Showing posts with label Ravenloft. Show all posts
Showing posts with label Ravenloft. Show all posts

Monday, September 7, 2026

Shadowdark: House Rules for ArkhamDark

 

I had taken a break from Shadowdark but receiving the PDF of the Premium Lost Citadel of the Scarlet Minotaur adventure has brought back. I was looking through ArkhamDark because I'm always looking for resources to run Ravenloft's Masque of the Red Death setting and enjoyed it. 

There are a couple areas that have me thinking about homebrewing. First, the author adjusted Difficulty Classes for some reason and I'm pondering why. I really like the math in Shadowdark and have found it works brilliantly in play. Of the many lessons to learn as a Dungeon Master having clear and consistent DC's really lightens the cognitive load so I will probably stick with SD's DCs when I run AarkhamDark.

Second, Skill Aptitudes replace Background but don't grant Advantage like that latter and it occurs to me that the Fighter's Combat Mastery could be an easy mechanic to model.  Under my House Rule Skill Aptitude would grant a bonus of half your level (round down) + 1 and will definitely be testing it.

I want to reinforce that I recommend this product and it has some great ideas. The reason I love the OSR is its DIY nature and the rulings over rules. ArkhamQuest is a good product. If you want a taste of how it handles occupations there are free downloads for the Occultist and the Soldier. There is also a text version of the rules at a significant discount.

Monday, October 19, 2020

Universal Monster Monday: Count Dracula for AD&D 2nd Edition and Ravenloft

Before Dungeons & Dragons, Champions, Art, Comic Books, or even Toys I LOVED the Universal Monsters. As a kid, the only books I'd check out of the elementary school library were these books that dealt with old monster movies. Most of those books deal with Universal Monsters. Here is the silly part, I was an absolute fraidy cat and couldn't even watch those old black and white movies without covering my eyes. It was crazy, but I loved them and here you are.


Count Dracula

Climate/Terrain: Any
Frequency: Very rare
Organization: Pack
Activity Cycle: Night
Diet: Special
Intelligence: Genius (17-18)
Treasure: G
Alignment: Chaotic evil
No. Appearing: 1
Armor Class: -1
Movement: 12, FL 18 (C)
Hit Dice: 12+4
THAC0: 8
No. of Attacks: 2
Damage/Attack: 2d6+4
Special Attacks: Energy drain
Special Defenses: +1 or better magical weapon to hit
Magic Resistance: See below
Size: M (5-1/2'-6-1/2')
Morale: Fanatic (18)
XP Value: 13,000

