The Paths Of Dread (or The Candle In The Dark)

This is the best RP story ever

I know this doesn’t really belonghere, but this is MY campaign, so I’ll do it anyway. you guys gotta read this. it’s awesome.

Dear Reverend Gungrave

I have encountered an ally in the man named Clint Harland. He too seeks the resolution of these crimes. Him and I have conducted research on the Spider Queen and found that she is the estranged lover of Corralon Lorethian, God of Elvenkind. She was cursed by Corralon and banished to the Demon Web Pit, and all her elves became the drow we know today, forced to live underground to avoid the light. It is our belief that the danger posed by the Grinning Tombstone will not cease until the faith in the Spider Queen is disrupted or abolished. We are going to travel by carriage to Castle Ravenloft in hopes of acquiring the Count’s insight on how to proceed. We will be back within two days.


P.S. Should Markus Smith, the unslave human, come looking for me, please inform him of my whereabouts. He can also lead you to my grove, should it be necessary.

Wish-list: Need or Greed!

This log is for people to make comments that mention
Magic Items that they feel they NEED,
or just want out of GREED!

Please include the Accurate name,
Cost in either Gold Pieces or Weapon Enhancement,
and the source-book with the page number
the item or ability can found on.

After a number of requests are made,
I will try and update the base post with the requests,
to clear way for new requests.

Let’s hear it!

*All requests are subject to DM overview
and base limitations may be added at a later date.


To have an idea of a “reasonable” requests,
here is the “Character Wealth By Level” table from 3.5 DMG

Lvl : Single Character Wealth

“2nd 900 gp
3rd 2,700 gp
4th 5,400 gp
5th 9,000 gp
6th 13,000 gp
7th 19,000 gp
8th 27,000 gp
9th 36,000 gp
10th 49,000 gp”

Cut it at lvl 10,
and I KNOW Pathfinder changed this.


~Party Suggestion NEEDs

Alchemist’s Fire 20gp
Tindertwig 1gp
Parchment 1gp
Paper x5 1gp
Silk Rope 10gp
Climber’s Kit 80gp
Healer’s Kit 50gp
Holy Water 25gp (15gp via Church?)
Antitoxin 50gp


Beneficial Bandolier (1,000gp) PathFinder


Keoghtom’s ointment AKA Restorative ointment (4,000gp) DMG

“Contains five applications.”
“Acts as neutralize poison, remove disease, or cure light wounds.”


Visit Clothier’s (Pathfinder Outfits)

~Party Suggestion GREED

Goodberry Bracelet (2,000gp) MIC Pg.108

Creates 5 pseudo-Goodberries per day,
which can be empowered by Wis enhancing items you wear


Clasp of Energy Protection, Least (500gp) MIC Page 24

Resistance 5 to specific energy type, prevents up to 25 damage per day.
(Attaches to any Masterwork armor and can be swapped out.)


Vanguard Treads (3,100gp) MIC pg. 145

Various stability- and movement-based effects


Watch Lamp (500gp) MIC pg. 147

Creates torchlike light at shoulder.


Also Items based after the following tales;

“The Soldier and Death”
“The Luck Child”
“A Story Short” AKA “The Stone Soup Fable”
“Hans my Hedgehog”
“The Three Ravens”
“Sapsorrow” AKA “Straggletag”



NEED ???

GREED for Gungrave

The Easy Travel armor enhancement;

“you can carry up to a medium load as if it were a light load…”
“In addition, you can walk for up to 10 hours in a day before having to make Constitution checks to avoid taking nonlethal damage.”

1,500gp. Magic Item Compendium Pg. 10

Discuss with DM if +1 on armor is required first! ~VB



Potion CMW*
Sombal poison 75gp#
Thieves’ tools, masterwork 100 gp
mirror, metal, small 10gp

spoon, metal ?
bandages ?

scissors ???
12 iron spikes in sack 12gp 4sp 6cp
waxcoated mapping tablet 1gp
stylus for tablet 5sp
pair of tweezers 5sp
keymaking set 150gp

opium 25gp
1 qt. Benedictine
balm of gilead

amulet of magical precognition
amulet of spell deflection

hot pants
mithril bra and panties
stocking ladder
sloganised t shirt of disrtaction

behind of gates
vest of natural armor +3 18000


amulet of the astral plane
Rod of harry reasoner

*Cure Moderate Wounds
#Same as Drow Poison?


