Professional Documents
Culture Documents
Robert King
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9336XXXl501
ISBN I 56076 142·3
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Lake Geneva Cherry Hinton
WI 53147 '"''!& Cambridge CB l 3 LB
--
CJ.S.A. Clnited Kingdom
Fear and Horror . ................... .. ..... ....................... 3
Chapter I: Bride of Mordenheim ......... ..... . ... ... .... .. .. . ....... 4
Chapter II: Blood in Moondale .. . . ............. .. ...... .. .......... 10
Chapter Ill: The Dark M instrel ..... . .... ..... . ... . ........ . ........ 21
Chapter JV: The Cedar Chest ....................... . ... .. .......... 30
Chapter V: Corrupted Innocents ............ .. ......... ..... ...... . . 40
Chapter VI: The Rite of Terror ................ . .... . . .. ....... .... .. 50
Chapter VII: The Man with Three Faces .. . . . ... ...... ... . ... ......... 64
Chapter VIII: The Living Crypt ....................... . ..... ...... .. 75
Chapter IX: Death's Cold Laughter ............ . ... . ..... .. .......... 83
Doll Go Iem ................. . .. . .... .. .............. .... . ....... 92
Ermordenung ........ . .... .......... .. ....... . ... .. .. . . ......... 93
L iving Wall .......... . ........................... . ... .. ......... 94
Crtdits
Design: Dale " Slade" Henson with J. Robert King
Editing: Anne Brown, J . Robert King, J ean Rabe
Proofreading: Anne Brown, David Wise
Cover Art: David Dorman
Interior Art: Lau ra and Kell y Freas, Stephen Fabian
Cartography: John Knecht
Typography: Gaye O'Keefe
Keylining: Sarah Feggestad
Thanks To: James Ward, Tim B. Brown, Bruce Nesmith,
Anne Brown, Andria Hayday, Newton H. Ewell,
Bill Connors
rongrod sits in a dark successful adventures in Ravenloft.
comer of the squalid DMs accustomed to running adventures in
tauem, sipping other AD&D® game settings often excel at
warmish ale and inspiring terror in their PCs. Terror is a natural
eavesdropping on result of deadly combats and lethal traps, both
the whispered talk of of which abound in adventures in AD&D® game
locals. Euidenlly a worlds. Book of Crypts is no exception, loaded
gruesome murder with deadly combatants such as doll golems,
occurred last night: a ermordenung, evil treants, madmen, liches,
body has been werewolves, necromancers, illithlds, maniacal
found, its skin jesters, minstrels of death. vampires, and more.
meticulously stripped The adventures here also brim with terrifying
away by a common traps-both physical and psychological. Terror
hunting knife. A knot should, therefore , come easily to Book of
of revulsion forms in Crypts DMs.
lrongrod's stomach. In addition to bone-rattling terror. though,
As he lakes another Ravenloft DMs shou ld make the most of horror.
sip, the storyteller Horror hints at and prepares characters for the
continues, describing the man who fled lhe terror to come. The terror lrongrod felt at
murder. With a sinking sense of dread, lrongrod hearing the voice in his head would be far less
realizes that the description exactly {lls him. intense if he had not first felt the creeping
Another local speaks up now, saying that a knife horror of his guilt. In the same way. the terror of
was discouered beside the body. lrongrod drops hack-and-slash combat with a vampire is tripled
his hand from the sweating stein of ate before if the PCs First feel the mounting horror of
him, feeling for his hunting knife. It is gone. something stalking them.
Anguish begins its stow bum within him. Tormented heroes: tragic villains; dark pasts;
Suddenly. lrongrod hears an unfamiliar uoice secret vices; evil presences; sounds in the
in his head, ''Don't worry, lrongrod-you're shadows ... this is the stuff of gothic horror. In
innocent. Sure, I used your body {or the crime, addition to spicing up adventures, the mood of
but you were asleep. No matter: it won't be your gothic horror greatly intensifies the terror of
body much longer." combat. The mood, though , is fragile: subtlety
is key. If a DM says, " the grass upon the g rave
In this scenario, lrongrod experiences the two before you stirs uneasily, despite the dead calm
emotions critical to successful RAVENLOFT"" in the air," the characters may feel horror. If a
game adventures: horror and terror. Horror is DM says. " the grass upon the grave before you
the revulsion. dread, and anguish that results whips in wild frenzy as the soil bubbles and
when a character confronts something that convul ses like boi ling flesh. even though the air
shouldn 't be: lrongrod felt horror when he is as still and putrid as a dead man's rotting
heard of the murder. matched the description heart," the PCs may well laugh.
to himself. and discovered that his knife was Make no mistake-thrilling combat is the heart
missing. Terror, on the other hand , is the of most Ravenloft adventures. If your characters
extreme fear that arises when creatures or thrive on hack-and·slash, feel free to add more
events immediately th reaten one's life: lrongrod battles to the adventures contained here. But
felt terror when he heard the voice in his head remember, horror spices up adventures and
threatening to take over his body. The intensifies combat. In other words. slash all you
interaction of horror and terror is critical to want, but don't forget the horror!
she rushes to the sho re, retrieves her boots.
his adventure is designed for four and cautiously approaches.
characters of 2nd to 4th level. Her beauty comes into focus as she closes
During the scena rio, the characters the distance.
meet a hauntingly beautiful woman
named Katrina Von Brandthofen. Thi s is Katrina, who will try to draw the PCs
They are soon flung into an into this sorrowful adventure. If the characters
insidious plot devised by Doctor draw their weapons as she advances, she stops.
Victor Mordenheim. who is trying stares wistfully at them, then turns around and
to restore life and beauty to his runs away. If the PCs do not catch her and show
cursed wife. Her body is now they are peaceful, the adventure ends before it
muti la ted and broken. The even begins.
Dungeon Master is encouraged to However, if the PCs do not threaten her, she
read the information regarding strides toward them and asks, "To whom do you
Victor Mordenheim and his wife in owe alliance?"
the RAVENLOFT"' boxed set. This If the characters say they owe alliance only to
data is located in Chapter 13. 'The themselves or to no individual. she relaxes and
Who :S Doomed of Raven loft:· See "Lamordia · claims that she is aligned with herself-and all
in Chapter 11 for a description of the domain. that is lawful. While she speaks with them , she
and the card titled "Mordenheim's Estate" for sea rches for any symbols of evil that may be
details on the setting. visible on the party. She questions any clerics
about their gods. Katrina is trying to make sure
the PCs are not evil. She will not deal with an
Tht Adutnturt evil party.
The characters' travels take them to a dark
and misty beach.
Katrina's Story
You stand on a sandy beach in the fading
The woman sighs, and a smile tugs at the
light of early evening. Dark. murky waves lap
corner of her rose-tinted lips. "I believe you
at the shore. Seashells and the decaying
are without evil." she states soflly. " I truly
remains of small jellyfish lie scattered about
hope you are. My name is Katrina. In this
like broken toys, and fiddler crabs scurry
land, it is difficult to determine who is evil
about in search of food.
and who is good-except by one's actions. I
Bordering this beach. sharp, jutting rocks
am willing to give you a chance."
reach stiffly into the magenta-tinged,
midnight blue sky; they are resolute against
the crash of the white-capped waves. In the If the characters ask why she is here. she tells
distance. a lone woman kneels on the sand, them her story. This is detailed in the NPC
retrieves a shell. and throws it back into the roster at the end of the adventure. but it is also
sea. It disappears into the surf, then she paraphrased here for the Dungeon Master's
gracefully pulls her boots off and begins convenience.
wading in the lapping currents.
"I am searching for my maternal aunt,
She takes only a few steps before she
Elise. She was my mother's twin. Aunt Elise
stops, noticing you. Her gaze riveted on you,
married a man, Doctor Victor Mordenheim,
However. if the characters decide to help her,
who lost his mind in his work shortly after she is relieved. She suggests they set up camp
they were married. My aunt disappeared
(the nearest town is I 0 miles away) so they all
several years ago. and I have been looking
can get an early start in the morning.
for her ever since. It is rumored that he per· If any of the PCs stand watch, they observe
formed grotesque experiments on her, and I something strange during the night. If no one
am here to seek vengeance If this is true. I stands watch , the DM should roll randomly to
have been unable to locate his private labor· have one character awaken . The PCs observe
atory, and my travels have led me here. All small streaks of lightning and a glowing aura
the rumors point to this area, so I believe he coming from a small mansion perched atop a
is close. I ask your help, if you will give it." cliff several miles away. The hill overlooks the
nearby sea.
If the characters ask for payment, Katrina When Katrina sees the glow in the sky. she
explains she has barely enough to cover her grows excited.'That is it! That's the house! I knew
lodging and food expenses for the next few you were a good sign in this evil land. We shall
weeks. If the characters refuse to help without leave in the morning and head for that hill!"
promise of payment. she offers to pay them In the morning . Katrina leads the PCs in the
with a portion of anything they may find at direction of the house. eating dried fruits and
Mordenheim's residence. If they still refuse, she jerky and sipping water from a suede waterskin
bids them farewell and sets off on her own. as she travels.
Mansion Atop a Cliff from the building. Nearly two inches of dust
fill this room , making it appear as though no
The wind is brisk and cold, chilling you one has entered this house in decades.
through your clothes and armor as you The dark and gloomy entry room displays
ascend the steep slope to the house. The rotting tapestries and paintings hanging
deep green trees and nearly black grass precariously on rusting nails. Spider webs
absorb what weak sunlight peeks from above dangle from every conceivable locale, and
the dense cloud cover. The only sound is the the husks of their former residents lie
snapping and crackling under your feet as tangled in their desperate strands.
brittle, dry branches and twigs give way From upstairs, a clanking sound cuts
under the weight of your footsteps. through the musty air. It soon stops, and a
Reaching the top of the hill around mid· cry of terror follows, dying down to a morbid
afternoon, you see the house has a waiJ.
paramount view of the ocean. Below, the
sea's murky surface waves and shivers from If the characters decide to go up lhe stairs,
unseen forces. Only the wind in your hair read the following:
and the call of lonely seagulls breaks the
deafening silence that hangs in the air. Far As you mount the stairs, the steps creak
across the ocean, a mist-laden island is horridly with every footfall. A spider, the size
vaguely visible. of a gold coin, drops down in front of you as
The wooden door to the old mansion is if to see who intrudes. The dust on the
reinforced with iron bars. The bars are banister flows to the floor In a spooky
b listered and flaking with blood-red rust; the cascade as you vibrate the sta irs with your
wood is c racked and splintered with age. movements.
Shutters on the second floor bang and rattle
against the house. The only way the characters can mount the
stairs silently is by using a silence spell. A
Unless the characters are wearing gauntlets, thief's Move Silently ability functions at
they suffer 1 point of damage when they knock one-half his normal ability on the rickety stairs.
on the door. The wood splinters mercilessly If the PCs have not made efforts to quiet thei r
into their knuckles. It will take 2d4 rounds to movements, by the time the PCs have climbed
remove the splinters. one-third the way up the sta irs, the man on the
The knock is never answered. The door is second floor (Victor) hears them and begins
loc ked, and a thief trying to pick the lock must hiding everything in sight. If the characters
do so with a -203 penalty because the move up the stairs quietly, they find Victor. If,
mechanism is rusted . The door can be battered however, Victor was alerted to their
open if 40 points of damage are inflicted upon movements. read the following :
it. When the PCs get the door open, continue
with the following: Suddenly, you hear something slamming
and banging overhead. Within a few short
Strangt Lodgings seconds, the noise has ceased. At the top of
the stairs, you see only one door; its pale
The door rasps and whimpers painfully exterior is outlined by the glow of light cast
when opened, and a rush of stale air flows under its fragile frame. The door Is dosed,
Mordenheim, sorrow knits across his
and a chair sits propped tightly against the melancholic brow.
handJe.
" I am sorry to tell you that your search has
ended. She died several years ago from a
Tht Sdtntist yellow fever plague. I was working on a
If the characters move the chair, the door serum to cure the dreadful afniction, but the
creaks outward, exposing a brightly l it room. remedy came too late. I was able lo inject
myself, but she-my wife-passed away too
The room is well lit, but very dusty. quickly. Since her passing, I have refused to
Footprints the size of those made by a giant enter the rest of the house; the memories it
are scattered across the floor. A bin with a brings back are too painful.
hand-pumped well stands in the center of the " I am sorry that your travels have brought
room, where rickety and ancient tables sit at you naught, but you are free to spend the
odd angles, efficiently slicing the room into evening here, so you can leave at first light.
equal quarters. A man stands looking at you The night brings untold horrors in this land."
with one eye wide open; another man squints
painfully in your direction. He leans against If the characters agree to these
one of the tables, nervously tapping his arrangements-which Katrina will beg them to
fingers, sending tiny explosions of dust into accept-Victor shows them to several
the air. downstairs rooms.
The nervous man appears half-starved. His Victor sighs as he walks down the rickety
thin body stoops at the shoulders. He gasps stairs to the first floor. Moving a dust-encrusted
in a hoarse voice, while licking his lips with a cobweb from his path, he turns to his right. " We
blackened tongue. had many a festive occasion in this room."
" What are you doing here? I haven' t seen Victor says unwaveringly, pointing disjointedly
or allowed visitors here for more than two to the room below the stairs. " We used to love
years!" to sit and watch the flames in the fireplace." He
looks at the mantle where a painting of a lovely
If the characters mention they are looking for couple leans against the wall. The picture
Doctor Victor Mordenheim. the man's eyes appears o ld, but It must be only the webs and
perk open, and his posture straightens. Wiping dust that cast this illusion, for Victor has not
his mouth with a wrinkled handkerchief, he aged since Its illustration. He continues walking
approaches the characters with measured and stops near three doors. " Here is where you
footsteps. may sleep. Safe and uneventful rest to you all.
