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Bringing the 11orror 11ome about terror. It is about tragedy, triumph and re-
demption; it embodies good and evil, love and
A third option i · to simply incorporate pieces hate, ju ' tice and cruelty .
of Ravenloft into your own ca mpaign world. Few
C reating such a strong emotional atmosphere
campa ign se ttings are mapped o ut in the ir entirety
can be challenging. After all , you are trying to
and thus provide plenty of room for bits and pieces
insti ll excitement and horror, n ot just in the char-
of Raven! ft to intrude. The various domains of
acters of the campaign , but in your player as well.
Ravenloft are, in many way , worlds unto them-
You aren't just trying to appeal to any audience;
selves, and you can usually remove them from
you are trying to affect the emotions of your friends,
Ravenloft and place them in your campaign world
the people who may know you better than anyone
without doing them harm. Don't hesitate to think
else in the world .
of Ravenloft accessories as a toy box fi lled with
Ravenloft's unique atmosphere and the emo-
horrific rules, loca les, N PCs, mon ters and more to
tions it evokes distinguish it from other fanta y
add to your preferred setting . Canniba lism is a
ga mes. This sec tion he lps you find ways to create
time-ho nored OM tradition, after all.
the dark moods and eeri e arn10 phere of Raven lofr.

Creating Rtmospbcrc Cbirteen Cips for Cension


aven lofr is a campaign err ing that fo-

11
Below i.. a list of tips and tricks that Dungeon
cuses heavily on mood , atmosphere and Masters can use to enhance the levels of uspense
tone. It is important notjusr to crea te an in their games. Not all these tips wi ll be effec ti ve
atmosphere of darkness, but o ne charged for every group, and many of them are subject tO
with emorion. Raven loft isn't simply the law of diminishing returns: the more you use
them , the less effective they are going to be. Experi- in your mouth . The force of the blow knocks you fre e
ment with these tips, find the one that work best of the creature's grip again as your collar uselessly tears
for you and your players, and don't hesitate to away, but you know you can't survive another hit like
develop your own methods that best fit your style that . James, you're up . What do you do ?
and campaign. An important part of building tension i the
One thing to remember is that roleplaying is a main tai ning of atmosphere, and phra es ·uch as
cooperative experience, not a competitive on e. "sav ing th row," "attack bonus," and "Hit Dice" can
Raven loft puts a lot of power and responsibility in make it hard to reta in a believable atmosphere of
the h ands of the Dungeon Master, and the stated horror. Whenever possible, let the game mechan-
goal to "Make things scary!" can be an intimidating ics remain invi ible. For example, don't refer to the
one . In the effort to craft a frightening adventure, Mummy King' high Armor Class; describe the
it can be tempting to be heavy-handed, and some unnatural durability of his undead flesh instead.
Dungeon Masters come to the mistaken conclu- Don't tell players the DC of their saving throws or
sion that the best way to run a horror campaign is ability checks; just let them roll and tell them if
to ab use the players. Some of the rips below e ncour- they succeeded or failed. This can turn every com-
age hiding information from the players in order to bat into a mini-mystery , as the players spend the
keep things suspenseful, bur you should endeavor first few rounds working out their foes ' defenses
to be honest even in your ecrecy. Arbitrarily through tri al and error.
punishing player character for using their clas Perhaps the most dramatic possibility is to
abilities or fudging die rolls and scats so that the bad keep track of the player characters' hit points
guys always win is go ing to frustrate players quickly . yourself. Don't let the players know exactly how
Even inRavenloft , fun is more important than fear . many hit points their characters have left. In read
These tips are designed ro help make your adven - of telling them to deduct 8 hit points thanks to the
tures more frightening for the players, bur if you mummy's backhand, provide a co lorfu l description
find that any of them are making the player more of the blow, including how forcefu l it was and how
frustrated instead it's rime to stop using them . much pain. it caused and let the player guess exactly
how much damage was done. Be prepared to give a
I. Remove Distractions player a general, descriptive reminder of her health
Some groups like to set a mood when they whenever she asks, however. A h ero who's only
play: turning down the lights, playing by candle- lost a few hit points might just be "a little rattled,
light and so forth. Whatever environment you find with a few scrapes." If a hero is down to her last few
conducive to roleplaying is fine, but before you hit points, you might ay that "her limb are stiff
worry about using more advanced techniques to and her vi ion is ·wimming, as she struggles aga inst
maintain a horrific atmosphere, the most bas ic and the pain to stay on her feet."
important thing to do is ro remove any distractions. Ultimately, this tactic's goal is simply to en -
Turn the television off, try to avoid unrelated courage the players to think abo ut their character
conver at ions and remove anything else that might in descriptive tenns, rather than raw numbers.
pull your players' minds out of the ga me. Hiding the mechanics has the added bonus of
leaving your players uncertain about the exact
II. Oide tbe j\tecbanics capabilities of the foes they face, and nothing add
James' rogue , Vandel, is ambushed by a broken tension like uncertainty.
one. David , the DM , checks his notes: Vandel has an
AC of 17. David rolls for the broken one's two slam III. Phantom Dice
attacks : a 15 and a natural 20. Rerolling the critical DM: You discover a narrow stone staircase
threat for an 18, the broken one has scored a near miss curling down into whatever dark chambers lie beneath
and a critical hit. The DM rolls damage: 10 points , tlte ruined abbey .
leaving an already-battered Vandal with just 9 hit Carissa: "Whatever that thing Marik saw was,
points left. David relays the results to James: it must have gone down here . 1 will go first ."
DM: The creature lashes out with its misshapen The DM checks his notes . The staircase is cramped
hands . One claw barely misses your throat, but snags and shadowy , but neither trapped nor guarded .
on your collar. In that moment, the shagi,ry monstrosity's DM: All right. Before you start down the stairs,
other paw brutally smashes you across the jaw! Searing though, give me a Spot check.
pain shoots through our face; you can taste hot blood
Optional Rules: )\fahing Combat rvtore ever, heroes may have think twice before approach-
ing a powerful men ace. '
perilous
Some c reatures, primarily constructs and the
Ravenloft is a rea lm of Gothic adventure·
undead, are not subject to massive damage, regard-
though h eroes can ex pect to be regularl y terro rized
less of where you set the massive damage threshold.
by their foes , they should be capable of striking
Thus, the lower you set the threshold, the more
back against the darkness. Adventures where he-
powerful you will make these creatures in compari-
roes have to h ack the ir way through a clutching
son to the PCs.
mob of the walking dead h ave as much place in
Ravenloft ca mpaigns as the slow and considered Keep in mind that this option is most influential
exploration of a vampire's mausoleum. That sa id, if while the player characters are in the mid-levels. At
your PCs h ave started to greet onrushing horrors starting levels, any attack that deals massive damage is
with a jaded yawn , you might want to experiment likely to wipe out a character's hit points, killing her
with methods of making combat more lethal. The whetherornot she makes her saving throw. Conversely,
at the highest levels, heroes will usually be able to succeed
Thirteen Ti ps fo r T ension present ways of creating
a threatening atmosph ere within the existing d20 at the Fortitude save, dampening the danger.
framework. The rules provided in the next few Option Cwo: Drag Chem Down
sidebars present optional changes to those rules.
The default d20 rules allow ch aracters to keep
As always, you should discuss new rules with
fightingat their full abilities right down to their last
your players before introd ucing them in your game.
hit po int, proving a basis for extremely heroic,
TI1e goal i ro make combat more thrilling for the
"cinematic" combat. Another method of making
heroes, not to inadvertently convince your players
players more wary of combat is to impair their
th at you're stacking the deck against their characters.
ch aracter's ability to function a they near death.
Option One: Cower the Cbresbold Using this option, a character must make a
If a creature suffers damage equal to the massive Fortitude save (DC 15) when h e drops below half
damage threshold (PHB, C hapter8, "Injury and Death," his total hit points (do not include temporary hit
Loss of Hit Points) in a single attack, it must succeed at a points in this total). If the creature fa ils this sav ing
Fortitude save (DC 15 ) or be slain outright. th row, then a combination of pain , anxiety and
fatigue cause him to suffer a - 1 circumstance
O ne of the simplest and most effective me th-
pen alty on au attack rolls, abili ty checks, skill
ods of increasing the danger to PCs is to lower the
checks and sav ing throws. If the ch aracter drops
mass ive damage threshold. At its default leve l of 50
below one-quarter of his normal hit point total, he
points, mid-level heroes can wade into most battles
must succeed at another Fortit ude save (DC 15) or
with confidence . The lower you set the thre ho ld ,
the ci rcumsta nce penalty increases by - 1 ( to a total
however, the more the heroes need to worry about
of -2 if both saves are fa iled) . These penalties go
a single, lucky sh ot striking them dead.
away as the characte r recovers hit points.
'"• lf you reduce the massive damage threshold to a
C reatures ignore the e pen alties if they either
mere 10 points, the heroes become dangerously fragile.
have n o Inte lligence or no Constitution score, are
Regardless of a character' level or hit points, virtually
not subj ect to cri tical hi t or massive damage or are
any foe suddenly has the chance to tear out her throat
immune to pain or stunning effects. Thus, while a
with a single attack. Combat in a "threshold l 0" game is
single lucky stab at a ba rba ri an's arm may impede
very lethal, so you should expect your players to avoid it
her fo r th e re t of the fi gh t, a shambling golem or
at every oppommity. Character classes geared for battle,
dri pp ing ooze can battl e on unhindered to the end .
such as fighters and barbarians, will be much less attrac-
As opposed to lowering the mass ive damage
tive than classes that shine outside ofopen combat, such
threshold, th is option 's effects manifest more even! y
as rogues and bards.
across the levels, but keep in mind that it too gives
T o create the balance between menace and
crea tures such as constructs and undead a distin ct
thrilling action ca lled for in Gothic adventures, we
advanrage. It also increases the importance of
recommend setting the massive damage threshold
healing magic in your campaign , since the PCs
at 25 point . ln a "threshold 25" game, minor foes
survival often depends on keeping th eir hit points
won't deliver instan t kills, giving the heroes the
replenish ed.
con fidence they need to face their enemie . How-
Patrick: All of us? they face , and you don't need to change the
DM: N o, just Seriah; she's the one in front. monster's ·tatistics at all . The caliban is one ex-
Carissa: Okay. {Rolls.] l got a 22. What does ample of an old creature (the h alf-ore ) given new
Seriah see? life by a simple change in presentation.
DM: [Pausing to scribble in his notes, then For another example, consider the cloaker.
sounding guarded.] Hmm . You don' t notice anything Using simple descripti ve changes, or with just a few
out of the ordinary. minor tweaks to its game statistics, you can make
Carissa: Oh. Maybe Marik should go first? the cloaker a sheet of flying, animated fl esh created
Dice rolling can detract fro m atmosphere as by a mad necroman cer, an amo rphous mantalike
well, but it's a simple matter to tum things around creature fro m the botto m of the sea or a furry bat-
and have it work in your favo r. By hav ing your ching lurking in the treetops. All these descriptions
players make meaningless die rolls and allowing can use the cloaker's statist ics with little or no
them to think that the rolls have meaning, you let modification , but the resulting horror may well be
the players' imagination s create ten sion fo r you. unrecognizable even to your most jaded players.
Have the players make Listen or Spot checks
without te lling them why, and don 't te ll them if VI. Sy Rny Otbcr Name
they succeeded or no t. Roll dice behind your screen DM: As yoii round the corner, several skeletal
when a player declares an action , pretend to make corp ·es pry themselves from niches in the catacomb's
no te of the results and refuse to elaborate on what walls. Their skulls turn to glare at you in unison , and
the roll meant. they a/.l start shambling in your direction .
Overuse of this technique can grow tiresome, Carissa: Seriah can handle a few skeletons.
but when employed judicio usly it can give your "Stand back!"
players enough paran oia to make the actual threats Carissa makes a tum check foTher cleric and adds
that much more frightening. u/J her turning damage. The DM notes the Tesults.
DM: Good job! All but one of the skeletons shy
IV. Dtatb St Not proud away, throwing their bony hands across their fie shless
This is a crucial tip on what no t to do. Some faces. They're already starting to retreat . Patrick ,
OM believe that th e key to horror playing is a high Marik is up .
bod y count, but using character death as a means to Patrick: Only one left?No /Jroblem. Marik steps
create tension is almost alway a bad idea. Don't forward to strike it duwn .
make your adventures a contest to ee who can go DM: Okay; roll to hit.
the longest without dying. ln fact, the more fre- Patrick gets a total of 16 , no match for this skeletal
quently you kill off the PCs, the less your players ancient dead' s AC of 21 .
will emotionally connect with the ir characters. If DM: Your sword skitters down the corpse's ribs
yo u feel a fiat death is the best way to accentuate without cracking any of them. As you realize this
the terror of a situation, sacrifice an NPC to the skeleton is tougher than it looks , it looses a hollow,
mo ment. O f course, Ravenloft would n't be very echoing cackle as it strikes back ... .
scary without th e threat of death, so don't be afraid This tactic is a variation on cosme tic changes
to face yo ur players with potentially lethal encoun- and hiding mechanics, but is worthy of its own
te rs. Just make certain that you alway give them a mention : Never call a werewolf a werewolf if you
fair, fi ghting ch ance, and remember that it's impos- can ca ll it omething else more evocative and
sible to fri ghten a dead man. mysterious (though without lying). Once you iden -
tify a creature as a "werewolf," it's defined , and the
V. Cosmdic Cbangcs player characters dutifully break o ut the wolfsbane
Experienced players are often fa miliar with and silverware. Instead, describe its appearance,
the exact capabilities and vulnerabilities of the re laying only what the heroes' senses can tell them,
monsters that cross the ir paths. You don 't need to without resorting to definitive identifiers. Don 't
con stantly create new mon sters to throw a little call it a lycan rhrope; call it a "huge, twisted beast,
fear of the unknown into them, however. All you shaped in mockery of a man but with a wolfen
have to do is make the fa miliar seem unfa miliar. mien ; it is covered in heavy fur, and vicious teeth
C hanging a monster' appearance, environment fill its slavering maw." Faced with this wolf-thing,
and h abi ts can make the players uncertain of what the player ch aracters can plainly see the threat
before them, but they canno t be sure what the
I
th reat actually is. lt might be a werewolf, but it Rest and Restlessness
could also be a wolfwere, some kLnd of gn oll or even Given the choice, every hero would face her
a wizard employing a polymorph spell. Until you tell foes while fully rested and ready fo r action. Sadly,
the players what it is, they can 't be certain, and the fo rces of evil are seldom so accommodating.
uncertainty is the mother of suspense.
Sleep
VII. 8dti ng Personal Victims are never so vulnerable as when they
During their adventures, the pl ayer ch aracters lie in slumber. A sleeping creature is considered a
should have the oppo rtunity to encounter ch arac- helpless defender (PHB, C hapter 8, "Combat
ters they like: friends, fa mily, alli e , romantic Modifiers"). Sleeping creatures are aware of their
i11terests and so on . These emotional entangle- surroundings, but only dimly. Assume that a sleep- J
ments are a prime way to get the proper level of ing creature is taking 10 on all Listen checks and
tension in subsequent adventures. When a d o e "taking l" (adding + 1 to the check rather than
friend is abducted by a madman or dominated by a rolling a die ) to all Spot checks. A sleeping char-
vampire, the persona l investment makes matter acter who succeeds at either check is roused by the
significantly more urgent. However, never fo rget nearby acti vity and awakens. Once awake, a ch ar-
that these allies should act as mora l support fo r the acter needs to spend a standard action to get her
heroes and should be full character in and of bearings before sh e ca n act.
themse lves. Placing allies in danger t o often risks
reducing your NPCs to nothing more than erial Staying F.lwahe
victims. Should an ally actually betray the heroes, Sometimes, particularly when facing a "Ticking
expec t a struggle to restore the players' trusting C lock" (see text), a hero may need to carry on in the
natures. You don't want to inadvertently punish face of her worsening physical and mental exhaus-
your players fo r fo rming in-game relationships , bu t tion. After a full night's rest, a character can remain
as an every-on ce- in-a-while mo tivator, it's hard to active for 16 hours (20 hours for elves) before tiring.
bea t. A t the end of that period, she must succeed at a
A closely related tactic, but one that ca rries Fortin1de save (DC 15) or become fatigued (PHB,
much less risk of backlash, is simply to identify the Appendix, "General G uidelines and G lossary"). If
players with their ch aracters during yo ur game the character decides to stay awake, she must make
sess ions. T o be clear, this is not to suggest that the another Fortitude save every four hours. Each ucces-
players exist in the world of Ravenloft. It's simply sive saving throw increases the DC by a cumulative
a way to make the events that ch aracter experi- +2. For example, a human resisting sleep makes
ence seem more immediate and exciting to t he Fortitude saves at DC 15 after 16 hours, OC 17 after
players. Encourage the players to lo this as well, as 20hours, DC 19afrer 24 hours, OC3 1 afrer48 hours
long as they're comfo rtable with it. Rather than and so forth. The Endurance feat grams its +4 bonus
saying, "The ettercap lunges at your bard," ' ay, on these saving throw .
"The ettercap lunges at you." This imple change A fat igued character who fa ils a second
in pronoun use places yo ur players right at the heart Fortitude save to stay awake becomes exhausted
of the action . (PHB, Appendix, "G eneral Guidelines and G los-
VIII. Cbe Ciching Clock \ sary" ). Each time an exh austed ch aracte r fa ils
fur ther Fo rtitude saves to stay awake, sh e suffers
N othing adds suspense like the tic k ofa second a cumulative - 1 penalty on all attack rolls,
hand . Giving the player characters a time limit in ability checks, skill checks and sa ving th rows fo r
which to accomplish their goals adds a sense of I each fa iled sav ing th row.
urgency that makes every encounter more fri ght-
ln addition, whenever an exhausted character
ening (as we ll as limiting the heroes' abili ty to take
experiences a calm, quiet moment of rest, she must
20 on many checks). It's best to express the time
succeed at a Concentration check to avoid falling
limit in game rime rather than rea l time, as the
asleep. The 0C of this check is 10+ 2 for each
players need to have t he opportunity to free ly
Fortitude save the character has made to stay awake.
express the ir characters' actio ns. By scrupulously
All penalties fo r lack of sleep return to
keeping track of just how lo ng the PCs' actions
rake, you will be add ing a whole new level of normal after a full night of complete rest.
tens io n to the proceedings.
For examples of situations where time is of the required to prevai l, while a group with impress ive
essence, consider heroes trying to reach the master spel lcasting ab ility is go ing to be nervous if depos-
vampire's coffin while unset steadi ly approaches ited i.n an Island of Terror where magic doesn't
or fighting their way through fanatica l cu ltists work. Like many of the tips in this chapter, this
while the high priest conducts a summo ning ritua l. tactic should be used with care; by making a char-
The ticking clock a lso works in the long term. Keep acter with specific capabilities, a playe r is making
a campa ign journal, using it to track not only it known that she wants situations in which tho e
info rmation such as the heroes' exp lo its, dates fo r capab ili ties wi ll be useful. Don't take the heroes
H orror or Madness recovery check and the like, out of the ir e lement too often , just often enough to
but also sunri ·e and sun set ti mes and the lunar keep them on their toe .
cycle. (Any farmer's almanac can provide this
information for you.) The nights grow long in the X. Cbt f)iddtn «ltalmess
Core, plunging the land into as much as sixteen Few gaming sty les can ruin suspense more
hours of darkness at midwin ter. The vampire hunt- than a fu ll -til t, head-on, sword -swinging charge
er among your PCs wi ll soon come to dread the through an adventure. Suspense needs time t
ebbi ng days ofautumn, while afflicted lycanthropes build, and that means your players should be en-
will keep a wary eye on the waxing moon . couraged to be patient and rake things a rep at a
time.
IX. Ont f)and Citd O ne method of doing that is the hidden weak-
The heroes have taken shelcer from an unex/1ect- ness. For example: The heroes are faced with an
edly large band of goblins within a claustro/1hobic cairn ev il gho t that is impossible to harm by conven-
in the Tepestani hills, splitting up to guard both en- tiona l means; their mightiest weapons and magic
trances. Unfortunately , none of the PCs have noticed do nothi ng to it. Forced to pu ll back, the player
that the cairn itself is of goblin design .... characte rs begin a closer investigation of the
0 M: ... And yet another go bl.in marauder falls to haunted house and the village it lies in. Eventually,
Marik's blade! At this rate, you can tell that these by talking to the local doctor, they discover the
raiders would need to be pretty lucky to get a spear past ghost was murdered by arsen ic poisoning. The next
your full plate . time they face the spirit, their weapons are smeared
Patrick: Good, good! I glance back down the with arsenic, and the ghost fa lls, its hidden weak-
tunnel and yell out to the others to see if they need any ness exposed.
help at their end. Damage reduction, a common pecial quali ty
OM: You do that , bur you cu.rnjust in time to see among monsters, implicitly encourage this concept.
something silently gliding u/J the tunnel toward you. It For example, silver weapons cleave neatly through
has the same silhouette as those degenerate creatures many lycanthropes' flesh, but most of the damage
outside, but its form is luminous, transparent and dealt by other weapons is absorbed h armlessly . The
indistinct. All you can make out clearly is the hatred in
revised Dungeons & Dragons rule · have reduced
its burning red eyes. damage reduction ratings across the b ard, but in a
The DM rolls for an attack and scores a hit. Raven loft campaign, you may wish to increase crea-
OM: Before you can react, the s/1irit reaches out tures' ex isting damage reduction by + 5 (thus
- and sinks its knobby hand into your chest, /Jassing increasing 10/ ilver to 15/silver) or to bolster their
through your armor as if it weren't even there! Make supernatural defenses. W e recommend that yo~1 only
a Fortitude save . increa ·e a creature's damage reduction if ·ome kind
Patrick: Uh oh. of nonmagic weapon can pierce its defenses; a crea-
Players know what their characters are good at ture vu lnerable only to powerful magic may well
and what they are bad at, and they naturally try to leave heroe with no choice but to flee.
place their ch aracters in positions where they can The hidden weakness has the added bon us of
excel and avoid situations where they will h ave
encouraging the player characters to learn more
difficu lty. One method of add ing suspense to an about the villa ins they fight, which always makes
encounter is to place the characters in a situation for more interesting adventures. As an aside , char-
where their strength s are worthless and they must acters sho uld get at lease a much experience for
fall back on less developed abilities. A party that defeating a foe with their wits as they get fo r
prides itself on its power in combat is going to be bashing it to de::ith .
less comfortable with an encounter where stealth is
k
I

