Plot[ edit ] The story involves a party of player characters PCs who travel to the land of Barovia , a small nation surrounded by a deadly magical fog. The master of nearby Castle Ravenloft, Count Strahd von Zarovich , tyrannically rules the country, and a prologue explains that the residents must barricade their doors each night to avoid attacks by Strahd and his minions. Before play begins, the Dungeon Master or DM, the player who organizes and directs the game play  randomly draws five cards from a deck of six. Two of these cards determine the locations of two magical weapons useful in defeating Strahd: the Holy Symbol and the Sunsword. In this work, it is revealed that Strahd had fallen in love with a young girl, who in turn loved his younger brother.
|Published (Last):||8 July 2010|
|PDF File Size:||16.85 Mb|
|ePub File Size:||15.38 Mb|
|Price:||Free* [*Free Regsitration Required]|
Re: Expedition to Castle Ravenloft 3. The Dvati are originally found in Dragon Magazine but can also be found in the Dragon Compendium if that helps.
However, I will abide by your ruling as I really want to do a Dvati. Spoiler: Requested Ruling Show Both twins get a move action and a standard action. They may still take other full-round actions, such as charge attacks, individually. If a twin dual-wields weapons that twin still gets extra attacks that way but still suffer penalties as normal. Spoiler: Reasoning There are 2 prevailing ideas: 1. Dvati share the actions of 1 person between 2 people. Counter-productive if you ask me. Also has wording which suggests each one has separate action pools.
Both twins must simultaneously take the actions required to cast a spell Dvati both get full action pools. Normally, this would seem cut and dry. However, Dvati seem to mimic some of the same actions like in the case of spells. This can get a bit broken fast Last edited by Tsunamiatunzen1; at AM. Invincibility lies in the defense. The possibility of victory is in the attack.
Expedition to Castle Ravenloft
Setting[ edit ] Ravenloft is primarily a Gothic horror setting. Dungeon Masters are encouraged to use scenes that build apprehension and fear, culminating in the eventual face-to-face meeting with the nameless evil. One exception is the phlogiston of the Spelljammer setting. Their exact nature and number are deliberately kept vague, allowing for plot development in accordance with the Gothic tradition of storytelling — where the heroes are frequently outclassed and outnumbered by unknowable evil forces beyond their control. The Dark Powers most frequently serve as a plot device for Ravenloft, especially concerning the Darklords, the de facto visible rulers of the Ravenloft Demiplane. Where the player characters are often tormented and opposed by the Darklords, the Darklords are themselves tormented and opposed by the Dark Powers.
But once I sat down and figured out how to deploy the encounters as they are presented, I realized there was more than one way to skin the cat with this particular module -- and after that I ran with it and never looked back. The lower level nature of this adventure does somewhat diminish its rank among the Ravenloft annals, simply because Strahd is supposed to be a primary villain sitting atop his castle and casting a long, dreadful shadow over the entire realm. Ravenloft is very flexible, with a myriad of ways to run, and the potential for repeat playability though, I would assume, most of your play group should be very different when you do this. Also, with a bunch of good Gothic story ideas from zombie invasions to Werewolves to Evil Gypsies, it serves as a great springboard for any number of side plots the Dungeon Master wishes to sprinkle in. The big problem the book has, which is my general gripe by anything printed by Dungeons and Dragons nowadays, is that it focuses too much on combat. I guess bread and circuses is what the audience wants, though, no?