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n 1an, td.
TSR, Inc.
POB 756 120 Church End, Cherry Hinton
Cambridge C B l 3LB
take Geneva, W153 147 TOR, Inc. United Kingdom
USA OF YOUR IYAaINATION'
CRODUC~S
Introduction .......................... . 4 Chapter VII: Gypsies .................... 3 5
Gypsy Powers .......................... .35
Chapter I: From Gothic Roots ............... 5 Gypsy Lifestyle ......................... .36

Chapter 11: The Demiplane of Dread ........... 8 Chapter VUE: Telling the Future , ..... .......
38
Tome of Strahd .......................... .8 Preldicting the Future-in an RPG ............
.38
Growth of a Demiplane .................... .8 Methods of Fortune-telling ................ . 3 8
Time Line of Events ...................... .9 Deqigning a Fortune+?lling ................
39
Defining the Demiplane ... .............. 9 Whkn Gypsies Tell Lies ..... .............41
....................... 10
Permanent Gates . . . . . . . . . . ....... 11 Chapter I X Spells in Ravenloft ............ .42
Conjunctions . . . . . . . . . . . . . . Priest Spells ............................ 42
Domains of Ravenloft . . . . . . . Altered Priest Spells , . . .............42
Forming New Lands ...................... 12 Wiqard Spells . . . . . . . . . . . . . . . . . . . . . . .45
War and Destruction ... . . . . . . . . . . . . . . . .12 Altered Wizard S p e k .................. . 4 5
Leaving Ravenloft . . . . . ................13 Newspells ............................. 50
Common Portal Triggers . . . . . . . . . . . . . . . . .13
Chapter X Magical Ite
Chapter 111: The Reshaping of Characters
Warriors . . . . . . . . . . . . . . . . . .
...... 14 Gerleral Guidelines .
Common Items with
Int lligent Weapons. ..................... .55
Rangers ...........
Wizards .............
. . 14 1
Art facts and Relics ...................... .55
Frequency of Treasure and Magic ........... . 5 5
Priests .............. New Magical Items ...................... .55
Turning Undead .............
Rogues (Thieves) ......
.....
...... 16 Chapqer XI: Lands of the Core .............. 60
Nonhuman Races
Good and Evil . . . . . . . .
. . . . . . . . . .. 6 0
The Powers Check ....

Chapter IV:Fear and Horror Checks ......... 21


Fear vs. Horror ......................... .21
Fear Checks ....... . ..21
FearMoMers ... ... 22
Horror Checks ...... ..22 Depentlieu (day’ mon lyoo) .............. . 6 8
HomrModifers . . ..23 Donvinia (dor vi’ nia) ................
Optional Rules ....... .............24 Falkovnia (fol kov’ nla) .............
Forlorn (for lorn’) .............. ....... . 7 0
Chapter V: Werebeasts and Vampires
Lycanthropy ...........................
......... 25
,25
G’Hknna (ga hen’ a) ............. ....... .70
Gufldarak (goon dar’ uk) . . . . . . . . . ....... , 7 1
True (Natural) Lycanthropy ............... 2 5 H a i r (haz: lun)
lnvi la (In V I ’ dm)
: :: : : : : : : : : : : :
. ..... . . 7 2
....... . 7 3
The Dreaded Disease ................... . 2 6
Sample Werebeast Taggers .............. .26 Kartakass (kar’ ta kus) ........... ....... . 7 3
Vampirism .............................. 27 Keqning (keen’ ing) .............
Variety: Spice of Undeath . . . . . . . . . . . . . . ..2 8 Lamordia (la mor’ dia) . . . . . . . . . . .
_ _
Vampire Abilities bu Aae . . . . . . . . . . . . . . . . . 2 8 Madkovia (mar ko’ via) .......... ....... . 7 6
sample Vampire Powers, Drains, and Moddent (mor’ dent) .............
Waknesses ....................... ,30 Nightmare Lands . . . . .
Noqa Vaasa (no’ va vah’
Chapter VI: Curses ....................
Acquiring a Curse .......................
.31
.31
Sittiicus (sith’ i kus) ..................... .78

Spellcasters’ Curses .
Self-Induced Curses . Valgchan (vol’ a kon)
Curse of Vengeance . Verbrek (ver brek’) ...................... .81
Designing a Curse . . .
Chapter XII: Islands of Terror .............. 82
......................
Chapter XVI: Adventure Ideas ............. 136
Farelle (fuh rel') 83 Experience Points ...................... ,137
Har' Akir (hara kir') ..................... .83
Appendix: New Monsters .................
Geist ............................
.*..138
138
. . . . . . . . . . . . . . .. . . . . 139
. . . . . . . . . . . ..... 140
ou
Odem .......................... ..... 141
Strahd Skeleton . . . . . . . . . . . . . . . . . . . . . . . 142
Strahd Zombie . . . . . . . . . . . . . . . . . . . ..... 143
Chapter XIII: The Who's Doomed Vampire, Nosferatu ..... 144
of Ravenloft ............
Developing New Lords of Your
........ 8 8
......... . 8 8 TABLES
Common Portal Triggers . . . . . . . . . ..... .13
Turning Undead ... . . . . . . . . . . . . . . .15
Fear Modifiers . . . .
Horror Modifiers . . .
Sample Werebeast Triggers . . . . . . . . . . . . . . . . . .26
Godefroy, Wilfred (L. of Mordent) . . . . . . . . . . . . 97 Vampire Abilities by Age . . . . . . . . . . . . . . . .
Gondeaal (warrior) ..................... .98 Sample Vampire Powers, Oraips, Weaknesses
HazlikTL. hHarlan) ......... . . . .99 Altered Priest Spells. . . . . . . . . . . . . . . . . . . .
Kolyana, Tam (vampire hunter) . 100 Altered Wizard Spells' ..................... .45
Lukas, Harkon (L. of Kartakass) . . . . . . . . . 101 Small Animals in Ravenloft . . . . . . . . . . . .
Markov, Frantisek (L. of Markovia) ....... 103 Tables of Terror ......................
Mordenheim, Victor (mad surg . . . . . . . 104 Magic in Ravenloft ...................card back
Mordenheim, Adam (L. of Larno ....... 108 Monsters and Militia . . . . . . . . . . . . . . . . . .card back
109
110 'Back of card lists spells alph@betically.

CREOlTS
Vhoriskova, Natalia (intinerant By Bruce Nesmith with Andria Hayday
Game Design: Bruce NeSmith
"Ghost" Writing E Additional Des/gn:Andria Hayday
Cover Art: Clyde
Interior Art: Step
Cartography E A
David C. Suth
Graphic Design:
Production: Paul
Typesetting: Angelika Lokotr
Renier Family Tree ............
Special Thanks To: Dave
quality, Bruce Heard for Fre
for proofreading, Tracy and an for TSRs 1982
Ravenlotl adventure, and ts whose haunting
suggestions and helpful E
these pages
A Villain in Control . . . . . . .
Strange or Unfortunate Circu
Entrapment ..................
Assaults on the Body .........
Assaults on the Mind .........

Fear in an RPG ............


or fools rush in where angels fear to tread.
-Pope, Alexander

You are about to embark on a journey into


Ravenloft, a new realm of horrific adven-
ture for the AD&D@ game. Let these chap
ters be your guide to terror:
1. From Gothic Roots: A glimpse of
the Gothic elements that color Ravenloft,
from moonlight and mists to madness.
11. The Demiplane of Dread: An out-
line of the demiplane’s history and physi-
cal traits, including how to enter and (if
you’re fortunate) how to escape.
111. The Reshaping of Characters:
Subtle changes for certain character
classes and races, and alarming changes
for characters whose actions are evil.
L- IV. Fear and Horror Checks: Rules
that translate panic and terror into ADGD
game terms.
V. Werebeasts and Vampires: New twists on
these classic creatures-including how
Ravenloft’s vampires gain power with age.
VI. Curses: How DMs can design curses: how
characters can acquire, cause, and lift them.
VII. Gypsies: Startling revelations about
Ravenloft’s Vistani, who are unlike the vagabonds
of any other world.
VIII. Telling the Future: How to use and de-
sign fortune-tellingsin your adventures.
IX. Spells in Ravenloft: Surprising results
for familiar spells, plus new magic.
X. Magical Items in Ravenloft: Strange
twists on common items, plus new items.
XI. Lands of the Core: Thirty-four lands
comprising Ravenloft’s “continent of discontent.”
XII. Islands of Terror: Eight domains float.
ing alone in Ravenloft’s Misty Border, each com-
pletely severed from other lands.
XIII. The Who’s Doomed of Ravenloft: Por.
traits of important NPCs, from lords of darkness
defenders of justice.
Genealogies of eight
that even monsters

Common tech-
Chapter I:
GOTHIC ROOTS
ark, gloomy castles, desolatt
landscapes, black clouds Dark Plots and Antiheroes
racing against the moon- raditional Gothic plots involve strange
these are the trappings of the
Gothic tradition. Early Goth-
ics were stories of mystery,
T birthmarks, family curses, and bastard
children whose origins are a t best uncertain.
Deformities are commonplace. A scar, a hump,
fear, and desire-of heroines enormous hands, or bulging eyes-some
imprisoned in a fortress, their singular affliction makes the whole grotesque.
purity and sanity assaulted by Ancient secrets abound, promising death or
the evil lord of the manor. despair to those who reveal them. The sins of
Later novels, such as Dracula ancestors (who are not always “dearly departed”)
and Frankenstein, toss the form the legacy of those alive today. Of course,
heroine to the sidelines, and the unlucky inheritors may be the last to fully
“evil” takes center stage. comprehend their plight.
This is the classic horror in Purely supernatural plots are driven by the
a which Ravenloft has its roots.
It can creep into any cam-
antiheroes themselves-dark, evil figures whose
L passions are no longer human. In fact, they are
paign, in any world; if you not human. Yet some part of them always
know the elements that give remains so, and therein lies the horror.
i t life . . . Vampires, ghosts, and werewolves lead the pack
of Gothic monstrosities. In each case, the
creature once lived as a normal mortal, though
The Nature of’ Gothic Horror i t s days were often tainted by sorrow or sin.
ear is at the heart of every Gothic, but it i s Because they so closely resemble humans, and

f not born of shock and gory detail. Modern


horror may routinely slice, dice, and
disembowel its victims to create fear. But Gothic
represent the dark side of man, they are
terrifying in a way that Godzilla could never be.
These superhuman villains are the source of
horror relies on subtler techniques. It teases and melancholia or brooding evil which pervades
taunts its victims unrelentingly, with terrors most Gothic horror. The monster’s existence is
shrouded in mist. By the time their true nature is rarely satisying. Though Dracula is devoid of
clear, death by an ordinary knife would seem a virtue, even he has weaknesses. Even he has
relief. emotions, and desires that are unattainable. For
In a slasher film, the question is not so much many, an intense loneliness or unhappiness
what will happen as when. When the story ends, drives their dark deeds. (This doesn’t excuse
the world will again be mundane, i f only you can their actions; it merely explains them.) When
avoid the maniac in the closet with the cleaver. Mary Shelley’s Dr. Frankenstein confronts his
But in a tale of Gothic horror, “what” will happen monstrous creation- alone, in an icy wasteland
i s something sinister and unknown. A sense of high in the mountains of Switzerland-the
danger and foreboding permeates the monster proclaims:
atmosphere. A dark mystery underlies the “I ought to be thy Adam, but 1 am rather the
horrors, and-despite all warnings to the fallen angel, whom thou drivest from joy for no
contrary-the characters are compelled to misdeed. Everywhere I see bliss, from which I am
unravel it. These “innocents” are trapped in a irrevocably excluded. I was benevolent and g o o d
whirlpool of conflicting emotion-driven by a misery made me a fiend. Make me happy, and I
desire to experience the awful truths they sense shall again be virtuous.”
are real, and dreading it all the while. With each A pure heart might soften to such a lament. To
step, they discover that the world is larger and do so would only be human. But therein lies
more twisted than they once supposed, and that destruction. The fiend has already murdered an
man is necessarily small, helpless, and naive. innocent child, despite his claims to “no misdeed.”
Though virtuousness may once have lain in his
grasp, it is forever beyond it now. He can never be
happy. And therefore he can never be good.
extremes of heaven and hell-perhapa LV C ~ S C
Landscape the penetration of unearthly powers. Graveyards
avenloft, like traditional Gothics,is a world veiled in mist: tolling bells, tower windows with a

R of startlingly beautiful, seductive settings


that have at once an allure and a cold,
lonely edge. By day, the settings are
single flickering, yellow light: monasteries
abandoned save for a few shrouded figures
slip through the passages at night like
breathtaking-the windswept heath with shadows-these too fit the Gothic tradition.
brambles aflame in autumn color, soaring peaks Enter Poe’s “House of Usher”.andyou wi
with icy summits piercing the sky, mountain know the consummate Gothic setting:
streams tumbling thousands of feet into an I looked upon the the scene before
explosion of glittering spray. The woods are wild, me-upon the mere house. . . upon th
rambling, and dense, with velvet evergreens and
gleaming silver aspen, or armies of ancient
timber, towering and black. Mountain lakes, too
deep to secure anchor, mirror clouds racing
across the sky. But as the sun drifts west, and the hung an atmosphere pecu
granite cliffs circling the lakes reflect from the and their immediate vicin’
which had no affinity with
water in shades of gold, and then red, this is no
place for travelers to tarry. Yet tarry they will. . . .
When night falls, she cloaks the world in
inpenetrable darkness. A chill rises from the soil
and contaminates the air. Suddenly,
“breathtaking” beauty has new meaning. The room in which I found myself
large and lofty. The windows were long, ’. -
narrow, and pointed, and at so vast a distanc
Setting from the black oaken floor as to be
altogether inaccessible from within. Feeble
~

ithin these wild, desolate places lie the gleams of encrimsoned light made their way
trappings of the Gothic scene-castle, through the trellised panes, and served to
keep, mansion, or tower. Whatever the render sufficientlydistinct the more
structure, it is most often massive and gloomy,
with vaulted ceilings, sweeping staircases, and
dark, endless hallways. Like the vines whose
sinewy arms are slowly strangling the garden
outside, the place suggests a sinister animation: atmosphere of sorrow. . . .
in Castle Dracula, the walls are “frowning,” the
castle “crouched’ upon a precipice. In some death. But why quibble over details.
tales, the house is animate, luring victims into its
embrace, but never allowing them to leave.
A feeling of age and ruin permeates the Powers of Nature,
setting, even if the servants make efforts to the a6t landscapes and massive castles may
contrary. Most often the age is visible: dust make the ordinary man seem small (or a
cloaks the floors, stone walls crumble in decay, dwarf miniscule), but it is nothing compared
iron gates are paralyzed by rust. If at first the to his helplessness before Nature’s awesome
grim nature of the setting is not obvious, it soon forces. The tempest of wind, crash of thunde
becomes so, as the protagonist discovers secret flash of lightning-no mortal can match such>
passages and underground labyrinths as dark powers.
and twisted as the evil dwelling within. It is a Throughout time, men hungering for,
place where cosmic forces have entered the adventure have tested their mettle against
earthly realm to feed on the innocence of men. Nature. The explorer at the summit knows he’
Few Gothic settings exclude the dungeon
and the tower, the chapel or the crypt. These
places stretch the envelope of reality toward the

6
-
him starve. But she is impartial, and the adven- enemy, every breeze the breath of evil. It mat.,.,
turer knows that his survival rests solely with not if such suspicions are real, because the fear
himself. is real. Gothics are a tour of the dark, primitive
Nature also tests man in Gothic horror. She corners of the mind. As alvictim races through
may erode his strength with driving hail, or chill the shadowy labyrinth beoeath the castle in
his blood with icy waters. More often she seeks search of freedom, the reg1 gauntlet takes place
to erode his will. Ceaseless, cold, misty rains in his thoughts-where the horrors are just as
dampen the strongest of spirits. Dark clouds real.
hang in the air like a threat, or gather to signal Dreams themselves pJaya prominent role in
imminent doom. In most Gothics, Nature does Gothics. Visions, trances, brain fevers, sleeping
not seem impartial at all; she seems firmly allied spells-all wrench the victim from the relative
with evil. And the victim, therefore, is even more security of an ordinary wdrld. In sleep, horrors
powerless than he imagined. can invade the victim’s mind just as they enter
the earthly realm-softly, insidiously, as if to say,
“Here I am. . . Here I a m , . . Open your eyes and
Sensualitu and Seduction see.’’
othic horror is steeped with sensuality. Ironically, because dreams and hazy visions

G Villain and victim alike are keenly aware of


touch, taste, sound, and smell. Every pore is
tuned to danger. Sweat beads at the back of a
can be discounted as “im@gination,”the victim
often disbelieves what helhas seen or heard. But
perhaps that’s precisely dhat the “evil” is
man’s neck until it trickles coldy down his spine. seeking. Because when the victim knows what he
The heart beats in time with the tapping of a faces, yet chooses to disbklieve, he often steps
talon on the window pane. When a victim feels willingly into danger. Tooilate does he realize his
the fangs of a vampiress pressing into his neck mistake. And for his new master, the victory will
he feels them denting his flesh, even before they be all the more bittersweqt.
pierce the skin. When terror is imminent,
sensations warp and intensify. The heart
quickens. The low, mournful howling in the Suggested Reading
copse rises to a feverish pitch. Blood surges, Novels:
until it courses through the victim’s brain with a Jackson, Shirley. The Haunting of Hill House
deafening roar. Shelley, Mary. Fran/censte@
Seduction is a common theme, but it’s not Stoker, Bram. Dracula
limited to the most obvious romantic sense. Wells, H.G. The Island of or. Moreau
Fragrant orchards entice wanderers to linger, Stevenson, Robert Lewis. The Strange Case of
though twilight is nearing. A vampire cannot Dr. Jekyll and Mr. Hyde
enter a home until the victim, lulled by his
charms, invites him in. Somehow, some way, the Dark Tales:
victim is drawn toward a situation he ordinarily Blackwood, Algernon. Stqries.
would-or should-resist. Byron, George. “Fragmerit of a Novel” (Penguin
Book of Vampire Stone$
Le Fanu, J. Sheridan. “Cqrmilla,” “Green Tea”
Oream a Little Oream Lovecraft, H.P. Stories.
arkness slips into Ravenloft the way a Poe, Edgar Allen. Selecti-$ns, especially “Fall of

0 dream creeps into the sleeper’s mind. She


comes slowly, softly, and there is no halting
her approach. As in a dream, the lines between
the House of Usher,’’ Ttie Raven,” “The Pit and
the Pendulum”
Polidori, John. “The Vam ire”
t
Stoker, Bram. “Dracula’s uest”
what is real and false begin to blur. And the
dreamer is no longer fully in control.
Elements that echo dreams (and nightmares)
fill every crevice of Gothic horror. Fog, mist,
twilight-all blur the senses to create confusion
and uncertainty. Every shadow may be the
any centuries past, in a world which is now “elder” and “brother” also. Her heart went to
forgotten, the warrior noble Strahd Von Sergei. They were betrothed. The date was set.
Zarovich settled in a land called Barovia, “With words she called me “brother,” but
in a castle known as Ravenloft. That cas- when I looked into her eyes they reflected
tle, and the horrid events which took place another name--“death:’ It was the death of the
there, SDawned an entire realm of terror. aged that she saw in me. She loved her youth
As ihese words are recorded, Castle and enjoyed it. But I had squandered mine.
Ravenloft lies deep within the ethereal “The death she saw in me turned her from
plane, in a demiplane of dread and desire. me. And so I came to hate death, my b t h . My
The fortress sits in the center of the realm hate is very strong; I would not be called “death
like a beating heart, pumping evil and so soon.
sorrow to even the most distant fingers of “I made a pact with death, a pact of blood.
land. The realm has taken the name of the On the day of the wedding, I killed Sergei, my
castle; “Ravenloft” has become synony- brother. My pact was sealed with his blood.
mous with the entire demiplane. “Castle “I found Tatyana weeping in the garden east
Ravenloft” now refers to the fortress itself. of the Chapel. She fled from me. She would not
The notes below are excerpted from let me explain, and a great anger swelled within
an ancient journal, penned in the hand of me. She had to understand the pact I made for
Count Strahd Von Zarovich. The daring her. I pursued her. Finally, in despair, she flung
thieves who obtained this information now herself from the walls of Ravenloft and I wabched
walk the demiplane of Ravenloft as mindless everything I ever wanted fall from my grasp
undead. Do not let their efforts come to naught. forever.
Read this passage and you shall know the origins “It was a thousand feet through the mists. No
of the shadowy realm of terror. traceaf her was ever found. Not even 1 know her
final fate.
“Arrows from the castle guards pierced me
The Tome of Strahd to my soul, but I did not die. Nor did I live. I
am The Ancient, I am The Land. My became undead, forever. . . .”

I beginnings are lost in the darkness of the


past. I was the warrior, I was good and just. I
thundered across the land like the wrath of a just
When Strahd made his mysterious pact with
“death,” the fate of his land and his people was
god, but the war years and the killing years wore irrevocably changed. He had opened a door. The
down my soul as the wind wears stone into sand. land, Barovia, was drawn through that door and
“All goodness slipped from my life; I found became part of the Ravenloft demiplane. Strahd
my youth and strength gone and all I had left was became its vampire lord.
death. My army settled in the valley of Barovia No one knows exactly how or why these
and took power of the people in the name of a events occurred. Was it a curse on Barovia or the
just god, but with none of a gods grace or castle itself? The work of the dark power (or
justice. powers) with whom Strahd made his pact? Or
“I called for my family, long unseated from was it the rage and sorrow that followed, as
their ancient thrones, and brought them here to Tatyana was lost and Strahd vented his torment
settle in the castle Ravenloft. They came with a by murdering all those within the castle walls?
younger brother of mine, Sergei. He was Perhaps it was all of these reasons; perhaps it
handsome and youthful. I hated him for both. was none. Many scholars consider it unwise to
“From the families of the valley, one spirit ponder the question long.
shone above all others. A rare beauty, who was
called “perfection,” “joy,” and “treasure.” Her
name was Tatyana and I longed for her to be The Growth of a Oemiplane
mine. or a while, Barovia was the only land in
“I loved her with all my heart. I loved her for
her youth. I loved her for her joy. But she
spurned me! “Old One” was my name to her-
F Ravenloft. The unfortunates who were drawn
into the demiplane with Strahd were the only
creatures living or dead. The domain was
surrounded by a misty border, which imprisoned 581 lllithid spawn Bluqtspur
them all in the demiplane. 588 Keening appears
Soon,others stepped out of the mists. Some 593 Gundarak is formed
were good and some were evil, not all of them 603 lnvidia takes shape
were men. Azalin, a powerful lich, was one of the 610 Harkon Lukas the wolfwere enters
first evil powers to enter Strahds realm. His Ravenloft
complete story is recorded in a later chapter of 613 Kartakass (Lukas' domain) appears
this book. 625 Valachan takes shgpe
EventuaNy, Azalin discovered what many 682 Nova Vaasa appeah
have learned since. The land was alive. It did not 684 Borca appears
breathe, as a creature does, or move, or mate, or 689 Vlad Drakov enters Ravenloft
eat. But it responded to the life within it. It could 690 Falkovnia appear4
grow and change, and would create new earth for 691 Tepest appears
those whose evil or desire was strong enough to 694 Richemulot appeabs
capture its attention. Azalin stepped into the 698 Markovia is formefl
misty border and began to wander through the 700 Drakov invades D6rkon and is repelled
vapors like a lost child. In time, new lands spread 702 "Henna appears
before him. He became lord of his own domain. 704 Drakov invades D6rkon and is repelled
Like Strahd, he was imprisoned within it. Other 707 Dementlieu appedrs
inhabitants could travel across the border from 708 Arkandale appear$
one domain to the next. But he and Strahd would 71 1 Drakov invades Dgrkon and is repelled
never stand face to face again. 714 Hazlan takes shapk
715 Dorvinia takes sh pe
In the ensuing years, other domains have
formed. Bit by bit, the demiplane has spread. At
this writing, Ravenloft contains more than 30
720 1
Lord Soth enters avenloft
Sithicus takes sha e
domains. Each was created for one man, woman,
or creature, or for an inseparable pair or trio.
722
730 Verbrek takes shahe
,"
Drakov invades D rkon and is repelkd

Sometimes, like Strahd, a lord is drawn from


another world. In other cases, he or she is a na-
tive of the demiplane Ravenloft. In every in-
stance, the lord receives tremendous powers
from the land, but it is a land in which he or she
is condemned to remain forever. . ..".....'y.. .
. It exists as a
Time line of Euents
he time line below is measured on the of laws.

T Barovian calendar. It was the year 351 when


Barovia fully entered the Ravenloft
demiplane. Ensuing dates mark important
Ravenloft is not stable. Over time, its lands
can expand, condense, coialesce, or disappear.
is usually smaller than realms in the prime
events such as the appearance of other domains. material plane, such as Kdynn and the Forgotten
Realms, but unlike them, Ravenloft has no fixed
351 Barovia appears in Ravenloft size. In fact, it appears to move as well as change
470 The gypsy Madame Eva and Strahd forge shape. It floats about the ethereal plane,
an agreement extending its misty fingers into other worlds,
528 Powerful heroes assault Castle Ravenloft into other planes, to absorb characters as well as
and perish land.
542 Azalin the lich enters Ravenloft For those who visit this realm,
547 Forlorn appears with agonizing slowness, especial1
575 Arak, the drow kingdom, appears Some who have escaped, lafter having watch
579 The domain Mordent enters Ravenloft the moon drag across Rawenloft's heavens for a
579 Darkon appears dozen months, claim that each year in Ravenloft
THE DEMIPLANE Of DREAD
luals nearly two in any other world. The) -.- or dead. But when a character has a gre--
earied by the experience, but gain no benefits. enough need or desire, Ravenloft may respond to
him. Usually, the Mists are content to transport a
The Rauonloft Mists few hapless travelers, leaving others behind. In
some worlds, sages speak of entire armies that
n any world, mists and fog can plague have vanished in a fog, and it is conceivable that
I travelers, blurring senses, concealing terrors,
and leading ships to watery graves. Ravenloft
has such ordinary vapors, too. It is also home to
the Mists of Ravenloft have swallowed their
ranks.
The following example illustrates how ar
the Ravenloft Mists-a force more deadly than unsuspecting character can be carried into
any natural phenomenon. Ravenloft. Mika the Meek, priest of llmater in the
The Mists of Ravenloft appear to be a Forgotten Realms, is returning to Waterdeep
manifestation of the border ethereal. (The after a visit to Dragonspear Castle. A fog rolls in
Manual of Planes describes that border.) They from the sea. Mika is shrouded in a mist he
surround the demiplane at all times, creating the cannot escape. After a time, the fog lifts. Mil
Misty Border. They do not radiate an aura of walks onward, and finds himself in the
magic, nor reveal any alignment or sign of life. demiplane of Ravenloft.
To all eyes, they appear to be normal fog. But
they are anything but “normal.” The Mists can
Once the Mists have engulfed any intellib
creature outside of Ravenloft, he must complete
-...
reach into the material plane and transport the journey to the demiplane. There is no saving
unsuspecting characters into Ravenloft. With throw. Even if the traveler stands still, the Mists
time, they can surround an entire portion of land eventually lift and he finds himself in Ravenloft.
and consume it. too. The actual passage between planes is never
No one can command the Mists to perform witnessed. Anyone who is close enough to
in this fashion. Where the Mists appear in the witness the transport of another charac
prime material plane and who they carry into becomes an accidental voyager himself
Ravenloft is beyond the control of anyone living In nearly every case, the Mists are
indistinguishable from normal fog. Exceptio
do exist. For example, if the victims are traveling
in the ethereal plane, no mists foretell their fate.
One moment they are in the ethereal plane. The
next moment they are somewhere in Ravenloft,
with a few wisps of vapor snaking round thei-
feet.
These mystical vapors are permanent
fixtures in Ravenloft’s Misty Border (see the color
maps), but they can rise from the soil anywhere
in the demiplane, creating a temporary pocket of
doom. As a result, a character may be
transported from place to place within the
demiplane-from fog bank to fog bank-and be
powerless to stop it. This also means a character
who enters the demiplane from another realm
may find himself deposited anywhere in
Ravenloft, stranded by the vapors which
dissipate around him.
Characters in Ravenloft who willingly ste
into the Misty Border can wander within it. They
walk in a bewildering, foggy dreamworld, where
time and space seem twisted and tangled. If their
desire to remain in this limbo is strong enough,
they can remain. When their will to stay ’-
border falters, they find themselves in one of stanarng in the surf is transported to Ravenloft.
Ravenloft's domains within an hour. No one can On Oerth, where the City of Greyhawk
predict or control where a wanderer emerges- stands, there is a gate jus# below a summit in the
that is determined by the forces of Ravenloft. Lortmil mountains. A small alcove in the rock
The Misty Border is not completely void of contains a misty opening. The opening leads to
life. Small, temporary domains sometimes form Ravenloft. Another portal is rumored to lie
within it (see below). The Border is also home to enmewhere within the Ruins of Greyhawk.
many wandering monsters. Just as a character
can choose to stay in the Mists, so can a crea-
ture, particularly one without the brains or per-

0
sonality to establish a domain. These creatures ... - ,.eat
..__ while, tihe lands of Ravenloft
lurk within the Misty Border, hoping to encoun- replace large portions of land in other
ter travelers. Given such encounters, few trav- realms. This is called 6 conjunction. It may
elers choose to remain in the Misty Border for be the one time that creatures who are native to
long. Ravenloft can leave their shadowy realm. Even
lords, such as Strahd, ma$ be able to escape the
Permanent Gates bonds of their domains. Ais 6f this writing, no
lord has taken this step, though the reasons are
he Mists are the most common means of not fully understood.

T entering Ravenloft. According to legend, a


few permanent gates or portals also lead to
the demiplane. Most portals exist in the prime
The Mists may not be visible or active when
a piece of Ravenloft joinshnother realm. For
example, where Oerth oncte had only wild,
material plane, where they are rare and well desolate moor, there might now stand a castle on
hidden. Some open or exist only at certain times a cliff, with a village below it. Any character
or when certain circumstances aqe true. Most could walk between the Moor, the castle, and the
appear to lead into the Misty Border. All are village without hindrance.
one-way gates. Each permanent gate provides an Throughout time, only a few conjunctions
entrance to Ravenloft, but none provides an have been reported, and dome of those are
escape. suspected to be unrelated phenomena. So few
Below are some of the known gates to have occurred that it is meaningless to speculate
Ravenloft. Presumably, there are others, which how long any future conjunction might last, or
are yet to be discovered or reported. where it will appear. All that is known is that they
The world of Krynn is rumored to have two do end in time, disappearing completely.
gates to Ravenloft. (Krynn is described in Many of Ravenloft's powerful lords hope to
DRAGONLANCE"' products.) On tRe continent learn the secrets of the canjunctions. They s&k
of Taladas, where the Steamwall Mountains meet to cause another conjunction to occur, either to
Blackwater Glade, lies a cave. Inside this cave is escape their domains or tb extend their sway
a portal. It is a mist-filled doorway, magical and beyond the shadowy realm in which they reside.
glowing. Krynn's second portal lies on the None has succeeded in this quest.
continent Ansalon, somewhere in the wilderness
near Xak Tsaroth. Any details of this portal's
operation or precise location have been lost over The Domains of Rauenloft
the years. avenloft currently contains over 30
In the Forgotten Realms, there is a gate in
the Greycloak hills, on the western edge of the
Anauroch desert. According to rumor, a pit
R domains, each the personal prison and
realm of power of a lord. (A later chapter in
this book describes each domain in full detail.)
somewhere in these hills leads to Ravenloft. The domains are like smdll countries with
In the eastern realms of Kara-Tur is a distinct political borders. Each domain reflects
small, nameless island. It lies east of the main the personality of the lord who prompted its
continent and south of Wa. On the morn creation. The domains are solid and real, and
following a new moon, a mist rolls in from the most appear no different from the material
sea and gently laps at the islands shore. Anyone plane. Natives and visitors to this demiplane can
travel across the borders between domains. The becoming stronger with age, forever undead. All
lords canna. these powers come from the land itself. Bun with
Twenty-six of the domains comprise one these powers comes pain. Every few generations,
solid landmass known as the Core. Barovia, a woman is born in Barovia who resembles
Strahds domain, lies at the heart of this “conti- Strahds lost love, Tatyana. That woman is her
nent of discontent.” Strahd is not the most pow- reincarnation. He can pursue her, but can never
etful lord in the demiplane, only the first. hold her. The land ensures hiseternal torment.
Eight domains are “islands of terror,” floating Small minds tend to meate small lands. A
independently in the misty seas of the Ravenloft particularly vicious little creature may spawn a
demiplane. Each is permanently surrounded by tiny, isolated domain, which can be reached only
the Mists. Their origin may be as varied as the by those who wander in the Misty Border. Such
islands in other worlds, calving from the Core domains have limited endurance, and tend to
like icebergs, or erupting like fountains of lava, dissolve on their own. They usually eneompass
which later cool and solidify. Because Ravenloft only a manor or keep, perhaps with a small
is ever-changiqg, these islands may eventually patch of land. Although the owner may not wield
drift together to become one, or simply may sink as much power as other lords, he controls his
back into the Mists and vanish. little prison nonetheless. Even from such
The lord of each domain is evil, but many tenuous domains, escape can be treachetous.
people are kind and good at heart. Unfortunately, Powerful good or neutral creatures do not
most are too guarded or afraid to show this side seem to trigger the creation of a domain. Every
to a stranger. Others are too ignorant or numb to lord in Ravenloft is evil. Force of persanality
combat the evil around them. Yet in the midst of seems to be more important than raw &ysical
this darkness, small bastions of goodness take power. A normal man of great hatred and greed
hold. To survive, they must stay in the shadows can hold a large domain, while a weak-willed
and choose their actions carefully. vampire may wander without one.
As a DM designing adventures in Ravenloft,
you may choose to create a new domain for your
Forming New Lands players. Remember that permanent new domains
n evil character or creature who has great are quite rare, especially within the Core. Only a

A power or emotion may prompt the


formation of a new domain. If he makes his
home near the Misty Border, the demiplane may
powerful character with great emotion or
strength of will can arouse the land and make it
grow. Lords are passionate creatures driven by
respond to his presence. The Mists recede, and remorse, a lust for power, or an insatiable need
the land around him takes on a form and solid for vengeance. As noted above, they may gain
substance that reflect his basic nature. Whole powers from the land, but they also suffer its
cities may appear, ancient and crumbling, as if curse. Chapter XI11 in this book provides
they had existed for thousands of years. The examples of the powers and pains each lord
creature has no control over this process. It endures.
happens whether he desires it or not.
The land and the lord are tightly linked, and
as a result, the lords powers may be greater than War and Destruction
they were before. He also may be cursed. Each he demiplane makes it difficult to destroy a
domain reflects the personality and past offenses
of its lord. It constantly reminds him of
everything he was and is. He cannot escape
T lord, but it is not impossible. When a lord is
destroyed, the domain is in flux. If another
powerful force resides in the domain, he or she
those reminders, because every domain may simply assume control. Usually this force
imprisons its lord. must have been in residence for some time,
For example, Strahd is imprisoned in attracting the demiplane’s attention. In this way
Barovia. He is aware of many things that occur the domains have remained in the control of
within its borders, and can sense the entrance of entire families, passed down through the
new visitors. He holds sway over many animals generations. If no personality assumes control of
and objects in his domain. He is a vampire lord, a domain, the land may slowly dissolve into the
THE OEMIPLANE OF DREAD
I

Misty Border. Or it may warp to become part of a remain open for 2d6 rounds1 During that time.
neighboring domain, enlarging the prison of they can transport anyone yho steps through the
another lord. portal to the prime materiallplane. The exact
Once a domain is established, it cannot be destination may be uncertai , but travelers who
altered or removed unless something destroys or
defeats the lord in power. If a lowly little creature
6
find these gateways rarely c re.
The table below lists tridgers that commonly
of evil establishes a tiny prison, the most power- open one of Ravenloft’s exit
ful vampiress in Ravenloft is subject to its rules
while inside its borders. Of course, the vampiress Common Portal Triggers
p.
~

might be able to kill or radically alter the little 1 Particular calendar dat
lord. If the demiplane responds to the vampiress, 2 Phase of the moon i”
and makes her a lord, the domain may be altered 3 Alignment of the stars i
to suit her condition. In many cases, a new do- 4 A gift of blood
main simply would replace the one she has de- 5 Destruction of a partie/dar creature
stroyed. 6 Destruction of a particplar magical item
War is rare but not unknown in Ravenloft. 7 Liftingofacurse
Although lords cannot leave their domains, their 8 Willed by a domain lo$
minions are under no such restriction. A lord 9 Performance of a ritual
might choose to wage war to gain indirect con- 10 DMschoice
trol over greater territory, or just to cause trouble I
and misery. These wars meet with little success. Other, more complicated triggers also may open
A lord has great power, not only over his land a portal. Examples include $storical events. For
but often over its creatures and those that enter instance, a portal may openi“whenthe Tower of
it. An invading army quickly can become sol- Talus falls,” “when the Mulalbr twins are
diers for the domain they intended to assault. reunited,” or “when a daughber of Thanic walks
Powerful, evil forces who are not lords are the rainbow.” Other complek triggers combine
most likely to wage war in Ravenloft.This type of several simple events. For ebample, a portal
war usually is fought with stealth and intrigue designed with the table abo? may open only
rather than military might. Such a rogue power when a character destroys ai particular creature
could kill a reigning lord and take over his lands. during a half moon.
The lands would respond to the new personality. When you are designin$ adventures, the
They probably would change in nature and per- trigger for a portal should fi your story.
haps even in size, although they would not con-
sume the territory of other domains. g
Escaping from Ravenloft is major part of some
adventures, so the opening , f a portal should be
somewhat complex and inbdresting. A standard
ploy is to design two portal$ for an adventure.
Leaving Ravenloft The characters open the fir& by accident or
avenloft is difficult to escape. A few portals coincidence,and watch in hbrror as the gateway

R exist in the demiplane, which allow travelers


to reenter the prime material plane. They
are as uncommon as the one-way gates that lead
closes before they can use ii. Then they must
find the second means of e+ape.

into Ravenloft. Some magical items also can


transport creatures out of the demiplane. In rare
cases, a greater power may remove creatures or
characters from the demiplane of dread, and
guide them to a safer world.
The portals in Ravenloft are shining, hollow
shapes-a circle, rectangle, or amorphous blob,
for example. Many open only once, then vanish
forever. Even permanent portals never stay open
indefinitkly. Every portal must be triggered by
some event (see below). When triggered, they
haracters of any class, race, and alignment all times. The aura has a
can enter Ravenloft. The gates leading in
are open to all. The land isn’t blind to such
te the contrary. The
ound a group of
s, seem to sense the nd its exact source without
ew guest. When that ngs being equal, they wil
the land reshapes meone other than the paladir
‘ng ability here, rede- ladin is the logical target,
. For most characters, creatures won’t hesitate to
the effects are slight and temporary, last-
ing only as long as the character stays in ike salt in a gaping wound:
Ravenloft. For others, the changes are nore. The instant ane of
dramatic. These characters, too tempting into a domain, the lord o
for the land to ignore, may find them- t. The paladin’s glaring
selves trapped in Ravenloft forever.
- This chapter explains how the darken
ratters of a given class,

exact position.) If
y sword, the lord’s
proves. (In genetal, the
of the sword-tating
paladin within 100 yards.)
, paladins are the only
an turn undead. Both classes
this ability changes in
rics” below for details.

Ran7.
THE RESHAPING OF CHARACTERS
I
Unless the rules state otherwise, however, the other ill effectswhen adventuring in
animal won’t lose all memory of its loyalty to the Ravenloft-none to which they alone are
ranger. It won’t attack the ranger or his friends. vulnerable, that is.
Instead, the animal is likely to flee to resolve the
conflicting instructions. Such an animal never
strays far from the group. Both drawn to and Priests
repelled from his former master, the creature urning undead is a prilest’s most prized
nervously shadows the group’s every move. This
can provide a wonderful diversion. The adventur.
ers, already on edge, hear rustling in the nearby
T ability. It also is one of the most offensive to
Ravenloft’s dark powers. As a result, undead
are more difficult to turn in Ravenloft than iil
brush at night. Is it a monster preparing to at- other worlds. For example, a 5 HD monster in
tack, or just the ranger’s errant animal follower? Ravenloft is as tough to turn as a 6 HD monster
Occasionally a ranger’s animal follower does elsewhere. No attempt is automatically
become pitted directly against him. Such an successful. Use the table k l o w to resolve a
enchanted creature might harass villagers or turning attempt in Ravenloft. Rules for turning
torment other NPCs. Evil powers may command undead are the same as described in the Players’
the creature to attack the ranger’s group directly. Handbook.
If the powers are intense, the animal will have no
choice but to obey.
When the ranger TURNING UNDEAD
leaves the domain, his Type or Level Level of the priest
animal follower will at- of Undead 1 2 3 4 5 6 7 8 9 10-11~12-1314+
tempt to accompany SkeletonorlHD 13 10 7 4 1 1 1’ 1’ 1’ 1” 1. 1*
him-that is, if the ani-
mal still lives, and has
not received orders di-
rectly to the contrary.
Once outside the domain,
the creature reverts to its
normal behavior. Recall-
ing its disloyal actions,
an intelligent creature
may suffer pangs of guilt
that leave it temporarily
depressed or exception-
ally submissive. * The undead creature is destroyed if it cannot flee at its current
maximum rate or escape the priest’s line of sight.
Wizards
As the evil surrounding the undead
wizards familiar does not automatically

A submit to the will of Ravenloft’s lords.


Unlike the ranger’s followers, a familiar
summoned or conjured by a mage is virtually
increases, the priest’s abillty to turn them wanes.
Ravenloft’s lands are riddled with sinkholes of
evil. So foul are these places that priests suffer
-
penalties from 1 to -4 When turning undead.
part of the mage himself. The two are
empatheticallyand physically linked. This Even in a relatively calm area, the presence of an
deeper connection helps protect the familiar evil master reduces the priest’s effectiveness.In
from control by an outside force. most domains, when the Iwd is standing within
For the most part, Ravenloft appears to 300 feet of his undead minions, priests suffer a
ignore a mage and his powers until he attempts
-2 penalty in attempts to turn them. Pity the
poor priest who tries his powers where both the
to use them. Several spells and magic items
lord and land act against him: the modifiers are
have surprising new results. See the chapters
devoted to magic for specifics. Wizards suffer no cumulative.
THE RESHAPING Of CHARACTERS
E
Even without such penalties, Ravenloft’s course, any spells a bard ca
undead are often tougher to turn than their hit the changes noted in this bo
dice would indicate. For example, Strahds zom-
bies are unusually fierce, befitting such a pow-
erful master. Some monsters may become Nonhuman Raw
unturnable by the priest. For example, if a 5th he majority of Ravenloft’s inhabitants are
level priest attempts to turn a mummy, he
needs a 20. An extra -2 modifier for a haunted
house (one of those ‘Sinkholes of evil”) would
T human-at least, they look human.
Dwarves, halflings, and other nonhuman PC
races are rare. Even the lords tend to look
make it impossible for the priest to turn a more.or-less like Homo sapiens. Of course,
wraith or a ghast, too. exceptions occur, and adventurers will inevitably
Priests fit one of two general descriptions: stumble across a domain or two whose natives
those who worship a panthean of gods but no are not human.
god in particular, and those devoted to a spe- Nonhuman characters usually attract
cific deity. Druids belong to the second group; attention. In an extreme case, they may spur a
they worship a deity of the forest or nature. No lynch mob into action. The ADGD” game
matter which group they belong to, priestsob- Encounter Table lists a progression of reactions,
tain spells through prayer. A deity answers from “flight” or “friendly” to “hostile.” (See Table
those prayers and grants the spells. Unfortu- 59 in the DMG.) When using the Encounter
nately, in Ravenloft the lines of communication Table, lower the reaction one category to reflect
between priests and deities are somewhat a nonhuman’s negative influence. (For example,
flawed. The results of any spell may be altered. “cautious” becomes “threatening.”) That means
Check the chapter on magic for specifics. a reaction roll will never call for a friendly result
Priests devoted to a specific deity usually when a nonhuman is present.
enjoy special abilities. If the ability mimics a Friendly reactions won’t always elude these
spell that works differently in Ravenloft, the “alien” races, however. A nonhuman who makes
ability works differently, too. (Follow the revised exceptional efforts to prove his loyalty and
spell description.) Otherwise the DM must de- harmlessness eventually may win the trust Qf
termine in advance what-if any-ill effects the Ravenloft natives. Once that trust is established,
priest may suffer. Keep in mind that the laws of NPCs may allow themselves to act friendly.
Ravenloft and its domains take precedence over A nonhuman who tries to impress NPCs with
the abilities of any player character. his tremendous powers may find those efforts
Optional Rule: Like paladins, powerful backfiring. If he reveals his great prowess, the
lawful-good priests may trigger a kind of base chance that NPCs will react in fear is 50%.
“alarm” that tells the lord of a domain their As DM, you may apply modifiers as you see fit.
approximate location. In the paladin’s case, his For example, if an elven mage casts a rueball at
extreme alignment alerts the lord. As DM, you an abandoned house, the modifier would be
might decide that a priest devoted to a strongly severe. Most NPCs would fear him, and logically
lawful-good deity would stand out for the same assume that no home-not even their own-is
reason. safe from such destruction.
If you base NPC reactions on a character’s
Charisma, consider a nonhuman to be 3 points
RsQUUS
- lower than a human. If a domain’s description
he laws of Ravenloft leave rogues virtually indicates no ill feelings toward nonhumans,

T untouched. Thieves suffer no alterations at


I; their abilities remain as described in
ignore this adjustment. Remember that such
rules apply only to initial reactions. Roleplaying

I
ADED” 2ndEdition rules. Bards suffer one will determine how NPCs react in the long run.
minor restriction: They do not know “a little bit A simple disguise can prevent most of this
about everything” in Ravenloft. Unless they trouble. Ravenloft’s inhabitants rarely see
have lived and traveled through this hellish nonhumans. They don’t expect to, and more
realm for more than a year, they have no reason importantly, they don’t want to. So unless they’re
to understand its people, places, or things. Of given a good reason to assume otherwise, they

I
L THE RESHAPING Of CHARACTERS
prefer to believe a person is human. But consistently evil, hispersonalityvoid of
Ravenloft’s inhabitants also are suspicious. The redeeming features, then the land will respor
moment a nonhuman starts to shake their false The section belaw
perception of him, all bets are off.
Elves: Elven characters normally enjoya
90% resistance to s k p and charm spells.
Against one of Ravenloft’s powerful natives, that evil. It even appears to
resistance falters. The actual reduction depends hen that evil is strong,
on the spellcaster’sskill, as well as the strength the land can trap itqorever. This could
of his ties to the darken land. A typical lord re- happen to a player character. The ADGDmgame
duces an elf‘s resistance to just 50%. is designed €orheroes, but despite the best
intentions of the DM aqd all guidelines to the
contrary, some people insist on playing the
Good and Euil opposite. These players, if not careful, may find
n many ways, the land of Ravenloft acts like a their characters gradually wrested from their

I sentient-perhaps even living-organism.


Characters with an exceptionally strong will
and alignment attract the land’s attention. Most
control.
A PC who intentionally commits an evil act
(orwillingly sides with evil forces) may trigger a
player characters travel through Ravenloft powers check. (A few NPCs may also be subject
virtually unnoticed. Only a character with the to this check, at the DMs discretiop.) In loose
convictions of a paladin would warrant its terms, a successful ch that Ravenloft’s
attention. When it does notice a character, powers notice the cha decide to nudge
goodness inflames it. Evil, on the other h a d , is him toward their “welcoming arms.” To trigger a
the substance on which it quietly feeds. powers check, the character must intend to do
Ironically, evil PCs face the greatest danger something truly evil. And he must succeed.
in Ravenloft. As DM, you must observe each PC Accidents with dark or deadly results don’t
carefully. If his actions are completely and count.

17

I
drastic: the land grants the ciaracter a dornz
and makes him its lord. If this happens to a PC,
his adventuring days are over. The player must
give his character to the DM. The character be-
comes an NPC-a thoroughly evil and vicious
opponent with which all the players must now
contend.
Each response is a double-edged sword, in-
volving both reward and punishment. Rewards
apply only when the character is in
Punishments, on the other hand, fo
acter even after he leaves this realm
they may diminish with time and g o
In general, responses occur one stage
time. However, if the character’s actions are

-
credibly heinous or horrid, the powers may
two responses instead of one (Stages Two an
Three, for example). The results are cumulative.
A character who reaches Stage Six still retai
I I the mark of every preceding response.

Normallv. actions committed for the PCs Stage One, The Enticement
own well-being and safety do not involve evil Rewards: To entice the character into their
intent. For example, Heinrich the PC is trapped grasp, the dark powers reward the character
in a village jail, awaiting torture or worse. small way. The following list includ
Heinrich tries to escape. While doing so, it ap- rewards. An asterisk means the reward can
pears that he may have to kill one of the jailors qualify as a punishment, too.
to succeed, so he does. That’s not admirable. +2 hit points permanently
And it may even cost the character a few experi- + 1 on a single ability (18 max
ence points for “story.” But it’s too gray to excite Moves at 15 if on all fours’
the powers of Ravenloft. However, if Heinrich mps x2 in height and distance
deliberately tortures the jailor-even for uls food and water by touch once a d
information-that’s intentionally dark. The DM will *
might decide that a Ravenloft powers check is ees clearly in normal darkness
necessary. + 1 save vs. fear
The normal Ravenloft powers check is a per- + 1 save vs. diseas
centile roll. If the result is 100, the demiplane’s + 1 save vs. Daralv
strange powers automatically respond. A s DM, Doesn’t need to eat or drink, and can’t di
you can increase the chance, depending upon so without retching
the act. If the act is utterly and completely evil, Speaks with a particular type of animal
then the chance the dark powers will respond is Ventriloquism once a day
at least 5%. The powers check is designed to Small Claws, 1-2 points damage *
help you, the DM, warn players they are treading Small fangs, 1-2points damage *
a thin line as role-players. Assign the chances
you think are necessary. In general, however, the Punishments: At the same time the character is
chance should not exceed 10% for PCs. rewarded, his evil nature becomes more visible.
If the dark powers of Ravenloft act, the re- His Charisma drops temporarily whenever
sponse varies in intensity. from Stage One (the anyone notices this change. Here are a few
,~ossibleStage One punishme Feather fall once a &y
Evil odor 10' radius-animal musk, Hypnotism once a day . :
sulphur. decay, smoke, etc. Shocking grasp once a day
Red or.yellow eyes ', Spider climb once a day
Eyes glow in the dark like a cat's I
Laughs like hyena when tense or excited ~ Punishments: These involve a major change in
Voice sounds evil, low, whispery physical appearance-one that cannot escape
Sharply pointed eyebrowsand ears notice. The character may suffer one or more of
Perpetually twitchy and ne'rvous the following:
Always pants and breathes heavily Neck grows 1 foot lo
Bays at the first sight of the moon Animal fur or scales c
Always eats meat raw. at least once a day; frame face
Must eat bones once a day Grows 3-fOOt long tail
Always shredding something-cloth, paper, Feet become paws or th
leaves, etc. ..
, :, reptile, etc.
Character's smile is seen,as cruel and Face of a particular animal
Open sores on hands and arms Fingers on left hand become tentacles
Growls when tense or excited Eyes melt away, leaving sockets, but
Forked tongue character still sees normally
Pupils like a cat's (vertical slits) Small horns grow on head, 1-2 points
Hair is snow-white and tangled damage
Six fingers on each hand Hunchback, combat ability unaffected
Hands turn coal black Vestigial, leathery wings
One side of face sags Must drink blood once a day
Colorblind Must hurt something once a day
Voice sounds completely inhuman
Blinded in normal daylight
Stage Two, The Invitation Must eat stones and dirt once a da!
Rewards: A partial list follows. If the reward is a
minor magical item, the item tends to be vile
and evil. Ravenloft's powers never reward dark Stage Three,
deeds with something good, but a neutral reward The Touch of Darkness
is possible. Rewards marked with an asterisk
may count as punishments, too (D Rewards: The character receives a minor
Minor magical item power-usually a spell that becomes a nat
+4 hit points permanently ability. Examples include:
+2 on a single ability (18 Gain 1 level of experience
Move x2 on all fours * Breath can create darkness 10' radius
Touch always fouls food a 3 times a day
Cause disease once a day Ray of enfeeblement from eyes 3 times a day
Claws 1-4 points damage Tasha's uncontrollablehideous laughter by
Fangs 1-4 points damage touch 3 times a day
Breathe stinking cloud 10'radius, Once a day -. Drinking blood increases Strength l d 4 + 2
+2 save vs. fire or cold '*. for 10 rounds
Poison spittle, becomes inert Acquires evil monster of 2 hit die or less
Detect invisibility once a d4y as companion
Detect magic once a day i. Warp Wood by touch 3 times a day
Speak with undead once a day
Affect normal fires once a day Punishments: A minor physical change
Burning hands once a day accompanies the reward. For example, a
Charm person once a day character who suddenly can warp wood may do
Chjll touch once a day so with dark brown hands and black, curving
nails. A character who drinks blood may have DM runs him temporarily. During that time, the
fangs and red eyes while his Strength is in- character is obsessed with fulfilling his desires.
creased. And someone who acquires a m o n He does anything and everything in his power to
strous companion may begin to resemble that get what he wants. If he is thwarted, he must
creature a bit. (Don't masters and pets often look make a save vs. spells or strike out at whomever
alike?) is nearest and least able to defend themselves.
The character also gains a vicious temper,
with little ability to control it. Whenever s o m e
one thwarts the character in even the slightest : ige fiue, Creature of Ravenloft
goal, he must make a saving throw vs. spells. If Cyitn each prior response, Ravenloft has granted
he fails, he vents his anger on the weakest per- the character more of what he seems to
son in range for one round. The character either desire-namely, power. Ravenloft also has
attacks or plays a vicious prank. For example, a changed his outer appearance, so that it reflects
barmaid tells Berthold, a n entrepreneur of evil, his inner darkness. At Stage Five, Ravenloft's
that she cannot serve him another drink. She has mysterious powers complete the next logical
thwarted his desires. He fails his save. Before step: the character becomes a creature of
Berthold can stop himself, he stands up and Ravenloft. He may be a new "personality," but in
slaps her in a fit of rage. Of course, her friends most cases he is not even human. He loses
are none too pleased. control over his actions for days and perhaps
weeks at a time. H e may suffer permanent
physical changes (like a vampire) or only change
Stage four, The Embrace at certain times (like a were-creature). If his body
Rewards: The character receives a new power or stays the same, his mind splits into two
ability-either a resistance to magic, or an personalities-one of them black a s pitch. When
ability that mimics a spell. the darker side takes over, it remains in charge
+ 4 bonus on all mind control attacks for 2d6 days. The DM always runs a character's
Spin webs from hands "dark side."
Raise dead by touch once a day
Poison food and water by touch
Invisibility 3 times a day Stage
- Six, Lord of a Domain
Fly at will At this stage, a character has established that he
Magic jar by gaze once a day belongs in Ravenloft forever. The next time the
Drain a level by touch character steps into the Mists, the land reacts
Shape-change to a single form at will and creates a tiny domain for him, no more than
Control undead at will two miles across. (Most often, it's simply a
I Need silver or magical weapon to hit
Cause fear 3 times a day
Immune to fire, or immune to cold
dwelling and a yard.) At the DM's option, the new
domain can be attached to another domain, or
float separately.
No player character can be a lord. He
Punishments: The character's physical becomes an NPC controlled by the DM. Like all
appearance changes to reflect the new ability. other lords in Ravenloft, the character can never
For example, a character who can spin webs may leave his domain. He wields great power in his
have hands that resemble two spiders dangling own, small realm. But he also suffers a
from his wrists. dangerous curse, given by the powers of
In addition, the character begins to lose Ravenloft. (See Chapter VI, "Curses" for more
control over his actions for longer stretches of detail.) As DM, you must tailor the new lord's
time. When faced with an item of power or curse and powers as you see fit. Use the lords of
beauty, the character must make a saving throw other domains as examples of what can be done.
vs. spells to resist stealing it. (The desire to win a
charismatic person's devotion may be equally
compelling.) When the throw fails, the character
loses self-controlfor 2d6 rounds. if he's a PC, the
itting ar - ,-ming table And the threat must be active. (A bottomless pit
rolling dice and eating is deadly, but it usually doesn’t call for a fear
snacks, a player may easily check.)
say, “I wade through the pool As a general rule, any of the following
of writhing zombie arms.” It constitutes “overwhelming power or strength:
would be quite another story 1. The hit dice of the “‘threat’’ are more than
to actually do it. The follow- double the total hit dice af the entire party (the
ing rules help intrepid, adventurers actually confronting the threat).
pretzel-eating players deter- 2. The maximum damage the creature@) can
mine how their characters inflict is enough to kill the hardiest character in
realistically would react to the group in just one round. (In this case,
horrors. “hardiest” means the character with the most hit
points.)
3. Adventurers who can’t cast spells do not
fear us. Horror have weapons of sufficient magical strength to
L hen characters face harm the creature@).
things no normal man Of course, a character may only guess that
would ever want to one of these three conditions is true. If the
face, two reaction checks characters don’t even suspect they’re
come into play: fear and overmatched, the DM mu$t decide whether a fear
horror checks. On the surface, the emotions check is appropriate. What the characters
seem similar. In both cases, the mind becomes believe is more important than what they know.
just a little unhinqed, and panic is not unlikelv. In If characters don’t perceive a threat, they don’t
Ravenloft game t;rms, however, fear and have to make a fear check. even if that threat is
indicate two distinct reactions. real. Likewise, a powerful illusion may trigger a
Fear is the response to an immediate fear check, even though the threat is false. In
physical threat- usually a creature. The these cases, size and appearance of the monster
character faces some malignant force that are more important than its actual powers.
clearly can harm him and probably will ha Use fear checks sparingly. PCs are
him now. supposedly hardened adventurers. They should
be able to face tough monsters without checking
amount of revulsion, anguish, and repug for fear, provided they believe they have a
Sometimes, it comes from the realization of reasonable chance of surviving. When players
some horrid truth or possibility. Usually, it arises think virtually all hope of survival is lost, then
from a scene. The character sees something call for fear checks. That doesn’t mean the
completely contrary to what he believes should players are right- just that they feel this way.
be in the world (even if experience has taught Any item or spell that doesn’t allow a
him otherwise), For example, let’s say a lad spies creature (or threat) to harm a PC negates the
a maiden beside a pool in the woods, and need for a fear check. Oil and armor of
watches her remove a few articles of clothing as ethedness are good examples. (See the chapter
she prepares for a swim. Next, he watches her on magical items for revised descriptions of
remove her head. He faces no immediate threat. these items.) An emotion Cast before an
but he still IT encounter to instill courage, will negate the fear
5‘
,actU’fr*%
.‘ check and grant the character the attack
bonuses described for that spell.
Fear r‘
__ .. d e a Fear Check: A character
~ ~~~

us t._..
must make a fear check when he faces
someone (or something) who threatens
him with overwhelming power or strength. Th
victim must know, suspect, or believe that he i
How to Make a Fear Check A fear check is a
saving throw vs. paralyzation.This save applies
because fear is an assault on the victim’s mind,
and it requires exceptional force of will to resist
it. The “magical defense adjustment” for
Wisdom automatically applies, accounting for
overmatched. The danger must be imminent.
the character’s mental fortitude. The assault is
not magical, however; natural resistance to
magic has no effect on emotional fear.
Spells and magical items can protect charac-
ters from fear, hmwever, by giving them confi-
dence in their ability bo survive. Magic that offers
.partial protection, or protection that is not guar.
anted. adds d + 4 bonus to the character’s sav-
ing throw. For example, protection from evil,
20-foot radius is not guaranteed, because the
creature gets a saving throw of his own t o negate
thespell. Regardless of that Greature’s saving
throw results, the character must still roll a fear
check, but gets the + 4 bonus. Achacacter wear-
ing a &g o f f i resistance when facing a fire.
breathing hell hound also would-ina +4
bonus to his fear rokl. When an emotion spell is
used to inspire hope, the &aracter receives the
+ 2 die-roll bonus described for that spell, along
with the +4 bonus.
The table below lists common modifiers for
fear checks. As DN. you‘re encouraged to apply
others w you seefit; some things are scarier
than others. Any other modifier that normally
affects a save vs. pardlyzation also affects a fear
check.

