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VAN RICHTEN'S GUIDE TO

RAVEtlLOFT.
CREDITS
Project Lead: F. Wesley Schneider D&D TABLETOP TEAM
Art Director: Kate Irwin
Executive Producer: Ray Winninger
Writing: Whitney Beltran, Bill Benham, K. Tempest Bradford, Banana
Principal Designers: Jeremy Crawford, Christopher Perkins
Chan, Jeremy Crawford, Dan Dillon, Crystal Frasier, Ajit George,
Design Manager: Steve Scott
Amanda Hamon, Cassandra Khaw, Renee Knipe, Kira Magrann,
Design Department: Sydney Adams, Judy Bauer, Makenzie
Molly Ostertag, Ben Petrisor, Jessica Price, Taymoor Rehman,
De Armas, Dan Dillon, Amanda Hamon, Adam Lee, Ari Levitch,
Jessica Ross, John Stavropoulos, Jabari Weathers, James Wyatt
Ben Petrisor, Taymoor Rehman, F. Wesley Schneider, James Wyatt
Rules Development: Ben Petrisor, Jeremy Crawford, Christopher
Art Team Manager: Richard Whitters
Perkins, Taymoor Rehman
Art Department: Trystan Falcone, Kate Irwin, Emi Tanji,
Editing: Judy Bauer, Michele Carter, Scott Fitzgerald Gray
Shawn Wood, Trish Yochum
Cultural Consultancy: Adam Lee, Tim Stone, Ivan Wong
Senior Producer: Dan Tovar
Graphic Design: Trystan Falcone, Emi Tanji, Trish Yochum
Producers: Bill Benham, Robert Hawkey, Lea Heleotis
Cover Illustrators: Scott M. Fischer, Anna Podedworna
Director of Product Management: Liz Schuh
Interior Illustrators: Helder Almeida, Mark Behm, Eric Belisle, Zoltan
Product Managers: Natalie Egan, Chris Lindsay, Hilary Ross,
Boros, Christopher Burdett, Dawn Carlos, Paul Scott Canavan,
Chris Tulach
Kai Carpenter, Sidharth Chaturvedi, David Rene Christensen,
CoupleOfKooks, Nikki Dawes, Olga Drebas, Wayne England, Caroline MARKETING
Gariba, Lake Hurwitz, Sam Keiser, Julian Kok, Katerina Ladon, Olly Director of Global Brand Marketing: Brian Perry
Lawson, Titus Lunter, Andrew Mar, Scott Murphy, Irina Nordsol, Global Brand Manager: Shelly Mazzanoble
Stephen Oakley, Robin Olausson, Livia Prima, April Prime, David Senior Marketing Communications Manager: Greg Tito
Sladek, Anna Steinbauer, Shawn Wood, Zuzanna Wuzyk Community Manager: Brandy Camel
Cartographers: Francesca Baerald, Jared Blando, Dyson Logos,
The following D&D books provided material and inspiration:
Mike Schley
Connors, William W. and Steve Miller. Domains of Dread. 1997.
Concept Illustrators: Shawn Wood, Titus Lunter, Kieran Yanner,
Golden, Christie. Vampire of the Mists. 1991.
Richard Whitters
Hickman, Tracy and Laura. Raven/oft. 1983.
Project Engineer: Cynda Callaway
Hickman, Tracy and Laura. Raven/oft II: The House on Cryphon Hill. 1986.
Imaging Technicians: Kevin Yee
Mangrum, John W. and Steve Miller. Carnival. 1999.
Prepress Specialist: Jefferson Dunlap
McComb, Colin and Scott Bennie. Islands of Terror. 1992.
Special Thanks: Heather Cenis, Laurie Marquess, Stephanie Nudelman, Nesmith, Bruce and Andria Hayday. Raven/oft: Realm of Terror. 1990.
Stas R., Morrigan Robbins, T. Alexander Stangroom, and the Perkins, Christopher. Curse ofStrahd. 2016.
hundreds of playtesters who made this book more terrifying!

ON THE COVER ON THE ALT-COVER


In the shadow of Castle Raven loft, Doctor Rudolph van Richten and Ez Monster hunter Ez d'Avenir stands against the assembled nightmares
d'Avenir confront the vampire Strahd von Zarovich, in this painting by of the Demiplanes of Dread, a phantasmagoria revealed by Scott M.
Anna Podedworna. Fischer.

Disclaimer: By the sole act of opening this book, you acknowledge your complicity in the do­
UK
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mains-spanning conspiracy that denied me, Azafin Rex, Wizard-King of Darkon, my rightful
ISBN: 9-780786-96725-4 place as both author of and cover model for what could have been so much more than this

First Printing: May 2021 CR doubtful collection of lies and slanders. Fortunately, as I've recently found my immortality
unburdened by the trivialities of rule, I have endless opportunity to pursue thorough ven­
geances for even the pettiest affronts. Please prepare for my coming. I expect to be quartered
9 8 7 6 5432 1 in the utmost comfort while we personalize your redefinition of the word "horror."

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Raven loft, the dragon ampersand, Player's Handbook, Monster Manual, Dungeon Master's Guide, all other Wizards of the Coast
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CONTENTS
Introduction................................................. 4 Har'Akir ..................................................... 106 Ez d'Avenir ............................................. 180

Ch. 1: Character Creation...................... 12 Ankhtepot .............................................. 108 Firan Zal'honan.................................... 181

Haunted Heroes ......................................... 13 Adventures in Har'Akir ....................... 110 Jander Sunstar ...................................... 182

Lineages....................................................... 15 Hazlan .......... .............................................. 112 Larissa Snowmane.............................. 182

Creating Your Character ...................... 15 Hazlik ...................................................... 114 Rudolph van Richten........................... 182

Dhampir ................................................... 16 Adventures in Hazlan.......................... 115 The Weathermay-Foxgrove Twins ... 183

Hexblood ........................................ .......... 18 I'Cath .......................................................... l l8


Ch. 4: Horror Adventures .................... 184
Reborn ...................................................... 20 Tsien Chiang ......................................... 120
Preparing for Horror .............................. 185
Dark Gifts .................................................... 22 Adventures in I'Cath............................ 121
Running Horror Games ......................... 187
Dark Bargains......................................... 22 Kalakeri ..................................................... 124
After the Horror ....................................... 190
Dark Gift Descriptions ......................... 22 Ramya Vasavadan................................ 126
Tarokka Deck and Spirit Board ........... 191
Subclass Options....................................... 28 Adventures in Kalakeri....................... 128
Horror Toolkit . . 192
.......... ............................. .

Bard: College of Spirits ........................ 28 Kartakass .................................................. 132


Curses..................................................... 192
Warlock: The Undead ........................... 30 HarkonLukas ....................................... 134
Fear and Stress .................................... 195
Backgrounds............................................... 31 Adventures in Kartakass ................... 135
Haunted Traps ...................................... 196
General Background Features ........... 31 Lamordia ................................................... 138
Survivors................................................ 198
Horror Characteristics 32 Viktra Mordenheim ............................. 140
.........................
The House ofLament .............................202
Haunted One ........................................... 34 Adventures in Lamordia..................... 141
Mordent ...................................................... 144
Ch. 5: Monsters ofRavenloft .............. 222
Investigator.............................................. 35
Horror Monsters ...................... ....... ......... 223
Horror Trinkets .......................................... 36 Wilfred Godefroy.................................. 146
Bestiary......................................................226
Adventures in Mordent ....................... 147
Ch. 2: Creating Domains of Dread ..... 38 Bodytaker Plant ...................................226
Richemulot ................................................ 150
Creating a Darklord .................................. 39 Bodytaker Plant ................................ 227
Jacqueline Renier ................................. 151
Creating a Domain .................................... 42 Podling ................................................227
Adventures in Richemulot ............... .. 153
Genres of Horror ....................................... 45 Boneless .................................................228
Tepest ......................................................... 156
Body Horror ............................................ 46 Brain in ajar ......................................... 229
MotherLorinda .................................... 157
Cosmic Horror ..................... ................... 48 Carrion Stalker ....................................230
Adventures in Tepest .......................... 159
Dark Fantasy ........................................... 50 Carrionette ............................................ 231
Valachan .................................................... 162
Folk Horror. ............................................. 52 Death's Head ......................................... 232
Chakuna ................................................. 164
Ghost Story.............................................. 54 Dullahan.................................................233
Adventures in Valachan ...................... 164
Gothic Horror ......................................... 56 Gallows Speaker ..................................234
Other Domains of Dread ....................... 168
Other Horror Genres ............................ 57 Gremishka .............................................235
Cyre 1313, The Mourning Rail... ...... 168
Ch. 3: Domains ofRavenloft................. 60 Gremishka..........................................235
Forlorn .................................................... 168
Nature of Ravenloft ................................... 61 Swarm of Gremishkas ....................235
Ghastria .................................................. 169
The Mists ................................................. 61 Jiangshi ...................................................236
G'henna .................................................. 169
Magic and Metaphysics ........................ 62 Loup Garou ........................................... 237
Invidia ..................................................... 169
Life in the Domains of Dread .............. 63 Necrichor ...............................................238
Keening .................................................. 170
Featured Domains .................................... 65 Nosferatu................................................239
Klorr ........................................................ 170
Facing Darklords ....................................... 65 Priests of Osybus .................................240
Markovia ................................................ 170
Characters from Domains ................. ...... 65 Relentless Killer ................................... 242
The Nightmare Lands......................... 170
Barovia ......................................................... 66 Relentless Slasher ............................ 242
Niranjan.......... ........................................ 170
Strahd von Zarovich .............................. 67 Relentlessjuggernaut ...................... 243
Nova Vaasa ............................................ 170
Adventures in Barovia .......................... 69 Star Spawn Emissary.........................244
Odaire ..................................................... 171
Bluetspur ..................................................... 72 Lesser Star Spawn Emissary........245
The Rider's Bridge............................... 171
The God-Brain ........................................ 73 Greater Star Spawn Emissary ......245
Risibilos.................................................. 171
Adventures in Bluetspur. ...................... 74 Strigoi .....................................................246
Scaena .................................................... 172
Borca ............................................................ 76 Swarms ..................................................247
Sea of Sorrows ..................................... 172
Ivana Boritsi ............................................ 78 Swarm of Maggots ........................... 247
The Shadowlands ................................ 173
Ivan Dilisnya ........................................... 80 Swarm of Scarabs ............................ 247
Souragne................................................ 173
Adventures in Borca.............................. 81 Ulmist Inquisitors ................................ 248
Staunton Bluffs ..................................... 173
The Carnival ............................................... 84 Inquisitor of the Mind Fire .............248
Tovag .......... ............................................. 173
Isolde and Nepenthe.............................. 86 Inquisitor of the Sword....................249
V hage Agency ....... ................................ 173
Adventures in the Carnival.. ................ 87 Inquisitor of the Tome......................249
Zherisia .................................................. 173
Darkon.......................................................... 88 Unspeakable Horrors..........................250
Travelers in the Mists ...... ....................... 174
Inheritors of Darkon.............................. 90 Vampiric Mind Flayer ......................... 252
Keepers of the Feather ....................... 174
Adventures in Darkon ................. .......... 91 Wereraven .............................................. 253
Vistani ..................................................... 176
Dementlieu .................................................. 94 Zombies..................................................254
Other Groups ........................................ 178
Saidra d'Honaire.................................... 96 Swarm of Zombie Limbs ................254
Mist Wanderers........................................ 178
Adventures in Dementlieu ................... 97 Zombie Clot ........................................255
Alanik Ray and Arthur Sedgwick .... 178
Falkovnia ................................................... 100 Zombie Plague Spreader. ............... 255
The Caller .............................................. 179
V ladeska Drakov .................................. 102 Erasmus van Rich ten .......................... 180 Appendix: Spirit Board........................256
Adventures in Falkovnia .
.......... ......... 103
SCREAM SHATTERS THE STILL GLOOM.

A
Inhuman shapes slip between crumbling
tombs. The shadows reach forth. Do in­
stincts and imagination conspire against
you? Or have otherworldly evils claimed you, draw­
ing you into the mists of Ravenloft?
In hidden corners of the Shadowfell are night­
mare domains that hunger for the brave and the
innocent, the ambitious and the wicked. Some call
this collection of eerie realms the Land of the Mists,
but monster hunters know it as Ravenloft. Terror,
magic, mystery, and suspense fill these fractured do­
mains, an infinite gallery of unfolding evils, age-old
plots, cursed bloodlines, legendary monsters, and
immortal villains. Evildoers from countless worlds
regard Ravenloft as their prison-infamous figures
such as the lich-king Azalin Rex, the unscrupulous
scientist Viktra Mordenheim, and the diabolical
first vampire Strahd von Zarovich. These Darklords
wield incredible power within their isolated do­
mains, yet they're held captive in eternal torment as
victims of malign forces known as the Dark Powers.
Ravenloft is a fundamentally magical realm, one
that takes its name from its most infamous haunted
location, the dreaded Castle Ravenloft in Barovia­
home of the notorious Strahd von Zarovich. In
this mysterious setting, the land, the passage of
time, the tides, and every other reliable truth can
shift unpredictably. Rather than being bound by
proximity or politics, the lands of Ravenloft-also
known as the Domains of Dread-are mist-bound
islands drifting through the boundless gloom of
the Shadowfell. Innumerable domains lie hidden
within these supernatural mists, and of these
secret realms, the most terrifying are those born of
your nightmares and given grim life through your
adventures.
Although Ravenloft is a setting of storied evils, the
domains aren't without heroes. Brave souls such
as the investigator Ez d'Avenir, the monster-hunt­
ing Weathermay-Foxgrove sisters, and the scholar
Rudolph van Richten explore the domains' secrets.
Though few in number, such adventurers represent
defiant lights that shine like beacons through the
darkness, and characters from all lands and worlds
may be eager-or compelled-to challenge the sinis­
ter forces lurking in the shadows.
The Mists of Ravenloft are rising. What mysteries
will you discover among the Domains of Dread?
What nightmares will you shape? And once you en­
ter the Mists, will you ever escape?
USING THI S B OOK
This book explores the Domains o f Dread, the Dn:f,, v�R,J,ur,;
,f
f'l\1/wrif�f�(a-iwRw�'* 'llftWfll
mysterious expanses of the Shadowfell that serve
as backdrops for excitement and terror. It guides
players and Dungeon Masters through the process
of creating characters, domains, and stories ripe for w� f r1Mfri4fAffu-f,;iJ f�
'
1\11
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vd(� fifs. o/n4'&M&f�


chilling D&D adventures.
Chapter 1 details how players can create charac­
4 'llWdf­
�cAuf cif;zur,; Dn:/Gt: Tb /4 � tJJ
ters primed for fright-filled adventures. It presents
options for lineages and backgrounds that provide

1d�r���1rW,ws�tb
ominous pasts for any character as well as Dark
Gifts and subclasses to shape their fates.

C)/il1�"-"�mc4 eA/�&: RuJ,,fUl/H�


Chapter 2 explores how Dungeon Masters can
create their own new Darklords and domains, cus­

T�rfW/. Tb��tr�U4-f/i4
tom-made foundations for fear highlighting the cre­
ator's and players' favorite types of terror.
Chapter 3 provides an overview of dozens of
Ravenloft's domains, along with details on the char­ fr�tk) � I kMW weJ/ taftv,W�prr)
tho.v-t�wM&� f�-tuitb
acters and adventures found in these haunted lands.
Chapter 4 offers tools for Dungeon Masters run­

t'nt4/r Jre-w �t� N,wf/i4t·l\1!� I krwW.


ning frightening adventures, from rules for creating
curses and running out-of-body experiences to
advice for building safe, suspenseful campaigns.
It also includes an atmospheric adventure to draw Tb f�W&taf/v h,ulfu-t4 14- � J� wif/v
U4-le) f�4teMJf&f4/w�Uit
characters into Ravenloft's fearful grip.
Chapter 5 details how to make any foe into a noto­

D� r� fW!J�Uit �tWfll
rious terror, as well as a collection of monsters that
roam the Domains of Dread and other D&D worlds.
l ��
HORROR IN YOU R GAME rn, uweA/irfwwt� wiftv tb f��1
Ominous shadows rise beyond the campfire's light.
Steps echo through the halls of a supposedly empty t�fdtrh T�t� I h,&�HUkCNI/
house. Something whispers from under the stairs.
Such details fill horror tales, but what place do they ��f?d��w/i4C)lf'fe �r U4-baflv.
have in your D&D game? As a DM, you determine
what place horror has in your adventures. Consider
the following topics and how this book can aid you
in determining the role of suspense in your game.
Foundations for Fears. Facing frightening crea­
tures and venturing into the unknown are staples of
both D&D adventures and horror stories. This book
explores how to interweave suspense and mystery
with familiar features of D&D, creating gloom so
your heroes' light shines all the brighter.
Genres ofHorror. Horror comes in broad vari­ Thrills You Control. Like a roller-coaster, explor­
eties. You and your players decide what types of ing frightening themes in a safe environment cre­
horror stories are right for your group. Do your pre­ ates thrills without threat. Use this book to help you
fer gothic moodiness, mind-bending mysteries, or and your players communicate about a game's rules,
something else entirely? Use this book to discover plots, and other content, assuring it includes only
your group's perfect horror experience and how to the elements you all enjoy.
bring it to life through your adventures. Focus on Fun. Suspenseful stories don't need to
Creating Atmosphere. Threatening traps and be somber or shocking. Action, mystery, and com­
monsters alone don't create exciting D&D adven­ edy can feature in your adventures to any degree.
tures. This book provides techniques to help you Heroes can be bold monster-hunters or bumbling
build atmosphere, a pervading mood for your game mystery-solvers. Choose what elements of this book
that encourages immersion and suspense. are right for your game and promise the most fun
for all players.

I N T RO D U CTION 5
SEVEN S E C RETS OF RAV E N LOFT to vanish. The Mists are not bound to Ravenloft
and slip across the planes, potentially dragging
Countless mysteries pervade the Domains of Dread,
anyone into the Domains of Dread.
but these strange truths underpin the setting:
5. Nowhere Is Safe. The Mists of Ravenloft are
1. Ravenloft Is Not a World. The lands and charac­ notorious for kidnapping innocent souls and
ters of Ravenloft don't share a planet. Rather, the trapping them within the Domains of Dread, but
Domains of Dread consist of innumerable demi­ they also collect characters to participate in spe­
planes hidden amid the Plane of Shadow. Myste­ cific terrifying adventures. Ravenloft can claim a
rious Mists surround each of these island-realms. soul for one night of terror or for an inescapable
The bravest souls might creep from one domain nightmare, whichever suits the needs of your
to another, but doing so involves considerable adventures.
danger, and many who enter the Mists are never 6. Heroes Confront Horrors. Ravenloft is not a
seen again. land of heroes. Few seek out danger in the Mists
2. The Dark Powers Control All. Sinister entities or challenge Darklords. Fear and forces within
known as the Dark Powers manipulate the Do­ characters themselves-potentially in the form of
mains of Dread and all who dwell within. Immor­ rare lineages or Dark Gifts-threaten personal
tal, unknowable, and omnipotent, the Dark Pow­ dooms. Yet those who face these terrors shine as
ers revel in sowing terror and subtly manipulating lights amid the Mists, beacons to attract other he­
their captives over the course of generations. roes but also greater threats.
3. Domains Imprison Darklords. Ravenloft's 7. Only Fear Is Certain. The Domains of Dread
demiplanes range in size from solitary structures provide malleable settings for any kind of hor-
to vast regions. These domains serve as the pris­ ror adventure. As domains are unmoored from
ons of Darklords, villainous beings trapped and conventional reality, anything can happen within
tormented by the Dark Powers. The specifics of their borders. Normal people undergo terrifying
each domain exist to ironically twist its Darklord's transformations, whole villages disappear unno­
desires, capturing them and their lands' residents ticed, and the Mists bar every method of escaping
in cycles of dread and despair. a threat. Any surreal development you desire is
4. The Mists Encompass All. Supernatural haze also the will of the Dark Powers, assuring that the
suffuses the Domains of Dread. These are the most terrifying possibilities come to pass. As a
Mists of Ravenloft, ominous fogs that gird each result, even the most familiar races, magic items,
domain, rising and falling as the Dark Powers de­ and monsters in the Player's Handbook, Dungeon
sire. Tales attribute ominous powers to the Mists, Master's Guide, and Monster Manual have places
from cloaking monsters to causing entire villages in Ravenloft, but with twists that make them
creepy or mysterious.

6 I NTRODUCTION
THE LAND OF THE MISTS TH I S BOOK GIVES C H AR ACTE R S N I G HTMARES
Ravenl oft is a setting designed to bring n ightmares to
Although the Domains o f Dread are dramatically life-for characters, not for players. While the Land
different, certain realities underpin their terrors. of the M i sts is rife with sin ister plots and terrifying
The nature of domains, the influence of Darklords, tales, they're m eant to stay within the world of you r
the mysteries of the Mists, and the machinations game, not to prey upon the fea rs of players. Chapter 4
of the Dark Powers present a wealth of ominous details ways to make s u re you're crafti ng adventures
possibilities. All these elements share a shadowy that are spooky in ways you r players w i l l enjoy. Chapter
1 also provides guidance for players so they can work
uncertainty and the potential for terror to take on
together to create horror experiences that a re safe and
unpredictable forms. fu n for the entire group. Revisit these considerations
The following sections are written for you, the and safety tools often , u nti l they're j ust as m u ch a part
DM, to consider and incorporate into your adven­ of your game as character sheets and dice.
tures as you see fit. If you wish to reveal the core Content Warning. With this in mind, be aware that
mysteries of Ravenloft to your players and explore this book contains s uggestions for adventu res meant
the Land of the Mists with shared knowledge, by all to be horrifying. While these plots a re no more explicit
than those you m ight find in a ny other DUNGEONS &
means do so. Alternatively, you can cultivate dread
DRAGONS prod uct, the horror gen re in a l l its myriad
by leaving the fundamental truths of the world forms is explored-from moody gothic horror and
vague or defined by your group's theories. Deep ghost stories to visceral body horror and mind-bend­
shadows immerse the Domains of Dread. Whether ing cosm i c horror. Chapter 2 explores how to choose
you cast light on them or leave them an inky mys­ the horror themes that a re right for your game, but
tery, their potential for terror remains endless. read on at your discretion .
This section provides an overview of the dreadful
forces at work in Ravenloft, elements the following not t o simulate a believable world, but to terrify.
chapters explore as tools for crafting horror adven­ This flexibility provides a powerful tool to upend
tures. For details on specific Domains of Dread and assumptions of safety and tailor your characters'
interactions between these realms, see chapter 3. struggles. It also encourages layers of mysteries
about the nature of the setting. Is each domain
NIGHTMARE LO GIC unique or just one in a series of recurring night­
By the standards of what other worlds' inhabitants mares? How many forms of Castle Ravenloft exist,
consider true and sane, the Domains of Dread don't have existed, and will yet reveal themselves in the
make sense. The setting's domains don't neatly flow Mists? What is truth among the Domains of Dread,
into one another, histories don't record a collectively and how long will that remain certain? The answers
remembered past, fictions spawn terrible facts, are for you to decide.
and sheltered villagers remain stubbornly ignorant
about the world beyond. Ravenloft is a setting de­
signed to cultivate uncertainty, mystery, paranoia,
and dread in defiance of logic or common sense.
The characters in your Ravenloft adventures I N RAvE N L O F T, TALES L I K E THE
might be the first to inquire after obvious inconsis­ T R E A S U R E- H A U N T I N G BAGMAN

tencies or to notice plain impossibilities. But why C O M E TO T E R R I FY I N G L I FE.

has no one before them sought answers to such


unignorable questions? The Dark Powers, the Mists,
and the nature of domains and Darklords all claim
part of the answer, but ultimately they reflect as­
pects of the same cause: nightmare logic.
Ravenloft is inherently a vast nightmare. Most
of those who experience its terrors never suspect
its surreal nature; only a few gradually realize that
things don't add up. Whether they do or don't, the
setting's supernatural features and malicious mas­
terminds exist to foster terror. The details described
in this section are true, but truth is malleable in
Ravenloft. The exact limits of the Dark Powers'
influence, the Mists' reach, and the Darklords' con­
trol over their domains are purposefully vague.
As with any nightmare, the Domains of Dread
aren't shackled to the laws of reality. Domains exist

/
I N TRODUCTION 7
TH E DARK POWERS
Unfathomable, hidden forces manipulate life, death, P:wJ._oifoh,
and reality within Ravenloft. These mysterious,
deathless beings are the architects of the Domains I M/Vif� 'J;U- iVJ fh�· fhvae..s of
·
W?O.sf
...._

of Dread, and have secreted these pockets of terror fo4'/>iaiVJ? CA.S�· H�� iVJ Povf-.....-L-u,.c.iVJ�, M/� ·
fovii� ou.v.sdve..s OVJ OU-V vafioVJA.(if'J. &oorJ. ,
deep within the Plane of Shadow. The Dark Powers
watch and influence events within their dominion.
When their gaze drifts, they reach into other planes ti.�fufive..s �-.'l.Je..sf .s�� 6'J cJ�heAllu
to collect heroes and villains to add to their terrify­
y�OVJ ><>U?rJ. /...UY OtJ.s�afiOVJ �rJ. c..{ljtY)
fii.VJfiocJ., �'J it:.A¥ Av/-hU-V M/oU-iiJ.' AA�·
<'l.

ing menagerie. To what end, no one knows.