Until the morn." He turns and walks sadly back
He instantly looks 10 years younger and up the stairs.
more fit. " I apologize for the charade. but I Katrina asks to take a room for herself; if the
never can tell who is looking for me-or the PCs agree. she locks the door behind her. She
madman they say lives here. I am Victor states that if someone wishes to guard her, she
Mordenheim.'' He approaches you with an would prefer them to remain outside her door
outstretched hand, waiting for you r rather than inside her room.
introductions. " What can I do for you?"
If the characters brush away the snow or pull When your story is finished, the captain
the body out of the mound, they find the sha kes his head in obvious irritation. "We've
ragged corpse of a young and beautiful removed the other bodies to the last stall in
maiden-beautiful except that her lifeless face the stables behind the inn. Bring this body
is fixed in a grimace of fear. She is cold. but not too, and place it with the others. The village
frozen, and rigor mortis has not yet set in. elders have asked that the bodies be
Tracks of a single wolf lead away from the preserved unti l the passes open and a doctor
scene. If the characters follow these paw prints, can arrive to give them proper burial. Since
read the following : we've so far proven incapable of rounding up
the murderer," he says with a stern glare,
You follow the mazy trail away from the
"rounding up the bodies is the least we can
village where the creature's pace seems to
do. I shall see you back at the inn. This cold
slow. Then gradually, the tracks broaden into
has run me through." He turns, stomping his
those of human bare feet. These new tracks
booted feet, and heads toward the inn.
lead to a secluded spot between a deep
woodland and the windowless side of a
remote barn. There, the trail of prints StabltS and Storin
broadens into a trampled area . On the edges
When the party reaches the stables after
of this area you see marks in the snow where
retrieving the woman's body, the DM should
clothing had been discarded. You also find
read the following.
two sets of booted footprints-one
approaching the secluded area at a run, and
The stables are lit by a solitary lantern.
the other striding boldly away.
and are mercifully warmer than the frigid
wind outside. You trudge down a central.
sheep. but in colder weather, prefers the
straw-strewn passage with stalls lining either mounts of his guests. He is very careful not to
side. As you drag the woman's body past one endanger the animals' lives. Unlike most
stall. the great black stallion inside it catches creatures suffering from vampirism, he
the scent of death and rears. Its whinney despises his condition. See the NPC Roster at
sounds like the scream or a woman. In the the end of this adventure for more information
meager lamplight, you glimpse its crimson
on this man.
eyes and foam-flecked muzzle. Steeling your After the characters eat dinner with Captain
nerve, you take a few more steps, reach the Rapacion. he announces he is going to retire
final stall and swing the door open. Inside are early. He claims that trudging through the snow
four corpses, not two. Beneath the gored and cold looking for clues has made him very
bodies of the man who died last night and tired. He excuses himself and walks up the
his wife lay the rigid forms of your comrades, stairs to his room.
Eldon and Ravewood.
Dante, the innkeeper, settles happily in
If the characters question Captain Rapacion with your group and, recognizing a captive
as to how Eldon and Ravewood died. he says, audience, begins to spin a yarn about the
··it was obviously the beast. A farmer found village. "Feel like a spooky tale on such a
them in his field. Tripped over their bodies on bleak night? Have you heard the tale of my
his way out to milk the cows." If the party arrival in Moondale? It was thriving then, but
questions Rapac:ion further, they find that the in a few years. everything changed. A foul
tracks around the militiamen's bodies proved batch of needle·toothed, feral-faced vampires
impossible to follow once they entered the crawled out of their dark holes and came
village. here. They sucked the life out of this place.
In the evening. Dante returns to the inn. He Parasites. We hanged them and burned
expresses his regrets to the characters on the them-poisoned , disemboweled, decapitated.
loss of their men and brings them each an ale gored them-but they kept coming back.
"on the house." Within months, the town had shrunk by half.
He recounts the story his assistant told of "Then a stranger came to town. He taught
how he spent the day helping his elderly us how to slay the salty-breathed fiends, and
parents fortify their house, and indicates how how to keep them dead. We felled an acre of
the whole town, including himself, was spooked timber making holy symbols and stakes, and
by the late butcheries. He then asks the eventually killed several of them . But the
characters what they have discovered. rest moved on before we could finish the job.
Dante is intent upon the characters' every Even though the danger was behind us,
word. If they accuse him of being a another batch of the townfolk left, fearing
lycanthrope, he denies it. " I have been called the life-suckers would return to wreak
many things in my day, but never a killing vengeance. That was five years ago, and
beast." He stands and pours himself a drink. we've not seen so much as a bat's ear since.
DM's Note: Unknown to the characters. Dante " But now this nonsense crops up. I say we
is a nosferatu vampire. He sustains himself on should-''
blood drained from the stabled mounts. He Terrified cries erupt on the street outside.
carefully bites animals in the throat, and Dante leaps to his feet. wrenches a coat from
partially drains their blood into a clean pail. the rack on the wall. and rushes into the
Then he stores it until needed. In warmer night.
weather he drinks the blood of cattle and
If the characters follow. read the following. its fastest possible movement rate. The only
way the characters can attack it is with magic
About 60 yards down the street in a dim or missile fire (remembering that it is
pool of lantern light, you glimpse the nighttime). Within two rounds, the werewolf
beast-a wolf, easily the size of a worg. It's turns to the left between two buildings and
hackled back glistens with frozen spikes of disappears. If a character happens to have a
blood as it arches fiendishly over its latest gold or magical weapon on hand and wounds
prey. Two bodies lie quivering in the the werewolf. Captain Rapacion suffers the
red·speckled snow beneath the beast. The same damage.
wolfs meaty jaws scissor mercilessly and its If the captain is injured, he will feign arthritis
knifelike teeth slash into the bodies. Over or illness In order to conceal his wound. He will
the wail of the wind you can hear its not allow the PCs to discover his injury.
slaverous gulping. Then the beast raises its
dripping muzzle, pinning you with its eyes. It
sniffs the wind, turns, and dashes away. Tht lnnottnt Captain
DM's Note: The DM should stage events similar
Lycanthrope. Mountain Loup-Garou ( 1): Int to the one above, in which the captain is absent
High (15); AL CE: AC 3: MY 15 ( 18): HD 7; hp from the PCs during an attack, until the
50. THACO 13: NAT 3 ( l ); Dmg 1-411 ·4/2-8 (2-8); characters suspect their captain. Then the DM
SD Hit only by gold or magical weapons; SA should run the following encounter. The
Surprise: SZ M (6' tall): ML Elite (14): XP 4,000. characters may be anywhere, but they hear
more of the now-familiar cries of pain ringing
If the characters investigate the bodies, they out from two blocks away. If they decide to
find only lifeless shells. The Loup-Garou flees at investigate, read the following.
You rush through a gray-black maze of Frustration and Frar
barricaded buildings. searching for the The next morning. the captain sleeps late. If
werewolf s latest victim. After rounding a the characters take this opportunity to inspect
snow-clogged corner, you stop dead in your the inn's stables. they notice that something
tracks. Thirty feet down the alley. the has further fed off the deceased bodies. The
wounded body of a man is couched in a frigid weather has staved off any
crimson snowdrift. As you approach, you decomposition.
notice that his hands are working futilely to If the party inspects the streets for more
stem the flow of blood from deep gashes in bodies, they notice that the townfolk watch
his arms and calves. It is your captain. He their every move. The good folk of Moondale
gazes weakly up at you , biting back the pain , now do not go out without a sword, dagger. or
and stammers. "I had him .. . had him right any vaguely weaponllke tool they can find.
in my grasp! Got a blow in with my blade ... Should the characters provoke a fight (the
across his brisket ... but he got away. By the villagers will not Initiate combat) the townfolk
gods, this hurts!" The red glow of pain in his battle as 1st-level fighters. The 25 villagers are
eyes seems to dull, and a cloud passes over prepared to fight whatever is slaying them ; if
his gaze. He slumps, unconscious. But the party seems culpable, they will let the
ghosts of warm breath still swirl from his battles begin .
nostrils. Late in the day, the characters discover
another body, this one on the roof of an
OM 's Note: Alec Rapacion mauled his own abandoned two-story public house. Because of
limbs (taking 10 points of damage) to allay the the ice on the wooden walls, the characters
PCs' suspicions. He does not want them cannot climb the building unless they have a
believing he is the werewolf: he knows he grappling hook, nor can they leap from any
cannot defeat the whole party at once. nearby buildings (there are none). The party
can reach the roof through any normal magical
If the characters see through their captain's means. However, the party does notice several
ploy and try to slay him while he is scratches and large gouges in the walls. The
unconscious. they find that only weapons that claw marks appear as though the werewolf
are magical or made of gold cause injury to carried something heavy as it scaled the wall.
him. If they use gold or magical weapons on Through the day and Into the evening. if the
him, he awakens with the first blow. characters split up to cover more ground in
transmogrifies during the first round, and their search. the Loup-Garou hunts the weakest
attacks as a werewolf. character. Because the werewolf ls Captian
If the party does not attack but merely leaves Rapacion, he knows full well which party
the captain to bleed to death, he will awaken member is weakest. The DM should read the
after they are gone. then hunt them down one following excerpt to that character.
by one that night until he or they are dead.
If the party binds Rapacion's wounds and As you trudge through the trampled snow
carries him back to the inn, the night passes that fills the lanes, you hear the crunching of
without further incident. footfalls behind you. You turn to look. but see
no one. Only the ever-present wind speaks.
The moment you tum back around , a black
blur of teeth and claws drops upon you.
The lycanthrope has initiative, with a + 4
arrived. The village is set to hang you all.
bonus to the first round of attacks. It continues
Unless you find the culprit soon, the
the assault until it loses 50% of its hit points or
townfolk will test their theories by killing you
the character is dead. Though the beast's
all and seeing if the murders cease."
morale is very high, it will break off the attack
Dante pours himself a drink and settles
before it becomes so weak that one or two
behind the bar counter in a somewhat
more blows could defeat it.
uncomfortable-looking chair.
The werewolfs main intent is to slow,
weaken, or kill the characters. Thus, attacking
lone cha racters is its best strategy. If the If the characters probe further regarding
character ca nnot wound the werewolf for half Dante's past, he refuses to answer. He knows
its damage before being killed, the beast feeds the characters would kill him if they knew his
until other characters arrive. When the true condition, despite his abhorrence of it.
werewolf first catches the scent of other Later that evening, the captain complains of
characters approaching, it flees. returning to a wood splinter under one of his nails. If the
the inn in a roundabout way. characters make the connection between the
The wolf heads to the inn·s stable. changes claw marks they discovered on the public
back to his human form, dresses (his clothes house earlier and the captain's splinter, they
are stashed beneath hay bales), and heads into have nearly solved the murders. However, they
the inn. If the PCs have secretly posted a guard need proof.
at the stable, the guard sees the werewolf If the players still do not suspect the captain,
change into the captain. In werewolf form, the have Dante complain to them that the captain's
captain has a 20% chance of sniffing out room smells like a mortuary.
hidden guards and attacks any unhidden
guards. Into tht Lair
Should the PCs inspect the captain's
Wild G ost Chast quarters, a thief must make an Open Locks
If the PCs tell the captain they suspect the skill check. or the PCs can roll against Strength
innkeeper, Rapacion supports their suspicions, to batter the door open. A total of 25 points of
saying " I do not trust a man whose face is Strength rolled among the battering PCs is
hidden when the sun rides high. At night-yes, required to open the door. If the party Is
at night we see him, and more than we would successful, the OM should read the following.
llke!"
If the characters question the innkeeper, he The room within smells of rot and lies in
defends himself mildly. disarray. To your right sits the porcelain wash
basin, draped with clothes and spattered with
" No one is truly what he seems. Were I to blood spots. Beside the basin rest a dozen
pry into your lives, I would find sins that you dulled and nicked straight razors. Damp
too shelter from the sun. Though the list of piles of clothing cover the bed, and the
my transgressions may be long, I assure you dresser beside it emits an acrid odor.
that cold-blooded murder is not numbered
among them. D.M's Note: If the characters open drawers in
"Let me also assure you that the deaths in the dresser, in the bottom drawer they find a
this town started the moment your company half·consumed forearm that reeks of rot.
Whether they discover the forearm or not, read
the next section during the party's Charm gaze. Constitution drain through blood
investigation. sucking (See RAVENLOFT"' boxed set); SD hit
only by magical weapons; SZ M (5'6"); ML
The ominous sound of moaning hinges Champion ( 16); XP 2 ,000.
strikes your ears. The door swings slowly
open, and framed in doorway Is the hulking As long as the werewolf is alive, Dante Lysin
form of your captain. He strides purposefully attacks him only, not the characters. If the
Into the room and closes the creaking door werewolf is slain and if the party has learned
behind him. He fills his lungs with the putrid Lysin's secret. he attacks the characters.
air of the room and speaks, " You have made Despite Dante Lysin's abhorrence for his
such good warriors. Ours is a friendship of vampirism, his is an eternal curse: only death
give and take: you give me the freedom to can release him. But this is a cure he is not
find sustenance as I must, and I shall not willing to undergo. Thus, unless the characters
take your lives. I will ignore your indiscretion can convince him they pose no threat to him,
if you will ignore mine." he will attack until reduced to 0 hit points, then
take on gaseous form. He then returns to his
If the characters agree to these terms. the coffin in the cellar of the inn, regenerates, and
captain allows the characters to leave his room. will later move to a new town. If PCs destroy his
But that night. he will stalk and slay each coffin before eight hours pass. Dante is truly
character. He will not stop until he or they are destroyed.
dead. On a roll of 3 or less on ld6, PCs awaken
before the captain butchers them.
If the characters refuse the captain's terms.
