INDEX OF SPELLS.........................................................93
1
WELCOME TO STRAHD’S POSSESSION
What Comes
with This Game?
Your game box should contain
this rule book, a CD or game
disks, and a data card. The rule
book explains how to play and
contains handy references on
characters, monsters, and
spells. To play, install your
disks according to the instructions on the data card, which
also shows how to start quickly
with a pre-saved game.
Using the Mouse
In this book, the term “click”
means move the cursor to the
desired area on the screen, then
press either the left or right
mouse buttons.
“Left-click” means move the
cursor to the desired area and
press the left mouse button.
“Right-click” means move the
cursor to the desired area and
press the right mouse button.
“Double-click” means move the
cursor to the desired area and
press the mouse button two
times in quick succession.
Getting Started Quickly
STRAHD’S POSSESSION includes a
character generator that allows
you to individually design and
name the characters for your
adventure. However, to start
right away, you may begin with
a party of characters already
included in a pre-saved game.
Because your success in
TRAHD’S POSSESSION depends
S
on the skills and talents of these
characters, you may wish to
read on, even when starting
with the party included in the
game. The sections “How to
Play” starting on page 3 and
“Creating Your Party of Characters” starting on page 29 can
be very helpful.
2
CORDIAL GREETINGS FROM STRAHD
Count V on Zarovich, Lord of Barovia, Welcomes Y ou
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
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
delightful diversion. Even the otherwise abysmal village
of Barovia boasts a charming cemetery. You must visit it.
Perhaps, if your party survives . . . that is, stays long enough
in this harsh and unyielding home of mine, I may require its
presence. I shall ask you to join me in Ravenloft, my castle
upon the precipice overlooking Barovia. It is not an invitation
to be refused.
Yes, I admire a confident spirit. Your band of wanderers
reminds me, pleasantly, of the Vistani, those gypsies known
throughout Barovia as gifted explorers and guides. Should you
meet these vagabonds, you will find them to be fortune tellers
and spies, loyal friends and vengeful enemies. More than
Barovia’s cowardly villagers, it is the Vistani who have made
this land their home. Like you, they wander unafraid of the
beasts in the shadows. This boundless world is their abode.
I give my leave for your party to enjoy our misty, twilight
dangers. Let them challenge their wits and fighting skills; may
the perilous magics of my land enchant them. But heed this
warning and do not play at cross-purposes with me. To stand
against Strahd is to be at odds with life itself, for he who sends
these greetings is the Lord and the Law of this brutal paradise.
With Gentle Regards,
Count Strahd Von Zarovich
Lord of Barovia
3
4
HOW TO PLAY
The First Reading: Combat
“Beware the beast in all its forms: the
lurker in shadow, the creature of the
forest, and the foul denizen of the
castle hall. Your path crosses before it
in a warlike quarrel; and, lo . . . you
must learn to fight if you are to
survive.”
— Madame Eva of the Vistani
BASIC TRAINING
Wandering out from the shifting
walls of mist comes a worg wolf,
one of the first beasts your party
is likely to encounter. As big as a
pony, its massive limbs begin to
work, driving it on to the attack.
Its teeth flash in the light. Before
you know it, one of your party is
wounded and the beast has
circled out of sight behind you.
By placing the mouse cursor
over one of the arrows centered
at the bottom of the screen and
left-clicking on the mouse, you
move your startled adventurers.
They run, but they cannot
escape. They turn, once again to
face the dreaded beast.
To Attack, your characters
must have their weapons “inhand” and “ready.” To accomplish this, place the mouse
cursor over one of the character
portraits at the bottom of the
screen and left-click with the
mouse. The inventory screen
appears and the game pauses.
Items owned by your characters, including weapons and
armor, appear on this screen.
Do the standing figures hold
weapons (swords, axes, slings,
etc.) in their hands? If so, those
weapons are “in hand.” If your
characters are barehanded, look
for weapons in the inventory
slots at the bottom of the screen.
By left-clicking on an object in an
inventory slot, you can move it
up to your character’s hand. Leftclick again and it is “in hand.”
Move armor and clothing in the
same way , and put them in place
by clicking over the appropriate
location on the character’s figure.
By “ready ,” we mean the weapon
is in a usable condition. If it is
not, the weapon is shaded out on
the adventure screen.
A right-click returns you to
the adventure screen, ready
to do battle.
Attacks are made from the adventure screen. T o fight, place the
mouse cursor over the weapon
you wish to use and left-click.
Available weapons appear above
the character portraits at the bottom of the screen, while the image
of a bare hand means the character holds no weapon. Y ou may
also place the cursor over the
image of the attacking beast. If
your characters are close enough
to engage their enemy, the cursor
changes into a targeting circle
and sword. By left-clicking in
this manner, each character
attacks once with each hand.
Note that this option does not
affect potions or books a character may be carrying. It activates weapons only.
It is possible to have an item
“in hand” but not “ready.” Twohanded weapons demand the
attention of all ten of your
character’s fingers. On the
inventory screen, the weapon
would appear in one hand,
while the second hand would
have to be free before the
weapon could be “ready.”
5
6
Melee, thrown, and ranged
weapons compose the three
basic types of arms your characters employ. Left-click on the
ready weapon and your character lunges to the attack. While it
seems easy, keep some common sense rules in mind:
♦ Thrown weapons have to be
retrieved after a fight and
made “ready” again.
♦ Ranged weapons, such as
bows and slings, require
ammunition. Arrows are
conveniently carried in your
character’s quiver, while
rocks for slings can be placed
anywhere in inventory.
♦ Fire ranged weapons by left-
clicking on the ready weapon
on the adventure screen. As
with thrown weapons, however, your character must
retrieve the ammunition used.
More information on ranged
and thrown weapons can be
found in the section “The
Third Reading: Adventure,”
starting on page 9.
Vistani W eapons:The gypsies,
or Vistani as they are called, are a
mysterious people. Their very
existence is proof that more than
fine weapons and strong arms are
necessary to survive in this land of
haunting danger. While some
gypsies have reputations as skilled
knife grinders and others are adept
with daggers and short swords
(sometimes dipped in lethal
poisons), the most potent weapons
are the wit and the strength
derived from their proud heritage.
Vistani Life:The gypsies of the
RA VENLOFTgame world live
the lives of wandering vagabonds,
rarely pausing more than a week
in any one place. Progress on the
road is languid and unhurried.
Children scamper beside the
wagons, gleefully engulfed in their
own clouds of dust. The gypsy
home is called a vardo, a small
well-crafted caravan with tall
wooden walls, an arched roof and
a door at the back. Painted in
vivid colors such as turquoise, or
black with gold and magenta
highlights, the finest vardos are
carefully decorated with gilded
carvings. Each night the Vistani
gather round a fire, dipping into a
single great cooking pot for their
dinners. Often tea and a thick,
muddy coffee are served through
the night while young women
dance to the fervent music of
fiddles, guitars, and tambourines.
The Second Reading: Spellcasting
“No weapon forged of mortal
elements can fell the creatures I
foresee along your path. Dark and
magical beasts, they lie in wait.
Mystical force alone might destroy
them; therefore, let the spells of the
ancients stand by your sword and
your shield.”
— Madame Eva of the Vistani
7
8
APPRENTICE INSTRUCTIONS
You know your par ty is about
to encounter more dangers;
another worg wolf, a band of
goblyns, or perhaps a zombie
shuffling from the darkness,
intent upon sinking its talons
into living flesh. If the area is safe
and fate has given you time
enough to prepare, spells can be
prayed for or memorized.
To Spellcast, first determine if
a mage or a priest (cleric)
accompanies your party. A
mage has a golden spell book
displayed, centered above his
or her portrait on the adventure
screen. For a priest a golden
holy symbol appears in the
same location. (An icon
comprised of both a book and a
holy symbol is displayed for a
character with both skills.) Now
move the mouse cursor to the
top of the screen. A menu list
appears with choices such as
REST, PRAY, MEMORIZE, and
others. To choose a priest’s
spells, left-click on PRAY. Left-
click on MEMORIZE for a mage.
When you click on MEMORIZE,
the spell screen which appears
contains a list of mage spells. It
also indicates the number of
spells available for each level of
your mage’s experience. To
decide which spells are readied
for use, place the cursor over
the [-] or [+] signs next to your
choice and left-click with the
mouse. For example, if 3 Level
1 spells are available, you may
decide that all three will be
chill touch, or you may have
2 of one sort and 1 of another,
or you could choose 3 separate
Level 1 spells.
If more than one mage is with
the party, icons bearing the
names of the mages appear at
the top of the spell screen.
Simply click on the name of
mage you wish to memorize
spells. Click on the “done” icon
when you are finished.
When a priest prays for spells,
it is done in a similar fashion,
and this is more fully explained
in the section “The Third
Reading: Adventuring” starting
on page 9.
In order to use the spells chosen,
your character(s) must now rest.REST is the first choice on the left
when you move the mouse cursor to the top of the adventure
screen. It is available only if no
monsters are nearby and your
party has the time to stop and
prepare its spells. Left-click with
the cursor over the RESToption
and your magic wielders prepare
their mystical skills for use. If
characters with healing ability
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.
Answer YES by left-clicking on
that option and the healing takes
place while the screen informs
you of passing time. Y ou should
note that a party’s rest may be
disturbed at any time if intruders
enter the area.
Spellcasting: After praying for
or memorizing spells and then
resting, the mages and priests in
your party are ready for battle.
Point the cursor to the mage’ s
spell book or the priest’ s holy
symbol and left-click to display a
menu of Level 1 spells ready for
immediate use. Left-clicking on
the buttons labeled 2ND, 3RD,
4TH, etc., displays readied spells
from those levels, if any. Pointing
the cursor to the name of the spell
itself and left-clicking activates the
chosen spell. Spells which project
an object or an effect over distance
require a second step, pointing the
cursor to the intended target and
left-clicking again. Spells requiring
the character to touch an opponent are shown as a change in the
hand symbol above the character’ s
portrait. Left-click on the altered
hand image to use the spell.
Once used, spells must be reacquired by resting. Different
spells may be chosen by
praying for or memorizing them,
then resting once again. Mages
acquire spells as they journey
through the various landscapes
and labyrinths of this forsaken
world. Spells are found in the
form of scrolls which can then
be added to the mage’s spell
book. A character who is both a
priest and a mage has his or her
spell lists displayed in two
different colors, allowing you to
differentiate between the mage
and priest spells.
Vistani Magic: Scrying, or
gazing upon an object, is the
most powerful technique by
which gypsies foretell the future;
predicting the outcome of events
is a Vistani specialty. In addition
to using the crystal ball, the
gypsies often employ a small
crystal that fits in the palm of the
hand or watch the embers of a
fire to divine the future.
Cartomancy,
or the reading of Tarroka cards,
is another hallmark of Vistani
fortune telling. Examples from
the Tarroka deck, along with
readings from the most famous
of all Vistani fortune tellers,
Madame Eva, begin several
sections in this book. They reveal
a challenging and enjoyable
STRAHD’S POSSESSION adventure.
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10
The Third Reading: Adventuring
3-D VIEW
“You must discipline your heart.
Prepare it for the hardships of a long
journey, for battles fought in the
Forest of Darkness, for the loss of
friends, and for help from those you
may believe to be your enemies. As a
wanderer you must learn to adapt if
you are to succeed.”
— Madame Eva of the Vistani
ITEMS
MESSAGE AREA
HOLY
SYMBOL
CHARACTER
PORTRAIT
MOVE
HIT POINT
BAR
TURN
LEFT
LEFT
“DOUBLETIME”
FORWARD
MOVEMENT BUTTONS
Adventure Screen
MOVEMENT
All movement takes place on
the adventure screen. While
basic movement is simple and
self-explanatory, several
choices have been added.
These allow movement to be
customized to your taste.
Arrow Movement
Place the mouse cursor over
one of the directional arrows
centered at the bottom of the
screen and left-click to move in
MOUSE POINTER
(in combat mode)
COMPASS
ITEMS IN
HAND
REAR RANKFRONT RANK
MOVE
MOVE
BACKWARD
MOVE
FORWARD
RIGHT
TURN
RIGHT
that direction. The arrows
displayed are: forward, “double
time” forward, backward, sidestep to the right, side-step to the
left, turn right, and turn left.
The movement continues as
long as the left mouse button is
held down and stops when the
button is released. Walking
your party into a wall or other
obstacle also effectively stops
their progress.
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MOVE
FORWARD
TURN LEFT AND
MOVE FORWARD
TURN
LEFT
MOVE
LEFT
MOVE
BACKWARD
Adventure Screen
On Screen Movement
While holding the left mouse
button down, move the cursor
into the top third of the screen.
The cursor becomes an arrow
and your characters move in
the direction it is pointing. Try
moving the cursor to various
areas on the screen and watch
how the screen responds to that
movement. Pushing the arrow
to the very top of the screen
results in a “double time”
forward march. Movement
continues as long as the left
mouse button is held down.
TURN RIGHT AND
MOVE FORWARD
TURN
RIGHT
MOVE
RIGHT
Free Mouse Movement
For free mouse movement, hit
the Space Bar on your computer’s keyboard. Next, move the
mouse without pressing the
mouse button. The party moves
in the direction the mouse. They
move as quickly as the mouse is
moved. Push the mouse forward
and the party moves forward.
Push it to the side and the party
moves to the side.
Press the right mouse button
and the party moves forward
even without you moving the
mouse. The party starts slowly
and then accelerates to a
“double time” march.
When you leave this mode, the
cursor reappears in the position
it occupied when you began
free mouse movement. Try
working with this method for a
while and see if it is right for
you. If it’s not, press the Space
Bar again to return to the
previous movement options.
Step Movement
Step movement is possible for
players who find the smooth
scrolling interface difficult to
control. It allows the party to
move “one square at a time.”
To activate this option, move
the cursor over the compass
located above the movement
arrows and left-click. Please
note, however, that “step
movement” is not available
simultaneously with “free
mouse movement” that was
described previously. Step
movement is possible only
when the directional arrows are
used. In addition to clicking on
the adventure screen compass,
it may also be activated from
the game option menu.
NPC ENCOUNTERS
Blasting monsters with fireballs
and having your characters
wield two-handed swords
against doom guards is but half
the fun. Much care has been
taken to design S
POSSESSION as an interactive
adventure, one in which story
and battle are effectively
balanced. When your party
comes across an NPC, or NonPlayer Character, you are given
the opportunity to ask several
questions and learn more about
the dangers and difficulties of
life in Barovia.