Combat: When engaging in combat, Count Dracula is a savage and fearsome opponent. He is physically very powerful, with a Strength score of 18/76, receiving a bonus of +2 to hit and +4 to damage. His crushing blows inflict 2d6+4 points of damage.
   His gaze is one of his most powerful and dangerous weapons. Any person who allows the Count to look into his eyes will be affected as if by a charm person spell. Due to the power of this enchantment, a -3 is applied to the victim's saving throw vs. spell. 
   Like all undead creatures, Dracula exists in both the Positive Material and Negative Material planes at the same time. His powerful negative essence allows him to drain two life energy levels from anyone they bite. If the Count is making use of some form of weapon in the attack, He cannot employ this power.
   Weapons of less than +1 enchantment pass through the Count without harming him in any way. Even if attacked with and harmed by magical weapons, Dacula regenerates 3 hit points per round. If reduced to zero hit points, he is not destroyed but is forced to assume gaseous form. Once in this state, he will attempt to flee and return to its coffin where, after eight hours of rest, he regains his corporeal form. If the defeated Dracula is unable to reach his coffin within 12 turns, however, his essence breaks up and he is truly destroyed.   
   Sleep, charm, and hold spells do not affect Dracula. Similarly, he is unharmed by poisons and immune to paralysis. Spells that are based on cold or electricity cause him only half damage.
   At will, the Count is able to disperse his body into clouds of elemental vapor and assume gaseous form. In this state, he is all but immune to attack and can escape from almost any confinement. In addition, Dracula can shape change so as to take on the form of a large bat (hence the flying movement rate given above).
   Count Dracula can summon lesser creatures for aid. In a subterranean environment, he will typically call forth a swarm of 1d10x10 rats or bats. In the case of the latter, these do not physically attack but serve to confuse and obscure the vision of the Count's foes. In the wilderness, he will normally call upon 3d6 wolves for assistance. In all cases, the summoned animals arrive in 2d6 rounds.
   At will, he can use a spider climb ability and scale sheer surfaces. Often, he will employ this power to gain access to rooms on upper floors without alerting those on watch downstairs. This power also permits him to seek refuge in places that are all but beyond the reach of mortals. 
   Despite the great powers which Draculas obviously possess, he is not without weaknesses of his own. The odor of strong garlic repels him and he will not approach it. Further, he will recoil from the face of a mirror or lawful good holy symbol if either of these is presented to him with courage and conviction. It is important to understand, however, that this will not actually harm the Count in any way nor drive him off. Garlic will prevent him from attacking or entering the area, while mirrors and holy symbols force Dracula to find some means of removing the offending object before it can be bypassed. In most cases, he will seek to overcome these hazards with the aid of his minions. For example, a charmed person might be called upon to attack someone who is holding the Count at bay with a holy symbol. Another important point to keep in mind is that a lawful
good holy symbol will affect Dracula regardless of the vampire's original religious background. If the Count is splashed with a vial of holy water or struck with a lawful good holy symbol he will be burned by them, suffering 1d6+1 points of damage.
   Just as Dracula can be kept at bay, so too can he be slain by those who have the knowledge to do so. If the Count is exposed to direct sunlight he is instantly rendered powerless and, after one round, utterly annihilated. If he can be immersed in running water, he loses one-third of his hit points each round, until destroyed on the third round. Lastly, Dracula can be killed by having a wooden stake driven through his heart. In this case, however, he can be restored simply by removing the stake if further measures are not taken to ensure the fate of the vampire. In order for him to be completely destroyed, the Count's head must be cut off and his mouth stuffed with holy wafers (or their equivalent).
   In addition to its aversion to items like garlic and holy symbols, Count Dracula acts under many other limitations. One of the most powerful of these is his inability to enter a home without being first invited to do so by a resident of the dwelling. This does not apply to public buildings and places of business which, by their very nature, extend an “invitation” to all. Once he has been invited to enter a residence, he may come and go freely afterward. A common manner for obtaining permission to enter a home is the use of the Count's gaze to charm a servant or other inhabitant.
   Any human or humanoid creature slain by the life energy drain of the Dracula is doomed to become a vampire themself. Thus, those who would hunt these undead paragons must be very careful lest they find themselves condemned to a fate far worse than death. The transformation takes place one day after the burial of the creature. Those who are not actually buried, however, do not become undead and it is thus traditional that the bodies of a vampire's victims be burned or similarly destroyed. Once they become undead, the new vampire is under the complete control of the Count. If Count Dracula is destroyed, the controlled undead are freed from his power and become self-willed creatures. In most cases, vampires do not lose the abilities and knowledge which they had in life when they become undead. Thus, it is possible for a vampire to have the powers of, for example, a wizard, thief, or even a priest. In all cases, of course, the new vampire becomes chaotic evil.


Monday, February 10, 2020

Ravenloft: Toil and Trouble



This is my second post where I attempt to make Ravenloft meaner and more evil when dealing with the heroic nature of Dungeons and Dragons. The first post may be found here.

The Demiplane of Dread and Desire and the Powers That Be who oversee it are certain that all beings, by their very nature, are flawed and deserve to be either Witnesses in their punishments of the Dark Lords and Lady's imprisoned there or they are nascent Dark Lords and Ladies who deserve their own Domain so that the Powers may torture them directly.

Let's take a look at Clerics, Druids, and Rangers, classes that Pray for their spells each day. Gods and other ancient beings are unable to overcome the will of the Powers That Be, this means that when a divine spellcaster finds themselves within the Demiplane they only have access to the spells they had prayed for before entering it. Let's hope you picked your spells well because they are the last trace of your link to the deity you devoted your life and your Faith too. 

Wizards, Bards, Rangers, Sorcerers, Warlocks, Fighters, Rogues, and Monks have it a bit easier in the Demiplane. Their spell selection and storage are generally not affected like a divine spellcaster's. Once per turn, the Dungeon Master can have one of the above Classes roll a d20 immediately after they cast a spell of 1st level or higher. If they roll a 1, the spell isn't cast and the spell slot is lost unless the spellcaster chooses to deny the Powers That Be for the moment. By choosing to do this the spell is cast, but the DM saves the 1 rolled and may use it to replace any die rolled by any of the Players later in the same session. There is no limit to the number of 1s at the DM's disposal per session.




