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I

Introduction ............. 4 Hags ................. 36


Using Darklords ............ 4 Appearance ............... 36
Powers and Destruction ......
4 Background .............. 36
Creating Your Own Lords .....4 Current Sketch ............ 39
The Mood of Ravenloft ....... 5 The Domain .............. 40
Confronting the Hags ....... 41

. Anhktepot ..............
Appearance ................ 6
6 Headless Horseman .......
Background .............. 44
44

Background ................6 The Domain .............. 44


Current Sketch .............8 Confronting the Horseman ... 44
Confronting Anhktepot ....... 9 The First to Follow ......... 46
A Recipe for Mummification 11 .. The Last to Follow ......... 46
The Winding Road . . . . . . . . . . 47

Banshee ....... House of Lament ......... 48


Appearance ............... Background . . . . . . . . . . . . . . 48
Background ..............12 Current Sketch ............ 50
Current Sketch ............ 14 Confronting the House ...... 51
TheDomain ..............14 I
Destroying the House . . . . . . . 52
The City of Dead ........... 16
TheHand ................. 17

. Confronting Tristessa

Bluebeard
.......20
.............. 22 Von Kharkov ............ 54
I Appearance ............... 22
' Background ..............
Current Sketch ............ 24
22

, Bluebeards Castle . . . . . . . . . . 25
Confronting Bluebeard . . . . . . 26
I Appearance ............... 54
Background .............. 54
Current Sketch . . . . . . . . . . . . 56
Confronting Von Kharkov .... 56
Castle Pantara ............. 58

Ebonbane ... ... 28 Merilee ...... ..... 60


Appearance . . . . . . . . . . . . 28 Appearance ...... ...... 60
Background . . . . . . . . . . . . . . 28 Background .............. 60
Current Sketch ............ 30 Current Sketch ............ 62
The Four Keys . . . . . . . . . . . . . 31 Confronting Merilee . . . . . . . . 62
w The Domain .............. 31
r An Account of My Meeting with
Confronting Ebonbane ...... 32 the Child Vampire .......... 63
Shadowborn Manor . . . . . . . . . 33
Monette .............. .64
credits
Appearance. ............. .64
Background ............. .64 Design: Andria Hayday (Banshee, Bluebeard,
Current Sketch ........... .66 Hags, Headiess Horseman, House of
The Domain ..............66 Lament, Introduction, Phantom Lover,
Confronting Monette. ....... 67 “Recipe for Mummification,” Tiyet, Zolnik)
Excerpts from a Ship’s Log. .. 67 Additional Design: William W. Connors
(Ebonbane, Merilee, Monette), Bruce
Nesmith (Anhktepot, Von Kharkov), and
Phantom Lover. ........ .68
I Appearance.. .............68
James Lowder (D’ Polarno)
Editing: Mike Breault
Background ............. .68
Cover Art: Tim Hildebrandt
Current Sketch ............68
The Domain ............. .70 Interior Art: Stephen Fabian
Confronting the Phantom. ... 71 Cartography: David C. Sutherland 111
Fragments of a Diary ...... .73
Graphic Design: Roy E. Parker
Typesdtting: Tracey Zamagne
D’Polarno.. ........... .74 Production: Paul Hanchette
Background ............. .74
Invaluable Assistance: Troy Denning
Current Sketch ........... .77
The Domain ............. .77 Special Thanks: Karen Boomgarden
Confronting D’Polarno ......79
ADVANCED DUNGEONS G DRAGONS,ADGD,
FORGOTTEN REALMS and RAVENLOFT are registered
trademarks owned by TSR, Inc. The TSR logo is a
trademark owned by TSR, Inc.
“1991 TSR, Inc. All Rights Reserved. Printed in the U.S.A.
Tiyet ................ .80 Random House and its affiliate companies have worldwide
Appearance. ............. .80 distributiomrights in the book trade for English language
products of TSR, Inc.
Background ............. .80
Current Sketch ........... .84 Distributed to the book and hobby trade in the United
Kingdom by TSR Ltd.
The Domain ........ ... 85 Distributed to the toy and hobby trade by regional
Confronting Tiyet .... ... 88 distributors.
This material is protected under the copyright laws of the
United States of America. Any reproduction or other
unauthorized use of the material or artwork contained
Zolnik ............... .90 herein is prohibited without the express written permission
of TSR, Inc.
Appearance. ............. .90
Background ............. .90 ISBN 1-56076.137-7
Current Sketch. ........... .93
Gregor’s Children .......... 94 TSR, Inc. TSR, Ltd.
The Domain ............. .94 POB 756 120 Church End
Lake Geneva Cherry Hinton
Confronting Gregor. ........ 94 WI 53147 Cambridge CBl 3LB
U.S.A. United Kingdom
ke one that on a lonesome road lord were attempting to harness the forces of
Doth walk in fear and dread, that city?
And having once turned round Anhktepot, lord of Har’Akir, is a mummy
waUcs on, described in this book. He has slumbered in his
And turns no more his head; tomb for nearly a century. In the adventure
Because he knows a frightfid fiend Touch of Death, someone-or something-is
Doth close behind him tread. attempting to usurp Anhktepot’s power. The
-Coleridge usurper drives the plot of the adventure, not
Anhktepot himself.
Within this book are tales of 16
dark lords and ladies, each
imprisoned in the shadowy abyss
Powers and Destruction
called Ravenloft, each waiting to be arklords have an ally that most creatures
loosed in your campaign. Patience
is perhaps their only virtue. What
mortals blithely call “forever” is no
0 do not have: the Land of Ravenloft itself.
The darklords can be assumed to have
any power that logically fits the mood and tone
c
I more than a moment in their bleak
and dreary existence. Still, they
of their realm. For example, if it is important to
an adventure that Strahd can sense the use of
know that the time to emerge is nearing. By magic in Barovia, then grant him that ability.
opening this book, you have opened a door into This is not to say that he can do
Darkness, releasing the horrors that lurk within. anything-merely that you can be more flexible
with darklords than with other creatures.
If player characters kill a lord, and you’d like
Using Darklords to use that lord again, that too is possible in
he more powerful a lord in Ravenloft is, Ravenloft. In fact, many of the lords, a s written,

T the more daunting and hopeless an


encounter with that lord may seem. Lords
need not always take center stage, however. In
are rarely destroyed even if they disappear.
Three hags rule Tepest, for example. If two are
killed, the third can conjure them up again in
fact, it can be more interesting if they linger in her cauldron of regeneration. In the desert
the background like a malevolent threat, kingdom of Sebua, the lord may turn to
intruding into the foreground only when glittering sand, dispersed by the wind, only to
adventurers foolishly provoke their attention. be formed again later by the land. Rebirth a s
For example, Keening’s banshee is a deadly well a s reincarnation are possible in Ravenloft.
force: to enflame her wrath is to join her other
victims as spirits and other undead. But she
rarely attacks anyone who stays away from her
Creating Your Own lords
mountain. Even by day (when she is able to he RAVENLOW boxed set offers several
walk about), she may not attack unless
someone disturbs her. What role could she then
serve in an adventure? The banshee has an
T tips for DMs who wish to create their own
lords. A detailed history, which explains
how the villain became a lord, is one of those
enmity with the drow of Arak. What if the PCs elements. When creating such tales, keep in
unwittingly aid the banshee in exacting her mind that the Dark Powers and the Mists of
revenge-or vice versa? Keening has no living Ravenloft rarely trick or entice a lord into their
inhabitants, only a city filled with undead that midst. A character is not offered power, for
listlessly continue the routines of their former example; he demands it. H e willingly takes the
lives. What if a necromancer serving another step that seals his fate: the Dark Powers
welcome him, but they do not force him to
become a lord.

The Mood of’ Ravenloft

A
dventures set in Ravenloft demand more of
a DM, because their success depends as
much-or more-upon the ability of the
DM to be a storyteller rather than a rules lawyer.
Rich description is vital to maintaining the
mood of this campaign setting. While running
an adventure, remember that the shadows of
Ravenloft are more likely to conceal an
opponent here than in other lands. PCs seldom
know the true nature of a threat initially. You
needn’t lie or mislead the players, however. If
PCs are facing a rat in broad daylight,
obviously they’ll know it’s a rat. But bright light
is a rarity in Ravenloft. Catching only a glimpse
of some small, black creature slipping into the
shadows, the player characters cannot be sure
of what they’ve seen. Take advantage of the
murkiness and uncertainty of this setting.
Quoting the numbers intrinsic to the ADGD@
game-“You suffer 5 points of damage,” for
example-tends to detract from Ravenloft’s
mood. If someone suffers damage, always
describe the effects of that damage. For
example, a swing from the Headless
Horseman’s scythe may cause “ l d 4 points of
damage,” but the numbers are secondary. First,
a DM will tell the player that the blade caught
his PC‘s face, creating a painful, gaping wound
that is certain to leave a scar. In some
encounters, it’s appropriate to calculate
damage for the PCs yourself, describing the
wounds to players, and any weakness that
results, but keeping the numbers to yourself.
Before you design an adventure using one of
the darklords in this book, review the chapters
titled ‘Techniques of Terror” and “From Gothic
Roots” in the boxed set. They’ll help you
fine-tune your story and prepare you for
unnerving even the most unshakable PC. Then
call your players together late at night, dim the
lights, and play.
I
he desert of Har’Akir is ancient stalked into the Kharn temple, greatest of all in
beyond belief. Not all of its past is Har’Akir, and cursed the gods for not granting
marked by noble deeds and great him his heart’s desire. Ra, sun god and patron
’ kings. In ancient days, the evil
of the pharaohs, answered Anhktepot. He told
pharaoh Anhktepot ruled the the pharaoh that he would live even after death,
nation of Har’Akir. Although he though he might wish otherwise. Ra did not
died long ago, his mummified elaborate.
body occasionally awakens to stalk Anhktepot left the temple elated but
the burning wastelands and remind confused. He still did not know how to cheat
the people of his reign of terror. death. That night, everyone he touched died.
His wife, several servants, and his eldest
Appearance child-all were dead. According to custom,
they were mummified and entombed in great
hen Anhktepot died, his buildings in the desert.
body was wrapped in strips Soon the great pharaoh came to understand
of white funeral linen. his curse. So long a s Ra shone upon him, he
Originally his eyes were covered was safe. But once he was no longer under the
and his hands bound across his sun’s watchful eye, whomever he touched died
chest. He has since ripped the cloth from this horribly.
eyes and torn his hands and arms free. The Shortly after the final ceremony of his wife’s
torn, graying cloth dangles and flutters in the funeral, Anhktepot was visited in the night. A
desert winds. His eyes are golden lights, tinged mummy wrapped in funeral linens entered his
with orange. His uncovered fingers are brown chambers. By the vestments he knew it was
and shrunken. Nephyr. He fled from her down the long halls of
H e walks with a stagger, his gait stiff and the palace. Finally she cornered him. Unable to
awkward. His voice is a scratchy whisper, like talk, the mummy Nephyr tried to embrace
sand on rock. A golden ankh hangs on a chain Anhktepot. Horrified, he screamed for her to
around his neck. H e wears the ceremonial leave him forever. She turned and left. Nephyr
headgear of the pharaohs; he removed the rest walked into the desert and was never seen
of the funeral vestments. again. Her tomb remained open and empty.
Anhktepot was also visited by the
Background mummified bodies of the others whom he had
killed. H e came to understand that he
haraoh Anhktepot ruled centuries ago in

P
controlled them utterly. They did his every
the great desert land of Har’Akir. The bidding. H e used their strength and his own
pharaoh, like most of his culture, was touch of death to tighten the reigns of his evil
obsessed with death. The religion of the people power over Har’Akir.
revolved around death, and the pharaoh was He killed many of the kingdom’s priests,
the link between men and the gods. Anhktepot making them his undead slaves. The priests
himself was a priest of Ra, the sun god. kept their spellcasting powers a s mummies.
Anhktepot commanded his priests to find a Occasionally he would find one of his
way for him to live forever. Many slaves and mummies destroyed, burned from the inside
prisoners died horribly a s subjects in out. Anhktepot was convinced that Nephyr was
Anhktepot’s gruesome experiments. Totally responsible, but he had no proof of this.
frustrated with the lack of success, the pharaoh One day the priests rebelled against the
had several temples burned and razed. H e pharaoh and murdered him in his sleep. The
I
funeral lasted for a month. During it,
Anhktepot was awake and helpless, trapped Current Sketch
nhktepot spends decades at a time

A
inside his own corpse. His mind screamed as
they mummified his body. He was nearly insane “dreaming” in his moldering tomb. He can
when they entombed him. neither sleep nor die, but he can forget the
As the sun set, and Ra’s power waned, the world for a time and dream again of the
borders of Ravenloft seeped into the desert pleasures of the flesh and the power of having a
kingdom to steal away the tomb of Anhktepot nation to do his bidding.
and the nearby small village of Muhar (also It takes a notable event to awaken the
known a s Mudar). When the priests returned to pharaoh mummy. Anyone disturbing his tomb
visit the tomb, all they found was sand and qualifies a s such an event. He can feel some of
rock. It was a s if the village of Muhar and the happenings in the land through the people
Anhktepot’s tomb had never existed. of Muhar. If they feel great anxiety, then he
Upon entering Ravenloft, Anhktepot might put aside his dream long enough to
discovered that he once again had control over investigate. Any excursion of Anhktepot from
his body. H e now rules a small mud village in his tomb usually ends in death and destruction.
the middle of a barren wasteland. It is a bitter Anhktepot’s most fervent dream is to be
end for a man who once ruled a great nation human again. He would even take up the
and wielded great personal power. mantle of mortality and die a natural death if he
could but rule a few years a s a normal man. Of
course he does not envision himself as a
peasant or commoner. H e would only accept a
station in life as great a s he once held. He
would rather die than not rule.
In a cruel twist, Ravenloft has granted him
the power to be human again, but at a high
cost. He can drain a man of life in a sunrise
ceremony and be restored to his human form,
although he becomes a normal, 0-level human
with no spellcasting powers. Should he die in
this form, Anhktepot stays dead unless his
body is mummified and entombed. In that case,
he is a mummy once again with all of his
powers.
If Anhktepot is a normal, living human, and
the sun sets, his body returns to its mummified
condition, and he regains all of his supernatural
powers. The body of the victim whose life he
drained is completely dehydrated and cannot
be raised or resurrected. It takes only one
round to drain a man this way, but Anhktepot
has just a 10-round period of time to do it
before the sun has completely risen.
1 inch = 16miles He could be human again (during the
daylight hours) for a few months by sacrificing
all of Muhar’s villagers. Once they were all
dead, he would be alone forever. Anhktepot you don’t have the RAVENLOFT Monstrous
chooses not to do this. Instead he awaits a time Compendium appendix, just make his minions
when he can rule a larger population. regular mummies.
Anhktepot can be turned, but he uses the
Confronting Anhhttpot special row of the Turning Undead table. He is
immune to damage from holy water, but suffek
Greater Mummy, Chaotic Evil l d 6 points of damage from non-evil holy
symbols. The ankh he wears around his neck
Armor Class -3 Str 19 restores 2d6 hit points each round, even after
Movement 9 Dex 8 he is killed. Anhktepot will rise from the dead if
LevellHit Dice 13 Con 19 the ankh is not removed immediately after he is
Hit Points 65 Int 15 killed.
THACO 7 Wis 23 In addition to his 25% magic resistance,
No. of Attacks 1 Cha 3 Anhktepot is immune to charm, hold, death
magic, poison, cold-based spells, mind control
Damage/Attack 3d6 or mind reading spells, and normal fire. He is
Special Attacks: Disease, spells vulnerable to magical fire.
Special Defenses: + 4 weapon needed to hit H e has a fear aura that causes all creatures
Magic Resistance: 25% that see him to roll a fear check. His presence is
so terrifying that there is a - 4 penalty to the
Anhktepot is a greater mummy as described in check. Like most undead in Ravenloft, the sight
the RAVENLOFTB Monstrous Compendium of him also requires a horror check.
appendix. All of the vital combat descriptions In life, Anhktepot was a 13th-level priest of
are repeated here. The touch of the pharaoh the sun god Ra. He still retains these abilities.
mummy causes a rotting disease that kills in His power to turn undead has been warped and
l d 3 days. One day after the infection, the perverted-he now controls undead. As a
victim is bedridden with convulsions so severe mummy, he has no fear of the sun and no
that spellcasting or wielding a weapon is special attraction to the dark. H e has lost the
impossible. His skin begins to dry up and flake power to shapechange into a hawk, since no
off. The disease must be cured before any other living form would accept him. H e gains all the
type of healing can occur. This cure requires normal spell bonuses and immunities due him
one cure disease spell for each day the disease because of his 23 Wisdom (see Table 5 in the
has progressed to rid the victim’s body of the Player‘s Handbook).
rot. The spells must be cast within a 24-hour
Major Spheres: all, astral, charm, creation,
period.
elemental, sun
If the disease is not cured within one day of
Minor Sphere: weather
the infection, the victim loses 1 point of
Granted Powers: light, continual light, sunray
Strength and Constitution and 2 points of
once per day; control undead.
Charisma. All losses are permanent. Only a
wish spell can restore the lost points. Anhktepot has a large treasure of gold, gems,
Any character who is mummified alive while jewelry, and magical items. So far he has not
infected becomes a greater mummy under the needed any of these items and they lie
control of Anhktepot. The oldest of Har’Akir’s untouched in their vaults. Should the need
greater mummies may have more physical arise, he is quite capable of using any magical
power than Anhktepot himself. Even so, the item available to priests.
ancient pharaoh still controls them utterly. If
R Rucipo for Fino Mummification
B Lay body on a stone slab.
1) Shrine: This low, flat building is a B Insert long metal instrument with hook
monument to the life and works of Anhktepot.
through nostrils and pull brains out. Rinse
Tightly spaced columns fill the shrine, each
brain cavity with palm wine.
carved with pictures telling of famous events in
his life.
* To open torso, carefully slit skin of left
flank with sharp stone knife. Withdraw all
An exterior stairway leads to the flat, empty
vital organs through the opening: heart,
roof. Six alcoves are embedded in the cliff face, intestines, liver, lungs, and so forth. Set
each containing a huge stone statue of a deity
aside.
or relative of Anhktepot.
Rinse body cavity thoroughly with palm
wine, then a spice infusion.
2) Temple of Ra: Pharaohs’ tombs frequently
Pack body cavity with herbs and spices,
doubled as temples. This is the main temple,
especially myrrh and cassia.
with supporting pillars shaped like the deities
To purify the flesh, immerse body in oils
of Har’Akir.

3) Purification Room: Supplicants cleansed


themselves here before worshiping in the
. and resins for no fewer than 40 days.
$eat organs with spice and oil while body
is desiccated.
Place treated lungs, liver, stomach, and
temple. Large urns that once held water now lie intestines in four Canopic jars of stone or
cracked and filled with dust.
alabaster, with stoppers.
Test body for doneness. When all flesh has
4) Temple of Anhktepot: A gargantuan stone
been dissolved and naught but skin and
likeness of Anhktepot dominates the room. The bones remains, wash the body again.
open areas on either side are filled with clay
Plump the body and face with bags of
figures representing the warriors who ’served in
myrrh and cinnamon for a natural look.
his armies.
Important: Return the heart (center of
int6lligence and feeling) to the chest.
5 ) Crypt of the Minor Officials: The less
Replace kidneys also if desired.
important officials of Anhktepot’s reign were
Sew the body incision if desired. Leave
killed upon his death, and then buried with him
small opening so that the heart may be
in this room.
withdrawn for testing in the Underworld.
Anoint body with scented oils a n d o r treat
6) Priest’s Quarters: When the temple was
with resin.
an active part of Har’Akir life, the priests who
Wrap the body with strips of linen treated
served it lived and worked in these rooms.
with gum. Enclose scarab amulet over
heart, along with other protective amulets.
7 )Crypts of the Family: Each room is
Place mask over head.
devoted to a particular wife of Anhktepot and
Place Scrolls of the Dead between thighs
the children she bore. There are more rooms
so the deceased can reach them easily in
than those shown on this map. They are hidden
the underworld.
behind secret doors and formidable barriers
Place body inside series of coffins. Place
made of stone blocks.
in an outer sarcophagus made of stone.
Store upright in a cool, dark place.
n the northern regions of the Core, shroud spotted with blood is draped over h
just south of Darkon, there lies a arm. At times she cradles the cloth as if she
tiny domain called Keening. It is were cradling a child.
shaped by the song of evil, and no
living creature can find comfort Background 1

there. This is the realm of


ristessa’s past is buried a s deeply a s the

T
Ravenloft’s banshee. Her true name
is not known, but natives of nearby kingdom which once was her home. She is
lands call her Tristessa,the sad rumored to have come from Arak, a
one. domain to the east of Keening. Today Arak is a
barren, windswept domain with no sign of life
above the surface. Deep underground, there
Appuarancu lies a kingdom of drow elves. According to
s with all banshees, Keening’s legend, Tristessa once lived among them, many

