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1 - Introduction
A Lamordia Adventure Module

For Dungeons & Dragons 5th Edition

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Based on the Lamordia lore presented in Van Richten’s Guide to Ravenloft, pgs. 138-143

Version 1.0.0 - 08/24/2022

For four to six adventurers of levels 1-7

By Alexander Vigna
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DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective
logos are trademarks of Wizards of the Coast in the USA and other countries.

This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild.

All other original material in this work is copyright 2022 by Alexander Vigna and published under the Community Content Agreement for Dungeon Masters Guild.

Legal - 2
Introduction
Credits
Author & Designer: Alexander Vigna

Feedback & Proofreading: Brian Graff, John Price, Lidia Vigna, Gerard Lambrugo, Collin Keating

Playtest Dungeon Master: Alexander Vigna


Playtest Players: Brian Graff, Gerard Lambrugo, John Price, Lidia Vigna

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Art:
City and Dungeon Maps: Made by Alexander Vigna with Inkarnate Pro
Map of Lamordia: Made by Alexander Vigna with Inkarnate Pro, with geography based on the original
map by Francesca Baerald found in Van Richten’s Guide to Ravenloft, and maps in older editions

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Commissioned artwork:
by Stacy Wead - linktr.ee/artofstace
Page 22: The Last Passenger, Page 50: The Au-Wrecker, Page 61: Flying Experiment,
Page 80: Mordenheim Hunter, Page 82: Octo-Man
Cosplayers:
Viktra: Gifted Faker - campsite.bio/giftedfaker
Elise: Megara Hope - campsite.bio/megarahope
Ravenloft Logo: From the Ravenloft Logo Pack by Gordon McAlpin on DM’s Guild
Other Art: Most other images made by Alexander Vigna using original photography and/or stock photog-

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raphy from Pexels and Unsplash composited and modified in Adobe Photoshop. The images on pages 10, 18,
31, 38, 41, 58, & 85 contain AI-generated imagery, all of which have also been modified in Photoshop.
Author’s note: I do sincerely hope that for my next project I will have the funds to hire artists for the entire
thing, but this is my first published work and it just wasn’t in the (nonexistent) budget this time.
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Special Thanks:
My wife, for putting up with this nonsense
Anyone I’ve ever played D&D with
The Spellbook Gaming peeps
Wizards of the Coast
The many good people behind Curse of Strahd and Van Richten’s Guide to Ravenloft
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Tracy and Laura Hickman, The Creators


Cryo Chamber, for the spooky vibes while writing this book
Nuwan Panditha, and his Painterly Photoshop action
Pexels
Unsplash
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The additional “lore” I’ve written for Lamordia has been extrapolated based on the original six pages in
Van Richten’s Guide to Ravenloft, filled in by my own imagination or the suggestions of friends, or is made
out of the answers to questions players asked during the playtest game. Given the extensive changes to
Lamordia’s lore, I felt it best to treat all previous lore from older editions as no longer canon, and thus
the information in Van Richten’s Guide to Ravenloft is the only thing I considered to be canon when writ-
ing this. My additions, changes, interpretations, and ommisions should not be taken seriously as official
Dungeons & Dragons canon until the extremely unlikely event that Wizards of the Coast decides to give
it their blessing. Compared to the official one, the map of Lamordia on page 11 has some discrepancies in
the shape and scale of the land, as well as added and removed locations, and exists for the sole purpose of
providing a better sense of scale with a hex grid. It should similarly not be taken as canon. As with any-
thing in a TTRPG, you are free to change, add, or remove things to suit your tastes.

3 - Credits
Introduction
Contents
Foreward .............................................................................. 5 Inside Schloss Mordenheim ........................................... 62
Introduction ......................................................................... 6 Escape! ................................................................................. 68
Story Overview .................................................................... 6 Optional Side Quests ....................................................... 69
Preparing the Adventurers .............................................. 6 Sewer Rats .......................................................................... 69
Getting to Lamordia .......................................................... 7 Horde Defense ................................................................... 69
Character Levels ................................................................. 8 Mine 99 ................................................................................ 69
The Author’s Two Cents .................................................... 8 Schloss Cutter .................................................................... 70

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Lamordia .............................................................................. 9 Hunting the Hunters ....................................................... 70
Culture ................................................................................... 9 Winter’s Mouth ................................................................. 70
History ................................................................................. 10 Epilogue .............................................................................. 71
Notable Locations ............................................................. 11 Viktra Prevails .................................................................. 71