Saturday, February 8, 2020

Ravenloft: The Powers That Be



I first became familiar with Ravenloft as a setting for ADnD 2E on the back covers of comic books.

After our first or second session playing ADnD as Garamond, my fighter, whose Ability scores were so low he couldn't qualify for any other class or any Kits, we started talking about the settings we'd like to try and Ravenloft was at the top of my list.

It's odd because I never liked horror growing up, I was even afraid to watch the classic Universal monster films and couldn't sleep for days after watching a short snippet of Night of the Living Dead and Halloween (by the by, I rewatched the latter recently and I'm not sure WHAT I was afraid of).

But as I got older I found myself drawn to horror, especially in fiction and especially in RPGs.

Sadly, I don't know how well horror lends itself to heroic fantasy. Yes, ADnD 2E isn't as super-heroic as 3.X, 4E, or 5E but the only thing that scared me in the 2nd Edition era were monsters that caused you to lose levels (we leveled so rarely and it just pissed me off). Yeah, we would run from those monsters but only because we didn't want to lose levels and we never had a Cleric along with us.

After playing Call of Cthulhu (I don't remember which edition, it was either 4th or 5th -- but honestly, aside from 7E does it matter?) I just didn't think ADnD or most versions of DnD worked for horror. In fact, when White Wolf announced the rights to publish Ravenloft under 3.X I hoped we'd at least get a version for the Storyteller system (I don't know why I didn't just run Adventure! in the Demiplane of Dread and Desire).

While Curse of Strahd is one of my favorite campaigns for 5E (and second behind Vol 1 of Tyranny of Dragons in my stores), it too was a great sandbox, but not that frightening. In fact, we lingered at 10th level for 8 months because our Dungeon Master didn't want my Druid to get daylight.

So I've been thinking about ways to make Ravenloft, if not frightening, at least evil, or in this case EVIL.

First, what if the Dark Powers were simply the Powers That Be (to steal from Whedon's Buffy and Angel mythology). What if they are Lords of Law whose primary mission is to lure evil beings into their Demiplane and trap them there? What if every being who gets trapped there is going to be tormented and tested to see if they should permanently be imprisoned because they are imperfect? Maybe they aren't EVIL enough to be a Dark Lord or Lady, but they are evil enough to be trapped within their borders too. Maybe this is Purgatory, but what if it's something worse?

The point is that the Lords of Law are unable to see subtlety or to read context and because of that, nearly any being is too "chaotic" to be set free. Accordingly, the Powers That Be believe that no being should be saddled with free will because it is, literally, chaos. And since Ravenloft is a prison run by guardians who are inflexible, literally anyone can run afoul of the Demiplane's mists, but adventurers are especially drawn to the Powers' attention due to their chaotic actions.

The Powers That Be know you will fail their tests once within their borders, but their only question is are you evil or EVIL? Remember, if you are evil then you just become some lost and fallen soul participating in the punishment of a Dark Lord or Lady. You aren't even worthy of your own specific Hell.

But, if you are EVIL? Well then their Demiplane grows and perhaps, one day even grows into a true Plane or eventually into something even more all-encompassing. The Powers are hungry to set the Multiverse right and to scourge Creation of Chaos in all of its lurid forms.

Gods, Fiends, Aberrations, Primevals no one really knows where the Powers That Be originated and somehow their presence and especially their creation triumphs over even a God or Primeval's will. In other words, no one messes with the Powers That Be, because they can't and they might become imprisoned. Even Gods have nightmares and the Powers are their worst fear. Perhaps they already have come for Gods in the past? Perhaps a God has been imprisoned by the Powers and everyone has simply forgotten them. What if a trapped deities' most loyal worshippers were imprisoned at the same moment? What if Tharizdun is the only being to ever escape the Powers, it's only fear is being rediscovered by them, and that is why it shrouds its true identity in masks and lies?

So that's how the Demiplane of Dread and Desire operates and next time we'll talk about how the Powers decide if you are evil or EVIL?


Sunday, April 22, 2018

Domains of Dread: Gaining Corruption Part 2

In ADnD 2E's Domains of Dread, there are thirteen steps to corruption and various changes to a character along that path.



I've decided to convert the Moderate Changes tables from page 165.

Moderate Changes Table (Roll a d6)
1. You grow claws that inflict 1d4 slashing damage. However, they inflict disadvantage on any Dexterity ability check requiring fine work of any kind.

2. You grow fangs like a viper that inflict 1d4 poison damage. However, your tongue becomes forked, you speak with a hissing lisp, and your Charisma is reduced by -2.

