Horror Checks
In most RAVENLOFT games, there comes a time
when the heroes are forced to confront something
so terrible that they can scarcely believe it to be
real. Perhaps they must watch as a loved one
undergoes a terrible transformation at the hands of a vile
beast, or endure the loathsome kiss of some bloodsucking
creature as it feeds upon the nectar in their veins. Whatever
the cause, horrified characters will be slow in recovering
from the terror in their hearts.
When to Make a Horror Check
Exactly what causes someone to become horrified varies
greatly from person to person. The mere sight of an undead
creature will require normal men and women to make a
horror check and may well have the same effect on a low-level adventurer. Indeed, a dead body, especially one that
clearly died a terrible death, might also overwhelm such
characters.
As a rule, horror is a much more emotional state than
fear. The latter is a basic survival instinct which, to some
degree, every person experiences. Horror, on the other
hand, occurs in moments of great anguish, grief, or
repugnance. Horror, it can be said, forms the boundary
between common fear and the collapse into madness.
While it is impossible to say for certain how any
individual will react when exposed to a potentially horrific
situation, the following guidelines can help determine how
members of various character classes might react in
certain situations.
Warriors
Warriors, especially those who have been adventuring for
some time, are generally used to sights of death, battle, and
violence. They have probably seen friends die in battle
before and are not going to be shaken by even the most
gruesome scene of carnage.
On the other hand, a warrior is not accustomed to magic
and the supernatural. While the sight of a wizard casting a
spell is not going to shock them, the effects of that spell
might. A warrior's world is built around arms and battle;
magic that defies the rules he has come to live by will
certainly rattle him. Macabre and supernatural things
which a wizard might accept without blinking are more
than the average warrior is used to dealing with.
Witnessing the effects of a medusa's gaze, watching the
vile feeding of an illithid, or feeling the chilling touch of an
ethereal, invisible creature might horrify even the most
stoic of warriors.
Wizards
Wizards are, in many ways, mirror images of the warriors
they travel with. Their lives revolve around strange and
mysterious pursuits, making them more resistant to sights
like transformations and spectral beings. Interdimensional
creatures and scintillating portals leading to blasphemous
regions of eternal suffering are the sorts of things that
wizards expect to find around every corner.
On the other hand, a wizard does not have the warrior's
taste for battle, death, or blood. Sights of carnage and gore
generally revolt them. Also, because of their keen intellects,
wizards can sometimes sense the true terrors of a situation
long before their allies really understand what is happening.
Priests
As servants of the many gods of the multiverse, priests are
gifted with a sense of well-being and confidence that many
other characters lack. Their belief that their only purpose in
life is to serve their patron deity provides them with
resistance to things that others might find horrific.
Like warriors, they normally do not fear battle and
combat. In their roles as protectors of the faith, they have
seen wars and death. As healers, they have moved among
the wounded and dying. The perils of the physical world
usually do not seem horrific to these valiant souls.
Similarly, priests are familiar with magic and the
supernatural. While not as steeped in the macabre as
wizards, they are not likely to find themselves mentally
overwhelmed by even the most sinister of magics.
It is the very strength of the priest that also proves his
weakness, however. A priest is always especially sensitive to
those things that challenge his religious beliefs or the
teachings of his god. Acts of terrible blasphemy can
traumatize even the most pious cleric. This is especially true
if the horrific scene causes the priest to believe that his
god's power is limited or even nullified in a given area.
Rogues
No class is more diverse than that of rogues, making it
difficult to provide sweeping guidelines about what will
and will not horrify these heroes. Some are vile characters
who trade in death, murder, and assassination. These
brigands are as used to carnage or gore as any warrior and
perhaps just as vulnerable to sights of magic and the
macabre. Others, jewel thieves and the like, may be less
accustomed to death or battle and still fear the
supernatural or diabolical.
Whatever their chosen profession, however, all rogues
depend upon secrecy and stealth. Nothing is more
frightening to a rogue than the sense that he is exposed and
vulnerable. A carefully hidden rogue who has watched a
nosferatu drain the blood of a young woman might be able
to bear the sight with only minor revulsion. Should the dread
creature then turn and look directly at him, making it clear
that he will be the next victim, the true horror of what he has
just seen comes crashing down upon the hero.
How to Make a Horror Check
Making a horror check is conducted in exactly the same
fashion as a fear check or saving throw. When a player is
called upon to make a horror check, he rolls 1d20, applies
any relevant modifiers, and compares the total to a target
number determined by his character's class and level. (For
details, see Appendix Three: Character Classes.)
