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The Dread Domain of Lusèvres

a Ravenloft Revision for Dungeons and Dragons 5th edition by Mischief

Cover

Final V1.1 by Mischief, Oct 26, 2021


The Dread Domain of Lusèvres
a Ravenloft Revision for Dungeons and Dragons 5th edition by Mischief

Off with your head…. Sapere aude

W
ith the march of time and new editions, it is The Vargouille Guillotine is endishly clever but
with mixed feelings we bid adieu to the old bound unmoving to Brumaire’s Cour de Justice.
d’Honaire and “Dementlieu”. But the Mists Whenever its blade liberates a head, the
are loath to relinquish the dreadful delights of the old decapitated’s complete life story is added to the
country. For your distinguished consideration, I Vargouille’s unforgetting mental library. The
present a new dread domain built upon Dementlieu’s dragon’s horde of secrets and philosophy has given
detritus, Lusèvres, and at the epicenter of its vortex of the Guillotine much to ponder, but no ability to act
evil awaits its bloodstained Darklord… upon or even share its thoughts. With no intellectual
outlet, the Vargouille’s only stimulation is the splash
The Vargouille Guillotine of fresh red blood and the suffering of victims it has
returned to a broken imitation of life after trapping a
The blade, etched with the shrieking visage of a fragment of their soul within its timbers.
snake-haired gorgon vargouille, is as wicked sharp as The Vargouille Guillotine has complete control over
the day it was forged in the res of revolution. the passing of those whose necks meet its razor edge.
Oppressed by an overripe sovereignty rotting from In a fraction of a second, the guillotine reads through
within, Brumaire’s snowballing intellectual revolt the condemned’s mind and memories and decides
soon in amed into civil street war. Awakened by the their fate. Those it chooses to slay die utterly, but the
lifeblood of the rst felled, the Vargouille Guillotine Vargouille Guillotine craves despair and spares
greedily stoked the revolutionaries’ rage. The mass convicts it believes can feed it with profound misery.
execution of old rule loyalists climaxed in the Four At its simplest, the decapitated victim’s head goes on
Days of Terror. The lives of the aristocratic oppressors living with its senses intact, completely aware of
were not enough; their extended families, friends, being hoisted into the air by the executioner, shown
and business acquaintances were guilty by off to the jeering crowd, and then tossed like garbage
association. With each shriek of the blade and cheer into the morgue-destined basket. However, the
of the mesmerized crowd, the dark storm circling the guillotine is capable of far more subtlety. Many
execution plaza narrowed like a noose. Deep fog executioners have dropped the Vargouille’s rope over
forced the mob to scatter. The sobered citizens of the years, yet the same family has mopped its blood-
Brumaire awoke the next day to discover the exultant soaked planks and gathered up the gruesome baskets
guillotine as an island in an ocean of blood and of severed heads and bodies to take to Brumaire’s
corpses… and an unsettling pervasive mist. Ravenloft morgue and the secret network of charnel catacombs
had welcomed its newest domain of enlightenment below. Utter thralls to the Guillotine who have been
and cruelty, Lusèvres. deprived of their intelligence by the Guillotine’s
darklord curse, the Taupin family slavishly obey the
whispers that precisely direct their rituals to breathe
half-life back into decapitated victims and resculpt
their features so they will not be recognized as
formerly condemned.
The Vargouille Guillotine unwillingly stews in its
own wasted genius, jealous of the simplest sentient
dagger at an adventurer’s hip. And it forever chases
that rst high from the Four Days of Terror; it will
never again take enough heads to satisfy it. If the
Vargouille Guillotine had its way, it would be
reforged as the side-arm of a Napoleonic conqueror
and bathe in a sea of death.

Final V1.1 by Mischief, Oct 26, 2021


The Dread Domain of Lusèvres

Legalese & Housekeeping Index


Off with your head…. ...................................... 1
The “Dread Domain of Lusèvres” is unof cial Fan
Sapere aude ............................................................... 2
Content permitted under Wizards of the Coast’s
November 15, 2017 Fan Content Policy. This work is Legalese & Housekeeping ...............................3
not approved/endorsed by Wizards. Portions of the Index ................................................................3
materials used are property of Wizards of the Rogue Portraits ...............................................5
Coast. ©Wizards of the Coast LLC.
Jacqueline Montarri .................................................. 5
You are encouraged to adapt, x, remix, share, and
The Headless Horseman........................................... 5
critique this work, but please credit “Mischief” and
reference this document. For questions or The Living Brain ........................................................ 5
comments, contact me at La Société de Legerdemain ...................................... 6
yawaworhtemail+Ravenloft‹at›gmail‹dot›com. Chancellor Johanna Deshayes ................................. 6
If I am uncontactable and this document is no The Wormius family ................................................. 6
longer available at any major online venue, then The Ghost of Wormian Museum............................. 6
you are given permission to rehost it. You may not Drigor ......................................................................... 6
sell this work or put it behind any sort of paywall. The Madrigore family ............................................... 6
~RP The Taupin family..................................................... 6
P.S. Thank you, TheGhaste, for inspecting my Detective Bernard Clousse ....................................... 7
French, and Max and Dark_HeartX for copyedits. Captain Barthélemy of The Albatross..................... 7
  Council of Brilliance ................................................. 7
Dominick d’Honaire ................................................. 7
Aristide River Rats..................................................... 7
Porcelain Dolls .......................................................... 7
Domain Overview .......................................... 8
Noteworthy Features............................................... 8
Folk ............................................................................ 8
Land ........................................................................... 8
Attitudes .................................................................... 9
Leadership ................................................................. 9
Developments ......................................................... 10
Con icts ................................................................... 10
Map and Places............................................... 11
Locales....................................................................... 11
Brumaire .................................................................. 11
Rivers and Lakes .................................................... 13
Fulcanelli and Western Lusèvres ......................... 15
Vinrouge and South of the Reue .......................... 15
Primer: Mistways and Conjunctions .................... 16
Foreign Relations .................................................... 16
Timeline......................................................... 18
Amuse-gueules.............................................. 19
The Madrigorian’s Origin .......................................... 20

Final V1.0 by Mischief, Sep 24, 2021


The Dread Domain of Lusèvres
Vargouille Guillotine .................................... 21 Hunted hunter......................................................... 32
Roleplaying the Vargouille Guillotine .................. 21 Greater desecration ................................................ 32
Personality .............................................................. 21 Eel ............................................................................. 32
Curse ........................................................................ 21 ’ .. 33
Torment and Fears ................................................ 22
Mysteries and Murder Methods ..................33
Desires .................................................................... 22
Tips for mysteries in a table game ........................ 33
Strengths ................................................................ 22
Special mystery item: Single-use spells ...............34
Weaknesses............................................................ 22
Case ideas with turnabouts ...................................34
Roleplaying the Guillotine’s plots......................... 23
Tricks ........................................................................ 35
Vargouille Guillotine (Physical Form).................. 23
Vargouille Guillotine (Psychic Avatar) .................24 Items .............................................................. 37
Vargouille Guillotine’s Lair.................................... 25 Black Ribbon ............................................................ 37
Vorpal Vargouille .................................................... 25 Devil's Kaolin........................................................... 37
The Vargouille Guillotine’s Mindspace ................26 Charlene's Salubrity ............................................... 37
Obedients.................................................................26 Dracsbane ................................................................ 37
Curing an Obedient ............................................... 27 Flesh Sculpting Tools ............................................. 37
Creating an obedient ............................................ 27 Headman's bloom .................................................. 38
Obedients outside Lusèvres ................................. 27 Hookah of Truth ..................................................... 38
Death by Guillotine and the Executed Reborn ... 28 Bag of Sound Holding ............................................ 38
The slain ................................................................. 28 Notebook of Sound Transcription ....................... 38
The spared .............................................................. 28 Mnemegraph .......................................................... 38
Existential hollow ................................................. 28 Monsters and Haunts .................................. 38
Reborn broken memories ..................................... 28
Urban Lusèvres ...................................................... 38
Lusèvrien Characters ................................... 29 Rural and Forested Lusèvres .................................39
Renaissance Firearms .............................................29 Rivers, Sewers, and Lakes of Lusèvres ..................39
Misty Fingerprints: Lusèvrien ...............................29 Statblocks ..................................................... 39
Lusèvrien Trinkets ................................................. 30
Drac ..........................................................................39
Adventure Hooks ......................................... 30 Fog Elemental ........................................................ 40
Vargouille Guillotine obedient victim ................. 30 Fog Mephit............................................................... 41
Head games ............................................................ 30 Lindworm ................................................................42
The curious incident of dogs in the night-time .. 30 Shrieking Eel............................................................45
Drigor’s diabolical conundrum ............................ 30 Paper Pest................................................................ 46
Exhibit inquest ........................................................ 31 Wythersake (Huecuva) ......................................... 46
Lair of the white worm ........................................... 31 Hypnotist ................................................................ 48
Prestidigitation misrepresentation ...................... 31 Dominick D’Honaire ............................................ 49
Rat poison ................................................................ 31 Detective Alanik Ray ............................................... 51
Hook, line, & linker ................................................. 31 Dr. Arthur Sedgwick ............................................... 53
The strange high house in the mist ...................... 31 Spells for Mysteries ...................................... 54
Affaire d’Honaire ..................................................... 31
Auscult .....................................................................54
Lady in the lake ....................................................... 32
Bellchime .................................................................54
Vive la révolution .................................................... 32
Deadtack ..................................................................54
The Diabologue Daily ............................................. 32
Deathblood Divination .......................................... 55
Lost contact ............................................................. 32
Disguise Voice ......................................................... 55
True art tarries not! ................................................ 32

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The Dread Domain of Lusèvres
Ghost Lantern.......................................................... 55
Graft..........................................................................56
Hullabagloom ..........................................................56
Shadeshroud............................................................ 57
Shade-nap ................................................................ 57
Stovepipe Breath .................................................... 58
Vitriolic Double ...................................................... 58

Rogue Portraits

A
n adventure in Lusèvres could begin with
the player characters’ necks in the hallows,
or a player could choose post-decapitation
as their character’s dread secret. Perhaps the its head on long enough to disguise as one of
Vargouille seeks to advance its own interests through Lusèvres’ many carriage drivers, but its black cab is
collaboration with another dreadlord. But more the legendary Thundering Carriage Van Richten’s Guide
likely than any of the above, visiting adventurers will to Ghosts
made of cof n timbers that roars through the
encounter the fruit of the Vargouille Guillotine’s evil main streets of rural hamlets dragging the
before they nd the root. (Suggested Statblocks are screaming riders locked inside into the night. The
rough ideas for gameplay, not indicative of narrative lost will later reappear among the horseman’s
or true form.) entourage of dancing and leaping heads. The
Jacqueline Montarri. A career thief and serial horseman is one of the earliest Guillotine-spared,
marriage scammer nally introduced to the but the enslaved Taupins badly botched its revival
Vargouille Guillotine for her many misdeeds. ritual. The Vargouille Guillotine deemed the mad
Jacqueline clawed from her buried cof n but was undead creature useless and discarded it to
unable to locate her red-tressed noggin in the terrorize Lusèvres. (Suggested Statblock: Dullahan
morgue – perhaps it was taken as a morbid
VRG
and infernally tacked MTF nightmare MM)
souvenir by one of her many wronged victims? The Living Brain. Chased from Darkon by the Kargat
Although she has no issues surviving with nothing for being too on the up-and-up, the renowned
but air above her neck, Jacqueline discovered she detective Alanik Ray now matches wits with the
could don severed heads and x them in place bodiless lord of clever crimes: The Living Brain.
using a magic black ribbon (see items). These After meeting the Vargouille Guillotine, former
stolen heads change to match her face, but they age Lamordian Geleynse Lommel’s head was delivered
quickly and eventually rot off. She must always be to a mad scientist testing intelligence-enhancing
on the prowl for a replacement. Jacqueline now serum. Shelled of his skull, Lommel’s disembodied
runs a shipping business that dabbles in brain was kept alive in a briny jar until he became
“procuring” (read stealing) rare objects and strong enough to psionically crush his tormentor’s
recovery operations. Her Vinrouge-based Red mind. With the help of mentally-dominated
Vardo Trading Company is a front and source of crooks, the Living Brain settled into Brumaire’s
funds for her obsession to recover her true head. blighted lakeside district to build a criminal empire
(Suggested Statblock: CE Master Thief VGM) and fund rare mechanisms to prolong the briny
The Headless Horseman. With head under arm, the jar’s complex pumping apparatus and rebuild his
cloaked dullahan roams Lusèvres’ quaint body. The Living Brain gleefully spies upon his
countryside. On horseback it twists the road into crime scenes using project image and an illusory
an endless loop to run down terri ed travelers with body, a trick that only a few like Alanik are aware
its wicked sickle. Sometimes the horseman keeps of. (Suggested Statblock: Brain in a Jar VRG plus
Spitting Mimic Icewind artificial body)

Final V1.0 by Mischief, Sep 24, 2021


The Dread Domain of Lusèvres
La Société de Legerdemain. Witness true magic The Ghost of Wormian Museum. An arts-and-
tricks, with no signs of sorcery what-so-ever! crafty con artist passed off one of the Vargouille’s
“Tame” gremishkasVGM prove no deceit is afoot! victims as an authentic shrunken head to the
This arcane spellcaster club has a shared interest in unwitting Wormian Museum’s procurer of
mundane sleight-of-hand and their hidden library curiosities. The vengeful landbound spirit must
of grimoires – and one of their diabolic tomes possess the museum exhibits to interact with solid
details the hidden history and disaster of matter. It plans to use various artifacts – some hide
Fulcanelli. Among their number is a duplicitous dark secrets – to free itself from the building’s
performer infamous for his unsolved guillotine boundaries. The slight shifting of the exhibits has
box. The solution is that both his head and his not gone unnoticed by the curators. Perhaps stay a
lovely assistant’s have already been severed by the night at the museum and discover the truth?
Vargouille Guillotine. (Suggested Statblock: (Suggested Statblock: Living Bigby’s Hand Icewind)
Conjurer VGM or Bard VGM with cards and 2x Sleight of Drigor. A end investigating the disappearance of its
Hand proficiency.) supreme master became trapped in Ravenloft the
Chancellor Johanna Deshayes. Meurdrac night Lusèvres fell. Drigor has given up clawing at
University is renowned around Ravenloft for its its prison walls and now undermines the Dark
eminent liberal arts scholarship and grueling Powers, traveling extensively seeking cracks in the
curriculum. Nicknamed “The University of dread domains. The Madrigore family is Drigor’s
Hanging Necks” by its students, Meurdrac is also idle hobby; it inspires them as a muse and seizes
infamous for its stress-induced student suicides. control of their bodies when it feels ready to
Tired of reborn half-existence and half-hearted compose yet another volume of its diabolical
students, Chancellor Deshayes is collecting the life Madrigorian – the ultimate history and thesis on
energy of youthful suicide victims to power her Ravenloft. Drigor works hard to keep its opus from
ascent to demilich-dom. Professors who meet her the Vargouille Guillotine, who wants to acquire the
hellacious syllabus standards have their forbidden endish loremaster’s vast interplanar wisdom and
research overlooked. The Chancellor also keeps a has its proxies hunt for it. Drigor has kept its neck
personal guard of nothicsMM and ameskullsMM. by evicting human egos from their bodies and
(Suggested Statblock: NE Necromancer VGM) discarding the unwitting shell when its evil deeds
The Wormius family. The Wormian Museum is catch up to its current form. (Suggested Statblock:
named after Olaus Wormius, translator of the Blue Abishai MToF)
baleful Necronomicon that detailed lore, spells, and The Madrigore family. A Fulcanellian house of
summoning rituals for Great Eldritch Gods. His jaundiced tie ing eccentrics infamous for their
scions took up the cause of researching and unsettling creations and bizarre delusional
evicting Great Old Ones and their evil cults from episodes. The rst af icted by the “Madrigore
their low-magic gothic earth, but their bloodline Fugue” boarded off the entire top oor of the estate
was scarred by wars with aliens indescribable to in a frenzy. It now serves as the apartments of their
the human mind. A misadventure transposed “Ole blood-sire Drigor when the end wearies of
Worm’s” mansion to Lusèvres, descendants still traveling Ravenloft looking for ways out.
inside. As an act of enlightened philanthropy, the (Suggested Statblock: Warlock of the Fiend VGM)
head of house turned the private wunderkammer The Taupin family. The Taupins predate Lusèvres’
into a museum of curiosities. Lord and Lady fall into Ravenloft as genius morticians, and the
Wormius are currently Mr. Corentin Chouan and Vargouille Guillotine has since generationally
Dr. Camilla Wormius-Chouan, a former professor enslaved the entire family to serve as Obedients.
and dean of Meurdrac whose career was Neighborhood famous for their odd habits,
prematurely ended by Chancellor Johanna stupidity, and disproportionate violence against
Deshayes after a professional spat. (Suggested vandals, the Taupins are pitied, mocked, and
Statblock: Good Warlock of the Great Old One VGM) feared. They are the grunt labor of Brumaire’s

Final V1.0 by Mischief, Sep 24, 2021


The Dread Domain of Lusèvres
center-town morgue and clean the guillotine, enough to patiently poke bits of squid into his poor
Great Court, and the Cour de Justice after events. familiar’s gullet. (Suggested Statblock: NG Pirate
Bright and kind Taupin children, not yet Captain Saltmarsh and Raven MM)
Obedients, are kept locked inside their home to Council of Brilliance. This haughty circle of
cram in as much private tutoring as possible before enchanters considers themselves the nouveau
the Darklord chooses to lobotomize them with its intellectual premiers most suited to culturing the
curse. Despite mercilessly executing evil revival new enlightened mindset and the arts. Their
rituals and complete cosmetic overhauls, a few preferences and social events dominate Lusèvres’
Taupins with gentler souls remain unbroken. Their cultural scene. The circle would get guillotined if
intelligence and free will begins to rebound when caught: charm-enchantments are mostly illegal
the Guillotine neglects them, so many keep secret and reviled. (Suggested Statblock: Enchanter VGM)
journals and enact slow-running plots of de ance Dominick d’Honaire. The Council of Brilliance’s
in their brief moments of lucidity. Taupin children narcissistic boss is a relative of Dementlieu’s
who escape are often gifted, and freed adults, who darklord and publicly a playwright, fashion-
never completely recover from grinding decades of trendsetter, and art critic. Dominick shed his
horror, become savants. (Suggested Statblock: childhood home, joined La Société de
Chardalyn Berserker Icewind with intelligence 5-7 Legerdemain, and acted as a stage hypnotist for
when obedient, and any NPC statblock with private, rich audiences. Appetite for noble status
intelligence 15-17 when free.) unful lled, he dropped the prestidigitators in favor
Detective Bernard Clousse. Real name Mathieu of his night job: using “scienti c hypnotism” to
Montreuil, a career criminal executed by the solve the wealthy’s woes: return a straying
Vargouille woke up in the of ce with the face and husband, put off a rival suitor, ensure a business
voice of the Police Captain who caught him. The deal goes through, etc. He is cursed to never to nd
Vargouille Guillotine sends Detective Clousse cut- true love. (Suggested Statblock: Hypnotist see below)
out letters with orders to bungle investigations or Aristide River Rats. A small crime family of wererats
frame certain persons and then money if or when from Richemulot, enemies of Jacqueline Renier,
he is successful. Detective Clousse wonders who headquarter along the Reue after the Vargouille
his secretive benefactor is but loves the rewards Guillotine’s Obedients axed their attempt to move
more than answers. Unfortunately for Lusèvres’ into the catacombs. As river pirates, they have
Darklord, “Detective Clousse” is becoming more baf ed police patrols by vanishing stolen boats
comfortably aggressive in his role. He wants to up using camou aged hideouts and underwater
his rates and sell his “services” to other criminal tunnels in the riverbank. They have also gotten
patrons, and he plots a serial murder to be rid of their paws into food, wine, and pharmacy
Bernard’s wife who has become increasingly business, adulterating the goods with cheaper and
despondent and mistrustful of her husband. Alanik unethical ingredients. The Red Vardo Traders
Ray loathes Clousse as a buffoon, but hasn’t yet compete in the countryside, and the Brain
gured out he is a fake as they had few meetings interferes with their operations in Brumaire. The
before the switch. head wererat’s family name is Aristide. (Suggested
Captain Barthélemy of The Albatross. A mutineer Statblock: Swashbuckler VGM + wererat MM)
sentenced to the guillotine, the weather-grizzled Porcelain Dolls. Crafted with a lifelike face from
mistcutter now sails in sorrowful penance, ferrying Fulcanelli’s cursed clay, a child’s casual and
strangers and cargo to isolated islands of terror. creative cruelty bestowed a spark of life. Shatter
His decapitated albatross familiar is well known in the evil doll’s face, and its wicked soul hops to a
the remote regions and sends word ahead that waiting replacement. The doll imprisons
Barthélemy brings supplies for trade and charity. craftsmen to create more of its kind to be delivered
He warns passengers that all his trips are one-way. into the homes of unsuspecting families.
Captain Barthélemy takes a shine to anyone brave (Suggested Statblock: Carrionette VRG )

Final V1.0 by Mischief, Sep 24, 2021


The Dread Domain of Lusèvres

Domain Overview  Lusèvriens consider education important. They


have excellent schools and a premier museum
Domain name. Lusèvres [Lū-Sev]
with a wing on the supernatural.
Darklord. Vargouille Guillotine [var·GWEEL]
 Outsiders are often welcomed but pestered with
Horror genres. Occult detective, gothic horror
over-curious questions about their ways of life.
Hallmarks. Decapitation, criminal masterminds,
 Lusèvres’ cooking is elaborate but good, usually.
head games, mind control, awed intellectualism,
Brumaire is famous for its press, Fulcanelli for
arts, mob justice, groupthink, fads, social
porcelain, and Vinrouge for wine.
instability.
Mist Talismans. Porcelainware, executed’s hood,  Mind enchanters are hated and sometimes
university acceptance letter, museum ticket, black hunted without being given fair trials. Hypnotists
ribbon, page of the Madrigorian who do much the same are not because they are
“scienti c” and doctors.
Inspiration. Pre-5e Dementlieu, Revolutionary
France
Folk
Common origin primer. Lamordia, Mordent, Demonym. Lusèvrien
Richemulot, and Lusèvres all hail from the same Overview. Typical fantasy demographics, slightly
prime, a plane that advanced in technology and enriched in humans.
alchemy to make up for the relative weakness of its Population. 360,000 with an average population
magic, and which is haunted by the tentacles of density of 90 people per mi2. Lusèvres is 50%
great old ones worming their way in from the Far urbanized, most concentrated in Brumaire.
Realms.
Languages. Mordentish, plus typical ancestral.

Language Primer. Lamordia, Mordent,


Noteworthy Features
Richemulot, and Lusèvres share a common tongue
Those familiar with Lusèvres know the following Ravenloftians call “Mordentish”. It sounds to our
facts: ears like a three-way-meeting of French, German,
 Lusèvres is a cloudy but productive land with and English. Its alphabet is the familiar A to Z. It is
pristine lakes, large rivers, a busy overcrowded split into “high” and “low” tongues. The high form,
capital Brumaire, and regional cities each with supposedly more romantic, is favored in
their own strange story. Richemulot, Dementlieu, Lusèvrien politics and
 Lusèvres government usually changes once a high literature, and by Mordent’s “great families”.
decade or so, but it is usually an elected type. The low form is limber and favored by Lamordians,
Overthrow can be bloody or mostly bloodless. Mordentish and Lusèvrien working families,
 Avoid the maelstrom of conspiracy: nouveau-elite scholarly journals, newspapers, and publications
power struggles, organized crime, and overblown for the middle class.
moral panics. It’s all too easy to be framed and
executed, especially outsiders.
 Criminals and conspirators are executed on a Land
falling blade contraption called the guillotine. Date of Emergence. 580 BC [Barovian Calendar]
Lusèvriens keep their death device in the center of Land Area. 4000 habitable mi2 (Excluding faire noir
their biggest city. Public executions are well and the lakes), 5000 net mi2.
attended, and outsiders often nd the observers’ Landscape and Biomes. Rolling mountain foothills,
irreverent eagerness or indifference disturbing. post-glacial nger-lakes, rocky cliff shores,
deciduous broadleaf woods, arable grassland.

