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Ravenloft - Realm of Terror (Black Boxed Set) v2nd PDF
Ravenloft - Realm of Terror (Black Boxed Set) v2nd PDF
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 ....
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 .........
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
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
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.
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
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
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
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.
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
I
FEAR AND HORROR CHECHS
~~ ~ , -’
-
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
---
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
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
Particular wood
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
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
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.
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,
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
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
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.
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.
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.
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
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
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.
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
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.
. . .. - , ,
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
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.
/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
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.
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.
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
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
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-
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
THE WHO’S DOOMD OF RAUENLOFT
l
m M
..- _...make sure the . . . J t s are fatal.
I
. .
Orahou, Ulad
. .,,‘,
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,
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
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
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
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
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.
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
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)
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.
L
(711- )
Nom
L. Became Lord of Falkovnia in 690.
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. )
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.
Thomas Dad*
: 005- 1
Patricia Richards = Charlotte Winchester
.
(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)
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
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)
(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.
. ~A
With careful details. fuiu(tydeveloped characters.
’ling more than secret murder, and a familiar background thet’s m e w h a t
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
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
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
_- 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 ‘
~
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:
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
NO. APPEARING
ARMOR CLASS:
.
OF ATTACKS
DAMAGEIATTACK 1-a
DAPIAGEIAEAT
SPECIAL ATTACKS ~~~~~~ %e below
- ..- .
....
-.
SPECIAL DEFENSES: +
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
........
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I I
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..
1
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.
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. . , * , . .
... .
. . . .
x
0
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6
HARTAHAN INN
arkon Lukas, the wolfwere
Tables of Terror
“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.
“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.
“Castle Rauenloft”
“1990TSR, Inc. Ali Rights Resewed
Alturud Magic
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
"Native" Settinas: (FR)= Forgotten Realms ( D L P Dragonlance (GH)= Greyhawk (RL)= Ravenloft.
MARHOU ESTATE
rantisek Markov, lord of
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.
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.
“Faorhaawn”
“1990TSR, Inc. AI1 Rights Reserved
I
I
b
AZALIN’S CASTLE b
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.
“Chateau Delanuit”
01990 TSR, Inc. All Rights Resewed.
DlllSNYA ESTATE
his estate-home of Ivan Di-
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
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
MONASTERY
*I990TSR, 1°C. All Rights Resewed.
.-%
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.-ew
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.-
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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.
“Oraccipetri”
01990 TSR. Inc. All Rights Resewed.
U
A New Realm of Horror Aduunturus
ISBN 0-88038-853-6