A lord is a floating, luminous


spirit-the shadow of her
former self. She died young, in
centuries ago.
She was a priestess who earned the disfavor
of Lolth, the spider goddess. In other realms,
agony, and so she will remain until drow priestesses are required to sacrifice a
time comes to an end. male consort to prove their devotion. It is said
Nearly all banshees were evil elves in life, but that Tristessa failed to do so,and she was
Tristessa was not born of an ordinary clan. She punished for the offense. But it is unlikely that
was a drow-a dark elf who lived underground Lolths powers truly extend to Ravenloft, even
with the rest of her black-hearted kind. if the goddess is worshiped in Arak. Further,
Like many of Ravenloft’s lords, she stands no living creature can describe the drow
apart from ordinary creatures of her type. Even civilization in Arak, and it cannot be assumed
now, in her spirit form, Tristessa’s skin is black that it mirrors the drow societies of other
a s coal. When she moves, it gleams and worlds.
glitters, a s if it were cut from the starry night Still, Arak’s kingdom does appear to share
sky. Her long white hair floats wildly about her one quality with other drow civilizations:
body. Were it not for the hair, she would nearly deformity is not accepted. In the Forgotten
fade into the darkness. Realms, drow elves destroy children who are
The banshee’s face is distorted by torment born with marked imperfection. So it must be
and grief. Even by day, when she rests, her in Ravenloft‘s Arak, for Tristessa’s endless wails
brow is furrowed, her dark mouth twisted in as a banshee are for the loss of her child-a
pain. When she rises, her eyes become large child who was born with the legs of a spider.
and round, clearly showing the red-streaked Tristessa alone refused to notice this trait; in
whites, each surrounding a pale, flickering blue her eyes, her only child was perfect.
iris. When she wails, her mouth gapes like the Far below the surface of other realms, there
entrance to a cavern, revealing her white teeth, exist creatures known a s driders. Their upper
purple tongue, and the blue tonsils at the back bodies are those of bloated drow, while their
of her throat. Tears well in her eyes and stream lower bodies are those of genderless spiders.
down her cheeks like the wax from a sputtering These wretched beasts were not born in this
candle. condition, nor can they produce others of their
The banshee is tall, thin, and graceful, with kind. At one time they were drow, but they
slender arms and long, thin fingers. She wears failed the test of the spider goddess Lolth. As
a tattered gown made of violet gauze. A white punishment, she transformed them into
I r
driders. Driders are outcasts. They become
vengeful foes of the drow, who despise and fear
whisper pitifully, “Tell me-where is my child?”
Many are struck dumb with fear and cannot
them. If there are driders in Arak, it is no answer. When no response is forthcoming, she
wonder that the drow in that domain shunned may begin to wail. Like the cry of all banshees,
Tristessa and her child. the sound can destroy man, beast, and flora.
Sages in Darkon say that a party of Araks Tristessa sometimes imagines that she and
drow arose from the dark kingdom one night, her child are together, happy at last. Some
dragging Tristessa and her child along with people, fortunate to have survived an
them. Araks surface was then lush and green. encounter, have spied her sitting by the river.
That night, the sky was cold and clear, and the Sitting upon the stony bank, she is gently
blades of grass shone like silver in the moon’s rocking the bloody shroud on her arm and
light. Tristessa’s captors staked her to the singing a haunting lullaby. In this dreamy state,
ground, and laid her child beside her. Then they she is relatively harmless, oblivious to the rest
abandoned the pair. of the world. Disturbing her is a dreadful
Morning broke. As the sun climbed high in mistake.
the sky, screams echoed across the One should not imagine that Keening’s
landscape-screams so shrill that even the banshee is simple-minded. She is more like a
drow below could hear them. Tristessa and lpx mother gone mad with grief. In lucid moments,
infant could not survive the harsh rays. Mother she remembers what happened in Arak.
and child dissolved into the wind, which rose, Revenge upon the drow, then, becomes her
howling fiercely, and destroyed all life upon main objective.
Araks soil. The storm moved west, enveloping The banshee does not encounter the living
a nearby town with its fury. Then the town and often, however. Those who inhabit her domain
storm disappeared, and Keening was formed. are beyond life. The city she engulfed in Arak
now lies at the base of the mountain, its
inhabitants no longer alive. Some, mercifully,
Current Sketch are deceased. Most are undead. Ghosts of
ristessa’s eternal home is Mount Lament,

T
others she has met on the mountain haunt the
the lonely mountain at the center of places of their demise. When the sun rises,
Keening. She lives in a cavern near the they, like the banshee, disappear.
summit. The cavern is constructed like a mine,
with a single shaft plunging deep into the
mountain, and three layers of tunnels winding The Domain
like a web around the shaft. The air is rank and le summit of Mt. Lament lies at the center
thin, quickly tiring those who are not of this domain, only ten miles from any
accustomed to it. Glistening silver cobwebs border. But a s any adventurer can attest,
hang across the tunnels like curtains. the ascent is physically taxing by day and
Embedded in their sticky strands are blue, deadly by night. The slopes are not steep, but
glittering stones. When the sun is shining, the the ground is loose and unsettled.
banshee is always in this cavern, waiting until In the warm months, the borders of this
the slanting rays of the afternoon sun strike the realm are lush and serene. The breeze stirs the
uppermost level. meadows gently and whispers through the
As darkness begins to conquer the light, the pines. The mountain looms beyond, its gray,
banshee leaves her lair. She is in search of her rocky slopes snow-capped until the height of
child, for the infant did not remain with her. To summer. Although the borders of the domain
any living person she encounters, she may are beautiful, they are strangely silent. A
traveler may strain his ear for a songbird or a to join another, This vein eventually meets the
hawk, but he will hear only the wind. Vuchar Rivej in Falkovnia. In Keening, near its
The mountain itself has little natural flora. At source, the stream flows past a city of restless
the base, the grass is sparse and the trees are dead.
leafless and contorted, a s if they were subject
to a constant gale. As the mountain rises, the
trees give way to sharp-bladed weeds that can
The Approach to the City
slice the curious hand, and thorny thickets that Keening’s City of the Dead once lay in Arak on
can snag exposed flesh. Near the top, the a major trade route. Merchants journeyed south
slopes are shifting rubble, and rock-slides are from Sidnar in Darkon, skirting the mountains
common. Only climbers who are light of foot, of Arak to reach the city. There they would
or make no tread at all, can pass here safely. meet with other tradesmen who had traveled
From early autumn to late spring, snow north from Egertus in Nova Vaasa. Now Arak is
clings to the summit of the mountain, barren and mountainous, and no major roads
preserved in the shadows between the crags. run across it. Sidnar and Egertus have declined.
Several streams spill off the slopes, some fed The once well-traveled road between them is
only by the snowmelt, others by springs. At gone.
night, the water becomes black and churning, Today the City of the Dead lies at the base of
but the unknowing traveler may assume it is Keening’s Mount Lament, not far from the
only reflecting the gloom around it. Kryder River. To reach the city, adventurers
One of these streams flows westward, spilling must follow the river toward its source. As two
into a small river, which in turn runs westward arms of the mountain begin to flank the Kryder,
a road appears-part mud, part stone, part The Beggar Woman: About a half-mile up the
bramble. The road disappears into a dark, road, buzzards circle overhead. By the side of
twisted forest, leading north from the river. the road, a beggar-woman crouches, shrouded
This road once crossed another river in Arak. in a hooded cloak. She turns when anyone
A drawbridge and a stronghold marked the approaches, revealing a wrinkled cheek and a
crossing, but only a few cut stones and rotting milk-white eye. Only one side of her face is
timbers exist in Keening. The river is deep and intact; the other is rotted. She is undead, held
swift here, and it is not safe to cross without here only by the strange bonds of Ravenloft.
ropes or other assistance. Like most of her kind in Keening, the beggar
Faithful Guards: A dozen soldiers were woman continues the motions of her former
posted at the crossing in Arak to exact a toll. life, extending a hand a s travelers pass by. Her
The soldiers, now lifeless, still guard the road voice is only a rasp. If the travelers do not offer
beside the river in Keening. Unlike many of the her any money, or if they proffer some other
dead in this domain, they will never walk again. insult, she rises slowly, shaking a finger.
They stand, nearly motionless, with only the Minutes later, she crumbles into a heap of
dregs of their uniforms fluttering in the wind. bones and decay; her skeleton can no longer
Their mouths are gaping, a s if in a scream. support her.
Each still grips a rusty iron sword, raised high, The woman is not harmless, however. As a
but their armor has fallen to the ground, the unique form of wight, she has the powers of an
leather straps having been gnawed along with evil eye; her milky orb can cast heat metal. She
their flesh. At least one of the swords is can also cast cause disease (the reverse of cure
magical, boasting a +2 bonus. (The section &ease) without touching her victim; he need
titled “The Hand’ explains what happens if only be within ten feet. The disease is
anyone takes a sword from the soldiers.) debilitating, as described in the Player’s
A strongbox lies beside the soldiers, rusted Handbook.
shut. It contains mold and dirt, a few gold The Beekeeper: In the meadow to the west of
pieces, two silver armbands, and a gold brooch the beggar woman, a beekeeper tends his hives.
inset with a small ruby. The pin on the brooch is He is a zombie, but he ignores visitors unless
coated with poison. Anyone who handles the threatened. The bees are more dangerous; if
brooch has a good chance of being pricked (roll anyone attacks or destroys the keeper, they
a Dexterity check with a -3 penalty; this is swarm. These bees inflict l d 4 points of damage
Ravenloft, after all). The wound bleeds to two characters per round, unless repelled by
profusely and the character suffers ldlO points smoke, fire, or a magical barrier. A character
of damage. who plunges into the river-and stays there for
The road winds through the woods at least a round-is also safe, save for the
circuitously, covering roughly a mile before clinging, slithery weeds in the deeper portions.
reaching the city. A crow, flying straight above
the trees, would cross less than a quarter mile,
but that route is barely passable on foot. Thick The Ciig of the Dead
brambles choke the forest. Keening’s city is like many other bustling
By night, shadow creatures lurk in the woods medieval cities, except that all of its citizens are
that flank and sometimes obscure the road. By undead. They are zombies and wights, shackled
day, however, there is only the whisper of the to an emotionless routine that mocks the
wind, the rustling of dry leaves that cling to the routines of the living. In other worlds, such
trees, and the creak and groan of their twisted creatures appear only at night. In Ravenloft the
branches. bounds of Nature are often stretched in favor of
chaos. Here, the humble undead rise late in the
morning and retire in the dead of night. The Hand
Carousers revel the whole night through. They
ach dead soldier guarding the river
can bear the sunlight at any time, however, just
as normal man can withstand the dark. The
city’s inhabitants attack anyone who interferes
with their routine, but if the living walk quietly
E crossing holds a rusty sword. Some are
magical. (At least one boasts a + 2
bonus.) If someone attempts to withdraw a
sword-magical or otherwise-the body
and peacefully among them, the undead are not
disturbed. collapses into a heap. The soldier’s hand,
however, holds fast. It is fused to the hilt. A
As noted in the banshee’s history, Arak was
successful bend bardlift gates roll is required
the original site of this settlement. The city had
to remove it, with only one attempt allowed.
outgrown its first wall, been encircled by a
The hand is the guardian of the sword, and
second, and then attracted settlers beyond that.
it seeks revenge upon anyone who disarms
Even today, two dozen cottages lie outside the
its former master. On a night that follows,
city’s new wall (new only in the sense that it
when the new owner of the sword is sleeping
came last). These are two- and three-room
or vulnerable, the hand scuttles off the hilt,
structures with timber frames, thatched roofs,
heading for the throat of the violator. It can
and walls of wattle (woven sticks) and daub
leap 15 feet to reach its goal. Although it can
(mud and dung). The roofs have gaping holes,
inflict damage by simply punching or
some with a wisp of smoke escaping. Each
cottage has a garden at the front and rear, gouging, the thing’s real goal is to strangle
its victim, the fingers digging deeper and
which is now filled with neat rows of thistles
deeper with each passing minute. If the
and weeds. Women tend the gardens and scrub
throat is covered by armor, damage is
the stoops of their cottages.
l d 4 + 2 points. If the throat is vulnerable,
Beyond these are several plowed fields,
growing prickly wildflowers and neatly damage is l d 6 + 2 points per round. The
cultivated thorn bushes. Men who look like victim must succeed on a bend bardlift gates
roll (trying every other round) to remove the
scarecrows tend the fields, moving slowly and
hand and save himself before he loses all his
methodically. Some stand hoeing though they
hit points. No one else can save him.
have no hoes; they are only going through the
Until it is destroyed, the hand attempts to
motions. Neither the farmers nor the women
complete its mission. If it was ripped from the
outside the cottages will pay a visitor any mind.
victim’s throat, it attempts to crawl to safety or
They may stop t o stare, but will not otherwise
feign destruction, waiting to attack again
react.
another night. Whether the violator abandoned
Guards patrol the city walls and stand at the
the sword with the hand intact, or loosed the
gate. The guards at the gate are stern,
hand from the hilt before taking the sword, the
unmoving, and straight-faced (as much a s one
thing still seeks revenge.
can tell, given the tattered nature of their
The land has given the hand a unique
faces). Unless threatened, they allow travelers
ability to teleport. Once a day, it can teleport
to pass through.
to a random position within 100 yards of its
Within the gates, the city comes alive in its
intended victim, provided he is still in
own strange way. In the horse market, zombies
Keening. Then it crawls forth, taking the
still silently barter the skeletal carcasses of
shortest route. When opportunity arises, the
their nags and steeds. Bards and gaily clad
entertainers walk the streets playing inaudible
tunes. The market square is filled Continued on next Daae. . .
beggars lie in the mud, extending a hand.
. . .Continued from page 1 7 Ladies of the perpetual evening silently solicit
passersby, offering what's left of their bodies.
hand attacks. It is a powerful form of the
Every facet of city life still exists here. The folk
crawling claw, a creature native to the who reside here are simply the voiceless, living
FORGOTTEN REALMS" campaign setting. dead, frozen in this miserable existence.
No form of death magic or any raise dead The buildings in the City of Dead are two and
spell can affect the hand. Resurrection
three stories tall, with exposed timber framing.
renders it immobile for a number of turns The streets throughout much of the city are no
equal to the level of the caster. Cham, sleep, more than narrow, winding alleys, over which
hold, and similar spells do not affect the the dilapidated buildings lean. Normally the
hand, a s it is undead. It cannot be turned or
streets of such a metropolis would be filled with
controlled, however, nor does holy water animals, from cows and unruly hogs to
affect it. Cold-based spells weaken it,
chickens, stray cats, and dogs. Animals did not
reducing its damage by 1 point per die of fare well when this city came to be in Keening,
damage caused. Edged weapons cause half
however. Only the rats, now skeletal or rotting,
damage. All magical weapons cause damage appear to have survived.
a s if they were not enchanted in any way, In fact, all things foul still exist here. There
*
although attack roll bonuses still apply. are no living or undead beasts of burden, yet
Like other crawling claws, Keening's the streets are strewn with dung and garbage,
variety is telepathically linked to others of its strangely preserved over the years. The tanner's
kind. If it needs help, it can summon other district still carries the putrid odors common to
hands to assist it in its efforts. If buried such districts in other cities. Despite the lack of
beneath a weight, each Keening claw can lift cattle, deer, or sheep, the tanners are still
ten pounds. tanning hides in the time-honored fashion, by
rubbing them with dung.
Keening's Crawling Claw (12):Int Non-(0); At the northern end of the city, inside the old
AC 7; MV 9 (special); HD 2; hp 15; THACO
wall, there is a palace. A dry moat surrounds it,
19; #AT 1; Dmg ld4+2/ld6+2(unarmored filled with thick, unruly vines studded with
foes); MR above; S Z T; ML fearless 20; XP 65; thorns. The drawbridge is dangerously rotted,
AL N and the stones of the castle are disintegrating.
with sellers and buyers, even though product is The palace still holds many of the riches
sometimes scarce. The butcher sells and resells common to such a place. The noble who lived
the same slab of rotting meat; his neighbor offers here is gone, the whereabouts of his family
the same limp, dead chicken to anyone who unknown. This is still the home of the loyal
passes. The shop fronts are open, revealing palace guard, however, and they intend to
chandlers, coopers,cartwrights, shoe makers, defend their Dosts "to the death.''
armorers, helmet makers, tinkers, wiremakers,
tailors, menders, goldsmiths-all that a normal
city would hold. Trappers carry skins through the
square. Blacksmiths labor before a forge.
Children play, shambling among the crowds, or
dangling a string toy before a dead, decaying pet.
Here, too, is the dark side of society. Thieves
and drunken thugs seek out new prey. Crippled
Banshee, Chaotic Evil

NA
13
LeveVHit Dice 8 Con NA
15
13
0. of Attacks 1 Cha 9

amage/Attack 2d10 + 8 (touch)


Wcial Attacks: Death wail three times daily
(paralyzing during daylight), crippling
touch, spell-like powers
ecial Defenses: + 1 or better weapon to hit,
detects presence of living in her domain
Resistance: 50%

who sees the banshee must roll a fear


hrow vs. paralyzation) with a -2
who fail are 50% likely to drop
are carrying. All who fail this
rror for 10 rounds.
he banshee’s favorite attack is her keen.
e wails, any living creature within 30
r must roll a saving throw vs. death
Those who fail die immediately,
ing one of Keening’s countless fatalities.
can wail three times each day. If she
ihg the day, paralysis takes the place
She often keens at sunset, upon
her lair, especially if she knows that

inary banshees (or groaning spirits, as


also called) can sense the presence of
eatures up t o five miles away. Tristessa
can sense the presence of any living creature
within her entire domain. She is unsure of an
intruder’s exact location until he comes within
five miles, however. Furthermore, she seldom
attacks unless the intruder begins an ascent of
her mountain.
Tristessa’s touch can be deadly, inflicting
2d10 + 8 points of damage. She usually
reserves this attack for creatures and character S
who do not appear very threatening. If The banshee can move the effects of these
provoked, however, she may try to touch more three spells around at will (movement rate 16).
powerful, hated foes, inflicting another, more She can vary the areas of effect as it suits her.
sinister kind of damage. Ranges for casting and control are 111 feet
At will, the banshee can inflict a crippling beyond the norm.
deformity with her touch. Any body part that Like drow priestesses, the banshee also
meets her fingers warps and twists until it is boasts the following powers, which she can use
useless: a face twists until an eye is obscured, a three times per day:
victim’s hand becomes fingerless, a foot twists Clairvoyance
until the character limps with painful slowness. Detect Lies
In addition to such effects, the deforming touch Suggestion
inflicts l d 8 points of damage, and it completely Dispel Magic
immobilizes the victim for one round while the In addition, the banshee can use these spell-like
deformity takes shape. The effect lasts only as powers at will:
long a s the character is in Keening, but it has a Levitate
50% chance of resurfacing if the victim returns Know Alignment (neither good nor evil can
t o Keening at a later date. be detected in Ravenloft, only law, chaos, or
Ravenloft has enhanced the banshee’s powers neutrality.)
in other ways, too. She can make herself Detect Magic
invisible at will, though her movement is
halved. By day she can appear to be corporeal, She was stripped of all other spells learned in
although normal material objects pass right the worship of her deity in Arak.
through her, causing no harm. In this form her
wail causes paralysis, not death (normal saving Closing the Borders: To close the borders of
throw). She can carry physical objects, using a Keening, the banshee creates a wall of wind. No
natural ability to levitate them in her arms. creature can fly or walk through this wall, and
Only magical weapons with a + 1 bonus or no magic can diminish its force.
better can harm the banshee. She is completely Weaknesses: A vial of holy water inflicts 2d4
immune to charm, hold, slow, and the like. points of damage to the banshee when it is
Drow Powers: All drow have certain base broken upon her. Dispel evil forces her to return
magical powers that improve with experience. to her lair, and prevents her from keening for
Tristessa shares many of these powers, with an l d 4 hours: otherwise, it has no effect.
aptitude similar to that of an 11th-level drow. The banshee turns as a special undead, but
Specifically, she can use the following spell-like priests and paladins suffer a - 4 penalty in
powers three times per day, unless otherwise these attempts. In bright light, the banshee
noted: must roll a successful Intelligence check with a
Dancing Lights, with the number of light -3 modifier to use any of her spell-like drow
sources increased by three. powers, except invisibility.
Faerie Fire, with the area of effect Tristessa’s desire for revenge against the
increased by 70 square feet. drow may be her most damaging weakness of
Darkness, creating a globe of darkness all.
with a diameter up to 14 feet greater than
usual. The globe is impervious to infravision
and normal sight, although true seeing is still
effective, a s are gems of brightness and gems of
seeing. She can use this power at will. I
n many realms there are men Bluebeard lived in a squat castle, with an
whose charms draw trusting and octagonal tower at each corner. Every room
impressionable young women into was lavishly appointed, with gilded mirrors,
their grasp. These rogues are the silver accents, fine furniture, and imported
bait that lures an unending string carpets. The lord was generous with the people
of admirers, each one cast aside who served him, paying them well and
long before she herself has tired of frequently granting them leave. In fact, he
the attachment. Some folk call required that few remain in his castle after
such men “lady killers,” but only a nightfall, sending all but the stable hands, the
little death is involved-the death steward, and a maidservant home to sleep in
of innocence. the village. To a stranger, it appeared that the
Ravenloft has its lady killers, too. lord did not want for anything. But he did have
Here, however, the label is more one misfortune: he could not keep a wife.
appropriate. Below you’ll find the The first, it was said, ran off with a bard.
tale of one such murderer, a man According to the healer (who later left town),
whose beard is a s blue as twilight, the second wife died in her sleep. The third wife
and whose heart is as black a s the simply disappeared. Lord Bluebeard called for a
c
abyss. search, but she could not be found. Were it not
for the kindness he evoked, most people would
Appuarance certainly have been suspicious. A few
questioned these occurrences, but others chose
luebeards features are masculine, but not to believe him unlucky. Of course, Bluebeard
oversized and rough a s in his former life. had killed each woman. In his eyes, he had
I
His beard is still blue, but it has become rightfully removed them from their wifely
darker, attaining a shade of navy that some, duties, for which they had proven themselves
unaccustomed to a man with a blue beard, unworthy.
might mistake for black. A lovely and innocent girl named Marcella
was Bluebeards fourth wife. She was barely
Background fifteen. Bluebeard was quite kind and generous
to this girl, often surprising her with gifts.
any storytellers can relate the tale of a