Silus NEEDS:

Wilding Clasps (Magic Item Compendium p190) 4,000gp
(I need at least one, but I could use ~4)

Rod of Lesser Metamagic, Extend (Dungeon Master’s Guide p237) 3,000gp
(For now, a lesser one will suffice, but I will need to upgrade sometime past level 11)


Belt of Battle (Magic Item Compendium p73) 12,000gp

Wildshape Amulet (Magic of Faerun p167) 40,000gp

Druid’s Vestments (Dungeon Master’s Guide p268) 10,000gp


~Ash Hill’s Greed

Battle Mask (50gp) PFSRD

50 gp 2 lbs. Grants +1 to demoralize in combat.


A Spring Loaded Wrist Sheath (5gp) PFSRD

5 gp 1 lb. Swift-Action draw a small weapon or some ammo. Full-action reload.


Song Collar (15gp) Races of Stone, Page 159-160

Song collar 15 gp 2 lb. Practice a composition for a week and gain a +2 to perform it.


Roar Cord (15gp) PathFinder


Heavy Sickle (12gp) Planar Handbook, Page 69

Sickle, heavy / 12 gp / 1d8 / ×2 / 6 lb./ Slashing, One-handed

“This sickle, slightly larger than those generally used as weapons, enjoys popularity among the vicious tieflings that make their home in the Abyss.”


Sphere of Awakening (1,800gp) MIC pg. 186

“1/day allies within 60 ft. awakened from sleep, immune to tiring effects”
“…In addition, any fatigue or exhaustion affecting you and those allies immediately ends. Furthermore, you and all affected allies gain immunity to fatigue, exhaustion, and sleep
effects for 10 minutes after the sphere is activated.”


Enemy Spirit Pouch (2,100gp ) MIC Pg. 97
“+1 on attack rolls against creatures of a specific type, extra bonus for rangers”
(The actual details would have to be arbitrated.)


[MIC p. 200]
Price (Item Level): 4,000 gp (8th)
Body Slot: Face
Caster Level: 7th
Aura: Moderate; (DC 18) transmutation
Activation: —
Weight: 1 lb.

This steel mask is covered with tiger skin and
fi tted with actual tiger teeth.
A mask of the tiger provides you with the
benefi t of the Track feat (or, if you already
have that feat, a +5 competence bonus on
Survival checks). In addition, you gain
low-light vision.

+1 Blurring Spider Silk Armor

[MIC p. 9]
Price: +1 bonus
Property: Armor
Caster Level: 5th
Aura: Faint; (DC 17) illusion
Activation: Swift (command)

This armor appears indistinct, as though its
edges were smeared.
When you activate this armor, your appearance becomes distorted and hazy,
as if you were affected by a blur spell.
The blurring property functions three times per day,
and the effect lasts for 5 rounds.

+1 Harmonizing Sickle

+1 Cruel Heavy Sickle

+1 Psychokinetic Shortbow

Weapon abilities of note:

Price +1 bonus
Aura faint necromancy; CL 5th; Weight —

When the wielder strikes a creature that is frightened, shaken, or panicked with a cruel weapon, that creature becomes sickened for 1 round. When the wielder uses the weapon to knock unconscious or kill a creature, he gains 5 temporary hit points that last for 10 minutes.

Price: +5,000 gp
Property: Weapon
Caster Level: 15th
Aura: Strong; (DC 22) illusion
Activation: Swift (mental)
This weapon is made of a dull black material,
and its edges seem indistinct.
A shadowstrike weapon can reach through
your own shadow to catch foes off guard.
Once per day, you can activate the prop-
erty to add 5 feet to the weapon’s reach
for a single attack. The target is denied its
Dexterity bonus to AC for this attack.