3. Your eyes have adapted so well to darkness that you have darkvision out to 150 feet and they look like a cat's. However, your Charisma is reduced by -1.

4. You are permanently under the effects of the spider climb spell. However, the palms of your hands are covered with small suckers, like those of an octupus and your Charisma is reduced by -1.

5. Your saliva becomes highly acidic (1d4 acid damage, range 15/30 feet). However, anything inanimate you place in your mouth (cups, spoons, etc.) dissolves in 1 round.

6. Your face becomes distorted and grotesque which reduces your Charisma by 1/2. However, anyone within 30 feet who can see your eyes must make a DC 15 Wisdom saving throw or become frightened of you. Anyone attempting to avert their eyes from you has disadvantage on all attack rolls against you.

Wednesday, April 11, 2018

Domains of Dread: Gaining Corruption Part 1

In ADnD 2E's Domains of Dread, there are thirteen steps to corruption and various changes to a character along that path.

I've decided to convert the Minor Changes tables from page 165.

Minor Changes Table (Roll a d6)
1. You develop darkvision out to 60 feet or if you already have darkvision it increases by 30 feet. However, you have disadvantage on all saving throws while in direct sunlight.

2. Your hands becomes so strong that they can inflict 1d4 bludgeoning damage. However, if you roll a 20 on an attack roll when wielding a non-magical weapon, the weapon breaks after damage is rolled.

3. Your hearing become supernaturally acute and you gain advantage on Wisdom (Perception) checks involving hearing. However, you are vulnerable to thunder damage.

4. Your Intelligence increases by +2. However, headaches that accompany it impose disadvantage on Charisma and Wisdom ability checks.

5. Your skin becomes thicker and tougher and you base AC becomes 12. However, the change imposes a -1 to your Dexterity.

6. You gain a +1 to Constitution, Dexterity, or Strength. However, the change imposes a -1 to Charisma, Intelligence, or Wisdom.

Sunday, April 8, 2018

Domains of Dread

I finally went back to my Yawning Portal/Oakhurst game this week after a several month hiatus. Since I had lost some players and gained new ones, I took the game in a very different direction.

We had left off with them getting attacked by a shadow dragon, but as it's breath weapon spewed forth, mists engulfed the characters. Those mists that led to Citadel Cavitius, the domain of Vecna.

My intention is run the ADnD 2E module Die Vecna Die!, but the players might go a different direction.



As I've been reading over Curse of Strahd and my old ADnD 2E products, I'm intending to take a slightly different approach to the Demiplane. My intention is to make travel between the Domains more accessible. Currently, my approach to this is that the Darklords are often too concerned with the torments inflicted upon them by the Dark Powers to notice much and the "locals" being to concerned with mere survival to worry about activating some form of uprising.

This allows my players to move on to a different plot if they so choose.

I'll also be using the following:

I will be using the Alterations to Magic and the Resurrection Madness from Curse of Strahd.

Descent into Darkness form ADnD 2E's Domains of Dread.

Madness from the Dungeon Master's Guide.

I'm also contemplating adjusting Death Saving Throws to DC 15 as it was done in Tomb of Annihilation.

I've gotten one session under my belt and we will see how this goes, I'm really hoping to emphasize the horror of the setting and forcing the characters to face harsh truths.


Tuesday, March 22, 2016

Ravenloft: Specialty Priests of Belenus for D&D 5th Edition

I've begun development of Deities and Domains 4, it might have something to do with this place:



The deity's name is in yellow and the feat's name is bolded.  






BELENUS, the god of sun, light, and warmth (Worshiped in Tempest and the Shadowlands)

Dawnbringer
Prerequisite: Cleric with the Light Divine Domain

Thanks to your devotion, you gain the following benefits:

• When you use your Channel Divinity for Radiance Of The Dawn, each goblinoid and fey creature in the vicinity is dealt maximum radiant damage.

• You gain resistance to fire damage.

• Continual flame is a domain spell for you.

• You learn the sun bolt cantrip.  

• You learn the aganazzar’s scorcher* spell and it is a domain spell for you.

* Found in the Elemental Evil Player's Companion.

Wednesday, December 30, 2015

Ravenloft: Spectacles of Levitkus Drang for D&D 5th Edition




SPECTACLES OF LEVITKUS DRANG

Wondrous item, legendary (requires attunement)

While wearing these spectacles you gain a +2 to passive Perception and have advantage on Investigation skill rolls.

