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Table of Contents
 
Chapter One:
The Demiplane of Dread

  The Nature of the Demiplane
    Entrances...
    ...and Exits
    The Border Ethereal
    Doctrines of the Darkness
  The Dark Powers
    Common Understanding
    Scholars and Sages
    Defining the Dark Powers
  The Domain Lords
    Magnitudes of Evil
    Beyond Redemption
  The History of Ravenloft
    The Time Before
    Turning Points
    Ravenloft Timeline
  Geography
    Realms of Horror
    Domain Evolution
  Cultural Levels
    Definitions

Chapter Two:
Domains of the Core

  An Overview of the Core
    Politics of the Core
    The Domains in Detail
  The Northern Core
    Lamordia
      Adam
      Victor Mordenheim
    Dementlieu
      Dominic d'Honaire
    Necropolis
    Falkovnia
      Vlad Drakov
    Keening
      Tristessa
    Tepest
      The Three Hags
  The Southern Core
    Mordent
      Lord Wilfred Godefroy
    Valachan
      Baron Urik von Kharkov
    Richemulot
      Jacqueline Renter
    Verbrek
      Alfred Timothy
    Sithicus
      Lord Soth
    Invidia
      Gabrielle Aderre
      Malocchio Aderre
    Borca
      Ivana Boritsi
      Ivan Dilisnya
    Barovia
      Count Strahd von Zarouich
    Kartakass
      Harkon Lukas
    Forlorn
      Tristen ApBlanc
    Hazlan
      Hazlik
    Nova Vaasa
      Sir Tristen Hiregaard/Malken
  The Western Sea
    The Sea of Sorrows
      Captain Pieter van Riese
    Markovia
      Frantisek Markov
  The Eastern Sea
    The Nocturnal Sea
      Meredoth
    Vechor
      Easan the Mad

Chapter Tree:
Islands of Terror

  The Nature of the Islands
    Bluetspur
      Illithid God-Brain
    G'Henna
      Yagno Petrovna
    I'Cath
      Tsien Chiang
    Kalidnay
      Thakok-An
    Nosos
      Malus Sceleris
    Odiare
      Maligno
    Souragne
      Anton Misroi
    Vorostokov
      Gregor Zolnik

Chapter Four
Clusters and Pockets

  Clusters
  The Amber Wastes
    Har'Akir
      Anhktepot
    Pharazia
      Diamabel
    Sebua
      Tiyet
  The Burning Peaks
    Cavitius
      Vecna
    Tovag
      Kas the Destroyer
  Zherisia
    Paridon
      Sodo
    Timor
      The Hive Queen
  Pockets
    Davion
      Davion the Mad
    The House of Lament
    The Nightmare Lands
    Scaena
      Lemot Sediam Juste

Chapter Five
Secret Societies

  Game Use
  Ultimate Goals
  Cells
  Good Secret Societies
    The Keepers of the Black Feather
    The Green Hand
    The Circle
  Neutral Secret Societies
    The Church of Ezra
    The Vistani
    Carnival
  Evil Secret Societies
    The Kargatane
    The Fraternity of Shadows
    The Unholy Order of the Grave

     Chapter Six:
Fear, Horror, and Madness

  Definitions
    What is Fear?
    What is Horror?
    What is Madness?
  Note on Fear and Horror
  Fear Checks
    When to Make a Fear Check
    How to Make a Fear Check
    The Effects of Failure
    Recovering From Fear
    Role-Playing the Fear Check
  Horror Checks
    When to Make a Horror Check
    How to Make a Horror Check
    The Effects of Failure
    Recovering From Horror
    Role-Playing the Horror Check
  Madness Checks
    When to Make a Madness Check
    How to Make a Madness Check
    The Effects of Failure
    Recovering From Madness
    Role-Playing the Madness Check

Chapter Seven:
Power Checks

  What is a Powers Check?
  When to Make a Powers Check
  How to Make a Powers Check
    Determining the Chance of Failure
    Special Considerations
  Role-Playing the Powers Check
  The Effects of Failure
    The Road to Destruction
    Descent Into Darkness
    Changes
    Redemption
  Terror Tracks

Chapter Eight:
The Path of the Priest

  The Absence of Power
    Cooperative Magic
    Faith Magic
    Quest Spells
    Summoning
    War
  Altered Priest Spells
    First-Level Spells
    Second-Level Spells
    Third-Level Spells
    Fourth-Level Spells
    Fifth-Level Spells
    Sixth-Level Spells
    Seventh-Level Spells
    Quest Spells
  New Priest Spells

Chapter Nine:
The Way of the Wizard

  Of Magic and Magicians
    Conjuration and Summoning
    Necromancy
    Elementalists
    Metamagicians
    Wild Mages
  Altered Wizard Spells
    First-Level Spells
    Second-Level Spells
    Third-Level Spells
    Fourth-Level Spells
    Fifth-Level Spells
    Sixth-Level Spells
    Seventh-Level Spells
    Eighth-Level Spells
    Ninth-Level Spells
  New Wizard Spells

Chapter Ten:
Mazes of the Mind

  Errata and Clarifications
  Psionics and the Undead
  Altered Sciences and Devotions
    Clairsentience
    Psychokinesis
    Psychometabolism
    Psychoportation
    Telepathy
    Metapsionics

Chapter Eleven:
Forged of Darkness

  Conversions and Considerations
    Planar Travel
    Summoning
    Divination
    Powers Checks
    Frequency of Magic and Treasure
    Intelligent Weapons
    Artifacts and Relics
  Altered Magical Items

Chapter Twelve:
The Wispered Evil

  Types of Curses
    Spellcaster's Curses
    Self-Induced Curses
    Curses of Vengeance
  Creating a Curse
    Phrasing the Curse
    Invoking the Curse
    Tailoring the Curse
    Constant and Triggered Effects
    Escape Clauses
    Strength of the Curse
  Powers Checks for Cursing
  Resolving the Curse
  Curses Laid by Player Characters

Chapter Thirteen:
Tenets of Terror

  Fantasy Horror
    The Gothic Tradition
    The Role of Fantasy
  Scenarios and Campaigns
    Designing a Ravenloft Scenario
    Designing a Ravenloft Scene
    Designing a Ravenloft Campaign

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