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Quoth the Raven: Issue #1

Quoth the Raven

The Unofficial Net Magazine for Ravenloft and Gothic Earth


Quoth the Raven: Issue #1

Never More
Greetings!
Welcome to the first issue of Quoth the Raven, the online net magazine for Ravenloft and
Gothic Earth. This magazine has been a labor of love, produced by fans of Ravenloft who crave
a vehicle for new adventures in the Mist. Fans can expect that Quoth the Raven will be produced
one every two months, and perhaps even more frequently when time allows. The magazine
shows two different types of articles, both “features” and “departments”. The departments are
reoccurring articles for the magazine, each issue is guaranteed to contain information on these
subjects. As time goes on, expect more departments to be added to the list. Features, on the
other hand, are special. These will be nonrecurring articles, offering the reader very specialized
information.
In the future, Quoth the Raven will feature fan fiction based upon Ravenloft. There have
been several proposals for reviews in movies, books and even CDs. For the moment, this netzine
is accepting all adventures written and submitted by fans. Rest assured that Quoth the Raven will
always contain at least one adventure for use in Ravenloft. Old fans of Gothic Earth will be
happy to know that the Masque of the Red Death will always have a place of honor in this
magazine. In the future the Gothic Earth section will be expanded. This section will feature a
“Crossroads” section to detail areas of Gothic Earth as well as a Qabal update.
There has been a lot of discussion over the issue of canon information. There are a lot of
Ravenloft fans that are hoping to see new canon adventures. Sadly, this magazine is the
demented brainchild of a fan, nothing more. This situation does allow the magazine a wider
range of freedom however a freedom that the editors intend to explore to the fullest. Readers
should be prepared to see a wide variety of non-canon information. Starting in this issue, readers
will be exposed to variant rules for playing in Ravenloft as well as alternate versions of well-
established domains. This magazine will try to explore these variants and give Ravenloft fans a
new look at some of the underused areas of the game.
This magazine is highly experimental and will remain a work in progress. The editors,
Jason True and Jonathon aka Thuvasa will be tweaking the magazine. We heartily encourage all
readers to contact us with any questions or comments. Submissions are always open and can be
sent to either Jason, Jonathon or myself.
Enjoy!
Quoth the Raven: Issue #1

Table of Contents
Features Character Development…………Page 12
Stakes and Sunlight: The Secret Life of Perilous Pursuits by Jason True …………Page
Vampires…………Page 4
15
Arkandale: Where man is the Tools of the Trade by Jason True…………Page
Beast…………Page 20 18
Celtic Banshee by Eddy Brennan (The lost Growls in the Night…………Page 27
Hedgewitch) …………Page 28
Dread Nymph by Godbrain…………Page 32 Tome of the Guardians…………Page 34

Fear and Loathing in Lamorida…………Page From the Lab…………Page 40


37 Corners of the Core: The Living Bayou By Scott
Tainted Love: an adventure by Zorin, Dmitri and C. Bourgeois…………Page 45
Shane Glodoski…………Page 48 Children of the Night…………Page 59
Shuraz’tun Kir: Mansion of the Ghoul Queen Heinrich’s Curiosities…………Page 75
by Shane Glodoski…………Page 63
An Unwelcome Respite: an adventure by Shane Whispers in the Darkness…………Page 77
Glodoski…………Page 66 Extraordinary Expertise…………Page 80
Sword, Fist and Mist by Mark "Mortavius" Credits…………Page 93
Graydon…………Page 83
Gothic Earth
Departments Those Who Delve the Dark…………Page 87
Tactics and Techniques…………Page 10
Denizens of Gothic Earth: Viy…………Page 92
Quoth the Raven: Issue #1

Stakes and Sunlight


The Secret Lives of Vampires
Vampires are a well-loved But what can a Dungeon powerful incendiary agent to their
fixture to gothic horror and to master do? Need he abandon all undead bodies.
Ravenloft. Players crave the thrill hope? Garlic possesses a special
of a classic vampire hunt, silently The purpose of this article is organic chemical that interferes
going over the dozens of vampiric to give dungeon masters a new with a vampire’s tissues. The
weaknesses and the few known look at vampires. This article will chemical responsible for the
methods of destroying the examine weaknesses in vampires, distinctive garlic aroma enters the
nocturnal predators. It is one of which will help to close the gap vampire’s body through the eyes,
the cruel facts of the D&D system between vampires and their lungs mouth, nose, and even the
that vampires are so powerful. hunters. Many of the weaknesses skin. Once in the cell the garlic
Even in 3rd edition vampires are minor; they are little more than causes the cell to release all of its
are, as some have called them, psychological foibles. Others are undigested positive energy. This
ridiculously powerful. Even the much more serious weakness, energy causes the cell burn on
most minor vampire has the ability which will help a Dungeon Master contact with oxygen. Effectively
to crush the wills of warriors, use explain the weaknesses in vampiric the body is being set ablaze on the
their gaseous form to appear and villains. cellular level.
vanish without a trace, and When a vampire enters an
withstand the most vicious assaults Biology area thick with the garlic scent he
from hunters not powerful enough It may seem like a begins to feel the burning
to possess magical weapons. contradiction, but vampires have a sensation. At this point the
Even ignoring the amazing complex biological life. A vampire is unharmed but is
power of level draining attacks, the vampire is more than a dead body suffering from an extreme
power of a vampire is bewildering animated by negative energy; a irritation in his tissues exposed to
and confusing. Questions fly back vampire is much more akin to a the air. Direct exposure to garlic
and forth, questions such as: Why living creature. Vampires are plants is much more dangerous. If
is every vampire so powerful? invulnerable to poisons and to the vampire is contacted with a
Why do vampires have the ability disease, yet they do require a pealed garlic plant or with water in
to take animal form if they are so constant supply of food. Like which garlic was chopped and
much more powerful in human every other animal, a vampire must boiled then he is burned as if by
form? The main problem arises feed upon another living creature acid. Direct contact with garlic or
when we notice that every vampire to survive. Just as their undead a one vial of a garlic-water mixture
seems to have the powers state protects them from most of causes 1d6 points of damage.
delegated to the most powerful perils of life, their nonliving bodies Different strains of
monsters in literature. are susceptible to many vampirism possess different
Dungeon Masters must phenomena that living creatures vulnerabilities. The Chiang-shi
wrestle with a terrible problem. take for granted. strain is completely immune to
Everyone wants to hunt a vampire, garlic, though rosemary and myrrh
but not everyone wants to hunt Chemical Vulnerabilities cause the same effect. Vrykolaka
Dracula. Players want the thrill of One of the many are vulnerable to garlic, but anise
fighting a vampire, but not a spell- misconceptions possessed by has the same incendiary effect.
casting monster that can evade vampire hunters is that vampires
every attack, drain their life with a cannot be harmed by garlic. This Mist Form
slam attack and bring the whole is a fiction that clever vampires Of the powers associated
party to its knees with a simple have perpetuated by their with vampires, the ability to take a
stare. discretion. Vampires always avoid gaseous form is the most
areas thick with the scent of garlic. underestimated. This ability
This is because garlic acts as a allows vampiric hunters to pass
Quoth the Raven: Issue #1
through small spaces, to come and energy to push most of his mass ethereal plane it becomes more and
go unseen, to become immune to slightly out of phase with the rest more difficult to pull that matter
attacks, to evade pursuit and to of the material plane. Scholars of back. If the drain is allowed to
penetrate the most secure defenses. the arcane believe that this extra continue, a vampire risks his very
This ability gives vampires free dimensional holding place is the existence
access to places where no human border ethereal. This place is a
could go. With this ability a cold and misty flux, in which the Sensitivity
vampire could feasibly travel vampires feel quite at home. All The transformation into
through a city’s water pipes and that is left of their corporeal body undeath leads to many great
emerge where ever he desired or forms the wet moisture of the mist. changes to both body and mind.
burry his coffin in rock, leaving s Through the border ethereal the Vampires gain a greater auditory
tiny crack through which he can vampire floats, dragging with him and visual acuity than human
push his fog form. Vampires can the remaining particles in the beings, but they lose important
push their way through a phalanx material plane. These particles are nervous pathways in their tactile
of stake wielding hunters just by tiny, but they are critical to the senses. Vampires retain their
assuming this form, never fearing reformation process. The fog ability to feel heat, cold, pressures
for a moment. Vampires can use particles make up an anchor or and textures but none of these
this ability to flee from the dangers rather; a pathway by which the senses are not sent to the
of holy symbols, laurels and even vampire’s remaining mass will conscience mind. The sensory
running water. With such a potent reenter the material plane. Once information is sent directly to the
ability it is a wonder how vampires the vampire has reached a short-term memory, completely by
can be destroyed at all. Yet there satisfactory location, he shunts his passing the consciousness. The
is a quandary that has puzzled matter through the misty pathways, only sensations that vampires
vampire hunters for centuries. For rebuilding his lifeless body. physically experience are pain,
some reason vampires use this This experience is described hunger and the satisfaction derived
powerful ability with a baffling as being a liberating, relaxing from sating their blood thirst.
reluctance. sensation for vampires native to By most standards this
Instead of placing their the demiplane. However, changes nothing. Vampires do not
coffins in places only a gas could vampires from foreign worlds lose any of their manual dexterity,
reach, they leave them in the open. describe it as alien and unsettling. nor are they ignorant of pain.
Vampires rarely travel by gaseous Though these outsiders use the However they have completely
form despite the stealthy same mechanisms on their own oblivious to the emotional context
implications. The children of the worlds, they have perceived a of the sensation. While this may
night tend to stand and fight rather difference. Within the border seem trivial, it has a major impact
than floating away as a cloud. For ethereal there is a gentle current, on vampire psychology. Biology
reasons unknown vampires use this however within the Demiplane of has denied them the ability to feel
ability to only a fraction of its Dread this current becomes like comfort or physical pleasures. The
potential. While the more quicksand. The effects of this only benefit to this state is that it
shortsighted hunters prefer not to drain are subtle, but with each use allows vampires to rest in coffins
look a gift horse in the mouth, the of the mist form a vampire loses a and tombs, which would otherwise
more wise stalkers have portion of his mass. This mass have been unbearable.
investigated the matter. remains attached to the vampire,
Vampires describe the but it is trapped in an ethereal Slumber
experience of gaseous state as a state. Slowly, the mass rejoins the Vampires intake blood just as
“oneness” with an unexplained body on the material plane, yet any other animal take in food.
flow of energy. This energy seems with each use of mist form more Unlike other animals, vampires
to be unique to the land of mass is trapped. As more and convert the living blood tissue into
Ravenloft, for vampires of foreign more mass remains ethereal, the negative energy. This conversion
places describe it as a very new vampire experiences a sensation of releases a great amount of energy,
and unsettling sensation. The emptiness. As the matter which in turn powers the vampires
vampire enters gaseous state by accumulates in the misty border amazing abilities. However, this
utilizing a portion of his negative between the material plane and the transformation is not immediate.
Quoth the Raven: Issue #1
Young vampires require a very Fledgling vampires cannot day. Though they are not immune
long period of time for their cells split their digestion time. If they to the effects of sunlight they are
to assimilate the living tissue and do not drain a total of 4 points of free to remain awake and active.
convert it into negative energy for constitution in one night then their This little-known fact has led to
storage and utilization. tissues cannot begin the digestion the untimely demise of many an
Despite even the most process. The blood sits unused in overconfident vampire hunter.
thorough research, vampire hunters the body until it coagulates and
have yet to realize the true sleep becomes useless. In effect, a Mist Corruption
cycle of a vampire. After feeding fledgling vampire must drain 4 Each week a vampire must
on blood a vampire becomes points in one night and then endure make a Mist check. This check
drowsy. Though he or she is not a slumber period for eight days. allows a vampire an attempt to
physically impaired, they are Failure to do this causes the resist the draining force of the
compelled to rest. The young vampire to incur one negative level misty border and pull his lost
vampire sleeps for one day for each day until it drains 4 points matter back into the material plane.
every point of constitution drained. and enters its slumber period. The check is a fortitude save
At the end of the slumber period When the living tissue is against a DC equal to vampire’s
the vampire has assimilated the completely digested, the vampire’s mist corruption state plus the total
energy. While the vampire is tissue begins to crave more living number of times the vampire used
sleeping, his need for blood is tissue. The feeding cycle the gaseous form that week. If the
halted. In this manner, a fledgling continues forcing the vampire to check succeeds then the vampire
vampire really only requires 4 use the assimilated energy to has pulled the lost portion of his
constitution points every four days. obtain a new dosage of living mass back into reality. If the
During the day the fledgling blood tissue. check fails then that week’s
vampire is comatose, he or she is As a vampire ages his or her portion of his mass becomes firmly
helpless and cannot be awakened. cells become more efficient in their trapped in the border ethereal. In
During the night this sleep is less metabolism. Living tissue is such a case the vampire gains one
deep, the vampire is asleep but can broken down at an increased rate step of mist corruption. If,
be awakened just as any living and more negative energy can be however, the check succeeds then
being can be awakened from sleep. produced from the same amount of the vampire has partially broken
A fledgling vampire is very blood. At the second age category the effects of the drain. On a
unlikely to be active in the night a vampire must only sleep for six successful check a vampire drops
while he or she is still digesting hours for each constitution point in one stage of mist corruption.
blood. Though, nocturnal activity drained. At the third age category All vampires begin at a corruption
does not require another feeding the vampire requires only three stage of zero.
until the digestion of the currently hours for every point. At the When a vampire has reached
stored constitution points is fourth age category this time drops the first stage of mist corruption
through. In effect, if a vampire to one hour, and at the fifth the pathways between the material
forces himself to be awake during category the requirement is plane and the ethereal plane are
his slumber period he can remain dropped all together. This strong. A vampire in this state can
awake, though during this period increased metabolism allows older drain blood while in a gaseous
he suffers from 1 negative level, vampires to utilize much greater state. The vampire makes an
which cannot be removed until the abilities than their younger attack roll and gains the benefits of
slumber period is over. Most counterparts. However this is a invisibility to this attack. At the
fledgling vampires loath activity mixed blessing. A vampire must second stage of mist corruption the
during their slumber period, only feed again at the end of the vampire gains the ability to sleep
the threat of danger or the promise slumber period. In short, older in his or her coffin while in
of great rewards can force them vampires require a constant supply gaseous form. The vampire is
out of their coffins. Whatever the of blood. invulnerable to attack, though holy
motivation, no fledgling vampire Fortunately for older water and sunlight still deal
can force himself to remain awake vampires, those who need less than damage. Should the coffin be
during the day while in his slumber twelve hours of slumber do not go destroyed, the vampire assumes
period. into a comatose state during the physical form but remains asleep.
Quoth the Raven: Issue #1
When a vampire reaches the appreciate it as a way of removing is denied the pleasure of feeling an
third stage in mist corruption he the naturally lazy and stupid enemy’s bones break within his
becomes firmly entrapped in the members of their species. The grasp or flesh tear beneath his
ethereal plane. Many vampires vanishing remains one of the few claws. However vampires have
fear this state with the same terror things vampires fear, for once a found a way to circumvent this
as they do the sun. They view this vampire sets upon the path it is failing, they use their feeding
stage as the beginning of a difficult to return. Vampires who ability to drain an enemy to a
transformation known as “the are in some way bound to the land, lifeless husk. This form of feeding
vanishing”. A vampire at this stage such as domain lords, do not suffer is akin to great creature
can only feed or sleep by assuming from mist corruption. swallowing a smaller one whole.
gaseous form. Naturally, this Nonetheless, most of these The vampire exercises his
causes a massive rise in the predators dislike the feeling of mist superiority over his victim by
amount of gaseous forms used form and so use it only when under devouring their life force. This
every week, which steadily ushers duress or when seriously manner of killing is extremely
the vampire further into the next inconvenienced. Should a vampire satisfying to most vampires, for by
stages of mist corruption. At the be slain in combat and revert to devouring their enemy they have
fourth stage of mist corruption the mist form, the transformation will completely obliterated he object of
vampire gains the “mist” subtype count as a single use of the gaseous their hatred. The most hated
and now holds only a tenuous grip form ability. The effects of the enemies of a vampire often meet
on corporeality. The vampire spell gaseous form will not bestow this fate. At the end of the feeding,
cannot easily assume solid form. mist corruption, even on vampires. the vampire takes precautions to
Returning to solid form requires a Other creatures with the ability to ensure that the victim does not rise
successful fortitude save against a assume a gaseous form have been again. More often than not the
DC of 10. This check can only be rumored to be susceptible to this victim is thrown into a body of
attempted at most once per hour. corruption. water, but if one is not available
At the fifth stage of corruption the the body is either decapitated or is
vampire is permanently trapped in Psychology staked down in a place that will be
mist form. The vampire must still Feeding exposed to sunlight.
eat and sleep, but is incapable of Feeding is the only physical The final aspect is much
any other action. The mist pleasure that vampires retain in more intimate to the vampire.
vampire may continue to live for their undead state. Naturally, this Since the nocturnal creature is
one more week, after which even becomes an outlet through which denied most forms of pleasure,
the tenuous mist pathways are lost they explore the physical world. residual sexual desires remain
and the vampire is swept away into While the victim might view unsatisfied. Vampires gain a great
the border ethereal. To where the vampiric feeding as a purely deal of relief from these desires by
vampires go from there, no one can aggressive assault, the vampire has engaging in feeding. When
even guess. a slightly different interpretation. feeding in this manner the hunter
Naturally, this effect causes Feeding has three different become very selective his victims.
wise vampires great pause before implications. The first is a simple Obviously, the vampire seeks out a
using their gaseous form ability. parasite relationship. This is the victim that is sexually attractive.
Even younger vampires realize that most casual and practical view of This variety of feeding is the least
something is awry. In most cases, feeding. The vampire overpowers damaging to the victim and not
a vampire never reaches so much the victim, drains away a portion particularly nurturing to the
as the second stage of corruption. of blood, and never gives the vampire.
The vampire becomes filled with victim a second thought.
trepidation after the first stage of Vampires view the ordinary human Forever Young
corruption and restricts his use of victim as a host for their Vampires are naturally
mist form to a more reasonable predations, nothing more than an immortal; they are free of the
amount. Only the most careless animal to be exploited. ravages of time that so many
and oblivious vampires ever reach The next aspect of feeding is humans fear. This state elevates
“the vanishing” and the wiser destructive. The act of killing is vampires above mankind, marking
children of the night have come to cool and emotionless, the vampire them as superior, at least in their
Quoth the Raven: Issue #1
eyes. The more intellectual much more sophisticated goals being loved by a purely good
vampires point to this fact as than their fledgling kin. These creature offers them a manner of
justification of their feedings, for creatures pursue arcane forgiveness for their crimes against
surely mankind can spare a little knowledge, artistic perfection, humanity. That the vampire can
blood to support the epitome of divine grace, philosophical vicariously gain some of their
evolution. The less academically perfection or political power. mate’s innocence. Alternately,
inclined vampires have a different These vampires take the first steps some of the more pessimistic
view. on the paths that they will follow philosophers believe this
Newly created vampires for centuries to come. preference stems from a aversion
experience the ultimate liberties. to purity and a desire to consume
Through the process of death they Vampiric Mates that which is good and innocent.
have rid themselves of all of their Vampires are incapable of This would then be an extension of
cares and concerns. No longer distracting themselves with a vampire’s feeding instincts.
must they prepare for death or the physical pleasure, no matter how
crippling effect of age. Instead much they might want to be Patterns
they will forever revel in the pure distracted. Whether they enjoy it Competition
joys of violence and bloodshed. or not, vampires are forced to seek As vampires grow into old
Fledgling vampires and a deeper intimacy than those age, their need for blood increases
vampire spawn are a violent, sought by their mortal kin. Some drastically. These old and
vibrant people. They revel in mature vampires feel the need for powerful vampires find themselves
death, violence, drink, drugs and companionship and to sate this competing with other vampires
any other pleasure they can wrap need they turn to mortal over the limited resource of human
their claws around. This unending population. Vampires have an blood. Vampires with many
revel can last for a century for inherent distrust of others of their minions require a large pool of
fledgling vampires, but for kind, born of the competition human victims. These victims
vampire spawn the celebration between nocturnal predators. Thus must be carefully exploited, or else
never ends. vampires prefer to create a mate permanent damage is inflicted on
rather than put their trust in an the population, or even worse, the
Maturation equal. mortals are roused to action.
As a vampire ages the initial Different vampires look for Vampires are so dependant
thrill of immortality disappears. different qualities in their mates, upon this limited resource that they
By the end of the first century, a but there are some common refuse to share. While a vampire
vampire has grown beyond his life themes. Firstly, great beauty is the might allow his underlings to feed
of bloodshed and peaceful most common factor. Beauty is on a given population he will not
slumber. The creature spends determined by more than just tolerate rivals or rogue vampires to
much more time awake, takes physical appearance, but also by lay claim. Vampires are constantly
much less enjoyment from killing grace and confidence. Next, watching for potential threats to
and is straining against the vampires choose mates who are their human cattle, lest a new
limitations of his undead body. similarly gifted. Intellectual predator endanger the fragile
Furthermore, the vampire finally vampires seek out academically balance of the feeding system.
realizes the truth of immortality; inclined mortals, combative Vampiric rulers often keep
that he is doomed to walk the earth vampires woo warriors, and so on. vassal vampires to do their
until such time as he dies horribly. Most vampires prefer to pick bidding. These vassals maintain
Under this stress the nocturnal “unspoiled mates”. There seems to their own vampiric servants, and in
predator either matures to a more be a preference for mates who are some rare cases these servants
stable existence or else he falls into both chaste and naive. Innocents, maintain minions of their own.
a death wish. as described by the rules for This vampiric feudal system is
As a vampire matures he powers checks, are particularly highly dependent upon the head
turns away from the base life style attractive as vampiric mates. vampire, for without this single
of a predator, feeding steadily Vampire hunters believe that this entity the whole organization
becomes a chore rather than a joy. preference is a residual form of would collapse into an all out
Mature vampires begin to pursue guilt. The vampires believe that battle.
Quoth the Raven: Issue #1
Even with the existence of is part of their nature. These rivals and then destroy them. To
the vampiric ruler, the vassals are nocturnal predators crave the vampire this plan seems to be
at war with one another. Each challenges to their mind and to pure genius, though he fails to
vassal wants to secure a stable their power. This is part of the realize that he has only drawn
food supply and expand his own aging process, for as a vampire attention that he might have
power. This results in a secret war rises in power, the minor avoided and assisted the party in
between vampire lineages. challenges of undeath lose their their endeavors.
Vampiric rulers tolerate this thrill. Old vampires have lost the
behavior for two chief reasons; ability to enjoy the chase; they are Spawn
first being that potential usurpers denied the simple pleasures of As far as the mature vampire
are held in check by the other killing and feasting. In many is concerned, vampire spawn are a
vassals and the second reason cases, old vampires cannot even necessary evil. These creatures are
being that the vampire ruler does bring themselves to mate, for they trapped in a perpetual youth; they
not possess the power to keep so have become too cynical and never reach maturity and are
many predators from fighting withdrawn to romance a mate. The locked in bloodlust for eternity. In
amongst themselves. only thing that gives purpose to a short, vampire spawn are a
vampire’s existence are the webs constant reminder of what a mature
Death Wish of plots and schemes that the fiend vampire is losing with each
Vampires who do not evolve weaves. passing year.
into a mature state fall into a spiral Vampires are instinctively Vampires avoid creating
of anger and self-hatred. The drawn to long-term plots. These spawn, both for their own feelings
vampire is terrified of the prospect might revolve around the as well as for the conservation of
of eternal life and subconsciously destruction of a powerful enemy, the limitations of human resources.
wants to end its existence. After the creation of an artifact, the When they do create spawn, they
its first century of unlife the construction of a dynasty, a treat them as lowly servants. The
vampire becomes obsessed with crusade in the name of a great god spawn are constantly reminded of
violence. The nocturnal predator of evil, or some other epic goal. their inferiority to their vampiric
devotes its energies to destruction The ambition of a vampire grows master. Most vampiric masters
and death. The loathsome creature with its age and their plots are require their spawn to wake each
despoils the land around it and expanded to fit. night, especially during their
kills wantonly. The vampire seeks Vampires are enamored with slumber periods. This makes the
to draw attention to itself by any complex plots. The intricacies of spawn very irate, though they are
means. The ultimate goal of the manipulation and deception powerless to resist.
vampire is to be slain and destroy enrapture their minds and bring to Vampire spawn never
as much as it can. them a joy that has long been lost. socialize with mature vampires,
This philosophy often They are so addicted to intricate though fledgling vampires are less
arouses the wrath of powerful plots that vampires will ignore discriminating. Fledglings that
vampires or anyone else who has simple, direct solutions in favor of spend their first century with
an interest in keeping the human long and elaborate plots. This vampire spawn tend to have a
population alive. Vampires with preference of the indirect to the more lenient view to their lesser
death wishes don’t last very long, direct has cost many a vampire its comrades and treat them with more
though the devastation they life. respect.
produce can be legendary. For example, a mature
vampire might learn that there is a
Plots party of vampire hunters has
Vampires are both evil and entered his region, looking for new
intelligent, and where these two quarry. Rather than call together a
qualities meet humanity suffers. force of its minions and personally
As a vampire ages he spends more ambush the hunters, the vampire
and more time awake, with less might send a minion to infiltrate
and less to do with his time. the group, lead them to an enemies
Vampires are natural schemers; it layer, use the party to destroy
Quoth the Raven: Issue #1

Tactics and Techniques


Feats for Vampire Hunters

Joshua has been staring into that most trustworthy source of apply to other creatures that must
the hole for quite some time before information upon the undead, Van be pierced with a shaft of a
he noticed that he wasn’t going Richten’s Guide to Vampires. particular material in a particular
anywhere. He was gazing into the With great reluctance, part of their body.
blackness of the shaft before him, Joshua pushed himself closer to
completely motionless. Before him the ladder. Silently, he wished that Suspicious
was a simple ladder, leading down Van Richten had left a few tips on A suspicious hunter is a
into the depths of the catacombs. courage. long-lived hunter. Vampires have
It should be a simple matter to the ability to dominate the wills of
crouch, grab the ladder and climb Shot Through the Heart others and use them as pawns by
down. But it wasn’t the physics of Staking an active and which they might strike their foes.
the act that was keeping him frozen resisting vampire is nearly A character with this feat gains the
At the bottom of that shaft impossible, especially with a ability to sense the magical
was the endless labyrinth of the missile weapon. Even while influence of a vampire’s mind
crypt. It was an ancient maze of making a shot with a staking control.
stonewalls packed with the crossbow, immobilizing a vampire Benefits: A character with
mummified corpses piled into the is nigh impossible. However, this feat gains a +5 insight bonus to
slits cut into the rock. Foul gasses vampires hunters are a stubborn sense motive checks to sense
emanated from the rotting bones, folk, not the type to turn away enchantments. Further more, if a
forming into a choking green mist from a task simply because it is successful check succeeds by more
that shrouded the floor, concealing nearly impossible. With this feat a than 5 the character can determine
the numerous pitfalls and shafts character has learned the technique whether or not the enchanted
dug into the floor. Yet as much as to placing a flying stake into a character is being controlled by the
Joshua tried, he could not vampires chest such that the vampire domination ability, or
convince himself that it was the creature is immobilized. some other vampiric special
crypt that held him in fear. Prerequisites: Point Plank ability. However this ability
Down at the center of that Shot, base attack bonus +4 cannot be used to disprove the
crypt was a spirit. More Benefit: A character with influence of a vampiric ability.
accurately, a corpse. A corpse this feat can immobilize a vampire Special: While the bonus to
that walked and talked, that lived a by using a staking crossbow bolt as the sense motive check can be
perverse mockery of life and could a stake. The character must use a applied to discerning the effects of
drain the life out of the living. It wooden bolt (or what ever material an enchantment spell or some other
was an inhuman monster, capable is needed to paralyze the vampire) creature’s special abilities. The
of transforming into beasts or even and loads it into a staking character with this feat cannot use
mist. It was a vampire, a plague crossbow (no other crossbow is the secondary effect of this feat to
upon all mankind. allowed). If the character makes a determine the origin of a
The unnatural fiend was successful called shot on the nonvampiric enchantment.
nearly invincible, for no mortal vampire’s heart, then the stake
blade could cleave its lifeless flesh. enters the vampire and effectively Unblinking Eye
Its gaze could break the will of the stakes it. The gaze of a vampire is
strongest warrior and even should Special: To use this ability lethal, for if one meets that gaze he
it be cornered it could vanish in a the character must be within a or she may fall under the spell of
wave of evil mist. He knew this to maximum range of 30 feet from
be fact, for he had thoroughly read the target. This ability can feasibly
Quoth the Raven: Issue #1
the vampire. However,
vampire hunters are a hard folk,
unfazed by the evil eyes of their
quarry. With this feat a character
gains a defense against a
dominating gaze.
Prerequisites: Iron Will
Benefit: The character is
immune to the effects of a mind
influencing gaze attack. This
effect covers charm, domination,
sleep and all other mind
influencing gaze effects.
Special: This feat offers no
protection to other gaze effects
such as prettification or death.

Vapor Trail
Vampires often travel in
gaseous form, confident that they
are invisible to the eyes of hunters.
While they may appear to be
harmless fog, an experienced
vampire hunter is never fooled.
With this feat a vampire hunter
gains the ability to spot vampires
in gaseous form and even to follow
the invisible tracks they leave in
gaseous form.
Prerequisites: Alertness
Benefits: With this feat a
character gains the ability to spot
creatures in gaseous form.
Spotting a creature in gaseous form
is made against a base DC 25,
though if the vampire is actively
hiding while in gaseous form then
he may make an opposed hide
check against the character with a
+10 bonus.
A character with this feat
gains the ability to track a
creature’s movement in gaseous
form. The character learns to
recognize the scent left in the air
traversed by a creature in gaseous
shape. Thus, the character can
follow tracks left in places where
the creature did not even touch the
ground. The wilderness lore check
to track a creature in this state
suffers a –5 circumstantial penalty.
Quoth the Raven: Issue #1

Character Development
A Man with Nothing to Lose
Max stood in the shadows of been in his head. He couldn’t eat, Characters like this are not
the alleyway. He was shivering in he couldn’t sleep, and he couldn’t driven by revenge or hate, for they
the midnight chill, but would stray bear it anymore. He had to end the cordially entertain the idea that
no closer to the warm light of the pain, before it drove him mad. they might be killed and that their
oil lantern. Beneath the folds of his Across the street the door sacrifice might be in vain. The
coat he checked for the handle of was opening. A familiar face idea that their deaths might be
his pistol. Sure enough it hadn’t emerged from the darkness. The meaningless does not trouble these
moved since the last time he man was wearing an arrogant characters in the slightest, for they
checked it. smile, the grin of a guiltless man. know that their lives are already
His cold eyes never moved Something inside Max burst. With pointless. These characters have
from the doorway on the other side both hands he drew the saber and decided to throw themselves
of the street. It had taken him a the pistol. It was time to end the against the tide of evil; they will
long time to find this building, to pain. One way or another, he risk all and die in the attempt to
track the man who was inside. would rest tonight. make the world a better place. The
Exhaustion was tugging at his only solace that the character can
eyelids, but he wouldn’t dare close Character Archetype: One of the take from his efforts is that he has
them. He wasn’t alone in the most classic character archetypes tried to prevent the same tragedy
darkness, there were other people there is the “man with nothing to that claimed his life from
waiting in there, inside his head. lose”. Characters of this variety consuming another’s. Whether the
He stared into the doorway, as if differ from the ordinary man in the character knows it or not, he
he could see right through it if he extreme, for where most people are subconsciously hopes to die,
looked hard enough. In the back driven to preserve their own life whether it is in a heroic battle or in
of his head Max could hear the the man with nothing to lose is some pointless accident. Only
sounds again. He shook his head, possessed by a death wish. These death can end the pain and misery
tried to throw the memory out of characters have been pushed too that has made him this way
his mind. But the flood had broken far by the cruelty of the world.
the dam inside his mind; soon he They are not strong willed Background: Characters like this
was born aloft on the tide of survivors, nor furious avengers; were once normal people,
sorrow. they are normal people who once possessed of a normal personality.
“It’s your fault, Max.” The were possessed of a mild manner They might have been gruff and
voice was back again. “You but are driven to acts of violence. serious, or joyful and lighthearted.
should have been there.” It was Cruel circumstance has drained Often this is the result of a great
soft, painfully soft. “You could their life of meaning and filled it loss, such as the loss of one's
have saved her,” Max felt the with pain; they take no joy from family but other circumstances can
misery well up beneath his eyes, a life and crave the peace that only arise to trigger this transformation.
surge of tears that would never death can bring them. Characters Other causes can include the loss
escape his eyes, that would just like this are ticking time bombs, of livelihood, property, honor, and
build up and up until he exploded. doomed to self-destruct. They feel dignity. Bizarre circumstances can
“You got her into this, Max.” He a powerful compulsion to violently also bring about this character
gasped out, his lungs felt empty. end their lives and while not archetype, possible triggers include
“It’s your fault.” actually suicidal, they are driven to arising as an undead monster,
The voice was right. It was endanger themselves to the lycanthropy, being sent forward or
his fault. The voice was never extreme. They do not deliberately backward in time or becoming
going to let him forget that. Every kill themselves, but they ignore the cursed.
breath he took, every time he most basic common sense and Whatever the individual
closed his eyes, every moment throw caution to the wind. circumstances, the character is
since that horrible night, the voice consumed by pain, and often guilt.
Quoth the Raven: Issue #1
Each moment of life reminds him Characters like this are not futile. In the final moments the
or her of what he or she has lost just in pain, they are haunted by character is slain, hopefully
and will never regain. Obviously, guilt. They blame themselves for achieving the peace that he has
the loss or burden must be great the tragedy that has transformed sought.
and permanent. For a character to them; they hate themselves for Adventures are a means by
take on the traits of a “man with living while their loved ones died. which a character of this type
nothing to lose” he must have no A life of violence and adventure is hopes to expunge his pain and
hope of recovery from his pain. meant to be a form of self- guilt. These quests usually involve
punishment. They hope that the pain and hardship, but not always.
Personality: These characters are pain of their dark life will atone for The adventure is a means to
often morose, cynical or reserved. the imagined wrong they caused, distract the character from his
Many of the traits the character that the guilt will be expunged and sorrows, so the character tends to
possessed in his former life are still the ghosts of the past be laid to take them less seriously than
present. Gentlemen and ladies still rest. Yet for the most part, pain others. The character is really
behave politely, humorous people does not bring them the peace they looking for his “last stand”, so he
might continue to joke, and desire. They become trapped in a might become distracted from an
reserved people continue to keep vicious cycle of suffering, for no adventure if he thinks that he has
their sorrows to themselves. sacrifice seems to be enough. found an appropriate challenge to
Though they similar, they are They know that only death can sacrifice himself against.
changed from the way they were bring them the peace they want,
before. These characters become but they are reluctant to escape the Role-playing: These characters
darker and more fatalistic. A man pain of living. This reluctance to are dark, cynical and fatalistic.
with nothing to lose cannot indulge commit true suicide is based They may still be humorous,
in happiness, for moments of joy equally on the insuppressible drive creative, sensitive or caring, but
bring back the pain that plagues for self-preservation and the they are shrouded in darkness.
them. Moments of levity cause masochism that drives them. As a These characters take risks without
them sorrow and a gentle touch form of escape from the guilt, reason and purposely neglect their
brings pain. Where once someone suicide is the last option. own safety. They do not lack
was cheerful, they become bitterly common sense, but rather than
cynical; while once they were Patterns: Characters like this are heed it they contradict it.
gregarious they are now remote. highly predictable. Drug and Characters like this would rather
These characters push others away alcohol abuse is a common climb by hand than use a rope; he
from them, for they do not want to occurrence amongst these might discard heavy armor to go to
hurt others when they inevitably characters, both to stave off the battle more quickly. He might
self-destruct. They are fatalistic pain and guilt and for the attempt to hold off a vampire with
and not shy with expressing their compulsion to harm one’s self. a burning log rather than
growing obsession with death. Characters of this archetype are retreating.
waiting for an escape; they Characters like this are
Psychology: Moments of levity gravitate to dangerous places and looking for a last stand. Whenever
cause this person sorrow, a gentle mingle with dangerous people. If a they fail a fear, horror or madness
touch causes pain. These people character of this type is given the check it is appropriate that they
are most often loners, because they option between an easy way and a ignore the potential negative
fear to become close to others. hard way, without hesitation he effects of the failed save, stand
Often this is because they do not takes the hard way. At heart, all their ground and fight to the finish.
want to hurt friends or family characters of this type are Dungeon Masters may view this as
when they inevitably die. Another dreaming of a final stand. There an unfair advantage, but it is
important factor is their fear that the character will confront the important to realize that the
they might lose their loved ones cruelties of life, most often in the character is most likely unprepared
again, compacting the pain. To form of an evil enemy of great and under equipped. When in a
them it is much better to be safe power. The character will fight final stand there is no force that
and withdrawn, that way they can with all his strength to destroy the can dissuade the character from
neither do harm nor be harmed. foe, but the battle is chosen to be combat. A dungeon master is
Quoth the Raven: Issue #1
advised to grant the character a nothing to lose, though monks, choice for characters of this
circumstantial bonus to saves rangers, psions and wizards are archetype, as does the class witch
against fear, horror, madness and also acceptable. Barbarians, bards hunter. Classes that rely upon
any other mind controlling effects and sorcerers make poor choices, compassion, innocence, passion or
at this point, while at the same for both classes require confidence confidence are not appropriate for
time giving the character an equal and spirit to sue their abilities, two this archetype.
circumstantial penalty to his armor things that characters of this
class. archetype lack. Paladins and Suggested Feats: Courage, Jaded,
priests of any kind are Back to the wall, Dead man
Classes and Prestige classes: The inappropriate for this class. walking
fighter and rogue classes make the Levels in the avengers
best choices for a man with prestige class make an excellent
Quoth the Raven: Issue #1