XI. Ost RU tbt Stnsts air. The creek smells stagnant, even though you can
To perk up his players, the DM has decided to see the current.
spice up an otherwise uneventful overland trek with an James: Hmm. "Let's notgetourfeet wet , guys."
encounter with a dread troll. Carissa: ''Come on, let's keep going." I will walk
DM: As you hike through the woods, you come carefully to keep my footing.
to a small stone bridge spanning a wide gully. The Patrick: ''Ladies first! l will be right behind
bridge is crumbling and mossy; considering the over- you."
grown wagon trail chat crosses it, you would guess it D M: Fair enough . Seriah' s a/Jout halfway across
hasn't been maintained in years. For a while now, the the bridge, when a long , warty green am1 suddenly
i;;runching of the leaves under your feet has been lashes up from the shadows beneath the bridge , its
bothering you, but only now do you realize why. The clawed hand slapping against the stone with a wet
crunching isn't unusually loud, but the rest of the forest smack. A damp-looking creature pulls itself into view,
has falien silent . The only sounds are those of your own grinning up at you all with a wide maw of yellowed
movements and the subdued burbling of the creek fangs. "A toll for my bridge," the creature snarls , its
before you . voice sounding like metal scraping on metal. "A skull
James: Does the bridge look safe? How big is this for my toll. 1t matters not whose , but quickly now
gully, anyway? choose!"
DM: The bridge seems solid enough . The gully If you want to keep your players engrossed in a
looks to be about 20 feet across. You.peer over the steep scene, make sure you describe the heroes' sur-
edge and see that it's about l 0 feet deep. Shallow, roundings in detail; not just how things look, but
muddy water at the bottom ripples as it flows around also how they feel, sound and smell. If you can
a number of pale, rounded stones poking up out of the subcly hide clues of hidden dangers within your
creek bed. You notice a faintly stale, acrid scent in the descriptions, your players will kick themse lves lacer
for not picking up on the warnings. For example, if Mists. Not only does it give your settings a richer
the heroes are checking into an inn run by preda- background and a base for the heroes, it enables you
tors that use it solely to lure in their victims, you to use changes of scenery to throw the characters
might mention a coating of dust on the bed sheets off guard and make adventures more unsettling,
- a hint that no guest has actually slept here in again contrasting the unnatural (or merely exotic)
some time. with the fam iliar. If your campaign kicks off in
Props are another good way to engage the Mordent, for example, run several adventures in
players' senses. Instead of reading what a note or Mordent and let the players grow accustomed to
journal says, hand them a note and let them read it that environment before widening your scope.
for themselves. Don't go crazy with props, though; When the Mists swoop in and drop them in·
rubber spiders and illy tring are not going to make Har'Akir, they will have quite a few adjustments to
adventures more suspen efu l. make before they get their bearings. If you use this
tip, the courteous thing to do is to drop the charac-
XII. R. Oouse Divided ters back in their preferred sett ing once the
The player characters are strongest when they adventure is over. On the other hand, you might
stand as a unit. Fear comes from being in a position find that the players prefer the flavor of the newer
of weakness. Separating the player characters and environment, while many outlander campaigns
having them face individual menaces while they focus on the earch for a way home.
try desperately to reunite can deliver plenty of
suspense. The game's class system strongly supports Portraying NPCs
this tactic; each character has areas of expertise Regard less of how you present or alter the
and areas of vu lnerabi lity. O nly when the heroes rules, the surest and most time-honored way to
work as a group can they comb ine their strengths to achieve an emotion-charged atmosphere is tl1rough
counter their weaknesses. roleplaying. How you portray your NPCs sets the
PCs can become physically separated, or they tone of the game session while setting a precedent
can be mentally separated, although they remain for your players. If you are ro leplay ing heavily ,
together as a group, devious foe may find ways to throwing yourself into each character, your players
turn the heroes agai nst each other. Domination will be inspired to follow suit. If you maintain a
magic and shapechanger such as doppelgangers detached perspective on the game, your players
are particularly effective at eroding party unity. O n likewise remain distant from the events before
occas ion , a strongly motivated foe may be able to them. More than anything else, roleplaying is your
divide the party's loya lties simply by arguing and most powerful method of dragging the emotions of
defending her position; thi is most effective when Ravenloft from the game itself into the room with
the villain's twisted actions are intended to pro- your players.
mote some "greater good."
If you're physically separating the heroes, you Co Voice or Not to Voice?
usually don't need to separate the player them- When portraying a specific NPC, many Dun-
selves. In fact, doing so can.prove irritating; players geon Masters affect a character voice: a verbal
like to be privy to the ongo ing action eve n if their persona woven from a distinct accent or affect.
characters aren't. Don't split the party too often or Employing a character voice is an extremely effec-
for too long, as the technique requires a lot of tive tool for the OM. By speaking in a char.acter
jumping from scene to scene that can detract from voice, you help players differentiate between your
the mood if done in large doses. In fact, seri ous various NPCs. If you refrain from using character
overuse of this tactic can result in paranoid players voices, you must be prepared for the fact that your
who are aghast at the thought of "splitting the players are listening to the same voice every time
party" for any reason. they encounter a different NPC. After a while, all
NPCs begin to sou nd the same. At best, players
XIII. Cbangts of Scenery may have a hard time distinguishing various N PCs
Whether your game focuses on native heroes in your campa ign. At worst, your players may soon
or outlanders, it's often a good idea to give your begin to think that there is no difference between
campaign a solid grounding in a specific location the various NPCs. They cou ld come to see your
before sending the party to all ends of the Land of characters as various iterations of yourself.
The best rip fo r assuming a character vo i.ce is with the same accent. He starts with changing the
to avoid feeling embarrassed. If you have neve r end of the line:
used character voices, it may be awkward at first. "Ach . In all me life and times, I never saw a
However, if you persist with che use of voices in horse running so fast."
your game, you will find chat you can easily build up "Ach. In all me life and times, I never drank s
a repertoire of dozens of characcer voices, which much ale."
greatly expands the gaming ex perience for you and From there, he progresses to changing the
your players. beginning of the line:
tiow Do I Do Voices? "I h ave lived for 73 years. r neve r saw a woman
do that before."
Learning how to do character vo ices is fun and
"I have seen a man do that, but I never saw a
easy. Here are a few basic poinrers:
woman do that before ."
Start With What You Know: Most peopl e
And so on , until David can speak just about
can switch to one or two accents just from their
any line while affecting a fake Irish accent. Once
general life experience, affecting commonly heard
Dav id has practiced enough, he no longer needs to
dialects, such as "British," "Southern" or "Brook-
use his key phrase. David will never pass a a native
lyn." Find an accenr chat you can imicare and
Irishman, of course, but he will at least be able to
practice it. You aren't looking for aurhenricity.
differentiate between his NPCs.
Indeed, your accent will mo t likely be less rhan
perfect and would never fool a nati ve, bur that's nor Practice Makes Perfect: It may fee l childish
what matters at a game table. All you're looking for ar first, but many Dungeon Masters actually prac-
is something to help your player instantly distin- tice using their character voices. Some practice in
guish a particular NPC from others they meet. the car, others practice in the shower. Where you
choose ro practice, be it aping mov ie Lines as you
Play With Pitch and Volume: Affecting a
leave the theateror lacer::ic the breakfast table, is up
character persona can be as simple as adjusting the
to you, hut practicing your character voices regu-
pitch of your voice. Try talking in a high vo ice
when portray ing one NPC and in a low voice with larly helps you feel more comfortable with them.
anoth er. Play with vo lume a we ll. A character Don't Get Embarrassed: The first time you
that only speaks in whisper is very different from affect a voice in front of your friends, they may be
a character whose boisterous nature means she uncomfortable; if it strikes them as comical, they
only speak with shouts. may eve n laugh . If you stick with your character
voice, however, everyone eventually sees that you
Developing Personas: A famou imperson-
aren't joking around and se ttle down. Most player
ator once cold an inrerviewer that he crafts his
appreciate it when their Dungeon Master puts on
impersonations around certain "key phrases, " a
a character voice fo r them; it shows that the OM i ·
little quip or saying that his persona often repeats.
going the ex tra mile and that she is putting effort
Once he had mastered the key phra e of th e char-
into their gaming experience. If you are succe ·sful
acter, he would expand hi per ona from there,
with your character voices, you may find your
slowly developing all the various quip and man-
players joining in the fun and <level ping unique
n erisms of t he character he portrayed. Thi s
voices fo r their own characters.
technique of picking up voices can be used to
expand your character-voice reperto ire grea tly . Establish Recurring Character Voices: O nce
you have a few voices down, associate those voices
Exam/)le: Dav id want ro develop a good, solid
with particular characters in your campaign. Each
Irish accenr for his ba rtender NPC. After watching
time you speak as a particular character, use a
some movies ser in Ireland, Dav id decide he rea lly
specific character voice. You will find that oon all
likes the Ca tholic priest featured in one of the
you need to do is start u ·ing a certain voic~, ~nd
films. Dav id particularly like the way the priest
your players instantly know who's supposed to be
say , "Ach. In all me life and times, I never saw a
talking at any given moment.
woman do that before."
Dav id practices ay ing thi line until he settles
Example : Andy ha been running a campaign
for a while in which the main villain has cla hed
into the right inflection and ro ne. Once he has
with the party several times. The villain, a Barov ian
this one line nailed down, he expands from the
blackguard, spea ks with a heav ily acce n ted
catch phrase , practicing the use of other words
T ransylvanian accent.
Andy waits for a moment in the campaign their grand stature. All their gestures bespeak power
where the player's characters believe they are alone. and action. They might pound a fist into a palm or
They are speaking to each oth er about their future point at omeone in condemnation .
plans when all of the udden, A ndy interrupts them Sinister characters tend to look at the world
with a strongly accented, "Well , well, well. We through very wide eyes or narrow , squinted eyes.
meet aga in." They often carry a wry smirk on their faces, as if
His players are startled; so are their characters. they know something you don't.
"He's here?" they all exclaim at once. The players Elderly characters look about with half- lid-
recognized the campa ign's major villain simply by ded eyes. They moveslowlyand gesture minimally.
Andy's use of the villain's particu lar voice. Their hands might shake while they are gesturing
Develop a Grab Bag: ln the back of your or speaking. T aken to an extreme, the·e manner-
mind, always keep a few character voices floating isms can also mark undead that bear the insufferable
around your head, ready to pu ll out at a moment's weight of countless ce nturies. When Bela Lugosi
notice. By doing this, you continually have a quick portrayed Dracu la, he always remai ned as sti ll as
repertoire of NPCs to whip out as needed, uch a poss ible; every movement had a specific purpose.
a grumbl y shopkeeper, a curious child or a pompous Try portraying a lich or mummy th e same way,
noble. Having a grab bag of voices helps with any acting as though indulging in any indication oflife
campaign, because this allows you to produce in- is a distasteful burden .
stant personas for any NPC for any unexpected Wise characters look thoughtfu l. They may
occasion. wear a slight frown upon their faces and listen
before peaking, nodd ing sage ly at every word.
I Just Can't Do Voices They may clasp a steady h and on someone 's shoul -
Many Dungeon Masters simply don't use char- der when about to give out a piece of adv ice.
acter voices. Some lack the verba l agility. Others Spunky characters can't help the grins on
have a hard time keeping different accents stra ight. their faces . They like to wink at others or bite their
Yet others simply can't take themselves seriou ly li p in a sprightly way. They enj oy teasing and
while affecting an accent or voca l tone that isn't poking fun at others. They're always moving about
theirs. Don't worry; there is something that i just in every direction .
as effective as character vo ices when it comes to Brooding or angry characters speak little.
characterization. They glare steadfastly at those they address. They
clench their jaws, ball their hands into fists and fo ld
Cbe Importance of Motion and 0esture their arms.
Affecting a character voice i' not the nly
Sad characters often sta re into space, ponder-
thing a Dungeon Master can do to promote atmo-
ing their woe. They move slowly, using li ttle effort.
sphere and roleplay ing, nor is it the on ly way a OM
They shuffle their feet and slump their shoulders.
can differentiate between her N PCs.Your gestures,
They may smile slightly, but their sm ile doesn't
posture and mot ions can develop a persona with-
quite reach their eyes, and it falters quickly.
out having to speak, I.et alone using a character
Calculating characters sta re at people fo r a
vo ice. Here are some examples of gestures and
long time, in order to assess them . They often look
postures:
people up and down, scrutinizing them from head
Shy or frightened characters tend ro stay
to foot. They think before they speak and {nove
shrunken and small. They hunch down and keep
with very orderly, restrained gestures.
their arms close to their sides. Their eyes may dart
Manic characters are never quite in control of
about if especially nervous, and they try to avoid
their bodies . Wh ether madm en o r gob lyns
physical or eye contact.
chomping at the bit, they may exhibit nervous tics,
Bitter or grizzled characters frown :rnd gl::ire.
or they may continually twiddle their fingers. Their
Their lips are set in a permanent snarl. Their
bodies are seldom still.
motions are lackada isica l (after all, what's the
Happy or welcoming characters often hold