Price: +1 bonus
Property: Melee weapon
Caster Level: 5th
Aura: Faint; (DC 17) illusion
Activation: —; see text
A strange melody seems to emanate from
within this weapon.
A harmonizing weapon accompanies you
in song if drawn, granting a +2 competence
bonus on Perform (sing) checks.
In addition, if you hold a harmonizing
weapon when you begin a bardic music
effect, the weapon can continue the
effect for you, allowing you to focus on
other efforts. One round after you begin a
bardic music effect that allows or requires
continued use or concentration (including
inspire courage, countersong,
fascinate, inspire competence, inspire greatness,
song of freedom, and inspire heroics), the
weapon picks up and continues the per-
formance flawlessly for 10 rounds, until
you start another bardic music effect, or
until you command it to end as a swift
(mental) action.

Price: +1 bonus
Property: Weapon
Caster Level: 10th
Aura: Moderate; (DC 20) evocation
Activation: Standard (command)
This silvery-white weapon has a smooth sheen
and is difficult to grip tightly.
Upon command, a psychokinetic weapon
glows from the inside with lethal psionic
energy. Such a weapon deals an extra 1d4
points of force damage on a successful
hit. This extra damage is not affected by
damage reduction, and it affects incorporeal
creatures even if the attack would
normally miss due to the incorporeal miss
chance. The energy does not harm you
while wielding the weapon.
Projectile weapons bestow this property upon their ammunition.



This is an ongoing record of the allies we have made in Ravenloft.

I will list in chronological order,
and attempt to identify the relationship basis.

Attitude may be deemed OOC knowledge,
unless the DM decides to reveal that information,
at which point I will add it to the listings.


Neutral: They acknowledge us, but show no direct affiliation.

Associate: They associate with us openly, but on a mainly “professional” basis.

Ally: They publicly support us and may take actions to aid us.

Friend: They closely identify with us and share an emotional bond.

>Miss Belladonna
Party: Ally
(Growing Nightshade)

>Burgeonmaster of Barovia
Party: Associate
Miss Belladonna: Ally
(Established Spider Silk trade)

>Church of the Morning Lord
Party: Associate
Reverend Gungrave: Friend
Silus Witchcrest: Ally.

>Druidic Council of Barovia
Party: Neutral
Silus Witchcrest: Ally

>Adrian the Outcast
Party: Neutral?
Ash Hill: Associate
Reverend Gungrave: Ally
Sue: Associate

>Seran, Tanner of Barovia
Ash Hill: Associate
“Sue”: Ally
(Has trade with Adrian and Samuel for materials)

>Adenodhel, River Guide
Party: Ally

>Lilith, Guardian of the River (Deceased)
Party: Ally
Ash Hill: Friend
Silus Witchcrest: Ally -Rep! (Boo!)

>Samuel, The Slaver
Party: Neutral
Harrison Gungrave: Associate
(Trades Spider Silk with Seran)

>Miranee, Halfling River-Gypsy
Party: Associate?

>The River Vistani(?)
Party: Neutral? -Rep

>Reforming Drow Cultist

>-Reforming Forrester-

Party: Associate…?

Party: ???
Harrison Gungrave: Neutral -Rep (Sworn Enemy?)
Ash Hill: Associate
Silus Witchcrest: Associate +Rep

>Barovian Coven of Witches
Party: Associates +Rep!
Mrs. Belladonna: Associate +Rep! (Possible Initiate?)

PLEASE help me continue to develop this…
it may become important!!!

Vitalizing Spell Point Errata

Conversion Tool

Spell lvl / Spell Points
1 / 1
2 / 3
3 / 5
4 / 7
5 / 10
6 / 14
7 / 18
8 / 22
9 / 27

“0-level spells cost no spell points to cast. If a spellcaster
is capable of casting 0-level spells, she can cast a number
of 0-level spells each day equal to three + the number of
spell points gained by that class at 1st level.”

A Bard gains no Spell Points at 1st level,
so always has 3 0-level spells per day.

A Wizard gains 2 SP at 1st level,
so always has 5 0-level spells per day.