NPC Rosttr
he transmogrifie s immediately. Each PC must
make a Ravenloft fear check or flee. Fleeing
Captain Altt Rapation
characters have a 50% chance of trying to push 8th-level Human Fighter
past the captain-othe rwise, they must jump AL CE; AC 3; MV 15 (18); HD 7; hp 50; THACO
out the window and fall two stories to the street 13; IAT 3 (1); Dmg 1·411 -4/2-8 (2-8); SA
below, sufferi ng 2d4 points of damage on Surprise; SD Hit only by gold or magical
impact (damage is reduced slightly due to the weapons; SZ M (6' tall); ML Elite ( 14); XP 4,000.
snow on the ground). Characters cannot use Str: 18 Dex: 16 Con: 18
climbing abilities or proficiencies to flee: Int: 15 Wis: 12 Cha: 17
panicked people do not look for toe holds. The
Alec Rapacion was born a Mountain
Loup-Garou werewolf will track down and slay
Loup-Garou Lycanthrope. (See the
every last party member.
RAVENLOFT"' boxed set for full information
regarding the Loup-Garou.) Alec, being a true
Oantt Joins tht 8attlt lycanthrope, has full control over his curse,
though he does consider it a curse. Two of his
If the tide of battle turns against the
three brothers were lycanthropic as well. They,
characters, the DM should feel free to bring the
however, were killed in their teens when the
innkeeper into the battle.
people in Alec's home village realized their
condition. Alec barely escaped with his life.
Vampire, Nosferatu (Innkeeper Dante Lysin):
The city, outraged by the boys' infirmity, slew
Int Very (12): AL CN; AC 1; MV 12, Fl 18 (C);
both his father and mother to keep the
HD 7 + 3: hp 59; THACO 13, 11 w/weapon; IAT
condition from spreading. Alec witnessed the
1: Dmg By weapon, + 4 Strength bonus; SA
slayings from the safety of the surrounding vampires plagued the village. During one
woods. midnight battle. a nosferatu drained Dante dry
Angered by the murder of his parents, Alec and he died. Shortly after, Dante's slayer was
vowed vengeance upon all nonlycanthropic killed, but not before Dante fell under the
humans. Before entering Moondale, he had vampiric curse. He awoke within a coffin and
butchered over 1,000 people. Being a military used his newfound strength to escape. Angered
captain, he customarily enters a town , makes a by his death and the curse left with him. Dante
few kills, and blames the murders on an changed his surname to Lysin, which means
innocent resident. Typically, superstitious destroyer of blood.
townfolk are so eager to be rid of the menace In the following years, he worked to control
that they zealously hang whomever Alec or eradicate his curse, but to no avail. He has
fingers. not approached a temple for cure because no
Even though he is a true lycanthrope, Alec temples exist within fifty miles; that is what he
Rapacion does not have the standard facial hair tells himself. Although he abhors his condition,
or long, thick arms associated with it is slowly corrupting him, changing him to
lycanthropes. His charisma, unusually high for chaotic evil.
werewolves, is the main reason he has not been As a vampire, he knows that a lycanthrope is
caught yet. responsible for the bloody death of the man
killed on the PCs' first night in town, but he
Oantt Lysin does not discover the werewolfs identity until
the PCs do. What he says about never
6th-level Retired Gladiatorial Fighter murdering a man is patently false, as he spent
AL CN; AC 1; M V 12, Fl 18 (C); HD 7 + 3 ; hp 59: 13 years doing so. And if the PCs threaten him,
THACO 13, 11 w/weapon; #AT l; Dmg By he will murder again.
weapon, + 4 Strength bonus; SA Charm gaze,
Constitution drain through blood sucking (See
RAVENLOFP" boxed set); SD hit only by
Eldon and Rautwood
magical weapons; SZ M (5'6" ): ML Champion 3rd-level Human Fighters (Militiamen)
(16); XP 2,000. A L N; AC 8; MY 12; HD 3; hp 14 each; THACO
18; #AT l ; Dmg ld8 (long sword); SZ M (5' 10");
Str: 16 Dex: 17 Con: 18
Wis: 14 ML Average (9): XP 10.
Int: 12 Cha: 15
Str: 12 Dex: 11 Con : 14
At the age of 13, Dante Carare was abducted
Int: 9 Wis: 10 Cha: 11
from his home by a fight promoter. Th is man
honed Dante's innate fighting ability through Eldon and Ravewood know each other
mental and physical abuse. Dante soon became casually, and have served on the militia
the most popular villain in the local arenas, together several times before. They follow the
where he fought for 13 years. captain's commands within reason. but will not
When he escaped the barracks, he slew his undertake jobs that put their lives at risk for no
promoter and stole the money he had won over reason. They wi ll take orders from the PCs if
the years. After endless days of wandering , he their reasoning is sound and the PCs treat them
found himself in Moondale and bought the respectfully.
Moondale Inn from a dying man. The previous
owner wanted to will his two daughters enough
money for comfortable dowries.
During the next few years, nosferatu
If the characters rise to investigate the sound.
their movements drown out the song. If they
his adventure works hold perfectly still, they can again hear the
best for three to five sound, but it seems to come from nowhere and
characters of 3rd everywhere at once. Even if they wander, they
through 6th level. will not find its source.
In "The Dark
Minstrel," the
characters become
Invitation to Doom
trapped in the Whether the characters sleep through the
netherworld study of rest of the night or spend it trying to hunt out
a dark minstrel and the music, the sunrise finds them in a town in
must discover a way Ravenloft called Claviera (regardless of where
out-or wait 100 they were in the evening). A messenger boy
years to again see hunts them down , knocking on the door if they
the light of day. are in a private room, or flagging them down in
public if they are not. The messenger hands
one of the PCs a small. fine. vellum scroll that
radiates Alteration magic if detected. The text
on the scroll. penned by a refined hand, is
he DM can begin this adventure whenever
A Outlying Farms
B Wealthy District
C Merchant District
D Marketplace
E Poor District
F Harbor District
G Municipal Buildlngs
H College
I Barrens
J Parklands
Stockvards
The DM should attempt to not allow the party If the characters say that Javis Blackwere
to visit any one place twice during the first day. sent them, the man ceases his suspicions and
If they try to return to a location. the DM should tries to explain why he was sleeping on the job.
have Jovls encounter them in the streets. If the characters ask to look over the house.
claim ing that in his fluster, he forgot to have they find a kitchen, a sitting room. and two
them sign the writs that authorize them to
bedrooms, one of which serves as laboratory
back . Asked if I'd reconsidered. When I
and library. The lab equipment is dusty: Eron·s
refused him, he slew me. Find him-slay
blindness has prevented him from
him- avenge my death:·
experimenting . In the bedroom , the PCs find
signs of a struggle: a pool of blood, overturned
furniture, and a broken window. If the characters ask any other questions. the
A back door leads out of the house, and a corpse repeats some part of what is listed
worn dirt path leads to a leaning outhouse at above. If the cursed character asks the corpse a
the back of the yard. question, the corpse seems not to hear the
If the characters ask to see the body, the question.
constable opens the box lid.
You dream vividly. Elenia appears to you in All through the morning, the child leads
a deep woodland. You see that her heart is your party through the dark and rambling
black as coal. and she knows you know her wood. She insists upon carrying a torch. and
secret. The child·guise she wears peels away. looks to every side for more attacks, but
Beneath the innocent exterior, she is a none come.
withered, craggy sorceress of evil. Her By noon, you reach a narrow, weed-
fingertips are black with poison and her choked road. A stone's throw down the road.
clawlike nails are sharp as daggers. She you see a gypsy wagon. Its canary-yellow
swipes viciously at you. Her claws sin k in wheels and cherry-red sideboards starkly
deeply. You feel the poison seep into your contrast the oppressive grays and greens of
blood. All goes dark. the forest. Then you spot a gnarled woman
In the final ebb of your dying mind, you draped in a ratty but colorful shawl sitting
realize that Elenia must die! Elenia must die beside the caravan. She is motioning for you
. . . must die ... must die .... to approach her.
If the characters approach the gypsy, Elenia
protests, saying that her Uncle warned her to stay
away from gypsies. Even if the party doesn't
approach the gypsy. the old woman will call to
them and invite the characters within, offering to
tell their fortunes for two silvers. If the characters
refuse to have their fortunes read, the DM should
tell the characters they hear a violent rustling
approach from the woods. Elenia shrieks and
begins to climb a tree. The DM should then tum
to the " Lupine Attack" section (following). lf the
characters agree to have their fortunes read,
Elenia still protests and refuses to go inside the
caravan. If the characters enter the wagon, the
DM should read the following.
Darh Srryings
Despite the cheerful colors and cleanness of
the wagon's exterior. the inter ior feels
cramped and cluttered, and carr ies the weary
smell of a place that serves as bedroom,
kitchen. parlor. and transport. The bent old
woman moves through the wagon with a
surprising deftness that bespeaks a lifetime
clear crystal with amazing delicacy. The glass
of such confinement. She arranges small
ball seems to be another eye for her.
crates and rickety stools, enough for the
Although the crystal does not glow, you
party and herself. then settles like a vulture
suddenly realize that the room has become
upon a low seat. She produces a small
unsettlingly dark. Then the crone's voice
crystal ball from her robes, then sets a
rings out:
piercing eye upon you. Her withered hand is
Much darkness ... much darkness ... one
out before you, palm up.
among you is deceived ... one among you
thinks to do the right thing, but does evil ...
If the characters inquire. the Vistani woman one among you, though good once and kind
says her name is Madame Nygar. She does not has been turned to great evil by this land ...
remove her outstretched hand until the PCs one among you must be slain to save the
give her two silver pieces. She will not read others. . .
their fortunes separately. for she does not read The shrill shriek of a horrified child rings
palms. However. she will scry in her crystal for out from the woods outside. The crone leaps
the fate of the whole group. The DM should up, jostl ing her crystal ball, and rushes for
read the following. the door. Glaring daylight spills into the dark
wagon as the gypsy rushes out.
The old gypsy woman leans laboriously
into her task. her craggy hands caressing the
As the party pours from the caravan to If at any time the lawful good character (the
Investigate the screams. the DM should read character who had the dream revealing Elenla's
the following. true nature) attacks Elenia. she will plead for
help from the other party members. If they
refuse to help or also attack, the DM should
Lupint Attath skip ahead to the "Fighting Elenia" section.
The rest of the day passes without further
The child screams in fear as she tries to
incident as the party wanders along the road.
scramble up a tree. dropping her torch onto
The DM should allow PCs ample time to
the road below. From the thick undergrowth
discuss among themselves the nature of their
lining the road, four black forms suddenly
little companion.
surge. They are wolves, snarling and
drooling. In moments, they reach the base of
the tree, and carefully skirtlng the torch, The Second Night
they leap for the screaming girl. One catches As night begins to settle in. the DM should
hold of her dress. For a moment she loses read the following.
her hold on the tree branches and slips down
lower. She shrieks In terror as another set of Darkness deepens among the trees.
slavering jowls clamps brutally on her dress. Occasionally you hear fell sounds-sounds
yanking her down. of creatures shifting in the woods beyond the
flickering torchlight. You look ahead to
OM's Note: These wolves were summoned by where Elenia marches along and you can see
Elenia herself using the conjure animal spell. she is trembling. either from fear or cold. A
They will not harm Elenia, but only appear to bestial cry rings out from the forest. a mile
mean her harm. away. Elenia stops in her tracks, spins
around to face you and says, "We must make
Wolf (4): Int Semi (2-4); AL N; AC 7; MV 18; HD a fire. Uncle Dory said we'd be safe if we
2+2: hp 10; THACO 19; #AT 1; Dmg 2-5; SZ S have a fire!"
(2' -4 '); ML Average ( IO); XP 65 each.
If the party agrees and begins to build a fire,
If the PCs attack the wolves, the creatures Elenia will be placated and wil l begin settling In
release Elenia and engage them. Meanwhile, for the evening. If the party ref uses, Elenia
the coward ly gypsy woman climbs aboard her builds a fire herself and refuses to continue. If
wagon and flees as quickly as possible. After the party continues on without her, she will wait
the first round, no trace can be found of the until they are out of sight. then will stalk them
wagon. and cast sleep on all but the lawful good
If the party does not attack the wolves, the character (or character closest to lawful good
hem of Elenia's dress rips away and she is able alignment). The DM should then skip to the
to climb out of reach. The wolves then turn on "Fighting Elenia" section.
the rest or the party and attack, and the gypsy If the party decides to set up camp and
rides away. As soon as a wolf sustains 5 points assign watches. Elenia will pretend to sleep,
of damage. it flees. waiting for the watch of the lawful good
The wolves will not battle past the 8th round. character. She will then cast sleep over any
If a wolf is slain, its body disappears in the 13th other characters who remain awake, arise. and
round. Elenia will work hard to lure the party confront the lawful good PC. The DM shou ld
away by that time. read that character alone the following section.
sorceress. If attacked, Elenia activates her doll
Tht Stdutdon golem to attack the party (the golem wins
surprise unless the party knew it was a golem).
It is the darkest hour of the night and the
Statistics for the doll go Iem are listed at the
other party members lie absolutely still. A
end of this book. Then, if she hasn't already.
slight movement catches your eye. It is
Elenia casts stoneskln upon herself, then sleep
Elenia, rising slowly to her feet and fixing
on all but one of the characters. While the
her piercing gaze upon you. " I am afraid,"
golem engages the conscious character, Elenia
she mutters sadly. " The night is dark and
casts charm, hold person, or ray of enfeeblement
scary. Can I sit with you? I would feel so safe
upon him.
to sit beside you. You are the nicest person in
this group."