Perilous Pursuits
Hellstalker
By Jason True
xaos313@hotmail.com
Ethan looked up at the high the dead fiend's throat and begins Hellstalkers’ cause. Clerics and
priest with the expression of shock wiping the black ichor off the paladins typically don’t become
apparent upon his face. Clenching blade. Seeing the young priest still Hellstalkers due to the differences
at the burn marks upon his chest, standing in shock, the stranger in ideology, but it is not
the young priest fell to his knees as begins walking away. "If you completely unheard of for one of
pain wracks his body. "Why would really want to know the truth, then their number to take on this
you do this? You spread dissent follow me. There is a lot to be prestige class.
between our followers, and you learned, and the fiend is not Hit Die: d8.
openly attack me in our own completely destroyed. Not yet at Requirements
church. Why?" least..." To qualify to be a Hellstalker
The high priest grins evilly at While some lands have their (Hls), a character must fulfill all of
the wounded youth even as his paladins to destroy demons and the following criteria.
body shifts and changes. "Not devils, not all places have this Alignment: Any non-evil
everything is always as it seems, luxury. In the Demiplane of Base Attack Bonus: +4
my acolyte...” Pink flesh sloughs Dread, humanity does not always Feats: Blind-fight, Jaded,
away from the high priest's face have the divine power or arcane Track
and arms revealing the red scales might to back stalwart adventurers, Skills: Knowledge (outsider
beneath it. Black horns sprout who would destroy these lore) 6 ranks, Move Silently 4
from the fiend's forehead. Large, embodiments of evil. These are ranks, Sense Motive 4 ranks.
scaly wings, which cast dark the times that the Hellstalker Special: An active member
shadows around the sanctuary, becomes an important asset. must initiate the character into the
protrude out from its back. The Hellstalker combines Hellstalker society. This initiation
Ethan clenches his fists as he finesse and subtly in their fight typically occurs after the character
screams in horror. The fiend against fiends. The Hellstalkers has some sort of significant
merely stands and watches the draw upon a variety of encounter with an evil outsider.
young man scream. As the extraordinary skills to help them Class Skills
screams echo throughout the hunt down and get close to their The Hellstalker’s class skills
church, the fiend mockingly laughs foes. By intensely studying and (and key ability for each skill) are:
at the youth. A chorus of screams training to fight these infernal Alchemy (Int), Bluff (Cha), Climb
and laughter fill the alcoves. creatures, a Hellstalker also learns (Str), Concentration (Con), Craft
While the fiend enjoys the an assortment of abilities to help (Int), Disguise (Cha), Escape Artist
irony of the moment before killing them slay the fiend. (Dex), Gather Information (Cha),
the priest, it misses the slight While a Hellstalker knows Hide (Dex), Innuendo (Wis), Jump
movement in the shadows behind that a fiend can come back even (Str), Knowledge (outsider lore)
him. A figure lunges out of the from death, the fight to save (Int), Knowledge (planes) (Int),
darkness and drives a thin blade humanity is forever there driving Listen (Wis), Move Silently (Dex),
deeply into the fiend's throat. The force. Bringing an end to a fiend's Read Lips (Int), Search (Int), Sense
creature of evil flails violently and evil, a Hellstalker knows that the Motive (Wis), Spot (Wis), and
sputters curses, but the stranger community can rest easier even if Wilderness Lore (Wis).
finishes off the fiend with a second they cannot do so themselves. Skill Points at Each Level:
slash. Most Hellstalkers are bards, 6 + Int modifier.
Ethan, panting for air, slowly rangers, or rogues due to the nature Class Features
rises to his feet. "By Ezra, what of the society. It is not uncommon All of the following are class
was that thing?" for fighters, monks, sorcerers, and features of the Hellstalker prestige
The stranger says nothing. wizards to also add their particular class.
He merely pulls his weapon from skills and abilities to the
Quoth the Raven: Issue #1
Weapon and Armor related versions if they already gain +1d 6 damage to evil
Proficiency: A Hellstalker gains have them. outsiders and an additional 1d 6
no proficiency with weapons Fiend Hunter: At 1st level, a every other level thereafter (i.e.
except for what is listed below. A Hellstalker gains a bonus against 2nd, 4th, 6th, 8th, and 10th). If the
Hellstalker gains proficiency in evil outsiders due to his extensive Hellstalker already has the sneak
light armor. Note that armor check study and training in the proper attack ability, then the damage
penalties for armor heavier than techniques for combating them. bonuses stack against evil
leather apply to the skills Balance, The Hellstalker gains a +1 bonus outsiders. If the Hellstalker attacks
Climb, Escape Artist, Hide, Jump, to Bluff, Listen, Sense Motive, anything else besides an evil
Move Silently, Pick Pocket, and Spot, and Wilderness Lore checks outsider then only the sneak attack
Tumble. when using these skills against evil has an effect. Hidden Goodness
Hellrazor: When a person is outsiders. Likewise, he gets the doesn’t work against beings that
initiated into being a Hellstalker, same bonus to weapon damage aren’t evil outsiders or against
they are given a special weapon rolls against evil outsiders. A creatures that are immune to
called a Hellrazor [see Tools of the Hellstalker also gets the damage critical hits.
Trade]. This weapon is both a tool bonus to ranged weapons, but only Fitting your campaign:
to combat evil and a sign of against targets within 30 feet Depending on the number of evil
membership in this order for good. (cannot strike with deadly outsiders you tend use in your
The Hellstalker is trained in using accuracy beyond that range). The campaign, the Hellstalker may
this weapon and gains the exotic bonus does not apply to damage either be underpowered or
weapon proficiency (Hellrazor) at against creatures that are immune overpowered. If there are a lot of
1st level. The Hellstalker continues to critical hits. The fiend hunter evil outsiders, then you may wish
to extensively train with this bonus increases by +1 at every to change the abilities to affect
special weapon and therefore gains additional three levels after the only fiends (i.e. baatezu,
weapon focus (Hellrazor) at 3rd first (i.e. 4th, 7th, and 10th). The gehereleth, tanar’ri, and
level and weapon specialization bonus from this extraordinary yugoloths). If you tend to rarely
(Hellrazor) at 5th level. Finally at ability stacks with a ranger’s use any sort of evil outsiders, then
7th level, the Hellstalker learns to favored enemy bonus. the Hellstalker might not be of
make the most of each strike with Hidden Goodness: At 2nd practical use at all. In this case,
his weapon and gains improved level, the Hellstalker gains the you may wish to convert all the
critical (Hellrazor). Any ability to sneak attack evil abilities to cover something more
Hellstalker may buy these feats outsiders (see Rogue section in commonly found, such as a type of
earlier, but they lose the class Player’s Handbook). His attacks lycanthrope.

ghghghghghghghghghghghghghghghghghghghghghghghgh
The Hellstalker
Class Base Attack Fort. Ref. Save Will Save Special
Level Bonus Save
st
1 +0 +0 +2 +2 Exotic weapon proficiency (Hellrazor) Fiend Hunter +1
2nd +1 +1 +3 +3 Hidden Goodness +1d6
rd
3 +2 +1 +3 +3 Weapon focus (Hellrazor)
4th +3 +1 +4 +4 Fiend Hunter +2 Hidden Goodness +2d6
th
5 +3 +2 +4 +4 Weapon specialization (Hellrazor)
6th +4 +2 +5 +5 Hidden Goodness +3d6
7th +5 +2 +5 +5 Fiend Hunter +3 Improved critical (Hellrazor)
th
8 +6 +3 +6 +6 Hidden Goodness +4d6
9th +6 +3 +6 +6
th
10 +7 +3 +7 +7 Fiend Hunter +4 Hidden Goodness +5d6
Quoth the Raven: Issue #1

Tools of the Trade


Weapons of the Hellstalkers
By Jason True
xaos313@hotmail.com

The stranger walked with hellrazor will be of masterwork Damage: 1d4


Ethan at his side. Neither one of quality, but it can also be a Critical: x2
them spoke for several moments, magically enhanced version or Range: 30 ft.
but the silence was finally broken even just a regular type (if one Weight: 2 lb
as Ethan coughed. The stranger had to be made in a rush). Craft: engineering (18)
merely looked at the as he pulled
out the short but razor sharp Hellrazor (small melee) “What have you never
weapon with which he killed the Cost: 30 gp seen a caltrop before? Yes?
fiend. Damage: 1d8 Well, these are caltrops just like
“I am a Hellstalker, which Critical: 19-20/x2 you’ve seen before. The only
is a profession dedicated to Weight: 2 lb difference is that these are made
killing fiends like your previous Type: Slashing of silver, which some fiends are
high priest. From what you went Craft: weaponsmith (18) particularly vulnerable to. Scoff
through today, I think that you if you want, but these things can
might want to consider joining “After our numbers began be very valuable when you need
our ranks as well. Many of us to grow and differentiate, we to make a quick escape. Just like
don’t have the divine powers of realized that not all of our yourself, fiends tend to
the clergy or the arcane might of members are fond of the up close underestimate simple things like a
a wizard to help us in our battle. style of combat. Therefore, a caltrop. Throw some in the fiends
Someone like you might prove to Gnome engineer designed this path, and they’ll do the rest if
be an asset. You might be able to little contraption for those who you’re lucky.”
stop what happened to your prefer to attack from a distance. Silver caltrops work the
church from occurring again. Hidden underneath your coat same as regular caltrops (see
“ I want to show you a sleeve, you can launch darts or Players Handbook) except for the
couple of our tools that we use in other items with just a flick of you material of what it is made. Cold
our battles.” wrist.” wrought iron can be used as well,
The wristlauncher is a but silver is the much more
“This will be both your strange amalgamation between a commonly used metal. Due to
main weapon against fiends as hand crossbow and a buckler. the unusual metal being used,
well as your insignia as a member Using a several springs and a these caltrops can also be used
to this organization. We will couple different pieces of metal, against other creatures that are
train you in how to use it, and you the designer was able to create a vulnerable to silver or cold iron.
will learn how to make this blade pair of six-inch tubes that strap to
a dangerous extension of a person’s arm. By moving their Caltrops (silver)
yourself. Out of all the wrist in a certain fashion, the Cost: 5 gp
inventions and tools, this item wearer can launch one or both of Weight: 2 lb
will be the most valuable one that the projectiles. Darts are the Craft: blacksmith (15)
you will ever possess.” typical projectile, but some
A hellrazor is a thin, foot- Hellstalkers tend to use specially “This is one of my favorite
long blade attached to a six-inch made syringes filled with holy items to use against a fiend. It is
handle. Through the use of water as well. called a mist candle due to the
specific blacksmithing vapors that it puts into the air
techniques, the weapon is made Wristlauncher while it burns. We are working
with a strong, sharp blade but (Small ranged) on other types, but the two most
weighs only a small amount. A Cost: 150 gp common are the acid and holy
Quoth the Raven: Issue #1
water varieties. Both tend to the air about the candle. While and releases the flour all over the
cause a fiend discomfort, but the the holy water is too dilute to place. You then have a way to
acid one also tends to affect us as cause any significant damage, it is temporary blind opponents and
well. Oh, I also want to make potent enough to aggravate a cover invisible foes.”
mention that some types of fiends creature’s skin, eyes, and lungs. A flour bomb is composed
seem to be immune to acid. My Any creature, which is vulnerable of three sacks of flour sewn
suggestion is to use the holy to holy water, entering the radius together around a small amount
water mist candle unless you have around a burning mist candle of gunpowder. A fuse burns to
no other choice. (holy) gains a –2 penalty to their the center compartment of
Using a special type of attacks, AC, and any skill or gunpowder, which explodes and
wax that is capable of absorbing ability requiring concentration. releases the flour in a large cloud.
large amounts of aqueous fluids The size of the cloud depends
creates a mist candle. By mixing Mist Candle (acid) upon the amount of flour used to
the liquid into the wax, the candle Cost: 15 gp create the bomb (DM’s
will then vaporize that liquid as it Weight: _ lb discretion), but the effects of the
burns. A mist candle is typical Craft: candle making (12) explosion should be treated as a
amount a foot in height and three mundane version of the
inches in diameter. It burns Glitterdust spell.
slowly (8 hours) as it releases the Mist Candle (holy)
liquid absorbed in the wax. The Cost: 30 gp Flour Bomb
mist disperses through the air, but Weight: _ lb Cost: 5 sp
it has a concentrated effect within Craft: candle making (12) Weight: 3 lb
a twenty-foot radius of the candle. Craft: alchemy (15)
An acid mist candle
releases a fine acidic vapor into “Here’s one last little item “All right, enough talking
the air about the candle. While that I want you to see before you for now. I need to get back to
the acid is too dilute to cause any decide to run off and get yourself finding that fiend and finishing it
significant damage, it is potent killed. No, there area a lot of off for good. You need to meet
enough to aggravate a creature’s other items that we’ve got in the with some of our other members
skin, eyes, and lungs. Any works. I just don’t have the time and get properly inducted into
creature, which is vulnerable to to show them all to you. This your new career.”
acid, entering the radius around a here is what we call a flour bomb. Ethan didn’t say anything
burning mist candle (acid) gains a While the name is not very in response. The young priest’s
–2 penalty to their attacks, AC, original, it is much more effective head merely spun from all that
and any skill or ability requiring than what you might think. By had occurred that day, and he
concentration. lighting the fusing and giving it a didn’t see things getting any less
A holy mist candle good toss, the small amount of hectic anytime soon.
releases a fine water vapor into gunpowder in the bomb explodes
Quoth the Raven: Issue #1

Arkandale
Where Man is the Beast
Arkandale the cannibalism spread. The Alfred’s wife tried to flee
History: The year is 785 by packs that once hunted as one Verbrek, but her progress was
the Barovian Calendar and the now warred with one another, slow for she was forced to carry
land of Verbrek has changed. culling the weak and strong alike. her child while fleeing the
Beginning in the year 760 a series Alfred Timothy, high priest of the relentless trackers on her trail. At
of terrible winters struck the land wolf god, fought to retain order every turn the she wolf was
of Verbrek. The winters brought amongst his followers. Yet the blocked by the rampaging packs,
massive rainstorms that flooded wolves of Verbrek were ravenous so she headed west to the Musard
the banks of the Musard and the and had no mind for a faith that River, where she hoped she might
other rivers that ran through the could not keep them fed. build a raft or find some foreign
domain. While the mighty trees Timothy turned to force, but humans to assist her. The woman
of the forest survived the cold and found hi own pack to weakened was overjoyed to find a massive
flood, the shrubs and grasses to fight. In desperation, he sought riverboat paddling up the Musard.
began to wither under the harsh out foreign assistance from the Though the she wolf had thought
conditions. The deer that once lycanthropes beyond his domain. she had found salvation, she had
flourished in the domain were Timothy’s call was answered by a only brought herself into greater
starved by the death of their food small loup garou pack. These danger. For the master of the
source. Disease and weakness lycanthropes were alien to boat was none other than Nathan
spread amongst them, and where Timothy; they were filled with Timothy.
there is weakness in prey, the human ideas and traditions such Nathan was mildly amused
predators thrive. as the wearing of cloths and the to find that his weakling son had
The population of building of homes. Nonetheless, perished, yet he was much more
werewolves soared throughout Alfred required soldiers in his interested in the widow. Nathan
the years, as deer prey rapidly war against the rebellious clans. had always had an eye for women
declined. By the year 764 there To seal the pact, Timothy took a and was never one to be
were nearly two thousand mate from the loup garou pack discouraged by a lady’s
werewolves and not a single deer and to his Alfred’s surprise, objections. Though Nathan was
to be found. The werewolves produced a son. terrible and strong the she wolf
quickly began to starve, and as Alfred took it to be a good resisted. In the end, Nathan was
they hungered the bitter winters omen sent by the wolf God and forced to slay the woman.
took their toll. The werewolf became determined to stamp out Furious with frustration, Nathan
numbers plummeted and disease the rebellious packs. From that decided to make some sport out
spread like wild fire. The point on the war only became of the situation. He took his six-
werewolves struck hard against worse for the priest. The year-old grandson and explained
the humans in a desperate attempt presence of the loup garous only everything to him, right from his
to feed themselves. The rampage drew the attentions of the other father’s desertion of the ship and
slaughtered the vast majority of packs, and while they never culminating in the death of the
the men who still lived in stopped fighting and killing one boy’s mother. As the boy
Verbrek, yet even the blood of another, every one of them screamed in misery Nathan
man was not enough to preserve focused their attacks on their picked him up and threw him into
the ravenous horde of former lord. In the winter of 766 the river.
werewolves. the strongest rebel packs joined Thus Nathan Timothy
Prey of any kind became forces and captured the stone regained lordship of Arkandale
scare and of turned against wolf. circle. As the Timothy family and claimed the lands that were
The last few natural wolves were fled Alfred was devoured by his once was known as Verbrek.
slain and devoured by their enemies. Since that moment Nathan has
werewolf brethren, and from there devoted himself to the conquest
Quoth the Raven: Issue #1
of the lands that were now within and the metallurgy required for it known to the colonists as
his grasp. He has since made are just barely within the grasp of raccoons, named after the
contact with Borcan merchants Arkandale and Borca’s most Lamordian word for burglar. A
and formed the Musard River masterful engineers. These clever mammal named beaver has
Company. This company has advances are impossible to been discovered to dam the
invested heavily in the duplicate without the assistance tributaries of the Musard and
development of the lands of of Nathan Timothy or one of the Noisette rivers. Tiny creatures
Arkandale, by building villages Company engineers he has called minks stalk the muskrats in
on the banks of the river and personally trained. the reeds and wetlands that grow
selling land to wealth merchants by the riverside, while huge deer
and noblemen for use as The Landscape: F u l l creatures called moose have
plantations. The land has since Ecology (temperate and emerged from the primal forest to
been flooded with new human subtropical forests, hills and gorge themselves on aquatic
settlements. The human natives swamps). Arkandale is a vast plants. Naturally, this massive
of the forests have recovered in wilderness, filled with massive pool of exotic animals has
their numbers and are no engaged trees. The forests of Arkandale spawned a trade in furs. Wolves
in trade with the newcomers from are the thickest in the Core; the exist in the forests, despite the
Borca. Yet at the same time the land is noticeably warmer and claims by the natives that no
werewolves have made their own more humid than other lands, natural animal by that name yet
recovery. The heir of Alfred even in the winter. The summer lives. Big cats such as the cougar
timothy survived the swim to the months are terribly balmy and have immigrated into the forests
riverbank and has since grown to mosquitoes plague all forms of from Valachan, yet they have not
manhood. By the year 795 he has life. The winters are cooler, and yet migrated far beyond the
grown to manhood and the occasional cold snap brings Noisette. Along with the plethora
resurrected the religion of his snow. More often though the of mammalian life, there is a vast
father. He took the name Noah winter brings rains. These cold pool of avian life forms. Owls
and crusades to rescue his people deluges herald the flooding of the are common in the forest, as are
from the starvation and riverbanks and havoc wreaked millions of insectivores such as
devastation that destroyed his across the riverside. It is these the blue jay, carrion birds like the
father’s domain. Now the Church floods however that makes the crow, seedeaters, fruit eaters and
of Fenris has unified the packs land so fertile, with so many even humming birds.
under a more civilized regime, the nutrients being brought forth from The mighty Musard River
wolves now strike a balance the river bottom. The fall and dissects the land of Arkandale.
between their lives as wolf spring are much more pleasant, a The waters of the river are usually
hunters and their ability as happy medium between the two warm, but they run fast and
humans to create. extremes. The woods of furious during the winter. The
Arkandale are lonely expanses. rivers host a wide variety of fish
Cultural Level: Dark Age The trees form a dense canopy, life, including the catfish, a
(5) to Enlightenment (10). The but are sparsely spaced on the popular dish amongst the
hamlets and villages of the native ground, creating a cavernous backwards natives and Borcan
population remain at the Dark forest floor beneath a ceiling of restaurants alike. The river
Age level, with the exception to green. There are thin, worn paths bottom is a massive store of
the common use of firearms. The that lead between the farming natural treasures. Every year a
villages, plantations and docks of villages and the river towns, sizable quantity of silver and even
the riverbank are at technological though a nonnative stands a great a small amount of gold is brought
level 10. At the enlightenment chance of getting lost on the trail. to the river surface.
technological level firearms The forests of Arkandale
become commonplace and are team with animal life not found Major Settlements:
treated as martial weapons. anywhere in the core. Strange Arkandale has exploded since
Primitive steam powered boats marsupials known to the natives 767, after the creation of the
have begun to appear in the as ‘possums share the trees with Musard River Company. The
colonies, though this technology an infamously irritating invader Company has placed down nearly
Quoth the Raven: Issue #1
a dozen villages and ports on the owners. Villages belong to the people, dressing in deerskin
banks of the rivers. The largest Musard Company; they are the leather and cloths made from wild
settlement is known as New trading posts through which the cotton. These people are a
Levkarest, built on the North East Company trades with the superstitious folk, they whisper of
shore of the river delta where the plantations and gathers furs and ghosts and giants and other things
Musard splits in two. It is a exotic items collected from the that live in the deep woods. The
growing boomtown built as a natives of the forests. These natives live in scattered hamlets
service port for the ships of the people came to the colonies to and a few backwards villages,
Musard River Company as they escape poverty, only to be trapped most of which are surrounded by
ferry furs, lumber and silver into in debt to the tyranny of the muddy moats. The villagers
Borca. New Levkarest is also Company. Though it is a harsh make their living by trapping
known as the most lawless city in life, most colonists still prefer rabbits and mink, hunting deer as
the core, for it is packed with being employees rather than well as picking berries and
taverns, gambling houses and being land bound serfs. farming small vegetables in tiny
brothels. This city of vice is the The plantations are manned plots deep within the woods.
unofficial base for the Musard by peasant laborers who have Each day is a constant struggle to
River Company, for Nathan escaped Borca by signing labor survive, but if pressed they
insists that all meeting take place contracts with the owners of confess that life for their
on his steamboat that is often in plantations. The logging colonies ancestors was much worse.
New Levkarest harbor. Aside are free and lawless places. These people profess that they are
from New Levkerest are the These harvesting camps are the survivors of a people who
Company towns of Woken, populated by single men from all were long ago devoured by evil
Freedomton, New Burry and corners of the Core and led by a wolf spirits. This, they say, is a
Moonglow. The riverbank also few Company overseers. The new age, where the wolf spirits
features several plantations men are paid in room, board and a are quieter and less voracious.
owned by wealthy merchants and hand full of coppers each week. Yet there is nothing that terrifies
Borcan nobles. The biggest three The lumberjacks spend their pay these people more than the
plantations are Anderson Farm, as quickly as they earn it, in the howling of a wolf in the night.
the Hammond Plantation, and the brothels, gambling houses and They refuse to travel by night,
Grundy Estate. The natives of taverns of the colony villages. and never go out without their
Arkandale live in tiny Near to the lumberjack camps are trusty flintlocks. These people
communities. There are three “panning operations”. In these still cradle the ancient firearms of
true villages in the woods of places men pan the river for the their ancestors, though the
Arkandale, known as Stonebrook, small quantities of silver found in Musard River Company has made
Silverwood and Tomestone. the bottom of the Musard River. great gains in sales of newer
This silver is traded at the firearms. Every man, woman and
The Folk: 1150; humans company store and sent up to child knows the secret of
99%, other 1% 495; werewolves Borca. gunpowder and has been taught to
99%, lowland loup garou 5%. The natives of the domain forge bullets from the only metal
Languages – Balok, Mordentish make up the second group. They to which they have access, silver.
The people of Arkandale are are described as a “queer folk”; The final group is made up
divided up into three distinct most of them have dark brown of the werewolves. The
groups. The first group is the eyes, slightly darker skin than werewolves were once a proud
colonists, the foreigners from Borcans and always have dark and savage people but their
Borca, Invidia and other domains. black hair. A fair number of the voracious appetite consumed all
These people live mostly on the indigenous people resemble the of the life in the forests. The
villages, plantations and logging Richemulot people in appearance result was massive starvation,
camps upon the banks of the and speech and there is a tradition which led to battles between
Musard River. These people are of intermarriage between the two packs and terrible cannibalism.
an impoverished folk, treated ethnicities making the true origins This period of bloodshed claimed
little better than slaves by the of any woods person all the more the life of Alfred Timothy, the
Company or by the plantation confusing. They are a strange priest of the Wolf God. After a
Quoth the Raven: Issue #1
time the werewolves neared granted full rights by Ivana small plot of their own. These
extinction and many fled the Boristi, and a limited sovereignty laborers are then trapped in a
forests for more fertile ground. recognized by the Dukar of legal arrangement known as
As the werewolves left, new Invidia in trade treaties. The sharecropping, under which they
life returned to the domain. A villagers of the towns on the rent land from the plantation
wide variety of animals, never riverbanks are all employees of owner and have no chance of
before seen in the forests emerged the Musard River Company. paying off their debts, inevitably
to fill the gaps left by the extinct These people work on the docks, placing the burdens upon their
prey. A new leader emerged to maintain the lumbar barges, smith children while the landowner
lead the remaining werewolves. metal, build firearms, run the grows fat from their labor.
The heir of Alfred Timothy assay offices, pan for silver in the The werewolves are
taught the savage lycanthropes to river and conduct trade with the governed by the Church of Fenris.
farm, to build homes and to live natives. They are forced to rent The brutal Noah Timothy heads
in a better harmony with their property from the Musard River this church, and through it he
prey. Under the guidance of the Company, buy food and goods controls the wolf people of
Church of Fenris the werewolves from the Company stores and are Arkandale. Noah enforces a
began to rebuild their packs, forbidden to engage in loose series of guidelines
though now they organized independent commerce. designed to prevent over hunting.
themselves into hamlets and Employees are forbidden to His work as a priest has been
villages. The wolf-people remain assemble and are constantly focused more upon the advisor
in small numbers, they are much watched by the ruthless Company and leader to the wolf people,
too cautious to remake the enforcers. A Company overseer rather than the traditional priestly
mistakes that doomed their governs each village, maintains a role as a healer. Noah believes
ancestors. These wolves pick stockade for criminals, and has that only the strongest of the pack
berries, foster small orchards of the authority to assemble a militia deserve to survive, so healing the
fruit trees and raise root plants of villagers and lumberjacks and wounded is reserved for
and mushrooms in cellars. They equip them with company emergencies. The Church of
carefully hunt to deer and moose firearms. Fenris is dedicated in striking a
that live in the forests, adding The plantation owners are balance between the three aspects
human meat to their diet when sovereign over their lands, much of werewolf life, man the creator,
they feel that numbers of the like the landed aristocracy of Fenris the destroyer and Orion the
human predators have grown too Borca. The owner maintains a hunter. Noah is locked in a cold
high. The lycanthropes are number of men as a security force war with the Musard River
cautious with their dread disease; to watch over the laborers. The Company. He knows that the
they hunt out any infected farm laborers live on the land, pay over development of Arkandale
lycanthropes and exterminate rent to the landowner and are paid will lead his people to the same
them. The wolf people worship a pittance. In effect, peasants in disaster that destroyed his father.
at the Church of Fenris several Borca can escaping the Noah despises his Grandfather,
times a year. A large church has oppression of their nobles by for he embodies all of the evil and
been erected over the standing signing on as laborers and living hypocrisy in civilization. Noah
stones of the circle; it is used as under the slightly different and the Church are slowly
the place of worship where the tyranny of plantation owners. undermining the Company,
wolves go to hear the wisdom of The Musard River Company stirring discontent in the
“the trinity”. makes a tidy profit arranging Company employees and
contracts between landowners and attacking the villages, plantations
The L a w : The only the laborers, as well as ferrying and logging camps as often as
authority in Arkandale is the the people and the goods back possible.
Musard River Company. This is and forth. Laborers who want to
a loose organization of nobles, start their own farms are given an Trade and Diplomacy:
merchants, and plantation owners opportunity; by appealing to the Resources – antlers and horns,
led by Nathan Timothy. The owner of the land around the berries, cotton, exotic furs, exotic
Musard River Company has been plantation they can be granted a meats, firearms, fish, gold,
Quoth the Raven: Issue #1
leather, root vegetables, silver, is firearms without taking the feat 12 (16
timber, velvet. C o i n a g e – exotic weapon proficiency wolf/hybrid), Int
nightshade (gp), hemlock (sp), (firearms). The natives of the 14, Wiz 14, Cha
foxglove (cp). Trade has forests have been using firearms 12
exploded in recent decades. The for hunting for decades and the Skills Bluff +12,
plantations make huge profits colonists represent a Diplomacy + 12,
selling cotton to the growing technological level where Listen +13 (+17 in
textile industry in Borca and firearms are more common that wolf/hybrid),
Richemulot. The villages have any other missile weapon. Rifles Navigation +7,
boomed on the sale of furs to and blunderbusses are considered Intimidate +7,
Borca, especially mink and martial weapons and pistols of Profession
beaver furs. Firearms are the any kind are considered simple (gambler) +13,
currency traded to the Arkandale weapons. Profession (ship
natives, who are too enamored captain) +13,
with the power of the modern Nathan Timothy, Sense Motive +13,
guns to realize that they trading Search +6 (+10 in
away fortunes in pelts. Timber is
Darklord of wolf/hybrid), Spot
felled in camps on either side of Arkandale +19 (+23 in
the Musard and shipped up Male human werewolf wolf/hybrid),
stream by barges to mills in West Aristocrat 4, Expert 4 Swim +9,
Borca. All other goods travel Hit Dice 4D8+4D6 +12 in Wilderness lore
back and forth on one of the human form (52) +2 (+6 in
Company’s miraculous +24 hybrid or wolf wolf/hybrid)
steamboats. (64) Feats Alertness, Iron
The colonies of Arkandale Initiative +1 human, +6 Will, Lightning
are recognized as under the wolf/ hybrid Reflexes, weapon
protection of Borca, and Borca is Speed 30 ft; 50 ft, as focus (bite),
free to import goods from the wolf or hybrid Alternate form,
colonies without duties. The AC 11 (human) 15 Blind fight,
nation of Invidia enjoys a (hybrid/wolf) Improved
similarly helpful trade pact, in Attacks Human +8/+3 initiative, weapon
exchange for their recognition of (weapon) fineness (bite)
the Musard River Company and Hybrid +10/+5 Challenge 9
their lawful claim to the lands. (bite) Rating
Richemulot trades with the Damage 1D6+2 Alignment Lawful Evil
colonies as well, though imports Face/Reach 5ft by 5ft./5ft.
come with fees that go directly Special Trip, curse of A p p e a r a n c e : Nathan
into the coffers of Borca. Attacks lycanthropy Timothy appears the same as he
Special Wolf empathy, did when he was first drawn into
Characters: Classes – Quality scent, damage the demiplane of Dread. Nathan
aristocrats, barbarians, reduction 15/silver appears to be a man in his late
commoners, experts, fighters, as wolf or hybrid, fifties, in excellent health. He is a
rangers, rogues. Skills – craft curse, regeneration moderately fat man with a
(gunsmith), hide, listen, move Saves Fort +5(+7 fiercely black beard. His eyes
silently, profession (farmer, wolf/hybrid), Ref. hold a scheming malevolence that
fisherman, lumber jack, shipman, +6(+8 cannot be hidden. When he
trapper) wilderness lore. Feats – wolf/hybrid), Will desires, he can be a charming
alertness, skill focus (wilderness +12 gentleman. When he is confident
lore), weapon focus (any firearm). Abilities Str 15 (+17 he reverts to his natural state of
wolf/hybrid), Dex mind, a cruel and abusive man,
N o t e s: Characters from 12 (16 without any respect for the rights
Arkandale may take proficiency wolf/hybrid), Con or dignity of others. In this state
12 (16
wolf/hybrid), Int
Quoth the Raven: Issue #1
his voice modulates from a self- ownership of the boat as a gift, True to Annabelle’s words, he
superior mocking chuckle to a and as a taxation maneuver. will posses his boat forever. He
furious roar that rivals the thunder Annabelle saw through Nathan’s can never leave the waters that
of a winter storm. Nathan wears charms and though she had hold his boat, for if he does he
a finely made blue uniform, overlooked the attraction Nathan becomes paralyzed with
adorned in gold buttons and an felt for her, she knew that the seasickness and is gradually
ornate trim. He is fond of a beastly man wanted full washed back into the Musard
wearing a blue hat, though he ownership of the ship and would River. Nathan was perplexed to
removes it in the company of do anything to seize it. Nathan’s find himself within a new land,
ladies or important business hunger for the woman was and he was disappointed by the
partners. aroused, so much so that he could primitiveness of the people. He
B a c k g r o u n d : Nathan no longer bear the existence of has tried to explore further up and
Timothy was born on a world her husband; he lured Jonathon down the Musard, but naturally
very different from most in the and Annabelle onto the Virago. shallow waters keep his boat
multiverse, though the same The gentleman farmer was slain within the confines of his domain.
world from which one of the by Nathan’s thugs and dumped He discovered that he had the
domains of Ravenloft was once a overboard while Timothy ability to become as bestial in
part. Nathan was a struggling confronted the widow. form as he was in his black soul,
merchant. He owned a steamship Though Nathan presumed to as well that his boat was nigh
that he had won in a crooked be a gentleman captain, he was a indestructible.
poker match, the Virago. From beast at heart. Though Nathan Nathan operated his steam
the moment he laid eyes on the overpowered her initially, she was ship for decades before he came
magnificent ship he knew he able to escape his embrace. In to accept his situation. He
could never let himself be parted her mind, Nathan’s bestial assault maintained a small number of
from it. Despite Nathan’s was another phase in his plan to thugs to be his crew. Since a real
business savvy, his gambling got seize the Virago as his own, to organization was too complex to
the better of him and his business posses her and the object of his maintain from his ship, he
began to fail. The creditors murderous obsession. Nathan kidnapped Priscilla, a young
circled, and it looked as though cornered her near one of the two woman of fine breeding and
he might lose his beloved Virago. great paddlewheels and attempted intellect and forced himself upon
Rather than let it be taken from to recapture her, with nowhere to her. She committed suicide not
him, he reluctantly sold it under go Annabelle climbed onto the long afterwards, but not before
the condition that he would be wheel. Her life and her virtue in she bore a son. Nathan named
captain. His partner was tatters, she refused to let the him Alfred and set upon instilling
Jonathon True, a wealthy but monster possess her as well. As obedience in his child. Though
naive gentleman farmer married the wheel steadily bore her to the Alfred was a weak and cowardly
to a beautiful woman named green waters she cried out her boy, he was indomitable. Nathan
Annabelle. The moment Nathan final words. could beat the boy within an inch
saw the woman standing on the “You can have your of his life and yet never get the
bow of the newly christened accursed ship, you wolf!” She boy to yield. Nathan was not
Virago; he knew he must possess screamed, “Keep it forever! May completely beaten, he had a half-
them both. Nathan wormed his it ferry you to hell!” With that, vistani woman named Arabella
way into his partner’s life; using the paddlewheel pushed her under captured and brought to him to be
his knowledge of commerce to the dark river waters. With her Alfred’s nanny. Though Alfred
supplement the gentleman’s own death, a gray fog emerged from might not fear his own pain, he
inexperience. At first it was his the waters. yielded to Nathan’s will to protect
plan to steal enough of True’s Since Annabelle’s death, the woman who he came to see as
money that he could buy his then Nathan has become obsessed his older sister. It was an
partner out. But while Jonathon with power. The woman defied inspired plan, but Nathan was
was inexperienced, Annabelle his will, and he has sworn himself unable to control his animal lusts.
was much more wily. She to control everything and By the time Alfred had become a
convinced her husband to give his everyone in his greedy grasp. teenager, Nathan took Arabella as
Quoth the Raven: Issue #1
his second wife. After five long, succeeded and slowly Nathan is
painful years Arabella threw infiltrating the wilderness. Combat: In Combat
herself under the paddlewheel to Nathan despised that which is Nathan is nearly indestructible.
escape the torment. wild and free, he seeks to destroy When faced with a dangerous
Alfred was shattered by the the land and bend it permanently opponent, he fights to wear the
loss of his only friend. He reviled to his will. He is in no small enemy down. Nathan maintains a
his father’s hypocrisy, to appear hurry, for he is convinced that his crew of several laborers and thugs
to be a man and yet behave like a grandson survives. He is deeply on the Virago; most of them are
loathsome monster. Of all the paranoid, for he believes that 3rd level warriors armed with
men Alfred had known, all were inevitably he will lose Arkandale clubs and flintlock pistols. The
as corrupt and beastly as his to Alfred’s heir. In the mean time Virago is nearly indestructible,
father. Alfred hated the man Nathan busies himself with an any damage taken glances off of
inside himself and became empire of oppression and vice. its prow. The only way to destroy
dedicated to annihilating it, to Nathan is the chief executive of the Virago is for the steam engine
elevating his wolf side above the Musard River Company, and to be destroyed. Once the engine
man. Alfred fled the boat and through it, the undisputed master takes fifty points of damage
became lord of Verbrek. In time, of the colonies. (modified by its hardness of 5),
his own evil outshone his fathers Nathan is a hopeless the steam valves become crushed
and he happily claimed Nathan’s gambler; he is convinced that ever and the pressure build up to the
domain as his own. since Annabelle’s death he had point of exploding. The engine
The loss of his domain been doomed to inevitably lose explodes dealing 10D6 points of
shook Nathan to the core. He everything except his beloved fire damage in a twenty-foot
realized how easily his son had boat. Much of the profits he radius, which obliterates the boat.
taken the river and the land away earns from the Musard River Alternate Form: Nathan’s
from him. For years he brooded Company are invested in casinos, curse has made him into a natural
bitterly on the Virago, wondering taverns and whorehouses. lycanthrope. He may change
how long it would take for his Almost once a month some between human, hybrid and wolf
boy to seize the boat as well. Yet individual “hits it big” at form at will.
that day never came, for Alfred Nathan’s Casino, which is dubbed Regeneration: So long as
led his wolf people to devastation. “The Annabelle-lee”. These big Nathan is on the Virago he has
With his son’s death, the domain winners are pressured to join the quality regeneration 2. There
was up for the taking. Nathan Nathan and several of the other is no attack that can by pass the
retook the whole domain by partners in the Musard River regeneration ability.
indecently assaulting his Company in a private card game T r i p : If Nathan hits a
daughter-in-law, killing her, on Nathan’s boat. These games character with his bite attack he
mentally torturing his grandson can last long into the night, but can make a trip attack as a free
and then throwing the pup into inevitably the game comes down action.
the rivers to die. With that to Nathan and the lucky gambler.
abominable act the mists rose Nathan comes close to winning, Closing the Borders:
again, bestowing ownership of but the lucky newcomer always When Nathan wants to close the
the lands to him again. wins in the end. If the winner has border, no one may pass beyond
been respectful, Nathan will let the forests of Arkandale. If
Current Sketch: The land him walk away. If, on the other anyone tries to walk through the
was once taken from Nathan and hand, the gambler has been border the skies become black
he is set on preventing that from cheerful or cocky, Nathan forced with a great storm and a massive
ever occurring again. Nathan sent the gambler to play one more deluge strikes. The land slopes
his minions to make contact with hand, with the Virago as the upwards until it became
wealthy Borcan nobles and stakes. No matter what happens, mountainous, any further progress
merchants. With these men he the newcomer is doomed to lose is blocked by deadly mudslides.
formed a conglomeration to build that hand, after which Nathan The skies become torn with
up capital to create colonies in cheerfully slays him and dumps hurricane force winds and any
Arkandale. The colonies have the body overboard. flight is impossible. The ground
Quoth the Raven: Issue #1
rises from the river bottom,
cutting off the progress of the
rivers with a natural barrier of
mud and rock.
Quoth the Raven: Issue #1