Table 6:
Horror Check Modifiers
Modifier |
|
Condition |
+?/-? |
|
Magic Defence Adjustment (based on Wisdom Score) |
+4 |
|
Character or party possesses a spell, magical item,
weapon, or bit of knowledge which has already
proven effective against this particular threat. |
+2 |
|
Character or party possesses a spell, magical
item, weapon, or bit of knowledge which is
believed to be effective against this threat. |
+4 |
|
A relative or fellow player character is endangered. |
+2 |
|
A friend or ally is clearly endangered. |
+1 |
|
An innocent is endangered. |
-1 |
|
An innocent willingly participates in the horrific
scene. |
-2 |
|
A friend or ally willingly participates in the horrific
scene. |
-4 |
|
A relative or fellow player character willingly
participates in the horrific scene. |
-1 |
|
Character is of good alignment. |
-1 |
|
Character is of lawful alignment. |
+1 |
|
Character is of chaotic alignment. |
+1 |
|
Character is of evil alignment. |
-1 |
|
Character is in close quarters (no place to run). |
+1 |
|
Character is in an open area (room to run away). |
+2 |
|
Hero has overcome or endured a similar scene
within the past twenty-four hours. |
+1 |
|
Hero has overcome or endured a similar scene in
the past (but not within the last twenty-four
hours). |
-2 |
|
Hero has been horrified by a similar scene within
the past twenty-four hours. |
-1 |
|
Hero has been horrified by a similar scene in the
past (but not within the last twenty-four hours). |
If the modified roll equals or exceeds the
target number, the character shrugs off the
effects of the scene and may continue
normally. This is not to say that he remains
utterly calm or unmoved by the things he has
seen, only that he is able to cope with his
horror and suffers no measurable penalty. If
the modified roll is less than the target
number, the character has been overwhelmed
by the horrors around him. A roll of 20 always
succeeds, and a roll of 1 always fails.
The many and varied results of failure are
described below.
Effects of Failure
A horrified character will find the effects of this
highly emotional state both lasting and
debilitating. When a character fails a horror
check, the Dungeon Master should roll 1d6
and consult the following table. Modifiers to the
die roll and a description of each condition
appear at right.
Table 7:
Failed Horror Check Results (1d6)
1. | Fear |
|
6. | Rage |
2. | Aversion |
|
7. | Mental Shock |
3. | Nightmares |
|
8. | Fascination |
4. | Revulsion |
|
9. | Madness |
5. | Obsession |
|
10. | System Shock |
Modifier |
|
Condition |
+1 |
|
Character is alone (or can't be quickly reached by
allies). |
+1 |
|
Character is a spellcaster with fewer than half of
his spells remaining. |
+1 |
|
Character has lost more than half of his maximum
hit points. |
+1 |
|
Character has failed a fear, horror, or madness
check within the last twenty-four hours |
Fear
A fearstruck character has managed to avoid the horror of
the scene before him, though he still succumbs to fear. In
such cases, the effect of the failed check is resolved using
Table 5: Failed Fear Check Results. No die modifiers apply
to this roll.
Aversion
The horror of the scene proves too much for the character
to bear. He whirls and flees, moving at his maximum rate for
one full turn (ten minutes). At the end of that time, he
comes to his senses. For the next month or so, however, he
cannot bear to go within fifty feet of the place where the
failed check occurred or any identical places.
If the character is forced to violate these restrictions (or if he
accidentally does so) he must attempt another horror check.
A successful check allows the character to remain in the
presence of the horrific scene, but he suffers a -4 penalty on all
attack rolls; saving throws; and fear, horror, and madness
checks while in the area. Should the character fail this second
horror check, the normal effects of such misfortunes apply.
Nightmares
At first it appears that a character who rolled this result is
simply fearstruck. His immediate actions are determined by
rerolling and consulting Table 5. The next time the character
tries to sleep, however, it becomes clear that he is badly
traumatized.
As soon as the character falls asleep, he begins to have
terrible nightmares in which the horrific events play
themselves out repeatedly. Within half an hour after retiring
(5d6 minutes, to be precise), the hero suddenly awakens
with a terrible scream. Every attempt at sleep will have the
same result, leaving the character an exhausted wreck.
For every twenty-four hours that the character goes
without a full night's rest, he suffers a cumulative -1 penalty
to all attack rolls, saving throws, and ability/proficiency
checks, up to a maximum penalty of -4.
A sleepless night also denies the character a chance to
heal. Thus, the only way that someone burdened with
nightmares can recover from injuries is through magic.
Characters with the ability to regenerate can still do so. If
the character is a spellcaster, his inability to sleep makes it
impossible to rest and memorize new spells. As the
nightmares also disrupt attempts by psionicists to rest and
meditate, those characters are unable to regain expended
PSPs while suffering from nightmares (see the "Psionicists"
section in Appendix Three).