If Elenia's spellcasting fails, she will let the
She picks up her doll by one hand and
golem fight while she remains out of harm's
takes a step toward you, "'Please, can I sit by
way and pleads with the character. If Elenia's
you? I'm so afraid."
spellcasting succeeds, she will call off the doll
golem and lock her victim in a powerful
Before Elenia slips out of her blankets to embrace (she has Strength of 18/50), then
approach the PC on watch , she casts sloneskin speak softly and soothingly to the character. To
on herself. If the wakeful PC lets Elenia any character caught in such an embrace, the
approach, she will try to snuggle up next to him DM shou ld read the following.
or her and steal a kiss on the PC's lips. If kissed,
the character must make a save vs. poison with
a -4 penalty to the roll. Eltnia's Pita
Elenia's statistics are listed at the end of this Though she holds you in a vicelike grip,
adventure. Since she has already used spells her voice is still soft, loving, and childlike.
during the day. her current spells are listed " Why are you struggling? I love you! Why do
here. you hate me so? I just want to be your
Current Spells: Charm person ( x 2), ray of daughter. I just want us to be happy together.
enfeeblement ( x 4). hold person ( x 4), stoneskln Swear you will stay with me, love me and will
( x 2). and dream ( x 5). never leave me, and I will let you go.'"
Elenia is an ermordenung-an ordinary
human t ransformed by Ivana Boritsi of Borca If the character ref uses to swear to these
into a lawful evil creature with a poisonous things, Elenia says, ''Farewell, my loving father
touch {see the Monstrous Compendium page at [or mother!" and plants the kiss of death (see
the end of this book and the NPC Roster at the Elenia's statistics). If, however, the character
end of this adventure). She is, in truth. not a swears to love and care for Elenia, Elenia will
child. but a wicked sorceress seeking to win the release him or her. If the character attacks,
acceptance of the party. then slay them with her Elenia will reactivate the doll golem and will
kiss of death. attack with her poisonous touch.
-
-----
-
--- --- •
6
1" • 113 Mile
Buildings are not to scale
"Whal are you doing? This is private Malar Priest s ( 12): Int High ( 14); AL LE; AC 5;
property!" A man, slightly balding, strides MV 12; HD 7; hp 36 each; THACO 16; #AT 12;
cautiously around you. inspecting the Dmg 1d4 with fists and kicks; SZ M ; ML
ground. He is dressed in baggy trousers and Average ( I 0); XP 975 each.
a bright blue shirt.
The Matar priests operate this farm lo
If asked about the graves. the man says. " We provide food for the worshipers. They sell the
do not use the cemetery. We are born. live, and excess cattle to common residents and
die on the land, so we are buried here. It is only travelers who are willing to pay their prices.
proper to return to the land that cared fo r us. The priests have been making a reasonable
Do you not agree?" income from the farm: with the wild animals in
The man, Waldo. Is the owner of this ranch . the area gone. the residents are forced to buy
and he knows nothing of any murders or cattle if they want meal.
disappearances in the town. He avoids what he
considers the hustle of city life. He and his hires Le>tatlon 111
keep to themselves.
T his is the secret temple of the Beast Lord,
Matar. His followers are the culprits who have
lofadon #o: Cattlt Ranch been kidnapping the people In this town. The
followers polymorph these people into wild
Hundreds of head of cattle roam treeless
boars, wolves. bears, mountain lions, and other
plains, feeding on the tall prairie grasses. As
animals to be sacrificed to their evil god. The
you approach the fence. a dozen ranch hands
priest's leader is named Malisha.
walk toward you, one waves a friendly hello.
" Good day to you all ! Are you in need of
This building appears well kept. The
jerky?" The ranch hands are rough-looking.
shutters are newly painted and properly
but seem congenial.
hinged. The walls are covered in fruit-bearing
grape vines that reach for the eaves twelve
The beef they sell is of good quality, tender feel overhead. The front door is open.
and not too stringy. They butcher cows before
they become too old to fetch a good price for
If the characters watch the temple, they see a
their meat. A butchered cow costs 24 gold; a
pair of blue-robed priests carrying a struggling
quarter of beef costs 12 gold. In addition, the
deer Inside. If the PCs question the priests, they
explain they are having venison for dinner. A between the higher priests, because each one
while later, the PCs will see more priests bring wants to rule the temple. It is their belief that
in a struggling bear cub; the priests explain this only the strong should command.
animal has no mother and needs to be looked
afler. The PCs should realize something is Tht Ttmplt
wrong . as there are no wild animals near the
The temple's main room is cavernous and
town. These animals are actually townsfolk who
takes up half of the complex. It is 120 feet wide
have been polymorphed.
The PCs wi ll not be able to learn any more by 150 feet long. The building's other three
rooms are each 120 feet wide by 50 feet long,
information without going inside. The temple is
and they are each connected to the main room
a simple complex of four rooms and a cellar,
via an ornate wooden door.
detai led below. If the PCs elect to enter the
temple, read the following:
1. Worship Room. The polished wooden floor
is dotted with woven rugs showing clouds.
Just inside the stoop, you notice an rainbows, and birds. The walls are covered with
insignia resembling a clawed paw against the tapestries depicting the sky: half are blue and
wall to your left. To your right is a mural of a filled with clouds, the others are black and have
cloud In an azure sky. As you enter, a lightning bolts and stars scattered through
stunning woman approaches you. She is them. In the center of the room is a table laden
dressed in a flowing blue robe and an ornate with fruit and pitchers of cool water. The Ma lar
fur cloak. " Welcome to the temple of priests ln this room all wear blue robes.
Weeshy. god of the wind. Although you may There are eight priests in this room. They act
worship who you wish in our monastery, the cordially to the PCs. especially if Malisha
Wi nd God reigns here. Our abode is yours. If escorted them inside. She quickly exits the
you need anything. feel free to ask. My name main room, entering Room //4, then retreats to
is Malisha." the cellar-leaving the characters in the hands
of her underlings.
The priests offer the PCs fruit, which is
To the common traveler and to the majority
drugged with sleep poison. This is how they get
of the town's residents, the temple appears to
some of their victims. Newcomers arrive at the
be dedicated to Weeshy, the god of wind. It is
temple, eat the fruit, fall asleep. and the priests
doubtful the player characters will have heard
polymorph them into animals. The water in the
of th is god , as the Malar priests made him up.
pitchers is not drugged.
They did not want to masquerade as fol lowers
Any PC who eats a piece of fruit must save
of an actual deity. fearing that deity would
versus poison or fall into a deep slumber. PCs
investigate the temple and take action against
who successfully save are aware of a tingling
Matar.
sensation in their limbs. and they should get
Several dozen followers live and worship
the message that something is not right.
here. When venturing out in public or when
The priests discourage the PCs from entering
meeting the public within the temple, they wear
any of the other rooms, claiming they are only
blue robes with a cloud design stitched on the
for the priests. If the PCs insist, the priests
right shoulder. When spoken to. they profess
attack them.
the wonders of the wind.
Initially, the priests use spells such as hold
However, within the inner confines of the
person and command, then they melee with
temple, the priests wear blac k robes
them, fighting to the death.
embroidered with tigers, lions, and other wild
animals. There is a constant power struggle
4th-level Priest s (8): Int High (14-16); AL CE; animals or plants; charm person or mammal,
AC 3; MY 12; HD 4; hp 20 each: THACO 18; heal metal, silence 15' radius; dispel magic, hold
#AT 1; Dmg 1-6 by staff; SD Nil; SA Spells; SZ animal.
M (6' tall): ML EJite (14); XP 175 each.
Each priest has the following spells l Oth·level Ftghters (2): Int Average (8); AL NE;
memorized: command, create water, cause light AC 10 (wearing robes); MY 12: HD 10; hp 65
wounds; charm person, hold person. each; THACO 11; NAT 2: Dmg ld8+4/ld8+4
with long swords; SZ M: Ml 16; XP 1400 each.
2 . Sanct uary. Here, priests of Malar rest and
concent rate on spe ll s. If the PCs enter, there are 3 . Inner Chamber. Simple ritua ls are carried
two black-robed priests lecturing a pair of out here. The walls of this room are specially
fighters on how best lo sacrifice ani mals. If the enchanted with a permanent silence spell. No
priests hear a commotion in the large temple sounds leave the room, and noise from rooms
room, they wail two rounds, then send the elsewhere in the temple cannot be heard.
fighters in to attack. Next, they prepare spells Because of this, the room's occupants are
so they are ready to meet any intruders who oblivious to the PCs' presence.
burst into the sanctuary. There are two priests in this room preparing
a wild boar to be the evening's offering.
6th-level Priest s (2): Int High ( 16); AL CE: AC
3: MV 12: HD 6; hp 36 each; THACO 18: NAT 1; Opening the door. you are greeted by a
Dmg 1-2 (fist): SD Nil; SA Spells; SZ M (6' tall); horrid sight. Two men in nowing black robes
ML El ite (14): XP 575 each. decorated with the visages of snarling
Each priest has the following spells animals stand over a boar tied to a small
memorized: command, detect good, locale
15th-level High Pri est ( 1): Int High (16); AL
marble altar. The animal Is struggling CE: AC 3; MV 12; HD 15; hp 65; THACO 12;
fiercely, but the ropes do not yield. One of
#AT l ; Dmg 1·6 (dagger); SD Spells; SA Spells;
the men looks up at you and smiles evilly. SZ M (6 1 tall); ML Elite (14): XP 5,000.
The other draws a dagger and raises it above
Spells rema ining in memory: animal
the terrifled animal. friendship, cause light wounds, light; chant,
enthrall, /1ame blade, speak with animals; dispel
If the PCs do not act immediately, the priest magic, feign death, hold animal, meld into stone:
sla ughters the boar, which is actually a animal summoning I, caU woodland beings,
commoner who had been polymorphed. If the divination, neutralize poison, tongues: animal
PCs try to prevent the sacrifice, the second growth, commune, cause critical wounds; blade
priest attacks, interposing his body in-an barrier; {ire storm.
allempt to allow the ritual to proceed. The high priest wears bracers of defense AC
3, carries a specially·designed wand of
4th-level Priests (2): Int High ( 14); AL CE; AC polymorphing usable by clerics, and has a
3; MV 12; HD 4; hp 32 each; THACO 18: #AT I; dagger coated with Type M poison.
Dmg 1·4 by dagger: SD Nil: SA Spells SZ M (6'
tall); ML Elite ( 14); XP 175 each. 4th·level Priests (9): Int High (14· 16); AL CE;
Each priest has the following spells: AC 3; MV 12: HD 4; hp 25 each: THACO 18;
invisibility to animals, protection from good, #AT l ; Dmg 1·4 by dagger; SD Nil; SA Spells;
remove fear; {lame blade, speak with animals. SZ M (6 1 tall): ML Elite (14); XP 175 each.
Each priest has the following spells in
4. A l tar Room. The walls of this room are also memory: animal friendship, command.
enchanted with silence spells, as the loud invisibility lo animals; {lame blade, spiritual
screams of the animals might disturb hammer.
commoners outside or in the main temple.
Stairs lead from this room down to the cellar. Cellar. This large, open room contains the
animals the priests use in their sacrifices. There
Dried blood covers the massive altar in the is a massive iron cage with four mountain lions
center of the room and the floor around it. A inside it, a pen holding a dozen wild boars, and
slaughtered mountain lion lays atop the altar, a small iron cage containing two badgers.
its blood spilling from its sliced throat. Your Malisha, detailed at the end of this adventure.
senses spin as you attempt to accept what is in the cellar looking over the animals. If she
you see. Tapestries on the walls depict black· hears the PCs coming down the steps, she
robed priests sacrificing animals. They look hides in the shadows, plans her assault, and
similar to the men who stand about the altar. attempts to kill them with her spells and illithid
"Intruders!" a man shrieks, as he gestures abilities. If her own life is in jeopardy, she uses
In your direction. ··More sacrifices for Malarl" her spells to escape or to feign death.
With that, the priests yank the hoods away
from their faces and advance. Capt ured H eroes: If the priests manage to
better the characters in battle, the PCs are
The priests begin their assault by casting bound, gagged, and healed to the point of
spells-directed first at the PC wizards and consciousness. They are taken to the cellar and
clerics. Next, they attempt to immobilize the put in an empty pen-minus their weapons
fighters with hold person and other spells. The and armor. The priests plan to have them
priests will not melee unless the PCs dose.
polymorphed soon. The PCs should be allowed The priests are suspicious of the owners of
an opportunity to escape, and depending on the inns, as they believe people are charged too
their actions, they might still have to face the much in the establishments. They do not
temple's occupants. If the PCs do not escape, approve of the other temple in town. The Milil
the high priest uses his special wand to priests assume the town only needs one
polymorph them into boars, and they are held temple-theirs. The Milil priests and the
prisoner to be sacrificed in a special ceremony. "Weeshy" priests are not on friendly terms.
Resolution: If the PCs capture and question any
priests, they learn that the townsfolk are being Loualon #10
polymorphed into animals, and that the animals This Is the Parsed Lip. Most villagers do not
in the cellar are, in reality, commoners, frequent this establishment because it appeals
farmers, merchants. and youths. If the PCs are to the rougher crowds. The Parsed Lip's main
successful in defeating the priests and stopping clientele includes travelers and adventurers.
the threat of the Matar worshipers, the town Nansen. a 13th-level fighter, manages the
declares them heroes. Dispel magic will return tavern. He has three 10th-level fighters as
the animals to their human forms. partners who also serve as bouncers. Refusal to
pay for a drink or meal guarantees the patron a
broken arm or leg. These men make sure
This is an alfalfa farm. At present, the alfalfa patrons pay for what they order-or the patrons
is almost four feet tall, ready for harvest. leave the establishment unable to walk or work.
The people here are good and kind, except If the PCs ask too many questions about the
one worker who is a Malar worshiper. Everyone disappearances, murders, or anything else, the
but this man tries to be as helpful as possible. bouncers order them to leave. If the characters
They suggest the characters investigate the refuse, the bouncers fight them .
monastery at Location 7 , as they do not trust If the characters defeat the three fighters,
the people who worship the wind. However, the Nansen offers them jobs as bouncers, and
Malar worshiper suggests they investigate the provides them with a little information about
temple to Milli. the area. Nansen knows that wild animals
The Matar worshiper at this location is began disappearing several months ago. This
responsible for Dara's death (Location #1). No frustrated him, as he enjoyed hunting wild boar
one knows he is the culprit. and large bucks. About three weeks ago-the
time of his last hunting expedition-he couldn't
Lota Inn I/~· Ttmplt of UU even spot a rabbit.
