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The Effects of Failure

Failing a powers check taints a character's spirit with evil. At this point, a gradual process of decay begins, and, if allowed to go unchecked, it results in the ultimate corruption of the character. The following steps apply to characters whose descent takes place completely within the confines of the Demiplane of Dread. Thus, many evil beings may enter the process at a higher level due to their past actions, without actually experiencing the changes associated with the lower levels. For example, Strahd's evil actions earned him the position of darklord, though he never experienced the intervening steps.

The Road to Destruction

Many different paths lead to the ultimate destruction that results from an evil life. Although the final effect of each is the same, the road traveled varies from despicable to tragic.

Seduction

By far the most tragic route to darkness is the way by which an innocent person is lured into committing increasingly evil acts. With each new crime, he drifts further and further from possible redemption.

It is worth noting that the mysterious dark powers never engage in this practice. Whatever they might be, they do not lead the innocent astray. No person comes to the attention of the dark powers unless he willingly commits an act of evil.

Preying

This fall from grace is all the more lamentable because the victims commit no wrong. These characters have been attacked by some creature able to sap life force, convey the dread disease of lycanthropy, or otherwise transform its victims into a copy of itself. Many vampires, lycanthropes, ghouls, and spirits can force people down the path of darkness in this way.

Curses

Curses and magical afflictions can sometimes drag characters into the darkness of absolute corruption. In most cases, a character receives a curse in response to evil acts he has perpetrated on another. Some extremely powerful curses can even transform victims into lycanthropes or undead creatures. Additional information about curses and their effects can be found in Chapter Twelve: The Whispered Evil.

Dark Pacts

From time to time, a dark and terrible creature will respond to the entreaties of a lesser being, but the price for its services almost always leaves a mark on the petitioner's spirit. Even those who request a beneficial or charitable service soon discover some horrible twist mingled in with it. The most famous example of this type of corruption can be found in the case of Strahd von Zarovich, darklord of Barovia, although exactly who he struck his deal with has never been determined.

Malevolence

This most common route to darkness and corruption has brought most of Ravenloft's domain lords into the eager embrace of the Mists. Those who fall into this category seldom feel any remorse for their heinous acts. Whether their actions are dictated by cold, calculating logic or spawned in the wild frenzy of passion makes no difference.

Descent Into Darkness

It is said that no man is born into evil. Each person must make his own way in the world and choose for himself between the path of light and the path of darkness. The Mists of Ravenloft welcome evildoers, but theirs is a cold and deadly embrace.

The Thirteen Steps

A traditional gallows has thirteen steps leading from the firm soil of life to the gaping maw of death. The same number of strides will carry one from the ranks of the pure and wholesome to the gruesome cadre of the damned. Table 17: Steps of Corruption indicates the thirteen stages that the unwary can pass through.

Table 17: Steps of Corruption

Step    Failed
Checks
   Level of
Corruption
   Minor
Changes
   Moderate
Changes
   Major
Changes
I 0 Pure - - -
II 0 Clean - - -
III 0 Redeemed - - -
IV 1 Unclean 1 - -
V 2 Corrupted 2 - -
VI 3 Accursed 3 - -
VII 4 Beast 3 1 -
VIII 5 Creature 3 2 -
IX 6 Monster 3 3 -
X 7 Demilord 3 3 1
XI 8 Lord 3 3 2
XII 9 Overlord 3 3 3
XIII 10 Darklord 3 3 4

Pure: In order to be considered pure, a character must have never been called upon to even attempt a powers check. As soon as a character has to do so (even if he does not fail the check), he loses this purity. Very few people actually fall under this category. While all are born into this group, few possess the moral stamina to resist all the lures of evil.

A protection from good or similar spell can repel a pure character. Evil priests can even attempt to turn them as if they were paladins.

Clean: Characters, both player and nonplayer, who have attempted but never failed a powers check, fall into this category. Most people fit into this group.

All characters brought into Ravenloft from other campaigns are considered clean unless the Dungeon Master has some special reason to class them otherwise. The exceptions to this rule are paladins (classified as pure) and those of evil alignment (classified as unclean).