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The Dread Domain of Lusèvres
Climate. Overall temperate. Cool winters with light elsewhere in Ravenloft, but anti-traditional
snow and mild summers. River fog and ne drizzle rationalism eased bigotry, especially in cities.
are common. Driving snow in the northeast. Arcane. Magic is not uncommon nor especially
Resources. Mostly self-suf cient with rare periods feared, but it is rarely used for simple
of scarcity and famine. conveniences. Those who are “frivolous” with it
are regarded with suspicion. Meurdrac University
Attitudes is more openminded. Enchanters are hated.
Frenzied towns accuse unliked and outsiders of
Overview. Unstable intellectual and philosophy-
enchantments in witch-trial-like mob courts. Even
driven enlightenment that seeks to remake society
in cities, enchanters caught using mind charms are
after thousands of years of stagnation under a
openly persecuted, harassed by the guardsmen,
monarchy.
thrown out of establishments, or indicted for
Intellectual. Man's capacity for development is sedition. Hypnotists and alienists are tolerated as
unlimited; the ideal is to broadly embrace all scientists and doctors of the mind even though
knowledge. Everyone should be educated so they they do much the same.
can participate politically. Schools and tutors are
Natural. Wild creatures serve human needs. In
widespread. Results are class-uneven, but literacy
monarchy times, aristocrats kept restricted royal
is high. Public and elites alike are often caught up
woods, and rural folk chafed against sheriffs who
in philosophical fads and pseudoscience.
evicted settlements and limited the access
Philosophy and the Arts. Libraries and archives privileges their livelihoods depended on. Nascent
ourish with widespread support for preserving industrial-scale exploitative mindsets threaten the
and making available history, art, and the written environment’s future. Newer philosophical
word for the public good – marred by occasional conservationists clash with traditional agrarians
book burnings and moral panics. A haughty who don’t want city folk to become their new land-
Council of Brilliance made up of the nouveau tyrants. Lusèvres is mostly self-suf cient. True
intellectual elite seeks to culture the new famine and essential resource scarcity are rare.
enlightened mindset. Results have been mixed, but There is some overlogging, more overhunting, and
the Council generously patronizes the arts, Brumaire’s pollution dirties the Roucou river, Lac
especially the avant-garde. The sans-culottes still Roucou, and lower Reue.
favor the Vargouille Guillotine’s bloody spectacle.
The general public is infatuated with collecting
curios from non-Mordentish-speaking domains Leadership
and lurid tales of exploration exploits. Government. Revolutionary republic, punctuated
Religious. Widespread skepticism of hierarchical by brief periods of monarchy.
churches that meddle in secular power politics. Highest Authority. Often changes. Typically, an
Surviving churches often harbor old rule loyalists. elected of cial that speaks for a larger body. Rarely
Extremist splinter institutions proliferate, a monarch.
demanding strict lifestyles and crusades against Philosophy. Liberty, equality, and political
evil creatures or moral hazards. Secularism strips participation by all is simultaneously idolized and
moral divinity from gods: divines and their circumvented. Law is codi ed, sort-of-
agendas are not above judgment by mortal independent judiciary, sometimes juries, but mob
standards and worship is a contractual justice is common.
relationship. Some philosophers believe in a Currency. Standard coins.
greater True Divinity above the gods. Fiendslayers Religion. The traditional church worships a variety
are particularly well represented in the Lusèvrien of saints representing virtues who are antagonized
pantheon, and demonic possession and exorcism, by a nemesis-pantheon of devils and fallen angels.
both real and imagined, still loom large in the They are enshrined in elaborate cathedrals built of
Lusèvrien psyche. Tie ings face more racism than

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The Dread Domain of Lusèvres
limestone with stained glass windows. Chief Developments
among the forces of good are apotheosized former- Renaissance weapons. Like most Mordentish-
mortal Ezra of the Mists who sacri ced herself for speaking domains, Renaissance-era weapons and
the salvation of all, carpenter Phili of stewardship, explosives exist in Lusèvres (see the DMG).
family, fables, music, and hearth, and warrior-
Culinary excellence. Elaborate recipes invented for
maiden Markovia of the Morninglord who rose
royals are served in Lusèvrien restaurants and inns.
again after falling to the forces of evil. Evils include
Home cooking is lighter, without as much cream
a cambion-like goat-headed devil of temptation
and butter.
and evil enchantments who represents ends in
general, and a multiheaded ophidian mother Literacy and printing press. The free exchange of
demon of greed and insanity who spawns ideas, intrigue, and gossip depends on the easy
monstrosities representing evil dragons, unnatural exchange of mass-printed circulars, magazines,
monsters, and elder gods. Fiend and elder-god books, and manifestos.
worshipping cults are persecuted where found.
Druids live on the margins of Lusèvrien society as Conflicts
soothsayers and healers who appease nature and Social stresses. Executing nobility did not ease
elemental spirits with wicker offerings. many of the divides. The new elites are a proto-
corporate capital class of merchants, bankers,
Religion Primer. The best attended and most business owners, celebrities, landlords, and old-
politically powerful religion from the Mordentish- money relicts. The wealthy have the time and
speaking continent Lusèvres hailed from money to afford the fads and intellectual pursuits
worshipped a pantheon of mortal but that mark them as elites.
apotheosized saints and martyrs embodying Sensationalism. Fads, conspiracy theories, and
virtues. The church was bureaucratic and rumors pulse through the nation like blood in a
politically active, preaching divinely-appointed beating heart. Store shelves are stocked with penny
monarchical legitimacy. Reform sects splintered off dreadfuls, muckraking magazines, and titillating
as aristocrats challenged the church’s political tabloids. Resentment of elitist rationals drives a
designs, sparking long and vicious wars. No matter counterculture of anti-intellectualism fed by old
the sect, themes include angels, commandments, rule loyalists.
deadly sins and divine virtues, forgiveness,
Lifestyle extremes. The former nobles and royalty
martyrs, and miracles. The religion has been
lived a famously libertine lifestyle of extravagant
subsumed by The Church of Ezra in Ravenloft.
parties, feasts, and philandering. Countercultural
reactionary leaders try to enforce extreme
Trade. Exports: porcelain, printed books, glasswork,
simplicity by restricting or banning simple
pharmaceuticals, cheese, wine, timber, beet sugar,
pleasures, all the while often debauching
grains and produce, art and ne goods. Imports:
themselves in secret.
sh, fur, salt, tropical-climate commodities, spices,
Monarchists. Many despise the perpetual populist
coal, gems, and re ned metal.
chaos and plot for the return of a strong, reliable,
Flag. Usually a tricolor of misty sky, white porcelain,
authoritarian leader. Ex-aristocrats still harbor
and blood honorably shed. Monarchs often add
grudges from the four days of terror and desire the
gold elements.
return of their status and privileges. Cooperators
include cabals of secret pro-royal philosophers and
militias, surviving families of the falsely executed,
and immigrants from other domains who prefer
the familiarity of a monarch. Some of their number
want to destroy the Vargouille Guillotine as the
symbol of the overthrow of Old Lusèvres. A few

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would-be Guillotine smashers are mystics or Secluded towns. “Progress” and “enlightenment”
readers of the Madrigorian who claim the have not spread evenly across Lusèvres. Small
Guillotine itself is the dark force propping up town boredom and xenophobia is a malicious
Lusèvres. tinder that outsiders easily set alight. At their
Enchanters. Lusèvriens work themselves into worst, villagers drag outsiders into unfair trials
hysterias over enchanters witching the minds of and accuse them of foul bewitchment.
whole communities. Villages hold trials and
executions of suspected enchanters. Ironically,
Map and Places
malevolent enchanters readily manipulate these
mobs to off rivals. Hypnotists, who counsel the Locales
troubled as doctors of the mind, are well accepted
Brumaire
in cities, but slightly less so in the countryside.
Fiends. Drigor was only one of several endish Brumaire. Population 108,000. The riverside city at
servants trapped in Ravenloft by Lusèvres’ fall. Like the center of Lusèvres’ geography and cultural life
Drigor, the remainder search for ways out and is within a day-and-a-half’s ride of most places in
recruit diabolical cults. Free of their dead master’s the domain. Urban packing approaches 25,000
discipline, they don’t hesitate to stab each other in people per mi2 in the densest districts and disease
the back. Furthermore, items made from cuts deeply. The center of town is the Cour de
Fulcanelli’s clay, such as porcelain-faced dolls, Justice. Meurdrac University and the Wormian
have demonic instincts. The traditionalist Church Museum are a carriage ride away. The prevailing
would like to restore its reputation by vanquishing wind blows east to west most days, sending factory
ends, but they are profoundly outmatched. smoke over the lake, so the rich live east upstream
on the river. A downhill walk to the lake docks and
Feuding criminal gangs. Lusèvres’ underworld
shipping yard takes one through the seedier
factions frequently war. The Vargouille Guillotine
neighborhoods. The charnel catacombs wind deep
frames targets it wants memories from for heinous
beneath the streets.
crimes, seeks tools and rumors that might allow it
to transpose its consciousness into a mobile vessel, Cour de Justice. The administrative center of town
and searches for outsiders and outlanders with and heart of the public commons. The Great Court
demiplanar and extraplanar knowledge. The and the Vargouille Guillotine are its centerpieces,
Living Brain needs money, rare ultrapure metals but the plaza hosts carnivals, exhibitions,
and chemicals, and esoteric lab equipment to build electioneering, speeches, weddings, funerals,
a new body, and he enjoys challenging Alanik Ray, protests, special markets, and much more besides
the Police, and other detectives as a revenge-driven executions. The Cour de Justice is inevitably
hobby. The River Rats cooperate with monarchists involved in major happenings because its location
and ght the Brain and the Red Vardo Traders for and symbolism as Lusèvres heart are so strategic.
criminal opportunities. Jacqueline Montarri and Central Morgue. It processes many of Brumaire’s
the Red Vardo Traders are a wildcard – stealing key bodies for viewing and burial. Visitors from other
artifacts and throwing wrenches into the plans of domains will be aghast to see that both executed
others. The Counsel of Brilliance is more interested and unidenti ed corpses, such as those found
in the ideology of art and politics, but some forge drowned in the river, are put on rolling tables for
“lost masters.” street window display, nominally so passerby can
Crowded city. Brumaire is crowded, and sooty identify them. The attached gift shop sells funeral
factories and the pulp mills congeal the air near the conveniences like mourning veils and hats,
lake. Diseases spread like wild re through the candles, wreaths, sympathy cards, jet jewelry,
stacked wooden districts. The wary public gossip charms against necromancy, etc. but those who
of any strange ills and shun the sick and strange. enjoy morbid curios can buy used headman’s
baskets and hoods. Hidden trap doors lead to the
largest charnel catacomb ossuary. A porcelain-pale

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bowed-head bell ower called headman’s bloom expertly hidden access points in public alleys and
completely blankets the small garden around the private residences; most are unknown even to the
morgue. building owners. Only the Taupins can keep them
Charnel Catacombs. A confusing tunnel labyrinth straight. Headman’s bloom lines the walls and
winds under much of Brumaire. Agents of the ceilings of the charnel catacombs wherever any
Darklord sneak and transport bodies unseen. light is occasionally cast, sometimes pushing skulls
Originally quarries for a nascent Brumaire in the out of place with a loud clatter. Some tunnels ash
Roucou canal-building days, the charnel ood partially or wholly with water or sewage in
catacombs became an ossuary for the bones of heavy rain.
Brumaire’s poorest, and were later used in various Le Panier Citrouille. A lively, warm-wooded
espionage plots by spies, monarchists, and downtown tavern marked by the sign of a pumpkin
revolutionaries. The small fraction remembered in in a headman’s basket. It’s a favorite haunt for
public records are still an active ossuary adventurers and amateur detectives because the
maintained by the Taupins and a records archive quest board is pruned to only the most reliable-
for the Courts. The Vargouille Guillotine knows paying and curious requests. The live-in bartender
their full extent. It has secretly expanded sections and manager, who doesn’t know his shut-in son in
under the Cour de Justice to accommodate a an Obedient of the Guillotine, is the sort who could
dungeon, surgical rooms, laboratories, vaults, and hook up a worthy party with a certain person or
a notekeeping library. Brumaire is pocked with magic if given the time to work connections. The

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tavern is just within the limit of the Vargouille The current curators are at loggerheads with the
Guillotine’s blindsight, and the Guillotine via Ulmist inquisition who wish the occult collection
intermediaries is effectively the owner. It ensures destroyed (and tried arson in the past), and the Van
the attendance of the most interesting and Richten Society who appreciate most of the
important in Lusèvres with excellent but mission but fear the curators are too eager to
competitively-priced fare and strategic current display certain eldritch artifacts. Some holdings
rumors – the Vargouille Guillotine puppets the have gotten lost in the vault shuf e; Ole Worm’s
shut-in son to manage the quest board, rumors, demonologies are kept by La Société de
and rewards. A basement secret passage leads to Legerdemain.
the Charnel Catacombs, and the walls conceal Meurdrac University. South across the Reue is the
hidden hallways and ladders left over from Rivage District, where Meurdrac University crawls
revolutionary plots that can be used to enter with student slums, cramped dormitories,
rooms, ideal to stage a “perfect crime”. underground laboratories, and steam tunnels. Its
Ray Detective Of ce and Serpentine district. imposing gothic towers sprawl into the sky.
Alanik Ray’s cluttered, peeling wallpaper, and Meurdrac is renowned around Ravenloft for its
plush couch main consulting of ce and private eminent liberal arts scholarship and grueling
laboratory is located in the better-to-do working- curriculum. Nicknamed “The University of
class Serpentine District. The district’s landmark Hanging Necks” by its students, Meurdrac is also
feature is a canal that runs right through the infamous for stress-induced student suicides. New
middle of the eponymous, winding cobblestone student hazing includes learning how to properly
main thoroughfare and is crossed along its length tie a noose to avoid prolonged and agonizing
by numerous bridges. The steep-sloped canal is a death. Its mascot is the drac, a nature demon
ten-foot leap across, and at typical water depth just responsible for river oods and other ill water
wide enough for two canoes to pass. omens. The drac is depicted as a bearded man-
Wormian Museum. In the wealthier Cathedral faced chimera with an aquatic dragon’s forebody,
District, the elaborately-carved limestone museum webbed chicken hindfeet, and a mermaid’s tail.
has wings for art, history, and natural history, but Press District. The paper Brumaire’s infamously
also acquires items of occult interest to neutralize odiferous mills produce is consumed internally by
and describe in a rational and enlightened format the presses of its even more famous mass-print
so that a new generation of scholars can learn to industry. From novels to picture books,
strike back against the dark. The museum was encyclopedias to tabloid scuttlebutt, Lusèvriens
constructed with rare materials, odd geometries, devour a deluge of reasonably priced information.
and hidden number patterns to defy Great Old Many who live and work in the “Lead Letter
Ones –or worst-case-invasion scenario– act as a District”, west of the Cour de Justice and downhill
magic seal to forever trap one in the museum’s toward the lake, are poisoned by antimony and
structure. lead melted to make molds. The canals run black
The Wormian Museum’s namesake is Olaus with ink. Sometimes called the “Dead Letter
Wormius, long-deceased translator of the District” for assassinated journalists, printers, and
Necronomicon. Generations of descendants blackmailers. The Strand is the largest newspaper.
researched and banished Great Old Ones and their Lac District. The poorest of Brumaire live lakeside,
evil cults, but “Ole Worm’s” bizarre mansion was where the belching factories, poorly-lit shipping
transposed into Ravenloft to the north side of Lac docks, sallow paper mills, and all their odors are
Reue in Lusèvres. The late head of household freed the thickest.
his family’s curiosities from their wunderkammer,
Rivers and Lakes
and by his philanthropy escaped the Vargouille
Guillotine. Arden River. Narrower and rockier in the eastern
half as it races downhill, it smooths after Lac

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Ophélie. From the otsam oating downstream, cheap. Occasionally, the lake water turns a
the Arden is seemingly fed by glacial snowmelt in frightening red orange for unnatural reasons; the
Lamordia and ows into lower Mordent. Red Omen of Lac Roucou heralds doom.
Reue River. Lusèvres’ shipping aorta, wider and Pale Lady’s Lake. Named after a well-dressed lady
smoother than the Arden, the temperamental Reue ghost sometimes seen leading her girl child on a
occasionally oods. The Reue’s detritus oats into walk on the far side’s lake shore. The northern
Richemulot’s Musarde. misty wall begins at its northern shore, rather than
Roucou River. Technically a canal dug in ancient dividing it in twain.
times to bridge the Arden and Reue. Its labor force Lac Reue. Cold and deeper than expected. The
expanded then tiny town Brumaire. The necklace of communities at its shore are satellites
supernatural taint that turns Lac Roucou red rarely of the wealthier wine country to the south. Ole
runs far upstream. Worm’s manor grips to a crag on its north-easterm
The Skald. A trickle from Faire Noir became a river shore.
when Kartakass formed. Foresters take their Lac Ophélie. The lake at the river split. The sinking
chances with supernatural beasts and oat their ruins of a castle stand on the southwestern
logs downstream. peninsula, now taken over by a lindworm.
Lac Roucou. Pulp mills for paper manufacture belch Other Jewel Box Lakes. These nger lakes are
ill odors over the lake, so shoreline property is drained by rocky rivers into the Arden or Pale

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Lady’s Lake. The water is usually pristine and cold, circumstances, produced an enormous crater of
and insular farming communities jealously guard purest white clay called devil’s kaolin (see items
the shing. The pastoral and forested countryside section). Devil’s kaolin makes ghostly porcelain of
between the lakes is dotted with the abandoned unparalleled delicate beauty, but a secret recipe
castle-estates formerly owned by executed easily produces infernal and sentient weapons,
aristocrats. Many still bear dead vendettas. poisonous trinkets, and cursed artifacts. Van
┄┅━━ ▫❖▫ ━━┅┄ Richten and his allies failed to mystically cage
Drigor, the end haunting the Madrigore family.
Fulcanelli and Western Lusèvres
The spell failure set off a bizarrely vicious magic
Fulcanelli. Population 41,500. A warm valley city explosion and created a much smaller second
with its own regional accent known for its crater of devil’s kaolin.
wild owers, lavender elds, quaint orange-roofed
Other clay-pit oddities include the night-glowing
and whitewashed houses, and scattered stone
“sick pits” mined for radium, uranium, and strange
megaliths carved with monstrous leering faces.
unstable magical elements. Bluetspurian illithids
Fulcanelli is ancient, built on a ley line with the
have taken interest in samples that found their way
stones that the previous civilization stole from
to Mount Makab and seek the source.
their prehistoric predecessors. Its hand-painted,
bone-white porcelain is coveted across the Porcelain makers. The delicately painted, gold-
Mistlands. rimmed tea sets are prized collector’s pieces. Some
brands are experimenting with glowing radium
Madrigore House. An extremely eccentric château
paints.
of the surviving nobles of Fulcanelli. The lords and
┄┅━━ ▫❖▫ ━━┅┄
ladies Madrigore in residence are prone to fugues
where they alternate between lying about in Vinrouge and South of the Reue
melancholy or throwing themselves with feral Vinrouge. Population 16,500, Lusèvres wine
abandon upon anything that catches their creative production center is nestled against the pristine
eye to produce artistic masterpieces as unsettling and sparkling Lac Reue with scenic views of the
as they are beautiful with no regard for convention climbing land. The town is heavily touristed.
– the current Lady favors tattoos. The estate’s Businesses occupy the rst oor of tall half-timber
upper oor was frenetically walled off by the houses.
manor lord the year of Lusèvres formation, and the Red Vardo Traders’ Headquarters. The mist-
stairs remain stuffed with jumbled furniture. No wandering criminal gang hides contraband and
one alarms at the strange music, lights, and smells secret passages in wine barrels. Their operations
that sometimes oat down from the sealed upper use wine, fruit, and ower delivery as a cover.
story. The oil paintings suggest the family have
Heritage Inn. A pleasant log inn surrounded by a
been sallow tie ings for their entire existence, but
lovely rose garden. The sharp rose-twined
the works have been altered by a fugue-struck
wrought-iron fence has impaled four people, all
family member. One Madrigore, sometimes even a
who inexplicably fell out of the attic room window.
young child, is always chained to the desk of the
The spacious attic room is available, of course.
writing room for the safety of the rest of the
residents. The end Drigor, occasionally in- South Country. Dotted with agricultural towns, the
residence upstairs, remotely puppets the chained southeast was the playground of former nobility.
Madrigore to write, but the powerful evil Dead chateaus that aren’t horrendously haunted
enchantment sometimes causes the possessed have been renovated or demolished.
individual to run amok. Faire Noir. A dense and dangerous forest lustrum of
Clay Pits. Fulcanelli’s environs have been quarried wolves and other predators that has resisted
for millennia for kaolin used in ne stoneware, colonization and logging. Ruins of civilizations
paper glossing, and whitewashing homes. The older than Old Lusèvres are locked under its mossy
death of an arch- end, slayed under mysterious root mat.

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Foreign Relations

I
Primer: Mistways and Conjunctions
t is common knowledge Lusèvres shares the
Mistways are an extradimensional pathway to mists with other lands. Brumaire has
another domain localized to a particular place or cultural neighborhoods dominated by
ritual. Travel is more certain than when using mist expats from Mordent, Lamordia, Darkon, and Borca.
talismans, so well-known mistways that don’t The public learns about other domains through
require a major sacri ce are often monopolized by museum collections, translated memoirs, and
a trade group, political power, or the Darklord. inaccurate retold tales. Widespread public interest in
Tolls are typically collected when feasible. collecting foreign curios drives over-active
Outbound mistways close when a Darklord closes imaginations and funds ill-fated exploration
their domain borders, but not inbound ones, unless ventures. Obvious foreigners get peppered with over-
otherwise noted. curious questions.
Lusèvrien mistways. If you choose to implement
mistways, then Lusèvres’ rivers become a reliable Borca. Translocated Borcans adapt well to Lusèvres.
trade network to other Mordentish-speaking If they are former aristocrats, they tend to support
domains. At mists’ edge stand small ag- ying, Lusèvres’ old-rule loyalists.
garrisoned forts with douaniers to collect tolls, Conjunctions: ~Once in 2-5Y for long intervals,
inspect, and tax boats and barges. Mistway failure connecting Lusèvres’ SW to Borca’s N or Lusèvres’
puts one in a random body of water elsewhere in Reue to Borca’s Luna or Vasha.
Lusèvres. For more sure travel, pay one of the lamp- ┄┅━━ ▫❖▫ ━━┅┄
carrying and brown-hooded ferrymen – but The Carnival. Lusèvriens are excited when it comes
beware the headless horseman whose fell horse to town, maybe once every year or two.
can trot along the river bottom while it leads astray ┄┅━━ ▫❖▫ ━━┅┄
its passengers in the boat. Cyre1313. Roars through the remotest Lusèvrien
A Conjunction occurs when two or more planes countryside on the regular and inspires horrible
overlap so that travel between them becomes easy. tales. It is often confused with the countryside
In Ravenloft, conjunctions between two domains bogey-cab, the Thundering Carriage, by those who
usually create a land border, no mist travel or haven’t seen it.
┄┅━━ ▫❖▫ ━━┅┄
trinkets are required at all. Opportunists trade,
Darkon. Middling trade partner and regularly sends
raid, negotiate, and migrate before the misty
pupils to local boarding schools and Meurdrac
curtain closes once more. Horrors from one domain
University. Darkonians are considered old-
attack the other’s unprepared populace.
fashioned and suspicious for their casual use of
Conjunctions, especially between “nearby”
magic and tolerance of necromancy and an
domains, can be predictable or even regular. When
unchanging king but are regarded as excellent
enough domains become stuck together for long
students. Lately, asylum-seeking caravans of
enough, they might be called a cluster or continent.
Darkonians escaping a cataclysm have attracted
Darklords are dragged back from even stepping concern and xenophobia.
into a neighboring domain by possessive swirls of
Mistway: Lychgate. Pass through the entrance to a
mist, but the thin strip of no-man’s-land where the
graveyard at night while holding humanoid remains
geographies stitch belongs to both, so old enemies
and reciting a prayer for the dead – the remains of a
can do direct battle. Darklords may try to in uence
blood relative work best. (Reliable)
other domains with their special powers, but the
reigning darklord will always have the home eld Conjunctions: ~Once a year for a couple weeks,
advantage. Domain closures summon a misty wall connecting Lusèvres’ SE to Darkon’s SW, Azalin can
that only blocks outbound travel. predict it and sets up border checkpoints in advance.
┄┅━━ ▫❖▫ ━━┅┄

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Dementlieu. Non-existent as a goods trade partner, Mordent. An old neighbor and rival with history
but looms large in Lusèvrien imagination as the predating Ravenloft. Major trade partner for fresh
fabulously wealthy country of a grand duchess. sh, cheese, wool, salt, jet, coal, and ne glasswork.
Lusèvrien elite dream of being invited to see Port-a- The two nations are closely aware of each other’s
Lucine. Dementlieu inevitably gets Lusèvres caught politics and harbor each other’s dissidents.
up in its fads, but long after they have passed. Mistway: Arden Mistway West. Boat into the mist at
Lusèvriens have absolutely no idea Chateaufaux is the western terminus of the Arden River. (Very
fake; Saidra d’Honaire and Dementlieuse alike treat reliable)
Lusèvriens as liabilities who ought to remain on Conjunctions: Several times yearly for months at a
their own side of the mists. Still, the duchess enjoys time, predictable connecting Lusèvres’ N or NE to
Lusèvrien ego-feeding fantasies. She entertains the Mordent’s S.
belief that Lusèvres’ powerful are all unquali ed ┄┅━━ ▫❖▫ ━━┅┄
commoners who admit to of ng all the real nobility Richemulot. Middling goods trade partner on
and rule as rabble, so Saidra’s position is digni ed account of lockdowns. Source of several plague
by comparison. She allows just enough outbreaks and wererat lycanthropy. Most
correspondence and trinkets to get through to keep Lusèvriens disdain Renier as a noble tyrant who
the popular imagination captured. The few ought to be overthrown, or better, guillotined;
Lusèvriens who do visit have the wool pulled over Renier doesn’t appreciate Lusèvrien propaganda.
their eyes, realize the self-preservative wisdom of Mistway: Musarde Mistway. Boat into the mist at the
the masquerade, or are quickly offed and their western terminus of the Reue River.
deaths blamed on shock from amazement or
Conjunctions: once or twice yearly for very short
overindulgence.
intervals, predictable, connecting Lusèvres’ Reue to
Mistway: Fabler’s signpost. Where wandering Richemulot’s Musarde.
weathered signs for Chateaufaux appear at a fork in a ┄┅━━ ▫❖▫ ━━┅┄
road, keep taking the opposite fork, turning Others. The following domains are known by name
completely around if need be. (Excellently Reliable) only in Lusèvres for certain goods or features, but
┄┅━━ ▫❖▫ ━━┅┄ are otherwise not on the public’s radar for any of
Kartakass. Minor trade partner for furs and fruit, their internal happenings:
Lusèvres is a goal for many Kartakan bards who
Barovia: prestige source of wine, wool, and furniture.
want city-sized patronage rates. Lusèvriens assume Conjunction: Once in 20-50Y, Lusèvres’ E to Barovia’s S
everyone from Kartakass has learned how to play an or NE.
instrument or ve. Bluetspur: The most mysterious and odd artifacts in
Conjunctions: Once in 2-5Y, connecting Lusèvres’ Wormian museum.
Faire Noir to Kartakass’ S. Falkovnia: Belligerent, half-starving, yet nevertheless
┄┅━━ ▫❖▫ ━━┅┄ talented raiders who sack and burn towns and kidnap
Lamordia. Major goods and intellectual trade able bodied citizens. Undead attacks. Conjunction: rare
partner for tech, ores, gems, furs, chemicals, and but lasts a couple months and brings undead waves with
literature. Lamordians are stereotyped as smart but them, Lusèvres’ SE to Falkovnia’s S or NE
stuffy. Har’Akir: A desert, hot and sandy, with pyramids and
Mistway: Arden Mistway East. Boat into the mist at the picture writing. Treasures in the Wormian museum
depict animal-headed people. Real creatures or local
eastern terminus of the Arden River. (Very Reliable)
gods, who can tell?
Conjunctions: A couple times yearly for up to months,
Hazlan: Oddities, chimerical creatures (chimerical
predictable, connecting Lusèvres’ E to Lamordia’s W. taxidermies are falsely sold as Hazlani), stories of great
┄┅━━ ▫❖▫ ━━┅ magic, chocolate, sugar
Kalakeri: Spices, tea, warm weather goods.
Valachan: Safaris, hunting big game, displacer beasts,
tropical fruit, vanilla, medicinal plants, baskets.