Growls in the Night


Beasts from the Bog
The daylight filtered accent. “Vile things that call
through the canopy of the fen, these waters home. The swamp is Bog wraiths are the undying
sending shafts of yellow light an unforgiving environment and spirits of those whom drown in
upon the surface of the black its denizens don’t gladly suffer the murky waters of a swamp.
water. Birds called from the the presence of our kind.” These malignant ghosts feed from
twisted trees of the bog and were An inquisitive expression the misery of those who slowly
answered by the croaking of frogs crossed Ewan’s face. drown within the muddy waters
on the Lilly pads. Ewan let his “What kind of things?” of haunted fens. These wraiths
hand skim the surface of the appear as faces figures wrapped
water as the raft moved slowly Bog Wraiths in flowing black robes. Their
down the waterway. Medium sized Undead robes constantly drip with the
“Get your hand back up (incorporeal) brackish waters of the fen they
here,” said Dumont. The older Hit Dice 3d12 (20) haunt. Their hands are wickedly
man didn’t even look away from Initiative +0 clawed, though they are loath to
the river as he chastised his Speed Flight 30 ft use them. Bog wraiths much
student. Ewan rolled his eyes as AC 14 (+4 greatly prefer to use their abilities
he grudgingly obeyed. The young deflection) to draw victims into the fens and
man was so bored he could not Attacks +3 drown them with their sinkhole
even stand upon the simple raft. Damage 1D8 ability.
“Tell me again why we’re (corrupting Bog wraiths hate the
wasting our time in this stinking touch) daylight, though it has no power
fen,” He said aloud. “Are we Face/Reach 5 ft over them. Wherever they go
here to hunt frogs?” The brash Special Attacks Sinkhole they warp the natural plant life of
youth chuckled. He stopped Special Quality Incorporeal, the swamp, trees die and plants
abruptly when he saw his spell like become gray and lifeless. Reeds
mentor’s disapproving glare. abilities, and grasses thrive in the presence
“Sorry,” He offered. He knew he telepathy, of the wraith, but natural
was lucky to have a teacher like undead decomposers are absent. After
Dumont. If it weren’t for the Saves Fort +1, Ref decades of a wraith’s haunting the
mysterious man from Dementileu +1, Will +5 local marshes become deadly peat
he would probably have been Abilities Str 14, Dex bogs.
drafted into the Dukkar’s army. 11, Con -, Int
Instead of that short and pointless 10, Wiz 14, Combat: Bog wraiths prefer not
existence, he was seeing the Cha 8 to engage in combat. Instead,
world. Though to be honest, the Skills Bluff +5, hide they flee their opponents and try
more he saw of the world outside +8, listen +10, to lure them deeper into the
of Karina, the less he liked. Of all move silently swamp.
the gloomy places in Verbreak +8, spot +10 Whenever something new enters
and Valachan, this bog was Feats Alertness the bog the wraiths use telepathy
probably the least frightening. Climate/Terrain Swamps to learn the creatures intentions
He had wanted to enjoy the Organization Solitary and weaknesses. The wraiths
respite from cold skies and Challenge 2 then use ventriloquism and the
shadowy forests, but his master Rating light spell to create the illusion of
had other plans. Treasure None a human being holding a lantern,
“There are things in these Alignment Chaotic evil calling for assistance. This
swamps,” Said Dumont, his Advancement 4-6 HD illusion allows the wraith to make
words thick with his flowery (medium) a bluff check against the sense
Quoth the Raven: Issue #1
motive check of the victim. If the Undead (su): Immune to spot +5
bluff is successful the wraith can mind-influencing effects, poisons, Feats Alertness,
draw the victim into a natural trap sleep, paralysis, stunning and weapon
within the bog. disease. Not subject to critical finesse
hits, subdual damage, ability Climate/Terrain Lake sides,
Incorporeal (su): Can only damage, energy drain or death rivers and
be harmed by incorporeal from massive damage. swamps
creatures, +1 or better weapons, Organization Solitary
or magic, with a 50% chance to Challenge 5
ignore any damage from a Rating
corporeal source. Can pass Treasure None
through solid objects at will, and Alignment Neutral evil
its own attacks will pass through Advancement By class
armor. Bog wraiths always move
silently. All that glitters is not gold,
Telepathy (su): A bog and all that is lovely does not
wraith can sense the thoughts of love. Within the fens and
any individual within 100 feet. swamps of Ravenloft there are all
Wraiths use this ability discern manner of slippery, slimy things
the intentions of intruders in the but the most dangerous can be
swamp. Bog wraiths can use this those who wear a handsome face.
ability at will. The Prince of Frogs is one such
Sinkhole (su): A bog nightmare, a horrible spirit of the
wraith can use this ability three land. The creature is born of the
times each day to turn normally collective envy that evil creatures
solid swamp ground into a natural feel towards the race of man.
trap. The wet muck of a sinkhole Within the stinking marshlands
entraps victims and sucks them the jealousy festers until it takes a
downward. A bog wraith targets
Prince of Frogs shape, that of a small frog.
an area no bigger than 10 square Medium sized shape changer The Prince of Frogs appears
feet. Everyone within the area Hit Dice 5d8 (24) to be a tiny species of bullfrog.
must make a reflex save against a Initiative +3 Its skin is very smooth and its
DC 13 or be entrapped. Once Speed 30 ft eyes are big and mournful. Upon
entrapped a victim cannot move. AC 13 (+3 dex) its head is a horn-like growth that
Over the course of ten rounds the Attacks +4 (rapier) resembles a humble crown. In
victim is drawn into the sinkhole. Damage 1D6+1 this form the frog seeks out a
A victim may escape by making a (rapier) human maiden. This is a difficult
strength check against a DC of Face/Reach 5 ft chore for the tiny creature since
15, or against a DC of 10 if he Special Attacks Lies, Kiss few young women venture close
can grab onto something not Special Quality Alternate to their watery lairs. Once it finds
already sinking in the mud. If the form a victim it uses its bluff check to
victim cannot escape the sinkhole Saves Fort +3, Ref seduce the girl. Over the course
before the tenth round he or she is +7, Will +4 of seven days and seven nights, it
buried alive. The character Abilities Str 12, Dex spins tales of a great kingdom
becomes immobile and begins to 17, Con 11, beyond her home, a place of
drown. Pulling a buried character Int 14, Wiz wonder and enchantment. The
out of the mud requires a strength 12, Cha 16 Prince of Frogs promises her that
check against a DC of 20. Skills Bluff +10, it is a human prince, transformed
Spell Like Abilities (su): diplomacy into a fell creature and doomed to
At will a bog wraith may cast +10, move rule over the cold swamps. It
darkness, ghost sound, light, and silently +5, asks that the girl end its curse
ventriloquism. hide +5, sense with a kiss, and in return it will
motive +10,
spot +5
Quoth the Raven: Issue #1
marry her and make her a day of his wooing. If he makes Wiz 12, Cha
princess of the magnificent seven consecutive successes his 16
kingdom. Little does the girl victim becomes under the effects Skills Move silently
suspect the truth of her reward. of a charm. This is crucial to the +8, hide +8,
As soon as the girl kisses Prince, since without the spot +7
the Prince of Frogs, he transforms enchantment it is unlikely that he Feats Alertness,
into a human male. He is very will get the girl to follow him into multiattack,
handsome in this form and is the center of a swamp. multidexterity
dressed in princely garb. He then Kiss: If a Prince of Frogs Climate/Terrain Lake sides,
proceeds to escort his new bride can trick a young woman into riverbeds and
further into the swamps of his following him into the center of a swamps
home. When they are both far swamp, he can use his vile kiss to Organization Solitary
from civilization, he bestows a transform the young woman into Challenge 5
kiss upon her, turning her into a a frog princess. These maids are Rating
toad. The frog-maid must spend permanently turned into a tiny Treasure None
the rest of her life as the wife of female frog with a bony tiara Alignment Chaotic evil
the frog prince, serving him in his upon her head. These Frog Advancement By class
Castle of Reeds. She will live out Princesses can speak any
the rest of her life in cruel language they once knew. Snake lilies are an abominable
servitude, never to return to her Alternate Form: A Prince mutation, spawned by some
former life. Frog Princes usually of Frogs can freely transform disgusting magical experiment.
keep several wives at a given himself from a tiny frog to a These monsters lie on the muddy
time. human male. As a frog he is bottom of some waterway and
The frog prince is most unable to take any action except extend their bait tentacles towards
vulnerable during the seven days speak or move. Princes in frog the surface. On the surface of the
of wooing. In this time the girl form have a movement of 30 feet water the bait tentacles look like
might let slip news of her hoping and swimming. lily pads, but in truth they are
amphibious friend and spoil the primitive heat sensors. The
Prince’s plan. Snake Lilies feeding tendrils look nearly
Large sized aberration exactly like serpents, right down
C o m b a t : Princes of Frogs Hit Dice 5d8+10 (34) to the fangs. Snake lilies are
despise combat. They are Initiative +1 barely intelligent, but they’re
physically fast and strong in their Speed Swim 10 ft instinctive strategy is an excellent
human form, but they hate AC 14 (+4 natural one. When pulled from the water
fighting creatures that are capable +1 dexterity these aberrations resemble
of fighting back. If someone –1 size) bloated bags of brown skin. In
appears to come between a Prince Attacks 4 tentacles +4 the center of the body is a sucker
and his prey, he transforms into melee, bite +3 mouth lined with hard horns.
human form and slays the melee
interloper with a rapier. Once the Damage 1D4+2 snake Combat: The strategy of a snake
intruder is dispatched, the Prince fangs, 1D8+2 lily is simple. The monster
eliminates his victim lest she bite swims to a fertile location and
warn other maids. He then does Face/Reach 10 ft by10 ft/5 buries itself in the mud. The
his best to make it appear as ft, 10 ft with hidden snake lily watches for
though the girl and the intruder snake-tentacles some prey to move close and then
killed each other. Though the Special Attacks Constrict, it launches its snake tentacles.
ruse is primitive, it has proved improved Grab The snakes slash with their fangs
surprisingly effective. Special Quality until the prey is dead or
Lies: A prince of frogs Saves Fort +3, Ref incapacitated, then they lock
relies upon his silver tongue to +2, Will +5 around the animal and drag them
seduce a victim. A prince of frog Abilities Str 15, Dex 12, into the water towards the waiting
makes a bluff check once each Con 14, Int 3, mouth.
Wiz 12, Cha
Quoth the Raven: Issue #1
Improved Grab: When a
snake lily hits a medium sized or
smaller opponent with its snake
tentacles it automatically grabs
the creature. Every round
afterward the snake lily
automatically deals constriction
damage.
Constrict: A snake lily
deals automatic tentacle damage
to a creature with a successful
grapple check.
Quoth the Raven: Issue #1

Celtic Banshee
A Pitiful variant of the Groaning Spirit
By Eddy Brennan (The lost Hedgewitch)
hedgewitchfos@hotmail.com

Banshees are commonly the Creating a Celtic inflicting –4 penalties to all


groaning spirits of elf maids that attacks, damages, skill and Will
have returned from beyond the
Banshee save rolls until the next sunset. If
grave as malevolent, evil entities “Celtic Banshee” is a the Celtic banshee causing these
and spirits. These creatures sing template that can be applied to feelings is destroyed or laid to
mournful songs and wail all their any woman or child from any rest before this period is over, the
days and nights. These wails humanoid or monstrous victim recovers immediately.
being able to freeze the heart of humanoid race (hereinafter Dread (Su): Creatures
any that hear it, killing them referred to as the “Base approaching within 30 ft. of a
instantly. Creature”) that has perished in Celtic banshee must make a Fort
Celtic Banshees differ from childbirth. The creatures type Save or be overcome with grief,
their cousins, being drawn from changes to “undead.” It uses all collapsing into tears. These
creatures of any race or kind. of the base creatures statistics and creatures are unable to defend the
They do not cause the death of abilities except as noted here. selves or carry out any other
those that listens in on their This template is an action until this grief ends and are
painful cries of sorrow, heralding extension of the Ghost template considered prone. The grief-
only the coming of another tragic found in the Monster Manual stricken creature is entitled to a
loss among the living. These (page 212) and lists only the further Fort Save each following
banshees are commonly women, changes between the two types of round to overcome the grief they
specifically those that have died spirit. are currently wrapped in. If a
in childbirth. However, stillborn Hit Dice: As Ghost. creature passes the initial save
children have also marked their Speed: As Ghost. while entering the dread aura
presence among these wailing A C : The base creatures about the Celtic banshee, it is
spirits, rare as their appearances natural armor improves by +5. rendered immune to the aura’s
may be. Attacks: As Ghost. effect until the spirit manifests
These spirits appear as they Damage: As Ghost. again or 24 hours, depending on
did at the moment of death, adult Special Attacks: A Celtic which happens sooner.
females that become these banshee retains all the special Special Qualities: As Ghost
banshees remain in the throws of attacks of the base creature, with the following alterations.
labor forever, until they are laid to although those relying on Damage Reduction: A Celtic
rest. Children that become these physical contact do not affect banshee has damage resistance
pitiful creatures appear as non-corporeal creatures. The equal to its rank or 10/+1.
newborn babes crying for their Celtic banshee gains the Spell Resistance: A Celtic
mothers. When both participants following abilities as well as plus banshee receives a spell
die in childbirth, the spirit 1d2 other ghost abilities in resistance of 18.
comprises of bother mother and addition to being able to Manifest Saves: As Ghost.
child, the latter being cradled in and use its Corrupting Touch. Abilities: As Ghost.
the their mother’s arms, both Saves have a DC of 10 + _ Celtic Skills: As Ghost.
spirits sobbing over their loss and banshee’s HD + Celtic banshee’s Feats: As Ghost.
those impending to follow soon. Charisma modifier unless
They are said to only appear otherwise noted. Climate/Terrain: Any settlement
at night, on the rooftops of those Mournful Wail (Su): When Organization: Solitary or pair
soon die as in the same way they Celtic banshees wail, those (mother and child)
did in a similarly tragic way. hearing the sound must make a Challenge rating: Same as the
Will Save, failure resulting in a base creature +2
feeling of dread and loss,
Quoth the Raven: Issue #1
Treasure: None Speed: Fly 30 ft. will, and own attacks pass
Alignment: Any (perfect) through armor. Always moves
Advancement: Same as the base AC: 16 (+1 Dex, +5 silently.
creature. Natural) Challenge Rating: 4
Attacks: Incorporeal
Sample Celtic Touch +2 melee
Damage: Incorporeal touch
Banshee 1d4
This example uses Miranda, a Face/Reach: 5 ft. by 5 ft./5 ft.
th
5 level human female commoner Special Attacks: Dread,
as the base creature. mournful wail, manifest,
Miranda carried the bastard corrupting touch, horrific
son of Harkon Lukas, the appearance
Meistersinger of Skald. When his Special Qualities : Undead,
other children attempted to incorporeal, +4
undermine his authority, he began turn resistance,
taking extra care in whatever damage reduction
future offspring he may have. 10/+1
Miranda’s pregnancy was a Spell Resistance: 18.
surprise to him, which he Saves: Fort +1, Ref +2,
uncovered shortly before she Will +1
entered labor. He had her home Abilities: Str 8, Dex 13,
attacked by dire wolves during Con -,
the labor and they maliciously Int 10, Wis 10,
slew all present, including his Cha 16
own bastard infant son. Miranda, Skills: Craft
her soul overcome with grief to (needlework) +5,
great to bear has since risen from Hide +8, Listen
her death as a Celtic banshee, +13, Profession
spreading her own sorrow and (seamstress) +5,
foretelling of more to come. Search +8, Spot
Currently, Miranda is +13
rumored to haunt the Out Town Feats: Alertness,
of Skald, remaining in the area Improved
close to where she was killed. Initiative.
She longs to have her child
returned to her, but is fearful off The Will save against this
all suffering, knowing of it Celtic banshee’s Mournful Wail
happening or coming causes her and Dread has a DC of 16.
to wail in her own sorrows. If Undead: Immune to mind-
detected and approached, she is influencing effects, poison, sleep,
timid, sometimes defending paralysis, stunning and disease.
herself in combat. Not subject to critical hits,
subdual damage, ability drain,
Miranda, Celtic Banshee energy drain, or death from
Medium-Size Undead massive damage.
(incorporeal) Incorporeal: Can be harmed
Hit Dice: 5d12 (32hp) by other incorporeal creatures, +1
Initiative: +5 (+1 Dex, +4 or better weapons, or magic, with
Improved a 50% chance to ignore any
Initiative) damage from a corporeal source.
Can pass through solid objects at
Quoth the Raven: Issue 1

Dread Nymph
Corrupting Beauty
By Godbrain
prozac_god@hotmail.com
Medium-Size Fey (Mists) powers sometimes capture dread
Hit Dice: 3d6 (10 hp) Nymphs. Though such
Initiative: +1 (Dex) imprisonment will engender the
Speed: 30 ft., swim 20 ft. eternal enmity of the foul fey.
AC: 11 (+1 Dex)
Attacks: touch +1 melee COMBAT
Damage: corrupting touch 1d4 Dread Nymphs avoid combat
Face/Reach: 5 ft. by 5-ft./5 ft. whenever possible. If they cannot
Special Attacks: Corrupting avoid their enemies by use of their
touch, maddening beauty, fatal powers, they flee.
beauty Maddening Beauty (Su):
Special Qualities: Damage This ability operates continuously,
Reduction 10/silver, spell like affecting all humanoids within 60
abilities feet of the dread nymph. Those
Saves: Fort +1, Ref +4, Will +8 who look directly at the nymph
Abilities: Str 10, Dex 13, Con 10, must succeed at a Will save (DC
Int 16, Wis 17, Cha 19 15) or be affected as though they
Skills: Animal Empathy +10, had failed a horror save and
Knowledge (Fey lore) +7, Escape contracted the Fascination horror
Artist +7, Bluff +10, Hide +7, effect (R C R, pg. 60). The
Listen +11, Move Silently +7, fascinations focuses on the dread
Sense Motive +9, Spot +11 nymph, and the character affected
Feats: Ability Focus (maddening will likely seek out the fey in order
beauty), Alertness, Dodge, Iron to offer him or her self as a
Will supplicant. Depending on how
Climate/Terrain: Any land aesthetically pleasing the victim is,
Organization: Solitary the nymph may keep them around
Challenge Rating: 7 for a while. Otherwise, she usually
Treasure: Standard kills them right away.
Alignment: Always chaotic evil Fatal Beauty (Su): The
Advancement: 4-9 HD (Medium- dread nymph can evoke this ability
size) once every 10 minutes. Those
within 30 feet of the nymph who
Throughout the world, myths and than regular nymphs, though the look directly at her must make a
legends record the stunning beauty playful innocents in their eyes has Will save (DC 17) or die.
and playful innocence of the fairest been subtly replaced with a darker, Corrupting Touch (Su):
of the fey: the nymph. Such tales more insidious look of The dread nymph’s touch can
fall upon skeptical ears in the malevolence and sadism. become toxic to any humanoid she
Lands of Mists, as the perverse Dread Nymphs live alone, luring touches, if she wills it. A
nature of that dark land has their victims (usually men) to their successful melee-touch attack does
corrupted even the most pure of deaths. Dread Nymphs don’t seem 1d4 points of damage.
nature’s children. Dread Nymphs to need victims for sustenance; Spell-Like Abilities: Like
are twisted and fiendish versions of they are rather drawn to these acts their more benevolent cousins,
their more beatific cousins. by some darker part of their nature. dread nymphs can use dimension
However, they are no less fair and Powerful spell casters who have door once per day as cast by a 7th-
enchanting in their appearance found a way to survive their dark level sorcerer. They can also
Quoth the Raven: Issue 1
th
replicate druid spells as 7 -level dread nymphs, like their mothers. fey have heard tell of something
casters (save DC 13 + spell level). They stay with their mother until else coming into being as a result
They cannot cast any druid spells they are about 13 or 14 years of of this union of man and mists…
with the Good descriptor. age, then they strike out on their Dread Nymphs live almost
own, often after attempting to kill exclusively in Tepest, though it
Special: It is rumored that the nymph that give them life in would not be unlike one of them to
Dread Nymphs will occasionally the first place! While rare, male relocate to another domain. Some
become impregnated with the child children are not unheard of. Such may even go as far as to integrate
of a comely male (who rarely lives unfortunate souls are almost into human society. A dread
long after the encounter). Female always caliban, though those who nymph’s favored class is Druid.
children of this union are always know the secret ways of the dread
Quoth the Raven: Issue 1

Tome of the Guardians


Evil Artifacts of Ravenloft
Brother Garland collapsed there ever was one, a scholar of The Grim Familiar
into his chair. The day had been the arcane. He chose a massive The grim familiar is known
harsh to his aging body; no man book from his pack. This one was by different names in different
should be forced to walk so long a destined for the city of Mortigny in places. The Darkonian scholars
distance with so heavy a burden. the nation of Richemulot. It was a tell the tale of the insidious “Imp’s
It was a difficult task but somehow filthy place, filled with a world of Skull”, while in the land of
he managed to sit up, lift his dripping water, starved rats and Kartakass the bards sing the
massive pack from his shoulders bookworms. It would be a terrible melancholy song of the Jewel-eyed
and drop it upon the floor before shame if the hazards of such a Corrupter, while in the halls of
falling backwards into the hard place stole the contents of the Hazlan there are speculative
embrace of the wooden chair. By great tome. Fortunately, the long whispers of a powerful trinket
no means was it a comfortable trek would give him time to peruse adorned with a single gold ring.
piece of furniture, but it was far the book. If the book be lost to the The Grim Familiar is a small,
better than the rocks and tree carelessness of the Richemoulot jawless skull. It is very light and is
stumps upon which he had been scholars, then at least one man no bigger than the palm of a man’s
forced to rest during the few could carry on the knowledge. hand. The bone is bleached and
breaks in his trek. Exhaustion The great book gave off the smells faintly of dust. The skull
welled up from within and wonderful aroma of a proper comes from no known animal, for
threatened to consume his entire library. The scent of cold stone, it is unusually wide and the teeth
body. It was a tempting the dry darkness, and the decades are all pointed. The skull features
proposition, but the middle-aged of accumulated dust. The last two long fangs that just outward,
man was too disciplined to allow monastery to claim this book had as well as two small horns that
himself the comfort of rest. He kept it in a perfect spot. The pages grow from the back of the cranium.
frowned sadly; longing for the were yellowed, but not yet brittle. The eye sockets of the skull are
days when he was foolish enough Each turn released more of its large and slanted. In the centre of
to part take in rest. The harsh scholarly must into the air. By the each socket is a sky blue gem. The
years had cured him of those flickering light of the fire, Brother gems are superbly cut, for they are
weaknesses, as well as the joys that Garland could read the intricate perfect dodecahedrons. Within the
came with them. calligraphy scribed upon the gems even the smallest ambient
He sat up again and opened pages. He skipped over the pages, light is reflected and refracted into
the pack at his feet. Within it were turning to the spot where he last a blue nimbus that fills the sockets.
more then a dozen musty books, left off. He was midway through Looking into the gems, a viewer
bound in ancient leather and this tome, well within the most may glimpse at strange things
adorned with peeling gold leaf. fascinating area of study. The beneath the surface of the
These books were his burden to fabled artifacts of the known world diamonds. Some say that they
bear, for while they contained a were catalogued before him, a have felt the skull watching them.
treasure of knowledge they were long list compiled from the The very back of the skull is
unable to move themselves. Such scholars who died centuries before pierced with a simple golden ring.
was the lot of his life, a beast of his own birth. These were the The history of the Grim
burden at the beck and call of a objects that gave his masters their Familiar dates back to an unnamed
demanding master. Though unlike purpose, items of unholy power wizard, who was drawn into the
most of his ilk, he was able to and irrepressible evil. He ran his land of mists in the year 535. This
share in the enjoyment of the finger to the top of the next page, wizard was known for great power
goods he carried. In all his years and by the orange light of the as well as great evil. Like so many
as a servant of his noble masters fireplace read the name of the next of his kind, he drew too much
he had learned a great many entry. attention upon himself. A party of
things. Indeed he was a scholar if adventurers penetrated his
Quoth the Raven: Issue 1
subterranean lair and slew him. In artist named Yvonne purchased the power of the Familiar, the good
the process of looting his body, the item, hoping she could use it as a and evil alike are driven away
adventurers discovered the Dread prop in her fortune telling act and from their former lives. All of the
Familiar hanging from the con gullible housewives out of past owners of the Grim Familiar
wizard’s necklace. The leader of their husband’s money. In the have met with untimely deaths, yet
the group, a warrior named Mirkil, months afterwards she discovered there are plenty of arcane scholars
took the trinket as his own. The great magical power within herself who seek out the Grim Familiar for
fortress of the wizard was sacked and nurtured it. She gave up her the power if offers.
and raised. Though the valiant job as a fortune-teller and delved The Grim Familiar always
warriors felt that they had ended deep into the arcane. Instead of attaches itself to an owner after its
the wizard’s power, they had only inventing elaborate illusions to previous owner dies. This is
liberated an even more resilient falsely divine the future, she used usually the first person that touches
evil. Over the course of a year the enchantments to dominate the it after the previous owner dies.
adventurers noticed a marked minds of others. She created a The effects of the Grim Familiar
change in their leader. He was far web of minions and used their are great. Anyone who claims
less aggressive and much more influence to gather more and more possession of the Familiar gains a
brooding. He left his friends, power for herself. Yvonne looted +10 profane bonus to any checks
claiming that he was tired of life as the treasuries of noblemen to using the skills decipher script,
a wandering thug. Mirkil invested gather more and more magical decipher script or any form of the
his fortune in a manor house and artifacts. Surely she would have lore skill. In addition, the owner
sold his prized sword and armor to continued to amass power, has she gains a +10 bonus to checks
purchase a huge number of books. not attracted the attention of the involved in learning or researching
Though his old companions looked dreaded Kargat. new spells. While the Grim
in on him, he refused to speak with The secret police of Darkon Familiar is on his person, the
them. penetrated her web of deception owner is immune to charm,
In the years after the and sought her out. Yvonne had paralysis, sleep or domination
discovery of the Familiar, Mirkil become a mage of great power, but effects. The Grim Familiar acts as
devoted himself to arcane pursuits. even she was no match for the a true familiar for the owner, this
To the villages around his property assassins of Azalin. She fled into causes any pre-existing familiar to
Mirkil became known as a wizard the wilderness hoping to lose her leave. The owner gain the effects
of great power and vile pursuers in the wilderness of Nova of the alertness feat while the Grim
temperament. The manor and the Vaasa, but the Kargat were not so Familiar is on his person. In
forests around it were shunned, easily escaped. They chased her addition the owner casts spells
and villagers feared to have all the way to the outskirts of with a caster level one level higher
anything to do with the wizard. Kantora, where she was slain with than his own. The effective caster
After a simple misunderstanding a crossbow bolt. Her body level of the Grim Familiar is 8th
over the price of food Mirkil slew tumbled in to the waters of the level. Once each day the owner
a merchant and transformed him South Dnar and never emerged. may use the familiar to cast Rary’s
into an abominable monster. The From that point on, the Mnemonic Enhancer and dispel
villagers begged the outside world history of the Grim Familiar is lost magic. In addition, once each day
for help, and after a time Mirkil's to conjecture. Rumours circulated the owner may choose to freely use
own former compatriots came to amongst the scholars of the Core the maximize spell feat on any
their rescue. The vile wizard slew of a strange skull shaped artifact. spell he casts. Spells cast in this
many of his former friends, but in The story of the Familiar repeats manner will only take up slots of
the end he was dispatched. The itself again and again, with an the same level as the spell, rather
survivors dispersed the valuables unsuspecting victim taking the than a slot three levels higher.
amongst themselves and sold what Grim Familiar and succumbing to The powers granted by the
ever they themselves could not its influence. The Grim Familiar Grim Familiar come with a price.
use. seized the minds of dozens of The moment the artifact chooses
From there the Grim unsuspecting individuals and an owner that person must make a
Familiar found its way to a twisted them to its ends. No one will save against a DC 18 or be
curiosity shop in Darkon. A con seems immune to the corrupting compelled to possess the skull and
Quoth the Raven: Issue 1
let no one else touch it. Even if the lawful evil he is compelled to for an extended period of time.
prospective owner succeeds in his begin rising in levels in the wizard The Familiar can only be destroyed
first save, the Grim Familiar will character class. The Grim Familiar by crushing the skull beneath a
make another attempt to dominate gives the owner all necessary book of arcane spells, dissolving
the character each hour until it training in wizardry, though it the eye gems in the blood of an
succeeds. Once it entraps an cannot teach him new spells. The illiterate man and then melting the
owner, the Grim Familiar begins to Grim Familiar continues to work gold ring with the fires of a
corrupt him. Each month the its corruption on the owner until it burning scroll. If any of the three
owner must make a will save is destroyed. The Familiar is components remain intact the skull
against a DC 18 to avoid his completely impervious to harm, can reform in one week.
alignment being moved one step and has the ability to teleport
closer to lawful evil. Once the without error to the location of its
owner’s alignment has become current owner if they are separated
Quoth the Raven: Issue 1