The Dark Powers don't move in the shadows of
Ravenloft; they are the shadows. They're the Mists 'IOU- fVJOMI r WJ VJOf pVoVJ� fo .sU-pe.v.sf1�10VJ �v
and the darkness. They're the reason water man­
ifests as rivers and stars appear in skies divorced
�'J.sfiCA.f fii?M� of f-nc:1· vd fh�i.s u.«Lfi'J
from universes. They are the wardens that hold the M/haf ·WJf v�f u.fo��'cL..s hdW� id f'I.'.?� fo.
Darklords prisoner. Ever-present and inscrutable, wh� ·fhe..s� t<LL-/>e.v.s of fh� Fwh� fv.sf.
h1vd WJ�,_ I foof... fh�WJ fov. .sodAi cJ� 0f
the Dark Powers are akin to gods in Ravenloft, but
t?...
they are unknown to mortals and desire no worship.
Despite the control the Dark Powers exert, these UCLYJfvic.. rJ.Jidftmfe..s. wh� fh6j c..{dtJWJd
beings remain distant from the domains they ma­
nipulate. Although some of their names whisper
.sOWJ�VJ� M/"'-S f�iVJ? fo WJu.v'iGV fh�WJ,
through sinister lore-names like Osybus, Sha­ I f'(id VJOf fo ii.s't0i.s.s if «.s iWJ�iVJaf
iv�
mi-Amourae, and Tenebrous-domain inhabitants ' p�tmOit7t.. NOM!, fhol.Ajh, ! /...VJOM/ .sOWJdhiVJ?
know almost nothing of the Dark Powers. While
some Darklords realize they're imprisoned by antag­
Mltmf.s fhe..s� .sfoivif�i.sf.s r1.w-tmi fhaJ fhi.s
·

onistic entities, discourse regarding the Dark Pow­ WJU-Vi� �;?hf,/;� rJ.U-1.. fh�WJ.sdve...s Ht1UI�
ers remains the province of soothsayers, obsessed 'JOU- ht:.A¥i offh� Mi{,( f<.ONI. h�, rJ.odov1
scholars, and otherworldly beings. Anyone who
spreads tales of sinister forces manipulating real- · .�vfhU-V tmi I iVJvif� 'Jou.. fo fJv
ity is ignored or worse. For residents of Ravenloft, D�WJ�fii�, it:.A¥ P-u.ioifoh.- AVJi pi��,
ignorance provides a well-defended shelter against
unfathomable truths.
Ml!Ji� 'JOU-· c..OWJ�, 6yiVJ? �'J VJOfis 'JOU- rJ.irJ.VJ0f
_ fo�ii.sh iVJ v F<ic..hf� .s &rw":� fo wifc..he...s
<m

THE SECRET OF THE DARK POWERS


The true nature of the Dark Powers is for you to 'I0U.V.S iVJ yDl.SOVJ,
decide. How you perceive these forces can influ­
ence your view of their actions and agendas, who Aitmif... � � DV· AvfhU-V sd7M1icJ.
they abduct into Ravenloft and why. Through your
adventures, you might reveal these mysteries and
use them to hint at ways to escape the Domains of
Dread. Consider the following possibilities when de­
veloping your perspective on the Dark Powers:
Undying Remnants. The Dark Powers are all that
Amoral Guardians. The Dark Powers are a group remain of a multitude of vanquished evil deities
of powerful beings who believe they're beyond and demigods. Traces of their power linger in
morality. They identify dangerous individuals amber sarcophagi scattered throughout the Do­
and imprison them within the Domains of Dread, mains of Dread. These diminished vestiges ma­
where they ostensibly do less harm than they nipulate their realm to create negative forces that
would if they were free. Those trapped along with sustain their essence and build toward renewed
the Darklords are acceptable sacrifices. apotheosis.
Evil Architects. The Dark Powers are embodiments
of evil, mysterious entities of the Plane of Shadow, THE M I STS
or a conspiracy of wicked gods. They treat the den­ Known throughout Ravenloft, the Mists are man­
izens of the Domains of Dread as their playthings, ifestations of the Dark Powers' will. They divide,
sowing fears and fomenting despair. This pleases surround, and isolate every domain, creating fog­
or sustains them, or perhaps they're searching for shrouded borders that imprison Darklords within
individuals worthy of joining their ranks. their territories. The Mists slip through the

8 INTRODUC TION
Domains of Dread, rising to claim unwitting travel­ CU LT I VAT I N G HOPE
ers or releasing terrors upon unsuspecting villagers. I n Raven loft, the Dark Powers control reality, the M i sts
Most infamously, the Mists slither into other worlds foi l escape attem pts, and terrifying Darklords can
to claim innocents, villains, or whole lands, drag­ appear at any moment. What hope do heroes have
ging them back to become the newest prisoners of against such overwhelming evils?
The nature of Raven loft provides powerful tools
Ravenloft.
to craft tales of terror. Shifting reality, inescapable
Inhabitants of the Domains of Dread know of the d a n ger, and foes with shocki ng powers are u seful for
Mists and ascribe sinister stories to them, but they creating horror adventures (a topic fu rther discussed
accept the Mists as a natural part of their homeland. in chapter 4) . As a balancing factor, use these tools ju­
Many who travel between domains even refer to diciously and occasionally, in the characters' favor. The
their world as the Land of the Mists. Any super­ Dark Powers del ight in tormenting villains as much as
natural happening, inexplicable disappearance, or they do i nnocents, the M i sts equally confound both
predators and prey, and Darklords frequently exhibit
malicious force can be blamed on the Mists, and
hu bris or other exploitable flaws. Use Raven loft's na­
those who interact with the Mists or who come from ture to sow d read but also to i nspire hope. Relentless
beyond them are met with suspicion. The Mists con­ despair gradually beats characters down and takes
found travel between domains, whether one wishes the fun out of adventures. Punctuate your horror tales
to leave a place to reach another land or to escape with moments of rel ief, comedy, and fortuitous coi nci­
the realm they're in. dences. These moments of hope help characters push
Beyond these truths, the Mists are your tool to through the d a rk to the thrill of dawn.
establish the boundaries of your horror stories. See
the "Nature of Ravenloft" section in chapter 3 for Details on how to create your own domains ap­
details on employing the Mists to focus your horror pear in chapter 2, while chapter 3 describes some of
adventures, leading characters to engage with cer­ the most notorious Domains of Dread.
tain elements while cloaking others in mystery.
DARKLORDS
D OM A I N S Central to each domain i s a Darklord, the seed from
Sinister demiplanes known a s domains constitute which a thorny thicket blooms. The villain might
the realms of Ravenloft. These domains vary widely, be a nation's leader, a prominent citizen, a notori­
but they share a number of common features: ous monster, a mysterious recluse, or a seemingly
innocuous character. Regardless of the Darklord's
Domains Are Finite. The domains vary in size from
current role, their wickedness led to the creation of
countries or geographic regions to a single city, their domain and their imprisonment in Ravenloft.
structure, mobile conveyance, or specific location. Though these individuals vary widely and excep­
Domains Are Isolated. Each domain is surrounded
tions occur, Darklords share a number of qualities:
by the Mists, its boundaries fading away into haze.
Domains share neither borders nor common Darklords Are Evil. Each Darklord is the ultimate
geography, and you can't peer from one domain villain of a domain and the root of the suffering
into another. The environments, cultures, and and terror that unfold there.
residents of one domain don't influence those of
other domains.
Domains Hold Darklords. Domains exist to con­
tain and torment a villain. Though Darklords
exert control over their domains, they are each
tormented by a personal terror playing out in
their realm.
Domains Are Cages. Those who run afoul of a
Darklord might find that the Mists prevent them
from leaving the villain's domain. Like a haunted
house that conveniently seals its doors or sum­
mons a deadly storm, so do domains create ines­
capable spaces where horror adventures unfold.
Domains Are Themed. Each domain reflects its
Darklord and facilitates horror tales related to that
villain. Just as creepy manors suit ghostly inhabi­
tants, so does each domain inspire and encourage
a distinct type of terror.

I NTRODUCTION 9
Darklords Are Prisoners. Darklords cannot leave many pose little threat in battle. Their menace is
their domains. If a Darklord enters the Mists or the result of capabilities beyond physical prowess.
uses another method to attempt an escape, the Darklords Are Active. Darklords might brood over
Dark Powers return them to their domain. Even their failures, but nevertheless they relentlessly
death rarely allows a Darklord to escape their strive to achieve their ambitions. Their desperate
prison for long. struggles fuel their conflicts with characters. Lib­
Darklords Are Tormented. Every domain torments erally use Darklords in your adventures rather
its Darklord in a poignant way tied ironically than saving them for distant climactic plots.
to their past crimes, failures, or unattainable Darklords Don't Realize They're Darklords. With
ambitions. a few exceptions, Darklords don't realize they
Darklords Influence Domains. Although Dark­ occupy a special place in the world. Their agen­
lords hate their domains, they exert considerable das, obsessions, and egotism distract them from
control over them. This might be the influence of a focusing on the strangeness of the world and petty
governmental leader, the magic of a supernatural concerns such as eerie fog.
overlord, or a more fundamental connection. Most Darklords Are Immortal. Darklords are casually
possess the ability to prevent others from leaving immortal, many having no concept of how long
their domains (further explored in "The Nature of they've lived, how many times they've died, or why
Ravenloft" in chapter 3). they returned to life. Should a Darklord fall, the
Darklords Vary in Threat. Darklords range from temporary defeat lasts until they're restored by the
monstrous tyrants to depraved individuals who Dark Powers. In their absence, those who sought
otherwise appear as ordinary people. A Darklord's to escape or supplant them seize their chance.
position and powers stem from their deeds, not
their game statistics. While some Darklords are
deadly or possess foul gifts from the Dark Powers,

10 I N T RODUCTION
ADV E NTURERS will never know the solace of ignorance again.
Chapter 3 explores details on creating characters
The Domains of Dread don't typically breed heroes · .
umque to various domains.
�or the inhabitants of most domains, simply surviv-
mg the night is an act of courage. Those willing to �dventu�ers find few peers in the Land of the
confront the terrors of the Mists are rare, but when Mis�s. While there are exceptions-many of whom
they do, they have one of the following origins: are illustrated throughout this book and detailed in
chapter 3-such individuals are few and their lives
are o:ten short. Guilds of adventurers and shops
Mist Wanderers. The Mists reached into these
characters' worlds and dragged them into
catering to their needs generally don't exist. As a re­
s� lt, the challenge of confronting evil rests squarely
the Domains of Dread. Whether these adventurers
w�th a few rare souls. Read on to chapter 1 for de­
are trapped in Ravenloft for a night or an eternity
'
their spirits mark them as outsiders but also as
tails on creating your own haunted heroes.
rare beacons in the endless darkness.
R�u�e� Locals. Some shock jarred these unusual
individuals from the apathy pervasive to the Land
of the Mists. Witnesses to evil, these characters

My Friends,
payin3 enauj� to trust. I
I send this ahefi-cl of me wi:th �apable souls I'm
eyes are fixed on you _mijl1t
received your /'!-st letter fre-opened, whatever
he keener than you fear.
can't he delayed�perhaps
Tomorrow I depart on an expedition, one that
the most important of my lfe i . Thus, I won't hejoinin3 you in as timely
u3h coin to ensure these
a manner as!' d like. In my stead,_ I've sent eno
most dauntin3 work.
messen3ers' assistance and silence for even the
my last chance to make.
I'm also sendin3 an apolo3y, one this mij�t. he
ter, when I shqu/d have
There are a thousand times I wish!' d heen het
sQny I wasn' t more
spoken not from the past hut from my head. I'm
r hravery and_wit_ dazzled
patient and t�at /never told you how ofteny0u
, Adhur,�youre all! have
me-and still do. Ez, Laurie, t;ennifer, Alanik
·

you all like my own. For


le'ft of family. I haven' t said it e.nou3h1 hut I (ove
now. My name is yours
what it's worth, I consider jou all vqn Richtens
re/OJ �han it's hrou3ht me.
to.use as you please-I pray it �rin3s yoa mo
t wh ate ver nam e you -us e, I kno w you' II carry it as a candle to ward off
Bu
the shadows.
Always,
Doctor Rudolph van Richten

I N T RO DUCTION 11
T
H E MISTS OF RAVE NLOFT DRIFT ACROSS WOR LDS, INVITATION TO NIGHTMARE
sowing fear and abducting unsuspecting
You've been invited to play a scary game. What does
souls. These forces don't claim individuals
a horror adventure or campaign mean? Who's it sup­
at random, though. The fear of innocents,
posed to be scary for, you the player or your char­
the turmoil of the corruptible, the resolve of the
acter? Is it scary like a mystery cartoon or a slasher
truly heroic-the Dark Powers savor these traits.
movie? What content makes it scary? What do you
Whether for a night or an eternity, Ravenloft seeks
not want to see in a horror story?
heroes of all sorts and pits them against their great­
These are all legitimate questions and ones you
est nightmares.
should have answers to before participating in a
This chapter explores how to create a character
fear-focused D&D adventure. Horror, as a genre,
prepared to face the horrors of Ravenloft, while also
covers broad swaths of material. What you shrug
forging ties to the haunted pedigrees and grim fates
off other players might find personally unsettling­
common to the Domains of Dread. This chapter of­
everyone's experiences and tolerances are distinct
fers you, the player, the following tools and choices:
and real, even if they differ from your own. Before
Haunted Heroes. Explore your role in creating a creating a character, ask your DM and the rest of
tale of terror and how you might design a charac­ the group the aforementioned questions, along with
ter that contributes to frightful adventures. any others that come to mind. Chapter 4 encourages
Lineages. Consider an origin that ties you to a grim DMs to facilitate pregame discussions to make sure
progenitor or inexplicable experience. Lineages the entire group agrees on content, boundaries, and
can serve as your character's race or overshadow tools to keep the terror fun. Think of this as estab­
your previous race. lishing a film-like rating and content warning for the
Dark Gifts. Determine whether the Dark Powers of story you'll all be creating. If you're uncertain about
Ravenloft have exerted their influence upon you, aspects of the game, ask about them-before the
granting you a double-edged supernatural gift. game, during play, or whenever a concern arises.
Subclass Options. Consider choosing the College Everyone's comfort and enjoyment of spooky adven­
of Spirits bard or the Undead patron warlock sub­ tures are what matter most!
classes to give voice to ageless forces.
Backgrounds. Choose a fateful cast to your origins P R E PARE TO B E SCARED
with optional features for any background. The When planning t o play a scary adventure, create a
haunted one and investigator backgrounds also character prepared to be scared. Consider how your
explore how mystery might drive your character. character reacts to being frightened and how that af­
Horror Trinkets. Learn what creepy curio inspires fects the creepy atmosphere of the adventure. Don't
or haunts your adventures. consider fear a tactical disadvantage or something
to be avoided. As part of playing a frightening game,
HAUNTED HEROE S you're a participant in building and reinforcing a
Ravenloft encourages you and your group to safely sense of dread for everyone at the table. If your
explore the thrill of all manner of ghost stories, character laughs in the face of every danger, they
mysteries, and other tales of terror. While chapter undermine the adventure's threats and its broader
4 guides DMs in how to craft atmospheric adven­ atmosphere.
tures, the spookiest scenarios will fall flat if you and When creating and playing your character, con­
the other players aren't prepared to engage with sider courage not as the absence of fear but as the
some degree of suspense. By the same token, the process of overcoming it. How might your character
DM can't craft an enjoyably spooky experience if react in surprise before they rally to overcome the
they're not aware of your interests in and thresholds terror they face? Do they scream, flee, or freeze?
for participating in fear-focused adventures. This Or might they throw themself into battle, perhaps
section highlights elements common to frightening recklessly or for too long? Record a default reaction
D&D games, features that you should be mindful of on your character sheet so you can respond consis­
as a player and that will help you create a character tently when shocking events occur.
prepared to participate in suspenseful adventures.
But it all begins with one question: Are you sure?

C H A PT E R l I C H A RACTE R C R EAT I O N 13
FROM T H E M I STS OR BEYO N D?
Not everyone exploring the Domains of Dread comes
from those grim lands. Work with the D M to deter­
mine your character's origins. Has your character lived
their entire life among the M ists? Or do they hail from
another D&D setting, a place of your own design, or a
more mysterious homelan d ?
If y o u d ecide your character c a l l s s o m e corner of
Raven loft home, ask your DM which domains they
could origi nate from. The DM can provide details
from chapter 3 to help i nform your decision. Although
h u m a n s predominate many of the Domai n s of Dread,
adventurers in Raven loft can belong to any race in the
Player's Handbook or other sources. The domains of
Darkon , Dementl ieu, a n d Hazlik, for exam ple, a l l fea­
ture particularly varied pop u l ations.
If you decide you r character i s from some other
world, collaborate with the D M to determine how
you came to the Land of the M i sts. As they're familiar
with true terrors, i nhabitants of the Domains of Dread
rarely mistake characters from even the most outland­
ish worlds for actua l monsters.

Beyond this, discuss with your group how much


fear ties into the game's rules. Would you prefer to
keep frightful reactions narrative, or would you like
to use game rules that present additional challenges
and benefits? Ask your DM about the possibility of
using the rules for inspiration to motivate fearful
D E S P I T E A V A M P I R E 'S B I T E , A N
character reactions, as detailed in the "Fear and
O R C H E R O FACES H I S FEARS.
Stress" section of chapter 4. Using this system, a
character who possesses particular fears and uses
them to guide their responses to horrific scenes
might earn inspiration for reinforcing the adven­ later in this chapter provide such opportunities.
ture's frightful atmosphere. The DM might not em­ How a character engages with the evil inside them­
ploy these rules every time something frightening self can make for exciting conflicts. Be sure that
occurs, but your group might use them as a way to your choices allow your character to remain a reli­
highlight individual fears and build an adventure's able part of your adventuring group, though, and not
overarching sense of dread. a near-villain the other heroes only tolerate.

KNOW YOU R FEARS HABITS OF HORROR H EROE S

Knowing what frightens your character provides in­ Playing horror adventures i s similar to telling ghost
sight into their past and can motivate their behavior. stories around a fire. You and the game's other play­
A character's fear of cats might stem from a terrible ers are allies in creating a fun, safe, moody atmo­
sight they witnessed at their grandmother's home, sphere for your game. Contribute to this by keeping
while a fear of earthquakes might hearken back to the following elements in mind:
the experience of being trapped after a tremor. Con­ Focus on the Game. Atmosphere requires atten­
sider two or three things that unsettle your charac­ tion. You're not embracing or contributing to the
ter, what they tell you about their past, and if those adventure's moody atmosphere when you're fo­
fears shape who they are now. cused on something else.
Limit Comedy. Be aware that comedy breaks ten­
EVI L I N S I DE sion. Nothing dispels an ominous atmosphere like
This book assumes you're playing a character who jokes, be they in character or otherwise.
pits themself against fearful foes. That said, if you're Player Fears Versus Character Fears. Understand
eager to play a character with a shadowy past or sin­ the difference between scaring characters and
ister origins, the lineages and Dark Gifts presented scaring players. If you know a player has a fear of
spiders, never employ that knowledge when con­
tributing to a creepy scene.

14 C H A P T E R l I C H ARACTER C R E AT I O N
Consent Is a Priority. If a plot leads you to consider WHAT HAPPE N E D TO M E ?
a path involving another player's character, always The l i n eages provided i n this section represent a
ask that player's permission before acting. Their physical a n d magical tran sformation that a lters you i n
enjoyment is more important than shock value. fun damental ways. You c a n still a ppear a s you once
Know What's Too Far. If a game gets too intense or were, but you've changed i n significant ways that m ight
overwrite you r once physical or magical capabilities.
goes a direction you don't want to explore, make
A d ragon born who becomes a dhampi r, for i nstance,
sure you and the other players have a method for loses thei r connection to their d raconic ancestry as the
raising concerns mid-game and support one an­ deathless power of vampirism surges through them.
other in doing so. Techniques for facilitating this Once able to exhale d estructive energy, the d ragon­
are further explored in chapter 4. born now feels a powerful h u n ger inside, and their
Add to Your Own Terror. Feel free to make hor­ bite i s now able to drain life. Some racia l traits m ight
rific circumstance worse for your character. If remain after you gain a li neage, a possibility captured
i n the Ancestral Legacy trait. Keep this i n mind when
your character has a fear of goats and the DM de­
you explore the deta i l s of how you change after gai n i n g
scribes some eldritch horror, don't hesitate to ask a l i neage s ubsequent t o character creation.
if the creature has hooves or hourglass eyes.
Enjoy the Struggle. Not everyone can expect to
Your class's "Quick Build" section offers sugges­
escape a horror story unscathed. While your char­
tions on which scores to increase. You're free to fol­
acter should do everything they can to survive and
low those suggestions or to ignore them. Whichever
triumph over challenges, any scars they gain along
scores you decide to increase, none of the scores
the way are part of what makes the horror mean­
can be raised above 20.
ingful and memorable.
If you are replacing your race with a lineage, re­
place any Ability Score Increase you previously had
LINEAGE S with these.
In the Land of the Mists, power and dread lie in
the simple question "What happened to me?" The LANGUAGES
following lineages are races that characters might Your character can speak, read, and write Common
gain through remarkable events. These overshadow and one other language that you and your DM agree
their original race, if any, becoming their new race. is appropriate for the character. The Player's Hand­
A character might choose a lineage during character book offers a list of widespread languages to choose
creation, their transformation having occurred be­ from. The DM is free to add or remove languages
fore play begins. Or, events might unfold during ad­ from that list for a particular campaign.
ventures that lead your character to replacing their If you are replacing your race with a lineage,
race with this new lineage. Work with your DM to you retain any languages you had and gain no new
establish if you're amenable to such a development languages.
and how such stories unfold.
C REATURE TYPE
C REATING YOU R C HARACTER Every creature in D&D, including every player char­
acter, has a special tag in the rules that identifies
At 1st level, you choose whether your character i s a
the type of creature they are. Most player characters
member of the human race or of one of the game's
are of the Humanoid type. A race option presented
fantastical races. Alternatively, you can choose one
here tells you what your character's creature type is.
of the following lineages. If you choose a lineage,
Here's a list of the game's creature types in al­
you might have once been a member of another
phabetical order: Aberration, Beast, Celestial, Con­
race, but you aren't any longer. You now possess
struct, Dragon, Elemental, Fey, Fiend, Giant, Hu­
only your lineage's racial traits.
manoid, Monstrosity, Ooze, Plant, Undead. These
When you create a character using a lineage op­
types don't have rules themselves, but some rules in
tion here, follow these additional rules during char­
the game affect creatures of certain types in differ­
acter creation.
ent ways. For example, the text of the cure wounds
ABI LITY SCORE I NCREASES spell specifies that the spell doesn't work on a crea­
When determining your ability scores, you increase ture of the Construct type.
one of those scores by 2 and increase a different
score by 1 , or you increase three different scores
by 1 . You follow this rule regardless of the method
you use to determine the scores, such as rolling or
point buy.

