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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.
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)
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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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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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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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18
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.
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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.
20
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.
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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.
24
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.
25
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
26
27
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 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.
28
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.
29
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.
30
31
32
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.
33
34
35
36
37
38
39
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)
40
41
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.
42
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.
43
44
45
46
47
48
49
50
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.
51
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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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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