Abane, the priest who buries the town's dead
and performs ceremonies for the missing. is the
high priest of this temple. Everyone is welcome This is the Yearning Goblet. Townsfolk
to worship their own gods here, although they congregate here for ale and dinner. This is also
will first hear a sermon about the benefits of the local rumor-mill. If anyone is looking for
worshiping Milil. information, this is the best place to find it.
The priests will attempt to be helpful to the The tavern is managed by Rose and Markus
player characters. The priests are disturbed Silpher, a middle-aged couple who are Aferdale
about the missing townsfolk-and puzzled, as natives. Their knowledge of the world outside is
spells indicate that some of the missing people sketchy. but their awareness of what transpires
are dead, and that some of the m issing people within the town's boundaries is second to none.
are still within the confines of Aferdale.
If the PCs ask questions here, they will learn 6 How about a meal? Are you hungry?
the following: 7 When is Daddy coming home?
* The Middle Inn is full of cockroaches. 8 Malisha is your woman. Malisha is
* Nansen is a confirmed murderer. He's innocent.
probably the one killing everyone, but don't 9 What's your name? I'm Darak. usually.
quote me on that, I don't want to get killed. 10 Rooms are only 1 silver piece, yes, only 1
• The temple of the wind has a new leader, silver. One silver will get you a room. Would
somebody named Malisha. Ain't never seen the you like a room for 1 silver?
guy's face, though, but I hear he is really ugly, 11 My head hurts.
with weird growths on his face and everything. 12 Yeah, Malarites everywhere-you have to
* The priests of Milil don't get along with the watch your back.
priests of the wind god. Aren't clerical types
supposed to like everyone? Loudon #13
• The worshipers of the wind god must be
This is the Wagon's Rest. It is a small,
doing something right- hunters from their
one-story inn-with an insect problem. The
temple are always snaring deer and boars. We price is I silver piece per person per night,
haven't been able to find a wild animal
including a breakfast in the common room.
anywhere around here.
Marinetta runs this inn. and leaves only to get
• I hear Marinetta is having an affair with the
supplies. She knows no one except the ranchers
Constable. Imagine that. and farmers around town. She cannot give the
• Ain't seen wild animals anywhere around for
characters any information, but she is worried
quite some time. I wonder if there's something
about the disappearances.
big and nasty in the woods frightening them
away. At least the cows and horses seem safe. Locadon #I&\
location #11 This is a large farm. Several dozen men live
and work here. This farm has lost one·quarter
The Middle Inn, a well-kept, two-story
of its workers in the past two months, and the
building. is the nicest inn in the city. Their
rest of the workers are starting to think evil
prices are I silver per person per night. The
spirits haunt the farm . Many are considering
price does not Include a breakfast like many
leaving.
inns provide. The man who runs this Inn,
If the characters watch this farm . they can tell
Darak, is a little unusual. He talks in circles
the laborers are not happy. They mill about
constantly and rarely makes sense as a result of
lazily, preferring to move slowly about, and are
a head injury several years ago (he fell down a
always looking over their shoulders.
flight of stairs). If the characters question him,
If the characters talk to the workers, most of
roll 1d12 on the following table for his answers:
them complain about the spirits that wander
1 The brain-suckers are back in town.
the fields at night, looking for bodies to feed
2 It sure is cold today.
upon. If the characters watch the fields, they
3 I wish it would cool down because the
see nothing.
cows are upsetting Captain Bristol's Kara Tur
navigation charts. Locatitn #15
4 Have you heard from Aurelia lately? I sure
miss her a lot. Haven't seen her in, oh, probably This is a farm with immense barns and grain
128 summers. spires. Currently, 100 workers live here, tending
5 Put down that knife! the grounds year-round.
This farm has experienced the most losses in
head. I hope too many people didn't hear me
recent months-40 men have vanished. The
cry out I have an image to maintain.''
remaining workers are considering leaving
town-in force-within the next few days if the
disappearances do not stop. The workers here If the PCs ask for a description of the thing,
think Location 14 is haunted. and that lhe older man says It could have been a man or
poltergeists there wander in search of victims. a monster. " Whatever it was. rt wore a black
robe with the outline of a tiger sewn on it."
As you look about this farm, a faint, The attacker was actually a hungry Mallsha.
high-pitched scream cuts through the air-it
came from the vicinity of the tal l wheal. It is location #lo
immediately followed by the guttural bellow
A barracks-style building sils near the edge
of a man. The farm seems to come alive with
of this extensive farm . Vegetables and wheat
I everyone rushing toward the cries.
are the farm's staple crops. Nearly 50 people
work the land.
If the characters investigate, read the
Several of the people who work here have
following:
families on the premises. They have
experienced a number of missing persons. but
As you approach. you have to push your
not nearly as large a loss as the farm at
way through the crowd of farm workers.
Location 15. The people here know little about
There. on the ground. lies a man in his late
activities in town.
teens. His head and face are bloodied. his
If the characters ask any of the worker:. abouL
mouth frozen in fear. On the man's forehead
the disappearances. they say. "That farm .
is a quarter-inch round hole where the bone
(pointing at Location 14), is haunted. The evil
has caved in. His eyes are turned up as
spirit steals and consumes the flesh of the
though they were looking toward his
young to ease its savage nature If you want the
now-empty skull. A terrified young girl
killings to stop, you have to kill the beast and
stands near the body.
its vile owner. We have told the constable many
times, but he just smiles and does nothing."
Any characters looking at the body must
make a savlng throw versus paralyzation. Those
who fail their save a1 e stunned and cannot act Loudon #17
for 1d6 rounds. The young girl is more than This is the local constabulary and Jarl. The
willing to talk about what happened. She says: policing agent. Wellis Andreman. is a 9th-level
ranger. He has attempted to investigate the
'We were walking . everything was quiet. disappearances and murders, but he has yet to
Then this horrid thing came out of nowhere. find any clues.
It grabbed my boyfriend in its ugly arms,
then Jarak went limp, and I screamed. I tried This building stands tall. yet leans to the
to run away, but I couldn't move."
"And thats when I showed up.'' A middle·
aged man with thick . dirty fingernails
J east at a sickening angle. Bncks near the
cornerstone crumble from the unearthly
weight of the sliding foundation.
extends hrs hand to you. " I saw this thing Inside, a single office takes up the entire
sucking the young boys face. and I lost my first floor. Stairs leading to barred jail cells
make their way to the darkness above A
women of all ages sit within its gloomy walls,
man drifts down from the blackness of the fidgeting or resting their heads on open palms.
second floor. A second man sits alone behind This is the local hunter's guild. The
an enormous desk. His rickety chair squeals membership has dropped in the past year
as h is eyes focus on you. because there is no game. If the characters ask
why everyone looks so depressed, they are told
The man at the desk is Wellis. He believes the following:
there are several different groups working
together to cause Aferdale's problems. He does ''In the past twelve months, we have not
not have a clue about who Is responsible, but found a single track anywhere within two
he dedicates his evenings to patrolling the area , days' travel of Aferdale. It's as if the wildlife
trying to assure the people's safety. He offers just left. Even the rabbit and possum
the characters 20 gp each for information population has disappeared.
leading to an arrest and conv iction of the "If you ask us what's behind it, we say it is
villains. He guarantees 30 gold each for solving an evil someone-or many someones."
the mystery and putting an end to the ordeal.
If the characters ask for any clues, Wellis
gives them the following information:
*"No one has seen any wild game in these NPC Roster
parts for more than 18 months."
• "Over 100 persons are missing to date. and it
Abant
10th-level Priest of Mllll
seems that someone disappears every day."
• "Even though there is a shortage of wild HP 45 THAC014
game, the monastery seems to find a few AC4 Age 55 ALCG
animals now and then." Str 16 Dex 14 Con 15
* "A ghost haunts Baggs' farm (Location 1 ). Int 16 Wis 18 Cha 15
Some believe the ghost is the spirit of a
long-lost employee." Abane is the high priest of the t emple of
*"The bouncers for the Parsed Lip (Building 10) Milil. He allows everyone who worships a good
are some of the roughest customers I have seen diety to use his temple for worship.
in a long while. At night I have seen them Abane carries the followi ng spel ls: bless,
prowling the city. When I have confronted combine, command, cure light wounds: aid, {ind
them. they claim they are looking for the traps, goodberry, slow poison; continual light,
criminals responsible for the disappearances." cure disease, prayer; cure serious wounds,
• "One of the only places not experiencing divination, neutralize poison; commune, cure
disappearances is the temple of Weeshy. The critical wounds.
priests there say the confines of their mystical
walls and their oneness with their deity protects
them from all harm. Yet, two persons from their
Malisha
temple died six years ago in a ca rriage 15th-Level Female lllithld Priest of Malar
accident.'' HP 65 THACO 12
AC 2 Age 36 ALLE
location #18 Str 18 Dex 14 Con 17
Int 17 Wis 14 Cha 18
The exterior of the building is lighted and
cheery-looking. Inside. however. m en and
Malisha dresses in long flowing robes
embroidered with wild animals. When she
Wtllis Andrtman
9th-Level Human Ranger, Constable
leaves the temple where she resides. she always
cloaks her head. hiding her tentacles from HP86 THAC0 12
sight. This allows her to walk within Aferdale AC 0 Age38 ALNG
without notice. Str 17 Dex 16 Con 18
Malisha became the head priest in the temple Int 16 Wis 17 Cha 15
of the Beast Lord Malar when the former priest Wellis Andreman is the town constable. He
depleted the wild game population with his has attempted to find the cause of the missing
excessive Malarite ceremonies. When this persons (or murders), but has yet to find any
happened, the other Malarite priests killed him . clues or bodies.
Malisha devised a plan to appease the deity by He is a handsome individual with an amazing
polymorphing the people of Aferdale into wi ld tenacity. He wears elven chain mail + 3 with a
boars, wolves. bears, and mountain lions to red eagle patch on the right shoulder. His body
sacrifice to their evil god. In return, she was is riddled with tattoos depicting the major
given the right to eat their brains immediately battles he fought during his youth as a soldier.
before the ceremony. He wears his brown hair in a three-foot·long
Several dozen followers live and worship at braid down his back.
the temple with her, with several of these lesser In spite of his failure to solve the mysterious
priests vying for her leadership position. She disappearances, he has continued to look,
has successfully thwarted every take-over hoping to find some clue with the next corner
attempt since her induction two years ago. he turns. He has been attacked six times
Unfortunately, those who have attempted to recently by those responsible-or so he
discrown her were never seen again. believes. This makes him assume he is getting
Malisha has all the attacks, benefits, and close. Wellis thinks there are several different
limitations of normal illithids. In addition, she groups working together because the
has the following spells currently in memory: kidnappings appear to be well orchestrated. He
animal friendship, combine, cause light wounds, does not have a clue as to who ls
detect good, f aerte fire, sanctuary; chanl, charm responsible-yet.
person or mammal, delecl charm, heal metal,
hold person, spiritual hammer; cause disease,
dispel magic, feign dealh, locale object, meld into Nansrn
stone, stone shape; cause serious wounds, cure 1 3 th-Level Male Fighter, Par sed Lip Owner
serious wounds. detect Ile, divination, prolecUon
from good IO' radius, tongues; cause crilical HP 115 THACO 8
wounds. cure critical wounds, {lame strike, plane AC 2 Age41 ALCN
shift; blade barrier. conjure (ire elemental; unholy Str 17 Dex 16 Con 18
word. Int 16 Wis 17 Cha 15
Malisha wears an amulet of proof against Nansen is a rough-looking individual. He has
detection and location, wears bracers of defense more scars on his face. neck. and arms than
AC 2, and has a clerical wand of polymorphing. most adventurers get on their whole bodies in a
lifetime. A cruel man, he came to Ravenloft
soon after a military campaign that left
thousands dead. He is now cursed to spend the
rest of his life in this forsaken land.
Synopsis for tht OM
he PCs enter a town that appears normal in
T
his adventure is designed for two to
three characters of 8th to 11th all respects. However, at random intervals.
level. At times, the characters may all aspects of the town (architecture,
seem overmatched , while at others, businesses, people , weather, and so on) change
they may find thei r competition to a completely different look. The PCs do not
unworthy of their skill. Such are change geographic location. but the
the insane manifestations of the appearance of their location changes. Buildings
foe they are about to meet. remain in the same positions. for the most part.
The PCs are about to meet but they change to completely new buildings.
Davion, an insane man with the If, for example, the PCs leave an object in the
power to change reality. As far as street, it never moves. Objects left in buildings,
the PCs can tell, everything and however. disappear when the scene changes.
everyone around them change The mechanics of the changes are described in
without warning. but the people greater detail later.
around them claim that nothing These alterations are due to the multiple
has happened. Are the PCs trapped personalities inhabiting Davion's body. The DM
in some bizarre cycle, or is everyone around should read Davion's complete description at
them insane? Can they convince everyone that the end of this adventure before proceeding.
they themselves are not insane so they can get
the world back on track?
As real as the NPCs in this adventure may
Tht Aduenturt
his adventure begins when the characters
T
seem, none of them actually exist. Every object
and every living creature the PCs will encounter enter a town named Thornewood. As they
are manifestations of Davion's alter egos. To approach the town. the Dungeon Master
the PCs, however, these illusions will seem should read the following.
unfalteringly real.