point?) . They tend to sit back a lot, con tent to have
out their arms to people. They laugh often, even if
things happen to them.
it's just to humor their guests. They often touch or
Authoritative characters sta nd tal I and proud.
clasp their friends, giving them pats on the back or
They make broad and sweeping motions to match
rubs of the shoulder.
Of course, none of these suggestions is ab o- Using Music in a Campaign
lute. They are meant for your perusal, to prompr
Different Dungeon Masters prefer varying styles
you co exp lore different ideas for your own per-o-
of music in their campaigns. Some DMs prefer
na . You may find a different way to portray a
modern pop; others u e strictly cla sica l works.
character or characters. Do whatever works best fo r
ome DMs use movie scores; others use CD fi lled
you.
with sound effects or environmental backdrop
Using gesture and posture is very important (such as thunderstorms or crashing wave ). In
when ir comes to roleplay ing or characterization. many ways, mov ie scores work best since they are
Dungeon Masrers who don 't use different voices pecifically designed to affect a particular mood
often differentiate their characters through ges- and to play as background Lmder an extended
. tures and po ture. Some DMs combine both cene. Popular or contemporary music may not
techniques, adopting voice, gesture and posture to work well fo r Ravenlofr, particula rly since popular
transform themselve into a tru ly different persona. music has a modem context and, of course, modem
Wh atever technique you choose to u e, songs tend to be short. Allow your per onal taste
roleplaying is of primary importance in a Raven lofr and the taste of your players to determine what
campaign. The more convincing you make your music you use. Here are some tips on selecting the
NPCs, the more your players will buy into the right music fo r your ca mpaign:
world that you have crea red. And the more they
believe in your world, the more excited, thrilled Preview Your Music
and emotiona l they will feel about it. Before se lecting the music fo r your ca mpaign,
make sure you prev iew it. Many web ires that sell
Sinister Scores CDs allow you co Ii ten to portion of a CD before
lmagi ne watching Stanley Kubrick's The Shin- purchasing one. Some booksrores allow you to
ing without the discordant, haunting music drifting preview all the tracks of any CD in the score. These
through the empty halls of the haunted hotel. places are great resources fo r yo u to preview music.
Picrure teven Spie lberg's Jaws without its fa mous Nothing is more disappointing than purchasing a
theme implying the presence of the un een hark. CD and then discovering thHt only one or two
Think about the shower scene in Alfred Hirchcock's tracks on the CD are usable for the ca mpaign. In
Psycho without the famou creeching of violins particular, be sure to differentiate between m vie
echoing the stabb ing of the blade. scores and movie soundtracks. cores are the in-
It's h ard to imagine these great thrillers with- strumental themes chat sec the emotional tone of
out the music that accompanie chem, isn't it ? the film, while soundtracks are collect ions of indi-
Music plays an integral role in sett ing a movie's vidual ong rhac may onl y be vaguely related to the
feel. It prompts the audience, te lls them what co film itself. Obv iously, the former is what you want.
expect and emotionall y prepares them fo r the
coming scene. Sdect tbe Rigbt Music
Why should your game be any different? By Imagine a really great Ravenloft session. Y u
using music, you can insidiously alter the mood of have the lights turned down and creepy mu ic is
your session, just like movie score' alter the mood p laying softly in th e background . Your players are
of the cene fo r wh ich they were written. ln fac t, staring at you, rapt with attention. Then, suddenly,
many terrifying horror mov ies suddenly fee l flat the music you put on turns into a sweep ing love
and lifeless if deprived of the emotional unde rpin- theme just as you in troduce your vii.lain . Everyone
nings of their musical sc res. laugh , and the mood is ruined.
In mov ies, music grea tl y affect the dramatic N othing i more disastrous to a game ses ion
content of the cen e. For example, a long drive than playing a great music track and hav ing the
down a country road can eem either peacefu l or music change unexpected ly. When selecting mu -
terrifying; a darkened room might be sad or tense; ic fo r a ca mpaign, ch oose music tracks rha r
the preparation fo r a barrl e may feel invigorating maintain a steady, persistent mood. This type of
or doomed . le all depend on the cone of the music music is ca ll ed thematic music. Avoid dynami c
accompanying the scene. mu sic: mu ic tracks that cha nge frequently
(s undtracks being a prime example ).
«Iby Cbtmatic .Music? Use your mu ic sparingly. The best time to
Thematic music in a campaign allows you to play music and establish the mood is at the begin-
take the time to describe things to your players. ning of a new encounter. After a few minutes,
During your descriptions, you want your music to slowly tum down the music, fo r a nice "fade-out"
flow with what you are de cribing or ·ay ing. You technique and play without the music for a while.
don't want the music to disrupt your scene with You will find your music is more effective when you
sudden changes in the tone of the music. Musical use it to punctuate something in your campaign.
changes tend to brea k the mood. The be t way to Note that the "hide the mechan ics" tip is useful
ensure you are purcha ing thematic music is to here as well; try to draw as little attention as
preview it before buying it. Listen to the entire possible to your manipulation of the music. If the ·
track that you want to use once you have bought it. action ha to pause for a minute every time you
While this might seem obvious to some, many want to wi tch C D, you may be do ing more harm
Dungeon Masters don't listen to their music tracks than good.
all the way through befo re u ·ing them and miss the
udden changes that may come near the end of the Rd"anced J"lusic Cecbniques
track. Man y DMs are already familiar with using
Make sure the music that you want is at the music in their campaigns. Here are some tried and
beginning of the track as well. 1t is troublesome to true techniques that take the use of music a step
try to fas t forward through a C D track in the middle further.
of a game session, just to get to the part of the song
that you like. If you use a computer in your game
Dt"dop Cbaracur Cbtmts
sessions, you may want to create sound files from O ne very effective way to use a music track is
your C D collection. Doing this allows you to select to play it every time a certain character or setting
the specific music you want at any time with just a comes up in a campaign . Representing characters
click of the mouse. with repeating themes often occurs in movie scores.
Heroes, villain and even loca le or event ca n
Btcomt familiar witb Your .Music have pieces of music associated with them.
Make sure you know your music well. This lf you use thi technique well, you may not
aspect of using music is difficult for some Dungeon even have to introduce your characters. As Spielberg
Masters because, while the music they have e- did wi th Jaws, all you have to do is start playing a
lected makes for a great game, it' not alway particular character's music and your players know
something they want to listen to in their spare he or she has arrived.
time. This technique is especially powerful when
Nevertheless, knowing your music pays rich crafting villains. Imagine your PCs sitting and
dividends. If you are familiar enough with your talking quietly, when suddenly you cue up the
music tracks, you will know when the mu ic is theme fo r Strahd ! Wi thout hav ing to say a word,
about to swell or diminish . You can u e this know l- you have announced the arrival of a major fi gure in
edge of your music to your advantage, making your Ravenlofr ! You can even use this music when a
voice swell or die down with the melody, becoming character's presence looms large, even when the
dramatic as the drama of the music increa·e . actual character is nowhere to be seen. Strahd's
theme migh t ari e not only when he i physicall y
R"oid O"trhill pre ent, but when some weary burgoma ter stares
Dungeon Master · tend to find one or two good absently out a window, telling the heroe what he
tracks on a CD and use them over and over. A vo id knows of the vampire's wretched tale.
this pitfa ll. Eventually, your player- will get sick of You can also apply themes to places in the
the music you use and instead of getting them in same way you assign a piece of music to particular
the mood , your music will get them to r II their character . Perhaps you always play a certain piece
eyes and say, "Not this again!" when the PCs arrive at particular village or enter a
When using a music track, it's all right to let a particular realm.
track repeat three or fo ur times. More than five
times , however, and even the most engaging melo-
dies can grow repetitive, boring your players.
De"dop Campaign C:hemes around the world , popping in a C D of "gypsy
vio lins" when your PCs visit a Vistani ca mp or
You can add a ni ce touch to yo ur campa ign by
lndian music when visiting a marketplace in Sri
ass igning music rhar reflects th e mood or geo-
Raji.
graphic location of yo ur ca mpaign . Try to choose
similar sounding music and avoid music th at doesn't If you own a lo t of music by the same composer,
mesh we ll. The heavy sound of thras h meta l may you can try using only that composer's work fo r
appeal to your idea of music to underscore combat, your campaign, giving your campaign a pecifi c
but it may clas h imrusively with your selectio n of sound . This, too , can establish a musica l theme fo r
eerie, atmospheric themes fo r a scene that ra kes your campa ign .
p lace in a haunted ho use. Musica l themes fo r ca mpaigns se rv e as an
Whenever you run a new campaign , try to effective DM tool beca use it d ra ws pl aye rs further
se lect music th.at not o nly goes together, but a lso in to your wo rld . If all your music pieces refer to
fits the kind of campaign yo u're thinking abo ut. For each other, th en yo ur ca mpaign world will be all
in ta nce, if you're runningacampa ign s~ t in a misty the mo re consistenr and convinc ing.
land full of moors and cliffs, yo u migh t look fo r
music with a distinctly C eltic bent. ln Ravenlofr,
Craft Scenes Hround the Music
you probably want a good se lection of da rk , brood- No rma lly, dynam ic music can prove difficult
ing music. However, you also want your music to fir to use effective ly in a game sessio n . Dynamic music
the doma in in which you base yo ur ca mpa ign . A may change so ofte n or so suddenly that it breaks
Barov ian campaign migh t have heavy Roman ian the mood . That's why we advise against using it.
connotation s, while a Mordentsh.ire ca mpa ign O n the other hand , dynamic music can be used to
might be more reminiscent of an Engli h coun try- great effect wh en using a scripted description or cut
side. Try building a library of fo lk musi.c fro m cene (a dramat ic technique introduced later in
this chapter ).
You may play dynamic music in the back- Celebration: Play music with a boisterous,
ground while you describe a ceneoraction, varyLng lively theme to reflect the mood of a festival, ball
your vo ice along with the music. Usually, the best or some other socia l gathering.
idea is to use dynamic mu ic to accompany a Romance: Romance , particularly doomed or
specific speech or description you prepare before star-crossed love, plays a big part in Ravenloft.
your game sess ion, giving you a c hance to rehear e C lass ic love themes work well for the ·e cene . You
your timing. This technique i · ch allenging, sLnce it wi ll find that most mov ie score have a love theme.
requires you to listen to the music, think about Action: Playing good action music during
what you are going to say, and then speak in time combat is always an effective technique to enliven
with the melody. However, if you can master this the players. Energetic marches or stirring score
technique, you will nor only a maze your players, from action movies work well here.
you may create a rive ting scene that ILnger in your Al l these situations come up a lot more than
players' memories fo r a long time to come. you might imagine. If you can find music for all
these situat ions, you may find that you have a
De"dop a Repertoire complete musica l reperto ire that fit any ituati.on.
Many Ravenloft DMs foc us on buying creepy,
mysterious music, but not every moment of your
campaign is going to be dripping with dread and
Recommended Music
H ere i a ample Ii t of music that may be
suspense. Remember that much o ( your heroes'
effective in your ca mpaigns. The se lections below
time is spent in taverns, talking with NPCs or in
focu on mu ic for scenes of eerie, whispered dread
the thick of combat. Thus, it is importa nt to
or frantic act ion , since music will often be most
develop a musical repertoire to cover varying situ -
effective in these ituations. However, most of the
ations.
CD listed bebw contain a va riety of music that
Consider se lecting music for the e eight com-
you can adapt to other sce nes as well . Remember,
mon roleplaying scene ·:
even in Ravenl oft, life is not always dark and
Tragedy: Ravenloft is a campaign rich with brooding. Sometimes the light shines through,
tragedy . Selections of melanc ho ly or lonel y music giving the heroes something to fight fo r.
suit scene where the player are consoling some-
one uffering from gri ef or opp re sion or when they Creepy Music
feel that way them elves. 200 1: A Space Odyssey (variou artists ): Aside
Mystery: Scenes of terror often have a my te- from the fa mou · orchestral th eme , thi score in-
rious element about them. Try se lecting cloy ing cludes ome wonderfully haunting music. A number
theme that hint at and play with the listener. of the tracks are fill ed with a choir of men or women
Naturally, scores from mystery or conspiracy films singing single, high-pitched notes. You may only
often work best here. find four or five usable tracks, but those may be
Warmth and Friendliness: You may wane enough.
more convivi al mu ic for happier situations such as Blade (Mark Isham) : Thi core contains dark,
relax ing in a tavern, exploring a town fa ir or brooding mu ·ic with a bit of a modern bent to it.
carousi ng with friends. Medieva l or renaissance Despite the mov ie' modern sett ing, the ·core is
style music often reflects the appropriate moo I for timeless. Not all the CDs' tracks a re usable, but
these moments. there are enough good selections to warrarit the
Stealth and Suspense: Play music that reflects purchase.
a tense, quiet theme when the PCs are sneaking up The Craft (Graeme Revell): Thi core evokes
on an enemy' forces or breaking into a crypt or a a nice, solid mood. Be careful, some of the tracks are
supposedly deserted mansion . pretty dynamic and change in mid-stride.
Royalty: When your player characters inter- Eyes Wide Shue (J ocelyn Pook): Thi core will
act with people of power in formal situation , you be somethLng you love or hate. The opening theme
need good mu ic for "throne room" cene . Use a is a single note played faster and fas ter on a piano.
grandio e march or royal theme for these occa- While thi · effect can prove nerve-wracking to
sion . players, you might find it useful for scenes invoking
madness or involving location such as in ane
asylums
L
'