Additionally, these magic spectacles give their wearer truesight.


Finally, you have disadvantage on Wisdom saving throws.

Levitikus Drang was terrified of the thing that lurked under his bed at night, but his parents and five sibling told he him he was being weak and foolish.  So night after night, year after year he was tormented by the monstrous thing that threatened, taunted, and clasped at him, as he lay there, knowing that his family would not come to his rescue.  Sadly, when his family woke on the morning of his thirteenth birthday, Levitikus was gone, the only remnant his spectacles under his bed.  That evening as his mother wept in his bed, holding his spectacles, something compelled her to put them on.  She never stopped screaming at what they revealed.



Friday, December 18, 2015

Ravenloft: The Diary of Lara Constantin for D&D 5th Edition




"Constantin's diary is a stark record of a living person's descent into the curse of undeath.  The young woman chronicles her journey from the original meeting with the being she refers to as "Adrian" all the way through to her last living hours upon this earth.  It's heartbreaking and terrifying all at once, and worse the diary is cursed, as Lara can track the book to find fresh prey.  Victims often that too willing, lulled by Lara's most secret hopes dreams, and fears; blind to the monster Lara has become."




DIARY OF LARA CONSTANTIN

Wondrous item, very, very rare (requires attunement)

While you possess the Diary you have the following special abilities:


• You gain a +2 bonus to Constitution saving throws.

• You gain cold and necrotic resistance.

• You have advantage on Perception skill checks.

• You gain darkvision within 60 feet.

• Twice per day you may use a bonus action to regain 10 hit points.

• You have disadvantage on any saving throw against undead.

• You are vulnerable to psychic damage.

Monday, December 14, 2015

Ravenloft: Devotion, a magic ring for D&D 5th Edition





Lyle Focault loved his wife, Marie, and their four children beyond anything else in this or any world.  It was odd luck that brought him home after the sun had dipped behind the mountains and fickle fate that had the vampire, Donal Remming, find him and curse him with undeath just a mile from his beloved home.  When he rose from the shallow grave that next night Lyle's only instinct was to go to his dearest family.  But as he came to the threshold of his home, one that he had built with his own hands the thirst overcame him.  As the rays of the sun rose the next morning, his devotion to his beautiful family was the only thing that kept the curse of undeath at bay as the purifying light destroyed the undeath that trapped him.  Though he wept, he did not scream, for he didn't want his family to know of his dark fate.  However, as his family went outside to begin their chores later that same morning, his wife found her husband's wedding ring on their doorstep.  It was then that she knew they would one day be together again.

DEVOTION
Ring, legendary (requires attunement)

While wearing this ring you have the spell protection from evil and good cast upon you.

The ring has 1d6 charges and regains 1 per week.

Vengeance. When you hit an undead creature with a melee weapon attack you can expend one charge to cause the attack to deal 7d6 radiant damage to the target.


Saturday, December 12, 2015

Ravenloft: Ghosthunter, a magic quarterstaff for D&D 5th Edition




Ghosthunter
Magic weapon (quarterstaff), very rare (requires attunement)

You gain a +2 bonus to attack and damage rolls with this magic weapon.

In addition, you may hit and damage creatures on the Border Etheral.

Finally, you have advantage on Charisma and Wisdom saving throws against undead.

Naru Nopteko was a shaman who devoted his life to combating the restless dead on the Demiplane of Dread and Desire.  The Dark Powers knew Naru too well and finally broke the old man, but not before he hid his staff away from their prying eyes, his parting gift to those willing to stand tall against the darkness.

Sunday, June 29, 2014

Masque of the Red Death Backgrounds for D&D 5E

Backgrounds for Masque of the Red Death in DnD 5E

Physician

Skills: Medicine, Perception
Tools: Physician's Bag
Languages: Latin
Trait - Medical Professional: You have access to a hospital's medical procedures and can supply patients with medicines.


Occultist

Skills: Arcana, Investigation
Tools: Scrolls
Languages: Infernal
Trait - Occult Library: You have access to a large library of book on the occult and may even have access to ritual magic.


Stage Magician

Skills: Acrobatics, Performance, Sleight of Hand
Tools: Lock picks
Trait - Celebrity: You are well know as a stage performer and a comfortable in the spotlight and at ease using your celebrity to gain special treatment.


Consulting Detective

Skills: Athletics, Insight, Investigation, Persuasion
Trait - Contacts: You have access to a group of dedicated contacts who can help you find information and who you trust.