Table of Fear Hodifiers


Spell specifkally helpful against
+4

against encounter +4
Friend or family endangered 8 +4
Facing threet again on the same day +1
Know how a similar encounter was
defeated +2
Def-ed previously by a similar
encounter -2

Failing a Fear Cheek: When a chpracter fails a


fear check, he’s likelyto dropwhatever he’s
holding. (The same thing occurs whena fear
The $axchanfe of this is
(or ai 1 hit die). Each level
above the 1st reduces the probability by 5%.
Thus, at 10th level, the character has only a 15%
chance ofhopping items. Tbrninimum chance
is 10%.
Whether or not he dropssomething,
aeter whOaf@Is a.fear check is “fearstruck.”The
survival irrstinet takes over, and he has no choice
butto RUN AWAY! He’ll go anywhere, as long as

I
FEAR AND HORROR CHECHS
~~ ~ , -’

And a druid may be more sensitive to animal Mental Shoc..


slaughter than a cattle rancher. Most inexperi- 6 Fearstruck
enced characters would be horrified by the mere
sight of an undead creature. On the other hand, 1. Aversion. The character cannot bear to
if a character has repeatedly witnessed the same look at the horror scene or stay in an enclosed
horrifying event, he eventually may become space with that scene. In open spaces, he must
numb to its effects. stay at least 30 feet away. Each time he willingly
No hard, fast rules exist for determining hor- violates these limits, the character is automati-
ror (or fear). The DM must decide which situa- cally fearstruck. (He panics and flees; see above.)
tions are threatening or awful enough to call for When the character does not intentionally violate
this reaction check. As DM. you should be care- the limits imposed above, he has 1 round to re-
ful to separate the players’ intrepid response move himself from the scene to avoid being fear-
from those a character would normally feel. A struck. For example, if he opens a door and sees
20th-century, popcorn-munching player can eas- the horrifying sight, he can close the door to
ily look a DM in the eye and say, “So what’s so avoid dropping his weapon and fleeing like a
bad about that?” Don’t let player reactions sway headless chicken.
you. Put yourself in the position of the adventur- Aversion lasts a month. A character who
ing character, not the player. On the other hand, encounters a similar scene during this time must
if the player gasps in horror, it’s a good sign that avoid it, too, or become fearstruck. The effects
his character should be horrified, too. are automatic; the character does not make a
new horror check for the subsequent scene.
How to Make a Horror Check Like the die roll 2. Revulsion. This is a stronger version of
for fear, a horror check is a saving throw vs. par- the result above. The character cannot bear to
alyzation. The character’s “magical defense ad. view or be near anything that even suggests the
justment” for Wisdom also applies. horror scene. For example, a character who has
The table below lists common modifiers for witnessed an unusually bloody scene may be
a horror check. As DM, you’re encouraged to repulsed by red wine or a cut of rare meat. The
apply others as you see fit. revulsion lasts a month.
3 . Obsession. The horrifying experience
Table of Horror Modifiers plays itself in the character’s mind over and over
Character is lawful good -1 again. By day, he continually talks about the
Character is of any evil alignment +1 event. By night, he mutters still more and cannot
Character knows a person in the sleep. If his lids close, it’s only for a few mo-
horror scene -2 ments at a time-not enough to provide rest or
Close friend or family member in heal a point of damage. Each sleepless night
horror scene -4 -
reduces all his combat rolls by 1. The penalties
Closed quarters -1 are cumulative to a maximum of -4. Priests and
Open area (room to run) +1 wizards suffer an additional handicap; on a day
following a sleepless night, they cannot memo-
Failing a Horror Check A character who fails a rize spells.
horror check is stunned for 1 round he cannot A sleep spell offers limited relief. The sleeper
move, attack. or defend himself. Roll ld6 to dis- doesn’t suffer the - 1 penalty, but he also doesn’t
cover what happens to the character next. Re- recover previously lost points. A sleep spell does
sults are shown below. In the descriptions of grant priests and wizards enough rest to memo-
each result, “horror scene” refers to whatever rize spells the next day.
caused the horror. An “obsessed’ character can make a saving
throw vs. paralyzation once a week to shake his
Failed Horror Check Results obsession.
1 Aversion 4. Senseless Rage: The character is filled
2 Revulsion with rage at what he has experienced. He has
3 Obsession only one desire: to smash and destroy the horror
4 SenselessRage scene. He attacks anything that gets in his way.
He gains a +2 bonus to his “to hit” and damage horror check with a -2 penalty. If he fails, he
rolls, and he can attack twice as often as normal. suffers mental shock once again (skip the d6 roll
Even if the horror scene is destroyed, the en- that determines results).
raged character continues to attack as if it were 6. Fearstruck: The character behaves just as
not so. After the third round of senseless rage, if he had failed a fear check. For the next month,
he can make a saving throw vs. paralyzation each time he experiences something that closely
every other round (on rounds 4,6,8, etc.). A resembles the horror scene, he must make a new
successful save ends the character’s mad attack. horror check with a -2 penalty. If he fails the
The rage lingers for a month, like hot coals check, he is instantly fearstruck.
waiting to ignite. Whenever the character
encounters a similar horror scene during that Removing Horror: The effects of a failed ho
month, he repeats his save vs. paralyzation with check usually fade in a month. Sometimes
a -2 penalty. If he fails, he goes berserk again magic can speed the recovery. For example,
(skip the d6 roll that determines horror results). successful forget spell would revive a charae
If he succeeds, the rage is gone. quickly. An emotion spell for courage would
5. Mental Shock: The character remains nothing, however; it negates fear, not horro
stunned for at least 3 rounds. After that, he can Repeated exposure to simil
make a saving throw vs. paralyzation each eventually might numb the
round. If his first or second roll succeeds, he eliminate the need for a ho
regains his composure. But if he fails three con-
secutive saving throws (while in shock), he slips
into deep shock. Characters in deep shock can fear and Horror Together
make a save to relieve it only once every hour. ome situations evoke both fear and horror.
The effects of mental shock linger for a
month. During that time, if the Character con-
fronts a similar horror scene, he must repeat the

a fear and a horror

second saving throw f e r fear.


I
hese pages reveal the secrets assume three forms: human, a particular
of vampires and werebeasts, animal’s form, and a hybrid of both. The human
two of the most important form may have a subtle animal characteristic,
creatures in Ravenloft. Each such as eyebrows that meet over the bridge of
may pass as an ordinary man, the nose, or long index fingers. (Of course, many

-
but inside them lurks a normal humans have these same characteristics.)
monster. They have become The animal form usually i$ somewhat larger than
creatures of night and normal, but it is not so strange that a person
shadow, the consumers of would doubt its authenticity. The hybrid or
blood and flesh. Some relish “man-beast” form has a human foundation: two
their condition, basking in arms, two legs, a human torso, and an upright
the power and freedom it posture. But the rest of the creature reflects his
brings. For others, trans. animal form. For example, a werebear in hybrid
formed against their will, the form usually has thick Fur, sharp claws, and the
affliction is an agonizing head of a bear.
form of slavery. In all three forms, true lycanthropes are
equally intelligent and remain completely in
control of their actions. They transform
Lycanthropy themselves at will, not in response to the calling
It is the v e 4
- error of the of a full moon, as described in folklore. These
moon; monsters retain their immunities and most of
She comes more near the earth their abilities at all times. For example, a steel
than she was wont, bullet through the heart won’t kill a werewolf,
And makes men mad. regardless of his form. On the other hand, a
-William Shakespeare silver bullet usually would destroy him,
Othello, act V, scene ii regardless of his form.
All werebeasts have at least one nonmagical
ycanthropes are humans (or humanoids) who Achilles’ heel. In other words, there is one thing

1 can assume an animal form.


Werewolves-men who turn into wolves-are
most common. Other examples include
that can mean their destruction, and it is
available to anyone. For the werewolf, it’s silver,
and possibly wolfsbane.
werefoxes, wererats, and werebears. In Ravenloft, Natural lycanthropesview other humanoids
virtually any carnivore between the size of a dog as prey to be slaughtered for food and pleasure.
and a bear can be a lycanthrope, even a shark or To mask their true nature, werebeasts
crocodile. Omnivores are less likely candidates, masquerade as normal members of human
but not impossible. Most werebeasts are furry society. They borrow whatever customs they
animals, however. please, dabble in politics, and use weapons and
The ADGDO 2nd Edition Dungeon Master’s tools from any human culture. But in truth, they
Guide discusses lycanthropy in Chapter 15. As have their own society and their own rules of
noted, lycanthropy is a natural condition in some conduct. They are cultural parasites, borrowing
cases, and a kind of acquired affliction in others. only those customs that entertain them or help
Most of the description in the DMG still applies them survive.
in this demiplane, but Ravenloft adds a few new A natural werebeast can transmit a
twists. contagion to his victims, infecting them with the
cursed lycanthropy of folklore. In Ravenloft, a
natural werebeast sometimes enslaves his
True or Natural Lycanthropy victims, creating a pack of willing (and unwilling)
rue or natural lycanthropy is hereditary. The servants. When the infected lycanthropes change

T werebeast was born with his condition, and


he will die with it, too. Cure disease has no
effect: this is not that kind of sickness.
to animal form, the true werebeast may control
their actions. In the deadliest cases, a true
lycanthrope also may have the power to trigger
his victims’ shape change. (See below.)
In Ravenloft, most natural lycanthropes can
1
WEREBEASTS AND UAMPIRES
Lgcanthropy: The Dreaded Disease Sample Werebeast Triggers
rue lycanthropes harbor a serum in their 1 Phase of the moon

T blood and saliva that controls their shape


change. If they transmit even a single cell of
2 Day vs. night
3 Exposure to a particular type of pl
this serum to a normal humanoid-by biting
them, for example-the victim acquires the
disease lycanthropy. In other worlds, the chance
animal, or mineral
4 Extreme fear
5 Sleep
I
of contracting lycanthropy is 1% per hit point of 6 Particular sound or music
damage suffered. In Ravenloft, it‘s 2%. 7 Intense passion
Furthermore, any lycanthrope-true or 8 Sight of blood
diseased-can pass the disease to his victims. 9 Physical pain
The contagion lies dormant until something 10 DM’s choice
triggers a transformation.Then the cells of the
serum multiply wildly and force the victim’s Unlike true lycanthropes, victims of the dis-
shape change. For common werewolves, a full ease have only two forms: human and beast, or
moon triggers the change; on the night of a full human and man-beast. (“Human” may represen
moon, and each night immediately preceding any humanoid race.) When not in human form
and following it, the victim changes into a wolf. the victim has the mind of an animal. He kno
Other werebeasts may change only when they not what he does, and cannot control his actio
become angry or fall into a battlelust. In (If he’s a PC, the DM runs the character.) Unfor
Ravenloft, even two creatures of a similar nature nately. those for whom he has the strongest
may be transformed by different events. feelings as a human-even love-tend to be t
(Members of a single pack, however, usually victims of his attacks. When the lycanthrope
share the same trigger.) The following table lists regains his human form, he has only vague,
situations that commonly transform victims of dreamlike recollections of his animal actions. I
this disease into vicious, bloodthirsty beasts. many cases, the lycanthrope is to be pitied as
well as feared.
In human form, a diseased lycanthrope has
normal human abilities and frailties. In animal
man-beast form, he has the immunities and ab
ties of the werebeast. This means that he, too,
can infect someone with his disease. A simple
bite will do. A lycanthrope who is pregnant tra
mits the disease to her unborn child.
Even in the material plane, lycanthropy is a
horrid disease. In Ravenloft, it is worse. Some
true lycanthropes in this demiplane can enslav
victims they personally infect. These master
lycanthropes cannot control a victim who is in
human form, but sometimes they can trigger t
victim’s shape change.
Anyone who witnesses the shape change of
character with this disease must make a horror
check, and possibly a fear check, depending
upon the circumstances. If the witness knows
lycanthrope well, a -2 penalty is applied t
horror check.
Ridding the lycanthrope of his disease
difficult in Ravenloft. No cure is possible u
I
‘ ”I the true lycanthrope who ultimately infecte
is slain. Since a diseased lycanthrope can infe

---
26
I
other humans, who in turn can infect others, the “deadly desire,” a curse, and the life-draining
original source of the disease may be extremely attack of another vampire. “Deadly desire”
difficult to trace. means the person wants to become undead. He
Once the master lycanthrope is dead, the seeks an endless existence and is willing to
victim must complete a series of arduous steps sacrifice life itself to attain it. The dark powers
to cure his disease. First, he must perform a rit- usually grant his wish, but he also may be
ual of piety to cleanse himself. Next, he must transformed by a powerful spell or magical item.
assume his bestial form. (In other words, the A curse resembles deadly desire in that the
form must be triggered. Usually, that means victim’s own actions usually cause the
waiting for a full moon.) A priest must then cast vampirism. Unlike the victim of his own “desire,”
three spells upon the beast: atonement, cure dis- however, a vampire who is cursed does not wish
ease, and remove curse. to become undead. But like his counterpart, he
As the contagion is stripped from the vic- longs for eternal life, youth, or power. And the
tim’s body, the victim makes a saving throw. In dark powers of Ravenloft heed his wishes. Strahd
other realms, a diseased lycanthrope must make Von Zarovich fits this description.
a successful saving throw vs. polymorph to com- In both cases above, the vampires tend to
plete the cure. In Ravenloft, he must make a remain individuals, with a unique package of
successful saving throw vs. death. abilities and vulnerabilities. Vampires created by
A save vs. death is appropriate because the “desire” sometimes wield more power, because
final step of this cure causes excruciating pain. their inherent evil boosts their abilities. Cursed
Withstanding that pain requires exceptional forti. vampires may be weaker if they regret the deed
tude and strength of will. But another, more seri- that led to their transformation,and do not fully
ous reason for the different saving throw exists. embrace their undead natuire.
Ravenloft allows most victims only a single The third path to vampirism-the one that
chance to escape the bonds of lycanthropy. In most often affects PCs-results from the attack
virtually every case, the victim will be a lycan- of another vampire. Any vampire can create
thrope for life if he fails this save. Usually, the others of its kind by draining its victims’ life
priest and other attendants mercifully kill the force until they die. Such victims become
beast on the spot. The victim, in peaceful death, vampiric creatures in the style of their creator,
regains his human form. Only when the powers but usually are weaker. These victims are
of Ravenloft intervene is this execution stayed. completely subservient to their undead creator,
(As an optional rule, you might assume this is who is called a “master vampire” or “vampire
always true of PCs.) On these rare occasions, the lord:’ The servants may create vampires, too, but
victim may be allowed a second chance to effect those victims become new slaves for the vampire
a cure. Or he miraculously may find himself free lord. No slave can acquire slaves of its own. A
of the disease-at least for a while. master vamDire usuallv destrovs his slaves after
a
have served him few years. He must
roy them, lest they become too wise and
Uampih reaten his own existence.
Fear, at my heart, as at a cup Vampires of this third kind often bitterly
M.y lifeblood seemed to sip. mise their master. and fantasize about his
-Coleridge, deslruction. When not under his explicit
he Ancient Mariner” commands, the servants plot to overthrow their
vampire lord. A few actually succeed. When the
ures who drain the master is destroyed, the slaves are free; they are

U essence of life from their victims-are


almost as varied in Ravenloft as the men
and women who become them. Most, however,
no longer servile. Any vampire they create
becomes their own slave, and they, in turn,
become masters.
share basic traits with the creatures listed in the Because of the personal danger involved. few
ADGD” Monstrous Compendium and the new vampires choose to become vampire lords.
monsters section of this work. Instead, they drain only enough to feed, but do
Three paths lead to vampirism in Ravenloft: not kill their prey. Or, if they do kill a victim,
'^'^EASTS AND UAMPIRES
they damage the corpse to prevent vampirism-
by severing the head, removing the heart, or Uarie: The Spice of Undeath
burning the entire body. s noted above, vampires in Ravenloft may
A slave vampire is not a mate, however.
Love, lust, or obsession may drive a master vam-
pire to create a special bond with a particular
A enjoy varied powers and
abilities-especially creatures who are
cursed or become vampires by intent. Not every
victim-a bond that surpasses ordinary enslave- vampire is unique, however. Most players know
ment. To create this union, the master samples the vampires described in Monstrous
his victim's blood-once, twice, or several times. Compendium 1 . Even these "garden variety"
Just before the victim has been drained to death, vampires dwell in Ravenloft, though many are
the master replenishes her with blood of his own. slaves.
Only a few master vampires are capable of this Regardless of species, all vampires in
act. The victim is still the master's slave, but in a Ravenloft are evil, undead creatures. They enjoy
way, the master becomes her slave, too (assum- all the normal immunities of undead, such as
ing the victim is female). She often can sense his sleep, charm, etc. Each must feed on the life's
thoughts. In this way, she has the power to pro- essence of its victims, which may or may not
tect him in times of need, but could also harm involve draining actual blood. In addition, all
him. Despite the pronouns used here, gender is vampires have at least one Achilles' heal-a
not a limiting factor. Master vampires may be weakness that can lead to their destruction, Such
male or female, and so may their mates. weaknesses usually are linked to the forces of
In many ways, vampirism is still a mystery. good (such as holy items) or to the vampire's
But one thing is sure: no matter how or why personal curse.
vampires come into being, vampires they must Most vampires can pass as normal humans.
stay. There is no cure for this affliction. Com- (That's what makes them so horrid.) All are
plete and utter destruction is the only means of virtually invincible in normal combat. That
removing this curse, and at best, it's a difficult doesn't mean they never appear to suffer defeat.
task. But somehow, some way, the vampires manage

Uampire Abiliius by Age


Rnds. of Weapon Immune
Hit Save vs. Magic Sunlight Needed t o the
Age
- Dice Str. Charm Resist. Withstood to Hit Effects of
0.99 8 +3 18/76 -2 0 0 +1 -
100.199 9 + 3 18/91 -2 5% 1 +I Garlic
200-299 10+2 18/00 -3 10% 5 +2 Mirrors
300-399 11 +1 18/00 -3 15% 10 +2 -
400-499 12 19 -4(V) 20% 3 turns +3 *Holy symbols
500+ 13 19 -4(V) 25% 1 hour +3 Running water
' NOT immune to being turned
qOTE8:
I t Me:Vampires with 10 hit dice are turned as ghosts. Those with 11 or more hit dice are t u r d as liches.
Strength: The vampire's Strength doen affect his combat modifiers for attack and damage roil%
Save vs. Charm: Vampires that reach 400 years can charm with their voice. in this case, the listener does not suffer a negative modlifier to
his save. The range of the charm is 40 feet.
Magic RePiatemc: This io noma1 magic resistance, which is roiled before any raving throw.
Rounds of Smllght Withstood: The vampire can tolerate this amount of sunlight without suffering damage or paralysis. He still atrhorr the
sun, however, and must shade himself mmpietely or try to take cover.
Weapon Needed to Hit: Weapons with less enchantment than the amount shown cannot cause physical damage to the vampire.
Immune to the Effects Of: Vampires develop a tolerance to the substances listed for their age. The results are Cumulative. For example, at
100.the vampire may develop a tolerance to garlic. At 200, he also gains a toiemtce to mirrors. (A mirror stili won't show his reflection, but the
object won't disturb him.) vampires that are immune to holy symbols can stili be turned, but they do not retreat from the presence of a strongly
presented symbol. They still take damage if struck by the symbol, however. Vampires who are immune to running water take no damage when
immersed in it.
WEREBEASTS AND UAhrinra

I
to recover from normal combat and “live” to
fight again. Charm by gaze

Hide in shadows
ble Change self as spell
Pass wan as spell

Shape change, 1-
animal types

pires (see the new monst


back of this book). Many
. .
have uniaue Dowers a d
listed above-espe vampires who Sample Vampire DrBins
undead through a or deadly desire.
for example, is a wizard as well as a vam
These special creatures are Ravenloft’s “
-1%- 99
5,115.

Don’t seiect these characteristics mpire Weaknesses

Particular wood

guide to the kinds

existence, and increase the hit dice by 1 for each


century.

30
nn chapter explains how and weapons to the curse-caster’sarsenal:
why characters acquire Divine curse (Pr 6)
curses, and how you, the DM, Ancient curse (Pr7)
can design them. You won’t
find a bunch of die-rolling The latter is adapted from a spell in the Oriental
systems for designing a curse Aduentures game accessory.
in Ravenloft. The job can’t be Clever players may find other ways to cast a
reduced to a set of numerical curse. For example, a wizard might curse an
rules. Each curse in Ravenloft especially low-bellied, thieving liar by
is almost as unique as the polyrnorphing him into a snake. As DM, you may
person who suffers it. Curses alter the results of any such curse if the
may be commonplace in this spellcaster expects too much. You may also
shadowy realm, but they are decide the spell fails Completely.
anything but common. Saving Throws:Characters can make saving
throws against a spellcaster’scurse according to
the spell’s description. Among the six spells
Acquiring a Curse highlighted above, geas, diuine curse, and ancient
n other ADED” realms, curse allow no saves. A successful save against

I curses arise from ordinary


magic: someone casts a
spell. Spellcasters’ curses exist in Ravenloft, too.
quest negates the spell. Limited wish and wish
spells call for a special save. A wish that
duplicates another spell’s results also duplicates
But they’re child’s play compared to a curse that that spell’s saving throw. Other wishes may or
comes from the power of the land itself. Not only may not allow saves, according to the DMs
ere these darker curses more deadly, the victim judgement.
can never make a saving throw against them,
In Ravenloft, there are three ways to suffer a
curse. The first is self-inflicted: the victim’s own
Self -Induced Curses

I
actions attract the attention of Ravenloft’s f a character commits an act of exceptional
powers. The second is an act of vengeance or evil, or one directly contrary to his culture’s
spite: another character so strongly desires beliefs, he may bring a curse upon himself.
revenge that the powers of Ravenloft grant his His actions become a twisted “call for help,”
wish. The third method is most familiar: which the darken land is only too eager to
someone casts a spell. The effects of that spell answer. Strahd suffers such a curse. He sought
may not be so familiar, however. As the chapter eternal youth and killed his own brother to attain
on spells explains, magic works differently in it. The land fulfilled his desire-and in the
Ravenloft. process condemned him to eternal misery as an
undead lord in the demiplane Ravenloft. Strahd
lost his freedom and the woman he desired. But
Spullcasturs’ Curses he gained his immortality. It is certainly not the
These ordinary curses occur when a wizard result for which he hoped. But a curse rarely
priest casts an appropriate spell. The Player’s pleases its victim.
Handbook lists four common magical curses: Self-inducedcurses are always tailored to
Quest (Pr 5) their victim. To create such a perfect fit, the
Geas (Wiz 6) lands can reinvent geography, remake whole
Limited wish (Wiz 7) populations,and rewrite history. They know no
Wish (Wiz 9) bounds or limitations.
A small digression does not invoke such a
Quest and geas have new results; see Chapter IX, curse. Nor does the cool, calculated evil of a
“Spells in Ravenloft.” Bestow curse, the reverse serial killer. The dark powers respond only to evil
of the third-level wizard’s spell rernoue curse, is coupled with intense emotion, such as anger,
too benign to call a “curse” in Ravenloft. hatred, lust, envy, or greed. Of the seven deadly
Chapter IX in this book adds two new sins, only sloth fails to excite their attention.
Every other character the PCs meet should not
Curse of Uungeance be the victim of a curse. Curses are more
ike the self-inducedcurse, a curse of common and deadly in Ravenloft than in other

1 vengeance is granted by the dark powers of


Ravenloft. But in this case, the curse is not
against the character who requests it. The curse
realms, but they do not affect the majority of the
population.
A curse should enhance the atmosphere
affects someone who sorely wronged that your adventures, not detract from it. The rules of
character-someone who now must suffer the thumb below will help you design an effectiive
consequences. and interesting CUI
Only natives of Ravenloft-those who live
and die in this realm-can invoke a curse of 1. Never mention game mechai
vengeance. They need no magical skills. The 2 . Avoid broad prohibitions
strength of their emotions and their desire for 3. Make sure the curse is found
revenge determines the power of the curse. A 4. Tailor the curse to the victim
beggar woman could curse a lich king if her 5. Define constant or triggered errec
motivations were sufficiently strong. Death only 6. Include an escape clause
enhances the results. If the "wronged person 7. Define the strength of the curse
dies shortly after evoking the curse, the potential
power of the curse increases. 1. Never mention game mechanics. GerIIF
A curse of vengeance is unpredictable. Some mechanics may lie at the heart of a curse. But
are never granted at all. The stronger the cry for the exterior should be camouflaged with prose
revenge, the more likely the response, but that a character who actually lives in Ravenloft
Ravenloft offers no guarantees. All vengeance would understand. "Your THACO is has a - 4
curses have an equal chance of affecting the penalty from now on" is not only boring, it
curser as well as the target. The land usually wrenches players from the game environme
grants what the curser requests, but not You want to keep them wrapped up in the
necessarily what he desires. For example, a adventure, not worrying about exact die roll
character who proclaims, "I'd like to see you lower a character's THACO, you might desis
suffering in the deepest, darkest pit" may find curse that reads, "Your sword shall be dull
himself at the bottom of that same pit.
'
evermore and your arms weak in battle." That
sets the right mood. Determine the exact game
effect, but don't announce it. Instead, let it
Designing a Curse become clear during the normal course of play.

C
urses play an integral role in Ravenloft Don't let players cast or invoke curses that
adventures. The dark powers of this shadowy mention game effects, either. That allows you to
realm delight in the petty vengeances of its determine exactly how the powers of Ravenloft
inhabitants, and tend to encourage them. interpret their requests. For example, if a PC has
Consider the curse a tool. Use it to flesh out an invoked the curse above, you might allow the
interesting NPC or to add intrigue to an victim to avoid part of the curse if he chooses a
encounter. At times, even a player character may weapon other than a sword. That's more difficult
suffer a curse. Exercise some restraint, however. when a curse specifies game mechanics.

2. Avoid broad prohibitions. A broad prohibitior


rarely makes a good curse-especially for a PC.
Strive to design consequences for p given action
rather than trying to ban the action itself. If you
say, "You may never wear armor again," next
thing you know the character says, "I'm putting
on my plate mail." Then what? The curse should
hint at some nonlethal consequence for a
specific action or situation. For example, th
curse above might become "Armor shall bu
like fire upon your skin.” The character is free to to have “only the strength of an average man
put on his favorite plate mail, if he’s willing to when ere he raises his sword” works quite nicely.
suffer the consequences. (You might decide the If the victim is a PC, consider the character’s
character suffers a hit point of burn damage player, too. A dwarf may shiver with horror if
every round, for example.) he’s forced to remain above ground. But the
dwarf‘s player probably won’t feel a thing. That’s
3. Make sure the curse is founded. Characters just fine if you’d like to encourage better role-
who flippantly cry, “1’11 curse you, Jean-Paul!’’are playing. On the other hand, if your game tends
not casting a curse. Real curses don’t stem from to inspire laughter instead of fear, you might
a whim or an isolated moment of madness. They choose a curse with more potent imagery for the
arise from deep-seated hate, jealousy, or greed- player.
a negative emotion that has grown stronger with
time. The character may keep that emotion hid- 5. Define constant or triggered effects. When
den from his family and friends. But inside it designing a curse, consider when and how often
builds, and the land knows it. Finally, when that its effects are felt. Strahds curse, for example,
person can no longer contain his emotion, he plagues him constantly. Has undead state never
invokes the curse. changes, and it affects everything he does. Un-
By its nature, a curse of vengeance implies fortunately, PCs who suffer a similar curse tend
that the victim has done something wrong. He to get used to it-some may even start to like it.
may not have meant to do it. He may not have Not every curse has this efifect. But when it does,
done it at all. And if he did, the act need not be it ceases to be a curse.
evil. What matters is that the person who invokes You can approach this problem in two ways.
the curse believes the victim has wronged him First, you can design a curse that is always
horribly. Of course, if the victim did commit a present, but doesn’t always affect the character.
heinous act, the chance of the curse being The curse hangs over the aharacter like a dark
granted increases. cloud-perhaps literally. For example, a charac-
ter who “melts under the tears of heaven” is fine
4. Tailor the curse to the victim. A curse should
relate to the person who suffers it. Let’s say an
embezzler has robbed poor Peter for years, and
Peter wishes a curse upon him. Transforming the
thief into a frog is hardly fitting. On the other
hand, a curse that drives the thief mad at the
sight of money neatly reflects his crime. In fairy
tales, the witch transforms the prince into a frog
because he’s handsome-the punishment fits the
crime. Strive for a sense of “poetic justice” when
designing your curses. The curse should remind
the victim of his transgressions(whether they’re
real or imagined by the curser).
The curse also should fit the victim’s true
nature. For example, you might curse a charac-
ter with lawful alignment to behave in a chaotic
manner.This is not a simple alignment change,
merely a label for the action of the curse. For
example, a lawful neutral character might be
cursed to have fits of random wandering.
Consider the victim’s race, class, and ability
scores before bestowing a curse. Sentencing a
character to life underground makes little sense
when that character is a dwarf. On the other
hand, cursing a fighter with a strength of 16/00
in sunny weather. But when he’s caught in a Embarrassing: An embarrassing curse rarely
storm. his legs turn to mush and can’t support affects combat d i r d y . Instead, it creates a nui-
him. You algo can design a curse that stays dor- sance, especially when the vi&m is between
mant until something triggers the effects. Prefer- battles. Some examples: the victim’s nose grows
ably, the chacacter’s own actions are the trigger. longer whenever he tells a lie, the character
For example, let’s say a vain character has re- glows in the dark, or can’t speak when more thar
ceived this curse: “You are paralyzed by fear at six people are present. Such a curse usually
the sight of your own reflection.” As soon as that arises from a minor transgression against an
chamcter gazes into a still, clear pond, he’s para- NPC with a m a l l degreeof power.,A magic user
lyzed. casts it, because a minor transgression rarely
sparks the interest of Ravenloft’s dark powers.
6. Include an escape clause. When cursing a PC, Frustrating: A frustrating curse tends to
you shouldgrant the victim a way to escape the interfere with a character’severyday life. A few
effects. ( N K s may enjoy the same privilege if examples: The victim can’t stop eating and gains
the story warrants it.) There are two escapes: five pounds a week. He is subject to episodes of
avoidance and cure. A warrior whose sword al- aimless wandering. He can’t stemach the smelt
ways breaks in combat can avoid thecurse by of animals. These curses go beyond simple em-
using a different weapon. The second escape, barrassment, but faM short of creating major
which actuelly removes the curse, should lie in problems. They@icirUy arise from moderate
the wording of the curse itself. In other words, transgressions, and may be granted by the
the curse hints at some action or circumstance powers of Ravenloft.
that will lift it. The escape clause may take the Troublesome: This curse affects important
form of a riddle. If so, have a least one solution aspects of the character’s fife. It does not over-
for the riddle in mind. If a creative player thinks whelm him minuteby minute, but the victim
of another clever solution, allow it to lit%the does have to change his lifestyle to accommo-
curse, too. date the curse. Some examples: The character
Whether you provide an escape clause of cannot stand the light of day. He is mute. The
presence of iron causes him serious pain. All
three examples represent a majo
none is deadly. In a role-playing.
blesome” is the most useful str
Any form of transgression can bring it abo
Dangerous: In the right circutnstances, a
dangerous curse can $e deadlp Most undermine
or usurp the character’s self-control.Two exam.
ples; A man attacks as r when he sees
money. A character ch an uncontralla-
ble beast. Oniy very
ouscurse. Player characters should not suffer a
curse this strong unless they can remove it
quickly.
Lethal: Lethal curses are the strongest, and
the worst kind to receive. Aqli aspecks Plf the vic-
tim’s life change for the worseunder the influ-
ence of such a curse. n Zarwieh has a
lethal curse. He is no ving human, but
instead is a uampire. Even if the c u e w e r e
lifted, his body would crumble to dust from the
weight of the ages. Truly despicable acts of cal-
culated evil can earn a lethal curseI It is not rec-
ommended that player characters ever suffer thir
fate.

34
Chapter UII:
GYPSIES
Y
3 he gypsies of Ravenloft-or
Vistani, as they call
themselves-are a mysteri-
ous people. They wander the
lands and travel the Mists,
independent of the bonds
which shackle lords to their
domains and natives to their
dreary, oppressed existence.
turned by a gypsy, can tell events that lie in that
person’s past as well as his future. Some gypsies
read palms. Others cast bones or gaze at tea
leaves in the bottom of a cup. In some, the gift of
seeing is so strong that they need only close
their eyes and a vision appears. Every Vistana
has the potential to see the future, but not all
have an equal ability to use their gift. Many
dark-eyed wanderers have the power to cure as
1
In some ways they are the well as to curse. Some of their talents involve
most powerful characters in
Ravenloft, because in spirit,
the gypsies are free.
rituals or potions. Certain lizards in the Balinoks,
for example, help create a gypsy brew with
I
wondrous powers of healing. The fruits of
Like the gypsies in other Barovia, when sliced in a given way under a
realms, Vistani have dark certain moon, are rumored to form the basis of
skin, dress in vibrant cloth- deadly curse. (Only Vistani know the precise
ing, and rarely linger in any details.) But some gypsies need no props to
location. Their hair is black harm or heal. They need only their own gaze,
and shining, though some are and the powers of the evil eye.
born with amber tresses. The evil eye is the ability to cast an
Their eyes are black and luminous, and in a few enchantment with only a look. It is most
tribes, are of a shape that suggests a distant link common among women, and seems to increase
to the Orient. But it is more than physical ap- with age. Old gypsy women, whose hair has gone
pearance that defines a Vistana. The gypsies in white and whose teeth have gone completely,
Ravenloft are unique. No ordinary gypsy who may command the greatest respect. Their
wanders into the demiplane shares the mystical curses, when the will is strong, are said to rival
powers of the Vistani of Ravenloft. the powers of Ravenloft. Usually, however, a
gypsy curse is embarrassing or dangerous rather
than deadly.
Ggpsg Powers Only a fool crosses a gypsy, because every
istani have an ageless, timeless quality. crime against their kind, no matter how secret,

U True, their babes grow to be men and


women, and their men and women grow
old, but many elders seem to have lived for
may return to haunt the offender. Even offenses
against the dead can be dangerous. It is said that
he who robs the body of a gypsy, especially with
centuries. It is as if they have distanced malice, may find that his fingers have turned
themselves from time, just enough to slow its black the following morn. The blackness cannot
disintegration of their bodies and stop its erosion be washed away. Every living Vistana knows this
of their minds. sign, and will recognize the bearer as an enemy
Perhaps they become independent of time. of gypsy tribes. With repeated wrongs, the
To the gypsies, time is not an accidental blackness may spread, until the offending flesh
sequence of cause and effect, or a linear track begins to fall away like that of a leper. So say the
which they are forced to follow. It is an intricate gypsies, at least.
web, in which threads of the future are closely
entwined with those of the past. To gypsy seers,
an event with seemingly no relationship to
another can become a window to another place
and time-a window which opens for the gypsies
alone.
Only Vistani can tell the future in Ravenloft.
A tiny crystal becomes an object from which the
gypsy can divine an inner vision of things to
come. Cards, when touched by any person and
Vistani are gifted explorers. They can enter front on an outdoor seat. Most vardos are
the Misty Border and sometimes determine painted in vivid colors, such a
where and when they shall leave it. According to black with gold and magenta
legend, they can even enter and leave the demi- finest are carefully deco
plane, though many say it is because they know carvings, picturing prou
of portals no others have discovered. If a giorgio, flowers, or prancing deer.
or nongypsy,wins their confidence, Vistani may sometimes painted gold.
allow him to travel with them. No gypsy can be gypsy lady may include t
forced to act as a guide, however. Nor can any etched or tinted glass.
giorgio stow away on a caravan and hope to es- The vagabonds usually travel with a
cape the demiplane. The Vistani are protected by menagerie. Horses and a faithful mongrel or two
the Mists. Like chaff is culled from wheat, the trot alongside. Chicken crates are strapped
Mists of Ravenloft separate unwanted followers beneath the wagons, and a tethered ox or goat
from the full-blooded Vistani, and send them may bring up the rear. Sometimes a trained bear
different ways. follows the caravan, ready to amaze and
Gypsies have little to fear from the rulers of entertain villagers at the tribe’s next stop. A
Ravenloft’s domains. Most lords tolerate them, handler usually leads the bear.
and many are in awe of their powers. The g y p Vistani pursue a number of occupations.
sies’ ability to travel the Mists and foretell the Their traveling ways make them natural escorts
future commands great respect. Some lords and traders. They tell fortunes to those who are
forge agreements with the tribes. Count Strahd brave enough to hear them. (The future is often
Von Zarovich, for example, formed an alliance dark in Ravenloft.) Some foretell the weather to
with the gypsy Madame Eva many years ago. He interested farmers. A few are thieves and con
gave her the potion of immunity to his choking artists. Others are tinkers, knife grinders, or pot
fog. Today, nearly all Vistani know this formula. menders, selling their services from village to
They charge travelers for a drink of the potion city. Many are entertainers, who earn money
and then ferry their customers across Barovia. In through music and dance. A particularly
return for the Count’s cooperation, Vistani in- well4rained bear may not only dance, but also
form Strahd of the activities in other domains, may ease weary muscles by walking on a paying
and act as spies for him in his own. customer’s back.
Some tribes are also cagey horse-traders.
Vistani have an unusual rapport with these
Liiustgle animals. Only gypsies can break the wild colts of
ypsies are vagabonds, wandering from Nova Vaasa with any success, and their own

G domain to domain, rarely pausing more


than a week in any one place. Progress on
the road is languid and unhurried. Children
horses carry the Nova Vaasan bloodlines. Their
attachment to these beasts is so strong that
when mother’s milk is unavailable, a Vistani
scamper beside the wagons, gleefully engulfed in babe may suckle a mare.
their own clouds of dust. Gypsies make their camps well away from a
Each tribe is an extended family of ten to village or town, usually near a clear-running
fifty members. A man is the head of his own brook or springfed pool. When the days are
family, next replaced by his eldest son. However, warm, the children run naked, splashing in the
a grandmother with powers of the evil eye water or relishing the lush, cool grass beneath
commands the greatest respect of all. Gypsies their feet. Camps usually are well hidden. To find
cherish their children, perhaps because many die them, clever travelers look for the vista-chiri, tiny
so tragically. The gypsies are blessed with many gray and white birds that are rumored to follow
powers of healing, but they cannot prevent a gypsies from land to land.
stillbirth. Each night, and again early in the morn,
A gypsy home is called a oardo. These small, gypsies gather round a fire. For supper, each
well-crafted caravans have tall wooden walls, an family passes one great pot, into which each
arched wooden roof, and a door at the back. The person dips his own utensil. Vistani drink
vardo is drawn by horses, and the driver sits up copious amounts of tea, and make a coffee that

36
1 GYPSIES
is bitter and thick, like mud. In times of celebra-
tion, adults tip a glass of aniso, a drink that is
flavored with aniseed.
may drop him at a peasant's home for the night.
Only when a giorgio has earned respect, or has
paid dearly for his safety in the camp, will he be
Fire-building is a matter of honor among allowed to join the Vistani's circle after twilight.
men. They have an uncanny ability to encourage Those who have been honored by such an invita-
wood to burn, even when the forest has been tion describe magical moments, when the g y p
drenched with rain. When a tribe wishes to con- sies have gathered round a glowing fire to play
ceal an item of value or danger, a fire-builder their instruments and dance for their own enjoy
may bury it deep beneath the fire site. Gypsy rnent.
children often sleep outside. On bitter nights, As the fire rages, young women dance to the
their father may build a fire in a trench. When fervent sounds of fiddles, guitars, and tarnbou-
the timber is reduced to coals, he covers the rines. Their skirts sweep the earth, rising and
embers with earth. The children sleep on top, falling as they twirl, and if you look closely, you
beneath feather blankets and a tarp, preferably can see the music swirling around them. As the
with an old dog for added warmth and company. embers glow red, and the sky turns from an inky
A boundless world is the gypsy's home, but blue to pitch black, the fiddler plays alone. He
his heart is open only to his own people. Gypsies makes his instrument cry, in a song of lament so
reject their own kin if they are not of full blood, clear, so acute, that it can pierce the listener's
and marriage to a half-breed is forbidden. Vistani heart and make it bleed in sympathy. When it
do not farm friendships with giorgios readily, ends, the leader of the tribe sings alone in th-
and rarely invite them into their midst. When gypsy tongue. The lyrics tell his people that
escorting a traveler, they prefer to leave him in a when the cock heralds the morn, they must
town or village when establishing a camp, or move on.
ortune-tellings can play an importar.. .u.2 “Removal” means that the prediction dota
in Ravenloft adventures, adding atmos- not depend on the player characters’ actions. A
phere and mood, providing clues for PCs, good DM never dictates his players’ choices, and
and even shaping the plot of the adventure a good prediction doesn’t either. Instead, the
itself. Given a gypsy’s reputation for see- prediction involves changes in the environment,
ing the future in this demiplane, players or events that are triggered by the actions of an
characters eventually will ask to have their NPC. These are elements you legitimately can
fortunes told. Of course, a gypsy can al- - -....-..
rnntrnl
ways refuse, and so can you, as DM. But a A prediction with conditions usually includes
gypsy whose palm is well greased is likely the word “if.” I f a character takes a certain
to foretell something, i f only a lie. This action, then this will occur. The players still have
chapter offers guidelines for handling a choice. They can perform the action stated, or
fortune-telling in your own campaigns. do something else. The condition also may be an
event. In other words, if “x” occurs, “y” w i l l
follow. A conditional prediction never assumes
Predicting the future that the result w i l l atways come true.
in an RPG Most good predictions combine two or all of
the techniques above. For example, a seer may

b Gypsy fortune-tellings add a wondrous


and mysterious element to books and
stories, but they can create real headaches in a
say, “He who gazes upon the orb of gold shall
have his shielding burnt away.” This simply may
mean, “You cannot hide in sunlight.” Alternately,
role-playing campaign. The reason is obvious: it may refer to a deadly trap that burns metal.
PCs are unpredictable. As the DM. you cannot The prediction is vague; it could fit either of
always guess what a PC w i l l do in the next round, these results. It does not dictate the PCs’ actions,
let alone in the days or weeks to come. Nor and may just as easily refer to an NPC who gazes
should you attempt to guide or dictate the player upon the orb. (Perhaps it’s a tip that a vampire i s
characters’ actions in order to ensure that the involved in the plot.) The phrase suggests a
future turns out as predicted. The players will condition, too: the shield w i l l only burn away if
feel cheated, and the game won’t be much fun. someone aazes uDon the orb. If the characters
That doesn’t mean it’s impossible to tell avoid the orb, th;y won’t spoil the validity of the
meaningful fortunes in a role.playing scenario. prediction.
With the right approach, you can devise a
fortune-telling that predicts the future, lets
adventurers act as they please, and still “comes Methods of fortune-telling
true.” There are three basic techniques for ypsies in Ravenloft use many methods to
accomplishing this goal: ambiguity, removal,
and conditional predictions.
“Ambiguity” means the fortune.teller’s
prediction is vague. The prediction doesn’t need
G divine the future. “Scrying” is the most
powerful technique. The fortune-teller,
called the “seer,” gazes upon an object, such as a
crystal ball. In time, the object inspires a vision:
to be impossibly cryptic, but it should suggest the gypsy enters a private, inner world in which
several outcomes or meanings. As DM, your job part of the future is revealed.
is to make sure the prediction fits most of the No one else can see the vision. It may be
likely courses of action. Oracles are famous for hazy and open to interpretation, or as clear as
this kind of prediction. Their prophesies appear the crystal itself. For example, a seer who ,
to make no sense at first, but after the fact, they observes flames may interpret them as burning
seem to fit right in with what happened. Of passion or rage, as well as a literal fire. The
course, that kind of convenience has its gypsy begins the scrying by concentrating on a
drawbacks. If a prediction i s loo vague, it does person or place whose future i s in question.
little or nothing to help adventurers until it’s too There is no guarantee, however, that the vision
late. Ambiguous predictions usually best serve will show an obvious link to this person or place,
to enhance the mood of the game and add flavor or even that a vision will occur.
to the adventure. A large crystal ball, sitting on a table in a
gypsy’s tent, is the scrying device most often client’s head (phrenology).
pictured in movies. Many other objects can in- Physiognomy. From a face, some gyp-
duce a gypsy’s powers of divination-a small sies can learn more than mood or emotion. The
crystal that fits in the palm of a hand, the embers arrangement of features may tell them about the
of a fire, a still pool, a mirror, or a vessel of black person’s temperament and character. In rare
ink, for example. cases, it may also help them divine the future.
Other common methods of fortune-telling Dream interpretation. The reader inter-
are described below. Most require the gypsy to prets the dreams of a person to determine future
read or interpret a sign. The “reader” is the events. Many dream-seem choose to put the sub.
gypsy who tells the fortune. The “enquirer” or ject into a trance to stimulate fresh visions.
“client” is the person who wants his or her future Astrology. Gypsies in Ravenloft may see
to be told. Gypsies in Ravenloft usually say that a the future in the stars. Each star, planet, and
divine force guides their readings (and only constellation means something, and the unique
theirs), and determines which sign appears. combinations of the planets as they pass through
Thus, they are not the author of fortune or fate, the star field may suggest the future.
only the interpreter.
Cartomancy. This is the art of telling for- The list above is by no means exhaustive.
tunes with cards. Often, an ordinary playing deck For example, nearly all gwpsies can interpret
is used. Each card has a meaning. The enquirer movement of the skies-the flight of birds or the
may shuffle or cut the cards, and perhaps draw passage of clouds over the moon-and divine a
the cards to be read. The reader interprets the simple message of the future. Each gypsy
cards that are turned. fortune-teller may favor one method over an
Casting bones. The enquirer casts a set of another, in accordance with her ability to use it.
dried bones (usually from a chicken or other (Most gypsy fortune-tellersin Ravenloft are
small animal) upon the floor. The relative posi. female.)
tion of the bones tells the reader about the fu- No fortune-telling in Ravenloft is magical. At
ture. Some gypsies use painted sticks instead of least, no character can detect the use of magic.
bones.
Casting runes. The enquirer casts a set of
small, flat stones on the ground. Each stone is
marked with a rune representing a primal aspect
of man or nature. By observing the runes that
land face up, and studying their position, the Designing a fortune-Telling
reader can predict the enquirer’s future. Some he best fortune-telling
fortune-tellers cast dice instead of stones.
Reading tea leaves. The enquirer drinks a
cup of tea, leaving the dregs to settle at the bot-
tom. The reader examines the arrangement of
T what you hope to ac$o
you wish to add flavor to the game without

the leaves to predict the enquirer’s future. For


example, leaves that picture a bird in flight may passian, conquest, ct may be in order.
indicate good fortune or travel, while mountains Scrying also provides a way to give PCs smaM
may indicate trouble or challenge ahead. clues about a villain. Large
On rare occasions, a seer may gaze into a usually shoulhcome to liD
vessel which still contains tea from which the
enquirer has sipped-or wine, as is more com-
mon. In either case, the beverage becomes a tool
for scrying.
Palmistry. It is said that the lines on a
person’s palm provide a crude map to his or her
future. By examining that map, a gypsy can pre-
dict what is yet to come. Some gypsies obtain
similar results by examining the bumps on a
TC1ldNG THE fUTURE
I
magical items. Early in the story, a gypsy per-
forms a special reading using an ordinary deck Diamonds Silver Earth
of playing cards. The players and the DM act out Hearts Fire Fire
the reading with real cards. The reading does not Clubs Alcohol Water
resemble any real fortune-tellingprocess, nor is Spades Music Air
it meant to. Rather, it serves to add flavor to the
adventure and allows the players to take part in You’ve also decided which cards in each suit
creating their “challenge.” signify one of four possible locations for the I
The example below shows how you might For flavor, you assign a gener
design a similar card-reading for an adventwe of which the gypsy will describe.i-9
your own.
Card Meaning
Sample Card Reading: Three PCs are tracking a Any face People
werewolf with extraordinary powers. They Ace Travel
encounter a gypsy, and ask her to foretell their roams
future in hopes of gaining insight to the beast’s 3 579
8 9 9 Holy sign Monastery . ,I
prowess. 4,5,8,10 Sailor’s sign By the sea
As the DM, you’re ready for this. Well in ad-
vance, you’ve decided to use the reading to You’re ready to direct the reading. Carlotta
determine the exact weaknesses of the werewolf, gypsy, asks a PC to shuffle the cards. (The
as well as the location of his lair. Using an ordi- priate player does so.) She cuts the deck,
nary deck of cards, you have assigned the follow- says, “Just as there are four suits in the c
there are four elements in Nature. The cards
ing weaknesses to each suit, and associated H
reveal the true nature of your problem to me
with an element of Nature to add flavor to the
reading: Then she asks each of the three PCs to draw
card. Each player draws for his character.
The first player draws a 2 of clubs. You ha
only two things to reveal (the lair and vulnerabil-
ity), and three cards to interpret. The PCs have
not told Madame Carlotta of their quest. She
says, “That which you seek is neither man no
beast.” Obviously, you knew that as:DM, but
Carlotta did not, so this is in keeping with the’
reading’s flavor.
The second player draws the 10 of spade
You decide the card will reveal the werewolf‘s
vulnerability. Carlotta says, “This card reveal
your strength. The spade is the symbol of wat
while the 10 signifies a change for the worse.
The water that changes men’s hearts will be your
advantage.” The “ I O had nothing to do with the
vulnerability, so you made up the interpretation
to fit. (Aren’t you clever?)
The third player draws the king of diamonds.
This card must reveal the lair. Madame Carlotta
says, “This card reveals your destination. The
king is the sign of men, and the diamond is the
symbol of earth. You must search amongst men
to find one that is not.” To take advantage of the
diamond suit’s meaning, you might decide to _.
position the lair in the home of a stonemason
quarry master, or grave digger.
TELLING THE
You can use a reading like the one above to scrying also can seem contrived, especially if it
position important treasure. traps, or creatures is too nebulous. And if nothing the player does
in any adventure. Avoid using it to randomly will affect the fortune,he or she may decide the
plan an entire adventure. These devices should telling is unimportant. Scryings work best if you
support a story, not replace it. For example, a prepare in advance and know which clues you’d
fortune-tellingmay dictate where a vampire’s like to reveal.
coffins are hidden, but it cannot create that vam- No matter which method of fortune-telling
pire’s personal history. you choose, select one that fits the mood and
The meanings assigned to the cards above flavor of your adventure. If you have designed a
are completely arbitrary. When designing a simi- domah that is ruled by an Oriental vampire, for
lar reading, you could assign any meaning to a example, a card reading may not be appropriate.
card. For example, the four suits may represent A M e r choice would be to cast sticks.
the four seasons, or the four quarters of the
moon. Try to make the assignments seem plausi-
ble, however. If the reading is meant to reveal the
location of an ioun stone, the suit of diamonds is
a more logical symbol than spades. Likewise,
very b ,=-,___ ..avenloft has the potential to
tsll the future accurately. Not every gypsy
information about a woman might logically be however. Vistani are natural con artists,
linked to a queen. Remember, you don’t have to enloft is full of fake seers who eagerly
use all 52 cards in a reading. Create a smaller lighten the purses of gullible travelers. Some
deck if it suits your purposes. charlekans, especially those who travel alone or
You also can change the meaning of the in smell numbers, are not even gypsies.
cards from reading to reading. Depending on There is no way to tell in advance whether a
how they are cut or played, cards have different fortune-teller-especially a scryer-can truly
meanings in “real” readings. There’s no reason divim the future. As a general rule, any gypsy
the same wouldn’t be true in Ravenloft. In one tribe with over 20 gypsies has a true seer among
reading, the suits may answer questions relating them, usually an elderly woman. In smaller
to the elements; in another, they may answer tribes, the chance of encountering a true seer is
questions about direction, representing the four 50%. If a seer has predicted the future correctly
points of a compass. A gypsy may even declare on other occasions, it is safe to say that she is a
that an initial draw of the cards (orthrow of the true seer.
stones, etc.) determines which kind of message But even true seers may speak falsely, Any
will be revealed. gypsy may choose to lie, depending on her
Fortune-tellings like the one in the example remion to the enquirer. The seer may have a
above have a key advantage: they involve play- grudge against the person, or may feel that she
ers. The players draw a card, and the result helps can wt more gold by not telling the truth. False,
determine what they learn or what they must swrs tend to predict such things as, “You will
face. Unfortunately, a fortune-telling like this have an opportunity for riches, if you do not
also takes time to prepare. If the PCs don’t visit a squander it” or “You will meet the woman of
gypsy, you must choose “contingency”outcomes your dreams, but you may not recognize her.”
yourself and incorporate them in the adventure. The client must pay more if he wants additional
You also face another challenge: flavor. Actual details. Absolute charlatans rarely predict
fortune-tellingshave a mystical aura because anything horrid, because it’s bad for business.
they divine the future, thereby cheating Father False seers should keep your players on
Time. The telling above does the reverse: it guard, but not overwhelm them. If the gypsies in
determines the future. Your job is to perform the your campaign lie or make mistakes too often,
reading in such a way that players believe they you’tl destroy the players’ confidence in the
are glimpsing a future that is set in stone. predictions, as well as their interest. If that
Scrying, on the other hand, is much easier to happens, PCs will cease to seek out seers, and
role-play. It lends itself to vague interpretations you’ll lose a valuable tool for Ravenloft
and fleeting glimpses of events that occur inde- adventures.
pendently of the PCs’ actions. Unfortunately, a
venloft is insulated from outside forces,
particularly the forces of good. Some Altered Priest Spells
spells have new effects as a result, espe- Detect EvillDetect Good (1st)
cially those involving divination, summon- Remove Fear (1st)
ing, and necromancy. This chapter Know Alignment (2nd)
describes changes to familiar spells in ‘Animate Dead (3rd)
Ravenloft. At the end of the chapter, you’ll (Cure Disease)/’Cause Disease (3r
find several new spells, too. *Feign Death (3rd)
Negative Plane Protection (3rd)
b Altered Magic Remove CursePBestow Curse (3r
*Speak With Dead (3rd)
riests and wizards do not know the Abjure (4th)
altered effects of a spell until they Call Woodland Beings (
cast it. Once it is cast, they instantly Reflecting Pool (4th).
know all changes to that spell unless the Commune (5th)
description below states otherwise (ESP is Dispel Evil (5th)
an example). Any magical item that casts Magic Font (5th)
or imitates an altered spell is subject to Plane Shift (5th)
& the same changes. In such cases, the
caster is not informed of the changes.
Quest (5th)
*Raise Dead’Slay Liuing (5th)
True Seeing (5th)
Conjure Fire ElementallDismissFire Elemen
Priest Spells (6th)
pells from the sphere of summoning may be Find The Path (6th)