The Haunting (Jerry Goldsmith) : The score ro the CD is fancastic for the feeling of walking into a
chis remake opens with "warped carnival music" gra nd castle, but may be too bright and shiny for
that is particularly effective for use in a macabre Raven loft.
ball or carnival. There are some great horror theme Gladiator (Hans Zimmer) : This score has some
on this CD, but overall, the score is dynamic. energetic combat track that differ from each other
Beware of sudden changes. enough to prevent your players from tiring of them.
HeUbound: Hellrniser 11 (Chri topher Young): The mu ic reprecents a variety of moods, some of
This is a favorite among movie score aficionado . which evoke great tragedy and mystery, not just
The opening track is one that is extremely grandi- action.
ose, dark and majestic. This is a great track for Last of the Mahicans (Trev or Jones and Randy
.when your most powerful villain arrive . Edelman): This C D consists of with fantastic ac-
The Sixth Sense (James Newton Howard) : This tion-packed music that will get your players going,
score contains great themes of terror and sad ness. but it contains more than just action music. Be ides
The on ly drawback is that this music is fairly containing a compelling love theme, the CD'
dynamic. It's a useful score, but be sure to know the opening theme is extremely heroic in scope. The
sequence of tracks thoroughly before you use it. only drawback is that the music has a Celtic-
Further Recommendations Native American bent that may not be ap propriate
12 Monkeys, Paul Buckmaster fo r many Ravenloft campaign .
BMM, Mychael Danna Lord of the Rings (Howard Shore): The e cores
A Sim/1le Plan, Danny Elfman have some great action tracks, a well as ominous
tracks of mounting ev il, but the mu ic is fa irly
Devil's Advocate , James Newron Howa rd
dynamic. A great strength of these C Ds is that they
Mary Reilly, George Fen ton include a variety of theme that you might find
The Omen, Je.rry Gold mith useful for many different scenes.
The Others, Alejandro Amenaba r T otal Recall (J erry Goldsmith): From tan to
finish, this score con tains nonstop act ion music
Hction Music that provides an exce llent background for combat.
The J3thWarrior(JerryGoldsmith) :Thi score This is a movie score you can just put into your CD
makes an excellent CD for combat music. Al mo c player and play without hav ing to think about it,
every track on the CD evokes the sp irit of battle. but it also contains a great mystery theme. Overall,
This score is one that you can easily put into your it is an excellent buy fo r those wanting combat
stereo and leave running fo r extended combat music.
scenes. Further Recommendations
Aliens (J ames Horner): There are about three The 7th Voyage of Sinbad, Bernard H errmann
solid combat themes on chi CD and rwo dark
Carmina Burana , Carl Orff
suspense themes. One nice thematic track con-
tains a sad, tragic theme. Despite the core's hard, Enemy at the Gates , James Horner
technological edge, it can be extremely effective The Mummy, Jerry Go ld mith
when the heroe ar bes ieged by a relentless on- Requiem for a Dream, C lint Mansell
slaugh t of foes. Sleepy Hollow, Danny Elfman
Dark City (Trevor Jone ): Lovers of modern
music in their games hould like chi CD. It is split Soundtracks to Computtr 0amts
into two sect ions; half of the tracks are modern, Soundtracks ro computer games are hard to
while the ocher half conrains the class ic score. The come by, bm well worth the purchase. Even more
action-packed themes of the scored half sound so than movie score , computer game soundtracks
great, but they are very dynamic, o use them most are composed to susta in a single mood for an
effectively for scripted scenes. indefinite period of rime. Thus, most computer
First Knight (Jerry Goldsmith): This score of- game oundcracks are filled with thematic music
fers another good choice for combat music, since and almost devo id of dynamic music.
most of the tracks lend themselves to battle or Finding and purchasing the soundtracks to
conflict. The lase combat theme is not just accion- video games can be difficult, though . Most are only
filled but also epic in scope . The opening theme of offered in a pecia l collector's edition of the com-
puter game. Some soundtracks are actually sold dynamic music. The love theme is exce llent, a
separately from the game, but only offered for a haunting melody that might be happy or sca ry
limited time. In a pinch, however, if you play near depending on how you use it. "The Hunt Builds" is
a computer, most of the time you can simply load also an excellent track for combat or preparation
up the game and allow it to sit idle, providing a for combat. There is one really nice track with a lot
soundtrack for your session. of sound effects of female vampires flicking th ei r
A number of computer game soundtracks that tongues. It is an extremely disturbing track and
have proven themselves memorable are listed here great for when you want your parry to fight a horde
for your consideration . of ravenous creatures.
Diablo and Diablo II: These CDs contain a Conan the Barbarian (Basil Poledouris): Again,
variety of dark music to choose from. Fortunately, this CD contains usable music on almost every
these CDs also feature a wide selection of tracks, track. The famil iar theme of "The Anvil of Crom"
fro m ones used in the village to ones used in will get your PCs excited during combat, while the
combat. "Friendship Theme" supplies perfect tavern music.
lcewind Dale: This is an excellent CD with a The on ly drawback for Ravenloft fa ns is that this
wide variety of music. The only drawback (if it can CD doesn't have much in the way of creepy and
be ca lled a drawback) is that there are numerous mysterious. But you can use it for just about any
tracks and it's hard to remember them all. The CD other scene.
is made up of a majority oflone ly themes that work The Crow: The City ofAngels (Graeme Revell):
perfectly well in a horror setting. This CD contains savage, dark music. The open ing
Myst: The soundtrack of the famous computer theme suggests approaching doom, while the sec-
game can be fou nd in specia l editions of the game ond track may make even the sta unchest of players
and in some specialty stores. This soundtrack con- unea y. This CD has a variety of songs, but most of
tains with lonely, distant themes them are fi lled with overtones of grand wickedness,
Riven: The music to the sequel of Myst is even making it an excellent purcha e for Raven loft fa ns.
more compelling than its predecessor. This is a Dune (Brian Eno and Toto): This score of the
great CD filled with thematic music. Most of the David Lynch film has it all. A number of the tracks
tracks blends together, so a DM can simply put this are mysterious and creepy, but there are several
CD in the player and forget about it. Thi title is combat tracks as well. This CD contains a track
versatile enough to prove useful for OM who are perfect for use in a throne room and even a great
just start ing to use music. love theme. You cou ld buy this one CD and never
Quake: The excellent score to the original have to buy another for use in a campaign.
game by Trent Rem.or is poss ibly one of the best Ravenous (Damon Albarn and Michael
CDs one can buy for a horror game. You won't find Nyman): If you decide to get or listen to this CD,
the actual soundtrack anywhere, but the music is don't be discouraged by the first fo ur tracks. The
included on the CD- ROM of the computer game. rest of the CD is amazing for Raven loft. Filled with
If you can find the old Quake 1computer game, the disturbing music, this score is a must for those who
music tracks are included after the program track. wish to instill horror in their players. The next to
the last track is the secret treasure of this CD. It will
OtbcrPichs disturb you.
1492: Conquest of Paradise (Vangelis): This Silence of the Lambs (Howard Shore): This CD
score is what you need to round out the rest of your consists of brooding, dark music. All you need to do
soundtrack collection. It has very little in the way is put it into your CD player and let it play. The
of creepy music or action music, bur the score is music rarely changes, so you can almost fo rget that
perfect for all the downtime your PCs spend in the CD is there . This is another recommended
other places, such as darkened ballrooms or quiet score for those just beginning their Ravenloft mu-
bedchambers. What makes the CD exce llent is sic collect ion. For those who want that special
that almost all the tracks can be used in a campaign track, Number 12 suggests a theme from someone's
for something. It's a must for campa igns where nightmares. A particularly disturbing track at the
intrigue and conspiracies are rampant. end of the CD evokes a nice layer of horror.
Bram Stoker's Dracula (Wojciech Kilar): This Further Recommendations
is an excellent soundtrack, but it's filled with Brotherhood of the Wolf, Joesph LoDuca
The Ghost and the Dar/mess, Jerry Goldsmith
Mary Shelley's Frankenstein, Patrick Doyle
Messa da Requiem, Giuseppe Verdi
Norma, Vincenzo Bellini
Requiem, W olfgang Amadeus Mozart

