D&D 4E How would you re-envision Ravenloft for 4e.

Wow, thanks for the great response.

I think I might just write that proposal up. Although there is some holy cattle to kill in the setting.

No, I don't think there's anything 'wrong' with the current setting, per se. Kitchen sink writing is pretty par for the course in setting design. I just think a setting built out of a consistent theme and backstory is better.

The general concept I'm working with is to take a 'traditional' fantasy world and make one key change: evil always wins when it matters. Not in every sense, but the deck is stacked so far against the forces of good that only the iron willed ever think about fighting back.

Another concept that needs to make a comeback from the old Ravenloft is the uniqueness of monsters. Every undead, every beast man or ogre in the setting was once a man or woman. Now they are warped by their own twisted actions. The Ogre murdered his children and ate them over the winter. The gnoll band slaughtered the town they were meant to protect (as per the fiction). There aren't any 'monsterous races', and the demihumans are much more closely related, more like ethnicities that hyper-distinct 'species'.

Gaining mutations and powers from the Dark Powers (really just a name some scholars give to the events that plague the realm) needs to be mechanically linked to the Dark Powers screwing you for being good. Perhaps the higher the level, the wider the CR gap between heroes and monsters. A first level party may deal with CR 1 encounters, but a 5th level party that has a cleric of Ezra has to deal with things that are CR 8, well outside their comfor level. The Dark Powers never come down and smack you one, but the better you are, the harder it gets.
 

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Jon Wake said:
The general concept I'm working with is to take a 'traditional' fantasy world and make one key change: evil always wins when it matters. Not in every sense, but the deck is stacked so far against the forces of good that only the iron willed ever think about fighting back.

That was pretty much my idea as well, but with one difference. I assumed that the world was a boring, traditional D&D setting with elves, clerics, and ogres BEFORE the Dark Powers arrived. It was Strahd's intervention that brought the attention of these alien, unknowable, and utterly evil entities to the world, and its by their doing that all of the Ravenloftism's work. They obscure Divination to keep the local's in line. They have weakened the power of the Old Gods. They perverted magic. They whisper encouragement to those about to do evil. They become the ultimate bad-guy of the setting, and one that might not be able to be destroyed.

I also assumed the Dark Lords are all in cahoots, in theory, with one another. However, spite, greed and vanity keep them now from ever putting up a unified force. Drakov might march against Azalin to show the Dark Powers HE is stronger and more powerful, but no other Dark Lord is going to help Azalin or Drakov (directly, that is) unless it benefits them as well. It adds a level of political intrigue to the world, and allows a weak link in the otherwise unified from Evil provides.

Lastly, it removes the hodge-podge of "pulled from everywhere" domains that have little rhyme or reason and makes a world you can walk across, sail across, and otherwise travel through without massive culture shock from one domain to the next and without the necessity of mists (though they do have the ability to screw up the best travel plans). It also makes the Dark Lords WILLING partners in this endeavor who (think) they understand the bargain they made, and act as Conquering Lords. Some Dark Lords rule from the shadows, others openly. Some won through military might, others arcane prowess, others cunning macinations, but now they all have control (and thus the power) of the land without relying on ham-fisted game elements like Domain Borders and "the mists" to keep everything in check.

Its the Ravenloft I would love to DM: organic, real, and with a flicker of hope against a true canopy of darkness (the ultimate PoL setting).
 

Ravenloft does not need to be changed for 4E, other than a slight nip-n-tuck for the planar elements and the new races.
Period. End of sentence.

Now, the why is the interesting part. Primarily this is because there wasn’t a lot of changed with 3E. The developers and writers knew the setting was only a rental so they just updated and described while adding new details. And its tenure in 2E was short with half the products of other worlds.
There are no massive contradictions or huge card houses propped hazardly up or lengthy updates for new rules systems. Not a lot has been changed and not a lot needs to be changed back or undone or rethought. There is no convoluted origin to the world as we’re not entirely sure of the whys and whos only that Strahd was the first and he made a pact with Death before killing his brother on his wedding day.

Can Ravenloft be changed? Yes. In many ways the world would work better in less of a planar aspect or with no darklords or no strict domain borders. But too many people like those to wipe those casually away.
Unlike other settings there’s no large vocal consensus. Everyone who looks long and hard at the Realms wonders “why doesn’t Elminister or one of the other 1000 high level guys just step in?”