If the PCs cast detect magic at any time As you pass a vine-covered sign reading
duri ng this adventure, they learn nothing about Thomewood, you see several buildings and
the truth of their surroundings, as if the spell streets peeking through the dense woods
failed. Magical items carried by the characters that surround the city. The cobblestone
reveal their magical nature normally. The PCs streets are broken and crumbling as though
will not know why the spell failed until they a massive earthquake ripped through
complete the adventure and solve the mystery. recently. Large chunks of the ground have
If the characters cast know alignment, the moved to create steps as high as four feet.
spell also appears to fail. The spell never Most of the half-timber buildings sit
functions properly in Ravenloft-it reveals only precariously on these newly-made cliffs,
law or chaos-but in this case, not even these while a few have splintered into useless junk
extremes are revealed . If the PCs attempt the that clutters dying gardens. A few people
spell on Davion , however, he is revealed as both walk about and climb over the demolished
chaotic and lawful. The PCs will not learn the sidewalks.
reason for this until they discover Davion's
secret. If the PCs try to chat with the villagers, the
people are pleasant but wary. They do not stop
:~
Narana
If the characters speak with Narana regarding
the many manifestations of the same town. she
finds this theory mildly amusing. If the PCs
persist in providing evidence, she becomes
angry that anyone could be robbing her of
followers or of the veneration she deserves.
She is extremely self-centered and will not
stand for anyone infringing on what is rightfully
hers.
If the PCs are persistent and Narana becomes
sufficiently agitated, she uses her ring of two
wishes to wish herself out of Davion's body. She
states her wish mentally so the character's
cannot hear what she has said.
There is a 75% chance that Davion reacts
before her wish is completed. If this occurs, the
characters see a mist crawl up from the ground The priestess is gone. but where she stood,
and surround them. The priestess's body twists only dust spirals in the wind. Davion has used a
and contorts. while her hand reaches for the disintegrate spell on her.
characters. Her face writhes in tortured agony.
Suddenly, the characters see the frame of a O~uion thr ~ad
wildly beautiful woman separate from the body
If the characters approach Davion and
of Davion. A sickening sound like tearing flesh
attempt to discuss his multi-soule d body, he
can be heard. The woman's body falls to the
denies it. He claims to have never heard of
ground. sending up wisps of dust. The
Narana. Augustus, or Boromar. However, if the
characters must roll horror checks.
characters pressure him, he begins to fear for
If the body is checked , it contains no life.
his life and becomes worried that the PCs will
Davion was able to intercept the wish and
find a way to release the other personalitie s. He
contort its energy.
attacks the PCs using the skills he is able to
If Davion was unable to thwart the wish, the
access through the other personalitie s.
characters see a stunningly beautiful woman
If the characters already caused the priestess
step from the body of Davion. When she sees
to separate herself from the conglomera tion of
the characters -and Davion-sh e eyes them
personalitie s, her powers are not available to
with a seductive look. She slowly walks back
Davion. If she escaped Davion's mental prison.
and forth in front of the PCs, gauging their
she is already on her way to find a new domain.
reactions. If they stand reasonably still, she
If the PCs manage to slay Davion, the domain
quickly slaps them all across the face. With this
returns to what it really is: a heavily wooded
touch, she inflicts a pain touch-a special
area with a stream where the roads once were.
ability for the specialty priests of Loviatar.
The PCs are allowed a saving throw vs. spell; Unfortunate ly for the NPCs who share his body,
they are also slain.
those who succeed suffer no effect, while those
who fail are wracked with pain for 16 rounds.
During this time, victims suffer a -4 to attack Tht Curt
rolls and a - 2 to Dexterity checks.
If the PCs hope to separate Narana, Boromar.
During this time, Narana pulls a whip from
and Augustus from Davion. the cure consists of
her belt and begins scourging the affected
a properly worded limited wish or wish spell.
characters. She can attack twice per round. She
(Augustus does not have access to these spells.)
continues to do this until the characters run
If the PCs can get Davion's ring of wishes, they
away-to her eternal glee-or until they fight
can use it to effect a cure.
back successfully.
When Boromar and Narana realize the
With Narana separated from Davion, she
~redicam ent they were in, they temporarily go
loses her ability to affect the town and it
insane and begin fighting anyone they see.
immediatel y reverts to the Davion village. If
Augustus is immune to this insanity since he
threatened, she runs toward the temple, only to
suspected the problem all along. The Dungeon
find that it has disappeared .
Master should roll ld4. A die roll of 1 or 2
When Davion turns to the priestess. she
indicates that Boromar and Narana fight each
suddenly becomes extremely fearful. She turns
other and Augustus. Any other die roll
to run from him, but he casts a spell at her. The
indicates they attack a random character. Once
characters see a thin green beam of light follow
the battle is over. refer to the Epilogue.
her, then they hear a shuddering scream
followed by complete silence.
searching, he discovered a ring of two wishes.
Epilogut He realized that he finally had the means to
Once Davion is destroyed , the land returns to gain the knowledge that only the Powers had.
its natural condition as woodland bisected by a He pondered the wording of his request for
stream. The rocks on the hill at Location 7 many months.
move to form the manor house. and if the PCs When he fini shed , he had composed nearly
enter the manor house within 4 hours of its 100 words for his wish. He placed the ring on
completion, they can find the portal out of his finger and began reciting . '"I, Davion, wish
Raven loft. ..." At that moment, his three hirelings arrived
in his study proclaiming to have found a vast
NPC Roster wealth of knowledge. In his excitement, Davion
forgot the wish, demanding, "Give me
Davion the M3d, 15th·ltuel Wizard everything you got!""
At that instant. the ring granted his wish. A
HP: 100 THACO: 11
bright and painful light filled the room, and all
AC:2 Age:37 AL: CE
four people screamed in agony. When the light
Str: 14 Dex: 16 Con: 15
faded, only one person remained: Davion . The
Int: 18 Wis: 16 Cha: 17
wish combined all four individuals into one
Spells: five spells from each of levels 1-5 , two entity. However, a terrible side effect occurred.
spells from level 6, one spell from level 7. Davion now had four distinct and powerful
These numbers represent Davion's true personalities entrapped in his body.
statistics when he is not behaving as someone Occasionally, these personalities are given
else. The statistics below denote the three temporary control-by the powers of
different manifestations of Davion, depending Ravenloft-so they can have a chance to
on his state of mind. remedy the predicament if they choose.
In all his different manifestations, Davion the Unfortunately, the three personalities are not
Mad is the best at what he does, or so he thinks. aware of their situation as of yet, because they
As a fighter, he commands respect and falls to do not share a collective mind.
no one. As a priestess of Loviatar, he is the high If the personalities are made aware of this
priest, and as a mage, he is a superlative dilemma , they will undoubtedly attempt to cure
spellcaster. Each particular manifestation has themselves, if they have the time and the tools.
its own powers and magical weapons that allow Meanwhile, Davion enjoys the knowledge of
it to be a deadly force to anyone Davion faces. their existence and makes use of it. This
Davion owns an amulel of life protection and a attachment, however, has driven him insane.
ring of two wishes. When Davion is in control of the body, he can
access the spell capabilities of the mage and
Dau ion's History the priest. and the fighting skills of the fighter,
as well as his own wealth of spells.
Davion was once a powerful and well-known Whenever a personality comes to power, the
mage. His scope of arcane knowledge spanned village changes to match what the current
all of the eight magical schools. Yet, with all his manifestation perceives it to be. The town
experiences, he was still unhappy. He lusted for changes randomly as the various personalities
more knowledge and power at any price. gain control of Davion's psyche. The three
He hired three people to search the world NPCs who share Davion's body are described
over for artifacts, scrolls, books, and whatever below.
else they could find . While they were out
resembles Davion. Her hair is black and
Boromar, IOth-leutl Warrior straight. flowing down to her waist. Her body is
HP: 100 THACO: 11 unquestionably fema le. No facial hair grows
AC: -1 Age: 37 AL: CN while Narana is in control, but when one of the
Str: 18/55 Dex 15 Con: 18 male characters takes over, hair growth
Int: 14 Wis 16 Cha: 17 resumes normally.
The priestess is loud and rude. She often
When Boromar's personality takes over, Davion
uses profanity and crude innuendoes. She is
wears full plate mail + 2. He carries fivejauelins of
always there to help those who have been hurt.
lightning that cause 1d6+20 points of damage.
but in the standard Loviatar way. Instead of
He also carries a sword +4, defender. Boromar
can opt to use the sword's +4 bonus as defense aiding with healing spells or kind words, she
kicks, claws, and whips at them with anything
or to improve his attack or any combination of
available. Her only wish is to create more pain
defense and attack totalling +4.
and torment for her deity. If the PCs accept her
Boromar gains a + 2 bonus to attack rolls
offer of aid, they may be in worse shape after
and + 3 to damage because of his Strength.
their meeting.
If Boromar ever drops his sword, he can call
Narana refuses to believe that anyone could
it back into his hand within 1 round. Every time
share her psyche. Her self-centered nature
he manifests, he regains any lost javelins.
Boromar's personality is nothing less than prevents her from thinking of anyone but
herself.
mysterious. He continually talks and grumbles to
himself as though complaining to an invisible
ally. Whether out of caution or paranoia, he often Augustus, llth-leuel Mage
whirls about on his heels, making sure no one
HP: 100 THACO: 17
follows him. His enemies are those who are
AC: 3 Age: 37 AL: LN
unaware they caused him panic.
Str: l 4 Dex: 19 Con: 15
Int: 18 Wis: 16 Cha: 17
Narana, l(>th-level Priestess of When Augustus dominates Davion. he is able
Louiatar to cast four spells from each of levels 1 through
5, and one spell from level 6. He wears a robe of
HP: 100 THACO: 10
AC:3 Age: 37 AL: CE
protection + 3. He carries a rod of smiting that
causes I d8 + 3 points of damage with every
Str: 16 Dex: 15 Con: 18
strike. He gains a + 3 bonus to all reaction and
Int: l4 Wis: 19 Cha: 17
initiative rolls due to high Dexterity.
When Narana takes control, Davion has Augustus's personality is a ponderous one.
access to ten 1st-level spells, nine 2nd-level Preferring to learn from the words of others. he
spells, eight 3rd-level spells. eight 4th-level is more quiet than talkative. However. when he
spells, four 5th-level spells, three 6th-level feels someone is being ignorant, he lets the
spells and one 7th-level spell. This list includes offender know in very blunt and concise ways.
bonus spells for high Wisdom. His answers to questions are always the
Narana wears bracers of defense AC 3. ring of same; short and to the point. He hates wasting
1 wish, and boots of the north. She carries no time listening to long convoluted stories when
weapons. but her poisoned fingernails (Type N the result is all that he requires. Often in
poison) cause 1-2 points of damage. conversation he rudely interrupts to tell the
Although Narana is female. her face strongly speaker to "get to the point."
grassy knoll ahead. The tracks of the
heavy·booted creature head straight for the
his adventure is
designed for five to hilltop. As you approach the crest, you see
six characters of 9th what appears to be a forgotten cemetery: a
through 12th level once·grand archway of wrought iron that
who are already in now stands twisted and rusted; the brick wall
Ravenloft. This around the once·hallowed ground has
adventure is crumbled to a low. ivy·strangled ridge; and
especially useful the tombstones within are smothered
beneath high grasses.
when one player
cannot attend a The bootprints pass through the gate and
game session, but continue through the grasses to a crumbling
also works for a full edifice. The gray stone building is covered
party. with ivy and is imbedded in the side o f a hill.
One morning. the A formerly heavy door, now rotting , stands
party awakens to slightly ajar. revealing a dark interior. Upon
discover that one of the crumbling stoop. you notice a drop of
blood. The once·still forest now seems to
its members (or an important NPC) is missing.
If the PCs are in a place with other people, such moan with an uneasy wind.
as a village, they learn of two other abductions
that same night. Into tht Crypt
If the characters approach the door, they
Adutnturt smell a sickening odor coming from inside the
r the PCs investigate the place where the building. Detect magic reveals strong magic
Nightblood's Laboratory
Nightblood's Compontnt Cache The third room off the main chamber lies
Another room off the main chamber is sealed past an open archway. Beyond are shelves,
with a stone door that is wizard locked. If easels, parchment scrolls, pens, beakers,
characters get past the door, they will find a burners, and so forth littering the room. It is a
complete laboratory with everything needed to body. If his victim is reduced lo 5 or fewer hit
perform research for spells and magical items. points, Nightblood will leap from him back into
Taken together, this used equipment is worth the phylactery, then try to possess another
about 6,000 gp to a wizard, though only about character.
1,000 gp if sold piecemeal. Even if it is sold as If the characters resist Nightblood's
a complete set, it will fetch no more than 3,000 possession, they can destroy the phylactery
gp (the equipment has been heavily used and normally.
much of it is scarred and chipped, though it is If the characters do not find and destroy the
fully functional). However, regardless of the phylactery, Nightblood's life force will leave his
value of the equipment, each character can phylactery and reanimate his corpse (or
carry only about 100 gp worth of it. If a wizard another, if his is destroyed) after the party
can find 10 helpers or can use magic to assist leaves. If the party has stolen or destroyed any
the process, he can lug it all away. of Nightblood's spell books, the reanimated
lich will hunt the adventurers down.
Othtr Trtasurt
The chamber contains little other NPC Roster
treasure-mostly coins garnered from victims
and haphazardly dumped in corners: 500 gp,
Nightblood,
200 pp. 50 sp. and two magical items-a ring of lOth -ltutl Lich
blinking and staff of the woodlands (30 cha rges).
INT Supra-genius (19); AL CE; AC O; MV 6; HD
Nightblood owns a chime of hunger which he
13; hp 86; THACO 8; #AT 1: Dmg 1-10 or spell;
keeps with him.
SA Spell casting: SD + 1 or better magical
weapon to hit, immune to sleep. enfeeblemenl,
Tht Lith's Revenge polymorph, cold. electncily, insanlity, death
spells: MR Nil: SZ M: ML Fanatic ( 17); XP Value
If the party slays Nightblood but does not
7,000.
destroy his phylactery, he comes back to life.