Dramatic Cecbniques
p to now, this chapter ha. offered tips

[I] that any Dungeon Master could use at


any time to he ighten the tension of any
advemure. Using the adv ice in the re-
ma inder of this ch apter, h oweve r,
requires mo re forethought on your pan. This ec-
tion is devoted ro presenting two way- tospecifica ll y
rructure the flow of your adventures fo r the max i-
mum dramatic potential.

Pacing
Think abo ut the last ho rro r film you watched
or the last eeri e novel you read. In most cases, if you
exami ne the structure of the. e entertainment pack-
ages, yo u n ot ice thar rhe n erv e-wrack ing,
action -packed scenes are interp sed with quieter,
more introspective scenes. These "quiet" Kenes
may serve to add depth to the character ·, increas-
ing audience empath y or they may simpl y acL as
breathers, giving the audien ce a chance to se ttle
down and reflect on what they have seen . Just as
importantly, these calming scenes relax the audi-
ence, lu ll ing chem into dropping their defenses. In
fiction as in rolep lay ing, if you simply harry the
audience with a cea. e le s succession of horro rs,
neve r offering a change of pace or a moment of
respite, eventually you si mply barter the audience
into submission . Horror drains into du ll shock as
the audience no longer can emotionally react to
what they see.
How do ta les c reate these mo ments of anxiety
or ca lm ? Thar answer is all in the pacing. Every
medium in orporares some way of acce lerating the
flow of informatio n to the audience. Like the
water of a river, the faster the informat ion fl ow ,
the more turbulent it become . ln fi lm, action
scenes use quick cuts from sho t to hot to create
dynamic scenes. C >mic books rel y on a rapid suc-
cession of narrow panels to much the same effect.
Prose moves from long, languid de criptions of
peaceful mo ments to terse sta tements as rhe crea-
ture bursts through the door! Sp lincer go fl ying!
The beast eyes the room's cowe ring occupants.
Throwing its head back, the beast shrieks its rage!
Although the ultimate goal is the same, pacing party's resources" may manifes t as an unconscious or
works a little differently in ro leplaying games than even slain party member.
in fiction. Even in the most chaotic melee, your EL= PL - 6. Expect the encounter to expend
players still need you to de cribe the world fo r no more than 2'X of the party's resources. Foes at
them, so it's unfa ir to withhold vital information this EL are nui ances at most, obstacles that can be
(such a what a hero can see from round to round), easily surmounted.
even if it does slow down the action. EL= PL - 4. Expect th e encounter to expend
However, you do have an advantage that film - only about 5% of the party's resource . Opponents
makers and novel writers do not: By adjusting the at this EL pose a minimal threat, though th ey may
challenge of encounters in your games, you can make get in a lucky hit or two before being defeated . Tue·
it easier or more difficult fo r your players t proceed. heroe · likely won't use any resources that cannot
This section offers three simple mode ls of how be quickly replenished. Heroes are unlikely to feel
to pace e ncounters in your adventures to create a threatened, but twenty encounters at this EL in a
more uspenseful expe rience fo r the players and row, giving the h eroes no ch ance to rest and
their characters. repleni h themselves, may drag them down .
EL= PL - 2. Expect the encounter to expend
Scaling €ncountcr Ce"ds roughly 10% of the party's resources. T en encoun-
The D&D Dungeon Mmter's Guide introduces ters at this EL in a row, without a chance to rest and
the concept of Encounter Levels (ELs) , which are recover, may wipe out the parry.
tied to the C hallenge Ratings (CRs) of the ob ·tacles EL = PL. Expect the encounter to expend
you place in the paths of the player characters. ELs roughl y 20% of the party's resources. Five encoun-
thus present a method of tailoring the difficulty of ters at th is EL in a row, with out a chance to rest and
encounters to your party's leve l, ensuring that the recuperate, could wipe out the party .
heroes are sufficiently ch allenged without making EL = PL + 2. Expect the encounter to expend
the adventure impossibly hard. The better you un- roughly 40% of the party's resources. This is a ch al-
derstand Encounter Level ·, the more skillfully you lenging fi gh t; fatalities are possible, but members of
can control the pacing of the adventures you create. a well-organized party are likely to be badly wounded.
T o establish exactly how difficult an encounter A second encounter at this EL, without a chance to
of a given EL is for your heroes, add the character rest and recover, will likely leave the party badly
levels of all party members, then divide the total by battered; a third such encounter might destroy them.
four. This determines the effective party level, or PL, EL = PL + 4. Expect the encounter to expend
at least as far as Encounter Levels arc concerned. roughly 80% of d1e party's resources. One or more of the
Include NPC allies such as companions and cohorts heroes may urvive, but it could be a Pyrrhic victory,
in your total, but do not include summoned creatures leaving the urvivors devastated. A second encounter at
or animal companions gained through class abilities; this EL, without a chance to rest and recover, almost
these are already taken into account. assuredly wipes out the remaining heroes.
Example : A party of fo ur 6th-level adventur- EL= PL+ 5. Expect an encounter at this EL
ers has a PL of 6; but six 6th-level adventu re r to expend 120% of the party's resources. That is to
re ul t in a PL of9. say, unless the party is exceptionally prepared to
Comparing an encounter's EL to your heroes' h andl e thi threat, it likely either poses an insur-
party level provides a basic guideline for how much moun table obstacle or destroys the heroes. ·
of a challenge that en counter poses for the heroes. Keep in mind that the farther you stray from an
Keep in mind that the "resources" referenced below EL equal to your party's level, the less predictable
includes all the heroes' expendable assets, including the results become. Depending on the skill of their
spells, potions, scrolls, arrows, hit points and so on. planning and the adventuring classes of individual
H eroes wo n 't use up th e ir most valuab le resou rces party members, some groups of heroes may be
unless they need to, so a fully refre hed party that better sui ted to overcome certain obstacles than
drop to 80% of its resources seems far less noticeably och ers. Ir' not unnatural fo r heroes to have unex-
damaged and desperate than a party reduced from pected trouble with an encounter which, purely by
40% to 20% of its resources. In add ition, never fo rget the numbers, should be an easy task for them.
that in a basic, four-membe r party, "losing 25% of the Meanwhile, that same group may tromp all over a
foe who, again based on its EL, you had assumed
would be invincible. You ca n lessen thi s
unpredictability, though not eliminate it, simply 6xample Pendulum Scenarios ·
by paying close attention to the adventurers in your • Castles Forlorn: Ar the behest of their
group. A party that focuses all its strengths in one new, druidic allies in Forlorn , the heroes delve
arena leaves itself comparat ive ly weak in others. into the haunted halls of Castle T ristenoira to
Example: A party with extra front-line com- rescue an important captive. O ne moment, the
batants, such as fighters or barbarians, should have castle is a ruined goblyn lair, bur turn a corner
less trouble hacking apart physical threats. A party and the heroes may find themselves lost in the
with extra clerics has less trouble with the undead . castle's distant past. Can they preserve their
.A party that favo rs rogues has an eas ier time at san ity long enough to rescue the hapless soul and
stealth and ca n bypass mos t traps. Arcane escape while time tw ists around them?
spellcasters are particularly well suited for tackling • They Hunt by Night: The heroes are
supernatural foes, but their resources are the most pursuing a foe that only emerges at night, be it a
sharply limited. A fighter might be able to hack vampire, spectreorafflicted werebeast. Although
down wave after wave of minor enemies, but once the heroes must spend their nights battling aga inst
a sorcerer uses up her spe lls, she's in trouble. the creature's minions, daytime gives them a
chance to recover and prepare.
Cbe Pendulum
• The Signature Killer: The heroes are
In the Pendulum mode l of pacing, Els swing
asked to investigate a murderess stalking the
back and forth between highs and lows. Just as in
narrow treets of a large ciry. The heroes spend
the tales described above, scenes with low Els give
most of their time gathering information, but
the PCs a chance to catc h their breath and hope
each new clue leads co an attack from one of the
that the worst is over, but the next encounters,
killer's accomplices. Each defeated foe brings the
when the EL rises yet aga in, quickly disabuse them
heroes closer to their nemesis, but is there a
of that notion.
conspiracy of blood at work here?
To plot a Pendulum adventure, se lect a "high-
•In the Crypts of Kings: The subterranean
point" EL and a "low-point" EL. High-point Els
tombs ofHar'Akir are sa id to hold the treasures
should be quite challenging but not leth al. Els one
of a lost kingdom. The heroes can take their time
to three levels above the party level act as a good
creeping through the stone passageways, but
ceiling. Low-point Els should be comparatively
each chamber reveals new lethal traps and an-
easy, ranging between two to fo ur level below the
cient guardians.
party leve l. Once you have your extremes set, you
mu t decide how rapid ly to shift between them . • Piecing It Together: The heroes discover
the existence of a fo ul artifact. Split into five
There should be a sense of balance in the adven-
ture; if you decide to run two successive high-EL pieces and scattered to the far com ers of the Core
encounters, you should follow it with two low-EL long ago, it cou ld grant awfu l power to those who
encounters. This gives the PCs a chance to recover reassemble it. Even worse, the PCs learn of a rival
before you raise the stakes on them aga in, creating group already seeking the components to claim