TRAHD’S
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NON-PLAYER CHARACTER
Encounter Window
NPC Dialogue
Your party is close enough to
converse with an NPC when
placing the mouse cursor over
the NPC results in a “talk
bubble.” Left-click and a closeup of the NPC appears along
with one or more questions your
party may ask. Move the cursor
to highlight the question of your
choice, then left-click to set the
response in motion. Several
levels of continuing questions
may follow the response. When
you have learned all you need
to know, one or more rightclicks takes you back to the
adventure screen.
RESPONSE
QUESTION
Many interesting quests and
sub-plots await your party
along the Svalich Road, and
in the houses, taverns, and
temples of Barovia. The dialogue makes communication as
interesting as exploration.
Add NPC to Party
When the game begins, your
party starts with a maximum
of two characters. While these
characters can never be dropped
from the party , many NPCs
(Non-Player Characters) eagerly
await their arrival, hoping to join
these loyal and dedicated
characters on their sworn quest.
Should you decide to allow
another character into the party,
his or her portrait is placed in
one of the empty character slots
at the bottom of the adventure
screen. From then on the new
character is handled in the same
way as an original character.
Should you accept an NPC into
the party when all the character
slots on the adventure screen
are filled, a prompt appears
asking which NPC currently
with the party is to be dropped.
Characters dropped from the
party announce a location
where they can be found and
reacquired by the party at a
later time. When one NPC is
dropped from the party to pick
up a different NPC, any objects
in the departing character’s
inventory are swapped into
the new character’s inventory.
All twelve slots are filled if
necessary. Objects from the
departing character’s “bronze
figurine” are the last items
swapped, and any object for
which there is no room in
inventory are dropped on
the ground.
THINGS YOU CAN DO FROM
THE
ADVENTURE SCREEN
All combat, spellcasting, and
exploration takes place from the
adventure screen. When other
screens are activated, they overlay the adventure screen. Option
selections such as REST, PRAY,
MEMORIZE, AUTOMAP, LOAD, SA VE,
QUIT, and OPTIONS are available
by moving the mouse cursor
all the way to the top of the
screen. Left-click on a selection
in order to choose it. Access the
inventory screen by left-clicking
over any character’s portrait.
Add Spells to a Mage’s
Spellbook:
comes across hidden scrolls
(parchment bearing the inscriptions of powerful wizardry) you
can add them to your mage’s
repertoire by scribing the scrolls
into the mage’s spellbook. This is
done by picking up the
scroll and moving it to the
inventory screen as described
previously in “Pick Up and Drop
Objects/Add Items to Inventory .”
TRAHD’S POSSESSION, the
In S
spellbook is an icon displayed in
the mage’s area on the inventory
screen. This icon cannot be
picked up or moved. It is a permanent fixture, as it should be,
for the spellbook is a mage’s link
to his art and spellcasting ability.
To scribe a scroll, the scroll
must be selected and moved
on top of the spellbook icon. A
left-click then places the scroll
(and thus the spell) into the
mage’s spellbook.
When the party
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Attack Opponent: As
previously mentioned, launch
your character’s attack by leftclicking on a weapon which is
“in-hand” and “ready.” Once
used, a weapon is shaded out
until it is again made ready
(perhaps by replenishing its
supply of ammunition). Fighters,
paladins, and rangers can carry
and fight with a second weapon,
but may suffer a penalty to their
combat ability for doing so.
Cast Mage and Priest
Spells: After praying for or
memorizing spells and then
resting, spells are ready for use.
Left-click on the mage’s golden
spell book or the priest’s holy
symbol to display a menu of
Level 1 spells ready for
immediate use. Left- clicking on
the buttons labeled 2ND, 3RD,
4TH, etc., displays readied
spells from those levels.
Activate the spell by clicking on
the name of the spell, then
following the instructions as
they appear. Spells requiring
the character to touch an
opponent are shown as a
change in the hand symbol
above the character’s portrait.
Left-click on the altered hand
image to use the spell.
Cast Spells from Mage and
Priest Scrolls:
click on an in-hand scroll. The
scroll is consumed when the
spell is cast.
Right or left-
Check Character Status:
The golden bar to the right of
each character’s portrait is a
graphic representation of the
character’s health. It diminishes
if your character is wounded or
harmed by any magic.
Drink a Potion: Right or
left click on an in-hand potion
or select the potion and move it
over the character’s portrait,
then right or left-click.
Fire a Ranged Weapon
(Bow or Sling):
on any in-hand bow or sling. To
prepare a ranged weapon, place
the weapon in the character’s
primary hand. As you fire the
weapon, ammunition is expended from either the quiver
(arrows), or sling pouch (sling
stones). This assumes ammunition is available.
Left-click
Look at Sign or Writing:
When the party is near a sign
or other writing (such as on a
tomb or wall), the writing can
be displayed for easy reading
by placing the mouse cursor
over the sign or writing and
left-clicking.
Memorize Spells: With this
option, mage characters select
the spells they wish to memorize. A menu, including the
selection MEMORIZE appears
when the mouse cursor is
moved to the top of the screen.
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
icons at the top of the screen.
You can then choose which
mage is to memorize spells by
clicking on the appropriate icon.
By left-clicking the cursor over
the [-] and [+] signs on the spell
screen, the choice of spells is
made. Only the number and type
of spells available to a character
of your mage’s level and experience are allowed; however, you
have much to look forward to
as the mage(s) in your party
advance in levels, becoming ever
more masterful spellcasters.
Remember , a mage must rest
before his or her spells can
be cast. For a detailed look at
spellcasting, see the section “The
Second Reading: Spellcasting,”
beginning on page 6.
Navigate: Watch the com-
pass to maintain your orientation and use the AUTOMAP
selection to view your progress.
Automap can be selected by
moving the mouse cursor to the
top of the screen and making
the appropriate selection from
the menu bar. More information
on automap is available in the
section on “Automapping,”
starting on page 23.
Open a Gate: Click on the
release lever or button near the
gate. Some gates are locked or
guarded by hidden traps and
can only be opened with keys or
special actions.
Open Doors: Some doors are
opened simply by having your
characters walk through them.
Other unlocked doors can be
opened by pointing the cursor
to the center of the door and
left-clicking with the mouse,
assuming of course that your
party has approached the door
and is close enough to open it.
Other doors may require a key,
a spell, or activation of a
hidden pressure plate to open
them. For more information see
“Unlock a Door or Gate.”
Paladin Heal: Right or left-
click on an in-hand holy
symbol, click on the 1st-level
spell button, then click on the
LAY ON HANDSability. The
paladin then heals for the
appropriate number of points.
Pick a Lock: Left-click on the
thief’s lock pick, place it over
the lock and click. Thieves
automatically attempt to disarm
any traps they find associated
with locks.
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Pick Up and Drop
Objects/Add Items to
Inventory:
unearthly reaches of the
RA VENLOFTgame world exist
many treasures: gold to be
found, supplies to be plundered,
armor, weapons, and keys to
help the party on its way. By
moving the cursor over such an
item and left-clicking with the
mouse, the object is picked up.
Another left-click drops it. To
keep the object and add it to one
of your character’s inventories,
pick up the object and move it to
the character’s portrait. Left-click
again to bring up the inventory
screen. Clicking with the item
over an inventory slot places the
item in that slot.
In the vast,
Place Object in a
Character’s Hand:
picking up an object on the
adventure screen, double rightclick over the character’s hand
in which you wish to place it. If
an object is already in the hand
you’ve chosen, the new object
is swapped with it and the
object previously in hand can
then be dropped by moving it
onto the adventure window and
left-clicking with the mouse.
Any object in a character’s hand
can be dropped or swapped in
this way. Simply start by double
right-clicking over the inhand object.
After
Pray for Spells: With this
option, priests (clerics) select
the spells for which they wish to
pray. A menu, including the
selection PRAY, appears when
the mouse cursor is moved to
the top of the screen. By leftclicking on PRAY, a screen of
available priest spells is
displayed. If more than one
priest is in the party, their
individual names appear on
icons at the top of the screen.
You can then choose which
priest is to pray for spells by
clicking on the appropriate icon.
By left-clicking the cursor over
the [-] and [+] signs on the pray
for spells screen, the choice of
spells is made. Only the number
and type of spells available to a
character of your priest’s level
and experience are allowed;
however, you have much to look
forward to as the priest(s) in
your party advance in levels,
becoming ever more masterful
spellcasters. Clicking on the
“done” icon returns you to the
adventure screen. Remember
though, a priest must rest before
his or her spells can be cast. For
a detailed look at spellcasting,
see the section “The Second
Reading: Spellcasting,”
beginning on page 6.
Read Books or Scrolls:
Right or left-click on an in-hand
book or parchment.
Rest: This option allows
characters to rest, heal, and
memorize spells. How long they
rest depends on the number
and level of spells being
memorized (or prayed for). The
party cannot rest with creatures
nearby, and even if there are no
monsters in the vicinity, there is
always a chance of a random
encounter while the party
sleeps. In the RAVENLOFT
game world, these encounters
are more likely to happen at
night, a time when many
horrors stalk the land.
Resurrection of Dead
Characters: When a
character dies, his or her
portrait turns to a shade of gray
and all of the objects in the
inventory drop to the ground. A
cleric in the party may bring the
character back to life with a
raise dead spell.
Note: Dead characters can also
be replaced by having new NPCs
join the party; however, when a
dead character is replaced with
another character, the dead
character is lost forever and
cannot be returned to life with a
raise dead spell.
Throw an Item: After select-
ing an item from inventory or
double right-clicking to select
an object in a character’s hand,
move it into the adventure
window. Click again when it is
over the center line of the
window to throw the object.
(To drop an item click below
the center line of the adventure
window.) This type of throwing
is not the same as throwing or
firing a ranged weapon.
Throw a Ranged Weapon
(Dagger or Throwing Knife):
Left-click on any in-hand
dagger or throwing knife.
Daggers are automatically
replaced with daggers from the
character’s inventory, and
throwing knives are replaced in
the same way. They are not
available for quick replacement
if enclosed in a container
Turn Undead: Right or left-
click on your priest or paladin’ s
holy symbol. Click on the 1stlevel spell button, then click on
the TURN UNDEAD ability .
Unlock a Door or Gate:
Place the appropriate key over
a key-hole on the adventure
window and left-click to open
the lock. Keys on a key ring
need not be removed from the
ring, simply place the key ring
over the keyhole and left-click.
Some locked doors require spells
such as knock to open them.
Use Object in a Character’s
Hand:
or weapon where it appears
above the character’s portrait.
Left-click on the object
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Save, Load,
Pause, and Quit
SAVE
To save your game, move the
mouse cursor to the top of the
adventure screen until the
menu of options appears. Leftclick over the SA VEoption. This
displays a list of named, saved
games. Click on an available
slot, type in a name for the
game you are saving, then press
Enter to save it. Saving your
game from time to time during
play is a good idea.
Quick Save: By pressing the “s”
key on your computer keyboard,
you “quick save” your game
without having to work through
menu choices. This option saves
your game, without a title, to a
special quick save position. By
pressing “Shift-r” you can restore
this “quick saved” game.
LOAD
To restore a previously saved
game, move the mouse cursor
to the top of the adventure
screen until the menu of
options appears. Left-click over
the LOAD option. This displays a
list of named saved games, as
well as the “quick save” slot
mentioned in the “Save”
instructions. Click on the game
you wish to continue playing
and press Enter to load it.
PAUSE
Pause the game at any time by
moving the cursor to the top of
the adventure screen until the
options menu appears. Several
“Pause” choices are available:
The game is paused when the
inventory screen is displayed.
This is done by left-clicking the
mouse cursor over any
character portrait. Right-clicking
on the inventory screen returns
you to the adventure screen
and the game.
You may also pause the game by
pressing the letter “p” on your
computer keyboard. To return to
the game, press “p” again.
QUIT
To quit the game, move the
mouse cursor to the top of the
adventure screen until the
menu of options appears. Leftclick over the QUIT option to end
your game.
PLAYING IN DEPTH
CHARACTER
PORTRAIT
HEAD
NECK
SHOULDER
BODY
WRIST
HANDS
RINGS
Inventory Screen
To display the inventory screen,
move the cursor over one of
the character portraits at the
bottom of the adventure screen
and left-click.
The inventory screen is divided
into four sections, one for each
of four possible characters. It
contains slots for storing
various pieces of equipment in
inventory. Names and character
portraits appear at the top of
each section.
STATISTICS
DISPLAY
INVENTORY
SLOTS
HIT POINT
BAR
MOUSE POINTER
WITH OBJECT
Inventory Screen
ARMOR
CLASS
MAGE’S SPELLBOOK
INVENTORY
DISPLAY
WHITE
SKULL
WHITE
SPELLBOOK
ENCUMBRANCE
OBJECT
INFORMATION
BRONZE
STATUES
CONTAINER
SLOTS
Character Positions in Party:
Characters on the left are considered to be in the front rank
of the party; those on the right
are in the rear rank. This front
and rear ranking applies only to
interior locations. Characters
outside are considered to have
formed a less ordered group
and all react as if they have
positions in the front rank.
To change the rank positions of
your characters, left-click with
the cursor over the character’s
name at the top of the screen.
The character’s slot becomes
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outlined in white. By clicking on
a blank slot the character is
moved to that slot. Clicking on
another character’s name causes
the two to switch positions.
Hit Point Bar: Hit points for
each character are represented
by a yellow bar at the right of
the character’s portrait. As a
character takes damage, the hit
points bar descends to the
bottom of the portrait square.
When hit points are dangerously low, the bar turns red.
Armor Class Symbol: The
golden shield to the right of the
character portrait represents his
or her armor class. The number
displayed on the shield is the
current AC.
Scale Symbol/Encumbrance:
T o the right of the ar mor class
symbol is the scale symbol. Leftclick on this icon and a window
appears displaying how much
weight the character is carrying,
how much he or she is capable
of carrying, and an encumbrance
rating from the encumbrance
table found on page 91. The
inside of the scale changes color
as encumbrance increases and
shows red when a character
becomes severely encumbered.