Fear and Loathing in


Lamordia
Drugs and Addiction in Ravenloft
Meander had the shakes the contents down with a horrible raise intoxication to a dangerous
again. Leaning against the wall he thirst. The effects were immediate. degree.
tried to keep his hand from His body became very still Each use of a drug adds a
quivering. In a few hours his and his eyes lost their bloodshot certain number of “Intoxication
whole body would be quaking veins. Slowly the color of his skin Points” to the user’s “intoxication
uncontrollably; he needed his fix faded into the pale pallor or a score”. For each point in a
soon. The evening chill was fresh corpse. A smile of character’s “intoxication score”
spilling through the alleys of satisfaction spread upon his that character will suffer a –1
Ludendorf. The quivering man bloodless lips. Now he relaxed his circumstantial penalty to all skill
held his coat tighter around grip on his coat and let it fall open, checks and all saving throws
himself, hoping to bear the cold oblivious to the frost. except fear, horror and madness.
better. Silently he cursed Fredrick “That’s good stuff,” This reflects the inhibited ability of
for being late. He wondered how Meander sighed contentedly. In the character to think or to act.
long he would have to wait in the the blissful drug haze he pitied Drugs suppress the mind’s ability
cold before the merchant would Fredrik, who was destined to to feel fear or disgust, and open the
arrive. peddle the precious drug and never individuals mind to even the most
Suddenly a shape moved in to enjoy the embrace of the blessed bizarre realities. Thus the
front of the mouth of the narrow elixir. He was silent for a while, character gains a circumstantial
alley. Meander smiled when he enjoying the supreme serenity of bonus to his fear, horror and
recognized the merchant’s face. the moment. He turned to his madness checks equal to the
“Took you long enough,” dealer again. “So, what do you got character’s intoxication score. The
Said the quaking man. He drew for me today?” intoxication points accumulated
forth a leather purse, and eagerly from the use of multiple drugs or
pushed it into Fredrick’s hands. Intoxication more than one dose of a single
“Now give it to me!” He pleaded. It can be said that the drug stack with each other.
Fredrick was much more patient, citizenry of all civilizations Each drug has a set duration,
for he opened the purse and regularly partake of drugs, whether after which the effects of the drug
counted the coins by the faint light they be simple alcohol, a form of wear off. At the end of the
of the street lanterns. smokable weed, or other duration the user loses all
“It’s a good haul,” He said substances. Drugs can come in the intoxication points incurred from
smiling. “What did you sell?” form of natural products, brews that drug. When a drug user uses a
“The opium sold like hot and mixtures or artificially refined particular drug more than once he
cakes,” Replied Meander, “But the compounds. Drugs are different will retain all of the intoxication
real hit was that Ergot extract. from regular sources of food or points accumulated until the
Those artsy types drink it down nutrition because they cause two duration of the very last dose taken
like it was champagne. Now I sold unique conditions: intoxication and is over. By taking doses of other
your goods just like I promised. addiction. Intoxication is a drugs a user may continue to suffer
Give me the stuff.” Fredrick physical and mental state, where the intoxication effects incurred
laughed and withdrew a glass vial the effects of the drug addle the from a completely different drug
from his coat pocket. It was a drug users mind and body. Some long after its own duration was
thick red liquid, the color of freshly forms of intoxication are almost supposed to end. Certain drugs
drawn blood. He handed it to harmless but powerful drugs or have persistent effects. The effects
Meander, who proceeded to pull large doses of lighter drugs can of these drugs last long after the
the cork out with his teeth and suck duration of the original dose.
Quoth the Raven: Issue 1
Addiction is the most common though resisting the addiction is The character cannot regain lost hit
persistent effect. These persistent mostly a mental feat. Whenever a points with sleep, regain spells, or
effects are unique to the individual drug intoxicates a character he or recover from disease, fear, horror
drug, and can last for hours, days she risks becoming addicted to that or madness unless he or she uses
and even years. drug. the drug at least once a day. The
A living body cannot sustain Just after a character’s character’s alignment shifts one
intoxication for too long a period intoxication score drops to zero he step closer to chaotic neutral.
of time. For every hour that a must make a will save against a At the fourth stage of
character is intoxicated the DC equal to the number of addiction the penalty increases to
character must make fortitude save intoxication points that the –3 and the character shifts one step
against a DC equal to ten plus the character just lost. If the check closer to chaotic neutral. At the
character’s intoxication score. If succeeds the character has shaken fifth stage the penalty increases to
the character passes the save he or off the addictive influence. If the –4 and his or her alignment shifts
she can continue to function. If the check fails then the character one step closer to chaotic neutral.
save fails then the character is becomes addicted to one of the A character can only be addicted to
rendered unconscious for one hour. drugs previously used. The one particular drug at a time. If at
Characters whom are extremely addiction modifier of the drug used any time a character possesses two
intoxicated may remain modifies the DC of the addiction addictions the player loses the
unconscious in this manner for check. In cases where more than addiction to the drug with the
many hours. If the character fails one drug is used the character will lower addiction modifier.
the fortitude by more than five become addicted to the drug with
points he or she suffers 1D8 points the highest modifier to the Recovery
of temporary constitution damage. addiction check. Recovering from addiction is
There are different stages of no easy task. A character cannot
Hopping Down addiction, and each failed recover from his or her addiction
When the duration of a drug addiction check advances the unless he or she refrains from
is up the user suffers a “hang character to the next rank. In the feeding the addiction for at least
over”. Most often this comes in first rank of addiction the character one week. At the end of the week
the form of extreme nausea. When feels compelled to use the drug the addicted character may make
a character’s intoxication score whenever it is readily available. another addiction check, equal to
drops to zero he or she makes a Whenever the drug of his addiction the DC of the one he previously
fortitude saving throw against a confronts the character he or she failed, modified by the level of
DC equal to 10 plus the number of must make a will save against a addiction. This check is not
intoxication points just lost. If the DC equal to the DC of the influenced by the penalty to
check is successful then the addiction check he failed, modified actions granted by high levels of
character is fine and behaves by his current level of addiction. If addiction. If the check fails then
normally. If the check fails then the check succeeds, the character the character remains addicted. If
the character is nauseated for a can ignore the drug. If the check the check succeeds then he or she
number of hours equal to the fails then he or she is compelled to drops one level of addiction. Once
number by which the character take the drug and use it at his or a character drops down below the
failed the check. While the her earliest convenience. first level in addiction he or she
character is nauseated he or she At the second stage of becomes cured.
suffers a –1 circumstantial penalty addiction the character becomes
physically dependent on the drug.
to all actions. The character may
The character suffers a –1 moral
Application
not rest and regain hit points, Each drug must be
ability damage or spells while thus penalty to all actions. This penalty
can only be removed by feeding introduced into the body of the
nauseated. user. In many cases, ingestion is
the addiction with at least one
dose. The character must partake all that is necessary. However
Addiction of the drug at least once each day some drugs require specialized
All drugs carry the risk of or suffer the penalty. At the third means of application. Smoking
addiction. Addictions are both stage the penalty increases to –2. weeds must be crafted into
physical and mental afflictions, cigarettes and pipe doses,
Quoth the Raven: Issue 1
morphine and other synthetic drugs The above statistics represent intoxicating and addictive. Mad
must be injected into the blood “Hard” liquor. Some forms of Caps bestow three intoxication
stream via syringe, and ergot and alcohol are much less intense. In points for each cap consumed. The
other extracted liquids must be such cases, intoxication only duration of a Mad Cap is two
diluted into a drinkable form. occurs when more than one dose is hours, and Mad Caps modify the
These all require special skill taken in a given hour. DC of the addiction check by +1.
checks to create the proper dose. The persistent effects of the Mad
The average DC for such checks is Ergot: Ergot is a rust colored Cap are identical to the madness
10. The skill profession: medicine mould that grows upon wheat effect paranoia. These persistent
is used to prepare and apply grains. This mould thrives in cold effects last only for twenty-four
morphine and synthetic drugs; the and wet conditions, polluting hours, though if the user is
skill herbalist is used to brew breads and cereal crops with its confronted with a horror check as
extracts and fungi and prepare toxins. Ergot can be cultivated and per the rules of paranoia he will
opiates, and the skill craft: purposely ingested to obtain the suffer the effects of that horror
tobacconist is used to prepare pipe effects of this hallucinogen. Ergot check until he can recover from
weed. The specialized skill craft: has a weak intoxication effect; that failed horror check.
drug application covers all forms each use only bestows 1 An improperly brewed Mad
of drug application. This skill is intoxication point. The duration of Cap is toxic. On an overdose a
critical to the drug trade, since it an ergot high is only half an hour. character must make a fortitude
allows dealers to prepare doses and The persistent effects of ergot are save against a DC 15 or take 1D8
clients to administer the drugs. much more insidious. For one points of temporary wisdom
The correct application of hour after ingestion of the drug the damage.
drugs and the creation of doses is user suffers from the effects of
an important skill for dealers and hallucinations as described in Synthetic Drugs
users. Improper application may Ravenloft Core Rules. Ergot is not M o r p h i n e : Morphine is a
result in an overdose. The exact very addictive; it bestows no powerful anesthetic developed by
consequences of an overdose modifier to the DC of the addiction physicians in Lamordia. Doctors
depend upon the drug used. When check. Ergot is a dangerous in that domain noticed that
a skill check to craft a dosage or neurotoxin and an overdose can be anesthetics caused patients to
apply the drug fails by more than seriously disabling. On an recover from surgery at a fairly
five points an overdose occurs. overdose the user must make a slow rate, thus they began
fortitude save against a DC 15 or experimenting with less harsh
Natural Drugs suffer 1D8 points of temporary methods of protecting patients
Alcohol: Alcohol is one of the wisdom damage. from the pain of surgery.
most popular drugs in existence. Morphine has been the most
Alcohol comes in hundred of Mad Caps: The dank forests of widely accepted replacement for
different forms and is served just Tepest are a perfect breeding general anesthetics. This unnatural
about everywhere in Ravenloft. ground for mushrooms and other compound completely overwhelms
Each dose of alcohol bestows one fungi. Most of these growths are the user with a feeling of well-
intoxication point, and the duration without any value, but a select few being. The user can still feel
is one hour. Alcohol is less are known for their toxicity. Mad sensations inflicted upon his body
addictive than most drugs; it is its Caps are one such fungus. The red but due to the drug the patient does
massive quantity and availability and white spotted mushroom not feel pain. The drug has since
that makes alcoholism so grows in damp, lightly shaded been exported into other advanced
widespread. Alcohol modifies the areas. Consuming the cap of the domains.
DC to addiction checks by –2. mushroom produces a powerful Morphine proved so
Alcohol is not prepared like other psychedelic high. successful that it was administered
drugs, indeed the brewing process Raw Mad Cap is toxic to to any patient feeling pain or
is a fine art governed by its own humans; it must be prepared by discomfort. This practice led
skill. In the event of a faulty brew, leaching out some of the toxins in many individuals to become
an overdose causes 1D6 temporary boiling water. These mind addicted to the drug. Each use of
wisdom damage. warping funguses are extremely morphine requires a syringe with
Quoth the Raven: Issue 1
which to inject the drug directly prosperous industries in Nova black lotus is a simple plant made
into the blood steam. The patient Vaasa and it is rapidly expanding up of petals more delicate than silk
suffers 2 intoxication points for into the other domains of the Core. and darker than a winter night.
each use of the drug. The duration Merchants from Pharazia The lotus can be eaten or brewed
of a single dose is 2 hours. introduced opiates to the Core and into a tea.
Morphine is highly addictive; it immediately found a market. The black lotus bestows one
imposes a +3 modifier to the DC of Opiates have since been outlawed intoxication point for every dose
the addiction save. The persistent within Pharazia, though the and the duration of the drug is one
effects of the drug are finely merchant cartels have found other hour. Black lotus is mildly
tailored to prevent pain and lands in which to grow their crop. addictive and increases the DC of
discomfort. For as long as the user The duration of opium is 2 hours the addition check by +1. The
is suffering from intoxication and each use bestows two persistent effects of the drug are
points from the use of morphine intoxication points. Opium is strange and terrifying.
the character is incapable of highly addictive and so it applies a Secondhand testimony states that
feeling pain. The character suffers +2 modifier to the DC of an the drug “throws open the gates of
only half of any subdual damage addiction check. The persistent perception”. The user becomes
inflicted and is immune to stun effects of opium is drowsiness. aware of the multiverse that
effects. The character has ability Each dose requires the user to permeates all known reality. Users
to gauge his physical condition, make a fortitude save against a DC report the ability to sense magic,
and may behave recklessly. While 10 to avoid falling asleep. An see through illusions and even
under the effects of morphine high overdose of opium results in the perceive the hidden nature of the
a character is completely immune user suffering from 1D6 points of world around them. The persistent
to fear, horror and madness. constitution damage. effects of the drug last for the
Morphine cannot be duration of the dose. While under
synthesized without a full Magical Drugs the influence the user experiences
alchemical or pharmaceutical Black Lotus: The black lotus is a the effects of the spell True Seeing.
laboratory, eight hours of time and strange plant; to the botanists of The user also gains insight into the
raw materials costing no less than the Core it is more myth than nature of multiverse around him.
10 gold pieces. The check to plant. Some who claim to see it While under the influence the user
synthesize morphine is made with liken it to an opium producing gains a +4 circumstantial bonus to
the skill craft: pharmaceutical or an poppy. Others say that it no plant skills knowledge (planes) and
alchemy check. In either case the at all but rather some other form of knowledge (Ravenloft).
DC is 20. If the synthesis check life, neither plant nor fungus it is The effects of the drug are
fails by more than 5 an overdose the sole product of a primal not always pleasant. As the users
will occur in the user. The kingdom of life, as different from perceptions expand he runs the risk
administration of morphine plant as animals are from fungus. of detecting something sinister.
requires a profession: medicine What ever it is, the black lotus is Every hour that the user is under
check against a DC 10 and the use an enigma to the scientific the influence he must make a
of a syringe. An overdose of community. madness check against a DC of ten
morphine causes 1D8 points of Cities in Darkon were the plus the number of hours that he
temporary constitution damage. first market for the black lotus, has spent intoxicated with the
followed by Hazlan, Nova Vasaa lotus.
Opium: Opium is one of the most and then Lamordia. The Lotus is An overdose of black lotus is
popular drugs available in the sold by a mysterious cartel. These generally not possible since the
Core. It is a refined substance, drug merchants never reveal their drug is so simple to use. If for
taken from poppies and carefully faces and wear gloves of black some reason a character swallows
prepared. Over the years opium leather, thus their species has never three or more plants in the space of
dealers have turned the refining been discerned. These merchants a few minutes, or brews the leaves
process into a science, and now the sell only one product, and they of three or more plants into tea,
final product scarcely resembles choose their customers carefully. then an overdose will occur. The
the original organic compound. These creatures are unusually user must make a fortitude save
The opium trade is one the most proficient in detecting a lie. The against a DC of 15 plus 1 for every
Quoth the Raven: Issue 1
plant used above the first two. If surrounding Falconovia. The modify the DC to addiction checks
the check fails then the character is increased trade between Drakov by +5. Horstman’s brew is
struck with 1D8 temporary and his enemies helps spread the prepared in Falconovia and is
wisdom damage and the character illicit trade in these drugs, designed to be foolproof. Thus,
is immediately struck with the undermining the nations who overdoses are not possible while
hallucination madness effect and accept Drakov’s gifts of cheap using this drug. The persistent
the appropriate ability damage grain. effects of the drug are insidious.
from a failed madness check. There are three popular While under the effects of either of
versions of the drug, known on the the three a user’s alignment
Horstman’s Brew: Each year streets as Black Rager, Howling temporarily shifts to chaotic
endless wagon trains leave Madness and Night Flier. All neutral. The effects of the drug
Falconovia and enter the lands versions of the drug perform the build up inside of a user’s body,
Drakov’s enemies selling grain. same benefit to the user, an breaking down the body’s
The vicious tyrant grudgingly sells extreme sensation of freedom. resistance to the primal serum.
his nations ample grain in Under the effects of any of the When a user reaches the third level
exchange for gold and raw three a user loses all inhibitions. of addiction he or she becomes an
materials. This trade between The user is liberated from infected lycanthrope. The trigger
enemies is a dangerous gambit for constraint and concern; he is for this form of lycanthropy is a
both sides, since neither side is overwhelmed with animalistic dose of one of the three drugs of
assured of the most advantage in desires. Users describe the Horstman’s brew. The user
the trade. At Drakov’s request his experience as “unleashing the transforms into a werebear if using
scientists have developed a special beast within”. Originally the drugs Black Rager, a lowland loup garou
export that will help tip the balance were confined to syringes but with if using Howling Madness and a
of the increased trade into development the drugs have been werebat if using Night Flier. In all
Drakov’s favor. transformed into simple dry cases the user becomes the hybrid
Horstman’s brew is the tablets. The tablets are dissolved form of the appropriate
general term used by the Talons to in water or alcohol and imbued. lycanthrope. Transformed
describe the wide variety of Liquids thus contaminated become lycanthropes differ from other
synthetic drugs secretly exported thicker and emit a faint green infected lycanthropes in that they
by Falconovia into the surrounding luminescence in the dark. have an affinity for beings under
domains. These drugs are actually Each use of one of these the effects of Horstman’s brew.
a diluted version of the drugs bestows 1 intoxication point While transformed the infected
experimental formula known as the on the user. The duration of the lycanthropes will not harm other
“Primal Serum”. As hoped, these drug is three hours. The effects of users.
drugs are becoming extremely Horstman’s Brew are designed to
popular in the domains be extremely addictive. They

ghghghghghghghghghghghghghghghghghghghgghghgh

Drug Intoxication Points Duration DC mod. Persistent effects


Alcohol 1 1 hour -2 None
Ergot 1 _ hour 0 Hallucination
Mad Caps 3 2 hours +1 Paranoia
Opium 2 2 hours +2 Sleep
Morphine 2 2 hours +3 Painlessness, immunities
Black Lotus 1 1 hour +1 True seeing, planar perception
Horstman’s Brew 1 3 hours +5 Alignment change, lycanthropy
Quoth the Raven: Issue 1

From the Lab


Active Ladies Attire
“I don’t know how you found emotion. With the eyes of a viper door and held it open for her while
this place,” Said the tattooed she watched the thug saunter she walked through.
ruffian, “But you won’t be towards her.
leaving.” Marx coughed up a glob “Well, bird,” said Grumbal, Fake Pearls
of blood and phlegm. The huge “What you’ve got for me,” There An old Borcan proverb that
thug grinned sadistically and was no reply. With a deft swipe of states, “There is no poison deadlier
drove his fist deep into the man’s her hand she plucked an ornate fan than one in a pleasant disguise”.
stomach, eliciting another choking from her surcoat pocket, opened it Surely this belief motivated the
gasp. “You’re a nosy little bugger and plunged it into the throat of master druggists of Borca to invent
aren’t you?” Sneered the bruiser. the greasy brute. the fake pearl. Unlike the harmless
He reached into his vest and Grumbals eyes opened wide forgeries of jewellery, these fake
retrieves a wickedly curved and his jaw dropped in shock. The pears are quite lethal. Fake pearls
hunting knife. “Maybe I should razor spines concealed within the are made of powdered drugs.
cut it off?” The huge man pressed fan had dug deep into the vital These drugs can be narcotics,
the cutting edge against the base of arteries in his neck, releasing a poisons or harmless tranquilizers.
Marx’s nose, drawing a steady torrent of crimson in his throat. The powdered drug is compressed
drip of crimson from the growing The disgusting thug gurgled as his into a white sphere and contained
wound. Suddenly the knife eyes rolled back into their sockets. in a glaze of sugar and pigments.
withdrew. The lady had not done so much as The pigments give the fake pearl
“I think you should release bating an eyelash as Grumbal the appearance of a real specimen
him,” said a woman’s voice. collapsed into a bloodless, while the sugar glaze gives it
Standing at the mouth of the crumpled heap. structural strength. The glaze is
alleyway was a lady. The woman In the meantime, Marx had designed to withstand the heat and
was quite out of place in the dreary pulled himself up. He wiped his moisture generated by a living
slum, she was dressed in the own blood from his mouth with his body. Once the pearl is completely
extravagant fashions of sleeve and knelt down by the body immersed in a liquid it
Dementlieu, the very model of a of his attacker. immediately dissolves. This
delicate lady of proper breeding. “Nice of you to show up, releases the drug concealed within
The thug was barely able to keep ‘Talia” He said sarcastically. He the glaze into the liquid.
from drooling, his eyes glazed over dug into the dead man’s pockets Fake pears are built with
and his primitive brain became and retrieved a yellowed envelope. special detachable mounts. The
drowned in bestial thoughts. The As he rose from the crouch, Marx mounts are indistinguishable from
massive hand released the beaten noticed the fineness of his the pear, but the allow the owner to
rogue, letting Marx drop painfully colleague’s strike. The artery must pluck the fake pear from a
to the cobblestone ground. have been severed and directed necklace or an earring with only a
“Well, well, well,” Oozed the inwards in a single nimble motion partial action. From a distance
brute. “Aren’t you something of the fan-spines. No simple trick. fake pearls are indistinguishable
sweet. Ol’ Grumbal hasn’t ever “If your finished…” Said from real pearls. Only careful
had a fancy one like you.” Old Natalia. She waited by the side inspection by a trained jeweller can
Grumbal licked his lips, an act as door of the building. reveal the insidious nature of a
distasteful as a peach rotting under “Its not locked,” replied her fake pearl. By taking a full round
the noon sun bruised confederate. Natalia action and making a craft: jeweller
“Perhaps you should try responded by folding her arms and check against a DC 15 a character
your luck?” Replied the lady. raising her right eyebrow ever so may discern that a fake pearl is not
Though Grumbal was in no state of slightly. Her irritated expression a genuine pearl. Such a check
mind to notice, the woman’s voice didn’t fade in the slightest until does not reveal the dangerous
betrayed not the tiniest shred of Marx walked over, opened the nature of the fake pearl.
Quoth the Raven: Issue 1
Any kind of poison, drug or half a pound. The fan blade is material but collapses around
tranquilizer can be synthesized in a built of tempered steel alloys that anything that strikes it.
fake pearl. The construction of a allow the thin spines to withstand The holder of the iron
fake pearl requires a profession: the force of a strike. The cultural parasol may use it in the same
chemist or alchemy check against a level of the fan blade is 9. Every manner as a shield. The parasol
DC 15. This check allows the fan blade is a masterwork item. does not confer a bonus to the
creator to turn a liquid drug into a The base cost of such a weapon is users armour class, but it does
powder, form it into a sphere, and 1000 gold pieces. bestow a similar benefit.
concoct the sugar glaze and the The fan blade is like no other Whenever an attacker hits the user
detachable mount for the pearl. To weapon available. The wielder of but only succeeded in the attack
disguise the fake pearl the builder such a weapon cannot apply the roll by 2 points or less then the
must make a successful craft: damage modifier from strength to parasol has stopped the attack from
jeweler check against a DC 15. A the damage rolls. The delicate hitting. The parasol collapses
single fake pearl costs roughly ten design of the blade compensates upon the weapon or projectile.
gold pieces. The cultural level of a for the draw back; the weapon Projectiles are stopped dead but
fake pear is 9. finesse feat is automatically melee weapons are entrapped. The
applied to strikes from the fan owner of the parasol may attempt
Fan Blade blade whether or not the user to disarm the attacker as a free
The fan blade is an exotic possesses the feat. action. The owner of the parasol
weapon, first pioneered in the gains a +4 circumstantial bonus to
treacherous arena of conspiracies Iron Parasol this attempt and does not incur a
known as Dementlieu. This item Necessity is the mother of disarm attempt from the attacker.
was invented as a tool to protect invention and for the lady After entrapping a weapon the
ladies of repute against adventurers of the Core there was parasol is useless. Repairing an
assassination. The fan blade is a no shortage of needs. While their iron parasol requires a blacksmith
delicate fan, identical to the male counterparts could bear and a skill check against a DC of
hundreds of varieties used by civilized weapons in public, armed 20 to reshape the metal. After that,
ladies throughout the civilized females remained socially the material of the shade must be
core. Concealed beneath the folds unacceptable by any standards. reapplied, but any skilled
of the fan are ten spines made of This placed women at a great risk craftsman can accomplish this with
tempered steel and sharpened to a when they went about their social minimal fuss.
razor point. Designed to be duties in the urban areas of the The iron parasol was
invisible even in plain view, this Core. To address the problem a designed to conceal weapons as
weapon is undetectable by female marksman named Madame well as defences. The handle of
anything less than a spot check Pelloire commissioned the creation the parasol is hollow and conceals
against a DC of 20. The spines are of the iron parasol. a long stiletto dagger. The curved
completely concealed while the fan The iron parasol is made of a grip of the parasol fits over the hilt
is closed, so the weapon must be skeleton of steel alloys comprised of the dagger, so the iron parasol
opened to strike. The spines are mostly of iron and a relatively new can be used to conceal a particular
thrust forward where they open element known as “aluminium”. dagger that the owner would rather
numerous wounds, compensating Indeed, these advanced alloys are have close at hand.
for the shallowness of the slash. critical to the device since they
Each successful attack with a offer great strength with extremely Silenced Sting
fan blade deals 1D4 points of little weight. The careful design of There is no sound more
piercing damage. The fan blade this item makes it indistinguishable telling than the report of a pistol.
threatens a critical range of 18-20 from a normal shading device. There is no other weapon that so
and deals triple damage on a The skeleton of parasol supports a loudly articulates the intent of one
critical hit. The weapon is nearly web of aluminium strands, which person to harm another. Assassins
impossible to use without proper in turn supports the fabric making and thieves have ignored pistols
training, it counts as an exotic up the parasol’s shade. This mesh for a firearm can shatter silence as
weapon. The fan blade is is strong enough to hold up the easily as flesh and bone. This
extremely light for it weighs only situation has placed a huge amount
Quoth the Raven: Issue 1
of pressure upon gunsmiths to concealed weapon. The gun is
create a pistol whose report is easily hidden beneath a hat or
silent or at least muffled. The within the folds of a coat. The
master gun makers of Lamordia quiet firearm is an ideal
have responded to this pressure by assassination tool since it is
creating a specially built pistol that concealable, stealthy, deals great
masks both the sound and the flash damage in a single strike and
of gunpowder. completely unsuspected. The
The silenced sting is a small common tactic is for the assassin
pistol no larger than a woman’s wielding the weapon to use the
hand. The pistol is comprised of silenced sting close to the victim in
two parts, a tiny handle and a box a crowded location in the outdoors.
like barrel. The barrel is encased After the ensuing chaos the
in a rectangular box of metal, soundless gunshot remains a
fluted with numerous holes cut into mystery. The only believable
the box at precise angles. The explanation available to
silenced sting utilizes cutting edge investigators is that the assassin
theories in the physics of sound; fired from a very distant location.
the air holes allow the sound of the Gunsmiths cannot normally
gunshot to exit at multiple create a silenced sting. Even in a
locations, where the sound waves domain of cultural level 9 the
are knocked slightly out of phase. silenced sting is a specimen of
Instead of adding together and cutting edge technology. A
creating the familiar sound of a silenced sting cannot be bought at
gunshot the sound waves cancel any price, though one can be
one another out. The resulting commissioned from one of the few
sound of the gunshot requires a master gunsmiths capable of
listen check against a DC 15 to creating such a device. The theory
detect. Even when it is detected that the silenced sting is based
the sound is so soft that it is often upon is found in the 72nd volume
overlooked as a gunshot and of the Lamordian Scientific
explained as some benign Journal under the title “Destructive
thumping. Interference and the Wave Nature
The silenced sting deals 1D8 of Sound”. Gunsmiths without
points of damage and threatens a access to this paper must make a
critical range of 20/*3. The knowledge: mechanical physics
silenced sting has no barrel to check against a DC of 25 to
speak of and so it is terribly develop the proper theory. With
inaccurate. The silenced sting has this theory a gunsmith may create
a range increment of 5 feet. The the schematics for the gun.
silenced sting cannot be reloaded Drawing the blue prints for a
like other pistols since the whole silenced sting requires a gunsmith
barrel must be disassembled before check against a DC 25. With the
the powder can be inserted. blue prints in hand, a gunsmith is
Reloading the silenced sting ready to build the weapon. The
requires at least five minutes and a construction of a silenced sting
gunsmith check against a DC 12. requires a gunsmith check against
Failure on this check indicated that a DC 25 as well as raw materials
the gun would not fire until the gun and the proper tools.
is successfully loaded.
The silenced sting was
specially designed to be used as a
Quoth the Raven: Issue 1

Corners of the Core


The Living Bayou
By Scott C. Bourgeois
black_marauder@hotmail.com

Maison d’Sablet Maison d’Sablet”, the living the branches of the trees. Vines
They say, in the town of bayou. of all sizes snake around the
h’Ombres in the domain of The mighty swamp grew trunks of the trees, as do a
Souragne, that one should avoid around a network of shallow plethora of fungi and moulds.
the Maison d’Sablet if one rivers issuing from the center of Birds and black squirrels thrive in
intends to live a long life. Indeed, the domain. The forest of the the canopy, feeding off of the
they may have a good point as the Maison d’Sablet is thick with flowers, fruits and nuts.
murky depths of the swamp is ancient trees. The plants are Opossums and raccoons live
said to have come alive years ago twisted with unfathomable age solitary lives in the green maze of
to crush the greedy hand of man. and are completely covered in branches, feeding on insects and
The Maison d’Sablet grows on vines and mosses. In the night, unguarded eggs. Snakes and
the North Eastern corner of the beneath the pale light of the lizards are more rare in Maison
island, feeding from the rivers moon, the trees are like gnarled d’Sablet than they would be in
that flow from Lake Noir. The skeletons. The moss like a other areas of Scrounge, but they
sole settlement of the area is the funeral shroud and the vines like are not absent.
small town of h’Ombres. This spectral chains tying the spirits to
village is a sleepy little town, the earth. The branches are History
made of a mishmash of the twisted towards the sunlight, like The legend of the Living
ethnicities of Scrounge. The fiendish claws reaching towards Bayou is fairly well known in the
people speak a colorful variation the sun to snuff out the light. The town of h’Ombres, and everyone
of the local language, adding a canopy absorbs the rays of the from the oldest resident to the
slow drawl to their speech. These sun just as a weed greedily youngest child can tell it with
settlers came from Port d’Elhour, leaches water from the soil. colorful imagery and great detail.
looking for an easier life beyond Beneath the canopy the swamp is Some names, and smaller details
the reach of the plantation frozen in perpetual twilight. The vary, but for the most part the
owners. For the most part they air is always humid and the wind legend is identical each time it is
have found peace, though they blows through the underside of told. It goes something like this:
remain impoverished and poor. the canopy, sending the lower A long time ago, a young
Like most villages on the Island branches swaying to the whistle woman had a home on an island
of Scrounge, a mayor elected of the breeze. Those who walk deep in the bog known as Maison
from the ranks of the farmers through the swamp feel as though d’Sablet. She loved the swamp
every two years leads h’Ombres. they are descending deep into a and had a garden lush with exotic
This election is more of a living, breathing body. and strange plants that she tended
formality than a real institution; The ground of Maison to and dotted over like a loving
the villagers prefer to leave each d’Sablet is always moist and soft. mother. She lived in solitude for
man to his own business. Though Each step taken sinks a traveler many years but was at home in
they have never secured a steady into the mud. The lower branches the nature of the swamp. All this
trade with the other villages of of the trees fill the gaps between would change years later when a
Scrounge, life in h’Ombres is the plants, blocking the path of plantation was built at the nearest
peaceful and safe. The simple anyone who would pass. The edge of the swamp. The
farmers fish and grow their crops, ground is covered with sickly landowner wanted to expand his
though they are never too busy to green shrubs but by far the property and began felling trees
stop and chat amongst majority of the plant life hangs and forging further and further
themselves. There is only one from the trees. Flowers of all into the bayou. Indeed, he soon
subject that gives them pause, “La shapes and sizes blossom upon discovered that the wood was
Quoth the Raven: Issue 1
fetching a fine price and to her that night and swallowed from its victims. It has amassed a
encouraged a lumber town to her in one massive bite. Her body small hoard in the ruins of the
grow near his land. At first, the and her soul were bound to the druid’s old cabin.
woman knew nothing of this bayou as punishment for the
exploitation but soon she found arrogance of commanding the loa. The Living Bayou
the lumberjacks slowly cutting Since then the monster has lurked Living Bayou is a terrifying
their way into the swamp. in the Maison d’Sablet, feeding foe to face. It is perfectly at home
Enraged, the woman ran back to on the creatures who live there in the swamp and any who
her home and demanded that the and anyone foolish enough to challenge it in the Maison
loa to kill the offending stumble into it’s domain. d’Sablet will be at a terrible
woodcutters. The very next disadvantage. As it rarely leaves
morning, her garden began to The Present the bayou that spawned it, the
grow uncontrollably. She tried to The people of h’Ombres creature is hard to catch off guard.
rein it in but it would not stop. laugh after they tell the tale of Its first advantage is its stealth.
She watched, awed and terrified, Living Bayou, because they have Any natural shambling mound is
as the vines and plants grew come to see it as a legend, little a dangerous stalker of its prey,
together into a manlike form, and more than a fairy tale. The last and Living Bayou is smarter and
crept out of her garden, and into actual sighting of the creature was faster than any of its leafy
the swamp. nearly fifteen years ago and no brethren. In any wooded
Thus, the Living Bayou one believed the children who environment the Living Bayou
arose. The creature began preying claimed to have seen it. Despite has an effective +15 to its Hide
on the woodsmen, killing them the veneer of confidence the skill. It receives an automatic +5
day and night. The monster people of the town are cautious bonus to Listen, Hide and Move
drove them back from the swamp about setting so much as a foot Silently, whether in a wooded
with such ferocity that the into the swamp. To outsiders they area or not. It likes to catch its
lumberjacks refused to enter the say it is filled with natural prey flatfooted and strike from a
Maison d’Sablet at all. Terrified hazards but will wink knowingly. concealed location.
survivors claimed that the bayou The lumber industry that once The Living Bayou is
itself had come alive to punish thrived has never recovered. immune to all electrical effects,
them for their greed. The Living Bayou is terrifyingly has fire resistance of 35, and has
landowner scoffed at these real, but mostly territorial. It all special abilities natural to all
stories, calling the lumberjacks doesn’t leave its domain within Plant creatures. These include
cowards. To prove to them that the southeastern area of the immunity to mind affecting
they were full of nonsense he Maison d’Sablet. It rarely spells, poison, sleep, paralysis,
himself took up an axe. As the ventures outside of the swamp. It stunning and polymorphing.
woodsmen and townsfolk, even emerges from the shadows of the Besides it’s crushing tendrils the
his family and servants, watched bog only when food is scarce in Living Bayou has a number of
he hefted his axe and felled a tree. the bayou and even then only in unique powers. Its vines are lined
Then, as he stood laughing, the the cover of night. The creature with thorns, allowing it to inflict
Living Bayou surged up from the is, in fact, a shambling mound of 2d8+7 damage with its Slam
edge of the woods, grabbed him unusual intelligence, speed, and attack. These thorns also increase
in a massive hand of vines and composition. Unique amongst its its constriction damage to 2d8+9.
dragged him into the darkness of species the Living Bayou was On a successful attack using its
the swamp. He was never seen born of the hatred and spiritual thorns, the Living Bayou injects
again. power of a reclusive houngan poison. A Fort save at DC 18
The town, now cowed into druid. It is fiercely territorial, must be made or the poisoned
fear of the forest, was no longer a violent against offenders, and being will suffer 1d6 points of
threat. The woman prayed to her usually hungry. The Living temporary constitution damage.
loa with thanks for their gift but Bayou, unlike other shambling These poisons are the result of the
forgot that a creature like the mounds, has some very individual flowers and plants that wove
Living Bayou comes at a high traits to its personality. In together to form its impressive
price. Indeed, the creature came particular it collects shiny things hulk.
Quoth the Raven: Issue 1
Living Bayou prefers at the town as ripe for the meet some friends there. His
stealth to direct conflict. It lurks pickings. With so much friends are adamant that he never
in the deep swamp waters or in wilderness, and so much arrived at the shack. The local
the underbrush; waiting to catch underdeveloped land, it’s a authorities are looking for
its prey flatfooted. Upon veritable gold mine for a lumber someone to investigate the shack
capturing food, it carries it back company. However, the and see if they can find the
its cabin lair and devours it company’s woodcutters have missing boy.
slowly. It keeps all of the started to vanish in the bayou. - Cows have been slaughtered at a
possessions its meal may have Traiscon Lumber Inc. is willing to farm just outside of town for a
had in a pile in the rear of the hut. pay top dollar to anyone who can few weeks now. Most of the
Despite all its unique abilities and find out what is preying on their cattle have died of broken necks
defenses the Living Bayou is as men in the swamp. but others look as though they
vulnerable as any other shambling - Local youths have been died of a powerful toxin. Some
mound. A well-armed posse claiming for a few days now that have even disappeared all
could probably draw out and slay they found a stash of “neat stuff” together, leaving neither tracks
the beast, assuming the villagers in an old shack deep in the nor corpses. The farmer is
could be convinced of its factual swamp. Despite the warning of worried that an animal is preying
existence. their parents this old shack on his herd.
became a popular meeting place.
Adventure Hooks The youths kept their meeting
- Traiscon Lumber Inc. has just place secret until a young boy
set up shop in h’Ombres, looking didn’t return home after going to
Quoth the Raven: Issue 1

Tainted Love
A Ravenloft Adventure for 2-4 Characters of level 1-4
By Zorin, Dmitri and Shane Glodoski
MalVil@Rambler.ru
bookwryms@yahoo.com