S unusually limited. Ravenloft is severed from


normal realms, and a given domain may not
offer a full complement of animals and
Word of Recall (6th)
Astral Spell (7th)
Conjure Earth ElementallDismissEarth
monsters. Priests cannot summon an animal that Elemental (7th)
doesn’t live in the domain they’re visiting. Check *Gate (7th)
the chapter explaining mapped areas. If the Holy Wordl*Unholy
domain’s description does not state otherwise, ‘Reincarnation (7th)
you can assume that all normal animals are ‘Resurrection/* Destruction (
available. RestoratiorPEnergy Drain (
If the summoned animal is a type the lord of SuccorlSuccor (7th)
the domain can control, the lords power takes
precedence over the priest’s magic. The animal Detect Evil, 1st Level: Same as wizards spell;
still appears when summoned. But it may not be see page 46.
friendly, depending on its kords instructions.
The priest spells listed below work differently Know Alignment, 2nd level: Ravenloft insulates
in Ravenloft. Spells immediately preceded by an evil. As in the standard version of this spell, the
asterisk require a powers check. (See Chapter 111, target gets a saving throw. Even if it fails, the
“The Reshaping of Characters.”) A description of spell can detect only chaotic, neutral, or lawful
the changes follows the table, supplementing the alignment. The spell does not reveal evil or good
rules in the Player’s Handbook. For more alignment.
convenient referencing, the reverse of a spell is
listed in italics beside its major counterpart. If Animate Dead, 3rd level: This spell works
the counterpart works normally in Ravenloft, it almost too well in Ra
appears in parentheses. can animate a number of skeletons or zombie
approximately equal to his level in hit dice.
When priests cast this spell in Ravenloft, they
animate twice the usual amount. (Use the regular
formulas, but double the result.) The caster ca
SPELLS IN RAUENLOFT
add as many hit dice to the monsters as he Call Woodland Beings, 4th level: The fairy folk
wants, as long as the total is no more than twice listed in the flagerk Handbook do not inhabit
his own level. Keep in mind that the undeads hit any of the known domains in Ravenloft. Further-
dice affect their ability to be turned. Undead more, the lord of the domain in which the spell is
whose hit dice exceed the caster’s level can save cast controls the spell’s results. The lord can
vs. spells to break free from the priest’s control. send any creature in his land to answer the sum-
mons. Of course, it will obey his instruction and
Cure Disease, 3rd level: The reverse of this not the caster’s.
spell, Cause Disease, requires the caster to make
a Ravenloft powers check. Reflecting Pool, 4th level: Instead of offering a
window to another plane or grounded setting,
Feign Death, 3rd level: This spell requires the the spell creates an image of swirling mists. The
caster to make a Ravenloft powers check. priest actually sees a specific location in the
Mists of Ravenloft. There is a 10% chance that
Negative Plane Protection, 3rd level: The demi- something horrid will appear briefly within the
plane of Ravenloft insulates undead from the image while the priest is looking.
influence of other planes. The attacking undead
monster can save vs. death magic or take only Commune, 5th level: This spell works normally
ld6 points of damage. for all priests who are devoted to gods of evil
alignment. It does nothing for other priests. Dei-
Remove Curse, 3rd level: This spell works ties of good or neutral alignment cannot be con-
poorly in Ravenloft. Here, its duration is limited tacted with this spell.
rather than permanent. The target of this magic
can save vs. spells to temporarily rid himself of a Dispel Evil, 5th level: Normally, this spell can
curse. The duration of relief is one turn Der level return creatures summoned by evil to their home
of the spell caster. Curses are very powirful in plane. The dark and deadly creatures of
Ravenloft (see the chapter on curses). The Ravenloft cannot be dispatched so easily. The
stronger the curse, the less likely it is that a spell does remove evil enchantments, however.
mere spell can suspend it. Use the table below to
find the saving throw modifier for the power of Magic Font, 5th level: This spell has the same
the curse. results as Reflecting Pool above. It reveals a ran-
The reverse of this spell, Bestow Curse, dom location in the Ravenloft Mists, with a 10%
works as described, but it requires a Ravenloft chance that a monster will wander into view.
powers check with the following modifiers.
Plane Shift, 5th level: This spell transports the
Curse Modifier character to a different domain within Ravenloft.
Embarrassing 0 It cannot help anyone or anything escape the
Frustrating -1 demiplane’s clutches.
Troublesome -2
Dangerous -3 Quest, 5th level: Normally a target who doesn’t
Lethal -5 follow the quest suffers a - 1 penalty to all sav-
ing throws. The penalties are cumulative over
Speak With Dead, 3rd level: This spell functions time. In Ravenloft, the caster can assign another
normally, but requires a Ravenloft powers check. punishment for not following the quest. The pun-
ishment cannot be too severe or life-threatening,
Abjure, 4th level: Normally, this spell sends but it must slowly worsen each day the quest is
creatures from the outer planes back to their ignored. Likewise, following the quest should
own dimension. Its chance of success is 50%, gradually cancel the punishment. For example, a
plus 5% for each difference in level between the character might shrink 10% in height every day
caster and the target. If this spell succeeds in he violates the quest (based on current measure-
Ravenloft, the creature is sent to another random ments). Each day the character returns to the
location in the demiplane. quest, he regains one day of shrinkage.
Raise Dead, 5th level: If the target of this spell successful roll means it can act freely. This does
fails his resurrection survival check, he becomes not mean the elemental automatically will attack
an undead creature-the type equal in hit dice to the priest who summoned it, but that’s a distinct
the target’s former level. (Table 61, “Turning possibility.
Undead,” lists monsters by hit dice; see page 103
in the Player’s Handbook.) Vampires are the most Find the Path, 6th level: This spell only func-
powerful creatures raise dead can create in this tions within a domain; it cannot find locations
fashion. Vampires retain any ability they had as outside it. If the domain is bordered by Mist, the
living characters. Their appearance may not caster can focus on the Mist to reach the border.
change visibly; many vampires appear human. The spell still provides an escape from maze
Casting this spell (or its reverse, slay living) re- spells and helps the caster bypass traps. As
quires a Ravenloft powers check. stated in the Player’s Handbook, it does not pre-
dict or allow for the actions of hostile creatures.
True Seeing, 5th level: When priests discern Some exits from the Ravenloft demiplane are
alignment with this spell, they learn only law or physical locations, such as portals. If such an exit
chaos, not good or evil. (See know alignment is within the domain, this spell can guide the
above.) Otherwise the spell functions as de- caster to it-provided the caster knows the na-
scribed in the Player’s Handbook, with the follow ture of the exit and the exit is present when the
ing clarifications: spell is cast. In this case, the spell lasts only 1
The spellcaster sees through illusions and round per level of the caster. Some portals ap-
apparitions. “Apparitions” does not mean ghosts pear only under specific conditions. If they are
or other intangible beings-they’re real, just not not present when the spell is cast, fid the path
physical. Undead creatures of this ilk do not a p has no effect.
pear differently under this spell. If they look like
normal people, this spell usually does not Word of Recall, 6th level: This spell works nor-
change the caster’s perception. mally with one exception: it cannot transport the
Polymorphed, changed, or enchanted character between planes.
things become apparent. A lycanthrope in ani-
mal form is not considered polymorphed. Nor is Astral Spell, 7th level: This spell just plain
a vampire or a similar creature with natural doesn’t work.
shape-changing abilities. As a general rule, if
changing shape is part of the creature’s nature, Conjure Earth Elemental, 7th level: Same as
this spell does not reveal the change. ‘‘Poly. Conjure Fire Hemental. See above.
morphed” must involve spellcasting, or the use
of a spell-like ability. Gate, 7th level: The gate leads in, but not out;
An “enchanted’ creature is under some the summoned creature cannot leave Ravenloft
sort of controlling spell such as charm or geas. automatically. Instead, the creature must find an
These spell effects are revealed by true seeing. exit just like any other being. This entrapment
Vampires and lycanthropes control animal often infuriates the monster, provoking an attack
troops through enchantment, but they do not on the caster and any companions. The caster
control subservient creatures of their own kind ages five years and must make a Ravenloft
this way. Master vampires and lycanthropes often powers check.
dominate underlings with personality alone; oth-
erwise it’s a natural ability. Holy Word, 7th level: Casters can only use this
spell on their home plane. Hence, PCs cannot
Conjure Fire Elemental, 6th level: A conjured use it in Ravenloft, nor can they be driven from
elemental cannot leave Ravenloft by means of the demiplane by its reverse. Any native of
this spell, its reverse dispel magic, or any similar Ravenloft can cast this spell. If a caster attempts
spell. It must find an escape from the demiplane to force creatures from the demiplane, however,
just as the PCs do. The summoned creature is the creatures are randomly transported to an-
more difficult to control in Ravenloft. Upon arriv- other location in Ravenloft. The creatures cannot
ing, it can save vs. spells with a -2 penalty; a come within sight of the caster for a full day.
SPELLS IN RAUENLOFT
I
Characters who cast an unholy word must make changes to each spell follows the table,
a Ravenloft powers check. supporting the text in the Flayerk Handbook.

Reincarnation, 7th level: In Ravenloft this spell


may “reincarnate” a person as an undead crea- Altered Wizard Spells
ture. The chance of this occurring is 1% per ‘Chill Touch (1st)
level of the caster. The person becomes a mon- Detect Undead (1st)
ster type whose hit dice equal the character’s Find Familiar (1st)
former experience level. (See the “Turning Un- Detect Evil (2nd)
d e a d chart in Chapter 111; it lists monsters by hit ESP (2nd)
dice.) Like raise dead above, this spell cannot *Spectral Hand (2nd)
create undead more powerful than vampires. *Feign Death (3rd)
Vampires retain any abilities they had in life, and Clairaudience (3rd)
they may still look like normal people. Casting Clairvoyance (3rd)
this spell requires a Ravenloft powers check. Hold Undead (3rd)
Monster Summoning I (3nd)
Restoration, 7th level: The reverse of this spell, Vampiric Touch (3rd)
energy drain,requires a Ravenloft powers check. *Contagion (4th)
*Enervation (4th)
Resurrection, 7th level: See raise dead above; Magic Mirror (4th)
the effects are the same. The spell and its re- Monster Summoning II (4th)
verse, destruction, require a powers check. Remove CursePBetow Curse (41
‘Animate Dead (5th)
Succor, 7th level: This spell cannot transport Conjure Elemental (5th)
anyone or anything out of Ravenloft. Otherwise, Contact Other Plane (5th)
It works as described in the Player’s Handbook. Dismissal (5th)
*Magic Jar (5th)
W a r d Spells Monster Summoning 111 (9th)
‘Summon Shadow (5th)
wizard who casts certain conjuration or Teleport (5th)

A summoning spells may find the results


limited by circumstance. Animals and
enchanted creatures only can be summoned if
Conjure Animals (6th)
*Death Spell (6th)
Ensnarement (6th)
they exist in the domain occupied by the wizard. Geas (6th)
If the description for a given domain does not Monster Summoning IV (6th)
Indicate which animals live there, you can *Reincarnation (6th)
assume the local fauna includes everything that True Seeing (6th)
would have a similar habitat in other realms. Banishment (7th)
Ravenloft is a i t off from the other planes. ‘Control Undead (7th)
That creates a problem for wizards who summon ‘Finger of Death (7th)
creatures from those planes. In general, a Limited Wish (7th)
creature still responds, but it is often unfriendly Monster Summoning V (7th)
’ and is rarely what the wizard summoned. Shadow Walk (7th)
Certain spells. particularly some of the Teleport Without Error (7th)
necromantic ones, are more effective in Monster Summoning VI (8th)
Ravenloft. Be warned though, that casting such Astral Spell (9th)
spells with abandon can affect the caster. (See *Energy Drain (9th)
“Characters Who Choose Evil” in Chapter 111.) *Gate (9th)
The table below lists common wizard spells Monster Summoning VI1 (9th)
with altered effects in Ravenloft. Spells SuccorlSuccor(9th)
immediately preceded by an asterisk require a Wish (9th)
Ravenloft powers check. A description of
Chill Touch, 1st level: This spell is more deadly noises in a “familiar” or “obvious” place. A fa-
when cast in Ravenloft. If the victim fails his sav- miliar place is one the wizard has visited person-
ing throw, the touch causes 2d4 points of dam- ally. Verbal descriptions and viewing through
age, and drains 1 point of both Strength and spells or pictures do not make a place com-
Constitution. If the target saves vs. spells suc- pletely familiar. If a wizard has this kind of par-
cessfully, the touch still inflicts ld4 damage tial information, the spell has a 50% chance of
points and drains 1 point of Strength. Casting working. Roll once per location, failure being
this spell requires a Ravenloft powers check. permanent until the wizard gathers significantly
more information.
Detect Undead, 1st level: In Ravenloft, each An “obvious” place is one directly connected
undead creature can make a saving throw vs. to the scene before the caster. If the wizard sees
this spell. If four similar creatures or more are a door, he can cast the spell on the other side of
grouped together, f i e y make a single roll with a the door. He cannot cast it around the corner and
-2 penalty for each creature present. A natural through the door, however.
“ 2 0 always indicates a successful save. As Clairaudience normally creates an invisible
stated in the Player’s Handbook, the spell cannot sensor that can be magically dispelled. In
penetrate stone walls over a foot thick-i.e., Ravenloft, the sensor is a ghostly ear of normal
most castle walls. size. It is uisible. If detected, the ear can be dis-
pelled or the parties involved can adjust their
Find Familiar, 1st level: Only wizards of evil speech to compensate.
alignment can find a familiar in Ravenloft. Law- This spell is limited to a single Mist-bound
ful evil wizards have a 10% chance per level of region, which may include more than one do-
the caster of summoning an imp. Wizards of main. The mists act as a planar boundary. The
chaotic evil alignment have a 10% chance of spell does not work in the mists themselves: they
summoning a quasit. distort location and distance.
The caster is not immediately aware of the
Detect Evil, 2nd level: No one can detect evil changes to this spell.
magically in Ravenloft. As usual, the target of
this spell gets a saving throw. Failure means the Clairvoyance, 3rd level: This spell is restricted
spell detects chaotic, neutral, or lawful like clairaudience. The formerly invisible sensor
alignment-never good or evil. becomes a visible, ghostly eye of normal size-
without the caster’s knowledge. The spell is lim-
ESP, 2nd level: In Ravenloft, undead with a ited to a single Mist-boundarea, and does not
“low” Intelligence or better can choose to project work in the Mists. A gaze attack on the sensor
their thoughts. Unlike undead in other realms, can affect the caster. For example, a vampire
ESP can reveal such thoughts. Projected might charm a wizard who has cast a clairuoy.
thoughts are usually safe, friendly, and reassur- ance spell.
ing, because that serves the creature best. A
creature who is unaware or caught by surprise Hold Undead, 3rd level: Undead monsters
cannot project its thoughts. Wizards are not strongly resist this type of magic in Ravenloft.
aware of this spell’s altered effects when they All undead-even the mindless ones-can avoid
cast it. its effects with a successful save vs. spells. Un.
dead that are self-willed add a +2 bonus to their
Spectral Hand, 2nd level: This necromantic saving throw. The lord of any domain is com-
spell lasts twice as long in Ravenloft. The caster pletely immune to this spell.
must make a Ravenloft powers check.
Monster Summoning I, 3rd level: Only mon-
Feign Death, 3rd level: The caster must make a sters native to the region can be summoned.
Ravenloft powers check. The spell is unchanged. Refer to the encounter tables for the locale to
determine what shows up. Monsters resist con-
Clairaudience, 3rd level: According to the Play- trol in Ravenloft, and they can make a save vs.
er’s Handbook, this spell allows the caster to hear spells with a -2 penalty to avoid the effects of
SPELLS IN RAUENLOfT
this spell. If the summoned monsters are rnin- permanently. Only a restoration spell can bring
ions of the local lord, the creatures still appear, back those lost points. Casting this spell requires
but the lord retains control of them all. a Ravenloft powers check.

Varnpiric Touch, 3rd level: Ravenloft enhances Magic Mirror, 4th level: Although it doesn't
the effects of this spell. For every dle of damage work in the mists themselves, the magic mirror
inflicted, the victim loses 1 hit point can view a location within a single, Mist-bound
permanently-unless a priest successfully per- region. The mirror still acts as a scrying device,
forms a restoration. For example, a 7th-level wiz- but a ghostly mirror with the caster's face ap-
ard touches a warrior with this spell. The warrior pears at the location seen by the caster. A gaze
suffers 3d6 points of damage, and loses 3 of attack (see the DMG) can be made into this
these points permanently. Only a restoration spell ghostly image, affecting the caster. The caster is
can return these 3 hit points. The caster must not immediately aware of the changes to this
make a Ravenloft powers check. spell.

Contagion, 4th level: The caster must make a Monster Summoning 144th level: See monster
Ravenloft powers check. The spell is unchanged. summoning I above. The same applies here.

Enervation, 4th level: This spell is quite deadly Remove Curse, 4th level: See the 3rd level
in Ravenloft. Each level drained from the victim priest's spell by the same name.
also drains 1 hit point permanently. For exam-
ple, if a succession of these spells causes a char- Animate Dead, 5th level: See the 3rd level
acter to lose 3 levels, he also loses 3 hit points priest's spell above.
SPELLS IN RAUENLOF
Coajwe Elemeqtal, 5th level: The dark the caster’s life force. If it ismot relatively whole,
of Ravenloft restrict access to the elemental the wizard dies. “Relatively whole” usually
planes. The etemental canarrive, but it cannot means the head and t v are intact. The caster,
leave unless it finds a normal exit. In addition, when undead, retains the powers he had in life,
there is a 20% chance that the spell will bring a excluding p h w l abilities. He a s s w e s t
Ravenloft elemental to the caster. All summoned physical abiliHes of-his host’s body. He
creatures are more difficult to control in this retain powers antithetical to an unde& state-
demiplane. On the first round of summoning, the healing touch, plant growth, or pmtecgwn from
creature cansave,vs. spells with a -2 penalty; euU, for example. (The DM’s best judgement ap-
success means the creature avoids control. Oth- plies here.)
erwise the spell works as described ir, the Play In addition, the caster receives thewual
erk Handbook. powers of an undead creature. He is imavune to
sleep, charm and other mind control spdk and
Contact Other Plane, 5th level: This spell opens he never needs sleep. food, drink. or eveneir, He
a conduit to the lord of the domain. The caster is immune to cold-based damage. Depending on
does not know this, only thathe has contacted a the hit dice of thehest body, hemby receire
powerful, maleuolent force. Contact lasts 1 other powers as well;consult the tablebelow.
round for every 2 levels of the caster. The lord is
not forced to answw truthfully, nor is he forced Hit Dice Special Power
to answer at all. Role-play any conversation. No 4 or less No addgtional power
attacks can be made through the contact, but the 560 7 en erg^ drain touch
lord discovers the caster’s approximate location 8to11 Regenerate 1 hit point each
(within 2 miles). Unless he would clearly do so, round
there is a 50% chance the lord will dispatch his 11 + Fear aura 40‘
minions to seek out the wizard.
The base chance of insanitv is 30%. Subtract
SPELLS IN RE MOFT
perhaps eventually escape. When the magic jar Geas, 6th level: Like the quest spell, the gem
is destroyed, the life force within it is destroyed, normally involves a small cumulative punish-
too. ment for each day the target does not pursue it.
The target gets sick, and eventually dies. In
Monster Summoning 111,5th level: Same as Ravenloft, the caster can determine the exact
monster summoning I; see above. punishment. See “quest” above for an example.
Summon Shadow, 5th level: Each shadow can Monster Summoning IV, 6th level: Same as
make a saving throw vs. spells upon arriving, monster summoning I, see above.
with a -2 penalty. If the roll succeeds, the
shadow is not under the control of the caster. Reincarnation, 6th level: Same as the 7th level
The caster must make a Ravenloft powers check. priest’s spell; see above. Requires a Ravenloft
powers check.
Teleport, 5th level: This spell cannot transport
characters across the boundary of a domain, or True Seeing, 6th level: Same as the 5th level
out of the Ravenloft demiplane. priest’s spell: see above.

Conjure Animals, 6th level: Only animals native Banishment, 7th level: The dark powers of
to the domain or region can be created. Other- Ravenloft do not permit easy egress from the
wise the spells works normally. demiplane. Creatures targeted by this spell make
their saving throw with a + 4 bonus. Even if they
Death Spell. 6th level: Casting this spell re- fail the save, they are only teleported to a ran-
quires a Ravenloft powers check. After 3 days, if dom location elsewhere in Ravenloft.
the corpses are relatively whole (head and torso
mostly complete), there is a 10% chance they Control Undead, 7th level: In Ravenloft, all un-
will become zombies. Each zombie will have half dead can make a saving throw to resist control-
the hit dice of its former, mortal life. At the D M s even those with 3 hit dice or less. Those with
discretion, unusually powerful personalities may more than 3 hit dice add a +2 bonus to their
become other types of undead. roll. The lord of any domain is immune to this
spell. Casting this spell requires a Ravenloft
Ensnarement, 6th level: This spell normally powers check.
brings a creature from the outer planes to the
caster, and ensnares it. According to the spell, Finger of Death, 7th level: A small change oc-
the creature can leave after performing one serv- curs when this spell is cast in Ravenloft. After 3
ice. Since Ravenloft does not allow visitors to days, the body automatically animates as a ju-ju
escape so easily, the creature cannot leave the zombie. If the caster is present when this hap-
demiplane unless it finds a physical exit (portal). pens, each zombie makes a saving throw vs.
In Ravenloft,this spell can sometimes bring spells. Failure means the creature falls under the
a creature from within the demiplane itself. In- caster’s control. Success means that it despises
stead of creating a gatelike opening in an outer the caster and seeks to deBtroy him. If the caster
plane, it may create the gate near the lord of the is not present when a ju-juzombie animates, the
domain the spellcaster occupies. The lord can creature automatically escapes control, seeking
choose to send one of his minions in response to the caster out and attempting to kill him. Cast-
the spell. The percentage chance of this twist ing this spell requires a Ravenloft powers check.
equals the level the caster.
It. is more difficult to control a summoned Llmited Wish, 7th level: See wish below.
creatwe in Ravenloft. The creature’s base chance
of escaping a warding circle doubles: a hand- Monster Summoning V, ?th level: Same as
drawn circle has a 40% base chance of failure, monster summoning I; see above.
and inlaid or carved circles have a 20% base
chance of failure. The creature never has less Shadow Walk, 7th level: No one can escape
than a 5% chance of escaping. Ravenloft by casting a simple spell like this.
Since the plane of Shadow appears to be
- ever, when evil characters wishfor something
strongly linked to the demiplane Ravenloft, this defk.andtwisted; there is a 50% chance the wish
spell still enables the caster to walk from place will occur as asked; in this case, the wish is al-
to place as described.in the Plagerk Handbook. ready perverted.
But the caster seems tethered to Ravenloft demi. :. .
pkane, and finds himself unable to fully enter the
plane of Shadow. He is held in the icy clutches of New Spells
Ravenloft's dark powers, and they never let him Feign Undead (necromanc
stray more than arm's length from Ravenloft
itself. Level: 4th Priest, 5th Wizard
Sphere: Mecromancy
Teleport Wlthoclt Error, 7th level: This spell Range: 0
works normally, except that it cannot transport Components: V,M,S
the character out of Ravenloft or out of a do- m + 1 roundllevek "i

main whose borders have been mB@cally sealed.


Keep in mind that some areas of Ravenloft Area of Effect: Person touched
change, so that the teleporter might not be as Saving Throw: None
familiar with the place as he believes. ' , . , t

This spell can make the


Monster Summoning VI, 8th leael: Same as character masqueraded
monster summoning I: see above. looks like a zombie, cea reathe, and feels
no pain or emotion..He becomes.immune,to
Astral Spell, 9th level: In~Raventoftthis spell paralysis, poison, 0y.d
does nothing. of^ poison, the harectpr
throw when the spell
Energy DraCn, 9th level: The caster must make a pain doemot protect h e . c h a p t e r from harm;
Ravenloft powers check. Otherwise the spell is he still takes damage normal!y.
unchanged. The tarst's body looks just like an animated
corpse-the skin co@r,changG. and f l p h
Gate, 9th lev& This spell works normally, with shrinks to show hi
one restriction: the summoned creaturdis not
allowed to return automatically. It must find a
normal exit from the demiplane, just like any
other being. This frequently is enough to pro-
voke *he creatwe to attack fhe casterand his
friends. Beings of su& power as are summoned
by a gate spell do not appreciate being stuck in
the Ravenleft demiplane. The caster must make
a Ravenloft.potuers check.

Monster Summoning VII, 9th &el: Same as


monstersumrnoning I: see above-

Succor, 9th level: This spelt cannot transport


anyone or anything out of Ravenloft or out of a
domain whose b r d e r s have be& magically
sealed; otherwise it works as described.

Wish, 9th level: The dark powers of Rawnloft


grant the wish, but they always try to pervert the
caster's intent. As a result, this spelltar&lFper-
forms as desired when cast in Ravenloft. HQW-
Casting this spell requires a Ravenloft encourage such clauses. They needn’t provide an
powers check. The material component for this easy escape, as illustrated by this sample curse:
spell is a bit of bone and dirt from a grave. “You have walked upon the downtrodden, now
shall each step you take be felt as a painful, dam-
Divine Curse (abjuration) aging blow to your flesh. Should you walk bare-
Level: 6th priest foot to the summit of Mount Arabek between
Sphere: All sunrise and sunset, then shall you be free of this
Range: Special curse”. At first the escape clause seems deadly, if
Components: V not impossible to fulfill. But a creative DM or
Duration: Special player should be able to circumvent the obvious.
Casting Time: 1 round For instance, the cursed character might pay
Area of Effect: Special someone to retrieve a slab of stone from the
Saving Throw: none mountain’s summit. Then he has only to walk a
few feet to it. The DM decides which avenues
This spell creates a terrible and lasting curse, constitute an escape.
and can only be cast on someone who has per- The material components for this spell are a
formed a great wickedness-at least in the eyes tiny silver gong and the priest’s holy symbol.
of the caster. The victim of the curse can be of
any alignment, although an evil alignment is Ancient Curse (abjuration)
most likely. The awful deed may have been unin- Level: 7th priest
tentional, but it must have yielded horrible re- Sphere: All
sults for the caster or those who are close to him Range: Special
The priest is given the solemn responsibility Components: V
of choosing the punishment. Wording is very Duration: Special
important, and the player of the priest must re- Casting Time: 1 round
cord the exact phrasing for future reference. The Area of Effect: Special
curse is also subject to the deity’s veto (DMs Saving Throw: none
discretion). If the punishment is inappropriate,
too harsh, or otherwise lacking (see the chapter This spell works like the 6th level divine curse
on curses), the spell fails. In this case, the DM spell. However, the curse can affect the descen-
may guide the player to a curse that is accept- dants of the targeted character, too. Here’s an
able. (DMs option.) Or, the DM may choose example of an ancient curse: “You and your seed
make the player “sweat it out” to see if his curse shall wither at the touch of gold or silver unto
is accepted. the seventh generation.” If the cause is great, the
The priest becomes a vessel for the divine curse may worded to last indefinitely, throughout
wrath he invokes. The caster must be in the pres. the victim’s family tree.
ence of the evildoer and must announce the If he provides an escape clause, the caster is
curse clearly to him such that he can hear it. often granted more powerful curses. (The DM
Thereafter, the curse is in effect. Diuine curse is a should encourage players to incorporate these
longterm spell and its effects are seldom imme- clauses into any curse.) In the example above,
diate. Instead, a curse may develop over months the curse might continue, “Should ye give back
or years. ten fold what was taken, then your children shall I
Although a divine curse has longlasting ef-
fects, it is not always permanent. The victim has
two means of removing the curse. An atonement
spell can lift the curse, provided the spell supple-
ments a great, heroic deed. Such an action must
be an appropriate counter to the original evil
deed. Secondly, the curse itself may include an
escape clause. Somewhere in the wording of the

I
curse, there’s a clue to lifting it. The DM should

Y.
ike spells, magical items may work differ- Some evil items, particularly those base
ently in Ravenloft-especially those in- on necromancy, may actuallywork better i n ;
volving divination, summoning, or Ravenloft.
a magical item exactly
the item will undergo the
he spell does; see the Common Items with Uncommon
“Spells” chapter for details.
This chapter covers standard magical
Effects
items in detail. It would be impossible to he items listed below work differently ‘
ss every known magical item, in Ravenloft. An asterisk means the item’
known campaign world. The collec- may require a Ravenloft powers check.
tion is far too vast, and it continues to description of each magical item follows,
grow. You may invent new items for your supplementing the original text in other ADE
own campaign, incorporate items from game books.
other adventures, or even import items
from other worlds. To handle magical Potion of Undead Control *
items that are not discussed here, use the
standard items as examples, and apply the
guidelines below.

General Guidelines Staff of the Ma


lanar travel is rarely allowed in Ravenloft. If

P an item has any power related to planar


travel, the power doesn’t work. In many
cases, the item sends the traveler to another
location in Ravenloft; in others, the traveler goes
nowhere.
Some domains do allow a particular device
or spell to bridge the planes, however. Finding
such an item is one of the most common ways to
leave Ravenloft. At the DMs option, any single
to planar travel could work
ough it might work in only one Gem of Seeing
domain. Adventure subplots (or plots) often Helm of Telepathy
involve discovering and obtaining the item Horn of Valhalla
necessary to escape this evil realm. Libram of Ineffable Damnation
Magical items cannot summon normal Medallion of ESP
animals (wolves, cats, etc.) who do not dwell in Medallion of Thought Projection
the domain at hand. Animals or creatures Mirror of Life Trapping *
summoned from other planes cannot go home Phylactery of Monstrous Attention
the same way, and they won’t be happy about it. Sphere of Annihilation *
Divination is weaker here. No one can Stone Commanding,Earth Element
identify evil or goodness with a magical item; Talisman of Ultimate Evil *
only law or chaos. Well of Many Worlds
Items that are wholly evil or that spawn Plate Mail of Etherealness
evil acts may require a Ravenloft powers check. Sword +2, Nine Lives Stealer *
This does not include cursed items or items that Sword of Life Stealing *
simply cause harm. To trigger the powers check,
the owner must consciously choose to keep and
use the item for evil purposes. Potion of Undead Control: All undead are
entitled to a saving throw to avoid the effects.
Undead that are not mindless get a +2 bonus to Amulet of the Planes: This device simply does
their saving throw. A lord of a domain automati- not work in Ravenloft.
cally avoids being controlled. Keep in mind that
intelligent undead may feign obedience to posi- Amulet vs. Undead: In Rawenloft, undead are
tion themselves for attack. Controlling undead more difficult to control. The amulet works one
for personal gain puts the controller at risk. The level below its usual capacity while in this demi-
user of this potion must make a Ravenloft plane. (Turning undead also works differently in
powers check. Ravenloft; see “Priests” under “Characters in
Ravenloft.”)
Oil of Etherealness: This oil makes the wearer
insubstantial. In no case can he walk the ethereal Bag of Beans: Each bean has a 20% chance of
plane and escape from Ravenloft. “sprouting” a Ravenloft encounter.

Scroll of Protection - Undead Undead are Book of Vile Darkness: The reading of this book
more difficult to control in Ravenloft. The scroll‘s requires a Ravenloft powers check. When the
effects last only 5d8 rounds and restrain only 20 week-long reading is complete, the evil priest
hit dice of undead. gains just enough XPs to rise two levels-not the
paltry half-level increase granted in other realms.
Ring of Djinni Summoning: The djinni appears, The priest still gains 1 point of Wisdom. Charac-
and serves the wearer once. After that service, ters of good alignment sudfer a curse if their save
the djinni tries to return to its own plane-and vs. spell (see the DMG) sueceeds. In Ravenloft,
cannot. This is a violation of the pact of the ring; curses can be deadly.
the djinni is freed. If its former master was kind
and reasonable, the djinni leaves to find its own Bowl of Commanding Watler Elementals: The
exit from the derniplane. If its former master was elemental cannot return to its native plane un-
cruel and harsh, the djinni attacks him. less it finds a normal escape route from
Ravenloft. If the elemental is freed somehow
Ring of Vampiric Regeneration: Undead do not from control, it attacks the character who sum-
provide healing hit points to the wearer. Instead, moned it.
they send negative plane energy through the
channel created by the ring. inflicting as much Brazier of Commanding Fire Elementals: See
damage as they would otherwise have healed. Bowl of Commanding Water flernenlals.
The undead monsters still take normal damage.
Each use of this ring requires a Ravenloft Censer of Commanding Air Elementals: See
powers check, to a maximum of one check per Bowl of Commanding Water Nernentals.
week. (The ring can be used more often, how-
ever.) Crystal Balls: Ravenloft’s lords are so much a
part of the demiplane that the crystal ball cannot
Rod of Rulership: Anyone controlling undead or distinguish them from the fabric of the land it-
extremely evil creatures for personal gain is at self. Other changes to the crystal ball are cov-
risk. In this case, the user of the rod must make ered under the clairvoyance spell description and
Ravenloft powers check. the entries for other imitative spells. ’, ‘e!*,: :
_ .. . .,:,
‘2

Staff of the Magi: The staff is incapable of pla. Cubic Gate: This device does not function in‘
nar travel while in Ravenloft. Attempts to use it Ravenloft.
for planar travel do not expend any charges.
Flask of Curses: In Ravenloft, this flask can con-
Amulet of Life Protection: As long as the amu. fer more horrid curses on the person who opens
let is in Ravenloft, a captured psyche cannot it. Consult the following table to determine the
leave the demiplane. If the amulet is removed strength of the curse. Chapter VI will help you
from Ravenloft, the psyche can then depart. flesh out the details.
MAGICAL ITEMS IN RAUENLOFT
dlC Strength of the Curse gerous curse. (See “Curses” in Chapter VI.) 0
1-3 Embarrassing erwise, nonevil characters suffer the usual
4-5 Frustrating
6-7 Troublesome
8-9 Dangerous
10 Lethal Medallim of ESP See helm of telepat
Gem of Seelng: Consult the true seeing spell in
Chapter IX:the same changes apply. telepathy above.

Helm of Telepathy: In Ravenloft, undead with a Mirror of t i e Trapping: Using this.item to trap a
low Intelligence or better can deliberately project life requires a Ravenloft powers check. Freeing-&
thoughts, which a mind-reading character can trapped individual does not require’a check.
detect. Usually, the creatures send a false, reas-
suring message. Undead cannot project thoughts Phylactery of Monstrous Attention; When
when surprised or caught unaware.

Horn of Valhalla: As usual, the hornblower sum- location (within a mile).


mons berserkers from Valhalla, who fight for the domain can be sum
him. In Ravenloft, however, the berserkers break
free of the enchantment after 6 turns. They can- Sphere of Annlhilatlon: Anyone who attempts to
not return to Valhalla unless they find a normal control this sphere captures the attention of the
escape. The berserkers are never pleased about Ravenloft powers, and must make a p y e r s
the summons. But if they have battled for a “wor- check.
thy” cause, the newly freed fighters will not at-
tack the hornblower or his companions. Instead,
they simply will leave as a group, in search of
route home. If they have been ill used, or forced through one of Ravenloft
to act in manner they find distasteful, the ber- how gains its freedom, th
serkers will attack the group. whomever summoned it.
When the hornblower and his companions
leave Ravenloft, they still may have to answer for
their actions. For each berserker summoned,
there is a 1% cumulative chance that a greater
power from Valhalla will appear before them. Well of Many Worlds: In Ravenloft, this item
That power demands they justify their actions.
He condemns them for manipulating the ber- cloth. It radiates strong
serkers and causing their entrapment in function in the demipla
Ravenloft. The characters must make reparations
to the greater power, or suffer the consequences. Plate Mail of Etherealness
For every 25 fighters called, there is a 1% come insubstantial, but cannot walk the ethereal
cumulative chance that the greater power ap-
pears to the wielder in Ravenloft. The greater
powers are not bound by the laws of Ravenloft. It
claims its fighters, takes the horn and vanishes
back to Valhalla. If the fighters were ill used, it
may even punish the wielder of the horn.
Sword of Life Stealing: The swordsman mu6
Llbram of Ineffable Damnation: Evil characters make a powers check each time this weapon
who read this vile book in Ravenloft gain just steals a life.
enough XPs to rise two levels. Good characters
who read the book become the victims of dan- Sword of the Planes: Ravenloft is essentially
part of the ethereal plane: hence, this sword has you make random die rolls to determine
a + 4 bonus in the demiplane. treasure, do so before play begins. If the results
call for a magical item, that item must fit the
encounter logically. If it ddesn’t, assume that
Intelligent UJeapons nothing is there. Don’t continue to roll for other
he ego of an evil, intelligent weapon rises 5 types of treasure.

T points in Ravenloft. (Weapons of good or


neutral alignment are not affected.) If an evil
weapon dominates its bearer, the weapon has a
Although magical itenis may be in short
supply, money is not. Chariacters can readily
obtain payment for servicds rendered. (The folk
50% chance of delivering itself to the lord of usually aren’t rich, but the give up what they
that domain. Each week a character wields an
evil, intelligent sword, he must make a Ravenloft
Y
have if the cause is good.) f the PCs rid avillage
of a powerful evil force, the village may reward
powers check. the party. They may even offer one of those rare
magical items they’ve beell hiding-especially if
that item will help the PCs~destroythe village
Artifacts and ilelics terror. Or,they may tell the PCs that such an
ue to their unusual power and purpose, item allegedly exists. The PCs-heroes that they

0 artifacts and relics may transcend the


limitations of Ravenloft. At the DMs option,
spells cast from an artifact or relic are
are-would embark on the quest to find it.
In many campaign settings, the search for
treasure drives the characters (and their players).
unchanged by this demiplane (as are any This cannot always be the ease in Ravenloft.
spell-like abilities). These powerful items may Here, adventurers succeed by keeping their wits
even help characters escape from Ravenloft. An and skins: if thev foil an evil dot. thev’ve
evil artifact may not want to leave, however. excelled. Survi& in most &es, is it‘s own
Furthermore, any character who owns an evil reward.
artifact or relic must make a Ravenloft powers
check once a week. New Magical Items
dventurers won’t discover many new
frequencg of Treasure and Magic
agic, especially in the form of magical A magical items in Ravenloft; as noted above,
the resources these items require are rare.

M items and devices, is less common in


Ravenloft thaln in other realms. Few (if any)
magical items are created here. Compared to
other worlds, few people live in Ravenloft, and
Most magical items in this demiplane come from
other worlds. A select few, however, appear to
have burst into existence with the creation of a
new domain, much as an afterbirth leaves the
those who do have not lived in here long. As a womb in Dursuit of a newborn child. Ravenloft’s
result, you won’t find piles of treasure lying dark powers have mysterious ways.
about for the taking. Wealth is not much of a The following new items are indigenous to
driving force here; survival is. This doesn’t mean the Ravenloft demiplane.
Ravenloft is void of greed, or that magical items
don’t exist in this demiplane-they’re simply Scroll of Return: A character must spend a full
uncommon. turn reading this scroll. If the reader is
In Ravenloft, magical items don’t lie about for interrupted, he can start again at a later time
no reason. The ordinary monster does not keep without penalty. Once the reading is complete,
an item he cannot use. If he hoards treasure, he the scroll bursts into flames. Glowing sparks
must have a logical and important reason to do drift toward the heavens, where evidently, they
so. Otherwise, the “cupboard’ may be burn a hole through the fabric of space. The
completely bare. Treasure doesn’t accompany an result is a portal about the size of a door, which
encounter just because players expect it. remains open for one full turn. The door leads
As a rule of thumb, cut in half the usual into the prime material plane. The exact location
chance that a given type of treasure is present. If is another question; it appears to be random.

c
MAGICAL ITEMS IN RAUENLOFT
Holy Symbol of Ravenkind This ancient plati- a longer period, the charge fades. The energy is
I
num medallion was once worn by the high priest converted into a magical force by the spinning
of Castle Ravenloft in Barovia. The priest lived ball of sulphur within the globe.
(and died) before Strahd made his pact with This contraption can perform a number of
darkness and cursed the entire land. The medal- monstrous and misguided tasks. The first is a
lion is a powerful holy symbol for lawful good. “transpossession:’ It can cause the exchange of
The holy symbol is shaped like the sun, with minds, between two intelligent subjects-even
a large crystal embedded in the center. Symbols an intelligent creature and a man. The subjects
of light and truth surround the crystal. When must stand in the man-sized glass changes. On
forcefully presented toward any undead creature, the twelfth lightning strike, the psyches of the
the medallion adds +2 to the priest’s die roll to two individuals are exchanged. All mental abili-
turn the creature. When presented against vam- ties go with the psyche, all physical abilities stay
pires, it flares with the light of the sun for 1-10 with the body. Both subjects fall unconscious for
rounds. The medallion can only give off a burst 1.3 turns. Any attempt determine the alignment
of sunlight once a week. or true nature of a transposed subject fails.
Spells such as know alignment, detect evil or true
seeing act as if the subject had a truly neutral
alignment.
The second function of this machine reauire:
the Rod of Rastinon. When the rod is placed’in
the glass tube connecting the two man-sized

I
chambers, a subject’s personality can be split in
two. An intelligent subject must stand in one of
the man.sized globes. On the twelfth lightning
strike, the psyche splits. In a flash, a duplicate of
the subject appears in the adjacent chamber.
Physically, they are almost twins. Mentally, they
The Apparatus*: This huge machine stands over are unique. As of this writing, the split has in-
30 feet tall, and is 20 feet wide at the base. A volved onlv oood and evil. sevaratina the dark
glass globe, 15 feet high, rests upon a massive side from ihz light. Other di&ions may be possi-
tripod made of wood and steel. The tripod lifts hl-
I._.

the globe over 15 feet from the floor.The globe The “dark side” described above is a being of
encases a great, spinning ball of sulphur. A net- such evil that Ravenloft’s dark powers will en-
work of rings, made of cold-forged steel, tops the velop him, granting him a lordship and a do-
enormous glass sphere. y also give him great powers, and
Two smaller globes, each the height of a hysically. He will immediately
man, are suspended below the lgrge one. The seek to destroy his other half, because only then
pair is linked by a narrow glass neck, like an will he be secure.
hourglass on its side. A 3-foot-widetrap door According to legend, the Apparatus can also
opens from the bottom of each smaller globe. A rejoin the psyches it has divided. Both halves
steel, tubular arch links each smaller globe to must occupy the globes, with the Rod of Ras-
the mother sphere above. tinon in place. On the twelfth strike, their
A third, still smaller, series of globes rings psyches will join, and the original subject will be
the entire base of the tripod, linked together like restored. Theoretically, two normal subjects-
a chain by thin glass tubes. A bewildering array d whole-might be forced to
of metal and glass-rods, wires, and plates- share one body through this process. The
joins the circle of spheres to the two man-sized stronger body woula harbor the two psyches,
glass chambers. while the weaker body would become a withered,
Lightning energizes the apparatus. The steel empty shell.
rings on top focus electricity into the mother
globe. To fully charge, the apparatus requires 12 Rod of Rastinon: This transforming crystal of
lightning strikes within the span of 3 hours: over wondrous power is the key to the Apparatus. To
date, no other use has been discovered. Without enables the wearer to force a shapechanger or
this rod, the apparatus can only exchange minds polymorphed creature to revert to its true, origi-
between bodes: it cannot split or rejoin a single nal form. The ring also can reverse the transpos-
psyche. session of psyches, magicjar spells, and spells
Unlike other magical rods, this is not a rod of with similar functions. Only a priest can use this
charges. It is a crystal shaft 2 feet long and a half ring. While wearing it, he must touch the ring to
inch in diameter. Silver sparks occasionally the body he wishes to affect. The target gets no
flicker inside, quietly crackling. saving throw.
If anyone deliberately tries to break the rod, If the target has been transpossessed (his
the chance of success is 5% per round of effort. mind is in a strange body, while another mind
The secret of making the rod has been lost. Ac- occupies his original body elsewhere), the other
cording to legend, several were made, but only body must be within 50 mdles-and it must be
one has been recovered so far. alive. Otherwise the ring has no effect. The ring
cannot change the condition of either body;
Soul Searcher Medallion: The medallion is actu- damage and wounds stay the same. Each mind,
ally a small crystal orb, which hangs from a plain and all its attendant problems or enchantments,
silver chain like a pendant. The crystal enables simply returns “home.”
the bearer to perceive the true psyche of a crea- A transpossessed creature can sense the
ture. When the bearer holds the medallion, and power of the ring, even if he doesn’t know the
steadily concentrates upon it, the crystal ex- exact effects. If he prefers to remain in his cur-
pands until it is 2 feet in diameter. A character rent body, the creature or character feels great
whose Strength is less than 16 must use both danger when the ring is near. He will flee or at-
hands to hold the enlarged crystal aloft. The tack, depending on the situation and his person-
bearer can take no other actions while using the ality. Conversely, a transpossessed creature who
orb. If concentration is broken, the orb returns to prefers his old body feels great hope in the pres-
its original size and weight. ence of the ring. He will do anything to get the
When the bearer gazes into the orb, he sees ring, even charging blindly and attacking if nec-
motes of light swirl within it for ld4 rounds. essary. A transpossessed PC must make a Wis-
Then the orb clears. At this point, the bearer dom check to resist such bold, foolish action.
concentrates on examining any single individual
within 60 feet. The device shows the user an Amulet of the Beast: Two versions of the amulet
image of the true nature of that creature. The exist: one made of silver, the other of ivory. Both
orb acts as a true seeing spell, unhindered by the show the image of a wild, wolflike beast, which is
effects of the demiplane of Ravenloft. It reveals bonded in chains. Each amulet is round, and has
the true alignment, as well as any charms or a small hole at the top for threading a cord or
curses, possessions, polymorphs, illusions, etc. chain.
The bearer learns the complete truth. This does The silver amulet functions only when worn
not mean that he discovers the target’s combat by a lycanthrope. As long as the creature carries
numbers or forms of attack. Rather, the medal- the amulet somewhere on his person, his lycan-
lion strips away any lies or misinformation the thropy is suppressed. Even a true lycanthrope
creature is able to project. cannot change shape while holding this silver
The pendant is very fragile. Any fall requires amulet. No magical force prevents the item’s
a save as if against a crushing blow. If the bearer removal, but the owner may protect it from theft
wears it in combat, hit might be damaged. If his by other means.
opponent rolls a natural 20 against him, the soul The ivory amulet, when touched to a charac-
searcher medallion must make a save vs. crush- ter, gives its victim the symptoms of lycanthropy.
ing blow. If it is put into a protectivesontainer, it (It has no effect on creatures who are already
is not subject to these dangers. lycanthropes.) Most ivory amulets produce
“werewolves,” but a given amulet could mimic
RIng of Reversion: This ring appears to be a any form of the disease. The amulet is magically
sirnDle iron band with a blood red aarnet. The attached to its owner until a remove c m e spell is
band is inscribed with ancient run& The ring cast. Even then, the victim must save vs. spells
successfully to be free of the amulet. Not every The Cat of Felkovic: This delicate jade statuette
victim desires such freedom, however. When the stands barely 1” high. It is a small, domestic cat
amulet is gone, so are the symptoms of lycan. with a contented expression, sitting on a jade
thropy. base. The statuette closely resembles a figwine
of wondrous powec though it is not one of the
Sword of Arak*: Evil drow wizards created this forms normally listed for that item.
sword, and no human was ever meant to hold it. When someone tosses the figurine to the
The drow have lost the sword, however, and as of ground and utters a command word, the cat be-
this writing, no one knows its current location. comes a smilodon. (A smilodon is a sabre
To any physical and magical examination, toothed tiger: see “Cat” in the Monstrous Corn-
the item appears to be a sword of sharpness +2. pendium.) The cat obeys whomever commanded
Indeed, it performs as one. But the sword also it.
carries an evil curse-a horrid thirst for blood. The cat is harmless as long as it’s fed. Like
Once a day, it must kill or help to kill a creature many predators, it needs food once a day. If it is
no smaller than a large d6g. The sword is not recalled before it has finished eating, the kill (or
required to deal the fatal blow, but blood must corpse) becomes part of the figurine, appearing
spill from the wound of the blade, and the victim in miniature beneath the cat’s paw on the base.
must die no more than an hour after those first Later, the owner may notice that the carrion has
drops flowed. vanished.
Each day the swords thirst is not quenched, Each day the cat goes hungry, it becomes
its owner suffers. He loses 1 point from each of animate on its own, and hunts for food. It trans-
his mental attributes (Intelligence. Wisdom, and forms itself at night, and attempts to do so when
Charisma) and gains 1 point in each of his physi- no one is watching. When it makes its first trans-
cal attributes (Strength, Dexterity, and Constitu- formation under a new owner, it becomes only a
tion). After the first such adjustment, the owner house cat, satisfied by a bird or mouse. Each day
becomes so fond of the blade that he dares not that hunger triggers a subsequent transforma-
let it from his sight. If someone forcibly sepa- tion, it becomes a larger, more ferocious cat.
rates him from the sword, he will do anything to (See below.) It hunts and kills the easiest and
regain it. most appropriate prey-which eventually may be
When one or more of the character’s mental its owner.
attributes drops to 3, the conversion is complete. When hunger has animated the cat, the
He is now bestial-a monster that looks like an owner cannot control it. In fact, it is 100% im-
ogre. The DM runs the character. Usually, the mune to any spell or spell effect. Only magical
beast will have superhuman physical abilities at weapons can harm it.