A Sorcerer gains 3 SP at 1st level,
so always has 6 0-level spells per day.

This is NOT affected by bonus points due to Ability Scores,
as it is “spell points gained by that class”.

On the plus side; you never seem to get fatigue from using Cantrips/Orisons!


The spell point system presented here allows casters to more
freely pick and choose which spells they cast each day.
Every spellcaster has a reserve of spell points based on class
and level (see Table 5–3: Spell Points Per Day). Characters also
gain bonus spell points from a high ability score (just as a normal
spellcaster would gain bonus spells from a high ability score; see
Bonus Spell Points and Bonus Spells, below). These spell points
provide the magical power behind the caster’s spells: She spends
a number of spell points appropriate to the spell’s level to cast
the spell (see Casting Spells, below). Once spent, spell points are
expended until the caster has sufficient time to rest and prepare
new spells (see Preparing Spells, below).

With this variant, spellcasters still prepare spells as normal
(assuming they normally prepare spells). In effect, casters who
prepare spells are setting their list of “spells known” for the day.
They need not prepare multiple copies of the same spell, since
they can cast any combination of their prepared spells each day
(up to the limit of their spell points).

Bonus Spells

A character who would normally receive bonus spells from a
class feature (such as from wizard specialization or access to a
domain) can instead prepare extra spells of the appropriate levels,
domains, and/or schools. The character doesn’t get any extra
spell points (and thus can’t cast any more spells than normal),
but the added flexibility of being able to use the bonus spell
more than once per day makes up for that.

For class features that grant bonus spells of a non-fixed spell
level (such as the dragon disciple’s bonus spells), the character
instead gains a number of bonus spell points equal to twice
the highest spell level he can cast, minus 1 (minimum 1 point)
each time he gains a bonus spell. This is a fixed value—it
doesn’t increase later as the character gains levels—though
later rewards may be larger as appropriate to the character’s
spellcasting ability.

Spontaneous Spellcasting
Characters who cast all their spells spontaneously—such as bards
and sorcerers—don’t have to prepare spells. They can cast any spell
they know by spending the requisite number of spell points.
Characters with the ability to cast a limited number of spells
spontaneously (such as druids, who can spontaneously cast a
summon nature’s ally spell in place of another spell of the same
level) are always treated as having those spells prepared, without
spending any spell slots to do so. Thus, they can cast such spells
any time they have sufficient spell points.

Regaining Spell Points
Spellcasters regain lost spell points whenever they could normally
regain spells. Doing this requires the same amount of rest
and preparation or concentration time as normal for the class.
Without this period of rest and mental preparation, the caster’s
mind isn’t ready to regain its power. Spell points are not divorced
from the body; they are part of it. Using spell points is mentally
tiring, and without the requisite period of rest, they do not regenerate.
Any spell points spent within the last 8 hours count
against a character’s daily limit and aren’t regained.

A character with non-stacking spellcasting ability from multiple
classes (such as a cleric/wizard) has a separate pool of spell points
for each spellcasting class. Such characters may only spend spell
points on spells granted by that class. Bonus spell points from a
high ability score apply to each pool separately, even if the same
ability score is tied to more than one spellcasting class. In the
rare situations when a character has prepared or knows the same
spell in two different slots (such as a druid/ranger preparing delay
poison as both a 2nd-level druid spell and a 1st-level ranger
spell), the character can cast the spell using either pool of spell
points, but the spell is treated as being cast by a caster of the level
of the class from which the spell points are drawn.

When a character would lose a spell slot (such as from gaining
a negative level), he instead loses the number of spell points
required to cast his highest-level spell.
Spells that allow a character to recall or recast a spell don’t
function in this system. (It doesn’t make any sense to have a
spell that gives you more spell points, since you’re either paying
more than you get, getting nothing, or getting more than you
paid.) Items that function similarly can work, but differently—
they restore a number of spell points required to cast a spell of
that level. A pearl of power for 3rd-level spells, for instance, would
restore 5 spell points to a character’s pool of available points
when activated.

