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Credits
Design by: Steve Kurtz
Edited by: Steve Miller
Project Coordination by: Harold Johnson
Interior Art by: Mark Nelson
Cover Art by: Jeff Easley
Cartography by: David C. Sutherland 111
Typesetting by: Nancy J. Kerkstra
Special Thanks to David Wise for revealing the secrets of the Vistani
9497
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Contents G I O S S P o~ f Uistani Terms
Cutting the Deck . . . . . . . . . . . . . .3 Blood rite. A mllryling of blood, spiritualing
For the Dungeon Master . . . . ......3 joining two people. When a giorgio is invited to
Adventure Background . . . . .4 engage in the blood rite, he becomes a giogoto.
The Dukkar . . . . . . . . . . . ...5 Captain: The male leader of a caravan.
Attributes of the Vistani . . . ...... 5 Dukkar, The: An abomination prophesied to bring
I. Widower Once Again . . . . . .....7 doom to all Vistani Tasques.
Getting to Invidia . . . . . ...7 Doroq. The ritualistic telling of stones and
Dealing with Rad. . . . . . . . . . .9 legends around the campfire.
Continuing the Adventure . . . . . . . . . 13 Fulltide: The three days during which the moon is
11. River Cruise . . . . . . . . . . . . . .... 14 full.
Arrival in Invidia . . . . . . . . . .14 Giorgio. Any nonvistana.
The Musarde River. . . . . . . ..15 Giogoto. A nonmember Vistana who is
Matton’s Hunting Party : . . . .15 considered a friend or ally.
A Riverboat Captain . . . . . . . 16 Lunaset: A ritual that begins at midnight on the
Continuing the Adventure . . . . . .21 third and last day of the full moon.
111. Karina. . . . . . . . . . . . . . . . . . . 22 Patterna: A Vistani dialect, made of words
Invited to the Carnival . . . . . . . . . 22- borrowed from many languages.
The Town of Karina . . . . . . . . . ..22 Prastona: The girl or woman who dances the
East Karina . . . . . . . . . ..22 prastonata.
West Karina . . . . . . . . . . . . . . . ..30 Prastonata: The traditional evening dance around
Continuing the Adventure . . . . . . . . . . . 33 the campfire.
IV. The Vistani .................... 34 Raunie: The female leader of the caravan.
The Zarovan . . . . . . . . . . . . . . ..34 Tasque: A nation of Vistani, which is made up of
The House of Mists . . . . . . . .34 several tribes, which are in turn divided into
A Ghost from the Past . . . . ..35 caravans.
Night with the Zarovan . . . . .37 Vardo: A Vistani, round-topped wagon.
Continuing the Adventure . . . . .39 Vishnadd. Justice. The uishnadd is actually an
V. Dog Fights.. . . . . . . . . . . ..40 obsedian knife which is a central figure to the
Bloodsport . . . . . . . . . . . . . .40 Vistani system of justice.
Sponsors and Guests. . . . . . .40 Vistana: The sinqular form of Vistana.
Getting There . . . . . . . ..42
123 Bog Street . . . . . . . . . . .42
Unwelcome Revelations. . . . . . .46
Continuing the Adventure . . . . .46
Reporting to the Zarovan. . . . ..48
VI. Vishnadd . . . . . . . . . . . . .49
A Dark Lord’s Residence. . . . ..49
The Haptmeyer Estate. . . . . . . .50
Concluding the Adventure . . . . . . . .54
VII. Further Adventures in Invidia . . . . . . 56
The Domain of lnvidia . . . . . . . . . . .56
Recurring Characters. . . . . . . . . . ..58
VII. Dramatis Personae. . . . ..60
n the shadowy Three ofSwords, the Soldier, representing warfare
seclusion of her and conflict.Above, in the pivot of alliances,
boudoir, Gabrielle Gabrielleoverturned the Seven of Coins, the Thieh
Aderre drew a veil symbolic of acquisition. Finally, she barely paused
across her face and over the card to the right, the point of the rising sun,
inhaled the heavy the path to her son’s future. The Mists.
perfume cast by Gabrielle braced herself for the pain that would
stunted candles on come, but when the Sight blinded her eyes, she
the table before her. was still unprepared for its intensity. Stifling a
Reaching down, she scream, the witch fell to the stone floor, her chair
Dulled oDen a small, clattering beside her. Only a full blooded Vistana
hidden drawer and may invoke the most powerful tarokka with
withdrew a worn impunity, and Gabrielle Aderre was only part
wooden box. Vistani. She thrashed uncontrollably on the floor
Reflexively, her left while the vision of her son ran its course.
hand formed a sign to And in the soft shadows of her boudoir, a small
ward o f fevil, while child laughed.
her right opened the
w
faded deck of cards,
'ort-a-Lucine.
..
evening, but he refuses to play the instrument and sleep where they see fit (either in the woods
after sunset. Nikko, if still alive, has gotten near the ship or on deck). Hopefully, they have
worse during the day, and will require treatment not been lulled into a false sense of security by
if he is to live through the night. Raul’s inebriation and Timothy’s nonchalance and
Night passes slowly in Invidia. During the fall, retain their vigilance.
the sun sets around 5 p.m and does not rise again In the dead of-night, a chorus of howls shatters
until 8 a.m. The majestic beauty of the chromatic the silence: a pack of wolves has wandered into
forest has a more sinister atmosphere once the area. As soon as the captain hears their
darkness falls. In the night, the heroes can only approach, he changes into his wolf form and
hear the rustle of branches overhead, punctuated approaches the pack. After a brief scuffle, during
by the screeches of night owls and .other which he establishes his dominance, he leads the
nocturnal predators. The forest is redolent with wolves back to the campsite. Meanwhile, the
the pungent aroma of fallen leaves and rotting heroes will probably be rousing their sleeping
vegetation. A waxing moon rises in the east, comrades and readying for combat.
casting a pale ghostly light through the canopy of The wolves charge into camp with a piercing
leaves overhead. howl of such chilling intensity that all members of
Once dinner has been cleaned up, Timothy the party must make Fear Checks. The Dungeon
gathers his bedroll and leaves the party to sleep Master should modify the number and strength
on his own because of his terrible snoring. Soon wolves to properly challenge the party, based on
the heroes hear the captain’s distant snorts and - their levels of experience. A low-level party
snores. Of course, the werewolf is merely biding should encounter at least one wolf per hero,
his time. He hopes a pack of wolves will stray whereas powerful characters may face 2-3 wolves
close by, so that he can call them to provide a each.
diversion. The wolves all appear diseased, with two
Meanwhile, allow the party to set up watches exceptions: the pack leader and Timothy. The
pack’s usual leader is a huge and healthy dire will call out for aide. He thanks the heroes for
wolf, measuring about 10’ long. The beast has “saving” him, and apologizes for the danger-in
extensive scars on the left side of its muzzle, all his years, he claims he has never been
including a few fresh cuts from its recent scrape attacked by a pack of wolves. Of course, he adds
with Timothy. conspiratorially, this is the first time he has
In his wolf form, Timothy is even larger: 12’ traveled with a Vistana. Timothy will insist on
long-more like a bear than a wolf. His combat sleeping in his cabin for the rest-of the night,
abilities are summarized in Chapter Eight. which passes uneventfully. In the morning, the
Timothy has a simple but effective strategy to Virago will pull away from the Purse and sail to
decimate the party: force the heroes to retreat to Karina before noon.
his ship, where he and the wolves can corner and The Dungeon Master should keep careful note
destroy them. The wolves rush at the party from of any heroes who were bitten by Timothy during
the front, forcing them back to the water. Timothy the battle. For each point of damage Timothy
and the dire wolf charge the most powerful inflicts on a hero, there is a 2% chance the
warriors. character will contract lycanthropy.
Raul, meanwhile, distinguishes himself
valiantly in battle. Swinging his blade with deadly
accuracy, assume that he kills one wolf every two
rounds, before being knocked unconscious six
rounds after the battle begins.