M
Marcella thought herself fortunate to be his
man called Bluebeard. Some believe they wife. Though his tastes were peculiar and his
spin only a yarn, designed to keep young opinions cast in stone, she soon found that
brides obedient to their husbands. Others think when she agreed with him completely, theirs
perhaps they tell of someone whose flesh has was a happy union.
long since crumbled into dust. But Bluebeard Only a month after their wedding, Bluebeard
and the atrocities he committed were not announced that he would be leaving the castle
fiction, nor did death remove him from other for a few weeks. H e gave her an enormous ring
worlds. Ravenloft did. of keys, each to a different room in the castle.
Lord Bluebeard was not a handsome man. In One of the keys, small and golden, he
fact, he was singularly ugly. His features were separated from the rest. This key, he said,
bulbous and red, but his beard was most would unlock the little tower room on the
offensive, for it was literally a shade of blue. He uppermost floor. She could go anywhere else
was nonetheless charming, overcoming his she pleased, except the little room. “That is
physical faults with good grace and enticing where I keep my surprises,” he said. “And I
wealth. should be dreadfully angry if you
looked there.” Marcella laughed, and promised know the contents of the room,” he said. She
to obey him. nodded, unable to speak. “Then know them,
As the days passed however, she found you will,” said Bluebeard, “for you will join th
herself outside the little room, gazing at the others there for all eternity.”
door. Twice she pressed the little key into the At that, he grasped her arm and dragged h
lock, but recalling her husbands words, she did to the room. She swooned a s they crossed th
not enter. At last, however, her curiosity won threshold. Lord Bluebeard cut her throat and
out. Marcella put the key in the lock, and hung her from a hook, beside his other dead
opened the door. wives. With no more than a sigh, he closed the
The windows in the room were covered, and door and locked it. The key was again clean.
at first she could not see. She stepped inside. Bluebeard left to go courting.
The air was heavy with dust and a coppery or It is not clear how many wives Bluebeard
iron-like smell that she could not identify. killed before Ravenloft opened its arms and
Slowly, her eyes revealed the contents of the drew him in. There were more, to be sure,
room. The floor was caked with dried blood. On perhaps as many a s eight. All of them, along
the wall hung the corpses of three women, each with the lord who slew them, now reside in
suspended limply on a hook. Their throats had Bluebeards small domain, which is called
been cut. Blaustein.
Marcella dashed from the chamber, shutting
and locking it behind her. She ran to her room
and sat upon the carpet in tears, wondering Current Sketch
what she was to do. As she looked at the little avenloft has granted Bluebeard many of
gold key, she saw that it was red with blood. the things he lacked in his former life.
She tried t o wipe it, but the stain would not Over the course of a century, his features
come off. It was a magical key, made red by the have improved. Though he is not yet
motion of turning in the lock of the little room. handsome, he is no longer ugly. The
Only Bluebeard could use the key without this unquestioning loyalty and obedience he once
effect, and only he could erase the stain. The demanded have been granted. The people in
door had been opened, and Marcella’s fate had his domain love him completely. Even his
been sealed. wives-now spirits-appear to be reaching the
Bluebeard returned only minutes after she standards they found so unattainable in life.
had opened the door, like a bloodhound drawn Inwardly, Bluebeard has changed little since
t o its mark. Immediately, he demanded that she becoming a lord. He is the ultimate judge and
give him the ring of keys, and asked what had jury, granting punishment a s he believes it is
happened to the little gold one. His wife at first deserved. Displeasing Bluebeard is a capital
tried to hide her indiscretion, claiming the key offense. Unfortunately, it is easy to do so.
was lost. Bluebeard remained calm. “All is not Bluebeard often has a hand in his victims’
a s it seems,’’ he said charmingly. “Give me the downfalls, tempting them toward the deeds that
key, and I shall tell you a story that will restore will seal their fate.
your faith in me. No harm could I ever bring to Bluebeards murders have become more
someone a s dear to me a s you.” common, but the victim is only rarely his wife.
At last, Marcella gave him the key. Seeing its Many of the young women among his folk are
color, he remarked how sorry he was to lose captivating, and any would accept Bluebeards
her, for she was his favorite. But, he added, attentions. Those attentions are never
disloyalty could not be tolerated. forthcoming, however, for the women in
“You must have been quite eager indeed to Blaustein drive Bluebeard mad.
If Bluebeard should covet any girl who is It is a massive, rectangular keep. Four
native t o his domain, she takes on the octagonal towers mark the corners. No wall
semblance of one of his dead wives. He does surrounds the castle, however. In fact, it seems
not see a former wife as she was in life; that the castle was designed to admit besiegers in a
would hardly be unsettling. H e sees them dead, rush, for directly opposite the entrance is a pit,
decaying, and bleeding, and no matter what the which plunges deep into the hill below the
expression of the real woman is, his former wife castle. The bottom of the pit cannot be seen. In
is always grinning at him. No one else who lives times of peace, two heavy doors cover the
in Blaustein can see the transformation, though pathway to the precipice. During wartime, the
visitors with appropriate magical or psionic doors are designed to stay open, leaving the pit
abilities are able to. exposed.
Despite his “distaste” for Blaustein’s women, The stairway leading up to the main floor lies
Bluebeard has never lost his desire to marry. to left of the entrance, behind a heavy oak door.
The women of Blaustein are repugnant to him, In the heat of battle, attackers would fail to
so he must rely on victims from other make the necessary turn and then plunge into
realms-the hapless, who accidentally visit his the pit. Those who faltered would find the floor
domain; the bold, who come for adventure but beneath them pitching forward, spilling them
succumb to his charms; the slow-witted, who into the depths. Eventually, the soldiers who
are lured by the promise of marriage to a followed would recognize the danger and avoid
wealthy man. His own villagers have attempted it, but hearing the screams of their fellow
t o procure him a wife from afar, so strong is soldiers below, they might still retreat in terror.
their devotion. It is even said that Bluebeards The ground floor of the keep, like that in
charm can extend through the Mists, reaching most castles, is devoted to storage. There are
any girl who is too greedy, foolish, or vain to no windows here, and the air is cool and dank.
resist. The base of each tower serves a s a prison cell.
His last wife, Lorel, came t o him in this In the center of the area is the rim of the great
fashion. Somehow, Bluebeard was able to reach pit, with no rails to safeguard against falling. A
her in another realm, perhaps by invading her character without a light to guide him might
dreams. Spellbound, she stepped into the Mists easily meet his end here.
of Ravenloft. She found herself at Bluebeards The entrance level to the castle lies midway
castle, with no memory of anything that had between the ground (storage) level and the first
come before. Bluebeard became her guardian floor.The first floor contains the main living
and teacher, and soon thereafter her husband. area and its grandly proportioned rooms. In the
Within a month, Lorel, like the wives before center is the great hall, with massive,
her, entered the forbidden room. And like her rough-hewn banquet tables. The floor planks
predecessors, she found a permanent place are covered with a musty straw, upon which
within it. herbs have been strewn, followed by heavy
rugs. Tapestries cloak the walls, depicting
lovely pastoral scenes.
Bluebeard’s Castle Quarters for the castle guard are to the south
luebeards castle sits atop a hill at the of the great hall. Only by day are there any

6 edge of his village, reached by a winding,


rutted dirt road. The castle, like the village
below, is almost completely under the control
soldiers in the castle, however, and then only
half a dozen. They haven’t much to do, except
walk the walls between the towers, stand beside
of Lord Bluebeard. He knows of every action the castle door, and on occasion toss someone
within its heavy stone walls. into the pit.
The uppermost floor of the castle holds order to sleep-he always awakens in the room
additional living quarters for the family and guests in which his wives were hanged. They are
of the castle. The tower rooms have tall windows huddled about him, caressing him tenderly like
with closed shutters, set deep into the wall. devoted sweethearts. Sometime during the
Bluebeard does not use the rooms on this level. night, they bring him there a s he sleeps. With
A castle such a s this could accommodate a the help of Ravenloft's Dark Powers, the
small corps of soldiers, a complete household spectres carry him through the halls and secret
staff, a noble family, and countless guests. passages of his castle. Bluebeard is the lord of
Today it houses only Bluebeard, his dead wives, his domain, but a prisoner of his dead wives
and his guests. Any staff he retains, except the and of his own misdeeds.
steward, quietly leaves for the village when Like the folk in his domain, Bluebeards dead
nightfall approaches. Though they are loyal t o wives are utterly devoted to him. In death, they
Bluebeard, they refuse to stay in his castle at became the faithful creatures he expected them
night (they believe it is haunted). to be in life.
Many who have slept in the house have heard
a woman in the corridor outside their rooms.
The woman was crying. She rapped gently at
Conf'ronting Bluebeard
the door, and begged quietly for help, as if she Fighter, Lawful Evil
were afraid of being overheard. But when they Armor Class lO(5) Str 19
opened the door, no one was there. Some later Movement 12 Dex 17
heard a woman's coquettish laughter, fading LevellHit Dice 5 Con 13
away a s if she were running down the hall. Hit Points 30 Int 13
N o villager blames Bluebeard himself for any THACO 15(12) Wis 9
of the occurrences in Blaustein. In fact, few can No. of Attacks 1 Cha 8
regember them; Bluebeard makes them forget.
Some know Bluebeard has lost several wives to DamagelAttack: 1d4 + 3 (siluer dagger + 3)
tragedy. They believe the castle is to blame, for Special Attacks: Nil
it is said to be haunted by the ghost of Special Defenses: Immune to level drain; can
Bluebeards first wife. She is unable to rest, and detect lies at will
resents any other woman brought into the Magic Resistance: 10%
castle. The folk are eager to employ someone Bluebeards combat abilities are limited. By
who will bring an end to this haunting, so that day, he relies on his devoted staff and the
their lord might live in peace. villagers in his domain for protection. By night,
The upper floor of the castle contains the room the spectres of his wives can wander the castle
that wrought the terror of Bluebeard's wives, as freely, and try to shield him from harm.
well as the rooms in which they resided. Each Bluebeard has the ability to charm, but that
wife had a suite of chambers here. Today these does not account for the fanatic loyalty of his
rooms.open only if the name of the former folk. They cannot remember anything he wants
occupant is uttered before the door. The voices of them to forget. Ravenloft has granted him this
the wives can be heard behind the walls. Each power, although it affects only the natives of
wife has become a spectre. Blaustein.
Bluebeard avoids his castle when he can. The land has also given him the ability to
Even if he has guests, he is apt to leave after detect lies at will, so that he might know who
bidding them good night, following the lead of deserves his wrath. This power affects anyone
his servants. Whenever he stays in the he confronts.
castle-which he must do every three days, in
I BLUEBEARD’S CASTLE Second Floor
Marcella’s
Antonia’s &.’- A.Ursula’sRoom
e
,*
+ Jacinda’s Room

The Hanaina Room

Window
I--- Seat

Marguerite’s Room

Lenor’s Room
Great Hall 0

Removable floor 7- First Floor


Men-at-Aks **
I uest Chambers
Murder Holes (cove;ed)

Tilt Mechanism (magic$)- L Well shaft

Level

Spiral Staircase

1 square = 10feet
Level
ot all of Ravenloft’s foul lords are From that time on, she vowed to follow the
living or once-living things. One, at holy path of t b paladin. No longer would the
least, is fashioned from cold metal Shadowborn name be simply associated with
and even colder darkness. kindness and mercy; now it would be
Manufactured in a forge of foulest synonymous with justice and holy vengeance.
evil, the enchanted sword As the y6ars passed, Kateri Shadowborn
Ebonbane has repeatedly proven fought evil on every front. She single-handedly
its rightto a domain in the drove back hordes of marauders and destroyed
demiplane of dread. nests of evil that threatened the well-being of
her church.
Despite her prowess, Kateri Shadowborn was
Appuarance as vulnerable to time a s any mortal. Eventually

P
hysically, Ebonbane appears she was forced to lay down the holy sword that
as a slender-bladed, long had served her for so many years. Having had
sword. I t s hilt has been cast no time in her busy life for romance, courtship;
from a single piece of silver that, or motherhood, she planned to live out her
mysteriously, never seems to autumn years peacefully. From her home in the
tarnish. Although - ornate, ancestral Shadowborn Manor, she would
Ebonbane’s pommel has no special powers or oversee the family wealth and its allocations to
abilities. charity. In the end, when she died, she planned
Its blade is fashioned from a strange, alien to turn all of her family’s possessions over to
metal that was brought t o the Prime Materiat the church. The Shadowborn name would die
plane from another dimension. Along its with her, but the good that it had done would
length, the keen blade is set with foul-looking live on for decades.
runes ofpurest evil. These runes have many Such a quiet end to a warrior’s life was not to
powers, all described later; they seem to glow be, however. In her day, Kateri had made many
with an eerie black aura. enemies. While most of those who had opposed
her church and its teachings had been
destroyed or converted, there were others who
Backgound plotted revenge.
he macabre lore that surrounds the origins One such group, a band of evil priests in the

T of Ebonbane begins, curiously enough,


with a tale of justice and devotion to the
holy cause of truth. Centuries ago, there lived a
service of a dark deity whose name is best
unspoken, decided that Lady Shadowborn had
to die. Further, as an example to all who
young woman named Kateri Shadowborn. Her opposed their dark designs, she had t o die
parents were wealthy,,but they were humble horribly and in some way that would destroy
and just people. Much of their money went to her much-vaunted faith.
the betterment of life for all those who dwelled Over the course of several months, they
in their lands. began to fashion an evil magical weapon: the
As Kateri grew from a little girl into a young sword that was to be called Ebonbane. When
woman, she began to feel an emptiness in her the final dark rune was set upon the blade, an
heart. For all the good that she and her evil being from the outer planes was
ancestors had done, there was something imprisoned in the weapon. Much t o the surprise
missing. By the time she had reached her of the sword’s creators, however, the spells that
midteens, Kateri Shadowborn knew what it was they had woven to control the extradimensional
that she needed. entity were woefully inadequate. When they
cast the last component of this mystical took the life of Kateri Shadowborn, the Mists
enchantment upon Ebonbane, they found its engulfed the estate.
power turned back upon them. Now they were When Ebonbane, thrilled with the victory that
slaves of the presence they had attempted to it had won, tried to leave the grounds, it found
contain. that it could not. At every turn, it was
One aspect of the magical spell cast on confronted by an impassable stone wall. It was
Ebonbane did succeed, however. Although the imprisoned in the demiplane of dread.
sword was free-willed, it still had become
gripped with an utter hatred for Lady
Shadowborn and all her works. The weapon Current Sketch
quickly began to plan her destruction. bonbane has found its time in Ravenloft
Ebonbane arranged to be found by a monk
from a monastery near the Shadowborn estate.
As soon a s the unsuspecting holy man reached
E utterly unbearable. It knows that its powers
here are a hundred times what they were in
the outside world, but it feels that this is no
out to touch the weapon, Ebonbane struck. consolation for the loss of its own freedom.
Lashing out with its titanic will, it utterly Curiously, Ebonbane has never been able to
destroyed the monks vital life energies and grasp the full meaning of what has happened to
took over his body. it. It believes that it has been imprisoned by
With the body of the monk nothing m o r e some trick of Lady Shadowborn. Even if
than a puppet under the control of the evil confronted with absolute proof that it is
Ebonbane, the sword instructed the monk to imprisoned in a special demiplane full of evil
carry it t o Shadowborn Manor. When the monk creatures, Ebonbane would not believe this. In
was received by Lady Shadowborn, he fact, the odds are good that anyone who dares
explained that the workers at the monastery to confront it with such information would die
had found this sword and wanted her advice on horribly.
what t o do with it. When Lady Shadowborn In addition to its own rage over having been
saw the unholy weapon, her natural ability to imprisoned in Ravenloft, Ebonbane finds that it
sense all things evil warned her of the has not been wholly successful in its attempt to
treachery. slay Lady Shadowborn. The paladin, now in the
The battle that followed was magnificent. form of a geist, remains a part of her ancestral
With every ounce of faith that she could muster, home and, thus, of Ebonbane’s domain.
the aging paladin fought off the influences of Ebonbane has tried many times to drive Lady
the weapon. Time and time again, the animated Shadowborn from its land, but it has always
sword tried to run Lady Shadowborn through, failed. The vital faith and religious strength that
but always her holy sword turned it aside. guided her through her life a s a paladin still
In the end, however, Ebonbane was too much serve her in death. So long a s Lady
for her. Calling on all the power of the dark Shadowborn’s pure faith remains unshaken, she
dimension that had spawned it, Ebonbane seems to be able to resist Ebonbane’s powers.
delivered a final titanic blow that shattered From time to time, when certain signs are
Lady Shadowborn’s holy avenger. right and the stars are in their proper positions,
As the battle had raged on, Ebonbane was Lady Shadowborn is able to reach out of
unaware that it was drawing the attention of Ravenloft and draw in persons who are directly
Ravenloft’s dark powers. With each iota of related to her. Thus, in addition t o serving a s a
fiendish energy that it drew from the evil plane thorn in the dark lords side, Lady Shadowborn
of its birth, it increased their interest in it. has sought to destroy it several times. While
Finally, a s the last stroke of this deadly artifact she has been no more successful at defeating it
than it has been at breaking her spirit, these staff, a sword, a hand, etc.-that is thrust into
occasional attacks have only served to remind the wall passes through it effortlessly. Once this
Ebonbane that it is not the absolute master of is done, however, the exploring object cannot
all that takes place in its domain. Ebonbane has be withdrawn. The only course of action open,
destroyed every group of heroes that Lady aside from the abandonment of the trapped
Shadowborn has been able to call into object or person, is to press forward and
Ravenloft t o battle it. With each defeat it feels proceed into the wall. Stepping through the
the faith of its enemy slipping a little bit. wall is simple enough, for it offers no
resistance, and anyone can freely enter the
domain.
The Four # q s Leaving Shadowborn Manor, on the other
ady Shadowborn has learned that hand, is not so simple. Characters trying to
Ebonbane can be destroyed only by those magically bypass the wall find that their spells
who can gather together four “keys” and and similar abilities have no effect. From
use them against the evil blade. Each of these within, the wall is solid and utterly invulnerable.
magical components is based upon one of the Scaling the wall is equally impos’sible, for it
four elements and has a special significance. seems to flow like water under those who
The key of earth, for example, is symbolic of attempt to climb it. Even the most highly
the metal from which Ebonbane was fashioned, skilled of thieves cannot scale it.
and the key of fire represents the evil flames Those exploring the domain discover that it
that forged its body into its current shape. is utterly devoid of animal life. Plants are
Ebonbane is unaware that these elemental abundant, from the estate’s blanket of lush
components even exist, let alone that it can be grass to the trees dotted across it. Even fungi
destroyed by them. Thus, it is possible that a and molds can be found here, but all animal
group of heroes drawn into the domain by Lady life has died out.
Shadowborn may one day be able to assemble Unlike lords of other domains, Ebonbane
these keys and use them against Ebonbane. cannot open and close the borders of the
With each failure, however, the power of Shadowborn estate at will. The mysterious wall
Ebonbane becomes stronger and the faith of that encircles the manor house keeps the
Lady Shadowborn diminishes. If she is to be domain and its secrets locked up tight at all
freed from the curse of an eternal battle of wills times. It is said that no one who enters this
with Ebonbane, it must happen soon. domain can escape it alive so long a s the vile
Ebonbane still exists.
The Domain
bonbane’s domain is a very small one. In

E essence, it is nothing more than the


grounds around Shadowborn Manor and a
mysterious circular stone wall that surrounds
the house at a distance of about 100 yards.
Within the wall, Ebonbane is lord. Beyond it,
the Mists of Ravenloft rule.
Anyone who comes upon the walls of this
domain while traveling the Mists of Ravenloft
will find that it is not solid from the outside. At
least, that is how it first appears. Any object-a
weapon able to move about and attack at will
Confronting Ebonbane via its own levitation ability. Since coming to
Ithough Ebonbane is as much a thinking Ravenloft, however, Ebonbane has also

A creature as any of Ravenloft’s other lords,


it is wholly inorganic and, a s such, difficult
t o quantify in AD&D@game terms. The
acquired the powers of a uorpal sword and a
flame tongue.
Although Ebonbane’s domain (Shadowborn
following conventions should suffice for Manor and its grounds, described later) is
encounters with the dreaded Ebonbane. small, its power there is virtually absolute. For
example, the weather around the manor is
Artifact, Chaotic Evil wholly under its control. It can change a
Armor Class -10 Str NIA peaceful spring day into a freezing ice storm.
Movement 9 Dex NIA This power extends to the point of controlling
LevellHD nla Con NIA day or night, the phase of the moon, and
Hit Points nla Int 17 similar effects. Thus, Ebonbane could cause the
THACO 10 WislEgo 17 sun to stand high in the sky, a s if at noon, for
No. of Attacks 1 Cha 15 hours on end only to have it suddenly plunge
beneath the horizon when a party of
DamagelAttack l d 8 adventurers nears the manor itself.
Special Attacks: See text Another of Ebonbane’s more dangerous
Special Defenses: See text powers is the ability to animate blades. No
Magic Resistance: Nil sword or dagger is safe from the evil powers of
Long before its imprisonment in Ravenloft, Ebonbane, not even holy avengers or artifacts
Ebonbane was both powerful and intelligent. like the Sword of Kas or the mighty Excalibur.
Infused with a cruel and cunning intelligence by At will, Ebonbane can animate any and all
its creators, it could communicate swords and daggers in its domain and cause
telepathically or by speech with anyone who them to attack nearby characters or creatures.
held it. If wielded in combat, it acted a s a + 4 These weapons strike with a THACO of 10 and
weapon. When not in the hand of a warrior, inflict their normal damage with each
however, Ebonbane was far from helpless. It . successful strike. Magical abilities inherent in
could move about via an innate form of the weapon, such a s those of a uorpal blade or
levitation and strike on its own. sword of life stealing, function normally, while
As is often the case, however, Ebonbane those requiring a trigger by the wielder, a s is
found that its transformation into a darklord the case with the sunray power of a sun blade,
greatly increased its abilities. Like all the lords do not work. Ebonbane greatly enjoys turning a
of Ravenloft’s domains, Ebonbane is now an party’s own weapons against its members and
almost unstoppable force. will often hold back on more lethal attacks in
The runes on Ebonbane’s blade are powerful order to satisfy its taste for this vicarious
and unholy, so much so that they act as hacking away at victims.
symbols of whatever type it wishes. It can Ebonbane is able to dominate those who
invoke each manner of symbol but once per wield it in accordance with the normal rules for
day, however, so some measure of protection intelligent weapons in the Dungeon Master’s
against this attack form can be had by careful Guide. When it takes control of the person
record keeping on the part of those exploring wielding it, Ebonbane instantly destroys its
its domain. holder’s spirit. What remains of the living body
As mentioned above, Ebonbane is a + 4 of someone who has lost such a duel of wills
with Ebonbane is nothing more
than a husk. The body remains alive for a few sight into or influence over anything that goes
days (a week at the most) and then simply on here. Persons exploring the domain will find
collapses and dies. While the body lives, it this temple a safe refuge-provided they do
obeys Ebonbane’s commands and, in game nothing to defile it, and thereby allowing
terms, acts much like a zombie. Ebonbane to break through its protective aura.
Since it is an unnatural creature, Ebonbane
survives by drawing off the life energies of
living creatures that enter its domain. Because Map Rug
of this, nonmagical healing does not take place he following map key identifies the various
in or around Shadowborn Manor. The natural
recuperative powers normally associated with
living creatures are drawn off by this dreadful
T rooms in Shadowborn Manor and indicates
their use prior to the estate’s consumption
by Ravenloft. (See page 34.) It is impossible to
sword and serve to satisfy its dark hunger. judge what changes have taken place within the
walls of the manor since it became the heart of
Ebonbane’s domain. No living being has ever
Shadowborn Manor ventured into this accursed house and returned
he heart of Ebonbane’s domain is to tell of his discoveries within.

T Shadowborn Manor. This is a fine building,


crafted with loving care in ages past by
Lady Shadowborn’s ancestors. She, like her
parents and their parents before her, kept it in
good repair even while she was away on
adventures.
The manor is a beautiful gothic building, with
spires scattered about it and large windows to
make the most of natural illumination. A large
garden separates the main building from a
crypt that houses several of Lady Shadowborn’s
ancestors.