I
an emot ional roller coaster for the players. the artifact's gifts. The heroes must race against
ti me, and across the world, to collect the five
Pendul.um adventures are actually o common
components and find some way to destroy them
that they are virtually the default system of pacing.
before their ev il rivals catch up.
Indeed, any adventure in which the player charac-
ters have the freedom to set their own pace fo ll ows • The Fever Dream: After a short bout with
disease, the heroes find themselves fad ing be-
Pendulum paci ng; whenever the heroes drain their
tween dueling realities. In one, they wander
resources in a difficult encounter, they can retreat
through a nightmarish world; in the other, the
to a "calm" scene to rest up.
normal townsfolk of a humble village insist that
The classic dungeon crawl is the epitome of
the heroes are raving madmen, their minds addled
rhe Pendul.um adventure. One room might be
by fever. Are the heroes truly deranged, or can
harmless and empty (or nearly so), while the next
they see something the villagers cannot? Which
could contain monstrous vermin or a ghost of
reality is real?
fearsome power.
CbcPit e~amptc Pit Scenarios
In the Pit model uf pacing, Encounter Levels • From the Shadows: During a disastrous en-
start at a comfortably low level and stay low before counter with a spectral, headless horseman, the
shooti ng suddenly and dangerously high as the heroes are wiped out to the last - or so they think.
"floor drops out" beneath the PCs - perhaps When they awake, they discover that they are now
li terally. The sudden rise in Els should be dramatic nothing more than severed, animate heads mounted
and unexpected. The Pit model develops suspense on a shelf in the laboratory of a lich who has been
by lulling the PCs into a false sense of security carefully studying their progress for years. Their
before turning things upside down with a menace head less bodies are nearby, reduced to mindless
that bursts out of nowhere. servants. Can the disembodied heroes find a way to
To plot a Pit adventure, start with a Low EL, restore themselves and e cape?
low enough that encounre rs do not pose a serious • The Strangers: The heroes retreat to a bu-
threat. Els three or four levels below the party level colic inn or the remote cottage of a friendly peasant
is a good baseline. El s shou ld stay more or less at family for rest and relaxation as they have so often in
this Level, perhaps varyi ng by a Level or so, until a the past. Unfortw1ately, since the heroes' last visit,
crisis poinr someti me during the adventure. How creatures in the service of a powerful villain have
many encounters occur before the crisis point is up replaced their old friends. Be they sk in thieves,
to you, but keep in mind that the players should be doppelgangers or pod lings, the impostors are more
fairly close to full strength when the cris is finally than happy to wait until the heroes have retired to
erupts. At the crisis point, the EL should rise bed before they strike.
sharply. The EL at the crisis point should be ex- • The Chrysalis: The heroes finally comer a
tremely cha llenging, at least two or three levels villain they have been doggedly pursuing for some
above the party Level. time. They easily defeat the ev ildoer, but the Mists
Alternatively, you may want to make the set are not yet done with him. Perhaps the villain was a
EL just one level above the party level if you have wizard, who needed to be killed in order to rise again
many encou nters planned fo r the immediate after- as a lich; perhaps the heroes catch up with the villain
math. On the other hand, to truly terrify the just as the Dark Powers finally sweep him into a
heroes, you cou ld send the EL soaring fo ur or more domain of his own, trapping the heroes with him.
levels above the party level. However, only do this • The Other Side: Through a strange curse or
if you also intend to give the heroes an obvious magical mishap, the heroes are unexpected!y shunted
escape route and hints that discretion can indeed into the Near Ethereal. Now they must contend with
be the better part of valor. These "forced retreats" restless entities and the tangible memories of old
are most satisfy ing for the players if they can later horrors as they try to find a way back to the material
discover the hidden weakness of their insurmount- realm before the spirit world claims them forever.
able foe, allowing them a second chance to come •The Capricious Hand of Fate: The heroes are
back and claim victory. traveling through a hot clime, such as the Verdurous
Following the crisis point, Els drop back to Lands or su mmer in the Core and are appropriately
high, but su rvivable leve ls, perhaps one or two attired, when the Mists sweep them into a domain
levels above the party level, and then remain frozen in the depths of winter. Unless the heroes
steady until the end of the adventure. quickly adapt to their new environment, th~ir bodies

ft
The epitome of the Pit adventure is the classic may not be found until the spring thaw.
scenario in which the heroes are ambushed and •The Maddening Storm: An apparently nor-
captured and must then escape from their captors mal day rapid ly descends into chaos when an
after being stripped of their gear. Alternatively, the unusua lly violent storm envelops the town. For-
heroes might discover that the minor villain they merly friendly and welcoming residents suddenly
thought they were deallng with is actually the take to the streets to attack each other and the j
henchman of a much more powerful foe. heroes. Can the heroes uncover the cause of the
spreadi ng insanity before the townsfolk all murder
CbcVisc each other? Even worse, the heroes are besieged by
In the Vise system of pacing, Encounter Levels the same monstrous hallucinations affecting the
start low but gradually and stead ily rise through the residents; can they save a reality they cannot recog-
course of the adventure as the situation grows ever nize?
Gxample Vise Scenarios rained during the fu ll moon, until an innocent
•The Awakening: Long ago, a cruel priest- mistake frees the bea t one night, allowing it to
ess was promised seven lives after death. N ow maul a fri end . Now two party me mbers must be
her tomb has been opened, and she walks the contained each month ; if an other accident occurs
earth once more. Each time the hene destroy before the bloodline is severed, will another all y
the anci ent dead, it returns in a more powerful fa ll victim to the cur -e?
form. Will they be able to stop the cycle of • The Chamel Pit: The heroes are staying at
reanimation before the seventh, most powerfu l the sprawling, ancient manorofan aristocratic friend,
incarnation ? taking shelter from the storm raging outside. When
• The Yawning Gate: A culr of ev il their host asks them to look into some eerie spectral
spellcasters is perform ing nightl y rituals to open sightings, the trail leads them to a mass grave sealed
a gate to an infe rnal rea lm. Each night, the gate beneath the cellar floor. When the heroes break the
grows wider, allowing larger and greater horrors seal, they release an amorphous h orror driven by the
to enter the world . vengeful pirits of long-forgotten murder victims.
The creature appears to be a grave ooze, yet it is a ·ly
• The Endless Horde: The heroes find
killer, and with each victim it absorbs, it grows .. . .
themse lves surrounded by seemingly limitless
enemie , such a rats, zombies or goblyns. Indi - • The Play is the Thing: The heroes have
vidually, the creatures pose little threat, but fa ll en into the illusory world of an accur ed play-
each battle presents a slight drain on the party's wright who be lieves that all rea li ty flows from his
resources. The heroes ca n repel the ea rly waves qui ll . The more they struggle aga inst his control,
without difficu lty, but if they can't escape be- the more bluntly he plots their doom. The heroes
fore their supplies run out, they wi ll be overrun . have seen thi play before, and they know their
characters are fated to die in the fina l scene. Can
• The Mark of the Beast: During the
the he roes free themse lves from the mad writer's
heroes' exploits, one of their number is afflicted
yoke before rhe curtain fa lls?
with lycanthropy . The hero can be safe ly con-
more dire. Early encounters hould be easy for the the ending EL, the ELs should rise slowly but
player characters to overcome, but it should soon steadily. Exactly how quickly they rise depends on
become apparent to the heroes that their situation how many encounters you plan on including and
is worsening: lf the heroes don't act quickly, events how you wish to pace the adventure, but each
eventually become too difficult for them to handle. encounter shou ld be at least as challenging as the
The Vise model uses this combination of increas- one before. In a Vise adventure , the heroes usually
ingly difficult encounters and the implied time need to investigate and stop the source of their
limit to make for a suspensefu l adventure. peril before the Encounter Levels overwhelm them.
T o map out a Vise adventure, choose an EL as In a slight variation on the theme, you can also
a starting point. It should be easy for the party to create a Vise adventure by keeping the ELs steady;
hand le, perhaps 4 levels below the party level. but never giving the heroes a chance to rest and
Then choose an end point, which should be quite recuperate. Although the challenge remains static,
challenging; perhaps three or four levels higher the player characters stead ily grow more tattered
than the party level. Between the starting EL and and fearful as they exhaust their resources.