C H A PT E R 1 I C H A RACTER C R E AT I O N
D HA M P I R
Poised between the worlds o f the living and the
dead, dhampirs retain their grip on life yet are end­
lessly tested by vicious hungers. Their ties to the
undead grant dhampirs a taste of a vampire's death­
less prowess in the form of increased speed, darkvi­
sion, and a life-draining bite.
With unique insights into the nature of the un­
dead, many dhampirs become adventurers and
monster hunters. Their reasons are often deeply
personal. Some seek danger, imagining monsters
as personifications of their own hungers. Others
pursue revenge against whatever turned them into
a dhampir. And still others embrace the solitude of
the hunt, striving to distance themselves from those
who'd tempt their hunger.

D HA M P I R HUNGERS
Every dhampir knows a thirst slaked only by the
living. Those who overindulge their thirst risk losing
control and forever viewing others as prey. Those
who resist might find exceptional ways of con­
trolling their urges or suppress them through con­
stant, molar-grinding restraint. In any case, tempta­ D H A M P I R ROG U E
tion haunts dhampirs, and circumstances conspire
to give them endless reasons to indulge.
While many dhampirs thirst for blood, your char­
acter might otherwise gain sustenance from the liv­
ing. Roll on or choose an option from the Dhampir
Hungers table to determine what tempts your char­ d8 Origin
acter to feed. 3 You s u rvived being attacked by a vampire but were
forever changed.
D H A M P I R H U N G ERS
4 A parasite l ives inside you . You i n d ulge its h u n ger.
d6 H unger
5 Tragedy i nterrupted your transformation i nto a n
Blood
im morta l.
2 Flesh or raw meat
6 You are a d i min ished form of an otherworldly be­
3 Cerebral spinal fl uid i n g. Slaking your hu nger hasten s your renewal .
4 Psychic energy 7 One of you r parents was a vampire.
5 Dreams 8 A radical experiment changed your body, making
6 Life energy you reliant on others for vital fluids.

D HA M P I R ORIGINS D HAMPIRS I N THE D OMAINS OF DREAD


Dhampirs often arise from encounters with vam­ When creating a dhampir, ask your DM if it makes
pires, but all manner of macabre bargains, necro­ sense for your character to have ties to one of the
mantic influences, and encounters with mysterious following Domains of Dread (detailed in chapter 3):
immortals might have transformed your character.
The Dhampir Origins table provides suggestions for Barovia. In the shadow of Castle Ravenloft, tales
how your character gained their lineage. flourish of those who love or descend from vam­
pires. You might have such a connection, but
DHAM P I R ORIGINS dread what would happen if others in your insular
d8 Origin
community found out.
Darkon. The Kargat, this shattered domain's secret
You are the rei ncarnation of an ancestor who was a
police, supposedly know the secret of immortality.
vampiric tyrant.
Perhaps you joined and advanced through their
2 You r pact with a predatory deity, fiend, fey, or s pirit lesser ranks, known as the Kargatane, and were
causes you to share their hu nger. rewarded by being transformed into a dhampir.

16 C H A PT E R 1 I C H A RACTE R C R E ATION
I'Cath. At night, the starving city of I'Cath is over­ can move up, down, and across vertical surfaces
run by vampiric jiangshi (described in chapter 5). and upside down along ceilings, while leaving your
You were left with a cold hunger after an encoun­ hands free.
ter with one of these unquiet ancestors. Vampiric Bite. Your fanged bite is a natural
weapon, which counts as a simple melee weapon
D HAMPIR TRAITS with which you are proficient. You add your Consti­
You have the following racial traits. tution modifier, instead of your Strength modifier,
Creature Type. You are a Humanoid. to the attack and damage rolls when you attack
Size. You are Medium or Small. You choose the with this bite. It deals ld4 piercing damage on a
size when you gain this lineage. hit. While you are missing half or more of your hit
Speed. Your walking speed is 35 feet. points, you have advantage on attack rolls you make
Ancestral Legacy. If you replace a race with this with this bite.
lineage, you can keep the following elements of When you attack with this bite and hit a crea­
that race: any skill proficiencies you gained from it ture that isn't a Construct or an Undead, you can
and any climbing, flying, or swimming speed you empower yourself in one of the following ways of
gained from it. your choice:
If you don't keep any of those elements or you
choose this lineage at character creation, you gain • You regain hit points equal to the piercing damage
proficiency in two skills of your choice. dealt by the bite.
Darkvision. You can see in dim light within 60 • You gain a bonus to the next ability check or attack
feet of you as if it were bright light and in darkness roll you make; the bonus equals the piercing dam­
as if it were dim light. You discern colors in that age dealt by the bite
darkness as shades of gray. You can empower yourself with this bite a number
Deathless Nature. You don't need to breathe. of times equal to your proficiency bonus, and you re­
Spider Climb. You have a climbing speed equal gain all expended uses when you finish a long rest.
to your walking speed. In addition, at 3rd level, you

C HA P T E R 1 I C H A R ACTER C R E ATION 17
H EXBLOOD H E I R OF HAGS
One way hags create more of their kind is through
Where wishing fails, ancient magic can offer a
the creation of hexbloods. Every hexblood exhibits
heart's desire-at least, for a time. Hexbloods are
features suggestive of the hag whose magic inspires
individuals infused with eldritch magic, fey energy,
their powers. This includes an unusual crown, often
or mysterious witchcraft. Some who enter into bar­
called an eldercross or a witch's turn. This living,
gains with hags gain their deepest wishes but even­
garland-like part of a hexblood's body extends from
tually find themselves transformed. These changes
their temples and wraps behind the head, serving as
evidence a hag's influence: ears that split in forked
a visible mark of the bargain between hag and hex­
points, skin in lurid shades, long hair that regrows
blood, a debt owed, or a change to come.
if cut, and an irremovable living crown. Along with
these marks, hexbloods manifest hag-like traits, HEXBLOOD ORIGIN S
such as darkvision and a variety of magical methods A bargain with a hag o r other eerie forces trans­
to beguile the senses and avoid the same. formed your character into a magical being. Roll
While many hexbloods gain their lineage after on or choose an option from the Hexblood Origins
making a deal with a hag, others reveal their na­ table to determine how your character gained
ture as they age-particularly if a hag influenced their lineage.
them early in life or even before their birth. Many
hexbloods turn to lives of adventure, seeking to H EX B L O O D O R I G I N S
discover the mysteries of their magic, to forge a con­
d6 Origin
nection with their fey natures, or to avoid a hag that
Seeki ng a child, your parent made a bargain with a
obsesses over them.
hag. You a re the result of that a rrangement.
2 Fey kidnappers swapped you and you r parents'
child.
3 A coven of hags lost one of its mem bers. You were
created to replace the lost hag.
4 You were cu rsed as a child. A deal with the spirits
of the forest transformed you i nto a hexblood, now
free of the cu rse.
5 You began life as a fey creature, but an accident
changed you and forced you from your home.
6 A slighted druid transformed you and bound you
to live only so long as a sacred tree bears fr uit.

H E XBLOODS IN THE D OMAINS OF DREAD


When creating a hexblood, consult with your DM to
see if it's appropriate to tie your origins to one of the
following Domains of Dread (detailed in chapter 3):
Hazlan. The bizarre magic of this crumbling do­
main exposes the populace to supernatural forces,
occasionally giving rise to hexbloods.
Kartakass. Whimsical witches make their homes
in the forests of Kartakass. They eagerly grant
the wishes of locals seeking grand fortunes for
their children.
Tepest. Many of the children in the town of Viktal
are hexbloods who exhibit their supernatural
natures from a young age. Each youngster is con­
sidered a gift from the town's patron deity, who is
known as Mother.
A li EXBLOOD CREATED
BY A NIGHT liAG HEXBLOOD TRAITS
You have the following racial traits.
Creature Type. You are a Fey.
Size. You are Medium or Small. You choose the
size when you gain this lineage.

18 C H A PT E R l I C H A R A C T E R C R E AT I O N
Speed. Your walking speed is 30 feet. from the token as if you were located where it is.
Ancestral Legacy. If you replace a race with this While you are using your senses at the token's
lineage, you can keep the following elements of location, you are blinded and deafened in regard
that race: any skill proficiencies you gained from it to your own surroundings. When the trance ends,
and any climbing, flying, or swimming speed you the token is harmlessly destroyed.
gained from it.
Once you create a token using this feature, you
If you don't keep any of those elements or you
can't do so again until you finish a long rest, at
choose this lineage at character creation, you gain
which point your missing part regrows.
proficiency in two skills of your choice.
Hex Magic. You can cast the disguise self and hex
Darkvision. You can see in dim light within 60
spells with this trait. Once you cast either of these
feet of you as if it were bright light and in darkness
spells with this trait, you can't cast that spell with it
as if it were dim light. You discern colors in that
again until you finish a long rest. You can also cast
darkness as shades of gray.
these spells using any spell slots you have.
Eerie Token. As a bonus action, you can harm­
Intelligence, Wisdom, or Charisma is your spell­
lessly remove a lock of your hair, one of your nails,
casting ability for these spells (choose the ability
or one of your teeth. This token is imbued with
when you gain this lineage).
magic until you finish a long rest. While the token is
imbued in this way, you can take these actions:
BECOM I N G A HAG
Telepathic Message. As an action, you can send Hags can u n dertake a ritual to irreversibly transform
a telepathic message to the creature holding or a hexblood they created i nto a new h ag, either one of
carrying the token, as long as you are within their own kind or that embodies the hexblood 's n ature.
This req u i res that both the hag and hexblood be in
10 miles of it. The message can contain up to
the same place and consent to the lengthy ritual-cir­
twenty-five words. c u m stances most hexbloods s h u n but might come to
Remote Viewing. If you are within 10 miles of the accept over the course of centuries. Once a hexblood
token, you can enter a trance as an action. The undergoes this i rreversible ritual, they emerge as a hag
trance lasts for 1 minute, but it ends early if you N PC no longer u nder the control of the hexblood's
dismiss it (no action required) or are incapaci­ player, u n less the DM rules otherwise.
tated. During this trance, you can see and hear

C H A PT E R I I C H A RACTE R C REATION rg
REBORN REBORN ORIGINS

Death isn't always the end. The reborn exemplify d8 Origins


this, being individuals who have died yet, somehow, You were magically resu rrected, but something
still live. Some reborn exhibit the scars of fatal went wrong.
ends, their ashen flesh or bloodless veins making it 2 Stitches bind your body's mismatched pieces, and
clear that they've been touched by death. Other re­ your memories come from multiple different lives.
born are marvels of magic or science, being stitched 3 After clawi ng free from your grave, you realized
together from disparate beings or bearing mysteri­
you have no memories except for a single name.
ous minds in manufactured bodies. Whatever their
4 You were a necromancer's u ndead servant for
origins, reborn know a new life and seek experi­
ences and answers all their own. years. One d ay, your consciousness retu rned.
5 You awoke i n an abandoned laboratory alongside
FADED M EMORIES
complex designs for clockwork organs.
Reborn suffer from some manner of discontinuity, 6 You were released after being petrified for gener­
an interruption of their lives or physical state that
ations. Your memories have faded, though, and
their minds are ill equipped to deal with. Their
you r body isn't what it once was.
memories of events before this interruption are
often vague or absent. Occasionally, the most un­ 7 You r body hosts a possessing spirit that shares its
expected experiences might cause sensations or memories and replaces you r missing appendages
visions of the past to come rushing back. with phantasmal limbs.
Rather than sleeping, reborn regularly sit and 8 I n public, you pass as an u n remarkable i nd ivid ual,
dwell on the past, hoping for some revelation of but you can feel the itchy straw stuffing inside you.
what came before. Most of the time, these are dark,
silent stretches. Occasionally, though, in a moment
of peace, stress, or excitement, a reborn gains a
glimpse of what came before. When you desire to
have such a dreamlike vision, roll on the Lost Mem­
ories table to inspire its details.

LO S T M E M O R I E S
d6 Memory
You recal l a physically pai nful m oment. What mark
or scar on your body does it relate to?
2 A m emory brings tears to your eyes. I s it a bitter or
cheerfu l memory? Does recal l i n g it make you feel
the same way?
3 You recal l a child hood memory. What about that
event or who you were sti l l infl uences you ?
4 A memory brings with it the voice of someone
once close to you. How d o they advise you ?
5 You recall enjoyin g something that you can't stand
doing now. What is it? Why don't you like it now?
6 A memory carries a vivid smell or sensation. What
are you goi n g to do to recreate that experience?

R E BORN O RIGINS
Reborn might originate from circumstances sim­
ilar to those of various undead or constructs. The
Reborn Origins table provides suggestions for how
your character became reborn.

A REBORN WITH A
P H A N T O M L I M B TAKES A I M .

20 C H A P T E R 1 I C H A RACTER C R EAT I O N
R E B ORN IN THE D OMAINS OF D READ If you don't keep any of those elements or you
When creating a reborn, consult with your DM to choose this lineage at character creation, you gain
see if it's appropriate to tie your origins to one of the proficiency in two skills of your choice.
following Domains of Dread (detailed in chapter 3): Deathless Nature. You have escaped death, a fact
represented by the following benefits:
Har'Akir. You died and endured the burial rites of
this desert realm, yet somehow a soul-yours or • You have advantage on saving throws against dis­
another's-has taken refuge in your perfectly pre­ ease and being poisoned, and you have resistance
served remains. to poison damage.
Lamordia. You awoke amid the bizarre experi­ • You have advantage on death saving throws.
ments of an amoral scientist. They consider you • You don't need to eat, drink, or breathe.
their finest creation or have a task for you to fulfill. • You don't need to sleep, and magic can't put you to
Mordent. You emerged from the mysterious device sleep. You can finish a long rest in 4 hours if you
known as the Apparatus, your body a lifeless shell spend those hours in an inactive, motionless state,
and your past a mystery. during which you retain consciousness.

R EBORN TRAITS Knowledge from a Past Life. You temporarily


remember glimpses of the past, perhaps faded mem­
You have the following racial traits.
ories from ages ago or a previous life. When you
Creature Type. You are a Humanoid.
make an ability check that uses a skill, you can roll
Size. You are Medium or Small. You choose the
a d6 immediately after seeing the number on the
size when you gain this lineage.
d20 and add the number on the d6 to the check. You
Speed. Your walking speed is 30 feet.
can use this feature a number of times equal to your
Ancestral Legacy. If you replace a race with this
proficiency bonus, and you regain all expended uses
lineage, you can keep the following elements of
when you finish a long rest.
that race: any skill proficiencies you gained from it
and any climbing, flying, or swimming speed you
gained from it.

C H A P T E R l I C H A RACTE R C R E ATION 21
DARK GIFTS • A n experiment o r magical accident goes wrong.
The DM allows a character to accept a Dark Gift
The Dark Powers influence many who struggle or some other peril as a result.
within their clutches, tempting both the innocent • A character breaks a vow or suffers a curse (see
and ambitious with whispered promises. These sin­ chapter 4), gaining a Dark Gift as a result.
ister bargains are rarely spoken, coming in dreams • A character touches a mysterious amber sarcoph­
or mysterious visions, but their terms are always agus, and a force within entreats them to accept
clear and their prices terrible. its influence in the form of a Dark Gift.
A character can select a Dark Gift from the "Dark
Gifts Descriptions" section. This supernatural gift DARK GIFT D E S C R I PTIONS
expresses both a mysterious power and insidious in­
This section presents a selection of Dark Gifts in
fluence. Work with your DM to determine how your
alphabetical order.
character gained this Dark Gift. Is it the manifesta­
tion of a family curse? Is it a reward for a sacrifice E C H OING S OUL
you made at a forgotten shrine? Did you bargain Your soul isn't your own or, at least, it wasn't always
with a voice whispering from a mirror, the sea, or yours. Whether you've lived past lives, your soul was
the Mists? Does the Dark Gift compound with your swapped into a different body, or you have a link
other character choices to reinforce your unique connecting you to another being, you experience
origin? Each Dark Gift can be expressed in various echoes from another life. These echoes grant you
ways, with the following options exploring various knowledge, talents, or even languages you can't al­
manifestations to spark your imagination. ways explain, but they also intrude on your percep­
Dark Gifts are intended for starting characters, tions and beliefs unexpectedly.
but characters who don't choose one might be pre­ Roll on or choose an option from the Soul Echoes
sented with opportunities to gain a Dark Gift as table to determine the nature of this Dark Gift. Addi­
their stories-and desperate circumstances-unfold. tionally, you gain the traits that follow.

DARK BARGA I N S SO U L E C H O E S
Characters who don't have a Dark Gift might gain d6 Echo
one in the course of their adventures. At the DM's My soul is l i n ked with that of a person elsewhere,
discretion, sinister forces might contact a charac­
perhaps another domain, world, or plane.
ter and offer them a Dark Gift in return for some
2 I have l ived many times before, my soul rei nca rnat­
service or future favor. If a character already has a
ing each time I die rather than passing on.
Dark Gift, accepting such a bargain causes them
to lose their current Dark Gift and gain a new one. 3 My consciousness was removed from my original
A Dark Gift gained as a result of such a bargain body and implanted in this one.
reflects the agenda of the being or beings offering 4 I was physically and spiritually merged with an­
the bargain, be it the Dark Powers, a Darklord, or other being.
a more mysterious force. The particulars of the 5 I share my body with an i ntangible, otherworldly
Dark Gift and how it will affect a character must be force.
clear to a player before they choose whether or not
6 Time fractures around me, and I someti mes col­
to accept.
lide with my own past or future.
The offer of a Dark Gift might manifest in a
dream, in a moment of frozen time, or when the Channeled Prowess. You gain proficiency in two
character is alone. Typically, only one character is skills of your choice.
aware of a bargain, its terms, and whether or not it Inherent Tongue. You can speak, read, and write
was accepted. one additional language of your choice.
The DM might have a mysterious force intervene Intrusive Echoes. Immediately after you make an
and offer a Dark Gift whenever a desperate or the­ attack roll, an ability check, or a saving throw and
matic instance presents itself, such as in any of the roll a 1 on the d20, your soul's memories emerge
following cases: and overtake your perceptions and experiences.
• A Darklord will negotiate with a party only if You might see people around you as someone other
a character seals the deal by accepting their than who they are, or you become disoriented by a
Dark Gift. double-experience of the world around you. Roll on
• Time stops while a character is on the brink of the Intrusive Echoes table to determine the effect of
death. A mysterious voice offers to save the char­ these vivid memories and perceptions. Once one of
acter's life, but only if they accept its Dark Gift. effects occur, these intrusive echoes can't manifest
again until you finish a short or long rest.

22 C H A P T E R 1 I C H AR A C T E R C R EATIO N
I NT R U S I V E EC H O E S GATHERED WH ISPERS
d6 Effect You are haunted by spiritual beings, whether the
You are charmed by a creature you can see (of the souls of the departed or entities from another plane.
Their voices endlessly whisper, taunt, or cajole,
D M 's choice) for 1 m i n ute or until the creature
sometimes rising to unearthly howls. Only you can
damages you.
perceive the spirits, unless you allow them to speak
2 You are frightened by a creature you can see (of through you. The spirits are intangible and invisible;
the D M 's choice) for 1 m i n ute, or u ntil the creature anyone who can see invisible creatures sees only
damages you. fleeting glimpses of these spirits as they haunt you.
3 You perceive another time or place around you u n ­ Roll on or choose an option from the Whispering
t i l t h e end o fy o u r next t u r n . During t h i s time, you Spirits table to determine what haunts you. Addi­
are bli nded to you r actual s u rroundin gs. tionally, you gain the traits that follow.
4 You perceive a different time or place overlapping
WH I S P E R I N G S P I R IT S
your s u rrou nd ings. Your speed is halved until the
d6 Spirits
end of your next turn.
A council of my dead ancestors watches over me.
5 M emories and sensation s overwhelm you. You are
2 Fiendish presences vie for my soul.
i ncapacitated u ntil the start of your next turn.
You r memory is one of tri umph. You can re rol l the 3 U n quiet souls are drawn to me and beg for peace.
6
abil ity check, attack roll, or savi n g throw that you 4 The spirits of those I kil led l inger around me.
just made. You must use the new rol l . 5 An alien i ntell igence i ntrudes upon my thoughts.
6 A sibling I don't have shares my body.

C H A P T E R 1 I C H A RACT E R C R E AT I O N 23
Spirit Whispers. You learn the message cantrip S H A DOW Q U I R K
if you don't already know it, and require no com­ d6 Quirk
ponents to cast it. When you cast the spell, the
My s hadow often holds weapons or bears wounds
messages are delivered by one of your whispering
that don't exist.
spirits rather than you or the target's voice. Your
2 When I'm d istracted, my shadow panics and tries
spellcasting ability for this spell is I ntelligence, Wis­
dom, or Charisma (your choice when you gain this to get other people's attention, a s if it's desperate
Dark Gift). to escape me.
Sudden Cacophony. When you are hit by an at­ 3 When it's not being watched, my shadow ma kes
tack roll, you can use your reaction to channel your threatening gestures or creeps toward people.
haunting spirits, letting their voices howl through 4 My shadow's movements mi rror mine incor­
you. If the attacker isn't deafened, add your profi­ rectly-when I raise my left hand, my shadow
ciency bonus to your AC against that attack, poten­
moves its right.
tially causing it to miss. Once this trait causes an
S My shadow fidd les with or occasionally breaks
attack to miss, you can't use the trait again until you
finish a long rest. Ti ny, non magical objects.
Voices from Beyond. Immediately after you make 6 There's a sl ight but noticeable delay between my
an attack roll, an ability check, or a saving throw movements and those of my shadow.
and roll a 1 on the d20, the haunting voices grow too
Grasping Shadow. You learn the mage hand
loud to ignore. Roll on the Voices from Beyond table
cantrip if you don't already know it, and require no
to determine the effect of these voices. Once one of
components to cast it. The hand created by the spell
these effects occurs, none of these haunting voices
is shadowy but is not bound to your actual shadow.
manifest again until you finish a short or long rest.
Your spellcasting ability for this spell is Intelligence,
VO I C E S F R O M B E YO N D
Wisdom, or Charisma (your choice when you gain
this Dark Gift).
d4 Effect
Shadow Strike. When you make a melee attack
You have disadvantage on the next attack rol l , abil­ roll, you can increase your reach for that attack
ity check, or savin g throw you m a ke. by 10 feet. Your shadow stretches and delivers the
2 You are deafened by the voices for 1 m i n ute. attack as if it were you. You can use this feature a
3 You are fr ightened of the creature closest to you, number of times equal to your proficiency bonus,
other than you rself, until the end of you r next turn. and you regain all expended uses when you finish a
If multiple creatures a re closest, the D M chooses long rest.
Ominous Will. Immediately after you make an
which creature you are frightened of.
attack roll, an ability check, or a saving throw and
4 With i n the next 1 0 minutes, you can ask your spir­
roll a 1 on the d20, your shadow exerts a will of its
its about the res u lts of a specific cou rse of action own and might assist or hinder you or those around
that you plan to take withi n the next 30 min utes. you. The next time you or a creature within 30 feet
You can receive an omen as if you had cast the of you that you can see makes an attack roll, an abil­
augury spell. The omen manifests as whisperings ity check, or a saving throw, roll a d4. If the number
from your spi rits perceptible only to you. is odd, reduce the total by the number rolled. If the
number is even, increase the total by the number
L IVING S HADOW rolled. Once this effect occurs, it can't happen again
The shadow you cast is animate and ever-present, until you finish a short or long rest.
even when lighting conditions would otherwise pre­ M I ST WALKER
vent it. Your shadow occasionally moves out of sync
The Mists grip all who tread the Domains of Dread,
with you. Sometimes it appears to be undertaking
but you know how to slip through their grasp. You
random but mundane tasks, while at other times it
can navigate the Mists successfully given enough
acts out your darker impulses, threatening or even
time and a little luck, but this freedom comes with
attacking other shadows. With effort, you can bend
a price; if you remain in one area for too long, the
this shadow puppetry to your will.
Mists find you and drain your life force.
Roll on or choose an option from the Shadow
Roll on or choose an option from the Misty Trav­
Quirk table to determine how your living shadow
els table to determine how you developed this Dark
behaves. Additionally, you gain the traits that follow.
Gift. Additionally, you gain the traits that follow.