In short order, sleepless nights will begin to take a toll on
even the most hardy individual. For every week that a
character suffers from nightmares, his Constitution score
temporarily falls one point. Any associated benefits, like bonus
hit points or saving throw adjustments are affected as well. If
the character's Constitution score falls to zero, he dies.
A sleep spell can ward off the nightmares for a time. A
character under the effects of such magic will be able to get
enough rest to memorize new spells or regain PSPs. In
addition, someone aided with a sleep spell will not receive
penalties to his attack rolls, saving throws, and the like.
However, this supernatural slumber is not sufficient to allow
normal healing or prevent the loss of Constitution points.
Revulsion
Revulsion is a more powerful form of aversion. In addition to
the effects described earlier, the character is unable to stand
the presence of things even vaguely reminiscent of whatever
horrified him. Someone forced to watch as a nosferatu
drained the life from his younger sister might find that the
sight of red wine, a cut of rare meat, or even the trickle that
follows the nick of a shaving razor will fill him with revulsion.
Obsession
An obsessed character suffers the same negative effects
associated with nightmares. His nights are so filled with
visions of the terrible things he has endured that his health
gradually deteriorates from loss of sleep. The use of a sleep
spell provides the same relief to obsessed characters as it
does to those suffering from nightmares.
During the day, however, the character's mind remains
clouded. He will speak about the horrifying event constantly,
describe everything in terms relating to it, and mumble to
himself about it when he is alone.
Such single-minded devotion has negative effects even
beyond those suffered by the victims of nightmares.
Because of the haze that dulls the perceptions of an
obsessed character, he suffers a -1 penalty to his initiative
and surprise rolls, beginning immediately after the failed
horror check. Each week that passes increases this modifier
by one point, to a maximum penalty of -4.
Rage
An enraged character becomes instantly overwhelmed by
the desire to destroy the thing that offends him. If he is
powerful enough to succeed, then this is not a terrible result.
If he is not, then rage can be fatal.
The enraged character must move toward the cause of
his horror at his maximum movement rate and engage it in
melee combat. It is impossible for an enraged character to
use spells, psionic powers, or ranged weapons. His mind
reverts to a state of primitive fury that only brutal violence
can mollify.
So feral has his mind become at this point that he casts
aside anything in his hands that is not a weapon. Each of
these items must make a successful saving throw vs. fall to
avoid damage. If the character does not have a weapon
available, he will either attack with his bare hands or grab
up some manner of bludgeon.
A character with a shield or other object in hand might
avoid discarding it (as required above) if the player states
an intention to use it as bludgeon. Of course, fragile objects
wielded as weapons may well be damaged or destroyed. In
such cases, the Dungeon Master might require the player to
make a successful saving throw vs. crushing blow for the
item to avoid such a fate.
Each attack or damage roll made by the enraged
character receives a +2 bonus because of the fury surging
through his muscles. However, the bestial nature of this rage
leaves the character exposed to attack, for he thinks little
about self defense. This causes him to lose any benefits due
to a shield or high Dexterity score. In addition, all strikes
directed at him receive a +2 attack bonus.
So powerful a rage is not easily thrown off. Even after the
character slays the object of his rage, he will continue to
strike at it. If such a character is left to himself, he is entitled
to a make a new horror check every third round. Success
indicates that he has come to his senses. Failure results in
another three rounds of rage.
Anyone who attempts to restrain the enraged character
will become his new target. Magical spells, like sleep or
emotion can end the character's fury without drawing his
attention.
Another player character can attempt to talk the
character out of his rage. Such an attempt requires one
round and a successful Charisma check. If the check
succeeds, the enraged character comes to his senses. If it
fails, he continues to batter away at his target. An
unmodified roll of 20 indicates that the enraged character
feels betrayed and will transfer his rage to his friend.
For the next month or so (see "Recovering from Horror"
below) the character may be thrown into a rage whenever
he encounters a scene or creature similar to the object of his
horror. At such times, a new horror check is made, with an
additional -2 penalty. If the check fails, the character
becomes enraged again.
Mental Shock
Sometimes, the only response one is capable of when
confronted with something horrible is simple inaction. In
such cases of mental shock, the character's mind seems to
simply shut down, causing him to stand and stare at the
offensive sight.
A character suffering from mental shock will take no
action to defend himself, even if attacked repeatedly. Thus,
he gains no benefit to Armor Class for a shield or high
Dexterity score. Obviously, such a character cannot attack,
cast spells, use psionics, or take any other action. A
shocked character will follow a companion only if dragged
along. Such movement is involuntary, however, and is
limited to half the normal rate of the stunned character.
Future encounters with the horrific scene or one similar to
it may also overwhelm the character. Such an experience
entitles the character to another horror check (albeit with a
-2 penalty). Failure indicates that he again finds himself
gripped by this terrible affliction.
