properly defend themselves. Following is a fired. Melee weapons are used Melee Weapons:
character encumbrance table: only in close combat, while Staff* 1-6 1-6
thrown and fired weapons are Mace 2-7 1-6
ENCUMBRANCE CHART
used at range. Characters in the Short Sword 1-6 1-8
MAX. front rank can use melee and Flail 2-7 2-8
CARRIED UNENCUM- LIGHTLY MODERATELY HEAVILY SEVERELY
STR WEIGHT BERED ENCUMBERED ENCUMBERED ENCUMBERED ENCUMBERED ranged weapons. Characters in Axe 1-8 1-8
2 6 0-1 2 3 4 5-6 the rear ranks can only use Long Sword 1-8 1-12
3 10 0-5 6 7 8-9 10 ranged weapons. See the Halberd* 1-10 2-12
4-5 25 0-10 11-13 14-16 17-19 20-25 Classes section starting on Warhammer 2-5 1-4
6-7 55 0-20 21-29 30-38 39-46 47-55 page 37 for the rules that limit Trident* 2-9 3-12
8-9 90 0-35 36-50 51-65 66-80 81-90 some character classes to Two-hand Sword* 1-10 3-18
10-11 110 0-40 41-58 59-76 77-96 97-110 certain weapons. The Weapons Club 1-6 1-3
12-13 140 0-45 46-69 70-93 94-117 118-140 Chart lists the weapons with Morning Star 2-8 2-7
14-15 170 0-55 56-85 86-115 116-145 146-170 their range of hit point damage Polearm* 2-8 2-8
16 195 0-70 71-100 101-130 131-160 161-195 versus small, medium, and Thrown Weapons:
17 220 0-85 86-121 122-157 158-193 194-220 large-sized creatures. The Rock 1-2 1-2
18 255 0-110 111-149 150-188 189-227 228-255
damage done by a melee Dart 1-3 1-2
18/01-50 280 0-135 136-174 175-213 214-252 253-280
weapon is adjusted by the Throwing Knife 1-4 1-3
18/51-75 305 0-160 161-199 200-238 239-277 278-305
attacking characters strength Spear 1-6 1-8
18/76-90 330 0-185 186-224 225-263 264-302 303-330
18/91-99 380 0-235 236-274 275-313 314-352 353-380
and any magical bonus the Warhammer 2-5 1-4
18/00 480 0-335 336-374 375-413 414-452 453-480
weapon may have. Ranged Weapons:
Sling & Rocks* 1-4 1-4
Bow & Arrows* 1-6 1-6

THAC * These two-handed weapons must be used


THAC is not an ability score, but it is an important characteristic. from the primary hand. Note that items in the
The THAC Chart lists a characters base THAC for his or her other hand are unavailable.
class and level.
THAC CHART
CHARACTER LEVEL
CLASS 1 2 3 4 5 6 7 8 9 10 11 12 13
Cleric 20 20 20 18 18 18 16 16 16 14 14 14 12
Fighter 20 19 18 17 16 15 14 13 12 11 10 9 8
Mage 20 20 20 19 19 19 18 18 18 17 17 17 16
Paladin 20 19 18 17 16 15 14 13 12 11 10 9 8
Ranger 20 19 18 17 16 15 14 13 12 11 10 9 8
Thief 20 20 19 19 18 18 17 17 16 16 15 15 14
93

INDEX OF SPELLS CREDITS


DreamForge Intertainment, Inc.
Agannazers Scorcher..................57 Heal ............................................54
Aid ..............................................48 Hold Person (mage) ....................60 Rule Book Writer,
Interaction & Game Text Scot Noel
Armor..........................................55 Hold Person (priest) ....................49
Producer James Namestka
Atonement...................................53 Hold Monster..............................64
Lead Programmer Don Wuenschell
Bless............................................46 Hold Undead ..............................60
Additional Programming Thomas Holmes
Blur .............................................57 Ice Knife......................................57
Game Design Chris Straka,
Burning Hands............................55 Ice Storm.....................................62 Thomas Holmes
Cause Light Wounds...................46 Improved Identify........................57 Artists Jane Yeager,
Cause Critical Wounds ...............53 Invisibility 10 Radius .................60 Frank Schurter,
Cause Serious Wounds ...............52 Invisibility to Undead .................47 Robert C. Taylor,
Jon Grayson,
Chill Touch .................................55 Knock..........................................58 Nancy Janda,
Claws of the Umber Hulk............65 Lich Touch..................................65 Craig Mrusek
Cone of Cold ...............................64 Light (mage) ...............................56 3D Artist Jeff Zehner
Cure Critical Wounds .................53 Light (priest) ...............................47 Music & Sound Effects James C. McMenamy
Cure Disease ...............................50 Lightning Bolt .............................60 Voice Production Anthony Mollick
Cure Light Wounds.....................46 Magic Missile..............................56 Voice Direction Scot Noel
Cure Serious Wounds .................52 Magical Stone .............................47 Development Support John Fuzzy McGirk IV