What are the problems with Ravenloft?
1) It’s a demiplane in the ethereal sea. The latter doesn’t exist anymore and the former is fantastic and instantly removes some element of normality. However, making it a real world makes it harder to have it ‘steal’ lands and people.
Solution: avoid directly saying what and where Ravenloft is. Simply state what it does and leave its nature mysterious.

2) It’s teeny-tiny. However, enlarging it removes all the claustrophobic elements and also requires changing things like population and redoing things like the size of cities on the fly.
Solution: avoid scale. Let individual DMs decide how big it should be. Or offer alternatives.

3) Its static with all the politics and threats of war between lands being paper tigers as the actual borders can’t shift? But removing domains altogether changes how darklords work and the reflection of the person on the land.
Solution: below

4) Players feel it’s a no-win, PC meat grinder setting. No, that’s Call of Cthulu because, as many people pointed out, you can’t frighten a dead PC. And no change to the setting will prevent DMs from using it to insta-kill munchkins.
Solution: none. We can emphasise the point-of-light aspects to the campaign and encourage a mix of the helplessness of the gothic with the necessary heroism as well as encouraging DMs to give out “the win” when necessary.

So, back to the point on the thread, how would I update Ravenloft for 4E?

First, I’d have some event in the past that shook up the planes adding the shadowfell and feywild. I believe some members of the fan community are working on this already, but really all it needs to be is a nebulous even in the past.
The two side planes border the mainland but also overlap in places with the feywild having many points of crossing in Sithicus and the Shadow Rift being a nexus between all three worlds. Sithicans easily take the role of eladrin, as the more magical and wild of fey, while Darkonian elves are just elves.

Tieflings and warlocks fit so effortlessly in the setting it’s hardly even worth commenting on.
Dragonborn? They’re not going to fit…

I’d downplay the darklords as a physical threat. Taking a step back to the 3rd Edition book that didn’t feature stats I’d actually keep that. Leave the darklords statless save as nebulous foes pulling strings, or not. Giving them stats just encourages people to try and fight them. They might work better as figures entirely behind the scenes or simply so powerful (or hidden) that you just can’t confront them.
If they were ever stated out it’d be a good idea to give them multiple statblocks instead of one authoritarian lump. Give them a lvl20 write-up, a lvl30 and then a beefed-up lvl30 so they can be used in multiple campaigns or modified.

Timeline? I’d keep up the current trend of advancing one year in the setting for one year in the real world. This would mean it’s currently 762, or four years after the publication of the last campaign setting. Or more likely it’ll five or six years between campaign settings by the time Ravenloft sees any 4E attention. That’s plenty of time to squeeze in a minor apocalypse and have some local political changes and upheaval.

Now here’s the big change: I’d differentiate political borders from domain borders. Domain borders would not shift or change but the rulers of lands and political borders would.
For example, Mordent, Richemulot, and Dementlieu would all be a single nation divided into three rough regions. The above nation, Valachan and Invidia would be fighting over borders and who can claim the wild wood of Verbrek and its resources. Meanwhile, Falkovnia would be in the middle of an invasion of Borca, which would not have some of Barovia as its territory. Nova Vassa would also subsume Hazlan. Smaller lands like Karatakas, Tepest and the like as well as much of Barovia would be smaller city-states ruled by local lords who sometimes offer protection money to larger lords or neighboring nations.
Meanwhile, the actual domain boundaries would be unchanged. Some lords would be the leaders of respective nations or provinces while others would prefer to remain behind the scenes.

The big idea for change always seems to be “the darklords should be able to leave their domains”. I’m almost tempted to dismiss it just because it’s so popular. But I agree with it. Darklords should be able to move between lands, but they should be weakened while doing so. Thus they usually stay at the centre of their power where they have the strongest tie to the land.
This might work well as a justification for the multiple stats for the truly anal fans. In their lairs at the peak of their power they have statblock-A. Elsewhere in the domain the have statblock-B. And when they cross a border their power drops to its weakest, statblock-C.

I might be tempted to kill a lord or two.
Malken, for example, is just getting too damn old for what the character should be. It’s easy enough to have the curse passed to another family member and it might be interesting to keep it a mystery as to who the lord really is.
Ditto Vlad Drakov, although, since the setting is now missing one, I might have him die and be resurrected as a deathknight.
Ivana would fake her own death and come back after half a decade as her own daughter. She might be a lord-in-exile living in Dementlieu, while her brother desperately tries to hold the border from the Falkovnian hordes.