4. Commons
6. Wine Garden
The Zarouan
he mysterious Zarovan have come to Karina
plays the part of a mundane barker and a carnival !A!f!l‘Vincen,, ;hanks you all for stoppir,, uL ‘I
LtsL
illusionist. Lolita chimes in occasionally from her House of Mists. Then, leaning forward and low- il
lofty perch to accent Vincenzo’s important
assertions about the attraction’s safety (“Perfectly
safe, wraagh!”) and to poke fun at the heroes.
Vincenzo will not admit he is Vistani, although he
shares a few words of welcome with Raul in patterna
(the Vistani language). Neither Vistani will elaborate
further on the nature of the House of Mists.The
heroes may enter the House only one at a time.
The House of Mists is a seven foot tall black
box with a square base less than three feet wide.
It is fitted with an accordion door of dark, supple
leather. Inside, there is seemingly infinite space to
maneuver, all of it shrouded in thick mist. The Tenants of nearby market stalls-who claim to
Dungeon Master may choose to place rocks and have been spent the day in the vicinity-will
other natural terrain in the area as well. swear they have not seen a man in a red vest,
Moments after entering, the hero hears the accompanied by a green parrot. The House of
howl of a wolf, and then a huge, bear-sized wolf Mists is gone and will not reappear for the
charges out of the mist. The creature looks duration of the adventure.
identical to Nathan Timothy in werewolf form (see
Chapter Two). If the hero failed a fear check
during the previous encounter with Timothy, then
A Ghost from the Past
another such check may be called for in the A hortly after encountering Vincenzo, the heroes
House of Mists. are once again plagued by Leyla’s ghost.
For the purposes of the carnival game, the Until Raul willingly destroys his violin by fire,
phantom wolf creature has the same THACO and as noted in Chapter One, she will haunt them
A C as the hero. Furthermore, successful attacks from now on, although her hate and desire for
d o not score damage, only “hits.” The wolf revenge will be focused mostly on the hero most
creature attacks once per round. Five hits responsible for her defeat in Chapter One. Leyla
inflicted upon either adversary ends the attempts to lure the Chosen away from his
simulation, and no experience points are earned. compatriots using a variety of auditory illusions
However, if the wolf creature is defeated, its prone that only the victim can hear. This is a new power,
gained upon her evolution into a third-magnitude involving Leyla with Chapter One, any random
ghost (according to Van Richten’s classification). encounter may be substituted.
At first, she is contents herself with tormenting
her victim from afar.
The Distant Echo. Faintly at first, the Chosen
The Ghost’s Attack
hears a distant Gypsy violin, softly at first from a The heroes come upon a lone vardo, and the
secluded location, such as a dark alley, or a back heroes (including Raul) hears the sound of a baby
room in a tavern (if the Dungeon Master has crying behind it; if Nikko still lives, the infant
access to Gypsy music, he should play an begins to cry as well. The vardo appears identical
appropriate violin passage). Regardless of the to Raul’s, which the party presumably abandoned
hero’s actions, the music softly dies away, only to on Dead Man’s Perch in Chapter Two. If the heroes
pick up later when the character relaxes his does not investigate, Raul approaches the vardo
guard. The Dungeon Master can perhaps himself. Beyond it, is a campsite stands the ornate
obscuring its importance by mixing it with one of iron bassinet that was Nikko’s cradle. Leyla is
the events from Chapter Three. stands beside it, fully manifested in physical form.
Chilling Crescendo. After nightfall, perhaps Unlike Chapter One, she appears as a solid human
while the hero tries to sleep, he’hears the music Vistana, although she now radiates supernatural
again growing steadily louder until it fills his ears fear like any ghost. Aside from Leyla, the
in a deafening crescendo. The music comes from remainder of the campsite, including the vardo,
no specific direction. Suddenly the music stops, cradle, and crying are illusions.
only to be replaced by the sound of an infant Leyla walks menacingly at the Chosen
crying. The wailing gets louder and louder, until it character, ignoring Raul and the rest of the party,
sounds like a frenzied shrieking. Then the keening her eyes blazing with evil fury. Unless the heroes
stops as soon as suddenly as it began. (If Nikko is makes a saving throw vs. spells, they flee in panic
still alive, the baby is sleeping soundly.) for 2-12 rounds. If Leyla touches the character
If the Dungeon Master wishes to torment the hero once with her paralytic grasp, the victim must
further, these brief hallucinationscan be skillfully make an insanity check (another saving throw is
interwoven with real events (perhaps a mother needed in order to resist the paralysis). The ghost
walking down the street with an infant, or an can be harmed by magical or Vistani-forged
ordinary street-side entertainer playing the violin). weapons. Raul helps the party drive off the ghost,
At any event, these strange noises foreshadow slashing at the undead with his scimitar. Leyla
Leyla’s attack when the heroes g o to find the Vistani. pursues the Chosen until reduced to zero hit
points or the victim fails an insanity check. The
ghost then slowly dissolves with a gleeful
Uulpwood Horror laughter, along with her illusions.
Once the heroes decide it is in their best interest If the party is helpless in the face of the ghost
to investigate Vincenzo’s cryptic remark, even a (i.e., they have no magical weapons or Raul), the
few cursory questions to the townspeople or DM can arrange a last-minute rescue by Vincenzo
tourists will reveal that Vulpwood is directly to the from the nearby Zarovan camp, since the ghost
north of the city. Townsfolk will also advise the flees at the sound of the barker’s approach.
heroes against traveling Vulpwood after dark, and Alternatively, fleeing heroes may run straight into
only with great caution during the day. The wilds the Zarovan camp, where they are safe from
beyond the city walls are infested with wandering Leyla’s tricks and illusions.
wolves, wild dogs, and werewolves from
neighboring Verbrek, and the deep ravines are Leyla (3rd-Magnitude Ghost): INT Ave (1 1);
home to will 0’ wisps and jermlaine. AL CE; A C -2 or 4; MV 9; HD 8; hp 45; THACO 15;
The Dungeon Master should stage at least one #AT 1; Dmg: 1-6; SA: Paralyzing touch (2d4
hostile encounter in the wilds before the heroes rounds), insanity, fear aura (2-1 2 rounds),
reach the Vistani. Compared to the forest, the accelerated aging (5d4 years); SD: harmed only by
House ofMists was a minor test of courage. The magical or Vistani-forged weapons; standard
DM may run the following encounter with Leyla’s undead immunities; auditory and visual illusions;
ghost, or,if the DM decided to conclude the plot SZ M; ML Special; XP 5,000.
Night with thu Zarouan I
s the heroes end the encounter with Lkyla around the fire. At Eva's request, Raul pro
The Ooroq
Once the prastonata has concluded, the time for
telling legends arrives.
t v a ana vincenzo waiK over to one 01 me r r o m mat monstrous union, an ammina-
vardos, each knocking on the door three tion was born, a creature in the guise of a
times. After a pause, the narrow portal opens child, known to us as the Dukkar. It is this
and a young woman steps out, dressed in lay- creature we have come to defeat. Its presence
ered skirts of many vibrant colors and intricate gnaws at us like a cancer, as it is a gaping
hole in our Sight. We ask you to assist our en-
patterns. Her narrow face is framed with night-
deavor. As giorgio you can walk about Karina
black hair and her eyes burn like smoldering unnoticed, and learn of its lair. For this infor-
coals. “It is time for the doroq,” she says ap- mation we would be grateful.
proaching the firelight. “I am Marcella.”
The Vistani are extremely powerful allies,
and their reliance on giorgio to assist in their
If the Dungeon Master has access to Van affairs irks them greatly. Marcella reveals only
Richten’s Guide to the Vistani, Marcella starts the as much information as is necessary to
doroq with the “Legend of the War for All Times.” motivate the heroes to join them-she does not
Following the narration of the creation myth in say why the Dukkar has such significance to
patterna, the Vistani seer recounts the history of her people. The party is free to refuse her
Gabrielle Aderre, as summarized in “Dramatis request for aid, but Raul (if he accompanies
Personae.” Finally, she speaks of heroes about them) suggests that they accept, especially
the Dukkar: since the Vistani may know of a way for the
heroes to return home.