24 C H A P T E R 1 I C H A RACTER C R EAT10N
M I S T Y TR AV E L S S E CO N D FO R M
d4 Origin d6 Form
You learned a secret about the nature of the M ists. An exaggerated version of you r own form
Ever since, you can manipulate them, but the lands 2 H ybrid form of h u manoid and beast
you walk have turned aga inst you. 3 An angel ic, a demonic, or an aberrant form
2 You fled into the M ists to escape someone o r 4 A vaguely h uman-shaped creature made of slime
someth ing that's h u nting you. You c a n never rest 5 A fey-l i ke s ha pe, either brooding or passionate
for long, k nowing you 're sti l l being pursued. 6 A body constructed of metal , stone, or mach inery
3 You're part of an organization, a fami ly, or an
itinerant com m u n ity with experience traveling the Transformation. You can cast the alter self spell

M ists. They taught you how to do the same. to appear in your second form. When you do so, you
gain the effects of that spell's Change Appearance
4 The M ists stole you from you r home and fractured
option and cannot end it to gain the benefits of a dif­
you r memories of where you're from. You've been
ferent option. Casting alter self in this way requires
on a q uest to find your way back ever since. no spell slot, and you must finish a long rest before
Misty Step. You can cast the misty step spell, you can cast it this way again. Your spellcasting
requiring no spell slot, and you must finish a long ability for this spell is Intelligence, Wisdom, or Cha­
rest before you can cast it this way again. Your spell­ risma (your choice when you gain this Dark Gift). If
casting ability for this spell is Intelligence, Wisdom, you have spell slots of 2nd level or higher, you can
or Charisma (your choice when you gain this Dark cast this spell with them.
Gift). If you have spell slots of 2nd level or higher, When you cast alter self using this feature, some
you can cast this spell with them. cosmetic aspect of your second form remains after
Mist Traveler. When you enter the Mists intent the spell ends. This visibly marks you unless you ac­
on reaching a specific domain, you are treated as if tively hide or disguise it. The mark is a perceptible
you possess a Mist talisman keyed to that domain. change such as scaly skin, stunted wings, eyes with­
To use this trait, you must know the name of the do­ out pupils, or horns. The mark fades after you finish
main you have chosen as your destination, but you a long rest.
don't need to have previously visited that land. This Involuntary Change. Certain circumstances can
trait doesn't allow you to bypass domain borders activate your Dark Gift. After you experience this
closed by a Darklord's will. catalyst, at the start of your next turn you must suc­
Poisoned Roots. When you finish a long rest, the ceed on a DC 1 5 Charisma saving throw or use your
world around you in a 10-mile radius becomes a action to cast alter self as described in the Transfor­
siphon that will eventually leech away your vitality. mation trait, even if you have already used it.
You can remain in the area safely for a number of Roll on or choose an option from the Change Cat­
weeks equal to your Constitution modifier (mini­ alyst table to determine what triggers your involun­
mum of 1 week). Thereafter, each time you finish tary change.
a long rest in the area, you must succeed on a DC
C H A N G E CATA LYST
15 Constitution saving throw or gain 1 level of ex­
haustion that can't be removed while you remain d6 Catalyst
in the area. Seeing a particu lar phase of the moon
2 The smell of a certain type of flower
S ECOND S KIN
3 The sound of ringing tem ple bells
There is another side of you that most people never
see. When you show this side of yourself, you might 4 Hearing a particular melody
become another person entirely, a celestial-like 5 Touching pure si lver with your bare skin
avenger, or a walking nightmare. Whatever the 6 Seeing someone resembling a specific individual
specifics of this form, it exaggerates some drive or
hidden nature within you.
Roll on or choose an option from the Second
Form table to determine this other side of yourself.
Additionally, you gain the traits that follow.

C H A PT E R 1 I C H AR AC T E R C REATION 25
SYMBIOTIC B EING succeed on the save and regain 1 hit point regard­
A second being resides within your body along with less of the number rolled on the d20.
you. It manifests physically somewhere on you and Once you succeed on a saving throw due to this
relies on you for its survival. At the same time, it trait, the symbiote can't use it again until you finish
offers you knowledge and other assistance, either a long rest.
of its own volition or because of your intertwined Symbiotic Agenda. Your symbiote has an agenda
nature. The symbiote has its own personality and that drives it, and it expects you to assist it in achiev­
agenda, which might be at odds with yours. If you ing those goals. How permissive or patient it is in re­
ignore the symbiote's desires, it might strive to inter­ solving its agenda depends on its personality (work
fere with you. There is no way to be rid of the sym­ with your DM to determine these details). If you
biote while you have this Dark Gift. Even if you go have an opportunity to advance its agenda and don't
to drastic lengths, such as severing the part of your act on it, the symbiote can try to force your hand.
body where the symbiote resides, it reappears on You must succeed on a Charisma saving throw
your body in another location at the next midnight. (DC 1 2 + the symbiote's Charisma modifier) or be
Roll on or choose an option from the Symbiotic charmed by the symbiote for l d 1 2 hours. While
Nature table to determine what sort of symbiotic charmed, you must try to follow the symbiote's com­
being shares your body. Additionally, you gain the mands. If you take damage that is not self-inflicted,
traits that follow. you can repeat the saving throw, ending the effect
on a success.
SY M B I OT I C NATU R E Roll or choose from the Symbiotic Agenda table
d6 Symbiote to determine the symbiote's goal, working with your
Tiny h u manoid facial featu res protruding f ro m
DM to detail the specifics or create another agenda.
you r torso, p a l m , or t h e back o fy o u r head
SY M B I OT I C AG E N DA
2 An alien append age inside an u n healing wound
d6 Agenda
3 A bu rrowing, worm- l i ke bei n g
The symbiote seeks to destroy a specific type of
4 An i ntrusive thought that i nhabits your mind
bei n g, such as fiends, trolls, or palad ins.
5 A living tattoo
2 The symbiote craves k nowledge and is determined
6 Crystal growths that replace a portion of your body to solve a mystery or learn a secret.
Entwined Existence. Your symbiote is a separate 3 The symbiote wants to bring a prophecy to fruition
entity with its own physical form bound to yours. It or to thwart one.
isn't a separate creature and relies on you to survive. 4 The symbiote seeks to defend the servants and in­
It has Intelligence, Wisdom, and Charisma scores. terests of a powerful being or organization .
The DM sets the symbiote's abilities or determines 5 The symbiote wants to keep you from harm at all
them randomly (roll 4d6 for each score, ignoring the
costs and bel ieves it k nows what's best for you.
lowest roll and totaling the rest). The symbiote can
6 The symbiote seeks to experience new sensations,
see and hear using your senses.
The symbiote speaks, reads, and understands two the more bizarre the better.
languages; one that you speak, as well as one ap­ TOUCH OF D EATH
propriate to its nature. Choose one of the following
Your touch is pain, harming whoever you come in
skills: Arcana, Deception, History, Intimidation, In­
contact with. The deathly power within you is be­
sight, Investigation, Nature, Religion, Perception, or
yond your control, afflicting any who touch your bare
Persuasion. You gain proficiency in that skill if you
skin. By the same token, you can deliver death to
don't already have it, representing the symbiote's
your enemies with your touch.
counsel and guidance.
Roll on or choose an option from the Deadly
If you die, so does your symbiote. If you are
Touch table to determine how this Dark Gift
subsequently returned to life, your symbiote re­
presents itself. Additionally, you gain the traits
vives as well.
that follow.
Sustained Symbiosis. Your symbiote has a vested
interest in your survival and takes steps to ensure
D E A D LY TO U C H
it. When you fail a saving throw, you can choose
d6 Manifestation
to have your symbiote expend one of your Hit Dice
to roll it and add the number rolled to the saving You r body is alchemically or biologically altered,
throw, potentially turning the failure into a success. infusing you with deadly chemicals.
If it uses this feature on a death saving throw, you 2 The m agic of a slighted druid or fey makes small
plants wither and insects die i n your presence.

26 C H APTER l I C H A R AC T E R C R E ATION
d6 Manifestation
3 You're the harbinger of a grim prophecy. Any crea­
ture you r touch damages is marked with a tem po­
rary scar of a group, fiend, deity, or other force that
ta kes an i nterest in you .
4 You s u rvived a near-death experience-but
shouldn 't have. Ever since, d eath and i l l omens
fol low you.
5 You are out of sync with time or real ity. Anyth ing
you touch is warped by the distortion.
6 Every time you touch a creature, you hear the
laughter of someone you once harmed.

Death Touch. You can focus your deadly touch


against your foes. As an action, make one unarmed
strike. On a hit, the target takes an additional ldlO
necrotic damage. This damage increases by ldlO
when you reach 5th level (2d 10), 1 1th level (3d 10),
and 17th level (4d 10).
Inescapable Death. When you hit a target with an
attack roll and deal necrotic damage, you ignore the
target's resistance to that damage.
Withering Contact. When you start your turn
grappling a creature or grappled by it, the creature
takes ldlO necrotic damage.

WATC H E RS
Something is always watching you and draws ethe­
real spirits that take the form of creatures made of
shadowstuff, usually in the shape of Tiny beasts, A D W A R F O C C U L T I S T F I N D S H E R S E L F WAT C H E D
that follow you and gather in your general vicinity. sv T H E STAR I N G C A T S O F U c O U N · DA R .

These creatures act like normal examples of their


kind, but their behavior suggests a hint of malice.
No matter what precautions you take, you can't Borrowed Eyes. As an action, you can influence
permanently drive these spirits away. They always the presence guiding the watchers for 1 hour. For
return, wait just beyond the reach of deterrents, or the duration, you gain advantage on Intelligence (In­
later crawl out of your clothes and equipment. vestigation) and Wisdom (Perception) checks, and
Roll on or choose an option from the Watchers you can't be blinded. Once you use this feature, you
table to determine what sorts of forms the spirits can't use it again until you finish a long rest.
typically take when they follow you. Dread Presence. You have disadvantage on
Charisma (Deception), Charisma (Performance),
WATC H E R S and Charisma (Persuasion) checks made against
d8 Watchers creatures that can see the watchers, and you have
l Carrion Eaters. Jackals, ravens, vultures disadvantage on saving throws made against the
2 Inescapable judgments. Animate tools of punish- scrying spell.
ment, d rifti ng eyeballs, religious iconography You can temporarily disperse or hide the watchers
with some effort. With 1 minute of work and a suc­
3 Night Wings. Bats, moths , owls
cessful DC 1 5 Charisma (Animal Handling) check,
4 Plague Carriers. Fleas, rats, squirrel s
you can suppress your Borrowed Eyes and Dread
5 Unnatural Observers. Animate objects, clockwork Presence for 1 hour. Once you successfully sup­
devices, otherworldly voyeurs press these features, you can't do so again until you
6 Sea Skulkers. Crabs, eels, jel lyfish finish a long rest.
7 Stray Souls. G host orbs, shadows, ectoplasmic
wisps
8 Venomous Vermin. Scorpions, serpents, spiders

C H A P T E R 1 I C H A R AC T E R C R EATJON 27
SUBCLASS OPTIONS S P I R I T TA L E S
Bardic
At 3rd level, a bard chooses a Bard College. At 1 st
l nsp. Die Tale Told Through You
level, a warlock chooses an Otherworldly Patron.
1 Tale of the Clever Animal. For the next 1 0
This section offers the College of Spirits for the
bard and the Undead Otherworldly Patron for the m i n utes, whenever the ta rget makes a n I ntel ­
warlock, expanding their options for those choices. ligence, a Wisdom, or a Charisma check, the
target can roll an extra die i m mediately after
BARD: C OLLEGE OF SPIRITS rol l i n g the d20 and add the extra d ie's number
Bards of the College of Spirits seek tales with inher­ to the check. The extra die is the same type as
ent power-be they legends, histories, or fictions­ your Bardic I nspiration die.
and bring their subjects to life. Using occult trap­ 2 Tale of the Renowned Duelist. You make a me­
pings, these bards conjure spiritual embodiments lee spell attack against the target. On a hit, the
of powerful forces to change the world once more. ta rget takes force damage eq ual to two rolls
Such spirits are capricious, though, and what a bard
of you r Bardic I nspiration die + you r Charisma
summons isn't always entirely under their control.
modifier.
GUIDING WH I SPERS 3 Tale of the Beloved Friends. The target and
3rd-level College of Spirits feature anothe r creature of its choice it can see within
You can reach out to spirits to guide you and others. 5 feet of it gains temporary hit poi nts equal to
You learn the guidance cantrip, which doesn't count a rol l of your Bardic Ins piration die + you r Cha­
against the number of bard cantrips you know. For risma modifi er.
you, it has a range of 60 feet when you cast it. 4 Tale of the Runaway. The target can immedi­

S PIRITUAL Focus ately u se its reaction to teleport up to 30 feet


to an u noccupied space it can see. When the
3rd-level College of Spirits feature
target teleports, it can choose a n u mber of
You employ tools that aid you in channeling spirits,
creatures it can see within 30 feet of it up to
be they historical figures or fictional archetypes.
your Charisma modifier (mi n i m u m ofO) to
You can use the following objects as a spellcasting
immediately use the same reaction.
focus for your bard spells: a candle, crystal ball,
skull, spirit board, or tarokka deck. 5 Tale ofthe Avenger. For 1 min ute, any creature
Starting at 6th level, when you cast a bard spell that hits the target with a melee attack takes
that deals damage or restores hit points through the force damage eq ual to a rol l of your Bardic
Spiritual Focus, roll a d6, and you gain a bonus to I nspiration d ie.
one damage or healing roll of the spell equal to the 6 Tale ofthe Traveler. The ta rget gains tempo­
number rolled. rary h it points equal to a rol l of your Bardic
TALES FROM B EYOND I nspiration die + your bard level. While it has
3rd-level College of Spirits feature these temporary h it points, the target's walk­
ing speed i ncreases by 1 0 feet and it gains a
You reach out to spirits who tell their tales through
+l bonus to its AC.
you. While you are holding your Spiritual Focus,
7 Tale ofthe Beguiler. The target m ust s ucceed
you can use a bonus action to expend one use of
your Bardic Inspiration and roll on the Spirit Tales on a Wisdom savi ng throw or take psychic
table using your Bardic Inspiration die to determine damage equal to two rolls of your Bardic I nspi­
the tale the spirits direct you to tell. You retain the ration die, and the target is incapacitated u ntil
tale in mind until you bestow the tale's effect or you the end of its next turn.
finish a short or long rest. 8 Tale ofthe Phantom. The target becomes in­
You can use an action to choose one creature visible u ntil the end of its next turn or until it
you can see within 30 feet of you (this can be you) hits a creature with an attack. If the target hits
to be the target of the tale's effect. Once you do so, a creature with an attack during this invisibil­
you can't bestow the tale's effect again until you
ity, the creature it h its takes necrotic damage
roll it again.
eq ual to a roll of your Bardic I nspiration die
You can retain only one of these tales in mind at a
time, and rolling on the Spirit Tales table immedi­ and is frightened of the target u nti l the end of
ately ends the effect of the previous tale. the frightened creature's next turn.
If the tale requires a saving throw, the DC equals
your spell save DC.

28 C H APTER 1 I C H A RACTE R C RE AT I ON
Bardic
lnsp. Die Tale Told Through You
9 Tale of the Brute. Each creature of the target's
choice it can see with i n 30 feet of it m ust
make a Strength savi ng th row. On a failed
save, a creature takes thu nder damage equal
to three rolls of your Bardic I n spiration die and
is knocked prone. A creature that succeeds on
its saving throw takes half as much da mage
and isn't knocked prone.
10 Tale of the Dragon. The target spews fi re from
the mouth in a 30-foot cone. Each creature i n
that area must make a Dexterity savin g throw,
taki ng fi re damage eq ual to four rolls of your
Bardic I nspiration die on a failed save, or half
as much damage on a successful one.
11 Tale ofthe Angel. The target regains hit points
equal to two rolls of your Bardic I nspiration
die + you r Charisma mod ifier, and you end
one condition from the followi n g list affecti n g
t h e target: blinded, deafened, paralyzed, petri­
fied, or poisoned.
12 Tale ofthe M ind-Bender. You evoke an incom­
prehensible fable from an otherworldly bei n g.
The target must succeed on an I ntelligence
savi ng throw or take psychic damage eq ual to
three rol l s of your Bardic I nspiration die and
be stun ned until the end of its next turn.

S PIRIT S E S SION
6th-level College of Spirits feature
Spirits provide you with supernatural insights. You
can conduct an hour-long ritual channeling spirits A H U M A N B A R D OF S P I R I T S E VO K E S A TALE I N S P I RE D
(which can be done during a short or long rest) us­ BV T H E A V E N G E R TAROKKA C A R D .

ing your Spiritual Focus. You can conduct the ritual


with a number of willing creatures equal to your
proficiency bonus (including yourself). At the end
of the ritual, you temporarily learn one spell of your roll on the Spirit Tales table, you can roll the die
choice from any class. twice and choose which of the two effects to bestow.
The spell you choose must be of a level equal to If you roll the same number on both dice, you can ig­
the number of creatures that conducted the ritual nore the number and choose any effect on the table.
or less, the spell must be of a level you can cast,
and it must be in the school of divination or necro­ SPI R IT TALES
mancy. The chosen spell counts as a bard spell for Storytel lers, l i ke bards of the Col lege of Spirits, often
you but doesn't count against the number of bard give voice to tales inspired by some greater theme
spells you know. or body of work. When determ ining what stories you
Once you perform the ritual, you can't do so again tell, consider what u nites them. Do they all feature
characters from a specific group, l i ke a rchetypes from
until you start a long rest, and you know the chosen the taro kka deck, figures from constel lations, child­
spell until you start a Jong rest. hood i maginary friends, or characters i n a particular
storybook? Or are your inspirations more general, in­
MYSTICAL C O N N ECTION
corporatin g h istoric champions, mythological heroes,
14th-level College of Spirits feature or u rban legends? Use the tales you tel l to defi ne your
You now have the ability to nudge the spirits of Tales niche as a storytelling adventu rer.
from Beyond toward certain tales. Whenever you

C H APTER I I C H A RACTER C R EATI O N 29


WARLO C K : TH E UN DEAD EXPANDED SPELL LIST
1st-level Undead feature
You've made a pact with a deathless being, a crea­
ture that defies the cycle and life and death, forsak­ The Undead lets you choose from an expanded list
ing its mortal shell so it might eternally pursue its of spells when you learn a warlock spell. The follow­
unfathomable ambitions. For such beings, time and ing spells are added to the warlock spell list for you.
morality are fleeting things, the concerns of those
for whom grains of sand still rush through life's U N D E A D E X PA N D E D S P E L L S
hourglass. Having once been mortal themselves, Spell Level Spells
these ancient undead know firsthand the paths of 1 st bane. false life
ambition and the routes past the doors of death. 2nd blindness/deafness, phantasmalforce
They eagerly share this profane knowledge, along
3 rd phantom steed, speak with dead
with other secrets, with those who work their will
4th death ward, greater invisibility
among the living.
Beings of this type include the demilich Acererak, 5th antilife shell, cloudkill
the vampire tyrant Kas the Bloody-Handed, the
githyanki lich-queen Vlaakith, the dracolich Drag­ FORM OF DREAD
otha, the undead pharaoh Ankhtepot, and the elu­ 1st-level Undead feature
sive Darklord, Azalin Rex. You manifest an aspect of your patron's dread­
ful power. As a bonus action, you transform for
1 minute. You gain the following benefits while
transformed:
• You gain temporary hit points equal to ldlO + your
warlock level.
• Once during each of your turns, when you hit a
creature with an attack roll, you can force it to
make a Wisdom saving throw, and if the saving
throw fails, the target is frightened of you until the
end of your next turn.
• You are immune to the frightened condition.
You can transform a number of times equal to your
proficiency bonus, and you regain all expended uses
when you finish a long rest.
The appearance of your Form of Dread reflects
some aspect of your patron. For example, your form
could be a shroud of shadows forming the crown
and robes of your lich patron, or your body might
glow with glyphs from ancient funerary rites and
be surrounded by desert winds, suggesting your
mummy patron.

GRAVE TOUCHED
6th-level Undead feature
Your patron's powers have a profound effect on
your body and magic. You don't need to eat, drink,
or breathe.
In addition, once during each of your turns, when
you hit a creature with an attack roll and roll dam­
age against the creature, you can replace the dam­
age type with necrotic damage. While you are using
your Form of Dread, you can roll one additional
damage die when determining the necrotic damage
the target takes.
Wo o o E L F WARLOCK
O F T H E Li N D E A D

30 C H A P T E R 1 I C H A RACTER C REATION
NECROTIC HUSK BAC KGROUNDS
10th-level Undead feature
The following background features explore origins
Your connection to undeath and necrotic energy suited to characters in horror adventures. Optional
now saturates your body. You have resistance to features and characteristics for characters of any
necrotic damage. If you are transformed using your background suggest how portentous forces might
Form of Dread, you instead become immune to ne­ influence anyone's life. Additionally, the haunted one
crotic damage. and investigator backgrounds provide options for
In addition, when you would be reduced to 0 hit characters shaped by or determined to reveal the
points, you can use your reaction to drop to 1 hit mysteries surrounding them. Finally, a selection of
point instead and cause your body to erupt with horror trinkets provide characters options to carry
deathly energy. Each creature of your choice that is their own personal terrors.
within 30 feet of you takes necrotic damage equal to
2d10 + your warlock level. You then gain 1 level of GENERAL BAC KGROUND FEATURE S
exhaustion. Once you use this reaction, you can't do
This section presents optional features for any
so again until you finish ld4 long rests.
background. You may replace the standard feature
SPIRIT PROJECTION of your background with any one of the options pre­
14th-level Undead feature sented here.