The Tumplu
erhaps the most important place in the

P domain that was once Shadowborn Manor


is the temple. (See room 8 on the map,
page 34.) Built under the watchful eyes of
Kateri Shadowborn herself, this room was a
sacred place holy to the deity she served.
In the years since she died, Lady Shadowborn
has kept her faith strong by visiting the temple
often in her geist form. Ebonbane, on the other
hand, has never been able to break down the
barriers of faith that protect this room. Thus,
the area is like a blind spot to Ebonbane. So
long a s the temple remains holy and Lady
Shadowborn’s faith remains strong, it has no
1. Archway: This area served a s a carriage 12. Kitchen: This well-stocked room held
stop for dropping off and picking up every conceivable manner of kitchen utensil.
passengers in foul weather. 13. Larder: This area served to store fruits,
2. Entry Hall: As one might expect from so vegetables, and perishable foods.
wealthy a family, the entrance to the manor was 14. Greenhouse: Many of the Shadowborns
richly decorated. It served not only to welcome were avid gardeners, and this area was the
guests, but also to impress them with the heart of their hobby.
wealth and taste of the Shadowborn family. 15. Porch: This stone deck area was often
3. Cloak Room: This was actually more of a set with fine furniture so that family and guests
walk-through area than a cloak room, although could pass the time enjoying nice weather
racks along the walls served t o hold a variety of outdoors.
outdoor clothing. 16. GardenKopiary: Many of the inhabitants
4. Parlor: This small sitting room was used to of this estate had a fondness for working
meet with those visiting the estate on business. It outdoors in this area.
was well appointed, but hardly plush. 17. Crypt: Lady Shadowborn’s ancestors
5. Den: This working area was used for the were interred here. At the time she died, Lady
affairs of the manor. All matters of business Shadowborn was to be the last of her line and,
were recorded or considered here. coincideptally, would have filled the last
6. Gallery: This long hallway was decorated available resting place in this chamber.
with a string of windows that looked out upon 18.Kitchen Yard This small courtyard was
the garden (16).Portraits of the various family enclosed by a wooden fence and provided the
members who lived in Shadowborn Manor were kitchen staff an area to work outside.
set on the wall opposite these windows. 19.Outhouse: These two privies were
7. Closet: This walk-in closet was used separated from the house by the kitchen yard, a
primarily for storing old documents and fact that many of the estate’s inhabitants
records that were too important to throw away, complained about in winter.
but were not needed on a daily basis. 20. Balcony: This area provided a fine view
8. Temple: This area served a s a shrine to the of the estate grounds.
god that Lady Shadowborn served. (Before that, 2 1. Bedroom: This was a well-appointed
it had been a gallery for the sculptures and room kept for children.
other works of art that her ancestors collected.) 22. Master Bedroom: The lord or lady of the
Since Ebonbane has taken control of the estate, manor slept here. It was a place of fine
it has become a very important area (as furnishings and tasteful elegance.
described earlier). 23. Guest Bedroom: Anyone spending the
9. Library: All of the family’s books, scrolls, night at the manor would be put up here.
and similar materials were kept here. It served 24. Workshop: Lady Shadowborn had this
as an informal study and research area a s well. area added to the manor. She is said to have
Lady Shadowborn added many volumes of had an interest in fashioning weapons and is
religious writings to the collection. rumored to have crafted her holy sword in this
10. Dining Room: This was an ornate and very room.
tasteful dining area with easy access to the 25. Wine Cellar: The wealth of the
pantry and kitchen. Shadowborn family is perhaps most obvious
11. Pantry: A wide variety of preserved from the quality of the vintages that were
foods was stored here. stored in this area.
his is the tale of a haggish trio-the struck, her skin is as hard a s iron. Where she
first a slimy sea hag, the second an once had graceful curves, Laveeda now has
ugly annis, and the third a grisly baggy pouches of flesh. Loose skin dangles
greenhag. Together this covey rules from her arms and hips. Her teeth are large,
and torments Tepest, a sharp, and black. They are too big for her
mountainous domain at the center mouth, and it always hangs open, releasing
of Ravenloft’s Core. glistening threads of drool. Her blue hands are
It is no coincidence that these equipped with razor-sharp talons, like those of
three ladies share a domain. Once, a vulture. Her tears are black.
long ago, they were sisters, all Lorinda, the youngest sister, became a
comely young creatures with greenhag. She stands five feet tall. Her skin is
milk-white skin and hair the color greenish-brown, like a toads, and although it
of honey. They were the daughters looks fleshy, it’s a s hard as tree bark. Her long
of a farmer and his wife. But the hair is black and greasy. Her eyes are brilliant
girls aspired to be more, and much orange, with dark, reptilian slits for pupils. Her
more they would become. fingers are long and slender, with sharp,
rock-hard talons that are black as coal.
Appearance Lorinda’s tears are red.

ike all hags, the three sisters can change


shape at will, assuming any appearance Backgound
that pleases them. Yet none can truly please udella Mindefisk, a poor farmer’s wife,
them, for they always see themselves and each
other as they really are: hideous, wretched,
skinny creatures, somewhat like hunch-backed
R lived on a desolate patch of ground with
her husband and two sons. She was a
lonely woman. Her men-folk were veritable
old women, with wrinkled and baggy skin, ogres, surly and gruff. They spent their days
pointed noses, sharp black teeth, and a hunting or tending the fields, leaving Rudella
plethora of warts. Once beautiful and vain, they alone. The nearest homestead was two days
are now tortured by their appearance. down the road. Occasionally a traveler would
Leticia, the eldest, became a sea hag, the visit the Mindefisks’ cottage, seeking shelter,
most disgusting of them all. At four feet in but such visits hardly brought the
height, she is also the smallest. Her skin is companionship Rudella desired.
yellow, with open sores which ooze a whitish With each passing year, Rudella longed for
fluid. Her face is distorted by bony protrusions, daughters. Rudella’s husband did not share her
and her eyes are red with large, black pupils. hopes, thinking that girls would be useless on a
Her hair resembles long, limp seaweed that poor farm. But Rudella pressed the subject,
cloaks her body. Her tears are yellow-green. until he forbade her to mention it again, stating
Laveeda, the middle sister, became an annis. he would sooner quit their marriage bed than
Like her monstrous counterparts in other allow such horrors to pass. And he did just that.
worlds, she is large and physically powerful. At Rudella said nothing more of her wish for
eight feet (even when hunched), she towers over daughters, but she did not forget it. As the day
her sisters. Her skin is shiny, mottled, and gave way, and night’s shadows crept into the
blue-black; to cheer herself, she fancies that it cottage, she sat by the embers of the fire alone.
looks like clouds drifting softly across the night While her husband and sons slumbered, she
sky. It is anything but soft, however; when begged the fairies (for she believed in them) to
bring her a daughter, whom she vowed to love
more than her own life. She repeated this vow door of the farm during a storm one evening.
for three nights before she abandoned hope. The girls knew this man had a purse because he
Rudella’s pleas did not go unnoticed. Within gave their father a gold piece in exchange for
a week, a great basket appeared at the front shelter in the stable and a bite to eat.
door-a basket containing three little girls, who The farmer and his sons rose early the next
appeared no older than three years. Rudella morn. Soon after, the visitor came to the
took them in. Her husband was incensed. He kitchen for his breakfast. The girls, just 13,
bellowed that they could remain in his house were a s ready a s seasoned criminals. While
only so long a s they did not burden him; else Laveeda distracted the traveler, her two sisters
he would throw them out, Rudella along with attacked him. Leticia struck him between the
them. shoulder blades with an ax, while Lorinda sliced
The girls were sickly and frail at first, but his throat with a sickle. The girls picked the
under Rudella’s care they flourished. dead man’s pockets and uncovered a few
Unfortunately, Rudella herself did not. As her additional gold pieces. It was a meager prize,
daughters grew stronger, her own vitality but they had found the whole experience
waned, for she had to work three times as hard exhilarating.
to maintain the household. She died two years Burying their victim would be a chore, and
later. none of the young ladies was predisposed to
Holger, Rudella’s husband, immediately digging. They elected to cook him in a stew,
sought to be rid of the girls. He took them to which they would serve to their father and
the woods and left them to the wolves. But the brothers. They had never worked so hard a s
girls found their way home. Next he bundled they did that day. To be rid of the man’s horse,
them in a sack and plunged them into the river. they put a barb beneath its saddle, and sent the
Still, they managed to return. Thereafter he beast galloping away.
abandoned all thoughts of destroying them, With each subsequent traveler, the girls
fearing the wrath of the gods and fairies, who repeated their grisly attack. But after three
certainly must have enchanted the girls. years and six victims, they had yet to amass a
In time, Holger came to accept them, though fortune. Each, on her own, had decided that
he was never fond of them. In his view, they . instead of killing the next man, she would woo
were the source of his wife’s demise and could him, and convince him to take her away from
contribute little to the farm. H e expected the farm before the others had a chance to
nothing more from them than a tidy cottage, a murder him. Each had little intention of
well-milked cow, and a simple stew for dinner. remaining with him, but imagined that better
Their brothers felt the same way. opportunities would present themselves in a
The girls spent most of their time alone more populous area.
together, and that suited them. When the men Before long, when the Mists hung over the
went t o work in the fields, they managed their land, another victim arrived-a rogue and a
chores and put together a meager meal for dandy. Each girl in turn tried to ply him with
themselves (for they did not eat with the her affections. These he accepted, enjoying
others). Afterward, they plotted. And they their little plot. But he had no intention of
schemed. They planned for the day when they taking any of them from the farm, and in the
would leave the farm behind, and attain better, presence of the others, he favored them
more luxurious lives. What began a s wistful equally.
daydreams became dark, heartfelt desires. Each girl was too jealous to allow him to
But how could they attain gold? The answer choose a sister and not herself. When Lorinda
came when a stranger, a traveler, came to the was entertaining him in the barn, Laveeda spied
on her. Leticia spied on them all. Enraged, each attributed to them. In fact, since the legendary
sister vowed to kill the man rather than allow hags are suspected to eat goblins (which the
another to have him. And so they did. When the real hags do), some folk see the covey as a
last blow was struck, the man and the farm benevolent force, not dangeraus unless
dissolved. The girls became hags, and found encountered or crossed.
themselves hungry and ugly in the That is far from the truth. Like all hags, the
mist-shrouded mountains of Tepest. sisters hunger for flesh. They hunger for the
suffering of their victims even more. They are
the masters of cannibalistic cuisine, choosing
Current Sketch their fare carefully from the boldest, beefiest
he hags have been trapped in Tepest for knight to the most tender and lovely young

T less than 50 years. They manage to keep a


relatively low profile, preying on travelers
from other domains, or luring a victim into
bride. The hags hate folk who are good, despise
folk who are beautiful or handsome, and are
jealous of anyone who is happy and loved.
isolation before attacking. Tepest’s folk are Because the hags find such things unattainable,
simple, and they know of the hags only through they punish those who have them.
stories and legends, which they share with their Hag Trickery: Vanity and a need for
children to prevent straying or disobedience. adoratiqn drives many a dark plot. In the guise
Goblins that plague the domain are a more of women, the hags have been known to lure
immediate and visible threat, although even many a young shepherd to their lair. There they
these are not fully understood, and the folk call imprison him, often in a forcecage. “If only you
them “little beasties.” Most disappearances are could grow to love us, then we would set you
free,” they say to their quarry, revealing their full moon. All offspring are girls. The children
hideous selves. Sometimes they claim that true appear normal at first-beautiful and
love will lift their curse, and make them good, completely human.
kind, and beautiful once more. But of course, The hag who bore the creature is said t o have
they were never good and kind, and their curse maternal instincts initially, and she will fight
will never be lifted. Furthermore, they have no fiercely to protect her youngling from an
intention of setting any victim free. Only if he is outsider. Her sisters rarely share these instincts,
clever, and manages to trick them in some however. The newborn is a delicacy: supposedly
devious manner, can he ever hope to escape. many of these hagchildren are eaten. Other
Jealousy and spite for young lovers leads to hag offspring may fall prey to goblins or
another favored ploy of the covey. When a hag wolves. Still, it is rumored that a few have
learns of a particularly beautiful young woman survived, eventually becoming hags or crones.
in Tepest, she may attempt to take the woman’s One of these hags lurks in Lake Kronov. She
place. A young bride-to-be is the preferred assumes the form of a sea serpent, which rises
victim, because the hag can bask in the love of annually in the mist-covered water to devour a
the groom before she reveals herself. If he fails fisherman or two. Another hag, it is said, once
to love her still (which is inevitable), she lived in a cottage not far from the village
devours him. Kellee. She had two young children in her
Leticia, the annis, is most fond of this clutches, but she was not very smart. After she
particular ploy. To accomplish the switch, she had fattened them up, the captives managed to
kidnaps the young woman. Her sisters hold the push her into an oven.
victim hostage in the underground keep, In other worlds, sages claim that any hag can
remaining in contact with Leticia change her own unborn child for that of a
telepathically. Though it requires restraint, the human female who is sleeping. The human
hags do not kill the girl initially. It is their job mother, upon giving birth, is slain by the
t o question her. She provides information that hagchild she carried. Even in Tepest, this
will help the hag who has assumed her place ghastly tale has not been proven true. However,
act convincingly. it’s likely that a Tepestani hag would switch her
Although the hags’ murders in their former . newborn child for a human infant-perhaps even
life were quite quick, their habits have changed. to save the little creature from her sisters’
When time and circumstances permit it, a victim clutches. (They would be quite satisfied in eating
is something to be teased and savored. Instead a substitute). Imagine the horror of a Tepestani
of a clubbing, a simple bruise will do, to mother watching her beautiful girl grow up to
tenderize the flesh (as the victim is informed). become an ugly, flesh-eating terror, one who
Instead of a stabbing, a simple cut will do, would not hesitate to devour her own “family.”
followed by the smallest sampling of blood. As Companions: Unlike other hags, Tepest’s
grisly a s this may seem, it is to a victim’s covey is not guarded by giants, nor does it
benefit. The longer the hags prolong his or her associate with ogres. These hags are alone.
death, the better the victim’s chances are to
escape.
Daughters of Darkness: Like the hags in
The Domain
epest lies at the heart of Ravenloft’s Core,

T
other lands, the three sisters can bear
children-the results of their entanglements in the Balinok Mountains. The domain is
with humans. Ravenloft has diminished the no more than 40 miles wide, but these are
hags’ fertility, however. Each can bear no more rugged, wooded miles, with alpine pastures on
than one child in a decade, under the light of a higher ground.
Only two roads cross the Balinoks. The Each hag can mimic the voice of any
Timori Road, which snakes across Tepest, is creature, though after two rounds of this, there
one. It is a lifeline for Tepest’s goblins and hags, is a 35% chance she will cackle strangely. Each
bringing in a steady stream of fresh blood. sister also has the natural ability to change her
Steep cliffs border the route in parts, while dark size and appearance at will. This mimics the
woods hug the edge in others, creating the 9th-level shape change spell (not the less potent
shadows in which creatures who favor darkness change self). It is the covey’s most-used ability,
can lurk. In most places, the road is no more because it allows the trickery on which the hags
than a single wagon wide. A caravan moving thrive.
uphill that encounters another coming downhill On a whim, any of these hags may play the
must back up to a wider point in the road and lovely damsel in distress, especially on the
yield. Timori Road. When a weak or lone opponent
The Cottage: The hags dwell in a large but comes to the rescue, the hag reveals herself
simple whitewashed cottage in the woods. The and attacks. This little ruse provides a source of
roof is steep and thatched. Inside there are two amusement as well a s a meal. The hags are far
rooms, and a great fireplace in the center. A from stupid, however; they won’t reveal
cauldron hangs over the embers, which are themselves to strong or dangerous opponents.
always glowing. The contents bubble and Instead,.they may view the situation a s a
steam. According to legend, this pot may challenge, and use the disguise to lure the
actually be a portal to another domain in opponents (or one of them) into a much more
Ravenloft. compromising, private position.
A hatch beneath a filthy sheepskin rug leads All hags are ugly, but these sisters are
to a nearby cave. Mementos from past victims especially so. When they reveal their true
fill the cave-scrolls, magical items and nature to an unsuspecting victim, he must roll a
weapons (most of which are fairly horror check. If the victim passes this, a fear
commonplace), armor, clothing, and so forth. check must follow.
The skins of their victims are tacked to the wall. Spellcasting: Like all coveys, the sisters can
cast the following spells a s a group: curse,
polymorphother, animate dead, dream, control
Confkonting thu Hap weather, veil, forcecage, vision, and mindblank.
he sisters have ravenous appetites, but

T
They can use these spells twice per day (double
they feed for pleasure more than survival. the usual rate), and the spells take effect a s if
Each hag can devour a man-sized they were cast by 9th-level casters.
opponent in just ten minutes (ten rounds). Their Ravenloft has granted the sisters another
long, nimble fingers end in steely claws, with unusual bonus: they can cast these spells no
which they can skin a deer in seconds. The matter where each of the hags is within the
hags are exceptionally strong, too. Each has a domain. (In other coveys, the hags are required
Strength of 18/51or better, which enables them t o be within ten feet of each other.)
t o crush a goblin in one hand a s if they were In addition, each sister can cast the following
squeezing a ripe banana. spells at will, once per round: fog cloud, audible
Bow-legged and hunch-backed, the hags look glamer, invisibility, pass without trace, speak
arthritic if not crippled. In truth, they are with monsters, and weakness. (In other lands,
amazingly quick. With their bandy legs they this second group of spells is normally reserved
can waddle and shamble virtually at the speed for the annis or greenhag alone.)
of a stag (18).They can also leap boulders, Telepathy: The sisters share most abilities
climb trees, and scale cliffs with ease. because they are so alike in their thinking. In
fact, when the hags wish to do so, they can she attacks victims in the woods, they suffer a
communicate telepathically. They are not -5 penalty to their surprise rolls. She’s the
limited by distance, nor does a rock wall or any tracker of the group.
other substance impair them. On her own, each Tactics: The hags do not willingly engage in
hag is cunning, but with three heads together, combat if the odds are against them. Instead,
they’re deadly. The sisters cannot read any they use spells and trickery to place their
other character’s thoughts, however-only each victims in a more vulnerable position. When
other’s. Both (or even all three) of the hags direct combat does occur, they’ll use every
involved must be willing to engage in this weapon available to them, including hatchets
mental communication. In combat, a hag and cleavers if necessary. With their
cannot communicate telepathically if she is exceptional Strengths, they gain a +3 bonus to
engaged in any other engrossing action, such their attack rolls and a + 7 bonus to damage.
as casting a spell (a rarity in combat) or raking Magical Items: The sisters create special
with her claws. magical gems called hag eyes. These gems
Special Abilities: Unlike others of their kind, appear to be of little value (20 gold pieces or
the sisters differ from one another mainly in less), but through them the hags can see
appearance. They share most spells and whatever the gem is pointed at. They can place
abilities normally reserved for only one of tbe these gems anywhere-for example, in a
three hag species they represent. There are a brooch that’s given a s a gift or left for a human
few exceptions, however: to find, or simply embedded in the wooden
Leticia, the sea hag, can cast a deadly hearth of a cottage. Destroying a hag eye in the
glance up to three times a day. She can choose presence of the hags inflicts ldlO points of
her victim, who must be within 30 feet. Only a damage on each member of the covey, and one
successful saving throw vs. poison can deflect of the three hags will lose her normal sight (not
the effects of this glance. If the victim fails this infravision) for a day.
saving throw, he has a 25% chance to die from If a gem is of higher value, the hags can
sheer terror. Otherwise, the victim has a 75% create improved hag eyes. These enable the
chance of being paralyzed for three days-or hags to cast spells against anyone seen by the
less, if Leticia decides to eat him before then. eye-the eye serves a s a conduit for their
Laveeda, the annis, can smell human flesh magic. If anyone handles one of these gems, he
a half-mile away-up to a mile away if the will suffer a deformity ldlO turns later-he will
winds right. If she has been close to the person begin to look like a hag. His nose will swell, his
whose odor she detects, she can identify that skin will blister and ooze, and so forth. NPCs
person by his scent. Furthermore, she has a are likely to suspect he has an infectious
wondrous sense of hearing. For these reasons, disease, and avoid him “like the plague.” The
she can never be surprised (unlike other annis). deformity gradually disappears after the
When trouble is expected, Laveeda always sufferer leaves Tepest.
stands guard. Weaknesses: The sisters have only a few
She’s particularly good in melee, too. If she weaknesses. Ugliness is one of them. When
makes three successful attacks in a single they gaze in a mirror-even when they are in
round, she has successfully grappled an some other, seemingly lovely form-the mirror
opponent. Then she rakes with her claws and cracks. The hags despise bright sunlight, for
chews heartily. Once she succeeds in grappling they cannot use their ability to shapechange
a victim, all subsequent strikes succeed. when exposed to it. Furthermore, direct sun is
Lorinda, the greenhag, can move through painful, although it inflicts only 1 point of
the forest in absolute silence. Furthermore, if damage per turn. The hags usually appear in
late afternoon and at night for this reason. the hags’ cottage.
The sisters are arrogant and, like many lords, If a hag cannot be re-created in this way, it is
underestimate an opponent’s intelligence. likely that one of her children will take her
Perhaps this is why they enjoy riddle matches. place.
They rarely resist a challenge to engage in one.
If a victim yells out a clever riddle before the hag
strikes, there’s an excellent chance the hag will
Letitia, Sea Hag
pause, venture an answer, and pose another Armor Class 2 Str 19
riddle to the opponent. In theory, this can Movement 18,Sw 15 Dex 16
continue until the opponent misses an answer LevellHit Dice 5 Con 17
(and is eaten). Hit Points 39 Int 12
The hags may pose virtually any riddle, but THACO 15 Wis 13
here are three of their favorites: 1)What walks No. of Attacks 2 Cha 3
on four legs when young, two when mature,
and three when old? (A man; the third leg is a Damage/Attack 1d4 + 6/2d4 + 2
cane.); 2) Blue mirror of midnight’s soul, Special Attacks: See text
sometimes half but always whole. (The moon.); Special Defenses: See text
3) For brothers and sisters I have none, yet that Magic Resistance: 50%
man’s father is my father’s son. (It is the riddler
himself, an only child with a son.)
When asked a riddle in return, the hag rarely
Laueeda, Annis
offers a response it is unsure of, and instead Armor Class 0 Str 19
remains dumb until it can think of an answer. It Movement 18 Dex 16
may offer a wrong answer, but it may never LevellHit Dice 7 +7 Con 17
admit it, and the match will continue until it Hit Points 78 Int 14
misses several more and becomes disgruntled. THACO 13 Wis 15
(Posing riddles that are difficult can be just as No. of Attacks 3 Cha 3
dangerous a s posing none.) If the opponent is Damage/Attack l d 8 + 8/1d8 + 8/2d4 + 1
clever and lucky, the match will last until
Special Attacks: See text
sunrise, when the hag trundles away to avoid Special Defenses: See text
the light.
Magic Resistance: 20%
For a stranger or new opponent, the chance
this riddle match will occur at all is 75%. But if
the hag knows the victim and has been Lorinda, Gruunhag
aggravated by him for a while, this is far less
likely. Even if the hag agrees, she probably will Armor Class -2 Str 18/51
eat him anyway. Movement 18,Sw 12 Dex 16
Destroying the Hags: Tepest’s hags appear LevellHit Dice 9 Con 16
dead if they are reduced to 0 hit points. If one Hit Points 81 Int 14
sister survives, however, she has an excellent THACO 11 Wis 18
chance of re-creating the others. By placing any No. of Attacks 2 Cha 3
shred or particle of her sisters’ bodies in their Damage/Attack l d 2 +6/ld2 + 6
cauldron of regeneration (mixing in other vile, Special Attacks: See text
slimy ingredients), a hag can re-form her lost Special Defenses: See text
sisters over the course of a day. The special Magic Resistance: 35%
cauldron is located in the woods, not far from
rom Aerie to Kantora, no one is crescent-shaped blade. Ever since that time, the
safe from the Headless Horseman. Horseman has ridden forth to cleave the necks
When the moon takes the shape of of unfortunate travelers.
Death’s sickle, he haunts the roads
of Ravenloft’s Core, seeking to
behead anyone whose footsteps
The Domain

A
call him forth. ny road in Ravenloft can become the
There can be no escaping his Headless Horseman’s domain; Ravenloft
\ pursuit. Thundering out of the
darkness, the Horseman overtakes
briefly superimposes his road upon
another. (It is even rumored that he has
even the swiftest runner, and leaves appeared in other realms, such a s Ansalon.)
the victim bleeding in his wake. Like other lords, the Horseman is imprisoned in
One heart ceases to beat, but its his domain; he can never leave the road.
former rhythm is echoed by the Ravenloft has granted him the freedom to
pounding hooves of the Headless appear within the bounds of other domains, but
Horseman, who disappears once in turn the Dark Powers restrict him severely.
again into the night. His existence is a monotony of riding; he can
do nothing else.
When and how the Horseman’s domain
Background appears remains something of a mystery,
early every domain haunted by the though it nearly always takes place on the night

N Headless Horseman knows a different tale


of his origin. In Falkovnia, some say the
spirit was a victim of Drakov’s men, wrongfully
of a sickle moon. He can strike anywhere, but
most often on a lonely stretch, assaulting a
small group or perhaps just a single, hapless
beheaded. In Barovia, they say he sliced off his victim. One person alone is unlikely to survive
own head rather than fall prey to one of this terror, but a few, traveling in the safety of a
Strahds minions, who later gave the head to group, have survived to tell the tale.
Strahd.
In Borca, folk have the most specific tale, .
which they are sure is most true. Borcans say Confronting the Horseman
the Horseman was once a bard who had the Headless Horseman, Chaotic Evil
misfortune of meeting lvana Boritsi, the lord of Armor Class 0 Str 18/00
Borca. lvana invited him to her private baths Movement 24 Dex 17
(an offer he could not refuse). Unfortunately, LeveVHit Dice 8 Con 17
she was in a fickle mood, and he was unable to Hit Points 40 Int 9
entertain her. Inspired by the sickle shape of THACO 13 Wis 8
the moon, she had him beheaded, continuing No. of Attacks 3 Cha 5
her bath in his blood.
The headless body, as the story continues, Damage/Attack l d 4 + 7
was cast into the river near Levkarest. (As to Special Attacks: Sickle
what lvana did with the head, no one is sure.) Special Defenses: Spell immunity; see text
The corpse floated downstream until it neared Magic Resistance: 100%
the road to Sturben, where it became lodged Before the horseman comes, the night grows
beneath a bridge. On the night of the next black and still. Clouds obscure the moon,
sickle moon, the body arose. Ravenloft‘s Dark leaving only a thin blue halo to outline its
Powers supplied it with a phantom steed and a shape behind them. Mist covers the land. Then,
.'