This adventure is set in a After wandering along the scoundrel, her misery arose the
small village along the eastern Kartakass eastern border, he came attention of something dark and
border of Ravenloft domain upon a small village of Bourge, powerful.
Kartakass. The village in the nested in a picturesque valley When Igor returned home
adventure is called Bourge, but it nestled between the western he found the house empty, so he
can bear any name in your slopes of Balinoks and forested checked out the church. The signs
campaign. In fact, it can be shores of upper Musarde River. of battle were not so easily
another settlement altogether. The One thing stood out amongst the concealed from the eyes of an
names of major NPCs are given population, a small child named experienced hunter. The evidence
in the adventure, but, again, they Victor, son of Marina the local told him the tale of murder, so he
are purely optional. The party groves’ caretaker and Igor, the set on the chase of Yuri
should include at least one best hunter and trapper of Bourge. immediately. He found him
character with skills devoted to The lad looked so similar to the several miles due west of Bourge
social interaction. Bards, clerics, kidnapped child that even his in a small clearing in the forest.
paladins and even rogues can fill mother would have a hard time Though experienced woodsman
this role. guessing her son. Yuri made up he was, Igor’s skills did him no
his mind in a moment: the child good in the quick and brutal fight.
Background was only recently born and didn’t When he lay dying on the cold
understand the things happening winter ground the last thing he
Information around him, so it would be of no saw were Victor’s largely open
In late January of 756 B.C. problem to persuade him he was eyes, filled with the terror of the
a child of one of Harmonia’s indeed the nobleman’s missing scene before him.
minor nobles was kidnapped. son. The only problem left was That night Marina’s spirit
The city watch didn’t find any the abduction from parents. rose into unlife. She now haunted
traces of the child, so the Villagers rarely visited the local the very church that was
unfortunate father asked the local church but, as the growing’s child supposed to protect her and her
bounty hunter, a well known health demands constant attention child, desperate for the return of
cutthroat and sword-for-hire for Marina regularly attended father her most beloved spouse and
assistance in the matter. The Nikon, priest of Hala. The bounty child. The unnatural aura of
warrior, known as Yuri, set to hunter disguised himself as a Marina’s spirit scared away those
work immediately. Alas for Vistana and stole into the church. few who cared of gods enough to
nobleman’s son, Yuri was as He tried to wrest the child from pay them homage. And when
unscrupulous as he was lazy. As his mother, but in the ensuing several days later the
soon as the bounty hunter fight his disguise was revealed disappearance of five people
understood it would take weeks and, fearful of public accusations, became apparent, people started
of chasing the kidnappers (who, Yuri decided to kill both Marina talks about evil that lurked under
as it he discovered were Vistani and Nikon. Hiding the bodies and the church, in catacombs long
mortu, working for Hazlik in covering the signs of battle, he forgotten. The elder’s son, Luca,
search of subjects for his cruel spirited the child and left for volunteered to investigate the
experiments) through Kartakass’ Harmonia, not paying attention to church, and managed to retrieve
thick woods and through half a the dying woman’s vow to see her the church archives, which he
Hazlan as well, Yuri decided to son returned and her death hoped would shed a light on the
take another, safer course of avenged. Yet while the woman’s mystery. Later that day it was
action. curses had failed to faze the decided on the village’s meeting
Quoth the Raven: Issue 1
that a messenger should be sent to of the necessity of background Here and there the frozen dirt and
Harmonia with a request for help. research eventually. With the small puddles of water begin to
The winter was fiercely cold and necessary steps that should be thaw, revealing different secrets
wolves were becoming bolder and taken to pacify the ghost of the past fall and winter: be it
bolder, so being the bravest man discovered, our party travels back someone’s lost die or a wooden
remaining in the village after to Harmonia. There they must cup or a piece rotten rope or lost
Igor’s disappearance, Luca left find and face the abomination not boot… Your eyes shift toward
Bourge for Harmonia. worthy of being called human, what you perceive as a rather big
Unfortunately, he was attacked Yuri. The adventure ends with snowdrift that only recently
and killed by wolves. The the corpses of Marina and Igor started to thaw. It’s strange, but
ravenous beasts ate what they buried on a graveyard behind the the snow drifts down to form
could and left the frozen corpse to church and the child Victor either small recesses that, the more you
thaw out in the coming spring. It turned over to the village hedge look at it, resemble human’s
is here where the players enter the witch or to the town elder. form. In fact, it i s a human!
story. Caught in a snow blizzard or
Important considerations something and buried on the side
Plot Synopsis An important idea in this of a nameless track in the endless
The adventure begins with adventure is that the PCs are Kartakan wilderness.
PCs heading to some location on ignorant of the nature of their The person is a man in his
the road in Kartakass. Along the enemy. Thus the PCs will have mid years, physically strong and
road they find a document lying their attention divided and, (if anyone cares to check) with no
in the snow. The document leads hopefully, will not be prepared sign of any disease or illness. His
them to a small village of two for their first encounter with the features are distorted due to the
scores of people, desperate for ghost. Hence the wolf should not agony of death, rotting and his
help. Here they get acquainted be described as “a wolf”, but being encompassed in the snow
with the folk and with a hedge described as intelligent and prison and than the thawing.
witch who keeps an eye on thoughtful, maybe even adding a Apparently he had light hair,
Bourge. By the time the reference to an “almost human strong chin and elegant ears, but
interrogation of the villagers is cunning in his blazing eyes”. It is nothing more specific can be
complete, the players should be strongly advised to instill the learned from the first glance. This
convinced that the villain sense of lycanthropic danger as is Luc, the Bourge elder’s son,
responsible is a werebeast, a much as it is possible. By the though this shouldn’t be revealed
fiend, a vampire or something very same reason it is better to just now.
other murderous creature. This is assume the villagers forgot the The closer examination
intended to lure the PCs’ stranger’s appearance or were reveals several facts: first, the
attentions away and to thus enrich inattentive when he came, so as person didn’t freeze to death.
the true terror of situation, when not to give up his description Some beast with big claws or
the party comes ready for a fight a early in the game. fangs killed the man. His throat
lycanthrope only to be confronted is torn open and his hands lie in a
with a ghost. To Bourge position as if he tried to protect
After the initial encounter Kartakass, early spring. his face. There is a silver dagger
with Marina’s ghost, PCs will The air is still chilly, but the snow in one of his hands, stained with
most certainly try to conduct has started to melt already and an old blood; the weapon is
some additional research; during here and there small springs ruined because of rust. The poor
they should find out how to put merrily flow to join the man carried some kind of
the ghost to rest (since this is the confluences of river Musarde. message, kept in a waterproof
purpose of this adventure). Your travel along the country has cloth near his heart. The message
Obviously, even the most thick- gone uneventful, since the only reads:
headed party will come to a thing that changed was the “Milord Meistersinger
conclusion that no amount of temperature of the air around Denthor! The hamlet Bourge is
killing puts a ghost to rest, so you, from chill of the morning to paralyzed with fear: several of
they’ll come to an understanding the welcome warmth of the noon. our fellow villagers have
Quoth the Raven: Issue 1
disappeared. I humbly ask you to the right, under the overhanging that can only be pleasant for a
appoint some representative of fur branches, you notice an person who had recently spent
yours to investigate the matter obviously underfed and sick wolf, long and silent hours in the heart
before it is too late!” its fur is thin and torn out of a forest.
It may be necessary for the completely in some places, and its
PCs to point it out, if they do not eyes shining from the fur’s gloom Bourge Confidential
deduce it themselves, that the with almost human cunning and Bourge, hamlet, pop.92, gp
hamlet mentioned in the letter is a malice. Even the most brave- limit 100. Bourge is a small
well-known, quiet place, where hearted of you shudder from this farming community, the likes of
decent and proper people live thought. For a fleeting moment which may be found anywhere in
their small lives. Surely it should the beast seems to study you, the Land of Mists. The folk live
not stand to let the uncertainty then, as if it came to some off their land, selling crops and
and fear plague the folk of decision, the wolf leaps at you, bread mainly to Harmonia. It does
Bourge. If it does not suit the maw opened and claws thrust at not import anything of particular
campaign, maybe it is prudent to your faces. interest. The hamlet “works for
let the characters continue on Wolf (1). MM 204. hp 13. itself” with its mill, blacksmith,
their previous assignment or even After the beast is dealt with, general store, brewery and even
blind stumbling through the the party finishes their journey church. The only things it lacks
countryside, until a young man (a without further delays, unless the are those that it doesn’t need.
child, really) catches up with DM decides to enrich their travel The village has no need for a
them and gives them an order with further encounters. What constabulary for the people tend
from Meistersinger to investigate they decide to do in the hamlet is to be trusting and helpful to one
the matter. In this case a left for them to decide. Every another, though they are less
handsome reward is promised. keyed house description includes accommodating to strangers. Any
What ever the reason the a possible plot development. All problems of considerable
party should soon find itself on its in all, the matter of PCs’ importance are solved on the
way to Bourge. The journey is understanding of their actions of communal meetings on the
comparatively long and takes 6 events reasons and consequences central “square” in front of the
hours on foot and 3 on horses. On depends on the party’s research General Store, while the hamlet’s
their way the PCs encounter a and their role-playing interaction elder (Saramon, Luc’s father,
single starving wolf. The with Bourge’s residents. now) conducts day-to-day
desperate beast instantly attacks government and solves disputes.
the party and fights to the death. The trees move aside and a The only tavern in the settlement,
Covered with frozen pools quiet valley comes into your view. “Pechka” is run by Mark.
of water, the road runs among the In the north it comes right to the The places PCs are likely to
furs and spruces of the wood, feet of snow-capped mountains visit in Bourge include:
disappearing somewhere in its covered with spruces. From 1) ”Pechka”, Bourge’s only
heart. A couple of hours later the where you stand, a small hamlet tavern.
sight doesn’t change much – the is visible, situated near the center 2) Church.
very same forest, awakening from of the valley, close to a river’s 3) Graveyard.
its winter sleep, the very same bend. It consists of several dozen 4) The elder’s house.
sound of spring purling of log houses and a church and a 5) General store.
somewhere off the trail, only the graveyard on a small knoll near 6) HedgeWitch’s adobe.
ice covering the puddles at your the bend. The smoke from the 7) Marina’s and Igor’s
feet begins to thaw under the sun. fireplaces rises up in curling house.
The sound of ice cracking under clouds, dissolving in the fresh, 8) The house of Lutece,
your weight and the squelch of full of the new life born smell and Marina’s mother.
mud where the sun melted the shining inner light air. Hens’ 9) Blacksmith.
ground. clacking, dogs’ barking, The details of the rest of the
Suddenly a growl full of peasants’ jovial talk, as well as town are left for the DM. As
threat reaches your ears: near the other sounds of rural life merge NPC’s reaction play major role in
trail, about 30 feet from you to into a bizarre cacophony, the one this adventure, several
Quoth the Raven: Issue 1
assumptions have been made to 5)No fiend is responsible throat after a gulp. The price is 2
ease PCs’ progress on their quest for the disappearances, but a cult cp/mug.
(or make it more difficult, it of lycanthropes and the stranger is If Mark’s attitude is
depends). their leader. False. changed to neutral, he may advice
6) A Vistani chased away in them to question the elder about
All villagers, except the the early fall last year laid an evil the recent disappearances, and to
hedge witch, initially have eye on the village and now the stay clear of the witch who lives
unfriendly attitudes towards the decent folk suffer because of on the outskirts. If friendly, Mark
PCs. So long as their attitude is these bastards’ hatred. This is may even go as far as “spill his
unchanged, any of the character’s false. Blaming one’s problems on soul out” to the PCs, telling them
questions will be answered with passing Vistana is common in the the truth: that the stranger stopped
stern “Get lost! It’s no good Land of Mists. for a night in his tavern, asked
talking ta strangers like ya in this Also, if asked, they can tell different questions about Marina
land!” Making a successful the Marina’s and Igor’s surname: and her child and about church
Charisma or Diplomacy check, as Fedotov. It can become a valuable and father Nikon. He still claims
described in “Influencing NPC clue in investigation. the stranger to be some manner of
Attitude” table in DMG p.149, a fiend, perhaps even calling him
can change the attitude of any Village Locations the “Gentleman Caller”.
NPC. A result indicating neutral 1.”Pechka”. The local He may even tell the tale of
or a friendly NPC provides the tavern is the largest building in his wife and daughter’s demise, if
players with the following rumors the Bourge. Built from perfect the party cares enough to ask or
(1d6): spruce logs, the house can boast listen. A long time ago (he
1) There have been 5 expertly cut horse heads on its doesn’t remember exactly for
disappearances: marina and her roof and animal motifs on its since then time has lost its
son, Victor vanished first, then shutters. The latters are very meaning to him), during an
the village priest and Igor, sturdy, capable of withstanding especially cold and harsh winter,
Marina’s husband. Finally the severe punishment, which, by no wolves came into the valley. The
elder’s son didn’t return from his doubt, should be appreciated by villagers were not prepared for
errant. visitors. this eventuality, so they were
2) The fiend responsible for The building has only one naively going about their
the disappearances is a stranger floor, divided into: business, when a chilling howling
who passed the village the day A) Commoners room. Where sounded not afar. In the surprise
before it all began. In actuality, the bar stands and the attack Mark was severely injured
Yuri didn’t pass the village, but residents of the hamlet while trying to usher the villagers
stayed at “Pechka” for a night. usually congregate in into easily defended tavern. His
That is one of the reasons Mark the early evenings. wife and daughter, who were
dislikes stranger of lately, he B) Mark’s apartments. Mark returning from the General Store,
blames the troubles on himself (NG Com2/Ftr1), never made it to the safety of
but he won’t admit it to the PCs. tavern’s proprietor, walls. Both were lost under a
3)The fiend resides in the lives here. dozen of wolves less than thirty
church, in catacombs built and C) Kitchen. Food is cooked feet from the door. Mad with fear
sealed long before the coming of and stored in here. for his beloved, Mark grabbed his
the first settlers. This is false D) Cellar. Local beverage and musket and charged forward. The
conjecture. long-stored supplies thunderous roar of the shot scared
4) The hedge witch is are kept here. the wolves long enough for him
responsible for the fiend’s Visitors to hamlet are free to get the remnants inside.
summoning, but she is too to stay in the Commoners room if If accused of being a
powerful for the villagers to take they pay Mark 1gp/night each. Of lycanthrope (and only if he is
on themselves. This is false. The notable interest is the local ale. It friendly), Mark admits that he has
witch secretly venerates Hala and is a bitter, dark mead-like been bitten by wolves, but the
considers it her task to help and substance that slowly (and very divination spells of the witch and
protect people. pleasantly!) slides down your father Nikon showed no sign of
Quoth the Raven: Issue 1
the disease. If he is neutral or uneasy you make your way up the woman – or what is left of her –
unfriendly, he is too infuriated to knoll and out of the mists towards slowly drifts toward you, her eyes
talk to the party and tells them to the looming building. Huge as deep and sorrowful as ever,
get lost and never ever to step double doors, long ago left open only now there’s a sparkle of
over the threshold of this house. by someone, who no doubt left in unforgiving malevolence in their
2. Church. If visited during a hurry, slowly come closer and corners…
the day: closer. Then you hear a sob. Each PC must make a
Built of limestone, the First, it is as hushed as a mouse’s Horror check (DC 10), then Will
church sports a belfry and a holy run but the closer you get, the saves DC 13 against Marina’s
symbol of Hala under the louder it becomes. Standing next Aura of Despair and Entrancing
doorway. Large wooden doors, to the doors to this dark and Appearance abilities. Note that if
reinforced with iron bands, stand forlorn building, you can’t help the party cannot damage Marina,
slightly ajar, so a ray of light but wonder: what manner of fiend they should make a Fear check
enters the hall. With a squeak, the hides behind the doors? The sobs DC 11.
doors slowly open inside a hall continue in a waterfall of loud, so Her death, the abduction of
with altar at the back wall. Dust loud sobs, you believe the whole her child and the slow realization
slowly circles in the air and village wide-awake already. of her current state drive Marina
settles on the tiles covering the However, no sound is coming completely insane. She attacks in
floor. A single stained glass from the hamlet – not even a silence, but if any of the PCs try
window beyond the altar depicts dog’s bark. Whole valley is to talk to her (some in such
a matronly woman in brown robe, coated with silence, as thick and situation cry “Why do you attack
her eyes shedding warm yellow material as your cloak. us, we did nothing wrong to
light on the believers gathered at Based on the DM’s you?!”), she immediately
her feet and her smile – the smile judgment, this may be a good responds – in her chaotic manner,
of comfort. An uneasy silence time for a Fear check – say, DC 8. of course. She should be played
hangs in the air – as if someone Of course, if the PC is role- as if she suffered from the
asked a question in the hall a playing a frightened character constant change in the
long time ago and still waits for there’s no need for the check. apprehension of her surroundings:
an answer, you ken. Making your In the dim darkness beyond 1) ”How dare you,
way inside the hall, you continue the doors there’s nothing – murderers, talk to me? Bow
to experience an uneasy feeling of nothing of what you expected to before me for I’m death
suspended question, but when you find. An altar, a couple of doors incarnate!”
near the altar another feeling beyond it – and a stained glass 2) “My son, where’s my
crushes over you – that of sudden window with a woman in dark son? What has HE done to him?
interest in your presence. As if priestly robes looking straight at Why do YOU cover HIM?!”
somebody…some THING you. Her eyes are like the 3) “Igor! Come to me, my
suddenly became aware of your whirlpools of darkness, the love!”
entrance and you now take all the endless wells of pure evil and 4) ”Now that I’m dead,
attention of this entity. Still, hatred… The green-gray fire is who’s gonna take care for you?”
nothing happens…yet. flowing from her hands to Note that the only way for
By day, it is relatively safe consume the unfortunate souls at her to know eternal rest is either
to explore the building, since her feet. Suddenly the sobs cease for her and her husband’s bodies
Marina’s ghost manifests only at – and at the same moment a wave are given a decent burial and
night (see below). of melancholy and despair rushes Victor is turned over to her
At night, the church takes over you. An image coalesces mother, or the dagger Yuri used
on more sinister appearance: over an altar – that of a young in slaying Marina is used to slay
The silhouette of the woman with large brown eyes full Marina’s Ghost. Else she might
church’s belfry is vaguely seen on of sorrow, her gossamer gown rest if Victor is brought before
the dark, cloud-shrouded sky. The flying on the wind you do not her. In this case she’ll attempt to
rolling mists rising from the river ascertain. You feel suddenly hug him and eventually he’ll
hide the ground under your feet fascinated by this morbid collapse dead on the floor, thus
from your eyes. Slowly and evidence of afterlife, while the joining his mother for the final
Quoth the Raven: Issue 1
time. The last two options are their enemy is either a schemes or evil lycanthropes, the
subjects for the power check, lycanthrope or a vampire. only reason Stephan is still alive
however. If the party defeated Marina is Bourge, his beloved hamlet.
A successful Search check in the encounter, they may be If neutral Stephan, in
(DC 15) on the altar or near it awarded XP as if they defeated a addition to the listed rumors,
reveals bloodstains, as well as monster of half her CR (she is might point out that the witch is
marks of some kind of weapon temporary incapacitated, after all) quiet harmless. The only reason
(or very strong claws, comes to – note that in this case they will for people’s fear is the usual
your mind).The altar still holds gain the same amount at the end desire to find a scapegoat. He
the remnants of an unfinished of the adventure. advises the party to check her
service: a liturgy to Hala, a vial of 3. Graveyard. Most of the abode and ask her about the
holy water and an incense. gravestones posses only the name unfolding events. He may point
Doors to the left and right and casual RIP, since none of out the necessity of the
from the altar lead to the Nikon’s those who buried their relatives investigation of the church, if the
apartments and church cellar here thought of preserving the PCs haven’t came up with this
respectively. In the apartments the dates of birth and death since the idea yet.
party may find several of liturgy Barovian Calendar is not well- If friendly Stephan might
books, as well as Nikon’s last known in Kartakass. However tell the PCs of his sons’ heroic
breakfast left uneaten (Marina several gravestones do have the venture into the church, when he
came in a hush for she worried for dates inscribed on them: one is of recovered the village’s archives.
her baby’s health). In the cellar particular interest to the party, If the PCs desire, they can
the first thing PCs notice is a since Konstantin Fedotov, rummage through them until
horrible stench of rotted bodies. Marina’s father, is buried beneath sunset. A Search check DC 10
The second is the sight of it. The inscription reads: “To the may be required for each clue –
Marina’s and Nikon’s loving father and husband. RIP. the archives are organized very
decomposed remnants. The whole 701-754.” There are several more well, so finding the necessary info
scene is a sight for a Horror check graves of Fedotovs on the is not difficult.
DC 8. The Nikon is still dressed graveyard, but this one is Archives’ clues:
in his clerical vestment, while obviously the one most recently A) Date of the church’s
Marina had a blouse, leather made. Detailed information on founding. It happened
trousers and boots on her. Both Fedotovs is presented in the simultaneously with the settler’s
bodies bear the marks of the Elder’s house entry and can be coming to the valley.
claws of some large beast come upon during the archives B) Absence of any labyrinths or
(actually, Yuri used claw bracers research (see below). At night, catacombs under the church
to throw any would-be pursuers several dire rats sneak to and fro and/or graveyard. The church
off the trail). The only thing of on the graveyard, so the PCs may floor plans are included, however.
interest on the bodies is a small be attacked by “monstrous rats C) Mark’s wife and daughter have
locket with expertly painted the size of a long sword, with evil been killed by wolves during a
Igor’s portrait – his token of love eyes gleaming red in the cold winter a long time ago. He
from distant past. It may be used darkness”. was severely injured in the attack.
to provide a +2 circumstance Dire Rats (3). MM 56. hp 5 D) Marina’s and Igor’s surnames
bonus on turn undead attempts each. are Fedotov.
against Marina due to its obvious 4. Elder’s house. Hamlet’s E)Joshua’s grandfather,
significance to her. Elsewhere in elder (let’s call him Stephan LG Konstantin Fedotov, who died in
the cellar, be it in shelves or Com5) is an elderly man with 754, is buried on the graveyard
chests or wherever, PCs may find small, well-kept gray beard, beyond the church, while his
a wooden stake, some wolfsbane, balding head and a little stooping grandmother, Lutece, still lives in
scroll of protection from evil, 1st bearing. His only concerns for the Bourge.
lvl and 3 potions of cure light past years were his son, Luca, and D)The last entry to be made was
wounds. Hopefully, the discovery the community’s welfare. Now, of Joshua’s illness, which father
may still lead them to presume with his son presumably dead Nikon explains with the child’s
because of an evil fiend’s fragile health due to his birth in
Quoth the Raven: Issue 1
spring. Marina’s frequent visits In the event the party has plants in pots (Marina adorned
are mentioned. already ventured into the church them).
5.General store. Gnezhik at night and came to some 8. The house of Lutece,
(LN Exp2), the store’s owner, is a conclusions (whatever they may Marina’s mother. Lutece behaves
fat jovial-looking man in his mid be), Nora proposes her help in the just like any other villager would,
years (of course, he may not be form of a scroll with speak with unless the PCs persuade her they
looking jovial to PCs). He loves dead on it. She advises not to know she’s Joshua’s grandmother
his family, his shop, his simple resort to violence, if it can be (or, at least, Marina’s relative).
life – and he doesn’t want any avoided – the ghost cannot be Then, if she is either neutral or
changes with it. Anything banished from the Land of Mists friendly, Lutece will bury the
corresponding to the Kartakass’ forever unless a specific condition party under the endless stream of
CL requirements and costing no is met or a specific method is cries and tears, intermitted with
greater than 100 gp is available at used. She proposes either to learn remarks of how she “knew
the store. a condition or a method, using the something bad was going to
If made friendly, he may scroll and carefully phrased happen, I felt it with my aching
suggest that the PCs buy a questions. heart!” If informed of the
silvered rapier for half its price Concerning the stranger, she discovery of her daughter’s
(50 gp) from him. He sincerely never saw him leave, but then corpse, after another quarter-an-
fears the lycanthropes and again she is absolutely sure no hour of crying, she’ll beg the
believes they stand behind the one in the village hides him. She party to find the missing Igor and
event, that’s why he offers the suggests searching the nearby her grandchild, so that she be
weapon. woods. given solace in the fact that her
6.Hedge witch’s abode. The If Nora is friendly to the little Joshua is raised by loving
only person in this hamlet to be PCs, she even proposes to and caring people. Obviously, if
neutral towards the party initially, question the spirit herself, as well PCs voice the doubt of Igor’s well
the hedgewitch Nora (NG as provides the party with a +1 being, she agrees to take care for
Sor1/Clr 5 of Hala) is a perfect short sword, a scroll of protection Joshua for herself (which is
source of information for the from evil and 2 potions of cure exactly the thing Marina wants).
party too slow-witted or not light wounds. Also, she may take 9.Blacksmith. The smithy
willing enough to role-play. If a student in clerical or arcane arts stands opposite the “Pechka” and
inquired, Nora confirms the later in the campaign (since she is a neutral smith (CG Exp1) may
stranger’s passing through the a sorceress, she can train a even confirm that the stranger
village. More than that, she character willing to embark on stayed at night in the tavern. He
actually believes him to have this path). will also point out that the matter
stayed at “Pechka”, since she 7. Marina’s and Igor’s was resolved when Mark publicly
usually walks in the forests after house. This empty house stands blamed himself for the things that
dark – gathering magical plants on the bank of a river, opposite to came and asked for as severe
and the like, and she saw two the church. Inside, the house punishment as it was possible, but
figures move in Mark’s tavern looks, not surprisingly, deserted – was considered innocent by
and heard the voices talking. The cobwebs hanging from corners, community.
exact words she didn’t hear, but covering most dishes and plates, Otherwise, he may suggest
the conversation was long indeed. chair thrown against the wall, repairing any non-magical
If Mark didn’t confess it himself, petrified food on the table – as if weapon or armor and may even
she advises not to press the matter it was left in a hurry. Of personal craft one for the correct price.
– she knows he blames himself belongings, nothing worth Continuing the adventure
for the happening. However, she mentioning remains – several Hopefully, the PCs
asks that the PCs investigate the wooden toys, “magical lamp” (a uncovered as much of a plot as it
church during the daylight and tin lamp with phantasmal images suits them, found out the steps
then at night – if there is any evil cut into its sides, rotates around a necessary to be taken if the ghost
inside, the first expedition might candle inside it and projects is to be laid to rest and are still
ready them for the second. moving images on the walls), missing 3 persons or their
cloths, foodstuffs, flowers and remnants: Luca, Igor and Joshua.
Quoth the Raven: Issue 1
The obvious solution with Luca is death, preferring to withdraw if a famous in these parts for his
to backtrack and recover his quarter of their number is slain. unscrupulous contracts. If all the
thawing corpse in the forest. The Crows (12). As Raven, PCs fail their checks, then the
problem with Igor and Joshua MM 201. hp 1 each. elder, who is instantly informed
will, hopefully, be solved in the The half-eaten corpse is by the hedgewitch of such drastic
next chapter. The idea is to make indeed Igor, as anyone in the revelations, asks the PCs to travel
PCs to role-play, to make people village will justify, if the body is back to Harmonia and investigate
trust them, so it is deemed brought in Bourge. A gaping the matter.
necessary to allow an influence wound in his stomach tells As with the travel to
check only to those, who role- everyone that the hunter died a Bourge, the travel back to
play it. Any of the PCs who long and agonizing death. He still Harmonia takes 3 hours on horse
actively took part in role-playing clutches his masterwork long and 6 on foot.
during their investigation in sword, rusty now after a month For details on the city,
Bourge should be awarded with under the snow. A small silver refer to the Feast of Goblyns
50 XP per level, while any who amulet in the form of wolf’s paw adventure. For the sake of
personally participated in can be found on his neck (it convenience, suffice it to say that
people’s interrogations, should be doesn’t offers any protection it is a city of approximately 1,500
awarded with XP as if he whatsoever from lycanthropy, people in southern Kartakass, the
vanquished a CR 1 foe. because Marina unwittingly entrance fee is about 2 gp for
bought it from the charlatan), armed and mounted, 1 gp for
Harmonia while dark brown hair can be mounted or armed and +10 gp if
As soon as the party found stuck under his nails the visitor doesn’t knows the
managed to uncover all the info (Search DC 20). The hair is pledge of Harmonia:
necessary and is getting bored, a Yuri’s, torn from him during the Oh Harmony, oh Harmony,
boy from one of the outlying fight. A city grand and truly free.
farms runs down the street When the body is brought Oh Harmony, oh Harmony,
towards the elder’s house, crying to Bourge, it is attended by Tis thee I always long to
“Dead man! Dead man!” He Lutece, for Igor’s family lives in see.
explains to the elder or to the Invidia. If the PCs do not To Harmony, to Harmony,
PCs, if they catch him before he approach the hedgewitch, she I pledge eternal loyalty.
makes to the house, that he was offers to use her speak with dead At this moment, the PCs
walking in the forest having fled spell on Igor herself. This she will should come up with some means
his farm chores, when he saw do alone although, if DM deems of locating Yuri. This may be a
several crows feasting on dead it just, the PCs may be present. bribe (reasonably large sum) to a
man’s body about 20-30 feet in The questioning yields a local official, an interrogation at
front of him. He saw the dead stranger’s description and two docks and other seedy places of
man’s face and cried out from additional facts: the city (possibly also including a
fear for it was Igor! The cry put 1) He still had Joshua bribe), or a Gather Information
the scavengers into the sky and alive when Igor caught Check DC 20. Presumably, the
they chased him away. He can up with him. party will spend the whole day
take them where the body lies or 2) He was going in the searching the city for any clue on
the elder retells the story and direction of Harmonia. Yuri’s whereabouts. It is possible
sends a boy with party, if they The description is as to drop a few side-tracks or
wish. follows: tall, thin man with long, campaign background
An hour’s walk west strong arms, long brown hair, information at this moment as the
towards Harmonia, the party caught in a pony-tail behind, cold, PCs are likely to hear many
comes upon a small clearing with dark eyes and hawk nose. Cleanly rumors, not all of which concern
a rotted body lying in its center, shaven. Anyone who makes their quest. It is possible even to
all covered with hungry birds. Bardic Knowledge or Knowledge include an encounter with local
The animals consider the prize (Kartakass local) check DC 15 thugs, if the PCs seem to snuff
theirs, so they attack any may recognize the person as Yuri out for too long in one place.
intruders, but will NOT fight to the Cold Heart, a bounty-hunter
Quoth the Raven: Issue 1
Thugs(3). NE War1. hp 8 head. The ensuing ruckus hides If the PCs managed to
each. Yuri for some time. knock Yuri unconscious – so
These guys are not Give the PCs several much the better, but if they were
particularly brave, so after one of rounds of pure swashbuckling as not so careful – have no fear. The
them is down, the rest run for the tavern explodes in a fight. key in his pocket opens a certain
their lives. There are around 30 patrons in room in certain port tavern (not
Assuming the party the Commoners room, but many taverns in 1,500 town),
locates Yuri before the nightfall, obviously, only few of them will where he decided keep Joshua
he is spending his time (and be interested in taking on the PCs. until “things get low” and his
money) in a tavern with an Note that these use their fists and “customer” got more agitated and
unassuming name “Weeping mugs to deal subdual damage, agreed to pay a more handsome
willow.” The place is a favorite rather than kill an opponent. Also, sum. In his room the party may
among local thugs, harlots and all a PC who kills an opponent in also find a pretty sum of money
manner of rogues. The this fight, deserves a power Yuri earned recently (about 500
commoner’s room is full of check. If any of the brawlers is gp). Alternatively, the PCs might
roaring and laughing patrons, killed, the rest stop playing games find only map that shows the
with billowing clouds of smoke and draw knives. location of the money chest and
obscuring the far corners. Yuri Brawlers (6). As thugs may lead them on a treasure-hunt
sits in one of the corners with his above. hp 8 each. adventure.
back to the wall and his eyes After several rounds of
trained on the entrance – by then combat, Yuri positions himself Concluding the
he is aware of heroes’ search for behind one of the PCs (he may
him and decides to dispose of make a Spot check as opposed by
adventure
them during a typical bar brawl Yuri’s Hide check). He then
that he orchestrated. attempts to perform a sneak attack The PCs are now likely to
You enter into the tavern’s on an opponent, then continues to return to Bourge with Joshua and,
crowded Commoner’s room. The fight until either he or the party is considering they have all the
smoke vapors of tobacco and the dead. means to destroy the ghost, it is
cheap ale aroma make a strange By the nightfall, if the PCs up to them to decide which way
cocktail that slowly drifts in your haven’t found him yet, Yuri to choose. If the party hands the
face and through your nostrils. decides to make the first and final Joshua over to his grandmother,
Then you distinguish the smell of strike. The PCs are most likely to Marina’s ghost silently disappears
a large number of unwashed cease their investigation for the (it is likely that no one will be
human bodies and sweat, tingled night, so he tries to sneak into present when this happens) and
with a fleeting smell of cheap their rooms and to take them out the church, once re-consecrated,
perfume, favorite among local one-by-one. Otherwise he strikes may be used for the services one
wenches. on some cold and deserted street again provided the willing priest
Nobody seems to pay you with no lights to reveal the evil is found. This outcome nets 1.5
any attention as the crowd doing. Hopefully, the party is times the XP for defeating
continues its business: playing alert and doesn’t fall prey to the Marina, as well as bonuses for
cards and dice, toasting, slapping murderer. However, if the party is good role-play if appropriate.
serving wenches, choosing among sleeping like in innocent baby and If the party brings the
harlots, conducting shady it all points to the fact of their Joshua before Marina on one
business in low voices in the sudden and bloody demise, DM cold, snowy night, then read the
corners. The one you came here should warn the PCs of the following:
for sits just in one of them. As you stranger in their room – either by You stand before the altar.
notice him, he fixes you with a a squeak of a floor or a meow of a The cold winds outside howl and
gaze devoid of any emotion, only cat. Mayhap, Yuri was not so rise to an alarming cry, blowing
pure hatred. Then a cry “He stole careful and actually broke the clouds of snow through open
my pouch” comes from your left window a little more noisily then doors and empty windows. The
and a mug of ale hits you on a it should have been done. sound of the storm outside muffles
the sounds of your feet shuffling
over the stone tiles or Joshua’s
Quoth the Raven: Issue 1
sobbing… A cold blue light the spirit, as well as for good role- 2 _ ft. by 2 _ ft./0 ft. AL N;
appears and begins to coalesce play (if appropriate). SV Fort +2, Ref +4, Will +2; Str
over the altar once again. Slowly Of course, the plot may be 1; Dex 15; Con 10; Int 2; Wis 14;
and soundlessly it takes the shape extrapolated so that the PCs could Cha 6.
of a young woman known to you be asked to find the noble’s Skills and Feats: Listen
as Marina, her face wet with missing child, or the party cleric +6; Spot +6; Weapon Finesse
tears and her hair and dress may be asked to substitute for (claws);
flying furiously on the chilling father Nikon or find the some one
wind that rushes in the church capable to perform a similar role. Marina CR 3; Ghost (rank
through now largely open doors. 2) Drd1; HD 1d12+1 (9 hp); Init
She looks around, taking in the Monsters and NPCs +7 (Dex); Spd fly 30 ft. (perfect);
scene. Then she seems to notice Wolf CR 1; Medium-size AC 13 (10 while ethereal); Atk
Joshua and, after a moment’s animal; HD 4d8 + 4; hp 13; Init +3 melee (1d4, corrupting touch);
hesitation, stretches her arm to +2 (Dex); Spd 50 ft.; AC 14 (+2 Face/Reach: 5 ft. by 5 ft./ 5 ft.;
him. The child, shocked though he Dex, +2 natural); Atk +3 melee AL NE; SA: Manifestation, Aura
is buy the sight of his mother (1d6+1, bite); Face/Reach: 5 ft. of Despair, Corrupting Touch,
hovering above, starts to cry. The by 5ft./5ft. AL N; SA: Trip; SQ: Entrancing Appearance, spells;
spirit’s face distorts as Marina Scent; SV Fort +5, Ref +5, Will SQ: Undead, Incorporeal, turn
frowns. But then she gently flies +1; Str 13; Dex 15; Con 15; Int 2; resistance +5, Rejuvenation; SV
off the altar and drifts up to the Wis 12; Cha 6. Fort +2, Ref +3, Will +5; Str 11;
character carrying the baby here, Skills and Feats: Hide + Dex 16; Con -; Int 11; Wis 16;
her arms stretch as if she is about 3; Listen +6; Move Silently +4; Cha 16.
to embrace her child. Spot +4; Wilderness Lore +1; Skills and F e a t s:
She gently takes the baby Weapon Finesse (bite); Concentration +4, Knowledge
from your hands, taking his body (Religion) +4, Spell craft +4;
to her breast and caressing him Dire Rat CR 1/3; Small Improved Initiative;
with her hand. Child’s cries animal; HD 1d8 + 1; hp 5; Init +3 Manifestation (Su): When
sound progressively quieter, (Dex); Spd 40 ft., climb 20 ft.; the ghost manifests, it becomes
while Marina’s spirit seems to AC 15 (+1 size, +3 Dex, +1 visible, but remain incorporeal.
slowly fade out of existence. Then natural); Atk +4 melee (1d4, However, the ghost can strike
the moment comes, when you can bite); Face/Reach: 5 ft. by 5ft./5ft. with its touch attack or a ghost
hear no cries at all. In fact, no AL N; SA: Disease; SQ: Scent; touch weapon. A manifested
sound at all: no wind howling, no SV Fort +3, Ref +5, Will +3; Str ghost remains on the Ethereal
doors or shutters squeaking. 10; Dex 17; Con 12; Int 1; Wis Plane but can be attacked by
Nothing at all. And you see 12; Cha 4. opponents on both the Material
nobody in the church except your Skills and Feats: Climb and Ethereal planes. When a
awed companions. +11; Hide + 11; Move Silently spell-casting ghost is on the
The party should gain an +6; Ethereal Plane, its spells cannot
XP as if they defeated the spirit, Weapon Finesse (bite); affect targets on the Material
but no more. Disease (Ex): Filth fever – Plane, but they work normally
Lastly, the PCs could bite, Fortitude save DC 12, against ethereal targets. When a
decide to make it the old way – to incubation period 1d3 days, spell casting ghost manifests, its
lay Marina to rest through killing damage 1d3 temporary Dexterity spells continue to affect ethereal
her by Yuri’s dagger. and 1d3 temporary Constitution. targets and can affect targets on
In this case, the scene the Material Plane normally
proceeds as described under the Crow CR 1/6; Tiny animal; unless the spell rely on touch. A
church entry in Bourge, only that HD 1/4d8; hp 1; Init +2 (Dex); manifested ghost‘s touch spells
when the ghost is finally defeated, Spd 10 ft., fly 40 ft. (average); don’t work on material targets.
it will not rejuvenate. The AC 14 (+2 size, +2 Dex); Atk +4 The dark powers granted Marina
outcome is certainly better in this melee (1d2-5, claws); the ability to manifested only at
case, so the party could be Face/Reach: night, thus making the hours of
awarded with XP for the defeat of the day more painful for her,
Quoth the Raven: Issue 1
since she cannot interact with Rejuvenation (Su): The blood forever marks this weapon
anyone who comes to the church destroyed ghost will reform in as a tool of lowly murder (another
during the day. 2d4 days. The only way to get rid joke of the Dark Powers and a
Aura of Despair (Su): of Marina’s ghost is to perform hint to PCs).
Those near the ghost are afflicted one of the following:
with a deep apathy and 1) Give her Thugs Human males War1;
melancholia that makes action and her husband a proper HD 1d8+4 (8 hp); Init +1 (Dex);
difficult. All those within 50 feet funeral and return Joshua Spd 30 ft.; AC 14 (+3 studded
of the ghost must make a Will to his grandmother; leather); Atk +3 melee (1d6+2,
save (DC 13). Those who fail 2) Return short sword or 1d4+2, knife or
suffer a morale penalty, equal to Joshua to the ghost, so dagger), +2 ranged (1d4, knife);
the ghost’s rank, to all attack that they can be reunited Face/Reach: 5 ft. by 5 ft./ 5 ft.;
rolls, skill checks, and saves. The in death; AL CN; SV Fort +3, Ref +1, Will
negative modifier lasts until the 3) Kill the +0; Str 14; Dex 12; Con 12; Int
victim leaves the radius of this ghost with the dagger that 13; Wis 11; Cha 9.
power. Those who pass their Yuri used to slid Marina’s Skills and Feats: Climb +4,
saves cannot be affected by this throat. Jump +4, toughness
particular ghost’s Aura of Despair Spells (DC = 13+lvl): detect Possessions: short sword, 2
for 24 hours. magic, light, resistance; daggers or knives, studded leather
Corrupting touch (Su): A obscuring Mist; armor, 1d6 gp and 3d6 sp each.
ghost that hits a living target with
its incorporeal attack deals 1d4 Yuri Human male
points of damage. Against Ftr2/Rog2; HD 2d10+2 plus
ethereal opponents, it adds its 2d6+2 (25 hp); Init +7 (+3 Dex,
Strength modifier to attack and +4 Improved Initiative); Spd 30
damage rolls. Against material ft.; AC 16 (+3 studded leather, +3
opponents, it adds its Dexterity Dex), 17 with Dodge; Atk +6
modifier to attack rolls only. melee (1d8+2, masterwork long
Entrancing Appearance sword), +6 ranged (1d8, light
(Su): The ghost taps into the crossbow); Face/Reach: 5 ft. by 5
fascination living creatures have ft./ 5 ft.; AL LE; SA: Sneak
with death, and all who look at it Attack +1d6; SQ: Evasion; SV
risk falling victim to it. This Fort +4, Ref +6, Will +2; Str 14;
ability is treated as a gaze attack Dex 16; Con 12; Int 15; Wis 10;
with a range of 30 feet. Targets Cha 12.
must make a Will save DC 13. Skills and Feats: Climb +5,
Those who fail are unable to take Gather Information +6, Jump +5,
any action while the ghost Hide + 17, Move Silently +7,
remains in view. Victims can Search +7; Swim +5; Iron Will,
make subsequent Will saves to Weapon Focus (long sword),
throw off the effects. The number Improved Initiative, Dodge;
of rounds a victim must wait Possessions: masterwork
before making another save is long sword, dagger*, studded
equal to the ghost’s rank. leather armor, light crossbow (10
Incorporeal: The dagger bolts with bloodroot poison),
Yuri used to murder Marina cloak of elvenkind, potion of cure
possesses the ability to hit and light wounds.
damage Marina (and only this * this is a dagger used in
ghost!) due to its role in her Marina’s murder, so it possesses
becoming an undead. Hits made an ability to actually damage the
with this dagger are still subjects spirit, though the weapon itself is
to 50% miss chance, though. not magical. Marina’s dried-out
Quoth the Raven: Issue 1
Quoth the Raven: Issue 1