A moderately encumbered
character receives a -1 penalty
to attack; a heavily encumbered
character receives a -2 penalty
on the attack and a +1 penalty
to Armor Class; a severely
encumbered character receives
a -4 attack penalty and a + 3
Armor Class penalty.
White Skull Symbol: Leftclick on this icon to display a
menu of afflictions currently
affecting a character. Poison,
paralysis, and rotting disease
are but a few of the unwelcome
examples. Note: this icon does
not appear unless a character is
afflicted in one form or another.
White Spell Book: Left-click on
the white spell book and a menu
of magic spells currently influencing a character is displayed.
As with the white skull symbol,
this icon does not appear until
an active magic begins to
influence the character.
Statistics Display: Next to the
character’s portrait on the
inventory screen is a small red
box with a curved arrow inside.
Left-clicking on this icon
displays statistical information
pertaining to the character.
Information displayed includes
the character’s class and
alignment, as well as total
experience points gained and
the number of experience
points necessary to reach the
next level. Right-clicking on the
red box icon displays statistical
information for all of the
characters in the party at once.
When character statistics are
displayed, the red box appears
as a black grid with a curved
arrow inside. Left-clicking on the
changed icon returns to the character’s inventory information. A
right-click returns to all characters’ inventory information.
Bronze Figurines: Below the
character portraits on the
inventory screen stand bronze
figurines. These represent the
character’s body, upon which
can be placed clothing, armor,
various weapons, and items
such as key rings, helmets, etc.
Items may be placed on the
following areas:
♦ Head: helmets
♦ Neck: amulets and
medallions
♦ Hands: weapons, shields,
sacks, key rings, potions, or
any similar objects you wish
the character to use
♦ Wrists: bracers and gloves
♦ Shoulder: a quiver to
hold arrows
♦ Body: armor, cloaks, robes
Though male, female, short, and
tall figurines are displayed, any
clothing found fits any character.
Rings: To the right and left of
each bronze figurine is a white
line sketch representing the
character’s hands. Rings can be
placed on these representations
by left-clicking when a ring is
over the hand icon. Each
character may wear two rings at
any one time.
Inventory Slots: 12 inventory
slots exist beneath each bronze
figurine. Objects you wish
your characters to carry with
them on the adventure may be
placed here. To do this, use the
object manipulation techniques
described in “Pick Up and Drop
Objects/Add Items to Inventory ,”
in the section “Things Y ou Can
Do From the Adventure Screen,”
starting on page 14.
To Open a Container: To open
a container, such as a sack or a
chest, place the object in a character’s left hand on the bronze
figurine. When this is done, the
container opens up, displaying
its contents. Objects within the
container may now be put into
inventory or swapped with
items already in inventory , or
the character may simply place
the entire container in inventory. To close the container, leftclick on the character’s left hand
and the container closes.
Object Information: When
an object is selected, it is
superimposed over the mouse
pointer. When selected on the
inventory screen, a message bar
appears centered on the screen
below the character portraits.
To return to the adventure
screen, right-click with the
mouse anywhere on the
inventory screen except over
the icon used to switch between
the inventory area and the
statistical display.
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SCROLL MAP
NORTH
SCROLL
MAP
WEST
MAPPING
AREA
SCROLL MAP
Automap Screen
Automapping
As your party explores the
many lairs and labyrinths of the
RAVENLOFT game world, the
last thing you want to do is map
each step of the way with pencil
and paper. We’ve made it easy
by including a versatile automapping feature. The map is
displayed from the adventure
screen. Move the cursor to the
very top of the screen and
choose AUTOMAP from the menu
of options which appears.
(Placing the cursor over the
option and left-clicking with the
mouse activates this option.)
SCROLL MAP
TOGGLE MAP
SAVE MAP TO
SOUTH
RETURN TO
GAME
The area map is based on your
character’s line-of-sight, so only
parts of a dungeon that have
been explored are shown.
Everything on the map reflects
the current status of the items
shown. Doors are displayed
open or closed. This makes
automapping a very useful tool.
Walls, insets, doors, floors, trap
doors, rugs, plates, illusionary
walls, your party , trees, creatures, NPCs, and furniture are
all displayed on the map. Note,
however, that items and creatures of which your characters
are not yet aware are not shown.
EAST
QUILL
PEN
SEVERAL
SCROLLS
ERASER
TEXT ON/OFF
PRINT
MAP
FILE
At the top, bottom, and sides of
the automapping window are
small gray pyramids, icons
which can be used to scroll to
the north, south, east, and west
of the map. This becomes
useful when the map grows
larger than can be displayed all
in one window. Buttons marked
TEXT, PRINT, SAVE, and EXIT are in
the lower right-hand corner of
the screen, and above these are
icons representing an eraser, a
quill pen, and several scrolls.
Altogether, these add a number
of versatile features to the
mapping process.
Left-clicking on the quill pen
allows you to type notes
anywhere on the map window.
Simply move the cursor to the
desired position and left-click to
begin your text line. Hitting
Enter allows you to continue
your text on the next line. Up to
four lines of text are available
for each entry. Press Esc to
return the cursor to the screen.
Left-click on the eraser icon and
it turns gray. You may now
move the cursor over any line of
text on the map, where another
left-click erases the line you
have chosen. Click on the
eraser again to exit this mode.
The icon representing several
scrolls overlapping one another
allows you to scroll through
maps displaying various areas
of the RAVENLOFT game world
already explored by your party.
Left-clicking on the small gray
pyramids above and below the
scrolls activates this feature.
The maps of all areas explored
are always available.
T ext:By clicking over thetext
button, any text you have added
to the map window can be temporarily hidden to allow better
viewing of the map. The text can
be restored by clicking once
again. Note that when the text
button is off, the text is not printed when the print option is used.
Print: This unique feature allows
you to print the layout of the
RA VENLOFT game world ar ea
your characters are exploring.
Print out a map by selecting the
PRINT option on the right-hand
side of the automapping display
and left-clicking with the mouse.
Note that text printed is not
printed as it appears on your
computer screen. T ext is printed
below the map, but remains useful because of a footnoting technique wherein letters overlayed
at various locations on the map
are associated with text notes
beside those same letters printed
beneath the map. A little practice
quickly allows you to make the
most accurate use of this feature.
Special Note: Please be certain
your printer is on and set up to
print out a map. For the print
function to work, the printer must
be set to print the IBM character
set. Refer to your printer instructions for information on how to set
up your printer, and if you are
using a laser printer, be aware you
may have to change the printer
font to the IBM character set.
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26
Save: By selecting this option
you save the currently
viewed map into a file in
the “Automaps” subdirectory. They are in the format
AUTOxxx.MAP (where xxx
is the number of the map)
and can be viewed in any
text editor.
Exit: Select EXIT to return to the
adventure screen.
Adventuring Strategy
ATTACKING OPPONENTS
Characters most often engage in
“melee combat,” which is faceto-face battle with weapons
such as swords and maces.
Other options include casting
spells and ranged combat using
bows or slings.
COMBAT MECHANICS
Understanding the technical
side of combat allows you to
choose the most effective
strategy for your party in battle.
Each character’s ability in
combat is defined by his armor
class, THACØ, and damage.
Armor Class
Armor class (AC) is how
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
character’s dexterity.
THACØ
THACØ is your character’s
ability to hit enemies. THACØ
stands for “To Hit Armor Class
Ø.” A character must “roll” a
number equal to or greater
than this to damage a target
with an armor class of Ø. The
lower the attacker’s THACØ,
the better his or her chance to
hit the target. A character’s
THACØ is based on his or her
class and level.
NOTE: the generation of a
random number is often referred
to as a “roll.” In determining if
an attack hits, the number
generated is from 1 through 20.
The base roll is modified by the
character’s ability scores and by
the use of magic weapons.
An attack is successful if the
roll is greater than or equal to
the attacker’s THACØ minus
the target’s AC.
Example: A fighter with a THACØ
of 15 attacking a monster with an
AC of 3 would need to roll:
(THACØ 15) - (AC 3) = 12+.
But to hit a monster with an AC
of -2 he would need to roll:
(THACØ 15) - (AC -2) = 17+.
Damage
Damage is the hit point loss
an attacker inflicts on his
opponent. This damage is
based on the attacker’s strength
and the weapon being used.
What damage each weapon
can do is summarized in the
“Weapons Chart” on page 92.
Sometimes, monsters take
partial or no damage from
certain weapons. Skeletons,
for example, take half-damage
from sharp or edged weapons.
COMBAT STRATEGIES
Characters who use thrown
weapons should carry them inhand. Be sure to recover your
character’s ranged weapons after
each battle. You may wish to
collect all the ranged weapons
your character finds, for they are
used quickly in battle.
Moving and Fighting
Pay attention to the compass
on the screen to help with
mapping. In an unexplored
area, move with a spell menu
on the screen and an attack
spell showing.
Prepare your character for
battle before opening any
door, climbing or descending
stairs, or pushing any button
that might open a door or
secret wall. Monsters often
crouch behind closed doors or
secret walls, waiting and hungry
for combat!
Remember, your characters
can move and fight at the
same time, even backwards
to dodge a melee attack and
sideways to dodge a ranged
attack. Another strategy is to
retreat behind a door and close
it, blocking the attack of a particularly nasty beast. Be careful
though, some monsters can
open doors!
Some magic items help improve
(or lower) armor class rating.
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28
HINTS
Here are a few hints to help
your character along the way.
Carry Items with You
You never know when your
characters might need something they’ve found! To carry
an item along for the adventure,
pick it up and move it into an
inventory slot. If there is no
more room in your character’s
inventory, find a safe and easily
accessible location to stash
items that can’t be carried.
Keep Track of
Buttons and Levers
Some puzzles are activated in
one part of the dungeon, yet
affect other parts farther off. If
your characters cannot get
through an area, go back and
change a few buttons or levers,
one at a time, then see if the
change makes a difference.
Use the automapping feature to
assist you in learning the
workings of certain puzzles.
Look for Hidden
Buttons on the Walls
Always check walls for hidden
buttons and bricks. Moving
your party sideways down a
wall often makes such things
easier to spot.
Keep An Eye on the Compass
Watch the compass as your
characters explore. There are a
number of traps that can change
the party’s facing. Magic portals
and teleporters may reveal
themselves in this way.
When to Save the Game
Save the game any time you
believe something might
happen to hurt your party.
Use the quick save option by
hitting the “s” key on your
computer keyboard.
We also recommend saving at
the beginning of each level.
If a puzzle is difficult to solve,
save the game and try different
solutions.
If monsters are attacking thick
and fast, save the game and try
new strategies.
When things are really tough,
save before opening doors.
Go On
When all else fails, go on with
the game. Your characters need
not open every door , fight every
monster, and obtain every item
to win. Remember any areas
your party bypasses. If you are
stumped in a later area, or need
an item to go on, go back and
try the puzzle again.
Game Options
The menu bar, displayed by
moving the cursor to the top of
the adventure screen, includes
a choice on the far right called
OPTIONS. Left-click on this
choice and a screen showing
nine control options is shown.
Click on the gray bar and move
it with the cursor to change the
mouse’s double-click speed
between its minimum and
maximum values.
Turn the floors, ceilings, and/or
sky on or off by clicking on the
appropriate button. When these
images are replaced by a neutral color, the game operates
more quickly, as your computer
has fewer bit-mapped images to
keep track of.
Sprite dithering enhances the
images of creatures as they
come closer to your party. It
works to blend the colors of
adjacent pixels and keep the
images of approaching
creatures from becoming too
“blocky.” Turning this option off
slightly increases the speed at
which the game runs.
Switching between the minimum and maximum values
of “distancing” determines
whether monsters, trees, and
objects are seen from as far
away as possible or not until
they are much closer.
The sound and music may
be switched on and off from
this screen.
Altering the palette intensity
changes the brightness of
colors and images in the game.
Left-click on the gray bar
and move it with the cursor
to change between the minimum and maximum values of
palette intensity.
The Holy Symbol
of Ravenkind
An ancient medallion crafted
to represent the beauty and
power of the sun, the Holy
Symbol of Ravenkind was once
worn by the high priest of Castle
Ravenloft as a sign of his office.
A large crystal lies embedded in
this platinum artifact, while
symbols of light and truth are
carved about its circumference.
The title of Ravenkind was
attached to the symbol when
the secret society which bears
that name, led by Pyoor
T wohundredsummers, came to
realize its tremendous potential
for undoing the evil of Ravenloft.
The society of Ravenkind
believes all of Ravenloft’s
troubles can be traced to a
single, malevolent being, a
creature of such undying evil
that neither mortal-made nor
ordinary magical weapons can
destroy it. Unable to find the
long-hidden medallion, the
society nevertheless believes
the Holy Symbol of Ravenkind
to be the only device capable of
dealing Ravenloft’s most terrible
inhabitant a mortal blow.
Who is the most dread
sovereign of Ravenloft’s evil?
Can a burst of light from the
Holy Symbol of Ravenkind truly
destroy the ultimate enemy of
lawful good? In answering these
questions lie the hopes of your
party: to survive, to succeed in
their quest, and to escape
Ravenloft forever.
29
CREATING YOUR PARTY OF CHARACTERS
Prophecy of Strong Companions
“By whatever gods you pray to, you
have been blessed with loyal
companions. I foresee their strength
becoming as one with yours in times
of need. They shall prove both boon
and blessing on this difficult journey
you have chosen to undertake.”
— Madame Eva of the Vistani
Character Class Selection Screen
Generating Characters
Character generation in
TRAHD’S POSSESSION provides
S
a unique and entertaining
experience. When the character
generator appears, it is as if you
have stolen into a Vistani camp
and arranged for a beautiful
fortune teller to lay down cards
holding the secret to your
destiny. In this reading
however, you choose the cards,
determining as you go each
character’s sex, race, class,
alignment, and attributes.
The first two cards placed on
the table bear the legend
“Foresee This Character.” Each
card represents one of the two
characters with which you
30
begin your adventure. The card
in the lower right hand corner
of the display is labeled “Quit.”
If you do not wish to generate
your own characters, choose
“Quit” and the display returns
to a menu screen.
Move the cursor over the
“Foresee This Character”
card of your choice and leftclick with the mouse. The
previous cards fade away and
two new cards are dealt, one
for male and one for female.
Choose the gender of your
first character by clicking over
the appropriate card. Should
you wish to move back one
step before making a choice,
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32
click on the “Foresee New
Character” card in the lower
right-hand corner. It returns you
to the previous set of cards.