II this point, with scores above 18. Its only goal is


to satisfy the blade’s thirst for blood. The crea-
ture may embark on a mindless rampage or-if
Cat type
House cat
Giant lynx
Hit dice
1
2+2
he has a shred of Intelligence left-begin a series
of clever, fiendish murders. Cheetah, mountain
If the sword is removed from the character’s lion or leopard 3,3+1or3+2
possession before a mental attribute drops to 3, Jaguar 4+1
he begins to recover gradually. Each day, he re- Lion or tiger 5+2or5+5
gains 1 point to each mental ability, and loses 1 Spotted lion 6+2
from each inflated physical score. Until this proc- Smilodon 7+2
ess is complete, he still covets the sword, how-
ever, and is unable to resist the urge to pursue it.
Once the conversion is complete, even re-
moving the sword will not cure the monster.
Only powerful magic-or the monster’s death-
can remove the curse at this point. The remove
curse spell may at first appear successful, but it
can provide only temporary relief.
MAGICAL ITEMS IN RAULNLOFT
the region known as
's continent of dis-
content. It's pictured on one of the large
colormaps in this boxed set. You may
want to refer to the map as you read. 'ts true source

Overview
t this writing, the Core includes 26
dmnains. At the heart lies Barovia,
the first domain to take
ers have
continues
to grow even now. To the north lies
Darkon. the largest domain. Valachan and
Bluetspur reach farthest south. The
Nightmare Lands stretch along the eastern
border. To the west lies the Sea of
Sorrows. Billowing vapors-the Ravenloft
Mists-surround the entire continent.
What lies beyond them remains unknown.
The Balinok Mountains cut through the
center of the Core from north to south. Their
spectacular peaks soar to extremes of nearly
10,000feet. Like Deaths scythe, the range
curves eastwardjust below Darkon, disappearing
into the Mists. The lands west of the Balinoks,
sandwiched between the mountains and the
Mistv Border. are covered with thick forest.
Lands east of the peaks, such as Nova Vaasa and
the Hazlani foothills, are mostly barren or grassy. The Domains in Detail
Only two major roads cross the Balinoks. One he text below
travels through Barovia, the otheg through
Tepest. Other crossings are possible but
treacherous.
Three major rivers drain the lands north and
west of the Balinoks: the Vuchar, the Musarde,
and the Arden. The Vuchar travels from east to
west across th ains of Darkon. The

estern shore, it
to keep them in good repair. Many crude paths the rabbit to atta
and rugged dirt roads crisscross the domains,
leading to tiny villages and remote homesteads.
The maps do not include them.
Closing the Borders: The borders of each do.
main represent a physical as well as a political Small Animals )
boundary. Usually the borders are open, and are
indistinguishableto the average t 1 1-3Snakes
moment‘s notice, however. the b
close, preventing any traveler from escaping.
The method of closing wries from domain to
domain. In some, the Mists of Ravenloft arise
from the soil: anyone who enters them simply 6 1-12 Mankeys
finds himself back in the domain. In others, the 7 1-8 Opossums
land sprouts a wall of skulls, or gives rise to an 8 1-8Wild pigs
impenetraMe wall of fire. 9 1-12 Rabbits
The borders close because the lord wants 10 1-4 Raccooms
them to close, and the land grants his wish. A 11 1-6Squirrels
sealed border usually means that someone has 12 1-2 Woodchucks
attracted the lords attention. Because of the
strange occurrences there, most natives avoid
settling tooclose to any domain’s border.
Arak
Encounters: The random encounter table for he Lord and the Law: No o
each domain lists monsters that lurk in that area.
The monsters are divided into two “frequencies
of occurrence”: common and rare. The A D I D @
T domain knows who rules it.
surrounding lands know t
is uninhabited, and that a small ki
2nd Edition rules include more categories, but elves lies deep underground. Fore
these two suffice here. You may divide the lists that one of the drow is lord.
further if you’d like.
As DM, you also may wish to run an encounter The Land: Arak surroun
with a monster that’s not listed in the table. Mount Nyid and Mount Nirka, ’
Other monsters may well live in Ravenloft or northeastern hook of the Balin
enter through the Mists, but you should try to to the north, while Nova
restrict yourself to creatures that fit the flavor of Tepest is west. The Nightmare Lands are nestled
this demiplane. Spectres, shadows, hell hounds, against the eastern border.
skeletons, ghosts-these are in keeping with the
Gothic tradition. You’llfind a list of appropriate
creatures on the back of one of the cardstock
sheets in this box.
An encounter with a small animal is possible
in any domain. If you decide to run one, make
the most of it. A confrontationwith a rabbit for
its own sake is boring. But done well, an encoun-
ter with a small animal can help build suspense. through the crannit?
For example, tell players their characters hear travelers back into t
something scurrying softly through the brush.
Each time they investigate, the meat
them, until they believe
their trail. When you fin
as a harmless bunny, the ctiaracters will enjoy a underground kin

-
moment of relief. That’s when the real h
should appear-such as a werewolf leap

61
-
I
r
I
LANDS Of THE CORE

:
n
I

.
1
1

62
LA””‘ 3f THE CORE
Encounters: Twice each day, and three times Encvurlters:Roll for a random encounter once
each night, there is a 25% chance of an encot or twice each day; the chance is 25%. At night,
ter. Most above-ground encounters involve the roll four times.
drow. Their “Watchers” are posted high in the
mountains to spot invaders. When night falls, Common Rare
drow descend on visitors like a swarm, taking Werewolves Goblins
prisoners below the surface. A few monsters Rats Wolves
other than the drow also live underground. Snakes Will o’wisps
Spiders
Common Rare
Spiders Driders
Giant insects Ettercaps Barouia
Hell hounds he Lord and the Law: Count Strahd Von

Arkandale T Zarovich, master vampire, rules this land.


The locals do not know he is a vampire, but
are sure he has lived far longer than any man
he Lord and the Law: Nathan Timothy the should. Strangely, they still believe he is human.

T werewolf is Arkandale’s lord. Ostensibly he


is a wealthy river merchant plying his trade
on the Musarde. He has strong ties with gypsies
They call him “the devil Strahd,” but that refers
to his personality, not his species.
Some lords do not openly rule their
and other traders. His boat is the only one domains; the populace is completely ignorant of
assured of safe travel across the domain, and the their power. Strahd Von Zarovich is not one of
natives know it. They attribute this to wealth, them. He is a cruel tyrant, whom the folk dare
luck, and savvy. not disobey. Fortunately for them, Strahd rules
from the shadows. He rarely appears in public,
The Land: Arkandale’s topography ripples with though rumors of his visits are common. The
small, sharp hills, which are thickly forested. folks daily lives do not concern him. So long as
Wild game is abundant, especially wolves, and they produce maidens whose lily necks can hold
weasels prized for their rich pelts. The Musarde his interest, he will not interfere with their dismal
River has carved a valley across the center of the routines.
domain. A few scattered villages lie near its Strahd does not govern as would a king or
banks. The area around each village has been prince. He makes very few formal
cleared for farming. commandments. He does not even collect
Closing the Borders: When Captain Timothy regular taxes. That is for the few boyars
wants to seal Arkandale, a wall of dense (landholders) and burgomasters (mayors). It is
vegetation Ljg feet thick forms at the borders. It they who tax the populace, and act as jailors for
grows over and through the waterways. The those unable to pay. But like the peasants, the
green wall turns blades aside, and fire cannot boyars and the burgomasters bow to Strahd. He
burn it. takes what he wants from them when he needs to
take it-be it gold, labor, or life.
The Folk: Ordinary folk number only a few On rare occasions, Strahd has established
hundred in Arkandale. They live in small, sturdy laws. The most notable is the law stating that
wooden houses with thatched roofs. Despite the anyone who enters his castle uninvited will be
abundant game in the forests, they do not hunt put to death. Of course, many inuited guests have
much. A few are trappers, but most are peasants suffered the same fate.
or artisans, who sell their goods to Timothy.
Arkandale’s forests are thick with wolves The Land: Barovia sits high in the Balinok
who fear no men. Hence, only the boldest folk mountains, near the center of the Core. Through
stray from the river valley. Elders speak of wolf the long winters into late spring, the peaks are
gods and wolves that can walk upright. capped with snow and ice. The two highest
summits, Baratak and Ghakis, reach over 7,000
feet with a quick, deadly ascent. In summer the
Ir snows slip from their exposed granite crags, but Over 500 people inhabit the Village of Baro-
the crevices in the shadows stay icy year-round. via. The buildings are well built timber-and-
Only Baratak and Ghakis are barren; the other plaster constructions of two or three stories,*
twisting ridges are densely forested. The terraii Many are whitewashed. The eaves often are
is rough, with frequent outcroppings and small adorned with floral and geometric patterns in
but sheer cliffs. Only the areas surrounding the yellow and red. A few farmers work the soil sur-
Village of Barovia and the valley of Lake rounding the village, growing mainly potatoes,
Zarovich make for easy travel. turnips, and cabbage. Shepherds live outside the
Barovia’s valleys begin to green in late ring of fog, tending their animals as best they
II spring. Glittering streams twist through the
steep, spongy meadows, carrying the snowmelt
which eventually feeds the Musarde River in dis-
can. At night, the villagers sometimes hear one
of the poor beasts screaming as a wolf takes it
down. The village has an evil reputation: no one
tant domains. Aspen, fir, and pines fill the val- with any goodness of heart wants to move there.
leys. The Svalich woods surround Strahds castle Strahd’s Choking Fog: A ring of fog sur-
and the Village of Barovia, before the sea of rounds the Village of Barovia and Strahds castle
trees bleeds into valleys farther east. The Te- at all times. This fog, ranging from 200 to 500
purich Forest fills the western valleys. feet thick, is one the domain’s most deadly fea-
Wildlife thrives in the woods-deer and rab- tures. The vapor infuses itself around a charac-
bits especially. Rats, which replace the usual ter‘s vital organs, and acts as a neutralized
peeping rodents, are strangely abundant. Major poison. It does not harm its victims as long as
predators include wolves, which thickly infest they remain within the ring of fog. But charac-
the forests, and small black bears. Ravens and ters who attempt to leave this small area, pass-
hawks cross the skies by day. Songbirds flit ing through the fog without the Count’s express
through the forests. At night, owls and huge permission, begin to choke. Each hour they
flocks of bats take wing. spend outside the ring of fog, they lose a point of
The Old Svalich Road, one of the two regu- Constitution. When victims reach 3 points, they
larly travelled routes through the Balinoks, fall unconscious. Each point lost below that re-
crosses the Barovian domain. The road leads to quires a saving throw vs. death. Failure means a
two major settlements: Vallaki, between the two character dies. No known spells or magical items
large peaks, and the Village of Barovia, over a can prevent or otherwise affect the poison. If the
pass farther east. Vallaki, population 1,500, lies final saving throw at 0 Constitution is successful,
on the southern shore of Lake Zarovich, Baro- the character has fought off the poison. He re-
via’s largest lake. Its inhabitants are mostly fish- covers 1 point of constitution a day, and when
ermen. An equal number of farmers and herders he reaches 3 points he becomes conscious.
live in outlying plots around the lake. The farms Closing the Borders: The choking fog always
are small affairs, most of them terraced on the surrounds the Village of Barovia. The domain’s
hillside. Orchards of hardy Barovian apples form border is usually clear. However, Strahd can raise
drifts of pink and white blossoms in spring. the choking fog at t&,b;o
Plums, used to make the brandywine tuika, also ing his entire land.
grow in the valley.
East of Vallaki, the Old Svalich Road climbs a The Folk Barovians ten
pass, switchbacking to slow the ascent. From the with broad shoulders and sturdy hips. Most have
vantage of the pass, travelers can observe the Sva- brown or black hair, but occasionally a dark-eyed
lich Road as it leads to the Village of Barovia. Na. blonde is born. Men often wear droopy mus-
tives have nicknamed this route ”the Devil’s taches. Unmarried men usually have beards:
Descent.” The Village of Barovia lies in a valley, older men tend to shave. The women wear their
surrounded by a collar of dense fog. (See “Strahds hair long and loose as a rule, though girls may
Choking Fog” below.) Once inside the ring of fog, braid it. Older women cover their heads with
the road crosses the River Ivlis, then follows the kerchiefs. Most Barovian women dress darkly at
river’s course toward Barovia. Castle Ravenloft, all times, as it is their custom to wear black for
Strahds home, is perched on a 1000-footprecipice five years even when the most distant relative
north of the road, brooding over the village. has died. The men, in contrast, wear white shirts
and embroidered sheepskin vests, and don a to pass through the choking fog without Strahd’s
black arm band only when an immediate family express permission. Strahd gave the formula t6
member has passed away. Madam Eva, who passed it to her descendants,
Barovians bear the burden of Strahd‘s yoke who continue to pass it on to theirs. No gypsy
every day. As a result, they tend to be reserved, will sell this secret formula. But for a fee of 10
and surly or gruff. They keep to themselves and gold pieces per person, the gypsies will transport
don’t cause trouble, because troublemakers tend merchants and travelers through the choking
to end up dead-or worse. ring of fog. Just before entering the fog, all trav-
Barovians dread the night. Before the sun elers imbibe the potion.
sets, all natives are in their homes, with every According to an old folktale, the gods hid a
entry barred and sealed. (Only the most horrid piece of the sun under Castle Ravenloft. If it can
mishap would prevent a native from taking shel- be recovered and returned to the gods, Barovia
ter by night.) Neither pitiful begging nor chilling will be forgiven and its curse lifted. Most Baro-
cries of agony will open Barovian doors after vians dismiss the legend entirely.
nightfall. (If a door does open, you had best be-
ware of your host.) The folk do not emerge from Encounters: During the day, there’s a 20%
their homes until the ball of the sun has cleared chance of a random encounter. By night, the
the mountains to the east. chance rises to 33%. That applies only to the
Except when conducting a funeral, Barovians villages and countryside. Intruders who spend
do not frequent their churches. The people feel time in or around Castle Ravenloft can expect to
that their gods have abandoned them. The con. encounter virtually any form of undead except a
tinuing evil of their tyrant lord and his routine lich.
slayings have led them to this belief. Each vil-
lage does have a temple or church, but it usually Common Rare
lies in disrepair. Smaller villages may not even Strahd zombies Crawling claws
have a proper priest. Strahd skeletons Cloakers
Occasionally a young couple filled with the Skeletons Hell hounds
optimism of new love will arrange a church wed- Zombies Invisible stalkers
ding with a gay and boisterous procession. That Worg wolves Jackalweres
only occurs in the smaller villages. Gone are the Bats
days when families advertised the availability of a Rats
girl for marriage by hanging a wreath of wildflo- Small animals
wers on the door. The girls usually disappeared.
Barovians speak Balok, a language full of
unusual consonant combinations. There is a 20% Bluetspur
chance per individual that they speak a language he Lora ana the Law: The rulership ofthis
player characters understand. For large groups of
over a dozen, PCs have a 90% chance of finding
someone who speaks a common tongue.
T domain is uncertain. Natives of surrounding
lands know only that illithids (mind flayers)
dwell beneath the mountains.
Strahd allows the gypsies great freedom in
Barovia. They offer him information about Baro- The Land: Bluetspur is an unearthly domain in
via and the rest of the demiplane. In exchange, he the southeastern corner of the Core, where the
grants them safety within Barovia. Anyone who Balinoks reach 10,000 feet. The Ravenloft Mists
encounters a gypsy in this domain can be sure hug the southwestern and southern borders. The
that Strahd will know of the meeting within a day.
The gypsies maintain a semi-permanent
camp at the base of Castle Ravenloft, near a pool
mountains here are sharply twisted and warped.
Massive spurs of rock jut from the peaks at I
formed in the river Ivlis. Most Barovians consider
them to be amoral thieves, but still pay to watch
impossible angles, defying gravity. Stone arches
bridge the summits, and corkscrew spires rise
from the rock as if they were violently driven up
I
their shows and conduct trade with them. G y p
sies are not allowed to loiter within town limits.
The gypsies have a potion that allows them
through the mountain. At night, small, glowing
lights move through the twisted rock. Similar
lights are common above swamps, but there are
I
no swamp gasses to explain the phenomenon her, kana is known for her excesses. She owns
here. Borca. Everyone else simply rents. Her rent
Numerous streams drain the west side of the collectors (police) include 1st level warriors,
mountains, flowing across the foothills into Kar- equipped with leather armor and polearms.
takass and the Mists. The streams carve deep,
spectacular gorges through the rock, which ex- The Land: Borca is a small land in the green,
pand into narrow canyons. rugged valleys east of Barovia. Vegetation grows
Vegetation is scarce in Bluetspur, even along wild and lush. In spring and summer, drifts of
the streams. A few fragile, scraggly evergreens wildflowers blanket the hillsides. Barovia’s
grow from the crevices at lower elevations, but snowcapped peaks, Mt. Ghakis and Mt. Baratak,
the timber line is quite low. Above 3,000 feet, loom on the eastern horizon, sometimes flanking
only a few a patches of pale yellow grass survive. the rising sun.
Closing the Borders: The closure of this Borca has two settlements of noteworthy
domain never has been witnessed-or at least, it size: Levkarest, population 8,500; and Sturben,
never has been reported. No one knows how or if population 2,000. The Boritsis built their opulent
this might occur. Portals to the mind flayers’ estates near Levkarest. The area boasts several
underground colony are rumored to seal with hot springs, in which the public is free to bathe.
rock. lvana reserves the pools near her chateau for her
use alone.
The Folk No people live above ground. Closing the Borders: Any drink in Borca,
even water from a stream, can become a poison
Encounters: The mind flayers appear at the sur- that imprisons characters in this domain.
face only occasionally. If encountered, they will Imported beverages act the same. When Ivana
attempt to subdue the visitors and add them to a wants to seal Borca, a change takes place in the
slave pool. Otherwise, no encounters occur fabric of the land and air at the edge of her
above ground; not even small animals live in this domain. The borders become a catalyst for the
barren domain. drink. When someone leaves Borca, the drink
Each night spent here brings horrid dreams. turns to lethal poison. The victim immediately
The dreamer imagines dark, foul creatures slink- feels feverish and woozy He will die in a few
ing out from the rock and devouring all that is turns unless he reenters the domain. The drink
good. A horror check is required when the char- remains potent for 48 hours, and can be
acter awakes. triggered as long as the borders are active.

The Folk Most Borcans are poor. The


Borca aristocracy has taxed them into abject
he Lord and the Law: The lord of Borca may poverty.

T be female, but she’s no lady. lvana Boritsi,


poisoner extraordinaire, is mistress of this
domain. The natives call her the “Black Widow,’’
Encounters: By day, there is a 25% chance of an
encounter. By night, the chance is the same.
because loving her is a fatal affliction. Years ago,
when a lover was unfaithful, she infected his Common Rare
body with a poison. In time, the poison killed Bats Ghosts
Ivana’s rival. Alas, it also eliminated her lover. Rats Haunts
According to Borcan lore, lvana still harbors this Snakes Poltergeists
poison in her body. Like the carrier of a disease, Spiders Lycanthropes
she herself is immune to its effects, but anyone Wolves Will o’wisps
who samples her passion may die. In Borca, a Bears
mother’s greatest fear is that lvana will fancy her Boars
handsome young son and literally love him to
death.
Ivana wrested control of Borca from her
mother Camille in 716. Like her mother before
Village Pop. Race
II Aluk 25,000 Mixed
lrd and the Law: Azalin the lich rules Martira Bay 10,000 Humans
Darkon as a king. He is the “iron fist in a Karg 8,500 Humans
velvet glove:’ His subjects know he is a Viaki 8,000 Humans
wizard, but do not suspect that he’s a lich. They Nartok 7,500 Humans
know he has outlived any normal man, but still Rivalis 5,000 Halflings
believe him to be human. Azalin takes pains to Corvia 4,000 Dwarves
maintain this image. Tempe Falls 2,500 Dwarves
Azalin sets the laws of his domain by decree. Neblus 2,000 Elves
A baron governs each town and its surroundings, Maykle 2,000 Humans
and is free to set minor regulations concerning Mayvin 1,500 Gnomes
that area. Each town has its own judicial system Delagia 1,500 Halflings
and a police force to enforce the baron’s will. Nevuchar Springs 1,000 Elves
Most police officers are 2nd level warriors with Sidnar 1,000 Elves
studded leather armor, short swords, and shields.
All bow to Azalin. Closing the Borders: When Azalin wishes to
Azalin also maintains his own force of secret seal Darkon, a wall of undead, 20 creatures
police, the Kargat. They can disregard any deep, masses at the border.
regional law and fear no reprisals. They are
accountable only to the leaders of their force, The Folk Darkon is a racial melting pot. Visitors
who are accountable only to Azalin. The average are often dazzled by the confusion of races and
Kargat grunt is a 5th level warrior. Most social customs. Darkon’s people come from
high-level Kargat are vampires. Were-creatures many different worlds and regions, most of them
flesh out the middle ranks. Most adults know the outside Ravenloft. A traveler can find any mix-
Kargat exists, and sometimes can guess who is a ture of eye color, hair, and skin tone here.
member. But they are unaware of the Kargat’s Demihumans are disliked and distrusted in
true, bestial nature. other lands, but Darkon has no such bias. Mem-
bers of a given race do tend to be friendlier to-
The Land: As of this writing, Darkon is the ward their own kind, however, and group
largest domain in Ravenloft. It stretches across together. Each village usually has a predominant
the northern edge of the entire Core, from the race.
Misty Border in the east to the Sea of Sorrows in The folk share one fundamental trait. After a
the west. The Balinoks loom on the southern few months (ld3) in Darkon, they lose all mem-
horizon. To the north lies only Mist. ory of their previous lives. Only the newcomers
The Vuchar River flows east to west across remember their ties to another realm. Eventu-
Darkon, forming a broad valley spotted with ally, all Darkonians believe that their family has
backwaters and small ponds. Streams flow from lived in Darkon or neighboring domains for gen-
the mountains to feed the river. Water is plentiful erations. Many who come alone to this land be-
throughout Darkon, though its purity is lieve all their loved ones died in Darkon before
sometimes in question. them. As if to prove it, they adopt gravestones in
Ravenloft‘s largest city, II Aluk, is located on a local cemetery and visit them faithfully. Since
the Vuchar in Darkon. It has a population of many Darkonians actually have been in
25,000. Compared to other domains, Darkon is Ravenloft for generations, it is impossible to
littered with settlements. The table below lists know whose memories are false or true.
their name, population, and racial mix. (Unlike According to local legend, Darkon once was
most domains, Darkon is multiracial.) When a a realm of the dead, who were rudely displaced
single race is given, it means roughly half the by the living. Eventually, the legend says, the
population is of that race. The remaining folk dead will rise up to reclaim their land. Since this
represent a mixture of races. actually happened on several occasions-when
the undead of Falkovnia invaded-the story is
widely believed.
Encounters: Darkon is a melting pot of crsarures into the cruluain-the direction he chooses
as well as characters. This domain boasts an becomes the actual route toward the center of
unusually wide variety of monsters. By day, the the land. In a forest, the character might not
chance of a random encounter is 25%. Half of notice the effect until he emerges to find himself
these daytime encounters are normal inhabitants back where he started. At the coast, the Sea of
of virtually any race. By night, the chance of an Sorrows disappears from view.
encounter is also 25%. In populated areas, half
of these nighttime encounters are roving un- The Folk: On the surface, life is normal and
dead, which act as the eyes and ears of Azalin. good in Dementlieu. The middle classes have
Along the borders of Darkon, undead always food and shelter. Underneath, in the lower
patrol at night. classes, lies discontent and fear. Most people
treat the poor as slaves to be ordered about
Common Rare without regard to their own desires. Poverty,
Bats Dopplegangers disease, crime, and even murder are common at
Goblins Griffons this level of society.
Any undead Hippogriff
Kobolds Imp Encounters: Dementlieu doesn’t have many
Jermlaine Invisible stalkers monsters. Some evil marine creatures have been
Snakes Lycanthropes known to prey upon the land dwellers, but it is
Spiders Drow elves not a common occurrence. There is a 25%
Wolves Leucrotta chance of an encounter in the daytime, and an
Sahuagin equal chance at night.
Shambling mound
Hags Common Rare
Snakes Kobolds
Spiders Sahuagin
Dementlieu Deer Doppleganger
he Lord and the Law: Dominic dHonaire, Goblins

T the hypnotist, rules Dementlieu from behind


the scenes. Publicly, he acts as advisor to
the lord-governor,Marcel Guignol. The folk
Kelpie
Boar

believe that Guignol rules Dementlieu. In reality,


the lord-governor is dHonaire’s puppet. Ooruinia
Lord-governor Guignol writes laws and he Lord and the Law: Ivan Dilisnya rules
adjudicates important trials. Five advisors,
headed by Dominic dHonaire, counsel the
lord-governor. DHonaire controls the advisors as
T Dorvinia. Like his distant cousin, lvana
Boritsi, Dilisnya is a poisoner. The folk
believe he is mad.
well as Guignol. Dorvinia has no formal police force or legal
City militia help dHonaire enforce the law. system. If you want muscle or justice, you have
Most are 2nd level warriors equipped with to buy it. Bribes, in fact, are required for every
studded leather armor, short swords, and whips. political favor, be it simple information, free
passage on the roads, or keeping enough of your
The Land: Dementlieu is a coastal domain own crops to feed your children. Power means
bordering the Sea of Sorrows. Port-a-Lucine, knowing the right people and serving them
Dementlieu’s largest village, sits on the shore of well-but not too well. “Middle management”
Parnault Bay. Chateaufaux is a trade village near continually changes as one faction wipes out
the eastern border. another. No one dares lay a hand on Dilisnya,
Closing the Borders: DHonaire can seal his however. Those who have tried it have perished
domain with a mirage and the help of the land in their sleep.
itself. Standing at the border, a character sees
the lands of Dementlieu before and behind him. The Land: Dorvinia is a small, mountainous
No matter which way he walks, he moves farther domain north of Barovia and northeast of Borca.

I
Mt. Gries, a ragged peak encircled by a ring of Drakov demands at least one execution each
mist, lies in the center of the land. Evergreen night, at the dinner hour. He takes his meal while
forests cloak the valleys. observing the prisoner’s slow death. On special
Dorvinia boasts three riverside villages: evenings, as many as 40 people are impaled on a
Lechberg, Ilvin, and Vor Ziyden. The Dilisnya tall, thick stake for his enjoyment. Occasionally
family estate occupies the Doldak heights just he calls in an orchestra to accompany their
north of Lechberg. Lechberg has 5,500 people, screams. If Ravenloft is a prison for the damned,
llvin 4,000, and Vor Ziyden 1,000, few deserve to be here more than Drakov.
Closing the Borders: Dilisnya can seal his
domain the same way his cousin, Ivana, seals The Land: Falkovnia lies in the northwestern
Borca. Any drink in Dorvinia-even water from a quarter of the Core, just south of Darkon and
stream-can become a poison that imprisons east of Dementlieu. Small farms surround the
characters in this domain. Imported beverages settled areas. Wheat is their principal crop.
are no exception. When Ivan wants to seal Dorvi. Forests cover the rest of the domain. The roads
nia, a change takes place in the fabric of the land are wide, well maintained, and well suited to
and air at the edge of his domain. The borders moving troops.
become a catalyst. When someone leaves Dorvi- Lekar, Ravenloft’s second largest settlement,
nia, the fluid they have swallowed turns to lethal lies on the east side of Falkovnia. Ravenloft has
poison. The victim immediately feels feverish only a few walled cities; Lekar is one. Over
and woozy. He will die in a few turns unless he 15,000 people live within the city’s walls, and
reenters the domain. The drink remains potent nearly a quarter of them are soldiers. The city’s
for 48 hours, and can be triggered as long as the location and the domain’s excellent roads make
borders are active. the city a natural center of trade. Merchants fill
the streets, handling wares from all the
The Folk: The people have a sullen and resigned bordering lands: Darkon, Lamordia, Dementlieu,
air about them. Those on lower rungs of the so- Mordent, Richemulot, Borca, Dorvinia, and
cial ladder can’t afford to pay bribes and never G’Henna. As the traders bustle past, beggars
will be allowed to know the right people. glean what they can. They crouch in every
doorway, pleading, arms reaching up to those
Encounters: By day, there is a 25% chance of an who walk by. Many beggars, crippled by the
encounter. By night, the chance is the same. soldiers, cannot rise to stand. Most of Lekar’s
citizens live in squalor. The twisting alleys in the
Common Rare laborers’ quarter are filled with sewage, mud,
Bats Ghosts and dung.
Rats Haunts Falkovnia has three other sizeable towns,
Snakes Poltergeists each with some degree of fortification.
Spiders Lycanthropes Stangengrad is perched on the northern border,
Boars Will o’wisps near Darkon. It is home to 6,500 people.
Bears Another 5,000 Falkovnians live in Silbervas, on
Great cats the shores of Lake Kriegvogel. Aerie, a village on
the southern border, has a population of 2,000.
Forests blanket most of this domain.
falkounia Falkovnian timber is towering and black, unlike
he Lord and the Law: Vlad Drakov, the trees in any other region. The dense wood is

T mercenary king, is lord of Falkovnia. His


brutal militia controls the domain. Not all
are men of arms, however; bureaucrats receive
extremely difficult to fell, and clearing roads
makes young men old before 30. Locals call
these trees Vigila Dimorta, or “sentries of death.”
military commissions. Falkovnia has no police In eastern Falkovnia, where the Balinoks thrust
force, only the army. (See “encounters” below.) toward the heavens, many of the trees have died.
Trials are conducted by military tribunal. Prisons The bark and leaves are gone, but the naked
are few and virtually empty, because punishment core still stands-bleached almost white, like
is swift and harsh. driftwood. According to legend, one tree dies for
every person Drakov executes. Some claim that Common Rare
I I bark.
-
the tree ianites, and the flames burn away the

Closing the Border: The land does not close


Boar
Wolves
Griffons
Hippogriffs
Kobolds
Jermlaine
at Drakov's will, and he has no magical means to Birds of prey Lycanthropes
accomplish it. To seal the borders, Drakov orders Deer Satyr
his troops to patrol them. Word of the closure Will o'wisps
spreads quickly among the folk, along with a Bears
warning to travelers. Those caught trying to es-
cape are killed on sight.

The Folk: Falkovnians are a downtrodden lot- he Lord and the Law: A ghost in Castle
overtaxed, overworked, and terrorized by Dra-
kov's soldiers. Every child is branded on the
forehead with the sign of a hawk, Drakov's mark,
T Tristenoira rules this land. The creature'
name is unknown.

to make their allegiance clear. The folk despise The Land Forlorn is one of the Core's smallest
Drakov. but dare not curse him in public. They domains. It is nestled between Barovia and
haven't the strength to overthrow him. Escape to Kartakass in the Balinok Mountains. The land is
another domain is forbidden to all but a few: forested and lush, but few normal animals live
only foreigners can cross the borders freely. here. There are no villages in Forlorn.
In the cities and towns, people wear drab In a narrow, twisting valley lies the Lake
clothing. Even foreigners adhere to this custom, Red Tears. Red granite cliffs surround the lake,
because no one wants to stand out from the reflecting from the water as the sun sinks low
crowd. To attract notice is to put your life in dan. every evening. A landslide formed the lake by
ger. In more remote areas, life is still hard, but merging several smaller pools into one. Black,
Drakov's squads are less oppressive. barren fir trees, which once stood proudly on the
Falkovnia is no place for demihumans. Dra- mountainside, now emerge from the surface like
kov has declared them state property, and en- skeletons.
slaves them like chattel. He encourages Closing the Borders: According to local lore,
intermarriage, but the folk forbid it. Children the borders of this domain have never closed.
with only one human parent are claimed by the The castle, however, is not so easy to escape.
state at birth.
Soldiers represent the highest class of The Folk: No one lives in Forlorn for long,
Falkovnian citizens. N o person can aspire to a except perhaps a hermit or two. The castle i!
higher status. Only humans can be soldiers. abandoned and in poor repair.
Falkovnia's elite are all military men, who are
fiercely loyal to Drakov. Officers pay no taxes, Encounters: Only an occasional wolf will cross a
travel without restriction, and enjoy many other traveler's path. Encounters in the castle are
privileges. Only soldiers can carry weapons. Citi- another matt
zens who arm themselves have committed a
capital offense for which their entire family must
suffer. G'Hmna
he Lord and the Law: Yagno Petrovna, high
Encounters: During daylight, there is a 50%
chance of an encounter. The chance is the same
at night. Falkovnia hosts very few undead: the
living are horrid enough. Near populated areas,
T priest of the imaginary beast-god Zhakata,
rules G'Henna. He is both the spiritual and
the political leader of the domain. The
priesthood controls most aspects of society.
half of all encounters are with soldiers. Most Criminals-those Yagno deems displeasing
soliders are 3rd level warriors equipped with to Zhakata-are turned into mongrelmen. Yagno
scale mail, spears, and shields. Elite fighting performs a ceremony on the high towers of his
men are 5th level warriors equipped with banded cathedral. He strips his victims of their human
mail, swords, or polearms. dignity, which is distilled into great clouds o

I
I
glittering dust. As the winds carry the dust away, teemed brethren of the church wear garish col-
all that remains of the victim is a mongrelman ors, particularly red. Peasants wear rags.
and an outcast. When the infraction is especially All aspects of G‘Hennan life revolve around
severe, Yagno’s henchmen toss the mongrel from the worship of Zhakata. Worshipping this god
the tower. To this date, no foreigner has suffered means that some family member must starve. All
this atrocious transformation. Perhaps Yagno food that’s grown or imported must go to the
lacks to power to do it-no one is sure. church, which offers the food to Zhakata. The
leftovers are doled out by the priests, determining
The Land Although richly forested domains who shall feast and who shall famish. Priests are
surround it, G‘Henna’s land is rocky, cold, and always well fed. Starvation is an honorable death,
dry. The peasants struggle to grow crops of any because it proves one’s devotion to Zhakata.
kind, and the herd animals continually roam in A typical home is filled with religious arti-
search of adequate grazing. In winter, many of facts. The guesting cup, a drinking vessel offered
the animals starve. to all visitors, is made from the skull of a family
Several rivers flow from the Balinoks across member who willingly starved for Zhakata. Verte-
G‘Henna. In spring, the waters flood the banks. In brae and finger bones create floral patterns over
other months, only a thin, murky stream winds the doors and above beds. They remind the liv-
through the center of the dry beds. Trees grow ing of the blessed dead, and bring good luck.
along the rivers, but in the Outland, G’Henna’s None of these things is obvious, since the bones
rugged wilderness, almost nothing but scrub are filed and polished until they gleam like ivory.
survives. G’Hennansare generally happy. They treat
The principal city in G‘Henna is Zhukar, visitors politely, provided the outsiders adhere to
home of 10,000people. It is located near the Zhakatan etiquette. Fasting is expected.
heart of the domain, in the Balinok foothills.
Buildings of worship dot the center of the city. Encounters: Most encounters in G’Henna are
Yagno’s grand cathedral towers above them all. with humans and mongrelmen, not unintelligent
Loyal citizens think of Yagno’s mongrelmen monsters. Humans belong to three categories:
as animals. The creatures’ own families treat priests, worshippers,and blasphemers. Priests
them no better than curs-or had better not, lest are 1st level characters equipped with leather
they suffer the same horrid transformation. As a armor, daggers, and scourges. They kill or en-
result, most mongrels flee to the Outland, resid- slave blasphemers, or give them to Yagno. who
ing in caves among the rocks, living as best they transforms them into mongrelmen. Worshippers
can. At night, travelers often can spot their report blasphemers to the priests. Blasphemers
campfires and hear their eerie songs of lament. run from everyone.
Travelers in G’Henna frequently encounter
dust storms, which force them to take shelter. Common Rare
Mongrelmen never shy from these tempests. Great cats Kobolds
According to them, the winds carry their own Bats Lycanthropes
lost dignity. When the storms die and the sun Snakes Wolves
begins to set, the skies are aflame with color. Mongrelmen Giant Insects
Closing the Borders: When Yagno wants to Ghouls
seal his domain, a wall of jeering animal skulls
appears before any character within 100 feet of
the border. The wall extends into the heavens. Gundarak
No amount of magic or muscle can move it. As he Lord and the Law: Duke Gundar, a
soon as the character heads back into G’Henna,
the wall disappears. T vampire lord, rules Gundarak. He is older
than Strahd but weaker in spirit. He had the
misfortune of finding a temporary gate into
The Folk: O‘Hennan natives are pale and thin. Ravenloft. Once inside, he could not leave.
Most have sparse black hair, which grows in Gundar’s enforcers include 2nd level fighters
clumps. The men wear beards if they can, using equipped with splint mail, one-handed bastard
wax to twist them into a single long strand. Es- swords, and footman’s maces.
LANDS Of T
The Land Gundarak lies in the south-central Common Rare
region of the Core, with Barovia to the east and Rats Undead
lnvidia to the west. Like many of its neighbors, Bats Lycanthropes
Gundarak is rugged and richly forested. Twisted Wolves Kobolds
oak, beech, and conifers predominate.
Most of the western terrain is foothills, which
make the topography more wrinkled than an

I
elephant’s behind. The Balinoks rise along the
eastern border. Several rivers and streams spill
off the slopes and follow a twisted path across
the domain, flowing west to join the Musarde he’s the absolute dictator. His small council
River in Invidia.

I
of “governors” (basically killers) impose his will
One of the most spectacular gorges in on the folk. Most enforcers are 1st level fighters
Ravenloft is located in the southeastern corner of equipped with scale mail and war hammers. :*‘ifif
this domain. This narrow river gorge begins in 5,
Forlorn, then cuts deep into the mountains as it The Land Hazlan lies north of Bluetspur, in the
flows into Gundarak. The walls of the gorge rise southeastern corner of the Core. Barovia borders
nearly 1,000 feet in some places. Sunlight barely Hazlan in the west. To the east are the Nightmare
penetrates, and even the weeds turn yellow. Lands.
Gundarak has two major settlements, The eastern half of this domain spreads into
Teufeldorf and Zeidenburg. Roughly 4,000 peo- lazy, rolling hills, which are grassy and easy to
d e live in Teufeldorf. while 3.000 inhabit Zeiden- travel. In the west, the Balinoks rise up, and the
burg. Castle Hunadora, Gundar’s domicile, is terrain becomes rocky and rough. The northern
seated on a hill several miles west of Zeidenburg. part of the land is largely uninhabited
Closing the Borders: When Gundar wants to wilderness.
seal his domain, the Mists of Ravenloft rise from Hazlan has two major towns, Toyalis and
the soil at the borders. Anyone who walks into Sly-Var. Toyalis houses 8,000 people: Sly-Va
them finds himself hopelessly lost, with all 4,500. The folk dwell in simple, whitewashe
routes leading back to Gundarak. wooden homes with red tile roofs.
Closing the Borders: When Hazlan wan
The Folk: Gundrakan folk, mostly peasant seal his domain, a wall of fire leaps up at t
farmers and herders, struggle daily to meet the borders. He must replenish the flames eve
tax rolls of the evil duke. Not even firewood can hour, so the wall usually burns less than a
be gathered without charge. When a woman gives
birth to a girl, the family is assessed a harsh pen The F o l k The folk devote their efforts to
alty, ostensibly because she will not labor as hard pleasing Hazlan. He is a tough man to ple
in the fields as a boy. In the name of kindness, The governors relay his commands, and t
Gundar gives the family 15 years to pay the full obey each one instantly. Noncompliance
amount. If they cannot, the girl is seized. death or a trip to “the tables.” A simple
A large mob once killed Gundar’s tax collec- misunderstanding may mean the same. The
tors and stormed the castle in a peasants’ revolt. tables, of course, are where Hazlik performs
That night, all leaders of the rebellion were grue- experiments. Fear of this fate makes Hazlan
somely slaughtered. Gundar suspended their natives paranoid and distrustful. Were it not for
corpses from the treetops in the orchards to set the threat of burning on the border, the peo
an example. To this day, no peasant can bear to would leave en masse.
eat the fruit of those trees.
Encounters: Hazlan is a cornucopia of stran@
Encounters: Each day the PCs adventure in the creatures.
~~
~~,manv,of them misshaDen. There is a
wilderness, roll for one encounter: the chance is
~

33% chance of an
50%. At night, roll three times with the same three times at nigh
peccentage. .e.nco
town.

I-
-
LANOS Of THE CORE
Common Rare Common Rare
Bats Berbalang Wolves Wolfweres
Wolves Darkenbeast Deer Will o’wisps
Deer Crimson death Snakes Jermlaine
Snake Imp
Leucrotta
Mongrel man Hartahass
he Lora ana the Law: Harkon Lukas, a bard
lnvidia
he Lord and the Law: Madame Gabrielle
T and wolfwere, rules Kartakass. Although he
is recognized and respected throughout the
domain, most natives know him only as a bard.

T Aderre rules Invidia. She is a witch. The


natives do not suspect she is the lord, but
they know she is a powerful and wicked
Only a handful of humans know him as a
wolfwere. Fewer still know him as lord of
Kartakass.
enchantress. Kartakass is a small domain with few
villages. The Meisfersinger, a kind of singing
The Land: Invidia is a small southwestern mayor, sets rules and arbitrates disputes in each
domain cradled between Verbrek, Arkandale, village and its surroundings. (See “The Folk’
Gundarak, and Sithicus. The Musarde River below for more information.)
snakes from south to north across the land,
creating a lush, twisting valley. Karina is the only The Land: Kartakass is a heavily forested
major settlement, with a population of 2,000. It domain in the rugged foothills of the Balinoks.
serves as a way station for river traffic, although The hills are riddled with caverns, both small and
boats arrive infrequently. large. Some are rumored to lead all the way to
Closing the Borders: When Gabrielle wants Bluetspur. Fog is common in low areas, rising
to seal Invidia, a ring of fear encircles the from the soil as the afternoon sun begins to
domain. It is neither visible nor tangible, but wane. The brush is dense, the ground rocky, and
characters who attempt to cross the border find the way through the trees is twisted. When
themselves gripped by an unreasoning fear (no straying from the road or a clearing, riders on
save). They flee 100 yards toward the center of horseback barely move faster than a man on
the domain before they regain control. foot. When the fog sets in, riding off-trail
becomes impossible: riders must lead their
The Folk Crimes of violence and passion are mounts with a hand outstretched to clear the
common in Invidia. Grudges fester, arguments branches.
grow hot, and pain and sorrow inevitably follow. The town of Skald, near the center of Karta-
The folk view even their own kin with a kass, is home to nearly 2,000 people. The town
suspicious or fearful eye. They fear Madame is known for its sheep, whose wool is particularly
Aderre most of all. Her infrequent visits to town fine. The houses fit the Kartakan style: one story,
always lead to a rash of violent conflicts and with wooden frames, and steep, densely thatched
broken friendships. roofs. The homes have many small, arched win-
dows, each with heavy shutters that can be
Encounters: The chance of an encounter is 33% locked and barred from inside. The shutters are
once each day and once again after nightfall. painted bright blue or green; all Kartakans use
Away from town, travelers may encounter the same two shades of paint. Villagers must
Madame Aderre and her charmed servitors. This labor continually to maintain the thatched roofs,
is one of the few lands in which a gypsy escort because nightbirds pick mercilessly at the straw.
may be deadly. The gypsies themselves are in no To avoid the problem, a few wealthy men have
danger, but the those with them are not immune capped their homes with imported red tile. Even
to Madame Aderre’s powers. (See “Aderre” in then, the inhabitants sometimes hear frustrated
Chapter Xlll for details.) pecking on the tiles at night.
The village Harmonia, in the south, shelters
about 1,500 people. They claim to have the fin-
est singing voices in Ravenloft, and only the p e p A visitor who asks a Kartakan a simple ques-
pie of Skald dispute it. Harmonian architecture tion is likely to hear a believable tall tale that
matches the description above, but the houses sends him on a wild goose chase. The natives try
are larger. Villagers harbor livestock under their the same tricks on each other. They are good
own roof, in separate quarters at the rear of the natured about being the victims of such a ruse.
house. Despite such precautions, animals still No one, however, deliberately sends a friend on a
fall prey to foxes and wolves. chase that will strand him in the wilderness at
Kartakans have cleared the land around each night.
settlement for farming. Vegetables with bulbous The Meistersinger who governs each village
roots thrive in the black Kartakan soil; beets also instructs the children. Kartakans believe
grow to be 10 pounds or more apiece. The dark that the gods handed down many of their songs.
red bulbs and their.green leafy tops are staples These divine songs, called Mora, teach lessons
in the local cuisine. about morality, goodness, and happiness. The
Berries called meekulbern grow in wild, Meistersinger nurtures order and harmony in his
thorny thickets in the Kartakan hills. Natives (or her) village by passing on these moral les-
distill the berries into meekulbrau. Reputedly, sons. His knowledge of the Mora, and his ability
bitter brew relaxes the throat and sweetens th to interpret and sing them well, determines his
voice. It’s an acquired taste; most foreigners stature in Kartakass. Each village holds an a
despise it. nual singing and sto
Closing the Borders: When Lukas wants t mine a new Meistersinger. The incumbent
seal his domain, those who try to leave hear a usually retains his position.
sweet song. The song lulls them to sleep. (No
spell or saving throw can prevent it, though c
acters often try.) When the victims awake the an encounter. Each
find themselves back in Kartakass. of an encounter eue
encounters involve some sort of wolves-normal
The Folk Most Kartakans have fair ha wolves, dire wolves, werewolves. wolfweres, and
violet eyes, and pale complexions. Occasionally, (in winter) winter wolves.
a raven-hairedchild is born, with the same ivory
skin and startling gaze. They are a lean, gra
breed.
Kartakans have rich, melodious voices-t
kind granted to angels ar sirens. The people
have a melody for every labor, a song for ever
occasion. Their music drifts through the fores
and echoes across the hills. Many tunes seem
filled with sorrow, but in general Kartakans ar
content. They fear only t,he marauding wolf
packs.
As the sun sinks below the horizon each he Lord and the Law: A banshee rules this
night, Kartakans lock themselves in their ho domain. Her name is not known. Unlike
The wolves in Kartakass are thick as fleas o most groaning spirits, she can wail three
dog, and unusually bold. They often wande times each day. Once a powerful and evil drow
streets, and can breech any gate not securely elf in Arak, her spirit fled into the Mists upon her
fastened. death. The powers of Ravenloft granted her a
The people of Kartakass love nothing mo small land called Keening.
than a good story. Most can spin yarns easily, The banshee can sense the presence of any
due to years of practice. As the wolves prowl living creature in her domain. She attacks only
outside at night, families gather at the hearth to
exchange tall tales. They call them feeshk
- -
those who are foolish enouah to begin an ascent
of her mountain.
“little lies.”
The Land If the banshee is wailing, travelers can A forested ridge called the “Sleeping Beast”
hear her chilling moans the moment they cross stretches along the eastern border of this
the border. This small land surrounds a single domain. The ridge shelters Falkovnia from
peak, on which the banshee lives. There are no Lamordian storms. The Vuchar River slips past
signs of life-only the big, lonely mountain. At the southern edge of the Sleeping Beast,
its base lies a ruined town that once might have continuing north until it splinters into a delta.
housed 10,000 people. According to gypsies. the Lamordia is the only domain that always
mountain is honeycombed with tunnels and un. includes a portion of the Sea of Sorrows. Several
derground chambers. islands lie off the northern tip of the domain, and
Closing the Borders: The banshee can seal they are included in Adam‘s land. The largest,
her domain with a wall of wind. No one can walk the Isle of Agony, is Adam’s usual hideout.
or fly through this wall, and no magic can dimin- During low tide in summer, a muddy
ish its force. causeway links the islands to the mainland. It is
possible to walk the causeway, but progress is
The Folk: The living do not dwell in Keening- slow, and the mud can engulf a man to his waist
only zombies and wights, who fill the city at the if he does not choose his footing carefully.
base of the mountain. All of them died when the Seabirds add to the hiker’s worries by diving,
banshee took control. Their emotionless daily harassing, and even attacking. When the tide is
routine mocks the habits of their former lives. high, water covers the causeway. In winter,
They attack any living being who dares to inter- jutting slabs of ice join the isles to the mainland.
fere with their existence. To cross the ice safely, travelers need ropes and
ice picks.
Encounters: Any undead creature that does not Lamordia has two settlements: Ludendorf
feed can be found here. (This eliminates ghouls, and Neufurchtenburg,each housing fewer than
vampires, and the like.) No liches reside in Keen- 1.000 people. As in other domains, travelers will
ing. Every hour, there is a 25% chance of an encounter isolated huts in the wilderness, but life
encounter with wandering undead. here is too hard to attract many immigrants.
Schloss Mordenheim, Dr. Mordenheim’s
current estate, is north of Ludendorf on the
coast. The manor has a reputation of being
..L Lorc and the Law: Mordenheim’s haunted, and the locals avoid it. They tolerate
monster, Adam, is the true lord of this the doctor, but neither like nor trust him. The
~ domain, but it is not well known. estate is set upon a cliff. In spring and summer,
Lamordians believe that Baron Von Aubrecker the waves crash against the rocks below. The
governs the land. cliff is dotted with caves.
Lamordians are even more fearful of a
The Land Lamordia is a coastal domain in the second locale, the Isle of Agony. Some claim it is
northwestern section of the Core. Darkon, home to a man-eating sea monster. Others call it
Falkovnia,and Dementlieu huddle at its sides and “the devil’s domicile.” No one, not even
back, and seem to thrust Lamordia toward the adventurous young boys, will explore the island
Sea of Sorrows just as young boys might shove a willingly.
buddy toward a daring situation. A freakish Baron Von Aubrecker, the aristocrat who
weather pattern blows out of the Northwest and appears to rule this land, inhabits a castle
targets Lamordia with its fury. In winter, ice floes perched on the Sleeping Beast. The castle lies
clog the harbors, and great frozen slabs rear up several miles south of Ludendorf, and is linked
on the rocky shore. Lamordia may be consumed by well-traveled road.
by a blizzard while Darkon suffers only a drizzle Closing the Borders: When Adam wants to
and Dementlieu’s skies are clear. In late spring, close the borders, a driving blizzard hurls back
the snowmelt in Lamordia turns roads into deep, any fool who attempts to leave.
gluey mud. In the short, warm summers, clouds
of mosquitoes drift across the domain, plaguing
the deer and elk.
The Folk: Lamordians are righteous and hardy excruciating pain to anyone who enters. The
folk who withstand the winters in good spirits. pain is incapacitating-leading first to paralysis
Blizzards may keep them indoors, but snow itself (over ld4 rounds), then madness. Only one thing
is no hindrance; they travel on skis, sleighs, and alleviates it: stepping back toward the heart of
snowshoes. Markovia.
Most Lamordians are craftsmen.They spend
the winter months carving furniture and building The Folk Markovia has no folk, only the beast
musical instruments. As soon as the snow melts men created by Markov. Travelers should not
and the roads are passable, their work is ex. linger here, lest they become permanent
ported to other lands. The goods bring an excei- residents. Lord Markov believes visitors are gifts
lent price, a third of which goes to the Baron. from the dark powers-more raw parts for his
Several trappers live in isolated areas of the do- creations. He attempts to seize and preserve the
main, as do a few miners. Shepherds winter their bodies of anyone who enters his domain.
animals on the leeward side of the Sleeping Through surgical grafting and hormonal
Beast. injections, he transforms them into beast men.
The Lamordian diet is rich in protein and fat. He uses no anesthesia. The transformation,and
A pudding thickened with sheep’s blood is a lo- its pain, leave most beast men simple-minded or
cal favorite. Cheese made from goat’s milk is a mad.
dietary staple. The beast men pursue a crude existence as
hunters and gatherers. Most obey Markov’s
Encounters: Few monsters roam Lamordia, but orders without auestion. Thev fear him. and
there is always a chance of encountering Mor- believe he is a god. Markov kncourages this false
denheim’s monster or a flesh goiem. Occasion. belief. ..
?,. .
3: ,,., . I ,. . . .. . ..

ally, intelligent creatures move here from other I ’ . , ‘.Z .. *,?>F,..&?? ??;, 11. ‘ I .’
domains, attracted by the relative isolation. Roil Encounters: Roll for an encounter twice a day,
for an encounter once each day and night: the and twice each night: the chance is always 50%.
chance is 25%. Most encounters involve beast men. They have
standing orders to bring all intruders to Markov’s
Common Rare estate. (They do not bother the gypsies,
Wolves Bear however.) The beast men try to seize intruders
Caribou Flesh golems peacefully at first, by simply inviting them to
Giant weasel Lycanthrope seawolf Markov’s estate. If this fails, they resort to
Boar Giant lynx violence.
Moose
Common Rare
Beast men Mountain lions
Markouia Wolves Bears
he Lord and the Law: Frantisek Markov, the Spiders Boars
beast lord, rules Markovia. The beast men Snakes Deer

II call him “Diosamblet,”or “the god who


walks among us.” The gypsies call him “Master
of Pain.” Mordent
he Lord and the Law: The ghost of Lord
The L a n d Markovia is wild and undeveloped.
Perched in the Balinoks near the center of the
Core, it includes a major valley and surrounding
T Godefroy controls Mordent, though few
natives know it. They see Godefroy as an
unfortunate part of the local scene, an evil
peaks. No towns exist-only occasional creature to be avoided. But they do not associate
groupings of crude huts, which were built by him with rulership or law.
Markov’s beast men. Politically, the mayor of Mordentshire is
Closing the Borders: When Markov wants to most powerful. He is supported by a police force
seal Markovia, a mist rises at the borders. Unlike of 1st level warriors, who typically wear leather
other vapors in the Core, this one causes armor and carry footman’s maces.
The Land: Mordent’s western shore borders thc masters of verbal evasion. They’ll chat for hours
Sea of Sorrows. Sheer cliffs overlook the turbu about meaningless trivia, but they’ll rarely an-
lent sea, though few exceed 150 feet in height. swer a personal question or one of substance.
Beaches are rocky; in most places, the waves When a storyteller is pressed into action, he’ll
break over boulders, erupting into spray. Behind usually share an old tale about an alchemist in
the cliffs, the land stretches into great expanses Mordentshire,who invented an Apparatus in
of forest, or rolls gently, becoming moor. A few centuries past. Some say the Apparatus could
small pockets of land lie below sea level. take the soul from any being and cast it into
The Arden River flows north through Mor- oblivion, or even implant it in another body.
dent until it nears Mordentshire, the domain’s (Mordentish parents often scare their children
only major settlement. There, near the center of with this version or teasingly say, “You can’t be
the coastline, the river turns abruptly and emp- my child. The Apparatus must have sent you.”)
ties into the Arden Bay. The town, located high Others claim the Apparatus separated the good
on a chalky cliff, overlooks the quiet harbor. and evil in a man, creating two separate men.
Mordentshire boasts a population of about 2,000 The Apparatus supposedly was destroyed, but no
people. one knows for sure. Most natives believe the
Two noteworthy estates are located near Mor- entire tale is fiction.
dentshire: the House on Gryphon Hill, and
Heather House. Locals know the House on Encounters: No random encounters with mon-
Gryphon Hill as the haunting grounds of Lord sters occur in and around Mordentshire. This
Godefroy. It is an evil place filled with terrible does not include the forests near the town, just
creatures. Heather House is the Weathermay the town itself and the nearby farmlands.
family estate. This family owns most of the land (Encounters in town may include gypsies,
directly southwest of town. strange folk, or ordinary animals, however.) In
Closing the Borders: The Ravenloft Mists lie contrast, the Gryphon Hill area is teeming with
only a few hundred yards out to sea. They ob- horrid creatures-especially undead, excluding
scure the horizon, and make every sunset daz- vampires and liches.
zling. At Lord Godefroy’s request, the Mists roll The table below lists common creatures in
in from the sea and hug the coastline. At other Mordent. Away from Gryphon Hill by day, charac-
borders, the Mists rise from the soil of Mordent ters have a 25% chance of encountering a beast
itself, completely sealing the domain. Characters from this list; after nightfall the chance doubles.
who enter these Mists will discover that every On or near the infamous hill, there is a 20%
route leads back to Mordent. chance of an encounter twice each day. Each
night on Gryphon Hill, encounters occur every
The Folk Mordent’s natives represent every size hour.
and color, but all are human. Laborers in Mor-
dentshire are mostly fishermen, taut and lean Common
from their work. The sea is their livelihood, and Ghoul
they reserve respect for those who also make Haunt
their living from the sea. Peasants who reside Poltergeist
away from the village tend to be herders. Shadow
Nearly everyone in Mordentshire knows the Lycanthropes Sahuagin
House on Gryphon Hill is haunted. They believe Snakes Will ’0 wisp
strongly in ghosts and other creatures from “the Spiders Geist
other side,” and they’re highly superstitious. But
they do not think such creatures could invade
their own homes, or multiply beyond existing
levels. As the local saying goes, “Don’t visit evil, Nightmaru Lands
and it won’t visit you.” he Lord and the Law: The Nightmare Lands
Most folk are well mannered and friendly T allegedly have no lord. Whoever, or
toward strangers. Yet they’re always politely re. whatever, controls this domain is surely
served, and often secretive. Mordentish folk are ...A
The L a n d The terrain changes so quickly it can habitats of forgotten families. The huts are
only be described as alive. The sky changes grouped in a circle and ringed by low walls of
color, the sun changes size, the air becomes hot stone.
and then cold. Each change is smooth, seamless, Even newer buildings in Nova Vaasa are
and tends to occur at the corner of the viewer’s commonly made of stone. Nova Vaasan lumber
field of vision. The wilderness is truly trackless: often rots in just a few years. As a result, timber
no trail can form in such unstable country. for construction usually must be imported from
Plant life is unique. At times, it seems to other domains.
move against the wind. Animals howl and gibber The city of Kantora lies near the center of
as they race by. The few monsters in the Night- Nova Vaasa. It rivals Lekar and II Aluk in sir
mare Lands are alien and weird. with 16,000 people living in rather squalid
conditions. The smaller towns of Liara, Egenus,
The Folk: Only the Abber nomads live in this Bergovitsa, and Arbora house between 2,000
domain. Their tribe is small. Unlike their sur- and 8,000people.
roundings, they appear stable and sane. They The domain is known for its horses. Many of
construct no buildings, and own only what they which them run wild, particularly along the
can carry. They are hunters, armed primarily western border. The best mounts in Ravenlo
with spears and bows. come from Nova Vaasan bloodlines.

