Origianl Ravenloft


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White Wolf's d20 imprint (not S&SS, but another one) has redone Ravenloft for 3e, but I'm not sure how close to the original it is.
 


ErichDragon said:
I was looking for the conversion of the origianl AD&D module by. I think it was 13e or something like that.

Ah, sorry. It's late here and I didn't read that right.

Can't say I've seen it anywhere.
 

You mean the Hickman & Weis Ravenloft I6, right?

Last I heard, it was on the old conversion page. You'd get a better response at the dedicated site to Ravenloft. Anyone know this??

(PS: Is Ravenloft available for purchase as a PDF? Last I saw you could only buy it inside the 25th anniversary pack)
 


ErichDragon said:
I was looking for the conversion of the origianl AD&D module by. I think it was 13e or something like that.
:eek: 13e?

Uhm, AFAIK, there isn't a 3E conversion; House of Strahd is a 2E conversion of I6: Ravenloft, and you could use the Guide to make a 3E version.
 

ErichDragon said:
Does anyone know if the original Ravenloft has been converted to 3E?

Thanks in advance for any help!

I found a link for it about a week ago (don't remember where though.) I downloaded the conversion of Straud. hope this helps:
Count Strahd von Zarovich
in Third Edition Rules

Original design by Tracy Hickman, Bruce Nesmith, and Steve Miller
Previous version published in the Domains of Dread campaign setting*
Updated for 3rd Edition D&D by Stephen Kenson


Male Vampire, 5th-Level Fighter/15th-Level Wizard (Necromancer)
Strength 24 (+7)
Dexterity 20 (+5)
Constitution --
Intelligence 18 (+4)
Wisdom 17 (+3)
Charisma 16 (+3)

Fortitude Save +9 (immune to effects that require a Fort save unless they affect objects)
Reflex Save +13
Will Save +15
Alignment Lawful Evil
Speed 30 ft.
Size M