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Timeline • Drigor transposes into the local area to nd its lost


boss
Ancient history • Guillotine invented; Vargouille Guillotine built
• Fulcanelli settled, henges built and tors carved from Fulcanelli’s porcelain red in hell re by
along the leyline cultist of Drigor’s master to power its revival with
• Forest that becomes Faire Noire spreads over the the lives of the executed.
ruins of ancient civilizations ┄┅━━ ▫❖▫ ━━┅┄

┄┅━━ ▫❖▫ ━━┅┄ Vargouille Guillotine awakens


Pre-monarchy (more than ~1000 pre-Ravenloft) Four Days of Terror, overthrow of the monarchy,
• Church founded
mass executions, land dragged into Ravenloft
┄┅━━ ▫❖▫ ━━┅┄
• (Other world: gothic earth) Olaus Wormius writes
After Lusèvres’ fall
the Necronomicon, his heirs purge elder god cults
• Drigor becomes patron of the Madrigores
• A philosopher-emperor unites the Mordentish-
speaking lands and beyond to create a great • Native church syncretized by Church of Ezra
empire. This empire fractures but the expanse • V.G. creates the headless horseman, thundering
containing Fulcanelli, Brumaire, & Vinrouge is carriage legends appear
ruled by an unbroken lineage of Mordentish- • Ole Worm’s manor transposed into Ravenloft.
speaking monarchs for over a thousand years. • Wormian museum built in Brumaire
• Drigor’s master takes an interest in the local area • Lindworm egg hatches, takes over castle ruins
┄┅━━ ▫❖▫ ━━┅┄ • V.G. brings back Jacqueline Montarri, Johanna
Early Monarchy Deshayes
• Roucou canal dug from lac Roucou to lac Ophélie. ┄┅━━ ▫❖▫ ━━┅┄
The workers settle in and expand Brumaire. Roughly last half-century to present
• Royal castle built on shores of lac Ophélie • Dominick d’Honaire ruins his family home, moves
• Nobles built chateaus in Vinrouge to Brumaire, joins La Société de Legerdemain,
• (Other world: gothic earth) Olaus Wormius’ learns to disguise his enchantment talents with
mansion becomes a dimensional frontline in the hypnotism, leaves La Société, joins the Council of
war against eldritch cults of far-realm gods. An Brilliance, and with the backing of cerebral
emissary from the stars is trapped in the vampires takes control of it.
mansion’s structure but warps the house and • Johanna Deshayes forces dean Dr. Camilla
Wormius bloodline. Wormius-Chouan’s resignation and becomes
┄┅━━ ▫❖▫ ━━┅┄ chancellor of Meurdrac University.
Later Monarchy • Detective Alanik Ray moves to Lusèvres,
• Meurdrac University established establishes Ray detective of ce in Brumaire,
• Printing press invented receives Arlène Taupin’s written help in tracking a
• Brumaire becomes a major city shape-shifting serial killer in Port-a-Lucine
• Lindworm egg collected and stored in royal castle • Conjunction with Falkovnia starts small war
as a curiosity • Van Richten and friends fail to mystically cage
┄┅━━ ▫❖▫ ━━┅┄ Drigor, create second devil’s kaolin pit
Decades leading up to the fall ┄┅━━ ▫❖▫ ━━┅┄
Near future
• Taupins run Brumaire Central Morgue
• Red Omen of lac Roucou runs upstream along the • The Red Omen of lac Roucou coincides with a
Roucou river all the way to lac Ophélie blood moon
• Drigor’s master slain, large devil’s kaolin pit in
Fulcanelli formed, rst infernal porcelain crafts

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Final V1.0 by Mischief, Sep 24, 2021


The Dread Domain of Lusèvres

Amuse-gueules ┄┅━━ ▫❖▫ ━━┅┄

S
The puri ed plasma drawn from the eldritch ocean
overeignty beheaded, Lusèvres tries on new of the tainted plane of water unique to Ravenloft is
forms of government like hats and feeds the the secret ingredient in quite a few local patent
Vargouille Guillotine whoever has fallen medicines. Life-sustaining ichor is effective
out of fashion. Popular thought leans democratic, medically and alchemically although it carries a
despises feudalism, and approves of separation slight risk of corrupting the patient. The pleasant
between church and state. The ratio of popular to rose-pink ichor brew called Charlene’s Salubrity
privileged participation is debated in the courts and causes a peculiar dissociative identity crisis: the
alleyways. drinker identi es with whoever they are observing.
┄┅━━ ▫❖▫ ━━┅┄
Daredevil Lusèvrien sophisticates share a little swig
Competing diplomatic correspondences demand I to enhance their viewing experience at art galleries,
deport the convocation in exile squatting in concerts, and theaters. It was made illegal when a
Lusèvres’ embassy, or insist I arrest the outrageous top-billed actor played a spree-murderer and the
pretenders blockading the mission with nightsoil compelling performance seduced several users into
carts. All the while, breeches and tricorns battle in attacking the crowd around them. Ironically, the
the streets of Il Aluk and borrow my gallows and tragedy only increased the popularity of Charlene’s
pillories as they please. Salubrity in the artistic underground.
My patience is extinguished. ┄┅━━ ▫❖▫ ━━┅┄

I cut the gordian knot with a royal edict to Revanchists, old-rule nostalgics, widows of the
immediately execute every Lusèvrien ambassador guillotined, ci-devant nobles, counter-reform clergy,
in Darkon. Thenceforth, their replacements will and authoritarian philosophers secretly gather to
too kiss the axe if I don’t receive annual debate and hold orgiastic balls in elaborate mourning
reconfirmation that they are still wanted by costumes, saluting partners with a sharp downward
whatever committee, assembly, emperor, consul, jerk of the head to imitate decapitation.
chairman, president, or chancellor is currently ┄┅━━ ▫❖▫ ━━┅┄
running that guillotine circus. Lusèvres is the epicurean’s paradise. Elsewhere,
– Private notes of Azalin Rex butchers ponder the edibility of the displacer beast;
Lusèvrien rôtisseurs argue how best to tame the
┄┅━━ ▫❖▫ ━━┅┄
tentacles’ chewiness without overwhelming the dish
The longstanding Council of Brilliance has nimbly
with gamy pantherine smells. Yet among the
sidestepped the blade with its ostensibly apolitical
menagerie of giant frog tongues, chimera cheeses,
mission to further the arts. The secret to its staying
twitching eel llets, and peryton ribs, a tiny, ordinary
power is simple: the leaders are all enchantersVGM
bird perches atop the culinary pinnacle – the ortolan.
skilled in subtle mind manipulation – the most
These buntings are con ned to dark cages to gorge on
reviled school of spellcasters in Lusèvres.
millet seed before they are drowned in ne brandy.
┄┅━━ ▫❖▫ ━━┅┄
The lucky diner shovels the entire roast bird into their
The Living Brain is thinking of muscling in on the
mouth, spitting out only the largest bones.
lucrative center-town territory where the Cour de
Traditionally, the attending waiter drapes a large
Justice lies. Ignorant of the Guillotine, the Brain
napkin over the gourmand’s head, supposedly to
nevertheless sees its machinating shadow and
hide the dissolute act from the eyes of the jealous
understands a greater and far more frightening
gods, but more likely to spare the table from
intelligence than his own works through the dullard
witnessing one’s moment of gastronomic ecstasy. -S
Obedients whom he cannot bend. Brumaire may
soon become the battleground of masterminds: the Please add me to the pantheon blind to your
Guillotine more powerful, but the Brain more wretched dining escapades, Little Scholar.
effective and mobile, with Alanik Ray and everyone ┄┅━━ ▫❖▫ ━━┅┄
else caught in the middle.

19

Final V1.0 by Mischief, Sep 24, 2021


The Dread Domain of Lusèvres
Subject to the Fiendish Dogma, death ought not to be
The Madrigorian’s Origin

I
my end. My essence should be drawn to its rightful
owe my fall to Fulcanelli, a pimple of a town place in the Lower Planes to regenerate my corporeal
within a fen of mortality within a squirming form. Yet I scribe these letters with my own phylactery,
Space Far From. Rather than bodily cross the a gift from the mists unbidden. I have studied this
aethereal expanse, I hollowed a suitable strange quill and the fates of former fiends cut down.
vessel’s mind and supplanted its mortal ego with my My conclusion is most unfortunate:
own. In that far-flung Crusted Sphere where the Eldest Crush this pathetic pen, and my essence is annihilated.
Gods sow their eldritch eye sand, pulling the simplest
Unbelievable. The inscrutable misty jailers have
strand of magic felt as though I wore a dozen lead rings
accomplished that which has stymied eons of devilish
upon my talons. My mission was personal. A Great One
armies, demonic hordes, and scheming celestial hosts.
to whom I had paid significant tribute saw fit to garden
The Dark Wardens have defeated the Fiendish Dogma.
malevolence within this feculent pit. My august
overlord must have had a grander, deeper scheme To my best determination, death is final and true for
because anyone else would have delegated this dreich any demon, daemon, devil, and demodand who loses
task to a lesser. Come harvest, my lord voyaged… and their gifted phylactery within this fog. This cage of a
vanished utterly. My patron’s disappearance could not world is a fair battlefield, possibly unique among the
go unexamined. I must salvage my path to promotion. multiversal infinity. The entire course of the Blood War
Blind, I was. would be forever changed by this knowledge.
I found my patron’s remains, now a grotesque crater My brethren must learn of this place.
of fine white clay. And I found the garden. It had No, they must never learn of this place.
overgrown. A deep echo in my chest. Foggy walls racing Yet, perhaps, perhaps if I had the nerve to shatter this
overland. Breath ripped away. Metaphysical vertigo. quill between my claws, I would reveal Their deception
That is all I remember from the night of imprisonment, that I have somehow overlooked. If the shrieking
the formation of “Lusèvres” – that foul lie of a name Vargouille Guillotine was unmade, Lusèvres would
stitched onto every tongue by the Powers That Be. resubmerge into its natal mists. Jailhouse broken open,
I raged against confinement. I cast every spell. my liberated soul would fly free and true to my home’s
Leveraged every artifact. For Naught. My shackles are hellfire embrace!
unbreakable. Now, I must await an opportunity. … Or would I become the next Lord over this prison of
Since, I have idled away my entrapment by playing “enlightened” bu oonery? Would I too dissolve into
muse to a mortal family in Fulcanelli. I have beautified mists if the Vargouille Guillotine returns to earth?
their bodies by melding my blood with theirs. I blessed Exactly how fragile is my existence?
their line with my favorite alias: Madrigore. I Until I am certain my own neck is free of the hallows,
whispered slivers of my secrets until their fragile minds I am as petrified as porcelain. All I can do is write. Write
composed delicate poems of raving insanity. Now they … and plot.
comprehensively catalog the historic courses of these Plot … and sip tea. I stained this page with the only
dreadful demiplanes: emergence, fade, and foul pleasure I will miss after I slip these bars: Lusèvres’
revivification. My opus on the Mists, the Madrigorian, favorite black tea graced with lavender, vanilla, orange
enlightens yet more worthies to this prison’s nature. peel, and bergamot, poured from the teapot I turned
They will work at its seams for me. And I will capitalize. with my own claws from the clay impregnated with my
A residence in Brumaire would suit me better, but I patron’s essence and the ashes of Van Richten’s foolish
would not risk my neck so near the Lifetaker, surer than monster hunting party. Their chorus of delightful
the word of death. It craves a taste of true demonic shrieks tell me when the water is boiling.
ichor, but I shed my shell and take up another before Diabolic Drigor of Fulcanelli
the mortals can hand me over to it.

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Final V1.0 by Mischief, Sep 24, 2021


The Dread Domain of Lusèvres

Vargouille Guillotine Accelerating Danger. The Vargouille Guillotine is a

G
relatively young evil: a bit older than 150 years if your
uillotines were designed to make
game takes place in 735 on the Barovian Calendar. It
executions more humane. Axe-men
taught itself via stolen memories, no mentors. It
occasionally botched the job with blunt
discovered its aws and gifts as a Darklord by trial
blades and underpowered swings. What would have
and setback. It has only recently acquired memories
been an enlightened idea in a non-magical world
and perspectives from non-Lusèvriens with the
failed to appreciate the moment of death releases
expansion of Ravenloft and the successes of its
incredible power, and using the same tool for the job
increasingly subversive plots.
hundreds of times rubs off on the thing.
The Guillotine is now in its prime, con dent
The Vargouille Guillotine, forged from Fulcanelli’s
enough to challenge anyone in Lusèvres, interested in
endish clay and tempered in hell re, awoke to a
abusing other domains. It is also pushing the limits
chaotic country poised to overthrow its thousand-
of its Darklord curse. It is testing edge cases for
years-old monarchy. The sentient weapon’s aimless
exploits and acquiring artifacts useful for future
hunger for death and new memories taken from
plans. Finally, the Guillotine is theorizing about the
those decapitated by its blade soon evolved into a
metaphysics of Ravenloft’s prison: that it is special,
scheme. The Guillotine wanted real power over its
but not alone in its shackles, and that there is a freer
prey – to be an emperor, conquer, and have a suitable
and more desirable eternity beyond the mists worth
mobile form. To defeat men in law, science, and
escaping to.
strategy, it needed the greatest minds. Able to scry
As its knowledge about Ravenloft and other worlds
across the whole land, it emotionally manipulated
beyond grows, its ambitions also expand. When the
rebels and monarchists, telepathically whispering
players learn the secrets of Ravenloft’s true nature,
provocations until the coup d'état ignited. The
the Guillotine learns in parallel, as a dark foil to their
Guillotine was fed the heads of royals, intellectuals,
progress.
nobles, historians, and wizards, but these were still
not enough. It ooded everyone’s minds with Personality
paranoia until hundreds of suspected loyalists, many Personality Trait. I was born to lord over mortals.
innocent, were executed in a frenzied massacre called Ideal. Knowledge is power. The worthy apply their
the ‘Four Days of Terror’. The river of wrongly-taken knowledge successfully. In icting suffering and
blood attracted the eyes of the Dark Powers and fall crushing rivals is entertaining but hedonistic, a
of the land into Ravenloft as Lusèvres. distraction from my enlightenment. Evil is only a
means to an end.
Roleplaying the Vargouille Guillotine Bond. The blood of Lusèvriens is my drink, their
The Vargouille Guillotine is a seen yet unseen evil knowledge my food, and so nourished I will
that casts a long shadow over Lusèvres. It has the metamorphose into something greater.
wicked brilliance of the ruined arch end whose Flaw. Mortals de nitely cannot outthink me, so the
shattered essence comprises its structure. It draws only explanation for why my plots fail is lack of
prey closer with its web of in uence, using intimate learned experience and resources because I am
knowledge, corruption, compromised people, and deprived of freedom of movement and speech.
artifacts. The Guillotine attacks from several angles
simultaneously, piles on misfortunes, and predicts an Curse
opponent’s moves several steps ahead. Its mindset is The Guillotine’s telepathy and long-range
steeped in Lusèvrien philosophy. The Guillotine emotional manipulation abilities were the entry toll
seeks its own dark enlightenment, to become exacted by Ravenloft’s mists, exchanged for control
something greater than a collector of memories and over the executed’s lives and the power to make
a tool for death. Conquesting, multi-talented Obedients. It cannot communicate with non-
emperors loom large in the Mordentish-speaking Obedients outside of single ponderous telepathic
historical mythos and so too the Guillotine’s ideals. utterances or confused nightmares.

21

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The Dread Domain of Lusèvres
Torment and Fears signi cant downside relative to the Guillotine’s
The Vargouille Guillotine is locked within its own current circumstances.
mind, full of contemplations and ambitions it is Becoming an arch- end would be even better, but
unable to share or effect. Although the Guillotine can the transformation would be awed because the
converse freely with its Obedients, it unavoidably Guillotine is far too invested in human notions to
dulls their minds by using them. To the Guillotine, be a proper being of elemental evil. A true end
their unsatisfying company is worse than their considers evil the ultimate end and worth their
mistakes. own suffering to further. In contrast, the Guillotine
Since the Four Days of Terror, the Vargouille only considers it a means to achieve greater
Guillotine is in mortal terror of its defenselessness. It knowledge, power, and self-satisfaction.
would be unmade if someone clever triangulated its Strengths
many evil deeds – no amount of propaganda can
The Guillotine has four great strengths beyond its
break the Lusèvriens’ fear of mental manipulators.
Darklord powers.
Finally, the philosophical tide that brought the
• It can carry on several lines of thought at once: it can
Guillotine into existence could just as easily deem it
simultaneously direct a Taupin’s reconstructive
unnecessary. It advances as cautiously as possible,
surgery, scry on a conversation in Le Panier
trying to break its patterns and push popular opinion
Citrouille, and plot how best to frame a politician
in its favor – hampered severely by its inability to do
for poisoning as if paying full attention to each task
anything directly.
individually. Distracting it is a fool’s errand.
Desires • It can awlessly recollect the memories of others
Dominance. The Vargouille Guillotine wants (which may themselves be awed) and record its
intellectual and political dominance over own memories with very little loss.
humanity and the pleasure of defeating and seizing • It is a true Renaissance creature and is curious about
the memories of brilliant adversaries. all topics because it weighs its own worth by
Freedom of Speech. The Guillotine has no collected knowledge. The Guillotine knows a little
intellectual outlet for its trapped thoughts. It about nearly everything. Most of the executed are
desires telepathic speech with non-Obedients. Its crooks and conspirators, so the Guillotine has
re-raised decapitated victims can hear the several ma as worth of criminal tricks and a
Guillotine more clearly, but unlike Obedients are revolutionary army of political savvy.
not under its control, and none are happy with • It knows or can guess at many of the deepest,
their half-lives. The Guillotine risks the darkest secrets in Lusèvres, and, despite being
consequences of their resentment if it reaches out inhuman, pick apart personalities using the
to them directly. executed’s experiences as models. If someone can’t
Mobility and Security. The Guillotine would like to be made into an Obedient, they can be
become mobile, or at least less vulnerable than a blackmailed.
structure in the middle of a public square at the Weaknesses
mercy of the mob of popular opinion.
The Guillotine plans for contingencies beyond what
Dark Apotheosis. The Vargouille Guillotine desires
any one mortal mind can juggle, but no one can
higher power the more it learns about darklords,
foresee all possibilities, especially a player party
domains, vestiges, and Dark Powers. The Dark
degree of chaos. The Guillotine’s reaction speed to
Powers’ omnipotence, creative job of frustrating
novel developments is limited by the speed it can
other Darklords, and the freedom to twist fates all
martial Obedient and other resources. Circumstances
appeal to it. Even the drawbacks of the vestiges –
outside its knowledge base also catch it atfooted
entrapment in an amber sarcophagus, limited
and frustrate it deeply because it despises and
contact – don’t appear on the surface to be a
obsesses over lling information gaps.

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Final V1.0 by Mischief, Sep 24, 2021


The Dread Domain of Lusèvres

Roleplaying the Guillotine’s plots Vargouille Guillotine (Physical Form)


Acquire new memories. The Vargouille Guillotine Darklord of Lusèvres
desires foreigners’ memories, especially outlanders Large construct (structure)
and immortals. Player characters, with their unusual
backgrounds, have the experiences the Guillotine Armor Class 18 (natural armor)
wants to add to its library. It won’t accept being told Hit Points 200 (Damage threshold 10)
Speed 0 ft.,
information – it wants to own it. The Guillotine aims
for an execution by manufacturing a conspiracy to STR DEX CON INT WIS CHA
entrap the target and get them a death penalty. It can – – – 25 (+7) 14 (+2) 17 (+3)
also, at signi cant risk of failure, order Obedients to
execute a victim in the dead of night before the Damage Immunities. acid, fire, poison
nearby police can react. Damage Resistances. cold, lightning
Use Obedients. The Guillotine can turn NPC allies Condition Immunities. blinded, charmed, deafened,
exhaustion, frightened, paralyzed, petrified, poisoned, prone
into Obedients to deprive parties of help. The
Senses. Blindsight 1800ft. (Blind beyond this radius)
Guillotine might order an Obedient to undergo Languages. All non-rare, telepathy (Range: all Lusèvres)
cosmetic surgery to steal a character’s face and Challenge Rating. –
commit crimes.
Use the Reborn. The Guillotine can manipulate the The Vargouille Guillotine’s unmoving platform is a
reborn executed under its blade with its perfect cube 10 feet a side. During executions, roll-away
knowledge of their habits and deepest desires and stairs made of ordinary wood are attached. Two 15-
secrets. Furthermore, none of the reborn are truly feet-tall beams and an ornate crossbeam guide the
happy with their new existence. They all have a falling decorated blade. The whole appears to be
spiritual void to ll. By offering the right incentive, made of wood, but it is non- ammable. The end
they act as surgical scalpels where Obedients would Drigor suspects the architect, who used Fulcanelli’s
be too blunt. clay instead of cedar, was a cultist that worshipped
Use other factions. The Guillotine knows how Drigor’s far more powerful patron and had thought
Lommel ought to design his new body, it knows the to harvest the energy of prematurely extinguished
vaccine formula that would give the River Rats a life to power the dead master’s rebirth.
ghting chance against Richemulot’s Jacqueline In its blindsight radius, the Guillotine possesses
Renier, it knows hidden truths Alanik has been detailed awareness of the Cour de Justice,
chasing hopelessly for decades, it knows where Courthouse, half the palace/congress, Le Panier
Jacqueline Montarri’s head went, etc. The Guillotine Citrouille, the Taupin house, Brumaire’s morgue, and
also has designs for domains beyond Lusèvres’ the nexus of the charnel catacombs below the street.
borders and might attempt to add the most amenable Its psychic senses allow it to see and eavesdrop on
Darklords to its collection of blackmailed victims or conversations – multiple at once – as though it were
allies. Not even by leaving Lusèvres can characters scrying at will within the blindsight radius.
escape the shadow of the Guillotine’s blade.
The Vargouille Guillotine has supernatural
Player perspective. Even before being framed, resilience and self-mending capabilities typical of
player characters attacked by the Guillotine should extraordinary sentient magic weapons. Damage and
be relentlessly assaulted by undeserved rumors and vandalism from non-magical sources disappear after
suspicion as accusations for this or that pile up. twenty-four hours. Its form is immutable. Despite
Faint-hearted allies nd excuses to shirk. Even if these formidable defenses, a concerted mob attack is
proven innocent time and time again, the guilty taint suf cient to pull down and destroy the guillotine’s
sticks because "people get what they deserve”. platform and beams, but unless the blade too is
Coincidence should feel unfair, as if a conspiracy of destroyed, the Vargouille Guillotine’s consciousness
unrelated parties is trying to goad the PCs into self- lives on and can reform the whole. The blade is 3 ft by
incriminating behaviors.

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The Dread Domain of Lusèvres
by 2 ft., has 30 hit points, an armor class of 20, with a Existing solely as a blade, the Vargouille Guillotine
damage threshold of 10 hit points. It is immune to has no senses at all, and can instantly turn whomever
acid, re, and poison damage and resistant to cold is touching it into an Obedient or reform the whole
and lightning damage. It weighs 200 pounds. guillotine back in the middle of the Cour de Justice.