Heroes who react respectfully during the
doroq and accept Marcella’s proposal are
welcomed to stay with the Vistani for the entire them of its impending evolution under the full
night. Heroes who can provide the information moon tomorrow night. She gives the afflicted
the Vistani need (any information about “The character another, even more vile tasting
Boy in Black” will reassure them of the potion.This mixture will stave off the onset of the
Dukkar’s presence), will receive immediate disease for three days.
rewards. Marcella will perform tarokka readings
and otherwise provide information free of
charge. On the other hand, if the heroes make
Continuing the Adventure
light of the event or refuse Marcella’s request f the heroes do not yet have any information to
for aid , then they must pay dearly for any
services rendered.
Assuming that no breaches of protocol occur,
I report about events in Karina, the Dukkar, or
Gabrielle, Vincenzo requests that they go to the
city and return to the campsite before nightfall
Marcella, Vincenzo, and Eva ask the heroes about tomorrow to report. During the next three nights
their sojourn in Karina and invite them to tell a of the full moon, known as Fulltide, the Vistani
story. They are particularly interested in their are at the height of their powers. If the heroes
encounter with the Boy in Black. Reward those who cannot uncover the location of the Dukkar before
entertain the group with experience points. (Flout the close of Fulltide, then not only will the
any bard who refuses to rise to the occasion). creature remain beyond the influence of the
Finally, when the heroes inevitably ask about Vistani for another full month, but the heroes’
how to return home, Marcella says only that “you curses will be even more difficult to remove.
will not see the home forge before the last night of Chapter-Three details Karina and the information
the full moon.” Leaving Ravenloft is one of the that can be learned.
most powerful gifts of the Zarovan. However, If the heroes have already gathered the needed
under no circumstances will any other Vistana information (orupon returning to the camp after
reveal that he or she has the power to return the doing so), the Zarovani leaders state that, with the
heroes home. help of Raul, they will create a magical item
capable of binding the Dukkar. Further, they
request that the heroes return to town, as this
Uistani Gifts night is one of the great significance to the
Assuming that the heroes agree to help, the Vistani, the Lunaset, and they must perform
Zarovan provide them with a number of gifts. rituals that no giorgio may see. In the meantime-
First, as added protection against the Dukkar’s if the heroes do not think of it themselves-one of
evil powers, Marcella gives each of the heroes a the Vistani urges the heroes to investigate the
small evil eye amulet +4 in the shape of a blue Dog Fights (the subject of the next chapter) in the
glass pendant ,painted with an eye symbol (see event that they can learn more specific
the introductory chapter, “Cutting the Deck”). information about the Dukkar.
She does not explain the evil e y e in detail,
except as a general magical force shared by all
Vistani.
Further, Marcella provides the heroes with a
form of healing potions. This herbal curative
functions regardless of their curse. The imbiber
must immediately make a saving throw vs.
poison after drinking one dose of the noxious
mixture. If the save is successful, the elixir acts as
a potion of extra-healing; if it fails, no healing is
achieved and the imbiber suffers a -1 penalty to
attack and damage rolls for l d 6 hours, due to
nausea. The heroes may consume as many doses
are needed to heal them fully.
In addition, if any of the characters have
contracted lycanthropy from Timothy, she warns
...
t’s gonna be a good one this year,” Nathan could feel comfortable with the proximity
Nathan Timothy said, kneeling in of the river), but the event was plagued by the
front of the cages. The dogs inside Midnight Slasher, and the town watch arrived to
threw themselves at the wire gates, interrupt the affair. Since the event has been
frothing at the mouth and snarling moved to the Falkovnian Quarter, the number of
angrily, wanting to rip his face unpredictable “accidents” has decreased
with their fangs. He stood and substantially. The invited arrive at the Dog Fights
looked to the woman in the with a well-armed escort to the attentions of the
shadows. “How did you get them Slasher.
so vicious?” Only two people involved with the Dog
“Tradesecret, ’’ she replied, Fights know of Gabrielle’s and Malocchio’s
giggling sweetly. “Doyou want to current lair in Cliff House. Both Scar Tabor and
see the other combatants?’’ the Midnight Slasher have (independently)
“Withpleasure, Timothy said,
” done enough snooping around the manor
standing and taking the woman’s house to verify the repeated presence of
arm. “Anton had promised me a tour Gabrielle and “the Boy in Black.” The plot of
of his dungeon. Let3 make an even this mini-adventure revolves around learning
out of it. ” this key piece of information. Armed with this
intelligence, the heroes will b e able to search
out and confront Gabrielle and Malocchio in
Bloodsport the following chapter.
he Dog Fights are a recent Because of the Dog Fights’ secret location, the
. ’?, . . .. ,
another of the darkling’s secrets learned as a
Vistani. When sprinkled on boots, this powder Crossing Tower Street, you notice a tall,
enables one to ieave no footprints or scent by slender figure standing on a street corner a
which he can be tracked, (similar to pass without block away, leaning up against a building near
trace, the first level clerical spell). The effects last
for 2d6 turns.
,
’
a street lamp. He wears a wide-brimmed hat
and a billowing cloak of some dark fabric that
111
seems to drink up the night, making him hard ,*;
to see. A dark scarf covers the lower half of
Bodysuards his face. The man abruptly steps out of the
Perhaps the easiest way to the heroes to the Dog ’ lamplight and is swallowed silently by dark-
Fights is as bodyguards for Matton Blanchard, ’ ness. Where he was standing, a crumpled
who desperately wants to locate his bebved
Gabrielle Aderre. He is well aware that the Dog
Fights is a werewolf hangout, where others are
only tolerated. Given the bitter enmity between
werewolves and wolfweres, Matton realizes his The cloaked figure is the Midnight Slasher, an
chances of survival will be improved by hiring element of random violence in the adventure,
bodyguards. If the heroes are reluctant to whose sole aim is to break up the Dog Fights. His
approach Matton at the Laughing Maiden, the first goal is to discomfit the guests, either by
noble hires a crier to advertise that he is looking threats (in the case of a well-armed party) or by
for bodyguards. murder (in the case of a single person wandering
The heroes probably do not wish to associate alone). The Dungeon Master should review the
with Matton, given their unpleasant previous Slasher’s history and background in “Dramatis
encounters. As noted in Chapter One, Matton is a Personae.”
rude, arrogant, and condescending snob who If one of the characters picks up the crumpled
treats his hirelings like furniture. However, astute paper, they find it contains a severed human
players will have noticed that he does not finger, still wearing an iron signet finger carved
doublecross his henchmen: the six retainers that with the Falkovnian hawk (recently harvested
accompanied Matton on his hunting expedition from one of Regess’ soldiers). The paper is
(as noted from Dead Man’s Perch in Chapter Two) scrawled in blood (undoubtedly using the finger
were seen riding with the nobleman into town in as a writing implement):
Chapter Three.
When they arrive seeking employment, Matton The darkness is mine.
tells the heroes-nothing of this true motives, The anger is mine.
although they may be able to guess given the The vengeance is mine.
stories told by the Zarovan. By now, the heroes
should also realize that the Dukkar can probably The last verse is still moist. The heroes’ patron
be found in the vicinity of his mother; Gabrielle blanches visibly at the sight, although he does
would obviously be a good source of information nothing except urge the party to hurry. If asked
about her son. The heroes may also hope to about the Slasher, the patron tells them to shut up
question Matton’s source of information at the and walk faster. They reach 123 Bog Street, the
Dog Fights. location of the Dog Fights, without further
incident.