Children of the Night


Kestrel
Hags are terrible predators meeting with one of her arcane +5, listen
but they remain dependent upon monstrous servants she tends to +8, move
secrecy. Typically hags group wear black. Her favored clothing silently +4,
themselves in groups of three for is a black dress and cape as well search +6, spot
mutual protection, allowing each as a wide brimmed pointed hat. +8
member of the covey to assist one When in her true form Kestrel Feats Alertness,
another reach a common goal. allows her familiar to be seen. combat casting,
Though a covey is much more Her familiar is a black female cat silent spell, still
dangerous than a single hag, it is named Imp. spell, enlarge
also much more noticeable. The Whether she is in disguise spell
ravenous appetites of three such or in her natural form she is never Challenge 7
creatures quickly draw the without two precious items. The Rating
attention of the human prey. The first is a corn broom and the Alignment Chaotic evil
insidious magic of a covey has second is a simple bronze ring.
little affect upon an angry mob. Both these items serve as Spells memorized: 0 level: daze
The claws of a hag may slash receptacles for the energy of her * 2, detect magic, ghost sound,
deeper than a pitchfork but what departed sisters. resistance. 1st level: mage armor,
humans lack in strength they charm person *2, sleep, cause
more than compensate in Kestrel fear. 2nd level: hypnotic patter*2,
numbers. To survive, a hag must Hag, age category 2 invisibility*2.
never draw attention to herself. It Monstrous Humanoid, Spells Known: 0 level: daze,
is a lesson that a hag named sorceress 5th level detect magic, ghost sound, light,
Kestrel learned with great Hit Dice 5D8+10 (40) resistance. 1st level: mage armor,
expense. Initiative +1 charm person, sleep, and cause
Speed 30 feet fear. 2nd level: hypnotic patter,
Appearance AC 17 (+1 dex, +6 invisibility.
Kestrel is a cautious hag. She natural) Hag Magic: 3 minor abilities:
keeps her true form hidden except Attacks 2 claws +8 Charm person, sleep, ray of
to those she is about to devour. Damage 1D4+4 enfeeblement.
Most often she is in the disguise Face/Reach 5 ft./ 5 ft.
as Goodwife Williams, a middle- Special Foci, Hag magic, Background
aged widow. In this guise she Attacks Spells, Kestrel was born upon a
appears to be a plain woman of Special Spells, Spell world far away from the land of
average height and build. She Quality resistance, spell mists. She lived like a typical
dresses in drab cloths and rarely like abilities hag, devouring humans and
speaks. Saves Fort +3, ref +4, worshiping the dark forces that
In her natural state she is will +8 haunt the night. She, her mother
terrible to behold. Her skin is the Abilities Str 18, Dex 12, and her mother’s mother traveled
scaly green color of a serpent and Con 14, Int 14, together across the land. They
it is covered with warts. Her nose Wiz 15, Cha 15 were a powerful covey for they
is long and curved like the beak Skills Bluff +10, bore a bloodline thick with
of an ungodly vulture. Her hair, concentration wicked magic. They were brazen
claws and fangs are darker than +8, diplomacy in their predations and actively
the night themselves and her eyes +5, gather sought to establish cults dedicated
are yellow slits that burn with information +6, to the forces of evil and murder.
vengeful hatred. When she is hide +6, It was the ideal life for a young
performing a dark ritual or knowledge: hag.
arcane +5, listen
Quoth the Raven: Issue 1
It was roughly one hundred The witch of Hala and her bones and transferred it into her
and fifty years after her birth that friends may have been no match ring and her broom foci.
a mist on the road enveloped for the powerful hags on their Kestrel does not rely on
Kestrels covey. When the fog own, but the tide of pitchforks pure magic to work her will. She
lifted the three hags were wielding village folk turned the has enslaved half a dozen ogres
surprised to discover that they balance. The two hags were she found in the mountains of
had been swept away to a dark stabbed, burned and bludgeoned Darkon. These ogres now lie in
land. The cold ground was into submission. Finally they wait in the wilderness. Over time
permeated with the perfume of were dragged to the town square she has insinuated herself into the
evil. The plants, the animals, where, according to legal community of Waywand, posing
even the weak rays of the sun tradition, the condemned were as the wife of a local farmer,
were somehow corrupted by a tired and convicted. By that time Michael Williams. Michael is a
cold malignance. The hags found the commotion had aroused human being under Kestrels
the people to be naive and Kestrels attention. She watched charms. Since the moment she
unprotected and so the three through the eyes of her familiar as seduced him he has been a willing
feasted. Village after village was her mother and grandmother participant of the hag’s schemes.
despoiled. Families were brought slowly died on the gallows. Despite his corrupted nature,
to ruin and the greatest of the Afraid, for the first time in Michael remains a simple man.
generations were slain or her life, she fled. Kestrel ran When he has served his purpose,
corrupted. The hags reveled in deep into the wilderness, running Kestrel intends to devour him.
the evil they wove and the for days on end. She lived on Since she emerged from the
destruction they wrought. Yet as animals and hid in caves, trying wilderness Kestrel has been
they spread bedlam they gave no desperately to contain her dread. pushed by three goals. She
thought to the signs of their Her covey was annihilated and wishes to resurrect the members
presence that they left with every with it went her powers. Her of her covey, slay the adventurers
act. magic was terribly weakened and who destroyed them and destroy
Within a decade of their without her relatives to protect the town of Waywand. She has
arrival in the land of mists the her she feared for her life. For sought the council of other hags
hags were targeted by a band of almost ten years she huddled in and learned of a way to resurrect
adventurers. Led by a hallowed the gloom. As the years past fear her mother and grandmother as
witch the hunters followed the turned to guilt, guilt to resentment undying spirits. To accomplish
trail of misery. In only a few and resentment to hatred. Slowly this end Kestrel must perform a
months they overtook their she emerged and began preying bloody sacrifice and harvest the
quarries. The party caught up to upon humans once more. In time life force of a powerful spell-
Kestrel’s covey in a small town she began building up her power. caster. She is hatching a plot to
named Waywand, where the Kestrel has returned to the village entrap the adventurers who slew
covey was at work corrupting the of Waywand, were she prepares the members of her covey,
youth of the village and quietly to finish that which she started so including their leader, a hallowed
eliminating everyone who stood many years ago. witch of Hala. Once they are
in their way. The wisdom of the sacrificed the spirits of the two
hallowed witch allowed the Current Sketch hags will be raised from the
adventurers to divine those folk Kestrel is deliberately slow grave. Reunited, the three will
unaffected by the hags’ and methodical in her actions. wreak unfathomable evil across
corruption as well as the secret She has plotted her revenge for the countryside.
identities of the hags. The years, cautiously building up her Combat
adventurers rallied the people of fiendish powers and drawing Kestrel intends to draw as
Waywand and lured the unholy minions from the area. Kestrel little attention to herself as
witches into a trap. The has since had the bodies of her possible. When she is forcefully
preparations were nearly perfect, mother and grandmother confronted, she evades. She uses
for while they successfully lured exhumed. Using a powerful her enchantments to create a
the elder two, Kestrel ignored the black ritual she has gleaned network of friends in the
bait and remained in her lair. residual mystical power from the community. These charmed
Quoth the Raven: Issue 1
individuals are convinced that she attacks a foe directly. She sends power gleaned from the bodies of
is exactly what she appears to be, her minions to invade farmsteads her mother and grandmother.
a simple farmwife. She relies and set fires. While she possesses the broom
upon these charmed individuals to When she is endangered she she has the ability to cast the spell
come to her aid while in town, for uses her magic and flees. She fly at will. While Kestrel wears
she will not resort to using magic attempts to wear down resistance her ring she gains the ability to
until it is obvious that her identity with liberal applications of the rebuke undead as an evil cleric of
is revealed. She never changes cause fear, charm and sleep spells 8th level.
her form in the presence of as well as her ray of enfeeblement Spell Like Abilities:
humans, even when she is sure ability. Kestrel can cast change self at
that there is no one else to witness Foci: Kestrel’s ring and will.
the transformation. Kestrel never broom are imbued with mystical
Quoth the Raven: Issue 1

Shuraz’tun Kir
Mansion of the Ghoul Queen
By Shane Glodoski
bookwyrms@yahoo.com

“I suppose you believe this sweltering desert and the roaring each tomb are packed with
to be a welcoming from me; you sandstorm that makes up the bodies. Ancient skeletons are
have entered my abode after all. misty border. The borders of the stacked between horizontal
Sit, rest, you still have a few more pocket domain are made up of the shelves cut into the walls. Within
minutes to live. What is this place gray stonewalls of the dead city. each tomb is a single alcove
you ask, ah yes; your mind does The walls surrounding the holding an arrangement of human
betray such simple thoughts. Why necropolis are carved with images bones. In a few rare instances
do I not see that you are ignorant of everyday life from a small city there are lavishly decorated
of such facts, very well, you have or town. Ruins of such a shrines. The centerpieces of these
come to the Necropolis settlement are strangely absent shrines are heavy stone coffins.
Shuraz’tun Kir. Of course in your from the area. The craftsmanship Beyond the maze of stone
tongue, you may know of it as The shows no sign of any wear from tombs stands the temple. The
Last Rest.” weather, though scratches and simple building is cube shaped,
“That is all you need to gouges can be found in the stone, decorated with columns carved
know at this time, you’ll become the remnants of battles. These into the stone. Between the
more familiar with its secrets gouges offer may places to gain a columns are holes cut into the
when you are better suited as my handhold for those wishing to wall where once were windows.
slave. What I ask of you however climb into the compound. The The windows have long since
is quite simple; tell me everything surface of the interior side of the been replaced with gray bricks.
that you know of this land. wall is perfectly smooth and The temple is devoid of any
Stubbornness, well then, let me impossible to climb by any religious icons and motifs, but it
put it to you thus, the more that means. is undeniably a place of great
you divulge, the more you shall The only entrance to the importance. The temple is made
keep of your past when you are compound is the massive gate of a stone slightly darker in
my slave. Displease me, and you that dominates the front of the coloration than the rest of the
shall not even have that luxury, fortifications. These bronze and tombs.
I do like the occasional art copper gates possess no sigil or Beyond the temple lies a
upon my walls, or should I say as design; it is a simple frame maze of tombs and the rear gates
my walls…” around a series of bars. The bars of Shuraz’tun Kir. These gates
are comprised of alternating bars are indistinguishable from the
Shuraz’tun Kir of bronze and copper intertwined front gates. Like the entrance, the
Cultural Level: Classical (4) about each other. The gate can be rear gate cannot be opened by any
Landscape: Sparse ecology opened from the outside but once means. Beyond the exit is a
Shuraz’tun Kir is a city of graves. a person enters he cannot force swirling vortex of mist and
Beyond its walls are lifeless sands the gates open by any means. choking smoke. This vortex is a
the color of ash. There are no The area beyond the gates is mist way that links the pocket
plants in Shuraz’tun Kir and no comprised of numerous house- domain to Hazlan. Travelers who
animals can survive within the like tombs. The mausoleums are enter the mistway from Hazlan
confines of the walls. The connected by vaulted extensions. may open the rear gates, but these
temperature remains as warm as These complexes consist either of gates will slam shut no matter
the desert though within the shade a series of long and narrow how it is propped open.
of the tombs the air is cool and parallel chambers within a single Major Settlements: None.
humid. Shuraz’tun Kir is located rectangular building or a group of The Folk: The only beings
in the extreme south of Pharazia, square and oblong "rooms" within within Shuraz’tun Kir are the
on the border between the a single building. The walls of undying slaves of the darklord.
Quoth the Raven: Issue 1
Their numbers are kept in a of white fiber and her eyes are had once sworn to protect. The
constant flux since Mirogola’s black pools of shadow sunken bodies of the dead sustained her
hunger and her impatience claim within the withered sockets. decaying body, reducing the pain
many. Wherever she goes, Mirogola of her hunger.
The Law: The only law spreads the stench of a century of The priesthood of
within Shuraz’tun Kir is the will death. The lady of Shuraz’tun Kir Mirogola’s god had long since
of Mirogola, the darklord of the wears armor made from the skin lost power. The hierarchy of the
domain. of one of her former ghoulish death church had begun an
Trade and Diplomacy: minions. Despite her hideous exodus of the failing city long
There is no trade or diplomacy face, Mirogola is an imposing before Mirogola’s transformation.
within Shuraz’tun Kir. All who figure. Her voice is deep and By the time she succumbed to the
go in to the necropolis are booming and her skeletal frame is ring there was no one powerful
enslaved or devoured by never slouched. She is the lady of enough to harm her. The city
Mirogola. the necropolis and every blink of abandoned the graveyard and left
Characters: There are no her eye expresses that fact. it to the ghoul queen. Bodies
native characters within Background were thrown into the unused
Shuraz’tun Kir. None of Mirogola was a once buildings and temples and left to
Mirogola’s slaves have ever priestess to a god of death rot. In turn, Mirogola organized a
escaped the necropolis. worshiped by the citizens of a network of ghoulish minions.
declining city-state. It was her These minions scoured the city of
Mirogola the Living solemn duty to protect the the dead, which were in no short
graveyard of her city from the supply. At the center of her
Ghoul ravages of necromancers and the necropolis she cruelly
CR 7; Size M Monstrous undead. Mirogola followed her consolidated power over the
Humanoid; HD 6d8+6; hp 42; Init duty diligently, but she became ghouls. The numbers of these
+2 (Dex); Spd 30 ft.; AC 14 (+2 bored and careless. One night she cannibals dwindled under the
armor, Dex); Attack +8/+3 melee followed a band of ghouls into a painful leadership of Mirogola.
(1d4+1, bite), or +5/+0 melee crypt and slew the pack. One of Soon the undying ghouls joined
(1d4+1[x2], claws); SA create the ghouls proved immune to their living kin in a flight from
spawn, miasma, paralysis, turning and holy water, though it the city. Mirogola was left alone
summon ghoul beetles; SQ bled profusely when it died. The in her mansion of graves, with
immune to paralyses; AL CE; SV creature possessed a band of nothing left to devour but the
Fort +3, Ref +7, Will +7; Str 13, tarnished copper upon its finger, bones of ancient bodies.
Dex 14, Con 12, Int 12, Wis 15, which Mirogola claimed as her In time, Mirogola lost her
Cha 16. own. Little did she suspect that connection to her god and was
Skills: Climb +5, Escape Artist she had doomed herself. damned for her weakness in the
+6, Hide +6, Intuit Direction +4, The ring was a cursed item, face of suffering. One day the
Jump +15, Listen +6, Move it leached the energy from her few remaining denizens of the
Silently +6, Search +5, Spot +6. body and deformed her body. city were mildly shocked to see
Feats: Alertness, Multiattack, Mirogola tried desperately to that the graveyard had vanished.
Weapon Finesse (bite). remove the ring but within a night
Possessions: Cursed ring of it had worked its evil upon her. It
Current Sketch
sustenance, death shrouds, ghoul Since her banishment to
warped her mind with hunger and
skin leather armor, boots of Shuraz’tun Kir Mirogola has
malignance, turning her into a
striding and springing, periapt of become sadistic and irrational.
creature similar to the very
health. Whenever the living trespass in
vermin she hunted. Mirogola
Mirogola resembles an her domain they are mercilessly
found to her chagrin that though
emaciated human near to death slain and transformed into ghouls.
starvation was excruciating she
from starvation. Her limbs are These ghouls live short lives, for
could not die from lack of
twisted and knobby at the joints, Mirogola has little use for
nourishment. The priests became
while her skin is a putrid green servants except to torment them
a cannibal, neither alive nor dead
spotted with marks of deep violet and inevitably devour them.
she feasted upon the bodies she
bruises. Her hair is a tangled web Mirogola cannot be reasoned
Quoth the Raven: Issue 1
with, she wants nothing but to of Shuraz’tun Kir and the ground
inflict harm upon other beings. is too firm for tunneling. The Ghoul beetles are seen as
Combat walls are too steep and perfectly both as beneficial and as pests, for
smooth so no method of climbing they consume any organic matter,
When faced with intruders,
can circumvent the walls. The preferring that found in
Mirogola allows the interlopers to
gates cannot be forced open from necropolises and other sites of
explore the necropolis. Since the
the inside nor can they be death. With many seeking to
borders are closed they cannot
propped open. preserve the dead, these vermin
escape. Inevitably they will enter
can wipe out any chance of
the temple and she will confront
them. When faced with a real Ghoul Beetles raising the corpse; even the spell
Small Vermin gentle repose does not prevent
challenge Mirogola flees her
1d8 (4 hp) these beetles from making a meal
thrown room and summons wave Hit Dice of the deceased. Ghoul beetles
after wave of ghoul beetles to +0
devourer the interlopers. Initiative resemble molted gray beetles;
Speed 30 ft some claim some even give off a
Create Spawn: Any
Armor Class 16 (+1 size, foul odor, though it is usually the
creature killed by Mirogola’s
+5 natural) environment upon which these
fangs or claws rises as a ghoul in
Attacks Bite +1 melee vermin are encountered that
1D10 hours.
Damage Bite 1d4 plus causes such a claim.
Miasma (su): Mirogola is
constantly surrounded with an 1d3 acid
damage Combat: Ghoul beetles live off
aura of pure evil. Any good
Face/Reach 5 ft by 5 ft/5 the readily available food source
aligned creature within 60 feet of
ft found in graves and places of
Mirogola must make a will save
Special Attacks Acidic bite, death. Their weak acid helps to
against a DC 15 or suffer a –4
paralysis break down calcium in bones and
moral penalty to all attack rolls,
Special Vermin other organic materials, allowing
skill checks and saving throws.
Qualities them to digest it. When there isn’t
This supernatural fear effect ends
Fort +2, Ref a source of food readily available,
when the creature leaves the Saves +0, Will +0 they have been known to attack
sixty-foot radius.
Abilities Str 7, Dex 11, those still living. The filth of their
Paralysis (su): Anyone hit
Con 11, Int -, food that they have eaten helps to
by Mirogola’s bite or claw attack
Wis 10, Cha 7 produce a paralyzing effect to
must make a fortitude save
Skills Climb +4, those bitten.
against a DC 17 or be paralyzed
Listen +4, Acidic Bite (Ex): Anyone
for 1d6+6 minutes.
Spot +4 bitten suffers 1d3 points of acid
Summon Ghoul Beetles
Climate/Terrain Any warm damage.
(su): Every four rounds Mirogola
land and Paralysis (Ex): Those
may summon 1D4+2 ghoul
underground bitten by a ghoul beetle must
beetles. These beetles arrive in
Organization Cluster (2-5) succeed at a Fortitude save (DC
one round and attack anything
or Swarm (6- 12) or be paralyzed for 1d6+2
they come across except
20) minutes. Elves are not immune to
Mirogola.
Challenge 1 a ghoul beetle’s paralysis.
Closing the Borders Rating Vermin: Immune to all
The borders of Shuraz’tun Treasure None mind-influencing effects.
Kir are perpetually closed. No Alignment Always
flight is possible within the walls neutral

An Unwelcome Respite
The road is the only dangerous place to Sleep
By Shane Glodoski
bookwyrms@yahoo.com
Quoth the Raven: Issue 1

The last rays of sunshine began don’t you take your game and go only you knew about those that
to creep away from the horizon; outside and play.” came before you, and where they
the game itself wasn’t over yet. With a sigh she took her now rest.
Isella lit the wick of the candle, candle, leaving the game as it was, This adventure details the thorp
setting the shard of flint and steel they wouldn’t disturb it anyhow. of Kretewood and is designed to
beside it, and then gently set the The door closed quickly behind her challenge a party of four
candle on the table next to the as she stepped out into the waning characters; levels 5th to 7th. The
game board. The room was daylight, muffled laughter faded thorp and wilderness area
illuminated, leaving only the into the house. The man’s steed surrounding it can be transplanted
dancing of shadows off in the greeted her with a snort, “If you easily into any existing campaign.
distance. Isella’s freckled face only knew, you’d not wait for your
stared down at the ivory and black master.” History
opal tiled board, its colored She turned to face the house, The small thorp of Kretewood
wooden figurines standing in eerie what was laughter was replaced by survives quite nicely with its
silence. the distant screams of horror. logging and farms. What few
The game was known as Kings Furniture splintered, as a crash merchants it sees pass through;
and Queens; she had played it and thud reverberated within the barter their goods without a care
often in these parts. Studying the house, then in the silence faint for being shorted. Horses are an
game carefully, her large rust trickling thumps brought her head important commodity in the town,
colored eyes traced moves about up and the candle splattering upon and only Janna the widow seems
the board. Sitting up in the chair, the door in rage. apt to finding them. Of course she
she moved the jester, its mocking “There shall be other games, has a gift, many believe it to be
grin an equal to Isella’s own, as far better then that one.” She kept magic; they dare not learn the
she took away the knight. She her eyes on the door, thankful for truth.
giggled as she sat back down, the assurance, and for the flame Janna has lived in Kretewood
staring off at the chair opposite not catching the door on fire. nearly all her life, always on the
her, then glancing to the board “As long as mother plays, and look out for a husband; she seeks
once more. The other chair was is the first to lose.” only their affection, and then their
empty, as it always was. Turning The sounds of the house fell blood. Course she is not one of the
the board around, she went back to silent, the horse exhaled nearby, undead, her true form is that of a
strategizing the next move. the only thing to break the red widow spider.
A clomp of metal upon stone unnatural quietness. “Yes my dear, Those who have lived in the
brought her attention from the she will.” thorp as long as her have turned a
game. She knew who it was; blind eye to the oddity of her
mother had brought another man Background having no fitting husband, and not
home. The front door creaked as it Sleep, a luxury we all take for piecing together the rare missing
opened; her mother strode in the granted. The comfort of a feather stranger. Few travelers stay in
room, with her long red hair cast down mattress and wool blankets Kretewood long anyhow. The town
wildly about her back and is an inviting invitation to many continues its simple life, and Janna
shoulders. With his arm slung that have slept on cold dirt and keeps her identity secret, all that is
about her waist, the man, adorned only their cloaks to keep about to change.
in fur cloak and tall black riding themselves warm. The road is a Janna’s daughter Isella, the
boots closed the door behind them. harsh place, though sometimes it is only surviving ‘child’ is further
“Who’s this one mother?” best just to keep moving, letting no removed from her mother’s plots
She nearly spat the words. This thought of ale or smell of fresh and feeding habits. Instead Isella
was the second one this week. baked bread to pull you away from goes about her own plots, rarely
“Drevas, meet my so your travels. And least of all the aiding in her mother’s cover-ups.
inquisitive daughter Isella.” The aforementioned bed of a nice cozy Of course, like Janna, Isella must
man simply nodded, probably to inn or farm house; inviting as ever feed and is as secretive.
drunk to even care. “Darling, why when a storm approaches. Ideal for While Janna is the laid back
a place to stay and wait it out, if preservationist, Isella schemes,
Quoth the Raven: Issue 1
seeking to be more then a simple, notice either the spiders or their (DC 26) or burst it with a Strength
overlooked daughter. There shall webbing. Those awake may also check (DC 32). Web-spinning
come a day when all is corrected in hear the spiders, Listen (DC d 20 spiders often create sheets of sticky
Isella’s eyes, unfortunately she +11) for those dropping down from webbing from 5 to 60 feet square,
draws the unknowing group of the trees, or (DC d20 +3) for those depending on the size of the spider.
adventurers into her web. following the party from within the They usually position these sheets
forest. to snare flying creatures but can
For the DM also try to trap prey on the ground.
Before running this adventure, Large Fey (treat as Fiendish) Approaching creatures must
the DM should read it through Monstrous Spider: CR 5; Size L succeed at a Spot check (DC 20) to
carefully to gain a familiarity with Vermin; HD 8d8+8; hp 54; Init +3 notice a web; otherwise they
its layout and various features. A (Dex); Spd 30 ft., climb 20 ft.; AC stumble into it and become trapped
copy of Denizens of Darkness by 14 (-1 size, Dex, +2 natural); as though by a successful web
Arthaus is helpful in understanding Attack +4 Melee (1d8+3 plus attack.
the Red Widows found in the poison, bite); SA poison, smite Attempts to escape or burst the
adventure, but is not required to good, web; SQ cold/fire resistance webbing gain a +5 bonus if the
play it. 15, DR 5/+2, vermin, SR 16; SV trapped creature has something to
Fort +5, Ref +4, Will +1; AL NE; walk on or grab while pulling free.
Prelude Str 15, Dex 17, Con 12, Int 3, Wis Each 5-foot section has 12 hit
The Night Hunters (EL 7) 10, Cha 2. points, and sheet webs have
This encounter takes place in a Skills: Climb +14, Hide +6, Jump damage reduction 5/fire. A
wooded grove, when the party has +2, Spot +7; Feats: None. monstrous spider can move across
traveled on the road for a few days, Note: Monstrous spiders gain a +8 its own sheet web at its climb
and is still another day from any competence bonus to Hide and speed and can determine the exact
other town or roadside inn. Allow Move Silently checks when using location of any creature touching
the PCs to set up camp, set their webs. the web.
watches and do all the chores they Poison (Ex): (DC 16) Initial Vermin: Immune to mind-
wish before they begin to fall and Secondary 1d6 Strength influencing effects
asleep. Should the players wish to damage.
continue traveling through the Smite Good (Su): Once per Large Monstrous Spiders (3):
night then adjust the encounter as day the spider can make a normal CR 2; Size L Vermin; HD 4d8+4;
detailed in the notes below. attack to deal an additional 8 hp 22; Init +3 (Dex); Spd 30 ft.,
During the night, when nearly points of damage against a good climb 20 ft.; AC 14 (-1 size, Dex,
all the PCs are asleep, they are foe. +2 natural); Attack +4 Melee
visited by a group of silent hunters. Web (Ex): Spiders often wait (1d8+3 plus poison, bite); SA
This colony of spiders is lead by in their webs and lower themselves poison, web; SQ vermin; SV Fort
one with intelligence. They drop silently on silk strands and leap +5, Ref +4, Will +1; AL N; Str 15,
from the trees on strands of onto prey passing beneath. A Dex 17, Con 12, Int -, Wis 10, Cha
webbing, seeking to debilitate the single strand is strong enough to 2.
party’s horses, failing that they support the spider and one creature Skills: Climb +14, Hide +6, Jump
attack the PC that is furthest from of the same size. +2, Spot +7; Feats: None.
the camp. Web-spinning spiders can cast Note: Monstrous spiders gain a +8
Those that have traveled a web eight times per day. This is competence bonus to Hide and
through the night are instead similar to an attack with a net but Move Silently checks when using
stalked by these vermin, which has a maximum range of 50 feet, their webs.
have set up a few of their near with a range increment of 10 feet, See Large Fey Monstrous
invisible strands alone the road and is effective against targets up Spider above for all related special
way to hamper the horses or party to one size smaller that the spider. attacks and qualities.
members themselves. The web anchors the target in
For those awake or traveling place, allowing no movement. An The spiders try to take a few
the road, have them roll Spot (DC entangled creature can escape with horses down with their poison and
d20 +18), due to the darkness, to a successful Escape Artist check escape into the canopy hoping their
Quoth the Raven: Issue 1
poison does its work, or failing back small game and a few wild became the tavern it is today. Its
that, grab hold of a humanoid and pheasants. use is mostly as a place to hold
bringing the meal back to their town meetings and large festivals.
home. The Rumor Mill Nayell does not like to talk much
Should the Fey Spider be The following are rumors that can about herself to others, providing
reduced to half of its hit points, it be learned from a successful no gossip if sought from her.
attempts to flee, using the other Gather Information or Bardic Lore, The two barmaids, who have
spiders to slow down any pursuit. or even from good role-playing rooms in the back, Teresa (female
when talking to the local residents. human, Com3, CG) a farmer's
When the party continues on DC15: “We do well ‘er in these daughter, and Jullana (female
after their ordeal with the spiders parts, what wit fine woods, finer human, Exp1, N) a poor merchant's
the next day, they come to the grain, and a sturdy barred front daughter, are both tough cold-
Thorp of Kretewood during the door, yessir, just fine.” hearted women towards those they
early evening, while the skies DC20: “Dose hairy hunting serve. They have had countless
overhead brew with the beginnings spiders; roam about the forests, merchants try to swoon them, but
of an afternoon storm. With no Inn and roads dey does. Seen um chase always leave with a knee to their
and a tavern that only serves down the merchants and deir pack groin and advice to stay away.
drinks, they may enquire as to a animals. Tis best to stay out of dem Any common liquor is twice
place to sleep and wait out the woods at night if you know what’s that of the PHB, while the local
storm, only Janna the Widow good for ya.” drink; the Lightning Brew is only a
gladly accepts them to her home. DC25: “Kretewood does quite few coppers, though only for the
nicely with its logging and farms. truly daring.
Kretewood We get plenty of merchants pass
through; bartering their goods 2) Farm House: This is the
Kretewood (Thorp): without a care for being shorted residence of Frimund the Wise
Nonstandard; AL NG; 40-gp limit; they do. Now as to our rich crop, (human male, Com7, LN), the
Assets 106 gp; Population 53; that be the horses.” thorp’s elder and decision maker.
Isolated (human 96%, elf 2%, DC30: Detail one of the residents, He still tends to his land, though
other 2%). being as vague and untruthful as many do find an excuse to come
Authority Figures: Frimund the you deem necessary. over and help him with chores.
Wise, human male Com7. DC35: Only Janna seems apt at
Important Characters: Janna finding them horses. Of course she 3) Farm House: A family of 5, of
the Widow, female red widow; has a gift I tell ya. Few here have which the Aunt is a (female
Isella, female red widow Exp2; seen magic, but she got it.” human, Com3, N), lives here. They
Nayell Omrithe, female elf Adp1; [END BOX] grow mostly wheat, and harvest
Kalfred Ranger, male human Clr2 apples and pears from the trees
(god here / Air-Sun); Twin around their property.
brothers Tornis and Glenum
Meare, male humans Clr1 (god 4) Farm House: This house of 7
here / Air-Plant); Svatt, male people consists of a father and
human Exp4; Aun, female human mother (humans, Com3, NG each)
Exp2. and their five adopted sons, all
Others: Exp 1 (x4), Com5 (x2), tend the barley fields, selling the
Com3 (x4), Com 1 (x35). majority of their crop to Nayell’s
tavern.
Kretewood’s farms grow barley
and wheat, some of which for 1) The Forked Barrel Tavern: 5) Farm House: This despondent
brewing. A few orchards around This tavern is owned by Nayell group of men, (3 male humans,
the thorp’s perimeter provide the Omrithe (female elf Adp1, NG), one Exp1, 2 Com1, LE) are former
populace with apples, pears, who is an elf that has lived in the convicts that have fled their
lemons and different types of nuts. area, and set up her business, at imprisonment in Barovia, hoping
While those that do hunt bring first a brewery, it eventually to hide out in this thorp till they
Quoth the Raven: Issue 1
can find someplace safer and more and the twins Tornis and Glenum similar to entangle as cast by a 4th-
profitable. They get by with Meare (male humans, Clr1, NG) level druid (save DC 13).
growing wheat and pick what they tend to all religious duties around Improved Grab (Ex): To use
can from the forest. town, from marriages to tending this ability, the assassin vine must
the sick. hit with its slam attack.
6) Farm House: This small Constrict (Ex): An assassin
family is home to a father, wife 9) Tinker’s House: This is the vine deals 1d8+11 points of
and daughter, (humans, Com1, shop and storage place for all damage with a successful grapple
NG) with their other daughter things to be fixed within town. The check against Medium-size or
Teresa, working and living at the proprietor is one Svatt (male smaller creatures.
tavern. human, Exp4, LN) who tries his Blind sight (Ex): Assassin
best at repairs, but tends to be quite vines have no visual organs but
7) Woodcarver’s House: This slow at fixing things. can ascertain all foes within 30 feet
three story wooden house is home General items can be found using sound, scent, and vibration.
to the largest family in Kretewood, here, though as to their condition it Camouflage (Ex): Since an
16 members strong. The is anyone’s guess should they wish assassin vine looks like a normal
grandparents (Com5 each) their to buy something. plant when at rest, it takes a
son and daughter’s spouses, and successful Spot check (DC 20) to
family living on the second floor; 10) Farm House: This family of notice it before it attacks. Anyone
while the grandfather’s brother and 4, the father (male human, Exp1, with Wilderness Lore or
his son live on the third floor. The LG), wife and their sons (humans, Knowledge (plants or herbs) can
family came from another town, Com1, LG) try to sell wheat baked use those skills instead of Spot to
hoping to find a better life here; bread to travelers passing along the notice the plant.
they are all woodcarvers, cutters main road through Kretewood.
and foresters. 12) Furrier’s House: Aun
The children of the house are 11) The Widow House: This is (female human, Exp2, NG) is the
19-year-old daughter, and two the house of Janna and Isella; it is maker and mender of clothes, furs,
boys, 13 and 7 years old belonging detailed under The Widow House and leather. While her husband
to the son’s family, with the section below. (male human, Exp1, N) a former
daughter’s family consisting of a 11a) Barn: This is where Janna cloth merchant, deals the wares at
son 16, twin daughters 10, and stables the horses of her victims, market with their son (male
youngest boys 5 and 3 years old. and has grown an assassin vine to human, Com1, LN) who wishes to
The twin daughters have actually guard her property. follow in his father's shoes and
taken up the art of wood sculpture, become a merchant, so he can see
and seem quite good at it. The Assassin Vine: CR 5; SZ H Plant; the world. Their oldest daughter
grand parents are avid HD 8d8+40; hp 76; Init -1 (Dex); helps her mother, and the youngest
woodcarvers and can produce Spd 0 ft.; AC 16 (Dex, -2 size, +9 is still only a child.
masterwork quality staves and natural); Atk +13 melee (1d8+11, All the townsmen and families
spears, while the rest of the family slam); SA Entangle, improved trade their furs and skins to her, in
gathers and chops the wood from grab, constrict 1d8+11; SQ return for clothes and leather
the forest. Camouflage, electricity immunity, goods, while she keeps a portion
Staves, clubs, and spears are cold and fire resistance 20, blind for herself to trade.
readily available, with lavishly sight; AL N; SV Fort +9, Ref +0,
carved versions sold for extra gold. Will +2; Str 28, Dex 8, Con 20, Int Story Events
-, Wis 13, Cha 9. These short events, which need
8) The Temple Abode: This part Entangle (Su): An assassin to be further fleshed out, can be
residence, part shrine, part vine can animate plants within 30 used while the party is in
crematorium is a popular feet of itself as a free action. The Kretewood. How many of them the
destination for farmers wishing to effect lasts until the vine dies or PCs discover is up to you, add and
pray for better harvests. The three decides to end it (also a free delete to this list as needed. Keep
priests that reside here; Kalfred action). The ability is otherwise in mind that Isella tries to paint her
Ranger (male human, Clr2, NG),
Quoth the Raven: Issue 1
mother as evil and dangerous to of acid damage a round. The area Everything in the room appears to
the party. around the mold appears misty; the be relatively unused.
*The PCs find clues left by old acidic cloud is how the mold
travelers to Janna’s home, which survives. Organic matter is broken G) Pantry: This room’s shelves
Isella has not cleaned up despite down by the acid, which then are stacked with clay ware; all look
what she told her mother. collects towards the mold, causing untouched and covered in dust.
*The party may find the old it to grow in time. Fire or vinegar The foodstuffs inside have long
skeleton of the previous owner in poured over it destroys scarlet ago been eaten away by mold,
the garden room, which Isella had mold. which has left them all full of filth.
dug up and placed there.
*One or more of the PC’s B) Stairwell: In the corner of the H) Garden Room: Around the
horses, animal companions or even Entry room is this stairway leading perimeter of this room are small
familiars are attacked in the night up the Landing. and large clay pottery urns; each
by monstrous spiders. Use the containing dried dirt. Lying
statistics as found in The Night C) Sitting Room: This room is hunched over one of the large pots
Hunters. taken up by a crude couch of stone is the dirt caked yellowish bones of
*The party may discover that backing and bronze frame, two an ancient skeleton.
Janna’s barn houses not only chairs complement the couch, as The small and large clay urns
equines, but also spiders that have well as a table with crystal pitcher once housed vegetables and other
been charmed by Isella, including and oxidized copper tray. The plants; the dirt is all that remains
another Fey arachnid that she has pitcher is the only object of value, now. The skeleton was once the
befriended. though very fragile, worth 50 gp if household’s original owner.
carefully packed away; otherwise
the shards of crystal only bring a The Widow House Second Floor
value of 5 gp.
I) Landing: This partially broken
D) Guest Bedroom: This railed landing winds along the
bedroom houses the simple walls of this open area. Characters
furnishings; two low beds, small making a Spot check (DC 15); can
table with three chairs, and a notice portions of the landing are
The Widow House First Floor smoky paned mirror and stand. weakened. These portions cause
The furnishings are all dilapidated only a slight creaking when
A) Entry (EL 6): This room has and tarnished with nothing of value stepped upon, allowing +2 to those
been cleared of all furniture save in the room. making Listen checks; otherwise
for a large, round, reddish molded they are safe to cross.
rug-dominating part of the floor. E) Dining Room: This room is
Janna and Isella stay clear of the dominated by a long marble topped J) Isella’s Bedroom: The door to
rug, a deterrent for snooping table and six plush chairs with gold this room is locked (DC 35). This
thieves. backing. The backing is actually bedroom houses Janna’s daughter,
This rug has been taken over copper with gilding, which has within lies her bed, with
by a scarlet mold. Evidence of its prevented them from tarnishing. nightstand, a small square table,
acidic spores can be seen along the The chairs are quite heavy and two chairs, barren shelves along
walls and doors of this room with a bulky, weighing 20 pounds each, one wall, and a long stone ‘toy’
Spot check (DC 15) to notice the and worth only 15 gp. chest.
acid stains. Treasure: The toy chest is
F) Kitchen: Standing in one anything but; here stuffed in the
Scarlet Mold (CR 6): A patch corner of this room is a crude box is “N’ygma”, a bronze bladed
of this mold bursts forth with a fireplace. Across from it, stands a +1 short sword with gold plated
cloud of acidic spores when small table piled with pottery and hilt and alabaster pommel. The
disturbed. All organic matter copper cookware. A shelf of even sheath had rotted away along time
within 10 feet of the mold when it more utensils and pottery lies upon ago. The weapon was one of
releases its spores, takes 1d6 points the opposite side of the room. Isella’s own previous victims,
Quoth the Raven: Issue 1
stashed here until she could even catch the faint scent of Background
discover its abilities. flowers emitting from them. The Janna never knew her
washtub holds filthy water. The mother, living in the forest with
K) Guest Bedroom: This clay urn is actually a decanter of her siblings until she could assume
bedroom contains two beds, each endless water that only has the her alternate human form. Her
with a chest of drawers, and a table stream function command words, sisters all went their separate ways,
with two chairs. The chest of Ayut for scalding water, Blyz for while Janna came upon the thorp
drawers farthest from the door is cold, etched upon it. of Kretewood and quickly wove
the only thing of interest within the her way into the populace. Her
room; its three drawers contain NPCs marriage to Ammeran, a local
personal items from a previous hunter who had lost his wife not
guest.
Janna the Widow two summers before, secured her a
Tarnished copper comb, bone CR 6; Size M Shapechanger (Red home and the convenience of his
hairpins, set of clothes for both a Widow); HD 6d8+12; hp 45; Init frequent trips away from home. It
man and woman, and a folded +6 (Dex, Improved Initiative); Spd wasn’t long until she ensnared
piece of velum tucked in the back 30 ft.; 30 ft., climb 20 ft. as spider; traveling merchants and lone
of the center drawer beneath all the AC 12 (Dex); 18 (Dex, +6 natural) adventurous types into her
clutter. as spider; Attack +6 melee (1d3+2, embrace, stashing their wealth
The parchment is a crude letter unarmed strike), or +6 melee as away, and always greeting her
or map, which maybe used to spider (1d4+2, bite plus poison); husband when he returned home.
direct your players to another SA web, poison, fluid drain, infest; People began to take notice of
adventure you have planned. SQ alternate form, darkvision 60 Janna’s ‘guests’, and spread
ft.; AL NE; SV Fort +7, Ref +7, rumours of adultery and the oddity
L) Janna’s Bedroom: The door Will +6; Str 14, Dex 15, Con 14, of how the men went missing.
to this room is locked (DC 30). Int 14, Wis 13, Cha 17. Ammeran was outraged at
Along on wall stands a long table Skills: Bluff +14, Climb +10, the accusations when he was told.
with a large mirror. Beside it sits a Diplomacy +12, Hide +6*, Jump He came home early one winter
doublewide bed, across from that +4 (+10*), Listen +3, Move from a trip just to see that they
lies a table and two chairs. Silently +6*, Sense Motive +10, were lies. Janna had known of the
Treasure: The table has some Spot +3 (+11*). Feats: Alertness, rumours, though hadn’t expected
coins or jewelry upon it. Items of Improved Initiative, Skill Focus Ammeran’s barging into the house
value upon the table include some (Bluff). so soon while she was infesting a
brittle parchment texts, green Note: Janna receives a +4 racial hapless halfling minstrel. She
tarnished copper dagger, bronze bonus to Bluff, Diplomacy and simply used his outburst of fear
helmet, brass metallic disks Sense Motive checks. *When in and shock to alert the neighbours.
engraved with scenes of regions spider form, she receives a +6 The townspeople that came to
long ago passed away into history racial bonus to jump checks and a inspect the noise never saw what
(these are ancient decorative +8 racial bonus to Spot checks. In really happened in the house.
plates.) addition, she gains a +8 Bloodied and distraught;
competence bonus to hide and Janna spoke of her husband’s
M) Washroom: The dominant Move Silently checks when using brutal jealousy and how he
feature of this room is a wide brass their webs. restricted her to a life of solitude.
tub. Resting upon the floor before Possessions: Masterwork tailored She told all assembled of her
it is a large clay urn and against a dresses, various breakaway silver suspicions that he murdered all of
nearby wall is a small marble necklaces and bracelets. those men to whom she had so
cabinet, with four folded wool Janna has long flowing bright much as spoken. The current town
blankets resting atop. red hair, and skin that is a bronzed elder took pity on her, and assured
The blankets are preserved due tan. Janna carries herself with her that everything would be better
to a permanent prestiditation spell pose, and add to that her from now on, and bore away the
upon the top of the cabinet. charismatic looks, it is no wonder two bodies to the crematorium.
Anyone touching a blanket notices men are often seen entering her The last of the townsfolk to leave
they are slightly warm, and may home. the house that night whispered the
Quoth the Raven: Issue 1
house must be cursed, and it has Each point of Constitution Janna +4, Handle Animal +5, Hide +11*,
forever become known as the devours sustains her for one day. Jump +4 (+8*), Knowledge
Widow House. Infest (Ex): Red widows are (Games) +7, Listen +9, Move
Current Sketch instinctually compelled to breed Silently +11*, Sense Motive +10,
Janna tries to keep everything about once a year. After seeking Spot +3 (+11*), Use Magic Device
running as it has for her in this out a charismatic male, she +6, Use Rope +5. Feats: Alertness,
small town. She takes no undo paralyzes her mate with her Improved Initiative, Iron Will,
risks, though tends to be ignorant venom, but does not drain his Skill Focus (Bluff).
of her own daughters dealings. blood. Instead, she implants 2d4 Note: Isella receives a +4 racial
She gladly opens up her home eggs into his abdomen and cocoons bonus to Bluff, Diplomacy and
as a place to rest, though knows him in a web in her lair. Unless Sense Motive checks. *When in
better then to use her abilities on removed, the eggs hatch in 1d6 spider form, she receives a +6
such a well armed party, unless of days. Red Widows reach maturity racial bonus to jump checks and a
course they just happen to look (and gain the ability to assume +8 racial bonus to Spot checks. In
weak or unorganized. At her home humanoid form) after one year; addition, she gains a +8
Janna will gladly sell the party treat immature red widows as competence bonus to hide and
members a horse or two if they lost monstrous spiders. Red widow Move Silently checks when using
some in the spider raid, even going young are always red widows, but their webs.
along with the notion that yes she their apparent race in humanoid Possessions: Baggy peasants garb,
is skilled in talking to horses. form is inherited from their father. with little to no adornments, save
Combat Alternate Form (Su): Janna’s for a pouch of newly acquired
While not afraid of running, natural form is that of a medium- wood carved game pieces.
Janna does wish to keep her secret size monstrous spider. As a Isella has her red hair braided,
safe, and is not afraid of fighting to standard action, Janna can assume and often darkens it into a rustic
keep it so. She knows however that a specific humanoid form as if reddish brown. Her rust colored
there will eventually be a time using the polymorph self spell eyes are ever watchful as they stare
when she must flee and move onto (though her gear does not change). out from her freckled face. She
a new town. She does so if ever When slain, she will revert to hides much of herself, emotionally
reduced to 10 hit points or less. spider form. She can use her and physically, but many young
Web (Ex): Janna in spider special attacks only while in spider lads have not taken to that clue and
form can cast webs as effectively form. If grappling, she can shift left her alone.
as Medium-size monstrous spiders from one shape to another while Background
(see Appendix Three in the maintaining a pin. Isella was never meant to
Monster Manuel). If she succeeds Isella have been born, for she was only
at an opposed Strength check with CR 7; Size S Shapechanger (Red narrowly spared the fate of
a creature caught in her web, then Widow) Exp2; HD 6d8+6 plus immolation inside the corpse of her
as a standard action she can pull 2d6+2; hp 41; Init +8 (Dex, father. Fortunately for Isella the
the victim 10 feet closer to herself. Improved Initiative); Spd 20 ft.; 30 halfling’s body never made it to
Poison (Ex): Bite, Fortitude ft., climb 20 ft. as spider; AC 14 the Temple House, nor did
save (DC 15); initial damage 1d6 (Dex); 20 (Dex, +6 natural) as Ammeran’s, nor did those who
temporary Strength, secondary spider; Attack +5 melee (1d3, carried either cadaver.
damage 2d6 temporary Strength. unarmed strike), or +5 melee as The red widow was rescued
Fluid Drain (Ex): Janna in spider (1d4, bite plus poison); SA by a mysterious entity that
spider form can drain blood and web, poison, fluid drain; SQ introduced itself as her
bodily fluids from a living victim alternate form, arachnid “benefactor”. The creature spoke
with its fangs by making a companions, darkvision 60 ft.; AL to mind of the infant arachnid and
successful grapple check. If she NE; SV Fort +6, Ref +8, Will +11; instructed her to destroy her
pins her foe, she can drain its Str 10, Dex 17, Con 13, Int 14, emerging siblings. It was simple
fluids, inflicting 1d4 points of Wis 12, Cha 16. enough for the young shape
temporary Constitution damage Skills: Alchemy +4, Appraise +7, changer to destroy the tiny
each round the pin is maintained. Bluff +14, Climb +10, Diplomacy creatures. As each sister escaped
+12, Disguise +7, Escape Artist from the halfling’s corpse they
Quoth the Raven: Issue 1
were crushed and buried beneath master player, slowly destroying friends. Despite the outcome,
the snow until the next sister came her enemy’s game pieces and Janna won’t make it to another
forth. building her strength for the final town, and Isella’s plots continue to
The benefactor told Isella of strike. run their course by her shadowy
her mother and how the woman let Current Sketch benefactor. The party may not
the humans carry her off to die in a Isella has many plans for the have yet faced the true evil.
funeral pyre. It was a long year of future, slowly working on each Should Isella be successful in
anger as story after story was while constantly deriving others. having her mother killed by the
spoken of Janna. The benefactor What isn’t known however is who party, she then tries to play upon
taught Isella to observed her also aids her in those goals. She is the sympathy of the townspeople,
mother’s habits, to learn her watched and aided by some eventually being adopted by one of
weaknesses. When the red widow mysterious being with a deep the families and slowly corrupting
could assume her alternate form, connection to the mists of the land. them to her whims. The Thorp of
she was told to stay away from the Combat Kretewood shall know a dark time,
town and avoid the revenge she so Isella avoids combat whenever and while the PCs may think they
badly desired. The benefactor she can; using her ability to did Isella a good service, might
spoke the words directly into her befriend the spiders of the forest at come to realize, they are nothing
mind, so as to burn them forever all times when facing danger. She but pawns in her game.
into her memory. claims as her main defense to be Magic Items
“Your mother shall give birth the adopted daughter of Janna. N’ygma
to another brood; I shall show you Even going so far as to show her This short sword appears as a
how to weave your way into her true halfling heritage, and saying bronze bladed sword with gold
care when it comes to be. But for she suspected her mother was plated hilt and alabaster pommel.
now, you must know the powers of ‘demon cursed’ and forced her to The sword is just as its name
your mind to better your chances disguise her looks to that of means in draconic, a mystery.
in this world.” Janna’s own, ala red hair. Powers: This sword acts in all
With that, the red widow See Janna above for ways as a +1 sword, though seems
spent another year learning to description of all abilities except as to possess more, as a slight tingle
manipulate to world around her noted below: is felt when the weapon is held.
around her, insuring that when the Isella disguises herself as a This tingle is from the mild
time came to meet her mother, child, though in all respects she has magical effect bestowed by the
Isella would have her revenge. the natural form of a halfling. Her blade. Any blind individual who
Janna’s next brood came, and each spider form is that of a Small holds this blade gains the ability to
was slaughtered in the barn before Monstrous Spider, and also cannot see once more, though only in
they had a chance to emerge. infest others, an ability she is quite black and white and only for so
When Janna came to check on her fond of being without. long as the sword is kept on the
young, she saw only one daughter. Arachnid Companions (Su): character’s person. Crafted by
Isella dropped from a web, quite Isella can charm arachnids like the Eldgrim; a wizard that had his eyes
pleased with the bewildered spell animal friendship, though removed by a rival, it allowed him
expression on her mother’s face. only those with no intelligence. to read his spell books, and
It would only be one more Conclusion continue his studies in the art of
year, Isella thought, enough time to If the PCs are successful in magic.
learn Janna’s weaknesses, to lure thwarting Isella and her mother, Caster Level: 5th; Weight: 3 lb.
her into false security. Since that forcing both to reveal their true Creation of this weapon requires
moment she has done nothing forms, and either killing or driving Craft Magic Arms and Armor,
more aggressive than destroying them off, then Kretewood shall darkvision, and the crafter must
the broods of her mother. She is a always call the adventurers as have the Blight-Fighting feat.
Quoth the Raven: Issue 1