Your spirit can become untethered from your phys­ INHERITOR


ical form. As an action, you can project your spirit An ancestor or mentor's deeds earned them a place
from your body. The body you leave behind is uncon­ in legend. Now it's your turn. You are the clear in­
scious and in a state of suspended animation. heritor of a famed legacy. You've inherited a token
Your spirit resembles your mortal form in almost from your predecessor, something that marks you
every way, replicating your game statistics but not as their inheritor, such as a signet ring, signature
your possessions. Any damage or other effects piece of clothing, or notable weapon.
that apply to your spirit or physical body affects Additionally, any time you reveal your le�acy, you
the other. Your spirit can remain outside your swiftly learn the local opinion of your predecessor.
body for up to 1 hour or until your concentration is If locals have never heard of your predecessor, noth­
broken (as if concentrating on a spell). When your ing changes. If they have, rumors of your connection
projection ends, your spirit returns to your body or spread swiftly, and many locals consider you either
your body magically teleports to your spirit's space a hero or a threat. Heroes are welcomed and might
(your choice). easily gain an audience with local leaders. Threats
While projecting your spirit, you gain the follow­ are encouraged to leave before they invite danger.
ing benefits:
MIST WANDERER
Your spirit and body gain resistance to bludgeon­
The Mists whisper to you and guide you through
ing, piercing, and slashing damage.
their mysterious eddies. You immediately know if an
• When you cast a spell of the conjuration or necro­
object you're touching is a Mist talisman (detailed in
mancy school, the spell doesn't require verbal or
chapter 3). You recognize where the talisman origi­
somatic components or material components that
nates from if you have been to its domain of origin.
lack a gold cost.
• You have a flying speed equal to your walking SPIRIT MEDIUM
speed and can hover. You can move through crea­ After a fateful experience, you believe you're aligned
tures and objects as if they were difficult terrain, with spirits and can serve as a conduit for their
but you take l d lO force damage if you end your insights and goals. You have advantage on any Ar­
turn inside a creature or an object. cana or Religion check you make to remember or
• While you are using your Form of Dread, once research information about spirits and the afterlife.
during each of your turns when you deal necrotic Additionally, you begin your adventuring career with
damage to a creature, you regain hit points equal a custom-made device for communing with other­
to half the amount of necrotic damage dealt. worldly forces, perhaps a spirit board, a tarokka
Once you use this feature, you can't do so again deck, an automatic writing planchette, dowsing
until you finish a long rest. rods, a cup for tea leaves, or a device of your own de­
sign. Add your proficiency bonus to any ability check
you make using this type of divining tool.

C H A PTER 1 j C H A RACTER C REATION 31


H O R RO R C H A RA C T E R P E R S O N A L ITY TR A I T S
You can u se background features to con nect char­ dl2 Personality Trait
acters between campaigns. Characters who have
previously adventured in Ravenloft, such as those I had an encou nter that I believe gives me a special
from a previous Curse of Strahd campaign, make good affinity with a su pernatural creature or event.
candid ates for bei n g you r new character's mentor or 2 A signature piece of cloth ing or distinct weapon
relative. Alternatively, the deed of your characters in serves as an emblem of who I am.
past adventures m ight have i m pacted you r new char­
acter, throwi ng them i nto action or danger. Whatever 3 I never accept that I'm out of my depth.
detai ls you and you r OM decide upon, such connec­ 4 I m ust know the answer to every secret. N o door
tions can fo rge the conti nuing legend of a whole fa m i ly remains u nopened i n my presence.
of heroes.
S I let people u nderestimate me, revealing my fu l l
If you're i nterested in exploring this, the I n heritor
background feature provides a token that m ight be competency o n l y t o those close t o me.
passed on from a previous character. Perhaps it's a 6 I compulsively seek to collect trophies of my trav­
signature tool, a journal, or a dormant (or misplaced) els and victories.
magic item. Work with your OM to detail this i n h eri­
tance and how it can factor into future adventures. 7 It doesn't matter if the whole world's against me.
I ' l l always do what I think is right.
TRAUMA SURVIVOR 8 I have morbid interests and a macabre aesthetic.
You survived. Whatever it was, you made it through, 9 Ihave a personal ritua l , mantra, or relaxation
and you can help others do the same. People view method I use to deal with stress.
you as an expert on the traumatic situation you 10 N oth ing i s more important than life, and I never
faced-be it a specific sort of violence, illness, or leave anyone in danger.
otherwise. You are aware of nonmagical recovery 11 I 'm q u ick to j u m p to extreme solutions. Why risk a
techniques, common resources, and misinforma­
lesser option not working?
tion. You know how to speak to sympathetic doctors,
12 I 'm easily startled, but I ' m not a coward.
clergy, and local leaders and can convince them to
shelter one person (other than yourself) at a modest
lifestyle for up to one month. H O R R O R C H A R ACT E R I D E A L S
dl2 Ideal
TRAVELER
You come from somewhere else, a place others Adrenaline. I 've experienced s uch stra ngeness that
couldn't begin to understand. Perhaps your home is now I feel alive only in extreme situations.
a unique corner of the Land of the Mists or another 2 Balance. I strive to cou nter the deeds of someone
world entirely. In any case, you and other travelers for whom I feel responsible.
have shared experiences. You can find a place to 3 Bound. I 've wronged someone and m ust work
hide, rest, or recuperate among sympathetic trading their will to avoid thei r cu rse.
caravans, itinerant families, or displaced groups, so
4 Escape. I believe there is someth ing beyond the
long as you don't present yourself as a danger. Such
world I know, and I need to find it.
groups will hide you from the law or anyone search­
ing for you, though they won't risk their lives for you. S Legacy. I m ust do something great so that I'm re­
Additionally, you can tell whether an object you can membered , and my time is running out.
see and touch is from your homeland with near per­ 6 M isdirection. I work vigorously to keep others from
fect accuracy. realizing my flaws or m isdeeds.
7 Obsession. I 've l ived this way for so long that I
HORROR C HARACTE R I STIC S
can't imagine another way.
Characters in a horror-focused campaign might 8 Obligation. I owe it to my people, faith, family, or
have distinct motivations and characteristics. teacher to conti nue a vau nted legacy.
Use the following tables to supplement your back­
9 Promise. My life is no longer my own. I m ust fu lfill
ground's suggested characteristics or to inspire
the dream of someone who's gone.
those of your own design.
10 Revelation. I need to know what lies beyond the
mysteries of death, the world, or the M ists.
11 Sanctuary. I know the forces at work i n the world
and strive to create islands apart from them.
12 Truth. I care about the truth above all else, even if
it doesn't benefit anyone.

32 C H A PT E R 1 I C H A RACT E R C R EAT I O N
H O R R O R C H A R AC T E R B O N DS H O R R O R C H A R A C T E R FLAWS
dl2 Bond dl2 Flaw
I desperately need to get back to someone or I believe doom follows me and that anyone who
someplace, but I lost them in the M ists. gets close to me will face a tragic end.
2 Everything I do is i n the service of a powerful m as­ 2 I'm convi nced someth ing is after me, appea ri ng in
ter, one I m ust keep a secret from everyone. mirrors, d reams, and places where no one could.
3 I owe much to my vanished mentor. I seek to con­ 3 I ' m especially superstitious and live life seeking to
tinue their work even as I search to find them. avoid bad l uck, wicked spi rits, or the M ists.
4 I 've seen great darkness, and I ' m committed to be­ 4 I 've done u nspeakable evi l and will do anything to
ing a l ight agai n st it-the l ight of all lights. prevent others from finding out.
5 Someone I love has become a monster, m u rderer, 5 I am exceptionally cred ulous and believe any story
or other threat. It's up to me to redeem them. or legend immed iately.
6 The world has been convinced of a terri ble lie. It's 6 I'm a skeptic and don't believe in the power of ritu­
u p to me to reveal the truth. als, religion, superstition, or spi rits.
7 I deeply miss someone and am q u ick to adopt peo­ 7 I know my future is written and that anything I do
ple who rem i n d me of them. will lead to a prophesied end.
8 A great evi l dwells with i n me. I will fi ght against it 8 I need to find the best in everyone and everything,
and the world's other evi ls for as long as I can. even when that means denying obvious malice.
9 I 'm des perately seeking a cure to an affliction or a 9 I 've seen the evil of a type of place-l i ke forests ,
curse, either for someone close to me for myself. cities , or graveyards-and resist goin g there.
10 S pirits are d rawn to me. I d o a l l I can to help them 10 I'm exceptionally cautious, planning laboriously
find peace. and devising cou ntless conti ngencies.
11 I u se my cunning mind to solve mysteries and find 11 I have a reputation for defeati ng a great evi l , but
justice for those who've been wronged. that's a lie and the wicked force knows.
12 I lost someone I care about, but I stil l see them i n 12 I know the ends always justify the means and am
gui lty visions, recurring d reams, or as a spirit. quick to make sacrifices to attain my goals.

C H A PT E R 1 I C H A RACTER C R EATION 33
HARROWING EVENT
Prior to becoming an adventurer, your path in
life was defined by one dark moment, one fateful
decision, or one tragedy. Now you feel a darkness
threatening to consume you, and you fear there
may be no hope of escape. Choose a harrowing
event that haunts you, or roll one on the Harrowing
Events table.

H A R R OW I N G EV E N T
dlO Event
A monster that slaughtered dozens of in nocent
people spared your life, a n d you don't know why.
2 You were born under a dark star. You can feel it
watching you , coldly a n d distantly. Sometimes it
beckons you in the dead of night.
3 An a pparition that has hau nted your family for gen ­
erations n o w haunts you. You don't know what i t
wants, a n d it won't leave y o u alone.
4 You r family has a history of practicing the d ark
a rts. You d abbled once and felt something horrible
cl utch at your soul, whereupon you fled i n terror.
5 An oni took your sibling one cold, dark night, and
you were u n able to stop it.
6 You were cu rsed with lycanthropy and l ater cured.
HAUNTED O N E You a re now hau nted by the innocents you slaugh­
You are haunted by something s o terrible that you tered.
dare not speak of it. You've tried to bury it and run 7 A hag kidnapped a n d raised you. You escaped, but
away from it, to no avail. Whatever this thing is that the hag sti l l has a magical hold over you and fills
haunts you can't be slain with a sword or banished you r m i n d with evil thoughts.
with a spell. It might come to you as a shadow on 8 You o pened an eld ritch tome and saw things u n ­
the wall, a bloodcurdling nightmare, a memory that fit for a s a n e mind. You bu rned t h e book, b u t its
refuses to die, or a demonic whisper in the dark.
words a n d images a re bu rned into your psyche.
The burden has taken its toll, isolating you from
9 A fiend possessed you as a child. You were locked
most people and making you question your sanity.
You must find a way to overcome it before it de­ away but escaped. The fiend is still inside you, but
stroys you. now you try to keep it bottled up.
10 You did terrible things to avenge the m u rder of
Skill Proficiencies: Choose two from among Ar­
someone you loved. You became a monster, and it
cana, Investigation, Religion, or Survival
Languages: Choose two, one of which must be haunts your waking d reams.
Abyssal, Celestial, Deep Speech, Draconic, Infer­
nal, Primordial, Sylvan, or Undercommon FEATURE: H EART OF DARKNESS
Equipment: A monster hunter's pack (containing Those who look into your eyes can see that you
a chest, a crowbar, a hammer, three wooden have faced unimaginable horror and that you are no
stakes, a holy symbol, a flask of holy water, a set stranger to darkness. Though they might fear you,
of manacles, a steel mirror, a flask of oil, a tinder­ commoners will extend you every courtesy and do
box, and 3 torches), one trinket of special signifi­ their utmost to help you. Unless you have shown
cance (choose one or roll on the Horror Trinkets yourself to be a danger to them, they will even take
table later in this chapter), a set of common up arms to fight alongside you, should you find your­
clothes, and 1 sp self facing an enemy alone.

34 C H A PT E R 1 I C H A R AC T E R C R E ATION
I N V E STIGATOR you? Why and how did you get involved? Was it
solved? How did it set you on the path to investigat­
You relentlessly seek the truth. Perhaps you're mo­
ing other mysteries? Roll on or choose details from
tivated by belief in the law and a sense of universal
the First Case table to develop the mystery that
justice, or maybe that very law has failed you and
started your career as an investigator.
you seek to make things right. You could have wit­
nessed something remarkable or terrible, and now FI R S T ( A S E
you must know more about this hidden truth. Or
d8 Case
maybe you're a detective for hire, uncovering secrets
for well-paying clients. Whether the mysteries you're A fr iend was wrongfully accused of m u rder. You
embroiled in are local crimes or realm-spanning tracked down the actual killer, proving your friend's
conspiracies, you're driven by a personal need to innocence and starti ng your career as a detective.
hunt down even the most elusive clues and reveal 2 You're told you went missing for weeks. When you
what others would keep hidden in the shadows. were fou nd, you had no memory of being gone.
Skill Proficiencies: Choose two from among In- N ow you search to d iscover what h appened to you .
sight, Investigation, or Perception 3 You helped a spirit fi n d peace by fi nd i ng its miss­
Tool Proficiencies: Disguise kit, thieves' tools ing corpse. Ever since, other spectral c lients have
Equipment: A magnifying glass, evidence from a sought you out to help them fi n d rest.
past case (choose one or roll for a trinket from the 4 You revealed that the monsters terrorizing your
Horror Trinkets table later in this chapter), a set of home were i l l usions created by a cruel mage. The
common clothes, and 10 gp magic-user escaped, but you've conti n ued to u n ­
PATH TO MYSTERY cover magical hoaxes.
Your first case influenced the types of mysteries 5 You were wrongfu l ly accused and convicted of a
you're interested in. Why was this case so impactful, crime. You managed to escape and seek to help
personal, or traumatic? Whom did it affect besides others avoid the experience you suffered, even
while still being pursued by the law.
6 You su rvived the destructive use of a magic device
that wiped out your home. M em bers of a secret
organ ization found you. You now work with them,
tracking down dangerous supernatural phenom­
ena and preventing them from doing harm.
7 You fou n d evidence of a conspiracy u nderpi nning
society. You tried to expose this mysterious cabal ,
but no o n e believed you. You're sti l l tryi ng t o prove
what you know is true.
8 You got a job with an agency that i nvestigates
cri mes that local law enforcement can't solve. You
often wonder which you value more, the truth or
your pay.

FEATU RE : OFFICIAL INQUIRY


You're experienced at gaining access to people and
places to get the information you need. Through
a combination of fast-talking, determination, and
official-looking documentation, you can gain access
to a place or an individual related to a crime you're
investigating. Those who aren't involved in your
investigation avoid impeding you or pass along your
requests. Additionally, local law enforcement has
firm opinions about you, viewing you as either a nui­
sance or one of their own.

AN I NV E S T I G ATOR C O N S I D E R S
E V E N T H E S T R A N GEST E V I D E N C E .
C H A P T E R 1 I C H A RACT E R C R E ATION 35
HORROR TRI NKETS dlOO Trinket

Sinister deeds and festering evils take many forms, 19 A noose that feels heavier than it should
sometimes as stories and sometimes as physical 20 A birdcage into which small bird s fly but once in­
scars. All manner of talismans, mementos, criminal side never eat or leave
evidence, mysterious devices, cursed relics, and 21 A lepidopterist's box fi l led with dead moths with
physical impossibilities might embody just such skull-like patterns on their wings
scars-summaries of terrors in material form.
22 A jar of pickled ghouls' tongues
Before you finish making a character, roll once on
23 The wooden hand of a noto rious pirate
the Horror Trinkets table for a unique object your
character has with them at the start of their adven­ 24 A urn with the ashes of a dead relative
turing career. These trinkets hint toward various 25 A hand mirror backed with a bronze depiction of a
horrific tales and might lead to dreadful revelations medusa
or be nothing more than grim keepsakes. At the 26 Pa l l id leather gloves crafted with ivory fi ngernails
DM's discretion any of these trinkets might also be 27 Dice made from the knuckles of a notorious char-
a Mist talisman (detailed in chapter 3), a focal item l atan
that can lead the bearer through the Mists to a par­
28 A ring of keys for forgotten locks
ticular Domain of Dread.
29 Nails from the coffi n of a m u rderer
H O R R O R TR I N K ET S 30 A key to the family crypt
dlOO Trinket 31 A bouq uet of funera ry flowers that a lways looks
01 A picture you d rew as a child of your i magi nary and smells fresh
friend 32 A switch used to discipline you as a child
02 A lock that opens when blood is d ripped i n its 33 A music box that plays by itself whenever someone
keyhole holding it dances
03 Clothes stolen from a scarecrow 34 A walking cane with a n iron ferrule that strikes
04 A spinning top carved with fou r faces: happy, sad, sparks on stone
wrathfu l , and dead 35 A flag from a ship lost at sea
05 The necklace of a sibling who d ied on the d ay you 36 A porcelain doll's head that always seems to be
were born looking at you
06 A w i g from someone executed b y behead ing 37 A wolf's head wrought in si lver that is a lso a
07 T h e u nopened letter t o you from you r dying father whistle
08 A pocket watch that runs backward for a n hour 38 A small mirror that shows a much older version of
every m i d night the viewer
09 A winter coat stolen from a dying soldier 39 A small, worn book of children's n u rsery rhymes
10 A bottle of invisible ink that can only be read at 40 A m u m mified raven claw
su nset 41 A broken pend a nt of a si lver d ragon that's a lways
11 A wineskin that refi lls when i nterred with a dead cold to the touch
person for a night 42 A small locked box that quietly hums a lovely
12 A set o f silverware u sed by a king for h i s l ast meal melody at n ight, but you a lways forget it in the
13 A spyglass that always shows the world suffering a morning
terri ble storm 43 An i n kwell that makes one a little nauseous when
14 A cameo with the profi le's face scratched away staring at it
15 A lantern with a black candle that never runs out 44 An old doll made from a dark, dense wood and
and that burns with green flame missing a hand and a foot
16 A teacup from a child's tea set, stained with blood 45 A black executioner's hood
17 A little black book that record s you r d reams, and 46 A pouch made of flesh, with a si new d rawstring
yours alone, when you sleep 47 A tiny spool of black thread that never runs out
18 A necklace formed of the interl i n ked holy symbols 48 A tiny clockwork figurine of a d ancer that's missing
of a dozen deities a gear and doesn't work

C H A PT E R 1 I C H A RACTE R C REATION
dlOO Trinket dlOO Trinket
49 A black wooden pipe that creates puffs of smoke 83 A mourning veil trimmed in black lace
that look l i ke skulls 84 A straitjacket covered in charcoal runes
50 A vial of perfume, the scent of which only certa in 85 A tattered, burlap mask with a crooked smile
creatures can detect painted on it
51 A stone that emits a single endless sigh 86 A green ribbon designed to be worn as a choker
52 A rag doll with two red dots on its neck 87 Dentures with mismatched, sharpened teeth
53 A spring-loaded toy with a missing cra n k 88 A warm, fist-sized egg case
54 A mason j a r containing a h armless b u t agitated, 89 A copper ring with "mine" engraved on the inside
a n i mate ooze 90 A glass ampoule containing a neon green fl uid
55 A black wooden die with l 's on all the faces 91 An eye patch embroidered with a holy symbol
56 A child's portrait with "born" written on the back, 92 A severed big toe with a nail that continues to grow
along with next yea r's d ate 93 A journal that has been heavily redacted
57 A dagger-sized shark tooth 94 A glove with a mouth-like design stitched on the
58 A fi nger that's taken root in a small pot palm
59 A tool box containing the remains of a dangerous 95 An ornate but empty reliquary made of si lver and
b ut broken clockwork arachnid fractured glass
60 A pitcher-sized, opalescent snail shell that occa­ 96 A ceramic figure of a cat with too many eyes
sionally, i nexpl icably shud ders or tips over 97 A crumpled paper ticket beari ng the words
61 The logbook of an ice-breaking ship cal led The "admit none"
Haifisch 98 An electrum coin with your face on one side
62 A small portrait of you as a child, a longside your 99 A shrun ken gremishka head that twitches when
identica lly d ressed twin a nyone casts magic nearby
63 A si lver pocket watch with thirteen hours marked 100 A s u n bu rst a m u let with a red stone at t h e center
on the face
64 A woodcut of a wolf devou ring its own h i n d leg
65 A planchette etched with raven skulls
66 A moist coral figurine of a lamprey with arms, legs,
and a bipedal stance
67 A bronze fingertrap scul pted with roari ng tigers
68 A pearl necklace that turns red under the ful l moon
69 A fossil of a fish with h u manoid features
70 A plague doctor's mask
71 A paper talisman with sm udged ink
72 A locket conta i n i n g the smeared im age of a n eye-
less figure
73 A canopic jar with a lid scu lpted l i ke a goat
74 A jack-o'-la ntern made from a small, pale gou rd
75 A s i n gle h igh-heeled, i ron shoe
76 A candle made from a severed hand
77 A clockwork device that beats like a heart
78 A blank masq uerade mask
79 A glass eye with a l ive worm inside
80 A sheet with two eyeholes cut i n it
81 The deed to someplace called Tergeron Manor
82 An ornate, wax-sealed crimson envelope that re­
sists a l l attem pts to open it

C H A PT E R I I C H A RACT E R C RE AT I O N 37
AVENLOFT IS A PLACE WHERE YOUR a version twisted to its extreme. For example,

R
nightmares can run wild, where anything transform "I idolize a particular hero of my faith,
you can imagine in moments of dread or and constantly refer to that person's deeds and ex­
despair can come to frightful life among the ample" into "I'm obsessed with a hero of my faith,
Mists. The setting as a whole is made up of count- and I must become exactly like them so I can take
less isolated domains, each one a perfect expression their place." The more unreasonable, the better.
of a particular flavor of the macabre. Creating your Opposite Reflections. For each favored personal
own domain allows you to blend legendary evils, un­ characteristic, imagine and write down its oppo­
expected monstrosities, and grim settings into a tai­ site-specifically, a version that compels charac­
lor-made whole, bound together by mysterious mists ters into conflict. For example, transform "I idolize
and buried alive inside your favorite horror genres. a particular hero of my faith, and constantly refer
This chapter explores how to create such do­ to that person's deeds and example" into "I loathe
mains, a process that starts by defining a Dark­ a particular hero and their followers, and I will
lord-the villain at the heart of each sinister realm. prove the hypocrisy of that person's deeds and ex­
Descriptions of various genres of horror also pro­ ample." The harsher, the better.
vide details to guide and inspire your creations.
Use these exaggerated and opposite reflections as
inspirations for creating your Darklord. By basing
C REATING A DARKLORD your Darklord on intimate details drawn from the
Domains are mocking reflections of the evils they players' characters, you create a feeling that the
confine. Each has a purpose, being a prison de­ characters are trapped inside a collective night­
signed to torture a deliberately chosen villain. To de­ mare. Through their interactions with a Darklord
vise a Domain of Dread, you must first conceive its who mirrors them, characters discover how easily
central antagonist and prisoner: its Darklord. The they could become the villains they face.
following sections detail how to develop a Darklord
that contrasts your characters and can serve as a PAST L I F E
central rival in your horror adventures. Darklords aren't mindless killing machines; they
are full but monstrous individuals. In a few sen­
S I N I STER R EFLECTIONS
tences, describe who the Darklord was before they
A Darklord's memories, desires, mistakes, and evil chose to become irredeemable. For inspiration,
deeds shape the domain's twisted lands, inhabi­ consider how the Darklord is a reflection of the
tants, and features. You need not create these in a players' characters. You might also look ahead to
vacuum, though. When creating your own Darklord, the "Genres of Horror" section to see if any of these
consider the relationship that will define their evil types of horror seem right for your Darklord. Then
in your adventures: their conflict with your players' consider the following questions.
characters. Just as a Darklord is the inspiration for a
• Where was the Darklord before the Mists
domain, players' characters can be a source of inspi­
took them?
ration for a Darklord. Consider a Darklord a sinister
• Who was the Darklord's family?
reflections of those characters. If you explore this
• How was the Darklord's family oppressed, oppres-
connection, have your players create characters
sive, or both?
then involve them in the process of creating a Dark­
• What was the Darklord's childhood like?
lord in the following ways:
• Whom did the Darklord care about?
What to Reflect. Ask your players which of their • Who cared about the Darklord?
characters' personality traits, ideals, bonds, and • Who hurt the Darklord?
flaws are their favorites. Request at least two • Whose respect or love did the Darklord crave?
favorites from each player. Write them down. If • What did the Darklord value?
players have been playing characters for a while,
Consult the Dungeon Master's Guide or the "This
ask them to rewrite these personal characteristics
Is Your Life" section of Xanathar's Guide to Every­
to reflect who their characters are now.
thing for additional inspirations for your Darklord's
Exaggerated Reflections. For each favored per­
motivations.
sonal characteristic, imagine and write down