Encounters: Each encounter is a unique experi- The Folk: Nova Vaasa is sharply divided inti
ence. There is a 25% chance of an encounter small aristocracy, impoverished masses, and a
during the day and again at night. vague middle class consisting of tax collectors,
merchants, and clever thugs.Vice and violence
are rampant among the settlements, and each
Now uaasa town has an inordinate number of gambling
he Lord and the Law: Malken, alter ego of houses and taverns.

T Sir Hiregaard, is lord of Nova Vaasa. To all


appearances, Sir Hiregaard is merely a
noble. An unfortunate curse transforms him into
Encounters: Most encounters are with bandits
and men bent on mayhem. The only serious
the hideous Fiend called Malken. Malken has predators are the plains cats. These black,
terrorized many poor young women and tailless creatures live in crevices in the granrre
murdered the men who crossed him. Not even outcroppings and hunt on the plains by night.
the woman who loves Sir Hiregaard suspects the The females hunt in prides, dragging down
truth about him. horses or other sizeable mammals. The chance
The political leader of this domain is Prince of an encounter is 25%, nnre diirinn the rlav and
Othmar. His city militia include 1st level fighters twice during the night.
equipped with ring mail and clubs.
Commor Rare
The Land: Nova Vaasa lies in the crook of the Horses Plains cai
Balinok Mountains, between Markovia and the Snakes Wolves
Nightmare Lands. Next to the Balinoks, the Lycanthropes
terrain is rocky and steep, but it quickly spreads Jermlaine
eastward into a vast, grassy plateau dotted with
occasional outcroppings. Aside from the trees
along the rivers, woods are scarce. Sihicus
Nearly a quarter of the land is devoted to he Lord and the Law: Lord Soth. a
farming. Wheat, oats, and rye are the principal
crops. The soil is rocky, and fields cleared for
farming are bordered by crude stone walls.
T deathknight, rules Sithicus with reluctance.
He came from Krynn. There, he murdered
his first wife. After his second wife died in the
Despite Nova Vaasa’s relative youth on the Cataclysm, Soth became a deathknight. Thr
calendar, many of the walls appear ancient. woman warrior Kitiara was his dark, private
Abandoned, roofless stone huts mark the passion. Lured by what he believed to be he,
voice, Soth stepped through a dimensional ril
~

He found himself wandering the hills of Sithicus, 5


knowing he had been cursed yet again. (See the Lord and the Law: Three hags rule Tepest
DRAGONLANCE= products to learn more about
Soths life on Krynn.)
rI tooether. formina the onlv known tribunal
leidership of a dGmain. The hags represent
each of the types described in Monstrous
The Laad: Sithicus lies in the southwest region
of the Core, just north of Valachan. The terrain is
thickly forested,with many rifts and small cliffs.
Compendium I , The people know of them only
through legend and myth. 1
The lowlands are filled with bubbling springs and The Land: Tepest is nestled in the Balinok
shallow pools. Mountains directly south of Keening. The Timori
Soths castle, Nedragaard Keep, is hidden Road, one of two established routes across the
between two arms of an eerie ridge. The castle is mountains, crosses Tepest from east to west.
a gift from the dark powers of the land. It resem. Near the center of the domain, the road hugs the
bles his own Dargaard Keep on Krynn. He is southern shore of Lake Kronov. The lake's clear
. ' ed by the shadows of spirits and undead war- waters never freeze completely, though snow and
rs who also haunted Dargaard Keep. ice cling to the surrounding peaks nearly half the
Closing the Borders: On Krynn, the year. The village of Viktal lies on the east end of
thknight was compelled to remember his sins the lake. Kellee is about 16 miles east on the
in song. In Ravenloft, he can seal his Timori Road.
repeating this dismal ballad. As he Closing the Borders: When the hags want
joined by the voices of other sinners. their borders sealed, a violent storm encircles
, rising from the borders, is so horrid the domain. Stinging rain, snow, and bdts of
no mortal can withstand it. All must return lightning drive travelers inland toward the lake.
to Sithicus or become hopelessly mad. Magic does not affect the bizarre storm;' ' '

. . .. - , ,
The Folk All natives of Sithicus are elves. They The Folk: Viktal and Kellee, the two villages,
lcome other races, but most visitors cannot house 3,000 peopkeach. The folk aresimple
r to remain. Soth despises the elves, because and poor, living in small, whitewashed cottages
't was elves who deceived him and led to his loss roofed with bundles of twigs and bark. As a
of honor on Krynn. Sithicans feel bonded to the matter of pride, they carefully adorn the cottage.
land, but they do not understand why. Even the walls with intricate floral patterns in bright
most tormented of them stay in this domain, colors. In summer, the window boxes overflow
because they know other lands do not tolerate with blossoms.
Viktalians herd goats and sheep, hunt bear '
According to legend, a dark-haired human and wild pig, or fish for sturgeon on the lake.
woman roams the hills at night. The elves claim The sturgeon caviar is a delicacy, resW'%"d for
it is Kitiara, who has come to torment Lord Soth. special occasions. The people of Kellee also he
and hunt. The.goatswear bells. As the herders
Encounters: Most creaturely encounters involve guide their animals back toward the village at
groaning spirits, banshees, and other undead. dusk, the gentle, haunting clangs echo across
There is a 33% chance of one encounter during the valley.
the day, and the same chance three times during
the night.

Common
Deer
Groaning spiri
Snakes of smoke; hence, the anima
e often fuels a fire.
Encounters: Goblins are common in these parts. ground. It is impossible to fly over them and
Fortunately, the voracious appetite of the hags escape.
keeps their numbers in check. Unfortunately, the
hags also hunger for humanoid flesh. During the The Folk: Every family in Richemulot inhabits a
day, roll once for an encounter: the chance is large home or series of buildings-as much as
50%. Roll twice after dark; the percentage stays they can fill comfortably.Most homes have fallen
the same. If characters venture into remote ar- into ruin or disrepair. The people of Richemulot
eas, double the number of rolls. are not possessive about the things they own.
Whatever they have was abandoned by someone
Common Rare before them.
Goblins Wolves
Deer Snakes Encounters: Richemulot is nor a S L ~ Kp a c e to
Kelpie wander alone. During the day, the chance of an
Bears encounter is 50%. Roll once for a group of PCs.
If a character is alone or has just one companion,
roll for two encounters each day. At night, roll a
Richemukt 50% chance twice for average groups. If one or
he Lord and the Law: Jacqueline Renier, a two people venture out alone after dark, roll

T wererat, rules this domain. Most folk don’t


know wererats infest the land. Those who do
cannot say who among the creatures is leader.
three times instead.

Common Rare
Rats Skeletons
The Land: Richemulot has three large towns: Goblins Zombies
Pont-a-Museau,St. Ronges, and Mortigny. At Wererats Wights
least a third of the buildings in each settlement Snakes
lie empty or in ruins. Six thousand people live in Spiders
Pont-a-Museau, but the city can house nearly
20,000 comfortably.About 3,000 folk inhabit the
once-grand city of St. Ronges, leaving homes for
another 12,000 citizens vacant. Mortigny has the
largest current population, with 7,000 natives. If he Lord and the Law: The Baron Urik von
the buildings are any indication, another 5,000
folk once lived there.
Richemulot’s settlements are known for their
T Kharkov, a vampire lord, rules this domain.
He is a nosferatu vampire roughly 250 years
old. Exiled to the ethereal plane, Urik wandered
finely constructed sewer systems. The wererats for decades until at last, weak and anemic, he
live in these tunnels. stumbled into the Mists of Ravenloft. He takes
Closing the Borders: When Jacqueline wants the animal form of a panther, not a wolf.
to seal her domain, a horde of giant rats
encircles the land. They form a border 50 feet The Land: Valachan (pronounced uoll a kon) is a
thick, hanging from trees and hulking on the rugged, forested domain in the southwestern
corner of the Core. Its ridges and numerous
small canyons make overland travel difficult
Common wildlife includes deer, moose, boar
martens, eagles, and ravens. Bears and panthers
also abide in the woods.
There are three towns of notable size:
Ungrad, population 1,500; Rotwald, 4,000 and
Habelnik, 3,500. The Baron’s fortress, Castle
Pantara, lies between Rotwald and Habelnik. The
dark castle is crouched on a cliff above the main
road, like the animal for which it is named.
Closing the Borders: When Baron v--

I m..
Kharkov wants to seal his domain, the Mists of as the leaves drop, the shrubbery bark turns to
Ravenloft oblige him by encircling the land. deep crimson, and the grass turns to gold. A
Characters who enter the Mists become disori- ground fog settles in the hollows at night.
ented; upon leaving them, they find themselves Verbrek has no villages or towns-only small
back in Valachan. hamlets with a few families each. In a clearing
near the center of the domain stands a circle of
The Folk: Valachani natives frequently suffer roughly hewn stones, each twice the height of a
from White Fever, a mild flu that develops at man. Natives call it simply “The Circle.”
night and leaves its victims listless and bedrid- Closing the Borders: Alfred Timothy cannot
den for several days. Or so they believe. In truth, seal his domain completely. To prevent escape,
the feedings of Urik and his vampire slaves cause
this common complaint. The Baron rarely kills
his victims. Though his appetite is vast, he pre-
he summons a large group of wolves and
werewolves to patrol the borders. I
fers to bleed several victims conservatively each The Folk: A Few hundred natives inhabit Verbrek
night rather than drain one or two to the verge of
death. He imposes the same restraint on his
slaves.
All are werewolves. They are the only large
carnivores in this domain.
On the full moon following each solstice and
II
The folkrecognize the Baron as their lord equinox, the packs meet at The Circle. At this
and ruler. He does not tax them harshly, but of-
ten summons them to work in his keep at night.
The work is harsh; laborers usually return home
time, they celebrate the hunt, settle legal issues,
perform marriages, and trade a little.
The werewolves of Verbrek tolerate the
II
with a case of White Fever. gypsies and anyone in their charge. Any traveler
Once a year, the Baron demands that a who enters uninvited, or without a gypsy escort,
young woman leave her family and become his becomes game-meaning both prey and
bride. She rarely lives out the year. The people entertainment. When the werewolves catch a
assume that she either kills herself or dies from man, they strip him of all his possessions. Under
his abuse. The truth is far worse. the pretense of fairness, they inform him that he
has half an hour to prove his mettle. Then they
Encounters: The chance of an encounter is 25% let him run. When the half hour ends, the
twice a day, and four times at night. Panthers are werewolves begin the hunt. If the victim can
simply black leopards. They are the primary make it to the border before the creatures

I
predator in Valachan. capture him, he lives. In the interest of sport, the
creatures may grant extra time to a victim whose
Common Rare ability to flee is obviously poor. Then again, they
Vampire Panther may not.
Boar Bear
Deer or moose Undead Encounters: Most of the dangerous encounters
Bats Spiders in Verbrek involve werewolves. A few undead
creatures also inhabit the domain-all of them
immaterial, such as ghosts, spectres, or geists.
Uerbrek
A e Lord and the Law: Alfred Timothy the
rerewolf is the absolute lord of Verbrek. He
~ates humans, demihumans, and other
forms of lycanthropes.

The Land: Verbrek is a patchwork of woods,


marsh, and meadow on a rolling terrain. The
forests are mostly deciduous, including oak,
quaking aspen, and flowering dogwood. The
clearings are dotted with thorny shrubs and
carpeted with deep, emerald grasses. In autumn,
ISLANOS Of TERROR

/I
I
Ckapter HIE:

r ght domains in Ravenloft- make their living byl hunting, but that professio d

fl
?oat independently in the can be as deadly for them as it is for their prey.
Yisty Border, forming iso.
ated pockets of terror. Each Encounters: Jackalweres and other predators
s permanently surrounded endanger travelers in the forest.The roads and
>y Mist and has no physical towns are safe during the day, except from the
ink to any other domain. The jackalweres.
iomains are pictured as a

‘I 3roup on one of the color


maps in this boxed set, but
their position on the map is
arbitrary. No sailor in the vast
Common
Deer
Jackal
Rare
Wild dogs
Lycanthropes
Boars
sea of Mists can chart a
course to these islands. Nor
would any sane sailor try. Har’akir
This chapter describes he Lord and the Law: An ancient mummy,
each “island’ domain, includ.
ing its lord, land, folk, and
random encounters. The text
T the pharaoh Anhktepot, is the evil lord of
this domain. His tomb lies in a small canyon
guarded by two monolithic statues.
follows the format of the pre.
vious chapter. Refer to “The Domains in Detail” The Land Har’Akir is a small, searingly hot
on page 60 for explanatory notes. desert floating in the Mists of Ravenloft. Sandy
expanses stretch across the northern part of the
domain, while rocky, barren canyons cover the
Fade south. The Mists of Ravenloft hover above the
he Lord and the Law: Jack Karn is lord of land in a shimmering mass, blurring the horizon.

T this domain. He is also a jackalwere. The


people of Farelle are blind to his bestial
nature. To them, he is only a wandering tinker.
To the parched observer, it seems that the desert
goes on forever.
Har’Akir has a single settlement, Muhar,
which lies beside a small, springfed pond. Fewer
The Land: Farelle is a wild and wooded domain than 100 people live in large cabanas by the
floating in the Mists. It has two towns, Kaynis in pond. All natural vegetation has been stripped
the west and Mortilis in the east. Both of them lie from the area.
in an area devoted to agriculture. The summers Closing the Borders: When Anhktepot wants
are hot and the winters bitter cold. to seal his domain, the borders radiate an
The woods support a wide variety of life, impenetrablewall of heat. Travelers who attempt
especially carnivores. Dog packs and jackals are to withstand it eventually turn to ash.
common threats to the folk.
Closing the Borders: Karn has no magical or The Folk: Har’Akiri natives are small, brown
mystical means of sealing his domain. Instead, people whose faces are weathered and lined.
he must send his dogs and jackals to patrol the They wear loose, white robes to keep the heat a
border. Their senses are keen and their numbers bay, and headcloths, which can be drawn across
formidable. Escape is virtually impossible unless the face when wind stirs the sand. They are wary
Karn allows it. of strangers, but are not hostile. Water is like
gold to these folk, expensive and rare.
The Folk: Farellian people are simple but
prolific. Women commonly bear 13 children or Encounters: Few monsters inhabit this domain.
more before they become too old or weary to The indigenous species live in the rocky
continue. There is no Fear of overpopulation. southern cliffs by day, and wander the desert
Stillbirths are common, and carnivores help after nightfall: The desert is almost void of life,
keep the natives’ numbers in check. and the cliff creatures appear to have no natura
Vost Farellians are peasant farmers. Some prey. How they survive is a mystery.
Common Rare Common Rare
Ant lion Leopard Bighorn sheep Winter wolves
Sandling Lion Mountain goats Werewolves
Jackal Snakes Goblins Undead
Scorpions Undead Owls Bears
Deer and elk
Sanguinia
he Lord and the Law: Ladislav Mircea rules Souragne
T Sanguinia. He is a vampire. The folk know
him as their cruel, despotic prince, not as a
creature of the night. T
he Lord and the Law: Anton Mismi, the
zombie master, is lord of this dompin.

The Land A slice of dry land covers the


The Land: Sanguinia is a mountainous domain eastern side of Souragne, but the western
completely surrounded by Mist. The highest two4hirds is a dark, swampy maze of waterways,
peak, Mount Radu, rises more than 11,000 feet winding through towering cypress draped with
in the west. It is permanently snowcapped. The moss. Most of the swamp region is submerged.
exact elevation is difficult to determine, because A few solid patches of land rise out of the water,
Sanguinia has no distinct “sea level.” At the but only a handful of men know their location.
lands lowest point, where clear streams gently Souragne includes a sliver of ocean on its
descend into the Misty Border, the elevation is northern side. The land gives way to a band of
assumed to be 700 feet. saltwater before it meets the Ravenloft Mists a
Sanguinia has three settlements: Tirgo, few miles offshore. A small town, Port dElhour,
Fagarus, and Kosova. Each is located beside a lies on the coastline east of the swamp.
river. Castle Guirgiu, Prince Mircea’s abode, sits Closing the Borders: When Anton wants his
on a large spur of rock near the center of the borders sealed, the Mists direct travelers back
domain. Mt. Radu looms behind it. into the domain. Anyone who enters the Misty
The weather here is always cold and harsh. Border eventually finds himself back in
Lake Argus, near the center of the domain, is Souragne.
sealed with ice in every season but summer. A
strong, harsh wind blows down from the The Folk: Souragnien people are very
mountain top. superstitious. They believe in a variety of nature
Closlng the Borders: The Mists of Ravenloft gods, including the “Lord of the Dead,” who
help Ladislav seal his domain. When he wants to watches over the swamp. None of the villagers
prevent escape, anyone who enters the Misty ventures into the swamp willingly, but it is
Border eventually finds himself back in rumored that some outcasts live in floating
Sanguinia. The Mists sometimes take the form of houses deep within it. The shaman is not afraid
a blinding snowstorm, bending the fir and pines. to enter the swamp.

The Folk: Death comes easily in this land, so life Encounters: Common encounters in the swamp
is considered precious. Sanguinians cherish their include lower level undead, skeletons, zombies,
children, are very expressive of their emotions, and the like. Away from the swamp, such
and live life as hlly and robustly as possible. creatures are rare.

Encounters: In this cruel environment, many Common Rare


predators stalk the domestic animals. Away from Crocodiles Lizards
the towns, the chance of an encounter is 25% Snakes Toads and frogs
twice each day and three times each night. Leeches Shambling mound
Giant insects Will o’wisp
Undead
ISLANDS OF TERROR

Sri Rai Staunton Bluffs


he Lord and the Law: Lord Arijani rules this he Lord and the Law: The spirit of Sir

T domain. He is a rakshasa, a creature ofter


described as “the embodiment of
nightmares.” To the locals, he appears human.
T Torrence Bleysmith rules here. He does not
torment the folk who avoid him. They abide
in the west; he haunts the east.
They know him as the high priest of Kali.
The Land: Staunton Bluffs is a small, isolated
The Land: Sri Raji is an isolated domain whose domain. A line of sandstone cliffs, running north
boundaries gently wave, creating small to south, divides the land in half. The western
protrusions of land as well as intrusions of Mist. region is relatively flat and good for farming,
The Yamasha Mountains rise in the west. On the with a few wooded patches. The bluffs rise above
slopes of Mt. Yamatali, the highest peak, sits a it. At their highest point, near the center of the
great temple. In the valley below are three towns. land, a castle is perched on a cliff. It is Castle
The Sri Rajin climate is universally hot and Stonecrest, Bleysmiths haunt.
muggy. A jungle covers the entire domain, Most natives of this domain live in modest
excluding portions that have been cleared for white cottages, which are scattered across the
agriculture. farmland. Staunton Bluffs also has one tiny
Closing the Borders: When Arijani wants to settlement named Willisford. The village is
seal his domain, a wall of phantasmal killers located beside a river in the west.
rises from the borders. The killers cannot be The weather in Staunton Bluffs is generally
dispelled or disbelieved. Each creature acts in cold and wet. Mornings begin with a misty rain
accordance with the phantasmal killer spell, but it or fog, but the skies often clear by noon. As the
attacks only those who are trying to leave. sun fades, the mists return. They spill off the
bluffs and settle over the farmlands, bringing
The Folk The people are devout and fearful with them the weird sounds of night.
believers in their gods, particularly Kali. They Closing the Borders: When Bleysmith wants
believe that life in Ravenloft is divine to seal his domain, the Mists of Ravenloft
punishment for a lack of true faith. Each day, the respond. Anyone who enters the Misty Border
goddess demands that one of them relinquish his surrounding the land finds that every route leads
or her earthly bonds as proof of piety. The back into Siaunton Bluffs.
people believe the victim leaves Sri Raji to
commune with greater powers. In reality, the The Folk: In comDarison to other dom
victim is secretly eaten by the rakshasa. good here, albeitboring. As long as the folk stay
The society is rigidly divided into classes. away from the cliffs and Castle Stonecrest, they
Families are large and the towns are extremely can g o peacefully about their business. They are
crowded. The Indian material in the Legends and not rich or even comfortable, but with hard work
Lore book is quite appropriate if you have access each day, they survive.
to it.
Encounters: Nothing horrid wanders west of the
Encounters: The jungle teems with life, much of bluffs, but a few of the wild animals there can be
it dangerous. Arijani rarely leaves his temple, dangerous. The area east of the bluffs is haunted
and should be encountered only as part of an by bodiless undead.
adventure plot. I
Common Rare
Common Rare Bodiless Undead Wolves
Giant insects Nagas Townsfolk Boar
Spiders Man-eating plants Deer
Snakes Elephants Lycanthropes
~~,4onkeys Tigers
,J Weretigers
Uechor Zherisia
he Lord and the Law: Easan the Mad rules he Lord and the Law: Sodo the
T Vechor. The folk recognize him as their king,
although they know he is mentally
deranged. People who openly oppose him
T doppleganger is lord of Zherisia. The people
do not know he exists. But in hushed tones,
they discuss his frequent and grisly murders,
eventually vanish if they’re lucky. Those who are which are committed with a surgical blade. The
not so lucky turn up dead, or worse. natives have not guessed the murderer’s identity.

The Land: Vechor is an island in the Mists. Its The Land: The grimy city of Paridon dominates
border is as strange and twisted as Easan’s mind, this small domain. It is situated at the heart, and
combining curves and unnaturally straight the surrounding lands are farmed. Even so,
sections like a piece from a jigsaw puzzle. Zherislans have barely enough food to survive.
The town of Abdok lies in the east. Closing the Borders: The Mists of Ravenloft
Farmlands surround the town; lands elsewhere seal this domain when Sodo desires it. Anyone
are lightly forested. The Cliffs of Vesanis run east entering the Mists eventually finds himself back
to west across the southern tip of the domain. No in Zherisia.
one who has climbed them to explore the
highlands beyond has ever returned. The Folk: Hunger,.disease,and crime are
Closing the Borders: When Easan wants to common here. The folk are divided into two
prevent escape, a wall of animated trees springs classes: those with money and those without.
up from the borders. Only a few trees may
appear at first. If characters still attempt to Encounters: Zherisia has no indigenous
escape, more trees appear. The wall of trees is monsters. An undead creature or lycanthrope
impervious to fire and impossible to breach. occasionally may visit the land, however,
Strange raptors, which are perched in the wandering out of the Mists. Some of the normal
branches, ensure that flight is an equally deadly folk arsonsidered monsters by those who know
proposition. them well.

The Folk: Townsfolk in Abdok are calm and


stoic. They are accustomed to change, because
neither their ruler nor the domain is stable. Not
long ago, Easan suddenly decided that each
citizen should be branded with an “ E to honor
him. Recently the trees became mobile, and the
entire layout of the forest shifted. The folk take
most of this in stride. Some believe that one day
a knight will step out of the Mists and dethrone
their king. Unfortunately, that knight may be the lL
harbinger of an even greater darkness.

Encounters: In Vechor, the dead may walk,


creatures of stone may prowl the cliffs, and trees
may bend their stiff, creaking arms to embrace
the travelers passing by. Anything may be
encountered here, and all manner of strange
I
events may occur. It all depends on Easan.
I
his chapter introduces important men and tool to get you thinking. Try not to create a lord
vomen of Ravenloft-from lords to lily- who is wholly one trait or its opposite. Few “rude
vhite defenders of justice. Not every lord people” are rude every second of every day. You
s listed here, only the key rulers. All char- also should avoid a character who cannot boast a
icters (or creatures, as the case may be) single virtue. The creature you are developing is
ippear in alphabetical order. evil, and there should be no question about it.
Eventually you may want to create But even evil characters can be polite, or be
new characters of your own. The following loyal to the ones they love. Characters who
help you design sinister, success. appear as “death incarnate” at first glance
ful villains for your Ravenloft campaigns. usually make less interesting encounters.

Personality Traits
Developing New Lords of Your CrueUKind HumbleEgotistical
Own Loyalrrraitorous DepressedXontent
EmotionallReserved FidgetyKalm
avenloft’s villains are characters as Pesshistic/Optimistic PrejudicedlFair
well as creatures. Strive for a Selfish/Generous SorrowfulKleeful
well-rounded personality. An evil Rude/Polite SensitiveiThick skinned
monster that roams the land as a mindless ImpatienffPatient
killing machine is boring as well as trite.
The lords of Ravenloft are tortured souls. Despite After you have flesh round
their decidedly dark nature, most still have a tiny rsonality, you acter
kernel of goodness. Some small part of them her details. D
evokes our sympathy or pity. Yes, they are evil, habib or patterns of behavior? How do they
and they must at least be stopped if not look? Has their appearance changed with time?
destroyed. But basically, they are Do they wear distinctive costumes, or have a pet
human-human enough that a priest might or cclnstant companion?
think, “There for the grace of the gods go I.” Once you’ve answered questions like the
To flesh out new villains, start with their ones above, giving your character the powers
history. What kind ldhood did they have? and weaknesses of a creature is easy. Most
What have they do he past? What has been Ravenloft villains are based upon conventional
done to them? Think about their relationships monsters such as vampires, werewolves, and
with family and other loved ones. What were ghosts. They fit the same basic description, with
those relationships? What are they today? a few unusual or unexpected abilities. for exam-
Ponder their motivations. Why do they do what ple, rhe vampire Strahd Von Zarovich is also a
they do? How do they justify their actions? What high-level necro Be creative; if every
are their likes, dislikes, fears, and passions? monster in your gn is a wizard, spellcast-
What is their reputation; in other words, what do ina villains soon will become old hat. A maior
the folk know and think of them? While you may vuhability also should be unex
not choose to answer all olf in Ravenloft
voluminous detail. the m stead of silver
villain, the more interesting an more believable
a character he or she can become.
Many of the evil creatures in Ravenloft are
cursed. Chapter VI urses,” and the lords in
this chapter provid amples. Keep in mind that and escaping alive, not destroying ihe lord.
such a curse arises from the character’s actions If your goal is to create a villain whom the a
in the past, and influences his attitudes and tureB can kill, give him or her a small land
actions in the present. from the Core. The land probably will disso
The table below lists some traits and with the villain’s destruction.
attitudes to consider when you’re creating a
character. It’s not a complete shopping list, just a
I -
Aderre, Gabrielle She would say only that he was evil, and that
Gabrielle carried the evil inside her. “You must
Lord of lnvidia never bear children,” said lsabella to her
8th Level Enchanter, Neutral Evil daughter. “A man, a babe, a home-these things
can never be for you, Gabrielle, because tragedy
Armor Class 10 Str 8 will be the only result.” Gabrielle grew up bitter,
Movement 12 Dex 14 despising the gypsies and the folk who made her
LevellHit Dice - Con 10 an outcast, and eventually even her mother, who
Hit Points 21 Int 13 had ensured her eternal loneliness.
THACO 18 Wis 16 When Gabrielle was 19, her mother was
No. of Attacks 1 Cha 16 killed by a werewolf in Arkandale. Gabrielle fled
DamageIAttack by weapon into the Mists of Ravenloft. She was full of hate
Special Attacks spells and evil eye and plans of vengeance. The dark powers of the
Special Defenses nil land opened their arms and took her in. As her
Magic Resistance nil hatred grew, they increased her strength, until
she achieved the power to become a lord.
abrielle is a small, solid woman with Today, Gabrielle is lord of Invidia. (She seized

G hypnotic black eyes. Her hair is long, black,


and wild, cascading in waves to the small of
her back. Her dark hair and eyes come from her
control of the land from its former lord, a
werewolf who attempted to enslave her.) She is
an intense, persuasive, and charismatic woman.
mother, a gypsy: her pale skin is drawn from her She despises the gypsies, but since she cannot
nongypsy father. She is middle-aged, though harm them directly (see below), she often tries to
apart from a mass of gray hair at her left temple, manipulate others into doing so. She is not fond
she looks several years younger, having the of the natives in her domain, and is jealous of
carriage of a young woman. any happiness they manage to find. One of her
Gabrielle dresses like a gypsy, in vibrant, few pleasures is toying with these innocent folk,
tiered skirts that swirl round her ankles, and destroying attachments, ruining families, and
blouses embroidered with silver and golden
threads. A kerchief often covers her head. Her
ears are pierced with large gold hoops, every
finger is laden with rings, and gold chains adorn
her ankles and neck. She usually walks barefoot,
strutting in her finery like an exotic jungle
bird-one that is angry, bold, and predatory.
Background: Gabrielle’s bloodlines link her
to Madame Eva, the first gypsy in Ravenloft. She
is only part gypsy, however, and therefore is not
embraced by those of full blood. Gabrielle’s
mother, Isabella, also was not of full blood, and
was outcast from the gypsy tribes as a young
girl. Only 12, lsabella became a slave in
Falkovnia.

4
At 19, lsabella finally escaped from her
master’s bonds. She was pregnant, and gave
birth to Gabrielle in Richemulot. They traveled
one, barely surviving by begging, stealing,
ing fortunes, and entertaining. lsabella taught
daughter the gypsy charms and
hantments, just as her own mother,
rielle’s grandmother, had done for her.
ella did not reveal the identity of Gabrielle’s
a t h e r , and forbade her daughter to speak of him.
hr +PI 1 P A A o r r o I
zalin is a lich. His body .is a dried skeletal
Combat:Gabrielle Aderre is an 8th level
enchanter. She also has the power of the evil eye.
She can cast any memorized enchantment or
A thing held together by magic. His eye
sockets are black and empty, with pinpoints
of light burning deep in their reGesses. His nose
charm spell from her eyes, and she can do so is an empty skeletal hole that is shaped like an
once per round, at will, without spell compo- inverted heart. The flesh still clings to his bones,
nents. (See her spell list below.) Spells cast by but it is withered, like that of a mummy. In a
her “evil eye” do not count against those she can century or so, his skeleton will be bare.
cast normally. If she has memorized charm per- When he wants to emphasize his undead
son, she could cast it through the evil eye 100 nature, Azalin wears just a cape, with a burial
times that day. shroud girding his loins, and a few pieces of
Characters with gypsy blood receive a +2 jewelry such as rings, arm bands, or a necklace.
bonus to their saving throw against Gabrielle’s The cape is usually black with blood-red trim. He
evil eye. Full-blooded gypsies are completely leaves it open to display his withered body. On
immune to her powers and spells. She can never his head he wears a black iron crown. A single,
wreak the vengeance she seeks; that is her curse. large yellow gem adorns the crown’s central
Madame Gabrielle surrounds herself with spike.
charmed servitors. They will protect her, even at When he wants to appear less shocking,
the expense of their own lives. The most power- Azalin dons garments that conceal most of his
ful of these is a wolfwere named Matton. body. Gloves cover his hands, and. g high-necked
shirt hides his throat and jaw. The garments are
Spell List (* usable by the evil eye): always of the finest materials, suitable for the
1st level: affect normal fires, charm person., ruler of Ravenloft’s largest domain. He still wears
friends’, hypnotism*, mending, read magic, the crown.
sleep’, wizard mark On many occasions, Azalin prefers to look
2nd level: alter self, bind, ESP, fog cloud, like a normal, living character. He disguises
forget’, ray of enfeeblement’, scare’, Tasha’s himself with a powerful illusion. He can choose
uncontrollable hideous laughter., whispering any appearance-even that of a woman or
wind demihuman close to his own height. He wears
3rd level: dispel mag rich clothing. He also dons his crown, but it may
tral force, suggestion, wr not be a part of his illusion. His voice and odor
4th level: charm monster*, confusion*, change to fit the illusion. The only thing he
otion*, magic mirror cannot conceal is his aura of netherworld cold.
Because of it, he never gets too close to those he
Azalin wishes to deceive.
When not wrapped in illusion, Azalin smells
Lard of Darkon of death. The odor is difficult to describe-a
18th Level Lich, Lawful Evil mixture of mold, dust, and sour decay. Yet
anyone who has smelled death before will
Armor Class 0 St instantly recognize the scent.
Mpvement 12 Dex IU No matter which form he assumes, Azalin is
LeveVHit Dice 18(wiz.) Con 18 always surrounded by the aura of absolute cold.
Hit Points 54 Int 18 The aura itself is not harmful, buteven creatures
WAC0 10 Wis 11 that are native to cold climates shiver when he is
No. of Attacks 1 Cha 14 standing nearby.
DamageIAttack 1-10 Background: Azalin was once a human and
Special Attacks spells powerful wizard king in the lands of men,
Special Defenses + 1 weap. to hit (see below) although he was known by another name. He
Magic Resistance nil became obsessed with power and magical
learning. Never one to care about what was
or wrong, he eagerly became a lich.
As an undead mage, he ruled and

I
I

THE WU’SOUUM€D Of RAUENLOFT


his subjects for decades. Finally they hired a
powerful band of mercenaries to destroy him.
The mage, desperate and near capture, fled into
a glen cloaked in fog. The mercenariessearched
the glen, but could not find him. Azalin was
gone. The Mists had carried him into Barovia,
the domain ruled by Strahd Von Zarovich.
Azalin was trapped in Ravenloft. Though his
physical powers were greater than Strahds, the
mage still feared the vampire. Azalin was mysti-
fied by Strahds connection to the land. He be-
lieved that without Strahd, Barovia and all within
it-including himself-would cease to exist.
Under great duress, Azalin became Strahds ser-
vant. He loathed every moment. He vowed that if
he won his freedom, he would never swear fealty
to any creature living or dead.
II
At Strahds behest, Azalin taught the master
vampire great sorceries. In addition, Azalin spent
much of his time investigating the mysterious
mists surrounding Barovia. Strahd wanted him
to find a way out of the pocket universe-and
II
Azalin, yearning for the same escape-willingly
complied. In time, Azalin and Strahd found pas- I
sage to Mordent, where an alchemist was experi-
menting with a magical apparatus. But Mordent
was already linked to Ravenloft. Azalin and
backward, and longs for his former life.
In Ravenloft, few people know Azalin is a
I
Strahd had found no escape. lich. Most folk, especially his subjects, see him
The lich eventually discovered that any pow- as a despotic tyrant, evil but human. A few of his
erful personality might be granted a land in advisors are aware of his undead status. All of
Ravenloft. Rather than stay in Barovia, he walked them are mbnsters in their own right-vampires,
into Strahds choking fog. The poison did not drow, and the like. Some of the other lords of
affect him. His forceful personality created Ravenloft know him for what he truly is. Strahd
Darkon, the largest domain in Ravenloft. Von Zarovich certainly is aware of Azalin’s true
Current Sketch: More than anything else, nature.
Azalin desires power. Ravenloft gave him tre- To reinforce his superiority and soothe his
mendous strength, but it paralyzed him as well. battered ego, Azalin encourages his subjects to
He can never rise above the experience level he debase themselves. He throws parties for the
now holds. And he can never learn more magic nobles, where debauchery is expected, and gross
than he now knows. Even if presented with a acts of evil are the entertainment. He toys with ’.
scroll and tutored in the use of new spells upon the allegiances of men, seeing how far they will
it, he cannot learn them. Magical information- sink to curry his favor. Torment is an art form to
even that not related to spells-seems to slip him.
through his mind like dust through a net. If he Azalin’s long term goals are unknowable. He
were offered information about the workings of is wholly evil and brilliant. Though he cannot
plane, for instance, he would not remember new spells, his retention of other de-
ember it. Yet he would bear the pain of know- tails is remarkable. He knows who has visited
that he once grasped that information. It is Darkon in the past and who is visiting his land
among mortals whose potential today. He also monitors activities in other do-
y comparison, boundless. If another wizard mains. A group of adventurers should never be
s a spell that Azalin does not know, the lich able to get the upper hand on him. His plots con-
rns with rage. Unable to progress, he looks tain circles within circles, always pitting rivals
against each other. As soon as you think he has Azalin can command any undead, and his orders
made a mistake, you realize that you are doing override all others.
exactly what he wanted you to do. Still, Azalin’s most fearsome power is
Combat: Azalin does not engage in melee spellcaeting. He is an 18th level mage and a ge-
unless no other option exists. He rarely uses a nius. He has more years of experience than any
weapon, but if he does, he adds a + 1 Strength living creature-and mo
bonus to his “to hit” roll and damage. When he creatures, too. He always us
reveals his true nature, everyone within view tively to gain the maximum
must make a fear check with a -6 penalty. Any complete listing.of his spell
creature of less than 5 hit dice (or 5th level) auto- ber of spells he can memori
matically fails the check. living wizard, he is not restr
The touch of the lich is an absolute cold of spells in his books.
from beyond the grave. This touch inflicts 1-10
points of damage, but no Strength bonus is ap- Spell List:
plied. When touched by this numbing cold, the 1st level (5 per day, 10 wlring): affect normal
victim must roll a save vs. paralysis; a failed save
means that he is completely unable to move.
The paralysis lasts until some outside power
dispels it.
This lich is immune to any weapon with a
magical bonus less than + 1. Monsters of less
than 6 hit dice cannot harm him with normal
physical attacks. He is utterly immune to charm,
sleep, enfeeblement, polymorph, cold, electric-
ity, insanity, death or any form of mind control. ject, magic mouth, mirro
Azalin keeps a stoneskin spell active at all blement, shatter, spectra
times. If he is successfully attacked from behind, uncontrollable hideous laughter, web, wizar
his contingency spell is triggered; the attacker is lock
hit with flesh to stone. 3rd level (5 per day, 10 wlring): clairaud
Azalin prefers to use his spells to immobilize ence, clairvoyance, dispel magic, fireball, fl
and capture his opponents. He only tries to de-
stroy them if he is hard pressed in combat. Once
prisoners, they are subjected to horrible tortures gestion, wind wall, wraithform
and frequently become his undead servants or 4th level (5 per day): charm monster, co
unwilling slaves. sion, contagion, dimension door, emotion,
Azalin keeps innumerable scrolls in his pal- Evards black tentacles, fire trap, ice storm,
ace, all written by himself. He usually doesn’t magic mirror, minor globe of invulnerability
carry them on his person, but he is rarely far phantasmal killer, polymorph other, curse,
from one. On this right hand, Azalin wears a rtng shadow monsters, stoneskin, wall of ice, wiz
ofwizardry, which doubles all 1st through 3rd eye
level spells. He also carries a wand offrost. On 5th level (5 per day): animal growth, animate
his head is a helm of comprehending languages dead, chaos, conjure elemental, domination,
and reading magic. Other assorted magical items feeblemind, hold monster, magic jar, monster
are scattered throughout his palace-most of summoning 111, passwall, sending, summon
little value. Azalin has made a habit of collecting shadow, telekinesis, Walt of stone
any magical item, even cursed ones. (He cannot 6th level (3 per day): Bigby’s forceful har
use most of them, however; see above.) contingency, death fog, disintegrate, enchan
Azalin can raise any dead humanoid body to item, eyebite, geas, guards and wards,
undead life. The numbers appear limitless. In a lore, project image, stone to flesh, true seein
battle with Vlad Drakov’s forces, Azalin raised all 7th level (3 per day): Drawmij’s
the dead on the battle field simultaneously, and mons, finger of death, forcecage, limited wis

9,
swept away the opposing forces. Furthermore, monster summoning V, power word stun, sp-

‘ I I
92
THE (UHO’S DOOM0 Of RAUENLOfT
turning, teleport without error, vision could suggest an idea so subtly, so skillfully, th-:
8th level (3 per day): binding, demand, incen. even adults would believe it was their own. He
diary cloud, Otiluke’s telekinetic sphere, maze, would pit one person against another, cause
permanency, prismatic wall, symbol, trap the serious damage, and never take the blame
soul himself. The more chaos, anger, and hate his
9th level (1 per day): Bigby’s crushing hand, intrigues generated, the happier Dominic
energy drain, foresight, gate, Mordenkainen’s became.
disjunction, temporal stasis, wish Dominic was a handsome child, and
especially flirtatiouswith the ladies. They, of
Azalin keeps his life force in a special amu- course, found it harmless and charming, and
let. Destroying his body merely triggers the amu- lavished affection on the poor, motherless boy.
let to seek out a new one. He reanimates in a They did not suspect how twisted and advanced
dead humanoid within range of his amulet. The his little mind actually was.
process takes 3 full days. This new body houses When his grandfather died, the family
the personality of Azalin. He keeps the amulet in decided to leave Mordent. This actually was
a secret crypt that has many bodies in it. The Dominic’s idea, although Claude, his father,
defenses of the crypt are formidable. If the amu- thought it was his own. Claude decided to brave
let is destroyed, Aralin’s life force immediately the Mists of Ravenloft and see where it took
enters his current body. The lich is instantly them. New lands opened up for little Dominic.
aware of this happening. If the amulet were ever Unbeknownst to his family, he became lord of
destroyed along with his current body, Azalin the new domain, Dementlieu.
would be permanently dead. Current Sketch: Dominic is a master manip-
ulator and a schemer, too. He sits like a spider
within a complex web of plots. Like most lords,
d’lionaire, Dominic Dominic received a curse along with his domain.
Lord of Dementlieu The more romantically attracted he becomes to
7th Level Enchanter, Neutral Evil a woman, the uglier she Finds him. To others, his
appearance is unchanged. To her, he becomes
Armor Class 10 Str 9 repulsive. The curse makes him bitter and frus
Movement 12 Dex 11 trated. He killed his first love in anger, because
LevellHit Dice 7 Con 10 she could not bear the sight of him. His marriage
Hit Points 18 Int 17 is one of political convenience, with no emo-
THACO 18 Wis 12
.- tional bonds.
No. of Attacks 1 Cha 14 Combat: Dominic has the combat abilities
DamagelAttack by weapon and spell effects of a 7th level enchanter, but he
Special Attacks see below cannot cast spells per se. His voice can act as a
Special Defenses see below suggestion spell at any time. His gaze can act as
Magic Resistance nil a domination spell. Dominic himself is com-
pletely immune to any sort of mental attack. He
ominic is about 5’7” and slightly plump. He avoids personal combat at all costs. He has sev-

0 pulls back his red hair into a short,


well-groomed ponytail, and wears a neatly
trimmed beard and mustache. He can control his
eral powerful protectors, who will fight for him if
necessary.

apparent Charisma. When Dominic “plays


dumb,” his effective Charisma ranges from 7 to Oilisnga, Ivan
14. His usual score is about 11.
Background This lord is the grandson of Dr.
dHonaire. a mesmerist who was in
Lord of Dorvlnia
0 level human, Chaotic Evil I
rdent when it became part of Ravenloft. Armor Class 10 (orby
minic’s mother died in childbirth. He was the armor) Str 8
verbial “bad seed’-born with an evil core Movement 12 Dex 11
at no doubt caused her death. As a child, he LevellHit Dice 1 Con 22

c
Of RAUENLOFT
Hit Points 8 Int 18 Five years later, under a dark moon,
THACO 20 Wis 15 Stefania bore a second child-a boy, Ivan, who
No. of Attacks 1 Cha 7 was destined to become lord of Dorvinia. On the
DamageIAttack by weapon same day, Camille Dilisnya gave birth to a girl,
Special Attacks poison touch (see below) whom she named Ivana. The names were
Special Defenses see below coincidental, but the two children were like evil
Magic Resistance nil twins. lvana eventually became lord of Borca.
At 6, Ivan was torturing animals, sometimes
van is a small, thin man, standing 5’7” and to death. At 8, he was playing harmful pranks on

I barely weighing 120 pounds. His curly blond


hair forms a tangled halo about his face and
shoulders. His eyes are bright blue, and he rolls
his playmates. At 10, he poisoned a servant’s
child after the culprit stole a pastry. Ivan laughed
as the poor waif died. At 12, Ivan poisoned his
them frequently while conversing, at the same mother. Although he brags about it now, he
time sliding his tongue across his teeth. His thin managed to make it look like an accident at the
lips are usually drawn up in a quirky grin. time. Only his sister Kristina could expect no
He is a foppish man who fancies himself a harm from him; Ivan loved her deeply, and she,
great actor. Aside from his theatrical costumes, blind to his evil, doted on her “dearest little
Ivan rarely wears the same clothes twice. His brother.” But she did not remain blind to his evil
costumes include the fittings of a court jester, for long.
king, huntsman, paladin, and monk. Twice a When Kristina took a husband, Ivan became
week he dons a costume for the day. Armor, intensely jealous. When she gave birth to a child,
weaponry, and similar trappings are Ivan felt completely betrayed. He poisoned her
fake-merely stage props. husband, then went upstairs and poisoned Kris-
Ivan has a soft, tenor voice, and a high, tina as she nursed her infant son. A midwife
rapid.fire laugh that makes listeners cringe. Yet managed to save the baby.
at a moment’s notice, he can change them both. In 710, his own family chased Ivan to the
His laugh slows to a guttural chuckle, or his borders of the Mists. Ivan was 26. Entering them,
voice drops to a low, velvety whisper, then he found a land to suit his own tastes, created by
booms for dramatic effect. He enjoys such his own evil. He named the land Dorvinia.
changes, because he thinks they illustrate his In 712, Ivan took a bride, Lucretia. In 716 he
theatrical talents. When he speaks, he gestures took her life. During their union, Lucretia bore
dramatically to punctuate his words. At times he three children. Ivan believes they were stillborn,
paces, undulating his arms. Most folk find him but some say midwives snatched the babes at
quite strange. Lucretia’s request.
Background: Ivan is the only son of Boris Current Sketch: Ivan has never lost his fiend.
Dilisnya, who was the son of Natalia Olszanik ish and childish mentality. As a young man, he
Dilisnya. Natalia’s distant relatives were visiting had expensive cravings, particularly for fine
Strahds castle in 351, in anticipation of a great desserts and rare wines. When he became lord of
wedding. Feeling ill, some of them left early. As Dorvinia, Ivan lost his sense of taste. Now, to
they rode away from the castle, Strahd murdered him, all drinks are like bile, all foods are like
the remaining guests, and Barovia became part dust. He feels the loss keenly, and would sacrifice
of the Ravenloft demiplane. Those who rode anyone and virtually anything to regain his pal-
away were spared, but they were trapped in ate. He often hosts elaborate banquets, hoping to
Ravenloft forever. enjoy the fare vicariously. Guests who know him
Boris Dilisnya, Ivan’s father, grew up in well feign indifference to the food. If they appear
Barovia. He married Stefania Septow, and they to dislike it, he is offended, but if they enjoy it
had a daughter, Kristina. In 684, a distant cousin, too much, he is enraged.
Camille Dilisnya, became the lord of Borca, and It is rumored that Ivan often wakes at night
Ivan’s family moved to that nearby domain. in a cold sweat, calling to Kristina or screamin
Camille considered them to be “the wrong side her name in terror. His attendants dare not me
of the family tree”-the side that should be tion these events in his presence. Her name is
pruned. They won no favors from her. like poison on one’s lips-repeat it

I
THE WHO’S DOOMD OF RAUENLOFT
l
m M
..- _...make sure the . . . J t s are fatal.
I
. .
Orahou, Ulad
. .,,‘,

Combat: Ivan has no combat abilities, but .. ,

Ravenloft has granted him a deadly power. He Lord of Falkovnia


can turn any object he touches into poison. He 14th Level Warrior, Neutral Evil
, , .,*.,.
..
can do this three times a day. Each time, he can ,i

choose one of three strengths for his toxin. A Armor Class byarmor Str 16
“deadly” toxin kills victims who fail their saving Movement 12 Dex 12
throw vs. poison. A “dangerous” one inflicts 4-24 LevellHit Dice 14 Con ‘15 “
(4d6) points of damage on characters who fail Hit Points 80 Int 15
their saving throw. A ”malingering” toxin takes THACO 7 (4w/rod) Wis 11
hold like a sickness. Within an hour, victims be- No. of Attacks 2(4w/rod) Cha’ 16
come weak and cannot walk. They remain bed- Damage/Attack ld4+4 or 1d6+4
ridden for 1-4days.
Ivan himself is immune to all forms of poi- Special Attacks
son, paralysis, and disease (including magical Special Defenses
diseases). In addition to his natural toxins, he Magic Resistance
can prepare a poison or drug with virtually any
effect. His favorite concoction remains in the lad is a large, dark man 70 years of
victim’s system for a day, then causes a sudden
and violent death. Ivan has an antidote of sorts,
but it merely delays the poison’s release for an-
U though he looks no more than 40. He stands
6‘3” tall with a wide, heavy frame. His skin
is a weather-beaten brown, creased by age and
other day. He keeps several retainers on this rough living, and his features are coarse. He
leash. Each day, they need the antidote, or they wears a full,uneven beard, which is streaked
will die. As long as only Ivan knows the antidote, with gray. His light brown hair is limp and
they must remain loyal to him. unkempt. He has brooding blue-gray eyes and a
large, hawkish nose. His teeth are even, perfect,
and white. His voice is gravelly and low.
Vlad always wears some sort of battle dress.
He usually wears chain mail with forearm and
shin plates, topped with a black cape. The cape,
which is trimmed in white fur, is loosely gathered
by a thick leather belt with a massive silver
R buckle. The Buckle is fashioned into a screaming
hawk’s head, Vlads personal symbol. A pair of
gauntlets hangs from the belt. A sheath for a rod
also hangs from the belt, but Vlad usually carries
the rod in his right hand.
Background: Drakov hails from the kingdom
Thenol, which lies in the realm of Taladas on the
planet Krynn. (See the DRAGONLANCE” game
accessory Time of the Dragon for more
information.) In Thenol,

whomever paid him the most money, usual1


evil fanatics of Hith.

ground as they rode.


and his men into Ravenloft, depositing them on Current Sketch: Before Ravenloft 1
the edge of Darkon, domain of Azalin the lich. in, Drakov was just a henchman, hired
Drakov believed he had discovered a new who looked down upon “his kind.” The
land, and set out to conquer a slice of it. He was burned him. He, too, aspired to rule. R,
naive to the demiplane’s powers, and, though he gave him what he sought, but not what
knew of Azalin, he underestimated the lich. He desired-the respect of other rulers an
began his campaign of terror. His Talons sacked strength to instill fear and awe in other
a small village, and Drakov ordered a mass exe- former masters are no longer present t
cution of the resisters. As was his habit, he had ate his position. The lich Azalin is so pt
them impaled on thick pikes, which were then that he looks down on Drakov just as C
planted in the ground to create a grisly garden of former employers did. None of the oth,
agony. Vlad watched them die, as usual. Then give him much thought.
the familiar spectacle changed. With no lands to conquer, no leade
When the last victim ceased to writhe and press, Drakov has developed other forr
moan, the bodies turned into zombies. Pulling amusement. His favorite pastime is the
themselves off the pikes, the creatures attacked tion of a slow death. No matter who or
Drakov’s men. Additional creatures, all dead, victim is, he never tires of the sight. He
began to swarm onto the scene from all sides. In takes his evening meal on the terrace,
desperation, the Talons fled into the Mists. overlooks the grounds of his estate. WI
A new domain opened up for Drakov. He dines, at least one victim is impaled on
became its lord. He and his men settled in the stake. As gravity guides the victim dow
new land, and named it “Falkovnia” (“Realm of pike, the body’s descent becomes a SOI
the Hawk’). It was the year 690. Refugees from forthe progression of the meal. Occasi
Darkon and other territories spilled across the Drakov has invited guests to witness th
border, hoping for a better existence. Drakov’s cle, an orchestra plays in the backgrou
men enslaved many of them, but allowed others Drakov has two other joys: hawkin!
to settle freely. mock combat. He practices both reguli
Vlad has tried to invade Darkon four times hawks are trained to attack on his corn
since he became the lord of his own domain. he rarely targets their attacks against F
Every attempt has failed. Each Talon who per- cherishes the hawks, and prefers not tc
ished on Darkonian soil immediately became an them to potentially deadly counterattai
undead soldier, which rose to fight against its enough, though Vlad has little regard f
former comrades. Drakov also has tried to c o n life, he cannot abide the suffering of hi
quer other domains bordering Falkovnia: Lamor- Combat: Years of battle have erode
dia, Dementlieu, Richemulot, Borca, Dorvinia, strength and endurance. Nonetheless, I
and G’Henna. Again, he has failed each time. match for many younger fighting men.
The strength of the enemy lords, who are em- gives him might and energy beyond th,
powered by the demiplane, make such conquests normal person his age.
unrealistic. Vlad is proficient in the use of almc
battlefield weapon. In particular, he is I
the axe, bow, mace, flail, many polearr
the sword. When striding into combat,
to carry a short sword and hand axe on
He is also an excellent horseman.
He chooses his armor to match the
While fighting on horseback, he prefer:
mail, On foot, he favors chain mail. In i
case, he carries a shield.
He is extremely canny in battle, mz
perb use of the terrain against his oppc
willingly stoops to almost any dirty tric
never abides by any rules of combat.
Om his left hand, Vlad wears a r i q of free
action. He carries a rod of flailing in his right
hand, or wears it in a sheath on his belt. The
gauntlets dangling from his belt are gauntlets of
ogrepower. He is not known to possess any othel
magical items.
Wad finds all magic distasteful, though he
uses magical items himself. He despises spells
and spellcasters. Ravenloft’s dark powers have
granted him a magic resistance of 50%. Even
healing and other beneficial spells are subject to
this resistance.