example Combined Scenarios


Vaults of the Damned
This example demonstrates how to u e different pacing models to create thrilling and varied
adventures.
• Act I: The Pendulum. Whether through bad luck or poor judgment, one of the PCs comes into
\ possession of a dangerous and destructive cursed object she cannot seem to destroy, perhaps even the
Wishing Imp (see Chapter Four). As the heroes atte mpt to continue with their lives, the object causes
intermittent havoc. Eventually, the heroes investigate means of ridding themselves of the object without
unleashing any more evi ls upon themselves or the world. Perhaps with the aid of the Vistani, the PCs learn
of a specia l chamber buried deep within the heart of an ancient vault complex in a distant land. Within
this chamber, curses hold no power, and the object can be abandoned with no further harm. The heroes
journey to the vault's location.
• Act ll: The Pit. Having found the long-forgotten vault, the heroes work their way inside. Within,
they discover that the vault is sti ll protected by magical guardians. Before they can reconsider their plans,
however, the vault's doors sea l shut behind them, cutting off their only means of escape. An inscription
warns that no curse may escape the vault until all its chambers have been fllled. The heroes cannot leave
as long as they carry their cur ed baggage.
• Act Ill: The Vise. The PCs locate a mechanism to open the inner vau lts. However, once the cursed
object has been safely abandoned , the massive doors to all seven of the other inner vaults start sliding open,
one after another. Each vault i the prison of some accursed, ageless horror, left here long ago. Now that
the chambers are filled, the great vault releases its trapped horrors back into the world, all at once. Each
entity is more dangerous than the last, and the heroes have a few minutes to deal with each prisoner before
the next vault slides open . Even worse, the doors lead ing outside are the last to open. If the heroes ate to
survive to see daylight, they must destroy the vaults' damned contents.
The Combined Campaign: The Blood Moon
This example demonstrates how different pacing models can be u ed to accentuate different stages of
a player character's story arc.
•The Pit: The Attack. As a PC walks home late one night, a werewolf savagely attacks her without
warning. She survives but the blood of the wolf now flows through her veins.
• The Vise: The First Moon. Fearing fo r her fate, the PC somehow confirms that she is indeed
afflicted. However, she must immediately race to prepare for the full moon, which triggers her transforma-
tion. Perhaps she has days to safely secure herself, perhaps only hour .
•The Pendulum: Wax and Wane. Once the initial horror has passed and the PC has established plans
to deal with the moon, she sets out to hunt down the beast that damned her. For most of the month, her
lycanthropy may be easily forgotten, but the moon always returns.
A Vise advencure might con ist of a town bedsheets around your shoulders and posed like
slowly being taken over by a plague or an alien him in the mirror (when no o ne is home and the
force, with the PCs desperately trying to uncover blinds are closed). Now, at the climactic moment,
that source before they coo are consumed. Alterna- when you are abo ut to deliver the grea test mono-
tively, the heroes might be explo ring a tomb whe re logue of your dung on-mastering career, the players
the undead occupants are awakened by their ac- ruin it all by rushing to the attack!
tions. Only a few are ro used at first, but as the PCs In fact, your player are only being con sistent
press on, they garner more and more attention . with the ir characters. Marik the paladin, Seriah
the cleric and Vandel the scout wou ld no more talk
Co~bining Pacing Models to a vampiric necromancer than they would it idly
Naturally, adventure do n't have to fit nearly by and watch a village being attacked. But this
into a single system of pacing. In fact, by combining po ·es a problem fo r the Dungeon Master. Assum-
models, you can gain the dual benefits throughout ing the vi llain cannot adopt a pleasant guise , how
the entire adventure of both keeping your encoun- doe a OM make her villain vi ible as something
ters fresh and your player ' characters off balance. more than fodde r? How does a OM sh owcase the
Pendulum pacing wo rk best early in an ad- character tha r "he ha spent weeks designing so
venture, as the heroes grad ually entwine themselves tha t her players see their ad versa ry in three dimen -
in the ho rrific events urro unding them. Put Pit sions?
scen arios to best use by using them ;.is shocking The Dungeon Ma ter has va rious options to
introductions co your a (ventures or as bridges circumvent this problem. The OM could have the
between one act an d th e next. Vi e cenarios work villain protected from PC attack, perhaps by spe lls
best fo r climactic scene , when all events are rush - or mere physica l eparation, longenough to deliver
ing to the ir conclusion. his dramatic mo nologue. Alternatively, the OM
could arrange for the PCs to be se ized and have the
Cut Scenes villain ta lk to his captive audie nce. These tactics,
The player characters have spent the past five however, often lead to player frustration. W orse,
game sessions hunring down the vampiric necroman- yet, these techniques o nly work once or twice
cer , Traven the Cold. Traven has been sacrificing before they risk getting old and fee ling repeti t ive.
young maidens to foul entities in ho/Jes of /Jerfecting a A simpler solu tion to the problem of showing
ritual that will bring his daughter back from the dead. off your villain in a Ravenloft campaign involves
At last, the heroes have tracked the vile wizard to his making use of a cut scene. A cut scene i a dra mat ic
lair, a defiled church. technique that allows the players to v iew part of
DM: All right, you break down the door to the the game their characters don't necessarily witne .
forgotten chapel. You see before you a wrecked church. Once you have perfected this technique, your
Barbed and twisted runes mar the walL~ of this once players may find itone ofthe ir favorite parts ofeach
holy place. Traven's latest victim lies stretched out e sio n.
upon the altar, awaiting sacrifice . T raven himself has
his back to you. At his feet lies what could only be the «Ibat is a Cut Scene?
desiccated husk of his dead daughter . He raises his head A cut sce n e depi cts a mo me nt in t h e
andspeaks. "Ah . You havecomeatlast . Now , yousee advenrure's story that the players may o bserve even
that 1 am not evil , as you would label me, but-" though their characters may not. Similar to a
Patrick: You mean he's actually here? Marik mov ie trailer, a cut cen e is designed to move
attacks. quickly, giving the audience (your players) a sud-
DM: What? den jo lt of e mo tion, whether it be sad ne ,
Carissa: Yeah. Seriah starts casting. exci te me nt, mystery or terror.
DM: Uh, Traven says, "Wait you fools ... soon The cut scene is a technique that is u ed widely
you will see-" in movies, jumping suddenly from the action sur-
James: Vandel rolL~ initiative ... a 22! rounding the main character to show the actions
How many times h as this happened co you ? of the antagonists or o ther ch aracters. Keep in
Yo u h ave created a perfect vill ain , ironed out all his mind that cut scenes aren 't for everyone; some
game statistics and practiced roleplaying him in players find it jarring to move from a first-person to
your spa re time. Yo u h ave even pulled your a third-person view of the w rid, so to speak.
However, used well, cut scenes can reveal other- does to hi · victims. The chamber in which the
wise hidden layers in the tales you tell. sce ne takes place could be anywhere. There are no
real hints as to T raven's location.
Sample Cut Scene
DM: You ride up to the farmhouse. As you «Iby Use Cut Scenes?
dismount, you can see that the front door is wide open. Cut ·cenes can play an essential part in a
It swings back and forth in the dry wind. Beyond the campaign in which drama and roleplaying are
emrance , you see a knocked over chair and table. A important.
single candle bums on a shelf, the lonely flame pitching Imagi ne a movie in which only the actions of
and twisting in the strong breeze . the hero are sho wn n creen and in which the
Patrick: Marik looks around and shakes his villain never appears. The hero constantly defeats
head. "We're too late." his enemy's minions and traps, but the villain
Carissa: Seriah agrees with him , "This is not remains off-screen and behind the scenes. At the
good.'' climax of the movie, the vi llain finally arrives. The
James: Vandel crouches to the ground . He's drama is completely lost, because the audie nce has
looking for tracks . never seen the antagonist until now!
DM: Hold on,]ames. Cutscene. Somewhere in Cut scenes solve this problem by revealing the
a chamber, we see an old mu.sic box . A slender , pale villain's actions, thus allow ing the players to un-
hand winds it up and o/Jens it . lt begins to play a tune derstand the person a li ty of their characters'
both childlike and yet strangely war/Jed . Traven looks opponent.
up from the music box over to a bed, where a bound
fam1woma11 lies. «Ibat Makes a wood Cut Scene?
Traven speaks in a sad tone. "This mu.sic box A good cut scene is short and sweet. Long
once belonged to my daughter. You have a daughter, scenes result in players losing interest; they have
don't you? Then you must understand why it is that I come to play, no t passively Ii ten to you. A cut
must do what I do now ." scene u ually takes place during the point of high-
The cold, white porcelain mask that covers her est action, preceded by a short building of tension ,
face covers any response the woman might have made. followed by ·omething dramatic.
Only her wide, terrified eyes can be seen through the
Cut cenes hould serve a specific purpose.
mask. T raven calmly picks up a ·calpel from the table
You should never throw in a dramatic cut scene just
and crosses to her. He waves his hand through the air ,
for the fun of it. Here are some of the reason you
quietly conducting the bent notes of the music box.
might use a cut scene in your campaign.
Reaching down , Traven gently strokes the woman's
hair. "This will take some time," he whis/Jers . "Let us Characterization
begin , shall we?"
As stated before, you can use cut scenes to
End cut scene. Now , what are you. guys doing?
show characterizatio n . Showing the nature and
Carissa: "Vandel, how about those tracks?
personality of your villains is important, because
Marik , we have to find that woman. Now!"
once the jaded adventurers identify their foe , they
In the example above, the cut cene has added rarely, if ever, confront the villains without mov-
to the tension of the moment. The heroes already
ing in to attack immediately; shou ld they hesitate,
know that another victim h as been kidnapped, but they may just be giving the villain an opportunity
by adding the cut scene, the DM has raised the to draw first blood. Knowing what motivates a
stakes, adding to the drama of the moment. Fur- vi llain is especia lly significant in Ravenloft, where
thermore, he has helped to characterize hi villain dark lords and other opponents often have rich and
and give the characters a closer look at the victim. complex backgrounds. Cut scenes need not be
N ow, when the characters finally face Traven, limited to the actions of a villain, but can also serve
their confrontation means more to the players. to focus on the actions and personalities of other
They will face an actual character they have come NPCs, such as trusted allies. The use of such scenes
to understand, no t just a set of statistics. also helps the players understand and appreciate a
Though the players witness this scene, their special character in the campaign:
characters are not present. This little cut scene DM: After you. leave the tent , Madame Eva
doesn't poil any surprise for the players, either, turns and looks at the younger gypsy before her.
because the PCs are already aware of what Traven
"Well, Gregor," she says with a wry tone. "What James: As the cry of the villagers sounds below ,
do you think of those three wanderers?" Vandel' s grin breaks into a smil.e. He winks at T raven .
Gregor folds his muscular arms and frowns. "They "Looks like we have an army of our own, necroman-
are fools, ra unie; they will be dead within a week." cer!"
Madame Eva chuckles and shal<es her head. "Ah, Showing a scene of parallel action heigh tens
skepticalasalways, I see. No , Gregor, I think we shall the drama of rhe situation. While the PCs prepare
see our young friends again. Indeed, a great destiny to engage in a climactic battle, the NPCs of the
stretches before their path . And we must be /Jrepared vi ll age make preparations of their own. This scene
for when next we meet them." creates the sense of a larger world in which more is
ln che scene above, rhe players can see a side goi ng on than just the PCs' singular battle. The
of these NPCs that they normally wouldn't be able NPCs aren't sirring idly by and letting the PCs do
to witness. While their characters may nor see this all the work. Also, this scene shows rhe results of
aspect, it helps the players understand Madame the PCs action . Because they rescued th is woman,
Eva and Gregor a little more and appreciate rhe she is lead ing her entire village again r Traven's
relationship between them. This scene also makes forces, thus demonstrating how the PC have af-
rhe players wonder a bit. What is this great destiny fected the game universe.
that Madame Eva peaks of? Why must the Visrani
prepare for when rhey next meet the PC ? While Rewarding the Players
these questions may make the players wonder, the DM: Cut cene: T raven sits alone atop histhrone
cene gives away none of the DM's secrets. of bone and sinew . He glares at a tattered tapestry
upon the wall . A lone ghoul scampers up to him, his
Parallel Rction head bowed in supplication.
DM: Yoii break down the door to the Dark "Master," rasps the ghoul. "Master, the sacri-
Chapel. Sitting on his throne of bone sits Traven the fice-"
Necromancer. Behind him stands an entire sqitadron Traven impatiently sna/1s at the creature, "Yes,
of skeletons and zombies. what about it? ls it here? The Dark Ritual must begin
"You are too late, my dear chosen one," says tonight ."
Traven, sneering at Marik in particular. "1have raised "M-master," stutters the ghoul. "Our fm·ces were
an army to face you and your com/1a11ions." attacked ."
Patrick: Marik stands tall and says, "Y0 1.t could "What?" Traven leans forward, his eyes full of
have ten thousand armies. 1t would not be enough. " dark fire .
He unsheathes his sword. The ghoul's eyes dart about. "Our forces were
Carissa: Seriah displays her holy symbol and attacked. T hree fleshlings attacked the caravan of
attempt.~ w tum the creatures. undead that accompanied the prize . Our caravan was
James: Vandel gives a wry grin and pulls an destroyed. The captive is free."
arrow onto his bowstring. "l always said 1 would go "Free?" shows Traven. "Free? 1 laugh at the
down fighting an army of undead with you, Seriah. 1 word . For while this peasant walks, my daughter is
guess I should be careful what 1 wish for ." held captive in a dried , rotting corpse!" T raven shoots
DM: Cut scene. Even as you are aboiit to engage out his hand and the ghoul screams in agony . The
in battle, in the nearby village a lone woman tands creature biirsts into flam es, careening in agony abo1.tL
before a crowd - the very woman you rescued from the chamber for a moment before falling apart.
Traven. Standing before the assembled crowd , she Traven strides from the chamber at a furious
raises a torch in the air . pace. His cloak billows behind him as he calls out,
"Brethren! Three brave adventurers go t.o T raven 's "Bring me my generals! Time is of the essence!"
cas tle to fight for us. How can we cower here like rats This cene allows the players to see the fruits
while strangers fight for the soil upon which we were of their characters' labors. They have defeated
born ? My ancestors were buried here. Let my own T raven's undead caravan that was bringing him hi
bones be buried beside them! What say you?" latest victim. Not only do they reap the material
With that, a cry springs up from the crowd. The rewards of experience points and treasure, but they
horde of vii.lagers charges forth, shaking their pitch- also reap an intrinsic reward. They get to see how
forks, torches and staves to the sky. They reach the their actions have affected the ca mpa ign . Here, the
gates of the castle and a battle ensues. villain is no longer hi ca lm and cool self, but
End cut cene. Back to you guys. expresses his fury that his plans have gone awry.
C ut scenes such as this allow the players to see
chat their actions have meaning in your game
world. It allows them to see that they can affect
things and that their actions have repercuss ions.
Though not all repercu sions may be good. Just
imagine the players' reactions when they see T raven
take his vengeance out on the entire village!