Heinrich’s Curiosities
Arcane Items for the Modern Gentleman
The shop was filled with the enough to say that his scorned wife deal 1D4 points of damage and
smoky scent of tobacco and the air had cursed him? That for some threatens a critical range of 20.
was uncomfortably warm. The insane reason the curse had come The cane strikes creatures as a +1
only light came from an iron true? Why was she compelled to weapon, though it cannot confer an
candelabra sitting upon the humiliate him by giving away the enhancement bonus to hit and
shopkeeper counter. The details? damage rolls. The cane has a
gentleman negotiated his way “Calm yourself,” said the hardness of 5 and can stand 25
through the aisle between crowded ancient shopkeeper, “I have many points of damage before being
shelves. The simple shopkeeper things to help gentlemen in broken.
was hunched over his counter, situations not unlike your own.” Caster level 6th level Prerequisites:
staring into a dusty book. As the Craft wondrous item, craft: ivory
customer approached he lifted his Cane of Vitality work 5 ranks, Bull’s Strength,
head revealing the thick spectacles This gentleman’s walking Endurance, Magic Weapon.
that sat precariously upon his stick is made of a single piece of
nose. Every inch of the old man ivory, polished down to a perfectly Hypnotic Watch
was wrinkled; his body was smooth texture. The cane is Portable timepieces are rare
speckled in spots. From his composed of a perfectly strait shaft and expensive yet they are one of
modest garb it was clear that he and a decorated handle. These the most prestigious items a
was Borcan. He was by no means handles are always carved into the gentleman can own. The hypnotic
out of place in Dementlieu, since shapes of exotic animals. watch is an enchanted timepiece
the harsh taxes of that land forced Common themes are a cobra, an that allows the owner to mesmerize
small businesses to emigrate. elephant or a pouncing lion. This other individuals in a fraction of
“Vat do you vant?” Said the cane is a precious commodity to the regular time. The original
old man, blowing smoke from his aged scholars of the arcane. hypnotic watch was a tool used by
lips. His thick accent confirmed Possession of such a cane can help a spell-casting alienist. The watch
his heritage. An aged ivory pipe men recapture the energy of youth was mostly an investigative tool; it
was firmly held in his mouth, and live lives much more active was used to put witnesses into a
puffing a bluish smoke into the air. than the ravages of time would trance so that they could be
“Madame DeMaer sent me,” have allowed. The owner of the interrogated without leaving them
he said, “She said you could help cane is infused with the primal aware that they had been
me with a problem.” With the energy stored within the cane. The questioned.
mention of the lady DeMaer the true owner of the cane becomes The hypnotic watch is a
old man started to chortle. He energetic and virile. The physical masterwork timepiece. The watch
pointed his finger at the gentleman effects of age are alleviated from is encased in gold and is protected
before he could contain himself. the owner so long as he possesses by a thick glass lens. The face of
“So you are the gentleman the cane. Owners who have been the watch is made of polished
friend,” he laughed in his hobbled by old wounds are freed silver and the hands are made of
breathless chuckle, “The one who of their injuries and weak bones black iron. The watch has no
cannot….” become strong once more. To gain winding knob, for it is in perpetual
“Now see here,” he blurted the effects of ownership, the owner motion. The only adornment on
out. An expression of shock and must take a short walk with the the watch is a long gold chain.
humiliation exploded on the cane in hand every mourning. Activating the watch requires the
customer’s face. His cheeks were Owners usually explain this daily owner to hold out the watch by the
already horribly red. He couldn’t habit as the secret of their health. chain and gently rock it back and
believe that Lady DeMaer told a The cane is a solid piece of forth like a pendulum. This
simple shopkeeper such workmanship. It can be uses as a activation requires a full round
scandalous secrets. Was it not medium sized weapon that can action and provokes an attack of
Quoth the Raven: Issue 1
th
opportunity. Anyone who can see Caster level 8 level Prerequisites: night at midnight the whipping boy
the watch must make a will save Craft wondrous item, craft: begins to emit the sound of quiet
against an opposed hypnotism glasswork 5 ranks, craft: goldsmith weeping. No matter where the
check by the owner of the watch. 5 ranks, Modify Memory owner is, he or she can perceive
Should the will save fail the target the pitiful weeping. This weeping
becomes entranced. While in a Whipping Boy lasts for one hour, and during this
trance a victim cannot move, When a noble child is caught hour the owner suffers the
attack or defend himself. The in the wrong, his caretakers find symptoms of the horror effect
owner of the watch may then make difficulty in punishing him. Rather depression. The only way to end
hypnosis checks to extract than strike a child of noble blood, this effect is to either perform the
information from the target. There disciplinarians punish the action required to remove the curse
is no limit to the number of victims playmates of the noble child, or destroying the statue.
that can be entranced in this vicariously punishing the offended. The whipping boy cannot
manner. However, victims Thus this procedure protects remove curses that have already
entranced by the watch will spoiled children from pain. But been inflicted upon the owner, nor
automatically awaken after ten what happens when such a can it store the effects of a failed
minutes. nobleman grows to manhood and powers check. Self-induced curses
Caster level 6th level Prerequisites: has not yet learned to behave? The can be stored within the whipping
Craft wondrous item, craft: whipping boy statue protects the boy. Curses that have no built in
clockwork 8 ranks, hypnotism 5 owner form the effects of curses by method of atonement or that were
ranks, Hypnotism drawing the curse upon itself. unjustly bestowed are not
Much like the living equivalent, bestowed upon the owner should
Spectacles of the whipping boy suffers in the the whipping boy be destroyed.
The magic of the statue is strong
Anonymity place of its owner.
enough to sweep away such unjust
There are few things as The whipping boy is a small
statute, roughly twelve inches and unforgiving curses. Creatures
recognizable about a gentleman that are somehow immune to the
than a pair of spectacles. The high. The statue is made of
smooth gray stone, depicting a effects of depression cannot be
owner of these particular glasses, considered the owner of a
however, need never be child with his head bowed into
folded arms. The statue looks whipping boy. Should a whipping
recognized. The spectacles of boy be stolen from an owner while
anonymity were designed to allow fragile, but it is surprisingly
resistant to blows. The whipping it is storing a curse the statue is
the wearer’s identity to be kept immediately destroyed. The stored
completely secret. The spectacles boy is nearly indestructible. The
effects of the whipping boy are not curses then befall the thief of the
generate an aura surrounding the statue. Should an owner die, the
wearer. Anyone who spots the immediately noticeable. The item
protects the owner from the effects curses stored in the statue are
wearer of the spectacles must make dissipated and the statue awaits a
a will save against a DC of 15. If of curses. When the true owner of
the statue is cursed by the rules for new individual to claim it.
the save fails then the subject will Caster level 8th level Prerequisites:
completely forget any detail cursing, the curse is immediately
lifted. Craft wondrous item, craft:
surrounding the appearance or sculpture, nondetection
identity of the wearer of these The curse is temporarily
spectacles. The effects of transferred to the statue. Should
anonymity are so thorough that the statue be harmed in anyway, it
victims of the aura cannot even immediately crumbles to dust and
recall whether or not the wearer is blown to the far corners of the
was wearing spectacles. world. Once gone, any curses
The spectacles of anonymity stored in the statue fall upon the
are made of golden frames former owner of the whipping boy.
supporting two smoked lenses. A whipping boy statue can bear
These lenses work both as reading any number of curses. As soon as
spectacles and far seeing it suffers from a single curse a
spectacles for myopic wearers. minor transformation occurs. Each
Quoth the Raven: Issue 1

Whispers in the Darkness


Magic and Madness
“Historical Catalogue Item great in power he was careless everything the victim hears sounds
578 B; Book.” The innocent label with his own security, the assassins totally unreasonable and even
was belied the malignance of the dispatched by the Fraternity easily insulting. With a single
item. Professor Farnsworth circumvented the guards. Ormolus application of this spell a caster
regarded the weathered tome with was buried in an unmarked grave can break the most tightly knit
wary eyes. As curator to the somewhere near his lab, his spell groups and sow discontent
museum he was privilege to book was taken to the Museum and amongst his enemies.
knowledge that could not be just recently it was laid on This is an extreme variation
entrusted to the public, knowledge Farnsworth’s desk. on the charm spell. Anything that
such as the true origins of the book “Subject: Fiction, fantasy.” anyone else says to the target
that now lay upon his desk. The That brought a smile to the sounds like either a lie, pure
scholar frowned sadly as he began curators face. There were only a nonsense and even a little obscene.
to write the rest of the record for few people in all of Dementlieu Naturally, the target of this spell is
the book. “Author: Unknown.” It who wouldn’t regard such a spell very resistant to any suggestion.
was a downright lie. He knew very book as pure fantasy. It was all for Persuading a target to take any
well who wrote it. Ormolus the best really, since the secrets in action requires a diplomacy check
Declare, a vile enchanter and Ormolus’ book were far too against a DC 10 plus the spell
scholar of black magic wrote the dangerous to let out of the hands of casters level. While it might seem
book. It was none other than his the Fraternity. The professor like an easy solution, asking the
book of spells, the repository of all signed his name on the index card. opposite of what is wanted from a
his arcane knowledge. And what He called for a servant, who took victim of this spell does not
vile knowledge that was, thought the book and brought it to the guarantee compliance. To trick a
the professor. museum’s steadily growing target of this spell into doing what
Ormolus had turned his collection of fantasy literature. is wanted a bluff check against a
intellect to the study of the mind, DC of 10 plus the spell caster
more specifically the study of Contrariness level.
insane minds. For more than five Enchantment When the spell duration
years the enchanter had delved into Level: Sor/Wiz 1 ends, the contrariness effect ends.
the secrets of madness. In that Components: V, S The target does not change his or
time he had mastered the ability to Casting Time: 1 action her opinion about the former
unravel the delicate weave that Range: Medium (100 ft. + 10 requests, though he or she is no
bound the fabric of the human ft./level) longer unreasonable.
brain. From that point it took him Target: One living creature
only a little time to expand his D u r a t i o n : One hour plus 10 Delusions
power. The wizard used his spells minutes/level Enchantment
to sunder the minds of his enemies Saving Throw: Will negates Level: Sor/Wiz 4
and rebuild them again as slaves. Spell Resistance: Yes Components: V, S
With a growing army of madmen Mind control is a subtle art Casting Time: 1 action
at his command, he has turned his not a bludgeoning tool. Spell Range: Medium (100 ft. + 10
eyes towards conquest. casters can spread discontent and ft./level)
“Donor: Anonymous confusion amongst their enemies Target: One living creature
collectors.” It was another lie. without resorting to mental Duration: One hour/level
The curator knew the donor of the domination. This spell allows an Saving Throw: Will negates
book quite well. The mad wizard enchanter to temporarily warp the Spell Resistance: Yes
had made a critical mistake; he mind of a victim. The effects of With the successful casting
drew the attention of the Fraternity this manipulation are that of this spell the victim becomes
of Shadows. Though Ormolus was
Quoth the Raven: Issue 1
delusional as though he or she cause the victim to suffer from the clandestine plot against him. Any
suffered the madness effect of the symptoms of the madness effect of action that would require the
same name. The victim suffers the same name. character to trust his life, his health
none of the ability loss from At the time of the casting the or his equipment to another person
madness and completely recovers spell caster chooses a trigger. This requires a successful wisdom
at the end of the spell’s duration. trigger can be a word in a language check against a DC equal to 10
The victim can still suffer from the target understands, a specific plus the spell caster level. On a
horror checks incurred by sound, a smell, an image or the successful check the character
committing actions that should be presence of a person. The caster grudgingly trusts his good sense
impossible in the context of the chooses a type of audio and visual and follows through. On a failed
delusion. At the time of the hallucinations. This can be check the character either flatly
casting the caster determines what something small such as the refuses or pretends to go along
kind of delusion the victim suffers buzzing of bees or be something with the plan and then escapes at
from. The caster cannot make the more obvious such as a horde of the earliest opportunity.
target believe that something ghosts rising from the floor. Once For the duration of the spell a
different happened in the past; chosen, this hallucination cannot victim is no longer subject to
instead the target ignores the be changed. The hallucination charm spells, though he or she is
obvious contradictions between itself does not last longer than half still subject to suggestions or
past memories and the delusional an hour at the longest, though it domination. The victim recovers
identity. In truth, the caster can can end on its own sooner. from the madness at the end of the
only make the target believe that Menacing hallucinations can spell. Should the victim come
he or she is a different person or provoke fear or even horror upon evidence that others are
creature. If the caster picks a more checks. Hallucinations that are conspiring against him, while
probable delusion, the target especially plausible can impose a under the effects of this spell, he
suffers a –2 penalty to the will save –2 penalty to the targets save to must make a horror check. This
to resist. At the end of the spell disbelieve during the actual check is made against a DC of 12
the victim is unaware of his or her hallucination. plus the victim’s wisdom modifier.
past state. He or she remembers Horror effects incurred in this
the actions committed, but cannot Paranoia manner remain with the character
understand why he or she thought Enchantment until the character recovers
that such acts were appropriate. Level: Sor/Wiz 2 naturally.
Components: V, S
Hallucinations Casting Time: 1 action Phobia
Enchantment Range: Medium (100 ft. + 10 Enchantment
Level: Sor/Wiz 5 ft./level) Level: Sor/Wiz 3
Components: V, S Target: One living creature Components: V, S
Casting Time: 1 action D u r a t i o n : One day plus 1 Casting Time: 1 action
Range: Medium (100 ft. + 10 hour/level Range: Medium (100 ft. + 10
ft./level) Saving Throw: Will negates ft./level)
Target: One living creature Spell Resistance: Yes Target: One living creature
Duration: One hour/level Trust is earned but paranoia Duration: One hour plus ten
Saving Throw: Will negates is the gift one gives himself. With minutes/level
Spell Resistance: Yes this spell a spell caster cans sew Saving Throw: Will negates
Perception never reaches the mistrust into the minds of his Spell Resistance: Yes
conscious mind without passing victims. When this spell is cast the Fear is a powerful force; it
through the gauntlet of the victim begins to suffer the drives men to violence, keeps them
subconscious. An experienced symptoms of the paranoia madness cowed before dictators and allows
spell caster can manipulate the effect. The character cannot trust a clever spell caster to manipulate
mind of a victim and implant other individuals, no matter how them. With the casting of this
hallucinations within the brain. close their relationship. The spell the caster chooses a phobia
Once set these hallucinations wait victim becomes convinced that for the character. This can be any
for a trigger, after which they everyone around him is part of a person, place, thing or a given
Quoth the Raven: Issue 1
situation. Common phobias are this trigger he or she loses
fear of certain animals, heights, or consciousness. While in this
crowds. For the duration of the unconscious state the character’s
spell the victim is deathly afraid of body is controlled by the spell.
the object of the phobia. If he or The character goes completely
she is ever confronted with the berserk, shrieking and shouting
object of the phobia he or she must like a man possessed. The target
make a fear check against a DC of uses any melee weapon and
10 plus the caster level. If the throwing weapon available to
victim is ever forcefully attacked attempt to destroy, kill and maul
by the object of the phobia he or everything he or she can see. The
she must make a horror save berserker gains a temporary bonus
against a DC of 10 plus the caster of +4 to both strength and
level. constitution scores, but cannot use
The phobia ends at the end of any skill or feat. The rage lasts for
the spell duration but fear effects a number of minutes equal to his
and horror effects incurred by constitution score, or until he or
failed saves remain in effect until she is subdued.
the target recovers naturally. At the end of the rage the
character regains consciousness.
Programmed Rage He or she cannot recall anything
Enchantment that happened since entering the
Level: Sor/Wiz 3 rage. The character is fatigued for
Components: V, S as many rounds as the character
Casting Time: 1 action spent in the rage. Once the rage is
Range: Medium (100 ft. + 10 over the spell is spent. The
ft./level) character will not go berserk again
Target: One living creature unless there is another application
D u r a t i o n : One day plus one of this spell.
hour/level While in a rage the berserker
Saving Throw: Will negates prioritizes living beings as targets.
Spell Resistance: Yes The enraged assassins prefer to
There is nothing as attack the most intimidating target,
dangerous as the unexpected and descending down the ranks to the
no assassin more lethal than a weakest looking victim.
trusted friend. This spell allows a Berserkers cannot be programmed
caster to implant a dangerous seed to attack a specific person; they
of madness within a target. The can only be programmed to go
seed lies dormant within the berserk in the presence of that
victims mind until the target senses person. For the spell caster, this is
a programmed stimulus. At that at best a crapshoot.
time the seed explodes, filling the
victims brain with animalistic
furry. The target becomes a wild
berserker, attacking anything
within reach.
With the casting of this spell
the caster designates a trigger for
the rage. This trigger can be a
specific person, a type of creature
an object, or a particular location.
When the target is confronted with
Quoth the Raven: Issue 1

Extraordinary Expertise
Vincintiari’s Instruments
By Scott C. Bourgeois
black_marauder@hotmail.com

Nicholai Vincintiari was craft was obvious, and through the They cost a great deal more then
widely regarded throughout the years he began refining his usual, usually up to two or three
core as the greatest crafter of techniques and expanding into times the normal cost. Then there
musical instruments in the entire more and more families of are the originals. The Vincintiari
world. His recent death was instruments. By the age of thirty, originals are all unique musical
mourned by many of the domains’ Nicholai Vincintiari had surpassed instruments of a quality that
greatest bards and minstrels, as no the level of mastery of every other surpasses that of any other. No two
man had ever loved his craft as he craftsman of musical instruments sounds the same, but all create
had, and it was that passion that in Kartakass and the surrounding music so beautiful that none can
gave life to some of the most domains. His instruments were deny the skill of the craftsman who
beautiful and haunting melodies fetching huge prices, and bards hand built them. When Vincintiari
ever heard by mortal ears. from across the core were lived, originals needed to be
scrambling for the privilege of custom ordered through him, and
Life of a Master playing one. Many of the names would cost vast sums of money, up
Vincintiari was born, associated with Vincintiari are to ten times the normal cost of the
unsurprisingly, in Kartakass. He musicians of great renown instrument. This cost went into the
grew up the son of a carpenter throughout the Core. They include materials and time needed to craft
living in Harmonia, and every year such names as Andres Duvall and the instrument, and few who could
his father would take him to the Harkon Lucas, who is said to keep afford it would complain.
Meistersinger’s competition. There a Vincintiari original harp under Nowadays an original is
he bore witness to some of the glass in his home. priceless, as Vincintiari was the
premier bards of his day, singing Through it all, Nicholai only man who could create them. It
for the honor of guiding the people remained a relatively simple man. is said that there are supposedly
of Harmonia for another year. He married young to lovely girl forty in existence; including at
From a very young age Nicholai from Harmonia and the two of least ten violins, six lutes, three
was interested in music, however it them lived in a fairly simple home cellos, three clarinets, two flutes,
quickly became apparent that he with their four children. Vincintiari two harps, an oboe, a lyre, a
himself was not a naturally was a loving husband and father, harpsichord, and a pipe organ.
talented musician by any means. despite his time spent in the Their color (Vincintiari preferred
This did not deter the boy, workshop, and lived to ripe old to create white instruments), and
however, and he decided to focus age. Nicholai passed away at the their markings can identify all
his carpentry skills into trying to age of sixty-three, while away in originals as such. Forgeries are
make musical instruments. After Nova Vaasa completing quickly revealed, either by
all, if he could not make music construction on a pipe organ with incorrect markings or by the sound
himself, he would help others to do his two sons for the church of the they make after a prolonged period
so. It was here that he found his Lawgiver. Though he didn’t live to of time. The benefits of owning a
calling. see the completed organ, it is Vincintiari original are notable.
At ten years old, Vincintiari considered the last Vincintiari They are far superior to even a
crafted his first instrument, a original. masterwork quality instrument,
simple wooden violin of granting an astounding +4
impressive quality. His father was The Instruments masterwork bonus to any skill
proud, and it managed to fetch a All of the instruments check required to play one.
fine price at the market, so crafted by Vincintiari are Moreover, they are very durable
Nicholai continued to craft them. considered of masterwork quality, and hold their sound for nearly
His natural talent and love of the with all of the benefits that entails. three times longer then a
Quoth the Raven: Issue 1
conventional instrument of the Vincintiari Originals Fascinate ability may maintain its
same type before needing to be There are nearly forty effect for 2 rounds per level, rather
tuned. The originals also are of originals in all, but several of them then the usual one.
such fine quality as to have special are particularly well known. Here However, the ghost of Laszlo
properties to their music, though are the tales of only a few of Taskar haunts the Lyre. Laszlo
what these properties are is up to a them… himself is a second magnitude
creative dungeon master. Finally, ghost who can only manifest at
they are also a mark of real The Lyre of Laszlo Taskar night, and only communicate
prestige amongst the bards of the Laszlo Taskar was the son through his music. He plays a
Core, and any bard playing or of a Harmonian laborer who was ghostly version of his Lyre as he
carrying one in the company of his born with an amazing musical manifests, but the actual Lyre itself
or her peers is going to turn heads. aptitude. His father was proud of plays in concert with him. Laszlo
However, items created him, and also happened to be a is seeking out his killer, and
with such passion come with a friend of Nicholai Vincintiari. anyone willing to help Laszlo will
small price. No matter how pure a When Vincintiari saw the boy’s find his spirit willing to allow him
soul Nicholai Vincintiari might skill, he offered to make him a or her to utilize the bonuses of the
have been, his passion for music is Lyre for free. Laszlo’s father was Lyre. Any evil being attempting to
a part of every original he made. thrilled, and gifted it to Laszlo on play the instrument will find his
They are therefore far more his fourteenth birthday, shortly ghost less receptive.
susceptible to evil. Any curse before his own death. Laszlo grew Evil beings playing the
check made against the owner of a to be an excellent minstrel, Lyre without first dealing with
Vincintiari original (or the eventually settling in Pont-a- Laszlo’s spirit will have their
instrument itself) receives a +4 Museau, where he became fingers pricked (1 hp per round of
passion bonus to the roll. Tragedy something of a local celebrity. He playing) by the strings, and will
also has a tendency to follow such became such a known figure in automatically fail their
items wherever they go, but that is fact, that it was a shock to the Performance (Lyre) check
a tale best left for another to tell. entire populace when he regardless of their roll as the Lyre
committed suicide after a concert. plays discordant music.
Vincintiari and Sons Though many suspected
Vincintiari and Sons is that his friend, Pierre DeLacroix, The Nightingale’s Flute
located on a quaint, out-of-the-way or his lover Beatrice LeFils, might There once was a musician
street in Harmonia. Vincintiari’s have had some part in his death, from Chateaufaux who was known
two sons Markus and Petros the case was quickly dropped due only as Nightingale. It is said that a
(Human Males Exp10) run it, both to lack of evidence. Laszlo’s celebrated local flutist who was
in their early thirties. Both men are possessions were auctioned off and awed by her talent for the
friendly and outgoing, and well each fetched a high price, but the instrument had instructed her, and
versed in the craft of constructing highest price of all was paid for the that he gave her the very flute he
musical instruments. They are both Vincintiari original. Pierre had commissioned for himself. She
masters of the art, but are not yet DeLacroix purchased it, but he took her name from the only
able to muster the skill to create a sold it a week later to a local music decoration on it, a single
musical instrument that surpasses shop for a single gold piece, no Nightingale. Nightingale had a
masterwork quality. Their explanation given. Since then it tumultuous career, involving a
instruments are still of excellent has sat in the window of the music number of romantic scandals.
quality, cost around twice normal shop, a collector’s piece… but Somehow, however, she came
market value, and are all some say the angry spirit of a great through it all with her reputation
masterwork. They do have three bard haunts it. and her skills intact, and near the
originals on display, two violins The Lyre itself is beyond end of her career she was the most
and a flute, but they are not for comparison in quality. It grants a popular musician in Dementlieu.
sale. +4 masterwork bonus to the Her disappearance remains
Performance (Lyre) skill of anyone shrouded in mystery, and there are
playing it. Also, any bard playing many rumours as to what may
the Lyre in conjunction with their have happened to her. Some say
Quoth the Raven: Issue 1
she left with one of her many masterwork bonus to the
lovers, but others suggest much The Pipes of Law Performance (Pipe Organ) skill of
darker theories. The Flute itself Considered the last of the anyone playing them. The
was found in her dressing room, Vincintiari originals, the Pipes of Lawgiver has blesses the Pipes,
and put on permanent display at Law are a truly awesome sight to and their melody strikes a non-
the University of Dementlieu. The behold. It was commissioned by magical Fear (will save, DC 30)
Flute itself was fairly simple, but the Aerkebiskop Grecko Vistin of into the hearts of any non-lawful
of the highest quality. It was said Nova Vaasa at considerable cost beings who hear them. Finally, any
to have an uplifting quality to it, and took two years to construct cleric of the Lawgiver who plays
and made music like those of from scratch. Nicholai, his two the Pipes and makes a successful
songbirds. Indeed, small songbirds sons Markus and Petros, several of Performance (Pipe Organ) check at
tended to gather wherever the Lawgiver’s clerics, and a DC 30 may create a M a s s
Nightingale played. legion of apprentices who worked Suggestion spell-like effect as a
The Flute is of fantastic diligently for months to create cleric one level higher then
quality and tone. It grants a +4 what is considered a true wonder themselves.
masterwork bonus to the of the church. There are some darker
Performance (Flute) skill of The Pipes of Law are a aspects to the Pipes. Any person
anyone playing it. Also, any bard massive pipe organ, set into the who hears their melody must make
playing the flute acts as though north wall of what was once a a will save, DC 25, or have their
affected by a paladin’s Aura of fairly minor church in a town near alignment shift one step towards
Courage. Though it is not a Arbora. In the past year since their lawful. This shift in alignment only
magical effect, nearby songbirds completion, this church has seen a lasts for twenty-four hours, or until
are attracted to the sound of the major influx of pilgrims, most of the Pipes is heard again. The Pipes
Flute. them faithful of the Lawgiver, of Law are not to be trifled with.
The Flute comes with its flocking to see the Pipes and hear Any non-lawful being whom
own unique drawback however. their legendary melody. attempts to play the Pipes will find
The Flute randomly affects people The Pipes create a haunting themselves instantly struck deaf by
listening to it with a Charm Person sound with their melody, so deep, the first sound the Pipes create by
spell-like effect (will save, DC 20), full and resonating that some say it their hand. This deafness is not
making them amorous towards the is like hearing the voice of the permanent, and wears off after
performer. Indeed, someone Lawgiver himself. only a day or two.
playing the Flute might find The Pipes of Law are
themselves suddenly very popular possibly the finest crafted pipe
with the opposite sex. organ in the Core. They grant a +4
Quoth the Raven: Issue 1