.
I
a faint rumbling arises from the road behind,
like a storm breaking in the region from which Thu first to follow
the travelers came. crowd approaches, or so it seems, coming
The rumble turns to thunder, as if an entire
cavalry unit is approaching at a frantic pace.
Yet it is the sound of only one rider. Appearing,
A from the Mists that brought the horseman.
At first these characters cannot be
seen-only heard, cackling and laughing
then disappearing, as it surges and pulses hysterically. As the travelers soon discover, this
through the Mists, comes a single steed. It is a is no ordinary crowd. It is nearly a dozen heads
great black horse, with hoofs that flash with fire ( l d 6 +6), bouncing, floating, and rolling up the
when they strike the ground, and eyes that are road, turning this way and that to reveal their
wild and white. The large ebony nostrils are jeering grins, bloody necks, and filthy, matted
flared, and they issue forth puffs of smoke. The hair. They are what became of the horseman’s
teeth are bared in a grin, the lips pulled back by victims. Unlike the horseman, the disembodied
the sawing and jerking of the reins. heads intend to stop and relish their assault.
The rider is a large man, dressed in silver and The heads bash wildly against their hapless
black. His dark, high-collared cloak floats victims, butting with their foreheads and
behind him. His ebony-colored boots are snapping with their teeth. When a tender piece
gleaming; his spurs and stirrups are made of, of flesh presents itself, they latch
shining silver. The left arm holds the reins, on-especially to necks, cheeks, or lips (1 point
drawn high and taut. His right arm, raised of damage per round; automatic after the first
overhead, carries a huge, shining sickle. successful hit). The teeth hold fast, like barbs,
The rider has no head. He thunders by at a and if the disembodied head is torn away, the
break-neck pace, swinging his blade like a victim’s flesh and clothing tears too ( l d 3 + 1
pendulum-first once, then twice, then three points of damage). Nothing short of destruction
times at the heads of his victims. Decapitation is can sway these taunting, bloodthirsty creatures:
his goal, but strenuous efforts to avoid this morale does not apply. After no more than six
attack may result in a less serious wound. If he rounds of combat, however, the jeering heads
misses his attack number by 1, a scalping or depart. (They fight for at least three rounds,
vicious slice to the neck (ld10 points of with a 50% chance of continuing for another
damage) may result; by 2, a brain-bruising bash three.) Then the heads disappear into the Mists,
to the head (ld6 points, l d 4 if helmeted); by 3,a following in the wake of the Horseman. Once
scarring slash to the face ( l d 4 points). If he again, only darkness and silence remain.
misses by 4 or more, the sickle hisses
harmlessly past its mark. Heads (2-20): Int Low; AC 3;MV FI 24 (B); HD
Nothing can diminish the horseman’s speed. 2+2; hp 10; THACO 1 9 #AT 1; Dmg special;
H e is immune to hold,slow,charm, and the MR Nil; SZ T; ML Nil; XP 65; AL CE
like. H e cannot be turned. As quickly as he
came, he is gone, disappearing into the gloom.
In his wake, if his steel found its mark, lies a
Thu last to follow
twitching corpse with its head beside it.
For a while, hardly a sound can be heard. The
night muffles all but the rapid breathing and
steady heartbeats of those the horseman has
left alive. The respite does not last, however. In
s ilence (and safety) on the Horsemank road
is always fleeting. The third wave
approaches out of the gray pall from
whence the other horrors came. It is another
crowd, this one apparently smaller. At first,
moments, the silence is broken. The horseman only the sound of their hissing and groaning
has an entourage. comes out of the Mists. Then five pairs
of red, glowing eyes appear in the fog, three either the Horseman or the jeering heads in the
low, two high. They drift forward at speeds no second wave.
man could match on foot (18).Then the entire Neither the medusae nor the maeder is
entourage is clear: the heads of four medusae, stupid, nor do they share the bloodlust of the
and the head of a maeder, a medusa’s first wave. If defeat is apparent, they flee,
humanoid mate. hissing and moaning as they fade away into the
The medusaen heads-those of fog.
green-skinned ladies, whose hair is a bed of
swarming snakes-attempt to fix their victims DM Note: This third wave of horror is optional;
in place. The powers of these heads have use it with mid- to high-level parties who
changed since the medusae from which they suffered little during the first two waves.
are not diminished
are decaying, Medusa’s Heads (4): Int Very (11);AC 5; MV F
15 (C); HD 4; hp 20; THACO 17; #AT 1-4; Dmg
an paralyze, but it ld10; MR 20%; SZ T; ML 14; XP 650; AL CE

Maeder’s Head (1): Int Very (11);AC 5; MV F1


15 (C); HD 4; hp 20; THACO 17; #AT 1; Dmg
ld4; MR 20%; S Z T; ML 14; XP 420; AL LE

with each attac


The Winding Road
c le might ask why the horseman’s victims
lo not simply flee from the road. Usually,
.hat’s to no avail. It is rumored that the
s sinkholes, which can engulf a victim
s waist in two rounds if he attempts to
successful saving throw vs. poison or fall portantly, the road can turn to
unconscious for l d 4 rounds. ims, branching if need be, using
The maeder is a muscular male humanoid
that is the mate of a medusa. It is a rare leaves a print on
creature native t o the Forgotten Realms (a fact
that gives credence to the theory that the
Horseman briefly leaves Ravenloft). Now, only victim draws the road. The only way t o avoid
his bald head and brawny neck remain. The the roads pursuit is to fly or levitate, or to leap
maeder’s skin is gray. by magical means. Even then, the road
The maeder groans throughout the combat, attempts to hold on to the character, its force
stopping occasionally to let out a low, guttural reaching up to slowly drag its struggling victim
chuckle t o punctuate the medusaen hissing. back to earth (50%chance). In the meantime,
Petrification and paralyzation (including related the road continues to shadow its victim’s
spells, such as hold and slow) have no effect on movements.
this creature. In its former life, the creature had Although the horseman cannot reach a
the ability to turn flesh to stone. Ravenloft has character in flight, the heads are not bound to
replaced that power with another: the maeder the surface of the road. They are able to fly and
can cast any spell that the PCs cast against will follow their victims into the air.
ot every lord in Ravenloft is a would be punished for his trickery. The warring
creature of flesh and blood. Here is would continue until Silva’s own blood ceased
an entity whose skeleton is made to flow.
of wood and stone. Its eyes are Silva sent spies to Dranzorg’s castle in an
glass, but they are no less seeing. effort to rescue his daughter. Mara’s beloved
Its breath is the wind, but it is no was among them. The spies were killed before
less alive. This is the House of they reached the keep. Had they succeeded,
Lament, a shelter which many are they would not have found her, for Mara would
welcome to enter, but few are never be seen among the living again.
allowed to leave. When Dranzorg’s men brought Mara to his
castle, he imprisoned her in his dungeon for a
night, where she slept among the rats. Then he
called his stonecutters and masons forth, and
he house was not always as it declared that the northernmost tower and the

T stands today. Centuries ago,


there was only the stone
tower, which belonged to the castle
adjoining wall must be strengthened. All night,
Mara heard them grunting and working in the
room above her, their hammers ringing, their
of a Lord Dranzorg. Dranzorg trowels endlessly scraping.
surrounded himself with criminals and thugs, When dawn’s first light was on the horizon,
some fanatically loyal, most only as loyal as Dranzorg released Mara from her prison. His
their lord’s purse was big. Such men, whose men brought her to his chambers. “Did you
very being is bent toward mayhem and murder, know,” he asked, “that an offering must be
are not at ease during peace. Dranzorg knew made to the gods to fortify a keep?” It was a
this. To occupy their talents and foster his own custom in those lands to entomb a cat or a stag
power, he sent them into a neighboring land, in the walls of a castle a s it was built, in order
where they raided, pillaged, and killed. to strengthen it and bring good fortune. Mara
The ruler of that bleeding land, Lord Silva, knew well of this custom. She did not answer,
was old and weary of war. His eldest son had suspecting what Lord Dranzorg had in mind.
been killed in a previous battle, and his army As Dranzorg watched, his henchmen dragged
was tired. Silva had only one daughter, a pale Mara to the base of the tower, where the wall
beauty with coppery hair, whose name was had been thickened on the inside. A small
Mara. She was in love with an officer of her alcove with a bench lay open, cut back into the
father’s guard, but she was not bespoken to old wall, the opening flush with the new.
him, and only her maidservant knew of their Bravely, Mara cursed Dranzorg and his men,
affection. The old king offered Mara’s hand to and proclaimed that her father would see her
Dranzorg. In exchange for this marriage, Silva death avenged. Dranzorg was amused. He
asked for an end to the maraudings of ordered that her finger be pricked with a
Dranzorg’s men, and a lasting peace between sedative, so that she would not disturb the work
the two lands. to come. When she collapsed, his men placed
Dranzorg accepted. He had no intention of her limp body on the bench in the alcove, and
complying with any treaty, however. Instead, his proceeded to seal the wall. Mara was entombed
men attacked the caravan escorting Mara to his alive.
lands. They bludgeoned each chaperone to the By nightfall, her screams sounded
last, and kidnapped the terrified young woman. throughout the castle. They continued through
Dranzorg sent word to Mara’s father that she the night, and on through the days and nights
had never reached him. Silva, he declared, to come. Each day, the men of the castle
complained t o Dranzorg, saying they could not
bear the unholy noise, for surely the wo
Current Skutch
should have died in less than a day. Finally he House of Lament and its grounds now
Dranzorg agreed. H e personally opened the
tomb. The screams subsided. No one lay
within.
T form their own island domain in Ravenloft.
It is perpetually late autumn here. The air
is moist and cold, sinking into bones and
That night, a s Dranzorg and his men making joints stiff. By day, the sky is heavy and
slumbered, the members of the watch heard a dark. At night, the clouds often coalesce,
woman singing in the tower. They followed the becoming a b l k k storm whose fierce wind
voice up the spiral stairs, climbing level after howls down the chimneys, as rain pelts the
level, unable to find the source. The next walls and roof and booming thunder rattles the
morning, they were found at the base of the window panes.
tower, their bodies crumpled and broken by the A high, thick stone wall marks the
long fall from the top. boundaries of the house. A moat encircles the
On each subsequent night, another man met wall on the inner side, filled with black,
a similar fate. Dranzorg’s men were dying one brackish water and decaying leaves. Beyond
by one, seemingly by their own hand or by that is a narrow yard, where black, leafless oaks
madness. Lord Dranzorg began t o lose his OWJ-I stand guard over a tangled ground. The lawn is
sanity. Months later, alone in the castle, he overgrown with slender, arching vines, like
heard a woman’s voice calling his name. She those from a wild rose or flowering bramble.
beckoned softly, urging him to come to her. “I Dry leaves are caught in the vines, rustling as
a m so lonely,” he heard the woman say, He the wind makes an effort to loose them.
followed the voice to the tower. It led him to the Though the garden and trees are bare, it
still-open tomb in the wall. He crawled onto the would be a mistake t o call them dead.
bench and died. Survivors have remarked that the vines seemed
Today, the castle is gone. Its tower stood to move when their backs were turned, and that
fully 300 years, impervious to rain and rui the trees, swaying in the wind, seemed t o reach
remaining alone on the land long after the rest out with hostile intent. Such things could easily
of the castle had crumbled into dust and had . be attributed to imagination, however.
From the yard one can view the house itself.
been dispersed by the wind. Admiring its
strength and position, a merchant attached a It i s built from cut stone, with a round tower at
great house to its side. The merchant moved the corner. Dark, tall windows on the second
his family in. One by one they died, like the level stare out at the grounds below. Gray
lord and his men before them, and like those lichens cover the entire surface of the house,
who would live and perish in the house creating tiny fissures along the face of the rock.
thereafter. The heavy, oaken door of the house may
Perhaps Mara’s spirit became one with the sometimes open, inexplicably, to invite its
house, evolving from the tormented to the guests inside. Beyond the door is a foyer, two
tormenter, until every timber and stone in the stories high. A chandelier fully ten feet across
structure was the embodiment of evil. Or is hanging overhead. A black, curving stair with
perhaps Mara still exists in the walls, alone and a heavy rail winds to the second floor. The
full of sorrow, and the house, wanting to spindles of the staircase are stout, and carved
comfort her, encourages the living to join her. to look like woodland nymphs, but the faces
For in many lands it is understood that only the are hideous. Near the ceiling, on the outer wall,
warm blood and flesh of the living can ease the is a tall, narrow Gothic window with crimson
cold misery of the dead. panes that bleed red light into the room.
Throughout, the house has a feeling of
weight. The oak floors are nearly black with
age; the ceilings are the =me. Thick rugs are
laid here and there
them dark red. Fur

windows to the o I
grow. Now that evil is focused toward a single
goal: absorbing spirits into its walls, so that
Mara will not be alone.
Usually a small group of visitors will become
the unwilling guests of the house. They soon
discover its malevolent spirit, a s it strives to
wear down the strength and nerve of the guests,
eventually singling out one or more of them for
absorption. At first, the phenomena in the
house may have logical explanations-the wind
blows through a chimney, causing a low moan.
Branches tap at a window. A draft creates a
sudden pool of cold in a doorway.
Gradually, however, the house reveals itself to
be alive; the wind whispering through the
crannies of the walls and within the chimneys
changes to a slow rhythm of inhalation and
exhalation, a s the house begins to breathe. A
0. The furniture is distant pounding is heard, echoing, like a
muffledheartbeat. A woman is heard crying in
light, being set into a room; when the door is opened, the crying
stops. Doors open and shut of their own accord,
and the locks are thrown across them. A sconce
lights by itself, and just as quickly extinguishes.
Floorboards creak a s if someone is stepping on
them, but the dust is undisturbed. A woman's
screams echo throughout the tower.
With the passage of time, the phenomena
nt is an entity of evil, of become more dangerous and unsettling. A
at was Mara is only a character has no reflection in a mirror, or sees
ame to be is not fully Mara instead. A noose appears, swinging from
ges would say that the a chandelier. A cold spot becomes so icy a s to
ng point of malignancy cause damage. A mist seeps up from between
ranzorg first built his the floorboards, putting those it comes across
malignancy only served t o sleep. A bedroom ceiling may suddenly
to the moad of those within it. Mara's come alive with a covering of maggots, which
absorption was the catalyst that enabled it to slowly rains down upon the characters below.
Some of these creatures may be rot grubs is used only once). Stairs warp and twist. A
(DMs discretion). floor may open, forming a giant maw, out of
The house begins to “ s p e a k to its captives, which come horrid creatures from the Negative
with messages in blood. The red words drip Material plane.
down a wall, proclaiming “Mara is lonely” Now Outside the parlor at the center of the first
the house can make the name of its favorite floor, the house has full control over its own
victim clear, too. If, for example, the fighter light sources, and a 50% chance of
Roderick happens to be the player character extinguishing light sources created by its
desired, later messages will read “Roderick will guests. While groping through the dark, a
soon be home” and “Roderick must die.” character may feel the hand of a companion
At night, an unseen phantom pounds at the tapping him on the shoulder or gripping his
doors, one after another, until it reaches the arm, only to learn later that no one but the
room in which the visitors are staying. The door house is responsible.
is bent inward, shaking under the tremendous
force of the beating. Anyone foolish enough to
open the door feels a wave of pestilent breath
Oustraging the House
sweep over him, forcing him to the floor. The he house cannot be harmed by fire, cold,
victim, to all who look upon him, appears dead
for l d 4 turns, though he is not, unless the
accompanying 2d10 + 4 points of damage are
T or electricity Piercing and bludgeoning
weapons may cause the walls to bleed, but
the red, sticky fluid quickly changes to black. It
enough to kill him. slips down the walls and onto the floor, where it
Characters must roll a successful saving becomes the equivalent of gray ooze-except
throw vs. spell to stay awake at night, rolling a for its color. If sufficient damage is incurred,
new check each hour until they have fallen the house can create a blood elemental from its
asleep. Once they slumber, the house can wounds (see the RAVENLOFF Monstrous
influence their dreams. Friends of the targeted Compendium appendix).
character may dream of that character hanging In many ghost stories, the haunting ends
himself. (Later, of course, the noose actually when the body of the suffering spirit (in this
appears, dangling from a chandelier.) The case, Mara) is laid to rest. If characters open the
character wanted by the house may dream of tomb in the tower, they find Dranzorg’s
I Mara herself-slowly learning her story. If all
around him sleep too, and he is therefore
skeleton-not Mara’s. The sound of her gentle
laughter signals her continuing presence.
unguarded, he will awaken to find himself alone As noted above, the house does not release
in the tower. its guests unless one of them dies within it.
The favored victim seems to age overnight, Usually, the victim is an NPC. If the victim is a
his hair graying, his skin becoming pallid and PC-especially if that character sacrifices
wrinkled. These effects slowly vanish after-or himself nobly and willingly-the house may
if-the character escapes the house. Escape is meet its end. Though the house has absorbed
far from simple. The house wants a victim many a victim over the years, none has been
before it allows its guests to leave. Doors refuse sufficient to end its reign of terror. When
t o open; windows refuse to break. It is rumored someone near enough in spirit or appearance to
that a portal does exist somewhere in the Mara’s beloved goes to her, the house will begin
house, but its whereabouts are unknown. to disintegrate. (Mara’s beloved was a soldier in
Nearly every piece of wood in the house may her father’s guard.) As the survivors escape, the
be summoned up to aid the structure in its ground will open, swallowing the last remnants
mission (though in most cases, each maneuver of the House of Lament.