Godefroy, Lord Wilfred


Lord of Mordent
Ghost, Chaotic Evil

Armor Class 0 Str -


Movement 9 Dex -
LevellHit Dice 10 Con -
Hit Points 40 Int 14
THACO 11 Wis 1.1.
No. of Attacks 1 cha 15
Damage/Attack nil
Special Attacks ages ld4x10 years the spirits ot his wite and daughter until he
Special Defenses see below committed suicide. By his own last request, h
Magic Resistance nil was buried in the mausoleum of Heather House,
the largest estate in Mordent. His wife and child
Lord Godefroy is a ghost. As such he appears are buried in the Gryphon Hill cemetery. He did
most often as a transparent figure. He wears a not want their spirits haunting him in death as
high-necked, ruffled shirt and a close-fitting they had in life.
black coat with tails. His gray hair is pulled back Godefroy’s activity had captured the
tightly and worked into a complex knot on the attention of Ravenloft’s powers, but Mordent was
back of his head. not yet a domain. Then Strahd Von Zarovich and
He appears as an old, stooped man in his Azalin came to Mordentshire, and Mordent
70s, his face deeply lined, brows knit together, became part of Ravenloft. When Strahd and
eyes squinting harshly. He sometimes wears Azalin left, Lord Godefroy was the most powerful
pince-nez (eyeglasses perched on his nose), evil force in the area. He became its lord, and his
which are fastened to his coat with a chain. His powers increased.
expression is always severe and unforgiving. Current Sketch: Godefroy is an arrogant,
Background: Lord Wilfred Godefroy conceited snob. He has a hair-trigger temper and
Inherited the Gryphon Hill estate in Mordent. He a creative bent toward evil. Today he is a ghost
married Estelle Weathermay, and they had a rather than a haunt. He can roam freely around
single child. It was a girl. Godefroy was the entire domain, but usually restricts himself
disappointed. He was an evil man with a vile to Mordentshire and its surroundings, including
temper. During a fit of rage, he killed his wife: Gryphon Hill and the Weathermay estate
when the little girl attempted to intervene, he (Heather House).
killed her as well. He made it look like an This vicious codger fears only his wife and
accident in the stable, shooting his best stallion daughter. Each night, Lady Godefroy and her
to prove the point. child hunt down Lord Godefroy. They tear at his
For the next year, Godefroy was haunted by incorporeal flesh and curse him for their

II -
1 I
I
THE WHU’S OUUM€O OF RAUENLOFT
murders. Lord Godefroy does what he can to
hide from them, which is very little. He vents his
fear and frustration on those foolish enough to
visit Gryphon Hill, which is uninhabited.
Combat: Godefroy is a normal ghost, with
the following changes. Any attempt to “turn un-
d e a d does not affect him. Furthermore, any
undead creature within 100 yards of Godefroy
gains a + 2 bonus against “turning.” No creature
leaves Ravenloft (completely entering the ethe-
real plane) when they become noncorporeal; as a
ghost, Godefroy is still anchored to the demi-
plane.

Gondegal
20th Level Warrior, Chaotic Neutral

Armor Class 5 Str 17


Movement 12 Dex 14
LeveVHit Dice 20 Con 16
Hit Points 95 Int 14
THACO 1 (+ 1 Str) Wis 12
No. of Attacks 2 Cha 15
DamagelAttack 3-10 (5-12 wkword)
(ld8+2, or 1d8+4 w/sword)
Special Attacks nil When it cleared, he founa nimseir in Falkovnia.
Special Defenses nil Falkovnia’s military structure suited
Magic Resistance nil Gondegal at first, but eventually he tired of the
oppression and the evil stink of the place. He left
A
-1degal-veteran warrior and leader of to wander the demiplane and seek his fortune.

- ercenaries-is a tall, gray-haired


,dordsman of considerable skill and
intelligence. He looks fortyish, but his exact age
He has had many an adventure since then.
Current Sketch: As of this writing, Gondegal
has suffered none of the demiplane’s ill effects.
is unknown. He usually wears his hair long and He is highly charismatic. He loves adventure and
loose. He has a drooping gray mustache. He is game for most anything. This does not mean
carries himself proudly, perhaps even arrogantly. that he is stupid. He does not partake in fool’s
His badge is a gray wolf‘s head, face forward, quests or hopeless ventures.
with red eyes. He commonly wears chain mail Combat: Gondegal is a 20th level warrior
and always carries a sword. He favors the long with proficiencies in the long sword and
sword or two-handed broad sword. two-handed broad sword. He rarely fights with a
Background Gondegal lived in Cormyr shield. He carries a long sword + I , which is + 3
before he entered Ravenloft. He was a mercenary against lycanthropes and other shape changers.
captain who took the city of Arabel. He tried to In Ravenloft, a sword like this comes in handy.
carve a nation from the surrounding territory, but Gondegal has depleted or lost all other magical
failed. He ruled for only a season, which was items. He has survived this long in Ravenloft by
marked by rebellion and war. He is known as the his wits and courage.
“Lost King.”
In a final battle with the host of Cormyr,
Gondegal’s mercenary troops abandoned the
field. He fled north and then east for many days,
until at last he stumbled into a thick fog alone.
Current Sketch: Hazlik has an abiding
H
Lord ot Hadm
hatred for wizards. He will not tolerate them m
his land and eliminates any he finds. He will not
I
12th Level Invoker, Chaotic Evil take an apprentice.
Each night, he dreams of Thay, and of his
Armor Class 10 or by humiliation and defeat at the hands of his
armor 3 r 0 enemies. In his dreams, he is always weak and
Movement 12 Dex 17 cowardly. He dreads sleep, and uses potions and
LevellHit Dice 12 Con 10 philters to delay the inevitable. Thanks to this
Hit Points 45 Int 17 magic, he sleeps only once every few days.
THACO 17 Wis 11 Combat: Hazlik has all of the obvious
No. of Attacks 1 Cha 9 abilities of a 12th level invoker. In addition, he
DamageIAttack by weapon can detect the casting of any magical spell in
Special Attacks spells Hazlan. He can also determine the approximate
Special Defenses see below location of the casting-within 10 miles, minus 1
Magic Resistance nil mile for each level of the spell. For example, he
would know a 3rd level spell had been cast
lik is a man in his 60s. He is completely somewhere in a circle with a 7-mile radius.

-- Id, and his head is tattooed with many


Jdange and arcane symbols. He wears a
goatee but no mustache. His left eye is brown,
If Hazlik is killed, his life force retreats into
the yellow gemstone he wears. Only powerful
magic can destroy the stone. Anyone who
his right eye is blue. Needless to say, he stands touches the gem must save vs. spells. A failed
out in a crowd. save means the character cannot resist wearing
Hazlik wears robes that are common to the the pendant. Once the pendant hangs round his
red wizards of Thay. They are red, long sleeved, neck, the character will defend it with his life,
and cover him from neck to toe. The collar is although nothing else prevents its removal.
ruffled, but the robe is open in front, revealing Each night, the wearer of the pendant
his hairless, tattooed chest. He also wears a
silver chain bearing a heavy, round silver
pendant, which is adorned with a single yellow
gemstone.
Background: Hazlik was once a red wizard of
Thay, who was rising quickly through the social
and magical ranks. Unfortunately, he made the
wrong enemies. His offenses were relatively
minor, so they decided not to kill him. Instead,
they humiliated him. They kidnapped Hazlik and
tattooed his head and body. In Thay, only the
women tattoo their scalps.
Hazlik swore vengeance upon his enemies.
He devoted himself fully to his craft. This was
easy, because the tattooing left him a social
outcast. One night, Hazlik was searching the
woods for an ingredient vital to an experiment.
Mists rose from the ground. He walked onward,
and found himself in the Nightmare Lands of
Ravenloft. He quickly retreated into the Mists.
For months, he dwelled in the fog, nursing his
hatred and making plans for his enemies in Thay
He never returned to that realm. The fog lifted,
and Ravenloft granted him his own domain,
Hazlan.
dreams that he is battling Hazlik. If Hazlik wins
this nightmarish struggle, the dreamer dies, and
the evil lord invades the victim’s corpse. Within a
month, the body itself is slowly transformed,
until it finally fits the description of Hazlik
above, and the evil wizard is completely reborn.

Spell List
1st level: alarm, burning hands, detect
magic, enlarge, magic missile, message, phan-
tasmal force, read magic, shield, unseen servant
2nd level: alter self, continual light, detect
invisibility, invisibility, knock, flaming sphere,
web, wizard lock
3rd level: fireball, fly, item, hold undead,
lightning bolt, spectral force, wraithform
4th level: dig, dimension door, fire trap, ice
storm, phantasmal killer, polymorph other,
stoneskin, wall of fire
5th level: cloudkill, cone of cold, dream,
magic jar, passwall, sending, wall of force

Holyana, Tara
Human (0 Level), Chaotic Good
I
Barovia many years ago, and settled in the wilds
Armor Class 10 or by of Hazlan. Her parents raised her to be good and
armor Str 8 true-a miracle of sorts, considering her
Movement 12 Dex 14 surroundings. They also raised her to be tough.
LevellHit Dice 0 Con 13 She became an underdog’s champion, willing to
Hit Points 6 Int 15 fight for her cause.
THACO 20 Wis 17 When a wolf was marauding the farms of her
No. of Attacks 1 Cha 15 village, Tara acted. The villagers intended to kill
DamageIAttack by weapon the beast, but Tara had other plans. She built a
Special Attacks nil sturdy trap to capture the animal. To her
Special Defenses nil surprise, she captured a naked man, one who
Magic Resistance nil was afflicted with lycanthropy. The local priest
was able to cure him.
ara is a young, beautiful woman, with Since that day, Tara has wandered through

T startling green eyes, full lips, and dark red


hair that tumbles past her shoulders. Her
looks charm mast men instantly. Her expression
Ravenloft, trying to help those in need and rid
her world of evil. She has hunted all manner of
supernatural creatures, but is best with
is mercurial, changing quickly to reflect her lycanthropes and ghosts.
- She is of average
thoughts and feelings. - height
. Current Sketch: Tara is extremely idealistic,
and build. almost to the point of being naive. She will
She is always dressed for business-which in defend everyone’s rights, even a villain’s. She
her case is huntina and trackina. She dons sometimes has trouble understanding a creature
casual, rugged clothes that allow freedom of that chooses to be evil. For Tara, most evil
movement, usually well-worn leather trousers beings are misguided or under some form of
and a plain, loosefitting shirt. High boots and a curse.
wide belt complete her rather masculine attire. She refuses to take a life or cause harm to
Background Tara’s family escaped from another creature. Fortunately, in her mind
I .
u s ~ ~ r u y ; l rart
y ut&i L Jsoul,
creature is i ~ e e r ~~ q feather tops the costume. The baggy trousers are
not killing it. To her, unredeemable creatures, tucked into shiny, black leather riding boots. Bits
such as master lycanthropes, should be impris- of small jewelry-rings, necklaces, etc.-and a
oned, not killed. wide, black leather belt with silver buckle
Combat: Tara has no special combat abili- complete his dress. He may be encountered
ties, but she has a knack for being in the right wearing almost any fancy costume, however. The
place, at the right time, with the right tool. It's only constants are a monocle (for which he has a
more than luck. Tara has heavily researched ly. strange affection), an elaborately carved harp,
canthropes and other supernatural phenomena. and a sword with a finely crafted basket hilt.
She carries a variety of books and protective As a female human, Lukas has dark brown
charms. In particular, she always carries wolfs- eyes, a bewitching smile, and gleaming black
bane, and wears an amulet versus undead (9th hair that falls to the waist. His (or her) feminine
level). beauty is breathtaking. He wears loose scarlet
pantaloons tucked in boots, a white, flowing
Lukas, Harkon blouse, and a short, open vest of gold brocade.
In half-wolf form, Harkon stands 7 feet tall.
Lord of Kartakass His clothes, which fit his human form loosely,
7th Level Bard and Wolfwere, Neutral Evil can accommodate the change. His head
becomes that of a wolf, his body human but
Armor Class 8 (3) Str 14(18) covered with fur. He sprouts no claws, but sharp,
Movement 12(15, Dex 16 canine fangs offset the loss.
18 as wolf) Con 15(18) Background: Lukas grew up in the hills and
LevellHit Dice 7 Int 16 forests of Cormyr, and was a misfit among
Hit Points 35 Wis 10 wolhveres. He asked too many questions. He
THACO 17 ( W , Cha 18 hated solitude, which was wholly unnatural.
+ 1 sword Unlike his chaotic brethren, he made long-range
No.of Attacks 1 (2) plans. Larger and stronger than most of his kind,
DamageIAttack 2-12/ I-Wsword)
Special Attacks singing
Special Defenses iron or + 1 we to hit
.,.
Magic Resistance l a ,
.. ..
.
s a wolfwere, Lukas can assume three

A different shapes at will: humanoid, half wolf,


and dire wolf. The transformation takes only
a round. Dire wolf is his natural form, but
Harkon does not favor it as heavily as other
wolfweres. As a humanoid, he can choose which
race to imitate, and can assume both a male and
female form. His exact appearance in each race
and gender is always the same, however, and is
determined by greater powers. In the description
above, numbers in parentheses reflect his
half-wolf state unless otherwise noted.
In male, human form, Harkon is a bard of
exceptional charisma and physical beauty. He
stands 6' 2". and is well muscled with perfect
proportions. He has thick, wavy black hair, a
finely trimmed black beard, and a long, pointy
mustache. He frequently wears a fine costume of
azure silk trousers, a white ruffled shirt, and a if If
gold coat. A wide-brimmed hat blue, with a white
THE WHO'S OF
he was left to himself more and more-precisely and reclusive after such a fit. These periods of
the opposite of what he desired. When he calm produce his most audacious plans.
reached adulthood, Lukas attempted to unify a Harkon has an abiding hatred of werewolves
group of wolfweres into a small tribe. The nor- and vampires. He has been known to hunt and
mally solitary creatures shunned him. destroy these creatures-even if the hunt takes
Lukas seethed with rage. He embarked on a years. He has an affinity for humans and elves.
killing spree through the farmlands of Cormyr. but gets along well with any of the humanoid
When his rage cooled, he decided to enter the races. However, he never lets such emotions get
world of men. He became a wandering minstrel in the way of a good meal.
and bard for many years, killing mostly farm Cambat: Harkon Lukas has all of the normal
animals and vagrants. He felt superior to his abilities of a 7th level bard and a wolfwere. Refer
kind, but without purpose or significance. to the Playerk Handbook and Monstrous Com-
One fog-filled night in a small village, Lukas pendium 1 for details. Only + 1 or greater weap-
strolled the streets making evil plans. He was ons or weapons of iron can harm wolfweres.
destined for greatness-of that he was sure. If he Most common swords are steel. Only the ancient
could not command his fellow wolfweres, he weapons-or those which have been specifically
would become a ruler of men in Cormyr. Lost in forged to battle the supernatural-are iron.
thoughts of tyranny and despotism, he failed to The dark powers of Ravenloft have given
notice when the village faded away, and the land- Lukas one additional ability. If he dies in combat,
scape of Barovia took its place. The year was his spirit enters the body of the nearest dire wolf.
610 on the Barovian calendar. The wolf immediately gains all of Harkon's abili-
The fates had cursed him! Had they not ties and attributes, including total hit points.
swept him to a strange place in an attempt to rob Harkon inherits the current state of the wolf's
him of his destiny? Of his strength? He was an- body, including injuries (lost hit points) and spell
gry and desperate, and only the warm, familiar effects. No one knows what will happen if he dies
taste of blood seemed to calm him. For a long of old age. It hasn't happened yet, and in
time, he hunted and killed the wolves and were Ravenloft, it's possible that it never will. He has
wolves that infested the mountainous landscape. survived over 150 years to date.
One night, he came face to face with Barovia's He can command any normal animal in his
vampire lord. Harkon Lukas barely escaped with land. He usually reserves this honor for the
his life into the Mists. The Mists welcomed him, wolves, which are his favorites. This power is his
creating a new domain. In 613, he became the as lord of the domain Kartakass.
lord of Kartakass. Harkon Lukas carries an elixir ofmadness,
Current Sketch: Harkon's greatest desire is which he can brew himself. It is a weaker form of
to rule. He is clever, persistent, and calculating- the normal potion and its effects can b e coun-
and quite capable of making long-range plans. tered with neutralize poison or the equivalent.
Ravenloft gave him an entire domain to rule, and His favorite tactic is to trick or entice a person to
yet, the dark powers filled it with nothing of con- drink it. Once the victim is mad and confused,
sequence for him to control. Kartakass has only the wolfwere slowly eats him, trying to keep his
a few small villages. The forests are filled with victim conscious as long as possible.
normal wildlife. In his eyes, being the lord of The sword he carries is a cursed berserker
Kartakass is a pale shadow of what real rulership + I , which came from the land itself when Karta-
means. kass was born. When faced by enemies in melee,
Most wolfweres are chaotic, but Harkon's the sword forces its wielder to fight to the death,
alignment is neutral. Perhaps some vestige of welding itself to his hand. When the wielder is
normalcy remains, however, because his person- not in combat, he can remove the sword, and
ality is subject to change. Usually Harkon is a even leave it behind, miles away. But when the
jovial creature, with an evil twinkle in his eye. wielder faces an enemy again, the sword in-
Insults and sabre-rattling leave him unperturbed. stantly appears in his hand, and he is forced to
If thwarted, however, he is subject to extreme fight to the death. The sword only functions this
mood swings. His fits of rage result in horrible way if Lukas is in human or half-wolf form. If he
violence and can last for days. He is always quiet is in wolf form, he has no hand to hold the

102
sword. If Harkon is using the wear-.., he cannot
change to wolf form until the fight is over.
Harkon has learned to live with this curse Lord of Markovia, Lawful Evil
and has developed strategies to make it work for
him. For instance, when he “dies” his life force Armor Class 6* Str 19*
immediately inhabits the body of the nearest Movement 129 Dex 18’
wolf. If he stays in wolf form, he can run if neces- Level/Hit Dice 5. Con 16’
sary, leaving the blade behind. The blade is per- Hit Points 24 Int 1
manently tied to him and will not recognize THACO 15. Wis 9
another owner. The next time he faces an oppo- No. of Attacks 28 Cha 8
nent, and assumes his human or half.wolf form, DamagelAttack 1-411-4 *
the sword appears in his hand. Special Attacks see below
Lukas often uses the sword to play an evil Special Defenses see below
trick. When he first meets a group of wanderers, Magic Resistance nil
he volunteers to leave his sword in the branches * = variable score
of a tree at least 100 yards away-as a sign of his
“good will” and “peaceful intentions.” If that rantisek is a large man, with thick, heavy
does not calm his victims, he offers to let them
hold the sword. He knows that if a fight begins-
even if he starts it-the sword will appear in-
f bones, broad features, and coarse, straight
black hair which he wears slicked back on
his head. His eyebrows are large and bushy, his
stantly in his hand. jaw large and wide. His green eyes are fixed
The harp he carries has a simple magical open, as if he’s afraid to miss any detail. He has a
property. When Lukas plays certain melodies of broad, toothy smile, which he flashes often. This
his own composition upon the harp, the music smile is far from reassuring. It is threatening and
draws 3-12 (3d4)dire wolves from the outlying predatory-like a cougar’s sudden roar, but
area. The beasts arrive in 2-12 (2d6) rounds. silent.
Once they are within 60 feet of the wolfwere, the Frantisek always wears a heavy, high-necked
dire wolves recognize his scent and obey his robe, which he sometimes adorns with a
commands. As a twisted joke, Lukas sometimes necklace of human or animal teeth. He appears
teaches one of these melodies to innocent travel- massive and lumbering, with a broad, slight
lers, and lets them summon their own fate. hunchback. His arms are unusually long, and his
As a bard, Lukas has the following abilities: legs are visibly bowed beneath his robe.
climb walls, 80%; detect noise, 50%; pick pock- Background: The Markovs lived in Barovia
ets, 30%, and read languages, 35%. He also can when Strahd became a vampire. Some of them
cast a few simple spells, which are listed below. died in Castle Ravenloft. The others fled to
The mix appears random and unplanned, be- nearby Vallaki. Frantisek grew up on a small pig
cause he acquires spells as the winds of fortune farm outside the village, surrounded by the
place them before him. forested slopes of Barovia.
1st level (3 per day): tenser’s floating disc, Frqntisek, or “Frant” as his family called
grease, phantasmal force, magic missile, enlarge him, butchered swine for sale at market. Frant
2nd level (2 per day): knock, spectral hand, liked the work, and had a natural talent for it.
darkness 15‘ radius When he came of age, he married a young
3rd level (1 per day): gust of wind, oampiric woman from the village, and opened a butcher
touch shop there. As time wore on, he became bored
with simple slaughter. He began to experiment
with the animals, performing surgical
amputations, grafts, and glandular injections.
They died within a few days, but the hobby cost
him nothing. He could still grind the meat for

II sale.
His wife, a zaftig and kind-hearted gal named
Ludmilla, soon discovered his ghastly pastime.
will give him the knowledge he needs to cure his
condition-to make himself man from beast. H e
is doomed to failure. H e can never undo the
curse that Ravenloft’s powers set upon him.
Combat: Markov is a shape changer who can
assume any animal form. The transformation
lasts a full round, and he can do it at will. Each
change heals 2d6 hit points. He takes on the
physical characteristics of the animal he resem-
bles, including hit dice, Strength, Dexterity, and
Constitution. His mental attributes remain the
same (as in the 9th level spell shape change).
Ravenloft has imposed some interesting
restrictions to this power. Markov cannot assume
a true human form. Nor can he take the shape of
any humanoid creature (elf, dwarf, half-elf, liz-
ardman, etc.). He can only can assume the form
of a normal animal, not of a magical or en-
chanted creature.
No matter which animal he becomes, h o w
ever, Frantisek always retains his own human
head and face. That means he never gains a bit-
ing attack. He can choose to retain his own
hands, or assume the paws of the animal he be-
comes. As a rule, Frantisek chooses the form of
His experiments revolted her. She threatened to a gorilla, because he can still appear human
leave him and tell the villagers what kind of per- (though bulky and lumbering) beneath his loose
verted meat they were buying. Furious at the robes. In fact, some folk mistake him for a
betrayal, Frantisek made her his next experi- hunchback or a similarly deformed soul, and
ment. Ludmilla lived for three days. The towns- may pity him. The numbers above reflect his
folk discovered her body. At first, they thought it abilities as an ape.
was the body of a beast or demon, but eventually
reason-and Ludmilla’s strange disappearance-
led them to the truth. They exiled Frantisek to Mordenheim, Uiior
the Mists. He became lord of Markovia. Human (0 Level), Lawful Evil
Current Sketch: Ravenloft formed a land
suited to Markov’s nature, and gave him the Armor Class 10 or by
power to continue his work. He can operate on armor Str 10
any creature, and combine it with the aspects of Movement 12 Dex 17
any other species. Most of his experiments have LevellHit Dice 0 Con 9
created beast men. The simplest creatures are Hit Points 55 Int 18
animals who have acquired human qualities. THACO 20 Wis 7
Others are (or were) humans, who have acquired No. of Attacks 1 Cha 12
bestial attributes through Frantiseks handiwork. DamagelAttack by weapon
Ravenloft also cursed Markov. He must al- Special Attacks nil
ways have the body of a beast, and so, like his Special Defenses see below
creations, he is hideously disformed. Frantisek Magic Resistance nil
desperately wants to be a normal human again.
He spends long hours in his lab vivisecting ani-
mals and transforming them into animal men.
Lately, human subjects are in short supply. He
, longs for more. He hopes that his experiments
ordenheim, a scientist and surgeon, is 34 Frankenstein,” loosely based on the character
M years of age. He is tall for his time-6
feet-and has a wiry, but not athletic, stat-
ure. His sharp, pronounced features belie an
from Mary Shelley’s classic Gothic novel. He is a
gifted scientist and surgeon who became ob-
sessed with the pursuit of knowledge at an early
aristocratic background. (His father was a lord age. Other boys played make-believe and then
with considerable holdings.) Though his face is later played at love; Victor studied the sciences,
still relatively young, an intense obsession with both modern and arcane. He disdained magic,
his work has grayed his hair prematurely: only a however, having deemed it “a diversion from
few faint streaks of the original brown remain. A Truth.”
meager, conservative diet and reclusive lifestyle At 21, Mordenheim married Elise Von
have left his skin pale and somewhat anemic. His Brandthofen, much to the surprise of his family
blue eyes are tired and muddied; they rarely and his handful of friends. Were it not for Elise’s
blink and have the distant look of a man preoc. own persistence, he would never have met, much
cupied with matters other than those he sees less married, her. She was an unusual and intelli-
before him. gent young woman who shared his interest
Tension plagues him. His facial muscles are (though not his passion) for Chemistry. She was
tight and sometimes twitch his lips never relax barren, and therefore could not give him chil-
in a smile. The tendons on the back of his hands dren.
are taut and raised, and the thin, dry skin cover- Only a few months after marrying Elise, Vic-
ing his knuckles is as white as the bones below. tor began his research in the resurrection-or
He flexes his fingers when anxious or agitated. more appropriately, the creation-of human life.
He is a man on the edge, and looks it. But when Thirteen years later, he accomplished his goal
his agitation rises and he seems near a breaking and created a monster. The excerpts from his
point, the expected rage never comes. Instead, journal, shown here, recount the tale from his
just for a moment, he appears to tremble. Then own perspective. It is, like most personal ac-
his fragile composure returns. counts by a man so obsessed, not entirely with-
Mordenheim has a distinguishing scar and out flaw.
two small deformities. A fall from a tree at age 5
left a scar on his forehead which is still faintly
visible today. His left earlobe is missing due to
another childhood mishap. At age 10, he was
attempting to perform simple exploratory sur-
gery on his father’s favorite hound. The dog, not
fullv druaaed bv the bowl of wine that vouna
Victor p;d;ided retaliated the momeni its &in
was cut. Victor’s father refused to have the boy’s
dangling earlobe reattached. Instead, he in-
structed the family doctor to remove the lobe
completely as a lesson to the little surgeon. An-
other accident. at age 23, claimed the tip of Mor-
denheim’s left ring finger. He severed it himself
when using a surgical saw-an error for which he
chides himself to this day.
Dr. Mordenheim wears only simple, practical
brown woolen suiting, never any of the frills or
embellishments others of his social status might
acquire. In his lab, he dons a surgical gown to
protect his garments from blood and other flu-
ids. He wears no jewelry other than a ring with
I
his family crest, and a gold watch and chain that
were given to him by his wife.
Background: Mordenheim is Ravenloft’s “Dr.
liftrt1rr Bttrb P n 4 P int
THE WHO'S DOOM0 Of RAUENLOFT
Mordenheim discovered virtually every piece
From the Journal of Victor Mordenhelm ... of the puzzle he pursued. On the fateful night, he
19 November '02.-lt came to me last night- did indeed have every cell in his carefully con-
the secret of all secrets-how to restore life to a structed corpse primed for revival. But the actua
limp, soulless vessel, and make it breathe and walk spark, the true wonder, was not an accomplish-
among us. But the vision was shadowy and veiled. I ment all his own. He was dabbling in the work of
saw the heart of it, but knew not how to make it gods, and the gods, in turn, dabbled in his.
beat. Mordenheim neither worshipped nor be.
31 January '06.-Still the vision haunts me. In lieved in any power higher than man. He was a
the few hours of sleep I allow myself each night, it learned atheist who accepted only that which
comes to me, imploring me to lift the veil that could be proved. He believed neither in evil, nor
surrounds it, a shroud that clings to it as a foolish in good. If he worshipped anything, he wor-
mother attempts to shield her son from his destiny. shipped knowledge-particularly his own. It can-
The vision remains with me throughout my waking not be said that he worshipped wisdom.
hours. I know I must cast all other thoughts aside, At other times, in other places, the gods
and draw this secret into the light. It is my duty, my might have tolerated such blasphemy. A s was
calling, because I alone have the skill and intellect their way, they might have protected such a man
to bring this greatest of gifts to mankind.
from his own ignorance. But Mordenheim had
12 March '10.-Elise, my darling wife, has become a festering sore to their sensibilities. So
gone. I have sent her to reside with her cousins in fierce became his desire to create life, so strong
Furchtenberg, despite her protests. It is for the his denial of their existence, that the gods de-
best. Now no one, nothing, can distract me. With cided to grant his wish. They imbued his foul
each day's work I grow closer: with each night's
work I grow closer still. I must not falter now. A corpse with a soul that was troubled and twisted,
storm is coming-a great, dark storm. And I must and rife with evil intent. Then the gods relin-
be prepared to greet it. quished all ties to the surgeon's fate, casting
both him and his dark joke of creation adrift.
6Nouember '15.-For 13 years I have labored, All souls eventually fall under the sway of a
tireless, devoted. I have performed a thousand
experiments-dissections, vivisection, injections- greater power, Mordenheim and his monster
first with mice, then rabbits, then dogs, and finally, were s m n reclaimed. On the night the monster
men. Now at last I have the answer. I alone fully first drew breath, Ravenloft's misty fingers began
understand the complex electrochemical altera. to tingle with anticipation. In the months that
tions which occur in the tiniest particle of a cell. I followed, they settled into the soil about Mor-
am drunk with knowledge! I alone know the secret denheim's castle, until at last they rose from the
of prompting those alterations in a single cell of a earth and surrounded it in a kind of deathwatch.
corpse's flesh. I alone can impart the proverbial When all hope of Mordenheim's redemption was
"spark of life" to its limp, livid tissue-a spark that past, the mists withdrew from that primal realm.
will spread from cell to cell as a wildfire sweeps taking with them the castle and ail the players in
across a sun-parched plain.
Tonight, at the height of the storm, when the Mordenheim's deadly plot. Today, they share a
time was proper and the body correct, I accom- domain in Ravenloft.
plished precisely that. I have created life. He is Current Sketch: To the local inhabitants, Dr.
assembled from the finest parts. His arms are Mordenheim is a fiendish madman who conducts
stronger than the arms of Hercules. his legs swifter unholy experiments in a castle by the sea. They
than the legs of Hermes. His face, grotesque to fear him, and credit him with powers that he doe
some, is to me more handsome than the face of not actually possess. They also credit him with
Apollo. I will call him Adam. He is my masterpiece, crimes he does not commit. It is true that he robs
my creation, my manly son. Only wonders can the graveyards and haunts the hospices in search
unfold in the days ahead. of feminine bodies that are newly cold. He has,
13 Nouember '?5.-As I suspected, his mind is perhaps, even arranged a gentle death, using poi-
a blank slate, mine to shape as a father molds the sons that cause no pain and leave nary a trace. He
mind of his child. I wanted to share my joy with does not, however, kidnap specimens that are yet
darling Elise, to make my child-my brainchild-
her own as well. I sent for her, and she has re-
warm. That, unknown to most of the populace
and Mordenheim himself, is the work of his
I I
l
“brainchild,” the monster he named “Adam:’ (See
“Mordenheim’s Monster” for details.) turned. It is clear the Adam adores her. But she is
Mordenheim’s days and much of his nights afraid ofhim. She claims she stays only to “protect
the man she once knew.” I am better than the man
are still devoted to his science. But he no longer she knew! She hovers about like a madwoman,
seeks to revive the dead. He seeks to restore the wringing her hands, imploring me to destroy him. I
living. Elise, what is left of her, still breathes in his would send her away were her face not so sweet to
laboratory. (It would be a mockery to call it “life.”) me still. But I know in time she will lose her insane
Compelled by remorse and what must truly now be fear, and thrill in Adam’s progress as much as 1. To
a madness, he intends to provide her with a new appease her, I keep him locked in the tower rooms
body that all but surpasses perfection. She has nearest my laboratory
regained consciousness only twice since her fateful 1 7 February ‘1 6.-He has exceeded all expec-
encounter with Adam. (See sidebar.) In those brief tations. Within weeks he was no longer a simple.
moments, she cried out for her adopted daughter, ton, and to date he has attained a level of
Eva, and begged Victor to release her from tor- knowledge some men never attain. His personality
ment. Her heart continues to beat, but not of its is becoming distinct: his will his own. Yet his mind
own accord. She lives solely through the interven- is still childlike. His intellectual progress has far
tion of Mordenheim’s contraptions. Even if he surpassed his social maturation. He appears to be
could make her eyes shine with life again, it is void of any sense of morality. Elise claims he is
evil, but that is nonsense. She is simply afraid be-
doubtful he would see his Elise behind them. In- cause he appeared suddenly beside her one night,
stead, he would behold a creature more horrid t o peering innocently through the bed curtains.
him even than his first experiment has become. Knowledge alone is not evil-and he is purely that,
But Victor has blinded himself to this-just as he knowledge without experience in the etiquette and
has blinded himself to the fact that his experiments necessities of social interaction.
are doomed to failure. 28 February ‘1 7.-He is yet the child he should
Without the intervention of the gods that be-genius that he is-but something has
spurned him, Victor will never again revive the changed. At times when I gaze at him I imagine
lifeless. Perhaps some part of him knows this. In that he is a man older than I am myself. It is as if
his endless quest for perfect parts, in his eternal the soul of a stranger has found a home in the body
wait for the perfect moment, he is able to deny ofmy construction. I must divorce myself from
the truth: that his work is a failure, that Elise is emotion in order to address the true problem, his
gone t o him forever, and he is as much her mur- immaturity.
derer as the wretch who struck her down. 12March ‘1 7.-I cannot take him into the
Combat: Dr. Mordenheim is not likely to world, so I have brought the world to him. I have
start a fight. He is a surgeon, and has no weapon found a playmate for Adam. She is perfect-a true
skills. However, his link t o the monster has given foundling, a child of 7 years with no family but our
him a strange defensive ability. He cannot die own. She lay in an alley in the village, at the doors
unless the monster dies. In fact, he has the hit of death, and I have rescued her. Elise has nursed
points of the monster. His body will regenerate her back to health. What a transformation! To know
that beneath the bedraggled and filthy little heap I
from the slightest piece of flesh. The pain from plucked from the street was an anael-a livina
his wounds is felt by the monster. If sweetness, with gleaming blond hair, and dart,
Mordenheim’s body disintegrates completely, his sparklinq eves that would melt the coldest heart.
spirit will seek out the fresh corpse of another How canshe help but inspire virtue in our Adam?
human male. Within a week, the new body will Elise begs me not to introduce her to him, pro-
change until it looks just like the old Dr. claiming that it is not safe. She threatens to leave
Mordenheim me if I do, but I know she will not. Of course Iwill
take the proper precautions, and
unsupervised. I will watch them carefully and ob-
serve Adam’s progress. I have named the girl Eva.
2April’l 7.-The weather is queer. For two
days our castle has been cloaked in a dense fog. By
day, the light is eerie, gray. By night it is darker
still. Yesterday evening I stepped outside for a mo-
ment, but could see nothing beyond the tips of my
fingers. All around was the sound of water dripping
Mordonheim’s Monstor, “Adam”
from the trees. Today the mists appear lighter. Lord of Lamordia, Chaotic Evil
Perhaps tomorrow they will lift altogether. They
seem to affect Adam. He is agitated, and I can hear Armor Class 10 or by armor Str 20
him pacing in his chambers. Movement 15 Dex 17
4 April ’I 7.-Hell has descended upon us. Last LeveVHit Dice 12 Con 20
night I awakened to the sound of screams. They Hit Points 55 Int 16
emanated from Eva’s chamber, echoing down the THACO 9 (6 w/wpn.) Wis 12
vast hall that separated it from our own room. I No. of Attacks 2 Cha 2
rushed in and found Elise crumpled beside the DamagelAttack 2-16 ( + 8 w/weapon)
empty bed, her body broken and bent. Her face was Special Attacks nil
tense with pain, and her wide eyes were fixed upon Special Defenses +I magical weapon to hit
the corner of the room. Eva was missing. Magic Resistance 25%
Then I saw Adam, his eyes wild with fury. He
stepped out of the shadows. He held a small piece
he monster, Adam, is a patchhork of body
of cloth-tattered white linen, with lace that was
flecked with red. It was the lace from Eva’s night-
clothes. I lunged at him. Instead of meeting his
hard, massive form, I fell into a void, my hands
T parts from different human corpses-each
part perfect, the whole grotesque. Large,
raised scars crisscross his body and face like the
striking only shadows before I crashed to the floor. lines on a distorted jigsaw puzzle. He is an
I saw him plunge through the open window three enormous, tremendously powerful man,
stories from the ground. I stood at the casing, standing over 7 feet tall.
amazed, and watched his dark form disappear into Adam’s skin is gray and pale, and too thin to
the mists. conceal the play of muscles and arteries below.
9 April ‘I 7 . 4 have not slept for days. Elise At the edge of his eyes and mouth, the skin
awakened briefly today, calling for Eva. I keep her bluish and shrivelled. His hair is raven blacl
sedated so that she will not realize her condition. flowing long and wild to his shoulders. Thin,
27April ‘ I 7.-Today I must remove another straight black lips frame his perfect, pearly white
part to save the whole. There is little left of darling teeth. His watery blue eyes look too small for tht
Elise, yet under my constant care she lives. I have sockets; the lids scarcely cover them, and the
not ventured from the castle in weeks. I do not eyeballs seem loosely anchored.
know what became of Eva: the truth is too horrid to Background Dr. Victor Mordenheim created
contemplate. Adam is gone forever, of that I am Adam. For the grisly details, consult the
sure. I do not care what becomes of him. Another excerpts from the doctor’s journal and the
purpose drives me now. Elise must be restored. “background of Victor Mordenheim above. The
The vigil seems to have affected my vision;
outside the landscape looks blurred and strange night Adam fled into the mist-after crushing
Today 1 must leave to begin the grim search. Only Mordenheim’s wife and causing the
perfection will suffice. It will be the last construc- disappearance of the young girl, Eva-he
tion by this architect offlesh. But I will not rest became the true lord of Lamordia. The land
until it is done, and I have atoned for the hell I have welcomed him.
brouaht uDon her. Current Sketch: Adam has control over the
borders and is the most powerful character in hi:
domain. He is not Lamordia’s political leader,
however. Baron Von Aubrecker, a member of
local aristocracy, is the apparent ruler. The Baroi
and the natives in Lamordia believe they dwell ir
a land whose history reaches back to the
beginnings of time. Perhaps they do. But until
Adam and Dr. Mordenheim became part of
Ravenloft, Lamordia did not exist in th
demiplane.
The monster lives as a recluse, usually dwel
ing in a cave on the Isle of Agony. He is immune
to cold and needs little food or water to sustain
him. Hence, he can live as wildly and freely as an
animal. But he does not want to be an animal. He
wants to be human. He is bitter and frustrated,
and when the frustration builds, it gives way to
violence and evil.
Adam despises Dr. Mordenheim, but cannot
bring himself to harm him. The land has bound
them together in body and spirit. The monster
feels the doctor’s physical pain, and the doctor,
in turn, shares the monster’s eternal anguish.
Combat:As the true lord of Lamordia, Adam
has been granted many powers by the land. He is
immune to natural cold and electricity, but takes
half damage from magical attacks of this type.
Other damaging spells harm him normally.
Spells that do not cause immediate damage are
absorbed; he can use their energy to regenerate
hit points-1 point for each level of the spell.
Adam also is immune to normal weapons and
physical attacks. Only magical weapons can
harm him.
The monster resembles neither a flesh golem
nor a lumbering dolt with neck bolts. He is ex-
tremely nimble, swift, and clever, using the ter. Pttrouna, Yagno
rain to superb advantage. He is a creature Lord of G‘

I
accustomed to living at the edge of another 11th Leve awful Evil
man’s world, and thus is willing to retreat if dan-
ger is present, allowing the land and its shadows Armor Class 10 or by
to conceal him. Time is meaningless to Adam: armor Str 13
he always can return to fight another day. Movement 12 Dex 11
The monster prefers guerilla tactics to full Levelmit Dice 11 Con 14
frontal assaults. Like a thief, he can hide in Hit Points 45 Int 12
shadows and move silently, with an 80% chance THACO 20 Wis 15
of success. He can also detect noise and climb No. of Attacks 1 Cha 18
walls with same odds. While moving silently, his DamageIAttack by weapon
movement rate is halved, not cut to a third. IF he Special Attacks poison touch (see below)
absorbs an opponent’s spell, he may pretend that Special Defenses see below
the spell has worked, using the falsehood to po- MagieResistance nil
sition himself for an escape or a surprise attack.
He has a 50% chance of knowing which spell has agno has a long, pale narrow face with
been cast upon him.
Adam is tightly linked to his creator, Dr. Vic-
tor Mordenheim. He can feel any pain inflicted
Y features that are
three-dimension
usually are opened j
like thin lines than
usions. His eyes
t, and appear pink
upon the doctor, though it does not affect his because they are bloodsh
ability to fight or move. into a wide, flat grimace.
Yagno always wears p
rent types. He usually wears
bes like other clergy in
ng hood leaves on@ his face

-
.II

exposed. Atop the hood, he wears a cap with Combat: Yagno is an 1lth level priest of Zha-
strange, stiff folds. A braided cord worked with kata and a master of the dagger. (Zhakata is not
beads drapes over his left shoulder and runs real; Ravenloft grants Petrovna his spells.) His
under his right arm like a sash. The smallest spheres are all. charm, combat, elemental, healing
beads are human teeth. (reversed only), and summoning. He has a special
Background: The Petrovna family lived in ability that allows him to change a humanoid into
Barovia when the region became part of the a mongrel man (see the Monstrous Compendium
Ravenloft demiplane. Some of them are buried 2). He can do this three times a day merely by
in Castle Ravenloft. Others managed to survive a raking his fingers across their temple and chest.
few generations in the mountains, away from There is no saving throw. Yagno can reverse the
that evil castle. Isolation led to inbreeding. process at any time with another touch, although
Yagno was born in 674. Even as a child, his he never does. The only way to be restored is by a
family described him as “not right.” His bmthers polp-torph other spell or by removing the curse
humiliated and beat him. Alone, or skulking in during a wind storm. To date, he has only trans-
corners, Yagno babbled to imaginary people and formed natives of Ravenloft in this manner; it is
cowered before imaginary beasts. At age 22, he suspected that he cannot transform visitors from
built an altar in a cave and began sacrificing other realms with the same success.
animals there. At 27, he attempted to do the Yagno’s voice is charmed. When he speaks,
same to his sister’s newborn child. The Petrovna anyone listening for more than 10 minutes must
family chased him into the Mists. Ravenloft wel- save vs. spells or become loyal to him and Zha-
comed Yagno and made for him a land in which kata. Each full day that passes, another saving
he could continue where he left off in Barovia- throw is allowed to break the enchantment. The
worshipping a false god of his own creation. charm helps Yagno ensure his followers’ loyalty.
Current Sketch: Yagno b
communication with a power
Zhakata. His entire domain is built around the Renier, Jacqueline
worship of this false god. Lord of Richemulot
Wererat, Chaotic Evil

Armor Class 10 (6 in rat


form) Str 11
Movement 12 Dex 16
LevellHit Dice 3+1 Con 15
Hit Points 16 Int 15
THACO 17 Wis 9
No. of Attacks 1 Cha 17
DamagelAttack by weapon
Special Attacks surprise
Special Defenses _ _
hit onlv bv silver
or + 1 mag. weapon
Magic Resistance nil

acqueline is a wererat, beautiful but sinister

J in human form, with just a hint of ratlike


features. Her hair is black and sleek, her eyes
green with flecks of gold. She tends to dress
simply, avoiding extravagance.
Background: Jacqueline was a young girl
when her family discovered a portal into
Ravenloft. A team of dogs and vigilante
swordsmen was pursuing them through the
sewers beneath the city. In desperation, the
THE CVHO’S DOOM€D Of RAUENLOfT
fled G~~~~~ the labyrinth, into the points rise above 0 once more.
forbidden, unexplored catacombs. The barking Regardless of form, Lord Renier can climb
of hounds and the bellowing of the wererats’ any surface including glass. She even can cling
pursuers echoed throughout the labyrinth. Fi- to the ceiling. When not in human form, she can
nally, the Reniers were cornered. Before them lay gnaw through virtually any material given time.
certain death by a glowing sword. Behind, in an Anyone she injures has 10 times the normal
open vault, lay a strange portal filled with Mists. chance (10% per point of damage) of becoming
They chose the Mists. a wererat under her control.
The family entered Ravenloft on the borders
of Falkovnia. They quickly made their home in
the passages beneath the town of Silbervas. Timothg, Alfred
Many years later, Drakov finally tired of the were- Lord of Verbrek
rats’ murders and pilfering. He dispatched a Werewolf and 6th Level Priest, Lawful Evil
huge expeditionary force, which swept through
the sewers, exterminating every creature or man Armor Class 10 (5) Str 10 (16)
they encountered. Some of the wererats escaped Movement 12 (15) Dex 12(15)
to the countryside; the Reniers were among LevelIHit Dice 6 Con 14(18)
them. Drakov had anticipated this flight. His Hit Points 35 Int 12
horsemen were ready. The Reniers fled into the THACO 18 (15) Wis 18
Mists with pounding hooves only a few strides No. of Attacks 1 Cha 14
behind them. Damage/Attack 2-8 (2d4)
The mists opened up new lands for her and Special Attacks surprise
her family. Jacqueline’s grandfather, Claude, Special Defenses hit only by silver
became lord of Richemulot. The family found or + 1 magical weapon
the land to their liking; it appeared complete Magic Resistance 25%
with cities and sewers. Jacqueline was a dark,
shining star, schooled well by her evil father. In n human form, Timothy is a young man who
726, she murdered him and took control of the
domain. Since then, the population has grown
with the arrival of refugees from other lands.
I looks slightly frail. The appearance is
deceiving, for as a werewolf, Timothy is not
weak. In every form he wears a gold necklace
Current Sketch: Jacqueline is domineering, with a small pendant shaped like a crescent
manipulative, and mean. She revels in her ani- moon.
mal nature. Rats, when in season, are lusty crea- Background Alfred is the son of Nathan
tures; so is Jacqueline. Her curse in Ravenloft is Timothy, lord of Arkandale and riverboat
to automatically revert to a ratman form when merchant. Alfred believed that his father was
confronting anyone she loves. Normally, this overly tolerant of humans and was jealous of his
would not affect her; wererats usually do not father’s power. Lord Nathan paid him little
form bonds of love and marriage. But it also has attention. Alfred left Arkandale as a young man.
been Jacqueline’s curse to fall in love. She is For a while, he wandered through Ravenloft.
enamored of a human male named Henri Du- much as his father had done before him, seeking
Bois. Since her last unsuccessful attempt to his fortune and fate.
make him her wererat slave, his whereabouts are One night, after many hours of slaughtering
unknown. sheep, his life changed. Sated and drowsy, Alfred
Combat: Jacqueline enjoys all of the normal was easily captured by superstitious townsfolk.
powers ascribed to a wererat. In addition, she They were about to burn him alive when a band
can become a foul-smelling mist at will. She of gypsies came upon the scene. The gypsies
does not, however, smell like a sewer when in bought Alfred. Their leader agreed to set him
human form, and neither do members of her free if he vowed to grant safe passage to any
family. If wounded to the point of death, she au- gypsies he might encounter during his lifetime.
tomatically assumes gaseous form and flees. He agreed. The gypsy leader had foreseen his
Jacqueline regains 1 hit point per day while in future, and knew it well. When Timothy decided
this form. She remains gaseous until her total hit to tempt fate, and moved to attack her, he found
himself engulfed in the Mists of Ravenloft. He athan has curly, black hair, a full beard, and
became lord of Verbrek.
Current Sketch Alfred despises his own
human form, and believes his bestial nature is
N a sinister, predatory grin. He is middle aged
and has an average height and build. As a
werewolf, he can assume the form of a man,
divine. He is the high priest of the wolf god. First man-wolf,or dire wolf. The numbers in
inspired by the tales of the villagers in Arkan- parentheses above reflect his man-wolf form.
dale, Alfred came to believe that he could talk to He rarely dresses in finery, preferring the
the wolf god. When Verbrek opened up, his simple garb of a sailor or river boat captain. His
dreams became reality. hands are calloused and his face brown from
Alfred hates all intelligent creatures except working many hours in the sun. He always
werewolves and dire wolves. They are blasphe- carries a dagger, used as a tool more often than
mous heathens according to the creed of his wolf as a weapon.
god. He only tolerates the gypsies because of his Background: Nathan Timothy is the son of
debt to them. Truth be told, he also tolerates Eowin Timothy, a powerful werewolf still living in
them out of fear. Mordent. As a young man, Nathan had an
Combat: Alfred conforms to all the normal incredible urge to wander, to keep moving, as
werewolf abilities with the following exceptions. if he believed that by traveling from land to land
He is 25% resistant to all magic. He is a 6th level he could somehow escape the demiplane. He left
priest of the wolf god. His spheres are All, Ani- a trail of carcasses in his wake. Several years
mal, Charm, Divination, Plant, and Summoning, later, with no place left to ravage and explore, he
with major access to all. Due to his high Wisdom entered the Mists of Ravenloft. Arkandale was
score, each day he can cast five 1st level spells, formed, and he became its lord.
five 2nd level spells, and three 3rd level spells. Current Sketch: Nathan is shrewd, devious,
Timothy’s spells undergo the changes noted in and heartless. Unable to leave Arkandale, he
Chapter IX. It appears, therefore, that the wolf must satisfy his wanderlust by sailing up and
god grants his spells, not the dark powers of down the River Musarde. (In fact, he hardly can
Ravenloft. (If Ravenloft granted his spells, they leave the river itself; see “combat” below.) By his
probably would work without penalty.) own arrangement, no other boat is safe on the
When the moon has risen, Alfred can use any river. Werewolves attack other craft. This allows
dark shadow as a dimension door to any other Nathan to charge stiff fees for shipping cargo
moonshadow within range. This is an ability through Arkandale.
granted by Ravenloft, and does not affect the Combat: Nathan has the normal combat
number of spells he can cast each day. abilities of a werewolf, with the following
exceptions. Only magical weapons can harm
him, regardless of the form he takes. Silver has
Timothy, Nathan no effect. When wounded, he can regenerate 3
Lord of Arkandale hit points per round. He cannot regenerate acid
Werewolf, Chaotic Evil or poison damage, although he gains a + 1
bonus to his saving throw vs. poison, because his
Armor Class 10 (5) Str 15(18/25) Constitution is high. Like a troll, he can
Movement 12 (15) Dex 13(17) regenerate hit points even if he loses them all,
Level/Hit Dice 5+4 Con 13(19) which makes him very difficult to kill.
Hit Points 40 Int 16 Ravenloft has given Nathan great power, but
THACO 15 Wis 12 it also has cursed him. He must spend most of
No. of Attacks 1 Cha 12 his life over water, confined within the
DamagelAttack 2-8 (2d4) or by weapon boundaries of his own domain. In the forests,
Special Attacks surprise carnivores experience the thrill of the hunt;
Special Defenses hit only by + 1 or greater Nathan hears their excited howls and feels a
magical weapon pulling at his gut, but he cannot leave his watery
Magic Resistance nil prison. Every hour that he is not on the water, he
loses 1 hit point. When his total hit points drop
to 0, he does not die, but must lie in agony until

I
someone carries him to the River Musarde or one neutral state of mind. Long ago, greed guided
of its tributaries. He once lay helpless for a his every action. Now, he wants only to avenge
month before a servant discovered his plight. his death. He shows little emotion unless he
learns something about the person who killed
him.
Ubd, Ratik Ratik occasionally may stray from his mis-
9th Level Thief E Revenant, Neutral sion and become drawn into other conflicts, but
he always moves on. He can talk, but he is reluc-
Armor Class 10 or by tant to deal with the living. Ratik believes he will
armor Str 17 know his killer when he finds him-or her.
Movement 9 Dex 11 Combat: Like other revenants, Ratik cannot
Level/Hit Dice 9 Con 18 be turned, raised, or resurrected. He usually
Hit Points 52 Int 14 attacks by hooking his hands around his victim's
THACO 13 Wis 6 throat. This strangulation causes 2d8 points of
No. of Attacks 1 Cha 1 damage each round. If Ratik stares into his
DamageIAttack 2.16 (2d8) or by weapon killer's eyes, that person must roll a successful
Special Attacks paralyzation gaze saving throw vs. spells or be paralyzed with
Special Defenses see below terror for 2d4 rounds. (Only his killer is affected
Magic Resistance nil by the gaze.) If Ratik is dismembered, the
severed parts act independently, as though
atik is a revenant, a murder victim who has guided by Ratiks mind. His willpower causes the
risen from the grave as a vengeful spirit who parts to reunite. Magical weapons and acid may
I eeks to destroy his killer. Like other cut apart his body, but they cannot destroy him.
revenants describedin the Monslrous Ravenloft has extended Ratik's powers far
ComDendium F O R G O T E N REALMS'
~ ~~- beyond those of his cousins in the Forgotten
Appendix, Ratik is an undead creature who Realms. His body does not decay at all. Even if
appears as a spectral version of his body after it his body is completely burnt, his spirit will
has suffered some of the ravages of death.
He is a thin man about 5'9" tall, who moves
gracefully. Ratik shows only subtle signs of
decay, and from a distance, looks normal. In
close proximity, an observer can see that his skin
is abnormally pale and almost transparent. His
flesh is cold and clammy. The sunken eyes are
dull and heavylidded. Most of his hair has fallen
out; the remaining clumps are white. He bears an
aura of sadness, anger, and determination.
Ratik wears loose garments, all of them
black. His black hood can be drawn close,
concealing his face in the shadows.
Background Ratik was a skilled thief
operating in II Aluk, the largest city in Ravenloft,
and capital city of Darkon. He had many
enemies, any one of which could have killed
him. He was attacked while he slept. The
assailant remains unknown. Before he died,
Ratik glimpsed a flash of yellow cloth-a scarf
perhaps.
Current Sketch: Ratik wanders Ravenloft as
an undead creature, seeking his killer. The
yellow cloth is his only clue. In life, his alignment
was chaotic evil, but death has forced him into a

113
I l I L WIIV Y Y V

inhabit a nearby fresh corpse, which inherits all


of his abilities. He cannot be destroyed until he
avenges his murder.
Unlike most revenants, Ratik has retained all
his old thievish skills, and has combat values at
least those of an 8 HD monster. The scores
shown above reflect his current status as an un.
dead creature. His thief skills are as follows:
Pick Pockets 95%
Open Locks 45%
FindRemove Traps 5%
Move Silently 80%
Hide in Shadows 75%
Detect Noise 25%
Climb Walls 95%
Read Languages 0%

Uan Richten, Or. Rudolph


3rd Level Thief, Lawful Good

Armor Class 10 or by
armor Str 11
Movement 12 Dex 16
LevellHit Dice 3 Con 10
Hit Points 11 Int 17 begged Van Richten to destroy him. He told his
THACO 19 Wis 16 father how to accomplish the deed, and Van Rich-
No. of Attacks 1 Cha 13 ten released his son from torment.
DamageIAttack by weapon Current Sketch: Since his son’s destruction,
Special Attacks nil Van Richten has hunted vampires and other su-
Special Defenses see below pernatural creatures throughout Ravenloft. He has
Magic Resistance nil never attempted to destroy the lord of any do-
main. When not actively in pursuit of a creature,
r. Van Richten is a middle aged man, small he runs an “Herbalist’s Shop” in Mordentshire.