Redeemed: One can turn away from the twisting path of evil even after traveling upon it. However, few are strong enough to withstand the seductive force of evil.

Redeemed characters have failed powers checks in the past and been touched by the dark powers, but they have torn themselves away from the wicked embrace of evil and managed to regain a state of grace. While they can never again be pure or clean, they have saved themselves (at least for now) from the perils of eternal torment at the hands of the dark powers. The "Redemption" section below presents rules for the redemption of evil characters.

Unclean: When one first begins taking steps down the road to corruption and ultimate darkness, salvation is still in sight. During this stage, a person is deemed to be unclean, for though they have strayed from the path of good, they have not yet traveled too far down the trail of disaster.

An unclean character has failed one powers check. His soul bears the mark of darkness like the kiss of a hot branding iron. He has received some singular gift (a minor change, as described below in the "Changes" section) from the dark powers. At the same time, however, his evil has brought him a curse. Usually, no outward change shows in the appearance of an unclean character.

Redeeming oneself at this stage is still not overly difficult. The player retains control of the unclean character, but the Dungeon Master should advise him that his character may become a nonplayer character if he continues to follow the path of darkness.

Corrupted: Upon failing a second powers check, an individual passes from unclean to corrupted. At this point, it becomes apparent that he is either unable or unwilling to seek redemption. Because of this, it is very difficult to return to a state of grace.

A corrupted character usually remains under the control of the player. However, the Dungeon Master should roll percentile dice when the character first falls to this level. If the roll is 5% or below, the character gives himself over to evil and becomes a nonplayer character.

Accursed: If a corrupted individual continues in his vile actions, he passes from corrupted to accursed. At this point, redemption is almost impossible; even powerful magic and priestly intervention can do little to help.

Accursed player characters stand a fair chance of becoming nonplayer characters. When a character sinks to this level of corruption, the Dungeon Master should roll percentile dice for him. If the result is 25% or below, the character is consumed by darkness and becomes a nonplayer character.

Beast: When a character progresses to this level and undergoes his first moderate change, he can no longer hide his mutations. With great effort, a beastly character might pass for a normal man at a distance, but even the most casual of examinations will reveal that something is amiss.

Upon reaching this level of corruption, the character's alignment shifts to neutral (if it is not already neutral or evil), and all penalties for involuntary alignment changes apply (see the DUNGEON MASTER Guide). Characters who have followed the path of destruction this far are almost never able to redeem themselves.

When a player character reaches this level of corruption, the lord of the domain immediately becomes aware of his presence. Whether he opts to take notice of him or not is up to the Dungeon Master. Also, the Dungeon Master should again roll percentile dice. If the result is 50% or below, the character becomes an evil nonplayer character.

Creature: The changes that overcome a character at this point are truly terrible. Decent people avoid all contact with someone like this.

By the time he has descended to this level of depravity, a character has proven himself to be utterly evil and unworthy of redemption. At this point, the Dungeon Master should again roll percentile dice. Any roll of 75% or below indicates that the character becomes a nonplayer character villain.

Monster: Upon descending to this level of corruption, the character is fully transformed into the creature previously selected for him by the Dungeon Master (see "Changes" below). Any character who becomes a monster is of great interest to the local domain lord, so he almost always contacts the villain somehow. Whether this contact is peaceful or violent, however, depends largely upon the plans and ambitions of the domain lord.

Any character who descends to the level of a monster will almost certainly become a nonplayer character. When the character reaches this level of corruption, the Dungeon Master should roll percentile dice. Any roll of 95% or below removes the character from the control of the player.

Demilord: At this level of corruption, the character must either become a willing servant of a darklord or actually become the lord of a Pocket domain.

A demilord undergoes his first major change, manifesting some outward evidence of his corruption that is all but impossible to conceal. In the wake of this change, he sheds the last of his humanity forever. For that reason, any demilord automatically becomes a nonplayer character. At this point, his alignment shifts to evil (if it is not already), and all penalties for involuntary alignment changes apply (see the DUNGEON MASTER Guide).

Lord: Those who are true masters of evil ascend through the ranks of darkness to become lords of their own Islands of Terror. These vile creatures manifest a second major change, making them even more frightening and powerful than before.