I
eep in the forests of Valachan, the form. Selena’s body was found torn to shreds,
trees press close together, blocking with her clothes neatly stacked beside her.
the sun. Within these dark shadows Morphayus captured the panther and
roam the black panthers, masterful converted him to human form again.
hunters and silent killers. Not all of Morphayus intended to use Urik to kill again.
these cats of the night are what Urik was horrified that there was an
they seem. One of them is an uncontrollable beast inside of him. H e escaped
undead horror of the night. The from Morphayus and fled from Thay.
cats hunt for food, but he hunts to Urik burned with hatred over the humiliation
slake his vampiric thirst for blood. of being turned into an animal by Morphayus. It
His name is Baron Urik von was in this frame of mind that he entered
Kharkov and he rules supreme in Darkon. There, an impoverished bard told Urik
Valachan. tales of the Kargat vampires. Lured by thoughts
of immortality and dark power, Urik traveled to
the city of Karg and sought out a vampire.
Appuarancu Urik’s dream of untold power and eternal life
hysically Baron Kharkov is a soon turned to ashes in his mouth. True, he

P black-skinned man standing just over six


feet tall. He is broad shouldered and quite
muscular. His eyes are an unusual shade of
became a vampire, but as an undead slave to
his vampire master. Urik won immortality at the
expense of his precious humanity.
yellow. When he gets angry they change from He quickly discovered that his unique
round pupils to the slitted ones of a cat. His background had affected his vampiric
hair is black and straight, and usually kept condition. His alternate form was that of a
immaculately groomed. panther rather than a wolf. His other powers
were subtly altered a s well.
Urik nursed a hatred for his vampire master.
Background The killing and pain of his victims became his
aron von Kharkov started life a s a panther. only solace. Even among other vampires he

6 H e was polymorphed from his natural


shape into a full-grown adult human by
Morphayus, a powerful red wizard of Thay in
gained a reputation for cruelty.
After 20 years of enslavement, Urik’s master
was destroyed in a fight with another Kargat
the Forgotten Realms. Morphayus’s creation vampire. Urik fled Darkon for the Mists of
was intended to be part of a twisted and Ravenloft. He wandered alone in the fog for
elaborate plot of vengeance against Selena, a weeks, killing hapless wanderers and fleeing
woman who had spurned Morphayus’s, from the phantoms of his imagination. Finally
advances, Morphayus named his creation Urik the Mists gathered him up and opened a new
von Kharkov and gave him the title of baron. domain for him, on the southern edge of the
H e arranged for years of schooling and training Core.
of his false man in far-off Cormyr. There Urik Urik called the land Valachan and installed
displayed a tendency toward violence and himself a s Baron Urik von Kharkov. He quickly
treachery. discovered that Ravenloft takes a s much a s it
Upon his return to Thay, Urik was constantly gives. Valachan is stocked with many black
placed near Selena. Finally they became lovers, panthers, which the baron can call to serve him.
a s Morphayus had hoped. He waited until the The land also granted him other powers over
two were in a lover’s embrace and then the domestic cats of the realm. At the same
dispelled the magic holding Urik in human time, he is imprisoned inside his domain. His
hands became furred and grew retractable
claws. To hide the deformity he wears gloves at
Confronting uon Hharkou
all times. (With these on, his hands look quite Nosferatu Vampire, Lawful Evil
normal and can function a s regular human Armor Class 1 Str 18/00
hands without penalties.) Movement 12 Dex 18
Years later, deep in his dungeons, Baron von LevellHit Dice 10+2 Con 19
Kharkov found a statuette of a cat. He took a Hit Points 50 Int 17
liking to it and kept it close by. Seven days THACO 11 (8) Wis 10
later, he awoke from a trance to discover a No. of Attacks 2 or 1 Cha 17
ravenous sabre tooth tiger (smilodon) ready to
spring upon him. Knowing himself invulnerable Damage/Attack 1-3/1-3or by weapon, +6
to most physical attacks and able to regenerate Strength bonus
his wounds, the baron let it spring, intending to Special Attacks: See text
rip its throat out with his bare hands. Instead Special Defenses: +2 weapon needed
the huge cat mauled him badly. He was able to Magic Resistance: 10%
drive it off only by calling for his vampire slaves Like all nosferatu vampires, Baron von Kharkov
t o attack it. The tiger fled the castle but still drains the blood of his victims rather than their
haunts the land. The statuette, now vanished,. life force. H e does this by puncturing the skin
was the Cat ofFeUcouic. It is the one thing in all with his two sharp fangs and then sucking out
the world that Baron Kharkov truly fears. He the blood. H e prefers to do this on the neck, but
has since acquired a magical sword to defend he can drain blood from any location where
himself. blood vessels are near the surface of the skin.
For game purposes, this draining is a
Current Sketch reduction of Constitution points. The baron can
drain from 1 to 3 points per round. H e usually
aron Urik von Kharkov was once a

6
prefers to savor the experience by draining only
panther, then a man, and now a vampire. 1 point per round. A side effect of the draining
H e retains personality traits of all three. is that the baron heals 1 hit point immediately
H e has the quick temper and taunting cruelty of. for every Constitution point he drains. This is in
a cat, driven by the intelligence and creativity addition to his normal regenerative powers.
of a man. All of this is set against the The victim of such a draining is left weak and
background of his vampiric bloodlust. He has anemic. His skin is white and bloodless. Natives
been trained by the best schools of Cormyr. of Valachan mistakenly call the affliction White
With his temper under control, he can be the Fever. They believe that it is transmitted by
epitome of the mannered diplomat. insect bites, which explains the puncture
H e hates wizards and other vampires above wounds. Since the victims frequently don't
all other things. The only vampires he allows in remember the baron's attack, they don't
Valachan are his own creations. The baron lives contradict this explanation. Those who do
in his castle, surrounded only by a few servants, remember are usually charmed and willing lie
most of whom are his nosferatu vampire slaves. for their master.
The folk of Valachan fear him greatly, for his If the victim is reduced to a Constitution of 2
fits of fury frequently result in mass killings of or less, then he is at death's door. Only a direct
villagers. His edicts are generally obeyed blood transfusion will save him. The victim
instantly by the people. continues to lose a point of Constitution a day.
When his Constitution reaches 0, he dies. If the
baron’s victim is left alive and with a The baron has retractable claws like those of a
Constitution of 3 or more, he regains 1 point cat. These are immediately obvious to anyone
every two days until he reaches his original who sees his bare hands (or anyone who sees
Constitution score. Baron von Kharkov rarely his fully extended claws poking through the
kills his victims. He prefers to drink from fingers of his gloves). He can attack twice in a
several victims each night and not deplete the round with his hands and inflicts l d 3 points of
population of his land. damage with each.
Anyone who dies from being drained by It takes a weapon of at least +2 enchantment
Baron von Kharkov becomes a nosferatu to harm him. Even when harmed, he
vampire (see the RAVENLOW boxed set). This regenerates 3 hit points per turn. If reduced to
creature is completely under the control of the 0 hit points, he is forced to assume a gaseous
baron. It must do his bidding in all things, but it form and flee to his coffin or resting place. He
can follow the letter rather than the intent of must remain there for eight hours before he
those commands. Such disobedience is usually can rise again, fully restored. If he cannot reach
rewarded by slow destruction at the hands of a coffin or appropriate resting place within two
the baron. H e keeps no more than four such hours, he is utterly destroyed.
vampires at any given time, and rarely lets Like most undead, Baron von Kharkov is
them survive more than a decade. immune to sleep, charm, and hold spells. H e is
The eyes of the baron can charm anyone who immune to poison and paralysis. Spells based
gazes into them. The victim does get a saving upon cold or electricity cause only half
throw, but with a -3 modifier. The baron has damage. He cannot spider climb at will like
another gaze attack that acts a s a forget spell. other vampires.
The three rounds before the gaze are blurred The baron has the power to shapechange at
and forgotten. He can use these two attacks will into a black panther or a gaseous form, but
while draining, which is why his victims never not into a wolf or a bat. As a cat he retains all of
accuse him of attacking them. his immunities and his regenerative powers. He
Anyone who has been bitten by Baron von cannot use his gaze or draining attacks. In
Kharkov is vulnerable to his call. This call is a panther form he can move with complete
telepathic charm that enables von Kharkov to silence. As a panther he can leap up to 30 feet
give them instructions from anywhere within in the air, much higher than an ordinary
Valachan. H e cannot see through their eyes, nor member of the species. He can summon l d 4 + 1
can they communicate to him in any way. The normal black panthers to serve him. Use the
bitten victims are allowed a saving throw (no Monstrous Compendium entry for leopards,
penalties) to resist the charm. They remain under “Cats, Great.”
vulnerable t o his call for the rest of their lives
unless a remove curse is cast upon them by a Kharkov’s panther form: Int Genius; AC 6;
priest of at least 14th level. Over half the MV 18; HD 3 +2; hp 50; THACO 17; #AT 3; Dmg
population of the domain has been bitten at ld3/ld3/ld6; SA rear claws, l d 6 + l / l d 6 + 1 ;
one time or another. S D surprised only on a 1; SZ M; AL LE
Baron von Kharkov has all the other powers
and weaknesses common to vampires. H e has a Ravenloft granted the baron strange powers
Strength of 18/00, which gives him a +3attack with all kinds of cats. H e can place his mind
roll bonus and a + 6 damage roll bonus when inside that of any cat anywhere in his domain.
using a weapon. He owns a sword + 1 , +2 us. H e cannot control the animal in any way, but
enchanted creatures. Most nosferatu vampires he experiences everything that the cat
have no normal melee attack when unarmed. experiences. His human body is in a trance
during this process and is completely unaware
of its surroundings. Only the pain of a wound Castle Pantara
can bring him out of the trance before he he castle sits atop a rugged hill. The keep
decides to break it.
He is strangely vulnerable to attacks by the
Cat of Felkouic. Damage from this
T was here when the domain was formed.
Since that time, the baron has built on
several additions. From below, its profile
creaturelmagical item can only be regenerated resembles that of a crouching panther.
by draining. Although he has no proof, the Beyond the castle is the dense forest of
baron is convinced that the cat can destroy Valachan. The trees grow to within 100 feet of the
him a s surely a s sunlight. blackened walls. Lights are rarely seen in its
Baron Kharkov is unaffected by garlic, windows. Its battlements are never patrolled by
wolfsbane, or mirrors. H e does not cast a living guards. Many of the buildings have stone
reflection in mirrors, but he doesn’t recoil cats and gargoyles decorating the corners and
from them either. A strongly presented holy peaks.
symbol will keep him at bay, but not force him The walls and towers are in good shape,
to flee. The same object lying on a table is not although very little attempt is made to keep
an obstacle, although he suffers l d 6 + 1 them in good repair. Somehow the castle does
points of damage if he touches it. Holy water, not seem inclined to fall apart. The courtyard is
also causes l d 6 + 1 points of damage if overgrown with weeds, but not so much that It
splashed upon him. impedes movement. A few small trees actually
Running water is not a barrier for the baron. grow inside there, struggling to reach the tops
H e can cross it at will, and even walk through of the walls. Claw marks and other signs of
it. However, if he is completely immersed in large cats can be found in the courtyard. The
running water, he loses 15 hit points per round baron sometimes lets the panthers of the forest
(and does not regenerate) until he is roam within its walls.
destroyed. Sunlight has a similar effect. He The castle has never held a standing garrison
can withstand up to four consecutive rounds of of soldiers. Most of the towers and outer rooms
direct sunlight, but he is destroyed upon the have never been inhabited.
fifth.
Another known way to kill him isto drive a
stake made of bone through his heart. This
Map Keg
pins and paralyzes the baron until the stake is 1) The Ascension: Also known a s the tail, this
removed. Once pinned, his head must be cut winding staircase provides the most common
off and the mouth stuffed with holy wafers. access to the castle. The castle walls loom over
Once this ritual is completed, he is utterly the trail, ready to defend it against would-be
destroyed. attackers. Midway up the ascension is a small
Normal vampires need to be invited into a guard tower. The crenelations on top provide
home by a resident before they can enter it. cover from enemy fire from below, but not
Baron von Kharkov owns the entire domain from the castle walls.
and is not restricted in any way from entering 2)Cat’s Paws: These squat towers were once
homes in Valachan. Any vampire that he an important part of the castle’s defenses. Now
creates must still obtain an invitation, they are merely extensions of the keep
however. containing guest and entertainment rooms.
Between the buildings is a small shrub garden.
3)Keep: This is the oldest building of the arrows onto potential attackers. It also was
castle. Most of its rooms are designed for designed to house a garrison.
ceremonies and functions of rulership. There 5 ) Gatehouse: Thrusting out from the castle
are throne rooms, ballrooms, banquet halls, wall, this small building has a sturdy oaken
and the like. Inside its dark and narrow halls is door and an iron portcullis. It is the only
the entrance to the dungeons and the family obvious entrance to the castle. There are
crypts. The highest rooms in the tower are the rumored to be several secret exits and even a
baron's private quarters. tunnel leading deep into the woods.
4) The Rake: This long, low building 6)Manor House: A few of the rooms here are
overlooks the last portion of the ascension. It well kept. However, some have not seen a
was designed to pour out a deadly hail of human shadow in several decades.
4
f all the tragedies in the world, happiness of Merilee’syouth was destroyed in a
there is nothing so horrible a s the matter of seconds. While on a picnic t o
death of an innocent. So profound celebrate this joyous event, the family was
a loss can only be made worse, attacked by outlaws. As the frightened girl
however, when the young innocent watched from hiding, the bandits killed her
is not allowed to rest in peace, but parents and removed every item of value that
is forced to become one of the they could find from the family’s carriage.
As the brigands were about to depart, one of
them spotted the young girl. In terror, she
turned and fled. Her tiny feet had not carried
her a dozen yards before a pair of crossbow
bolts brought her down. Certain that she was
she did at the time of her dead, the criminals collected the last of their
death some 150 years ago. spoils and rode off.
She stands just under five feet tall Some time later, as the last of the child‘s vital
though her slight build gives her energies were draining away, a dark figure
I the appearance of being somewhat came upon the wounded girl. The mysterious
shorter. She has long, golden hait shadow seemed to move quickly over the scene
that falls t o her waist and is always worn in a of the murders, taking care to note something
pony tail. here or there. Merilee was too weak to call out
Her eyes are a pale grey and from a distance for help, but managed a moan of pain. The
they seem to have the sparkle that one would stranger flashed to the side of the girl with
expect of a curious little girl. When examined supernatural speed.
more closely, however, something of Merilee’s Over the course of the next few days, Merilee
darker side can be seen. Those who pause to was to learn much about her “rescuer.” The
look deeply into her eyes will find that they are mysterious figure was a tall, slender woman
indeed windows onto her soul. Every year of named Keesla. Many years before, Keesla had
her agonizing unlife is reflected clearly in these become a vampire. When she found Merilee,
cold pools of shimmering gray. the woman knew that there was no earthly way
Merilee takes great care to appear as the to save the girl’s life. Seeing in the innocent
child she once was. All who see her believe that child a striking resemblance to her own
she is perhaps ten years old and is in no way daughter who had died decades earlier, she
unusual. She even takes this charade to the decided that Merilee would not die. Bending
point of carrying around a doll or stuffed over the wounded girl, Keesla began the
animal with her when she moves about in process that would eventually transform
public. Merilee into a vampire.
Gradually, Merilee came to accept her
transformation and the strange aspects of her
Background new life. She mourned the loss of her parents,
erilee Markuza was born to a wealthy but found nothing else in her past life that held
family in the city of Caergoth on the much meaning for her.
world of Krynn. Her early childhood was As the months went by, Merilee’s innocence
full of the happiness one would expect for the was gradually stripped away from her by the
only daughter of a couple not opposed to unnatural life she now led. She began to grow
spoiling their pride and joy a little bit. less playful and more callous. The innocence
On her tenth birthday, however, the and purity that had marked her natural life
I

4
/c ,
began to be replaced with the corruption that
marks the eternal suffering of the undead.
Current Sketch
When it became obvious to Merilee that she erilee currently resides in the domain of
was forever trapped in the body of a Lamordia. Unlike the other creatures in
ten-year-old child, she began to hate Keesla. this book, she is neither the lord nor a
Every day, as she made ready to enter her prisoner of the domain in which she dwells.
coffin and sink into the deep slumber of the However, she often keeps company with Adam,
undead, she would think about revenge. Lamordia’s lord. Both are outcasts who despise
Merilee vowed that Keesla would be repaid for their physical forms. Apparently, the two have
the wrong and suffering that her meddling had found comfort in each other.
caused. Those who think of Merilee a s a child are
One morning, a s the two were traveling sadly mistaken. She is now almost 90 years old,
overland and the sun was starting to lighten the although she still retains the body of a
sky, Merilee acted. When Keesla moved to enter ten-year-old girl. While she may act the child in
her coffin, Merilee delayed her with order to lure victims close or secure pity and
conversation. Three times she did this and only mercy as it suits her needs, she is never a s
when the first sliver of sunlight began to show innocent a s she appears.
itself did she seal herself into her own coffin Long ago, Merilee realized that she would
and allow Keesla to do the same. never evolve into the physically powerful
When Keesla reached the coffin and tried to creature that other vampires were. Aware of
open it, however, she found that it had been this, she decided that she would divert her
nailed shut. Enraged at this betrayal, she began energies into intellectual pursuits instead.
t o claw at the wood. With the sunlight falling Thus, she has attained a keen intelligence and a
upon her and her vampiric abilities fading away, natural wisdom that far surpass those of most
she managed to open the lid. The instant that other creatures, living or undead. She makes
her gaze fell upon the soil within, she knew that the most of her wits, especially when she hunts.
she was lost. The unholy earth that Keesla
needed to sleep upon was gone. The coffin was
nothing now but a wooden box that offered no
Confronting Merilee
refuge from the sun. Human Vampire, Neutral Evil
That night, when Merilee opened her coffin,
she found no trace of Keesla. The sun, it Armor Class 1 Str 5
appeared, had done its work. Movement 6 Dex 15
Over the course of the next several nights, LevellHD 4+3 Con 5
she struck at the campsite of the brigands who Hit Points 18 Int 19
had killed her parents. Each brigand died THACO 15 Wis 19
slowly, knowing full well that it was the No. of Attacks 1 Cha 17
daughter of the Markuza family who was
destroying them. Merilee, no longer a child in DamagelAttack: l d 3
anything but physical form, relished the demise Special Attacks: See text
of her enemies. Special Defenses: See text
The cruelty of her revenge was enough to Magic Resistance: Nil
earn the notice of the dark powers. When she
awoke from her daylight sleep a week later, she As a human vampire, Merilee has many of the
found herself in Ravenloft. normal powers and abilities associated with
such creatures. Because of her child’s body, she
does not possess the magnificent physical
strength (and associated melee bonuses) An Account of Mu Muuting
normally found among the undead.
Merilee’s gaze is, conversely, more powerful with the Child-Uampin
than that of a normal vampire. This is, it seems, By Dr.Rudolph Van Richten
due to the fact that her fictional innocence
conveys a sense of helplessness and sympathy We had wme across a young girl slumped in one
to her victims. Thus, all who roll saving throws
against her charm power do so with a - 4 corner of the alley. She looked so pale and weak
penalty. that even my old man; heart was m o d . Cla&,
While Merilee can transform herself into a my assistant, uJetztto the girl and knelt beside b.
wolf or bat, as can normal vampires, the animal tt
S e r e is no puke,” she called to me, “we are too
forms she assumes are as immature as her
natural one. Thus, she appears as a wolf pup or late to help her!”
a young bat. Suddenly, the creature Athin rdealed itsef to
The creation of other vampires is forever us. 3 h i s young thing that looked in such peril
beyond the power of Merilee. The infusion of
Negative Material plane energy required to sprang to herfeet and dmck at Claudia. 3he blow
accomplish this is draining for even a normally was not savage, but coupled A t h the l$-Jraining
robust vampireand would certainly be fatal to power of the vampire it IWmore deadly than the
so fragile a specimen.
ball of a musket!
Merilee’s high Intelligence and Wisdom
scores bestow upon her certain special Claudiafell back, slain b&e she hit the
immunities above and beyond those normally ground, and the creature turned itsfoul gaze upon
associated with a vampire. She is, for example, me. Ifelt a burning wmpassion in my soul. Here
wholly immune to the effects of 1st-level
illusions. Further, spells such as cause feN,
#as not afoul thing of the night, but rather a
command, friends,and hypnosis have no effect young cherub that needed my care and nurturing. I
upon her. Of course, as a vampire she is already kned, de9 in my heart, that these were not my
immune to all manner of charm, sleep, and hold thoughh, hodever. No, they belonged to the
spells.
Apart from the differences above, Merilee’s Jampire and she das sending them to me da b
other vampiric powers function just as they do compelling gaze.
for normal undead creatures. I set my All against her and broughtforth the
Combat Tactics: Merilee, keenly aware of her
holy star that is always about my neck. Seeing this
own physical weaknesses, seldom engages in
toe-to-toe fighting. Instead, she uses her symbol and feeling the strength of my jiith, she
cunning and innocent appearance to lure das repulsed.
victims close before she strikes. Often, she With a guttural hiss of rage, she turned andjled
does this by appearing to be lost or injured.
When someone comes to her aid, she leads into the night, leadng me A t h only the memory of
them to a secluded spot and strikes. this unholy creature and the loss of my dear
Clalldia.
! he rolling seas are a place of
wonder and awe. Since the
beginning of time, they have called
t o the brave and the adventurous,
promising vast treasures and
unfathomable mysteries.
Unfortunately, sometim
found is not treasure but
nightmares.
Background

an able seafarer.

Captain Monette was a life-long iscoGereb: however,


mariner. He is said to have visited a cruel and violent
all points on the compass and even
looked over the edge of the world ion or delay and the penalty for
and watched the sea plunge into failure was often a brutal beating before the
eternity. ship’s company. No man served aboard
Ouragan without learning fear at the sight of
the captain’s shadow.
Appuarance Eventually, Monette went too fhr. His crew
Captain Monette is a werebat and, as such, hm mutinied and seized control of the ship. They
two distinct forms. His natural shape is that of a lashed their former captain to aseries of line
slender, rugged-looking man. Monette is quite and keelhauled him. Three times they threw his
tall, standing just under seven feet in height, body into the sea and dragged it along the
and very thin. Some of his shipmates have length of the ship and three times, to the
remarked that he is more skeleton than flesh. wonder of his crew, Monette survived.
Monette’s face is set and grim. A long, Following the keelhauling, Monette was
snaking scar cuts diagonally across his lashed t o a mast and flogged. The punishment
features. His eyes are a cold steel gray, the went on for over an hour, but the stern mariner
color of the sea on an overcast day. was too strong to cry out or call for mercy.
For dress, Monette favors the uniform he . When at last he lost consciousness, vowing to
wore in his days as captain of the privateer avenge himself on the rebellious company, his
Ouragan. This blue uniform is so dark that it bleeding body was tossed into the sea.
can be easily mistaken for black. The gold His crew watched in amusement as the body
buttons sewn onto the jacket are kept brightly of their former captain drifted away from the
polished and the uniform a s a whole is ship. When at last it appeared to vanish beneath
immaculate. the waves, a great cheer went up from the
Monette’s second form is that of a hybrid ship’s company. Unbeknownst to Monette or his
nightmare. Half-man and half-bat, he stands crew, however, the currents that carried his
slightly under six feet in height. His body is body away whisked him into the demiplane of
covered in a thick coat of coarse fur, and his dread.
face is the twisted snout of a bat. The unusual Monette’s body came to rest in the dark
scar that so marks his human face is fully confines of an isolated sea cave that was filled
visible and recognizable in his hybrid form. It is with bats. One by one, the flying bats dropped
in this shape that Monette prefers to enter down on him and drank from his many wounds.
combat. When he awoke, the captain found himself
covered with the nightmarish creatures.
Too weak to attempt escape frdm the cave,
t o chat for long, insisting that they have counter or the money-a total of 35 silver
business t o tend to. If the PCs ask about the pieces-they notice the sky instantly turning
damage, some people say the damage has been black. As their eyes adjust to the dimness, they
there a s long a s anyone can remember, while see they are now in a building that smells of
others claim it occurred only last week. newly cutgine and cedar. Around them,
If the characters investigate the town, they general merchandise and various trappings and
see it consists of a single road that forks into bridles fill‘the store’s walls. Five burly, bearded
two streets. This first encounter in Thornewood gentlemen stand around the PCs menacingly.
is in accordance with the Davion personality. “I suggest you put that stolen money down.”
A small grocery sits at the road’s fork The man behind the counter, just as rugged a s
(Location 6); unfortunately, it is completely the others, sets a smoldering cigar in a beaten
destroyed. Several children and a few adults tray of copper. If the characters look in their
rummage through the remains, looking for any hands, they see the coins that they touched in
salvageable supplies, especially food. When the the ruined building.
villagers have found what they are looking for, If the characters do not return the money to
they drop money on what appears to be the the counter, these men try to take it from them.
remains of a counter, and walk away.
As the PCs walk through town, a frail, elderly Burly Opponents (5): Int Average (11-12);AL
woman approaches them and implores their CN; AC 8 MV 12; HD 6; hp 48; THACO 15; #AT
assistance. She wishes to collect some 1; Dmg 1-2 by fists and kicks; SZ M (6’ tall); ML
groceries, but cannot carry them home herself. Elite (14); XP 270 each.
(This will help draw the PCs to the ruined
grocery t o begin the adventure.) These men are not trying to kill the
If the characters so much as touch the characters, and they do not draw any weapons.
If the men inflict cumulative damage to the occurred within the last few minutes, the
characters equal to half their full hit points, the people look at each other and burst into
PCs must roll successful system shock checks laughter. “By the Powers, lads, are you
at a 25% penalty with each consecutive blow in suffering from delusion? I’d have the priestess
order to remain conscious. If a character is look at me, if I were you!”
knocked unconscious, he is thrown out into the The villagers continue to laugh and wander
street, and the “stolen” money is returned to down the street. Later, they begin whispering to
the proprietor. each other, occasionally pointing in the
If the characters are able to kill or disable characters’ direction.
these men, they are free to keep the money or If the PCs approach the temple, they see a
anything else they see while their opponents beautiful woman step out into the sunlight.
are unconscious. Dressed in scanty armor resembling scale mail,
several chains dangle from her hair and around
If the characters did not touch the money, the her neck, cascading across her mail. Behind
transformation occurs anyway. The five burly her, a half-dozen more priestesses follow.
gentlemen are responsive to the characters if If the characters ask the priestess about the
they purchase anything. If they purchase alteration of the city, she replies, “Nothing has
nothing, the men grumble and complain, changed in this area for years. However, if you
making it clear that the PCs are not welcome. are not feeling well and would like me to aid
you, I will be happy to do so. Remember where
you are. You can trust no one but yourself; and
Chango of Scene even then, that can be unwise:’
When the characters are out in the street, or If the characters ask what she means by
when they are again conscious, they see that where you are, she says, “Ravenloft, of course.”
the streets are made of cobblestone but are a s She continues down the street, followed by her
level as if they were newly made. Every priestesses. If the characters ask the priestess
building has changed in appearance; the half- to help them, she says she is unable to do so
timber buildings are now red brick structures now, but they should return after sundown.
with slate roofs. What had been the demolished If the characters try to enter the temple, they
grocery is the general store the PCs visited. find it to be completely ordinary in all respects.
Several people mill about the streets. Some sit
on benches, while children enjoy a game in the If the PCs threaten the priestess, the
street. A new building has appeared on the personality changes immediately, causing her
scene: a temple (Location 4). The PCs have to disappear from the street. If they do not
entered the manifestation of Narana, the priest. attack her outright but badger her verbally, she
This temple is enormous and is made of merely leaves them and enters her temple.
blood-red stone. Singing can be heard pouring D M s Notes: As discussed earlier, Davion has
from within. several different personalities living within him.
If the characters ask anyone about the Each of these entities has a different perception
transformation they saw, the people look at of what this city looks like. Due to the struggles
each other with puzzled brows. “I’m sorry. between the personalities, the city changes
Nothing has changed here in years. The town appearance at random intervals.
has been here for over five years, and before A map is provided on page 65 for the
that, it was a timber colony. Are you referring Dungeon Master. As the changes take place,
to that?” refer to the numbered location and select the
If the characters mention that a change has description for the appropriate personality. The
building descriptions for each personality time, they find that they are unable to do so.
appear below. Whenever the city disappears behind them,
they see the city appear on the horizon ahead.
This occurs regardless of the road they take or
Changing the Uillage whether they walk through the woods.
The look of the town will change without
warning a s the different personalities take over.
The DM may choose when the town changes as location Descriptions
he finds it appropriate, or he may determine llowing are general descriptions of the
the transformations randomly. In the latter I town while under the influence of each