Getting There
s the heroes move through the streets of West
123 Bog Street
A Karina, they feel as through they are being
watched. The street lamps are placed further
apart, casting flickering shadows that seem to T
he Dog Fights begin after midnight at 123
Bog Street. A map of the warehouse and
environs is included on the inside of the cover
move. for the adventure. The entire area is guarded by
ten Falkovnian soldiers (designated by S on the
map) and three vicious war dogs (D). Equipped
with silvered blades as a precaution against Fights. The guards to not perform a rigorous body
lycanthropes, the soldiers remain at their posts search of the guests, so it is easily possible to
unless called away by Commander Regess. The smuggle in small weapons, provided that they are
large mastiffs are chained in a specific locations, modestly concealed. Confiscated weapons are
mainly to sniff out concealed or invisible kept in the chest in ( l a ) and will be returned
intruders. Important’areas and defenses in the upon the heroes’ exit. Soldiers direct disarmed
warehouse are detailed below. guests to the stairs leading down to the dog fights
(Area 3).
Falkovnian soldiers (1 0); A C 5; MV 9; F3; hp 21 The stone floor of the warehouse ( 1b) is
each; #AT 1; Dmg by weapon (short sword: 1-6); stacked with crates, containing assorted
A L LE; THACO 18. Scale mail, shields, silvered mundane goods, including huge casks of wine for
short swords. export to Silbervas. The stacks and crates loom
up into the darkness beyond the scant
War Dogs (3): INT Semi- (3); A L N; A C 6; MV 12; illumination provided by the guard’s lanterns. A
HD 2+2; hp 14 each; THACO 19; #AT 1; Dmg: 2- pitch-dark (locked) office (IC) contains the
8; SZ M (6’ long); ML 10; MM/57; XP 120. business records for one of the Falkovnian
merchants. In addition to papers and ledgers
(detailing business transactions between
I. Ground floor Silbervas and Karina), the desk contains a curved
dagger and a branding iron with a hawk insignia
for marking new slaves.
2. Escape Route
The warehouse next door to 123 Bog Street has
been fitted with a secret trap door, leading to
the bar area (Area 4c). The windows, front and
back doors have been secured as in Area 1.
The escape route is guarded by two soldiers
and war dog. Expecting a quiet night, the
guards are passing time by playing cards under
The ground floor of the warehouse has been the light from a single lantern. The rest of the
secured like a fortress to guard against warehouse is pitch black and filled with
unwanted intrusion, primarily from the Midnight towering casks of Shriek, a red wine produced
Slasher. All of the single doors are locked and only in Karina.
barred from inside; a peephole enables guards
to survey visitors. For added security, windows
have been shuttered and bolted from the inside. 3. Dog fights
If heroes listen at the doors or windows, they The stairs leading down to the basement are
can hear faint cheers and sounds of dogs wrapped in clammy darkness, except near the
barking. bottom where a crack of light seeps around heavy
Inside the front foyer ( l a ) , where workers wooden double doors. Two soldiers open the
commonly hang their cloaks on a row of pegs doors, double checking visitors for visible
along the wall, two soldiers watch the front weapons.
entrance, accompanied by a war dog by the
light of a guttering lantern. They will admit any
visitors who know the password (“Arkendale
Lives.”). A similar security team guards the
back door.
The soldiers guarding the entrance are under
orders to disarm visitors, meaning that they do
not permit any large weapons into the Dog
I
C
iven the violent nature of.the Dog Fights, the of up to 800 XP.
Dungeon Master must be careful to avoid
turning the scenario into a gorefest. At first,
the Dog Fights must seem to be simply another
Captured!
brutal sport, where a group of cruel humans Heroic attempts to save the human victims (or
gather to watch dogs tear each other to pieces in the choice of Timothy) will find the party subdued
a deep bloody pit, surrounded by cheering by the werewolves and locked into the holding
onlookers. The Dungeon Master should keep in cell until they, too, are tossed to the dogs.
mind the techniques of terror, detailed in the Assuming the party has the resources to escape,
RAVENLOFT Campaign Setting, to build the drama they may be able to sneak out the secret exit.
and horror of the scenario. During their escape, the heroes encounter the
First focus on details leading up to the fight. Midnight Slasher lurking in the shadows either
Frand enters the storeroom, hauling out two behind the curtains (Area 3b) or in one of the
crates, each filled with a barking dog. The crates storerooms. Instead of attacking the party, the
are slowly lowered into the pit, and then a release Slasher helps the heroes escape with the
mechanism opens the door allowing the dogs to surviving prisoners, guiding them out the secret
spring out and attack. Since the fights take place exit, and past the mutilated corpses of the guards
in a pit surrounded by an imposing curtain of in Area 2. Before melting into the darkness, the
people, they are kept discretely out of sight, Slasher tells them to seek out the witch and her
although the sounds are easily discernible. Frand boy at Cliff House.
hauls the bloody remains and empty crates,
disappearing behind the curtain at the back of the
hall.
The Heist
Slowly, the truly monstrous nature of the event If the party decided to perform Tabor's heist, the
should become frighteningly clear. A trip to the theft may be complicated once they see the first
bar may reveal the identity of the patrons, while human prisoner being lowered into the dog pits. If
the sudden arrival of Nathan Timothy-someone the heroes do nothing and merely continue with
they supect a werewolf-should make them the caper, the Dungeon Master should have each
realize that they are completely surrounded by character make powers check once the
monsters. The true magnitude of the horror unfortunate is torn to shreds by the dogs, and
should be obvious when Frand hauls out the first then create a number of minor complications to
human prisoner -a terrified young woman-from raise tension. For instance, while the party is
the cell behind the curtains and lowers her subduing the guards behind the curtain, one
screaming into the pit. might make a sound; fortunately the patrons are
too distracted by the dog fights. The greatest
moment of danger in the caper occurs when they
have to open the treasure chest. If one of the
-t
bartenders from Area 4 were to enter, she would heroes may ask questions too, but must pay for
smell the heroes unless they have applied the their own answers. By the end of the
magic powder early. The final complication is questioning, a group of three patrons from the
Tabor himself, who plans to kill the heroes with bar (hp 25 hit points each), unable to contain
the help of eight accomplices once the gold is their animosity, assume half-wolf form and
delivered. True to his word, the darkling reveals charge Matton while the rest of the patrons
Gabrielle and the Dukkar’s location, but then watch the combat with interest. Unless the
springs the ambush. heroes defend him, Matton changes into half-
wolf form but is promptly slain. The heroes may
either use the confusion of combat to escape
Bodyguards (deserting Matton to his fate, which may call for
Finally, if the heroes serve a s bodyguards for powers checks), but if they fight off the
Matton, they find him to be a surprisingly werewolves, the rest of the bar patrons do not
unpopular figure at the Dog Fights. As soon as attack providing that Matton and the heroes
he enters Area 3, the Pitmaster approaches him, leave immediately. Otherwise, the exit will be
growling “You are not welcome here!” Matton barred, Matton will be torn to pieces on the
responds that he will not stay long, and only spot, and the heroes will be captured.
wants to speak with Tabor, who is sitting at a If the heroes leave the Dog Fights with
table in the corner. Frand lets Matton and the Matton, they escort him back to the Laughing
party enter, but the wolfwere continues to Maiden at the Wine Garden without incident
attract angry stares from almost all of the (unless the DM wishes to challenge them further
patrons. with encounters of his own devising). Matton
Matton drops a pouch of gems on the table rewards each of the party members with a
and asks Tabor where Gabrielle is located; the pouch of 100 gp and attempts to hire them for
his investigation of Cliff House tomorrow (he Richten's Guide to the Vistani and heals their
promises a similar reward). As a-bonus, he pays wounds with more of her bitter potions. A t the
for their lodgings at one of the inns at the Wine end of the meal, she presents them with a fist-
Garden so the heroes can rest for the remainder sized black iron ball, a sphere ofbinding, to use
of the night. against the Dukkar at Cliff House. The sphere
binds the Dukkar to Invidia, neutralizing his
ability to teleport beyond the Mists and hence
Reporring to the Zarovan eliminating him as a threat to the Demiplane.