Big Game Hunter

Skills: Nature, Survival, Stealth
Languages: Zulu
Trait - Club Member: You have our member of a gentleman's social club who's membership is diverse and can help you with their experiences.


Scientist

Skills: Animal Handling, Nature, Perception
Tools: Chemicals, Microscope
Trait - Laboratory: You have access to a well stocked laboratory to aid in your endeavors.


Medium

Skills: Arcana, Deception, Insight
Tools: Crystal ball, tarot cards
Trait - From Beyond the Grave: Your talents let you, via ceremony, gain knowledge from the spirit world.


Calvary Man

Skills: Animal Handling, Survival
Tools: Horse
Languages: 1 Native American language
Trait - Military Rank: You are an office in the military and have access to pertinent intelligence and tactical support.


Journalist

Skills: Deception, Insight, Performance
Tools: Typewriter
Trait - Fourth Estate: Your newspaper allows you access to many unusual places and easy research for your stories.


Mariner

Skills: Athletics, Intimidation, Perception
Tools: Ship
Trait - Pubcrawler: You are accustomed to carousing and mingling with bar patrons throughout the world.


Dandy

Skills: Perception, Persuasion, and any two other skills.
Trait - Servant: You have a loyal butler who accompanies you everywhere.


Explorer

Skills: History, Perception, Survival
Tools: Trap spring
Trait - Well-Travelled: You have travelled the world and have met a wide number of people and had unusual experiences.

Actor

Skills: Deception, Performance, Persuasion
Tools: Disguise kit
Trait - Thespian: You are a trained actor and student of the human condition and have made numerous contacts through your performances and auditions.












Tuesday, February 19, 2013

Masque of the Red Death NEXT Part 2


More Backgrounds for Masque of the Red Death in DnD Next

Medium

Skills: Bluf, Intimidate, Knowledge (Forbidden Lore), Listen.
Trait - From Beyond the Grave: Your talents let you, via ceremony, gain knowledge from the spirit world.

Calvary Man

Skills: Handle Animal, Ride, Survival, Track.
Trait - Military Rank: You are an office in the military and have access to pertinent intelligence and tactical support.

Journalist

Skills: Gather Rumors, Profession (Journalist), Sense Motive, Sneak.
Trait - Fourth Estate: Your newspaper allows you access to many unusual places and easy research for your stories.

Sailor

Skills: Balance, Climb, Swim, Use Rope.
Trait - Seaman: You are accustomed to life at sea and a varied crew to help you in a pinch.

Dandy

Skills: Choose any four.
Trait - Servant: You have a loyal butler who accompanies you everywhere.

Explorer

Skills: Disable Device, Knowledge (choose one field of study), Search, Survival.
Trait - Well-Travelled: You have travelled the world and have met a wide number of people and had unusual experiences.

Actor

Skills: Bluff, Disguise, Intimidate, Persuade.
Trait - Thespian: You are a trained actor and student of the human condition.







Monday, February 18, 2013

Masque of the Red Death NEXT Part 1

Backgrounds for Masque of the Red Death in DnD Next

Physician

Skills: Heal, Listen, Persuade, Search
Trait - Medical Professional: You have access to a hospital's medical procedures and the ability to write prescriptions for medicines and medical treatment.

Occultist

Skills: Knowledge (Arcana and one additional field of study),  Sense Motive, Spot.
Trait - Occult Library: You have access to a large library of book on the occult and may even have access to ritual magic.

Stage Magician

Skills: Disable Device or Use Rope, Escape Artist or Tumbling, Perform, Sleight of Hand.
Trait - Celebrity: You are well know as a stage performer and a comfortable in the spotlight and at ease using your celebrity to gain special treatment.

Consulting Detective

Skills: Knowledge (Heraldry or Science), Gather Rumors, Search,  Sense Motive.
Trait - Contacts: You have access to a group of dedicated contacts who can help you find information and who you trust.

Big Game Hunter

Skills: Knowledge (Folklore), Knowledge (Nature), Spot, Track.
Trait - Club Member: You have our member of a gentleman's social club who's membership is diverse and can help you with their experience.

Scientist

Skills: Handle Animal, Knowledge (Sciences), Search, Spot.
Trait - Laboratory: You have access to a well stocked laboratory to aid in your endeavors.





Shadowdark: The Citadel on the Borderlands

I hope to be running the Lost Citadel of the Scarlet Minotaur this Friday and I'll be using the Premium version that was released to Ba...