case, the DM should roll 2d10; the town will - personality. After these descriptions is
change following that number of rounds. He information about each individual location. The
should then roll l d 4 to determine which DM should keep track of the PCs' position on
personality has taken over (see building the map. When the scenery changes, the DM
descriptions that follow). If the roll indicates should roll l d 4 to determine which personality
that the same personality continues to control takes over: 1 = mage (A), 2 =fighter (B),
the town, the DM may allow it or may reroll. 3 =priest (C), 4 = Davion (D). If the PCs check
It is important to keep track of rounds a s the the signpost at the entrance to the town, they
characters investigate. However, the DM should will find that the name changes with the village,
not tell the PCs he is doing so. Only if the PCs although the vine-covered, wooden sign itself
announce that they are keeping track of time does not seem to have been touched.
between scene changes should the DM give
them such information.
The adventure should be allowed to continue
9rcanon (Mage Uillage)
from this point in any manner the PCs dictate. This town has red brick streets and clapboard
Characters should be allowed to investigate, houses. All the buildings are in good repair but
with the DM giving the information provided are well weathered. The weather is overcast but
and announcing the changes in the town's pleasantly cool.
appearance.
Following their observations of the temple
and the priestess, the characters may
Boromar's Hnoll (fighter Uillage)
investigate any other building and are free to This appears to be a pioneer town, with log
enter and react to the people. However, the cabins and log barns and shops. The street is
people try their best to ignore them. merely a dirt road with shallow ruts. The
As the scenes change, the PCs will eventually inhabitants are accustomed to life in the
revisit variations of the town they had visited wilderness. The sky is clear, but the
previously. None of the villagers will remember temperature is near freezing a s though winter
their previous encounters, even if deals were approaches.
made or battles were fought. If the PCs cast
ESP or detect lie, they find nothing unusual and
no evidence that the villagers are lying. Only
Narana, Augustus, and Boromar (described at Thi, ... ."
lage is home .ed brick structures
the end of this adventure) will remember the with slate roofs. The streets are newly paved
PCs from one encounter to the next and be able with cobblestones. The weather is warm and
t o continue conversations begun earlier. breezy, reminiscent of late spring.
If the characters try to leave the town at any
2 D This is home to a blacksmith. If he is given
Thornuwood (Oauion Uillage) any work, it is permanently lost when the scene
The appearance of this manifestation is that changes with another manifestation.
of the earthquake-tortured, broken village. The
houses are half-timber with thatched roofs. The Location 3
streets are paved with cobblestones, but are 3 A This is a vacant inn. No one owns it and no
broken and jagged and completely impassable one lives on the premises.
to any wheeled conveyance. The breeze is 3 B A field overgrown with brush stands empty.
warm, but the trees show signs of approaching 3C: A blacksmith lives and works here. If he is
autumn. given any work to be done, it is permanently
lost when the scene changes to another
location I manifestation.
1 A This is a magnificently stocked shop 3 D This is a stable. If horses are tethered here
specializing in magic. Nearly every imaginable and the scene changes, the horses are
magical item valued at less than 4,000 XP is permanently lost.
sold here. If the characters purchase anything,
they lose the item once another personality location 4
alters reality. The money they spent is not I

4 A This tavern has three bars and all the wine


regained. is free. The people congregated here are all
1 B This is a tavern. It has three bars and all the mages of at least 6th level.
ale is free. The people gathered here are all 4 B This tavern serves drinks when the other
fighters of at least 6th level. tavern closes. This bar is only open from
1C: This is a well-kept inn with seven guest
midnight to noon.
rooms. 4C. This is the red temple of Loviatar
1D:This is a tavern. It it always busy, and the (described earlier).
favorite topic of conversation is the demise of a 4 D This is a small infirmary operated by a
man named Davion. The DM may offer any 2nd-level priest. H e has limited healing powers
clues he desires from Davion’s description at and relies mainly on herbal remedies. If the
the end of the adventure. priest aids any of the characters, the ailment
location 2 immediately returns when the scene again
transforms.
2A: This is a large gathering hall packed with
the guests of a wedding. No one here will speak location 5
to the characters. They all believe the PCs are
5 A This is a small general store.
suffering from some sort of traveler’s sickness.
2 B This empty lot is home to a public message 5 B This stable sells the finest horses for
unbelievably low prices. Superior quality tack is
board. A single signpost holds the following
message: Hear ye-The newcomers sufferfrom also available. If the characters buy horses,
however, they disappear when another
the influenceof fiends. Be warned. Do not speak
personality manifests, even if the characters are
with them and do not acknowledge their
riding the mounts.
existence. They will be burned at sundown and
5C: An empty lot is home to a single signpost.
forever relieved from their torture.
A message reads: Hear ye-The newcomers
2C: This is a public stable. If the characters
sufferfrom the influenceof fiends. Be warned
tether their horses here and the scene changes,
the horses are permanently lost.
Do not speak with them and do not acknowledge
their existence. They will be burned at sundown
and forever relieved of their torture.
Putting the Pieces Toguthur
5 D A fortune-teller (not a Vistani) lives and After the PCs spend a night in this town,
works here. However, the reader has the same whether in an inn or camped in the woods, in
fortune to tell everyone who visits. “You are the morning, the characters find themselves
nothing but a drea again in Thornewood (the first setting they
experience is nigh encountered). The streets are cracked and
cliffed. A man paces back and forth in front of
Location 6 ’ the inn. (This is Davion-although the
6 A Empty lot. characters do not know his identity yet.) H e
6 B This building is speaks to himself in soft,broken sentences.
nonmagical weapon ield imaginable is Not answering himself, he seems to receive a
satisfactory answer from an invisible ally. If the
characters approach him, he ignores them
unless they speak to him first. If they talk with
store. Manned him, he glances up in horror and begins to run
sure no one away. Then he settles down and walks back to
them, He looks remarkably similar to the
prieitess they encountered earlier.
“What are your names, please?” If the
6 D This b t h characters tell him, he appears to make a
mental note. Within minutes, the characters see
duplicates of themselves walk past them,
completely oblivious to them. The characters
must roll a fear check.
locatio If the characters stop the impostors, they
look at the characters, look at themselves, and
s except the Davion begin fighting the characters. The impostors
ded hill. In the carry tbe same weapons and wear the same
armor as the real characters. However, their
built of stone, but levels may not match the levels of the
characters. The Dungeon Master should roll
l d 4 for each character. If the roll is a 1, the
imposter is one level lower than the character.
If the roll is a 4, the imposter is one level
higher. Rolls of 2 or 3 indicate the imposter’s
avion is cured level matches the character’s level. If the
imposters die, they do not disappear. They fall
he characters enter to the ground like any other slain foe.
If the characters attack the babbling man, the
impostors come to his rescue, and the man
anor house allowing them to casts spells with the effectiveness of the mage
e world (or a location of the detailed at the end of this adventure. The first
spell he uses is few.
While the characters are dealing with the
wooded hill. impostors and fighting their fears, Davion the
Mad runs away from the scene and physically Augustus
disappears from sight. His disappearance is
perfect, since it is a result of the many powers Of Davion’s personalities, the mage is the
he wields. most receptive to the idea that the three
personalities are contained within and
As the characters investigate the town on the controlled by Davion. H e has been trying to
second day, the changes continue to occur as on learn the reason for his memory lapses, and has
the previous day. The DM should allow them to begun to suspect that multiple personalities are
encounter Davion’s other personalities (Narana, the reason. If the characters question the mage
Boromar, and Augustus) in their own versions of and present any evidence they have gathered in
the town in appropriate settings. Thus, the mage a concise and logical manner, he readily
may appear in the magic shop, the fighter at the considers the PCs’ hypothesis.
blacksmith’s shop, etc. In every case, these If the characters cast know alignment on the
characters look remarkably like the babbling old mage and tell him the results, he does not
man they encountered on the street. understand the reason for the result (both law
The PCs may question the three personalities and chaos are evident).
freely. Each one remembers all his activities up
until arriving at Davion’s home to deliver what Boromar
they found while adventuring. They remember
that Davion was in the middle of a spell or If the PCs try to explain to Boromar the
similar activity at the time, that a bright flash changes they have witnessed, he is the
ensued, and that things haven’t seemed quite personality least receptive to the characters’
right ever since. Narana, Boromar, and idea that the three personalities are contained
Augustus haven’t seen each other or Davion within Davion. Since he believes this cannot be
since that incident and each of them suffers true, he tries to avoid them. If the characters
memory lapses. follow him, he wheels about, unsheathing his
If the PCs ask where each of the characters sword. “Stay away from me. The townsfolk
lives, Augustus answers that he has lodging were right about you. You must be possessed
above the magic shop, Narana says that her by fiends!” He then runs from them.
rooms are inside the temple, and Boromar Later that evening, the characters see 25 of
replies that his room is above the tavern. If the the town’s inhabitants gathered together in a
PCs break into their rooms, they find the rooms mass next to the sign at Location 2. If they
to be appropriate to the character who lives approach, the people motion for the PCs to join
there, but they find no clues. them. If the characters do, the people swarm
The DM should answer any questions or around them when they are close.
provide any clues necessary to lead the PCs to An initiative roll is required for the
the conclusion that Davion has melded with the characters. The villagers gain no initiative
three NPCs. bonuses. Characters who lose initiative are
If the PCs attack Augustus or Boromar and tackled by villagers. Characters who win
inflict damage on either character equalling initiative can run or fight.
half their total hit points, the scene changes
instantly. These characters cannot be killed by Villagers (30):Int Average (8-10); AL N; AC 9;
the PCs; only Davion can be slain. MV 12; HD 2; hp 12; THACO 19; #AT 1; Dmg
Below are descriptions of the reactions these 1-4by dagger, shovel, hoe, or pitchfork, or 1-2
three NPCs will have when encountering the with fists and kicks; S Z M (6‘tall); ML Unsteady
party. (5-7);XP 65 each.
The villagers try t o subdue the characters
rather than kill them. PCs who are captured
soon have their hands tied behind their backs
and their legs secured by rope at the ankles and
knees. They are taken to the empty field where
a pile of dried wood has been prepared. Stakes,
four inches thick and seven feet tall, stand
vertically in the pile.
The characters are led to the woodpile and
are tied to the stakes. PCs are allowed a
Strength Check to break their bonds.
As these ability checks happen, the people
light the wood, saying, “This is the only way we
know of curing your insanity. May your
tormented souls rest in peace forever when the
life passes from your bodies.” In 3-12 rounds
(rolled individually for each character), the
flames begin licking at their boots. Two rounds
thereafter, they suffer l d 6 points of damage per
round until they are dead or rescued.
Four rounds are required to free a character
tied to a stake. The DM should determine
appropriate damage for the rescuers depending
on the progress of the fire.
If the characters manage to escape their
bonds, the people scream and run in fear. No
one will give the characters assistance.

Narana
*.
If the characters speak with Narana regarding
the many manifestations of the same town, she
finds this theory mildly amusing. If the PCs
persist in providing evidence, she becomes
angry that anyone could be robbing her of
followers or of the veneration she deserves.
She is extremely self-centered and will not
stand for anyone infringing on what is rightfully
hers.
If the PCs are persistent and Narana becomes
sufficiently agitated, she uses her ring of two
wishes to wish herself out of Davion’s body. She
states her wish mentally so the character’s
cannot hear what she has said.
There is a 75% chance that Davion reacts
before her wish is completed. If this occurs, the
characters see a mist crawl up from the ground The priestess is gone, but where she stood,
and surround them. The priestess’s body twists only dust spirals in the wind. Davion has used a
and contorts, while her hand reaches for the disintegrate spell on her.
characters. Her face writhes in tortured agony.
Suddenly, the characters see the frame of a Oauion thr Mad
wildly beautiful woman separate from the body
of Davion. A sickening sound like tearing flesh If the characters approach Davion and
can be heard. The woman’s body falls to the attempt to discuss his multi-souled body, he
ground, sending up wisps of dust. The denies it. H e claims to have never heard of
characters must roll horror checks. Narana, Augustus, or Boromar. However, if the
If the body is checked, it contains no life. characters pressure him, he begins to fear for
Davion was able to intercept the wish and his life and becomes worried that the PCs will
contort its energy. find a way to release the other personalities. H e
If Davion was unable to thwart the wish, the attacks the PCs using the skills he is able to
characters see a stunningly beautiful woman access through the other personalities.
step from the body of Davion. When she sees If the characters already caused the priestess
the characters-and Davion-she eyes them to separate herself from the conglomeration of
with a seductive look. She slowly walks back personalities, her powers are not available to
and forth in front of the PCs, gauging their Davion. If she escaped Davion’s mental prison,
reactions. If they stand reasonably still, she she is already on her way to find a new domain.
quickly slaps them all across the face. With this If the PCs manage to slay Davion, the domain
touch, she inflicts a pain touch-a special returns to what it really is: a heavily wooded
ability for the specialty priests of Loviatar. area with a stream where the roads once were.
The PCs are allowed a saving throw vs. spell; Unfortunately for the NPCs who share his body,
those who succeed suffer no effect, while those they are also slain.
who fail are wracked with pain for 16 rounds.
During this time, victims suffer a - 4 to attack The Cure
rolls and a -2 to Dexterity checks.
During this time, Narana pulls a whip from If the PCs hope to separate Narana, Boromar,
her belt and begins scourging the affected and Augustus from Davion, the cure consists of
characters. She can attack twice per round. She a properly worded limited wish or wish spell.
continues to do this until the characters run (Augustus does not have access to these spells.)
away-to her eternal glee-or until they fight If the PCs can get Davion’s ring of wishes, they
back successfully. can use it to effect a cure.
With Narana separated from Davion, she When Boromar and Narana realize the
loses her ability to affect the town and it predicament they were in, they temporarily go
insane and begin fighting anyone they see.
immediately reverts to the Davion village. If
threatened, she runs toward the temple, only to Augustus is immune to this insanity since he
suspected the problem all along. The Dungeon
find that it has disappeared.
Master should roll ld4. A die roll of 1 or 2
When Davion turns to the priestess, she
suddenly becomes extremely fearful. She turns indicates that Boromar and Narana fight each
t o run from him, but he casts a spell at her. The other and Augustus. Any other die roll
characters see a thin green beam of light follow indicates they attack a random character. Once
her, then they hear a shuddering scream the battle is over, refer to the Epilogue.
followed by complete silence.
searching, he discovered a ring of two wishes.
Epilogue H e realized that he finally had the means to
Once Davion is destroyed, the land returns to gain the knowledge that only the Powers had.
its natural condition a s woodland bisected by a H e pondered the wording of his request for
stream. The rocks on the hill at Location 7 many months.
move t o form the manor house, and if the PCs When he finished, he had composed nearly
enter the manor house within 4 hours of its 100 words for his wish. He placed the ring on
completion, they can find the portal out of his finger and began reciting. “I, Davion, wish
Ravenloft. . . .” At that moment, his three hirelings arrived
in his study proclaiming to have found a vast
NPC Roster wealth of knowledge. In his excitement, Davion
forgot the wish, demanding, “Give me
Oauion the Mad, 15th-luuel W a r d everything you got!”
At that instant, the ring granted his wish. A
HP 100 THACO: 11
bright and painful light filled the room, and all
AC: 2 Age: 37 A 1 CE
four people screamed in agony. When the light
Str: 14 Dex: 16 Con: 15 faded, only one person remained: Davion. The
Int: 18 Wis: 16 Cha: 17 wish combined all four individuals into one
Spells: five spells from each of levels 1-5,two entity. However, a terrible side effect occurred.
spells from level 6,one spell from level 7. Davion now had four distinct and powerful
These numbers represent Davion’s true personalities entrapped in his body.
statistics when he is not behaving as someone Occasionally, these personalities are given
else. The statistics below denote the three temporary control-by the powers of
different manifestations of Davion, depending Ravenloft-so they can have a chance to
on his state of mind. remedy the predicament if they choose.
In all his different manifestations, Davion the Unfortunately, the three personalities are not
Mad is the best at what he does, or so he thinks. aware of their situation as of yet, because they
As a fighter, he commands respect and falls to do not share a collective mind.
no one. As a priestess of Loviatar, he is the high If the personalities are made aware of this
priest, and a s a mage, he is a superlative dilemma, they will undoubtedly attempt to cure
spellcaster. Each particular manifestation has themselves, if they have the time and the tools.
its own powers and magical weapons that allow Meanwhile, Davion enjoys the knowledge of
it t o be a deadly force to anyone Davion faces. their existence and makes use of it. This
Davion owns an amulet of life protection and a attachment, however, has driven him insane.
ring of two wishes. When Davion is in control of the body, he can
access the spell capabilities of the mage and
Oauion’s Historg the priest, and the fighting skills of the fighter,
as well as his own wealth of spells.
Davion was once a powerful and well-known Whenever a personality comes to power, the
mage. His scope of arcane knowledge spanned village changes to match what the current
all of the eight magical schools. Yet, with all his manifestation perceives it to be. The town
experiences, he was still unhappy. He lusted for changes randomly a s the various personalities
more knowledge and power at any price. gain control of Davion’s psyche. The three
H e hired three people to search the world NPCs who share Davion’s body are described
over for artifacts, scrolls, books, and whatever below.
else they could find. While they were out
resembles Davion. Her hair is black and
Boromar, 10th-lwul Warrior straight, flowing down to her waist. Her body is
rlp: 100 THACO 11 unquestionably female. No facial hair grows
AC: -1 Age: 37 A L CN while Narana is in control, but when one of the
Str: 18/55 Dex 15 Con: 18 male characters takes over, hair growth
Int: 14 Wis 16 Cha: 17 resumes normally.
When Boromar’s personality takes over, Davion The priestess is loud and rude. She often
wears full plate mail +2. He carries fivejaoelins of uses profanity and crude innuendoes. She is
lightning that cause l d 6 +20 points of damage.
always there to help those who have been hurt,
He also carries a sword +4, &fender. Boromar but in the standard Loviatar way. Instead of
can opt to use the swords + 4 bonus as defense aiding with healing spells or kind words, she
or to improve his attack or any combination of kicks, claws, and whips at them with anything
defense and attack totalling +4. available. Her only wish is to create more pain
Boromar gains a + 2 bonus to attack rolls and torment for her deity. If the PCs accept her
and + 3 to damage because of his Strength. offer of aid, they may be in worse shape after
If Boromar ever drops his sword, he can call their meeting.
it back into his hand within 1 round. Every time Narana refuses to believe that anyone could
he manifests, he regains any lost javelins. share her psyche. Her self-centered nature
Boromar’s personality is nothing less than prevents her from thinking of anyone but
mysterious. He continually talks and grumbles to herself.
himself as though complaining to an invisible
ally. Whether out of caution or paranoia, he often Augustus, 12th-lwul Magu
whirls about on his heels, making sure no one
HP 100 THACO: 17
follows him. His enemies are those who are
AC: 3 Age: 37 AL LN
unaware they caused him panic.
Str: 14 Dex: 19 Con: 15
Int: 18 Wis: 16 Cha: 17
Narana, 16th-lwd Priustuss of When Augustus dominates Davion, he is able
Loviatar to cast four spells from each of levels 1 through
HP 100 THACO: 10 5, and one spell from level 6. He wears a robe of
AC: 3 Age: 37 AL CE protection +3. H e carries a rod ofsmiting that
causes l d 8 + 3 points of damage with every
Str: 16 Dex: 15 Con: 18
strike. H e gains a + 3 bonus to all reaction and
Int: 14 Wis: 19 Cha: 17
initiative rolls due to high Dexterity.
When Narana takes control, Davion has Augustus’s personality is a ponderous one.
access to ten 1st-level spells, nine 2nd-level Preferring to learn from the words of others, he
spells, eight 3rd-level spells, eight 4th-level is more quiet than talkative. However, when he
spells, four 5th-level spells, three 6th-level feels someone is being ignorant, he lets the
spells and one 7th-level spell. This list includes offender know in very blunt and concise ways.
bonus spells for high Wisdom. His answers to questions are always the
Narana wears bracers of defenseAC 3, nhg of same; short and to the point. He hates wasting
1 wish, and boots of the north. She carries no time listening to long convoluted stories when
weapons, but her poisoned fingernails (Type N the result is all that he requires. Often in
poison) cause 1-2points of damage. conversation he rudely interrupts to tell the
Although Narana is female, her face strongly speaker to “get to the point.”
iotup grassy knoll ahead. The tracks of the
his adventure is heavy-booted creature head straight for the
designed for five to hilltop. As you approach the crest, you see
six characters of 9th what appears to be a forgotten cemetery: a
through 12th level once-grand archway of wrought iron that
who are already in now stands twisted and rusted; the brick wall
Ravenloft. This around the once-hallowed ground has
adventure is crumbled to a low, ivy-strangled ridge; and
especially useful the tombstones within are smothered
when one player beneath high grasses.
cannot attend a The bootprints pass through the gate and
game session, but continue through the grasses to a crumbling
also works for a full edifice. The gray stone building is covered
party. with ivy and is imbedded in the side of a hill.
One morning, the A formerly heavy door, now rotting, stands
party awakens to slightly ajar, revealing a dark interior. Upon
discover that one of the crumbling stoop, you notice a drop of
its members (or an important NPC) is missing. blood. The once-still forest now seems to
If the PCs are in a place with other people, such moan with an uneasy wind.
as a village, they learn of two other abductions
that same night.
Into the Crypt
If the characters approach the door, they
%enture smell a sickening odor coming from inside the
f the PCs investigate the place where the building. Detect magic reveals strong magic