Fascilation
Fascination in many ways resembles obsession, save that
the victim appears to openly embrace the sight that horrified him.
He spends every waking and sleeping moment
thinking about whatever he has seen, and he even begins to
incorporate it into his personality, resulting in a degradation
of his own character. A classic example of such behavior
can be seen in Renfield's attempts to emulate the horrific
life-draining actions of his master in Bram Stoker's Dracula.
These changes in a character's personality cause him to
become more and more offensive to those around him. On
the day after the character is horrified, his Charisma and
Wisdom each fall one point. At the end of every week, an
additional point is subtracted from each ability score. When
either (or both) of these scores reaches zero, the character
is assumed to have been driven mad. At that time, the
Dungeon Master should roll on Table 9: Failed Madness
Check Results to see what form his lunacy takes.
Should the character come into the presence of the thing
that horrified him (or something similar to it) while still in
the grip of his fascination, his condition will manifest itself in
one of two ways.
It at all possible, the fascinated character will join the
scene. He will not join it if doing so would clearly be
suicidal, but he may well give away the location of the party
or other secrets without concern.
Should it prove impossible for him to undertake that
course, he will set aside all other concerns to observe and
study the scene. During this encounter, he will take no
action to harm or disrupt the horrid scene and its
participants, although he may allow his companions to do
so. Only if they directly challenge his actions will the
fascinated character act against his companions.
Madness
The strain of recent events proves too much for the
character. Somehow, this horrifying scene causes his mind
to collapse into madness. The Dungeon Master should skip
to Table 9: Failed Madness Check Results to determine
what happens to the horrified character. All normal
modifiers apply to this second roll.
System Shock
Just as the icy grip of fear can crush the life from a man's
heart, so too can the effects of horror drive him to an early
grave. A player who rolls this result must make an instant
system shock survival roll with a -10% penalty.
A failed roll causes the character to simply fall dead.
Attempts to revive him will fail, although magical means might
be employed to this end. If the roll is successful, the character
has a chance to survive. His Constitution falls one point to
reflect the strain on his health, and he is instantly reduced to 0
hit points. If he does not receive immediate aid, the character
will lose 1 hit point per round until he reaches -10, at which
point he dies. Complete rules governing this condition are
detailed in Chapter 9 of the DUNGEON MASTER Guide.
In either case, the character drops any items he was
carrying. A saving throw vs. fall should be made for each
item to determine whether or not it sustains damage.
Recovering From Horror
Some effects of a failed horror check may be set aside more
easily than others. In most cases, however, a horrified
character will feel its effects for several weeks.
Minor Effects
Characters who suffer from an aversion are the least
affected by what they have seen. By mentally bracing
themselves and trying to understand what lies at the heart
of their trauma, they can generally restore themselves to
normal in a few weeks.
At the end of every fortnight following their perilous
encounter, these characters should make another horror
check. Success indicates that the character has won his
battle against horror and returns to normal, although he will
probably always be somewhat affected by the things he was
exposed to. If the horror check fails, the character continues
to suffer for another fortnight, when he can again attempt to
throw it off.
Moderate Effects
Other effects last longer than aversion. Once per month, a
character who suffers from nightmares, revulsion,
obsession, or rage can attempt to escape his mental bonds
by making another horror check. A failed attempt at
recovery indicates that he must endure his burden for
another month before attempting again.
Major Effects
Those shocked or fascinated by what they have seen will
have a much harder time slipping the bond of horror. Like
the sufferers described above, they are entitled to additional
horror checks each month. Success indicates that they
leave their fears behind. In the case of these major effects,
however, the checks each bear a -2 penalty.
Magical Spells and Psionic Powers
A character's recovery from a failed horror check can be
greatly speeded with the aid of magic or psionics. A forget
spell could erase the memory of the horrific event, for
example, eliminating the trauma associated with it. Other
possible cures might include psychic surgery or the
judicious use of hypnosis. Also, both a wish and
limited wish spell should prove efficacious.
Of course, the human mind (especially when it has been
traumatized) is not something to be tampered with by the
unwise. Dungeon Masters should carefully watch the actions
of those treating the horrified, for the result of failure might
well be madness.
Role-Playing the Horror Check
Just as a player can avoid the negative effects of a fear
check by having his character act in an appropriate manner,
so too can he negate the game effects of horror. If the
Dungeon Master feels that a player character is responding
to horrific scenes with the proper revulsion and disgust, he
need not require that character to make a horror check.
In some cases, the Dungeon Master may wish to roll for
the effects of a failed horror check, asking that his player
incorporate only its role-playing effects rather than impose
the game mechanics indicated. If the player is up to such a
demanding bit of role-playing, he can greatly enhance the
macabre realism of the game.