In the vitalizing system, spellcasters can potentially cast a great
number of spells in a day, but every spell cast is a potential
burden on the caster’s health and vitality. Reaching for and
directing magical energy is a dangerous and taxing exercise, at
least as difficult as heavy labor or prolonged exertion.
This variant of the spell point system does not change the way
a character prepares spells, casts spells, regains spell points, or
any of the other rules from that system. However, the spellcaster’s
pool of spell points represents a physical, not just mental,
limit on his spellcasting power.

When a spellcaster’s spell point pool falls to half of his maximum
or less, he becomes fatigued.

When his spell points drop to one-quarter of his maximum or
less, he becomes exhausted.

Recovering Spell Points
In the vitalizing system, spellcasters must rest to recover their
spell points and restore their physical well-being. A character’s
spell point total is tied directly to his level of fatigue. If an exhausted
character rests for 1 hour, he becomes fatigued—and
his spell point total rises to one-third of his normal maximum
(round fractions down). A second hour of rest increases the
spellcaster’s spell point total to two-thirds of his maximum. It
takes another 6 hours of rest to replenish the last one-third of
his spell points and shake the physical effects of the spellcasting.
Spells that remove fatigue and exhaustion (such as heal and
restoration) leave the recipient with a spell point total equal to
two-thirds of his normal maximum.

As in the standard rules, a spellcaster must rest for a full 8
hours before preparing a fresh allotment of spells for the day.
Even if an exhausted spellcaster regains his lost energy and
spell points, he can’t change the spells he has prepared without
8 hours of rest.

Mundane Fatigue: If a spellcaster is subjected to some other
effect that would make him fatigued or exhausted, he loses spell
points accordingly. If he becomes fatigued, his spell point total
drops to one-half his normal maximum (round down), and if he
becomes exhausted, his spell point total drops to one-quarter
his normal maximum.

Table 5–3: Spell Points per Day

Level Bard Wizard* Paladin** Sorcerer
1st 0 2 0 3
2nd 0 4 0 5
3rd 1 7 0 8
4th 5 11 0 14
5th 6 16 0 19
6th 9 24 1 29
7th 14 33 1 37
8th 17 44 1 51
9th 22 56 1 63
10th 29 72 4 81
11th 34 88 4 97
12th 41 104 9 115
13th 50 120 9 131
14th 57 136 10 149
15th 67 152 17 165
16th 81 168 20 183
17th 95 184 25 199
18th 113 200 26 217
19th 133 216 41 233
20th 144 232 48 249

~ * Cleric, Druid, Wizard
~ ** Paladin, Ranger

At the Sign of the Crimson Blade
Log 1

At the Church

Reverend Harrison Gungrave is tasked by his superior to investigate the matter of a noble child having violent, scary nightmares. Assuming the nightmares are obviously caused by witches, he goes to investigate.

At the Villa

Maria, the only daughter of a local Baron is scared. Miss Belladonna, her nanny is attempting to calm her down when she hears a knock at the door. It is Gungrave.

After a short stand off about appropriate armaments in front of Maria, the reverend searches the house. He finds some of the religious icons in the house have been altered to be more “witchy,” but those are wards set in Maria’s protection.

Later that night, as Maria attempts to sleep, she is disturbed by another nightmare. Gungrave and Belladonna manage to detect that the nightmares are being caused by something A.) likely demonic, B.) from a distance, and C.) having something to do with a laughing tombstone. Belladonna calls in a favor to find someone to watch Maria and the two head into town to investigate.

In Town

Gungrave and Belladonna search in town for clues. During a point where they are searching separately, a stranger sidles up to Bella and tells her that information could be found at the Crimson Blade Tavern.

Ernest Cain is eating roast potatoes at the tavern. At his side is a strange sword. When Gungrave and Bella investigate the tavern, Gungrave immediately detects that the sword is very definitely, maliciously, not innocent.

Gungrave grabs the sword and attempts to take it to the church. Each time he attempts to turn towards the church, he is led back to the tavern. Cain and Gungrave settle down in the tavern to decide what to do next when the door slams open.