C H A PT E R 2 I C RE AT I N G D O MA I N S OF D R E A D 39
DARKLO R D S FROM T H E TA ROKKA FATA L FLAWS
If you h ave a tarokka fortu ne-telling deck-detai led dlO Flaw
in chapter 4 and featured in the adventure Curse of
Strahd-consider using the power of fate to shape Once someone q uestions me, I won't stop u ntil I
the Darklord you 're creating. As you proceed through befriend them and then betray them.
the Darklord and domain creation process i n this 2 Others' concerns bore me, and I would rather have
cha pter, with each new decision d raw from the deck
my l essers handle everyth ing possible.
to help i nspire you r choices. Take note of the d rawn
card's name, physical orientation, and suit. A card 3 I am a lways right, and a nyone who doesn't agree
d rawn upside down represent the opposite of its origi­ with me is cut out of my life.
nal meaning.
4 When someone loves me, I will do anything for
them, no matter whom they h u rt.
WIC K E D P E R SO NALITY 5 I 've given up resisti ng my h abits a n d i n d u lge my­
Detailing the Darklord's personality gives them a self whenever possible.
unique identity that will help motivate them in your 6 I would rather be righteously angry at problems
adventures. To do this, give them ideals, bonds, and
than solve them.
flaws similar to those you might give any NPC, as
7 I assume everyone is lying to me, even my most
detailed in the section on creating nonplayer charac­
ters in the Dungeon Master's Guide: trusted a l lies, a n d constantly test their loyalty.
8 I don't know love, only domineerin g o bsession,
Ideal. In one sentence, describe an ideal that
and I chain objects of my affection to pedestals.
the Darklord holds dear and that governs their
greater actions. 9 When I see something priceless or rare, I sacrifice
Bond. In one sentence, describe a person, place, all of my beliefs and loya lties to possess it.
or object that the Darklord desires. Avoid a bond 10 I'm distrustfu l of a nyone who seems pure of heart
that is simply about power; power isn't an end in and will prove to a l l their admirers how secretly
itself-power is a means to obtain a bond. ugly they a re.
Flaws. In one sentence, describe how the Dark­
lord's personality causes them to act against their
own best interests, especially in their quest to win
C O RRU PT B EYOND R E D E M PTION
their bonds and desires. Flaws are often a nega­ Darklords aren't misunderstood souls condemned
tive emotion or destructive behavior-such as fear, through no fault of their own. If a person's potential
hatred, insecurity, jealousy, mayhem, obsession, for evil is particularly great, the Dark Powers might
selfishness, shame-that drives an irrational habit indirectly nurture further transgression, but they
causing the Darklord or others harm. Alterna­ don't force individuals to undertake actions against
tively, you can choose or randomly determine a their will. When an evildoer's wickedness ripens,
flaw from the Fatal Flaws table. the Dark Powers engulf them forever.
When creating your Darklord, consider the depth
of their greatest evil and what made it more signif­
icant, abominable, or poetic than more common
forms of villainy. The following elements all might
be aspects of this corruption:
Evil Acts. The Dark Powers consider an act to be
evil if it is intentional, unnecessary, and success­
ful, and most importantly, if it causes significant
harm. Accidents, self-defense, deeds necessary
for survival, and forced or coerced actions do not
qualify. Early in the character's creation, con­
sider what evils your Darklord performed, and
revisit these crimes as you develop the villain's
other details.
Those Harmed. The people the Darklord harmed
need to feel real. Give them names. Imbue them
with agency, and don't define them as victims or
props. The people who survived the Darklord's
evil might be part of a Darklord's history or al­
lies who join the players' characters, or might

C HA PT E R 2 I C R E AT I N G D O M A I N S OF D R E A D
hold the key to righting the Darklord's wrongs. roll or choose an option from the Monstrous Trans­
For each character, consider whether they were formations table to provide a twist on a Darklord's
important to the Darklord and how that relation­ monstrousness. The Dark Gifts in chapter 1 serve
ship changed. as examples of the sorts of forms and powers a
Irredeemable. Once the Dark Powers take an evil Darklord might possess. In any case, consider how
person, that individual's fate is sealed. Before the this transformation embodies the Darklord's evil.
final corruption, a person can atone-but only if
they take genuine responsibility, heal the harm M O N ST R O U S TRA N S FO R M AT I O N S
caused, and reform to prevent future harm. Once dlO Transformation
an evildoer becomes a Darklord, it is far too late. The Darklord loses their voice; their words now
Consider whether your Darklord had a chance to
carve themselves on their skin as li ngering scars.
redeem themself and the decision that led to their
2 Someth ing the Darklord stole or u sed in a terrible
current fate.
crime becomes part of their body-perhaps a siz­
D EVELOPING A DARKLORD able jewel, emblem of rulership, or suit of a rmor.
Darklords are villains because of what they choose 3 The Darklord's eyes d istend from their sockets l i ke
to do, not because of who they were. As you refine a s l ug's tentacles, i n the mouths of serpents, or on
your idea for a Darklord, determine what deeds a meta llic cables.
Darklord committed, who was harmed, how the 4 The Darklord's most pai nful memories visually
Dark Powers encouraged them, and the price the repeat i n reflection s around them or amid ill usory
Darklord paid. Describe why they chose to com­ projections.
mit these evil acts, including their ideals, flaws,
5 The Darklord gains an ideal ized form, though it's
and bonds.
Consider these questions when creating your made of a n inorganic material or others react as if
Darklord's backstory: it were terrifying.
6 The Darklord's body disi ntegrates, l eavi ng only a n
• What was the first depraved act the Darklord
animate heart, hand, gory ooze, or nervous system
chose to commit, and how did their ideal encour­
age them down this path? that m ust attach to new, tem porary bodies.
• Was the Darklord rewarded or celebrated for their 7 Clouds of i ncense, in sects, poison gas, or smoke
evil? Did that reaction encourage greater crimes? leak from the Darklord's mouth, fi n gers, or pores.
Were these rewards earned or justified? 8 The Darklord appears as someone they wronged,
• Did the Darklord repeat or escalate their wicked­ and their true appearance is revealed at particu lar
ness to obtain something they selfishly desired? hours, in reflections, or under certai n lights.
• Did the future Darklord realize that they were los­
9 The Darklord splits i nto m u ltiple creatures, each
ing any hope of redemption, yet choose to commit
other heinous acts in keeping with their flaw? representi ng them at a different time in their l ife.
• What evil act was so atrocious that the future 10 The Darklord retains their memories and i ntellect
Darklord's friends and family rejected them? Did but is otherwise a ny monster from chapter 5 or the
the Darklord think this was warranted or an un­ Monster Manual.
reasonable judgment? How did they react?
When and how did these acts attract the attention
B I RTH OF A DARKLORD

of the Dark Powers?


• How did the Dark Powers use these acts to craft Upon the completion of the Darklord's greatest ir­
the perfect prison domain for the Darklord? redeemable act, the Mists drag them-and perhaps
the lands around them-into the Domains of Dread.
MONSTROUS TRANSFORMATION At this point, you should have an idea of who your
Some Darklords have features that make them Darklord is, what they did, what form their evil
similar to familiar monsters. The Darklord might takes, and how they came to the attention of the
have been a supernatural creature to begin with, or Dark Powers. Flesh out these details, referring back
perhaps they gained their form and related powers to how the Darklord reflects your players' characters
through their deeds or a curse. Maybe they even and the section on creating nonplayer characters in
gained supernatural abilities via a pact with the the Dungeon Master's Guide as you desire.
Dark Powers or upon arriving in their domain. Now, everything the Darklord knew changes and
Consider whether or not your Darklord has a they find themself a prisoner within a domain of
monstrous form. If so, in a few sentences, describe their own.
how the Darklord gained this form. You might also

C HA PT E R 2 I C RE AT I N G D O M A I N S OF D R E A D 4r
C REATING A D OMAIN ENDLE S S TOR M E NT
The guidelines i n this section help you create your In every domain, instruments of suffering from the
own unique Domain of Dread. This setting's details Darklord's past ensure their greatest desire remains
should reflect the Darklord of the domain, being a in view but ever out of reach. Even though a Dark­
reflection of that villain's evil and torment. Use the lord is effectively immortal, their psychology never
"Genres of Horror" section later in this chapter or changes and their wounds never heal. Consider
your own grim imaginings to inspire the details of the following reasons why a Darklord's torment re­
your nightmare domain. mains unignorable and central to a domain's story:
Deathless Returns. Those who die in a domain re­
DARKLORD'S SHADOWS
turn reincarnated, fated to repeat a version of their
A Darklord lurks at the heart of every Domain of former lives.
Dread. Everything in their realm is inspired by or Endless Cycles. The Darklord shepherds another
personalized to them in some way. Some domains individual down a path of corruption in hopes of
might be dismal ruins reflective of past glories, oth­ crafting a successor or recreating someone they
ers might be cheery realms where the Darklord is lost. Despite the Darklord's perceived care and tu­
forever an outsider, and still others might embody telage, the object of their attention never satisfies
everything a Darklord once strove for and be awful their expectations.
nonetheless. Last Gasp. An impending threat is on the cusp of
A Darklord's domain often includes sights, overwhelming the Darklord and their domain.
sounds, and smells that serve as constant painful re­ They can never look away as they are endlessly as­
minders of the Darklord's wicked past. To start cre­ saulted by cascading catastrophes, ever stemming
ating your domain, choose three of the evil acts your from past choices.
Darklord committed. Consider selecting those that Obstinate Ignorance. The Darklord is cursed to
best complement the players' characters and that be unable to learn from past mistakes or perceive
don't conflict with any boundaries discussed in your their own failings, though they're convinced that
group's session zero (see "Preparing for Horror" this time will be different.
in chapter 4). For each evil act, imagine the scene Shocking Reminders. The domain is drowning
where it took place, and then answer the following in symbolic reminders of the Darklord's inade­
questions: quacies. When symbolism is too subtle, the lit­
• What does the act sound like from a distance or to eral specters from the Darklord's past return to
someone in the next room? haunt them.
• How does the act, or its consequences, smell? Unpleasant Hope. The Darklord's desire-com­
• What colors demand attention from the surround- monly their bond-is present and obvious, but still
ings, decor, or aftermath? unattainable. This instills hope in the Darklord
• What shapes, symbols, or decorations stand out? that they are unable to deny, resist, or ignore.
• What does the light or darkness hide or reveal? Furthermore, they are overcome by their desire's
• Are there any sudden or subtle movements one's presence, spurring them to act irrationally.
eyes are drawn to?
D OMAIN OVERVIEW
• Who is there?
• How are they breathing? The domain's buildings, natural elements, and land­
• What are they feeling or thinking? Is it about this marks all represent the Darklord's vile past. When
scene or something else entirely? developing these features, follow these steps:
• Are words spoken? Are they relevant to the scene Specify Locations. Choose locations similar to
or unrelated? settings that appear in your Darklord's past, or
• Where does this take place? take inspiration from the Settings tables in the
When the scene is over, what evidence remains? "Genres of Horror" section later in this chapter.
• Before this unfortunate scene happens, what Combine Locations and Visceral Details. In a few
warnings were missed or foreshadowed? sentences, describe how the domain's most prom­
Once you've considered these questions, write down inent locations are twisted with suggestions that
your answers and review them. Mark or highlight arose from answering the questions in the "Dark­
the words that resonate or feel creepily evocative. lord's Shadows" section. Pair opposites together,
As you proceed through domain creation, refer back something creepy with something cute, dead with
to these details for inspiration. alive, threatening with welcoming. Mix details to­
gether in unexpected ways, the more unnatural or
off-putting the better.

42 C H AP T E R 2 I C R EATI NG D O M A I N S OF D R E A D
Rationalize and Normalize. Outline the justifica­ inquisition is no closer to rooting out evil today than
tions inhabitants use to pretend nothing is wrong. it was a thousand years ago. This isn't remarkable;
What could reasonably explain their surreal expe­ it merely is as it has always been, and forces within
riences? They claim rivers of blood are crimson a domain contort to maintain this status quo.
due to natural clay deposits, the devilish lights in For inspiration into your domain's culture, con­
the swamp are nothing but swamp gas, and the sider the following questions:
current reclusive count is the descendant of the
• What does the culture fear?
region's original reclusive count. Many of the do­
• What does the culture consider taboo?
main's inhabitants are likely creations of the Dark
• What is scarce, and how do inhabitants compen-
Powers and the domain is the only reality they
sate for this scarcity?
know, but what logical and psychological leaps
• Who or what does the culture inflict harm upon?
might an outsider need to make to sleep at night?
• How does the culture treat outsiders?
C U LTURAL S PE C I F I C S • What values does the culture hold that not every­
one abides by?
As you develop your domain, consider the culture • How is the culture exaggerated, a parody, or other-
and how it emerges from this tragic setting. What wise unrealistic?
might be most unsettling for the Darklord: if the • How does the culture prevent change?
culture is one with familiar strictures, one they • What is the general attitude toward the Darklord?
opposed or were an outsider in, or something com­
pletely unknown or alien to them? While a domain's Don't get bogged down with the particulars of a
culture might take inspirations from fantastical or working society. It doesn't matter how a village in
historical examples, remember that a domain isn't a domain of endless night grows crops, but it does
a functional or even logical construction. Domains matter that the supplies are about to run out. These
are glimpses into the Darklord's static and often details can fade into the background as your ad­
exaggerated or flawed perception of a time, place, or ventures focus on more exciting threats, or you can
situation. A domain's inhabitants never develop, and highlight the cosmic dread that declares, yes, this
they never reach their goals. A domain's oppressive place doesn't make sense at all, yet it persists.

C H A PT E R 2 J C R E AT I N G D O M A I N S OF D R E A D 43
For a specific example, consider the domain of Captive Audience. Determine some aspect o f the
Barovia in chapter 3. Not one villager in Barovia domain or Darklord that captures the characters'
thinks it's wise to live in the shadow of Castle attention. How is this matter urgent and time-sen­
Ravenloft, and yet the villagers don't relocate, nor sitive? What can the heroes learn that points them
can they imagine living anywhere else. Life is as it's to larger threats or the Darklord's past? How does
always been and could never be better, but it's con­ this threat connect to the Darklord seeking their
stantly threatened with becoming worse. desires? Consider who might need the characters'
aid and might guide them to deeper mysteries.
MONSTERS Detail Key Locations. Briefly describe distinct loca­
Ghosts, mind flayers, werewolves-every monster tions suitable for adventure, where the heroes con­
is a story. Consider which monsters complement or front the Darklord's threats. For inspiration, refer
contrast a Darklord's story. In a few sentences, de­ to the Setting and Adventure Sites tables in the
scribe which monsters best represent the Darklord's "Genres of Horror" section later in this chapter
evil and which might work against the Darklord's or the "Supernatural Regions" section of Tasha 's
schemes. For example, a wicked scientist Darklord Cauldron ofEverything.
might be aided by flesh golems and crawling claws, Supporting Cast. Consider what types of charac­
but they are opposed by dryads and ghosts who ters support the Darklord, exacerbate their threat,
suffer from the Darklord's experiments. For inspira­ or oppose them. How do characters take the Dark­
tion, refer to the "Darklord's Shadows" section and lord's situation from bad to worse, whether as
your answers to the questions there, as well as the fanatical supporters or tragic victims? Write down
Monsters tables in the "Genres of Horror" section three types of characters who are aligned with the
later in this chapter. Darklord and three who aren't. Sketch out these
characters broadly, perhaps noting only their pro­
M I STY BORDERS fessions or roles in adventures. You can expand on
In a few sentences, describe how the Mists of their details as your adventures take shape.
Ravenloft operate in your domain. This might Entangling the Heroes. The Darklord might in­
largely be the same as detailed at the beginning of stantly sense visitors entering their domain, while
chapter 3, or they too might reflect the Darklord's the heroes have no reliable means of identifying
nature. Consider the following questions: the Darklord. Describe why the Darklord is in­
terested in the characters. The Darklord Connec­
• What shapes, sounds, and smells appear within tions table provides examples of such connections.
the Mists? Interactions with the Darklord. Imagine situa­
• Do the Mists behave in some predictable way? tions that allow the players' characters and the
• What stories do the domain's people ascribe to the Darklord to socialize without the encounter im­
Mists? Do they ascribe a personality to them? mediately spiraling into violence. For inspiration,
• Where do the Mists appear besides the do­ consider the circumstances on the Darklord Inter­
main's borders? actions table.
• How does a Darklord use the Mists to close their
domain's borders (detailed in chapter 3)? DA R K LO R D CO N N ECTI O N S
d8 Connection
ADVE NTURE S
An adventurer reminds the Dark lord of their bond,
The story of a Darklord and their domain is one and
desire, or loved one.
the same. Once you know your Darklord and the
general shape of their domain, consider the types 2 An adventurer shares a Darklord 's flaw.
of encounters and adventures that play out in this 3 The Darklord and an adventurer share camaraderie
land. For inspiration, refer to the Plots tables in the over a mutual ideal.
"Genres of Horror" section later in this chapter, and 4 The Darklord believes they can teach an adven­
consider the following story elements. turer, making them their apprentice or inheritor.
5 An adventurer is a rei ncarnated version of the
Darklord's beloved or their murderer.
6 The Darklord is convinced that an adventurer is the
key to fi na l ly atta i n i n g their desire.
7 The Darklord immed iately looks up to an adven­
turer and seeks to emulate them to grim extremes.
8 An adventurer is a rei ncarnated younger version of
the Darklord before they became irredeemable.

44 C H A P T E R 2 I C R E AT I N G D O M A I N S OF D R E A D
DAR K L O R D I N T E R AC T I O N S
d8 Encounter
The Da rklord promises to give the adventurers
what they want if they join the Dark lord for d i n ner.
2 The Darklord contacts the adventurers via letters
or d reams.
3 The Darklord meets the adventurers disguised as a
nonthreatening inhabitant or animal.
4 The Darklord meets the adventurers at a cere­
mony, fu neral, or wedding where violence is dis­
cou raged .
5 The Darklord meets the adventurers at a public
market, festival , tem ple, or libra ry, s u rrou nded by
a crowd of innocents.
6 The Darklord possesses the body of someone the
adventurers care about.
7 The Dark lord possesses the body of one of the
adventurers.
8 The Darklord invites the adventurers to a negotia­
tion , promising nonviolent sol utions to a conflict.
you need to have answers for every question your
TH E D OM A I N ' S D OW N FALL Darklord or domain raises; many of these details
can be defined as your adventures play out or by fo­
Once you know what your domain and Darklord are
' cusing on elements your players gravitate toward.
think ahead to the climax of your adventures.
Now that you have a framework for your Dark­
A Darklord likely can't be defeated by combat
lord and domain, review the following "Genres of
alone, so what is their weakness? In one or two
Horror" section. The details in that section can
sentences, describe this weakness, where it is in the
help you add exciting and shocking specifics to your
domain, how the Darklord attempts to conceal this
creations as you prepare to unleash them on unsus­
Achilles' heel, and how adventures might exploit it
pecting characters.
to bring the Darklord down.
Then, assuming the Darklord is defeated, con­
sider what happens next and how that's relevant GENRE S OF HORROR
to the player characters, addressing the following This section describes several horror subgenres,
questions: elements common to certain types of horror stories
you can use to inspire your own Darklords and Do­
• Can the Darklord die permanently?
mains of Dread. These sections provide suggestions
• Under what circumstances might they return?
for creating monsters; villains; torments for Dark­
• What happens to their domain?
lords; settings; adventure sites; and plots evocative
• Does a new Darklord rise?
of horror stories, films, and games rooted in these
• Does the domain permanently dissolve?
genres, along with tables of inspiration for each.
• Can the adventurers escape the domain?
Don't hesitate to mix and match pieces from differ­
• Do the adventurers return home or travel to an­
ent genres to create your own uniquely terrifying
other domain?
adventures.
UNLEASH YOU R HORROR The monster lists presented throughout this sec­
tion reference creatures found in chapter 5 of this
At this point, you should have a wealth of infor­ book (VGR) and the Monster Manual (MM). Also, for
mation about your Darklord, domain, the types of examples of fully detailed Darklords and domains
adventures you might run involving both, and a employing these genres, look ahead to chapter 3.
general idea of how the Darklord might be defeated.
As you review your notes, consider where you can
make connections between elements, establish re­
curring themes, and potentially foreshadow circum­
stances your adventures will focus on. Don't feel like

C H A P T E R 2 I C R E AT I NG D O M A I N S OF D RE A D 45
A variety of monsters can be used without mod­
ification. This includes all manner of parasitic
Beasts, Aberrations, Undead, and other creatures
with unusual digestive systems or weird reproduc­
tive cycles.

BODY HORROR M O N STERS


Challenge Creature Source
l Carrionette VCR
2 G ibberin g mouther MM
3 Carrion stalker VCR
3 Doppelganger MM
4 Black pudding MM

Body horror as a genre examines a universal fear: 4 Strigoi VCR


our own failing anatomies. We rarely think about 5 Flesh golem MM
what goes on beneath our skin. We understand that 5 Red slaad MM
the organs operate in harmony: the heart beats, 6 Medusa MM
the lungs pump air, and the gastrointestinal system 6 Zombie clot VCR
labors to supply us with nutrients. But we don't pon­
8 Chain devil MM
der the minutiae. Like whether embryonic parasites
10 Aboleth MM
encyst in our brains, or what stage of cirrhosis we
might be facing, or if tumors bloom deep in parts of
B ODY HORROR VILLAI NS
ourselves we hope never to see.
When creating adventures involving body horror, Villains of this genre present as tragic figures,
use this lack of awareness. Focus on the unpredict­ whether they're hereditary cannibals, captives en­
ability of flesh. Pull from the knowledge that even during some forced metamorphosis, scientists look­
seeming robust health might be an illusion, that ing to reverse death, or academics who went too far
we're not sacred beasts, that we might be incubating in the pursuit of knowledge.
fecund, hungry, or malicious parasites right now.
In addition, consider the following genre tropes B O DY H O R R O R VI L L A I N S
when creating your body horror domain: dlO Villain

• Physical transformations are common and might An a bandoned homunculus made in the image of
affect more than bodies. Objects, architecture, and its creator's child, now left to fester alone
the natural world might be anthropomorphized in 2 A scientist who, hoping to keep their spouse al ive,
terrifying ways. grafted the spouse onto their body
• Characters suffer aberrant or excessive growth, 3 A seething mass of fu ngi that grows more intelli­
whether of organs, discordant appendages, or un­ gent with every sapient life it engu lfs
natural materials.
4 A guardian a ngel possessed by the vile blood of
• Though gore often takes center stage in body hor­
the demons it has slain
ror stories, it's often a side effect of stories about
fear of change, difference, mortality, physical 5 An aging king obsessed with creati ng a new body
harm, disease, or other fears. so he can continue his reign indefin itely
• Body horror doesn't need to be messy. Swapping 6 A cancer possessed by the mind of a dead necro­
bodies, turning to stone, or even gaining one's mancer that seeks to regrow his body
ideal form might all feature in this genre. 7 A monarch who feeds their canniba l children, no
• The genre has a history of portraying disability matter the cost
as monstrous. Be aware of those tropes and 8 The priests of a forgotten god who attempt to raise
avoid them.
their deity from the flesh of the faithful
B ODY HORROR MON STERS 9 A house that remembers h aving tenants and will
do a nyth ing to regain them
Any monster might be the focus of body horror
plots. Know what your players are anticipating so 10 A grieving mortician who sculpts every face she
you can distort those expectations. A poised elf re­ encou nters into the countenance of her lost love
vealed to be a husk puppeted by sapient worms can
be as frightening as any eldritch horror.