The best change might be presentation. Online publication would be the best way to present Ravenloft. Go back to its roots and encourage DMs to use it for one-shot games, the traditional Weekend in Hell adventures. Either as a break between campaigns or as a place in a larger story. If published on D&DI/Dragon it would let the setting reach a wider audience who could then pick the setting for monsters, adventures, places, villains or use for a one-shot tale of horror. Instead of a large world that has to be used as a whole, the campaign should be presented with multiple uses from the get-go.
It can be the location of a full campaign. It can be the location of a Weekened-in-hell adventure. It can be used to pull a land that can be inserted in an existing campaign.
This especially works with the modular nature of the setting where land can be described as a microcosm instead of as a piece of a larger whole. The main ‘rules’ and setting information could easily be published as a major article online and then the smaller lands could be filled in as time passes.
 

Irda Ranger said:
And this is why. I want a good gothic-horror campaign setting, not a series of one-shot adventures.
If that's what you want, though, then you have to revise the rules as well as the setting. D&D characters don't make good Gothic Horror PCs; there's a reason why most of the characters in those stories are ordinary men and women (read: low-level Commoners and Aristocrats) and why stories in which the protagonists are actually strong and tough tend to the pulp variety rather than the gothic horror genre. RL always struck me as being violently opposed to D&D's implied genre, with little reconciliation there; as I said, it's a nice conceit for a one-shot, but not so great in the context of a long-term campaign.

If I ran the thing as a campaign, I'd do it with three races (humans, Vistani, and giorgio) plus some options for lycanthropes, vampire-bloods, etc. Replace races with traits (mostly of a dark nature). Create new classes like Explorer, Scientist, Archivist, etc., and make those classes *weak*. Assume that the game "ends" at the end of the Heroic Tier, making characters like Van Richten the most experienced in the setting (which, IMO), makes sense. You've then got the makings of an ongoing horror campaign right there.
 

ruleslawyer said:
If I ran the thing as a campaign, I'd do it with three races (humans, Vistani, and giorgio) plus some options for lycanthropes, vampire-bloods, etc. Replace races with traits (mostly of a dark nature). Create new classes like Explorer, Scientist, Archivist, etc., and make those classes *weak*. Assume that the game "ends" at the end of the Heroic Tier, making characters like Van Richten the most experienced in the setting (which, IMO), makes sense. You've then got the makings of an ongoing horror campaign right there.


That's pretty much where I was going, too, with the exception of topping out at Heroic.
There definitely needs to be a differing set of classes. I'd avoid the CoC saw of everyone being fragile, though. It's D&D, after all, and pretty heroic to start with. I could play CoC for real Gothic Horror. This is more Dark Gothic Flavored Fantasy.

Heroic Tier characters are probably the ones the experience the most success, their challenges being local and to some extent, manageable. Local killers, murder mysteries, and as they gain levels, cults and forgotten temples populate this tier.

Paragon Tier characters have the highest mortality rate. They've now gotten the attention of the Dark Powers, and the challenges they face tend toward the national and sometimes the intractable. Local warlords who cannot be killed, courtly politics that leave whole nations dead, and demonic beasts that stalk the countryside. As players raise levels in this tier, they will find themselves sorely tempted towards evil acts.

Epic Tier Characters face a choice. They can continue their battles against the powers, losing everyone around them, or they can join the dark side, as it were. Here they start to learn the secrets of the Powers, exploit the weaknesses of the Dark Lords and the long hard struggle through the Paragon Tier starts to pay off in minor, often Pyhrric victories.

However, as they approach 30th level they easily rival the Darklords in power, fully eclipsing the lesser lordlings. They now see the strings manipulating people, and if they are clever and lucky, start cutting them.

A unique feature of Ravenloft is the Terminus. Each campaign ends at 30th level, or dramatically changes. The Dark Powers nature is revealed (though the book gives many possible options for their nature) and defeated (or victorious), but the setting undergoes grand upheavals in the process. When the campaign reaches the Terminus, the next set of characters the Players build may start in a very different world than the first, complete with its own continuity.

Note that if the players die before 30th level, there is no Terminus reached, and the campaign continues as before.
 

Except that to play it that way, the darklords need to be 30th level. I'm not so fond of that idea, given who the darklords are right now (Azalin is the most powerful, and he's barely hitting Epic tier in 4e terms). I think that all the struggles you suggested are doable within a single tier, especially given that PCs can't build a realm, collect followers, or travel the planes.