After you select the gender of
your character, the card chosen
moves to the lower left of the
screen, while six new cards are
dealt across the table. These
represent the races available to
your character: human, half-elf,
halfling, gnome, dwarf, and elf.
Click over the appropriate card
for the race of your choice.
Should you wish to move back
one step before making a
choice, click on the “Review
Sex” card in the lower righthand corner. It returns you to
the previous set of cards.
After the race of your character
is chosen, that card joins the
gender card already in the lower
left corner of the screen. Six
new cards are displayed: fighter,
paladin, ranger, cleric, mage,
and thief. In this case, though,
only the classes to which your
race of character may belong
are shown. Classes not
available to a dwarf, for
instance, are shown as cards
turned face down on the table.
All classes are available to
human characters, while the
other races have one or more
limitations. To move back one
step before making a choice,
click on the “Review Race” card
in the lower right corner.
Some races can belong to
multiple classes. When this
option is available for the
character you are creating, the
class card you have chosen is
turned face down on the table
while the other choices still
available remain face up. Pick
another class if you wish. For
some races up to three different
classes are available for the
same character. To move back
one step before making a
choice, click on the “Restart
Class” card in the lower right
corner. When you are finished
selecting multiple classes, click
on the “Done” card which
appears next to the “Restart
Class” card. To learn more
about how races and multiple
class choices affect your
character, review the section
“Character Basics,” starting
on page 33.
After selecting your character’s
class, six more cards are dealt.
These are alignment cards:
lawful good, lawful neutral, true
neutral, chaotic good, chaotic
neutral, and neutral good.
Again, some cards may be
turned face down on the table
because those choices are not
available to a character of the
race and class(es) you have just
chosen. If you make your character a paladin, for instance,
the only alignment available is
lawful good. For a paladin it is
impossible to be anything else!
To move back one step before
making a choice, click on the
“Review Class” card in the
lower right corner.
When the character’s class has
been decided, that card joins
your other selections of sex,
race, class, and alignment at
the bottom of the screen. The
next cards dealt are character
portraits, six faces from which
you may choose. Move the
mouse cursor over the character
faces and they change from
black and white to color
portraits. Click on the “More”
card at the bottom of the screen
to review additional portraits.
Left-click with the cursor over a
particular portrait to choose it
for your character. To move
back one step before making a
choice, click on the “Review
Alignment” card in the lower
right corner.
After your character’s portrait
card has joined the other
choices at the bottom of the
screen, three attribute cards are
dealt. The card in the center
displays basic information
about your character, from his
or her age, armor class, level,
and hit points to the six
standard attributes of Strength,
Dexterity, Constitution,
Intelligence, Wisdom, and
Charisma. Left-click on the
“Reroll” card and a new set of
numbers for your character are
randomly generated. Left-click
on the “Edit” card, and you
may decide what numbers
appear for each of the six
standard attributes and your
character’s hit points.
Choose the “Edit” card, and the
cards to the right and left of the
attributes card become, respectively, a [-] card and a [+] card.
By left-clicking over a number
on the attribute card, that
choice is highlighted and may
now be modified. Change the
highlighted number to a lower
or higher value by clicking the
cursor over the [-] card or the
[+] card. The + and - on your
computer’s numeric keypad
may also be used. Only the
six standard attributes and
your character’s hit points are
changeable, and then only to
their minimum or maximum
allowable values. To learn more
about attributes, see the section
“Character Basics,” beginning
on page 33.
When satisfied with your character’s attributes, click over the
“Done” card in the lower right
of the screen. This returns one
step to where the attribute card
was flanked by a “Reroll” card
and an “Edit” card.
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34
To accept the attributes
displayed, left-click in the center
of the attributes card or hit Enter
on your computer keyboard.
The last two cards displayed are
“Keep” or “Delete” this character. If you choose to keep the
character generated, you are
prompted to enter the character’s name on a card in the
center of the screen. Left-click
on the card or hit Enter to
accept the name. The screen
saves the character and moves
on to the generation of a second
character. Deleting the
character starts the entire
process over again.
Warning:You must generate
two characters to enter the
game. After you have generated
your first character, the screen
displayed shows the portrait
and name of your character
beside another “Foresee This
Character” card. Should you not
choose this card, but instead
click on the “Quit” card in the
lower right corner, your character’s information will be lost
when you leave the character
generator. To return one step
from this screen, left-click over
the character’s portrait. After
your second character is
generated, clicking over either
one takes you back one step to
the “Keep” and “Delete” cards.
After both of your beginning
characters have been generated,
a “Watch The Future” card is
displayed in the lower right
corner of the screen. Select this
card to begin the game and set
your characters off on a grand
adventure through the perils of
the RAVENLOFT game world.
Character Basics
Six races inhabit the world of
TRAHD’S POSSESSION, and of
S
these, while humans prove the
most numerous and adaptable,
only you can decide if they are
the best traveling companions.
While the race of each
character is important, another
quality critical to success is
their class. This description of
talents and abilities falls into
one of six basic categories,
including cleric, fighter, ranger,
mage, paladin, and thief. Some
races boast talented men and
women able to handle more
than one occupation at a time.
These are referred to as multiclass characters.
Physical and mental prowess
are defined by a character’s
ability scores. These are:
Strength, Intelligence, Wisdom,
Dexterity, Constitution, and
Charisma.
While all races can become
experts in fighting, some are
more adaptable than others,
and a few can wield powerful
magic. Only humans may join
those elite warriors battling in
the name of truth, the paladins.
Each race possesses certain
strengths, which show up as
modifiers to their ability scores.
Note: Dwarves, gnomes, and
halflings do not appear as
natural inhabitants in the
RAVENLOFT game world.
However, they may be chosen
as races for the two characters
which begin the game.
♦ Dwarves
Dwarves are rare in the
RAVENLOFT game world,
but what is rare is often more
valuable. Dwarves combine the
qualities of the ferocious and
the artistic. They are as at home
crafting a circlet of jewels as
they are wielding an axe in
battle. Firm muscle accounts for
much of their average 150
pound weight, although at a
mere four to four and a half feet
in height, dwarves appear
stocky at best. They are tenacious and demonstrate a
fanatical courage through most
of their four centuries and more
of life. Their weapons and other
dwarven-crafted wares
command high prices in the
market place.
Part of the dwarven mystique is
their innate resistance to spells
and to many poisons. Dwarves
are, by nature, non-magical
creatures.
Elves spend much of their time
in the carefree company of
nature, as far from cities and
towns as possible. Because of
this they are often thought to be
haughty and cold, especially
when forced into the company
of others. The RAVENLOFT
game world presents special
challenges for elves, for in that
evil land their resistance to
spells may falter, and the forests
and glens of the demi-plane
often prove to be places of a
dark, unholy nature. At their
best with a bow or a song, elves
may spend more years in
playful wandering than most
other creatures live; their
lifespan can exceed 1,200
years. They are distinguished
by their fine features and
pointed ears, and when
standing beside the average
man they appear a bit shorter
than most. Taught archery from
an early age, elves receive a +1
bonus with any type of bow,
and with both short and long
swords. Mages find them
resistant to any type of sleep or
charm spells. But unfortunately,
raise dead spells do not affect
Gnomes may be the world’s first
practical jokers and have a
proven reputation as enthusiastic
pranksters. Carefree and lively,
it is often as difficult to believe
they are kin to dwarves as it
is to get any gnome to admit
the relation. They live to be
around 600 years old, an age
reached in part because of their
resistance to magic.
Half-elves prove to be skillful in
a wide range of activities, their
mix of elven and human blood
providing them with many
advantages over other races.
Yet their talents are not so
appreciated as to make them
welcome company in either
human or elven society. While
they are seen to travel and
mingle in both groups, they are
often too tall and heavy to be
accepted among the elves, while
it is their slender, elven features
that often make them outcasts
among men. Like many nonhuman races, half-elves can find
the RAVENLOFT game world a
very unfriendly place.
On the average, half-elves live
for some 250 years and inherit
an inborn resistance to sleep
and charm spells, though this
protection proves weaker than
in true elves.
Halflings avoid strenuous
adventures as a rule. Their
backsides are used to the
comfort of padded chairs and
their feet enjoy resting atop
mounds of well-feathered
pillows. This is not to say they
are lazy, for as a race, halflings
prove to be sturdy and industrious, always making certain
their larders stay full to bursting
and their burrows remain warm,
well-furnished homes.
A bit shorter than dwarves,
halflings can usually be spotted
by their curly hair and round,
broad facial features. They are
plump, quiet, and well-liked by
the other races, especially the
gnomes. When adventuring,
halflings show their mettle by
their innate resistance to magic
and the +1 bonus they receive
for their skill with slings.
Humans make up the majority
of the RA VENLOFTgame
world’s inhabitants. Those who
have lived for long amid the
dark and terrible secrets of the
land are prone to become
reclusive and stay safely behind
bolted doors. Travelers through
the RAVENLOFT game world
may be more enterprising and
materialistic by nature. Humans
often risk their short, 70 year
lifespan in quests for immediate,
personal gain. Yet it proves
difficult to say any one thing
about them. Though often
impatient and short-sighted,
humans live in the most diverse
societies and frequently strive to
meet high ideals.
Some characters learn magic
while others become experts in
battle tactics. Some are masters
of the arcane art of spell casting,
while others are malcontents
able to pick almost any lock.
Each belongs to his own defined
occupation, or class. While the
members of some races may
belong to more than a single
class, the six basic choices are:
Select the class of your characters with care. A good sword
arm and knowledge of tactics
are the hallmark of warriors
such as the fighters, rangers,
and paladins, but skill in battle
alone is often not enough. To
survive the dangers of the
world, the art of picking locks
and avoiding hidden traps can
be useful too. These are the
skills of a thief. Magic wielders
such as mages and clerics
possess the knowledge of
powerful spells, and clerics are
able to cure wounds.
Each class has one or more
prime requisites, ability scores
that are important to the class.
A character with prime requisite
scores of 16 or greater advances
faster in levels.
♦ Clerics
Clerics, also called priests, may
be the most favored class of the
gods, for they receive their
power directly from them and
cast spells through their holy
symbols. Yet no cleric battles
his or her adversaries with faith
alone, preferring instead to
back up magic with the
authority of a mace or flail.
Limited to using blunt, impact
weapons, clerics are not
opposed to wearing a good suit
of armor on their journeys.
No tomes of spells and rituals
dangle from a cleric’s belt or
hide in the dark and musty
reaches of his pack, for clerical
magic is of divine origin. While
mages mutter endlessly over the
spells they must memorize,
clerics invite a meditative
trance wherein they become
receptive to divine magic.
The ability to turn undead is
listed on the cleric’s 1st-level
spells and is used like a spell,
giving the wielder powers
against undead monsters such
as skeletons. Because this is
an ability, it does not go away
when used. As clerics advance
in levels, they gain more spells
and greater power against
the undead. Unfortunately,
nowhere are the undead
more powerful than in the
RAVENLOFT game world.
Clerics with wisdom of 13 or
higher gain extra spells. (See
the “Cleric Wisdom Spell
Bonus” table on page 87.)
Prime Requisite: Wisdom
Races Allowed: All
Weapons Allowed: Mace, Flail,
Staff, Sling
♦ Fighters
Fighters often tread in harm’s
way, relying on a strong sword
arm and their brave, sometimes
foolhardy natures to win the
day. Trained in the use and
maintenance of all types of
weapons and armor, fighters
can utilize any available piece
of hardware without restriction.
This includes magical items
such as rings and gauntlets.
Like practicing athletes, fighters
improve their skills and speed
as they move up in levels. An
extra sword thrust, delivered
with blinding speed, may prove
the difference between the living
and the dead, and high-level
fighters such as paladins and
rangers are able to attack more
often with such melee weapons.
Prime Requisite: Strength
Races Allowed: All
Weapons Allowed: All
♦ Mages
Mages control powerful spells
by memorizing their arcane
words and ancient symbols.
Their knowledge of this art is
their treasure and the secret to
their mysterious power.
Because their ability to spell
cast depends upon freedom
of movement, mages cannot
wear armor, and tend to make
poor fighters. Instead of
weapons (and they can use
but a very few), mages rely
on their intellects and their
ability to memorize spells to
see them through.
Still, a high-level mage is a
potent entity. With a hoard of
musty spell books and scrolls,
gathered after many trials and
much experience, a mage can
become truly powerful.
Prime Requisite: Intelligence
Races Allowed: Human, Elf,
Half-Elf
Weapons Allowed: Dagger,
Staff, Dart
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♦ Paladins
Paladins radiate an aura of
protection, a shield of sorts
which causes their attackers to
suffer a penalty even before
these elite warriors have
unsheathed their swords. In this
and other magical abiliies,
paladins prove themselves as
more than mere fighters.
Walking the most difficult path
of any class, the paladin abides
by the rules of lawful good and
leads others by the example of
his chaste and pious ways. The
life of a paladin can become an
horrendous challenge, one too
great for any mere mortal to
bear. The very aura of the land,
in time, may convince the
paladin that he has been
betrayed by his gods and turn
even the most pious among
them to evil, though this is
thought to take many years.
In addition to skill with all types
of arms and armor , paladins
possess extra resistance to magical attacks and poisons. No disease can lay them low. And once
per day they can heal with their
lay on hands ability , a skill simi lar to a cleric’s cure light wounds
spell. This restores two hit points
per level of advancement.
By the time they’ve reached the
third level, paladins can turnundead as well as a cleric two
levels below their own. Once
they reach the ninth level,
paladins can use certain cleric
spells, praying for them and
casting them exactly as the
clerics themselves do. These
are: bless, cure light wounds,
detect magic, and slow poison.
High-level paladins, like other
high-level fighters, can attack
more often with melee weapons.
Prime Requisites: Strength,
Charisma
Races Allowed: Human
Weapons Allowed: All
♦ Rangers
Rangers follow the broken trails
of their quarry across hard
lands, or beneath the dim light
of a forest canopy, yet never
lose the spoor. They are trained
trackers, hunters, and woodsmen, succeeding by their wits
as much as by their skills with
bow and sword.
At one with any type of weapon
or armor, rangers usually avoid
heavy armor as too restricting.
It prevents them from using
their special ability to wield a
weapon in both hands without
penalty. For this reason they are
seen more often in studded
leather or other, lighter armors.