The phylactery is hidden in a vault behind a Str:15 Dex:11 Con:14 lnt:19 Wis:12
small, secret door in an empty corner of the Cha: 8
laboratory. The door is not magically trapped,
so detecl magic will neither help the party find Nightblood can memorize spells as follows: five
the door nor indicate magic if it is found. spells each from levels l through 5, four 6th·
However. the door is mechanically trapped, with level spells, three spells each from levels 7 and
a deadfall ceiling. The door is triggered to drop 8, and two 9th-level spells. He can also
a 1O' cube of stone upon anyone who fiddles memorize one additional necromantic spell per
with it. If the trap is triggered, anyone within level (the bonus for specialist wizards). He
ten feet of the door must roll a successful receives a + 1 bonus to his saving throws
Dexterity roll at half his normal skill to escape against necromantic spells and a - 1 penalty to
being crushed. Inside the vault is the other saves.
phylactery.
If the characters kill Nightblood, his life Nightblood'1 p llb ~h
essence in the phylactery will try to leap out The spellbooks are stored in the library but
and possess one of the characters. (See the are listed here for the convenience of the DM
magicjar spell.) If successful, he will when choosing Nightblood's spells.
immediately attack the party again in his new
A l teration: This spellbook contains burning many gruesome items in Coerwyn's lab, the
hands, comprehend languages. enlarge.jump, midnight tresses of his love. Upon discovering
shocking grasp, spider climb; levitate, strength, this, Kael approached his master from behind,
wizard lock: delude. explosive runes, fly. slow: cut off his head with a sickle. and burned the
polymorph self, solid fog. stoneskin, wizard eye; body piece by piece in the small furnace in the
passwall. telekinesis, teleport. death fog, stone to lab.
flesh. He then devoted himself to the magic arts of
Evocation: This spell book contains alarm, necromancy, hoping to gain the power to b ring
cantrip, shield: slinking cloud, web: fireball; dig, Sha lla back from the dead. He learned every
fire trap, wall of {ire; cloudkill. dream; chain necromancy spell available, and many
lightning. alteration and evocation spel ls as well. But the
Necromancy: This book contains chill touch, closest he could come to restoring his love to
detect undead; spectral hand; feign death, hold him was recreating her face in the stony walls
undead, vampir{c touch; contagion, enervation, around him. His infatuation turned to insanity,
animate dead; magicjar. summon shadow; and he slew many an innocent maiden to
death spell, reincarnation; control undead, finger provide Shalla a body for her return. When the
of death; clone, energy drain. On several loose local villagers began to hunt him down, Kael
sheets of parchment within this tome is decided to become a lich and join his love in
Nightblood's formula for the create living wall death.
spell. Although Nightblood knows the entire The night that he carried out this plan, the
formula and components that are necessary to mists rolled in. When they cleared, his library
cast this spell, the notes are incomplete and and lab had been removed to a catacomb in the
will not function if a PC wizard attempts it. lands of Ravenloft. Now, even in death, he is
separated from his love. He has devised the
Hist ory
create living wall spell to guard his abode while
Orphaned at age four, Kael Norbin of Thay he searches vainly for magic to reunite him
(in the Forgotten Realms) was sold to a with Shalla. But they never shall be joined
necromancer named Coerwyn to run errands again, though he will live for endless centuries.
and clean his lab. The necromancer raised Kael And now he calls himself Nightblood, for by
in the way of the Red Cloth, and occasionally night he abducts and slays villagers to fuel his
taught him a few paltry tricks. Kael observed dark experiments.
his master keenly and taught himself to read
and write. By the t ime he reached adulthood,
Kael had become a 1st-level necromancer and Nightblood's Uictims
was accepted as a member of the local cabal of Boris, 7th-level Warrior: Int 14; AL NG; AC 2;
the Red Wizards of Thay. MV 12: HD 7; hp 52; THACO 14: #AT 3/2; Dmg
But Kael's heart was not devoted to the dark by weapon: MR Nil; SZ M; Equipment chain
arts practiced by the Red Wizards, for he was in mail, shield, ring of protection +2, Long sword
love. Shalla was a beautifu l and quiet peasant + 1, dagger + 3, mace.
lass. with hair as black as a moonless night.
Kael began lo sneak away from his master to l t zak, 8th-level Warrior: Int 13; AL CG; AC 1;
spend time doting upon Shalla. Coerwyn MV 12; HD 8; hp 58; THACO 13: #AT 3/2; Dmg
resented the distraction Shalla created, and by weapon: MR Nil; SZ M; Equipment bronze
slew her. plate mail, ring of protection + 3, bastard sword
Kael did not know what happened to Shalla +2, flail + I, obsidian steed.
until a month later when he found, among the
Tht Adutnturt
his adventure "Death's Cold Laughter" can begin anytime
works well for three the characters are traveling, whether in deep
to six p layers of 3rd woods or on a deer path, trail, or high road. The
through 12th level DM starts the adventure by reading the
or higher. "Death's following.
Cold Laughter" can
accommodate this
wide range of levels
Entering Risibilos
because, in its
An enormous hill rises before you and,
climactic scene, the
peering toward its dark summit, you see a
PCs enter illusionary
massive, age-worn castle. Ponderous blocks
battle with their
of stone are piled endlessly atop each other,
greatest nemesis.
reaching up to ramshackle spires. The whole
Low-level characters
edifice seems to be crumbling-its
might, therefore.
black ened stone riddled by years of rain and
combat a werewolf,
encrusted with clinging vines. As you ascend
whereas high-level characters may face Strahd
the hill, scattered hamlets and farms appear.
himself! The DM is recommended to read this
struggling under the same oppressive weight
adventure carefully before play, making any
of time. Thatched roofs are green-gray with
necessary preparations before the adventure
moss, and shutters and doors hang on
begins.
ragged hinges. The unmistakable stench of
"Death's Cold Laughter" serves well to wrap
pigpens hangs thick in the air, mingled with
up an extended campaign in the
the smell of crops moldering in the fields.
RAVENLOFT~ game setting. giving the
Further up the hill, rough-hewn cottages
characters a last crack at a villain they could
gather close together, forming a squalid
not otherwise defeat. The adventure also works
borough in the castle's looming shadow. You
well for any party with a nemesis, regardless of
enter the merchant quarter, where rambling
the world the vi llain truly inhabits. Because
shops overlook an open marketplace of
"Death's Cold Laughter" pulls a foe from the
faded tents and canopies. The mutter of
past, the DM shou ld be sure to thoroughly
voices circulates beneath the tattered
review the old villain's stats. background. and
canvas-a banter of buyers and sellers. City
combat abilities
guardsmen ring the marketplace like stone
In "Death 's Cold Laughter." the characters are
gargoyles, grimly watching the proceedings.
accused of breaking the " laughing law" and are
brought before a maniacal jester whose
humorless jokes can kill. The jester poses a DM 's Note: This town's most critical law is
the "laughing law;· which states that all
riddle that the characters must solve to win
their freedom. but the riddle also releases the statements must be accompanied with "ha ha
party's greatest foe upon them . If they solve the ha." Omission of this laughter is punishable by
riddle. they can defeat the foe and the Jester. death.
If the characters wish to buy provisions in the
But until they solve it. they must survive
combat with their nemesis. market. they see merchants and craftsman
selling most of the items listed in the
equipment lists of the Player's Handbook; they
cannot. however, find transport items, fine hordes of villagers), any remaining guards strip
armor. or exotic weaponry. Any merchant or the characters of their weapons, wands, and so
craftsman the PCs approach regards them with forth, then haul out shackles from the guard
a very serious expression and says, "Ha ha ha , posts. They make the PCs sit on the ground and
what may I get for you?" The merchant's several guards chain them toget her. The DM
intonation shows none of the humor that their should then read the following.
feigned laughter would indicate.
As soon as the characters speak to anyone, if A guardsmen in battle-scarred leather
they do not include "ha ha ha·· like the locals, armor stoops over you. clamping cold iron
the person to whom they speak will look utterly shackles around your ankles. Rust from the
shocked and dismayed. If the players continue thick rings of metal rubs red upon your legs.
to speak in this fashion, the person to whom A chain of broad, irregular links joins your
they speak will covertly motion a guardsman shackled feet to your companions' ahead and
over. The guardsman approaches the PCs behind. The guardsman opens his rotten-
sternly and says, "Please come with me, ha ha toothed mouth, spits some tobacco, and
ha." If the PCs converse with the guardsman offers you a hand to get up. His voice sounds
without adding the "ha ha ha," or if they show harsh and serious. "Come along now ,
resistance to following him, he will call more lawbreaker, ha ha ha . You've got an audience
guardsmen over. The situation will continue in the king's court, ha ha ha." The laughter
thusly until the PCs are outnumbered by crosses his tobacco-stained lips with no
guardsmen, two to one. At this point, the emotion as he helps you to your feet.
guardsmen announce that the PCs are under The guards lead your manacled band
arrest. The DM should remember to make the across the castle's weather-worn drawbridge,
guards speak grimly and with the mandatory beneath a dripping portcullis. and into the
"ha ha ha." crumbling cast le walls. Fetid air, smelling of
lichens and molds, sweeps across you. The
Guardsmen, 2 nd-level War riors (2 per PC): Int guards march you through an empty
8-10; AL LN; AC 7; MY 12; HD 2; hp 9; THACO courtyard with a barren dirt floor and
15; #AT 1; Dmg 1d6 (club); SZ M; ML 10; XP imposing black walls. As you pass another
100. portcullis, the chains at your feet jangle upon
the cold stone floor.
Although the guardsmen are armed with After threading your way through a dank,
clubs, they don't intend to use them. If the PCs winding hall. you enter a cavernous throne
resist arrest. the guards wrestle them. Only if room. Though the chamber's high ceiling is
the PCs draw weapons and attack do the guards lost in darkness, ragged banners hang from
use their clubs. If the PCs incapacitate or kill a the shadows and drift hypnotically in the
gua rd , four more come to replace him, and room's cold drafts. The black-streaked stone
murder or attempted murder will be added to of the outer castle appears in the inner walls
their charges. If the PCs fight viciously enough of this chamber as well. Scarlet-garbed
to defeat 30 guards, the villagers mob and retainers stand in weary attention along
attack. those walls. In the center of the room, a
blood-red carpet runs from your feet to a
dais on the far end of the chamber.
Into tht Oarh Castle There, upon a huge and hoary throne,
When the PCs are subdued (whether relenting
without a struggle or losing a battle against
slouches a tired old king, who almost seems Think we'd rather pay the ultimate penalty
to swim in his brackish robes. At his side, than laugh a little?" His voice trails away into
perched upon a rambling extension of the a slow, humorless chuckle. His steely stare
throne, crouches a jester. fastens upon you for long. uncomfortable
The jester is short and gaunt, dressed in moments. "What have we to say for
curly-toed boots. red tights, bunched ourselves?"
pantaloons, a colorful tunic, a star-shaped
collar, and a floppy hat topped with a bell. As DM's Note: If the party ki lled or maimed any
you march into the room. his leering gaze guardsmen during their arrest, the DM should
fixes upon you, and the dry rattle of his add such offenses to the charges the
laugh echoes through the chamber. guardsman presents.
The guards push you forward down the
crimson carpet, and their leader. bowing to
the king, calls out solemnly, ··vour Royal Conurrsing with Punthtron
Majesty, these miscreants have refused to Whatever the PCs' response, Puncheron
obey your laughing law, ha ha ha.'' demands that they use the obligatory "ha ha
The king does not move to respond. The ha"-only he and the king are exempt from the
jester instead answers, his grating and laughing law. Puncheron commands the guards
craggy voice echoing cold through the to club anyone who refuses.
chamber, "Think ourselves above the The likely actions of the PCs follow, along
laughing law, do we? Think ourselves equals with Puncheron's responses. The DM needn"t
of Jester Puncheron and King Doerdon. aye? read the jester's response word-for-word. The
replies appear here so that the DM will know
generally how Puncheron reacts. If the PCs try to break their chains or
If the PCs address the king: The jester otherwise escape: The PCs must make a Bend
interrupts, "Kingy is too busy to deal with the Bars/Lift Gates roll to break the chains.
filthy likes of you! [Pretends to spit to one side! Puncheron meanwhile summons the guards,
Ask him yourself, and he'll say the same-right telling them to mercilessly beat the captives into
King·a-ling-a-ling?" The weary old monarch submission. As the guards set to work,
resignedly replies, ''Yes, yes, of course." Then Puncheron tells a joke. (See "Bad Jokes" below.)
the jester laughs, "He trusts me implicitly with If the PCs ask about the penalty for
the execution of his estates-and his subjects. breaking the laughing law: Puncheron shakes
Which reminds me of a joke ...... (Tells a Bad his head, a quizzical expression rippling across
Joke from the list below.) his face, " There's no penalty. Not until you
If the PCs ask what the laughing law is: stand trial. Of course, I will be the judge and
The jester answers very grimly, "Risibilos is a axeman, and I've not had an entertaining
mirthful kingdom. By law, everyone but yours execution in soooo long. My last one came
truly and King Cadaver here must laugh with yesterday morning: I had to pine away the
every statement he or she makes. I heard a joke afternoon, remembering what fun the morning
the other day... .''(Tells a Bad Joke from had been. By the way.... " (Tells a Bad Joke
below.) from below.)
If the PCs' plead ignorance of the law: The If the characters ask why the king does not
jester mimics their words with dog barks, then speak for himself: Puncheron responds,
drones in utter boredom, "I would think that "Kingy was naughty, slew and slew. Cursed he
ignorant folk such as you would have heard was, as seen by you."
often enough that ignorance is no excuse. A If the characters act in a way not listed:
fellow told me a joke about that once .... " The DM should devise the jester's response.
