[Accessory] [9559] Champions of the Mists.pdf

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Credits
Design: William W. Connors
Additional Design: Steve Miller, Cindi Rice & David Wise
Editing: Cindi Rice
Brand Management: David Wise
Cover Illustration: Todd Lockwood
Interior Illustration: Mark Nelson, Kevin McCann. & John T. Snyder
Art Direction: Ed Buck
Graphic Design: Mall Adelsperger, Ed Buck
Typesetting: Angelika Lokotz
Special Thanks: Dale Donovan, Shaun Horner, Jon Pickens, Stuart Turner & Skip Williams
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Introduction
Life, misfortunes, isolation, abandonment, poverty, are battlefields which have their heroes; obscure heroes, sometimes
greater than the illustrious heroes.
- Victor Hugo
Les Miserables (1862)
Champions of the Mist
There can be no doubt that the Demiplane of Dread is a place
known for its villains. When the sages and scholars of the
multiverse think of Ravenloft, the evil of Strahd, the
awesome power of the demigod Vecna, and the twisted evil
of the Dilisnya family come to mind. However, this rule does
have exceptions. Those who look deeper into the matter
discover a handful of heroic souls who are driven to
greatness by the evil that opposes them. The struggle against
evils that are immeasurably powerful has been a crucible for
them, hardening them into champions the likes of which no
other world can boast. In comparison, taking up the sword
against an evil king in a land where others will follow your
example is not an especially difficult thing to do; crying out
for revolution and justice in a land where no ally will stand
beside you is a far harder thing to do. Many point out that
this battle against the darkness is an impossible one, and they
may well be right. Certainly, there are times when it seems
as if the land itself conspires against the agents of goodness
and light. Whether these champions of the Mists can ever
truly triumph is a matter of some speculation. Impossible or
not, however, the battle for righteousness in the Demiplane
of Dread is one that only a few heroes are brave enough to
undertake. Thus, the pages of this book are devoted to them.
Heroism can be defined many ways. To some, it might bring
to mind images of a valiant warrior pitting his flashing steel
against monsters drawn from the depths of some mad god's
nightmare. Certainly, knights and soldiers have the qualities
that one looks for when seeking to understand valor and courage. But the mettle of a hero is visible in many souls who never
lay their hands upon the hilt of a sword. Consider the pious cleric, who remains steadfast even in the face of great disaster
and suffering. This priest's example can inspire others to go on when they might otherwise abandon all hope. After all, how
many routed warriors have been rallied by a man of the cloth when their own courage has failed them? The same is true of
an arcanist toiling away to uncover secrets that are best left unlearned. If the dark search succeeds, this information may lead
his allies to victory. If it fails, the wizard may end up far worse off than will those who simply die. Such examples go on and
on. There are rogues who sneak into the lairs of beasts no warrior dares to face and common folk moved to acts of greatness
by the dire necessity of the moment. History and lore abound with champions who never intended to become so but
willingly sacrificed everything in the name of justice. This chapter examines the motivations that drive Ravenloft's heroes
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on even in the face of great adversity. These characters have an important role to play at each and every stage of the
adventure. Careful planning and consideration of each champion's particular strengths can be the deciding factors in any
clash with evil.
The Warrior Champion
The edge cuts and the sword has the credit; the soldiers fight and the general has fame.
- French proverb
Warriors often have a simple approach to battling evil: Run a sword through it. While this is effective against many lesser
enemies, like ghouls or zombies, it can become a less reliable strategy against more powerful foes. More than one
wellmeaning warrior has discovered far too late that her nonmagical weapon simply was not up to the task of fighting a
vampire. In the early stages of an adventure, warriors sometimes seem to be left out of the campaign. This is generally a
time for detective work and research, things often better left to wizards, priests, and other highly intelligent characters. This
is not to say that the warrior has no part to play in this phase of the game. Her concern here must be for the safety of the
others. While the wizard in the party reads through ancient tomes in search of forgotten knowledge, someone must watch his
back. When a thief breaks into the villain's lair, he needs to know that a good sword guards his escape. Even if these
warriors never draw steel, their mere presence can make all the difference in the world. As the adventure progresses, there
comes a time for planning and strategy. In matters of combat and tactics, no voice should speak louder than that of the
warrior. Her expertise can help the party decide both the methods of attack that are used against the enemy and the weapons
that are brought to bear against him. Long before they enter face-to-face combat with a creature, warriors need to know if
the weapons available to them can do the job. If not, they need to get their hands on ones that will. In many cases, this might
require a skirmishing mission. By means of a quick attack or raid, the warrior can often learn a great deal about an enemy.
When the information has been gathered and the weapons readied, it is the warrior's job to lead the final attack. In the final
battle itself, the warrior must draw the enemy's attention to herself in order to buy the others time to complete their plans, or
she must hold back the enemy long enough for the rest of the party to escape.
The Wizard Champion
The mind is the emperor of the body.
- Chinese proverb
Running a wizard character in a RAVENLOFT campaign requires a great deal of finesse. While some players might see the
spells of a wizard as I heavy artillery to back up the warrior's steel - a tactic that certainly has merit in some situations - an
adventure in the Demiplane of Dread demands more of its champions. Wizards, especially necromancers and arcanists, must
constantly be aware of the dangers inherent in their magic. They deal with dark forces which, if not carefully controlled,
could summon disaster. This is reflected in the fact that wizards are often called upon to make more powers checks than
anyone else in the party, especially if they use necromantic spells. The keen mind of a wizard can come into play early in
any adventure. As the heroes learn more and more about the nature of the beast they are stalking, it is often the wizard's job
to acquire and assess this information. Between divinational spells and the wizard's faculty for the supernatural, no character
is better suited to this detective work. In making ready to move against the enemy, the wizard's knowledge of magic and the
supernatural can provide an important edge. The guidance of the wizard can often provide other party members with the
opportunity to use their own skills and powers most effectively. In addition to helping other characters make ready for
battle, the wizard must also be careful in choosing his own spells. After all, attacking a werewolf with an assortment of
magic designed to battle undead is not very practical. The wizard champion must be careful not to eliminate his options,
however. Memorizing only offensive spells leaves no margin for error. In the event that the tide of battle turns against the
heroes, a well-prepared wizard can mean the difference between escape and death - or even worse.
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