High-level rangers, like other
high-level fighters, can attack
more often with melee weapons.
Prime Requisites: Strength,
Dexterity, Wisdom
Races Allowed: Human, Elf,
Half-Elf
Weapons Allowed: All
♦ Thieves
Thieves accept no single rule or
philosophy by which to run their
lives. While some, with sleight of
hand, may steal change from a
beggar’s cup, others may share
their ill-gotten prizes with the
less fortunate. Still others see
themselves as basically good
business men, with perhaps a
slight character flaw.
In castle, town, or dungeon, an
experienced thief of many levels
is proficient at picking locks and
avoiding whatever traps have
been laid to catch the unwary .
To move freely and quietly ,
thieves prefer to wear leather
armor, though they are not
averse to traveling well-armed.
Prime Requisites: Dexterity
Races Allowed: All
Weapons Allowed: Club,
Dagger, Dart, Short Bow,
Sling, Long Sword, Broad Sword,
Short Sword, Staff
ALIGNMENTS
There are six possible alignments, or philosophies of
life. However, a character’s
chosen class may limit your
selections. Paladins, for
instance, can be only lawful
good. The choices are:
♦ Lawful Good
♦ Lawful Neutral
♦ Neutral Good
♦ True Neutral
♦ Chaotic Good
♦ Chaotic Neutral
Two parts make up a character’s
alignment, and both are equally
important: world view and
personal ethics.
World View
♦ Lawful means that the
character works within
the framework and rules
of a society.
♦ Neutral means that the
character moves between
valuing society and valuing
the individual.
♦ Chaotic means that the
character values the individual above society and others.
Personal Ethics
♦ Good indicates that the
character acts in a moral
and upstanding manner.
♦ Neutral indicates that the
character leans towards
“situational ethics,”
evaluating each set
of circumstances.
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ABILITY SCORES
These numbers are a summary
of natural faculties and abilities.
A character’s summary includes
the following faculties:
The Edit and Keep commands
allow you to make changes
to these scores and then
save them.
Every character brings a different
combination of strengths,
weaknesses, talents, and abilities
to the game.
Instead, S
uses scores to keep track of a
character’s various abilities.
High scores show strength in
a particular area, low scores
the opposite.
A number between 3 and 18
goes to make the base score.
Modifications to the base score
caused by the character’s race
are automatically factored in by
the computer.
The highest any score can be is
19, unless boosted upward
through magic.
For fighters, a percentile value
(in Strength) may be added to
show exceptional ability.
TRAHD’S POSSESSION
Strength provides a measure
of effectiveness in battle. As the
word implies, physical power,
muscle, and stamina are being
gauged. Stronger characters are
able to swing a sword or mace
more often and thereby receive
bonuses for the extra damage
they do.
Fighters, rangers, and paladins
are capable of extraordinary
feats of physical prowess and so
may possess strength scores
higher than 18. These special
scores are displayed as a
percent value following the
base strength, such as: 18/23,
where 23 means 23%.
Unfortunately, halflings, even
halfling fighters, cannot acquire
exceptional strengths.
Dexterity bestows the gifts of
speed and agility on those
characters who score high in
this area. Accuracy in firing a
bow or in letting loose with a
sling are additional advantages
of being dexterous, as well as
receiving bonuses to one’s
armor class. Adversaries simply
find it hard to hit a quick
moving target.
When the dexterity score
reaches 16 and above, fighters
can more effectively manage
a weapon in each hand with
less penalty.
Constitution measures the
fitness, health, and physical
toughness of your character. A
high score in this area boosts
the total number of hit points
your character receives, and
with more hit points, your
character becomes all the more
difficult to kill.
Intelligence becomes a key
factor in a character’s ability to
memorize and use spells.
Mages especially must be
highly intelligent to learn and
use their repertoire of magic. In
all, this quality measures
memory, reasoning, and
learning ability.
Wisdom ensures that the
character possessing it is less
susceptible to magic. Likewise,
a low score in this area (7 or
less), leaves a character open to
the slightest spell. Wisdom
scores of 15 and above offer
some protection.
Clerics find that a high Wisdom
score (13 or more) enables
them to cast extra spells. For
more information, see the
“Cleric Wisdom Spell Bonus”
table on page 87.
Charisma and its value lie
embodied in the words
persuasive and commanding.
For a character with high
personal magnetism and the
allure which persuades others
to accept their leadership, the
way lies open to join that elite
group, the paladins.
OTHER CHARACTERISTICS
♦ Armor Class (AC)
♦ Hit Points (HP)
♦ Experience Points (EXP or XP)
♦ Level (LVL)
Four other elements define how
well a character is doing. Unlike
race or class, these scores
change constantly based on a
character’s actions. They are:
armor class, hit points,
experience points, and level.
Armor Class (AC) reflects both
a character’s dexterity and
whatever new armor or shield
he or she may be wearing. As a
score, it measures how difficult
someone is to hit and damage.
Low armor class values mean
different things. While your
character may have a low armor
class because of wearing the
best, dwarven-tooled armor, that
beast skulking around the next
corner may boast the same
armor class, if only because it is
fast and small.
Magical armor and a high
dexterity score improve a
character’s armor class.
Hit Points (HP) act like a
scale showing your character’s
life force. Needless to say, the
longer your character allows
that Strahd Zombie to beat him
about the head and shoulders,
the more hit points your
character will lose. Higher
values are better. And while
armor and magical defenses
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provide some protection, when
your character’s hit points reach
zero, he or she is dead. At that
point you will either have to
replace the character with
another one met by your party
in its travels through the
RAVENLOFT game world, or
have your party’s cleric attempt
a raise dead spell.
Experience Points
(EXP or XP) can be thought of
as milestones in a character’s
personal development. Avoiding
that undead’s silent leap from
behind taught your character
something, as did honing his or
her sword skills against the
doom guard two doors back.
Finding treasure, completing
parts of the adventure,
dispatching foes: all lead to
increased experience points
and, eventually, to an increase
in a character’s level.
Characters with prime requisite
scores of 16 or more increase
their experience earned by 10%.
All characters begin the game
with some experience points,
and multi-class characters have
these points distributed evenly
among their classes.
Level measures how much a
character has advanced in his
or her class. When a character
gains enough experience points
to advance a level, extra hit
points are earned. There is also
an improvement in a character’s
fighting ability.
Characters at higher levels
show a resistance to the
effects of poisons and magical
attacks. When at advanced
levels mages, clerics, and
paladins find themselves able
to memorize a greater number
of spells.
These improvements happen
automatically whenever a
character has enough points.
Level advancement tables for
all classes begin on page 87.
Creating Strong Characters
SINGLE-CLASS VS.
MUL TI -CLASS
Single-class characters have
more hit points than multiclass characters with the
same amount of experience.
They do more damage to their
opponents in battle. Singleclass clerics and mages gain
higher level spells sooner than
their multi-class counterparts.
Non-human characters may
choose to belong to one or more
classes, and in so doing reap a
few rewards for their trouble.
A fighter/mage can both melee
effectively and cast spells,
though his single-class
counterparts prove better at
their individual specialties.
While this may sound at first
like a poor choice, ask yourself
what your brave fighter will do
when he or she encounters a
locked gate for which there is
no key. If there is no thief in the
party, perhaps your fighter
would have done well to gain
the skills of that class.
Because their experience points
are distributed evenly between
their classes, multi-class
characters move up through the
levels slower than singleclassed characters.
RACIAL ADVANTAGES
If you’ve been wondering which
race/class combinations are
best, here are a few examples:
Dwarven Fighter: This character has less to worry about than
most when battling poisonous
creatures. With a Constitution
of 19, the dwarven fighter may
benefit as well from increased
hit points. Reading dwarven
writing is their specialty.
Paladin: With a gentle touch,
your paladin may heal that
wound which otherwise could
signal the end for the afflicted
character. Yet laying on handsis
but one benefit of choosing this
elite warrior to do battle in the
RAVENLOFT game world.
Capable of fighting as well as
any fighter, when paladins reach
the ninth level, they are able to
master a few clerical spells.
Elven Mage: Moving swiftly ,
your elven mage steps between
the paths of two hurtling arrows,
demonstrating inhuman grace
and dexterity . Benefiting fr om a
high armor class (due to dexterity) and the ability to gain levels
swiftly as a single class character,
the elven mage boasts a maxi-
mum constitution of 17 and a
maximum dexterity of 19. He or
she can also read elven writing.
Human or Half-Elven Cleric:
Proud of their often formidable
intellects, these single class
characters gain levels swiftly.
They can ascend to a maximum
Wisdom of 18, and in so doing
acquire the maximum number
of bonus spells. A good human
or half-elven cleric can attain
the maximum levels permitted
in the game.
Half-Elven Fighter/Mage/
Cleric: If this character can
survive long enough, his or her
various talents show promise in
overcoming any obstacle the
RAVENLOFT game world might
offer. With the exception of lock
picks, a specialty of thieves,
your Half-Elven Fighter/Mage/
Cleric can employ every item in
the game. But while drawing a
sword, casting a magic missile
spell, or healing that hell hound
bite are all possibilities, he can
do none as well as a single
class character with the same
amount of experience.
They rise in levels very slowly
and have fewer hit points to call
their own for most of the game.
Elven Fighter/Mage/Thief:
Here is a jack of all trades who
can pick locks as well. But like
the Half-Elven Fighter/Mage/
Cleric listed previously, this
character also rises slowly
through the levels and suffers
from a scarcity of hit points for
most of the game.
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SPELLS
Spirits, spells, and perilous magic await those summoned by fate to
journey within the misty realm. To survive in the RAVENLOFT
game world, it is well to know magic, or to seek out a fellow traveler
adept in the ancient art of spellcasting. Following are descriptions
of spells your magic-wielding characters may use to fend off the
dangers of the realm, or to conquer its greatest challenges.
The Prophecy of Magic
“An aura of mystical strength
surrounds you. It speaks of power,
LEGEND FOR
PRIEST AND
MAGE SPELL
DESCRIPTIONS
Range:0 = the spellcaster
Touch = the character touched
Close = adjacent square
Medium = up to 2 squares away
Long = as far as visible range
Duration:Instantaneous = flash or instant effect
Short = single combat round
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: MEDIUMDURATION: MEDIUMAREA 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
their attacks. Bless spells are not cumulative. First-level priests and
high-level paladins can cast bless spells.
bringing forth abilities of which you
may not be aware. Magic is yours to
command, if only you might find the
way. . . .”
— Madame Eva of the Vistani
Cause Light Wounds
RANGE: TOUCHDURATION: PERMANENTAREA OF EFFECT:ONE CHARACTER
This spell is identical to the first-level cure light wounds spell,
except that it causes 1-8 hit points of damage.
Cure Light Wounds
RANGE: TOUCHDURATION: PERMANENTAREA 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 curelight wounds spells, and often need to after the stealthy shadow
fiend catches the party unawares.
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Detect Magic
RANGE: 0DURATION: MEDIUMAREA OF EFFECT: CARRIED ITEMS
This spell allows the caster to determine if any of the items being
carried are magically enchanted. All magic items are indicated for a
short period of time. High-level paladins can cast detect magicspells.
Invisibility to Undead
RANGE: TOUCHDURATION: MEDIUMAREA OF EFFECT: CREATURE TOUCHED
A useful spell for those stalked by a rotting zombie while exploring
the RAVENLOFT game world. When cast upon a character,
invisibility to undead causes a creature to lose track of and ignore
your party. Powerful undead with many hit points may avoid the
effect of this spell. Note also that a priest protected by this spell
cannot turn affected undead and that the spell ends immediately if
affected characters make any attack.
Light
RANGE: LONGDURATION: MEDIUM TO LONGAREA OF EFFECT: RADIANT GLOBE ABOUT CASTER
This spell causes a luminous glow to appear. The light is equal in
brightness to torchlight, but is not cumulative, as multiple castings
do not provide a greater light. A good spell to use when no torches
are available.
Magical Stone
RANGE: 0DURATION: SPECIALAREA OF EFFECT: SPECIAL
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
stones are considered +1 weapons for determining if a creature can
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,
hold them in his or her hands, and then cast the spell.
SECOND-LEVEL PRIEST SPELLS
Aid
RANGE: TOUCHDURATION: MEDIUMAREA OF EFFECT: CHARACTER TOUCHED
This spell acts like a bless spell and confers one to eight extra hit
points. The temporary hit points are subtracted before the
character’s own if he or she is injured in combat. The spell’s
duration increases with the level of the caster.
Draw Upon Holy Might - STR
RANGE: 0DURATION: MEDIUMAREA OF EFFECT: SPELLCASTER
While the citizens of Barovia cower within their homes, afraid to
worship their gods, the priest in your party may become a vessel for
the power of his or her god. Upon invoking this spell, his or her
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
cannot increase strength beyond a value of 18.
Draw Upon Holy Might - DEX
RANGE: 0DURATION: MEDIUMAREA OF EFFECT:SPELLCASTER
Similar to Draw Upon Holy Might - STR , invoking this spell causes
the priest’s 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
score by +1 for every three levels of experience. The effect lasts for
the duration of the spell. It cannot increase dexterity beyond a
value of 18.
Flame Blade
RANGE: 0DURATION: MEDIUMAREA OF EFFECT: ONE TARGET
This spell causes a flame-like blade to appear in the caster’s hand.
The blade attacks like a normal sword and does 7-10 points of damage. 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.
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Hold Person
RANGE: LONGDURATION: MEDIUMAREA OF EFFECT:UP TO FOUR CHARACTERS
Hold person affects human, demi-human, or humanoid creatures.
Creatures that are affected become rigid and unable to move or
speak. Spell duration increases with the level of the caster.
Slow Poison
RANGE: TOUCHDURATION: LONG AREA OF EFFECT: CREATURE TOUCHED
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
poison’s full effect unless a neutralize poisonspell is cast. The
spell’s duration increases with the level of the caster. High-level
paladins can cast slow poison spells.
THIRD-LEVEL PRIEST SPELLS
Cure Disease
RANGE: TOUCHDURATION: PERMANENTAREA OF EFFECT:CREATURE TOUCHED
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
course upon the type of disease and the state of its advancement
when the cure disease spell is cast. Cure disease is a critical
component when any attempt to cure a werewolf is attempted.