Incidentally, CoC PCs aren't that fragile; it's the SAN that kills you, not necessarily the monsters. Moreover, even a 10th-level D&D Aristocrat probably has around 60 hp, which is hardly "fragile." Hence my reason for cutting the campaign off at 10th level.
 

Mourn said:
This problem stems from players reading DM books (since the vast majority of Ravenloft books are DM books), where the secrets that DMs are supposed to incorporate into their games are laid out for you to learn.

Not in my experience.

The 'secrets' of Ravenloft might be secret-ish in the context of the game but they're not anything new in the context of the genre. This goes back to the 'werewolf in every wood, vampire in every coffin' thing that I mention earlier. Ravenloft is drowning in horror tropes that Hollywood made famous back in the 1940s and 1950s. Even the so-called 'secrets' are old news if a player has ever read Bram Stoker's Dracula, Shelley's Frankenstein or seen a Boris Karloff film.

Ravenloft, at its core, lacks a wealth of truly surprising, truly original, truly horrific imagery. There are exceptions, of course, but they're few and far between. What Ravenloft typically brings to the table is pinched from existing and very familiar sources. This is the problem that I allude to. It's hard to be scared or horrified by tropes that are so well established, so tried and true, so common in modern media. What Ravenloft needs is more originality and less wholesale theft from well-established gothic horror stories.

What Ravenloft needs is a good revamping ;)
 

Jester Canuck said:
What are the problems with Ravenloft?

1) It’s a demiplane in the ethereal sea. The latter doesn’t exist anymore and the former is fantastic and instantly removes some element of normality. However, making it a real world makes it harder to have it ‘steal’ lands and people.
Solution: avoid directly saying what and where Ravenloft is. Simply state what it does and leave its nature mysterious.

Look also to the reasons for which the setting was arranged as it was. As I understand it, in 2e the Ethereal was virtually a prison by itself. There was no access to any outter planes from the ethereal; it was the link between the inner elemental planes (which seem to have been almost as empty as in 3e) and one or more primes. Ravenloft was specifically in the 'Deeper Ethereal' - far from both elemental and Primes, although in theory either might be able to reach it (via the Ethereal).

So why not make it a deeper part of the Shadowfell? It is a transitive plane that borders on one or more primes but otherwise seems apart from other planes (elemental and astral). If deep enough within the Shadowfell, then only through the Shadowfell can it be reached. And via the Shadowfell it might reach into multiple worlds.

So, Ravenloft is something near unheard of - a demiplane deep within the Shadowfell itself, whereas all other demiplanes are within the astral or the elemental chaos. The tie to the Shadowfell may even explain some of Ravenlofts attributes in 4e. And as we do not yet know much about the shadowfell, perhaps it is not a demiplane but instead simply a region deep within the natural landscape of the Shadowfell, surrounded by mists that prevent exit and (without its permission) even entry.


Jester Canuck said:
2) It’s teeny-tiny. However, enlarging it removes all the claustrophobic elements and also requires changing things like population and redoing things like the size of cities on the fly.
Solution: avoid scale. Let individual DMs decide how big it should be. Or offer alternatives.

I've never understood this part. Some domains in Ravenloft are the size of Europe, while others are the size of a single town. Each domain differs markedly in size. It is only 'claustrophobic' in the sense that one cannot enter or leave a domain easily unless its imprisoned dark lord allows ready entrance and exit - or unless one is allowed passage with the enigmatic Vistanti / Gypsies. If it is worked well by the DM, some PCs might travel within a domain for years without realizing that they are potentially trapped within it. Either the domain is so vast they have not yet chanced upon its border, or the adventures within so interesting that they have not thought to move on to new regions. Or a DM might choose to make it more apparent that they are trapped - the better to increase tensions, uncertainties, etc.

Then, of course, there is the mists to consider. A new domains might suddenly appear between two others, either shunting them apart or replacing lands formerly of former domains. A DM can thus 'redraw' the map whenever he wishes. This does not even take into account the idea that the mists can arise at (and even within) the borders of any domain at any time, such that crossing a border is only likely (never certain) to lead into the domain next door. It might lead to a totally new domain, or a distant domain, or even into another part of the domain one wishes to leave.