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Random Encounters ......................................................... 13 Viktra Dies ......................................................................... 71
Weather ............................................................................... 16 Other Aftermaths .............................................................. 71
Goods and Services .......................................................... 17 Appendix A: Firearms ..................................................... 72
Long Distance Travel ........................................................ 18 Appendix B: Features ...................................................... 73
Non-human Foreigners .................................................. 18 Appendix C: Monsters and NPCs ................................. 74
Chapter 1: The Ghost Train ............................................. 19 The Au-Wrecker ............................................................... 74
About Cyre 1313 ................................................................ 19 Baron Rudolph Von Aubrecker .................................... 74
Cyre 1313’s Cars ................................................................. 20 Baron Von Aubrecker’s Secret Police ........................... 75
Chapter 2: Doctor’s Orders ............................................. 23 City Constables ................................................................. 75

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The City of Neufurchtenburg ......................................... 23
Awakening ......................................................................... 26
Mine 07 ................................................................................ 27
Bad Medicine ..................................................................... 30
City Defenders .................................................................. 76
Elise ...................................................................................... 76
Explosive Cadaver ............................................................ 78
Flying Experiments .......................................................... 78
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Chapter 3: Journey to the Northeast ............................. 32 The Leviathan of Agony .................................................. 79
Damsel in Distress ............................................................. 32 Mine 07 Roper .................................................................... 80
The Town of Whale End ................................................... 34 Mordenheim Hunters ...................................................... 80
Chapter 4: Academic Endeavors ................................... 36 Mummified Druid ............................................................ 81
The City of Ludendorf ...................................................... 36 Octo-man ........................................................................... 82
Get a Job ............................................................................... 39 Viktra Mordenheim ......................................................... 82
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Example Student Quests ................................................. 40 Appendix D: Optional Rule: Lamordian Elixirs ...... 84
Chapter 5: Rebellion ......................................................... 42 Appendix E: Items ............................................................ 85
Extra Credit ........................................................................ 42 Appendix F: Handouts .................................................... 86
Phase 1: Preparation ........................................................ 43 Appendix G: Lamordian Ships ...................................... 89
Phase 2: Infiltration ........................................................... 43
Areas of Schloss Aubrecker ............................................ 44
Phase 3: “Rescue” ............................................................... 49
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Chapter 6: The Heart of the Issue .................................. 51


Betrayed! ............................................................................. 51
Going Hunting ................................................................... 52
The Screaming Caves ....................................................... 52
Hope’s Heart ....................................................................... 55
Chapter 7: Paying the Price ............................................. 58
The Docks & Cliffs .............................................................. 58

Contents - 4
Introduction
Foreword: Once More into the Mists
ello, and thanks for taking the game outline. I figured it’d be worth expanding on it
time to read this campaign! I to a point that I could share it with people, and from
first ran Curse of Strahd for two there it snowballed into this much larger project. I
groups of friends back in 2018, knew this was getting too big to keep to myself when
and we all fell in love with the the document I was planning it in passed 60 pages
setting and themes. We’d played before I even ran the second session.
a few mostly incomplete, messy I have taken some creative liberties with the lore,

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campaigns before that, but which seemed necessary as there were original-
Ravenloft is what taught me how ly only six pages of it in one book. Between what
to commit to a quality campaign from start to finish. I’ve come up with here and the existing lore in Van
I’d been dying to return to Ravenloft in a game ever Richten’s Guide to Ravenloft, you should have just

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since, but never felt like going through the work of about everything you need to have a clear picture
converting an old 2e or 3e module, or scouring the of Lamordia. Worldbuilding and coming up with
internet for obscure lore. When Van Richten’s Guide homebrew monsters, items, spells, and abilities has
to Ravenloft came out in May of 2021, I knew I had been a pastime of mine since I started playing this
to run a game using it. game over six years ago, and this book feels like a
Among the many domains available, Lamordia culmination of all that practice. I know I’m not a
stuck out to me as a big fan of the original Franken- venerable 30+ year 1st edition veteran (heck, I ha-
stein. I understand that Lamordia’s lore has received ven’t even been alive for 30 years), but I hope what
significant retcons in 5th edition, and I understand I’ve built here is enjoyable to you and your players

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no one likes retcons, but if you just think of this as
an original story then I think you can see the beau-
ty in this unique take on the classic tale. I started
planning this campaign just to run for my friends,
nonetheless.

