Masque of the Red Death: Difference between revisions

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In this setting, character classes were [[Retool|re-tooled]] to more modern ones like "Athlete", "Criminal", and "Cowboy", and characters received salaries depending on their career. There were magic-using classes (the Adept) and priest-like ones (the Dilettante), along with some others that were rough parallels of the traditional D&D classes.
In this setting, character classes were [[Retool|re-tooled]] to more modern ones like "Athlete", "Criminal", and "Cowboy", and characters received salaries depending on their career. There were magic-using classes (the Adept) and priest-like ones (the Dilettante), along with some others that were rough parallels of the traditional D&D classes.


The Red Death in this setting was, as were the mists in Ravenloft, a mysterious force that was not strictly defined in the campaign materials. Several theories were floated in the materials to give [[Dungeon Master|DMs]] something to play with. The Red Death was known to raise undead, make people insane or change them into monsters, and move locations around. The Red Death is the source of all magic in the realm.
The Red Death in this setting was, as were the mists in Ravenloft, a mysterious force that was not strictly defined in the campaign materials. Several theories were floated in the materials to give [[Dungeon Master|DMs]] something to play with. The Red Death was known to raise undead, make people insane or change them into monsters, and move locations around. The Red Death is the source of all magic in the realm. An early preview and [[Word of God]] confirm that the Red Death is actually one of Ravenloft's Dark Powers, exiled by the others for some unknown crime.


In 2004, [[White Wolf]] published a sourcebook for Masque of the Red Death, using the [[D20 System]], under the [[Swords and Sorcery]] imprint. In addition, some of the qabals, and even the Red Death itself, got [[Cameo]] mentions in [[D20 Modern]]'s [[Urban Fantasy]] settings.
There are three official incarnations of the setting: The original, 2E based, one, an RPGA exclusive 3.0 based one for the ''Living Death'' campaign and a 3.5 based one published by [[White Wolf]] in 2004, under the [[Swords and Sorcery]] imprint, when they held the ''Ravenloft'' license. In addition, some of the qabals, and even the Red Death itself, got [[Cameo]] mentions in [[D20 Modern]]'s [[Urban Fantasy]] settings. There's also third party version for 5th edition under the DM's Guild license that exploits the fact that the setting was, officially, a Ravenloft ''supplement'' instead of a separate setting to get around DM's Guild content being restricted to a handful of settings.


{{tropelist}}
{{tropelist}}
* [[Bittersweet Ending]]: The RPGA Campaign's final module {{spoiler|actually lets you win and banish the Red Death, but it comes at the cost of all PCs making a [[Heroic Sacrifice]]. The epilogue does, however, confirm the heroes go to a positive afterlife}}.
{{Work Needs Tropes}}
* [[Black Magic]]: Thanks to corruption by the Red Death, '''all''' magic is tainted and casting draws the attention of the Red Death and its corruption. Some spells and uses are worse than others, but all ultimately carry a risk.
* [[Jack of All Stats]]: Officer in the 3.0 incarnation has good hit points, perfect base attack bonus, good skills, Fortitude as a good save, high wealth, good weapon options (only being non-proficient in some melee ones, and the melee options they get are generally enough to cover all bases) and relevant bonus feats with no penalties to anything. Other classes will beat it at one or two areas, but always at the cost of being much worse at the others.
* [[Joke Character]]: Servant and Laborer in the 3.0 incarnation. Servant has low wealth, mediocre hit points, middle of the BAB, only reflex as a good saving throw <ref>considered the least important of the three saves since while failed fortitude saves will kill you/make you useless, and failed will saves make you useless or force you to kill your friends, failed reflex saves generally only cause damage or restrict mobility</ref>, merely good (but not great) skill points and a penalty on horror checks, which is really bad in this setting. Laborer has good hit points, but low skill points (and limited to a poor list), mediocre saves, only slightly better weapon options, and the lowest cash possible
* [[Public Domain Character]]: Sherlock Holmes is real on Gothic Earth and, alongside his supporting cast, features in one of the original adventures for the setting.


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Revision as of 19:23, 22 March 2020

Masque of the Red Death was originally (in RPG terms) a campaign setting by TSR and Wizards of the Coast for the Dungeons and Dragons system. Named after Edgar Allan Poe's story of the same name, it was an add-on to the Ravenloft campaign setting. Masque of the Red Death had several facets in common with Ravenloft—it was a gothic horror setting, with mysterious powers, and it had restrictions on magic and planar travel similar to Ravenloft‍'‍s. On the other hand, it was set in a more modern era, an 1890s version of Earth called Gothic Earth.

In this setting, character classes were re-tooled to more modern ones like "Athlete", "Criminal", and "Cowboy", and characters received salaries depending on their career. There were magic-using classes (the Adept) and priest-like ones (the Dilettante), along with some others that were rough parallels of the traditional D&D classes.

The Red Death in this setting was, as were the mists in Ravenloft, a mysterious force that was not strictly defined in the campaign materials. Several theories were floated in the materials to give DMs something to play with. The Red Death was known to raise undead, make people insane or change them into monsters, and move locations around. The Red Death is the source of all magic in the realm. An early preview and Word of God confirm that the Red Death is actually one of Ravenloft's Dark Powers, exiled by the others for some unknown crime.

There are three official incarnations of the setting: The original, 2E based, one, an RPGA exclusive 3.0 based one for the Living Death campaign and a 3.5 based one published by White Wolf in 2004, under the Swords and Sorcery imprint, when they held the Ravenloft license. In addition, some of the qabals, and even the Red Death itself, got Cameo mentions in D20 Modern's Urban Fantasy settings. There's also third party version for 5th edition under the DM's Guild license that exploits the fact that the setting was, officially, a Ravenloft supplement instead of a separate setting to get around DM's Guild content being restricted to a handful of settings.

Tropes used in Masque of the Red Death include:
  • Bittersweet Ending: The RPGA Campaign's final module actually lets you win and banish the Red Death, but it comes at the cost of all PCs making a Heroic Sacrifice. The epilogue does, however, confirm the heroes go to a positive afterlife.
  • Black Magic: Thanks to corruption by the Red Death, all magic is tainted and casting draws the attention of the Red Death and its corruption. Some spells and uses are worse than others, but all ultimately carry a risk.
  • Jack of All Stats: Officer in the 3.0 incarnation has good hit points, perfect base attack bonus, good skills, Fortitude as a good save, high wealth, good weapon options (only being non-proficient in some melee ones, and the melee options they get are generally enough to cover all bases) and relevant bonus feats with no penalties to anything. Other classes will beat it at one or two areas, but always at the cost of being much worse at the others.
  • Joke Character: Servant and Laborer in the 3.0 incarnation. Servant has low wealth, mediocre hit points, middle of the BAB, only reflex as a good saving throw [1], merely good (but not great) skill points and a penalty on horror checks, which is really bad in this setting. Laborer has good hit points, but low skill points (and limited to a poor list), mediocre saves, only slightly better weapon options, and the lowest cash possible
  • Public Domain Character: Sherlock Holmes is real on Gothic Earth and, alongside his supporting cast, features in one of the original adventures for the setting.
  1. considered the least important of the three saves since while failed fortitude saves will kill you/make you useless, and failed will saves make you useless or force you to kill your friends, failed reflex saves generally only cause damage or restrict mobility