Maps of Ravenloft are merely suggestions, based upon the beliefs of the more widely traveled NPCs within the setting. There is no reason to rigidly adhere to such should inspiration strike. A few notations in the 4e setting guide stating such should be more than enough on this matter. It might even go so far as to say:

"Leaving [domain A] by the northern road will allow entrance into [domain north of domain A] only 80% of the time (roll of 16 or lower with d20). The remaining 20% should be left to DM discretion. Perhaps they reenter the left domain from another direction, perhaps they enter a domain elsewhere on the map, or perhaps the enter a completely unknown domain created by the DM."


Jester Canuck said:
3) It's static with all the politics and threats of war between lands being paper tigers as the actual borders can’t shift? But removing domains altogether changes how dark lords work and the reflection of the person on the land.
Solution: below

This can be altered without too much work. Just make it so that the dark lords cannot seal their domain borders - only the mists, for whatever alien reason, might do so. Instead, only the Dark Lords cannot leave, but they have some means of spreading their influence, gaining new lands, losing lands to others, and so forth. However, so long as they live, there is a minimum amount of land that cannot be lost - a heartland within the domain, as it were. They are weakened when they leave that heartland, losing some of their powers if they should do so, and any attempt to cross the border of the domain merely sends them into a random part of their domain, further frustrating their efforts to escape.

But they can send armies across the borders, and if the armies successfully take part of their neighbor's lands it becomes part of their domain. However, due to the power a dark lord has within the heartland of his domain, it is virtually impossible to slay him within it. Outside the heartland (but within his domain) a dark lord may be slain, but within it he is so potent as to be virtually unopposable. Some dark lords do not care about dominion, and so they have allowed much of their domains to be captured by others - thus the existence of town sized domains, while others are conquerers that now have vast domains and war amongst each other for ever larger domains.

I can see such working well in Ravenloft - vast domains with small points of strange darkness within them where other, obscure dark lords reside. Having lost so much of their domains, they are prisoners in a truer sense than other dark lords, as their domains are now no larger than the heartland of their former domains - and thus they cannot leave it. And so they are quite potent within the full bounds of their miniature domains, yet are utterly trapped within them.

For the non-dark lords, there is now more reason to fear dark lords of neighboring domains, as one domain may expand to extend its influence over them, such that terrors they have half become accustomed to dealing with are replaced with unknown terrors they have not had the time nor reason to learn to resist or overcome. For example, a land beset by vampires may have built up customs that make it harder for vampires to take them (never granting entrance, using garlic in many foods, never venturing out during the night, etc), but upon being overtaken by a land whose horrors are mostly ghouls or werewolves, suddenly all their customs that make life bearable are nearly worthless. Neither ghouls nor werewolves care much about allowance before entry, for example. And sunlight is not much of a bane against ghouls, so days are no longer as safe as once prior they were.


Jester Canuck said:
4) Players feel it’s a no-win, PC meat grinder setting. No, that’s Call of Cthulu because, as many people pointed out, you can’t frighten a dead PC. And no change to the setting will prevent DMs from using it to insta-kill munchkins.
Solution: none. We can emphasise the point-of-light aspects to the campaign and encourage a mix of the helplessness of the gothic with the necessary heroism as well as encouraging DMs to give out “the win” when necessary.

In many ways Ravenloft already is a PoL setting. It is just that the lights are weak and wavering candles in the midst of an overcast night. They are sheltered in baskets to keep the winds from putting them out, making them even less apparent and useful to those that have need of them. So, to have Ravenloft stand out, emphasize the weakness of the lights. There are no default 'good' people. All are unaligned initially, and most slide into evil. Being good stands out, gains notice from those very elements that seek to snuff out the little wane lights still existing.


Jester Canuck said:
So, back to the point on the thread, how would I update Ravenloft for 4E?

First, I’d have some event in the past that shook up the planes adding the shadowfell and feywild. I believe some members of the fan community are working on this already, but really all it needs to be is a nebulous even in the past.
The two side planes border the mainland but also overlap in places with the feywild having many points of crossing in Sithicus and the Shadow Rift being a nexus between all three worlds. Sithicans easily take the role of eladrin, as the more magical and wild of fey, while Darkonian elves are just elves.

Tieflings and warlocks fit so effortlessly in the setting it’s hardly even worth commenting on.
Dragonborn? They’re not going to fit…

I’d downplay the darklords as a physical threat. Taking a step back to the 3rd Edition book that didn’t feature stats I’d actually keep that. Leave the darklords statless save as nebulous foes pulling strings, or not. Giving them stats just encourages people to try and fight them. They might work better as figures entirely behind the scenes or simply so powerful (or hidden) that you just can’t confront them.
If they were ever stated out it’d be a good idea to give them multiple statblocks instead of one authoritarian lump. Give them a lvl20 write-up, a lvl30 and then a beefed-up lvl30 so they can be used in multiple campaigns or modified.