Please enjoy,
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but quickly realized I was going into way more Alexander Vigna
detail than I would normally for a casual homebrew
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5 - Foreward
Introduction
Introduction
irst and foremost, you as the Dun- the dungeons of the wicked baron. A betrayal and
geon Master of this campaign should another brush with death sets the party on a quest
familiarize yourself with the sections to seek revenge upon the realm’s true dark lord…
of Van Richten’s Guide to Raven-
loft that are relevant to Lamordian
adventures. Most important are the PREPARING THE ADVENTURERS
sections on Lamordia itself on pages There are several things to take into consideration

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138-143, as well as Body Horror on when preparing your players to run this adventure,
pages 46-47 and Gothic Horror on and Van Richten’s Guide to Ravenloft has some
pages 56-57. For obvious reasons the good guidelines on setting expectations with your
writings in this document assume you have access players when preparing to run a horror-themed

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to and have read these passages, and the adventure game. Lamordia is a rather low-magic setting, so it’s
will make little sense without the context that they good to make sure you set your players’ expectations
provide. Again, I have taken some creative liberties properly for that (things like spell scrolls and magic
with the lore for the sake of creating a single coher- items won’t be common, for example).
ent campaign. Consider also reading Mary Shelly’s Another important factor is how much informa-
original Frankenstien if you haven’t already, so that tion about the campaign you plan on sharing with
you can appreciate the heavy inspiration it’s had on your players. This is a matter of personal preference,
this setting. but this game benefits from allowing your players to
When a monster or an NPC has a stat block from remain mostly in the dark about the world they’re

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the Monster Manual you need to reference, it will be
indicated by bold text. An asterisk* indicates those
stats can be found in Appendix C of this book, and
a dagger† indicates that it is in Van Richten’s Guide
about to enter. Telling people about a character
named Viktra Mordenheim in a land where people
perform experiments on human bodies might im-
mediately give away the similarities to Frankenstein.
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to Ravenloft. You can also choose to spice things Ravenloft is a campaign setting steeped in fear, and
up with monsters from Volo’s Guide to Monsters, in the human subconscious fear of the unknown is
Mordenkainen’s Tome of Foes, or another supple- perhaps the greatest fear. In addition to all of the
ment from DM’s Guild if you own those, but they above, it is recommended that you provide your
aren’t necessary. The rules and stat blocks for boats players with some version of the following text to
are based on the rules presented by Ghosts of Salt- prepare them for character creation:
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marsh, and additions to them specific to Lamordia


are described in Appendix G. Ravenloft is a loose collection of planes (small
worlds) ranging in size from buildings, to cities,
STORY OVERVIEW to whole countries, that are all dark and gloomy
in nature. They typically exhibit tropes of gothic
Adventurers from another world stumble into Lam- horror, but sometimes dip into other genres such
ordia, an industrious land surrounded by mysteri- as dark fantasy, slasher horror, cosmic horror,
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ous fog, plagued by winter weather, and ruled by and folk horror. A magical pale mist controlled
a selfish and reclusive baron. These strangers find by unseen masters separates the domains of
themselves in the care of a seemingly kind doctor, Ravenloft, and occasionally pulls in outsiders.
only to eventually discover that in Lamordia flesh The most famous domain is Barovia, the home
is worth more than life. With blood on their hands, of the great vampire Count Strahd Von Zarovich
they must flee to the nation’s largest city across a and the setting of the campaign book Curse of
marshland full of feral animals and a sea rife with Strahd, which is based heavily on tales of a cer-
mutated monsters. Once in the city they can sus- tain Transylvanian count. This game will see your
tain themselves by taking on mercenary work from characters thrust into a different one of these
the students of a university that idolizes a woman domains, which you will not learn about until
named Doctor Viktra Mordenheim. Events take an you have arrived there to enhance the mystery of
even deadlier turn when a friendly retired professor the quest.
asks them to do her a favor: save her dear wife from