Dispel Magic
RANGE: MEDIUMDURATION: PERMANENTAREA OF EFFECT:IMMEDIATE AREA
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: TOUCHDURATION: 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 spell’s positive energy.
Prayer
RANGE: 0DURATION: MEDIUMAREA OF EFFECT: YOUR PARTY
This spell is a powerful version of the first-level bless. This spell
increases your character’s combat ability and decreases the
enemy’s. The spell has no cumulative effect. The spell’s duration
increases with the level of the caster.
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Remove Paralysis
RANGE: 0DURATION: PERMANENTAREA OF EFFECT: UP TO FOUR CREATURES
Created centuries ago by evil wizards, inquisitors can paralyze their
victims with a single gaze. Luckily for those who have mastered
this spell, it negates the effects of any type of paralyzation or
related magic. The spell also counters hold or slow spells.
FOURTH-LEVEL PRIEST SPELLS
Cause Serious Wounds
RANGE: TOUCHDURATION: PERMANENTAREA OF EFFECT: CREATURE TOUCHED
The reverse of cure serious wounds, this spell inflicts 3-17 points of
damage upon the creature touched by the priest.
Cure Serious Wounds
RANGE: TOUCHDURATION: PERMANENTAREA 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 party’s priest knows this one.
Fortify
RANGE: 0DURATION: SPECIALAREA OF EFFECT: CHARACTER TOUCHED
Cast this spell upon a character, and the next cure woundsspell
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: TOUCHDURATION: PERMANENTAREA 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.
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FIFTH-LEVEL PRIEST SPELLS
Atonement
RANGE: TOUCHDURATION: PERMANENTAREA OF EFFECT: CREATURE TOUCHED
By using atonement, a priest removes the burden of unwilling and
unknown deeds from the person who is the subject of the atonement.
This spell is especially useful when working to remove the pathological scourge of the werewolf.
Cause Critical Wounds
RANGE: TOUCHDURATION: PERMANENTAREA OF EFFECT:CREATURE TOUCHED
This spell is identical to the first-level cause light wounds, except
that it inflicts 6-27 hit points of damage.
Cure Critical Wounds
RANGE: TOUCHDURATION: PERMANENTAREA 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.
SIXTH-LEVEL PRIEST SPELLS
Harm
RANGE: TOUCHDURATION: PERMANENTAREA OF EFFECT: CREATURE TOUCHED
Terribly effective, this reverse of the heal spell will bring a target to
death’s door, reducing it to very few hit points, no matter how many
hit points the target had before the spell. Is your priest brave
enough to shake hands with a werewolf, and would so powerful a
creature ever allow him that close alive?
Heal
RANGE: TOUCHDURATION: PERMANENTAREA OF EFFECT:CHARACTER TOUCHED
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.
Flame Strike
RANGE: LONGDURATION: INSTANTANEOUSAREA 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: TOUCHDURATION: PERMANENTAREA OF EFFECT: ONE CHARACTER
When the priest casts a raise deadspell, 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.
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MAGE SPELLS
FIRST-LEVEL MAGE SPELLS
Armor
RANGE: TOUCHDURATION: LONGAREA 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
(AC 6). The spell has no effect on characters who already have AC
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
points of damage + 1 point per level of the caster.
Burning Hands
RANGE: CLOSEDURATION: INSTANTANEOUSAREA OF EFFECT:FRONT RANK
When a mage casts this spell, a jet of searing flame shoots from the
character’s fingertips. The damage inflicted by the flame increases
as the mage increases in level and gains power. The spell does one
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.
Chill Touch
RANGE: 0DURATION: MEDIUMAREA OF EFFECT: SPELLCASTER
When casting this spell, a blue glow encompasses the mage’s 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.
Light
RANGE: LONGDURATION: MEDIUM TO LONGAREA OF EFFECT: 20-FOOT-RADIUS GLOBE
This spell creates a luminous glow, equal to torchlight, within a
fixed radius of the spell’s center. It needs no target and is a good
spell to cast when the party is low on light.
Magic Missile
RANGE: LONGDURATION: INSTANTANEOUS
The mage creates a bolt of magic force that unerringly strikes one
target. Magic missile spells do greater damage as a mage increases
in level. Initially, magic missilesdo two to five points of damage, and
for every two extra levels the spell does two to five more points. So,
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.
AREA OF EFFECT:
ONE TARGET
Shield
RANGE: 0DURATION: MEDIUM TO LONGAREA OF EFFECT: SPECIAL
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
(arrows, sling-stones). The spell does not have a cumulative effect
with the armor spell. The spell duration increases with the level of
the caster.
Detect Undead
RANGE: 0DURATION: LONGAREA 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.
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SECOND-LEVEL MAGE SPELLS
Agannazer’s Scorcher
RANGE: MEDIUMDURATION: SHORTAREA OF EFFECT:2-FOOT BY 60 FOOT JET.
Upon casting this spell a jet of flame appears at the caster’s
fingertips and bursts outward toward a chosen target. If the target
remains within range it will suffer 3-18 points of damage in the first
round and 3-18 again in the second. The casting mage cannot
perform other actions during the second round of the spell or
discontinue the spell until it has run its course.
Blur
RANGE: 0DURATION: MEDIUMAREA OF EFFECT:SPELLCASTER
The position of a mage with an active blurspell shifts and wavers.
This distortion makes the character harder to hit with an attack. A
true seeing spell will counter a blur spell.
Ice Knife
RANGE: SPECIALDURATION: INSTANTANEOUSAREA 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.
Knock
RANGE: LONGDURATION: SPECIALAREA OF EFFECT: 10 SQUARE FEET/LEVEL
When Count Strahd Von Zarovich is your gracious host, would
you betray his trust by exploring locked rooms? Only your party’s
mage knows for sure. When casting a knock spell, a mage is able to
open stuck, barred, locked, held, or wizard-locked doors. It opens
secret doors, as well as locked or trick-opening boxes or chests.
When opening a magically locked door, the spell does not remove
the former spell, but merely suspends it from functioning for a
single turn.
Wizard Lock
RANGE: TOUCHDURATION: PERMANENTAREA OF EFFECT: 30 SQUARE FEET/LEVEL
A wizard lock spell cast upon a door, chest, or portal magically
locks it. While the mage can freely pass through his or her own
lock without affecting it, other creatures must try to break in, or use
magic several levels above the casting mage’s to successfully dispel
or knock their way in.
Improved Identify
RANGE: 0DURATION: PERMANENTAREA OF EFFECT: ONE ITEM IN THE SPELLCASTER’S HAND
When this spell is cast, one item in the mage’s hand is identified for
what it really is. The mage learns the item’s name and the attack or
damage bonuses it has. To use this spell, the object can be placed
either in the character’s hand as it appears on the adventure screen
or in the hand of the character’s figure on the inventory screen.
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THIRD-LEVEL MAGE SPELLS
Dispel Magic
RANGE: LONGDURATION:PERMANENTAREA OF EFFECT: 30-FOOT CUBE
When a mage casts this spell, he or she has a chance to neutralize
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
permanently affect enchanted items, such as magical rings, wands,
or weapons.
Fireball
RANGE: LONGDURATION: INSTANTANEOUSAREA OF EFFECT:TARGET SQUARE
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
example, a 10th-level mage does 10-60 points of damage.
Flame Arrow
RANGE: LONGDURATION: SHORTAREA OF EFFECT: SPECIAL
With this spell, the mage is able to cast fiery bolts at opponents
within range. Each bolt inflicts 1d6 points of damage, plus an
additional 4d6 points of fire damage. The number of bolts a mage
may throw increases with his or her experience level.
Haste
RANGE: CLOSEDURATION: MEDIUMAREA OF EFFECT: 40’ CUBE, 1 CREATURE/LEVEL
This spell allows the affected character to move and fight at double
the normal rate. (However, the spell does not allow spells to be
cast at a faster rate.) The spell’s 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
the question.
Hold Person
RANGE: LONGDURATION: MEDIUMAREA OF EFFECT: UP TO FOUR TARGETS
This spell can affect humans, demi-humans, or humanoid
creatures. Creatures that are affected become rigid and unable to
move or speak. Spell duration increases with the level of the caster.
Hold Undead
RANGE: LONGDURATION: MEDIUMAREA OF EFFECT: UP TO 3 TARGETS
This spell affects undead creatures who are as powerful or weaker
than the caster. This spell automatically affects skeletons, zombies,
or ghouls. All other undead creatures may resist the spell; those
who do not become rigid and unable to move or speak. Spell
duration increases with the level of the caster.
Invisibility 10’ Radius
RANGE: TOUCHDURATION: SPECIALAREA OF EFFECT: 10-FOOT RADIUS OF CHARACTER TOUCHED
The mage confers invisibility upon everyone within 10 feet of the
target of this spell. Gear carried is included, though light emitted
from a light source remains visible. The effect moves along with the
recipient, but creatures entering the spell’s radius do not become
invisible. Characters remain invisible until the spell is dispelled, the
characters are attacked, or they attack themselves.
Lightning Bolt
RANGE: LONGDURATION: INSTANTANEOUSAREA OF EFFECT: SPECIAL
Upon casting this spell, the mage releases a powerful stroke of
electrical energy that inflicts 1d6 points of damage per level of the
spellcaster, up to a maximum of 60 points to each creature within
its area of effect.
Slow
RANGE: LONGDURATION: MEDIUMAREA 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.
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Vampiric Touch
RANGE: CLOSEDURATION: MEDIUM OR UNTIL ONE ATTACK IS MADEAREA OF EFFECT:SPELLCASTER
When this spell is cast, a glowing hand appears. A mage may
attack with this hand like any other melee weapon. When the
caster touches an opponent with a successful attack, the spell does
1-6 points of damage for every two levels of the mage. For example,
a 10th-level mage would do 5-30 points of damage. These points in
turn are transferred temporarily to the mage, so any damage he or
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.
FOURTH-LEVEL MAGE SPELLS
Detect Scrying
RANGE: 0DURATION: LONGAREA OF EFFECT: 120-FOOT RADIUS
By use of this spell, the mage immediately becomes aware of any
attempt to observe him by magic means. The spell reveals the use
of magical scrying devices, such as crystal balls or other magical
reading devices.
Ice Storm
RANGE: MEDIUM TO LONGDURATION: INSTANTANEOUSAREA 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 caster’s 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: TOUCHDURATION: PERMANENTAREA 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: TOUCHDURATION: SPECIALAREA 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 .
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Wizard Eye
RANGE: 0DURATION: MEDIUMAREA OF EFFECT: SPECIAL
This is a dangerous land, one where the ability to scout ahead is
often the difference between life and death. With wizard eye the
mage creates and invisible eye which can travel in any direction as
long as the spell lasts. It allows the mage to see along the path
ahead, even up to 10 feet away in darkened areas using infravision.
Unfortunately, the magical eye cannot pass through solid barriers.
FIFTH-LEVEL MAGE SPELLS
Cone of Cold
RANGE: CLOSEDURATION: INSTANTANEOUSAREA OF EFFECT: THREE SQUARES
This spell causes the mage to project a chilling cone of sub-zero
cold. The numbing cone causes two to five points of damage per
level of the caster. For example, a 10th-level mage would do 20-50
points of damage.
Hold Monster
RANGE: LONGDURATION: MEDIUMAREA OF EFFECT: ONE SQUARE
This spell is similar to the hold personspell except that it affects a
wider range of creatures. However, the spell does not affect undead
creatures. The spell’s duration increases with the level of the caster.
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SIXTH-LEVEL MAGE SPELLS
Claws of the Umber Hulk
RANGE: TOUCHDURATION: LONGAREA OF EFFECT: ONE CHARACTER
When this spell is cast, the subject’s hands widen and his
fingernails thicken and grow, becoming equivalent in power to the
iron-like claws of the umber hulk. The affected character can make
two claw attacks per round, each one inflicting 2-12 points of
damage plus any strength bonuses.
Death Spell
RANGE: LONGDURATION: INSTANTANEOUSAREA OF EFFECT: 3 SQUARES LONG
This spell slays many weak creatures easily, but kills few strong ones.
Some very powerful monsters may not be affected by this spell. Bats
are good targets for this one.
Dragon Scales
RANGE: TOUCHDURATION: LONGAREA 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 character’s Armor Class by 2 for the duration of the spell.
Otiluke’s Freezing Sphere
RANGE: SPECIALDURATION: MEDIUM OR UNTIL THROWNAREA OF EFFECT: SPECIAL
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
upon hitting the target it does 6d6 points of cold damage upon all
creatures within a 10-foot radius. These special sling stones should
be created just before a battle in which they will be used, for they
cannot be stored forever and will disappear in time.
True Seeing
RANGE: 0DURATION: SHORTAREA OF EFFECT: SPECIAL
Castle Ravenloft can be a maze to those unfamiliar with its many
twists, turns, and magical wards. With this spell, a mage can see
things as they really are. Illusionary walls will not fool your character, and invisible monsters, items, or magical effects will appear.
Lich Touch
RANGE: TOUCHDURATION: MEDIUMAREA 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 caster’s 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.
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Strategies for Using Spells
In the hostile environs of the RAVENLOFT game world, the spells
memorized by your spellcaster will be important to his or her
strategy. In the following section, the spells are divided into types:
offensive, defensive, curative, and others, and hints are given on
when each type of spell* is most effective.
*Spells that are available to priests (or both priests and mages) are marked with
a caret sign (^).
♦ OFFENSIVE SPELLS
^Cause Serious Wounds, ^Cause
Critical Wounds, Chill Touch, Claws
of the Umber Hulk, ^Harm, Lich
Touch, Vampiric Touch
Because the spellcaster must
touch his or her target for these
spells to be effective, they can
put a spellcaster’s courage to
the ultimate test. In using them,
the caster places him or herself
in the thick of the danger.
^Flame Blade, Ice Knife,
^Magical Stone
With these spells, the caster
creates a weapon and so need
not expose him or herself as
dangerously as with spells
requiring a touch. The ice knife
and magical stone are projected
weapons, putting a little more
distance between the character
and his or her target.
Agannazer’s Scorcher,
Death Spell, Magic Missile
These are ranged magical attacks
affecting one target at a time.
These spells affect several
monsters in an area. Because of
the damage they do, they are
often the preferred offensive
spells of high-level spellcasters.
Look closely at the area of effect
for each spell. Spells affecting
several squares are more
effective against monsters that
cannot attack in groups. Spells
affecting a single square are
most effective against monsters
that attack in groups.