egardless of how they learn the crucial When they encounter Malocchio at Cliff House,
information, the heroes must wait until after Marcella advises them to hurl the sphere at his
moonset (just before dawn) before feet. She tells the heroes nothing of its powers;
attempting to reach the Vistani encampment. If divinations cast by the player characters reveal
the heroes foolishly try to contact the Zarovan nothing.
during the full moon, the DM should device a Raul apologizes for not accompanying them to
few vicious encounters with night creatures or the Dog Fights: he was busy all night forging the
even the vengeful Leyla to dissuade them. sphere of binding before its enchantment by the
Exhausted after their own nocturnal activities, Zarovan. Raul will join the party for the adventure
the Zarovan sleep until noon. When they wake, in Cliff House. Before the party leaves with Raul,
the heroes can relate their news of from the Dog Marcella calls after them: "Return to our camp
Fights. - before midnight; tonight all curses shall be
The Vistani prepare a lavish noonday meal, broken."
during which Marcella narrates a story from Van
t"
n the near darkness of
the clammy cellar, as lord of Invidia.
GabrielleAderre sat When returning to Karina for the Carnival,
on the floor in a Gabrielle chose to use the estate as her home
corner, mindless of the base for old time’s sake. Posing as a long-lost
broken glass and pool relative of the Haptmeyers, Gabrielle brought a
of blood-red wine. The few of her furnishings from Castle Loupet to turn
words of her mother the desolate manor into a home away from home.
echoed relentlessly in Malocchio is now master of Cliff House.
her memory. Having grown remarkably during the first night
“TheMists take of Fulltide, the unnatural young man took her
you, traitor. May you unawares when she returned from her last
know your child’s encounter with the player characters. With the
betrayal and realize help of the servants he had stolen away from
too late the depths of her, he robbed her even of the illusion of being
its evil!” in control and locked her in the wine cellar.
Gazing into ’her Then he went the day amidst the citizens of
son’s eyes before he Karina, taunting and breaking them as he
locked her away, pleases. Should the heroes be in town, the
Gabrielle had at last Dungeon Master may wish to stage an
realized the meaning encounter with the new, more powerful
of lsabella’s curse. The Malocchio. Unless summoned by his raven
illusions that had guardians, he returns to the estate at dusk.
cloaked her mind
slipped away, and she had remembered, Getting There
Malocchio’s father.
She screamed then, as the winged beast clawed Locating Cliff House is not difficult. After
in her unshackled memory, gloating over his accepting the sphere of binding from Marcella,
conquest. Gabrielle hurled all the wine bottles she the heroes and Raul can easily locate the
could find against the cellar walls, fighting the Haptmeyer estate by asking directions at one of
remembered fiend. In her shattered mind, he the outlying farmhouses, although they will be
spoke with her mother’s voice. warned that it is haunted. A s the heroes pass
“Aman, a babe, a home-these things can farm houses on their way to the estate, they hear
never be for you, Gabrielle, for tragedy will be the the sounds of children playing and babies crying,
only result. ” echoing the haunting by Leyla.
As her sanity slipped away, Gabrielle Aderre The heroes are not alone in their interest of
sobbed in a corner, oblivious to the pool of blood- Cliff House. Both Matton Blanchard and the
red wine that seeped slowly across the cold stone Midnight Slasher also have business at the
floor towards her. Haptmeyer estate: one for love, the other for
revenge. Even if the heroes refuse to join Matton’s
A Dark lord’s Residence service, they encounter the wolfwere near the
entrance of the estate. Scared away by the
ne of the more spectacular estates along the ravens, he was planning to wait until dark before
A. Uineyards
The vines of the Haptmeyer estate were once
known to yield the best red wines of Karina. Now
the snarled vines have produced nothing but food
and shelter for birds and a variety of small
animals. The vineyards could provide excellent
cover for the party, should they decide to
approach Cliff House stealthily. To thwart such an
advance, Malocchio has summoned a dozen
poisonous snakes, which have curled themselves
among the snarled grapevines. While not fatal,
Formerly one of the most spectacular the serpents' poison causes 2-8 hit points of
residences along the Noisette, the estate is now a damage, and a numbing paralysis that lasts for 2-
lamentable state of disrepair. Despite its deserted 8 turns (saving throw negates, onset time 1-6
appearance, the outer boundaries of the estate rounds).
hold several dangers for intruders. A variety of
wild animals, including poisonous snakes, giant
ravens, and dire wolves-all summoned by
6. Outbuildings
Malocchio-slink about the outer estate, serving The outbuildings, once used as wine production
as guardians. These creatures tend to congregate facilities, have stood vacant for the past seven
in specific areas of the estate, as detailed below, years; all of the serviceable wine making
but it is still possible to encounter groups of wild equipment was carted away long ago for use at
animals wandering among the outbuildings and the other local wineries. The great barn now
vineyards. serves more sinister purpose, and curious
For each turn that the heroes spend outside explorers are in store for a grisly sight. Over
Cliff House, there is a 1 in 10 chance of fifteen servants and bodyguards perished during
encountering 2-7 poisonous snakes, 2-8 giant the fight between Gabrielle and Malocchio. Their
ravens, or 2-5 dire wolves. These animals will bodies were deposited in the open building,
attack the heroes immediately and pursue them where they were discovered by some of the dire
either to the boundary of the estate, or the wolves. Now halfeaten corpses scatter the area,
threshold of Cliff House. The animals will neither along with 3- 12 dire wolves. The animals are
leave the estate nor enter Cliff House unless given sleeping, and will rest in the barn unless
permission by the Dukkar. awakened by clumsy explorers or summoned
A large scale map of the estate has been by Malocchio.
included on the colored Map Sheet. Important
areas of interest are detailed below.
C. Stables and Carriage House
Poisonous Snakes (2-7): INT Animal (1); AL N; Of all the outbuildings on the estate, only the
AC 6; MV 15; HD 2+1; hp 12 each; THACO 19; stables and carriage house have seen recent use
#AT 1; Dmg: 1; SA: Poison; SZ S; ML 8; MM/320; for their original purpose. The outer doors to
XP 175. these buildings have been shut to keep out the
wild animals patrolling the estate.
Inside, explorers will find a team of six black
.. .
Malocchio’s Return
The Dukkar returns to Cliff House just after the
heroes have released Gabrielle. Time his entrance
for a lull in their conversation with the dark lord,
or when some of the heroes suspect Gabrielle of
foul play. Summoning dire wolves from the estate
to attend him, Malocchio confronts the party,
smiling with overconfidence. There should be at
least one dire wolf per party member.