Overlord: Overlords rule sections of Cluster domains. Usually, these Clusters were previously independent Islands of Terror. At this point, the overlord undergoes another major change, making it obvious that he is not a creature to be trifled with.

Darklord: Darklords have achieved the final possible level of corruption, becoming the most powerful of Ravenloft's domain lords. Their powers and intellects set them apart from even the other masters of the Demiplane of Dread's scattered regions of evil. These dangerous and sinister creatures rule their own Core domains.

Changes

As a character sinks through the murky depths of corruption, he becomes more and more affected by the embrace of evil. Simultaneously, both his body and spirit begin to mutate. As indicated on Table 17, the three types of changes are minor, moderate, and major.

When a character fails a powers check, the Dungeon Master can elect to merely roll on the appropriate table and enforce the selected change. However, this method does not promote the role-playing so integral to a RAVENLOFT campaign. The first time a character fails a powers check, the Dungeon Master should consider taking a few moments to determine his eventual fate, considering both the act that was committed and the nature of the character. Using that information, he should select a creature into which the character will ultimately evolve if he continues to pursue the rewards of evil.

For example, if a necromancer fails his powers check because of his dark magic, the Dungeon Master might decide to eventually transform him into a lich or nosferatu. Alternatively, he might decide that a thief who dabbles in grave robbing will ultimately become a ghoul. If the player does not change his ways, the Dungeon Master can use the selected creature as a model for the rewards and penalties he hands out with each failed powers check. (See "Terror Tracks" at the end of this chapter.)

Note: Not all characters begin this descent at an equal ability level. Some of the domain lords wield more power simply because they already had special powers and abilities before being transformed.

Minor Changes

Minor changes are not immediately obvious to those who encounter the character. While they can sometimes be detected by a close examination, the corrupted character is generally able to conceal these changes from his companions.

The following chart provides several examples of minor changes. Whenever a character undergoes a minor change, the Dungeon Master can consult the chart, either rolling randomly, selecting an appropriate change, or using these to devise new ones.

Moderate Changes

Moderate changes are more obvious than minor ones. A character must take fairly drastic measures to conceal a moderate change from those around him. In any case, a close examination of the character will reveal that something is clearly amiss.

Major Changes

Major changes are so apparent that it is almost impossible for a character to conceal them.

Table 18: Minor Changes

Roll
1d6
   Effect
of Change
1 The character develops 1 infravision equal to that of an elf, but he finds the light of day so bright that he suffers a -2 penalty to all saving throws while exposed to it.
2 The character's hands become so strong that his grip can inflict 1d4 points of damage. However, any nonmagical object that he handles must make a successful saving throw vs. crushing blow or be damaged.
3 The character's hearing becomes acute, giving him a +25% chance to hear noise, Loud sounds require him to make a saving throw vs. paralysis or be dazed for 1d4 rounds.
4 The character's Intelligence score increases by two points, but he suffers from constant headaches that impose a -2 penalty on all proficiency checks.
5 The character's skin becomes tougher than usual, giving him a base Armor Class of 8. However, his Dexterity score suffers a -1 penalty as it becomes harder for him to move about.
6 One of the character's physical ability scores (Strength, Dexterity, or Constitution) increases by one point. At the same time, however, one of his mental scores (Intelligence, Wisdom, or Charisma) decreases by one point.

Table 19: Moderate Changes

Roll
1d6
   Effect
of Change
1 The character grows claws, giving him the ability to inflict 1d4 points of damage in unarmed melee combat. These nonretractable claws reduce his Dexterity by two points when he is attempting fine work of any sort.
2 The character grows fangs like those of a viper, and his bite now injects type B poison. At the same time, his tongue becomes forked, so he speaks with an exaggerated hissing lisp, reducing his Charisma score by two points.
3 The character now has excellent night vision and infravision, but his eyes have been transformed to look like those of a cat. His Charisma drops by one point.
4 The character can scale walls as if using the spider clumb spell, but his hands and feet now have suckers like the tentacles of an octopus, dropping his Charisma by one point.
5 The character's saliva is highly acidic and burns those it touches for 1d4 points of damage. Anything placed in his mouth (like a spoon or the edge of a cup) must make a successful saving throw vs. acid or be damaged.
6 The character's face becomes distorted and grotesque, causing his Charisma to drop by half and forcing all those who look into his eyes to attempt a fear check.