Vargouille Guillotine (Psychic Avatar)


Eye Ray. The Vargouille Guillotine casts an evil eye curse on a
target it can see within 120 ft. If it fails a DC 18 Wisdom
Darklord of Lusèvres saving throw, the target's speed is halved, and it takes a -2
Large construct penalty to AC and Dexterity Saving Throws. The creature can
repeat the saving throw at the end of each of its turns,
Armor Class 18 (natural armor) ending the effect on itself on a success.
Hit Points 202 (15d10 + 120) Buzz saw. Circular blades of energy slice in a line 60 feet long
Speed 10 ft., fly 40 ft. (hover), swim 30 ft. and 5 feet wide, originating from a point within 60 feet of the
Vargouille Guillotine. Each creature in the line must make a
STR DEX CON INT WIS CHA DC 18 Dexterity saving throw. A target takes 20 (2d12 + 7)
16 (+3) 12 (+1) 26 (+8) 25 (+7) 14 (+2) 17 (+3) force damage on a failed save.

Saving throws. Int +12, Cha +8 Blood burst (Recharge 6). A floating ball of blood with a
Skills. +5 to All heartbeat like thud forms at a point within 120 ft. that the
Damage Immunities. poison Vargouille Guillotine can see. It twists and explodes
Condition Immunities. blinded, charmed, deafened, outwards in a 60-foot-radius violent blast, dealing creatures
exhaustion, frightened, paralyzed, petrified, poisoned, prone within range 14 (4d6) bludgeoning damage and 14 (4d6)
Senses. Passive Perception 17 thunder damage if they fail a DC 18 Strength saving throw,
Languages. All non-rare, telepathy (Range: all Lusèvres) or half as much on a successful save. Creatures in a 30-foot-
Challenge Rating. 13 (10,000 XP) Proficiency = +5 radius must succeed on a second DC 18 Strength saving
throw to avoid being knocked prone. Creatures, exposed
fires, and surfaces in a 90-foot-radius are drenched by blood
Mind Library. The Vargouille Guillotine flawlessly recalls the
and other detritus.
full life history and memories of anyone it has decapitated.
On top of any active lair action, the bloodbath lair action
The Vargouille Guillotine adds its Proficiency to all skill
also takes effect, and lasts until the end of the Vargouille
checks.
Guillotine’s next turn. If the bloodbath lair action was
Construct traits. The construct is immune to any spell or already in effect or comes into effect before the end of the
effect that would alter its form, and doesn't require air, food, Vargouille Guillotine’s next turn, the ground is instead
drink, or sleep. covered by ten feet deep blood which lasts until the end of
the Vargouille Guillotine’s next turn or the end of the lair
Magic Resistance. The construct has advantage on saving
action, whichever is later.
throws against spells and other magical effects.
Magic Weapons. The construct's weapon attacks are magical. Legendary Actions
Darklord's Curse. The Vargouille Guillotine cannot
The darklord can take 3 legendary actions, choosing from the
communicate with anyone who is not its obedient outside of
options below. Only one legendary action option can be
single ponderous utterances. This curse is lifted for those in
used at a time and only at the end of another creature's turn.
its mindspace.
The darklord regains spent legendary actions at the start of
Legendary Resistance (3/day). If the darklord fails a saving its turn.
throw, it can choose to succeed instead.
Detect Thoughts. The Vargouille Guillotine innately casts
Actions Detect Thoughts, requiring no components.
Attack. The Vargouille Guillotine makes a Dancing Axe or Eye
Multiattack. The Vargouille Guillotine can use one Eye Ray Ray attack.
and make four Dancing Axe attacks or use one Eye Ray and
Teleport. The Vargouille Guillotine melts into blood, along
cast its Buzz Saw.
with any equipment it is wearing or carrying, and reforms up
Dancing Axe. Melee Weapon Attack: +8 to hit, reach 20 ft., to 30 feet away in an unoccupied space.
one target. Hit: 11 (1d8 + 7) slashing damage.

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The Dread Domain of Lusèvres

Vargouille Guillotine’s Lair Vorpal Vargouille


The Vargouille Guillotine cannot be destroyed for Tiny construct
good until its personality is shattered by slaying its
psychic avatar. The avatar matches the blade’s Armor Class 12
Hit Points 13 (3d4+6)
visage: a decapitated gorgon’s hideous fanged face
Speed 5 ft., fly 40 ft. (hover), swim 30 ft.
made of what appears to be shifting liquid metal,
with a halo of serpentine hair, three pairs of feathered STR DEX CON INT WIS CHA
but metallic wings in angelic mockery, and weapons 6 (-2) 14 (+2) 14 (+2) 4 (-3) 7 (-2) 2 (-4)
held aloft in telepathic suspension.
The Vargouille Guillotine’s psychic avatar only Damage Resistances. cold, fire, lightning
exists in its own mindspace, effectively a small Damage Immunities. poison
Condition Immunities. exhaustion, poisoned
mental demiplane lair where its essence makes a last
Senses. Passive Perception 8
stand against determined attackers. The Vargouille Languages. Prior decapitated victim’s languages
Guillotine has no lair actions in the concrete world’s Challenge Rating. 1 (200 XP) Proficiency = +2
Cour de Justice. The Vargouille Guillotine can use the
following actions in its lair. Construct traits. The construct is immune to any spell or
effect that would alter its form, and doesn't require air, food,
drink, or sleep.
Lair Actions
Actions
On initiative count 20 (losing initiative ties), The Vargouille
Guillotine takes a lair action to cause one of the following Winch Jaws. (1st Stage) With a hair-raising metallic scrape,
effects. It can’t use the same effect two rounds in a row. the Vargouille gapes threateningly, its over-extended,
guillotine-like jaws unmistakably promise a vorpal-degree of
Howling heads. Stone faces lift from the ground and babble
peril. It can use vorpal bite once for each time it uses the
in despair. Creatures must make a DC 16 Intelligence saving
winch jaws action in combat.
throw or be deafened until the end of the lair action by the
memories of the Vargouille’s victims mingling with their Vorpal Bite. (2nd Stage, Prerequisite: Winch Jaws) Melee
own thoughts. Regardless, creatures can only hear speech Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: If the
and noises that originate within 10 feet of them, with the target is an object it takes 27 (6d8) slashing damage. If the
exception of truly cacophonous sounds. target is a creature, roll 1d4:
Downpour of gore. A deluge of headless corpses and severed 1: the target takes 27 (6d8) slashing damage
heads rain from the sky and gruesomely splatter against the 2: one leg is severed from the creature if it has any legs left
head-stones. Creatures of the Vargouille Guillotine’s choice 3: one arm is severed from the creature if it has any arms left
must succeed on a DC 16 Dexterity saving throw or take 7 4: the creature is decapitated. The creature dies if it can't
(2d6) bludgeoning damage. The guts melt into the ground survive without the lost head. A creature is immune to this
and disappear. effect if it is immune to slashing damage, doesn't have or
need a head, has legendary actions, or the DM decides that
Bloodbath. Three-foot-deep blood floods the ground. If the
the creature is too big for its head to be cut off. Such a
flood from bloodburst is in effect or takes effect while this
creature instead takes 27 (6d8) slashing damage from the
lair action is active, the blood flood becomes ten feet deep
hit.
and lasts until the end of the Vargouille Guillotine’s next
turn or the end of the lair action, whichever is later. (This 2nd Stage action cannot be used if the creature has not
used a prerequisite 1st Stage action.)

The Vargouille Guillotine does not ght alone. As numerous Lusèvrien-clothed bodies strewn about.
soon as its avatar is engaged, it begins summoning These creatures have blades in place of jaws and
vorpal vargouilles to ght alongside it, one or two a attack with no self-preservation. The Vargouille
round. They burst from inside the smaller rock heads Guillotine uses its eye ray to slow targets for their
and wrench themselves from the necks of the vorpal bite.

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The Dread Domain of Lusèvres

The Vargouille Guillotine’s Mindspace The Vargouille Guillotine has always believed that
 Attackers force their way in by damaging the it dies when its physical self is destroyed. It does not
guillotine’s material structure, especially the know it can persist as a blade alone, nor does it know
blade. it can psychically make a last stand. Unaware that a
battle rages inside of it, the Guillotine will attempt to
 Characters can touch the body of someone summon its Obedients to nish off the unconscious
already inside and use them as a conduit to arrive bodies of its attackers, preferably by executing them
at that person’s side. using the guillotine. Two battles are likely to occur
 Characters’ equipment, spells, and tools function simultaneously – the one in the mindspace and a
as they would in the concrete world. second in the Cour de Justice to protect the player
 Similar to astral projection, the material body left characters’ unconscious bodies from being killed.
behind by someone within the mindspace is The Vargouille Guillotine personalizes the details of
unconscious and in suspended animation. its mindspace to best unsettle its enemies. Head
 Characters who die physically or cognitively die games are its specialty even if it doesn’t get the
the other way. Both concrete and cognitive forms opportunity to use them often. Adventurers must
share the same pool of hit points. Damage, spell- rst seek the dark core in a re-bombed hellscape of
effects, and cosmetic effects such as being sanguine rivers winding between screaming stone
drenched in blood appear on both forms. heads as decapitated corpses hail from the sky and
splatter over the stone. The eld of battle the
 A creature can choose to immediately leave the
Guillotine chooses will always include
mindspace and reawaken in the concrete world as
interconnected tunnels of blood that drain in
a reaction to any sort of material-world stimulus
whirlpools and fountain like freshly-severed arteries,
that would rouse a sleeper or taking material
so it can dive in one and emerge from another.
damage.
 A creature moved outside the Guillotine’s
blindsight range is forced out of the mindspace. Obedients

M
 The Vargouille Guillotine is unaware of anything entally enslaved Obedients are compelled
that happens in its mindspace, but its mindspace to obey the intent of the Vargouille
psychic avatar is aware of happenings in the Guillotine’s orders as they clumsily
concrete world and remembers intruders if they understand them. Unlike other beings, the Guillotine
somehow leave and return again. (This split can telepathically converse with Obedients without
consciousness prevents the Guillotine from restriction and share the senses of its Obedients
deliberately using its mindspace to bypass its anywhere in Lusèvres; however, they are dull and
Darklord curse against effective communication.) frustrating accomplices because the Guillotine is
cursed to stupefy the mind of anyone it enslaves, no
 The Vargouille Guillotine can make telepathic
matter how brilliant previously.
contact with others in its mindspace as it pleases
and can hold many conversations simultaneously. Worse than micromanaging frustrating minions or
The Guillotine will take the opportunity to cruelly their many mistakes, the Vargouille Guillotine
and intimately taunt its attackers. resents that it cannot hold a satisfying conversation
with its Obedients nor can they appreciate its
 Other sentient weapons and artifacts can
intelligence. They aren’t even useful secretaries:
manifest intangible, but visible forms that please
composing coherent prose especially tests their
them, but they gain no especial power or ability.
limits, never mind the spelling or penmanship.
 Someone trapped in the mindspace for more than When the Guillotine is not using them, the
a few hours quickly becomes an Obedient, Obedients act according to their underlying nature.
regardless of the Guillotine’s desires. Some succumb to the lifetime of evil deeds forced
┄┅━━ ▫❖▫ ━━┅┄
upon them, but many still yearn for the clarity of
mind they used to possess. While always fearful of

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The Dread Domain of Lusèvres
the Guillotine, the most rebellious Obedients act out The Obedient’s full clarity might return immediately
when they know it isn’t looking – and they can tell if young or recently converted, like a heavy haze
when they are being ignored because their lifting from their minds. Those enslaved for decades
intelligence springs back towards its former level the may never recover fully or go mad because they can
longer the Guillotine neglects them. Temporarily- no longer process the deluge of thoughts a mind at
free and mentally restored Obedients soon learn that full speed produces.
any escape attempt is foiled with but a single
Creating an obedient
instantaneous order, so they instead try to spend
every lucid minute being true to themselves: To create an Obedient, the Vargouille Guillotine
spending quality time with their families whom they lays a curse on any humanoid within its blindsight
rarely see or nding haunted respite in their range or within sixty feet of an Obedient in Lusèvres.
childhood hobbies. Others nd solace in vices, The next time the individual takes a long rest, it is
drinking under false identities because they have attacked in a hallucination by a monster(s), such as a
come to hate their own faces and names, taken over vorpal vargouille or gargoyle. If the person is
by the Guillotine. dropped to zero hit points by the monster, the person
moves a step closer to becoming an obedient.
Roleplaying Obedients compassionately. Buried Regardless, the individual completes its long rest as
inside every Obedient is a whole, innocent, and normal. Only humanoids can become Obedients. The
tragic person whose life was stolen. An Obedient’s exact number of cognitive deaths required to convert
dullness, forced upon them by a horri c curse, is someone to an obedient and the intermediate side
not their personal moral failing. If an Obedient has effects are left up to the DM’s discretion. Protection
given in to madness, apathy, or evil it is either from Good and Evil, Magic Circle, and similar
because they had that seed to begin with or warding spells block the Guillotine from cursing
because they have despaired that they will never someone, Remove Curse blocks the hallucinatory
have their freedom and clear-headedness back. If attack from occurring, and Greater Restoration cures
the players become apathetic to the plight of the any and all partial Obedience conversion. The Cour
Obedients, writing them off as irredeemable, de Justice is centrally situated in Brumaire, so
naturally stupid, or like monsters to be cut down, precautions must be taken to avoid it while traveling.
pull back the curtain on their shattered and co- The Guillotine defeats parties protecting themselves
opted lives through an encounter in a moment of with spells with persistence, dispelling, splitting
lucidity, or hearing secondhand tales from the groups, and sabotaging casters so they cannot cast.
people who knew the obedient before their mind The Taupin family maintains prison cells in the
was seized by an evil force. catacombs below the streets within the blindsight
   range so the Guillotine can order someone
Curing an Obedient kidnapped.
The link between Guillotine and obedient can be Obedients outside Lusèvres
severed by a Greater Restoration or other curse- The Vargouille Guillotine cannot cast the
removing spell of equivalent power, but the caster Obedience curse on anyone outside Lusèvres. It can
must defeat the Vargouille Guillotine in a contest still control and communicate with Obedients
using their spellcasting modi er versus the beyond its borders, but the connection is weaker. The
Guillotine’s (+10). The roll may be made with Guillotine automatically loses the contest to
advantage if the Guillotine is neglecting the obedient. maintain control of an Obedient vs. Greater
The Guillotine rolls in secret. If it prevails, it learns Restoration outside Lusèvres. Obedients outside
the appearance of the one who attempted to free its Lusèvres are also vulnerable to narrative-driven
Obedient, and the Obedience curse resumes at an cures, such as being taken to hallowed ground,
inconvenient time in the near future. No matter how exorcism, or skilled hypnotism.
the Guillotine rolls, the severing appears successful.

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Death by Guillotine and the Executed Reborn The Vargouille Guillotine knows each reborn

A
t the blade-edge moment of death, the victim’s deepest desires and secrets, and exactly how
Vargouille Guillotine reads through the to manipulate their personalities. By offering the
condemned’s mind and memories, stores right incentives, the spared act as the Guillotine’s
them in its mental archives, and decides their fate – surgical scalpels where Obedients would be too
all in a fraction of a second. blunt.

The slain Existential hollow

The Guillotine is a true lifetaker. Unless the The Guillotine’s revived are always af icted with a
Guillotine wills otherwise, spells from the gnawing void that something within them is missing
necromancy school and other re-animating and or has been taken from them. (A sliver of their soul is
resurrection-like effects fail when used on the indeed trapped in the Guillotine with the copy of
decapitated bodies. Even abilities or contingencies to their memories). They xate on lling this spiritual
cheat death such as soul-leaping to a spare body or a hollow. Some seek comfort in good deeds, dark
phylactery are not suf cient. Only the will of the Dark obsessions, in the relentless pursuit of wealth, travel
Powers or a spell as great as True Resurrection can and exploration, shallow romances, research,
revive someone the Vargouille has explicitly damned. mystery, fame, or murder. The reborn are doomed to
Lusèvrien leaders nd the guillotine ideal for of ng never placate their existential emptiness. Tormented
persistent creatures and ensuring mob bosses can’t so, most would gladly revenge themselves upon their
be revived by underlings. creator if they knew its true identity. The Guillotine
rightfully fears the retaliation of the uncontrollable
The spared spared and so uses them carefully and sparingly.
The Guillotine can also bestow macabre life upon Reborn broken memories
those it has decapitated. A head unattached to its
body wordlessly watches their own corpse be hauled These are half-rememberings of execution that a
off to Brumaire’s central morgue. The Guillotine memory-addled reborn might eventually recall, in
often spares the interesting, deciding they might be a reverse chronological order.
worthy experiment or exploitable pawn. The Taupin d8 Memory
family reconnect the decapitated’s head and soul to Floating on your back through a tunnel of
their bodies with a ghastly ritual deep in the Charnel 1
skulls and pale white bell owers
Catacombs. The stuporous re-raised are then
2 The warm smell of a freshly woven basket
scrubbed of inconvenient memories, peeled of their
old skin, and surgically reconstructed as someone Someone yanking your hair while crowds
3
else – perhaps given a stolen face. The revived may jeer
then be given false memories, implanted with fears, The terrible shriek of metal catching up to
or deeply brainwashed so that a second personality 4
you from behind
awakens with a certain trigger. Most reborn are Bound hands and feet, and sore knees from
scarred with a physical abnormality, as subtle as a 5
being shoved
faint line circumscribing their neck, or as blatant as a
grotesque dullahan. Despite being surgical savants 6 Two dreadful eyes suspended in black
even while af icted with the Guillotine’s stupefying Stumbling forward with a white shroud tied
7
curse, the Taupins occasionally err during the ritual. over your head
The botched come half back as undead monsters or A white-wigged judge slamming down a
partially undead reborn VGM. The Guillotine releases 8
gavel with an echo of doomed nality
these to terrorize the citizens at key political
moments, dispatch nuisances, or discards them.

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The Dread Domain of Lusèvres

Lusèvrien Characters Misty Fingerprints: Lusèvrien

C
haracters from Lusèvres can be provincial or Each domain of Ravenloft scribes a unique
metropolitan, but are more united in their signature on the souls of its born prisoners. The
appreciation of ne food and tailored following origin-speci c boons and aws are
fashion than skin-deep appearances. Tricorns and presented to aid you in creating a avorful character.
other hats, trousers, stockings, corsets, vests, jackets,
d4 Lusèvrien Ribbon (choose 1)
and chemises are popular dress. Names take
inspiration from French and Dutch. When players Sensitive mind. If you are targeted by an
create characters from Lusèvres, consider asking enchantment spell or similar effect that
them the following questions. manipulates your memories, free will, or
1 emotions, you become aware that an
Where were you during the last revolution? Did attempt was made to intrude upon the
you care about the politics? Who did you know that sanctity of your mind. You do not learn if it
got caught up in the power struggles? Did anyone you was successful.
know get executed? Credulous reader. You are partially
What enlightenment are you seeking? Are you immune to Lusèvres’ plague of scandalous
chasing an elusive mystery? Untangling your past? tabloids, propaganda, and pseudo-legal
Are you exploring the world? Perfecting a talent? Are nonsense. Whenever you make a History
you seeking something or someone? Does a great 2 check related to the reputation of literature,
philosophical or metaphysical question bother you? publishers, or authors, you are considered
What shadow threatens you? Were you a death- pro cient in the skill. After you read a
row convict in a former life, somehow returned with written document, you have advantage on
a different face and name? Is yours a hated noble Insight checks regarding its contents.
lineage? Did you make a contract with a end? Have Worldly. You are familiar with many lands’
you double-crossed someone? Have you been framed unique dress, craftsmanship, and styles.
for crime, or did you actually do the deed and get Whenever you make an Intelligence check
away with it using a clever trick? Did you cross a related to the origin of an object or person
Darklord elsewhere and escape to Lusèvres? bearing their homeland’s hallmarks, you
What institutions are you tied to? A criminal are considered pro cient in the skill and add
organization like the Red Vardo Traders or the Brain’s 3
double your pro ciency bonus to the check,
network, a place of learning like Meurdrac University instead of your normal pro ciency bonus.
or the Wormian Museum, an industry like publishing You can identify most written languages
or porcelain, law enforcement like Ray Detective even when you can’t read them. You are still
Agency, or a philosophical outlet like the Church of vulnerable to forgeries. (Ravenloft Domains
Ezra, Council of Brilliance, or a political committee? only)
Crowd Scopaesthesia. You get an acute
Renaissance Firearms feeling of being watched when a creature is
Lusèvriens manufacture rearms and black powder attentively spying on you. A creature does
4
explosives. If you have pro ciency with a martial not trigger this ability if it is unseen by you
ranged weapon then you also have pro ciency with and all the creatures that see it are also
renaissance rearms (See the DMG). Instead of a unseen by you.
crossbow, you may own a rearm, ammunition, and
the materials for its upkeep for no additional cost.
The change is cosmetic, the weapon’s statistics
remain the same as the crossbow’s.

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d4 Lusèvrien Flaw (choose 1) Adventure Hooks

V
Emotional contagion. You get swept up in argouille Guillotine victim. The darklord
1 other people’s strong emotions, especially is converting a victim into an Obedient. The
in a crowd. progressive curse rst manifested as
City time. You loathe inef cient use of your headaches and nightmares, and is now a thought-
2 time. People who don’t run their life by a slowing brain fog that deepens with each passing
clock are immensely frustrating. night. No doctor or hypnotist can heal them. The
victim always relapses, so healers misdiagnose it as
Paranoia. You have been burnt by betrayal. Alzheimer’s disease, a tumor, or another unstoppable
No one and no where is ever as it seems. malady. Distraught, the family and friends beg
3
Everyone is willing to put a knife in your adventurers to nd the cause and a cure.
back, for the right price. ┄┅━━ ▫❖▫ ━━┅┄
Authoritarian Contrarian. You lost faith in Head games. Jacqueline Montarri tricks the party
a certain institution because of a terrible into boarding the Thundering Carriage, hoping to
experience and tend to mistrust its nd out if her true head is among the headless
4
representatives by default. Pick one: horseman’s entourage of leaping heads.
1) politics, 2) religion, 3) law enforcement, ┄┅━━ ▫❖▫ ━━┅┄
detectives, and judiciary, 4) academia The curious incident of dogs in the night-time. Dr.
Arthur Sedgwick is puzzling over a body found
drowned in the Reue river that is on display in the
Lusèvrien Trinkets Central Morgue. The decadent was witnessed
d8 Trinket running and screaming about beastly, aming
An unbreakable porcelain teapot that can be hounds (a Yeth Hound VGM pack). The police searched
1 commanded to poison its contents with a at rst light and found not one canine footprint (Yeth
tasteless, very mild emetic or set itself alight hounds y). Arthur hypothesizes the victim was
frightened by an enchantment or apparition but is
An instrument bow of nightmare horsehair
puzzled. Meanwhile, drownings, impalements on
2 string and human bone gifted to you by a
display suits of armor, and fallings from windows
dullahan for outwitting it once
continue nightly until the summoning murderer’s
A blood-splashed accessory from someone grudge is satis ed.
3
decapitated by the Vargouille Guillotine
A crystal tesseract found buried in the
4 middle of a henge ring. There is a lightless
black pinpoint in its center.
The phylactery of a trapped end (Roll on
5
the gothic trinkets table for its form.)
A pocketful of lead print letters that
6 ┄┅━━ ▫❖▫ ━━┅┄
sometimes spell messages when spilled
Drigor’s diabolical conundrum. Drigor cannot let
A silk rope a depressed Meurdrac student
the Vargouille Guillotine get ahold of The
wizard used to commit suicide with that
Madrigorian, nor can it allow the Guillotine be
crawls to you and winds harmlessly around
7 destroyed lest Drigor be either fatally unmade along
your neck when you sleep. If you lose it or try
with Lusèvres or be anointed replacement Darklord
to leave it behind, it comes back to you,
(so it worries). Drigor believes the Guillotine must
unharmed.
never learn it is the Darklord of Lusèvres because it
A magician’s (renaissance) pistol that will apply the wiles of an arch end to attack its cage,
8
silently res non-damaging air bullets destroying Lusèvres like Azalin ruined Darkon.