This is close to some of my own ideas. Ravenloft is in the Shadowfell, but it has taken pieces from realms in the Prime - including parts that perhaps once were quite close to the Feywild and even the astral or elemenetal. But those connections should no longer exist. The Shadow Rift may represent a section of the Feywild itself or a region of a Prime that was often in close contact with it, but no longer can one cross from that region into the Feywild, for leaving Ravenloft is counter to the nature of the setting.

As for Darklords, I like the idea of multi-leveled stats. So, one set for when they are within their domain but apart from the heart of their domain, another when they are within the heart of their domain, and maybe yet another for when they are especially weak. If - as some have suggested, they can briefly visit other domains, then this last stat block should be for those times, when they are little more powerful than a typical PC and can readily be slain. Personally, I would prefer that this not be possible (leaving their domain), but I can understand why some others would consider it. Just recall that the domains 'nearest' their own is wholly at the whim of the mists. That same domain might an hour later have no connection to their own domain - so suddenly they would be free unless at the disjunction the mists immediately enveloped them and returned them to their domain, regardless of where they were in the other domain.

Jester Canuck said:
Now here’s the big change: I’d differentiate political borders from domain borders. Domain borders would not shift or change but the rulers of lands and political borders would.
[snip]
I'm not sure what to think of this, although if the dark lords were no longer able to seal their borders (and were not the ultimate leader of their domain, politically, which is already true in some domains) I can see this happening without much trouble. The problem is that if we are not re-inventing the realms, the shift in timeline is worthless, for one year, five years, or a hundred years, it matters not if we are recreating the timeline from the very start.

And if we are simply changing the rules but keeping the former timeline unchanged, then even five or six years is barely enough time for the peoples to realize that travel is more certain, more readily accomplished. Recall, they have had scores - perhaps even hundreds - of years of tradition in which it has been quite difficult to cross, let alone expand, their borders. Just changing the rules will not be enough for realms to suddenly be expansionists after a few years. A decade or two, perhaps, but even then I would expect the map to remain quite similar in most respects to its current form.

If we recreate the setting from the beginning, however, the timeline does not matter, as we could even set it years in the past, and it would not matter, as so much had been changed prior to that point in time that the current timeline could not be considered a map of what is to come. As you say, several political countries might exist in one domain, and one or more political countries might cross over several domains, for the domains (excluding their heart lands) would be variable in size, able to overcome other areas of neighboring lands such that the mists treat them as part of the former domain. So, dark lords could fight over lands through the use of their armies, seeking to expand the lands in which they could travel, leaving points of darkness over which they have no control and cannot enter (the remnant heartlands of former domains, where other dark lords are imprisoned with little hope of expanding their influence / domain beyond their heart land borders) scattered about their domain.

Those dark lords that have little interest in conquest might still find themselves with large domains, as the peoples within their domain form armies and conquer neighboring lands, thus shifting the borders of the domain all unknowingly. But even still it would be a case of one domain gaining in size at the expense of another. Thus while a single domain might have multiple political entities within it - city states, kingdoms, etc, there would not be any kingdoms that stretch over multiple domains. At least not in the situation I am envisioning.
 


ruleslawyer said:
Except that to play it that way, the darklords need to be 30th level. I'm not so fond of that idea, given who the darklords are right now (Azalin is the most powerful, and he's barely hitting Epic tier in 4e terms). I think that all the struggles you suggested are doable within a single tier, especially given that PCs can't build a realm, collect followers, or travel the planes.

Incidentally, CoC PCs aren't that fragile; it's the SAN that kills you, not necessarily the monsters. Moreover, even a 10th-level D&D Aristocrat probably has around 60 hp, which is hardly "fragile." Hence my reason for cutting the campaign off at 10th level.

Good point on the darklords call. I'd assume they'd range in Character levels from 5-15, but the benefits the Dark Powers give them push them well into the Paragon and above tier.

As for the PC power level problem, that depends entirely on how you 'nerf' the classes. Perhaps making out of combat skills and powers more robust to make up for the combat skills would work. A 25th level Fighter might not be screaming "STUNNING FIST STRIKE" at the possessed baby, but perhaps his years of delving into ancient secrets lets him travel into the Ethereal Realm to do battle with the demon.
 

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