Introduction - 6
This game will begin at level 1 and end around Mystery Door. In a world without trains there are
level 6-8, since things tend to be even scarier still likely to be countless magical mysteries. One
when you only have a few hit points and limit- foggy evening while venturing between cities looking
ed magical superpowers. Ravenloft is at its best for work, your players discover a strange metal slid-
when the characters have to overcome their fears, ing door standing alone, not attached to any visible
so consider what frightens your character when structure. Curiosity gets the better of them, and they
writing them. The existence of Ravenloft is not open it and step inside, finding themselves inside
known to most people from outside of it (includ- Car 5 of Cyre 1313.
ing your characters) but all worlds of the Dun- Screaming in the Mines. This option is similar to
geons and Dragons multiverse have folk tales the Urban Myth opening, except that it moves the

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and urban myths about people going missing in location of the train tracks to a deep mine, allow-
dense fog, never to return. ing this hook to work in worlds that don’t yet have
The land you will travel to will be isolated, trains. Your players could be in the mines to investi-
culturally alien, and illogical at times, but it will gate the reports of unexplained “screaming” in one

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still fit loosely within the bounds of D&D’s usu- of the abandoned tunnels. Inside the foggy tunnel
al late-medieval fantasy motifs. Be prepared they’ll find “large minecart rails”, and eventually
for twists and turns, betrayals, loss, and frights the ghost train will appear and open up for them.
galore. The world around you is as much your Again, curiosity gets the better of them, and they
enemy as the twisted creatures, depraved citi- step inside.
zens, and despotic rulers. Do not despair though, The common theme between all of these options
it’s still a D&D campaign, and you’re still going to is unbridled curiosity having unforeseen, potentially
be the triumphant heroes… probably… deadly consequences, which is a common problem
in Lamordia.

GETTING TO LAMORDIA e
One way or another your player characters will have
If you’d like to have your game skip the ghost
train dungeon altogether, then you can have the
players begin as 2nd level characters. In this case
they can end up in Lamordia by being sent on a
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to get from whatever world they’re from (Faerun, hunt for some sort of dangerous creature amid a
Eberron, etc.) into Lamordia. This is rarely some- misty woodland (werewolves work well for this). The
thing one does on purpose, considering most people creatures will overwhelm the party and they’ll lose
don’t even know it exists, and even if they did they consciousness, waking up in Dr. Leischer’s lab at the
probably wouldn’t want to go there anyway. For this, start of Chapter 2. The ghost train can also be pulled
this book proposes using the “ghost train” introduc- from the context of this book and used as either a
tion, which is described further in Chapter 1. The standalone one-shot (great for Halloween), or as a
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ghost train is actually the small domain of dread means of entry into another Ravenloft campaign of
known as Cyre 1313, which is briefly described on your own design.
page 168 of Van Richten’s Guide to Ravenloft, and
elaborated upon further in this book. There are sev-
eral ways to get the PCs onto the train and into the
game, but whatever you choose be sure to include
the mists of Ravenloft in your description.
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Urban Myth. If your players’ world of origin is ad-


vanced enough to have a train system then tell them
about an urban legend known as the Ghost Train.
Supposedly, on moonless, foggy nights a glowing
green train appears and disappears through clouds
of mist. No one knows where it comes from or heads
to, but the shriek of its whistle sounds eerily like
a humanoid’s scream. One way or another your
players’ characters have become intrigued by this
urban myth, and they want to board it. One night
when they’re out walking along an isolated stretch
of track, they get what they wished for. The Von Aubrecker Family Crest

7 - Introduction
CHARACTER LEVELS THE AUTHOR’S TWO CENTS
This is an adventure that benefits from using mile- I’ll try to avoid injecting my opinions into this book,
stone leveling over using the experience system. If but please let me offer a small bit of advice. Being
you are following the book’s structure verbatim then a player in a tabletop RPG that is all horror, all
the players’ levels should correspond to the num- the time can become a little exhausting. There’s a
ber of each chapter, being 1st level when they first few ways to mitigate this as a DM if you’re worried
step onto the train and 7th level when they head about this happening to your players. First, you
to Schloss Mordenheim. You could use experience should vary the type of horror that you deal with.
points, but just be mindful that you’re adjusting the This adventure deals heavily in body horror, but

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challenge and frequency of encounters to compen- mixes it up with gothic horror, dashes of survival
sate for any over or under leveled characters. and cosmic horror, and even an optional ghost story
This adventure assumes a relatively linear struc- (and the horrors of capitalism). The second tip is to
ture, but if you wish to use Lamordia as a setting allow the jokes at the table to be plentiful. Don’t feel

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for a sandbox type of game, then there is ample like you need to be the fun police just because the
information in this book and Van Richten’s Guide to game world is dark. Let people slip in and out of
Ravenloft to do so. You’ll have to fill in some of the character and enjoy dumb jokes so they don’t have
gaps yourself, but it’s certainly doable. I would rec- to live in the despair that their characters might be
ommend doing this for levels 1 through 4, and then enduring. All work and no play makes D&D a dull
once the party has made more of a name for them- game.
selves and reached 5th level you can lure them to
Ludendorf to introduce them to the events of Chap-
ter 5 of this book and bring the story back into focus.