(Tells a Bad Joke from below.) using his other comments and the NPC Roster
If the PCs remark on t he poverty and to create the answer. Whatever the reply, the
gloominess o f the peasants: The jester jester should seem cruel, cynical, capricious.
becomes enraged, "What gloomy peasants? I've and childish; should speak and laugh in low,
not seen a gloomy peasant since I came to malevolent tones; and should end each
Risibilos! When Kingy and I stroll the streets of response with one of the Bad Jokes that follow.
town, everyone smiles and laughs. We've made
sure of that! We've slain all the sour-natured
folk before they could bear gloomy kin. I've a
f ffttts of Sad Johts
joke about that. ..." (Tells a Bad Joke from The jester has the power to target the
below). following Bad Jokes upon 40 Hit Dice of
If the PCs ask the king why he puts up with creatures, causing them to be affected by a
so i nsolent a jester: The jester interrupts, modified version of Tasha's uncontrollable
seizing the king in a brutal embrace and hideous laughter. (See the 2nd-level wizard spell
laughing pitilessly, "He puts up with me in the Player's Handbook.) The modifications
because he loves me! Am I not right, you dull- follow:
witted despot?" The spiritless king responds, "I • Plugging the ears does not stop the joke's
could not live without you." The jester releases effect.
the despondent monarch and laughs coldly, • Al I saves are made at a - 2 penalty. This
" This all reminds me of a joke ...."(Tells a Bad penalty is cumulative with the Intelligence
Joke from below.) penalties. DMs may wish to calculate and
record PCs' saving throws ahead of time.
• The effect is instantaneous and lasts until the
• A neophyte wizard bragged to another
character rolls a successful save or receives a
that he could make water. The other
dispel magic.
wizard replied, "My dog knows the same
• For each round a character spends in the
trick ...
throes of laughter, he suffers damage from
• What is the best way to kill a lich?
muscle spasms and loss of breath. To
Thoroughly.
calculate damage. divide a character·s level
• If you know a vampire is stalking you,
or hit dice by 2 (rounding up). The result is
what should you do? Poison your blood.
the damage suffered by that character each
• A peasant woman with nine sons asked
round he is affected. Thus, a 7th-level thief
the oldest to make his brothers some
would suffer 4 hp per round until he makes a
soup. After an hour, he came to her
successful save or is the recipient of a dispel
saying, "The youngest seven agreed, but
magic.
Jeremy won't get in the pot:·
• Who makes a better wife: a crabby woman
The jester tells these jokes at indiscriminant
or a cruel hobgoblin? The hobgoblin,
intervals, regardless of context. Once the DM
because you can kill her.
has told all the jokes below, he should feel free
• What is the fastest way to get away from a
to tell them again, beginning with some
question like .. Did I ever tell you the one lich? Die.
about ..... or "Did I ever ask you ...... • If an ore follows a halfling into a closet,
what will happen? The ore will kill the
halfling, then find his own gold in the
Sad Jokes halfling's pocket.
• Two bards are standing on a bridge. One
• A woodsman needed lo make a fire. so he creates a slinking cloud. The other says, .. I
went to chop some wood. He couldn't find didn't know you knew magic." The first
any trees thicker than his leg, though. So one replies, "I don't:·
he chopped and chopped and chopped. He • What's the difference between a king and a
finally returned to his camp to make the jester? One gets to wear a crown.
fire , but the leg just wouldn't burn.
• What does t he priest ask the father of the
OM 's Note: Whenever one of these jokes is
bride at Strahd's wedding? " Who gives this
told, whether the PCs make their saves or not
woman to be undead?"
King Doerdon breaks into painful laughter and
• Why do dwarves have names like
one of the red-robed (wizard) retainers steps
"Fireforge?" Because they can't spell
"lmmolatingsmelter:·
• A traveler married a peasant lass who
swore she had not lost her virtue. When he
found her skilled in the arts of affection he
said. "I thought you'd not lost your virtue:·
She smiled and said "Annis hags have no
virtue to lose!"
• How can you improve a fireball spell? Feed
the ores some beans.
• Why do elves have pointy ears? There has
to be some point to elves.
forward and casts dispel magic on the tired old
Great, this was a cheerless kingdom. At that
monarch. (The king suffers no damage.)
time, the humorless King Doerdon-a man
Though Doerdon's retainers are all high-level
incapable of laughter-became the butt of all
mages. King Doerdon has commanded them all
jokes in this land. Feeling his power
to memorize only dispel magic spells. to
crumbling, he altogether outlawed laughter
perform this very service. Only if a PC is near
and anything that might cause levity. Death
dying from laughter should the DM allow one of
was the penalty for any who disobeyed, and
these retainers to .. waste" a spell on him. Even
countless rib-tickled and rib-tickling
so, the king will be enraged by this "waste of a
innocents fell to his axe.
spell"' and will command a guard to club the
"When the solemn slayings reached a
offending wizard (once).
fevered pitch, Puncheron, Jack of Jests,
Puncheron does not bother affecting the
happened along-the first man who ever
wizards with his jokes. When he has new
made King Doerdon laugh. And I convinced
victims available (the PCs), he prefers to
him to reverse his law, making laughter not
torment the newcomers. He never hesitates to
illegal, but mandatory. Since that time,
taunt the king, however, as the king is his
Risibilos has echoed with the long-dead
favorite victim.
laughter of her people.
'"Now you folk arrive in town-from gods
Trial By fear know where-and dare to defy the law? You
dare to send this kingdom back to the times
Once Puncheron feels he has had enough fun
torturing the PCs with Bad Jokes (DM's option). of humorless terror? What have you to say
for yourselves?"
he will order the trial to begin. He commands
the guards to line the prisoners up before him .
At that point, the DM should read the following However the PCs respond, Puncheron listens
text. carefully, as though considering the statements.
After the PCs finish speaking, he sits for a long
Puncheron reaches dramatically behind time in deep contemplation, then shouts,
the throne and pulls out an unwieldy "Ridicule and flob-glob nonsense!!" At this
warhammer. His short, gaunt form wobbles point. Puncheron can tell another Bad Joke or
comically beneath the hammer's weight. can listen to more implorings, depending on
Finally, he brings it crashing down upon a how much damage the PCs have already
scarred block of stone beside the suffered.
throne-obviously a place where the
hammer has fallen many times. Tht Otath Riddle
"Come to order!" the jester shouts. The
When Puncheron tires of more testimony and
room falls to silence, save for the thunderous
jokes, the DM should read the following.
echo of the hammer strike. Puncheron's
starkly white face glares angrily at you. A
"Enough!" Puncheron thunders, dropping
slow and sinister smile cracks across his
his warhammer to the floor with a crash. " I
visage, revealing long , yellowed teeth. "You
have heard all I need to make my decision .
have violated the only sacred law in this
Because of your previous ignorance of our
land!" he begins, his voice cold and harsh
law of laughing, I will not order your deaths
now , with not a trace of humor. "For long
outright. Rather, your guilt or innocence will
years before the advent of Puncheron the
be decided by a test.
Nightblood the Lich, Elenia the Ermordenung.
"When I speak a riddle, my guards will Ejrik Spellbender, Lyron Evensong, Malisha.
release you from your shackles and you will
Mordenheim. Davion, another Ravenloft villain.
be confronted by your greatest foe. If you
or even a foe from another campaign world . (If
solve the riddle or slay your nemesis, the test the villain is too large. such as a dragon, the
will end: you will be declared innocent and wall of the castle seems to burst open to reveal
can go free. If you do not solve the riddle or it).
slay your nemesis. you will die in your guilt. I Because this battle is climactic, the DM is
will even grant you the benefit of your
encouraged to have an attack plan plotted out
weapons and spells." for the villain. as well as planned contingencies
Puncheron gestures toward the guards, to keep the PCs from being immediately
who approach you, placing your weapons obliterated.
just out of reach. then kneel, ready to unlock Throughout the contest , Puncheron ridicules
your chains. As they do. the maniacal jester the characters, but does not tell any more Bad
begins to laugh again, and he speaks the
Jokes. If any of the characters attacks
riddle:
Puncheron. their weapons or spells go through
rm a shadow here among you. but how can him as though he were a shadow. He is, in fact.
I be slain?
a shadow-King Doerdon's shadow-self
incarnate (see the NPC Roster). Thus.
DM 's Note: Puncheron's riddle works to Puncheron cannot be harmed by the
activate a weird spell, but allows no save and characters. Because he is a shadow·self of the
cannot be broken by disturbing the jester. (See sinister King Doerdon, he can be killed only by
the Player's Handbook.) Though the foe who killing the King. This is the answer to
confronts the PC is illusionary, he is real to the Puncheron's riddle:
characters for all intents and purposes. Normal
combat follows, in which the party must battle rm a shadow here among you. but how can I
the foe. be slain?
The battle can remain in the throne room, If you slay the shadow's maker you become
range throughout the castle (the OM may use the shadow's bane.
any castle plan available), or even spill over
into the world outside. Regardless of where the Obviously, the PCs don't have to make the
battle takes place. neither the PCs nor the answer rhyme to solve the riddle: they need
villain can damage or use anything but their only realize that Puncheron is the shadow of
weapons and spells in the battle. All else is Doerdon and that slaying the evil king will
impervious stone.
NO. APPEARING: 1 1
ARMOR Cl.ASS: 0 4
MOVEMENT: 12 15
HIT DICE: 14 (70 hp) 10 (40 hp)
THACO: 7 11
NO. OF AITACKS: 1 1
DAMAGE/AITACK: 3d8 3d6
SPECIAL AITACKS: See below See below
SPECIAL DEFENSES: See below See below
MAGCC RESrSTANCE: NU Nil
SIZE: M (6' tall) T (1' tall)
MORALE: Fearless (20) Fearless (20)
XP VALUE: 18,000 7,000
BoneGolem
NO. APPEARING: 1
ARMOR CLASS: 10
MOVEMENT: 15
HIT DICE: (
THACO: 17
NO. OF ATTACKS: 1
DAMAGEIAITACI<: Special
SPECIAl. AJTACI<S: See below
SPECIAL OUENSES: See below
MAGIC RESISTANCE: Nil
SIZE: M (6' tall)
MORALE: Champion (lS-16)
XPVALUE: 650
The ermordenung are a dark and evil people found almost exclu-
sively in the domain of Borca. Here, they act as elite agents who
serve Ivana Boritsi, the ruler of that dread domain. On rare occa-
sions, they are sent on missions outside of Borca to further the
interests of their mistress.
Ermordenung appear as normal human beings of surpassing
beauty. The men are tall, normally no less than six feet in height. Those who surv1ve this horrid attack may attempt to break free
and smoothly muscled. They seem to radiate an inner power of the embrace (see below), but will be kissed again on the ntxt
from their finely set classical features. The women are tall, often round if they fail to do so.
only an inch or two shorter than the men, and have the perfect Breaking the grasp or embrace of an ermordenung is very diffi-
features that every artist tries to create Both seJ<es are marked by cult, for they are considered to have an 18/90 strength if male or
raven hair and penetrating dark eyes that, it is said. are almost an 18/50 strength if female. Weaker enemies must make a 5aving
hypnotic. Their complexion, however. is rather more pale than throw versus paraJysis (with a -4 penalty lo their roll) in order to
that common to most of the people in Bori:a and contrasts greatly pull away from their attackers. Those of equal strength need only
with their dark hair and eyes. make the saving throw itself, while those who are stronger than
The ennordenung speak the common language of the people of the ermordenung must save with a +4 bonus to their roll
Borca. Their dialect, however, is marked by an aristocratic man- Ermordenung are immune lo nearly all forms of toxins th!!m-
ner and they carry themselves with a noble bearing that sets them selves. The only vanety to which they have no natural resistance
apart from all but the ruling family. is that of their peers-any ermordenung is as vulnerable to the
deadly touch of their kind as a normal man
Combat: ln combat, an ermordenung will attempt to grasp an
exposed area of flesh on an opponent's body so that their deadly Hab .ta1 50<1ety: The ermordenung live as members of the ruling
touch can do its work. Any successful attack roll indicates that elite in Borca. They seldom mix with Nthe common folk" unJess
the target has been touched and must save vs. poison (with a +4 acting on behalf of their mtstress, Ivana Boritsi.
bonus on their roll). The effects of the ermordenung toxins are The fact that the ennordenung cannot touch another living
felt within seconds-those who fail their saves are instantly slain, creature without causing it to whither and die causes them
while lhose who succeed suffer 10 points of damage. endless heartache. They have been forever denied the physical
lf the attack roll is a natural 20, the ermordenung has managed pleasures-the caress of a lover's hand, the embrace of a close
to get a firm grip on his enemy. In such cases, the victim must friend , the affectionate hug of a child-that mean so much to
make a saving throw vs. poison (with no modifiers). While fail- mortal men. Their inner suffering and agony has been marshalled
ure to save still results in death, success tndicates that 20 points of to make them cruel and heartless agents who carry out the orders
damage are inflicted. If the target is unable to pull free of the grip of Ivana BoritsJ without question.
(see below), they will be subject to the same saving throw each
round until they are slain or they escape. uology: The ermordenung are normal humans who have been
ln non-combat situations, the ermordenung will often use their transformed, at the command of Ivana Boritsi. mistrec;s of Borca,
great physical beauty and overwhelming charisma to lure would- tnto nightmarish creatures. The process by which these creatures
be victims of the opposite sex close. Once their victims are al are created is dark and mysterious, but is believed lo be so brutal
ease. they draw them into a deadly embrace and slay the hapless to its subjects that only the most physically fil can survive it. Be-
souls with their toxic kiss. Victims of this Hkiss of death" are enti- cause of her own passionate nature, Ivana Boritsi selects only the
tled to a saving throw vs. pojson (with a -4 penalty to their die most physically beauUful of her people for the "hon.or" of trans-
roll). As usual, failure indicates instant death. Success, on the formation.
other hand, indicates that the victim suffers 30 points of damage.
_
Li_v_ln~g___
W. ~
_a_l_I ____________________
CLlMATE/TERRAlN: Any
FREQUENCY: Very Rare
ORGANIZATION: Solitary
ACTIVlTY CYCLE: Any
DIET: Assimilation (see below)
INTEL LIGENCE: Variable (3· 18)
TREASURE: Variable
A LIGN MEN~ Chaotic evil
NO. APPEARING: 1