46 C HA P T E R 2 I C R EAT I N G D OM A I NS O F D R E A D
B O DY HORROR TOR M E NTS B ODY HORROR ADVENTURE SITES
Darklords in this genre draw their power from their Body horror i s exceptionally unnerving in juxtapo­
biological changes or gain abilities that assist them sition with mundane settings, particularly in places
in fulfilling their appetites. Their torment is rooted where the characters are isolated from help, treat­
in the physiological and, frequently, in fecund and ment, or confirmation that their torment is real.
uncontrollable growth.
B O D Y H O R R O R A DV E N T U R E S I T E S
B O DY H O R R O R TO R M E N T S d8 Adventure Site
d8 Torment A derel ict ship, bu ried for mysterious reasons
The Darklord is pockmarked with eyes that never 2 A vine-covered, ostensibly abandoned prison
close a n d never a llow for sleep. 3 The cavernous gut of a dead, m ulti-eyed behemoth
2 The Darklord s uffers ever-growing, tumorous or­ 4 An inn in the val ley, its insides dark and smoke­
gans, the mass expanding beyond them to choke d rowned
their dwelli ng. 5 An asylum, a bandoned save for vermin
3 The Darklord possesses a second starving mouth 6 A cave system, slick a n d com prised of gleaming
in their torso, one that howls u n less fed . black rock
4 The Darklord can't control thei r tran sformation 7 An old church sitting astride a warren of a ncient
i nto a beast and back. tunnels
5 The voices of those the Darklord h ave wronged 8 A sprawl ing u n iversity, older than the town sur­
scream endlessly from in side them. rounding it, and older sti l l than the memories of
6 The Darklord aches daily with a monstrous, u n ­ its i n h abita nts
ceasing hunger.
7 The Darklord is perpetually gravid with mon strous B ODY HORROR PLOTS
egg sacs that h atch waves of insects.
Adventures in body horror realms are often tests of
8 The Darklord has extraneous l i m bs that tear the
endurance, whether players are attempting to hold
Darklord a pa rt then re-stitch the pieces.
out until rescue arrives, endeavoring to mount a
rescue themselves, or trying to escape somewhere
B ODY HORROR SETTI NGS on their own. Alternatively, they may be investigative
Body horror can occur anywhere, from mundane in nature, requiring the heroes to uncover what dark
backdrops to garishly unsettling locations. secret lies behind the mundane.

BO DY H O R R O R S ET T I N G S B O DY H O R R O R PLOTS
d8 Plot
d8 Setting
A country of red muscle, with bleed ing eyes em­ Learn who's orga nizing the local d i n ner parties be­
bedded in the hair-strangled trees fore more epicureans die of autophagia.
2 A world of monu ments and houses, all made of 2 Stop whatever is stealing the livers from the town's
flesh guard .
3 A domain ord i nary save for the abundance of black 3 F i n d o u t what is causing t h e children o ft h e city to
hair, the strands a lways movi n g even when there is transform i nto m isshapen statues.
no breeze 4 Stop whatever is killing the sea life and transform­
4 A neigh borhood of derel ict houses, each one com­ ing them into monsters.
posed of n u merous mimics 5 End the cu rse that is leavi ng the beasts of forests
5 An ocean of u n dead leviathans, stil l moving de­ dead, mutated, and halfway human.
spite the entrails bubbling from their bu rst torsos 6 Stop the i nfestation before it can use more towns­
6 A forest of black pi nes d ra ped in bodies folk as incu bators for giant insects.
7 A slaughterhou se larger than it appears on the out­ 7 Solve the mystery of whatever is causing a town's
side, fu l l of victims mutely awaitin g slaughter inha bitants to melt into giant blobs.
8 A system of subterra nean tunnels, their walls 8 Cast out the fiends that have infi ltrated a commu­
spackled with fossils or m u mmifi ed organ s nity by wearing the corpses of the recently dead.

C H A PT E R 2 I CREATING D O M A I NS OF D RE A D 47
COS M I C H O R R O R M O N ST E R S
Challenge Creature Source
1 /4 Kuo-toa MM
2 I ntel lect devourer MM
2 Pentadrone MM
3 Brain in a jar VCR
3 G ithya nki warrior MM
3 G rell MM
5 Vampiric mind fl ayer VCR
7 Bodytaker plant VCR
7 M i n d flayer MM
7 Yuan-ti abomination MM
8 U nspeakable horror VCR
Cosmic horror revolves around the fear of personal
insignificance. The genre is predicated on the idea 10 Aboleth MM
of entities so vast and so genuinely beyond our 13 Beholder MM
comprehension that we cannot fathom their sim­ 19 Lesser star spawn emissary VCR
plest motivations. To see them is to become lost 21 G reater star spawn emissary VCR
in their magnitude and the evidence that we have 23 Kraken MM
never, will never, and could never matter to the cos­
mos at large.
The genre deals with how alien forces might alter C O S M I C HORROR VILLA I N S
us, perverting our expectations and understanding When the cosmic horror villains are mortal, they're
of autonomy, debasing our minds, and separating wretched creatures, perpetrating unimaginable hor­
us from what makes us human. Sometimes it is the rors in the hope of an outcome they can't properly
result of a process we invite. Other times it simply articulate. Beyond them are monstrous beings, the
happens, an accident of circumstance we can only spawn of horrors or those who've come to think of
hope to survive. themselves as such. Past these harbingers are true
However you spin it, this genre involves a loss of cosmic horrors, inscrutable beings, godlike terrors,
control, an absence of autonomy, and the sense of and the embodiments of forces unlikely to be inter­
insignificance within an indifferent universe. acted with and whose very beings are likely anath­
In addition, consider the following genre tropes ema to characters.
when creating your cosmic horror domain:
COS M I C H O R RO R VI L L A I N S
• There is no good or evil, no law or chaos.
• Be vague. Cosmic horror emerges through imagi­ d8 Villain
nation and the indescribable, not details. A smiling mi nstrel with yel low eyes and music that
• At its best, cosmic horror makes characters feel drives l isteners to murder
gradually unmoored from their familiar reality. 2 A priest obsessed with creating a shelter that will
• Cosmic horror is about ineffable forces driven by preserve her through the coming apocalypse
motivations humans can't understand.
3 The mayor of a town who will do a nythi ng to make
• Cults, forbidden books, and strange symbols form
s u re the citizens fi n ish their sacred transformation
the cornerstones of cosmic horror.
• The genre has a history of framing marginalized 4 An astronomer broken and en raptured by what
demographics as monstrous and stigmatizing they saw in the stars
mental illness. Be aware and avoid those tropes. 5 An old scientist convi nced he must make his body
the perfect host for an ageless being's em issary
C O S M I C HORROR MONSTERS 6 A coroner who believes a message is being relayed
Monsters that work well in cosmic horror adven­ to h i m through the bodies he autopsies
tures enact change on their unwilling victims. Cos­ 7 The head li brarian of an a ncient sect, who seeks
mic horror focuses on unknowable entities and crea­ secrets hidden within her peers
tures that see into the minds of their enemies and
8 A spoiled noble who intends to raise a cult to feed
use what they find against them. Any monster can
to the realm they want access to
easily be modified to suit adventures in this genre,
perhaps being controlled by a hidden intelligence or
vast cosmic force.

48 C H APTER 2 I C R EATI N G D O M A I N S OF D R E A D
C OS M I C HORROR TORM E NTS C O SMIC HORROR ADVENTURE SITES
Darklords in this genre are endowed with powers Cosmic horror is rarely overt save at critical mo­
stemming from their studies or ancestry, or granted ments, relying on creating subtle but growing un­
by ancient numinosities. Darklords in cosmic horror ease and leaving details to the imagination.
realms commonly suffer psychological torments.
COS M I C H O R RO R A DV E N TU R E S I T E S
COS M I C H O R RO R TO R M E N TS d8 Adventure Site
d8 Torment A hidden floor of the royal library
The Darklord is obsessed with music, their body 2 The n i nth basement beneath a family home that
warping to embody whatever song they hear. seems normal from the outside
2 The Darklord is tran sforming i nto a long-exti nct 3 A decrepit manor, empty save for staff who swear
being or someth ing from the far-fl u n g future. the lord is merely preoccu pied
3 The Darklord sees multiple d i mensions at once 4 A small i n n in the mounta ins that smells perpetu­
and is goi ng blind from their incandescence. ally of brine
4 The Darklord is hau nted by otherworldly masters 5 The pl ace i n the forest where a l l the animals come
that whisper from reflective su rfaces. to die
5 The Darklord incu bates something within them, a n 6 A fortress man ned by paladins, all of whom re­
entity that slowly eats through their skin. moved their own tongues
6 The Darklord is emptying of thei r own thoughts 7 A sewage system that predates the city a bove
and fi l l i n g with the voices of their scrolls. 8 A thin chapel in the woods, whose bells rings with­
7 The Darklord randomly screams their masters' out ceasing
words, messages that etch upon stone and flesh.
8 Any object the Darklord sees is d rained of all but C O SM I C HORROR PLOTS
one portentous color.
Adventures in cosmic horror realms are bleak, des­
perate affairs where the best one can hope for is to
C O S M I C HORROR S ETTINGS survive relatively intact. There is no stopping the
Cosmic horror frequently takes place in academic ultimate evil, but players may aspire to temporarily
or maritime settings, both of which imply access to seal it away.
hidden knowledge, whether literal or metaphorical.
When not in mortal realms, cosmic horror dimen­ COS M I C H O R R O R PLOTS
sions trend toward being unnatural, logic-defy- d8 Plot
ing places. H e l p a parent recover a child who's gone missing
i n the im possibly vast space u nderneath their bed.
COS M I C H O R R O R S ETTI N G S
2 Stop a sapient, u n holy tome from reaching a group
d8 Setting of cu ltists.
A wind-blasted di mension of indigo sand and eye­ 3 Save the inheritors of an a ncient sect before they
less statues transform into horrors.
2 A world with slowly vanishing land masses being 4 Stop the sacrifice of a young noble by those who
consumed by an obsidian sea believe the noble's grandchild will end the world.
3 A kingdom of rusting spires ruled by oblivious 5 Find and stop the musician whose music has
academics robbed entire cities of sleep.
4 A land possessed by fea r of the colossi that move 6 Su rvive an evening in the sinki ng, ancestral home
only during dawn and dusk of a hyd rophobic family.
5 A red ocean that manifested without warn ing 7 Discover what is draggi ng the people of a hamlet
6 An ambulatory forest riddled with glowi n g eyes out of their homes, garbing them in si lver, and
7 A kingdom of undying monarchs who outnumber leading them into the surf to d rown .
their frightened su bjects 8 Learn why the bakers of a small town h ave started
8 A d i mension of featu reless wh ite, broken up only making pastries fi l led with a popu lar, del icious,
by the eyes that blink across the l andscape and faintly glowi ng blue goo.

C HA P T E R 2 I C R E AT I N G D O M A I N S OF D R E A D 49
DA R K FA N TA S Y M O N ST E R S
Challenge Creature Source
1/8 G remishka VCR
1 /4 Goblin MM
1 /4 Sprite MM
3 Displacer beast MM
4 S hadow demon MM
5 U m ber h u l k MM
6 Drider MM
7 N ecrichor VCR
8 Fomorian MM
8 I nq u isitor of the M i n d Fire VCR
10 Yoch lol MM
Dark fantasy is as much a genre of fantasy as it is a
genre of horror. Generally, any tale featuring both 13 Beholder MM
supernatural elements and horror themes might be 15 Purple worm MM
considered dark fantasy, whether it's a fantasy story 17 Death kn ight MM
steeped in horror elements or an otherwise realis­ 17 Adult blue dracolich MM
tic world that features a supernatural terror. Dark 21 Lich MM
fantasy refers to fantasy worlds where grim themes,
nihilistic plots, or horrifying elements inform a
fantasy tale. Evil dominates a dark fantasy setting, DARK FANTASY VI LLA I N S
with depravity being commonplace and life holding Villains occupy places o f prominence o r control in
little value. dark fantasy domains. This manifests as political
How dark you want to make your fantasy is up to control, military authority, or physical or magical
you, but keep in mind the role of heroes and ensure might that allows them to directly dominate others.
places for light in your dark fantasy domain. If a do­
main holds no place for hope, there's also little call DA R K FA N TA S Y V I L LA I N S
for resistance and meaningful plots. dlO Villain
In addition, consider the following genre tropes
A machine that believes it's a resurrected tyrant
when creating your dark fantasy domain:
and seeks to rebuild its empire in iron
• Good does not always win. Evil individuals with 2 The leader of a su bterranean people who plots to
great power and unopposed schemes might manipulate the moon to blot out the sun's seari ng
be the norm. light
• The lines between good and evil are blurred.
3 A h igh priest intent on s hifting an entire nation
Choices involve deciding which outcome is
i nto their god's otherworldly realm
least bad.
• Corruption and suspicion flourish among organi­ 4 A desperate general who u n leashes otherworldly
zations and individuals. a rmies or war machines that they can't control
• Magic and magic items might be rarer or require a 5 A massive treant who has allied with exploitative
bargain or sacrifice to use. raiders and seeks to fel l every forest
• Antiheroes are common-characters tainted by 6 A sage who, heedless of the consequences, solves
the world's evil or those who refuse to be consid­ an end less war by preventing a nyone from dying
ered heroes.
7 A member of a cabal of eternal royals who support
DARK FANTASY MONSTERS a war aga i n st Mount Celestia, as their im mortality
relies on the blood of a ngels
Any monster can find a place in a dark fantasy plot.
D&D's most iconic threats-such as dragons and 8 The commander of a legion of soul-add icted tem­
beholders-are well suited to horror-tinged tales, as plars who punish crimes by burning criminals i nto
are any other supernatural foes. Chapter 5 details psychoactive spirit d ust
how to make even the most familiar monsters into 9 An a ncient dragon whose god l i ke magic d rains the
fear-worthy threats. domain of life
10 A god who killed all their peers and now rules the
mortal realm

50 C H A PTER 2 J C R EATI N G D O M A I N S OF D R E A D
DAR K FANTASY TOR M E NTS DARK FANTASY ADVENTURE SITES
For Darklords in dark fantasy settings, power i s at Evil is entrenched and effective in dark fantasy do­
the root of their suffering. Perhaps their rise to dom­ mains, truths reflected by grandiose adventure loca­
inance led them to sacrifice what mattered to them tions. Their size and grandeur seem out of propor­
most, or they secretly seek to be rid of their might tion with the common structures of the domain and
but fear being without it. the magic that helped create them is clearly beyond
the reach of mere mortals to create or destroy.
DA R K FA N TA S Y TO R M E N TS
d8 Torment DA R K FA N TA S Y A DV E N T U R E S I T E S

The Darklord 's regime is fraught with s pies and d8 Adventure Site
saboteurs, increasing the Darklord's paranoia. An expanding labyrinth that grows to protect the
2 Worthless sycopha nts s u rround the Darklord , their evil i m prisoned at its heart
i ncessant praise making every success hollow. 2 A forest where every tree grows from the body of a
3 The Darklord 's i ncred ible power u ncontrollably m u m mified hero
d am ages everything the Darklord cares for. 3 A magical factory that d isti lls living beings into the
4 Others excessively revere or fea r the Darklord, reagents of a wish-granting elixir
leaving the Darklord isolated. 4 A criminal consorti um's lavish sewer-academy,
5 I magi ned or remembered rivals end lessly critique where recruits are tran sformed to be perfectly
the Darklord , causing them dou bt. su ited to enacting one near-impossible heist
6 Society preemptively celebrates a n achievement 5 The fractured mi nd-scape of a powerful but dor­
the Darklord will never be able to provide. mant sentient weapon
7 The Darklord seeks the pleasure of lost glories, en­ 6 A massive construct-cathedral built to exact the
gaging in hol low contests against unworthy foes. u ltimate expression of faith and sacrifice
8 The Darklord manufactures catastrophes to dis­ 7 A palace where the nonhu manoid i n h abitants pur­
tract from their inability to fu lfill their role. posefu l ly petrified themselves
8 A fortress with seven locked gates that seal off the
DARK FANTASY SETTINGS u nderworld

Sinister individuals leave their marks upon dark fan­


tasy domains, whether as oppressive architecture, DARK FANTASY P LOTS
unavoidable propaganda, or scars upon an exploited Adventures in dark fantasy domains involve unlikely
environment. Alternatively, the setting might exhibit or reluctant heroes (or rival villains) striking back
the effects of a disaster-perhaps an event that gave against the evil at work in the land. This might in­
rise to brutal powers. Such scars appear both upon volve taking on a world-ruining conspiracy or the
the setting and upon its inhabitants. street-level depravity affecting a single slum.

DA R K FA N TA S Y S E TT I N G S DA R K FA N TA S Y PLOTS
d8 Setting d8 Plot
A land where towering stents pierce magical ley­ Track down a beholder-shaped flesh golem and
li nes, allowing their power to be d rained learn why it's targeting specific individuals.
2 A cou ntry devastated by magical poll ution or the 2 Seal a portal to a demonic rea l m that opens with in
fallout of weapons used in a n age-old war the mouth of a n innocent acolyte.
3 An empire covered in the watchful symbols of a n 3 Cure a virus turning people i nto shadows.
a l l-seeing religion 4 Mount a defense against the swarm of giant spi­
4 A city ad rift on a sea fu l l of pri meval predators ders that's d eclared war on bipeds.
5 A land dotted with the floati n g and fallen ruins of 5 Prevent a mighty spell that a coven of witches is
magical megastructures casting using a volcanic caldera as a cauldron.
6 A world where a n u nstoppable ooze, infection, or 6 Keep a nation from tearing itself apart when it's
h ive encroaches on civi lization revealed the beloved ruler is a lich.
7 A demi plane created by u n knowable beings and 7 Banish a spirit haunting the moon.
populated with their test su bjects 8 U n cover the identity of a n otherworldly coward
8 A place of pun ishment or end less boredom that a who's hiding among mortals, avoiding the destruc­
Darklord believes is part of the afterlife tive search of the i m mortals they fled.

C HA PT E R 2 I C R EATI NG D O M A I N S OF D R E A D 5r
• Community members typically hide their beliefs,
whether physically obscuring them or by manipu­
lating others in power.
• Communities in folk horror stories often serve as
a grim mirror of some aspect of accepted society.
• Beliefs highlighted in folk horror stories might or
might not be true.
• Folk horror communities often have dramatic
ways of using outsiders or purging nonbelievers.

FOLK HORROR MONSTE RS


Eerie traditions and unnatural alliances with mon­
sters fill folk horror tales. When something's been
normalized over generations, even the strangest
Folk horror adventures involve traditions, beliefs, practices and most dangerous beings might be
and perceptions that are passed down through gen­ accepted as part of society. Does the community
erations and take terrifying twists. For those who in your folk horror domain live alongside deadly
ascribe to hidden traditions, sacrifices to strange monsters? Does a regional faith consider an obvious
gods or placations to lurking monsters are every­ abomination their god? Does a group make offer­
day events. For outsiders, though, these practices ings to placate imaginary spirits of the fields?
reveal the subjectivity of normalcy, societal truth, Any monster might feature in your folk horror
and taboos. domains. It's acceptance of such creatures and the
Folk horror explores fears of isolation, supersti­ trappings of willing servitude that provide sources
tion, paranoia, and lost truths. Seemingly idyllic of dread. The Folk Horror Monsters table suggests
communities, rural reclusiveness, forgotten tradi­ just a few creatures suited to this genre.
tions, and naturalistic cults all frequently feature in
FO L K H O R RO R M O N ST E R S
folk horror adventures, particularly as they contrast
with what majorities consider the status quo. Challenge Creature Source
In folk horror tales, characters often discover that 1/2 Myconid adult MM
their beliefs aren't as universally held as they as­ 2 Awakened tree MM
sumed, and those beliefs provide no defense against 2 Cult fan atic MM
those who reject them. In such stories, characters
2 Wil l-o'-wisp MM
discover their perception of the way the world works
is in the minority as those around them practice 3 G reen hag MM
traditions beyond their understanding. Alternatively, 3 Werewolf MM
characters might realize their own beliefs are lies as 5 Shambling mound MM
others reveal unsettling truths. 7 Bodytaker plant VCR
Communities that ascribe to the traditions of folk 9 J iangshi VCR
horror stories are rarely tolerant of nonbelievers.
Outsiders might be given a chance to adopt the com­
munity's ways, but otherwise are considered here­ FOLK HORROR VI LLA I N S
tics or corrupting elements. Assuredly, their ancient Folk horror villains are manipulative, leading oth­
traditions have ways of excising blasphemers. ers to follow traditions they might not even entirely
Consider the following genre tropes when creat­ understand. They zealously defend their faith and
ing your folk horror domain: community, and might eagerly seek new initiates or
dangerous blasphemers.
• Strange and potentially dangerous traditions flour­
ish in isolated or otherwise private communities.
FO L K H O R RO R V I L L A I N S
This might mean a rural village, a lost civilization,
or cabal within a larger community. d8 Villain
• A community's surroundings often influence its A secl uded temple's high priest who needs to find
beliefs. Their traditions might be naturalistic or the perfect sacrifice before the a n n ua l festival
relate to some sort of ancient lore. 2 An eri nyes that appears when you ngsters speak a
• Art, symbols, tools, celebrations, and other trap­ rhyme i nto a darkened mirror
pings of belief help make a community's traditions
more specific and eerie.

52 C H A P T E R 2 I C RE AT I NG D O M A I N S O F D R E A D
d8 Villain d6 Setting
3 A n ight hag that dwells i n the d reams of those who 3 A telepathic collective that townsfolk join by in­
drink a special lavender and ergot tea gesti ng a rare fu ngus
4 A shape-shifter that takes on the appearance of the 4 Tu n nels where sewer dwellers assure that the
last person it fed upon " blood of the city" ever flows
5 A wicker giant that a n imates d u ring the new moon, 5 A glacier that residents never leave, lest the icy
collecti ng sacrifices and punishing the unwa ry spi rits haunti ng their com munity escape
6 A village of people who behave i n a rchaic ways so 6 Rival villages engaged i n a private, age-old war
they don't enrage an a ncient, l ingeri ng ghost
7 A treant who demands livi n g l i m bs to replace the FOLK HORROR ADVE NTURE SITES
branches of trees cleared by a town's construction The sites of folk horror adventures embody a com­
8 A protective giant made from the corpses of de­ munity's traditions or what shelters it from society
ceased villagers at large.