Table 20: Major Changes

Roll
1d6
   Effect
of Change
1 The character grows reptilian scales, giving him a base Armor Class of 6, while reducing his Dexterity and Charisma by two points each.
2 The character's skin becomes a pale, deathly gray. Sunlight now inflicts him with 1d4 points of damage per round, but he is unaffected by cold- and ice-based attacks.
3 The character becomes a conduit for negative plane energy, enabling him to drain one life-energy level with a successful unarmed melee attack. Lawful good religious objects, including holy water and symbols, now burn him for 2d4 points of damage and force him to attempt a fear check if they touch him.
4 The character sprouts great reptilian wings, which enable him to fly at a rate of 15 with a maneuverability class of C. His bestial nature surfaces, however, reducing his Wisdom and Intelligence scores by two points each.
5 The character grows a scorpionlike tail, ending in a stinger that injects type F poison. Every check he makes to determine the reaction of an nonplayer character to him automatically shifts one step toward hostile.
6 The character becomes a hulking, feral beast. Ail three of his physical ability scores increase by two points, but his mental scores drop by an equal number of points.

Redemption

The longer someone treads the path of darkness, the harder it becomes to return to a state of grace. Still, if someone who was momentarily led or drawn astray acts quickly to change his ways, redemption is possible.

Characters can attempt redemption only so long as they have not undergone a moderate change. As soon as a character fails his fourth powers check, he passes into the darkness, and only the most potent of efforts can save him from final consumption by the dark powers (see "Final Corruption" below).

Repentance

The most common way in which a character can attempt to reverse the effects of a failed powers check is by reliving the events that led him down the dark path. In this case, the character must confront a situation similar to the one that brought about his failed check, but this time, he must chose the correct path. If the Dungeon Master allows it, the character could even undertake an epic quest to right some ancient wrong in order to make amends for his own failings.

A single confrontation is seldom sufficient to cleanse the taint of evil from a character's soul, however. In order to reverse corruption, the character must repeat this process a number of times equal to the percentage chance of the powers check he failed. Once the character accomplishes this, he can attempt a new powers check. The chance of failing that check is the same as that of the previously failed check. If the character succeeds, the effects of his most recent failure are reversed.

Exactly what happens when a character attains redemption is determined by his level of corruption. For an unclean character, the taint of evil is lifted from him, and he becomes redeemed. He no longer has the special power or the curse bestowed upon him by the dark powers.

If the character has progressed beyond the first stage of corruption, his status improves by one level. Thus, if he was classified as corrupt, he becomes unclean. If he wants to further redeem himself, he must begin the process again, working to reverse the failed powers check that caused him to originally become unclean. The ability and curse associated with the most recently failed powers check dissipate.

Atonement

The 5th-level priest spell atonement can be used to reverse a failed powers check caused by an unholy act. However, the spell must be cast by a priest of the offended deity, and convincing such a priest to cast the spell may actually be harder than repentance.

For the spell to help redeem the character, he must make a successful resurrection survival roll when it is cast. Otherwise, the spell has no effect.

If an atonement spell fails to undo the damage done by a failed powers check, subsequent attempts will also have no effect. Only after the character has either failed another powers check or reversed the effects of the most recent check by repentance can another atonement spell aid him.

Final Corruption

In most cases, a character who has only undergone minor changes can still save himself from ultimate collapse, although the feat will require exceptional effort. Once a character has undergone a moderate or major change, however, it is almost impossible to restore him to a state of grace.

Exactly what powers might be invoked to restore a character so far lost is a matter for individual Dungeon Masters to decide. An exceptionally powerful spell such as a wish might suffice if worded properly and granted by some unusually potent source. In rare cases, the gods might even grant a divine blessing for the character (although it can be debated that it is impossible to obtain such a dispensation while within the Demiplane of Dread).

Of course, even when such powerful methods as these are used, their maximum possible effect is to remove one level of corruption from a character. Thus, restoration of a character who has failed four, five, or six powers checks is an incredibly difficult task.

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