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Expidition to Castle Ravenloft - Spoilers and Answers
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<blockquote data-quote="Swedish Chef" data-source="post: 3108313" data-attributes="member: 27141"><p>The Fortunes of Ravenloft have slightly expanded in that there are a few more locations for the various items to be located, based on the results of the cards. Instructions are provided for using cards from one of three decks - Three Dragon Ante, standard Tarot and standard poker decks. I have not read that section fully, but it looks to be relatively unchanged.</p><p></p><p></p><p></p><p>1) There are two new Prestige Classes, one new spell, two new feats, some new alchemical items, and 23 new magical items (weapons, armour, etc).</p><p>2) The weapons are presented in a basic form, but require a ritual to "bond" them to a character. Stats are provided should you wish to use the module without the Legacy rules. Further instructions are available to increase the weapon's powers, should you wish to play with the Legacy rules. Basically, if you're running a short or one night adventure, you ignore the rules. If it's part of an on-going campaign, you can use the Legacy rules.</p><p></p><p>3) I have not read the whole thing, but skimming through, I do not see any silly stuff. It looks like it was "cleaned up" to allow it to be a more truly "horrifying" adventure.</p><p></p><p></p><p></p><p>The suggested locale is somewhere in Eastern Europe. It does not get any more specific than that. It does mention that any non-humans in the adventure (halflings, elf lycanthropes) be presented as human, either of shorter stature or more feral appearance.</p><p></p><p>There is also a side bar for Action Points (Eberron and d20 Modern). Basically, it suggests that when a PC spends an AP, yet still fails the roll, Strahd is gifted with an AP of his own. He starts with 5, and can gain an unlimited amount from the PCs. This only occurs when the PCs are in the Castle proper.</p><p></p><p></p><p></p><p>The Castle is a major feature of the adventure. It is Strahd's stronghold and source of power. He can only be fully destroyed while in the Castle. There is a fair amount of encounters keyed to the castle. However, the overall design is not one of a castle with 1000 rooms. The rooms are large, and many encounter keys are actually several in one area. For example, the main entry encounter is actually keyed to 3 sets of creatures, and possibly a fourth. So, yes, there would be a lot of combat to get through certain areas, but overall, there are not a lot of rooms. </p><p></p><p>Having said that, my experience with previous incarnations of this adventure tell me that it will be a great adventure. And very, very dangerous for any party that isn't fully prepared.</p></blockquote><p></p>
[QUOTE="Swedish Chef, post: 3108313, member: 27141"] The Fortunes of Ravenloft have slightly expanded in that there are a few more locations for the various items to be located, based on the results of the cards. Instructions are provided for using cards from one of three decks - Three Dragon Ante, standard Tarot and standard poker decks. I have not read that section fully, but it looks to be relatively unchanged. 1) There are two new Prestige Classes, one new spell, two new feats, some new alchemical items, and 23 new magical items (weapons, armour, etc). 2) The weapons are presented in a basic form, but require a ritual to "bond" them to a character. Stats are provided should you wish to use the module without the Legacy rules. Further instructions are available to increase the weapon's powers, should you wish to play with the Legacy rules. Basically, if you're running a short or one night adventure, you ignore the rules. If it's part of an on-going campaign, you can use the Legacy rules. 3) I have not read the whole thing, but skimming through, I do not see any silly stuff. It looks like it was "cleaned up" to allow it to be a more truly "horrifying" adventure. The suggested locale is somewhere in Eastern Europe. It does not get any more specific than that. It does mention that any non-humans in the adventure (halflings, elf lycanthropes) be presented as human, either of shorter stature or more feral appearance. There is also a side bar for Action Points (Eberron and d20 Modern). Basically, it suggests that when a PC spends an AP, yet still fails the roll, Strahd is gifted with an AP of his own. He starts with 5, and can gain an unlimited amount from the PCs. This only occurs when the PCs are in the Castle proper. The Castle is a major feature of the adventure. It is Strahd's stronghold and source of power. He can only be fully destroyed while in the Castle. There is a fair amount of encounters keyed to the castle. However, the overall design is not one of a castle with 1000 rooms. The rooms are large, and many encounter keys are actually several in one area. For example, the main entry encounter is actually keyed to 3 sets of creatures, and possibly a fourth. So, yes, there would be a lot of combat to get through certain areas, but overall, there are not a lot of rooms. Having said that, my experience with previous incarnations of this adventure tell me that it will be a great adventure. And very, very dangerous for any party that isn't fully prepared. [/QUOTE]
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