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Cyre 1313 can appear anywhere


that tracks can be found.

Introduction - 8
Lamordia, the Land of Flesh and Blood
ithin this pocket amid Raven- riages are legal regardless of gender, and in cases
loft’s mists, the country known where a child has been adopted by a nontraditional
as Lamordia is composed family they are usually named after whichever par-
of a wet marshland wedged ent comes from a wealthier family.
between a harsh mountain The biggest cultural difference between mid 19th
range and a monster-infest- century Europe and Lamordia is the complete lack
ed sea. Its winters are harsh of any religion. Lamordians are vaguely aware of

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and long, and its summers the concept of what a religion is, but none can recall
are mild and brief. The locals one ever being popular in living memory. Most re-
refer to the mountains as the Sleeping Beast, and the sign themselves to a stoic agnosticism, not even con-
single body of water that occupies the north is called sidering the question of consciousness after death.

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the Sea of Secrets. The mountains and the sea are Fitting, as most denizens of Ravenloft don’t have
both extremely deadly places, but are often risked souls to get into an afterlife anyway.
for the sake of their resources. The marshland in Officially speaking, Lamordia is ruled by a hered-
between is mostly untamed wilderness dominated itary barony. The current baron is the reclusive Ru-
by mutated animals, and is made difficult to settle dolph Von Aubrecker, and as far as anyone is aware
thanks to frequent floods and snowstorms. he has no spouse or children. The baron does not
Farming isn’t viable on the soil, but in the cities of concern himself with most goings on in Lamordia,
Ludendorf, Whale End, and Neufurchtenburg many and directs his not-so-secret Secret Police to collect
people keep small fruit and vegetable gardens. exorbitant taxes and harshly punish anyone who

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Travel between towns is done almost exclusively by
boat. Islands dot the seas, but these are even less
hospitable than any place on the mainland, and can
barely even be considered part of the same nation.
commits crimes against the wealthy, no matter how
petty. Actual day-to-day matters of governance are
handled by town mayors, who collect more modest
taxes to fund their force of constables and municipal
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In terms of wildlife, Lamordia is home to most projects like walls and roads. Most wealthy folks are
animals common in marshes and forests, though above the law as long as their crimes aren’t com-
many of them are mutated by unknown energies pletely public, and few are willing to stick their neck
and are more feral as a result. They often bear mul- out to challenge this status quo.
tiple eyes and vestigial extra limbs and appendag- The aesthetic of Lamordia is as if an industrial
es. Even typically docile creatures such as deer are revolution popped up in your average late-medie-
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regarded with similar caution to bears and wolves. val D&D world overnight, completely skipping the
Giant versions of normal animals that are common renaissance and colonial eras. Poorer people still live
in D&D settings can be found here as well, though in homes made of wood or clay bricks with thatched
they are the results of mutation rather than wood- roofs, right across the street from factories made of
land magic. The rivers and seas are teeming with red bricks spewing black smoke. The exception is
fish, and massive whales are a common sight in the Ludendorf, where most single family homes have
northern region of the Sea of Secrets. Like the land long been replaced by towering apartments.
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animals, the whales are considered monsters to be The old “town guards” have been replaced by
hunted, both for the safety of the people and for “city constables’’, who still wear traditional leather
their necessary meat and valuable oil. or chainmail armor, but carry clubs and revolvers in
lieu of spears or swords. Firearms have become very
commonplace in Lamordia, as people value any tool
CULTURE that keeps them safer from the beasts that roam the
Culturally, Lamordia is loosely based on early in- wilds, but bows do still see use by some hunters who
dustrial-era Germany (and central/eastern Europe prefer their silence.
in general). Names for people and places are heavily Appendix A of this book provides rules for fire-
based on real names with Germanic roots. People arms, or you may use another system if you prefer it.
typically take the surname of their father, but mar-