Initiative +9 (Dexterity, Improved Initiative)
Armor Class 21 (+5 Dexterity, +6 natural)
Hit Points 62
Attack Bonus +12/+7/+2
Spell Resistance 13
Skills: Alchemy +19 , Bluff +3 (+8), Climb +15, Diplomacy +7, Concentration +18, Hide +5 (+8), Jump +15, Innuendo +6, Knowledge (Ravenloft) +19, Listen +13 (+8), Move Silently +5 (+8), Search +4 (+8), Sense Motive +3 (+8), Ride +13, Scry +19, Spellcraft +19, Spot +13 (+8), Swim +15
Note: The +8 parenthetical bonuses are additive thanks to Strahd's vampire status.
Feats: Alertness (vampire), Cleave, Combat Casting, Combat Reflexes (vampire), Dodge, Empower Spell, Improved Initiative (vampire), Iron Will, Lightning Reflexes (vampire), Mobility, Mounted Combat, Power Attack, Quicken Spell, Silent Spell, Spell Focus (necromancy), Spring Attack, Still Spell, Weapon Focus (longsword), Weapon Specialization (longsword)
Special: As a vampire, Strahd has a number of special powers including domination, energy drain, blood drain, children of the night, create spawn, undead abilities, damage reduction 20/+2, cold and electricity resistance 20, gaseous form, spider climb, alternate form, fast healing 4, and turn resistance +4. For more information see "Vampire" in the Monster Manual.
Strahd is immune to garlic, holy symbols, and mirrors. (He may still be turned by powerful priests and does not cast a reflection, but the mere presence of a holy symbol or a mirror does not bother him.) He can withstand up to ten rounds of sunlight without suffering damage, although the eleventh round destroys him.
Resisting his domination ability requires a Will Save (DC 17).
Strahd has many types of minions, which he can mentally summon at any time. These creatures arrive in 2d6 rounds. He can summon ldl0x10 bats or rats, or 3d6 worgs. The bats can not attack, but they do confuse, obscure vision, and foil spellcasting. He can also summon ldl0 zombies or 2d10 skeletons. Undead created by the Count tend to be very difficult to turn and are treated as having one more Hit Die than their type would normally indicate.
As a master vampire, Strahd has created other vampires, most of them female. It is his habit to destroy these lesser vampires after a year or so. He cannot allow too many vampires to prey on the populace or plot to overthrow him.
Unlike other creatures of his type, Strahd does not need permission to enter any home or building in Barovia. In a sense, Strahd is the land; his bond is so tight that he needs no invitation to explore his own domain. As lord, he can even control many inanimate objects in Barovia. For example, it is known that he can open and close the two main gates on the Old Svalich Road merely by thinking about it, no matter where he is at the time. He has a similar power over the main entrances to Castle Ravenloft. He can sense the passage of any thinking creature through these gates. Once the creatures have passed through the gate, however, he loses track of them. (Anyone entering from the Mists does so without his knowledge.) He also has a horse-drawn carriage that travels the roads of Barovia, unmanned, at his whim. Strahd can sense the presence of thinking creatures near the carriage and knows whether or not they are inside it. He cannot read their minds or tell anything about them, however. The full extent of Strahd's power over objects is not known. It may be that these powers change to suit the whim of the dark powers. On the other hand, Strahd may have such control over all his direct possessions.
During daylight, Strahd falls into a coma and appears dead to all normal or magical tests. He can sleep anywhere within Barovia and recover lost hit points. He prefers coffins, but any resting place free of sunlight will do.
Strahd keeps a contingency spell active at all times. It states that when he is exposed to paralyzing or destructive light, he is instantly teleported to a secret coffin hidden in a cave in the mountains. There, he can heal until he is ready to seek vengeance.
Wizard Spells Prepared (5/5/5/5/5/5/4/3/2): Strahd is a skilled wizard, specialized in the school of necromancy (but unable to cast spells from the school of illusion). He can prepare an extra necromantic spell per level. He typically prepares the following spells (though not all at once): 0 - detect magic, disrupt undead, mage hand, open/close, ray of frost, resistance; 1st - burning hands, cause fear, comprehend languages, hold portal, magic missile, protection from good, unseen servant; 2nd - alter self, darkness, detect thoughts, fog cloud, scare, spectral hand; 3rd - dispel magic, hold person, lightning bolt, magic circle vs. good, tongues, vampiric touch; 4th - contagion, dimension door, enervation, fear, polymorph other, wizard eye; 5th - animate dead, avoidance, magic jar, sending, teleport, wall of stone; 6th - antimagic shell, contingency, death spell, guards and wards, summon invisible stalker; 7th - finger of death, limited wish, power word stun, spell turning; 8th - horrid wilting, maze, symbol.
Languages: Balok, Mordentish, and Vistani
Possessions: Magical items are rare in Ravenloft, but Strahd has a small collection. His most prized item is a crystal ball. With it, he monitors his domain, as well as many events beyond his borders. The bloodstone pendant Strahd wears is an amulet of proof against detection and location. He also wears a cloak of resistance +2. On his left hand is a ring of major elemental resistance (fire). Stored away in his armory he also has a spellcaster's bane longsword +1.
Appearance: Strahd is a tall man at just over 6 feet tall. His body is lean and hardened from long years as a warrior. His gaunt face has strong features and prominent cheekbones. His eyes are dark and hypnotic, like deep pools with subtle reflections of red light, but when he is aroused or enraged, they bum like red-hot coals. His skin is usually pale, but it becomes flushed with each feeding and retains its healthy color for several hours.