Although Malocchio can no longer leave This action may have several outcomes,
lnvidia, he can still teleport at will within the depending on actions, or lack thereof, on the part
domain. Malocchio battles the heroes until of the heroes.
wounded for 10 hp of damage. He then teleports On the round of the Slasher’s initial attack, a
away, leaving the heroes to fight the wolves and hero (chosen by the Dungeon Master) who
his charmed allies. noticed her, slays his opponent and is free to help
Gabrielle, who merely raises her arms in a futile
effort to protect herself. If this hero stands by and
The Slasher Strikes lets the defenseless woman be slaughtered, the
Watching from the Shadows, the Midnight Slasher Dungeon Master should call for a powers check.
positions herself to strike at her hated enemy. At (Although a she is a dark lord, Gabrielle is still a
a climactic point in the battle, the Slasher victim in this case.)
suddenly steps out of the shadows. Give each The Slasher stabs Gabrielle repeatedly, even after
. ‘ t
j
laude’s heart beat so hard he Denizens and Domains book from the RAVENLOFT
thought it might burst; in fact, Campaign Setting.
the taste of blood in his mouth Invidia is a land of lush forests and fertile
made him think itjust might farmlands, cradled in the river valleys of the
have-but that wasjust the Musarde and Gundar Rivers. Three deep, old-growth
blood flowing from his nose and forests grace the land with immense red woods and
over his lips. oak trees, the Vulpwood in the north; Dreadwood,
He crashed through the between the Prestige Mountains and the Crmartan
~ forest, branches striking and Ridge; and the Breadth Forest and Mantle Woods in
scratching his face, he prayed the south. Human inhabitants are not generally
to his gods that if they would found in these forests, although the Breadth Forest is
just see him through this day, home to at least one elven vampire.
he would join a holy order as While lnvidia is a place of great natural beauty,
thanks. He shouted the name of it is also a land where crimes of violence and
his god, but then received solid passion are common. Jealousy is perhaps the
evidence that his plea had not one emotion that most frequently touches the
been heard. ’ heart of Invidians, followed closely by envy. It
Claude had reached the edge may be that Gabrielle Aderre’s connection with
of the trees, but now found the land, as dark lord, has mystically influenced
himself standing on the edge of a the emotions of the people, or it may just be a
cliffthat dropped sharply down. part of the national character, but the people of
Hundreds of feet below him, and lnvidia are often found to long for things they
, as far as he could see, a cannot have, and when they take or otherwise
landscape of dazzling beautzj obtain what was thought unattainable, they
was spread out. A grand forest, clad inthe brilliant become objects of resentment by both those they
colors of autumn at its most splendid, reached have wronged and their neighbors. Grudges
toward distant snowcapped mountains. A river of fester, arguments grow hot, and sorrow inevitably
brilliant blue cut a swath through the scene. A crisp follows. The folk view even their own kin with a
blue sky, stained by a bank of threatening, black suspicious and fearful eye.
clouds spread like a canopy over it all. But in this Also, whether Gabrielle or the Dukkar is the
beauty, all Claude could see was death. lord of the land, lnvidia is one of the few domains
And then death took a physical form behind where traveling with a Vistanis escort is deadly.
him. He heard mocking voice of the young man Both mother and son have their reasons for
who had descended upon Claude’s party and the hating the Vistani.
Vistani who had offered to guide them from Karina is the only city in the domain, but there
Zeidenburg to Curriculo, and slain everyone: “If are several other towns of interest.
you’re done with your afternoon constitutional, Beltis was once a thriving logging community
shall we finish with your lesson? The world must that supplied wood to Karina by floating logs
learn that the Vistani and their mends are not down river twice a year. However, one night, the
welcome in Invidia. ” 35 people who lived here (loggers and their
families) vanished without a trace. Attempts to
reestablish the community and resume the
The Domain o f lnvidia business have all ended in tragedy, with the
his chapter provides information on lnvidia, loggers seemingly killing each other.
mouthpieces and adventure motivations. Second, when compared to the slaughter of innocent
although quite powerful even if he isn’t a domain Vistani perpetrated soley for financial gain. Killers
lord, the Dukkar can still serve a s a master villain hired by the Dukkar should be a worthy target for
to whom the heroes can deal the final blow at the any Ravenloft adventurers.
climax of a campaign, without necessitating a Sithicus: Much like Strahd, Lord Soth desires
major change to,the Ravenloft world. (This should to keep the Vistani in his domain from suffering
be an attractive option for DMs who run harm a t the bidding of another lord; Soth wants to
successive, linked campaigns.) keep the lone Vistani band that travels Sithicus
Further, future TSR RAVENLOFTreleases will firmly in his grasp, and whole, a s he blames their
continue to develop some of the seeds sewn in leader, Magda, for his being imprisoned in
“The Evil Eye.” The Dukkar and the mysterious Ravenloft. H e wishes them to share his suffering.
Gentleman Caller are but the heralds of a time of An invasion of Sithicus on the part the Dukkar, be
terror that will make the Grand Conjunction look it with assassins or a fullblown army, will prove
like a summer rainstorm. disastrous for Invidia: Soth has spent over 400
years a s a warrior, and the prospect of war will
only rejuvenate his undead existence.
Noighboring Domains Verbrek: Ever since Bakholis ruled Invidia, the
With the possible exception of Lord Soth, no lords werewolves of Alyssum, in what is now Verbrek,
have any interest in sending armies to conquer have used Vulpwood has a location for their rites of
the lands of Invidia; after all, why spend effort on passage ceremonies (a young werewolf, upon
something they will never be able to enjoy? making a sentient kill in Vulpwood, is considered an
However, the reactions of some neighboring adult). Although Gabrielle, in her intense hatred for
peoples lords should the Dukkar be in control d o shapeshifters, tried to drive the werewolves from the
bear mentioning. forest, she was never able to succeed. However,
With all the tensions that will be raised in the once the Dukkar creates enough animosity against
lands of Core, those who know what the Dukkar him among the people of Karina and Curriculo,
might have been had he been free to roam, there will be an increase in armed parties venturing
breathe sighs of relief. into Vulpwood. The humans will be attempting to
Barovia: Should the Dukkar begin to send invade Castle Loupet, of course, but will instead
mercenaries after the Zarovan, Count Strahd von come upon young werewolves.
Zarovich will most certainly send his own agents After a few of such encounters, the
after the Dukkar. While it is unknown exactly what lycanthropes of Alyssum will assume that the
Strahd’s relationship with the Zarovani is, he not lnvidians have launched an organized effort
take murderers preying on those within his land, against them, and will launch a counter offensive.
nor to armies massing on his borders. Heroes may find themselves set upon by a pack
Borca: Neither of Borca’s twin dark lords care of werewolves in search of vengeance, or one or
one way or another about the Dukkar or his more heroes might be captured by a grieving
vendetta against the Vistani. However, should mother who wishes to avenge her son or
roving parties of hired killers get overzealous and daughter’s death. But before she kills the hero as
raid a farm or two, or destroy a merchant caravan, revenge, she wants to understand what kind of
adventurers will be sought out (either by agents of “monsters humans really are.” If orchestrated
the dark lords, or by beleaguered peasants) and properly, the DM can add some depth to monsters
asked to hunt the mercenaries down. with a scenario along these lines.
While such an adventure would most likely pit
the heroes against another party consisting of evil
adventurers, although the bad guys could Recurring Characters
M
conceivably be led by a werewolf or some type of uch talk has been devoted to the Dukkar
vampire, it could a horrific change of pace if the in this section. As a major source of
heroes find themselves facing humans so brutal disruption, that’s only natural. However,
that they make even the worst monster seem there are several characters from “The Evil
tame; after all, the brutal acts committed by both Eye” who will lend themselves to spin-off
the werewolf and vampire, while terrible, pale adventures.
Matton and Gabrielle The Gentleman Caller
Despite her catatonic state, Gabrielle remains The incubus known as the Gentleman Caller may
the lord of Invidia. In his Guide to Fiends, Dr. have been a purely random event, prophesied by
Van Richten mistakenly hinted that Gabrielle Isabella, and the incubus may have no further role
was draining life from the soil of Invidia to in the lives of the people of Invidia, except as a
extend her own life, as he labeled her as being phobia in the mind of Matton Blanchard, who is
of an unnatural age. (This seemingly far-fetched (irrationally) afraid that the Gentleman Caller still
assumption arose when the doctor came across exerts an influence over his beloved Gabrielle.
a forgery among the papers of Aimon The Dungeon Master may still wish to drop hints
Davidovich, but didn’t recognize it as such due and build up anxiety about the Gentleman Caller.
to grief over the loss of a beloved comrade Alternatively, the Dukkar may not be gathering
while working on that volume). A s Matton tries consorts for himself (as mentioned above), but
nurse her back to health, he could get wind of actually for the incubus, who has returned to
would-be heroes bent on slaying her. If the Invidia to preside over some masterplan that is
heroes are still in Invidia, they will receive a now ready to unfold.
desperate plea for aid. As hinted above, the mysterious Gentleman
Of course, Gabrielle may also recover from her Caller may also appear in future RAVENLOFT
madness, and set about gaining revenge over the products. In the meantime, he can be considered
Dukkar, as well as just resuming her evil, an addition to the roster of Ravenloft fiends
manipulative ways . . . with love-struck Matton identified by Rudolph van Richten. He is a roving
being her first victim, and the heroes being high element, and the DM can have his path cross that
on the list of targets as well. of the heroes-he may even take a lethal liking to
a female hero...