Ash Hill, covered in soot and eyes like embers, walks directly from the door to a small stage where a group of musicians are just leaving. He begins performing a sad song, full of feelings of hopelessness. A patron at the tavern, hood up to be unrecognizable, bolts when he hears the song.

The four follow.

Into the Woods

The path leads outside the town and to a one-room cottage. No one is there. Ash is so incensed that he lights the place on fire. There are tracks leading away from the back and out to the deeper woods. The group passes a tree radiating maliciousness. Dug into the bark is the picture of a smiling face on a tombstone.

Undead Errata Notes

3.5 Errata

Undead Type: Undead are once-living creatures animated by spiritual or supernatural forces.

Features: An undead creature has the following features.

12-sided Hit Dice.

Base attack bonus equal to 1/2 total Hit Dice (as wizard).

Good Will saves.

Skill points equal to (4 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die, if the undead creature has an Intelligence score. However, many undead are mindless and gain no skill points or feats.

Traits: An undead creature possesses the following traits (unless otherwise noted in a creature’s entry).

No Constitution score.

Darkvision out to 60 feet.

Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).

Immunity to poison, sleep effects, paralysis, stunning, disease, and death effects.

Not subject to critical hits, nonlethal damage, ability drain, or energy drain. Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.

Cannot heal damage on its own if it has no Intelligence score, although it can be healed. Negative energy (such as an inflict spell) can heal undead creatures. The fast healing special quality works regardless of the creature’s Intelligence score.

Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).

Uses its Charisma modifier for Concentration checks.

Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.

Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures they were before becoming undead.

Proficient with its natural weapons, all simple weapons, and any weapons mentioned in its entry.

Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Undead not indicated as wearing armor are not proficient with armor. Undead are proficient with shields if they are proficient with any form of armor.

Undead do not breathe, eat, or sleep.

Combat Panache
( Player’s Handbook II, p. 93)

Opponents that are immune to the effects of the Intimidate skill, such as mindless creatures and those with immunity to fear, are immune to this maneuver.

Spirit Shaman

(Complete Divine variant, p. 14)

A spirit shaman casts divine spells from the druid spell list.


Several of the spirit shaman’s abilities affect spirits. For purposes of the spirit shaman’s ability, a “spirit” includes any of the following creatures:
All incorporeal undead
All fey
All elementals
Creatures in astral form or with astral bodies (but not a creature physically present on the Astral Plane)
All creatures of the spirit subtype (see Oriental Adventures)
Spirit folk and telthors (see Unapproachable East)
Spirit creatures created by spells such as dream sight or wood wose (see Chapter 7).

In the spirit shaman’s worldview, elementals and fey are simply spirits of nature, and incorporeal undead are the spirits of the dead.

The Negative Energy Plane has the following traits.

Subjective Directional Gravity:
Similar to the Elemental Plane of Air, on this plane each inhabitant
decides his own “down.”

Normal Time.

Infinite Size.

Alterable Morphic.

Major Negative-Dominant:
Areas within the plane
have only the minor negative-dominant trait, and these
islands tend to be inhabited. As an option for
cosmologies where the Negative Energy Plane is more
inhabited, make the minor negative-dominant trait the
default, with pockets of major negative-dominant.

Enhanced Magic:
Spells and spell-like abilities that use
negative energy are maximized (as if the Maximize Spell
feat had been used on them, but the spells don’t require
higher-level slots). Spells and spell-like abilities that are
already maximized are unaffected by this benefit. Class
abilities that use negative energy, such as rebuking and
controlling undead, gain a +10 bonus on the roll to
determine Hit Dice affected

Mildly Neutral-Aligned:
Within the D&D cosmology, the Inner Planes have
no affinity to particular alignments, though specific locations may have them.
But regardless of alignment, the natives of the plane
tend to be hostile to uninvited visitors.

These planes are vast, empty
reaches that suck the life out of travelers who cross them.
They tend to be lonely, haunted planes, drained of color
and filled with winds bearing the soft moans of those who
died within them. As with positive-dominant planes, negative-dominant
planes can be either minor or major. On minor negative-dominant planes,
living creatures take 1d6 points of damage per round.
At 0 hit points or less, they crumble into ash.