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The Dread Domain of Lusèvres
At the same time, Drigor wants its Madrigorian Rat poison. Borca’s Darklord Ivana Boritsi not only
spread around so it can encourage and capitalize on desires Lusèvrien nery but also to plunder foolish,
breakout attempts. Drigor’s life is a stressful circus old-money ex-nobles who support the Lusèvrien
juggling act: writing, plotting escapes, keeping the monarchy. Using clergy in the Ezrite Cathedral in
Vargouille Guillotine distracted with petty affairs, Brumaire as her point of contact, she has made allies
blinding other Darklords to the Guillotine’s nature, of both the monarchists and Aristide’s River Rats. To
and evicting foreign powers from Lusèvres. Drigor the monarchists she gives poisons for assassination
breaks key prisoners out of jail to block the Guillotine that will baf e detectives, and to the rats she has
from seizing valuable memories, sometimes even promised a mass-producible vaccine to the Gnaws
assuming the guise of a charismatic gentleman rogue that would shatter Richemulot’s Darklord Jacqueline
to dramatically whisk the condemned right off the Renier’s rule.
execution platform. A player scheduled for execution ┄┅━━ ▫❖▫ ━━┅┄
by the Vargouille Guillotine could nd themselves Hook, line, & linker. The Dark Powers uprooted a
unexpectedly rescued by and put into debt to Drigor. very thick ley line with an aneurism centered over
┄┅━━ ▫❖▫ ━━┅┄ Fulcanelli when they sunk Lusèvres’ land into
Exhibit inquest. An Ulmist inquisition VRG agent Ravenloft. The agitated metaphysical torrent whips
broke into the Wormian Museum to burn down the haphazardly through the mists like a viper, causing
occult wing but was found dead under suspicious all sorts of regional magic mishaps, especially with
circumstances. Despite being caught in a crime delicate magic. The ley line occasionally snags other
themselves, the Inquisition nevertheless demands domains like a shing hook, dragging them into
justice, believing the slayer is a dangerous artifact the conjunction (see above). This time, a bizarre domain
curators failed to nullify. It is spreading printed makes a full land conjunction and its horrors spill
propaganda to stoke the fears of Brumaire’s citizenry. across.
Perhaps there is a different supernatural explanation, ┄┅━━ ▫❖▫ ━━┅┄
a ghost? The strange high house in the mist. The Priests of
┄┅━━ ▫❖▫ ━━┅┄ Osybus VRG siege “Ole Worm’s” manor in Eastern
Lair of the white worm. Villagers complaining of Lusèvres on the north shore of Lac Reue. They
strange slime, ghost lights, low catches, and failed demand the Wormius family’s legendary
orchards around Lac Ophélie have started Necronomicon, but no known copy of this tome of
disappearing. Some blame restless spirits in the ruins eldritch lore exists in the mists… supposedly. The
of a nearby mud-stricken royal castle, but they ought Wormius family is barricaded inside a safe room and
to blame the Lindworm (See bestiary) that has taken is desperately attempting to hold the priests at bay
up residence in the sinking estate’s underground using the houses’ defenses against eldritch beings.
oors. It hatched from an egg kept as a curiosity by The Priests nevertheless begin knocking in walls and
royalty guillotined during the four days of terror and prying open extra-dimensional spaces looking for
is now full sized after decades. secrets, but may disturb something locked in the
┄┅━━ ▫❖▫ ━━┅┄ house far worse than the traps.
Prestidigitation misrepresentation. The initiation ┄┅━━ ▫❖▫ ━━┅┄
rites of the La Société de Legerdemain include a Affaire d’Honaire. Council of Brilliance boss
performance where a candidate must convincingly Dominick d’Honaire’s evil earned the rebuke of the
imitate real magic with mundane misdirection. The Dark Powers: he is cursed to repulse his love interests,
magicians rebuffed wandering mage Firan Zal’honan no matter how he enchants them. He blackmails his
for cheating with real spells. Firan is willing to make dear, dead auntie, Darklord of Dementlieu Saidra
a handsome trade if the party can put him back in d’Honaire: give me the perfect love potion, or I will
good graces with La Société or bypass the entry rites compose a standing-room-only play to unmask your
and get a copy of certain secret materials for him via fraudulent life history to all Lusèvres and Dementlieu!
underhanded means. Raging Saidra can’t procure a true love brew without
┄┅━━ ▫❖▫ ━━┅┄ putting herself hopelessly in debt to darker forces, so

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The Dread Domain of Lusèvres
she’s stalling, desperately pressing anyone truly strong enough to awaken lesser undead and provoke
competent into her service. Assassinating Dominick the mentally vulnerable into performing unholy rites.
has failed so far because he is guarded by both his ┄┅━━ ▫❖▫ ━━┅┄
organization and loyal cerebral vampires (use any Lost contact. Alanik Ray is tied up with cases, but he
vampire statblock). Cast offs of the Vargouille is worried about a correspondent he consults on
Guillotine’s failed experiments, Dominick orders the matters of disguise and false identities who helped
brain-drainers to suck the creativity from promising him track a shape-shifting serial killer once. She is
artists and inject it into the Council of Brilliance’s only rarely in touch and takes forever to return
favorites. (One plan Saidra hasn’t considered yet: letters; but her latest card was especially strange. The
beating Dominick at his own theater.) detective received a letter in a childish scrawl that
┄┅━━ ▫❖▫ ━━┅┄ simply said she couldn’t write to him anymore, thank
Lady in the lake. The spectral namesake of the placid you, and goodbye. Alanik looked into it. On the
but haunted Pale Lady’s Lake normally ignores local surface, it would seem his secretive partner had
living folk while treated likewise, but lately her borrowed the identity of one unremarkable Lady
piteous wails have become especially acute. Arlène Taupin, but Alanik’s instinct for lurking
Fishermen who depend on pan sh are driven away undercurrents has him believing there is more to this
from the shore by her ying sickle. Those who shove than meets the eye. Find the real “Arlène Taupin”.
off aren’t bothered by the lady, but a foul mist often Lady Arlène Taupin is exactly as she appears, but
washes over and anyone by their lonesome is pulled she can only act with full mental freedom when the
into the water with a scream and completely Vargouille Guillotine is not using her. She has
vanishes. Ghost extermination bulletins have been completely given up hope of escaping, but
posted to all capable monster hunters. The Lady is corresponds with detectives as a hobby. She was
innocent, afraid of the lake herself, and unable to caught. Alanik is now in extreme danger, because the
directly communicate that a mist monster VRG, which Guillotine fears his brilliance. Saving Arlène provokes
can take any misleading form and call in any an all-out attack by the Guillotine’s forces.
tempting voice, is now hunting there. ┄┅━━ ▫❖▫ ━━┅┄
┄┅━━ ▫❖▫ ━━┅┄ True art tarries not! You hear screaming and the
Vive la révolution. A coup is in progress and the Lady Madrigore, struck by a aming eyed-fugue, is
streets are rife with posters, speeches, shootings, inhumanly carrying off a Fulcanellian to her manor
looting, irregular warfare, arsons, and riots. to be forcibly tattooed.
Nevertheless, citizens try to continue their daily ┄┅━━ ▫❖▫ ━━┅┄
routine and keep each other informed of where the Hunted hunter. Rudolph van Richten was the only
violence is brewing. The two factions are about survivor of a disastrous plan to mystically cage
evenly matched, wear distinguishing cockades, and Drigor. Ez de Avenir hears a rumor that the end is
have erected checkpoints and enormous barricades seeking van Richten in revenge, but perhaps he plans
to block major roads as they dispute Brumaire’s to trade the hunter to Baron Alcio Metus in Darkon
districts and banlieues. Both sides question all for a favor or artifact from Darklord Azalin Rex?
comers, watching for spies and recruitment ┄┅━━ ▫❖▫ ━━┅┄
opportunities. Greater desecration. The Vargouille Guillotine has
┄┅━━ ▫❖▫ ━━┅┄ employed intermediaries to acquire an artifact so
The Diabologue Daily. An ancient wythersake (See cursed even greater restoration can’t break through. It
bestiary) reawakened after several hundred years. It wants to protect its Obedients from healers by
has taken over a print shop to proselytize and gather studying the potent curse.
faithful thralls. It hasn’t yet mastered the mass- ┄┅━━ ▫❖▫ ━━┅┄
manufacture of its whole horri c diabologue with Eel. Recover a wedding ring from the stomach of a
supernatural payload intact, but the wythersake has shrieking eel see below for a sherman minus a nger.
successfully printed dangerous religious pamphlets

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The Dread Domain of Lusèvres

Mysteries and Murder Methods

V
’ an Richten’s Guide to Ravenloft hoped tables
would try running mysteries in the
The house is larger on the inside than the outside and Ravenloft setting. I have designed Lusèvres
rooms can relocate unexpectedly. Carry your map with to accommodate mysteries of all sorts, full of criminal
you at a times. It magica y updates! Do not enter any minds to match wits with. In addition, common
room that does not appear on your map. “cheats” like mind reading aren’t well received by the
enchantment-hating Lusèvriens!
Don’t hesitate to ask our very friendly butler Mr. Mimir
for anything you might need! He is the suited gentleman
whose head is a green sku in a birdcage. Mr. Mimir always Tips for mysteries in a table game
knows the directions and would be happy to escort you. Don’t withhold essential clues because the party
rolled badly or overindulge a high roll. Use pure role-
If something or someone from your party is missing, ask play for evidence and interrogation when possible.
a resident for help. Do not search by yourself. Encourage players to overlook character stats when
Help yourself to the tea and snacks in the green kitchen they might hinder participation: battling a mystery is
a team effort.
cupboard and to the ice creams in the ice box!
Murder mysteries based on tricks are ‘volatile’:
We extend our hospitality to an entity known as The Guest. groups might be stumped, chase geese, or come up
For your safety, we prefer that you do not discuss or write the answer before they even investigate. Avoid
about The Guest, even in private. Do not attempt to relying on a single solve-or-fail trick, and instead
contact The Guest. build your mystery more like a narrative dungeon
with social interaction, exploration, and combat.
The Guest likes to play pranks for attention. Ignore any Perspective-changing facts discovered along the way,
momentary strangeness The Guest might manifest. It turnabouts, are especially effective because they
cannot harm you if you do not acknowledge it, and the keep the mystery alive, reward intermediate
house wi return to normal quickly. progress, and pull lost groups back on track by
refocusing their attention.
If someone is interacting with The Guest’s strangeness or
Sword-and-sorcery table games avail themselves
a manifestation lasts longer than thirty seconds, pu one
more to dried-blood mysteries than bleeding fresh
of the silver alarm be pu s and te Mr. Mimir The Guest ones. Many of the tricks used in classic ‘detective is
requires assistance. present when the crime is committed’ cases depend
The game room’s toilet chain is nicky. Tug it sharply. on the detectives acting in a certain formulaic way:
e.g. abandoning a newly-discovered crime scene to
Mr. Mimir wi light the dream ward crystal lamp in your chase down where a desperate scream is coming
room at bedtime. Flickering is normal, but if the oil runs from. Players are likely to behave unpredictably and
low or the lamp extinguishes during the night, use the use genre-savvy spells to mark suspects immediately.
bedside pu to ca for a re before going back to sleep. In stale mysteries, there are more opportunities for
complications, like nding and unwinding
If you prefer to breakfast in your room instead of the uncooperative suspects. The culprit can believably
parlor, te Mr. Mimir the hour you would like it delivered. prepare hazards for investigators and protect
If you bathe, the red knob is for hot water, blue is cold, themselves from truth- nding spells. Long buried
and green for medicated water. You must completely step bodies can’t be magicked into saying whodunnit. If
an anguished ghost ings the party into an ethereal
out of the tub before pu ing the drain stopper! If
recollection of the past to witness events, then mind
someone or something goes missing down the drain, let reading and speak with dead will not work on
Mr. Mimir know, and he wi help you nd them. illusions.

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Lastly, an NPC detective or not-too-clever assistant Anyone, spellcaster or not, can cast the spell in the
can nudge the group in the right direction by scroll or marble. The level of the spell determines its
challenging their logic or proudly announcing wrong saving throw DC and Attack bonus, as well as the
theories that need to be debunked. item’s rarity, as shown in the following table.
Spell Attack
Rarity Save DC
Special mystery item: Single-use spells Level Bonus
Unfortunately, the standard magic rules mean the Cantrip Common 13 +5
cleverest spell-based tricks will rely on a wizard 1st Common 13 +5
helping the culprit or the existence of an improbable
number of wands. To remove these limitations so 2nd Uncommon 13 +5
spellcasting won’t limit who can be a suspect, it is 3rd Uncommon 15 +7
recommended that NPCs (and players) have access to 4th Rare 15 +7
a special class of single use magic spell items via
5th Rare 17 +9
private commission or the criminal underworld.
6th Very rare 17 +9
Single use spell
7th Very rare 18 +10
A single spell is stored inside either a spell marble or
8th Very rare 18 +10
a variant spell scroll. Marble or scroll, choose the
properties which best t your clue needs. 9th Legendary 19 +11
Variant Spell Scroll. The scroll is scribed with
magic circles, shifting imagery, and squirming
shapes rather than a text-based mystic cipher. Case ideas with turnabouts
Anyone holding a variant spell scroll can cast its spell Redead. This one-two case opens with a vicious
without providing any material components by murder. Of cers take the body away to the police
speaking the command word. Once the spell is cast, morgue for autopsy after the PCs have a chance to
the gures on a scroll fade and it crumbles into dust. roughly inspect the damage. The PCs anticipate a
The spell contained in an uncast scroll might be more detailed autopsy (time of death, details of the
obvious from the images on the scroll, but can be weapon, etc.), but can question suspects and search
de nitively identi ed by someone arcanely inclined. the grounds in the meantime. The results never come,
The spell cannot be learned or copied like a regular so the party has to gure out the trick and accuse
spell scroll. someone with the evidence they have before the
A forensic arcanist can determine the school of the suspects leave.
spell by testing uncontaminated dust from a recently After the rst case concludes, the party learns the
cast scroll. reason for the autopsy delay is that a necromancer
Spell Marble. A spell marble is a tiny glass object raised all the dead in the morgue, they attacked, and
lled with a swirling rainbow of morphing blots. A the undefeated corpses ed, ruining several active
spell marble need not be held to cast the spell, but the investigations. (Some stragglers remain terrorizing
command word must be spoken aloud nearby, or it the city for the PCs to mop up) The police think case
must be shattered. Once the spell is cast, the marble interference is the motive and ask the party to help
fades to clear. The arcanely-inclined can identify the them background check a few of the dead, who might
spell inside an uncast marble with study. A spent have passed naturally and unnaturally.
marble gives off the aura of the school of the spell it Turnabout. The victim of the rst case is actually
formerly contained. An excellent forensic arcanist an undercover undead who had killed and replaced a
can determine the precise spell that was in a spent single-living person. Rather than blow their cover
marble or its shards, even after a long time passes. defending themself, they faked being a corpse with
The marble’s spell is not lost if the casting is the intent to pick up a new identity later. Their living
interrupted, unless the marble was shattered. quarters re ect their undead state – food for show, a

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bed not slept in, etc. Unwilling to be autopsied, the  a candle on a scale that will slowly raise as it melts
undead creature raised the rest of the bodies in the and touch to an oil-soaked rag after a delay
morgue and walked out among them so the suspicion Turnabout. A second killer decides to hide their
wouldn’t fall on them alone. If the case needs to crimes using the pyromaniac as convenient cover
segue into something larger, the undead can be part Unfortunately, this disrupts the pyromaniac’s
of an organization, such as the Priests of Osybus or pattern, sending the police off course and perhaps
the Kargat. causing the pyromaniac to take revenge for the
┄┅━━ ▫❖▫ ━━┅┄ interference.
Time shift. A fresh body is discovered about a week- ┄┅━━ ▫❖▫ ━━┅┄
and-a-half after a major event the PCs attended in the Hypnotist. Everyone is trapped at the crime scene
same venue; perhaps the corpse is found while a thanks to the murderer cutting access, but the
second event is ongoing. The players may accuse murder case’s culprit is implicated with de nitive
whomever they wish, perhaps falling prey to a false evidence. One loose thread remains: the killer’s recall
but believable murder trick the culprit planted to of the crime is poisoned by inexplicable amnesia.
implicate a scapegoat. Turnabout. The true culprit prepared the scene
Turnabout. Later, arcane forensics determines that and then implanted a hypnotic suggestion into every
the body was placed under gentle repose, and then person in attendance. No one knows what their
later Nystul’s magic aura was cast from a one-use trigger or commanded action will be. Anyone could
item to obscure the body from magic detection, suddenly become the next killer, even the children.
meaning the real time of the crime was ten days ago The hypnotist might still lurk nearby, cleverly
around the beginning of the rst party. The culprit erasing memories to add more commands and stay
wasn’t able to remove the body from the scene so hidden.
they instead planned to blame someone else using a
week’s preparation.
Tricks
After the PCs recover from the suspicion and
blowback for making a false accusation, the question Lusèvrien classic. A porcelain item made of
becomes where a body and crime scene could have Fulcanelli’s dread devil’s kaolin (see items) poisons
been hidden during a very busy, crowded party with its contents or sets itself alight when its custom-set
so many witnesses. command word or phrase is spoken aloud. If the
┄┅━━ ▫❖▫ ━━┅┄ trigger isn’t a phrase that might be spoken
Pyromaniac. An elusive arsonist calling themself the incidentally (or with strategic prompting), the vessel
red dragon has been setting structures and people can be targeted quietly and at range using a message
alight. Taunting letters indicate there is some sort of cantrip for an arson, spontaneous combustion, or
pattern, and the police are desperate to gure it out poisoning case. In Ravenloft, only Lusèvres’
and snuff the maniac’s crime spree. Arson methods underworld and endish cultists are familiar with
might include … devil’s kaolin: most who encounter it learn only one
of its two properties and think it is an enchantment
 Reverse pickpocketing a spell marble of reball
or curse rather than a manufacturable craft that can
onto a victim
be formed into a teacup or a greatsword.
 Fulcanelli’s devil’s kaolin ┄┅━━ ▫❖▫ ━━┅┄
 a well-placed lens that focuses the sun on tinder at Marble run. A spell marble that takes several
a certain time of day minutes to cast is sent on a carefully guided trip from
 white phosphorus caster to destination as the spell gathers its energies.
┄┅━━ ▫❖▫ ━━┅┄
 a bag of highly ammable spores that spills when
someone opens a door and bit of metal stuck to the Unscribe. An ink bottle was secretly loaded with
bottom of a select victim’s shoe that sparks magician’s prank disappearing ink, swapped by the
culprit, revealing the contract or dying message to be

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a forgery. The trick pairs well with a photosensitive key in the victim’s pocket. The friction thread holes in
ink that develops in light, turning from clear to black. the loose pocket and the positioning of the body so
┄┅━━ ▫❖▫ ━━┅┄ the pocket is accessible are the clues.
Locked room tricks for barred doors. Doors are Thread tightrope tricks are easy to adapt. Keys can
likely to be barred with a beam of wood or metal rod. be dropped near a victim using a ring on a nger or a
Here are some locked room tricks for the setting. watch on a wrist to loop the thread around instead of
 Ahead of time, pull out and cut short the anchoring a pocket. Secondary crimes like break-ins to steal
bolts of the wall-mounted bar holder so the door those things can complicate the crime scene. The
can simply be pushed open which pulls out the possibility of mage-hand magic can be removed if the
mount. The mount passes visual inspection and key is discovered to be made of “antimagic anti-
can be re xed in place with no suspicion. pickpocket lead”. The trick can also be scaled up to
 A small panel can slide or be cut out of a paneled “ y” a body strung like a key on rope from a higher
door so someone’s hand, or a hook on a yarn can location to a lower one, like a zip line.
┄┅━━ ▫❖▫ ━━┅┄
reach in and lift the bar. Paint and plaster disguise
the seams. Mechanical teleport detector. Anyone who warps
into a small room displaces the air, creating a
 The bar is made of easily snappable, light wood like
pressure wave breeze. A pendulum with a thin
balsa which is stained and weighted with bagged
membrane knocks a precariously balanced ball
lead pellet. Similarly, a weak metal alloy might
bearing onto a noisy cymbal or other detector,
bend. Or the bar could be precut to weaken it,
potentially setting off an alarm. (Credit: Steven
leaving a clue in its not-so-messy break point.
Brust)
┄┅━━ ▫❖▫ ━━┅┄
┄┅━━ ▫❖▫ ━━┅┄
Wereweapon. An ordinary object transforms into a
Dark vision greys. Darkvision is color blindness in
weapon under certain circumstances. It might
the dark. Unalike colors appear as the same shade of
change when exposed to certain light, blood, a type
grey, causing very bizarre misidenti cations that
of creature, or at a certain time. More mundanely, the
wouldn’t happen in ordinary light.
weapon’s transformation can be mechanical and
┄┅━━ ▫❖▫ ━━┅┄
well-crafted to disguise as an innocent accessory.
Extra link. Chains to secure doors are too short to
┄┅━━ ▫❖▫ ━━┅┄
admit a hand in the crack. By adding extra links ahead
Key on the tightrope. A locked room murder
of time, the door can be locked from the outside. If the
disguised as a suicide can be created as long as the
culprit ensures the door is shoved in to check on the
key has a hole and there is a crack under the door the
victim’s well-being, the chain pops off, obscuring the
key can slide under. The murder is committed in the
trick. The culprit can get matching chain on scene by
room, and the culprit threads a very long, ne thread
stealing some from another door.
through the base of the victim’s pocket, strings the
Variations include cutting short the nails/screws of
key on, and then once again passes the thread
the slidebar, so it pops off with little force
through the base of the pocket. This creates a long
┄┅━━ ▫❖▫ ━━┅┄
loop with the key on one end, the doubly punctured
pocket in the middle, and two free thread ends. Camera dodge. A culprit might hide inside an
animated armor on patrol to slip a scry-based
The thread must be long enough that the key on the
security camera or spell that records when creatures
loop can be used to lock the door from the outside,
pass. If the animated armors statically patrol, records
while the culprit also holds the free ends, or sets them
of their passing might be separate from the receipt for
somewhere accessible from outside, like a window.
non-construct creatures, confusing the case.
The culprit then pushes the key under the door crack
and pulls both thread free ends simultaneously,
shortening the U loop the key is on until it is dragged
snuggly into the pocket. Then the culprit pulls just
one free thread end to retrieve the thread, leaving the

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Items Charlene's Salubrity
Black Ribbon Rarely sold Ichor-based Potion, 99 GP per dose.
Common wonderous item, aura of necromancy When you drink this potion, your Charisma score is
When you tie the black ribbon around a single break temporarily decreased by 4 points for 24 hours or
or tear in an object or creature's body, the ribbon until you complete a long rest. You fall unconscious if
holds the broken pieces together until untied. The this effect reduces your Charisma score to zero. While
ribbon can be ripped off and destroyed with a unconscious in this way, you cannot be woken until
Strength check equal to your spell save DC, or 8 + your Charisma score becomes at least 1 or greater, or
your pro ciency bonus, whichever is greater. you are cured of poisoning, or all the potion's effects
You can use the black ribbon to graft a creature's wear off after 1d4 hours.
removed or severed body member ( nger, leg, tail,   You are healed 3d4 + 3 hit points. You gain 3d4 + 3
and so on) or a comparable, freshly severed limb from temporary hit points for as long as the Charisma
another similar creature to the limb's stump. While reduction is in effect. An unwilling creature may
the black ribbon is holding the severed limb to the make a DC 8 Constitution saving throw to resist all
stump, when the creature regains hit points, the effects of this potion (including the healing).
ribbon melds into the creature's esh and knits the
limb to the stump. The limb is restored to full Dracsbane
usability after one minute. Over the course of weeks, Unique silvered trident, (requires attunement)
the limb slowly changes until it matches the rest of
The blessed trident deals one extra die of piercing
the creature, but at the GM's discretion, vestigial
damage to ends and creatures that have an innate
traits from its creature of origin may remain.
swimming speed. The attuned creature can use their
bonus action to speak a command word and recall
the trident to hand. Many-winged celestial eel
engravings twine up the shaft, and both prongs and
spike are styled like a eur-de-lis.
It’s part of Meurdrac’s university regalia and pre-
Ravenloft slew an arrogant drac that terrorized the
Reue river with natural disasters.

Devil's Kaolin Flesh Sculpting Tools


Common mineral, no aura Rare wonderous tools, aura of necromancy
This ne, soft, pure-white kaolin (kā-ə-lən) is Cosmetically remake an unconscious humanoid’s
harvested from the blighted site of a botched devil surface appearance with these esh sculpting tools,
summoning. It behaves like regular clay until a including their hair color, eye color, apparent race,
humanoid’s cremated remains are kneaded into it; skin color, and even apparent sex. Pro ciency with
then the clay thrashes, and screaming faces appear the potter’s or woodcarver’s tools confers pro ciency
on its surface like bubbling boils until it is beaten into in the tortuous-looking esh sculpting tools, but
submission by aggressive wedging. Only then can it failure will leave the patient horrendously dis gured.
be shaped or turned on a wheel. When red, the clay Morticians use this enchanted toolset to rebuild
screams balefully from the kiln. If red once more in savaged corpses for public viewings. Ripped esh and
hell re, it becomes sharper and more durable than crushed bone are mended and shaped as smoothly as
steel. An abominable command word sets these wet clay. Talented cosmetic surgeons, the Taupin
hell re-hardened weapons alight with family keeps many sets and a few have gotten lost
unquenchable ame and, if whispered, lls vessels over the years.
with poison. Sentient tools crafted from devil’s kaolin
are invariably evil.