Be careful when using the icestorm and hold person spells. If
the target of an ice stormis within
melee range of your character, he
or she will also take damage
from the spell. The hold person
spell only affects human and
other humanoid creatures.
♦ DEFENSIVE SPELLS
Armor, Blur, Shield,
Stoneskin, Dragon Scales
These spells provide protection
from physical attacks. Cast them
on your character before battles
that involve physical attacks.
^Bless, ^Prayer,
^Negative Plane Protection
These spells provide protection
from magical attacks. Cast them
on your character before battles
that involve magical attacks.
Replace lost hit points with
these spells. Aid can temporarily increase your character’s hit
points over their normal maximum value. Clerics should
always have a few cure lightwounds spells memorized to
quickly heal wounds.
To slow or remove the effects of
poison, paralysis, and curses,
keep a number of these spells
memorized whenever your
character is near a monster who
can poison or paralyze
These spells allow the spellcaster
to recognize magic, detect the
presence of undead creatures,
look ahead of the party, or scrye.
Detect magic is very useful in
evaluating the items your party
picks up during the game. The
spell causes all magical items
carried by the character to glow.
♦ OTHER SPELLS
^Create Food & Water
This spell is useful where food
is scarce (in the later levels of
the game). Be sure your
spellcaster memorizes this spell
before food runs out!
^Dispel Magic
With this spell, the effect of
other spells affecting your party
is negated; however, it does not
counter cure spells.
^Draw Upon Holy Might-STR,
^Draw Upon Holy Might-DEX
These two spells allow the priest’ s
body to become a vessel for the
power of his or her god. As a
result, the caster’s Strength or
Dexterity are increased by +1 for
every three levels of experience.
Haste
Use haste when your party faces
monsters who prove to be very
fast. The haste spell allows melee
attacks to be made much faster.
Cast this spell on your character
before dangerous battles.
Invisibility 10’ Radius,
Invisibility to Undead
Invisibility 10’ radiusis useful to
hide your character from mystic
sensors and prying eyes. Even
when your character is invisible,
most monsters will sense his or
her general location, though
monsters receive big penalties on
attacks against invisible targets.
Knock, Wizard Lock
The mage casting a knockspell
is able to open stuck, barred, or
locked doors. The wizard lock
spell does the opposite; however,
a mage may pass his or her own
magical lock without affecting it.
^Light
A glow equal to torchlight is
fixed on an object when this
spell is cast.
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BESTIARY
Prophecy of Difficulties to Come
Bats, Ghouls, and Brigands are but a few of the dangers to be
encountered in the domain of Strahd Von Zarovich. This section
contains descriptions of the creatures awaiting any traveler who
dares enter the RAVENLOFT game world.
“Take care and keep a wary eye;
be not too brash when approaching
Bat, Skeletal
The mindless, animated remains of the bat,
skeletal bats are no more than puppets sent
to carry out the will of their creator. They are
usually used as guardians and are commonly
associated with necromancers or evil priests.
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 one’s
guard against skeletal bats.
Brigands
Ruffians and thieves, these highwaymen are a
common threat in the RA VENLOFT 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
with a hood which drapes over the head and
face is a common costume for brigands.
the denizens of this sullen land, for
they, with lethal and malignant
certainty, lie in wait for you.”
— Madame Eva of the Vistani
Broken Ones
Broken ones are the tragic survivors of scientific and magical experiments gone awry .
While they were once human, their beings
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.
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Count Strahd V on Zarovich
Count Strahd Von Zarovich, Lord of Barovia,
rules from Castle Ravenloft, a huge and
forbidding structure which sits atop a
precipice overlooking the town. Barovia is his
by right of conquest, for long ago Strahd
entered the valley between the Balinok
mountains at the head of a powerful army.
Standing over six feet in height, his body lean
and hardened from long years of war, Strahd
is a natural leader and a powerful lord, one
who accepts nothing less than absolute
obedience to his rule. While his army has
long since faded into history and Strahd
himself is rarely seen, he nevertheless retains
a ruthless and unyielding grip upon the land.
Darkling
The darkling is a gypsy, one of the Vistani
who inhabit the land; however, this
vagabond has been cast out by his own
people for some offense, then left to wander
alone, becoming more evil with the passing
of the years. In melee combat, the darkling
will generally rely on light arms like daggers
and short swords, doing damage according
to the weapon employed; however, a
darkling trademark is to coat the blades of
these weapons with lethal poison.
Darklings often gather bands of human
thugs about them and take up the life of the
wandering brigand, committing heinous
crimes and acts of random brutality.
Doom Guard
Created by a series of arcane enchantments,
doom guards begin their unnatural existence
as nothing more than suits of armor. Once
animated, they become guards, serving as
pure and simple treasure protectors or as
castle guards for powerful mages. They are
straightforward opponents. With a sword,
axe, or similar weapon, they attack anything
entering their area of responsibility. These
weapons will inflict 1-8 points of damage, or
in rare cases up to 10 points of damage. Any
spell depending upon a biological function
is useless against a doom guard, though a
lightning spell can be effective.
Gargoyle
Gargoyles are ferocious creatures, magical
by nature and often found dwelling amid
ruins or in underground caverns. Originally,
gargoyles were carved roof spouts designed
to represent grotesque human and animal
figures. Some of these decorative gargoyles
can still be seen. For others, however, a
powerful enchantment cast long ago brought
the sculptures to life. Gargoyles take great
pleasure in torturing to death their helpless
prey. They are winged creatures and excellent fighters, with four attacks per round.
Counting on their appearance as sculptures,
gargoyles often stand or sit motionlessly,
perhaps posing in a fountain or standing
beside a doorway. When their victim is close
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.
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Ghoul/Ghast
Ghoul Lord
Once human, ghouls are the undead who
feed on the flesh of corpses. Their transformation has left them deranged, destroying
their minds and leaving behind only a
terrible cunning. With long, roughened
tongues they lick marrow from cracked
bones. Ghouls attack by clawing with their
filthy nails and biting with their fangs.
Unfortunately, the very touch of a ghoul
causes many creatures to become rigid, a
paralysis which can last for many rounds.
The ghast is so like a ghoul as to be all but
indistinguishable from the latter. If anything,
they are worse than their ghoulish brothers,
for the touch of a ghast can affect elves, and
the paralysis so inflicted will last longer for
all those affected.
Looking much like a common ghoul or
ghast, the ghoul lord is, nevertheless, an
opponent of an altogether more terrible
sort. This king of hideous beasts lives
upon the flesh of the dead and the living.
Nearby wait its troops, bands of undead
monsters eager to obey its next command.
When a ghoul lord strikes with its long,
cruel claws, it inflicts 1-6 points of damage
with each blow. The points of its deadly
teeth score 1-10 points of damage, and this
bite infects the unlucky victim with a horrific
rotting disease. Its touch causes paralysis,
and reliable sources indicate that only
magical attacks and weapons forged of pure
iron stand a chance of resisting the lord of
the ghouls.
Goblyn
Totally evil and submissive to their master’s
every whim, these creatures are formed by
powerful magical items and spells, devices
which have transformed once normal
humans into these twisted beings. Their
bloated heads, glowing red eyes, and pointed
teeth are the mark of a monster so hideous
they can often paralyze a victim in fear by
means of a surprise attack. Goblyns seldom
attack with weapons. Instead, they strike at
their victim’s throat with their clawed hands.
Each successful claw attack inflicts 1-6
points of damage, but if both claws hit, the
goblyn gains a solid hold on the neck of its
opponent. When this happens a bite in the
face is usually inevitable, with the potential
for terrible damage. These beasts never
sleep, tire, or become bored, and as such
make relentless foes.
Golem, Bone
A golem is an artificial form, a body or skeleton animated by the Dark Powers. It is under
the complete control of its creator. The bone
golem is assembled wholly from the bones of
animated skeletons which have been defeated in combat. Any manner of skeletal undead
will do, from traditional skeletons to the
bones of animals and monsters, the compiled
result often taking on a nightmarish appearance. An attack from one of these creatures
can do 3-24 points of damage with each
successful blow from a golem’s claws, and
they are capable of a hideous laugh which is
known to cause paralysis and/or death.
Those who have fought with bone golems
know magical weapons can provide an effective defense, but that the evil creations are
immune to all life and mind-affecting spells.
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Golem, Zombie
A variation of the bone golem, the zombie
golem is known for attacking with its
powerful fists. In any single round of
combat, a zombie golem can make two
separate attacks, each causing from 3-18
points of damage. Luckily, this is a slowmoving creature, one incapable of
surprising its victims. In fact, the smell
exuded by this type of golem is so noxious,
it can affect any adventurer moving within
30 feet of the creature. The odor actually
defends this horror against attack by
making an opponent so stricken with
nausea that it becomes impossible to
concentrate on the battle.
Groaning Spirit (Banshee)
The groaning spirit, or banshee, is usually
the spirit of an evil female elf — a very rare
thing indeed. Most groaning spirits hate the
living; they find the presence of living beings
painful, and seek to harm whomever they
meet. Groaning spirits appear as floating,
luminous phantasms of their former selves.
Their image glows brightly at night, but is
transparent in sunlight. Most groaning
spirits look old and withered, have hair that
is wild and unkempt, and dress in tattered
rags. They have faces of pain and anguish,
and eyes burning brightly with hatred and
ire. Groaning spirits frequently cry out in
pain — hence their name and their deadliest
weapon. Once per day a banshee wails with
such dreaded power that its keening voice
may actually prove deadly.
In the demi-plane, it has been said banshees
can include the trapped, tortured souls of
lawful good, female elves who were no more
than victims of horrid circumstance.
Hell Hound
Like some monstrous mutation of the
faithful guard dog, these creatures of eerie
and hellish disposition are often found in
the service of evil beings. They resemble
large dogs with a fur of mangy, rust-red or
red-brown color, while their teeth and
tongue are soot black. In combat, hellhounds prove clever hunters. They operate
in packs and attack first by breathing fire at
their prey from up to 10 yards away.
Perhaps because they use fire as a weapon,
they themselves are immune to such
attacks, and their senses are so keen that
they have been known to sniff out and
attack those adventurers who had thought
themselves successfully hidden by an
invisible spell.
Living W all
Though living walls appear to be normal
constructions of stone and brick, they
radiate an evil magic that only a mage
capable of true seeing can peer beyond. The
wall actually consists of greying and sinewy
flesh — of faces, hands, broken bones, feet,
and toes jutting from the surface. Any
creature dying within 100 yards of the wall
can be absorbed by it, adding their life
strength to its evil aura. In combat, the wall
retains the abilities, and sometimes the
weapons, of those it has absorbed. While no
living wall will initiate an attack, once it has
been struck all the creatures who have been
absorbed into it will strike back in an
immediate, combined attack. Beware of any
living wall which has absorbed a powerful
mage, for those spells memorized by the
mage at the time of his absorption are at the
wall’s command.
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Lycanthrope, Werebat
Referring to themselves as “predators of the
night,” werebats favor humans and
demihumans for their prey. As lycanthropes,
werebats typically have three forms: normal
human, vampire bat, and a hybrid of the
two. In its most feared form the werebat
retains its humanoid shape but takes on the
added features of the bat: the arms extend to
become willowy as leather wings form
beneath them, the teeth sharpen into deadly
fangs, etc. Attacking with claws and teeth,
the werebat not only causes damage to
mortal flesh, but potentially infects its victim
with the pathological scourge of lycanthropy
itself, bringing yet another infected werebat
into being. Like most lycanthropes, werebats
can be harmed only by silver or +1 or better
magical weapons. They favor caves in lightly
wooded, temperate regions as their homes.
Lycanthrope, Wererat
Also known by the inelegant name of
ratmen, wererats are humans who can
transform into sly and evil ratlike beings.
They rely on weapons for their attacks and
prefer short swords and daggers, no doubt
because of their low, wiry build. They often
attack from ambush, and one of their
favorite tactics is to assume human shape
and lure unsuspecting victims into a trap.
Victims of the wererat find themselves
robbed, held for ransom, or eaten
(sometimes all three).
Lycanthrope, Wereraven
Wereravens are a race of wise and goodaligned shapechangers. In the hybrid form
of these creatures the arms grow long and
thin, sprouting feathers and transforming
into wings. The mouth hardens and projects
into a straight, pecking beak, and the eyes
turn jet black. A coat of feathers replaces the
normal body hair of the human form. It is
rumored these creatures belong to a secret
society, a disciplined and dedicated band
devoted to ridding the land of evil.
Lycanthrope, Werewolf
The most feared of all lycanthropes are men
who can transform themselves into wolflike
beasts. In its wolf form, the werewolf can be
harmed only by silver or magical weapons of
+1 or better, since any wounds caused by
normal weapons heal too quickly to actually
injure the creature. Known to roam the
wilderness, caves and burrows are the
common homes of werewolves. Because
lycanthropy can be passed on through the
bite of another infected animal, innocent
men and women are often afflicted with this
terrible scourge. It is always, then, a
question whether to fight this beast upon
encountering it, or to help it find a way to
end the infection and return to normal life.
Beware though, once the transformation is
complete, the werewolf knows only an
uncontrollable, killing rage.
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Inquisitor
Pyre Elemental
As its name implies, this creature is adept at
the arts of torturing a captive opponent until
the helpless prisoner reveals information
about his comrades or goes mad from pain
and terror . With half its flesh rotted away ,
exposing tendons and yellowed bones, the
inquisitor is an undead abomination which
should be shown no mercy by any party
finding itself in the position to destroy one.
Great care must be taken in the attack
though, as the inquisitor’s horrifying
appearance and paralyzing gaze could stop
the adventurers where they stand. The
inquisitor’s whip makes an effective weapon,
as does the septic scratch of its filthy nails. By
scratching an opponent, inquisitors have
been known to inflict a wasting disease upon
their foes. Luckily, these horrors are quite rare
and are to be found only in torture chambers.
As a rule, elementals are not very intelligent
but instead display foul tempers and violent
natures, attacking those they encounter with
unmatched savagery. This is certainly true of
the pyre elemental. With magical fire, this
slender column of intense flame can do
considerable damage, even to those wellprotected by armor, shields, and magical
items of defense. As they are immune to fire-
based spells and attacks, weapons imbued
with potent, magical enchantments may be
the adventurer’s only hope of destroying a
pyre elemental.