The Midnight Slasher
Whether or not the Midnight Slasher survived
this adventure, Karina will continue to be
haunted by a brutal serial killer. Whether this is
the same killer or a different one, is up the
Dungeon Master to decide, but Commander
Regess will be very keen on securing the
services of the heroes in stopping the disruption
of order in his Quarter, not to mention the
threats being leveled against him.
The identity of the Midnight Slasher in the
wake of “The Evil Eye” can be many-fold; the
original Midnight Slasher may not been dead
(particularly if she plunged from Cliffhouse with
Matton Blanchard), or the role of Slasher could
have been adopted by Gabrielle herself, from
whom a violent, rage-filled personality emerges
in the dark of night, filling the empty shell of the
once-vicious manipulator with blood-thirst. In
this case, the Slasher is no longer killing victims
who abuse women and children, but rather
dancersm musicians and darkhaired men and
women (an expression of Gabrielle’s hatred for
Vistani).
The main antagonists of this adventure are not Gabrielle is a small woman with hypnotic black
restricted to a given locale, nor even to this eyes. Her dark hair and eyes come from her
adventure. For as long as the heroes are in mother, Isabella, her pale skin is drawn from her
Invidia, or perhaps even in the Ravenloft Core mysterious giorgio (non-Vistani) father. Despite
domains, these characters may touch their lives being of middle age, she has the appearance of a
again. Descriptions of these characters are younger woman.
presented below. Gabrielle cloaks herself in disguises and
deception. She sometimes covers her head with a
kerchief, or when she wants to appear
Gabrielle Aderre mysterious, she draws a dark veil across her face.
Lord of Invidia Although this is her favorite disguise, Gabrielle is
8th level Enchanter, Neutral Evil capable of assuming many others.
Role-Playing. Despite her great hatred for the
Armor Class 10 Str 8 Vistani, Gabrielle still takes fierce pride in her
Movement 12 Dex 14 heritage, and is very much a a would-be Vistani.
Level/Hit Dice 8 Con 10 She frequently dresses like a Vistana, in vibrant,
Hit Points 21 Int 13 tiered skirts that swirl about her ankles, blouses
THACO 18 Wis 16 embroidered with silver and golden threads, and
No. of Attacks 1 Cha 16 opulent jewelry. Her ability to confer the evil eye
Damage/Attack By Weapon ( 1d4+ 1) (detailed below) is a dark gift bestowed directly
Special Attacks Evil Eye, Spells by the Powers of the Demiplane. She may also
Special Defenses Nil cast the tarokka, but only when using the
Magic Resistance Special (see magic ring) powerfully enchanted Madame Eua’s Deck. Like
all darklords, she is a prisoner in her domain.
Gabrielle’s two greatest weaknesses are her
hatred for full-blooded Vistani and her loathing of
wolves. Even when her mother was alive, the
Vistani shunned her, but since her mother’s
death-due indirectly to Gabrielle’s own
betrayal- the Vistani have openly scorned and
denounced her. Gabrielle wants to take revenge,
but the dark powers will not let her harm a
Vistani. Gabrielle also fears wolves and
lycanthropes, since she has had at least three
unpleasant encounters with such creatures in the
past: the first encounter was when her mother
died; the second occurred when she killed baron
Bakholis to assume the lordship of Invidia; and
the third incident transpired when she learned her
former lover Matton was a wolfwere.
Nonetheless, Gabrielle remains a cunning,
ruthless, and domineering person. She is a mastei
manipulator who relishes spreading anger, fear,
and jealousy throughout her domain by ruining
friendships and marriages. She is widely feared as
the Witch of Loupet-not as the lord of Invidia.
Combat. In addition to the magical abilities of
an 8th level enchanter, Gabrielle Aderre has the
power of the evil eye: she can “cast” any
memorized enchantment/charm spell from her
eyes once per round, at will, without spell
components. Spells invoked with her evil eye do
1
r ,
.
....... .
. ,
I . ,
not count against those she has memorized, and
the victims of such an attack must make an evil Malocchio Adurre
eye check (not a saving throw vs. spells).
Characters with Vistani blood receive an The Dukkar, Chaotic Evil
additional +2 bonus to their checks against
Gabrielle’s evil eye.’ Full-blooded Vistani are Armor Class 5 (3) Str 9 (14)
completely immune to both her evil eye and her Movement 9 (12) Dex 14 (16)
cast spells. She can never wreak the vengeance Level/Hit Dice 4 ( 5 ) Con 8 (10)
she seeks on the Vistani-that is part of her Hit Points 21 (33) Int 14 (16)
mother’s dying curse. Of course, Gabrielle’s THACO 17 (15) Wis 9 (11)
charmed servitors are in no way hindered from No. of Attacks 1 (2) Cha 16 (17)
harming the Vistani. Damage/Attack 1-2 (1 -3/1-3)
Gabrielle has a number of talents which make Special Attacks Evil eye, animal
her a dangerous opponent in combat. Her summ oning
greatest defense includes her charmed servitors Special Defenses + 1 weapons to hit, resistant
that always join her when outside Castle Loupet. to fire, lightning, poison.
She also has access to a number of magical‘items Magic Resistance 10% (20%)
and potions. Her most powerful item is Madame
Eva’s Deck, a set of tarokka cards of legendary Malocchio’s appearance and supernatural
power. She uses the cards infrequently, for they abilities change during the course of the adventure.
bring her excruciating pain. Gabrielle’s other Initially, Malocchio appears to be an adolescent
magical items include a ring of spell turning, a boy of about ten years of age. He stands four feet
hat of disguise (usually masquerading as a tall, has a wild mop of midnight black hair, and has
kerchief or veil), an assortment of evil eye dark penetrating eyes. There is something
amulets (giving her a +4 bonus against such disturbing about the lad. His hypnotic eyes
attacks), a curved dagger +I, +3 against glimmer with malign intellect, while his voice is
lycanthropes, and four potions: extra-healing, surprisingly mature for a child of his age.
flying, glibness, and speed. Despite these By the end of the adventure, Malocchio will
accouterments, Gabrielle is very weak in hand-to- have matured into a young adult, appearing to be
hand melee, and will always seek to flee an about six feet tall and 18 years of age. As
encounter that involves such danger. Malocchio matures, his evil powers grow with
him. Game statistics in parenthesis refer to his
mature stage.
Spull l i s t Regardless of his age, the most obvious clue to
1st level (4/day, plus 1 enchantment): affect Malocchio’s monstrous nature can be found in his
normal fires, charm person *, detect magic, hands: each bears a sixth tiny, clawlike-digit beside
friends *, hypnotism *, mending, read magic, the pinky. Malocchio’s “witch finger” is quite small
sleep *, wizard mark. and usually concealed beneath a pair of gloves.