Major negative-dominant planes are even more severe.
Each round, those within must make a Fortitude save (DC 25) or gain a negative level.
A creature whose negative levels equal its current levels or Hit Dice is slain,
becoming a wraith. The negative energy protection spell protects a traveler
from the damage and energy drains of negative-dominant planes.

Reference only…

More details pending.

Knight of the Raven

Was digging up more Ravenloft stuff for 3.5.

Here is the PDF I am using: LINK

There is the Knight of the Raven Prestige class on page 200?


Base Attack Bonus: +4

Alignment: Any good.

Spellcasting: Ability to cast 1st-level divine spells.

Special: Must meet an existing knight on friendly terms and then spend an overnight prayer vigil in the chapel of Ravenloft.

HD: D8

Skill: 2 + Int

BAB: Full (+1 per level)

Good Saves: Fort and Will

Spellcasting: +1 Divine Spellcasting lvl every level after 1st.


All sorts of anti-undead stuff, offensive and defensive…

And an endless supply of Raven minions to annoy your enemies!


Kind of like a Paladin of Ravenloft itself…
if that makes any sense?


Just keeping my anxiety-powered mind busy with music…

Transferring front-page message to here…

Also: Been working with Twilight on campaign music to keep me busy…

Here are some optional theme songs for each of the party members;

>Ben, Reverend Harrison Gungrave: Castlevania Inspired

Castlevania – Vampire Killer (Orchestral) [3:05]<


>Dan, Ash Hill: Sons of Perdition Inspired

The Shadow of the Undertaker [3:38]<


>Gail, Miss Belladonna : Mary Poppins Inspired

Chim Chim Cher-re – Mary Poppins – The Eden Symphony Orchestra [3:30]<


>Kirby, Silus Witchcrest: Dark Celtic Inspired?



>John, “Sue”; Lone Wanderer Inspired?

God’s Gonna Cut You Down (Instrumental) by Johnny Cash


>Will, Clint Harland; Bloodborne Inspired

Bloodborne “Beckon a Foul Beast” (Original song inspired by Bloodborne)


>"The Wolf"

Saberwulf Xbox Hidden Theme


>Terry, Ernest Cain: Cursed Fate Inspired?


The idea is that is has symbolic connection, is atmospheric music
and stays within 3-4 minute range.


In addition;
we have compiled a LONG list of BG music,
from cities to horror to dark revelations to plain drama…

We have been trying to cover our bases,
but we haven’t done much on “combat music”… yet!

Point is: if you want to jump in, just send song links to Zach…

Dark Celtic, Gothic Horror, Mysterious Adventure, Psychological Thriller…

Goal is to stay true to the Ravenloft feel, but add a nice twist to monotony.

Not even guaranteed to be played at all,
but it is a nice resource to have if the gaming group is in the mood!

Welcome to your campaign!
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Wondering how to get started? Here are a few tips:

1. Invite your players

Invite them with either their email address or their Obsidian Portal username.

2. Edit your home page

Make a few changes to the home page and give people an idea of what your campaign is about. That will let people know you’re serious and not just playing with the system.

3. Choose a theme

If you want to set a specific mood for your campaign, we have several backgrounds to choose from. Accentuate it by creating a top banner image.

4. Create some NPCs

Characters form the core of every campaign, so take a few minutes to list out the major NPCs in your campaign.

A quick tip: The “+” icon in the top right of every section is how to add a new item, whether it’s a new character or adventure log post, or anything else.

5. Write your first Adventure Log post

The adventure log is where you list the sessions and adventures your party has been on, but for now, we suggest doing a very light “story so far” post. Just give a brief overview of what the party has done up to this point. After each future session, create a new post detailing that night’s adventures.

One final tip: Don’t stress about making your Obsidian Portal campaign look perfect. Instead, just make it work for you and your group. If everyone is having fun, then you’re using Obsidian Portal exactly as it was designed, even if your adventure log isn’t always up to date or your characters don’t all have portrait pictures.

That’s it! The rest is up to your and your players.


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