Revenant
Somewhat rare, revenants are vengeful spirits
risen from the grave to destroy their killers.
In appearance, they become spectral,
decayed versions of their former selves. With
unmatched determination, they seek out
those responsible for their deaths, driven by a
single thought, the desire to hook their clawlike hands about their victim’s throat. The
revenant will continue its attempt at strangulation until the victim is dead or the revenant
destroyed. Though it never uses weapons, the
revenant can paralyze with its hideous gaze.
Only fire destroys this vengeful spirit.
Shadow
Shadows are shadowy , undead creatures that
drain strength from their victims with their
chilling touch. Shadows are 90% undetectable
in all but the brightest of surroundings as they
normally appear to be nothing more than their
name would suggest, shadows; but you can
clearly see them in bright light. Shadows travel in loosely organized packs that freely roam
ancient ruins, graveyards, and dungeons.
They specialize in terrifying their victims.
Shadow Fiend
Upon first encountering a shadow fiend, it is
often mistaken for a werebat. This is due to its
small bat-like wings and slender body, yet this
creature never hungers; it thirsts not for blood,
but for opportunities to do evil. Approaching
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.
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Spectre
Strahd Skeleton
Spectres are powerful undead that haunt the
most desolate and deserted places. They
hate all life and light. Appearing as semitransparent beings, they are often mistaken
for haunts or ghosts. The chilling touch of a
spectre drains energy from living creatures.
Any being totally drained of life energy
becomes a spectre under the control of the
one who created him. Spectres are immune
to all hold, and cold-based spells, as well as
poisons and paralyzation attacks. They can
be attacked only with magical weapons. The
spectre is usually encountered in areas of
extreme darkness. Long abandoned ruins,
dungeons, and subterranean sewers are
their homes.
These magically animated, undead monsters
lurk in caverns, graveyards and dungeons.
As their name implies, many believe them to
have been created by the Lord of Barovia,
Count Strahd Von Zarovich, as warriors or
as guards. Others believe they are the
cursed bones of those traitors who tried to
assassinate Strahd and take control of
Castle Ravenloft early in the Count’s reign.
In either case, they bear his name. Strahd
skeletons always wield a weapon of some
sort, and their unusual speed allows them to
make two attacks per round. Destroying
them can prove to be a chore.
Strahd Zombie
As with Strahd skeletons, these monsters
have been associated in the minds of the
populace with Count Strahd Von Zarovich;
whether rightly or wrongly so, we cannot
say. Human bodies resurrected into living
death, they are garbed in the remains of
armor and clothing worn at the time of their
destruction. When these rotting, undead
monsters attack it is with their sharply
taloned hands and/or their teeth. Often
Strahd zombies seem to be following some
general order, or plan, though the best
authorities insist they are but mindless, evil
animations. This mystery remains unsolved.
Treant, Evil
In many lands treants are known as peaceful creatures; however, some dark element in
the waters of the world has twisted these
forest dwellers, corrupting them to the point
where no traveller is safe in their domain.
Treants look much like normal trees, at least
until they attack with powerful, swift strokes
of their branches. Their thick bark acts a
natural armor plating and provides a good
defense against physical attack. From 2-24
points of damage can be inflicted in a single
blow from a treant, depending upon the evil
flora’s age, with the eldest creatures
delivering the most powerful blows. Evil
treants live in secluded, dark forests. As you
might expect, fire can be an effective
weapon against this wooded foe.
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Vampire, Female
Wight
Of all the evil, undead creatures that stalk
the night, none is more feared than the
vampire. Moving silently through the
shadows, vampires prey upon the living
without mercy or compassion. During
daylight hours, they must return to their
coffins, for rest in this container of their
native soil renews their strength. Unlike
other undead creatures, vampires can easily
pass among mortals without drawing
attention to themselves. The female
vampires reportedly encountered in the
Svalich Woods, or in Barovia itself, are
thought to be the servants of a single
powerful vampire who stalks the land.
Known for possessing great strength and an
ability to drain the life from their victims,
vampires can occasionally be held at bay
with a powerful holy symbol.
Long ago, the word “wight” meant simply
“man.” As the centuries have passed,
though, it has come to be associated only
with those undead that typically inhabit
barrow mounds and catacombs. From a
distance, wights can easily be mistaken for
any number of humanoid races. Upon closer
examination, however, their true nature
becomes apparent. As undead creatures,
wights are nightmarish reflections of their
former selves with cruel, burning eyes set in
mummified flesh over a twisted skeleton.
Their hands end in sharp claws.
Each blow delivered by a wight does from
1-4 points of damage, and with each
successful strike drains one level from its
victim. Wights are unaffected by hold and
cold-based spells, neither can they be
poisoned or paralyzed.
Worg
These incredibly cunning carnivores can
grow to the size of ponies and have been
known to be used as mounts for goblins.
Ordinary wolves live their lives as social
creatures, and while the worg wolf follows
this nature, they have added intelligence
and a tendency toward evil which makes
them impossible to domesticate.
Wraith
Once a powerful human, the wraith is an
undead spirit seeking to absorb human life
and energy. These evil creatures are seen
as black, vaguely man-shaped clouds. The
chilling touch of a wraith does damage even
to creatures immune to cold, but worse,
each hit drains a level of experience from
its victim. Wraiths are immune to normal
weapons. Magical weapons inflict full
damage, causing a black vapor to boil away
from the body of the wraith. However, unlike
most undead, wraiths are immune to hold
and cold-based spells. Unfortunately,
wraiths seem to congregate in numbers
within the realm.
Zombie Lord
The odor of rotting meat and vile corruption
hangs about these lords of the undead, and
all zombies within their sight become
subject to their silent, mental commands.
Striking twice per round with its crushing
fists, the zombie lord can do from 2-8 points
of damage with each blow. The smell of this
horrific creature is so powerful it acts as a
poison, one of often surprising and
unpredictable results. Yet surely the worst
fate of those encountering a zombie lord is
to be transformed by its wretched magic into
zombies themselves.
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DESIGNER’S NOTES
Common sense seems to dictate that you’ve got to
have a good idea of where you’re going before you
go about plotting a course to get there. With this
in mind, I also think it’s very important to look
ahead before designing a game and spend some
time trying to envision what it will be like when
it’s finished. Once I am satisfied with what I see,
and realize what it is I want to achieve, I begin the
long journey of fulfilling that vision.
So what did I see in the finished S
audio and technically-oriented stuff, but as individual elements of game development they alone
don’t create one of the most important aspects of any game - fun. And that, more than anything
else, is what I wanted S
TRAHD’SPOSSESSION
can sometimes be a hard thing to achieve because there’s no set formula, at least none that I know
of, for creating a sense of enjoyment. To make things even more difficult, what is perceived as fun
varies from one person to another. Therefore, as a designer, it is my job to understand what it is to
have fun, to experience it myself, and then to create a game to impart the same feeling to others.
You know, that “I can’t quit playing, can’t wait to play again, I think I’m addicted, — please
honey, not now — gotta finish it,” type of feeling.
Although I view the concept of fun itself to be intangible, there are certain design philosophies
that I believe help create a foundation for an exciting and enjoyable game. A good place to start
is with the game’s interface. If an interface is weak, awkward, or too complicated, even a good
game is going to suffer. Knowing this, a lot of time and effort is spent making sure an interface is
intuitive and, as we like to say here, seamless. A game player should spend his time playing and
enjoying the game, not struggling with the mechanics of how to play the game. I think you’ll like
what we’ve done with the S
Now that we’ve made it easy to play the game, it is important to create an interesting story.
Opening cinematics are used to introduce you to the story’s premise and to quickly lure you into
the game. As soon as this is achieved, it’s important to immediately get you doing something, to
get your party of characters motivated from the very start. As you begin questing, the story is
designed to unfold piece by piece through the use of plot development devices including NPCs,
books, scrolls and subquests. I try hard to balance play evenly throughout the entire game so that
you always have an idea of what to do next, but I leave the “how to do it” up to you. By doing
this, I hope to maintain a steady pace, continually captivating you from beginning to end with the
story, its characters and its quests.
Like many of the AD&Dworlds, the RAVENLOFT game world relies heavily on its own
unique atmosphere, so it was very important to fully capture the world’s look and feel. The artists
and the musicians did a wonderful job at creating sights and sounds that capture the unique
environs of this realm of terror. However, I wanted to make sure the game also played like an
TRAHD’SPOSSESSION
to be - fun and exciting to play. But this fun concept
TRAHD’SPOSSESSION
game? Well, there’s plenty of design, art,
interface!
AD&DRAVENLOFT game. What does this mean? Well, for starters, I did not envision
S
TRAHD’SPOSSESSION
as mind-numbing move from location to location, hack & slash, look at all
the pretty art type of game. Nonetheless, combat is still an important part of any role playing
experience because it provides action. You will encounter plenty of creatures to fight in the
S
TRAHD’SPOSSESSION
computer game, some that really give me the chills, but combat is far from
the sole focus of the game.
In addition to combat, most computer role-playing games also rely on puzzles to keep the player
busy. I, too, wanted to integrate enough puzzles to make the game challenging, but again, I did
not see S
TRAHD’SPOSSESSION
THES
UMMONING
?). Instead of a lot of your more commonly-used logic puzzles (buttons, plates,
as a puzzle-laden game (how many of you reading this have played
levers and keys), I opted for more story-oriented puzzles. How do you free the old priest’s soul
from the mirror of life trapping? How do you win the blessing of two elven maidens turned to
stone? These are just a few of the many mysteries that you must unravel.
The finished S
solving. Instead, S
TRAHD’SPOSSESSION
TRAHD’SPOSSESSION
game is one that doesn’t focus entirely on combat or puzzle-
is a game that blends elements of combat and puzzle-solving
with atmosphere techniques and a captivating story. I tried to make sure there’s enough of everything,
and not too much of any one thing, to make the game fun for as many game players as possible. And
for the dedicated AD&DRAVENLOFT game fans playing this game, I truly hope it lives up to and
exceeds your expectations.
Now that S
TRAHD’SPOSSESSION
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 openminded and always listen to creative criticism. Throughout the months of developing S
P
OSSESSION
, comments and suggestions from numerous sources have helped me to eliminate flaws
TRAHD’S
that might have otherwise made it into the final version (my vision) of the game. What I’m trying
to say, is that S
even after S
TRAHD’SPOSSESSION
TRAHD’SPOSSESSION
is a far better game than I had originally envisioned. And
is released, you can be sure that I will continue to pay close
attention to reviews and comments on on-line services from you, the game player, so that I can
continue to create games in the pursuit of fun!
Ah, it’s time for me to look ahead once
again . . . and what is this that I see?
There’s a fog, perhaps another exciting
adventure? No, wait! It is smoke that I see,
smoke from a forge of dreams. And within
it, I see moisture clinging from cold dark
caverns far beneath the ground, dark
spider-like shapes moving amongst the
shadows.... Whatever it is, you can be sure
it’s another exciting — and fun to play —
adventure from the creative talents at
DreamForgeIntertainment.
* These bonuses are available only to
fighters, paladins, and rangers; for all other
classes the maximum hit point adjustment for
Constitution is +2.
ARMOR
Armor provides your character
with a base armor class. The
lower the character’s armor
class, the harder it is for an
attack to hit. Armor class is
based on the character’s armor
and his or her dexterity bonus.
Some magic items also help a
character’s armor class. Note in
the “Classes” section, starting
on page 37, that some character
classes are limited to certain
types of armor. The Armor Chart
lists the types of armor and the
base armor class they provide.
Boots, helmets, and nonmagical bracelets may look like
armor, but they do not modify a
character’s armor class. They
can safely be left as weights on
pressure plates. Magical
bracelets, however, can modify
a character’s armor class.
* A shield subtracts 1 AC from any armor it
is used with.
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ENCUMBRANCE
Encumbrance is a measure of whether or not a character is
“loaded down” with so much treasure and equipment that he
or she cannot properly defend themselves. Following is a
character encumbrance table:
Weapons are divided into 3
classes: melee, thrown, and
fired. Melee weapons are used
only in close combat, while
thrown and fired weapons are
used at range. Characters in the
front rank can use melee and
ranged weapons. Characters in
the rear ranks can only use
ranged weapons. See the
“Classes” section starting on
page 37 for the rules that limit
some character classes to
certain weapons. The Weapons
Chart lists the weapons with
their range of hit point damage
versus small, medium, and
large-sized creatures. The
damage done by a melee
weapon is adjusted by the
attacking character’s strength
and any magical bonus the
weapon may have.
WEAPONS CHART
DAMAGEDAMAGE
. SMALLVS.
VS
& MEDIUMLARGE
Melee Weapons:
Staff*1-61-6
Mace2-71-6
Short Sword1-61-8
Flail2-72-8
Axe1-81-8
Long Sword1-81-12
Halberd*1-102-12
Warhammer2-51-4
Trident*2-93-12
Two-hand Sword*1-103-18
Club1-61-3
Morning Star2-82-7
Polearm*2-82-8
Frank Schurter,
Robert C. Taylor,
Jon Grayson,
Nancy Janda,
Craig Mrusek
3D ArtistJeff Zehner
Music & Sound EffectsJames C. McMenamy
Voice Production Anthony Mollick
Voice DirectionScot Noel
Development SupportJohn “Fuzzy” McGirk IV
Strategic Simulations, Inc.
Rule Book EditorsEileen Matsumi, André Vrignaud,
Joshua Cloud
ProducerNicolas Beliaeff
Associate ProducerDavid A. Lucca
Music and Sound EffectsCooksey
Additional MusicMason Fisher
Product Test SupervisorGlen Cureton
Lead Product TesterChris Lanka
TestersJohn Cloud, Jeff Peña,
Ron Colonje
Test SupportAnnette Grove, Rose Ramos
Compatibility TestingTop Star Computing Services, Inc.
Graphic Design and DTPL
PrintingBanta ISG
OUIS SAEKOW DESIGN:
David Boudreau, Leedara Zola
STRATEGIC SIMULATIONS, INC. LIMITED WARRANTY
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LIMITATION OF IMPLIED WARRANTIES OR LIABILITY FOR INCIDENTAL OR CONSEQUENTIAL DAMAGES, SO THE ABOVE
LIMITATION OR EXCLUSION MAY NOT APPLY TO YOU.)
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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