When he became lord of Barovia, Strahd's ears developed points, like the ears of an elf. The deformity is subtle, however, and he can readily disguise it by combing his hair over the tips. In order to explain them, he sometimes claims to be a half-elf, but this is untrue.
His fingers are elongated and thin, with long, sharp nails. If he wishes to conceal the nails, he wears soft, gray, lambskin gloves. Like most vampires, his fangs are not obvious unless he wants them to be noticed. He can speak and even yawn without attracting undue attention. However, when he is attacking, the fangs lengthen until they protrude over his lower lip.
Strahd tends to wear black with touches of white and red. His clothing style is the tailored, layered look common to Barovian nobles. He also wears a large red stone on a heavy gold chain around his neck.
Background: Strahd calls himself the "first vampyr," but the claim seems unlikely, given the diversity of these creatures. Still, he was certainly the first vampire in Ravenloft.
It is not known exactly how or why Barovia entered the Demiplane of Dread - whether it was Strahd's pact, the murderous rampage, or a curse on the land of Barovia itself. Perhaps it was a combination of all three. Nonetheless, Barovia did enter the Demiplane and was the first domain of what became the Core.
In time, the land changed to reflect Strahd and his curse. Barovia expanded, encompassing several valleys in the Balinok Mountains. A ring of choking fog encircled the town of Barovia and Castle Ravenloft, and Strahd's control over creatures in Barovia grew even stronger.
Prior to his fall from grace, Strahd had been a mage of mediocre skill. After his transformation, he dedicated himself to death, becoming a powerful necromancer. (He had little else to do with his time, being trapped in Barovia.) He explored his vampiric nature and powers. In 470, a band of Vistani, led by Madame Eva, entered Barovia. She and her kind had a natural resistance to the powers of the land, and Strahd was in awe. Eventually, Eva and Strahd struck a deal. Strahd would keep them from harm (his own) if they would agree to search for a portal that would release him from the Demiplane. Strahd even gave Madame Eva the secret to counteracting the effects of his deadly fog.
In 542, Azalin the lich entered Ravenloft. Reluctantly, he agreed to serve the vampire lord. Strahd required two things of the lich: that he teach the vampire great magic and that he use his powers to find an escape from Ravenloft. Eventually Azalin became lord of Darkon, which was recently transformed into the domain of Necropolis. The lich's hatred for Strahd is unending, and he very nearly managed to destroy the vampire in 740.
Aside from that near catastrophe, the years have passed and Barovia still stands. In the wake of the Grand Conjunction, Strahd found himself lord over the Gundarakites (subjects of a previous rival, Duke Gundar), and he has been encouraging the Barovians to subjugate them.
Strahd is a ruthless, cold, calculating genius. Everything he does is for some ultimate goal. Strahd also never takes anything at face value. He always has a contingency plan (or two) for any situation. As an undead creature, time means nothing to him. He is more patient than any mortal. He always plays his cards close to his chest. His plans should usually include anything the players may think up, and he never gives away hints or clues.
He has only two weaknesses. First, he has been powerful for so long that he underestimates the abilities of normal humans. He is definitely egotistical, though he does not often let foolish pride endanger him. It does not bother him in the least to retreat before an opponent.
The second weakness is his eternal love for Tatyana. Her body was never found after she plunged from the tower battlements of Castle Ravenloft, and through the years there have been repeated sightings of women who so closely resemble Tatyana that they could only be her reincarnations. Finding one of these women, obtaining her, and finally winning her love is Strahd's obsession. Strahd would do almost anything to regain Tatyana. He will not act blindly or foolishly for her, but he is willing to take calculated risks. She alone can bring emotion to his soul.
Strahd maintains relations with the Vistani and a few of the other domain lords in Ravenloft, but he treats them like pieces on a chessboard, to be manipulated toward his goals. The Vistani are his primary source of information from other lands, but they also conduct trade and make purchases for him. He cares nothing for his descendants, servants, or minions.
Closing the Borders: Strahd is able to cause the choking mist around his castle and the village of Barovia to spread out over the entire domain. The vapor infuses itself around a character's vital organs and acts as a latent poison. Once a victim has breathed this fog, he can never leave Barovia without Strahd's express permission (and antidote). If a character attempts to leave, he begins to choke. For each hour he spends outside the ring of fog, suffers a point of Constitution damage. No known spells or magical items can prevent or otherwise affect the poison.
Sources: Domains of Dread
* The official version of this character in future printed products may vary from what is presented here.
Steve Kenson has been a freelance writer in the RPG industry for five years and a gamer for far longer than he'd care to admit. He's written for a number of games including Shadowrun, Marvel Super Heroes, and Dragonlance: Fifth Age. His work appears regularly in Dragon magazine. Steve maintains a website at http://members.aol.com/talonmail, featuring his gaming articles and information about his current projects. You can email him at talonmail@aol.com.
 


Uhm, AFAIK, there isn't a 3E conversion; House of Strahd is a 2E conversion of I6: Ravenloft, and you could use the Guide to make a 3E version.

What guide are you refering to, the S&S Ravenloft hardback?
 

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