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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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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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.
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