9 - Lamordia
Sailors use steam engines to power their boats lack of respect for their fellow man can be justified
and other heavy machinery, but their primary heat by their pursuit of advancement. They believe that
source is whale oil that is expensive and difficult the ends do justify the means, no matter how horrid
to harvest. The advantage is that a single gallon of the means might be. They consider the calculus of
Lamordian whale oil burns for about as long as 300 human life on the scale of centuries, believing that
pounds of coal, and every pound counts on a boat the suffering of thousands now is worth it if it im-
trying to outrun pirates or sea monsters. Due to proves the human condition for the billions that will
the difficulty of farming on the unstable soil of the follow in the future. The irony of course is that the
marsh, whale meat is a necessary part of the Lam- Dark Powers prevent any meaningful improvement
oridan diet. Neighborhoods near docks are home from occurring by subtly sabotaging experiments, so

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to aircraft-hangar-sized slaughterhouses for the all the suffering of the Lamordian test subjects is for
processing of whale carcasses. Their factories on naught.
land largely run on cheaper coal power, and they
primarily use them to produce textiles, firearms, and
“HISTORY”

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sheet metal. Fashion is generally considered an af-
terthought, even for the wealthy. Clothes are simple Lamordia’s history is difficult to explain because
and utilitarian, and the preferred color is black for time does not function the same way here. Tech-
its stain-resistance as well as its heat absorption. nically speaking, the entire place didn’t exist at all
In Lamordia a person’s body is regarded as no until Viktra and Elise were pulled into the mists
more special than a collection of meat, bones, and about 50 years ago. Despite this, Lamordians claim
organs that they just so happen to own. Cemeter- that the current year is 1790, and that they have a
ies are nonexistent, as most people sign away their long and storied history. However, no new year’s cel-
corpse via a “flesh-rights contract“ to either a local ebration ever happens no matter how many winters

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scientist, Ludendorf University, or a representative
of the baron. Flesh-rights brokers accept payments
from people seeking fresh bodies, and in turn peo-
ple sign away those rights for a sum of gold, usually
come and go.
Lamordia’s entire history and timeline was fabri-
cated when the Dark Powers created it. Any hu-
manoid older than 50 years or ancient creatures
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well over a year’s salary for commoners. A benefac- such as ghosts and undead druids would all claim
tor of their choosing then receives a second sum of to have memories from before that point, but these
gold when they pass away and their body is handed are all fake and often lacking in detail. Part of Vik-
over to the agency. Refusing to turn in a body that is tra’s torment is that no more technological advance-
owed or attempting to commit fraud by signing one ment can occur in Lamordia, so the nation remains
body to multiple contracts are crimes punishable by trapped in a paradoxical state where time seems to
severe fines. This outlandish practice seems normal move forward, but some things are always resetting
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to the Lamordians, who are an exceedingly logical when no one is looking. Original experiments and
people who have little value for emotion, selfless- new technologies always fail or only work once.
ness, posterity, or nostalgia when making decisions. No one from Lamordia is capable of comprehend-
All these blatant humanoid-rights violations are ing this, not even Viktra (who can’t notice that she is
done in the name of survival against the harsh land- perpetually 28 years old), and people try to change
scape. Survival of the fittest is a prevalent philoso- the subject if pressed about paradoxes. Visitors will
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phy among Lamordians thanks to the tough world only begin to notice these issues if their stay in Lam-
they live in. Greed is of course a massive motivation ordia is very lengthy, or if they discover something
as well, but few would openly admit that. Lamor- that specifically displays this strangeness.
dians claim that their unethical experiments and

Lamordia - 10
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Notable Locations
A. LUDENDORF E. SCHLOSS MORDENHEIM
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Chapter 4 describes Lamordia’s largest city and the Chapter 7 explores the darklord’s abode and the
unethical university that shares its name. many dangers that await visitors there.

B. NEUFURCHTENBURG F. THE SCREAMING CAVES


Chapter 2 details this mountain city and the mines
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The northeastern archipelago is referred to as the


that provide much of Lamordia’s material wealth. Isles of Agony, and these windy caves are one of the
only ways to scale their sheer cliffs. Chapter 6 delves
C. WHALE END into this strange formation of vertical tunnels.