Rdvanc(d Cut Sc(n( C(chniqu(S


C ut scenes can be used for more than just
giving your player a little jolt ofadrenaline or even
characterizing you r NPCs. You can use the scenes
to help structure and direct your campaign. Below
are some examples of advanced cut scene use.

Justifying Cut Scenes


De pice their uses, you or your players may still
be uncomfortable supplying these "independent"
scenes without any justification within the world
itself. Should that the be the case, there are any
number of ways to deli ver remarkable cut scenes in
a way that even a denizen of the Mist could
comprehend . C haracters may experience psychic
visions, perhaps stemmi ng from their own latem
talents or thrust upon them by powerfu l entitie .
The Vistani are renowned for their ability co scry
the unseen, as this book later details. Etherea l
resonance can also capture moments of emotional
intensity, mind le ly playing out events over and
over for the se lect few who can see them.

Successi"c Cut Scenes


DM: Traven looks down at a small , black coffin .
Within , wrapped in a white cloth, lies a tiny, mummi-
fied body. Long dark hair barely clings to the flaking
scal/J of the corpse . The desiccated face of the small
body stares up with empty eye sockets. 1t grimaces with
bared teeth .
"1 have made five sacrifices toward the Dark
Ritual , my dear ," says Traven . "Five souls have been
sacrificed in your name. What do you say to that?"
Traven chants anciem words of arcane power
over the body . Suddenly, the small husk sits up in the
coffin and begins to quiver. The shriveled body writhes
and twists . An inhuman scream issues forth from its
blackened lips. In horror , T raven recoils and stops his
chanting. The body collapses back into the coffin. He
grips the edge.~ of the small black box and sighs.
"Not yet ," he whispers sadly . "1 still need more
sacrifices . "
Imagine a scenario in which each cut scene
progressively bu ilds upon the one before. For ex-
ample, each time T raven claims another victim, he f oresbadowing
makes a vain attempt to resurrect his dead daugh- Picture a scenario where the parry is tracking
ter. Each time we see a new cut scene, showing how down a killer that keeps his face hidden within a
Traven gets closer and closer to his goal. At first, cloak. During a nasty figlu, one of the characters
the body stirs only a little. Next, it beg ins rn writhe, pierces the killer's hand with an arrow. In a series
then to scream. Final! y, toward the end of the series of successive cut scenes, the DM describes the
of cut scenes, the little body speaks in short, raspy killer's mangled hand, reminding them of this little
words. clue . Finally, the PCs encounter an elder priest
Successive cut scenes raise the stakes each who aids them in finding the kill.er. But as one of
time you show them. They serve to add mounting the PCs is ·peaking with the priest, she notices that
·tension to che campaign. Thus, a the tension rises, the priest's hand i mangled, thus revealing that
so does the nervousness of the players. Successive the elder "priest" is really the killer!
scenes such as the ones above give players hints, as In this example, the OM has used successive
well. They cell the players that time is running out; cut scenes to keep reminding the players of an
the actions of their character as ume a sense of important clue. He has nor told them anything
urgency. Jn thi s way, success ive cue cenes can help chat their characters don't already know. After all,
push the plot of che campaign along.
their characters were present when the killer's
Another way co utilize success ive cur scenes is hand was injured. However, the OM uses cut
co show an NPC's reaction to something the play- cenes to keep the memory of this important fact
ers have done. In this way, the players can see how fresh for the players even though several game
rhey have progressively affected the ga me universe. ess ions may have taken place since the fight that
For exa mple: resulted in the mangled hand.
DM: For rhe third time, Balric pushes open the Leaving hints and clues of what is to come in
door to the inn. "Time to pay up!" he roars. "Traven's
storytelling is a technique called fores hadow ing.
rax is nigh ."
While you don't necessarily need cur scenes to
The innkeeper looks up at him. His lips quiver. have fore hadow ing in your campaign, cur scene
"N-no. I'm not g-going to pay you ." provide a great vehicle for it.
"What?" Balric s/Jits on the floor. "You dare defy
my will? Traven's will?" Prologue
The innkee/Jer cakes a deep breath. His voice Con ider tarting a game session with a cur
becomes steady, his gaze, resolute. "No. I'm notgoh1g scene char set rhe tone and mood of the session,
copay you. None of us are." All around the inn , people much like the prologue of a book reveals the
stand. Their eyes lock onto Balric, emboldened by his background for the evenrs to come.
words . "We're through caking orders from you," says DM: A young man walks down a lonely street.
the innkeeper. "The adventurers are right. You have He pulls his cape around his shoulders to keep the damp
no true power over us." of the fog from his body. As he turns the corner of the
Imagine successive cut scenes where a poor street, he sees a tall figure draped in a long, black cloak.
village is oppressed, but through the intervention The figure holds a long scythe in one hand. The man's
of the PCs the villagers become more and more eyes widen. He takes a step back, about to run, when
defiant. A series of cur scenes u ed in chis manner suddenly, another tall, dark figure steps from an alley
show how the PCs are steadily influencing the behind him . The man opens his mouth to cry out for
campaign world. The effect the PCs have on the help. But nothing comes from his throat. He tries to
game world need not always be positive. The op- scream again, but there is nothing, nothing but silence.
pression of the villagers might get worse as the PCs End cut scene.
foil more of the villain's plots. The main point of Now, your characters are here to investigate the
these cut scenes is to illustrate the dynamics of the scene of a murder. So far, they know that it took place
game world. Circumstances don't stay the same. on a populated street, with a large bladed wea/Jon.
More importantly, successive cur scenes show the Most peculiar of all, the murder took place without
long-term repercussions of the PCs' actions upon anyone ever hearing a sound.
the world . A prologue cut scene comes at the beginning
of a game session. ln the example above, the action
following the cut scene focuses around the investi-
gation of several my terious murders. The OM players look forward to a fight. A good prologue can
doesn't mind that this particular cut scene reveals make for an exce llent game session, simply because
that the victims are somehow silenced, because she it helps focus your players, creating in them the
reveals that piece of information to the PCs right mindset for the type of game you plan to run.
away anyway.
Prologue cut scenes are frequently used in Gpilogue
telev ision series, where they are appropriately An epilogue cut scene takes place at the end of
known as "teasers." An episode often starts with an a game ses ion. le may be used to tie up loose ends
opening cut scene that tells a little about what's in the game se sion or hint at upcoming storylines.
going to come next. This prologue draws the audi- For instance, picture a game in which the heroes
ence in, often ending on a minor cliffhanger to conquer a vampiric nemesis. In an epilogu.e, the
ensure that they want to know more. Your own OM shows one of the vampire's minions gathering
prologue cut scenes should be designed the same up his master's ashes. This epilogue hints at a
way, with the intent of exciting the players about continuation, leaving the storyline open.
the upcoming game session. They should be in- Leaving the storyline open is a great way to
trigued or at least entertained after listening to your end any Ravenloft sess ion. Raven loft is not a world
prologue. where things always end on a happy note. Evil
Finally, remember chat the pro logue sets the continues, despite overwhelming victory by the
tone and mood for the rest of the game sess ion. If forces of light. The ep ilogue reminds the players
you set up the prologue with a lot of mystery, then th::ir their characters' work is not yet done; though
your players expect a mystery. If you set up the the battle is won, the war is etern::il.
prologue with a lot of action and combat, your
Memorable Cut Scenes even break into her house, even though the char-
Create memorable cut cenes in your own acters have no reason to suspect the Baroness yet.
campaigns by scripting them ahead of time, even In the end, it is best not to give your players this
timing words and description to music. As the temptation in the first place.
mu;;ic in. t h e backgro un~l ;;wdh, kt your voic..: O n P ~clv~nt~ gp yn11 h !=iv@ in r.11t .i;;.cen ei.:. nve r

become more dramatic in description and move- standard scenes where the heroes are present is that
ment. As the music softens, drop your voice to a you are freed to indulge in a bit of creative omis-
rasp or whisper. Try to make your cut scenes as sion . Return to the example of the killer with the
powerful as possible, to help your players fall into maimed hand. Were a player character to spot the
the mood of the game and suspend their disbelief killer washing his hands in a marketplace fountain,
long enough to enter the world of Ravenloft. the player would be perfectly justified in demand-
It's important to avoid overpowering the story ing as much information as possible. How tall is he?
of the game with cut scenes. The players should be H w fine are nis clothe ?Does he walk with a Limp ?
the driving force in the game, not the Dungeon Did I see where he came from? ln a cut scene, all you
Master. The PCs are the stars of the campaign, not need to do is depict the killer washing his wounded
the villain or the NPCs. Most cut scenes shou ld be hand in the fountai n - nothing more. All other
crafted around the repercussions of the actions of details remain mysterious.
the characters in the game. After a game session, A good cut scene sticks with the players,
think about what the characters did in the game sometimes long after the campaign is over. Such
and craft cut scenes around the results of their memorable scenes become topics for conversation
actions. for months and sometimes years after the game
Try to avoid giving the players roo much out- session in which they appeared.
of-game knowledge in cut scenes. For instance, if
players are looking for a killer, don't revea l who the
Cying tbt Cbrtads Cogttbtr
killer is in your cut scenes. Instead, the killer's face While good roleplaying, tweaks to the rules, cut
should always be mysteriously hidden. Too much scenes, tight pacing and music all help you to evoke
out-of-game knowledge places players in a difficult an atmosphere of Gothic horror in your Ravenloft
position. lf your players know who the my terious campaign, these things do not do the work fo r you.
killer is in their game, but their characters do nor, There are merely tools to aid your own DMing style.
the players could be tempted to use the knowledge if you want to instill a sense of Gothic horror in your
their PCs don't possess in order to catch her. players, then you aretheonewho has to do it.A good
For example, if your players know that it is place to start is to think about things that scare you
indeed the Baroness that is committing a series of and describe them in a way that would scare you. The
murders, bur their characters do nor, they might rry techniques presented here add to the drama of your
ro "nudge" their characters in the direction of the game and tum what may be a mundane game into an
Baroness. They might begin to question her or epic experience.

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