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Headman's bloom person. Unknown words are written out


Common flora, aura of necromancy phonetically. The notebook uses the attuned
Known for its bowed head, this eerie white creature’s handwriting style and preferred language.
bell ower grows best where decapitations occur,
nourished by fear, blood, and salty cerebrospinal Mnemegraph
uids. Most of the plant mass is deep-growing, nigh- Common wonderous item, aura of psionics/illusion
unkillable taproot that tenaciously lifts pavers in city
A memory made within the last minute can be
streets, but it also sprouts in the hunting grounds of
burned into this one-inch wafer of stiff white silk.
predators that rip their prey apart. An unpleasant
The user permanently scorches their thoughts and
petal tea or incense of its essential oils plays glimpses
everything they perceived with all their senses in that
of dead memories as hallucinations. To narrow the
moment into the cloth to create a static recollection.
visions to a single creature’s experience, drink the tea
A black and white picture of the memory appears on
from the target creature’s skull or mix powdered skin
the mnemegraph. The mnemegraph can be activated
or hair with the incense.
to relive that moment in full detail. Alchemists can
copy the visual image onto sheets of paper or ne
Hookah of Truth canvas, black and white being cheaper than full color.
Rare wonderous item, aura of enchantment
After 1 minute of smoking, a creature that enters the
area of the hookah's smoke (default 15 ft. radius) or Monsters and Haunts
starts its turn there and isn’t inhaling from the
Urban Lusèvres
mouthpieces must make a Charisma saving throw
with a DC of 10 plus the smoker’s pro ciency or be Lesser, undisciplined ends would quarrel and fall
affected by Zone of Truth. The thick smoke lasts ten prey to the clever Guillotine if not for Drigor
minutes, and the magic tobacco mix costs 120 GP. collecting their phylacteries to press into its service.
Many act out when Drigor is too busy to mind them.
Bag of Sound Holding CR Monster
Common wonderous item, aura of illusion ⅛ Boggle (VGM)
This crimped drawstring bag holds up to 8 hours of
⅛ Paper Pest (See Below)
any sound or message spoken into it. The recording
ceases when it is pulled shut. The bag plays the held ¼ Fog Mephit (See Below)
sound when it is reopened or punctured. After the 1 Vargouille (VGM)
sound inside is fully played out, it will record the next 2 Nothic (MM)
time it is reopened. To prevent the sound from
playing at all, the drawstring and crimp must be 3 Bulezau ( endish leaping serial killer MTF)
destroyed. Opening the bag completely makes it 3 Hypnotist (see below)
record all ambient sounds around it. 3 Slithering Tracker (VGM)
4 Dybbuk (MTF)
Notebook of Sound Transcription
Uncommon wonderous item (requires attunement), 5 Master thief (VGM)
aura of divination 5 Cranium Rat Swarm (VGM)
An ornate embossed dustcover that ts a pad of 5 Fog Elemental (See Below)
mundane paper, the notebook converts speech and
6 Gallows Speaker (VRG)
sounds into words like good movie captions, even
describing the sounds. It transcribes speech exactly 7 Oni (MM)
as the attuned would hear and understand it, making 7 Necrichor (VRG) (Inside a wine bottle)
the same mishearings and misunderstandings that
12 Wythersake (see below)
the creature would if it listened to the conversation in

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Rural and Forested Lusèvres Statblocks


Players might be asked to hunt animal-like
Statblocks 39

Drac (CR 7) .....................................................................39


monsters as ingredients for special Lusèvrien dishes.
Fog Elemental (CR 5) ................................................... 40
CR Monster Fog Mephit (CR ¼) ....................................................... 41
Death’s Head / Death’s Head Tree (VRG) (As Lindworm (CR 10) .........................................................42
½
Cursed Grape Vines) Shrieking Eel (CR 2) ......................................................45
½ Satyr (MM) or Satyr Reveler (CR 1 MOT) Paper Pest (CR ⅛) ......................................................... 46
2 Giant Boar (MM) Vargouille Guillotine (Physical Form) (CR -) ............. 23
2 Shadow Mastiff Alpha (VGM) Vargouille Guillotine (Psychic Avatar) (CR 13) ..........24
3 Leucrotta (VGM) Vorpal Vargouille (CR 1) ............................................... 25
Wythersake (Huecuva) (CR 12/14) ............................. 46
4 Barghest (VGM)
Hypnotist (CR 3) ........................................................... 48
5 Catoblepas (VGM) Dominick D’Honaire (CR 5) ......................................... 49
5 Hill Giant (MM) & Giant Goats (CR½ MM) Detective Alanik Ray (CR 4) ......................................... 51
6 Chimera (MM) Dr. Arthur Sedgwick (CR 5) .......................................... 53
6 Wyvern (MM)
9 Treant (MM) Drac
15 Adult Bronze Dragon (MM) (wicked) An aquatic relative of the sphinx bolstered by
endish blood, the drac is the embodiment of water’s
hazards. It capsizes boats, drowns swimmers, and
Rivers, Sewers, and Lakes of Lusèvres terrorizes riverside communities with oods,
CR Monster mudslides, and gyres. The river-green drac has a
humanoid face, n-webbed arms, and cordlike hair.
⅛ Giant (River) Rat (MM)
Its draconic body has leonine features and a powerful
¼ Giant frog (MM) shark tail. It prefers to lurk but can propel its ying
¼ Troglodyte (MM) pounces by riding leaping columns of serpentine
water.
½ Hippocamp (MOT)
For all its raw power, the drac is a subtle deceiver.
1 Choker (MTF) Misleading re ections and a soft voice lure the
1 Swarm of quippers (MM) unwary to the water’s edge where a sudden
2 Shrieking eel (see below) undertow can suck them down before they even
scream. Presented with a meal worthy of royalty or a
2 Naiad (MOT)
covetous treasure, a drac might be attered into
3 Water weird (MM) sharing oracular insight, but a drac’s nature is to
3 Merrenoloth (MTF) weave promises with betrayal like thin ice.
7 Drac (See Below)
8 Hydra (MM)
10 Lindworm (See Below)
13 Wastrilith (MTF)

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Drac Fog Elemental


Large Monstrosity (shapechanger) Large elemental

Armor Class 14 (natural armor) Armor Class 15


Hit Points 136 (16d10 + 48) Hit Points 90 (12d10 + 24)
Speed 30 ft., swim 40 ft. Speed 0 ft., fly 90 ft. (hover)

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 16 (+3) 16 (+3) 12 (+1) 18 (+4) 17 (+3) 14 (+2) 20 (+5) 14 (+2) 6 (-2) 10 (0) 6 (-2)

Saving Throws Wis +7 Damage Resistances thunder; bludgeoning, piercing, and


Skills Insight +7 slashing from nonmagical attacks
Damage Resistances fire; bludgeoning, piercing, and slashing Damage Immunities acid, poison
from nonmagical attacks not made with silver weapons Condition Immunities exhaustion, grappled, paralyzed,
Senses blindsight 60 ft. (water only), passive Perception 14 petrified, poisoned, prone, restrained, unconscious
Languages Abyssal, Aquan, Infernal Senses Blindsight 60ft., passive Perception 10
Challenge Rating 7 (2,900 XP) Proficiency Bonus +3 Languages Auran
Challenge Rating 5 (1,800 XP) Proficiency Bonus +3
Shapechanger: The drac can use its bonus action to
polymorph into water form or back into its true form. Any Fog Form. The area occupied by the fog elemental's opaque
equipment it is wearing or carrying isn't transformed. In body is heavily obscured. The elemental can move through a
water form, the drac is invisible while fully immersed in space as narrow as 1 inch wide without squeezing. A
water. It can enter a hostile creature's space and stop there. creature that touches the elemental or hits it with a melee
It can move through a space as narrow as 1 inch wide attack while within 5 feet of it takes 3 (1d6) poison damage
without squeezing. It instantly reverts to its true form if it plus 3 (1d6) acid damage. In addition, the elemental can
leaves the water, is incapacitated, or it dies. While in water enter a hostile creature's space and stop there. Once per
form, it gains the following modifications to its statblock. round, the first time it enters a creature's space, that
Damage Immunities bludgeoning, piercing, and slashing creature takes 3 (1d6) poison damage plus 3 (1d6) acid
from non-magical attacks damage.
Condition Immunities grappled, paralyzed, restrained, prone
Languages understands its languages but doesn't speak
Actions

Actions Multiattack. The elemental makes two slam attacks, or one


Stinking Cloud and one slam attack.
Multiattack (Monstrosity form only). The drac makes three
Slam. Melee Weapon Attack: +8 to hit, reach 5 ft., one target.
claw attacks and controls water, or makes three water orb
Hit: 8 (1d6 + 5) acid damage plus 3 (1d6) poison damage.
attacks and controls water.
Stinking Cloud (Recharge 4-6). The fog elemental creates a
Claw (Monstrosity form only). Melee Weapon Attack: +6 to
30-foot-radius sphere of yellow, nauseating poison gas
hit, reach 5 ft., one target. Hit: 13 (3d6 + 3) slashing
centered on itself that lasts until the end of its next turn. The
damage. As part of this attack, the drac may leap up to 20 ft.
cloud spreads around corners, and its area is heavily
Water orb (Monstrosity form only). Ranged Weapon Attack: obscured. Each creature that is completely within the cloud
+6 to hit, reach 60 ft, one target. Hit: 10 (2d6+ 3) at the start of its turn must succeed on a DC 13 Constitution
bludgeoning damage. If the target is a creature, the ball of saving throw or spend its action that turn retching and
water winds around it and attempts to flood into the reeling. Creatures that don’t need to breathe or are immune
creature’s lungs. The target must make a DC 14 Strength or to poison automatically succeed on this saving throw. A
Constitution saving throw (target’s choice). On a failed save wind of moderate or greater speed (at least 10 miles per
it begins suffocating. The target can repeat the saving throw hour) disperses the cloud.
on each of its turns, or another creature may attempt a
DC 14 Strength (Medicine) skill check to expel the water.
Control Water (Monstrosity or Water form). The drac
innately casts control water, requiring no components. Its
spellcasting ability is Charisma (+6 to hit, spell save DC
14).

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The Dread Domain of Lusèvres
Fog Elemental Notes and Lore Fog Mephit
Small elemental
Sometimes conjurers summon a corrosive, gaseous
fog elemental instead of the air elemental they were Armor Class 11
intending, but fog elementals can also escape into the Hit Points 21 (6d6)
Material Plane wherever the planar border is thin. Speed 30 ft., fly 30 ft.
Perniciously, these leaky borders form most often in
dirty, densely-packed cities, in swamps, or along the STR DEX CON INT WIS CHA
5 (-3) 13 (+1) 10 (0) 12 (+1) 10 (0) 10 (0)
banks of rivers or lakes, especially near bridges,
docks, and fords where humans tread. Beware places Skills Perception +2
where dirty mist clings, or worse, natural murmuring Damage Vulnerabilities fire
Hullabagloom fog forms. Fog elementals are not Damage Resistances thunder
actively malicious, but they are drawn to voices, Damage Immunities acid, poison
preferring noisy groups. Their acidic bodies Condition Immunities poisoned
carelessly scorch and suffocate creatures they Senses Blindsight 60ft., passive Perception 10
Languages Auran
approach. In one night, a single curious fog elemental
Challenge Rating ¼ (50 XP) Proficiency Bonus +2
slew over 50 people in an urban neighborhood by
slipping through walls, doors, and window cracks to Death Burst. When the mephit dies, it explodes in a cloud of
chase new voices once its current interest fell silent. noxious smog. Each creature within 5 feet of the mephit
must succeed on a DC 10 Dexterity saving throw or take 1d4
acid damage and 1d4 poison damage.
Fog Mephit
Composed of noxious smog, Fog mephits have
Actions
supernatural vision that pierces the obscuring gloom
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one
of their home elemental plane. Like the metropolises
creature. Hit: 3 (1d4 + 1) slashing damage. The creature
they often pop up in, they alternate between aimless must succeed on a DC 10 Constitution saving throw or be
rushing and languid plodding. Conversation with a poisoned until the end of its next turn.
fog mephit is nigh unintelligible: its babble
Stovepipe Breath. A creature within 60 ft. of the mephit that
disjointedly switches topics mid-thought, and it it can see must succeed on a DC 10 Constitution saving
constantly speaks over and interrupts everyone else. throw or have streams of sticky, clingy fog pour out of its
mouth, nose, ears, and tear ducts. If the target opens its
mouth, speaks, tries to cast a spell with verbal components,
or attempts to use a breath weapon, a great gout of heavily-
obscuring, clingy fog immediately surrounds its face and
blocks its vision entirely for the duration of the action. The
gout of fog persists only just long enough for the creature's
action to be penalized for effective blindness. At the end of
each of its turns, the target can remake the Constitution
saving throw. On a success, the effect ends.
Fog Breath (Recharge 6). The mephit exhales a 15-foot cone
of noxious smog. Each creature in that area must succeed
on a DC 10 Dexterity saving throw or take 1d4 acid damage
and 1d4 poison damage, or half as much damage on a
successful one.

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The Dread Domain of Lusèvres

Lindworm Tail. Melee Weapon Attack: +9 to hit, reach 15 ft., one target.
Hit: 16 (2d10 + 5) bludgeoning damage.
Huge dragon
Frightful Presence. Each creature of the lindworm's choice
Armor Class 18 (natural armor) that is within 120 feet of the lindworm and aware of it must
Hit Points 152 (16d10 + 64) succeed on a DC 14 Wisdom saving throw or become
Speed 40 ft., burrow 20 ft., swim 40 ft. Frightened for 1 minute. A creature can repeat the saving
throw at the end of each of its turns, ending the effect on
STR DEX CON INT WIS CHA itself on a success. If a creature's saving throw is successful
20 (+5) 17 (+3) 19 (+4) 12 (+1) 15 (+2) 14 (+2) or the effect ends for it, the creature is immune to the
lindworm's Frightful Presence for the next 24 hours.
Saving Throws Dex +7, Con +8, Wis +6, Cha +6 Pale Breath (Recharge 5-6). The lindworm exhales an eldritch
Skills Perception +6, Stealth +11 fog of faintly-glowing, unnatural color that spreads around
Damage Immunities Acid corners. Each creature in a 60-foot-diameter sphere
Condition Immunities grappled, restrained originating from the lindworm must make a DC 16 Dexterity
Senses Aquatic blindsight 120ft.*, passive Perception 16 (11 saving throw, taking 27 (5d10) acid damage and 27 (5d10)
for sight checks) radiant damage on a failed save, or half as much damage on
Languages Common, Draconic a successful one. The fog heavily obscures the area and lasts
Challenge Rating 10 (5900 XP) Proficiency Bonus +4 until the end of the lindworm's next turn or until a wind of
moderate or greater speed (at least 10 miles per hour)
Near Blind. The lindworm has disadvantage on perception disperses it. Creatures that are within or enter the persistent
checks related to sight. fog after the initial attack are not damaged. (To clarify the
attack shape, the lindworm is on the edge of the round fog
Aquatic Blindsight. While the lindworm is in contact with
cloud, not in the middle.)
water, it knows the exact location of any other creature in
contact with the same body of water to a range of 120 ft. Legendary Actions
Spider Climb. The lindworm can climb difficult surfaces,
including upside down on ceilings, without needing to make The lindworm can take 2 Legendary Actions, choosing from
an ability check. the options below. Only one legendary action option can be
used at a time, and only at the end of another creature's
Amphibious. The lindworm can breathe air and water.
turn. The lindworm regains spent legendary actions at the
Slippery and Flexible. The lindworm can move and squeeze start of its turn.
as though it were one size-class smaller. It cannot be
Detect. The lindworm makes a Wisdom (Perception) check.
knocked prone by slipping on grease or similar.
Maddening Gaze. The lindworm targets one creature it
Legendary Resistance (2/Day). If the lindworm fails a saving
knows the location of within 90 feet of it. The target must
throw, it can choose to succeed instead.
succeed on a DC 14 Wisdom saving throw against this
Actions magic or gain one form of short-term madness (See page
259 of the Dungeon Master's Guide). The target may repeat
the saving throw at the end of each of its turns, ending the
Multiattack. The lindworm can use its Frightful Presence. It
madness on success. If a target's saving throw is successful
then makes three attacks: one with its bite, one with its tail,
or the effect ends for it, the target is immune to the
and one to constrict.
lindworm's maddening gaze for the next 24 hours.
Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target.
Move. The lindworm moves up to its movement speed.
Hit: 16 (2d10 + 5) piercing damage.
Constrict. Melee Weapon Attack: +9 to hit, reach 5 ft., one
Large or smaller creature. Hit: 16 (2d10 + 5) bludgeoning
damage. The target is Grappled (escape DC 15) if the
lindworm isn't already constricting a creature, and the target
is Restrained until this grapple ends.

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Lair Actions Regional Effects

On initiative count 20 (losing initiative ties), the Lindworm The region containing a legendary lindworm's lair is warped
can take a lair action to cause one of the following magical by the dragon’s magic, which creates one or more of the
effects or forgo using any of them in that round. The following effects:
lindworm can't use the same effect two rounds in a row.
• The land within 6 miles of the lair twists with low-lying,
Slippery slime. Two 10-foot square areas within 120 feet of the thick, clingy fog that seems to glow in unnatural color nearer
lindworm boil with greasy mucus. When the slime appears, to the lindworm's lair. The persistent damp keeps surfaces
each creature standing in its area must succeed on a moist and slick and promotes the growth of mosses,
Dexterity saving throw or fall prone. A creature that enters lichens, and algae. In the coastal offshore, tangling forests of
the area or ends its turn there must also succeed on a soft red and green kelp choke the waterways.
Dexterity saving throw or fall prone. The slime lasts until
• The earth softens and loams. Holes, deep ponds, tide
initiative count 20 on the next round.
pools, and sinkholes form and vanish overnight. In ocean
Raise puddles. Up to six 20-foot square areas within 120 feet of areas, dangerous gyres develop instead. Buildings shift,
the lindworm become submerged in a half-foot deep puddle crack, and sink on their foundations.
of water or lightly obscured with dimly glowing fog. Areas of
• Translucent or grayish-white mucilaginous "star jelly" falls
fog and water can overlap. The puddles and fog remain until
from the sky and shrivels up in the afternoon light.
the lindworm dismisses them as an action, uses this lair
action again, or dies. A wind of moderate or greater speed • Throngs of black snakes, newts, salamanders, and frogs
(at least 10 miles per hour) disperses the fog. form massive nests in low-lying areas, ponds, or under
structures. These plagues will sometimes migrate as one
Vile swarm. A swarm of writhing snakes or lampreys fills a 20-
through hamlets in search of new ground. In the waters and
foot-radius area centered on a point the lindworm chooses
ocean, the swarms are more likely to be hagfish, lampreys,
within 120 feet of it. The swarm spreads around corners. Any
eels, and jellyfish.
creature in the swarm when it appears or that enters it later
must make a DC 14 Constitution saving throw, taking 7 If the lindworm dies, unnatural vegetation dries and dies back
(1d10+2) piercing damage and becoming poisoned until over 1d10 months, but the other effects fade over 1d10 days.
initiative count 20 on the next round on a failed save, or half
as much damage without being poisoned on a successful
one. The swarm lasts until initiative count 20 on the next
round.

Lindworm Notes and Lore

whole town, monastery, or castle underground to use


"The quietly loud, omnipresent slimy drip disturbs as a lair. The lindworm prefers lairs ooded with
the puddles at your feet, and re ected between the water at least knee high that can obscure underwater
ripples are two pale green lamps... No! They are U-bend tunnels it can dive into and pop up
eyes! Tremendous eyes of baleful emerald-green unexpectedly from below to ambush interlopers. Its
intelligence ickering behind a crust of ancient tunnels throng with small creatures dominated by
cataract. A massive, pale white ophidian dragon- the lindworm; their disturbance warns the lindworm
beast with two claws and a sinuous body is nestled of intruders so it can plan an ambush. The lindworm
into the cleft of the ceiling!" has uncanny, translucent white skin, rough like a
ray's and capable of releasing mucus like a hag sh. Its
Lindworms lair in ooded caverns, be they saline green glowing eyes are shrouded by a clouded lens of
sea, fresh alpine cave, or lthy manmade sewer. In permanent cataract – only the youngest lindworms
marshy ground where tunnels cannot be had, they can see clearly. The lindworm is an ambush predator
will try to take over the basements of abandoned that will burrow under soft grit, in still water, or cling
structures, slowly sinking them deeper into the earth. to ceilings of caverns and await the vibrations and life
If the lindworm could have its way, it would sink a signs of passing prey.

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The Dread Domain of Lusèvres
Unusually for a dragon, the lindworm has rear with the right alchemy equipment into silken thread
molars, suitable for grinding crabs, roots, or bones to for a glamorous moon-white fabric with an
a ne pulp. Algae, seaweeds, tree roots, and carrion incredible bluish sheen. 10 liters of pale mucus
form a large part of its diet until it feels like it can produces one pound of fabric. From a huge specimen,
seize large prey without serious opposition. Near the PCs can hope to collect 6d10 liters, or 12d10 liters
civilized areas, it is almost impossible for a if a ranger or someone knowledgeable of dragon
traditional dragon to grow to adulthood before its anatomy helps. The mucus is worth 10g a liter, and
predatory footprint is detectable on the local the fabric is worth 700 gp a pound. A skilled spinner
ecosystem. Not so for the lindworm which can reach will charge 350 gp per pound to make the fabric, or
massive adulthood right below a city's cobbles. Many keep half. 3 pounds of fabric is enough to nish a full,
lindworms develop a taste for human esh when fancy ball or wedding gown, or accessorize a party.
they feed on the bodies disposed into rivers, seas, and • Lindworm skull - the envy of every guild hall or royal
wells, or buried in graveyards. It caches prey in still dining room. 1000 gp, but it has to have the teeth!
water pools so they bloat with water-rot, and then • Dragon claw - Mostly ornamental, but can be
consumes them limb by limb. sacri ced to destroy some cursed objects. Lindworms
Like all dragons, the lindworm seeks to amass a have 10 claws.
treasure horde, but it has an especial love for magical • Liver of Longevity - A spoonful temporarily restores
objects of wood or paper. When these inevitably the glow of youth and restores a magically aged
begin to rot, mold, and decay in the supernatural victim to its true age. Overconsumption causes fatal
damp, the lindworm takes great pleasure in poisoning.
devouring them.
• Dragonbone powder - Lindworm bones aren't as ne
as those of chromatic or metallic dragons, but are
Should your monster-hunting players be inclined to useful in alchemy when ground.
carve up the beast for its valuable parts... • Blended dragon brain - Sharpens one's mind... and
• Haggy skin. The skin can be peeled from the one's greed, rage, and predatory instinct. Take with
lindworm like a glove. The much sought-after caution.
material is perfect for acid, poison, and chemical- • Black Bile - re nable into a strong poison an
proof yet lightweight gloves and clothing. The haggy assassin might like.
skin is also excellent material for weapon grips,
• Lindworm pearl - A dark emerald pearlescent orb
boots, and other damp applications. A huge
that forms in the gut of a lindworm - an attractive
lindworm's skin is worth 3d10 x 100 gp in good
gallstone basically. The sort of thing a party would be
condition but heroes are likely to get between three-
sent questing after by a witch, wizard, or sage in
quarters to half the price because of battle wounds.
return for a great favor. Can be used as a magic focus.
• Twitching steaks. Lindworm esh is edible, but the 500 gp.
muscle retains a horri c facsimile of life even days
after being slain: the steaks will writhe and spasm
Difficulty Adjustments
when cut, salted, marinated, or tossed in the cookpot.
Although tender, the avor is a bit dull and musty. A
For a Lower CR Lindworm:
good cook can easily doctor it up with spice and
sauce. The tongue is the tastiest. Outside lair (No lair actions). CR 9
• Clouded lens. They can be used as a scrying focus Juvenile Lindworm. (CR 8.) Replace Attack d10s with
when lled with water, but the visions are subtly d8s, 5d8x2 for breath weapon. HP to 123 (13d10 +
twisted to slowly awaken envy and greed in the user. 52), and AC 17, Save DCs -1, size Large or Huge
Worth 250 x 2 gp. Young Lindworm. (CR 6) Replace Attack d10s with
• Pale mucus. Buckets upon buckets of milky white d6s, 4d8x2 for breath weapon. HP to 99 (10d10 +
mucus can be collected while dressing the beast. 40), and AC to 16, Save DCs -2, size Large
Bizarrely, the mucus can be spun by an expert weaver

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The Dread Domain of Lusèvres

Shrieking Eel Shrieking Eel Notes and Lore


Medium beast
This slippery black and white menace lurks in
Armor Class 14 (natural armor) rivers, ponds, canals, streams, and sewers. Shrieking
Hit Points 45 (6d10+12) eels are famous for making leaping ambushes onto
Speed 15 ft., swim 40 ft. land and dragging pigeons and sherman into the
water to be drowned and devoured. Once it sinks its
STR DEX CON INT WIS CHA
16 (+3) 17 (+3) 14 (+2) 2 (-4) 12 (+1) 7 (-2)
needle-like teeth into prey, the eel’s skin mucus
makes it nearly impossible to dislodge. They
Skills Athletics +5, Stealth +5 sometimes slither overland in wet weather looking
Saving Throws Str +5, Dex +5 for new watery hunting grounds.
Condition Immunities grappled, restrained Giant eel trappers might not have enough ngers,
Senses Limited blindsight 60ft*, passive Perception 11 (6 for
arms, or legs to number off their hunting tricks, but
sight checks)
Languages —
they’ll share the following hints: 1) Always hunt with
Challenge Rating 2 (450 XP) Proficiency Bonus +2 friends and never get caught with an eel in dark or
murky water. 2) A charging eel’s shriek’s potency
Near Blind. The eel has disadvantage on perception checks only carries above or below water, not both
related to sight. simultaneously. 3) Their eyesight is bad, so they’ll
Aquatic Blindsight. While the eel is in contact with water, it charge a warm tar decoy placed on the shoreline and
knows the exact location of any other creature in contact perhaps gum their mouths, but don’t count on it
with the same body of water to a range of 60 ft. because their mucus will help them slip free. 4) Tricks
Slippery and Flexible. The eel can move and squeeze as
don’t work in the water, because their body nerves
though it were one size-class smaller. It cannot be knocked map the water and heartbeats of creatures nearby.
prone by slipping on grease or similar. Shrieking eels are delicious, requiring only a quick
blanch to peel the skin. Chefs will show the enervated
Actions
slabs still opping in the pan as proof of the
freshness. The hide can also be tanned for ne
Multiattack. The eel shrieks if able and uses its bite.
leather.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 10 (2d6 + 3) piercing damage. If the target is a Medium
or smaller creature, it is grappled (escape DC 13). Until this
grapple ends, the eel can bite only the grappled creature and
has advantage on attack rolls to do so.
Shriek. Each non-eel creature within 60 feet of the eel that can
hear it must succeed on a DC 11 Wisdom saving throw or
take 3 (1d4+1) psychic damage and become frightened for 1
minute. While frightened in this way, the creature’s
movement speed is reduced by half. If a creature's saving
throw is successful or the effect ends for it, the creature
cannot be frightened by shrieking eels for the next 24 hours.
The eel cannot shriek if it has a creature grappled.