0 and thin. His short blonde hair is sparse but


well groomed. He is meticulously neat. He
grins with only one side of his mouth and usually
Dr. Van Richten is wise and well educated, and
knows much about supernatural lore. He will not
allow an innocent person to be hurt, perhaps even
has a hopeful, lively sparkle in his eyes. if it means sacrificing himself. Fortunately, he has
Background Originally a native of Darkon, not faced this fatal decision to date.
Van Richten was a doctor who healed without Combat: Van Richten always carries a holy
magic. He had little skill as a surgeon, relying symbol, a vial of holy water, a small mirror, a sil-
more on herbal medicines. Gypsies kidnapped ver dagger, and a wooden stake. When hunting
his son, and took the boy out of Darkon. Van prey, he carries other appropriate items, too. He
Richten pursued them, committing everything to rarely faces an opponent in direct combat. prefer-
regain his son. (Crossing the border did not ring to outwit the evil creatures and use their in-
reveal any “true past” to Van Richten. Darkon herent weaknesses against them.
only affects the memories of characters who are Through experience and necessity, Van Rich-
born elsewhere.) ten has mastered some thievish tricks. His skills
Eventually Van Richten caught up with his are defined below. The “read languages” score is
son-what remained of him. The gypsies had sold extremely high because of his scholarly back-
the boy to a vampire in Richemulot, who wanted a ground.
young, pure companion. Newly undead, the boy
THE (UHO’S DUUN€D Of RAUENLOfT
I I
Pick Pockets 15% bolder than her parents taught her to be. She hides
Open Locks 40 % her bestial identity, but does not conceal the
FindIRemove Traps 65 % remains of her kills. She avoids Arkandale, and
Move Silently 10% has no desire to return to her family.
Hide in Shadows 5% Natalia constantly seeks out new experiences
Detect Noise 15% and sensations, driven by an intense, desperate
Climb Walls 60% need she does not understand. Blood and pain
Read Languages 70% excite her; even her own is sometimes thrilling.
As a human woman, she is mysterious and
.
.. . ~ - sensual. She easily lures foolish men to remote
-atalia
werewoir, cnaotic Evil
locations, where she can toy with them before
delivering a fatal blow. More satisfying still is the
seduction of intelligent victims.
I
Armor Class 10 (5) Str 17 Combat: Natalia has all the normal abilities
Movement 12 (15) Dex 17 of a werewolf. If she senses that she is being
LevellHit Dice 4 +3 Con 18 tracked, she may create a few werewolves to
Hit Points 23 Int 12
THACO
No. of Attacks
17
1
Wis
Cha
8
14
help her. She becomes the master of such
diseased victims, and they are completely
subservient to her. Once the danger is over, she
I
DamagdAttack 2-8 (2d4) abandons them.
SDecial Attacks surmise
Special Defenses

Magic Resistance
hit bnly by silver or
+ 1 magical weapon
nil
I
1
atalia is an itinerant werewolf. In human
form. she has short, dark brown hair and
I black eyes, with heavy eyebrows and full,
I
rt lips. Her features are pointed and sharp, yet
still attractive. She appears to be in her
mid-twenties
She wears a variety of outfits, all chosen fa
unrestricted movement and quick removal. In
the wild woods, she wears scant clothing or none
at all to ease her wolfish transformations.
Background: Natalia was born in Arkandale
Like her mother and father, she is a true
werewolf. They preferred to live in the shadows
of human society, killing in secret, and avoiding
civilization. Natalia wanted to stand in the light
and revel in her power.
She left her family to wander the lands of
Ravenloft. Natalia was brazen and bold. She
killed when and where it pleased her, paying no
heed to the circumstances. She would change to
a wolf in broad daylight on a busy street.
Snatching up a nearby stroller, she would enjoy a
grisly feast on the cobblestones, daring anyone
to stop her.
Current Sketch: Not long ago, Natalia ran
afoul of Dr. Van Richten, who nearly destroyed her.
Now Natalia is more cautious, though she is still
m
Uon Zarouich, Strahd When still a living man, Strahd was a warrior
noble who was once good and just. His armies
omanccr, Vampire, Lawful Evil thundered across the land uniting many coun-
f ( - 1 wkloak) Str 38/76 tries. The years of death and war slowly changed
12, FI 18(C) Dex 16 him. He found himself bitter, past his youth, and
brooded about his death. He settled in the land
of Barovia, in a world now forgotten, to rule. He
11 (8 w/wpn.) Wis 17 and his family made their home in a castle on a
Cha 16 precipice-a castle called Ravenloft. Strahd
ck 5-10 (d6 +4) or by weapon ruled Barovia with a harsh hand, grinding the
(+6 Strength bonus) population into the dust. But he was not fully a
lal Attacks energy drain, spells, part of the demiplane Ravenloft.
Strahds younger brother Sergei wasbe-
09s seebelow trothed to Tatyana, a girl from the valley. Strahd
loved her himself and could not bear to let am-
other man, even his brother, have her. So power-
ful was this emotion that he made a pact with a
dark power-Strahd says with Death itself. He
sealed the pact by murdering his own brother,
just hours before the wedding. Strahd became
notic, like deep pools with subtle undead. By the Barovian calendar, it was spring
light. When he is aroused or of the year 351.
burn like red-hot coals. His Tatyana spurned him, and he pursued her
e, but becomes flushed with until she fell from the battlements. The castle
guards, knowing his evil state, attempted to kill
Strahd. They could not. He had become undead,
a vampire. He murdered most of the wedding
guests and many of the castle staff.
It is not known exactly how or why Barovia
entered the demiplane of horrors-whether it
was Strahds pact, the murderous rampage, or a
curse in the land of Barovia itself. Perhaps it was
all three. But Barovia did enter the demiplane,
and became its first domain. Like Strahds cgstle,
the demiplane became known as Ravenloft. (To
avoid confusion, the castle is always referred to
as Castle Ravenloft; “Ravenloft” alone describes
the demiplane.)
In rime, the land changed to reflect Strahd
and his curse. Barovia expanded, encompassing
several valleys in the Balinok Mountains. A ring
of choking fog encircled the town of Barovia and
Castle Ravenloft. Strahds control over the crea-
tures in Barovia grew strong. He was truly the
lord of his domain.
Prior to his fall from grace, Strahd had been
a mage o f mediocre skill. Now he dedicated him-
self to death, becoming a powerful necromancer.
He had little else to do with his time, being
trapped in the demiplane of Ravenloft. He ex-
plored the ways of death, learning about his
vampiric nature and powers.
In 470, a band of gypsies led by Madame Eva pice. Through the years, there has always been
entered Barovia. She and her kind had a natural one woman in Barovia who resembles her so
resistance to the powers of the land, and Strahd closely that she could only be Tatyana’s relncar-
was in awe. Eva and Strahd struck a deal. Strahd nation. Finding that woman, obtaining her, and
would keep them from harm (his own), if the winning her love is Strahds obsession.
gypsies would agree to search for a portal that Strahd would do almost to regain Tatyana.
would release him from the demiplane. Strahd He will not act blindly or foolishly for her. but is
gave Madame Eva the formula that counteracts willing to take calculated risks. She is the only
the effects of the deadly fog. thing that can bring emotion to his soul.
In 542, Azalin the lich entered Ravenloft. Strahd maintains relationships with the gyp-
(See “Azalin” above for details.) Reluctantly he sies, and a few of the other lords in Ravenloft. He i
agreed to serve the vampire lord. Strahd re- treats them like pieces on a chess board, to be
quired two things of the lich that he teach the manipulated toward a goal. The gypsies are his
vampire great magic and use his powers to find primary source of information from other lands.
an escape from Ravenloft. After years of experi- They also conduct trading and purchases for
menting, Azalin managed to transport himself him. He cares nothing for his descendants, ser-
and Strahd into Mordent. They believed they had vants, or minions.
escaped to the material plane, but Mordent had The demiplane has given Strahd many
become part of their familiar prison, the demi- powers. For example, he has a horse-drawn car-
plane Ravenloft. The year was 579. Neither riage that rides the roads of Barovia at his whim.
Strahd nor Azalin can remember what happened The carriage can wait and pick up or drop off
to them in Mordent: it is like a misty dream to people, although it has no driver. Strahd can
them now. According to legend, they became sense the presence of thinking creatures near the
entwined with the experiments of an alchemist, carriage and knows whether or not they are in-
who had invented a magical apparatus that could side it. He cannot read their minds or tell anv-
divide and transfer souls. thing about them, however. Additional powers
Eventually, Azalin became the lord of are detailed below.
Darkon. The years have passed, and Barovia still
stands. The original Barovian calendar still
marks the passage of time in the demiplane. Not
much has changed, including Strahd himself.
Only the gypsies can enter and leave Barovia
safely; their pact with Strahd still stands. Unfor-
tunately for Strahd, he can never leave.
Current Sketch: Strahd is a ruthless, cold,
calculating genius. Everything he does is toward
some ultimate goal. Strahd never takes anything
at face value. He always has a contingency plan
(or two)for any situation. As an undead creature,
time means nothing to him. He is more patient
than any mortal. When role-playing Strahd, never
let him give away hints or clues. He always plays
his cards close to his chest. His plans should in-
clude anything the players may think up.
He has only two weaknesses. He has been
powerful for so long that he underestimates the
abilities of normal humans. He is egotistical, but
does not let foolish pride endanger him. It does
not bother him in the least to retreat before an
opponent. His second weakness is his greatest:
his etemal “love” for Tatyana. Her body was
never found after she plunged from the preci-
c
Combat: Strahd is formidable. He has all of thinking creature through these gates. Once the
the common vampire abilities, such as draining creature has passed through the gate, he loses
levels by touch, charm by gaze, etc. (Refer to the track of them, however. Anyone entering from
vampire entry in Volume 1 of the Monstrous the Mists does so without his knowledge.
Compendium for detailed information.) As a 384- The full extent of Strahds power over objects
year-old vampire, however, he is considerably is not known. It may be that these powers
stronger than his common cousins. He is im- change to suit the whim of some darker power.
mune to garlic and mirrors. (He still doesn’t cast On the other hand, Strahd may have such con-
a reflection, but the mere presence of a mirror trol over all his direct possessions.
doesn’t bother him.) Any victim of his charming During daylight, Strahd falls into a coma and
gaze must save vs. charm with a -3 penalty. He appears dead to all normal or magical tests. He
can withstand up to 10 rounds of sunlight with- can sleep anywhere within Barovia and recover
out suffering damage, although an 1lth round his hit points. He prefers coffins, but any resting
would destroy him. place free of sunlight will do.
Weapons must have a +2 or greater magical Today Strahd is an accomplished 16th level
bonus to harm Strahd. When he wields a weapon necromancer. In life, he was merely a 5th level
himself, he is not restricted to his character class mage. The demiplane Ravenloft converted his
of wizard. As a vampire, he can wield any skills to necromancy, and his skills have steadily
weapon. With his exceptional Strength, he gains grown. As a necromancer, Strahd can memorize
a +3 bonus to attack rolls and a +6 bonus to one extra spell per level, provided the spell be-
damage. longs to the necromantic school. He gains a + l
Strahd has many types of minions. He can bonus to saving throws vs. necromantic spells.
mentally summon their aid at any time. These His opponents, on the other hand, suffer a - 1
creatures arrive in 2-12 (2d6) rounds. He can penalty to saving throws vs. any necromantic
summon 10-100(d10x10) bats or rats, or 3.18 spell that he casts.
(3d6) worg wolves. The bats cannot attack, but Spell List:The text below shows the number
they do confuse, obscure vision, and foil spell- of spells Strahd can memorize each day, and lists
castings. He also can summon 1-10 Strahd zom- all the spells in his spell books. Entries marked
bies or 2-20 (2d10) Strahd skeletons. with an asterisk are necromantic spells.
Through his necromantic magic, Strahd has Spell Level Number Necromantic Bonus
created other powerful minions. Undead created 1-5 5 1
by Strahd tend to be very difficult to turn-more 6 3 1
than their hit dice would normally indicate. This 7 2 1
is a gift from the dark powers of Ravenloft. 8 1 1
As a master vampire, Strahd has created
other vampires, most of them female. It is his 1st level: affect normal fires, burning hands,
habit to destroy these lesser vampires after a dancing lights, magic missile, shocking grasp,
year or so. He cannot allow too many vampires read magic, comprehend languages, hold portal,
to prey on the populace or plot to overthrow protection from good, unseen servant
him. Strahd rarely creates male vampires. 2nd level: alter self, ESP, fog cloud, invisibil-
Unlike other bloodsuckers of his kind, ity, knock, stinking cloud, vocalize, locate ob-
Strahd does not need permission to enter any jects, spectral hand., darkness 15’ radius, fog
home or building in Barovia. In a sense, Strahd is cloud, knock
the land his bond is so tight that he needs no 3rd level: explosive runes, dispel magic,
invitations to explore his domain. feign death*, fireball, gust of wind, hold person,
A s lord, he can control many inanimate ob- liqhtninq bolt, tonques,
- vampiric touch’, non-
jects in Barovia. For example, it is known that detection
he can open or close the two main gates on the 4th level: contagion*, detect scrying, dimen-
Old Svalich Road merely by thinking about it. He I .~
sion door...Dolvmoroh other. DolvmorDh self,
can be anywhere in Barovia at the time. He has a enervation:, ice storm, solid fog, wall of ice,
similar power over ain entrances to Castle wizard eye
Ravenloft. He cans he passage of any 5th level: animate dead*, avoidance, pass
THE (UHO’S DUUM€D Of RAUENLOFT
r-
wall, sending, summon shadow*, stone shape, Dackground: George is a member of the
telekinesis, teleport, magic jar8, wall of stone Weathermay family, which owns most of the Ian,
6th level: control weather. death spell., anti- in Mordent. His family name was tainted by an
magic shell, invisible stalker, guards and wards, old legend that linked them to a “creature” who
stone to flesh, contingency had cursed the land. George wanted to be a
7th level: finger of death*, limited wish, spell righter of wrongs.
turning, forcecage, delayed blast fireball As a boy, he devoted himself to the sport of
8th level: symbol, clone., maze hunting and the manly art of war. His father
found this disturbing, beclause George clearly
Strahd keeps a contingency spell active at all disliked these activities but studied them
times. It states that when he is exposed to para- anyway. While hunting, George found that he
lyzing or destructive light, he is instantly tele- had a special rapport with animals, particularly
ported to a secret coffin hidden in a cave in the horses and hounds. At 17, he set off to make the
mountains. There he can heal, until he is ready world a better place.
to seek vengeance. Current Sketch: George’s experience in
Magical items are rare in Ravenloft, but fighting the supernatural has made him wise
Strahd has a small collection. His most prized beyond his years. He still visits his ancestral
item is a crystal ball. With it he monitors the home, but spends most of his time traveling.
goings-on in his domain, as well as many events He is an intense person whose determination
beyond his borders. The bloodstone pendant never wavers. His whole being is consumed with
Strahd wears is an amulet of proof against detec- his work. In public and with other people, he
tion and location. He also wears a cloak of protec- feels awkward and becomes socially inept. He
tion +2. On his left hand is a ring of fire frequently says the wrong thing at the wrong
resistance. Stored away in his armory he has a time, though he rarely lies. Against the
sword + 1 , which is +2 vs. magic-using and en- supernatural he is cagey and confident. When
chanted creatures. forced to engage in polite conversation,
particularly with women, he stutters or says little
at all. He is more comfortable with his animals
kw
Neutral Good
than with other people.
Combat: George has all of the normal
abilities of a 7th level ranger. He carries a long
Armor Class 8 (5 wlarmor) Str sword +2 and a hand axe balanced for throwing.
Movement 12 In combat he wields both without penalty
Levellnit Dice - (standard ranger ability). He can choose whether
Hit Points 40 to use the axe for an attack or to increase his
THACO 14(13 w/ armor class by one. He must make this decision
missiles) before any combat rolls in the round at hand. If
No. of Attacks 312 he throws the axe, that is his only action for the
DamagdAttack 4-11 (ld8+3) sword round.
2-7 (ld6+1) hand axe George owns a medium warhorse named
Special Attacks nil Perseus. The horse has a morale of 12 and is
Special Defenses +4 save vs. mental attack trained to throw any rider except Gegrge. Its
Magic Resistance nil saddle has three secret compartments.
containing a silver dagger, a holy symbol, and a
A eorge is a serious young man of 26 years. vial of holy water. George usually hides
He stands 6’1” tall with a lean build. He is additional weapons and useful items on his
- usually brooding over some problem, and person.
has a far-away expression. He dresses carelessly,
mismatching his clothes and ignoring any sense
of color. He is a “hunter of evil.” When dressed
for action, he wears studded leather armor and
carries a sword and hand axe.
he pages that follow are all that remain of made background and relationships to the
a small. charred book of genealogies. The Ravenloft world. Some of these minor characters
book was recovered from the ruins of a are black sheep, but many are good, and only a
tiny chapel high in the Balinok Mountains. few are as evil or dangerous as the “star” of the
It is rumored that a young gypsy woman family. The trees also offer a means for decep-
carried the tome into the chapel, and lit a tion. For example, adventurers who encounter
candle beside its open pages. As she has- “Mistress Likarevie” may not associate her with
tened down the mountain path, flames Wad Drakov, though they clearly are related.
engulfed the sanctuary. As you study the trees, you’ll notice a few
Von Zarovich, Boritsi, Drakov, mysteries. Some branches indicate a descend-
Dilisnya-these names and more lie upon ent, but the name and dates are missing. Either
the eight remaining family trees. Their these details were not available to the genealo-
branches include some of the most promi- gist, or she chose not to reveal them. At any
nent lords in Ravenloft. Look closely, and rate, as DM you are free to fill in the blanks.
these pages will reveal stories of love and These “mystery characters” may have direct
hate, birth and death, and murders and contact with the major villain, but they rarely

-
I
mystery. The trees echo the names of peo-
ple about whom the lords may speak. and
expose the secrets of departed relatives
who haunt the dreams of the living.
play a major role in his or her story.
Stranger still are the questionable dates of
death. An open space after a birth date usually
means the person still lives. However, a question
The trees make useful tools for you, the DM, mark for the date of death indicates the person is
when you’re designing Ravenloft adventures. presumed deceased, but the date is unknown. In
They can help you develop a villain’s back- many cases, the character vanished. Or perhaps
ground. They also can provide relatives the ad- it is the death, and not the date, that is in ques-
venturers may meet. When you pluck an NPC tion. Many who should have crumbled into dust
from a family tree, he or she comes with a ready- long ago cannot rest peacefully in Ravenloft.
BLOOOLlNLS

Leo Diiionya (8)


(320.398)

Y
-
Diiimya O k k a Dilisnya
(641-698) (650-698)
--(i)

v
(620-698)
1
T
Lev Diiisnya b Niki Romanoff
Elena Alrneida
(623-651)
(635-682)

-(2)Anna Kurdreii b Tadeuu Paido


(645-698) (645-698)

I
1-
(659. 1
I

(667-698)
Camllk Mlilnya (0) Richtor Diliiinya
(662-711) (658-698)
=(l)Skgf*ed Grymig w Maria Diaii = ErtherTimathy(C)
(659-6&1) (668-684) (650-
r
)
=(2) Klaus B o m i
(670.697)
' -0)Stepan Taroyan (E) Brunhiida 7
(677-727)
=(4)0leh Fonich 1'683-))4
(662.698) ?-

I I
I
lWM Boritsi (F) Sui0 Boritsi Anton Boritm

I -(I)
w
(689-
(678.708)
)

Abelarda Leoni
(694- )
Luck Rittei
(699. )
- (696.729)
Katarina Piechofa
(697- )

I
(688.709)
717. 1
'(2) Nikoli CheSniak
(693.726)
=(3)Alexander Mandvchi
(702. )
(718 1
1
(719- ) (724. )

ms
Wife of Pidlwik Dilisnya See Dilisnyatree.
Raised as the son of Pidlwik Dilisnya. When Pidlwik died. Leo learned of his true blood and left the Dilisnya family.
See Timothy tree. Esther is a werewolf.
li
Camille was the first lord of Borca. She pisoned her husband and his mistress in 684: another killing spree in 698 severely
pruned the rest of the tree.
After 1 year of marrlage to Camille, Stepan escaped from Borca with his mistress, Brunhilda.
Assumed the hrdship of Borca after poisoning her mother, Camille, in 71 1.
Indicates an Illicit affair. = indicates legal matrimony.

121
I'Honaire
& m a i n dHonaire
634-707)
= Alicia corgi*
(650.716)

I
I 1
Bernadette dHonaire Claude dHonaire -(2) Babette Batlsta
(ma-733) (679- ) (690- ? )
= Hugues Mouse1
(678733)
-(l)EmeJtine Pasier(A)
(sag-700)
I

-I
I

(721- )
-
(731- , (725.

I )

mm
A. Died in childbirth. The infant, Dominic, sunivcd.
B. Became Lord of Dementlieu in 707.

% indicates an illicit affair. = indicates legal matrimony.


Kara Drakov
(692- )
Dmitri Likarevie
I Szota D
(699-
= Petervc
Viad Diakov Ii
(690-719) Mircea Drakov (695.
(690- ) (697- )
= Tatyana Ostevic =(I) Anna Hatzimvas
1687- (697- )
=(2) Tars Fastov
(707- )

L
(711- )

Vlad Dmkov 111


(711- ) (714- )

Nom
L. Became Lord of Falkovnia in 690.

indicates an illicit affair. = indicates legal matrimony.


Anaii Renier pl]
1581.725)
Hem1 Milette -
Claude Renier IWl (A)
(654-726)
= Isabelle Mooeau IW (8)
(659-710)

Marie Renier [W1


(683.730)
Simon Audaire (c)
Eduardo Renier IW]
(686-722)
Renier

I
' Marguerite Plntarde
:677-724) (681.710) (684- )
1 1 . -+- I
M I L - ,__,
) (702- ) Pierre Renier(D) Gerard Reniei (0)
ire Alaimn = Elise DeLauren (714- ) (714. )
) (703- ) = Sandrine Daugeri
(717- )

I-.-.
(730. )

Ntionette Renier Iwl Jo~quelieRemk IW (E) (F) Louise ~~~i~~(E)


Raul Renier Iwl
11. )
went navrie = 003- )
DominicSoufei
(703. ) (707- )
Gertrude Von Zarovich (0)
xp. ) (707-732) (710. )

w
Lord of Rlchemulot 694-726.
Ail female descendents of Isabelle Museau take Isabelle as their middle name and bear many children (Wins are commo
Killed her husband Simon: gave her children her maiden name (Renier).
E. -ins.
k a m e Lord Of Richmulot in 726. Values family traditions: murdered her husband Dominic and gave her children th
8ee Von Zarovkh family tree.
I = Wererats.

lhdicates an illicit affair. = indicates legal matrimony.


(682693) (682-717)

Thomas Dad*

: 005- 1
Patricia Richards = Charlotte Winchester
.

Wiiiism Timothy k l e r Timothy Alfred Timothy (D)


nos.
(709- )
- (709- )
Evelyn Weoferfieid
(709- )
(709 ) (709- )
= Charles Niekeeroon = Winifred Ratcliff (E)
(700- ) 6- )
(709-724) 1

(721.
I
Lawrence Timothy
1
I
(titter)
I
(utter)

NOTES
A. A werewolf in Mordent.
B. See Boritsi tree.
C. Lord of Arkandale.
D. Lord of Verbrek.
E. Alfred, Lord of Verbrek, married his distant cousin, Winifred Ratcliff.
F. The offspring in this litter are not shown on the family tree.
[HI= Human, not a werewolf
S indicates an illicit affair. = indicates legal matrimony.
Uon Zarouich
mu Von Zarovich

(283-346)

Strahd Von k w i e h (A) Sturm Yon Zarovlch Sergei Von Zamvich


(306-35 (312.382) (324.351)
Glseiia Fallma '/Tatyana-?-(B)
(313-370) (333-351))
I

L
Anna Yon Zamvich Siska Von Zamvlch Hoigar Von Zarm' '
Katarina Yon Zamvich
(6% ? ) (632-651) (635-702) (641- )
= Tod Heitman = Ivan Reichhardt
(633-? ) (620.651) (640-668)
I '(2) Natasha ltskovieh
(649-683)
7-- (C)
Ysiide Von Zarovich Sergei Yon Zarovich Oeier Van Zarovich
(€61- )
- (657.729)
lreena Kolokoff
(659-729)
(670-682)
ivan Yon Zarovi~h

(705- ) I (711- ) I Oenrude Von Zamvieh


(710- ) (711- )
= Ravl-?-(E)
(707- )
(709- ) (717- )

ME$
A. Became the undead Lord of Barovia in 351.
B. The object of Strahd's passion: presumed dead in 351. the day of her wedding to Sergei.
C. The whereabouts and status of Anna and Tod's offspring are unknown. The couple vanished when Anna was with child.
D. Andrea left Barovia in 698; returned with infant son Klaus in 700. Father of child unknown: Andrea refuses to tell.
E. Gertrude's lover Raul is rumored to be a Renier. (See Renier tree.) Raul Renler is a wererat.
,
S indicates an illicit affair. = indicates lcaal rnatrlrnnnv

c
E
,
byran Weathermay (A
622-5953)
= Katherine Suthawait
(533.561)

\
Virginia Weathermay
(561-619)
Estelle Weathermay
(550-578)
- Lord Wllfmd Ooddmy(
Henry Lelghton (B)
(557401) I(510-579)
Glia Godefmy
1
- (568.578)

I I
Jules Weathermay Prudence Weathermay
(675- ) (684- 1
= Martha Smviile I TonenceSeabe
(673- ) (686734)

Alice Weathermay George Weathermay Vivian Seaberg nele" seaberg


(703-731)
= Daniel Foxgrove
(695- )
(709. )
- (707- )
Donald Sherwmd
(702- )
(709- )

(731-
II
)(D) (731. )(D (729. )

m
A. Lifelong resident of Mordent. Age 57 when Mordent entered Raven
B. In exchange for marrlage into wealth, Henry agreed to take the Weathermay name in accordance wlth his father-in-law's wish
All children of Virginia Weathermay continued her family name.
C. Lord Godefroy murdered his wife and daughter in 578. Their spirits haunted him, and he committed suicide one year later.
He became the ghost-lord of Mordent In 579.
D. Twins.

indicates an illicit affair. = indicates legal matrimony.

. ~A
With careful details. fuiu(tydeveloped characters.
’ling more than secret murder, and a familiar background thet’s m e w h a t

Ibloody bones, or a sheeted


form clanking chains accord-
warped
Details, Details: Details are important to any
good story, but they’re essential to effective
horror. Color, mass, texture, taste, temperature,
odor, sound, sensation-ail add meat to a tale,
all bring the “unreal” world to life. The audience
won’t believe in that world untH they see it, hear
it, feel it. The detail needn’t be g r w w m e . Often,
it focuses on the ordinary: the faint, chilling
a b r a i n l a malian and oarticular breeze channeled through a keyhole as the
character peers through it, the smell of sulphur
in a lab, the sharp crack of a whip and the froth
round a horse’s mouth. Sometimes, just creating
a good name for an imaginary item or place
L demons ojunplumbed space. helps make it real. (Lovecraft himself used this
to good effect: hls tomes become so familiar
-H.P. Lovecraft you’d almost expect to find them In the library.)
“SuDernatural Horror Well Developed Characters: No character
in Literature” will seem believabk without a backgrwnd and
personality to drive him--esptclsllg a vitbin.
Easy to say. Not so easy to accomplish. Though Even ‘inhuman” characters have unlque
fear, Lovecraft adds, is “the oldest and strongest motivations that shape thew behavior. They have
emotion of mankind,” evoking it can be difficult. a history, opinions, manncrisme, habits,
It doesn’t take much to create a single moment strengths, weaknesses. and obsssaions. Such
of acute revulsion. But true horror, that painful things should consistentdy guide the charmer’s
emotion which starts with apprehension and actions, like a code of conduct. Even if a story
leads to palpitation and perhaps even sweat- doesn’t detail a character’s hlstory, or
that’s tough to engineer. immediately spell out his strengths and
This section explains some of the tools story. weaknesses (and it probably won’t), the a d k n c e
tellers use to create fear. At the end of the chap- will know when this underlying structure is
ter you‘ll find additional tips for creating fear in a missing. Without it, character$ fall flat. Villains
role-playing adventure. need a little “flesh’ to be fearsome.
Strange Yet F d a r : A &eiM background
and well developed chwackrs he4p make any
Bel’mrabk Horrors story believable. But 81 thlfd t-lque, ‘barping
othing in horror literature is real: it is the familiar,” is unique to taks of terror. Gothks

N merely imagined. But if the reader doesn’t


believe in that awful, shadowy world, at
least for a moment, then the mood and the fear
make the supernatutal convincing by closely
interweaving it with ordinsry, f8mlliar things-
things we recognize and In which we beifeve.The
is lost. And if the player in an adventure doesn’t traveler who w k s shelter for the night in 4
at some point fear for the very soul of his woodsman’s cabin-and enters to find a Hcklng
character, then the adventure is not really clock, a whistling kettle, and a warm, glowing
“horror:’ fire-will let familiar comforts draw him in.
Effective horror coaxes the audience into When the woodsman never appears, d mnne
gradually dropping their defenses, into nameless terror rises from the ashes of the fire,
suspending their disbelief until they truly believe we’re more likely to accept it. Like the fiend who
that the impossible may actually be possible. dons a veneer of gractous mennets to g6ia.a-
How do you do it? How do you convince an invitation to his victim’&ham, WttIlatRy 1s &e
audience that the shadows in their nightmares vehicle that opens a door to our subconscious,
offer a glimpse of something horrible and real? and lets the horrors waiting there come in.
I
I Lovecraft excels at this technique. His New
England landscapes are frightening because
they’re warped; they’re believable because
they’re familiar: “. . . the briar-bordered stone
walls press closer and closer against the ruts of
the dusty, curving road. The trees. . . seem too
frightening to extend your hand to a friend in the
dark, and feel cold, steely fingers urgently
clutching your own.
So settings can isolate a character. Societies
can, too. In perhaps the worst twist of
them conspire against the victim. The
large, and the wild weeds. . . obtain a luxuriance finds himself in a desolate place where even the
not often found in settled regions.” A dusty road, company he keeps is deadly. Imagine this scene:
a stone wall, a few weeds-nothing alien there. Three boys-Jack, John, and Blake, set out f
It’s a strange yet ordinary world that lies some- adventure on a sunny morning. The trio hikes for
where beyond the roads we’ve already explored. miles into the hills, unfettered by worry or care.
A traveler might easily stumble across it, if he At the summit, the boys create a special bond,
had the misfortune of taking the wrong turn. . . pricking their fingers “like Indians” and rubbing
them together to form a brotherhood of blood.
Blake, too squeamish, only pretends to pierce
his own skin. In heading homeward, they take
If there were anyone to talk to I could bear it, but the wrong path and lose their way. Stotm clouds
there is no one. . . blacken the sky. The boys take refuge in an
-J. Harker, in Bram abandoned shack, consoled by each other’s com-
Stoker’s Dracula pany. As the storm rises, so does a strange throb-
bing within the shelter. The wood groans, twists,

C
hildren know the fear of being alone in the and splinters, and a mouth begins to form in the
dark, or rather, the fear of not being com- wall. Jack and John’s hands begin to throb in
pletely alone. They dread feeling abandoned, time with the shack‘s own deafening beat. A tiny
small, facing the beast whose breath clouds the rivulet of blood flows from their fingertips. Only
glass in the window. They stare, wide-eyed and Blake is exempt. The others shrink away from
quivering, at the phantom who takes shape in him. Consumed with fear, Jack and John agree
the shadows, the fiend who waits patiently for to try tossing Blake into the gaping mouth. A
sleepy little eyelids to drop, along with defenses. single boy is left to fend off the terror-and the
Because then-the child believes-tender, young dear friends on whom he once depended-alone.
flesh can be consumed. And no one is there to When the misty fingers of Ravenloft reach
stop it. No one is there to help. . . out and draw the unsuspecting in, these new
It’s no coincidence that Gothics (and other “guests” are already isolated. The language is
horror tales) are set in isolation. We never lose foreign, the people weird (orworse), the settings
the fear of being alone, in the dark, beyond the desolate. Gone is the relative security of other
famitiar comforts of civilization-and most im- worlds. There are no surefire saving throws
portantly, beyond the reach of someone who here, no white knights riding to the rescue. As an
cares enough to shield us from harm. By day, a adventure develops, the characters may find
grown man may feel only frustration when a themselves separated from their party one by
stalled motor leaves him stranded on a lonely one. Because as every fiend knows, sudden isola-
country road. But it’s a rare soul who can walk tion, especially in a dark, shadowy world where
that same unfamiliar road in the dead of night, nothing is certain, can tear a wound even in the
and not feel his childhood fears rekindled, his toughest, most heroic skin, leaving it open to
imagination feeding on every hint of terror. evil’s infection.
Isolation is not always physical; it can be
social, too. A chasm separates the disinherited
from their loved ones. An outcast walks alone
A Uillain in Control
even in a bustling city. Foreigners are isolated in oodness, purity, and the “hero” or “heroine”
strange lands, where language and custom cre-
ate a circle they cannot enter. It is frightening to
be cut off from human comfort when it is only
G never have complete control in a tale of
horror, because lack of control makes them
vulnerable. The hero, emboldened by past
inches beyond your grasp. It can be doubly conquests (like many player characters) may
believe he’s his own master. In truth, he’s more Trains run late. A broken watch causes a
like a marionette. And someone-or rendezvous to be missed. A gust of wind
something-that lurks in the shadows is always extinguishes a candle. This is the odd
pulling the strings. coincidence fools ignore, or the setback her
The hero’s control of his situation slips away bravely dismiss by saying, “It’s nothing we can’t
subtly at first, so subtly he may fail to notice. handle.”
Later, as the villain flaunts his powers, the vic- But as one setback follows another, even the
tim’s lack of control becomes obvious. Every fool is uneasy. A sudden downpour reduces a
villain has his own techniques for toying with his blazing fire to smoke and sizzling ash. The driver
victim’s fate. Some use curses. Others preserve of your coach suddenly convulses and dies, and
the illusion that the victim is gaining he alone knew the route to your destination. At
tage, then delight in shattering that i last the bold hero is afraid, too. He anxiously
when the victim is most con awaits each new twist of fate, because he knows
who. or what, wrests control
the result is the same: the character’s actions
rarely lead to an outcome he expects, and they
never have the results he hopes for. Entrapment
e it a mouse or a ve
The Strange or
Unfortunate Circumstance
6 trap. It’s a matter of survival: the living
cannot thrive in shackles. So whenever
freedom fades, tension and fear are sure to rise.
Most traps involve physical confinement. A
ost victims do not seem blessed with

M luck-if they were, they would not be


victims. Circumstances “beyond their
control” tend to undermine their complacency
and eventually maneuver them toward danger.
character is closed in a coffin and buried alive.
The walls in an exitless room begin to move,
threatening to suffocate their quarry if they do
not crush him first. A damsel hides in a closet
while the villain calrnlv stands outside. listenina
for the sound of her breath and her beating when a character sprouts fur,faqp, and clfiws a d
heart. The hunted (and the haunted) never enjoy begins to howl uncontrollabtyit&Y(hemoon.
being caught.
But not every trap is obvious. In Stoker’s
D r a c h , Harker doesn‘t realize he’s imprisoned Assaults on the Mind
in the castle for days: he thinks he’s a guest. Nor
is every trap so literal as steel jaws crushing a most intimate self
rabbit’s leg. It can be a web of deceit-an evil ventures even ther
plot made of tricks and betrayals that strip the
hero of his defenses one by one. Or it may be a
trap of the victim’s own making, created by a
series of foolish mistakes. When the victim finds idea was “implanted‘
his options dwindling until no action is safe, he struggles to deny wh
too has fallen into a trap. And it may be more
deadly than anything made of stone or steel.
or strange visions
Assaults on the Bodg victim. He starts t

S
ome victims are crippled by fear itself.
Cowardice leaves them paralyzed, weak, and one’s mind is especially horri
defenseless. Heroes tend to have a bit more
“backbone.” So authors of terror frequently
saddle them with a real physical weakness-one Subtlu, Layored Hfucta
that limits their ability to respond to threats. A n Ravenloft the li
sprained ankle slows a character who tries to flee
(though it doesn’t stop him cold). A cut on the
hand limits his ability to hold a weapon. (And of
course he’ll need to hold one, since the subtle
scent of his blood will attract carnivores in the
wood.) The tougher the victim is in splrlt, the
harsher the hand

ps mentioned above are

obvious help from the supernatural. Worse yet are

appear when the victim is bathing alone. And the


5 of terror with
.,clinical details.

mutilation, invasion-the threat akme Is enough


to scare most people. And virtually all three m u i
le-playing adventwe
Plots that Tease er authors don’t faca. &t
antages. Both stem from
you’ve got a player to
seare as well as a character. And the player

walbw evwy terror you toss out.


will help you put s
ow fear in the
NLOFT” adventurers-pIayers
I

I stem from things yop


fully understan4 The

example) when the players are over-confident, or


when the characters have become more than
mere pests te the vfllain.

res how to avoid it:


wait. A black cat
the next time, or

fear in an RPG
elf the fun ‘ng OF watching a tale of mishap. every affliction, should have a logical

H horror is b
character-ing
aid for the main
your seat, heart
‘No! Don’t do that, you
cause that fits the story and the villain’s motives.

es a path to certain

Villains enjoy nothing more than seducing their


victim int hig own fate.
Let troubles plague the PCs
Qn’t control the victim’s actions, the player does.
TECHNIQUES Of T E R R P
whenever possible. An isolated setting, a terrible cleric wilt have a tough t t r r r e rurning undead if
storm, dense fog-all these hinder a character. he’s bound and gagged. Beware of crippling a
Because they occur naturally, they seem less fighter completely, however; unfortunately the
contrived. The players are more likely to accept player will have little to do if his character can no
them-even relish them-as part of a good, longer fight. Instead, direct your assaults toward
plausible horror story. Take advantage of Mother his favorite weapon. For example, when Dirk the
Nature’s timeless arsenal: wind, rain, snow, hail, Paladin tries to plunge his sword into the
lightning, dust storms, floods, raging rivers, vol- “Count’s” favorite vampires, the Count melts
canic eruptions, natural fires, and more. the sword. (Who says chivalry is dead?)
Grant players minor successes. When char-
acters never succeed, their players become frus- W Play uiflains as full-bodied characters, not
trated and bored. Although “success” in attack-happy monsters. Running a Ravenloft
Ravenloft will never mean “hack the biggest and personality is not like running an ordinary
baddest monster till he dies,” you can still pro- monster-it’s like playing an important NPC.
vide minor rewards to keep the players inter- You should know and understand that villain
ested. Let the players win a few minor battles completely-not only his tremendous powers,
against the villain’s minions to offset frustration. but also his wants and weaknesses. Remember, a
Let them appear to land a few blows against the well developed background makes villains b e
villain himself. Usually, that’s right in character lievable. It also helps makes them frightening,
instead of merely frustrating.
for the villain. At times, villains in Ravenloft may
even lend characters a hand just to help them Ravenloft villains are tough-far tougher
than any PC. Muscle to muscle, spell to spell, the
build a false sense of security.
player characters are almost always outclassed.
Hit ’ern where it Hurts. Player characters Fortunately, most Ravenloft villains have one
have powers and advantages their unfortunate fatal flaw: ego. Most underestimate the prowess
counterparts in literature do not. Wizards and of their opponents, and take risks to amuse
priests cast spells, for example. Fighters and themselves. They could squash the PCs in a mo-
thieves can wield enchanted weapons. Some ment, but they won’t. They want, even need, to
nonhuman races have special abilities such as see their victims tremble. And dead men do not
infravision. To put fear in the hearts of such ex- tremble. So the villains toy with and tease their
traordinary victims, you may have to “get per. victims, because it’s their favorite (and perhaps
sonal.” When player characters are only) entertainment.
over-confident you must strive to erode the Most assaults are more creative than crip-
source of that confidence. pling, reflecting the villain’s dark sense of hu-
Some devices that mildly torture cocky char- mor. A curse that makes a thief laugh
acters are built into Ravenloft from the start. For uncontrollably won’t render him helpless. But it
example, all priests suffer a - 1 penalty when will make it difficult to slink past “lgor the
attempting to turn undead. The penalty rises in Henchman” unnoticed. That’s how you maintain
the presence of the lord who commands those the tension required t o create fear. The charac-
undead creatures. (See “PCs in Ravenloft.”) Curses ters should always feel threatened; they should
are one of the most powerful and personal punish- sense that their destruction is not only possible,
ments a PC can suffer. Other assaults are up to but likely if they don’t “play smart.” But they
you-and more importantly, the villain. should never feel that no matter what their
Villains are often well aware of each charac- actions are, they have no hope of survival.
ter’s Achilles’ heel. If necessary, they will exploit
/solateplayers. Player characters suffer
it. The more personal and dangerous a given
isolation just like any other character. You can
P C s transgressions against the villain are, the
trap them alone in a castle. Let a howling beast
more personal and severe the villain’s response
hunt them down on the lonely moor. Fill a village
tends to be. (Use restraint here, but don’t be
with people who refuse to help them. But when
afraid to let the “punishment fit the crime.”) A
you isolate player characters from each other,
Dowerful and annovina PC maae will be less of a
roleplaying offers a new twist: you can separate
the players, too.
Players should not see and hear critical de-
tails their characters would not. If a wall sud-
denly turns and divides the party in two,try
running each group in a separate room for a
while. If a character suddenly findshimself slid-
ing down a chute into a dungeon, then ask that
That makes characters more vulnerable. And it
makes the villain auite content.
8 Add atmosphere to yourgame room. It’s
hard to create a spooky mood in broad daylight.
It’s also tough to scare a player when the person
I
next to him is crunching a pretzel or finishing a
player to leave the room. Isolating players helps
slurpee. To counter such distractions, add a little
add atmosphere to your game. Just don’t do it
atmosphere to your game room. That doesn’t
too often, or for too long. Save the technique for
mean you should wear a shroud, dribble fake
critical encounters. After all, your players came
blood from your mouth, or play in the attic
to role-play an adventure in Ravenloft, not a visit
among the cobwebs. But go ahead and dim t
to their doctor’s waiting room.
lights a little. Play spooky background music, if
Here’s one example of a good opportunity to
you’ve got it. Use simple sound effects. (If a
isolate players. Boris and Ludwig, two intrepid
ghost raps on the door, rap on the table.) Do the
fools, are filing down a dark, narrow hall. With-
same things a good storyteller would do if he
out warning, an invisible portal closes, splitting
had an eager audience gathered round a fire to
the passage. Boris and Ludwig are separated.
hear ghost stories. Just keep it simple, and re-
You separate their players, too. Neither character
member it’s all in fun.
can see the other, but they can still hear each
other-or so it seems. Boris hears Ludwig calling 8 Undermine player confidence with an occa-
for help. (That’s what you tell Boris’s player. sional “mysterious new game procedure.” Ideally,
Then you ask him to declare his character’s your players will know nothing about the rules in
action, and rush back to Ludwig’s player.) this book and little to nothing about the adven-
Ludwig, meanwhile, hears his own voice too, but ture you’re running. That doesn’t happen to
’ he’s not talking. A phantom is mimicking his often. After a few games, a few peeks at t
voice. And the instructions that phantom is giv rules, they begin to think they know what
ing will surely put Ludwig in peril. Desperately the DM, have up your sleeve at any given
Ludwig tries to make himself heard. Even if So fake an occasional “surprise” rule that
succeeds, who will Boris believe? The phant players question what’s happening behind
voice? Or his own? scenes. For example:
As characters stroll through the woods
W Pass Notes. It’s not always necessary to dice for no apparent reason and write a n
take a player aside to give him “privileged” infor-
yourself. players will wonder what horror
mation. Sometimes it’s more effective to pass
concealing from them.
him a note. For example, a character is experi- Take away their character sheets. Th
encing changes that mimic the transformation
hand them a slipof paper withtheirhit
into a werewolf. (Maybe he’s changing, maybe
Before you return the character sheets, you
he’s not. The villain could be toying with him.)
mightwritea note to one or two playersabo
Duringplay* You pass hima note , ’ what they have experienced. Or you might
that states, “Your palms begin to itch” or “Your
change their hit pointsso they’re lower than the
fingers are growing at an unnatural rate.’’ Then .
hit points they’ve been tracking. (Whatever at.
you take back the noteso otherpkWrs see tacked them inflicts deceptively little damage.)
it. Of tour=. the other players will want to know
what the note says, and will become suspicious
oryou may do nothing at all with the sheets, but
of their companion if he answers, “nothing” or
leave the playerswondering . ..
Take the dice from the players and roll
makes UP a silly response. (For effect, YOU might pint during an encounter.
yourself at
pass blank notes to one or more players from ., Be creative. Be dramatic. But don’t go
time to time to keep everyone guessing.)
board. These maneuvers should be that rar
Done well, note-passing facilitates a tried “extra” that supports another technique of terror.
and true maneuver: divide and conquer. When If you overuse any gimmick, it becomes ineffec-
characters mistrust one another, they begin to
tive.
lose sight of the real threat-the villain himself.
pick the fighter up, then fling him against the
wall like a sack of rotten fruit- just to prove
how insignificant the PCs really are. Then the
creature would simply turn, and vanish.
How do you come up with a good Ravenloft
story? Look to the classics for inspiration. (See
the bibliography under “From Gothic Roots.”)
Modern, moody tales of horror- in both novels
and films- also can offer examples. But remem-
ber this: Ravenloft adventures should be mod.
ves some- elled after the likes of Dracula, not “Virgin
Vampires with Chain Saws.” Hitchcocks movies
capture the right spirit: flicks like Friday the Thu.
teenth do not.
As you develop your adventure, review the
chapters on Gothic horror and “techniques of
terror.” They’ll help you create the right mood
and find ways to terrify the PCs- such as isola-
tion and a taunting, teasing villain. In particular,
concentrate on the setting, and the little details
that make your stwy believable and frightening.
These things may be “fluff” in other adventures,
but they’re essential to a good horror story.
Below you’ll find several ideas for Ravenloft
adventures. They are by no means complete.
Instead, they are simply the seeds of terror.
Nourish them with a villains’ dark desires. Then
water them with intrigue and fear. With a little
care, your grisly garden will grow- and grow,
and grow, and grow. . .