Death Spell .................................65 Negative Plane Protection...........50


Detect Magic...............................47 Neutralize Poison........................52 Strategic Simulations, Inc.
Detect Undead ............................55 Otilukes Freezing Sphere............66
Rule Book Editors Eileen Matsumi, Andr Vrignaud,
Detect Scrying.............................62 Prayer .........................................50
Joshua Cloud
Dispel Magic (mage)...................59 Raise Dead..................................53
Producer Nicolas Beliaeff
Dispel Magic (priest)...................50 Remove Curse .............................62 Associate Producer David A. Lucca
Dragon Scales.............................65 Remove Paralysis ........................51 Music and Sound Effects Cooksey
Draw Upon Holy Might DEX...48 Shield..........................................56 Additional Music Mason Fisher
Draw Upon Holy Might STR....48 Slow ............................................60 Product Test Supervisor Glen Cureton
Fireball........................................59 Slow Poison ................................49 Lead Product Tester Chris Lanka
Flame Arrow................................59 Stoneskin ....................................62 Testers John Cloud, Jeff Pea,
Flame Blade ................................48 True Seeing .................................66 Ron Colonje
Test Support Annette Grove, Rose Ramos
Flame Strike ................................53 Vampiric Touch ..........................61
Compatibility Testing Top Star Computing Services, Inc.
Fortify .........................................52 Wizard Eye .................................63
Graphic Design and DTP LOUIS SAEKOW DESIGN:
Harm...........................................54 Wizard Lock ...............................58 David Boudreau, Leedara Zola
Haste...........................................59 Printing Banta ISG
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The enclosed software program and this rule book are copyrighted. All rights are reserved. This rule book may not be
copied, photographed, reproduced, or translated or reduced to any electrical medium or machine-readable form, in whole
or in part, without prior written consent from SSI. The program accompanying this rule book may be copied, by the original
purchaser only, as necessary for use on the computer for which it was purchased.
Any persons reproducing any portion of this book for any reason, in any media, shall be guilty of copyright violation
and subject to the appropriate civil or criminal action at the discretion of the copyright holder(s).
ADVANCED DUNGEONS & DRAGONS, AD&D, RAVENLOFT and the TSR logo are trademarks owned by and used
under license from TSR, Inc., Lake Geneva WI, USA. All TSR characters, character names, and the distinctive likenesses
thereof are trademarks owned by and used under license from TSR, Inc.
1994 TSR, Inc. 1994 Strategic Simulations, Inc. All Rights Reserved.
WHAT TO DO IF YOU HAVE A DEFECTIVE DISK
Each of our games undergoes extensive playtesting prior to its release. Through this process we hope to uncover and
correct any errors in programming. However, due to the complex nature of our simulations, some program errors may go
undetected until after publication. In addition to errors in the program, there are occasionally problems with the disk itself.
We experience the industry standard of approximately a 3 to 5% failure rate of duplicated disks. Before assuming that a
disk is defective, make sure to check your disk drive. Up to 95% of the disks returned to us as defective will run fine on our
computer systems. Often the problem is with a disk drive that needs servicing for alignment, speed, or cleaning.
Should you have a defective disk, please return the disk only (keep all other parts of the game) to our Customer Support
Department, along with a note describing the problem you have encountered. A replacement disk will be provided upon our
receipt of the defective disk.
Should you uncover an error in the program, return both your game disk and any save game disks to our Customer
Support Department. Please enclose a description of what was taking place in the game when the error occurred. Upon
correction of the program error, we will return an updated disk to you.

Always make sure to include your name, address, and daytime telephone number with any
correspondence. We will do our best to see that any problems are corrected as soon as possible.

QUESTIONS OR PROBLEMS?
Our main business number is (408) 737-6800. If you encounter disk or system related problems you can call
our Technical Support Staff at (408) 737-6850 between 11 a.m. and 5 p.m., Pacific Time, Monday
through Friday, holidays excluded. NO GAME PLAYING HINTS WILL BE GIVEN THROUGH THIS NUMBER. You
can write to us for hints at: Hints, Strategic Simulations, Inc., 675 Almanor Avenue, Suite 201, Sunnyvale, CA 94086
(include a self-addressed, stamped envelope for reply).

IBM COMPATIBLE COMPUTER INFORMATION:


Many of our games will work on IBM compatible computers. If you own an IBM compatible computer we suggest that
you consult with our Technical Support Staff at (408) 737-6850 between 11 a.m. and 5 p.m., Pacific Time,
Monday through Friday, (holidays excluded) to see if an SSI game you're considering purchasing is compatible with
your computer. If we have insufficient data to determine compatibility, you may wish to purchase the game and test for
compatibility yourself. If the game proves to be incompatible, you may return it within 14 days with your dated receipt
and we will refund your money. Or, if you return the game within 30 days, you may exchange the game for another.

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