Stealing it and escaping Ravenloft with it would be the challenge. The letters could give not a few insignificant details.ģ) The planar technologies in the Rift Spanner being built by the Night Hag in Darkon might promise the lifting of banishment from the heads of lowerplane beings. The NPC would know quite a bit and would perhaps either unwittingly (when the imp engineers his return to Ravenloft) or wittingly (sending the party in his steed to take possession of the imp) draw the party into the demiplane.Ģ) If the light from the Ile de Tempête can reach into other planes then perhaps so can messages in bottles, whether as lures written by the Captain himself or written by those threatened by extinction at his claws or those of other island or coastal menaces. Surely a long lived darklord might see enough to learn the dread secrets of the dark realms.ġ) Recall the Wishing Imp and imagine someone clever enough to force it to 'free' him from the long reach of the Mists, but unwise enough to boast of the success.
Adventures like Circle of Darkness show how darklords can be redeamed, and thus released from the Mists. I think the best chance for someone in Sigil to know about the power checks and the rest would be for that person to be a former darklord. Druides, paladins, and clerics would definitly feel a powerful changes, though it wouldn't be exactly obvious how or why their new location seems more vital, more healthy than their home. It takes an extrordinary scholar like the late Van Richten, or someone very old and powerful like Azalin or Strahd to see enought and research enough to put 2 and 2 together and see the demiplane for what it is.Ī high level adventurer would probably notice some differences the sun, for example, is explicitly described as being brighter and more vital outside the mists. Only those planars of the most vast knowledge would really know about its inner workings -afterall you have to study what is inside and what is inside keeps you there.īut again, those are mostly features that are not obvious to natives - even very experienced ones.ĭarklords, the aura of evil, sinkholes, power checks (especially power checks) are not things that natives should be familiar with. Ravenloft, afterall, is an enigma, a quandry most travellers never want to know about. Going to all this trouble (and dodging plot holes) you could tie in Ravenloft into the campaign some more (which kind of defeats the purpose of doing something different). Or a plane of existance created for some purpose far greater than maybe even the Lady knows. A dark land where one's soul and mind are twisted and turned so much by the extremities of despair and life that they seem to have lost part of themself -yet dare not go back.
#Ravenloft prisoners of the mist plus
Plus who would believe the NPC about this 'void' in the planes where no one entering can ever leave? Perhaps that is something that could happen -the person being mistaken for being drunk or crazy.Īnyway I imagine what the traveller says would depend on how much detail they know about Ravenloft (and therefore how much you wanted your players to get the hint). But why have this sinister purpose when your players seem intent on taking a break from Ravenloft? That person would also seem to fall into two categories: Really powerful to have survived Ravenloft and escaped when so many others can't, or for some sinister reason the mists let them go.
The problem here is, to my mind, is that people who escape Ravenloft must be so rare as just to run into them in a bar seems just strange without an ongoing adventure.