Murder by Moonlight. Our heroes are trav-


eling in Ravenloft when a horse goes lame. A
storm moves in. The PCs take shelter in an old
mansion, which is owned by a polite but dis-
traught family. Only the women and children are
but they should always sense that he-or home. They say that wolves have been slaughter-
someone-is turking behind the scenes, pulling ing their sheep, and that the men are out on a
the strbgs. hunt. Werewolves are the real problem. Unfortu-
When the PCs do finally confront the villain nately, the father of the family has already been
directly, the encounter may be unlike any other infected. He disappears during the hunt. The
they’ve experienced. In a typical ADGD” encoun- men fear the worst. Meanwhile, Pa (as a man-
ter, either the mnstcr dies, or the PCs do. In a wolf) tries to break into the mansion and kill his
closh with a Ravenloft villein, it’s possible that family. The party must ensure the family’s safety,
neither will occur. For example, when a fighter cure the father, and escape with their lives. Easy
raises his sword against a master vampire. and enough, but now what’s wrong with little
begirn his bold, sweeping slash, the vampire Wilhelm? . . .
may simply grab tho sword, then bend it. Would Special Delivery. The heroes take shelter
the vampire kill the fighter? Probably not- from in a castle. The daughter of the baron is preg-
his perspective, why bother? (If the story is nant, and she gives birth during a storm that
clever, the PC may be a useful pawn in the vam- evening. Unfortunately,the child is neither hu-
pire’s scheme.) But the creature might pause, man nor helpless. Trapped in the house, the PCs

_- A-
I39
AOUENTURE IDEAS
must try to live through the night and deliver tt vited to solve the crime. They become trapped in
family from darkness. the manor. Each night, another person is mur-
The creature might be a miniature spirit dered. A disembodied hand (a crawling claw
naga, born with 1 hit die, the usual powers, and monster, perhaps) is the killer. The heroes must
i spell abilities at 1st level. With each passing solve themystery and destroy the hand.
hour, it might grow 2’ and advance its spell abili. Double Danger. A group of dopplegangers
ties 1 level. has infiltrated an entire town. One by one, they
A Ghost Story. Lwking for a way to re- are replacing the families. The heroes venture
duce an equipment list? In this story, the heroes into town. Half the people they talk to are really
have been kidnapped and drugged by a band of dopplegangers. Normally, dopplegangers cannot
thugs and thieves, who have aban&rred the’ reproduce quickly enough to work such a plot. A
party in a haunted castle (per the “&wner’s’’ re doppleganger mastermind is behind this plot.
1 quest). The heroes must escape.thecastle and
the domain. Then they have to hunt down thei
She is like a queen bee, laying many eggs and
defending herself with a deadly sting.
lost equipment. Unfortunately, most of it will The Phlebotomist. The folk have discov-
have been sold by this time. ered bodies drained of blood. Most are farm ani-
Old Friend. A friendly NPC whom the h
~

I
I
mals, but a few people have fallen prey to the
~
roes met in an earlier adventure has requeste terror, too. The neck of each victim shows two
~
their help in hunting a vampire. The NPC inv tiny red puncture wounds. The townsfolk ask the
~

the party to his estate, and traps them there. heroes to solve the mystery.
Since they last saw him, he has becom This looks like the work of a vampire, but it
pire slave. He wants his old friends to ‘
~

, .-. isn’t. An evil priest has established a temple, and


d a r k just as he has. So does the vam he requires fresh animal blood for his rituals.
.’’

who controls him, and lurks behind the scenes. ~’”. With enough of it, he can summon an evil lackey
The Beast. It has been many years since from the lower planes. After overpowering his
the Beast roamed the moors. Now he has re- victims, the priest uses a pronged instrument to
turned. But what is he and what does he want? puncture the neck vein. He is not alone in his
You might design an adventure around any of the work. Many of the townsfolk who asked the PCs
following: an undead beast, bhaergala, bulette, for help are in league with the priest. These wor-
margoyle, hell hound, invisible stalker, leucrotta, shippers have already murdered the people who
owlbear, rakshasa, tarrasque (very high level came too close to the truth, masking their crime
party), thessalmonster, umber hulk, wight, winter by draining the victims of blood.
wolf. Alter the beast’s abilities, give it a history
and motives, and keep its identity secret for as
long as possible. Experience Points
The Double Edge. A doppleganger is ter- a Ravenloft adventure, PCs may not have
rorizing a small, isolated town. He has victimized ne opportunity to make “the big kill” to earn
an NPC who is known and trusted by our heroes. :Ps. To compensate, we recommend you use
The locals accuse the PCs of the murders, and the optional rule for experience points in the
the NPC comes forward as a witness. He claims DMG (2nd Edition). This awards characters for
he saw them devour the bodies in a gruesome using their braips when “prawn” alone would fail.
ritual. While awaiting their hanging, the PCs
must devise a plan to save themselves and de-
stroy the doppkeganger.
n
Jack is Back. Our heroes are hunting a
killer in a large, fog-tilled city. But is one of them
really the hunted? The killer murders everyone
that a given PC befriends or speaks with about
1 thecrimes.
The Hand. The setting is the residence of a
wealthy merchant. In the middle of the night, the
merchant is strangled to death. The PCs are in-
CLIMATUTERRAIN Anv
FREQUENCY:

INTELLIGENCE:
TRWSORE
ALIGNMEM:

IAL ATTACKS Sight causes panic


SPECIAL DEFENSE: Invulnerable
MAGIC RESISTANC

geist is the undead spirit of a person. It resembles a

A ghost or haunt, but is relatively harmless. It is a trans-


parent image of the person at the moment of death.
Since death can be violent, geists may have broken necks or
Spellsor magical items cannot divine information about a
geist. such as its alignment, truthfulness, etc. A true seeing
gaping. fatal wounds. Others, who died more peacefully or spell or equivalent magic allows a character to perceive a
perhaps as a result of poison, may show no outward signs of blurry, white image of the geist even when it chooses to be in-
trauma. Geists always appear to be clothed in the garments visible. Dismissal, banishment, wish, abjure, and holy word
they wore at the time of death. spells(or equivalent magic) will send the geist to its final rest-
These spirits leave no trace of themselves on the real ing place. Otherwise, it is immune to all magic and all spells.
world. They have no odor, and cannot manipulate physical
objects. Even the sight and sound of a geist is elusive: like a HabitatWociety: A geist can exist in any climate. It usually
hallucination, they only are seen and heard in a person’s haunts the location of its death, and its territory is limited to
mind. Characters who are protected from mental attacks a single building or small area. In rare cases, a geist may be
cannot perceive a geist. able to roam farther.
At times a geist may wish to be witnessed by some people As solitary undead creatures, geists have no society of
in a group but not others. The geist can choose who will their own.A geist may be willing to talk to living beings, how-
sense it and who will not. It can speak, and choose who will ever. Its personalityand alignment at the time of death deter-
hear it. Language is not a barrier: ageist speaks theuniversal mine its attitude and reactions. Some geists are helpful,
language of the mind. while others spread lies and confusion.
Combat: Ageist cannot engage in combat. (Its most power- Ecology: A geist is created when a person dies traumatically.
ful weapon is speech.) An armor class of 10 has been pro- Usually there is some deed left undone or some penance to
vided above because characters may attempt to strike it. A be paid.The spirit of the person refusesto leave the plane (or
“hit” passes right through the geist’s body. The spirit may demiplane) on which he died, becoming a geist instead.
pretend to attack a character,but its attacks pass through the
victim’s body harmlessly. Greater Geist: These spirits can cast illusions that include
The sight of a geist is highly alarming. Usually, viewers as- sound. However, the illusions always have a transparentqua
sume that they are seeing a ghost or haunt. Characters who ity to them and are never believed to be real. The great€
see a geist must make a successful fear check or flee in geist can make itself appear as solid flesh,though it is not.
panic. If the geist is particularly gruesome, a Ravenloft hor- canalter the appearance of its clothing and the condition c
ror check may be in order. its body. For example, it might choose to remove its hea
A geist can give the impression it is teleporting. It decides and carry it around. It cannot change its appearance to re-
to not be visible, moves to a new spot, and becomes visible semble another person, however: physical size, facial fea-
again. It can move through any physical object unimpeded. tures, hair color, etc. always remain the same. A greater geist
Magical wardings do keep a geist out, however. looks as it did in life, at the time of death.
es and nuisances.They live under Of course, anything the creatures manage to filch will k
om the inhabitants. From a dis- taken back to their lair.
he mistaken for a small dog or a

rage and frustrationof larger humanoids. They enjoy playing


emishkas donot engage in hand-to-handcombat vicious, destructivepranks on their hosts. They recognize no
are trapped or cornered. They are extremely fast leaders among their own kind. They may cooperate to cause
e, able to slip between legs or around their oppo- mischief, however, and follow the cue and instructions of a

ck roll to get a good grip,

include large snakes, dogs, giant spiders, kobolds,


f any great show of force is ma more-especially men.
LOWLAND MOUNTAIN
CLIMATEITERRAIN: Temoerate Temoerate
forests, hills hills, mountains
FREQUENCY: Very rare Very rare

SPECIAL ATTACKS Surorise


SPECIAL DEFENSES: Hit bnly by silver Hit bnly by geM
or magical or magical
weaaans wPRnnn-
._r- -
IC RESISTANCE:

oupgarous are powerful cousins of the common were-


wolf. Like most true werewolves in Ravenloft, they can
assume three forms: human, man-wolf, and wolf. The
human form is completely normal. The loup-garou always gardkss of shape. The creature can be harmed only by silver
looks the same in its human form,just as it looks thesame in or magical weapons. Silver weapons do normal damage, bu
its wolf or man-wolf form. magical weapons ortly do as much damage as their bonu:
As a man-wlf, it stands about 7' tall and is extremely mus- For example, a sword t 1 can inflict no more than 1 point of
cular. The body is fur-covered and has a short tail, wolflike damage per successful hit, regardless of the damage roll. A
legs, and a wolfs head. The creature walks erect and can ma- ChaFacter's Streng& bonus does not apply. A blesserr
nipulate things with its hands. In this form, the werewolf can weapon (or other specialty weapon with a bonus) inflicts
talk, although its voice is low and raspy. point of damage per hit.
Asa wolf, a lowland loupgarou looks just like a worg wolf.
(Their mountain cousins are larger; see below.) The creature HaMMffSociety: Lowland packs wander the Ravenloft do.
is swiftest in this form, but cannot handle tools or weapons, m a k in search of prey. They prefer humans.In the wild, IOU
and cannot talk. land packs often use a cave or ruined building as a den. The
also have been known to travel as humans and stay in inns
Combal: The creature needs a full round to change from one They hate other lycanthropes and especially wolhueres. Se
form to another. The human can belong to any character the plonstrous Compendium I lycanthrope entry for more ir
classor experience level, although most loup-garous tend to fornwtion.
be warriors or thieves. The experience level nevers affects hit
dice or hit points. Werewolves without a character class are Ecology: The werewalfs most fearsome aspect is the inkc
treated as 1st level fighters. tion its bite can cause. Any infected human or humanoid cai
In man-wolf form, the loupgarou can attack 3 times per become a werewolf when the condition is triggered (fre
round, once with each clawed hand and with a bite. It can use quently by the 3 days of a full moon). The infected werewol
a weapon, but then only gets one attack per round. The crea- can be controlled by the true werewolf that infected him. 11
ture has a Strength of 16/00 in this form, and gains the a p animal form, the infected creature is a semi-intelligent(3,
propriale combat bonuses. raging beast. It take6 a full turn for an infected werewolf tl
In wolf form,a loupgarou can attack only once each round change from man to wolf or vice versa.
by biting. This form has the advantage of speed and surprise,
however. (Loupgarous do not gain any special surprise bo- Mowtaln Loup-garous: This larger species IS as .J a are
nus in their other forms.)The wolf form is also less conspicu- wolf when in wolf form. It can only be hurt by gold or magical
ous than the man-wolf,appearing as a normal animal rather weapons. It is more highly magic resistant than many types
than a supernatural creature. of werewolves, and can regenerate 1 hit point per turr
In any form, the lowland loupgarou has some natural re- Mountain loup-garow are more likely to hunt alone thai
sistance to magic. Its mental capacity remains the same re- other forms of werewolf.
Odem

n odem is an undead spirit that moves into living bodies


and takes control of them. It is invisible to normal sight. p r d sfasis, or imprisonment would imprison the odern
Characters who can perceive ethereal objects see the or its host body.
odem as a white vapor when it is outside a body. When it is in- An odem does not kill its victim or deaden his or her
side a body, they see a white aura about the face, which is thoughts. If the victim's body were a coach, and the mind its
concentrated at the eyes and mouth. The creature also ap- driver, the odem would bind and gag the driver and take the
pears as a white vapor on the ethereal plane. reins himself. Like the poor driver who sits bound and
gagged in the coach, the person whose body has been hi-
Combat: When it is outside a living body, the odem does not jacked is completely aware of everything the odem is doing.
fight. In thisstate,it is invisible.It is also immune to any form He simply is helpless to act. He can even communicate tele-
of physical attack, as well as to any magical attack that in- pathically with the odem if he wishes. If the odem is driven
flicts damage. Any of the spells designed to force extra- out, the character returns to normal. Of course, the victim
planar creatures to retreat or leave the prime material plane may be "handed the reins" to a body that is weary at best and
(banishment. dismissal, etc.) will indeed banish an odem wounded at worst, depending on the odem's activity.
from that plane. In the demiplane of Ravenloft, these spells The goal of the odem is always to cause mayhem and d e
only drive it from the host body and make it flee the region. struction. It feeds on the fear, anger, and hate of those around .
This assumes that the person casting the spell can see the it. Since it is not harmed by the death of its host, it considers
odem. An odem cannot be turned by a priest. the host quite expendable. Typically, it attempts to start
The odem inhabits a body by entering an orifice such as fights with insults or even physical abuse. It als
creature. Once inside the body, the odem is immune to any

host body and repel the wizards spirit back into the recepta- real plane, and peers into the prime material
cle. searches for victims with great potential for fear,
The inhabited body is quite vulnerable to harm while in- hate. The odem is a solitary undead spirit and ther
habited by the odem. Since the mind in control is that of the no society.
odem, spells affecting the mind don't work. If the host body
is killed, the odem must find a new victim. Ecology: The odem is an evil undead spirit. Vicious or mur-
An odem can pass through any physical object, but not derous characters of great willpower may become odems
through a magical restraint. A spell such as trap thesoul, tem. when they die.
Strahd Skeleton

Von Zarovich. The Count is the vampire lord of Barovia,

Unlike common skeletons, Strahds creatures sti


bits of leathery M h , as well as shreds of clothing.

from a dead step. They have no


gestion of dwst an8 freshly dug

Combat: Stmhd skeletons always.

Poking v&apons, such as spears or arrows, slide harm-


lessly between the bones of these creatures, inflieting no Ecobg
Strahd Zombie
CLIMATEfTERRAlN Any Earmia
FREQUENCY: Venr Rare

NO. APPEARING
ARMOR CLASS:

.
OF ATTACKS
DAMAGEIATTACK 1-a

3 Strahd Von Zarovich. The Count is the vampir; lord of


Barovia ' , in
' the demiplane Ravenloft.
These horrible creatures are human bodies that have been
resurrected into living death. They wear the remains of the
armor and clothing they wore at the time of death. Since
many of them were once guards at Castle Ravenloft, 50% of suffers a penalty to his attack roll. If he rolls a natural 1, he
these zombies wear useless, rag-tag pieces of armor. They hits an arm or the head anyway (whichever is thrust forward).
never carry weapons or tools. The zombie's severed head and arms can continue to
Strahd zombies appear fragile. Their gray-green flesh move, at a rate of 1. The arms move like an inch worm, while
looks soft,and even their bones seem brittle. Their eyes are the head rolls around. They can attack independently from
darkempty pits that somehow seem to see anyway. The zom- the body once severed. If other body parts are severed, they
bies lips and cheeks have shrunken back, revealing large, flop around but cannot attack. The first time a character sees
crooked teeth. Their hands end in sharp, talonlike nails, the severed limbs moving to attack, he must make another
which bear little resemblance to a normal person's finger- horror check. This time he gains a +2 bonus for having ai.
nails. ready stood his ground against the foul creatures.
Strahd zombies smell like normal zombies. In other words, The life force of a Strahd zombie is shared between all
they exude a rotting stench that is noticeable up to 100 feet fallen body parts. When any body part suffers damage, the
away if it's unobstructed. hit points are subtracted from the total of the whole. If the
Strahd zombies can utter only two sounds. Neither vocal- zombie is reduced to 0 total hit points,all body pall
ization causes their mouths to move discernibly.The first is a move and attack.
low moan, which signifies an eagerness to act. The second is
a mutilated whisper of the name "Strahd." If a character de- HabitatlSoelety: Strahd zombies lurk in dungeons and
clares that he wants to figure out what these creatures are graveyards, particularly around Castle Ravenloft. Being
hissing, he must make an Intelligence check to decipher it. mindless undead, they have no society.
These zombiesfollow whatever order their master(Strahd)
Combat: The sight of a Strahd zombie requites a horror gives them. It must be a simple, single sentence of 20 words
check. If the viewer sees the vestiges of someone he once or less. They never check for morale, always following their
knew among the zombies, a -4 penalty is applied. Despite orders until completely destroyed.
their fragile appearance, the negative plane energy is very When in their native land of Barovia, Strahd zombies can
strong in Strahd zombies. The power of Strahd Von Zarovich "report back to Strahd if it is a part of their orders. It takes
runs through them, making them as difficultto turn as mum- them a full turn of inactivity to establish contact. Even then,
mies. there is a chance that Strahd may be too busy to listen. The
Like the common zombie, a Strahd zombie always strikes reporttakesthe formof a sensation; Strahd receives a simple
last in the round. Initially. it can attack once per round with a feeling of success or failure. This ability is a part of Strahd
taloned hand. Eventually, it may not have a hand to strike and his attachment to the land of Barovia. It is not an inher-
with, however. Any single hit of 5 points or more against a ent capability of the zombies.
zombie severs a limb. Since they always reach out with arms
extended, that usually indicatesan arm. When both arms ate Ecology: Strahd zombies are not a part of Nature, nor are
gone,
- the head is the next lwical tawet. since the zombie thev Dart of the warned oualitv of Ravenloft.Thev are created
leans forward in an attempt tobite its &Aim. If an opponent wit6 bn arcane formula 'known only to Strahd i o n Zarovich.
attempts to hit something other than an arm or the he&, he He can create them only from the dead bodies of humans.
CLIMATEffERRAIN Anv

DAPIAGEIAEAT
SPECIAL ATTACKS ~~~~~~ %e below
- ..- .
....
-.
SPECIAL DEFENSES: +

osferatus are variants of the common vampire (see

N Monstrous Compendium I). Like other vampires, nos-


feratu can be of any humanoid stock.
During the night hours, a nosferatu vampire looks like a
^"

normal member of its race, though its skin is usually pale. At be within 360 feet, and the victim can make a saving
~ U J L
sunrise, a nosferatu falls into a deathlike coma. If it has fed throw vs. spells each turn to avoid the charm.
within the last 2 hours, its complexion appears slightly
flushed. If cut or stabbed, the creature bleeds. As the day Habitat/Society: Most nosferatus live in cemeteriesor other
wears on,the body begins to lose its fresh appearance. The abandonedplaces. They hunt at night and return to their cof-
face becomes gaunt and the flesh turns gray. fins during the day. Usually, a nosferatu hides a minimum of
3 or 4 coffins, each in a different location.
Combat: The common vampire drains levels. The nosferatu Nosferatus do not associate with each other, unless it is a
vampire drains Constitution points instead. Nosferatus have master-to4ave relationship. If an encounter between equal
all other strengths and weaknesses of a common vampire. nosferatus occurs, combat usually ensues. The loser typi-
The nosferatu has no obvious melee attack. It can use the cally must leave to find a new haunt.
pwnching and wrestling system, or throw dangerous and Most noskrtus live from feeding to feeding, but a few as.
heavy objects. Otherwise it must use a weapon or spells just pire to more. These dangerous creatures usually become
likeother humanoids. Its Strength does give it a + 2 bonus to vampire lords, with severalslave nosferatu. In rare instances,
hit and a +4 bonuson damage. Smart or powerful nosferatus they may acquire new abilities,having been embraced by the
always have some sort of magical weapon available. misty fingen of Ravenloft.
The nosferatu vampire only attacksweak or charmed prey.
To drain its victim of Constitution, it must bite him-usually Ecology: Like the common vampire, a nosferatu needs
on the neck-and drink his blood. If the victim is resisting, blood. Unless it can drain at least 3 Constitution points from
this action does require an attack roll. Armor protects a vic. a victim each night, it loses 1 hit die. The loss is cumulative,
tim if it covers the bite site. Once a bite is successful, the and continues every night until enough blood is consumed
draining is automatic. Usually the victim loses 1 point per or the nosferatu is reduced to 4 hit dice. At 4 hit dice, the
round, allowing the nosferatu to savor the slow death of its creature ceases to decline further, but it goes berserk if it is
necessab, however, a nosferatu can drain at a rate of 3 within 40 feet of a viable humanoid victim.
per round. If attacking a humanoid victim is impractical, a nosferatu
e draining its victim, this vampire's only attack or de- can restore nearly all of its hit dice by drinking the blood of
s its charm gaze. It can of course elect to stop the an animal. Animal feedings, no matter how frequent, leave
rain. The nosferatu's victims reaain lost Constitution Doints the creature 1 hit die below normal.
at a rate of 1 point every 2 days: Nosferatus also need sleep. They lose 1 hit die for each day
Using a form of telepathy. a nosferatu can charm from afar that is void of proper rest. "Proper rest'' involves lying in a
any person it has bitten. The victim is vulnerable to these coffin with a handful of soil from its original grave for ap-
charms for the rest of his life, or until a remove c m e is cast proximately 8 hours. A nosferatu can regain 1 hit die after a
by a priest of 14thlevel or higher. The communicationis one day of proper rest, provided it has drained at least 6 Constitu.
way. The nosferatu gives instructions to its victim, but the tion points during the previous night. To regain all lost hit
victim cannot relay anything to the vampire. The nosferatu dice, it may need to engorge itself several nights in a row.
F

........
*.'
I I
I
..,..,&*.*
..
1
' .
.
/
. . , * , . .
... .
. . . .
x
0
c !I
6
HARTAHAN INN
arkon Lukas, the wolfwere

H who rules Kartakass, secretly


lives at this inn. (Kartakans
believe Lukas is a bard.) The inn
lies in Skald, on a rock island in
the river which flows rapidly past
the village. Locals favor the inn as
a dining hall, particularly at mid-
day. But as the shadows start to
lengthen, the customers become
more brutish. The dining hall
empties by late afternoon, and a
crowd of drinkers forms in the
taverna. Few who stay here after
dark are heard from again-
unless they happen to be
wolfweres.
1. Kitchen: The aroma of baked
beets drifts from this room, which
was added to the original inn. A
large root cellar lies below the
kitchen, stocked with an ample
supply of meekulbrau.

2. Dining Hall: The west wing of


the inn houses the dining hall.
Through the glass windows,
guests can watch the rushing wa-
ters and activity in the town of
Skald.

3. Drinking Hall: The east wing is


reserved for the drinking crowd.
Villagers know it’s a rough place
at night, and avoid it. Few of
them realize that most of the ruf-
fians are wolfweres.
4. Tower: The main floor of this
octagonal tower contains a cloak
room. Above it lie the secret 6. Old Inn: This northern wing, room. She is considered a ser-
chambers of Harkon Lukas. A s along with the main building and vant, but no one has ever seen
the sun sets, Lukas often looks the tower, are the oldest sections her working.
out from this room over Skald, of the inn. Both levels of the
his thoughts as dark as the com- north wing are filled with sleeping 8. Servants’ Quarters: The upper
ing night. rooms. Travelers who lay their story of the main building con-
heads here may never lift them tains the servants’ quarters and a
5. Stable: The north end of the again. secret meeting chamber of the
stable contains an old, ornate wolfweres. Lukas presides over
coach. The villagers know it ex- 7 . Akriel’s Chamber: A beautiful these meetings.
ists, but have rarely seen it in use. girl named Akriel sleeps in this

“Old Hartakan Inn and Tauorna”


-1sN TSR, Inc All Rghw Resewed
a

Tables of Terror

Turning Undead in Rauenloft Fear Check Modifiers


+4 Spell specifically helpful vs. threat
Level of Level of the Priest + 4 Magical item specifically helpful vs. threat
+ 4 Friend or family endangered
Undead 1 2 3 4 5 6 7 8 9 10-11 12-13 1 4 t + 1 Facing threat again on same day
+2 Know how to overcome threat
SkeletonorlHD 13 10 7 4 1 1 I* 1* 1' I" 1' 1' +2 (optional) Previous success vs. same in
Zombie 16 13 IO 7 4 1 1 1* 1' 1' I* 1' current adventure
Ghoulor2HD 19 16 13 IO 7 4 1 1 1' 1' 1* 1' -2 Previously defeated by similar threat
Shadowor3-4HD 20 19 16 13 10 7 4 1 1 1' 1. 1'
Wightor5HD - 20 19 16 13 IO 7 4 1 1 I* 1*
Ghast - 20 19 16 13 107 4 1 1 1' Fear Check Failure
Wraith or 6HD - - 20 19 16 1310 7 4 1 1 'Flee in panic!
-60% base chance (. 5%/ievel) to drop items
Mummyor7HD - - 20 19 1613 10 7 4 1 25% base'chance (. level) of spell failure
Spectre or 8HD - - - 20. 1916 13 10 7 4 .If cornered: -2 penalty to all die rolls and AC
Vampire or 9HD - - - 2019 16 13 10 7
Ghost or lOHD - - - - 20 19 16 13 10
LichorlltHD - - - - 20 19 16 13 Fear Recovery
Special - - - - - 20 19 16 Recover Id4 rnds after away from threat
Or by spell such as:
* If the undead cannot flee at its current maximum rate, or get out of the line of sight, .remoue fear(negates)
it is destroyed. .forget (allows new save)
.emotion (courage: cancels results, no
bonuses)
Note: Penalties may apply. For example, if the lord is within 300 feet of his undead
minions, the priest usually suffers a -2 penalty to all turning attempts.
01890 TSR. 1°C All Rights Resewed.
Horror Check Modifiers
+1 Evil alignment
-1 Lawful good alignment
Undead That Cannot Be lndead by Hit Dice +I
-1
Openarea
Closed area
Turned -2 Know person in horror scene
HD Undead - 4 Friend or family endangered
Claw, Crawling (FR) +2 (optional) Previous success vs. same in
Crypt Thing (GH) 1 Animal Skeleton current adventure

Dracolich (FR) 2 Poltergeist ~~ ~~~

Dreamshadow (DL) Lacedon


Dreamwraith (DL) Ghoul
Failed Horror Check Results-
Fetch (DL) 4 Slow Shadow (GH) Condensed
5 Monster Skeleton All victims are stunned for 1 round and suffer one
Fireshadow (DL) of the following effects. (Roll d6.)
Geist (RL) Heucuva
1 Aversion: Cannot bear same or similar scenes
Haunt Strahd Skeletons (RL) for 1 month. In open area, must get 30' away;
Haunt, Knight (DL) Zombie, Monster has 1 rnd to comply or is fearstruck.
Knight, Death (DL) 7 Strahd Zombies (RL) 2 Revulsion: Intense form of aversion. Can't
bear scene or anything suggestive of it.
Necrophidius (GH) Kyuss, Sons of (GH) 3 Obession: Continually talks of event. Can't
Odem (RL) 8 Zombie, Ju-ju sleep (no healing, - llday combat roll penalty
to -4 max. no spell memorization). Sleep
Phantom (GH) Wichtlin (DL) prevents combat penalty, allows spell
Revenant (FR) 9 Wraith, Swordwraith (GI., memorization. Save oncelweek to recover.
4' Senseless Rage: "Berserk." Attacks to scene
Scarecrow (GH) Vampire, Nosferatu (RL) (+2 to-hit, dmg, double attack rate). Stops
Spectral Minion (DL) Special Beast, Undead (DL) wlsuccessfui save on rnds 4.6, or 8, etc.
5'Mental Shock: Stunned until save. Can save
Vampiric Mist (GH) Groaning Spirit (Banshee) on rnds 4, 5, and 6 thereafter oncelhour.
Warrior, Skeleton (DL) Var Wraith, Soul Becknoner 6* Fearstruck Same as failed fear check.
Yellow Musk Creeper & Zombie (GH) *For 1 month, victim savesvs. similar scenes with
Zombie, Sea (GH) -2 penalty; failure yields same result (no d6 roll).
* MOROENHEIM’S ESTATE
r. Victor Mordenheim, mad

0 scientist of Lamordia, re-


sides in this modest castle. It
is poised on the edge of a cliff,
overlooking the Sea of Sorrows.
Waves crash against the rocks
below, roaring on impact. The
cliffs are riddled with caves. At
high tide, many of the entrances
are submerged.

1. Courtyard: The courtyard ad-


mits visitors to the castle, cradl-
ing them between a pair of
gloomy wings. A small fountain
lies in the center of the courtyard.
The base of the fountain is filled J
with brackish water and decaying
leaves. A sturdy iron gate at the
entrance to the courtyard seals
the castle from the outside world.

2. Visitor’s Wing: Mordenheim


seldom welcomes overnight
guests, but those who are
stranded here may sleep in this
wing. The doctor has difficulty
retaining servants. All the ameni
ties are available, but Mor-
denheim has allowed the decor
and furnishings to deteriorate.
Musty linens, layers of dust, and
dry, leafless plants in the rooms
testify to his own poor house-
keeping.

3. Great Hall: This building


contains all the large service
rooms, such as the dining hall
and library.
stretching the limits of medical dramatic view, particularly when
4. Personal Quarters: Dr. science and breaching the bounds storms move in from the sea. A
Mordenheim and his wife reside of human decency. circular stair follows the inner
these quarters. His wife, or what wall of the tower, opening onto
remains of her, scarcely lives. 6.Watch Tower: Originally this sunlit landings and passing the
Mordenheim maintains her un- tower was designed as a lookout. small, heavy doors of cubbyhole
conscious body. The uppermost floor of the struc- rooms. Dr. Mordenheim uses the
ture lies 93 feet above ground rooms to stow away that for
5. Laboratory: The doctor con- level and 200 feet above the Sea which he has no immediate use-
ducts his experiments here, of Sorrows. Its windows offer a including living specimens.

“Schloss Mordenheim”
1 9 9 0 TSR. Inc. AI1 Rights Resewed.
CASTLE Of f ORLORN
ristenoira” is the name
peasants give this castle
high in the mountains of
Forlorn. The name comes from
an old dialect, and means “eve of
sorrow.” The natives believe the
castle is abandoned, and claim it
is haunted. Indeed, the ghost-lord
of Forlorn is imprisoned within its
walls.
The castle is perched on a prec-
ipice. At night, wanderers who
pass below can hear anguished
moans echoing from the stony
structure. Tiny lights sometimes
drift along the top of the outer
wall, as if watchmen were pacing
with candles.
The castle is ancient. The mor-
tar crumbles between the weath-
ered stones, and in places the
walls have begun to fall. Stone-
work that has slipped from the
rooftops lies shattered on the
ground.
1. Barbican: The sole road to the
castle leads to this gatehouse. It
is the only safe approach to the
castle, and the only reasonable
way to enter it.

2. Approach: A traveler who en-


ters the barbican must walk along
this approach to reach the main
gate. The castle walls and towers
watch over the approach.

3. Lord’s Tower: This larqe struc-


ture once housed the lord of the
castle, his family, and a loyal re- this tower. At night, only the door 6. Tunnel: An inner passage runs
tainer. that opened onto the stairs above the length of the outer wall. In
the courtyard remained unlocked. places, the tunnel branches, lead-
4. Grand Hall: The hall links the Inside, no visible doors linked the ing to small, dead-end chambers
guest tower and the lord’s tower. tower to the rest of the castle. where castle guards could trap
In livelier times, meals, meetings, This protected the lord from un- and assault unwary invaders. The
and court trials all would have expected visitations. Guests with main passage leads to only a few
been held here. unfriendly motives had to leave exits into the courtyard and the
their quarters and cross the open castle itself.
5. Guest Tower: Visitors and courtyard to assault the lord’s
guests once received rooms in tower.

“Tristenoira”
S1990TSR, inc. All Rights Reserved.
STRAHO’S CASTLE
he master vampire Strahd
Von Zarovich, lord of Baro-
via, occupies this ancient
castle. It stands upon a 1000-foot
spire of rock, brooding over the
Village of Barovia. Only a decay-
ing drawbridge connects the cas-
tle to nearby cliffs.

1. Main Entrance and Approach:


The drawbridge stands opposite
the main entrance. Visitors who
cross the bridge pass through a
short tunnel with a rotting
wooden portcullis. The tunnel
leads to the front courtyard. Two
massive, ornate wooden doors
form the main entrance to the
castle.

2. Halls of Weeping: The main


floor includes the great entry, a
dining hall, and a guest’s hall.
Level two houses an audience
hall. Level three contains “Rooms
of Weeping,” which were once the
grand living quarters of the Von
Zarovich family. Like most of the
castle, these rooms are now
cloaked in dust and decay.

3. South Tower: This squat tower


houses witches and other evil
spellcasters whom Strahd has
enslaved.

4.High Tower: A circular stair


winds through this narrow tower.
Strahd sometimes can be found 6. Chapel: Many of the stained about 100 feet under the plat-
at the top, gazing over his lands. alass windows are broken and form.
Goarded UP. pews and benches lie
Catacombs: Severalfloorsbe.
5. Tower of Sorrow: This hollow in a jumbled disarray, and are
neath the castle are the crypts
tower is alive. A narrow staircase coated with dust.
and catacombs that contain
climbs the tower from top to bot- Strahd’s resting place. The win-
tom, spiraling along the wall. The
staircase can shake and pitch, juts 20 feet out from the cliff face. dowed room below the overlook
7’ overlook A overlook
is the tomb of Strahd‘s ancestors,
knocking intruders who have Visitorswho peer Over the bal- Editor’s Note: The 1982 adventure “Ravenloft’
climbed the stairs into the dark, cony can see a pair of dirt-caked (product number 9075) contains complete
open well at the center. windows in the cliff face below, floor plans forthis castle.

“Castle Rauenloft”
“1990TSR, Inc. Ali Rights Resewed
Alturud Magic

Wiard Spelh Priest Spells Magical Items


*Animate Dead (5th) Abjure (4th) Potlons
Astral Spell (9th) 'Animate Dead (3rd)
~I
'Potion of Undead Control
Oil of Etherealness

- ..-,_..- - ,-._, Commune 15th) Rings


Ring of Djinni Summoning
Conjure Elemental (5th) Coniure Earth Elemental/Dismiss

*Death Spell (6th) nt'Resurrection (71h


. ,
Detect Undead (1st) Dismiss Earth ElementaUConiure Miscellaneous
Amulet of Life Protection

'Enervation (4th) DisDel Ev;l/Dsw/Good (5th)


Ensnarement (6th) .Enerq.u Draiddestoration(7th) *Book of Vile Darkness
Bowl of Commanding Water

*Finger of Death (7th) - Air


7ZiZCrTGKiiandina ~ ~ ~

*Gate (9th) Kndw Alignment e n d ) Elementals

Magic Mirror (4th) *Raise Dead/*Slay Liuing (5th)


Monster Summoning.I-VI1(3rd-9th) Reflecting Pool (4th) Horn of Valhalla
*Libram of Ineffable Damnation

'Spectral Hand (2nd) Restorationl'Energy Drain (7th) Phylactery of Monstrous Attention


SuccorlSuccor (9th) *Resurrectionl*Destruction (7th) 'Sphere of Annihilation
Stone
... ~
Cornmandino
. " Earth

*Vampiric Touch (3rd) *Unholy WordlHoly Word (7th)


IofManyWorids ___
Armor
Wish (9th) Word of Recall (6th) Plate Mail of Etherealness
Weapons

NOTES
Reversible spells are listed jointly; the spell in italics is the reverse.
"*" means a powers check is required with the use of this spell or
magical item.
I

a’
. . !Monsttrs and Militia
Mtctrd Soldiers and Strong-arming k w m t n
Domain Level THACO Dmg AC HP Comments
Borca 1 20 Idlo 8 5 Leather armor, halberd
Darkon 2 19 Id6 6 IO Studded leather, shield, shortsword
Kargat 5 16 1d8 4 25 The Darkon secret police, banded mail, long sword
Dementlieu 2 19 1d6 7 IO Studded leather armor, short sword, whip
Dorvinia 1 20 1d6 7 5 Studded leather armor, mace
Lamordia 1 20 1d6 8 5 Leather armor, club
G'Henna 1 Pr 20 1d4 8 4 Leather armor, scourge and spells
Gundarak 2 19 Id8 4 IO Splint mail, bastard sword, mace
Falkovnia 3 18 Id6 5 15 Scale mail, shield, spear or polearm
Elite 5 16 1d8 4 25 Banded mail, sword, polearm (partisan, ld6,2d6
against a charge)
Hazlan 1 20 ld4tI 6 5 Scale mail, warhammer
Mordent 1 20 ld6tl 8 5 Leather armor, mace
Nova Vaasa 1 20 ___
1dti 7 5 Ring mail, clubs, no dagger
Sanguinia 2 19 Id6 6 io Hide armor, club
Sithicus 2R 19 Id6 7 IO Elven rangers, studded leather, short swords, long
bows
Sri Raji 2 19 1d4 8 IO Leather armor, scourge
Valachan 2 19 J 2d4 7 IO Ring mail, morning star
Zherisia I 20 Id6 8 5 Leather armor, club, no dagger

Unlisted domains do not have town militia or standing armies.


Pr = Priest. R = Ranaer.

Monsters Lurhing in Rauenloft


The creatures below fit the flavor of the Ravenloft campaign setting. Consult this list when you're designing your own adventures for the
'demiplane of dread:'
Aerial Servant Hell Hound Raven (GH)
Bats Heucuva Revenant (FR)
Beast, Undead (DL) Hippogriff Sahuagin
Beastmen (GH) Hobgoblin Satyr
Berbalang (FR) Hobgoblin, Norker (GH) Scarecrow (GH)
Claw, Crawling (FR) Homonculous Shadow
Cloaker (FR) Hound, Yeth (GH) Shadow, Slow (GH)
Crypt Thing (GH) Imp Shambling Mound
Darkenbeast (FR) Imp, Blood sea (DL) Skeleton
Death, Crimson (FR) Invisible Stalker Snake
Disir (DL) Jackalwere Spectral Minion (DL)
Doppleganger Jermlaine Spectre
Dragon, Shadow (GH) Kani Qoll (DL) Spider
Dreamshadow (DL) Kelpie Strahd Skeletons (RL)
Dreamwraith (DL) Knight, death (DL) Strahd Zombies (RL)
Fetch (DL) Kobold Unicorn
Gargoyle Kyuss, Son of (GH) Vampire
Geist (RL) Leucrotta Vampire, Nosferatu (RL)
Ghost Lich Warrior, Skeleton (DL)
Ghoul Lycanthrope5 Wichtlin (DL)
Goblins Mind Flayer Wight
Golems Mist, Vampiric (GH) Will o'wisp
Gremlins (GH) Mite (GH) Wolf
Griffon Mummy Wolf, Mist (GH)
Grimishka (RL) Naga Wolfwere
Groaning spirit Necrophidius (GH) Wraith
Gurik Cha'ahl (DL) Odem (RL) Wraith (GH)
Hag Pegasus Yaggol (DL)
Haunt Poltergeist Zombie
Haunt, Knight (DL) Rakshasa Zombie, Sea

"Native" Settinas: (FR)= Forgotten Realms ( D L P Dragonlance (GH)= Greyhawk (RL)= Ravenloft.
MARHOU ESTATE
rantisek Markov, lord of

f Markovia, lives and works in


this primitive building. It lies
in a lonely, windswept valley of
the Balinok Mountains. The es-
tate is large, but its construction
is crude, the decor simple and
austere. The timbers are solid and
join tightly, however, and they
stand firm against the winter
winds. The roof is densely
thatched, inelegant but water-
proof.
Markov cares little for human
luxuries. Although this estate is
his principal workplace and resi-
dence, he often sleeps in small
huts in the surrounding hills. Visi-
tors to the estate are allowed to
bed down in a small guest shack
near the main house.

1. Servants’ Wing: All of Mar-


kov’s household servants are
simple-minded beast men. Few of
them survive more than a year or
two beyond their creation. The
beast men sleep on straw mattres-
ses in the loft of this wing. Serv-
ice rooms, such as the kitchen
and pantry, lie between the sleep
ing quarters and Markov’s labora-
tory.

2. Laboratory: A rustic foyer lies


beyond the front door, but
Markov performs his surgeries in
the room behind it. In the valley,
wild animals sometimes prick
their ears at the terrified screech-
ing of a fellow creature in this
room. The screeching eventually dangerous, some of them exotic. 5. Master’s Wing: Frantisek
gives way to cries that are almost Most of the animals are caged. sometimes sleeps in a humble
human. The laboratory is joined room in this wing. More often, he
directly to the zoological garden. 4. Courtyard Animals that are sleeps in his lab, or not at all. His
not dangerous or capable of flee- laboratory is more important to
3 . Zoological Garden: Markov ing are permitted to walk in the him than his own living quarters,
presents himself as a zoologist to courtyard. A hallway joins the and it shows.
visitors. He keeps a menagerie of yard to the double doors at the
wild animals here, most of them front of the Master’s Wing.

“The House of Oiosamblet”


01990 TSR, Inc All Rights Rmerved
c

MIRCEA’S CASTLE
uirgui is the residence of
Ladislav Mircea, lord of
Sanguinia. Only a low wall
and dry moat surround the castle.
N o towers or fortifications defend
it from assault, but the vampire
Mircea has little to fear. Only
peasants or townsfolk could
storm his abode, and most would
tremble at the prospect.
An extensive web of dungeons,
vaults, and tunnels lies below the
castle. Some of these tunnels
lead t o secret exits far from the
castle walls.

1. Gatehouse: A stone bridge


spans the dry moat, ending at the
foot of this small, square gate-
house. Inside the structure, elabo-
rate wrought iron gates align with
the castle wall. The hinges have
begun t o rust, and the gate
shrieks and groans a s it swings
reluctantly upon them.

2. Walkway: A broad, paved


walkway circles the entire build-
ing. N o gardens, benches, or
other objects obstruct the area.
Weeds grow between the stones.
but most of them have become
limp and yellow in the cold
Sanguinian nights.

3. Main Entrance: Directly across


from the gatehouse, this entrance
leads to a large hall. Other en-
trances lie at the rear of the cas-
tle.

4. Guarded Turrets: These small 5. Main Hall: This hall contains 6. Residence Wings: Ladislav
towerlike structures originally major receiving rooms, such a s rests in a coffin buried deep in the
served a s prisons for genteel cap- banquet halls, audience cham- dungeons, so these rooms are
tives. Only one door links each bers, ballrooms, and parlors. The mostly empty. The few visitors he
tower t o the rest of the castle. rear of the hall contains the receives stay in this wing while
The tower windows are too high kitchens, laundries, and other they live.
or too small for easy escape. service rooms.

“Guiqui”
-1990 TSR, Inc. All Rights Resewed.
*ac
b.
b

HIRLGAARO’S CASTU
aerhaaven is the home of Sir
Hiregaard, an esteemed no-
bleman. His alter ego, the
hideous Malken, is lord of Nova
Vaasa. The castle lies on the
broad, grassy plain north of the
city Kantora. Pennants and gaily
colored flags fly from the towers.
At night, when stirred by a gentle
breeze, the long pennants reach
out like ghostly arms, grasping at
phantoms in the moonlight.

1. Barbican: All visitors must


pass through the barbican to gain
entrance to the castle. The guards
usually hoist the gate at cock’s
crow, and let it descend with the
setting of the sun.

2. Tower of Isolation: The sole


access to this tower is a walkway
suspended high above the court-
yard. The walkway links the tower
to the main keep. Political pris-
oners are detained in the upper-
most rooms of the rounded tower.

3. Guardsmen’s Tower: Men-at-


arms are quartered here. No other
tower joins the square castle wall.
(The structures on the three re-
maining corners are hanging tur-
rets.)

4. Main Keep: The keep includes


ballrooms, grand dining halls,
trophy rooms, receiving rooms,
and more. The square towers
overlooking the yard are guest
houses. They open onto the roof,
which is planted with a garden for 6. Master’s Tower: The wide, up- 7 . The Central Tower: This tower
leisurely strolls. per portion of this tower houses soars higher than any other in
Hiregaards personal chambers. Faerhaaven, its turret nearly
5. Royal Suite: The upper floors Even family members are forbid- piercing the clouds. Some of the
of this wing contain the private den to enter these rooms. Those servants believe it is haunted.
quarters of Sir Hiregaards family. who are curious enough to climb
The wing adjoins the main keep the stairs are greeted by a locked
and the master’s tower. door.

“Faorhaawn”
“1990TSR, Inc. AI1 Rights Reserved
I
I
b

AZALIN’S CASTLE b

zalin is the lord of Darkon.


His castle crowns a hill of
broken rock, a few miles
south of II Aluk. The massive
structure appears even more solid
than the rock below it. The na-
tives of Darkon believe this castle
is the gateway to a dark abyss,
and in a sense, they are right.
Azalin’s laboratories lie deep un-
derground, beneath the maze of
dungeons.
The castle’s name, (pronounced
“a uair nus”) stems from a pecu-
liar phenomenon. Few birds (auis)
fly over the fortress. Only scaven-
gers such as crows can soar freely
in the winds above. Other birds
who grace these skies soon
plunge to the earth and die.

1. Entrance: The people of II


Aluk call this gateway The Maw.
It is the only visible entrance to
the castle. Locals believe that
secret tunnels lead to the depths
below the fortress, but no one is
eager to explore them.

2. The Blocks: Set upon a stone


plinth, these twin buildings illus-
trate why the castle has little need
of an outer wall. The Blocks are
so thick and imposing that no
other defense is required.

3. Hanging Tower: The “Hanging


Tower” hangs from the side of the
central keep. The tower takes its
name from one of Azalin’s dark
practices, however. Executed pris- picked clean by scavengers. Na- The heart of the castle, this struc-
oners hang from the edge of the tives call the buttressed area be- ture is a maze of narrow, winding
tower for all to see. After several low the tower “The Bone Heap.” tunnels and huge, vaulted rooms.
days, the rope is cut. The body Secret doors and passageways
plummets to the rocks at the base 4. Main Keep: Several wide, cir- provide the only access to many
of the castle, where its skeleton is cular towers comprise the keep. levels.

“1990 TSR, Inc. All Rights Resewed.


3

HAZLIH’S ESTATE

he wizard Hazlik, lord and obvious to guests have been illus- lest they lose their way.
ruler of the domain Hazlan, trated.
resides in this palace. The
small city of Toyalis lies a few 3. Hall of Triumphs: On the first 5. Scullery: Levels beneath the
miles south. floor, Hazlik displays trophies and guesting wing hold the servants’
other gruesome portrayals of his areas and storage rooms.
1. The Red Tower: Hazlik’s per- accomplishments. The roof of the
sonal chambers and laboratories building is not shown to reveal 6. Main Entrance: Anyone who
are here. At night, red and orange the interior of the upper floor. visits the estate must pass this
flames flicker gently in the large, way. The broad stone steps as-
sloping windows on the upper- 4. Main Gardens: The gardens cend to a vast, railed porch. The
most floor. Many balconies circle cascade down a terraced slope. pillared entrance beyond leads
the tower, and a railed walk offers Flowers provide accents, but into the grand courtyard outside
a vantage from the top. most of the grounds are planted the Hall of Triumphs, with no ap-
with trees, sculpted shrubs, and parent obstacles.
2. Guesting Wing: Guests (and tangled greenery. Twisting paths
fools) who stay for any length of meander through the garden, 7. House of Solitude: Few people
time sleep in this wing. It features with many stone benches for a other than Hazlik venture into this
a central courtyard with an im- wanderer’s respite. Servants and wing. At times, strange, muffled
pressive formal garden. The view grounds-keepers strongly warn sounds echo throughout the
shown here excludes the roof to guests not to pluck or otherwise structure. At night, flickering
offer a glimpse of the interior. harm any flora, and advise them lights move from window to win-
Only major walls and those to visit it only during daylight, dow.
.
“Ueneficus”
5

RENIER ESTATE
elanuit is the ancestral home
of the Reniers of Richemulot.
Jacqueline Renier, lord of
Richemulot, is the current mis-
tress of this estate. Its name (pro-
nounced “day-la- nwee”) means
“from the darkness” in the local
tongue. The estate lies in the city
of Pont-a-Museau,on an isle in
the River Musarde.

1. Front Gate: The dramatic arch


guides visitors into the main
courtyard. Horses are stabled in
the right wing of the gatehouse.
Living quarters for a groom or
butler lie above the stalls. The
rooms are often empty.

2. Main Courtyard: The vast,


open courtyard is overgrown and
ill tended. A curving maze of
crude dirt paths links the build-
ings, but some of the walkways
are cobblestone. At night, from
within this courtyard, the walls of
the estate seem to swell; they be-
come massive, black, and loom-
ing.

3. Servants’ Quarters: The few


servants of the Renier family
dwell in this section of the ram-
bling estate.

4. East Wing: Guests and visitors


are invited to bed down in this
wing. When not occupied, the
rooms are cloaked in dust.

5. Big House: Contains the great


hall, library, trophy room, and 6. West Wing: Holds the family’s the River Arden. Small boats tie
receiving rooms. The kitchen and personal chambers. Visitors are up below, carrying passengers to
larder are at the rear. There are unwelcome here unless a Renier and from the estate. A corridor
no personal chambers. The Re- has extended a special invitation. links the gazebo to the big house,
niers pass many pleasant hours in Similar corridors lead to other
this building-pleasant, at least, 7. GazeboILanding: Stands over parts of the estate, which are not
for them. a dark stream which flows into pictured.

“Chateau Delanuit”
01990 TSR, Inc. All Rights Resewed.
DlllSNYA ESTATE
his estate-home of Ivan Di-

T lisnya, lord of Dementlieu-


is rambling and enormous.
Like an angular maelstrom, it
contains branches within
branches, all surrounding a single
structure at the center. Ivan
moves from wing to wing, chang-
ing rooms with the season, main-
taining only the quarters which
are currently in use.
Ivan has a black heart and a
brown thumb. The gardens are a
tangled wonderland of exotic
plants, most of them dead, many
of them poisonous. The servants
attempt to keep the grounds in
order, but only the kitchen and
cutting gardens are thriving.

1. Front Gate: A pair of arched,


wrought iron gates mark the main
entrance to the estate. This is by
no means the only access.

2. Laughing House: Ivan devotes


this building to “fun.” Its twisting,
mirrored ballrooms boast ceilings
nearly 40 feet high. The building
also houses banquet halls, display
rooms, toy rooms, theaters, and
other dens of iniquity and enter-
tainment. More than a few of
Ivan’s guests literally have died
laughing at his estate-the result,
no doubt, of overindulgence.

3. Servants’ Wing: The servants,


of which there are many, live and
work in this wing. The long struc-
ture includes their living quarters,
as well as kitchens, laundries, and ing, bathing, lounging, reading, bule in the crook of the elbow
pantries. or entertaining special guests. separates the two sections.

4. Family Wing: Ivan and mem- 5. Garrison: This narrow arm of 6. Ivan’s Playroom: Only Ivan
bers of his immediate family the estate houses guests and Dilisnya is allowed to enter this
often live here. It is an enormous men-at-arms.The half below the building, unless he extends an
structure for so few people. Each elbowlike bend contains guest invitation. Such invitations are no
person has a suite of rooms, and quarters. The upper half contains honor. Guests who are brought
each room has its own function- the simple quarters of Ivan’s here may never be seen again.
be it dressing, undressing, sleep- henchmen. A vast, empty vesti- None of them will die laughing.

LLl)egrauo”
‘1480 TSR, Inc All Rlghts Resewed
ARIJAMI’S TEMPLE

his temple lies on the slopes 2. Rudra’s Pagoda: Arijani has rakshasa. Ravana normally wields
of Mt. Yamati in the desert devoted this area to Rudra, god of far less power than the other lords
domain of Sri Raji. It is se- storms and disease, and the who are worshipped in this tem-
cretly run by the rakshasa lord bringer of death. Intricate wall- ple. Arijani has honored him with
Arijani. Illusions fill the interior, reliefs depict storms and people the central pagoda, and made
and almost nothing is as it seems. in the throes of death. him the most powerful deity of
Arijani has perverted the beliefs all, master of evil. The wall deco-
of his people to suit his own sinis- 3 . Shiva’s Pagoda: Devoted to rations depict all manner of evil
ter ends. Each section of the tern- Shiva the destroyer. The pagoda and wickedness.
ple is devoted a different deity, all is decorated with reliefs depicting
of them evil. many forms of destruction. 6. Yama’s Pagoda: Devoted to
1. Entrance: Worshippers enter Yama, lord and judge of the dead.
the temple through these doors. 4. Kali’s Pagoda: Devoted to Yama normally is not considered
(Priests and other creatures who Kali, the black earth mother who and evil manifestation, but Arijani
inhabit this vile place enter else- devours her own children. The has twisted Yama’s role so that
where.) The doorway is carved to reliefs in this area show Kali as the people believe him to be the
form the image of a tiger’s gaping the goddess of wickedness. evil god of all undead. This pa-
mouth. A red carpet, like a flam- goda is adorned with reliefs of all
ing tongue, runs down the hall- 5. Ravana’s Pagoda: Devoted to kinds of dead and undead crea-
way into the temple. Ravana, a monster king of the tures.

“Mahahala”
Ot990 TSR, Inc. All Rights Resewed.
YAGNO PETROUNA’S TEMPLE

his evil house of worship is


the home and workplace of
Yagno Petrovna, lord of
G’Henna. The building pictured
here is the central structure of
Yagno’s extensive grounds.

1. Plaza of the Faithful: Visitors


from other lands secretly call it
the “Plaza of the Pitiful.” Com-
mon folk gather here on holy
days to cheer the grim rituals of
the temple. It is a wide open area,
its stones polished and worn from
the shuffling of countless san-
daled feet. The stones become
slick and treacherous in misty
weather. The plaza flanks the Hall
of Zhakata and its minor altars.

2. High Altar: Yagno conducts


major ceremonies upon the grand
summit of this roof. His hench-
men sometimes toss the bodies
of mongrels into greased chutes
at the top. The bodies fly from
the gargoyles’ gaping mouths at
the corners, then plunge to the
plaza below, sometimes injuring
onlookers.

3. Hall of Zhakata: The main en-


trance to the temple leads visitors
into this hall. The building is ded-
icated to the greater glory of the
false god Zhakata. Most of the
interior is open to the public.

4. Minor Altars: Similar to the


high altar, these twin altars are
reserved for lesser ceremonies.

5. Sanctuary: The priests under rings the outside of the building. During many ceremonies, the
Yagno’s command conduct their The walkway ends at a pair of rear of the procession remains on
business in this building. Yagno archways below the gargoyles, the steep stairs leading to the
lives and works here, on the up- where the procession enters the archways, their red robes forming
permost floor. A processional sanctuary. The hall inside leads to a crimson arrow which points to-
walkway with steep staircases the high altar atop the building. ward the altar.

“Temple of Zhakata”
‘1990 TSR Inc All Rights Resewed
‘Y
MONASTERY
he brothers who established

T this holy asylum have not


lived for centuries. The mon-
astery lies in the Balinok Moun-
tains of Markovia, so close to the
heavens that white clouds often
hug the cliff face beneath it. The
pinnacle on which the monastery
rests is riddled with tunnels and
caverns. The dark, arched win-
dows pictured here were fash-
ioned by the monks, and mark
the position of underground
rooms.
The sanctum is far removed
from the horrors of the lord who
rules below. Lord Markov and his
beast men know nothing of this
site. Elderly peasants in nearby
Barovia sometimes relate frag-
mented tales of a sanctuary
across the border-a tragic place
once haunted by troubled souls
who were bound here by misery
and faith.
The isolated sanctum is virtu-
ally invisible to those who are
ignorant of its position. Steep
cliffs and jagged escarpments line
the approach, and the ascent is
deadly. The monks operated a lift
to reach the mountain path far
below. The lift still works.

1. Temple: The main hall of wor-


ship. The balcony offers a view
that extends to the Barovian bor-
der.

2. Quarters: Each brother had a


small, simple sleeping room in
this building. building. Its levels extend far at the base. The monks used the
below the surface. An above- lift to carry goods and visitors to
3. Hall of Necessity: The dining ground passage joins the library and from the path below.
hall. The small building toward to Contemplation Hall.
the cliff's edge is a kitchen. 6. Contemplation Hall: Monks
5. Lift House: The lift is a crude painstakingly copied books and
4.Library: The monks' collected wooden basket dangling from a scrolls in this building.
writings still are housed in this rope. It measures 10 feet square

MONASTERY
*I990TSR, 1°C. All Rights Resewed.
.-%
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F
vana Boritsi-poisoner, tempt- The floors are polished marble or becomes somber and hollow.
ress, and lord of Borca- inlaid hardwoods, dressed with
resides in this estate. It is elegant carpets. The windows in 1. Main Entrance: Decorative
located southeast of Levkarest, many rooms are tinted red, emit- columns flank this dramatic en-
near the hot springs at the base of ting little sunlight. Elaborate trance, which dwarfs visitors. The
the Balinoks. Loosely translated, wooden carvings decorate the cool marble of the foyer lends a
Misericordia means “loving kind- doorways and balconies. The fur- chill to the air.
ness.” Borcans secretly call the niture is massive and ornate.
place Miseria Corpa, or “body of Gilded mirrors and heavy, faded 2. Widow’s Walks: lvana has been
misery.” tapestries hang on the walls. widowed many times. A widow’s
Nothing within this huge block Looming statues fill the galleries. walk traditionally takes its name
of a building is simple or plain. At times the estate is quite from sailors’ wives who await
Secret doors and narrow, hidden lively. Ivana’s distant family fre- their husband’s return from the
passageways are common in the quently visits, and she invites fa- sea. lvana often mounts a vigil
Boritsi estate. According to ru- vored nobles to stay, too. The here when a husband or “loved
mor, Ivana’s private suite is acces- rooms are well lit and a strange one” dies, haunting the walk for
sible only through a series of gaiety fills the place. At other up to three days. The staff tries to
secret corridors. times, lvana evicts most of her ignore the maniacal laughter that
High, vaulted ceilings and guests and sends servants scurry- punctuates her wails. Trap doors
sweeping arches fill the interior. ing into the shadows. The estate lead to the roof.
-
_.

rice
his imposing castle belongs
to Drakov, lord of Falkovnia.
The palace dominates a
small, craggy island near Lekar,
in the middle of the Vuchar River.
Sewage from the castle spills into
the water. Narrow drain tunnels at
the base of the rock carry the
faint, anguished cries of pris-
oners, who are trapped in the cas-
tle’s dungeons.

1. Towers: Thick and squat, these


towers are the first part of the
castle that a person on the river
bank sees. The towers and the
heavy wall that joins them create
a formidable impression. Clearly,
it would be as difficult to breach
this fortress from within as from
without.

2. Gatehouse: This building cre-


ates a gaping maw through which
visitors approach the castle. The
sharp iron teeth of the portcullis
overhead discourage dallying at
the gate.

3. Main Keep: The large, com-


mon rooms lie in this section of
the castle, including the dining
hall, trophy rooms, judgement
hall, and others.

4. Garrison: A small garrison of


hand-picked soldiers occupies
this dismal, boxy wing.

5 . Vlad’s Residence: This wing


contains the private quarters of
Vlad and his family. In the sur-
rounding lands, wild stories are
told of the decadence and opu- “Wads Tower,” this structure was added at his command. From the
lence in these rooms. designed as a lookout. It is Vlad’s west bank of the river, Drakov
favorite haunt. The causeway that sometimes can be seen upon the
6. Half Tower: Also known as links it to his residence was tower, surveying his lands.

“Oraccipetri”
01990 TSR. Inc. All Rights Resewed.
U
A New Realm of Horror Aduunturus

m magic and the ADGD rules, tips for add-

ind werewojves to men who are even more


~ s t r o u s .

dread.and desire, a world 0 24 full-color cardstock sheets, featur-


Rngers can reach into any other cam les, horrid houses, and
setting and draw unsuspecting heroe
its midst. Once it holds them in its icy
embrace, it may never let th3m go . . . 0 1 transparent map overlay, for mea-
uring distance in the realm of doom.

ISBN 0-88038-853-6

TSR, Inc. II 1111111111111 TSR, Ltd.


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ADVANCED DUNGEONS G DRAGONS, ADGD. RAVENLOFT and the TSR

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