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The Dread Domain of Lusèvres

Paper Pest anthologies, gaslighting, bawdy limericks, bizarre


ads, naughty manuscript illumination, libel, musical
Diminutive fey
composition, etc. Paper pests prefer to work unseen
Armor Class 16 and to witness reactions to their creations.
Hit Points 10 (4d4) The pest defends itself by writing rude or compelling
Speed 0 ft., fly 40 ft. (hover) words on paper or its own body and holding them up
to be read. Closing one’s eyes negates the danger, but
STR DEX CON INT WIS CHA
the paper pest then ees or tucks itself away into the
1 (-5) 22 (+6) 10 (0) 15 (+2) 10 (0) 13 (+1)
target’s personal effects to reappear later. Paper pests
Saving throws. Dex +8, Int +4 deviously torment enemies by forging debts and
Skills. Deception +5 liens, placing ridiculous orders in their name, altering
Damage Vulnerabilities. fire wanted posters or signposts, printing libel in a
Senses passive Perception 10 newspaper, etc.
Languages Sylvan but does not speak
Challenge Rating ⅛ (25 XP) Proficiency Bonus +2
Wythersake (Huecuva)
Diminutive size. The paper pest is one size class smaller than Wythersakes (Wĭ·thər-sāk) are unrisen clerics that
Tiny. The paper pest can lift objects up to ten pounds. draw power from a profaned holy symbol or
False Appearance. While the paper pest remains motionless,
unhallowed ground. Clerics who die renouncing
it is indistinguishable from a ribbon, unless an observer their deities may come back as wythersakes.
succeeds on a DC 15 Intelligence (Investigation) check. Blasphemous devotion sustains their soul and their
Proximity Polyglot. The paper pest temporarily learns the
shriveled bodies are a temple for foul heresies. A
languages of everyone in its presence. wythersake illusorily cloaks its undead repulsiveness
in the radiant splendor of its former life to draw in
Alter document. The paper pest can magically create, alter, or
soul-searching devotees like an angler sh lures prey
erase the contents of nonmagical two-dimensional media
that it touches, including its own body. A reader with in the deep. Its enthralled congregation pressures
Truesight sees the altered document in its original form and newcomers into drinking from the wythersake’s cup
dispel magic restores the document to its original state. of diseased ichor. Victims eventually wither in the
Unusual Nature. The paper pest doesn't require food, drink,
shadows and become enslaved undead.
or sleep. Nemesis. Every wythersake is the nemesis of a
particular deity, divine domain, virtue, cause, or
Actions pantheon. They dedicate their unlife to scouring their
former patron deities’ in uence and de ling their
Vicious Mockery. One creature who can see and read the
works. A wythersake is inherently spiteful and
paper pest takes 1d4 psychic damage.
perverse. The former cleric of a fortune god might
Command. One target who can see and read the paper pest transmute all gold to lead. The wythersake of an evil
is targeted by the command spell. Its spellcasting statistic is
god that delights in mortal death will still profane
Intelligence. (Spell save DC 12, +4 to hit with spell attacks).
┄┅━━ ▫❖▫ ━━┅┄
life: providing healing with no pain relief, age-
Peskier Pest: +10 Hit Points and add action Suggestion. One wasting immortality, or combine mortal bodies into
target who can see and read the paper pest is targeted by the undying cancerous lumps.
suggestion spell. CR ½ (100)
Diabologue. Venerable wythersakes pour their
Paper Pest Notes and Lore soul into a diabologue of blasphemy that drowns
readers in despairing nihilism. The author can
Born from a bookmark, the paper pest resembles a reform in the body of a humanoid who falls prey to
silk ribbon 3 feet long by 2 inches wide that peels up the wythersake’s toxic text and commits suicide.
letters, inks ghost messages, and dis gures pictures. Every copy of a wythersake’s diabologue must be
Every pest has a favored jape: graf ti, slipping lies found and destroyed to ensure it stays dead for
into libraries or heresy into holy books, compiling eternity.

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The Dread Domain of Lusèvres

Wythersake (Huecuva) Spellcasting. A wythersake is a 15th-level spellcaster. Its


spellcasting ability is Wisdom (spell save DC 17, +9 to hit
Medium undead with spell attacks). The wythersake has the following (19)
cleric spells prepared.
Armor Class 16 (breastplate, shield), 15 (natural armor)
Cantrips (at will): guidance, sacred flame, thaumaturgy, toll
Hit Points 187 (22d8 + 88)
the dead
Speed 30 ft.
1st level (4 slots): bane, healing word, inflict wounds,
sanctuary
STR DEX CON INT WIS CHA
2nd level (3 slots): blindness/deafness, silence, spiritual weapon
18 (+4) 11 (+0) 19 (+4) 12 (+1) 20 (+5) 16 (+3)
3rd level (3 slots): bestow curse, dispel magic
4th level (3 slots): banishment, freedom of movement†,
Saving Throws Con +8, Wis +9 guardian of faith
Skills Intimidation +7, Religion +9 5th level (3 slots): contagion, greater restoration, hallow, mass
Damage Resistances cold, necrotic, radiant cure wounds, scrying
Damage Immunities poison 6th level (1 slot): harm
Condition Immunities exhaustion, frightened, poisoned 7th level (1 slot): etherealness
Senses darkvision 120 ft., passive Perception 15
† The wythersake casts these spells before combat.
Languages Infernal, Common
Challenge Rating 12 (8,400 XP) Proficiency Bonus +4
Actions
False Appearance. A wythersake is cloaked by illusions to
disguise itself as it appeared in life. Divination spells and Multiattack. The wythersake makes one withering claw attack
abilities falsely detect a wythersake as a living human, not and casts a spell.
undead. A wythersake can dispel these illusions as a bonus Withering Claw. Melee Spell Attack: +8 to hit, reach 5 ft., one
action, or if it uses Deathly Radiance, drops to 30 hit points creature. Hit: 13 (2d8 + 4) piercing damage. The target must
or fewer, or dispel magic is cast on it. A wythersake can make a DC 16 Constitution saving throw. On a failed save
restore these illusions after a long or short rest. the target contracts withering disease. While infected, the
Regeneration. As long as the wythersake’s unholy symbol is target cannot add its Strength or Dexterity modifier to rolls,
intact, it recovers 20 hit points at the beginning of each of its including damage rolls unless that modifier is negative.
turns. The regeneration does not function if the wythersake Deathly Radiance (Recharge 4-6). Sallow light washes out
is in the presence of an opposing holy symbol wielded by from the wythersake in a 30-foot radius and coalesces
someone of the appropriate background or alignment, or if it around its spiritual weapons and creatures with at least 1 hit
is within hallowed ground. point of its choice. A targeted creature can expend its aura to
Undead Healing. A wythersake’s healing powers can heal deal 2d8 extra radiant, necrotic, or cold damage when it hits
undead. with an attack or regain 2d8 hit points. The aura fades after 1
minute.
Unusual Nature. The wythersake doesn't require air food, or
drink. (Optional CR14) Legendary Actions

The wythersake can take 3 Legendary Actions, choosing from


the options below. Only one legendary action option can be
used at a time, and only at the end of another creature's
turn. The wythersake regains spent legendary actions at the
start of its turn.
Simple attack. The wythersake makes one withering claw
attack or casts one cantrip
Spiritual weapon. If the wythersake has a spiritual weapon
cast, it can move the weapon up to 20 feet and attack a
creature within 5 feet of it.
Deathly Radiance. The wythersake targets a creature or its
spiritual weapon within 30 feet, giving it the benefit of deathly
radiance.

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Hypnotist become utterly convinced it is a creature (e.g. a bird, red


dragon, or dwarf) or a specific individual (e.g. Strahd von
Medium humanoid Zarovich) of the hypnotist's choice for the duration of an
hour. If the target has no knowledge of the selected creature
Armor Class 14 (light armor), 13 (natural armor) or individual it is to act as, the hypnosis fails. The
Hit Points 55 (10d8+10) hypnotized target's form and statistics remain unaltered.
Speed 30 . The hypnotized target attempts to act appropriately and will
rationalize away any failures with excuses. The target may
STR DEX CON INT WIS CHA repeat the Wisdom saving throw every time it faces
10 (0) 10 (0) 12 (+1) 18 (+4) 17 (+3) 14 (+2) overwhelming cognitive dissonance or it is harmed as a
result of the delusion. A creature can only have one false
Saving Throws Int +6, Wis +5 identity implanted at a time, and older false identities are
Skills Insight +7, Medicine +5, Persuasion +4 overwritten by new ones.
Senses passive Perception 13
 • Idea Induction (mutually exclusive with False Polymorph).
Languages Common, others as desired.
The hypnotist targets a creature within 30 feet of them. The
Challenge Rating 3 (700 XP) Proficiency Bonus +2
target must succeed on a DC 14 Wisdom saving throw or
become utterly convinced it has a particular skill, talent, or
Friendly Face. The hypnotist has advantage on all Charisma profession (e.g., master swordsman, king, it can speak a
checks directed at a creature that isn’t hostile toward them. certain language) of the hypnotist's choice. The hypnotized
Autohypnotic Armor. The hypnotist’s AC includes their target's statistics and skills remain unaltered. The
Wisdom modifier, included in their statblock. hypnotized target attempts to act appropriately and will
rationalize away any failures with excuses. The target may
Spellcasting (Psionics). The hypnotist is a 4th-level repeat the Wisdom saving throw every time it faces
spellcaster. Their spellcasting ability is Intelligence (spell overwhelming cognitive dissonance or it is harmed as a
save DC 14, +6 to hit with spell attacks). The hypnotist has result of the delusion. A creature can only have one idea
the following psion (wizard) spells prepared: implanted at a time, and older ideas are overwritten by new
Cantrips (at will): message, shocking grasp, prestidigitation ones.
1st level (4 slots): charm person, command, sleep  • Implant Command (mutually exclusive with
2nd level (3 slots): calm emotions, hold person, mirror image, Somnambulism). The hypnotist targets a creature within 30
suggestion feet of them. If the target fails a DC 14 Wisdom saving
throw, the hypnotist may command an action that can be
Actions described in a short simple sentence and a stimulus that
triggers the subject to immediately undertake the action.
Pistol. Ranged Weapon Attack: +2 to hit, range 30/90 ft., one (Example: Unlock the nearest door when you hear
target. Hit: 5 (1d10) piercing damage. fingersnaps three times in a row.) The target forgets that the
hypnotist implanted the command, and the target loses
Hypnosis (5/day). To use hypnosis, the hypnotist must be awareness of and cannot recall its actions while it executes
able to see the target, and the target must be able to see and the command. A creature can only have one command
hear the hypnotist. Creatures that cannot be charmed are implanted at a time, the creature only executes the
immune to the hypnotist's hypnosis. The hypnosis fails if command once by default, older commands are overwritten
the target cannot speak one of the hypnotist's languages. A by new ones, and the command cannot be directly harmful
target afflicted by one hypnosis cannot be affected by to the creature. The target may repeat the Wisdom saving
another hypnosis listed as “mutually exclusive” with it. For throw if the stimulus occurs but the target cannot execute
all options, the hypnotist can specify a command word or the command because it is impossible or vague in the given
simple stimulus (e.g., a certain sound, sight, or spoken circumstances or the target would be harmed. The target
phrase) which will end the hypnosis prematurely. The can repeat the saving throw every time it is harmed as a
hypnotist can choose among the following hypnosis options: result of the hypnosis or once every minute after the first it
 • Modify memory. The hypnotist casts modify memory, but spends executing the command. Implanted commands
the hypnotist can affect the target's memory of an event that expire after 1 week.
lasted no more than 1 hour.  • Somnambulism (mutually exclusive with Implant
 • False Polymorph (mutually exclusive with Idea Induction). Command). The hypnotist targets a creature within 30 feet of
The hypnotist targets a creature within 30 feet of them. The them. The target must succeed on a DC 14 Wisdom saving
target must succeed on a DC 14 Wisdom saving throw or throw or execute a Suggestion per the spell for the duration
of its natural sleep the next time the target falls asleep. The

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The Dread Domain of Lusèvres
target forgets that the hypnotist implanted the suggestion occurs, Dominick is next in line to become Darklord
and is unaware of and cannot recall its actions while of Lusèvres if the Vargouille Guillotine falls.
sleepwalking. If the target completes the suggestion, it then
attempts to return to bed as is most natural for it. The target
In young adulthood, Dominick used his
may repeat the Wisdom saving throw every time it is harmed enchantment talent to lead a gang of school boys,
as a result of the hypnosis. The hypnosis ends if the drove a girl who rejected him to suicide, sexually
sleepwalking target is forced awake. A creature can only have abused dozens, and escaped the consequences of his
one suggestion implanted at a time, and older suggestions actions by sabotaging his parents’ careers to force
are overwritten by new ones. them to move from Mordent to Lusèvres. His dreadful
 • Zone of Truth. The hypnotist targets a creature within 30 acts captured the attention the Dark Powers. They
feet of them. The target must succeed on a DC 14 Wisdom sabotaged his desires by empowering the spark of
saving throw or fall under the effects of Zone of Truth for the magic within him, but added an exploit to ensure he
duration of the hypnotist's concentration or 10 minutes,
would repulse any would-be victims. Anyone
whichever is sooner. The hypnosis ends if the hypnotist
loses sight of the target. Dominick has more than a passing romantic affection
for becomes attuned to his dark thoughts. Even the
Hypnotist Notes and Lore stone-cold oblivious are overcome with intense and
horri c dread whenever Dominick so much as casts a
Hypnotists combine science and psionics to master moment of attention their way. Dominick’s targets
the art of mental enchantment. Hypnotists have both are somehow completely sure of his designs, not only
soothing voices and a trademark trance-inducing for them, but also his non-romantic ambitions. Most
tool: a pendulum, spinning mobile, mirrors, shiny ee before they are forced to risk rejecting Dominick
gems, primitive projector, complex spinning directly, and many tip off Dominick’s would-be
patterns, colorful juggling balls, fancy hand professional victims on their way out.
movements, or even just intense eye contact. Dominick’s curse is entirely self-in icted. If he ever
Hypnotists often train in mundane counseling and set aside his vanity and unsel shly cared for another,
magical psychotherapy. These doctors of the mind then the attuned love interest would detect those
suppress or recall memories, make sense of dreams, positive feelings instead.
overcome phobias and addictions, undo Dominick joined, used, and discarded the Société de
brainwashing, and instill more con dence. The most Legerdemain, and then conquered the Council of
medically-minded are alienists and psychic surgeons Brilliance by manipulating cerebral vampires.
that heal chemical imbalances and uproot malign Adult Dominick xates on two imperfections: his
supernatural in uences corrupting the mind and lack of romance and lack of noble prestige. Dominick
body. Hypnotists are also hired by unscrupulous is insanely jealous of his distant aunt Saidra whose
merchants to advantage their business dealings, and life story he knows through family. It wounds him
nefarious hypnotists can “sell” crimes that will be that she made it by faking it. He seeks revenge and his
committed by a hypnotized innocent. ultimate desire by demanding she procure a love
┄┅━━ ▫❖▫ ━━┅┄ potion in trade for keeping Saidra’s false title secret.
Dominick d’Honaire Dominick plans to betray her anyway for sheer
vicious joy.
Dominick has a rogue portrait and an adventure hook.
Dominick d’Honaire is a theatrical malignant Dominick d’Honaire’s traits
narcissist who fancies himself a king awaiting his due
Ideal. My light alone will guide Lusèvres… no, all of
throne. Many of Dominick’s critics and enemies try to
Ravenloft to true enlightenment!
bring him down because they are disgusted by his
grotesque nature behind the curtain. Few succeed Bond. In the natural order of society, I am the
because Dominick is shrewd, wields signi cant pinnacle, whether those below know it or not.
psionic power, is paranoid, and controls a nest of Flaw. My immediate personal needs are the most
hideous cerebral vampires. Unless a great atrocity important.

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Dominick d’Honaire Actions


Medium human
Pistol. Ranged Weapon Attack: +5 to hit, range 30/90 ft., one
target. Hit: 7 (1d10 +2) piercing damage.
Armor Class 15 (natural armor)
Hit Points 78 (12d8+24) Rapier. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Speed 30 . Hit: 6 (1d8 +2) piercing damage.
Powerful Hypnosis (5/day). Please prefer to the Hypnotist’s
STR DEX CON INT WIS CHA
action options above and use a DC15 Wisdom saving throw.
10 (0) 14 (+2) 14 (+2) 18 (+4) 17 (+3) 19 (+4)
When Dominick implants a hypnosis with an expiration, it
does not expire, and he can target creatures immune to
Saving Throws Int +7, Wis +6
being charmed.
Skills Deception +7, Insight +9, Performance +10, Persuasion
+10 Reactions
Tool Proficiencies. disguise kit
Senses passive Perception 13
Instinctive Charm (Recharges after Dominick casts a
Languages Common; Mordentish.
hypnosis or enchantment spell of 1st level or higher).
Challenge Rating 5 (1800 XP) Proficiency Bonus +3
Dominick tries to magically divert an attack made against
him, provided that the attacker is within 30 feet of him and
Friendly Face. Dominick has advantage on all Charisma visible to him. Dominick must decide to do so before the
checks directed at a creature that isn’t hostile toward him. attack hits or misses. The attacker must make a DC 15
Autohypnotic Armor. Dominick’s AC includes his Wisdom Wisdom saving throw. On a failed save, the attacker targets
modifier and a +1 bonus, included in his statblock. the creature closest to it, other than the enchanter or itself. If
multiple creatures are closest, the attacker chooses which
Powerful hypnotist. Dominick abilities ignore immunity to one to target.
charms, with the exception of creatures affected by his curse.
Curse. Dominick can cast his first level spells at will and
implant hypnotic suggestions that don’t expire, but anyone
he is attracted to becomes immune to his spells, hypnoses,
and enchantments. For as long as Dominick is attracted,
that individual has supernatural insight into Dominick’s
thoughts and motives and automatically succeeds on Insight
checks against Dominick.
Spellcasting (Psionics). Dominick is an 11th-level spellcaster.
His spellcasting ability is Intelligence (spell save DC 15, +7
to hit with spell attacks). He has the following psion
(wizard) spells prepared:
Cantrips (at will): message, shocking grasp, prestidigitation
1st level (at will*): charm person*, command*, sleep*
2nd level (3 slots): calm emotions*, hold person*, mirror
image, suggestion*
3rd level (3 slots): charm monster*, confusion*, enemies
abound*
4th level (3 slots): dominate beast*, hallucinatory terrain, locate
creature
5th level (2 slots): dominate person*, hold monster*
6th level (1 slot): mass suggestion*
*Enchantment spells

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The Dread Domain of Lusèvres

Detective Alanik Ray Actions


Medium high elf
Multiattack. Alanik makes two weapon attacks in any
Armor Class 13 (leather armor), 15 (for wheelchair half cover) combination.
Hit Points 84 (13d8 + 26) Pistol. Ranged Weapon Attack: +6 to hit, range 30/90 ft., one
Speed 30 ft. target. Hit: 7 (1d10 + 2) piercing damage

STR DEX CON INT WIS CHA Rifle. Ranged Weapon Attack: +6 to hit, range 150/600 ft., one
14 (+2) 14 (+2) 12 (+2) 20 (+5) 19 (+4) 15 (+2) target. Hit: 7 (1d10 + 2) piercing damage (reflavored longbow)
Goldenfang (+2 Shortsword). Melee Weapon Attack: +8 to hit,
Saving Throws. Dex +4 in wheelchair, Int +9, Wis +8 reach 5 ft., one target. Hit: 7 (1d6 + 4) slashing damage
Skills. Arcana +9, History +9, Insight +8, Investigation +13,
Nature +9, Perception +8, Religion +9 Bonus Actions
Tool Proficiencies. disguise kit, thieves’ tools, instrument
(violin) Search. Alanik makes a Wisdom (Perception) check or an
Senses. Darkvision 60 ft., passive Perception 18 Intelligence (Investigation) check.
Languages. Common, Draconic, Elvish, Thieves’ Cant; Balok,
Darkonese, Mordentish Bardic (Dis)Inspiration. One creature within 60 feet of Alanik
Challenge Rating. 4 (1100 XP) Proficiency Bonus +4 who can hear him adds or subtracts 1d4 from an attack roll,
skill check, or saving throw of Alanik’s choice before the start
of Alanik’s next turn. Alanik have his violin to use this
Fey Ancestry. Alanik has advantage on saving throws against
feature.
being charmed, and magic can’t put him to sleep
Sharp eye. Alanik can add 9 additional base damage to one Special Equipment
damage roll he makes against a creature that he used his
Search bonus action on in the same turn. Wheelchair Gadgets. Using non-magical technology, the
wheelchair replicates the following spell effects using
Jack of all trades. Alanik adds +2 to any ability check he
Alanik’s statistics. Alanik’s activation action matches the
makes that doesn’t already include his proficiency bonus.
casting time of the spell. The chair has 30 hit points, an AC
Reliable Talent. Whenever Alanik makes an ability check that of 17, is immune to poison & psychic damage, with a
lets him add his Proficiency Bonus, he treats a d20 roll of 9 damage threshold of 5. It grants Alanik half cover while he
or lower as a 10. sits in it.
Gunner. Being within 5 feet of a hostile creature doesn’t At will: feather fall*
impose disadvantage on Alanik’s ranged attack rolls. Alanik 3/day each: burning hands, expeditious retreat, fog cloud†,
ignores the loading property of firearms. grease†, levitate*
1/day each: fly*, pyrotechnics, shield
Spellcasting. Alanik’s spellcasting ability is Intelligence (spell
save DC 17, +9 to hit with spell attacks). Alanik may replace * On the chair only
one of his at will wizard cantrips with another after a long † Casting range is 10 ft.
rest. Alanik has the following Wizard spells prepared: Song of Rest (Violin). Alanik and any friendly creatures who
At will (cantrips): mage hand, minor illusion, prestidigitation can hear him regain an extra 1d6 hit points at the end of the
1/day each: auscult *(see spells below), identify short rest if they spend one or more hit dice.
Silver Bullets. Alanik may prepare and load silvered bullets.

Alanik Ray’s traits Arthur Sedgwick's traits


Ideal. “Logic is a guide but also an illusion. Order and Ideal. “The sicknesses of the world are vast, but I can
reason don't supersede what is right.” help others nd the medicine they need.”
Bond. “I have the perspective to see depravities Bond. “I can't withhold care, no matter how ill a soul
others can't. I use my insight to reveal wickedness might be.”
and make the world a better place.”
Flaw. “I focus so much on others that I often don't
Flaw. “Most people are dangerous, manipulative see what's af icting me.”
liars and not to be trusted.”