FOLK HORROR TORMENTS FO L K H O R RO R A DV E N T U R E S I T E S


d6 Adventure Site
A folk horror domain's Darklord has been con­
sumed by the traditions, land, or rituals they em­ A see m i ngly deserted chapel that has been burnt
body. They might not fully understand their own down and rebuilt a thousand times
beliefs, though, causing them to fail in their duties 2 A h ag's hut that stands atop a growing hill of rot­
or cause rites to spin out of control. Such Darklords ten sweets
remain devoted, though, desperately trying to prove 3 A whispering pit once plugged by a monol ith cov­
themselves or satisfy the object of their belief. ered in prayer scrolls
4 A field where paths grow in corridor-like patterns
FO L K H O R R O R TO R M E N TS
leading to a ruin at the center
d6 Torment
5 A mansion built incorporating a stone circle
The Darklord can't com mune with the spirit they
6 A cavern where the glowing bones of a n other­
worship. They offer ever greater sacrifices in hopes
worldly being jut from the wal l s
of provi ng their worth iness.
2 The Darklord constantly, u ncontrollably speaks
prophecies.
FOLK HORROR PLOTS
3 The Darklord is hau nted by the j udgmental spi rits Folk horror stories often involve outsiders or an un­
of their predecessors. witting new member of the community discovering
a unsettling practices.
4 The Darklord is the only one who adheres to a n
a ncient faith and desperately works t o convert
FO L K H O R RO R PLOTS
nonbel ievers.
d8 Plot
5 The Darklord seeks to transform thei r body i nto a
Recover a missing vil l ager who ran away to escape
vessel or gate for the subject of their belief.
the local cult.
6 The Darklord knows the com m u n ity's beliefs a re
2 H u nt down the monster blamed for causing a
false b ut keeps up the facade to maintain power.
bl ight: a u n icorn meant to serve as a sacrifice.
3 Discover why a nyone entering the city on horse­
FOLK HORROR SETTINGS back is i mprisoned and sentenced to death.
Folk horror stories often take place in isolated or 4 Help a cult summon a fiend to combat a n i mpend­
rural areas, but they could be set anywhere insular ing greater evi l .
communities thrive or traditions stagnate. Defeat a violent hag who's protected b y everyone
5
in town and called "grandmother."
FO L K H O R RO R S ETTI N G S
6 Escape an estate after the residents adopt the
d6 Setting
party and refuse to let them leave.
A cou ntryside with stretches of h ayfields, colorfu l
7 Learn why the characters bear uncanny resem­
barns, and perpetually smiling residents
blances to the fou nders of a n u nderground village.
2 An island floati ng i n the air where ground-worship·
8 Slay a d ragon and, i n so doing, prove a character is
ers d ream of the lands below
the prophesied chosen one.

C H A P T E R 2 I C R EAT I N G D O M A I N S OF D R E A D 53
GHOST STORY MONSTERS
Any creature that embodies or serves as a response
to past injustices or tragedies makes a strong addi­
tion to a ghost story. Don't limit yourself to incorpo­
real undead when creating your own hauntings. The
"Haunted Traps" section of chapter 4 also explores
options for creating threatening hauntings.

G H OS T STO RY M O N ST E R S
Challenge Creature Source
1/2 Death's head VCR
Animated armor MM
Death dog MM
Ghost stories number among the more psycholog­ 1 Scarecrow MM
ically elaborate genres of horror. Only through re­ 2 Specter (poltergeist) MM
vealing tales of tragedy and past wrongs can heroes 4 Banshee MM
truly bring peace to forces that share their suffering 4 G host MM
with the living.
5 Revenant MM
Ghost stories touch on fundamental issues of hu­
man existence: the nature of the soul, the weighty 6 Gal low speaker VCR
fact of mortality, and the burden of ancestry and his­ 9 Treant MM
tory. Spirits represent heavy-handed instruments of 10 Dullahan VCR
supernatural justice, plunging those responsible for
their deaths into a living hell where they suffer for GHOST STORY VI LLA I N S
their sins. They also represent grief and the need for
closure, lingering in a place until they bring about While the villains in ghost stories are often spirits
the completion of the work they hoped to accom­ or haunted places, they might also be the individu­
plish in life. als who provoked a haunting to begin with.
In addition, consider the following genre tropes
G H O ST STO RY VI L L A I N S
when creating your haunted domain:
dlO Villain
• All hauntings have a deep story, and the smallest
A med i u m who feeds victims to spirits in exchange
details tell it. A simple locket or portrait might
for power over them
contain clues that explain a haunting.
• Personal ties give ghost stories weight. Consider 2 The spirit of a long-dead murderer who stalks the
tying the heroes to spirits in ways they won't pre­ same types of victi ms in death as in life
dict, such as revealing that a phantasmal villain 3 The hau nted home of a cruel patriarch, who re­
was a hero's ancestor. fuses to reli nquish control of his descendants
• Heroes are pure-hearted or unsuspecting individ­ 4 A p riest who marks the unworthy for death at the
uals whose resolve is shaken by the story's events. hands of the cathedral's h u ngry spirits
Look for ways to test heroes' psychology with your
5 A phantom rider who sweeps through the village,
hauntings.
stealing victims who disbelieve her l egend
• Heroes need agency-a way to put spirits to rest.
Once the story is revealed, ensure the way to com­ 6 An u n bound spi rit that repeated ly man ifests in vic­
bat the haunting is clear. tims' nightmares
• Spirits are often evil, but they need not be. A spirit 7 The capricious phantasm of an amora l accident
might appear to warn heroes of impending doom. victim who torments victims for fu n
8 The spirit of a former tyrant who demands sacri­
fi ces from the village she once ruled
9 A ghost h unter who infli cts hauntings on u nwitting
cl ients-and then charges to remove the u ndead
10 The spirit of a n evil captain who l u rks near their
shipwreck, harassing vessels and c rews that pass

54 C H A P T E R 2 / C R E AT I N G D O M A I N S OF D R E A D
GHOST STORY TOR M E NTS GHOST STORY ADVENTURE SITES
Whether they're living monsters or ghosts, Dark­ Ghost stories are intensely personal, and adven­
lords in ghost story settings are the architects of tures within the genre take place in a setting drip­
their own tragedies. ping with tragic history.

G H OS T STO R Y TO R M E N TS G H OST STO R Y A DV E N T U R E S I T E S


d8 Torment d6 Adventure Site
The Darklord tames the spirits i n his hau nted man­ A decrepit conservatory whose i n h abitants a re
sion, but only when he sacrifices a memory. prone to terri ble accidents
2 The Darklord's skin is hau nted , but she can tempo­ 2 A village graveyard that holds the victi ms of a terri-
rarily release spi rits fro m her elaborate scars. ble mass crime
3 A d ozen pha ntoms cater to the Darklord; each 3 A decrepit barn where dozens of rema rkable ani­
s p i rit is a n emotion he can no longe r feel. mals lost their lives in a fi re
4 Vampiric spirits keep the Darklord forever young, 4 An attic in which a h atefu l spi rit has been sealed
but physical sensation fled them long ago. for decades
5 Despite being alive, the Darklord is cu rsed with the 5 A theater in which, decades ago, an actor system­
inability to convi nce a nyone they're not a spi rit. atically poisoned their rivals
6 All spirits obey a Darklord who can't touch a nyone 6 A swanky inn where, for years, nobles kil led the
without stealing their soul. staff to prevent word of their affairs getti ng out
7 The Darklord fully controls the veil between this 7 A picturesque cliff that's a popu lar destination for
world and the spirit world, but if he steps outside lovers, despite the fact that couples frequently fall
his mansion, he'll be permanently destroyed. to their deaths
8 Any animal the Darklord sees d ies and comes to 8 A lighthouse where a lone guard is the o n ly living
haunt the morbid zoo her home has become. individual keeping a n army of spirits at bay

GHOST STORY SETTINGS GHOST STORY PLOTS


Suffering, tragic death, or a villain's monstrous evil Ghost story adventures deal with learning the story
manifest subtly in the places ghost stories are set. behind a haunting and ultimately resolving it. They
Typically, a setting's hauntings are revealed slowly, benefit from preserving the mystery behind a spirit's
until the full nature of the horror is on display. motivations until the heroes discover a hidden truth.

G H O ST STO R Y S ETTI N G S G H OST STO R Y PLOTS


d8 Setting d8 Plot
A rea l m where speaking to spirits is j ust l i ke speak­ I nvestigate the bloody graffiti being left on the vil­
ing with the living l age's a ncient walls and stop the vandal.
2 A graveyard city-state where all living residents are 2 A dying hero is convi nced they're going to return
grave keepers as a spi rit. Prevent this from happeni ng.
3 A n ation where the residents observe grueling ritu­ 3 Discover why membe rs of a p romi nent family
als to keep the a ngry dead a ppeased never a l low a nyone to enter their gu est house.
4 A city where the victims of violence can't cross i nto 4 Solve the m u rder of a phantom who can say only
the afterlife until their murders are solved the word s "blood," "onions," and "wine."
5 A ship with the same name and l i nes as a vessel 5 Solve the m u rder of the cou ntess, who drowned in
lost at sea a h u n d red years earlier the same well as her mother and grandmother.
6 A real m i n which a common ritual allows a living 6 Convince a stubborn miser to visit his haunted
individual to trade places with a dead one family home and put his deathless family to rest.
7 An expan sive forest i n which a cruel noble once 7 Discreetly follow a phantom vagabond to find out
h u nted the poor for sport where she disappears to and with whom.
8 A land in which mediums a re revered because they 8 Learn why a mob of spirits besieges the local tem­
maintain the vei l between the l iving and dead ple on the wi nter solstice each year.

C H A PT E R 2 I C REATING D O M A I N S OF D R E A D 55
G OT H I C H O R RO R M O N ST E R S
Challenge Creature Source
1 /4 Zombie MM
G houl MM
2 Gargoyle MM
2 Wereraven VCR
3 G reen hag MM
3 Werewolf MM
4 Succubus/incubus MM
8 Nosferatu VCR
11 Efreeti MM
13 Lou p garou VCR
13 Vam pire MM
Gothic horror is about the terror within, not without.
It shatters the illusion of humanity in a poignant
way by holding a mirror up to us and saying: look GOTHIC HORROR VI LLA I N S
at what we truly are, and look at what we pretend Villains i n gothic horror tales are subtle o r unas­
to be. Under that mask of civility, there is depravity. suming until they reveal their true nature. Any
Under that thin veneer of society, there is wicked­ intriguing figure with a dark secret can serve as a
ness. Under all the trappings of sophistication, are gothic horror villain, and gothic villains are most ef­
we not all predators or prey? Gothic horror shatters fective when they are slowly revealed as shockingly
the lies we trick ourselves into believing and shows cruel, immoral, or the antithesis of goodness.
that we, not some distant entity, are and ever shall
be the architects of our doom. The quest for per­ G OT H I C H O R R O R VI L L A I N S
fection leads us to discover our own imperfection.
dlO Villain
Our quest for the divine leads us to believe we, our­
A reclusive noble who isn't a vam pire, but uses his
selves, are gods. These are the themes that haunt
stories of Gothic horror. reputation as one to terrorize his vassals
Consider the following genre tropes when creat­ 2 An indulgent social ite who made a terri ble bargain
ing your gothic horror domain: with a fel l power to retain her youth
• Gothic stories include intense, even exaggerated, 3 A scientist obsessed with creating the perfect poi­
emotions. Romances, rivalries, and life-changing son, machine, or lifeform
events are common in these adventures. 4 A beloved magnate who abducts commoners to
• Atmosphere and a sense of dread are key to steal thei r blood for his beauty rituals
achieving a gothic feel. Set your story in an de­ 5 A celebrity who openly murders innocents but
crepit mansion, ruined cathedral, or other fore­ uses their charm to avoid repercussions
boding location. 6 Someone who loves a monstrous creature and
• Gothic heroes are often virtuous, deeply passion­
does a nyth ing to keep it fed and safe
ate, or courageous. Find ways for adventures to
7 A wealthy heir who manipulates the am bitious into
test characters' beliefs and morality.
• Gothic villains are unrepentantly evil, but this committi ng terrible d eeds
shouldn't be immediately obvious. Drop hints 8 A poisoner who seeks to manipulate history
about your villain's awful secrets before revealing through targeted killings
them fully. 9 An a rtist who manufactu res terrible accidents to
• Sacrifices feature prominently in gothic stories. provide inspiration and reference for her a rt
Give characters heart-wrenching choices to make. 10 A monster h u nter who accuses those they consider
GOTHIC HORROR MONSTERS sinfu l of being monsters

Creatures imbued with tragedy or abominable ori­


gins work well in gothic horror adventures. Often, GOTHIC HORROR TOR M E NTS
lower-level monsters embody aspects of a more pow­ Self-debasement and self-loathing lurk at the heart
erful villain's evil, powers, or background. For ex­ of gothic villains' evil, whether they indulge in vices
ample, swarms of bats suggest a vampire's connec­ or are consumed with misanthropy. This results in
tion to the creatures of the night, while werewolves villains who torment themselves viciously.
speak toward a vampire's bloodthirsty nature.

56 C HA PT E R 2 f C R E AT I N G D O MA I N S OF D R E A D
G OT H I C H O R R O R TO R M E N TS d8 Adventure Site
d8 Torment 3 A science lab where preserved body parts carry the
The Darklord 's soul is so consumed by shadows consciousnesses of their former owners
that it extinguishes all light that shi nes on them. 4 A hidden fighti ng a rena where rivals and lovers
2 The Darklord in herited u n l i m ited wealth, but fi nery battle to prove the strength of thei r emotions
she wears turns to rags and food tastes l i ke ash. 5 A beautiful garden where the past keepers find im­
3 The Darklord is i n compa ra bly beautifu l , but locals mortal ity a s statues and i n a ncient trees
perceive him as a terri ble beast. 6 A tower where honorable heroes are sworn to pro­
4 Tattoos detailing the Darklord's sins cover their tect a monstrous ruler
body. 7 A lavish inn where a random guest chokes on their
5 Every n ight, the Darklord is the focus of a l avish own blood each n ight
ball, but d u ring the day he turns i nto a lead statue. 8 A rectory where the stained glass wi ndows hold
6 A choir of spi rits follows the Darklord, end lessly the trapped souls of the pious
singing her sins.
7 The Darklord endlessly cries tears of blood , i n k, GOTHIC HORROR PLOTS
poison, or molten iron.
Poetic tragedy, the dichotomy between goodness
8 The Darklord knows how he's goi n g to die and
and wickedness, and reckonings for wicked deeds
sees evidence of i m pending doom everywhere. are strong fodder for gothic horror plots.

GOTHIC HORROR SETTINGS G OT H I C H O R R O R PLOTS


d8 Plot
Ominous history, supernatural forces, and an
underlying sinister air are staples of gothic hor­ Discover why anyone who utters the prince's true
ror settings. name immediately turns to d ust.
2 I nvestigate the disappearance of a scientist k nown
G OT H I C H O R RO R S E TT I N G S only through their correspondence.
d8 Setting 3 Help a repentant i mmortal lose centuries of pain­
A city-state where the rulers a re secretly warri ng ful memories.
lycanthropes, h ags, and vampires 4 Track down a serial killer who impa les her victims
2 A cou ntryside littered with gigantic pieces of armor on the same monument.
3 A n ation where fog hides packs of deadly beasts 5 End a n affl iction that turns a noble into a living
4 An island where the i n habitants make sacrifices to doll every n ight.
avoid eerie transformations 6 Settle a dispute between mortals and devi ls who
5 A mounta i n -sized cathedral devoted to transform­ both claim the same child is their next ruler.
ing a prophesied being i nto a deity 7 Put to rest a pair of spirits that bring tragedy to any
6 A forest of eternal night where bloodthi rsty crea­ couple who tries to get married.
tures live i n monstrous peace 8 Find a way to end a land's generational cu rse that
7 A city where a l l who die are cast in p laster and doesn't i nvolve a group of innocents willi ngly sacri­
used to adorn tableau-covered avenues ficing themselves.
8 An a rtist's paradise where cruelties a re elevated to
terrible and beautiful a rt fo rms
OTHER HORROR GENRES
I n addition to the aforementioned terrors, consider
GOTHIC HORROR ADVENTURE SITE S exploring any of the following horror genres when
Gothic horror stories often center on a forlorn struc­ creating adventures in the Domains of Dread. Be­
ture in which depravity finds a welcome home. yond these, there are dozens of other types of horror
tales you can explore. Consider investigating the
G OT H I C H O R RO R A DV E N T U R E S I T E S hallmarks of any of those frightful categories, or
d8 Adventure Site look into the genres of your own favorite scary films
A mansion's forbidden east wing, where terri ble and stories. Understanding what makes a type of
noises sound fro m every n ight horror story frightening and how you can mimic or
subvert genre tropes in your storytelling can provide
2 A castle where all visitors a re transformed into
endless inspiration for your terrifying adventures.
rats, bats, spiders, and other beasts

C H APTER 2 j C REATI NG D O M A I N S OF D R E A D 57
DISASTER HORROR OUGULT DETEGTIVE STORIES
In disaster horror adventures, the world has fallen Adventures rooted in the occult detective genre
to ruin-or it's getting there fast. The unthinkable straddle the line between fantasy, mystery, and
has happened and, as a result, society is collapsing. horror. For the occult detective, solving paranormal
In these tales, a monster or villain might be re­ mysteries is all part of the job. In these adventures,
placed by cascading catastrophes like those brought villains employ supernatural powers toward nefar­
about by a meteor strike or volcanic eruption. Re­ ious ends while characters act as detectives, inter­
gardless of a hero's power, the best-timed critical hit preting events, learning patterns, deducing goals,
or the most powerful spell might not fix a city ruined and ultimately putting an end to the threat. Inves­
by an earthquake or a world ravaged by plagues. tigation and cleverness take center stage in these
The disasters in your horror adventures need not adventures, though as in the noir stories that inspire
be natural. Magical disruptions, temporal shifts, the genre, there's plenty of room for action.
and violent interplanar rifts might sow all manner Occult detective adventures can be just as terrify­
of supernatural chaos. Wars and relentless monster ing as any other horror adventures, but also might
hordes-like legions of zombies or fiends-can also be lighter in tone. Adventurers might experience
cause region- or world-changing ruin. terrors only after they've happened and face a foe
In all these cases, society breaks down. There are only once they're prepared to end its threat. Of
no inns to sleep in, healers are few or overtaxed, course, there are ways to create threats distinct to
and anarchy rises as governments crumble. Envi­ this genre, such as when villains view detectives as
ronmental hazards, such as those in the Dungeon rivals or targets.
Master's Guide, might be extreme and lead to scar­ When creating an occult detective adventure, con­
city of food or other resources. Scared innocents, sider what monster, magic, or other supernatural
opportunistic scavengers, and leaderless military force might lend a thrilling twist to some criminal
forces all seek to survive. The hopeless acts of oth­ enterprise. How will the characters catch an invisi­
ers might even prove more horrifying than the pro­ ble assassin or a thief that pilfers extradimensional
voking disaster. spaces? Once you know the villain's mode of oper­
When creating adventures inspired by disaster ation, consider how it might give itself away. Even
horror, ask yourself the following questions: if you're not sure, listen to the characters' plans
and give them opportunities to feel brilliant in the
• What is the disaster? Is it natural, a supernatural
course of running your adventures.
event, or the effect of a terrifying weapon? Is it war
When creating adventures inspired by occult de­
or endless throngs of monsters?
tective stories, ask yourself the following questions:
• Was the disaster somehow manufactured? Is
there a cause behind it? • What criminal or supernatural force is at
• Is there a place that was somehow spared from large? What crime is it committing, or how is it
the disaster? a problem?
• What parts of society have collapsed? Are most • Who wants the villain stopped? Do they have a
common people trying to ride out the disaster, or personal reason for this?
are they fleeing in search of safety? • What evidence has the villain left behind? How is
• Who is taking advantage of the disaster? Are they the evidence initially misleading?
normal people, monsters, or another threat? • What clarifying evidence will the characters dis­
• Does everyone believe in the danger of cover in the course of their investigation?
the disaster? • How are the villain's deeds terrifying or suggestive
• Has the disaster given rise to extreme behaviors, of a larger plot? Are the characters threatened?
such as paranoia, cultic beliefs, or cannibalism? • How might the characters trap the villain, draw
• Will the world ever be the same again? them out, or predict their next move?

58 C HA PT E R 2 I C R E AT I NG D O M A I N S OF D R E A D
PSYOHOLOGIGAL HORROR SLASHER HORROR
Psychological horror stories create suspense by Every monster is a story, and many of those stories
heightening or calling into question characters' are horror stories. This brand of horror contends
states of mind, emotions, and perceptions. They with relentless killers, which might be people or
often highlight the difference between what charac­ monsters. These adventures revel in grisly details,
ters think and how they behave. the suspense of an impending showdown with a
When creating adventures rooted in psychological powerful foe, and the fear that death waits right
horror, consider common fears and anxieties. These around the corner.
readily become metaphors for villains and monsters. Adventures of this genre typically include one
Fear of being judged by one's peers might manifest major antagonist that threatens a group. This might
as a jury of nothics, while fear of change could be be a particularly large or cunning beast, a murderer
represented by a medusa that petrifies those who who terrorizes a neighborhood, a monster stalking
threaten her community's status quo. a town, or a supernatural menace who spreads a
Uncertainty, paranoia, and blurred lines between signature sort of death. When creating your own
reality and fiction also shape psychological horror monster or slasher horror adventures, choose a
stories. lo your adventures, this might take the form creature with a challenge rating high enough that
of unreliable information. Characters might experi­ your party won't defeat it with a few lucky hits. Also
ence a deadly encounter only to wake up at the end, consider foes with details you're eager to explore in
not having previously realized they were asleep. Be­ various terrifying scenes. A medusa, for example,
fore undermining characters' senses, though, make becomes all the more terrifying when it murders
sure you know what's driving these skewed percep­ with petrified body parts or forces victims into un­
tions and how characters might overcome them. settling poses before petrifying them. Also, consider
The "Fear and Stress" section of chapter 4 provides who the villain's targets are and why the villain has
options for dealing with the stress of adventuring. chosen to prey upon that group. Is it out of hunger or
If some force is actively trying to cause stress for for revenge, or does the creature have a more deep
characters, this might lead to its own psychological seated need to kill?
horror adventure. The relentless killers presented in chapter 5 pro­
Be aware that some classic psychological horror vide perfect foes for adventures embracing this type
tales stigmatize mental illness. Work to avoid such of horror. Also, when creating adventures inspired
tropes in your adventures as you consider the fol­ by monster or slasher horror, ask yourself the fol­
lowing questions: lowing questions:
• What are characters afraid of? ls a wizard afraid • Who is the monster or slasher? How do they kill?
of losing their memory? Is a fighter afraid of grow­ What has made them infamous?
ing old? Does a cleric fear their god is a lie? • Why is a community defenseless against
• If every monster is a stand-in for something peo­ the killer?
ple fear, what do your favorite monsters embody? • In what shocking ways does the killer use
Can your adventures accentuate that? its powers?
• Why might a character think everyone around • How does the killer avoid capture? Where does it
them is lying to them? Might this be paranoia, an hide from its pursuers?
actual conspiracy, or both? Who or what could • Does the killer think it's justified? Has the com­
pull the strings of such a plot? munity wronged it in some way?
• How can the environment change to undermine • What characters in your story exist only to
characters' sense of reality? The Mists already be victims?
play into this, as could structures with no doors or • What climactic event is sure to tempt the killer
stairs with no end, but what else might? into the open?

C H AP T E R 2 I C R EATI NG D O MA I N S OF D R E AD 59

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