Sword, Fist and Mist


Prestige Classes of Sword and Fist in the Dread Realms
By Mark "Mortavius" Graydon
mortavius@shaw.ca

Cavalier Devoted Defender unprepared for her. Following the


The Cavaliers are the most Due to the broadness of Nocturnal coasts, they are most
common in the domains of Hazlan, their focus, Devoted Defenders can commonly found in Dementlieu,
Nova Vassa, Pharazia, and be found almost anywhere in the Kartakass, the islands of the Sea of
Sithicus. In Nova Vassa the Dread Realms. They are most Sorrows, and Souragne.
Cavaliers are the corrupt enforcers common in the domain of Alterations: The Duelists special
of Prince Othmar’s illegal rule. Richemulot but they have also attack options functions only with
These horsemen ride the fastest been begun to appear in Barovia, a one-handed piercing melee
horses in the Core and bear the Borca, G’Henna, Har’Akir, weapon. Thus, a pistol could not
finest armor forged. In Hazlan the Invidia, Lamordia, Nidala, Odiare, be used in this attack option.
Cavaliers are often Mulan who Paridon, Pharazia, and Tepest.
have become bored with a The Devoted Defenders of Fist of the Lawgiver
decadent lifestyle and decided to Richemulot are unique amongst (aka Fist of Hextor)
pursue a life of excitement and the defenders of the Demiplane. Almost all Fists of the
adventure. Occasionally the Not only are the Defenders Lawgiver are found in the domains
Mulans accept Rashemi warriors protectors of the body, but they of Nova Vassa and Tepest. In
of renown, strength and favor. also protect their charges from the Nova Vassa they are some of the
Hazlani Cavaliers are distinguished vicious slander that might be temple’s most favored servants. In
from other horsemen by their released by other nobles against Tepest, they are some of the most
tendency to possess minor magical them. These Defenders are as powerful guards of the Lawgiver’s
items or even arcane spell casting skilled at the art of bluffing as they temples, and must regularly push
abilities. Pharazian Cavaliers do are with a sword. back the Inquisitors of the Fey.
not fit the mold of the traditional Otherwise, they can be found on
Cavaliers, but Cavaliers they are. Drunken Master the shores and islands of the
These warriors are always Drunken Masters are very Nocturnal Sea or in Hazlan.
equipped with banded mail as it is rare in the Demiplane. Of all
the heaviest form of armor they
can wear in the hot desert sun.
domains they are most likely to be Ghostwalker
found in Borca, Sithicus, Vechor, Ghostwalkers commonly
Pharazian Cavaliers are usually Verbrek, and the islands of the Sea
much more religious than other originate from Falkovnia,
of Sorrows and the Nocturnal Sea. G’Henna, or Tepest. In Falkovnia,
Cavaliers, they are enforcing Drunken Rage (Ex): When the
Diamabel’s holy edicts with their many Ghostwalkers were former
Drunken Master enters the guards in the military. These
righteous acts in his service. Clad Drunken Rage, he gets a +4 bonus
in shining elf-mail Sithican characters are disillusioned with
to Fear, Horror, and Madness military service, so they take up
Cavaliers are indeed an awe- checks, just like a normal
inspiring sight. Instead of horses, the life of the wanderer. In
Barbarian does when he or she G’Henna, the Ghostwalkers are
these elves ride upon giant stag enters a rage.
beetles, combing through their usually painfully thin and many are
rough forests with a much greater fervently believe in Zhakata even
ease than a horse could ever do.
Duelist though they have taken up the life
Cavaliers can also be found in The Duelist is most of the outcast. Tepestani
Falkovnia, Richemulot, and commonly found on the shores or Ghostwalkers are lone warriors,
Rokushima Taiyoo. islands of the Nocturnal Sea. often out to destroy the Fey
These maritime Duelists are sailors wherever they can find them.
of great skill, for the Sea is harsh Ghostwalkers may also be found in
mistress to those who are
Quoth the Raven: Issue 1
Lamordia, Nova Vassa, Vechor, Dread Realms there is not much from Barovia, Borca, Hazlan,
and Vorostokov. change from the prestige class as Lamordia, Mordent, The Nocturnal
Etherealness (Sp): The presented. Sea, Nova Vassa, Rokushima
Etherealness ability of the Taiyoo, The Sea of Sorrows,
Ghostwalker suffers the same Knight Protector (aka Souragne, Tepest, and Vorostokov.
changes as the Ethereal Jaunt spell
Knight Protector of
in the Ravenloft 3E Rulebook.
the Great Kingdom) Master of Chains
Shadow Walk (Sp): The Shadow These sinister characters
Walk ability is similarly restricted The Knight Protectors are are rare in the demiplane. They
as the spell of the same name, people who have devoted their may be found in a scattering of
detailed again in the Ravenloft 3E very lives to an ancient code of domains but they are no more
Rulebook. knightly honor and chivalry. The likely to appear in any one place
difference between these Knights over another. They may be found
Gladiator and Paladins is that the code comes in Borca, Falkovnia, G’Henna,
The Gladiator is a first for the Knights. Goodness Invidia, Kartakass, Nidala, The
dichotomy of sorts. On the one remains secondary to their oath. Nocturnal Sea, Nova Vassa,
hand the requirements to pursue Knight Protectors are most Pharazia, Richemulot, Rokushima
the calling are not hard to reach, common in Nova Vassa and Taiyoo, Sithicus, Sri Raji, Tepest,
and indeed many domains possess Pharazia. In Nova Vassa some of and Vechor. Sailors tell stories of
the resources to produce the Knight Protectors are in the a ship on the Nocturnal Sea named
Gladiators. On the other hand, service of Sir Tristen Hiregaard, the Chained Captain, a mighty
Gladiatorial arenas are far and few for his house is one of the five vessel that sports iron chains where
between in the Dread Realms. noble families and remains a rigging should have been. The
There is at least one in Falkovnia, staunch supporter of the old accursed ship is said to emanate
though whether it is still in use is Knightly code. In Pharazia the the unearthly sound of clanking
in question. Rumors persist of a Knight Protectors have twisted the over the waves, and those who
land far into the Mists, a desert code slightly to include encounter it are rarely heard from
realm populated by a savage folk Diamabel’s influence and reign, again.
who fight in gladiatorial arenas on and so they have become the
servants of that angelic being.
a daily basis. So far such tales are
Knight Protectors may also be Master Samurai
little more than the conjecture of As with many horse-related
drunks spoken only in whispers found in Dementlieu, Har’Akir,
Hazlan, Richemulot, Rokushima prestige classes, Master Samurai
deep into the night. The domains are found mostly in Nova Vassa in
that are most likely to spawn a Taiyoo, and Sri Raji.
the Core and in Rokushima Taiyoo
Gladiator are Borca, Darkon, where the class originated. The
Dementlieu, Falkovnia, Invidia, Lasher appearance of the Master Samurai
Kartakass, Nidala, Nova Vassa, The way of the Lasher is a in the Core dates back to a
Rokushima Taiyoo, Sanguinia, rare calling. The requirements of a disgraced Ronin who left
Vechor and Vorostokov. lasher are common skills for the Rokushima Taiyoo and through his
denizens of Ravenloft but most teachings brought the skills and
Halfling Outrider Lashers come from the Frozen ideals of the samurai to the
The Halfling Outriders are Wastes. Specifically, they come “barbarians” of the Core. Master
even more rare than the Drunken from the domain of Sanguinia Samurai can also be found in
Masters, although in a few where the natives are skilled in Borca, Hazlan, Invidia, Nidala, and
domains the conditions are right both leatherworking and the use of Sithicus. It is said that the Ronin
for them to be active. Particularly ropes to aid them in climbing. who taught the secrets of the
in Hazlan and Nova Vassa. In Strangely, G’Henna is devoid of Samurai to the foreigners of the
these domains (particularly Nova lashers despite the common Core has become a ghost that
Vassa) the Outriders are known for occurrence of whips. This is due vengefully seeks out those who
the quality of animals they ride. mostly to the rarity of the abuse the Master Samurai code.
Since the Halfling people usually leatherworking and Use Rope He performs this penance for his
live apart from the humans in the skills. Lashers may also come part in revealing the sacred tenets
Quoth the Raven: Issue 1
of the samurai to uncivilized inhabitants turn their natural because it is available only to
foreigners. knowledge of religion to dark ends nonhuman creatures of the
and embrace the wildness of the demiplane. Of the standard PC
Ninja of the Crescent Wolf God into their hearts. In races, only Calibans may take this
Tepest these people often turn their class and they must also fit the
Moon backs upon civilization and role-playing requirement by
These shadowy assassins become wild and savage like the becoming a member of a tribe. As
originally hail from Rokushima goblins of their homeland. In to domains, Tribal Protectors are
Taiyoo, much like the Master Nidala the Ravagers are much most likely to hail from Sanguinia
Samurai. They too have branched more religious in bent although or Vorostokov. Only such harsh
out to other domains to increase they still live wildly in the woods domains have the necessary
their holdings and power. So far in the east of the domain, far from brutality to forge the Protectors.
they have had most success in the Elena Faith-Hold’s reach. Other Otherwise, they may be found
domain of Paridon. These domains with likely candidates for amongst the Goblyns of Forlorn or
shadowy assassins have created a the Ravagers are Falkovnia, the Goblins of Tepest.
small guild in that domain and G’Henna, Har’Akir, Invidia, Nova Alterations: The Tribal Enemy
some of their members are former Vassa, Sanguinia, Sithicus, choice may be one type of racial
celebrants of the Temple of the Vechor, and Vorostokov. inhabitant of a domain. Examples
Divinity of Mankind. Beyond the Cruelest Cut & Pain Touch (Su): would be all Humans in Barovia or
streets of Paridon they may be The Cruelest Cut & Pain Touch all Elves in Sithicus. The
found in Falkovnia and Valachan. abilities of the Ravager are evil Homeland choice should be the
Ethereal Jaunt (Sp): The Ethereal acts. Whenever a ravager uses Tribal Protector’s home domain.
Jaunt ability of the Ninja is limited them he must make a Powers
as the spell of the same name, as
given in the Ravenloft Campaign
Check. The value of the check is Warmaster
determined using the same chance The Warmasters hail from
Setting book. of failure as a grievous assault. a variety of domains; principally
Dementlieu, Pharazia, Richemulot,
Order of the Bow Red Avenger Rokushima Taiyoo, and Sri Raji.
Initiate Red Avengers come almost In Dementlieu and Richemulot the
The Order of the Bow exclusively from the domains of Warmasters are usually eminent
Initiate is most commonly found in Paridon, Rokushima Taiyoo, and members of the military. These
the domains of Sithicus, Sri Raji, Sri Raji. The philosophy of the men are high-ranking officers in
Valachan, and Verbrek. The Red Avenger dictates that his charge of the Mutual Defense Pact
reclusive woodsmen of Valachan abilities and vital energy is derived that Borca, Dementlieu, Mordent
and Verbrek are particularly taken from the mystical force of Ki. & Richemulot have against
with this class as the skills it offers This school of thought is firmly Falkovnia. Surprisingly, there are
serve them well against the forest entrenched in Rokushima Taiyoo few Warmasters in Falkovnia. The
predators of their domains. and Sri Raji. In Paridon, some of brutality of Vlad Drakov’s rule
those who have studied at the precludes many from choosing this
Ravager Temple of the Divine Form have class in that land. In Pharazia the
Some of those who follow taken this belief and incorporated it Warmasters are elite warriors in
the Wolf God of Verbrek have into their religious dogma. Whilst charge of eliminating the nomads
taken up the path of the Ravager. Red Avengers in Rokushima of the desert who evade
The wolf god fills the role usually Taiyoo and Sri Raji are prominent Diamabel’s rule. Within
reserved for Erythnul. Although individuals they are usually very Rokushima Taiyoo and Sri Raji the
the human natives of Verbrek are covert and unremarkable in Warmasters are much more
not prone to taking this class there Paridon, at least until they reveal meditative and sedate, preferring to
are other domains with more their abilities. hone their abilities so that combat
accepting people. Ironically, the can be avoided rather than joined.
most commonly found domains Tribal Protector
with Ravagers are those religious The Tribal Protector is
domains, Nidala and Tepest. The unique among the other classes
Quoth the Raven: Issue 1
Weapon Master Finally, the exotic island of Vechor CL 2: Bladed Gauntlet, Harpoon,
The Weapon Masters are as has Kukri Masters, a weapon not Stump Knife, Three-Section Staff,
varied as the domains they come often seen in other lands of the Triple Dagger, Ward Cestus, and
from. Primarily found in the lands Core. Other lands that may have Whip Dagger
of Borca, Invidia, the Nocturnal Weapon Masters are Falkovnia,
Sea, Pharazia, the Sea of Sorrows, G’Henna, Kartakass, Nidala, Nova CL 3: Duom, Manti, Spinning
Sithicusand Vechor, each Vassa, Odiare, Richemulot, Javelin, Spring-Loaded Gauntlet,
specializes in a single weapon. In Rokushima Taiyoo, Tepest, and Sri and Warfan
Borca & Invidia, Dagger Masters Raji.
and Pistol Masters are the most CL 4: Alchemist’s Arrow
common. The weapon masters of Sword & Fist
CL 5: Chain-and-Dagger
the Nocturnal Sea and the Sea of Weapon CL’s
Sorrows are predominantly masters
of the rapier. Pharazia features its CL 6: Gnomish Battlepick,
CL 1: Fukimi-Bari, Halfling Fullblade, Great Crossbow,
famed dancing Scimitar masters, Skiprock, Orcish Shotput, and
particularly among the Nomads of Gyrspike, Mercurial Long Sword,
Two-Ball Bolas Mercurial Great sword, and
the desert. The elven land of
Sithicus has Long Sword Masters Tumbling Bolt
and Composite Longbow Masters.
Quoth the Raven: Issue 1

Those Who Delve the Dark


Character classes for Masque and the Red Death
Adept items as sorcerers and adepts may
cast bonus spells appropriate to
vacuum and the adept loses a
Despite the influence of the portion of his force of personality.
Red Death, the forces of magic still their charisma scores. Adepts may Whenever a spell is successfully
summon familiars as sorcerers.
infuse the world of Gothic Earth. Such familiars will be dread cast, the adept must make a
The magical energies are both familiars. fortitude save against a DC of 10
chaotic and powerful, and yet a The Command: Adepts have plus the level of the spell. If the
select few humans seem to have
gained a kind of mastery over it. the ability to cast a certain number save is successful, then the adept’s
These rare individuals are known of spells each day. This represents body has withstood the vacuum
as adepts, and they are the the limitation of the adept’s force and suffers no adverse effects. If
of personality. When an adept
conductors in the symphony of expends all spells within a twenty- the save is failed, the adept’s
magic. These individuals have the four hour period, the adept is personality is drained. An adept
unique ability to command the drained and cannot cast any more thus drained loses the ability cast
forces of magic through sheer spells. An adept regains his any more spells of the level of the
personality. The powers of an
adept manifest develop at forceful personality only through spell just cast. An adept retains the
adolescence, though these eight hours of rest. When casting a ability to sacrifice spells of a
blossoming powers are often spell, the adept must make a higher level to cast spells of the
charisma check equal to 10 plus
ignored. Many potential adepts the level of the spell cast. This level just lost, so an adept that lost
never realize their potential, checks represent the force of the all second level spells may
dismissing the manifestation of adepts personality placed against sacrifice a third level spell to cast a
their power as tricks of the mind.
Few adepts realize their potential the resistance of the natural world. second level spell. The effects of
and begin to explore their powers. If the check succeeds, the spell is the drain last until the adept rests
Adepts are historically regarded as cast as normal. If the check fails, for eight hours.
the adept has failed to command
sorcerers, witches or even the energies of the universe and the Aristocrat
charlatans. There are few who spell is not cast. The failed spell Aristocrats represent the
truly understand the nature of
adepts, though there are many who does not count against the total wealthy elite of gothic earth.
desire to exploit them. Adepts can number of spells that an adept can These men and women are well
be found working as members of cast each day. An adept has several educated but they focus their
options available when casting a
qabals, as stage magicians, or as spell. An adept can cast any spell efforts on mastering the social
adventurers seeking hidden known to him, and may graces. Aristocrats can be wealthy
answers. spontaneously decide to sacrifice a businessmen, nobles or pampered
Abilities of the Adept:
Adepts are to Gothic Earth what spell of higher level to cast a spell dandies. A person who has
sorcerers are to most prime of a lower level. An adept can become a celebrity, or is a fixture
material worlds. Adepts gain hit apply any spell casting feat known of higher social circles may take
dice as sorcerers, cast spells and to any spell cast, without levels as an aristocrat.
preparation.
gain spells as sorcerers, and Aristocrats advance in base
advance in skill points, save The Drain: Though the
attack bonus as clerics of the same
bonuses and attack bonuses as energies of magic are bountiful,
level, and advance in saving
sorcerers. The class skills of an the presence of the Red Death
throws as wizards of the same
adept are alchemy, bluff, creates an energy vacuum that
concentration, craft (any), level. Characters of the aristocrat
constantly drains magical energy
diplomacy, hide, knowledge (any), class use the D6 as their hit dice.
from spell casters. For an adept
mesmerism, move silently, Aristocrats are proficient with all
mysticism, profession (any), spell the energies of magic are too
pistols and simple weapons.
craft. Adepts are proficient with all closely linked to his own
Characters of the aristocrat class
pistols and simple weapons, and personality. Thus each time an
gain skill points equal to six plus
are not proficient in any form of adept successfully casts a spell
armor. Adepts learn spells from the their intelligence modifier at every
there is the possibility that his
same list that sorcerers use to gain level, and four times that amount at
body succumbs to the energy
spells. Adepts may use magical first level. The class skills of an
Quoth the Raven: Issue 1
aristocrat are appraise, bluff, knowledge. An aristocrat may first level an aristocrat gains a +1
diplomacy, disguise, forgery, attempt a special Gossip check to renowned bonus to all diplomacy
gather information, handle animal, determine if he knows some checks. At third level and every
relevant information about a given third level afterwards the bonus
innuendo, intimidate, knowledge person, place or thing. This check increases by 1. Thus, a fifteenth
(any), listen, perform, read lips, is made with a bonus equal to his level aristocrat would possess a +6
ride, sense motive, speak level in the aristocrat class plus his renowned bonus to diplomacy
languages, spot. intelligence modifier. The checks. This bonus only applies
Discretion: The world of the difficulty class of the check when used in negotiations with
aristocrat is woven together with increases with the obscurity of the characters that could feasibly have
equal parts of truth and lies. To information. Knowledge that been exposed to the reputation of
succeed in that world an aristocrat would be commonly known the aristocrat character. For
must be able to separate the two. amongst nobility will carry a DC example, a British general could
Aristocrats train themselves to of ten. For example; recalling the apply his bonus to discussions with
notice the hidden elements of any name of the Czar of Russia experienced German officers but
interaction. An aristocrat takes requires a DC of 10. not with a band of green American
nothing at face value, but instead Knowledge that is not conscripts.
scrutinizes everything. At second commonly discussed carries a DC Stiff Upper Lip: An
level an aristocrat gains a +1 of 15. For example, recalling that aristocrat that loses his composure
insight bonus to all sense motive the youngest son of Czar Nicholas
checks. This bonus increases to is gripped by hemophilia would is no aristocrat at all. While not
+2 at fifth level and increases by require a DC of fifteen. Anything normally courageous, an aristocrat
+1 every three levels afterward. that would commonly be known to would rather die than lose his
Thus, an eighth level aristocrat a commoner also fits under this dignity. At first level an aristocrat
would possess a +3 insight bonus category. Knowledge that is gains a +1 moral bonus to resist
to sense motive checks. unusually obscure or kept tightly fear effects and fear checks. This
Expertise: At fourth level an secret carries a DC of twenty. For bonus increases by +1 at fourth
aristocrat may take skill focus as a example, knowing the name of the
bonus feat. This bonus feat must be British Ambassador to Siam would level and every four levels
applied to one of the aristocrat’s carry a DC of 20. afterward.
class skills. The aristocrat receives The Gossip check carries
another bonus skill focus feat at
eighth level, twelfth level,
certain modifiers. Checks made to Criminal
recall knowledge regarding The criminal class represents
sixteenth level and twentieth level. persons, places or things within the
Noble Tongue: Just as a same nation from which the those in society who live outside
successful aristocrat must be able aristocrat owes allegiance carries a the law. While these men and
to discern the truth, he must also bonus of +2 to the Gossip check. women are reviled as evil parasites
be able to speak lies. Aristocrats Checks made regarding all other their skills are overlooked.
become experienced in disguising nations on that same continent Criminals hone skills that are
their motivations, at misdirection carry a modifier of zero. Gossip unpracticed by most members in
and weaving intricate webs of checks regarding persons, places or
falsehoods. At second level an things in other nations on other society, they specialize in
aristocrat gains a +1 insight bonus continents carry a penalty of –2 to deception, burglary and stealth.
to bluff checks. At sixth level and the check. Checks regarding Most criminals are not evil by
every four levels afterward the nations that are currently at war nature, but rather they are people
insight bonus increases by +1. with the aristocrat’s nation of who have resorted to crime to
Power is Knowledge: On allegiance carry a penalty of –5. make ends meet. Others are thugs
Gothic Earth there are many Renown: In the age before
individuals who are willing to or cold-blooded assassins. The
cinema the adventures and
trade knowledge for favors. As misadventures of the world’s criminal class applies to anyone
people of power aristocrats are nobility were a topic of great who supports themselves by
often privileged to knowledge that discussion amongst people from all breaking laws. Criminals use the
is hidden from others. Often this walks of life. The very power and D6 as a hit dice and progress in
information is little better than wealth that defines an aristocrat saving throws and base attack
gossip, but occasionally important draws the attention of all members bonus as rogues of the same level.
tidbits filter their way to an of society. As an aristocrat gains
aristocrat’s ears. As an aristocrat experience he cannot help but gain At each level the rogue gains a
gains influence he accumulates a celebrity status. his status gives number of skill points equal to 8
more and more information, an aristocrat a powerful edge in plus the intelligence modifier,
eventually becoming a font of social interaction of any kind. At
Quoth the Raven: Issue 1
except at first level when the rogue lawyers, mechanics, merchants, in a manner beyond the
gains four times that amount. nurses, policemen, politicians, comprehension of limited mortal
The class skills of a criminal seamen, scientists and teachers. minds.
are appraise, balance, bluff, climb, These people are found all over the Mystics advance in spell
craft (any), decipher script, world and are the heart of casting ability as druids, though
diplomacy, disable device, civilization. Experts use the D6 as they may choose their spells from
disguise, escape artist, forgery, their hit dice. They advance in any on the divine spell list.
gather information, hide, innuendo, saving throws and base attack Mystics may turn undead as clerics
intimidate, intuit direction, jump, bonus as rogues of the same level. of equal level, but they may not
listen, move silently, open lock, At first level an expert sacrifice spells to cast cure spells.
perform, pick pockets, profession, chooses six skills to be class skills. Mystics use the D8 as their hit dice
read lips, search, sense motive, All craft, knowledge or profession and they advance in skill points,
spot, swim, tumble and use rope. skills are considered to be class saving throws and base attack
A criminal is proficient in the skills for experts. At third level bonus as clerics of the same level.
use of any firearm and all simple and every four levels afterwards Mystics are proficient in pistols,
weapons. A criminal is not the expert may choose one other and simple weapons.
proficient in any form of armor or skill to be a class skill. At first R e v e l a t i o n s : The earth
shields. Whenever a criminal level, fourth level, seventh level spirits grant magic to their
attacks a character that is denied and every three levels afterwards followers by revealing to their
his dexterity bonus to armor class the expert gains a bonus skill focus followers a minute but profound
he may deal extra damage with a feat for use in one of his class truth. The mystic’s mind is
“sneak attack”. A criminal’s sneak skills. flooded with a profound
attack bonus advances as a rogue’s Experts are proficient in all understanding of the nature of the
attack. At second level the simple weapons, pistols and one universe, and through it he or she
criminal gains the evasion ability. other weapon of their choice. temporarily gains the knowledge
At third level the criminal gains Experts are not proficient in any needed to manipulate reality into
the uncanny dodge ability and does forms of armor or shields. the desired effect. This knowledge
not lose his dexterity bonus even is far to complex to remain in the
when flat-footed. At sixth level Mystic human mind for long, for once the
this uncanny dodge increases such Not since the fall of the spell is cast it is forgotten. Each
that the criminal can no longer be Roman Empire have true priests mourning the mystic may
flanked in combat. At eleventh walked the earth. The Red Death commune with the earth spirits to
level the uncanny dodge ability systematically destroyed the gain this knowledge. The
grants the criminal a +1 bonus to connections between deities and knowledge is left in the back of the
his armor class to attacks made by humanity, replacing religions with character’s mind, up until the point
traps. This AC bonus increases impotent ritualistic cults. Even the where he or she decides to
with the same rate as a rogue. The earth loving druids have been contemplate it and reveal the truth.
criminal may choose one special driven into hiding by the minions Revealing the truth requires a
ability from the rogue list at levels of the Red Death. Mystics successful wisdom check against a
10, 13, 16 and 19. represent a different breed of DC of 10 plus the spell’s level. If
divine spell casters, they are the check succeeds the spell may
Expert empowered by spirits native to be cast, if the check fails then the
The expert class represents Gothic Earth, rather than the character cannot cast that spell.
the professionals of Gothic Earth. extraplanar beings known as gods. Spells that are not successfully cast
These men and women are Mystics are chosen by the “Earth are not forgotten.
different from trained laborers, for Spirits” to represent them. Most The Drain: The Red Death
they represent hard working, self- earth spirits are good or neutral, has found to its chagrin that the
motivated people who strive to mystics are their agents on the Earth Spirits are indestructible.
improve themselves rather than Earth. The ultimate purpose of the Fortunately for the dread entity the
just make a living. Experts include mystics is to rescue mankind from magic of the spirits is not
architects, businessmen, detectives, the dread designs of the Red infallible. Each time a mystic
doctors, engineers, explorers, Death, though this goal is pursued successfully casts a spell there is
Quoth the Raven: Issue 1
the possibility that his mind (any), mesmerism, mysticism, then the qabalist is unaffected.
succumbs to the Red Death’s profession (any), spell craft. However, if the check fails then
corrupting whispers and loses a Qabalists gain bonus feats as the qabalist has been drained of a
wizards, including the free scribe portion of the magical energy
portion of the revealed truth given scroll feat, and must select these collected during the memorization
to him by the spirits. Whenever a feats from the same list as wizards. process. When a caster is thus
spell is successfully cast, the Qabalists may not summon a drained, they lose the ability to cast
mystic must make a will save familiar; such a skill has been spells of that same level of the
against a DC of 10 plus the level of buried by the sands of time. spell just cast. The effects of the
the spell. If the save is successful, Qabalists are proficient with all drain last until the next time the
pistols and simple weapons and are qabalist memorizes spells.
then the mystic’s mind has not proficient in any forms of
withstood the intrusive lies of the
Red Death and thus suffers no
armor. Qabalists must keep spell
books as wizards, and may learn
Soldier
adverse effects. If the save is spells and copy spells as wizards The soldier class can be
taken by anyone who has been
failed, the mystic is distracted and as well Qabalists may cast the spell specially trained for combat.
loses part of the revealed truth. A read magic directly from memory. Soldiers are the fighters of society;
mystic thus distracted loses the Qabalists use magical items such they are trained to respond to
as scrolls as wizards, and may gain
ability cast any more spells of the bonus spells appropriate to their challenges with force. Soldiers are
level of the spell just cast. intelligence score. most often trained by an official
Memorizing Magic: Each military, but characters with the
soldier class can also be bandits,
Qabalist day, after a restful sleep, a qabalist mountain men, police officers,
The influence of the Red may memorize spells for use in prizefighters, sailors or veterans.
Death has greatly retarded that day. To do this, a qabalist Soldiers accumulate their
mankind’s understanding of must study his or her book of base attack bonus and their saving
magic. As a result, there have spells. This memorization process throw bonuses as fighters of the
existed no true wizards for involves more than just same level. Soldiers use the D10 as
millennia. Nonetheless, the study committing the components of a their hit dice and are proficient in
of magic is not impossible. The spell to memory, it also involves all simple and martial weapons.
qabals exist like a lifeline between rituals to gather enough magical Soldiers are not proficient in any
the ignorant present and the power to prime each spell for latter form of armor or shields; this skill
ancient past, allowing members of casting. A qabalist can only has been lost to modern advances.
their organization to master the memorize spells after at least six Soldiers gain skill points equal to
ancient art of magic. To master hours (more or less) of rest, and two plus their intelligence modifier
arcane magic, it is necessary to be only once in a twenty-four hour at each level. Soldiers also gain
apprenticed to an experience period. The casting of a spell four times that amount of skill
qabalist. Without such training, it requires the qabalist to
successfully recall and perform the points at first level. The class skills
is impossible to cast arcane magic. of a soldier are climb,
The life of a qabalist is consumed exact procedure for the spell. This concentration, handle animal, hide,
by the search for more arcane lore. requires an intelligence check of intimidate, knowledge (military),
Unlike the adept, the qabalist is DC equal to ten plus the level of move silently, navigation,
unlimited in the number of spells the spell. If the check passes then it profession (seaman), ride, search,
he may know. The ultimate is successfully cast, but if the spell spot, and swim.
measure of a qabalist is the number fails the qabalist has made a
mistake in the casting and the spell Soldiers are versatile fighters
of spells he possesses in his spell
book. The qabalist cast spells as a is not cast. The spell might be cast and quick learners. At first level,
wizard, meaning that the qabalist at a latter time, without penalty. second level and every two levels
may memorize the same maximum The Drain: The presence of afterwards a soldier gains one
number of spells each day as a the Red Death creates a vacuum bonus feat. This bonus feat must be
wizard of the same level. A throughout Gothic Earth. Each applied to one of the following
qabalist may specialize in one time a spell is cast, there is the feats: Alertness, ambidexterity,
school of magic, as a wizard. possibility that magical energy is back to the wall, blind fight,
Qabalists gain hit dice as wizards, drained from the spell caster, and cleave, combat reflexes, courage,
improves in attack bonus and further castings are made dead man walking, dodge,
saving throw bonuses and gain impossible. Each time a qabalist endurance, exotic weapon
skill points each level as wizards. successfully casts a spell; he or she proficiency, expertise, far shot,
The class skills of a qabalist are must make a fortitude check great fortitude, great cleave,
alchemy, concentration, craft against a DC of 10 plus the level of improved bull rush, improved
(any), diplomacy, hide, knowledge the spell. If the check succeeds, critical, improved disarm,
Quoth the Raven: Issue 1
improved trip, improved unarmed
strike, iron will, jaded, lightening
reflexes, mobility, mounted
combat, mounted missile fire,
point blank shot, power attack,
precise shot, quick draw, rapid
shot, ride-by-attack, run, shot on
the run, skill focus (soldier class
skills only), spirited charge, and
spring attack.
Quoth the Raven: Issue 1

Denizens of Gothic Earth


If looks could kill….
Zorin, Dmitri
MalVil@rambler.ru

Viy large and monstrous creature Combat


Large Giant characterized by huge eyelids. The Viys prefer using their Death gaze
Hit Dice 6d8+30 (58hp) creature has a thick gray hide and to its devastating effect rather than
Initiative -1(Dex) strong, disproportionally long get embroiled in hand-to-hand
Speed 20 ft. arms. Typical a viy stands from 8 combat. Should combat occur they
AC 14 (-1 size, -1 to 12 feet high and is at least three do not flee. Rather, they rely on
Dex, +6 quarters as wide as it is tall. their strength and the threat of their
natural) Despite its strength its eyelids are lethal gaze.
Attacks 2 slam +6 too heavy for viy to open himself. Death Gaze (Su): The eyes
melee Unable to provide for themselves of a Viy contain powerful death
Damage Slam 1d6+2 in their blind state they live in magic. Should anyone meet the
Face/Reach 5ft.x5ft. /10ft. secluded caves or forest dens. gaze of the monster they must
Special Attacks Death Gaze These grossly fat creatures are make a will save against a DC 10
Special Blindness capable of hibernating for years or be slain. This gaze attack
Qualities without food. They remain in their extends only thirty feet, beyond
Saves Fort +10, Ref slumber until they are summoned that the horrible gaze has no effect.
+1, Will +3 by an evil spell caster at which Blindness (Ex): A viy's
Abilities Str 15, Dex 9, point they wreak havoc on the eyelids are too heavy for it to open
Con 20, Int 6, countryside. In return for the himself. Unless two people assist
Wis 12, Cha 5 mayhem they spread, their masters the creature it is considered
Skills Spot +7*, appease the Viy with huge blinded. These helpers must do
Listen +5 amounts of foodstuffs. Once sated, nothing but follow the creature on
Feats Alertness, the viy returns to its icy abode to either side, holding up the
Power Attack slumber. Although there are male blubbery eyelids. While blinded
Climate/Terrain Temperate and female Viys found in the the Viy suffers a 50% chance to
Hills/Forests depths of arcane history there is no miss in combat due to opponents'
Organization Solitary or 1 known instance of Viys mating. It total concealment, it moves only at
viy plus 1d6 is believed that they can only be half speed, suffers -4 penalty on
ghouls summoned from a mystical realm most Strength and Dexterity based
CR 6 where these creatures are the skills and opponents get a +2
Alignment Usually CE dominant life form. The bonus to their attack rolls. Unless
Advancement 7-10 HD deformities to the creature’s eyes the eyelids are open, viy have a
(Large) are believed to be an effect of the skill bonus of +0 on their Listen
summoning process. checks
The Viy, pronounced veey, is a
Quoth the Raven: Issue 1

Credits
Contributors
Bobby Storey, entered the mists in 1998. Enjoy
bobby_s_123@hotmail.com. Scott C. Bourgeois. Creator of gothic fiction, movies... jungle
Artist of the Bog Wraith. My the Living Bayou and Vincintiari’s music and aggressive skating.
name is Bobby Storey, or that evil Instruments. Thanks goes out to Favourite writers: J.R.R. Tolkien,
son of a b*#$h! GM to my close my Ravenloft players (both past H.P. Lovecraft, B. Stoker, and Ed
and personal friends, I live in the and present) for putting up with Greenwodd (yes, I play Forgotten
UK and have been brought up in a my 'seat-of-the-pants' DM style, Realms too).
world of fantasy since my youth. I and surviving many of my ideas. A
have been able to draw since I can special thanks to Diego for really
remember, and began drawing bringing the Lyre of Laszlo Taskar Editors
pictures of fantasy beasts and to life. Jason True: aka Javier. Creator of
people from my early teens. Since the Hellstalker and tools of the
then I've been working on getting Shane Glodoski. Creator of An trade. With the possible exception
better, but I know I still have a Unwelcome Respite and of Planescape, Ravenloft has been
long way to go. All I can say is Shuraz’tun Kir. I have always my favorite setting to both play in
that I hope you like my pictures been a fan of Ravenloft, ever since and DM. These particular tastes in
and I was glad to help out in the the black box set fell in my hands; campaign settings probably explain
making of the netzine. I was forever drawn to the lands of why I have a tendency to use
mist. When not working in a most various fiends in Ravenloft and
Eddy Brennan aka Hedgewitch. vile domain known as the real have a gothic mood in many of my
Creator of the Celtic Banshee. A world, I am an avid reader and Planescape adventures. When I'm
professional animator/illustrator writer of fantasy and especially not brainstorming for new
that has far too much time on their gothic horror. Course I would adventure ideas, my time is
hands can sometimes be a greatly like to dedicate this to my typically spent between finishing
dangerous thing, especially if you brother Aaron, who bought me the my medical degree and helping
are a Ravenloft DM. In the past basic red box set and showed me plan my wedding. In fact, I would
couple of years, I have had some that I didn't have to take the dice like to dedicate this to my fiancée,
success with appearing in several out of the family board games to Renee, who has been both patient
netbooks and co-editing another play games of my own creation, and understanding of all my role-
(the editors of the netzine have my there already was something like playing interests.
sympathies, heheh); also, I just that. Thanks Aaron. xaos313@hotmail.com
love to write. In the future, I plan bookwyrms@yahoo.com
and hope to submit more to the
netzine and wish it every success. Jonathon: aka Thuvasa
Zorin, Dmitri, Creator of the Viy thuvasa3@yahoo.com
Fred Voetsch. Front-page and author of Tainted Love. Born
photograph, 2001. in 1983, Moscow, Russia. Student Stephen Sutton: aka ScS
of Moscow Institute of Radio, stephencsutton@hotmail.com
God Brain. The creator of the Electronics and Automatics
Dread Nymph. (MIREA). Been playing D&D
since approximately 1996-97,