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Alanik Ray Arthur Sedgwick

A cunning child with a strong sense of justice set to Child Arthur was apprentice to a local Valachani
inherit a merchant empire, Alanik revealed his father, healer treating victims of Urik von Kharkov’s white
Ardal Ray, to be a boss of a vast black market and drug fever when he led a doctor on an ill-fated plant
cartel ooding Neblus and greater Darkon with collection expedition deep into the heart of Valachan.
horribly addictive chemicals. Disinherited after Impressed by his deep love of herbal lore, the doctor’s
confronting his father, Alanik opened a consulting last words were to encourage Arthur to publish his
of ce in Neblus and began hunting the cartel to knowledge. When Urik was deposed by Chakuna,
extinction. Now a century old after bringing his Arthur advanced into the misty border clutching a
father to justice and settling his estate, he bonded textbook and emerged in snowy Lamordia. Arthur
with the young physician and Lamordian expat Sedgwick attended medical school in Ludendorf, but
Arthur Sedgwick. ed to Darkon after his heart could take no more of
Alanik’s incorruptible success as a private detective the organ theft and unethical experimental trials he
caught the attention of Martira Bay’s baron, and he was required to perpetrate to stay in the hospital’s
accepted the offer to become chief constable. Alanik good graces. Arthur then became Alanik’s partner
was immediately embroiled in the intrigues of and saved the detective’s life countless times. He
Martira Bay's nobility and ran afoul of Azalin’s authored The Casebook of Alanik Ray and The Life of
Kargat. Several high-pro le public exposures later, Alanik Ray for additional adventuring funds,
Azalin Rex’s embarrassed secret police nagged the kickstarting Alanik’s reputation as “The Great
king into permitting them to run Ray out of Darkon Detective”.
with deadly assassination attempts.
Detective Duo

The couple relocated to Dementlieu’s Port-a-Lucine and became godfathers to the Weathermay-Foxgrove
to freelance once more. The shapeshifting serial killer - twins. Flush with book royalties and tokens from
“Hag of Chateaufaux” stymied Alanik until the wealthy clients, like a Hookah of Truth from Kalakeri,
written help of a Lusèvrien expert in disguises the couple chase mysteries and elusive rogues from
cracked the case open. The nal pursuit also cracked domain to domain.
Alanik’s back with a fall off a roof, rendering the elf Echoes of Alanik’s rst case drew him to Lusèvres: a
wheelchair bound. ma a based in Brumaire is ooding Ravenloft with
The unrelenting storm of Dementlieuse lies ground bizarre and deadly drugs. Its boss, alias The Living
Alanik’s psyche thin, so Arthur encouraged his now Brain, has a personal axe to grind with Ray and
husband to relocate to Ludendorf where they could Sedgwick: it offers its criminal support to unrelated
construct a handicap-accessible detective of ce and citizens with killer grudges and spectates as the duo
better wheelchair. After handling a vexing problem struggle to uncover the truth. The brain often gets the
for Dr. Viktra Mordenheim, Alanik narrowly escaped last laugh by hypnotizing innocents to murder the
her insistent surgical offer to repair his spine. He was cornered culprit before justice can be served. Arthur’s
instead rewarded with various wheelchair upgrades heavy heart suspects the Brain’s mania ties to mutual
and a high-ef ciency gyrocore. Alanik’s improved history in Ludendorf. He isn’t yet ready to discuss
wheelchair can glide up and down stairs, blast gouts that hunch with Alanik because he would rip open
of re, and even rocket into the sky on folding and old and shameful wounds about the malpractice he
completely collapsible engines. The duo packed up and his then-friends willingly perpetrated, among
once more for Mordentshire when a cloaked woman other secrets he had hoped to leave behind in the
warned them Viktra planned to kidnap and extract snowy mountains.
their brains. In Mordentshire-by-the-sea, they The second story private detective of ce in the
happily reacquainted themselves with Van Richten Serpentine District overlooks the gondolas sliding

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Dr. Arthur Sedgwick Special Equipment


Medium human
Silver Bullets. Arthur may prepare and load silvered bullets
Armor Class 14 (Chain shirt) Copy amulet of Ravenkind. Arthur wields an amulet
Hit Points 104 (11d10 + 44) resembling the Holy Symbol of Ravenkind.
Speed 30 ft.
under the dozens of bridges of Canal Way. Passerby
STR DEX CON INT WIS CHA
might catch a whiff of sweet tobacco, wince at
18 (+4) 12 (+1) 19 (+4) 12 (+1) 16 (+3) 15 (+2)
shattered glass from a tinkering mishap, or grind
Saving Throws. Con +8, Wis +7 their teeth at Alanik sawing away at his violin to test
Skills. Athletics +8, Insight +7, Intimidation +6, Medicine +11, his biorhythm disruption theories. Arthur discovered
Nature +9, Survival +11 a well-hidden secret passage in the closet under the
Tool Proficiencies. herbalism kit, tinker’s tools stairs by following the roots of a white ower
Senses. passive Perception 17 sprouting in a oorboard gap. He investigated the
Languages. Common, Elvish; Darkonese, Mordentish
rst few hundred feet of the tunnel network it linked
Challenge Rating. 5 (1800 XP) Proficiency Bonus +4
to before deciding it was too dangerous to continue
Gunner. Being within 5 feet of a hostile creature doesn't alone. He erased his traces and thoroughly bricked off
impose disadvantage on Arthur’s ranged attack rolls. Arthur the access to the house, but worries about the old
ignores the loading property of firearms. signs of foot traf c he observed. Alanik and Arthur
Tandem Tactician. When Arthur Helps an ally attacking a
would pay to have the tunnels mapped, if possible,
creature, his Help action range is increased by 10 feet. and to know if a criminal organization is using them.
Additionally, Arthur can help two allies targeting the same There is another entrance behind an over ow intake
creature within range when using the Help action in this grating in the canal that Arthur left as is which could
way. be used for entry.
Spellcasting. Arthur’s spellcasting ability is Wisdom (spell In investigations, Arthur Sedgwick acts as coroner
save DC 15, +7 to hit with spell attacks). He has the and gossips with witnesses and law enforcement for
following (5) druid spells prepared. hints of intrigue. He has a lifetime of experience
Cantrips (at will): druidcraft, mending treating patients mauled by tropical and snowbound
1st level (2 slots): cure wounds, detect magic, detect poison horrors, so he can guess a beast’s features and
and disease, longstrider, purify food and drink unnatural powers by examining its victim’s wounds.
Alanik bounces ideas off Arthur when the two
Actions commiserate over their ndings. In battle, Alanik
supports Arthur’s frontline counterattack with
Multiattack. Arthur makes three longsword or one
sharpshooting. The wheelchair, which can carry
blunderbuss attack.
Arthur’s weight too, is saved for hasty exits.
Silvered Longsword. Melee Weapon Attack: +8 to hit, reach 5 On trips out of town, the two pack an accoutrement
ft., one target. Hit: 8 (1d8 + 4) slashing damage or 9 (1d10 +
of monster hunting equipment and helpful chemicals
4) slashing damage when used with both hands.
in addition to detective gear: holy water, potions,
Blunderbuss. Ranged Weapon Attack: +8 to hit, all targets in a salt, vials of acid, and alchemist’s re. Alanik brings
30 ft cone. Hit: 7 (2d6) piercing damage, or double that if
his father’s enchanted knife Goldenfang, and Arthur
the target is within a 15 ft. cone of the blunderbuss.
wears a copy of the Holy Symbol of Ravenkind under
Bonus Actions his chain and frequently posts letters via the network
of wereravens. Arthur’s “spellcasting” is more
Help. Arthur uses the Help action as a bonus action. mundane talent and prepared reagents than true
magic.

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The Dread Domain of Lusèvres

Spells for Mysteries material component chimes. When you cast the spell, you
can designate creatures that won't set off the alarm. You
Reprinted here are an updated mystery-oriented can also designate times or simple, obvious circumstances
selection of spells from my 2019 “Ravenloft's when the bell will not chime (e.g. do not ring between 6pm-
Elemental Planes: 43 original spells for 5e” 8am, ignore anyone who presents a silver badge). If you
document. cast this spell on the same space or object every day for 30
days, placing the same effect on it each time, the ward lasts
until it is dispelled.
Auscult   At Higher Levels. At 5th level, the spell becomes
2nd-level enchantment permanent and the silver bell cannot be used as the
Casting Time: 1 Action material component for another Bellchime spell.
Range: 30 feet Dispelling the ward or the bell instead suppresses the
Components: V*, M (Ear hair from a beast with keen chime for 10 minutes.
hearing) The hidden silvering sanctuaries and aeries that teach
Duration: Concentration, up to 30 minutes devil-slaying arts are not uncommon, but their ruins
Available For: Bard, Druid, Ranger, Warlock, Wizard are even more common, victims of the greed of fellow
You quietly blow air at a willing creature and its hearing man more often than monster. Needless to say,
sensitivity increases. It gains +5 to Wisdom (Perception) silvering schools do not advertise. If you wish to learn
checks related to hearing. By focusing on a location it can the silver arts or hire their services, you may have luck
see, the eavesdropper can ignore loud, distracting
finding a contact among the smiths who silver blades,
but you would do better to seek the artisan who
background noise and clearly hear a conversation spoken
enchants the silver bells used to alert shop owners to
in whispers from the range of 120 feet, at normal volume
customers and thieves. – VR
at 300 feet, and very loud volume at 1200 feet (a quarter
mile). For the spell's duration, the enchanted creature has
vulnerability to thunder damage and automatically fails Deadtack
any saving throws to avoid deafness.
3rd-level abjuration (ritual)
Lenore chattered angrily from Nichia's shoulder as she Casting Time: 1 Action
and the Kargat officers all trundled into the cramped Range: Touch
office that hid the stairs down. She sighed, "Another Components: S, M (Two lead spikes, Optional: valuable
basement briefing? It's so stuffy down there. Those of
gemstones)
us who are slightly less dead would appreciate a little
Duration: Until dispelled
breeze… and to smell each other a little less." She got
Available For: Cleric, Paladin, Wizard
a chuckle out of one of the weres.
"Stuff it, or I'll make you slightly more dead," Master The casting of the spell enchants the two lead spikes that
Bralkain hissed at the woman and her chiding crow, are the material component of the spell with a powerful
"There's no use warding the place against divination if ward against necromancy. The two lead spikes must have
any big-eared freak can listen in through the windows." been carefully and artistically engraved with a target
creature's name or likeness prior to the casting.
Alternatively, if you are familiar with the target, you may
Bellchime instead prepare gems worth the target's level or CR
1st-level abjuration (ritual) multiplied by 100 GP which the spell consumes. Cast with
Casting Time: 1 Action these extra components, the spell artistically engraves two
Range: 60 feet blank lead spikes with the target creature’s likeness.
Components: V, S, M (A silver bell) When you drive both spikes into the target creature's
Duration: 24 hours inanimate dead body, spells from the Necromancy school
Available For: Bard, Cleric, Ranger, Wizard and other re-animating and resurrection-like effects fail
when used on the creature. The spikes do nothing if they
Choose an object that is Large or smaller or an area that
have not been engraved or are used on any creature other
can fit within a range no larger than a 10-foot cube. Until
than the one matching the engravings.
the spell ends, whenever a Tiny or larger creature touches
After both spikes are planted, one of the lead spikes may
or enters the warded area, the silver bell used as the

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The Dread Domain of Lusèvres
then be pried from the body and taken with you or hidden
Disguise Voice
elsewhere, but it cannot be used as a material component
1st-level illusion
for another Deadtack spell. The removed spike is a magical
object with the durability of lead. The spike that remains Casting Time: 1 action
becomes permanently affixed in the body, resists Range: Self
dispelling, reforms instantly if destroyed or defaced, and Components: S
cannot be removed by any means short of divine Duration: 1 hour
intervention or using a spell slot of at least 8th level to cast Available For: Bard, Sorcerer, Wizard
Dispel Magic, Antimagic Field, or Wish. Separating the You touch your throat and make yourself sound different
tacked body into pieces does not end the spell. Reviving the until the spell ends or until you use your action to dismiss
creature or destroying the removed spike ends the spell. it. You may imitate an accent with your illusory voice, but
True Resurrection overpowers any Deadtack spell. A this spell doesn’t grant you fluency in languages you don't
second Deadtack spell fails if used on an already- know. A creature that uses its action to listen to your voice
Deadtacked body. can determine that it is an illusion with a successful
"The deadtack utterly blocks all but the vilest Intelligence (Investigation) check against your spell save
necromancers from animating rightfully interred DC. If a creature discerns the illusion for what it is, it can
remains or draining dire secrets from the skulls of the hear your true voice and the illusory voice sounds faint and
deceased. Unfortunately, assassins also use deadtacks hollow.
to guarantee their wealthier victims remain as corpses.
Wise travelers on Lusèvres' highways ignore the
Tracing the deadtack caster's dweomer, fingerprinting
pleading screams of desperate women and children
artistry, and even the providence of the lead has thus
from beyond the treeline or behind boulders. The
become something of an art among private
cloven-hoof leucrottas, keen imitators of pained human
investigators who are urgently hired to seize the
cries, have wet their jaws with the lifeblood of many a
murderer's paired spike before the body rots beyond
sentimental fool lured from the path. And with each
actionable revival." – Dr. Arthur Sedgwick, husband
new kill, the intelligent beasts add a new dying scream
and medical advisor to Detective Alanik Ray
to their repertoire.

Deathblood Divination Ghost Lantern


2nd-level divination (ritual)
3rd-level necromancy (ritual)
Casting Time: 1 Action
Casting Time: 1 Action
Range: Self
Range: 150 feet
Components: V, S, M (Powdered vampire fang or nail)
Components: V, S, M (a source of natural flame no larger
Duration: Instantaneous
than a 5 by 5-foot-square such as a brazier, lit lantern,
Available For: Druid, Ranger, Warlock
torch, or candle.)
You taste a dead creature's spilt lifeblood and, in a Duration: 1 hour
moment, experience the last 18 seconds (3 rounds) of the Available For: Cleric, Warlock, Wizard
victim's life from their sensory perspective, excluding the
The natural flame you cast this spell upon becomes
victim's thoughts. If the victim has died more than once,
unnatural, eerie pyreflame and deals cold damage rather
you experience their most recent death.
than fire damage. Creatures cannot benefit from invisibility
"The victim's body was thrown in the Musarde river to within the fire's bright light. If an inanimate corpse is
make it look like a boating accident. In truth, she was within the range of the bright light, a silent ghostly shape
drowned in her own home's kitchen sink several hours appears beside it. The incorporeal, mostly-transparent,
prior. The murder was likely unintentional, and the wispy shape is a very low-resolution image of how the
culprits her father and mother. They disapproved of her creature appeared in life, but even a thorough investigation
fiancé, a man of lower standing, and were attempting of the shape usually cannot reveal its race, gender, or age,
to coerce her with violence into calling it off with him." much less its precise identity.
– Inspector L. Alexandre's case briefing to Richemuloise   Ghost Lantern's pyreflame may be pushed into a silent
officials on the death of an heiress in Pont-a-Museau.
ghostly shape. The pyreflame detaches from its source and
floats in place. Its animating energy allows the ghostly

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The Dread Domain of Lusèvres
shape to speak in a voice that sounds like your own (or a rejected and unexpectedly fails or falls off during a bout of
neutral tone if you are mute). You may ask the ghostly strenuous exertion 1d6+1 days later. Grafting that limb to
shape one question with the same limitations described in the same creature automatically fails thereafter.
the Speak with Dead spell. (The corpse knows only what it
"The Vistani believe pieces of a body still carry a
knew in life, including the languages it knew. Answers are fraction of its vital source – Scrying wouldn’t work so
usually brief, cryptic, or repetitive, and the corpse is under strongly otherwise. A wicked or resentful soul can
no compulsion to offer a truthful answer if you are hostile poison yours, so my kin refuse to graft any limbs but
to it or it recognizes you as an enemy. This spell doesn’t the original or a trusted friend's willingly given.
return the creature’s soul to its body. Thus, the corpse can’t Contracting lycanthropy's a risk, too." – Ez d'Avenir on
learn new information, doesn’t comprehend anything that why she uses a prosthetic leg.
has happened since it died, and can’t speculate about
future events.) Corpses previously used for this spell, the
speak with dead spell, or similar within the last 10 days do
Hullabagloom
not create silent ghostly shapes and cannot be asked 2nd-level illusion
questions. The spell ends immediately after the question is Casting Time: 1 Action
answered. Range: 120 feet
  When the spell ends, the pyreflame is extinguished. Components: V, S, M (A handful of peas)
  Ghost lantern cast on campfire causes it to cool the Duration: Concentration, up to 10 minutes
surroundings and chills food rather than cooking it. Available For: Bard, Druid, Sorcerer, Wizard
Many a clever amateur spellcaster suffering in the You create a 30-foot-radius sphere of sticky, clingy fog
muggy summer swelter has thought to cool their offices centered on a point within range which disguises the
by lighting their hearths with pyreflame. The brighter voices of those within it. The sphere spreads around
ones think to use a brazier surrounded by a magic corners, and its area is heavily obscured. It lasts for the
circle. The smartest sweat, because they know the duration or until a wind of moderate or greater speed (at
wandering haunts on our side which are drawn to least 10 miles per hour) disperses it. For the duration of
ghostfire like moths are just as fearsome as any that the spell, you give each target in the spell's area that you
might try to crawl out. choose an illusory voice. The illusory voice is cosmetic and
may not interfere with the target's ability to communicate
Graft or cast spells as it normally would. (You may change a
creature's accent or even add a speech tic, but you may not
5th-level necromancy
change its language, render it unintelligible, or silence it.)
Casting Time: 1 minute
An unwilling target can make a Charisma saving throw,
Range: Touch
and its voice is unchanged if it succeeds. Unless you will
Components: V, S, M* (Thread, ointments, and distilled
otherwise, a target hears its own voice naturally and
essence of troll worth 150 gp which the spell consumes)
cannot tell if it succeeded or failed on its saving throw.
Duration: Instantaneous
  The fog is the voice-transforming medium, so outside
Available For: Bard, Cleric, Druid, Warlock, Wizard
creatures hear the illusory voices from within, but hear an
You hold the creature's removed or severed body member affected creature speak with its natural voice when it
(eye, finger, leg, tail, and so on) or a comparable, freshly leaves the boundary. Creatures within the fog hear an
severed limb from another similar creature to the stump or affected target outside the fog speaking with its illusory
socket, and the spell causes the limb to knit to the stump voice.
and restores it to full usability. Over the course of weeks,   You may use your bonus action to create illusory sounds
the limb slowly changes until it matches the rest of the at a location within the fog that last up to the duration. The
creature, but at the GM's discretion, vestigial traits from its sound can be any volume and noise and can continue
creature of origin may remain. unabated for the duration, or you can make sounds at
  Optional Rejection Rules. If the grafted limb is not the different times.
creature's original limb, the GM secretly rolls a d20 and a   A creature can use its action to listen and make an
d6. If the d20 roll is greater than your best spell attack Intelligence (Investigation) check against your spell save
bonus, plus your proficiency or Medicine skill bonus, plus DC. If it succeeds, it can hear everyone's true voices and
the graft-receiver's constitution modifier, then the graft is the illusory noises sound faint and hollow.

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The Dread Domain of Lusèvres
  At Higher Levels. When you cast this spell using a spell underneath or partially underneath the shadeshroud
slot of 3rd level or higher, the radius of the fog increases makes an attack or casts a spell, or the area of the
by 10 feet. shadeshroud or its interior is illuminated by bright light.
Creatures or objects under the shadeshroud are shunted
The tainted elemental plane of fog is an endless mire of
sticky, smoggy, industrial-era pea-soup fog and steam outside the shroud, lying prone, when the spell ends.
cling between the trees of swamps. It splits the You are to patrol with a bulls-eye lantern and cast its
difference in environments by embodying both the light upon on all dark corners and shadows as you
mire's poisonous drudgery and the muddled city's move from room to room. Do not rely on your
confusing vox populi. Gates to Fog and its diseased, darkvision. Just before sundown, gently turn over the
acidic, and poisonous denizens have an alarming large rug in the main hall and cast your lamplight on
tendency to appear in the middle of urban areas in the floorboards below. – instruction from the Wormian
addition to swamps or rivers. Museum's training manual for overnight security
personnel.
Shadeshroud
3rd-level conjuration (ritual) Shade-nap
Casting Time: 1 Action 2nd-level illusion
Range: Touch Casting Time: 1 Bonus Action
Components: S, M (an obsidian point or black blade Range: 60 feet
worth at least 25 gp) Components: S, M (A glove)
Duration: 8 hours Duration: Concentration, up to 10 minutes
Available For: Bard, Ranger, Warlock, Wizard Available For: Druid, Ranger, Sorcerer, Warlock, Wizard
You slit a shadow or a surface in an area of dim light or   Choose a Large or smaller creature within shadow, dim
darkness that can accommodate a 5-foot-radius circle. light, or darkness in the spell's range to transport. An
That area of shadow lifts like a sheet. If you crawl unwilling creature must be incapacitated, restrained,
underneath, you enter into an extradimensional space sleeping, dying, or dead. You cannot transport a target
bordering the Plane of Shade. The interior of the illuminated by bright light, one that is grappled, one that is
shadeshroud is magically dark, muffles sounds produced securely restrained to a surface or larger object, or one
inside to a whisper, and the atmosphere is comfortable and wearing or carrying more than a pound of lead.
dry regardless of the weather outside. Creatures under the   Shadows silently engulf the creature and any equipment
shadeshroud cannot affect or be affected by anything it is wearing or carrying and teleport it to a dark or dimly
outside the shadeshroud as if they were fully incorporeal lit space of your choice within the spell's range that need
and cannot be targeted by any divination magic or not be within line of sight. For the spell's duration, the
perceived through magical scrying sensors. Creatures creature is invisible to everyone but you. The spell and
underneath the shadeshroud can see and hear 60 feet invisibility end if the creature is moved, uses its movement,
outside into your current plane, regardless of the magically makes an attack, casts a spell, or is illuminated by bright
dark interior. light.
  You and two other medium-sized or smaller creatures   At Higher Levels. When you cast this spell using a spell
can fit underneath the shadeshroud. The shadeshroud's slot of 3rd level or higher, the spell creates a silent illusory
contents cannot be seen from your current Plane, but duplicate of the target at its original location. The illusion
creatures that can see into the Ethereal Plane clearly see vanishes if illuminated by bright light. A creature that uses
the shadeshroud's interior. its action to examine the duplicate can determine that it is
  Creatures must be prone to enter or exit the space under an illusion with a successful Intelligence (Investigation)
the shadeshroud and must remain prone for the duration check against your spell save DC.
or else take 1d4 force damage and be shunted outside the
"A retriever is a wolf taught to bite more softly." –
shroud, lying prone. You can unseal and seal the edges of
proverb from a scroll found in an abandoned Zytian
the shadeshroud to permit or deny creatures entry. Shadow Way monastery.
  The spell ends when you no longer touch the
shadeshroud, there are more than three medium-sized or
smaller creatures underneath the shadeshroud, a creature
s

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The Dread Domain of Lusèvres

Stovepipe Breath Vitriolic Double


2nd-level necromancy 2nd-level illusion
Casting Time: 1 Action Casting Time: 1 Action
Range: 60 feet Range: Self
Components: V, S, M (A lump of coal, or a tobacco pipe) Components: V, S, M (A pinch of sulfur)
Duration: 1 minute Duration: Concentration, up to 10 minutes.
Available For: Bard, Druid, Sorcerer, Wizard Available For: Bard, Sorcerer, Wizard
Choose one creature that you can see within range to make You are briefly obscured by a harmless smoky puff and
a Constitution saving throw. If it fails, streams of sticky, create a silent double of yourself composed of acidic fog
clingy fog pour out of the target creature's mouth, nose, adjacent to yourself in your space. You may move the
ears, and tear ducts. If the target opens its mouth, speaks, double up to your remaining movement speed, and your
tries to cast a spell with verbal components, or attempts to full movement speed on your subsequent turns. The
use a breath weapon, a great gout of heavily-obscuring, double is insubstantial and effectively weightless, but looks
clingy fog immediately surrounds its face and blocks its and behaves like you. It can mimic your actions and
vision entirely for the duration of the action. The gout of fog attacks, albeit harmlessly. Commanding it requires no
persists only just long enough for the creature's action to action on your part. A creature that does not succeed on a
be penalized for effective blindness. At the end of each of Wisdom (Perception) or Intelligence (Investigation) check
its turns, the target can make a Constitution saving throw. cannot tell you apart from your double.
On a success, the spell ends.   The vitriolic double is dispersed if attacked or if it
  At Higher Levels. When you cast this spell using a spell collides with a Tiny or larger object. You can also choose
slot of 3rd level or higher, you can target one additional to crash the double into a creature or object by moving it
creature for each slot level above 2nd. into that target's space. The target that dispersed it must
make a dexterity saving throw if it was within 5 feet of the
"Respiratory distress and premature death associated
with 'Green Lung' are the smoke-blowing entertainer's vitriolic double, taking 3d6 acid damage on failure or half
most common occupational hazard. A lesser-known on success. A creature that was not aware the double was
danger is that daily use of the smoke-making spell risks an illusion automatically fails the save. When the vitriolic
converting one's bronchi into a permanent gate to the double is dispersed or the spell ends, every creature in a 5
Elemental Plane of Fog. Smoky wheezing, corroded foot-radius of the double also takes 1d6 poison damage.
teeth, and malodorous breath then become the least of   At Higher Levels. When you cast this spell using a spell
the entertainer's worries; a creature from planar fog slot of 3rd level or higher, the acid damage increases by
may discover the path and attempt to materialize in 1d6 for each slot level above 2nd. The poison damage
the unfortunate's chest. This is merely gruesomely fatal increases when the spell slot used reaches 3rd level (2d6),
should the interloper be a typical fog elemental 6th level (3d6), and 9th level (4d6).
composed of corrosive and toxic gases. More solid
denizens which are usually significantly larger than the During the choreographed exchange of partners, one
volume of humanoid lungs appear with a grotesque pair of ballroom dancers disappeared in an acrid puff
splattering deflagration of the unwitting conduit's of smoke to the collective gasp of the salon. The party-
whole head, neck, and torso." — Clipping from a goers innocently thought the smoke to be the vanishing
Paridon medical journal found along with Van lady's harmless prank, and the man now lying upon the
Richten's notes for an unpublished guide to floor a victim of too much good wine. A well-meaning
supernatural afflictions socialite attempted to turn over the facedown
gentleman so he could gracefully recover his wits away
from the dance floor and thus discovered the corpse's
face had been scoured clean off.

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