2nd level (3/day, plus 1 enchantment): alter Background: As the Dukkar, Malocchio has the
self, bind, ESE fog cloud, forget*, ray of potential to bring about the destruction of
enfeeblement *, scare“, Tasha’s uncontrollable Ravenloft. He has the power to transcend the
hideous laughter *, whispering wind. boundaries of the Demiplane due to his mixed
3rd level (3/day, plus 1 enchantment): dispel Vistani and fiendish bloodlines, and release the
magic, hold person *, spectral force, suggestion, darklords from their prisons.
wraithform. As an adolescent, Malocchio can call upon the
4th level (2/day, plus 1 enchantment): charm Mists to transport him to an adjacent domain-
monster*, confusion *, curse, emotion *, magic regardless of a darklord’s will. By the time he
mirror. reaches maturity, however, Malocchio will be able
to not only travel anywhere within Ravenloft, but
* Enchantment/Charm spells, which can be cast he will also be able to escape. Most importantly,
through the evil eye. Malocchio can bring along passengers, including
imprisoned darklords, and thus cause the
dissolution of their land. For this reason, the
Dukkar is regarded as a figure of awesome evil
among the Vistani. (In game terms, Malocchio as
an adolescent can teleport l/round at will, and in
maturity can teleport without error.)
If the heroes trap Malocchio in Invidia,
Ravenloft is safe...-for now. Should Malocchio
emerge as lord of Invidia the mists will seal
Invidia’s borders at his command.
Role-Playing: Regardless of his initial childlike
appearance, Malocchio is a cruel and sadistic
monster. A s an adolescent, he is constantly
testing the limits of his evil powers, regardless of
the pain, suffering, and death he brings. Other
living beings are his toys, to manipulate or
destroy at his leisure. In the course of this
adventure, he even reduces his mother to this
state, causing her downfall and becoming the new
darklord. Like all bullies, Malocchio is devoid of
courage. When cowed by a superior opponent
(such as Gabrielle) he either meekly submits or
flees via teleportation.
Combat: Malocchio’s combined fiendish and
Vistani heritage make him a dangerous opponent.
Physically, he is very weak in combat, but as the
prophesied Dukkar, his magical abilities are terrible
indeed. Malocchio’s most dangerous power is the
evil eye, which enables him to effectively cast a
small number of enchantment/ charm spells,
l/round, at will. At first, he can only invoke charm
person, hypnotism, or suggestion using the evil
eye; once he reaches maturity, he will also be able
to cast charm monster and fear as well.
From his tanar’ri heritage, Malocchio gains the
ability to call upon wild creatures native to
Invidia. He has a 25% chance of summoning 2-12
dire wolves, 1-6 poisonous snakes, or 2-8 giant
ravens once per day. After reaching maturity, his
chance of success increases to 40%. Summoned
creatures arrive in 1-4 rounds and will follow
Malocchio’s commands to the death.
Finally, Malocchio enjoys some of the innate
defenses of the tanar’ri. He can only be harmed
by + 1 or better weapons, and is resistant to fire,
lightning, and all poisons (+4 on saving throws for
quarter instead of half damage).
c
formerly darklord of Arkandale. A natural
lycanthrope who has always been possessed with
intense wanderlust, Nathan traveled the domains of
Ravenloft aboard a riverboat, always moving and
leaving a swath of destruction in his wake.
Eventually, the Dark Powers took notice of him, and
he was gifted with and confined to the domain of
Arkandale. But Nathan had no ambitions toward
rulership and continued to sail his riverboat up and
down the Arden and its tributaries within the
domain's borders. During the Grand Conjunction,
he escaped the watchful eyes of whatever force
holds sway of the demiplane, his domain ceased to
be, and was is currently again free to roam. H e now
sails the waterways of the Musarde and Arden,
bringing unsuspected prey onto his riverboat.
Role-playing: While he fosters the image of a
rough and bawdy captain, Nathan is shrewd,
devious, and heartless.
Combat: Timothy has all the combat abilities
of a standard werewolf (the numbers i n ,
parentheses are for either of his two wolf-
forms). Further, he still has the power he
enjoyed and curses he suffered a s a darklord:
he can only be harmed by magical weapons
and regenerates 3 hit points per round when
injured. However, he cannot travel more than a
dozen yards from the river without feeling pain
Nathan Timothy and disorientation.
Ex-Lord of Arkandale He always carries a dagger +2,used as a tool
Werewolf, Chaotic Evil more often than as a weapon. Timothy's only
other magical item is a ring of water walking.
Armor Class 10 (5) Str .15 (18/25)
Movement 12 (15) Dex 13 (19)
Level/Hit Dice 5+4 Con 13 (10)
Matton BlancharC
Hit Points 40 Int 16 Wolfwere, Chaotic Evil
THACO 15 Wis 12
No. of Attacks 1 Cha 12 Armor Class 9 (3) Str 15
Damage/Attack 2d4 or by weapon Movement 12 (15) Dex 16
Special Attacks Surprise Level/Hit Dice 5+1 Con 13
Special Defenses +1 weapons to hit Hit Points 40 Int 14
Magic Resistance Nil THACO 15 Wis 11
No. of Attacks 1 or 2 Cha 17
Captain Nathan Timothy has curly, black hair, Damage/Attack 2d6 or by weapon
a full beard, and usually wears a wide salacious Special Attacks Singing causes lethargy
grin. H e is middle aged and has an average height Special Defenses Iron or +1 weapons to hit
and build. He typically dresses in a dark wool Magic Resistance 10%
sweater, trousers, and boat shoes. His hands are
callused and his face brown from working hours Matton Blanchard is a tall, extraordinarily
under the sun. handsome man, apparently in his mid-thirties,
Background: Despite a congenial facade, with a long drooping mustache and the trace of a
Captain Nathan Timothy is a powerful werewolf and scar down his right cheek. H e dresses in elegant,
4, . " , _.f
dark green velvet overcoat and breeches, with tall
black leather riding boots and a plumed wide-
brimmed hat.
Background: Matton is an estranged lover of
Gabrielle. He still loves the witch and would do
anything to regain her affection. Originally from
Kartakass, Matton traveled to Karina, where he
used his considerable acting skills to masquerade
as an aristocrat. He eventually met Gabrielle, and
she tried to use evil eye to charm him into
devotion. Although the attempt failed (since,
contrary to appearances, Matton is not human,
the charm person Gabrielle used was without
effect), Matton fell madly in love with her. Now
estranged from her, Matton will do anything to
regain her affection. He is one of the few
creatures who has geniuinely loved Gabrielle
during her lonely existence, a tragic state of
affairs, considering her hatred for wolves and
related shapeshifters.
Role-playing: Matton addresses all aorund
him with greasy cordiality and snobbish
superiority. The exception to this are characters
who he believes may be able to help him regain
favor with his love; to them, Matton shows a
face of desperate sincerity and tortured,
unrequited love.
Combat: Matton to has all the abilities of a Tall and slender, the Midnight Slasher wears a
standard wolfwere, although he only assumes his wide-brimmed hat, a scarf across the face, and a
animal forms in the most dire of emergencies now billowing cloak of a dark fabric that seems to
that he knows how they disgust his beloved. He drink up the night. Most assume the Slasher is a
rides a battle-trained black destrier named Storm. man, but the killer is in fact a woman.
His bow and rapier + I usually hang from the Background: A s a child, the Slasher's parents
mount's saddle. were destroyed by Gabrielle Aderre, and she has
devoted her life to avenging herself upon the evil
witch. Until her day of retribution, the insane
The Midnight Slasher Slasher occupies herself with brutal murder.
5th level Rogue, Chaotic Evil Role-Playing: The Slasher is driven to kill by
insane rage.
Armor Class 9 (3) Str 15 Combat: The Midnight Slasher only attacks
Movement 12 (15) Dex 16 when able surprise a single character. Her
Level/Hit Dice 5 Con 13 magical cloak and boots give her a 95% chance
Hit Points 40 Int 14 to hide in shadows and move silently. If she fails
THACO 15 Wis 9 to attain surprise, she will flee, using a magical
No. of Attacks 1 Cha 10 cloak and boots to vanish into the night.
Damage/Attack ld4+1
Special Attacks Backstab x3
Special Defenses 95% MS/HS.
Magic Resistance Nil
' 1 I \ THLUIRAGO:
The Riuurboat of
in Nathan
Timothy
1
b
Lateen-rigged sail
I
Street Level
UERBREH
Marsh
1
I Scale: 1
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