Chapter 3 talks about this busy port town that


serves as Neufurchtenburg’s gateway to the sea. G. HOPE’S HEART
Chapter 6 also details this run-down old house,
D. SCHLOSS AUBRECKER which is perhaps the only hospitable place in the
Isles of Agony.
Chapter 5 describes this fortress that is home to
Baron Rudolph Von Aubrecker and his secret police.

11 - Lamordia
H. ABANDONED ESTATE K. WINTER’S MOUTH
Amid the marshland to the east of Whale End is an Nestled in the perpetually frozen southeast corner
old half-collapsed abandoned manor. Players are of the Sea of Secrets is a 100-foot-wide pit in the ice
somewhat likely to come through this area during sheet that descends to unfathomable dark depths.
Chapter 3. The first time your players arrive here Sailors say that the pit “whispers the sea’s secrets”,
they should be caught off guard by a sudden bliz- but no one really know what that means. People
zard. If they decide to take shelter within the manor desperate for knowledge occasionally attempt the
they’ll have to contend with the small pack of rust journey to the pit, but most don’t return. This story
monsters that have made a home in the basement is expanded upon in one of the optional side quests

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level, feeding on the old suits of plate armor once later in this book.
donned by the long-dead family of knights. They’ll
emerge from the basement when they get a whiff of
the party’s many steel possessions. L. LAMORDIAN WILDS

fil
The majority of the landscape is dominated by
muddy river deltas with occasional patches of forest.
I. THE OLD TOWERS As described previously, the mutated monsters and
This roughly three square mile section of the marsh- poor soil prevent people from settling here.
es was once an entire city known as Sumpfburg, but
well over a century ago vicious floods and mudslides
buried it. These days people just refer to the region M. SLEEPING BEAST MOUNTAINS
as the Old Towers, since the only visible remnants The mountain range that forms Lamordia’s southern
of the town are the very tops of towers and hints of border is home to some of the greatest raw material

e
roofs poking through the mire. The city has been
fully reclaimed by nature, and is now home to vari-
ous overgrown and mutated animals that are likely
to accost the players if they attempt to pass through.
riches in all of Ravenloft, and some of its most hor-
rid creatures. The animals that live here are more
mutated than those on the marsh, and in the south-
ernmost, fog-clouded reaches unspeakable horrors†
pl
The few Lamordians prone to magical superstitions stalk those who dig too greedily and too deep. A
like to blame Sumpfburg’s fate on the ancient druids mine in this region is expanded upon in one of the
who once populated the land, and some trap that optional side quests later in this book.
they set in motion eons ago.

J. SCHLOSS CUTTER
m

The Von Cutter family were the rulers of Lamordia


in a forgotten age before the Von Aubreckers took
over. No one is really sure what happened to Volker
Von Cutter, the last of their line, but the story goes
that one day a ship arrived at his castle for routine
business only to find that it appeared to have
Sa

exploded. Volker’s ghost now haunts the basement


level of the castle, and he is on a very small list of
supernatural stories that a considerable number of
Lamordians won’t immediately dismiss. This story
is expanded upon in one of the optional side quests
later in this book.

Lamordia - 12
RANDOM ENCOUNTERS
Random encounters are a topic of some debate in
D&D, so if you find them unappealing or difficult to
manage, simply use the encounters described here
as templates for pre-planned wilderness encounters
rather than truly random ones. The cities are rela-
tively safe, but you may wish to inject some danger
with encounters with bandits, or Baron Von Au-
brecker’s Secret Police*.

e
Whenever your party is outside of a city, roll for
random encounters at the following rate: Check for a
random encounter by rolling a d20 every 30 minutes
that the adventurers spend outside of a town (but

fil
not if they’ve already had two random encounters in
the past 12 hours).

• If the party is within 1 mile of a settlement, an


encounter occurs on a roll of 18 or higher.
• If the party is deeper in the wilderness, encoun-
ters occur on rolls of 15 or higher.

If an encounter occurs, roll on the land or sea en-

e
counter tables depending on the characters’ current
location. For the land table, most of Lamordia will
have you roll 1d12 + 1d4, but if the players are in
the Sleeping Beast Mountains swap the d4 for a d8
pl
to access the higher-numbered encounters. The sea
encounters table does not differ by region, and most
of them assume your players are currently on a boat.
m

A Lamordian buck stalks the


marsh for its next meal, which
could be just about anything.
Sa

13 - Lamordia

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