I missing persons were last seen, they find


signs of a struggle. There does not appear to
be a forced entry, although it is obvious that the
(10% chance of identifying
alterationlnecromancy) within. The wooden
door contains no traps, but several species of
abductee made every effort to break free. There innocuous mold and fungus live on its
are no other clues at the crime scenes. The DM weakening surface.
will need to fill in details a s necessary If the characters open the door completely
depending where the PC was when he and enter, the DM should read the following.
disappeared (i.e., in the woods, a jail cell, an
inn, and so on). If they follow the bootprints The door opens stiffly, allowing a meager
and tell-tale spots of blood leading from the pool of sunlight to flow in over the uneven
scene, the DM should read the following. stone floor. Again the wind moans, but it
Curiously, the bootprints do not show evidence echoes strangely louder within the building
that their owner was encumbered. The prints than outside. Your nose fills with the clinging
seem normal in every way. mold and dust stirred by your feet and, as
your eyes adjust to the darkness, you see
piles of armor and other gear lining the far
wall. Suddenly, across the smooth stone
hill. Mountainous clouds loom overhead and surfaces within, a cry echoes that could not
the trees around you hold a nervous silence. have been merely the wind. Indeed, it
sounded much like your missing companion.
The cry seems to have come through the far human hands reach imploringly in your
wall. direction. Many sets of dry, cracked lips
moan despondently, “Help m e . . . free me!”
The room is approximately 20‘ by 20’. The You realize that the moaning you had
two side walls appear ordinary, but are covered thought to be the wind in truth issues from
with moss and fungus in most places. The wall the wall.
opposite the door appears ordinary (at first),
except for the armor and gear strewn below it. Any character who views the true nature of
If the party moves forward to investigate the the wall must roll a Ravenloft horror check.
gear, they find it to be in varying states of See the Living Wall entry at the end of this
decay. Some is practically new, while other book for complete information.
items have probably been lying here for years.
There are four suits of plate armor, two sets of Living Wall: INT Variable (3-18);AL CE; AC 4;
studded leather armor, and five bags of coins MV Nil; HD 8 (base); hp 320; THACO Variable;
(totalling 56 gp, 27 sp, 11 cp). #AT 20; MR 20%; S Z G (200 square feet); ML
Any character who gets close enough to Fearless (20); XP Value 15,000.
investigate, however, may be grappled by
5th-level fighters (3): THACO 16; #AT 1
unseen hands and hear the distinct moaning of (each); Dmg 1-8(long sword).
despondent voices. (This is the Living
Wall-refer to the Monstrous Compendium 8th-level conjurer: THACO 18; #AT 1; Dmg
entry for the Living Wall in the appendix of this 1-4 (dagger) or by spell; Spells unseen
book.) seruant ( X 2), Melfs acid arrow ( X 2), summon
The creatures within the wall will attempt to swarm ( X 2), monster summoning I, Euard’s
grab hold of anyone approaching within five black tentacles.
feet. The victim is allowed a Dexterity check to Note: Spells listed are renewed each day.
avoid the grasp. The wall must make a 8th-level necromancer: THACO 18; #AT 1;
successful attack roll against the victim’s Dmg 1-6(quarterstaff) or by spell; Spells chill
natural armor class. No bonuses are allowed for touch (2 per day), spectral hand (2 per day),
armor, but Dexterity bonuses apply. uampiric touch (3 per day), contagion (1 per
day).
The Living Uoall 10th-level paladin: THACO 11; #AT 1; Dmg
If one of the characters casts true seeing or 1-8(long sword); SA and S D Abilities
uses a gem of seeing to investigate the far wall, opposite those of a normal paladin (due to
read the following. chaotic evil status-see “Living Wall” entry
in appendix).
Beneath the illusory appearance of stone, 3rd-level priests (2): THACO 20; #AT 1
the far wall actually consists of graying and (each); Dmg 1-6(club, horseman’s mace); SA
sinewy flesh and oozes a mucilaginous (each priest receives the following spells)
substance. Across its rotting surface, human command (1 per day); cause fear (1 per day);
faces, eyes, ribs, spines, hands, and feet chant (1 per day).
mingle with two snarling wolf muzzles and a
number of razor-clawed rodent limbs. All Dire wolves (3): THACO 15; #AT 1; Dmg 2-8.
eyes fix upon you and several gnarled, Badgers (3): THACO 19; #AT 3; Dmg 1-3/1-
3/1-6.
This wall was created by the creature who point per point of Armor Class of the victim
abducted the PCs’ companion-it may be the (shield and Dexterity bonuses are not included).
primary villain of the DMs personal campaign The door leads into a side passage that skirts
or the lich detailed here. The wall serves to the living wall and empties into the corridor
fortify the main entrance to the villain’s lair. He behind it. If the party does not find this door,
has abducted the PCs’ companion a s a material they must cut through the living wall, find the
component for another living wall that will rear entrance to the complex (see “The
guard the rear entrance to his lair. Catacombs”), or leave their companion for
The party may completely avoid the living dead.
wall: because the wall does not initiate attacks, If the characters manage to cut through the
the party need not fight it unless it is grappled living wall or pass through the secret door, they
by it or if PCs are of good alignments and feel find themselves in an utterly dark hallway. The
that they must destroy this evil creation. hallway, constructed of stone blocks, slopes
gradually downward. After descending 50 feet,
Bl~passingthu Wall the hall ends at a closed door.
This door is unlocked and is well
The room the characters have entered constructed. It bears a f i e trap spell that
contains a secret door in the wall to the right of detonates in an explosion causing l d 4 + 2 0
the entrance. The door is trapped with an points of damage centered on the stone block
elaborate mechanical device-moments after in front of the threshold.
the door swings open, a razor-sharp blade drops The explosion engulfs everything within a
guillotine-fashion from the door’s lintel, 5-foot radius in flames. Creatures within the
causing damage to anyone in the doorway. The area of effect must roll a saving throw vs. spell
blade causes 2d8 points of damage minus 1 to suffer only half damage.
If party members successfully remove the party to rescue him. Nightblood has, therefore,
trap (or survive the blast), they may open the memorized every spell allowed by his level. The
door to find a large chamber that is home to DM should select Nightblood’s memorized
the DMs villain or an angry lich. The lich is in spells from his three spell books, which are
the process of creating another living wall when listed with his statistics. The DM can devise his
the party happens upon him. A DM who own strategy for spell use by Nightblood or use
decides to use the lich should read the the following strategy.
following.
Nightblood’s Strategg
‘:ghtblood and the Zombies When the party entered the front door of the
crypt, it activated a magic mouth spell (the
Beyond the door lies a cavernous moaning sound and cries for help) that alerts
catacomb. Through a forest of stone Nightblood to intruders. H e immediately casts
columns, you glimpse flickering shield and stoneskin upon himself. He then
torchlight-and movement. There, across casts animate dead to create the twelve zombie
the dusky cavern and deep within a passage guardians from corpses stashed within the
that leads out of the catacombs stands a
catacombs.
haggard form in filthy raiment. He appears to
When the characters are attacked by the
be bending over a great mound on the floor zombies, they must either flee or fight. If they
and muttering darkly. Peering across the flee, the zombies follow and attempt to engage
room, you see your companion lying them. Meanwhile, Nightblood casts spells such
unconscious or dead atop two other bodies.
a s web to fortify his position.
Suddenly, the hoary figure turns around and If the characters attack immediately, they
the pinpoint eyes in his skeletal face fix upon must battle the zombies before attempting to
you. H e raises his hands and croaks, “Drag engage Nightblood. While the zombies detain
them down to death!” At his command, a the party, Nightblood attempts a death spell on
horde of zombies emerges from the the characters. If this fails, he casts web spells
stalagmites between you and the creature, to create a barrier between himself and the
and they shamble toward you. party. Then he strikes his chime of hunger to
make the characters dig into their rations and
DM’s Note: The distance between the PCs and allow the zombies to receive free attacks. If the
the twelve zombies is 18’ and closing. The party survives, Nightblood casts summon
distance to the lich is about 100 yards. shadow to bring six shadows upon them. If the
lich himself is forced into combat, he casts flu
Zombies, Common ( 1 2): Int Non; AL N; AC 8; to avoid melee and chain lightning to attack the
MV 6; HD 2; hp 12; THACO 19; #AT 1; Dmg 1-8; characters. He continues all attacks until the
MR Special; S Z M; ML Special; XP Value 65 party leaves or is destroyed. If the battle turns
each. against the lich, he will try to grab his spell
books (see “Nightblood’s Library”) and teleport
Nightbloods statistics are given at the end of away to safety. However, he will flee only to
this adventure. recover and attack again.
Nightblood intends to immobilize the If the characters kill the lich or force him to
intruders and incorporate them into the living flee, they find their kidnapped companion to be
wall. H e anticipated that the abduction of the asleep, not dead. Nightblood had cast
party’s companion would bring the foolish enervation on the three captives to hold them
while he worked to create another living wall. broken, lie scattered among the papers.
The other two captives are named Boris and If the PCs decide to check through the books,
ltzak (see the NPC Roster). ask them to roll 2d6, and tell them the result
from the following descriptions. The DM should
not allow the PCs to remove all the books at
The Catacombs once and simply rummage through; some of
If the party explores the cavern, they find the books are trapped and their effects must be
countless ledges, niches, and crypts holding played through. If a PC intentionally scoops up
dead bodies, a s well a s many passages that more than one book, the DM should use the
branch away into labyrinthine catacombs descriptions below to detonate multiple spells
beneath the graveyard. The passages lead to at one time.
innumerable coffins, nearly all of which have As the books are examined, the DM should
been ransacked. Along all the walls in the pay close attention to the positions of the PCs.
catacombs, the stone carving of a beautiful The fire traps described below detonate in
maiden's face is repeated endlessly (see the various places throughout the library. Anyone
NPC Roster). in the area of effect suffers the consequences. It
The entire underground complex seems to is recommended that the DM draw a square
have only two entrances: the one through which room to depict the library in order to best mark
the party entered, and the one where the lich the locations of the traps.
was working to create another living wall. The 2. Alteration: This spellbook contains a fire
second entrance leads up to a fire trapped stone trap whose effect centers in the middle of
door that opens into a thorny thicket beyond library. Spells in this book are listed in
the cemetery. Nightbloods description at the end of this
Three small rooms, formerly home to a adventure.
dozen caskets each, branch off the main 3. Euocation: This spellbook contains a fire
chamber. These are the library, a storage room trap that centers in the northwest quadrant of
for spell components, and the laboratory. the library. The spells in this book are listed in
Nightbloods description.
4. Corpus Libram: This thick volume
Nightblood's Librarg describes and illustrates animal dissection and
The library is a small, 20' by 20' room with offers theories as to human dissection (much of
one bank of shelves containing numerous it is inaccurate).
crumbling tomes (11 of these are detailed 5. GainfulDecay: This thin book details the
below). The party enters the library on its south study and magical uses of various rotting
side, through an old wooden door with no traps substances.
or locks. Directly across from the door (on the 6 . History of Death in Thay: This tome
north wall) stands the shelf of books. Some of contains a f i e trap that centers in the southeast
the old spines contain arcane lettering, but quadrant of the library. The book discusses
most are blank. Nothing can be discerned of disasters and wars through the land of Thay.
their contents until a book is removed from the 7 . Machination of Mortality: This rigorously
shelf. illustrated book describes machines of torture.
A rickety wooden table and three wobbly The book contains a fire trap centered in the
chairs make up the rest of the furniture in the northeast quadrant of the library.
room. A stack of blank sheets of parchment 8 . m e NecroCornpanion: This alrnanac-
and half a dozen ink bottles, some empty, cover style book includes many fascinating articles,
the top of the table. Numerous quill pens, some from moon and star charts predicting
important events in Thay to sarcophagus jokes. cache of spell components (the list follows).
9. Nightblood-An Auto- Ne hy: A The DM should not read the parenthetical
thoughtful account of the wret erlife of identification unless characters successfully use
Nightblood, written in his own hand (and not the Spellcraft proficiency, or a related
yet complete). proficiency (e.g., Herbalism can identify garlic).
talogue of Uncle& This voluminous If characters smell or taste items, the DM can
describes, and depicts undead provide more clues (e.g., salty taste), but not
creatures ranging'from skeletons and zombies positive identification.
to liches and even dracoliches. (It contains
similar background information to that found Animal products: Large barrel of bone
in the Monsfrous Compendium). shards, four small covered baskets
ath Magicks: This guidebook tells containing feathers, bits of fur, grasshopper
reate magical objects that require legs, and leather loops, box of cob webs, jar
living creatures a s material components. of (caterpillar) cocoons, jar of flesh in clear
12.Necromcg: This spellbook contains a solution (raw human flesh preserved in
fire trap that is centered in the southwest alcohol), jar of large dark clods (bull feces),
quadrant of the library. The books spells are jar of rotten eggs, jar of small dark clods (bat
listed in Nightblood's description. guano).
Granulars (powders in stoppered glass
DMs should reveal the titles of these works jars): Crystalline white (salt), glistening
only to characters with the Ancient Languages white (diamond), dull white (bone),
proficiency. Wizards may easily determine the gray-white (lime), red (phosphorus),
nature of the spellbooks. Other characters can gray-orange (iron), pale yellow (garlic),
gather a vague sense of the books' contents by yellow (sulfur), green (dried peas), green-gray
examining the runic appearance of the lettering (lime), white-gray (saltpeter), granular gray
or the illustrations and diagrams. (granite), sooty gray (vampire dust),
If characters roll the same number more than gray-brown (hooves), brown (grave earth),
once, they find another book with a different shiny black (black-pearl dust), flat black
title but adressing the same topic. (soot), ivory seeds (sunflower seeds).
If the DM does not want to allow his players Liquids (in glass jars): Thick black
access to these extensive spellbooks, he can (bitumen), thick brown (molasses), opaque
replace the fue traps with exploding runes so red (blood), light yellow (wood alcohol), deep
that the books burst into flame when read by yellow (strong vinegar), clear (water).
the characters. Books that are trapped are set Miscellaneous: Basin filled with smokey
off when someone or something touches their quartz chips, bin of small drums, box of glass
cover or opens them. The books that are not shards, box of tiny bells, bundle of miniature
trapped are warded with alarm spells, so they shovels, jar of silver stickpins, pair of large
radiate evocation magic, just like the others. crystals, stack of miniature buckets, spool of
The spellbooks are worth 1,000 gp for their silver wire.
gold gilding alone.
"'ihtblood's LaboratorrJ
Nightblood's Component Cache I he third room off the main chamber lies
Another room off the main chamber is sealed past an open archway. Beyond are shelves,
with a stone door that is wizard locked. If easels, parchment scrolls, pens, beakers,
characters get past the door, they will find a burners, and so forth littering the room. It is a
complete laboratory with everything needed to body. If his victim is reduced to 5 or fewer hit
perform research for spells and magical items. points, Nightblood will leap from him back into
Taken together, this used equipment is worth the phylactery, then try to possess another
about 6,000 gp to a wizard, though only about character.
1,000 gp if sold piecemeal. Even if it is sold as If the characters resist Nightblood’s
a complete set, it will fetch no more than 3,000 possession, they can destroy the phylactery
gp (the equipment has been heavily used and normally.
much of it is scarred and chipped, though it is If the characters do not find and destroy the
fully functional). However, regardless of the phylactery, Nightblood’s life force will leave his
value of the equipment, each character can phylactery and reanimate his corpse (or
carry only about 100 gp worth of it. If a wizard another, if his is destroyed) after the party
can find 10 helpers or can use magic to assist leaves. If the party has stolen or destroyed any
the process, he can lug it all away. of Nightblood’s spell books, the reanimated
lich will hunt the adventurers down.
Other Treasure
The chamber contains little other NPC Roster
treasure-mostly coins garnered from victims
and haphazardly dumped in corners: 500 gp,
Nightblood,
200 pp, 50 sp, and two magical items-a ring of 20th-leuel Lich
blinking and staffo f the woodlands (30 charges).
INT Supra-genius (19); AL CE; AC 0; MV 6; HD
Nightblood owns a chime o f hunger which he
13; hp 86; THACO 8; #AT 1; Dmg 1-10or spell;
keeps with him.
SA Spell casting; S D + 1 or better magical
weapon to hit, immune to sleep, enfeeblement,
The Lich’s Revenge polymorph, cold, electricity, insantity, death
If the party slays Nightblood but does not
spells; MR Nil; SZ M; ML Fanatic (17); XP Value
destroy his phylactery, he comes back to life. 7,000.
The phylactery is hidden in a vault behind a Str: 15 Dex: 11 Con: 14 Int: 19 Wis: 12
small, secret door in an empty corner of the Cha: 8
laboratory. The door is not magically trapped,
so detect magic will neither help the party find Nightblood can memorize spells as follows: five
the door nor indicate magic if it is found. spells each from levels 1 through 5, four 6th-
However, the door is mechanically trapped, with level spells, three spells each from levels 7 and
a deadfall ceiling. The door is triggered to drop 8, and two 9th-level spells. H e can also
a 10’cube of stone upon anyone who fiddles memorize one additional necromantic spell per
with it. If the trap is triggered, anyone within level (the bonus for specialist wizards). H e
ten feet of the door must roll a successful receives a + 1 bonus to his saving throws
Dexterity roll at half his normal skill to escape against necromantic spells and a - 1 penalty to
being crushed. Inside the vault is the ther saves.
phylactery. .. .. Spellbooks
If the characters kill Nightblood, his life
essence in the phylactery will try to leap out I ne spemooks are stored in the library but
and possess one of the characters. (See the are listed here for the convenience of the DM
magicjar spell.) If successful, he will when choosing Nightblood’s spells.
immediately attack the party again in his new
Alkation: This spellbook contains burning many giu=avrrrr: items in Coerwyn’s lab, the
hands, comprehend languages, enlarge,jump, midnight tresses of his love. Upon discovering
shocking grasp, spider climb; levitate, strength, this, Kael approached his master from behind,
wizard lock; delude, explosive runes, fly, slow; cut off his head with a sickle, and burned the
polymorph self, solid fog, stoneskin, wizard eye; body piece by piece in the small furnace in the
passwall, telekinesis, teleport, death fog, stone to lab.
flesh. He then devoted himself to the magic arts of
Evocation: This spellbook contains alarm, necromancy, hoping to gain the power to bring
cantrip, shield; stinking cloud, web; fireball; dig, Shalla back from the dead. He learned every
fie trap, wail of fire; cloudkill, dream; chain necromancy spell available, and many
lightning. alteration and evocation spells a s well. But the
Necromancy: This book contains chill touch, closest he could come to restoring his love to
detect undead; spectral hand; feign death, hold him was recreating her face in the stony walls
undead, vampiric touch; contagion, enervation, around him. His infatuation turned to insanity,
animate dead; magicjar, summon shadow; and he slew many an innocent maiden to
death spell, reincarnation; control undead, finger provide Shalla a body for her return. When the
of death; clone, energy drain. On several loose local villagers began to hunt him down, Kael
sheets of parchment within this tome is decided to become a lich and join his love in
Nightbloods formula for the create living wall death.
spell. Although Nightblood knows the entire The night that he carried out this plan, the
formula and components that are necessary to mists rolled in. When they cleared, his library
cast this spell, the notes are incomplete and and lab had been removed to a catacomb in the
will not function if a PC wizard attempts it. lands of Ravenloft. Now, even in death, he is
separated from his love. H e has devised the
History
create living wall spell to guard his abode while
Orphaned at age four, Kael Norbin of Thay he searches vainly for magic to reunite him
(in the Forgotten Realms) was sold to a with Shalla. But they never shall be joined
necromancer named Coerwyn to run errands again, though he will live for endless centuries.
and clean his lab. The necromancer raised Kael And now he calls himself Nightblood, for by
in the way of the Red Cloth, and occasionally night he abducts and slays villagers to fuel his
taught him a few paltry tricks. Kael observed dark experiments.
his master keenly and taught himself to read
and write. By the time he reached adulthood,
Kael had become a 1st-level necromancer and
was accepted a s a member of the local cabal of -ris, ’,Lrr-ievel Int 14;AL NG; AC 2;
the Red Wizards of Thay. MV 12;HD 7;hp 52;THACO 14;#AT 312;Dmg
But Kael’s heart was not devoted to the dark by weapon; MR Nil; S Z M; Equipment chain
arts practiced by the Red Wizards, for he was in mail, shield, ring of protection +2, long sword
love. Shalla was a beautiful and quiet peasant + 1, dagger +3, mace.
lass, with hair a s black a s a moonless night.
Kael began to sneak away from his master to Itzak, 8th-level Warrior: Int 13;AL CG; AC 1;
spend time doting upon Shalla. Coerwyn MV 12;HD 8 hp 5 8 THACO 13;#AT 312;Dmg
resented the distraction Shalla created, and by weapon; MR Nil; SZ M; Equipment bronze
slew her. plate mail, ring ofprotection +3,bastard sword
Kael did not know what happened to Shalla + 2, flail + I, obsidian steed.
until a month later when he found, among the
1W U P The Adventure
his adventure “Deaths Cold Laughter” can begin anytime
works well for three the characters are traveling, whether in deep
to six players of 3rd woods or on a deer path, trail, or high road. The
through 12th level DM starts the adventure by reading the
or higher. “Death’s following.
Cold Laughter” can
accommodate this
wide range of levels
Entering Risibilos
because, in its
An enormous hill rises before you and,
climactic scene, the
peering toward its dark summit, you see a
PCs enter illusionary
massive, age-worn castle. Ponderous blocks
battle with their
of stone are piled endlessly atop each other,
greatest nemesis.
reaching up to ramshackle spires. The whole
Low-level characters
edifice seems to be crumbling-its
might, therefore,
blackened stone riddled by years of rain and
combat a werewolf,
encrusted with clinging vines. As you ascend
whereas high-level characters may face Strahd
the hill, scattered hamlets and farms appear,
himself! The DM is recommended to read this
struggling under the same oppressive weight
adventure carefully before play, making any
of time. Thatched roofs are green-gray with
necessary preparations before the adventure
moss, and shutters and doors hang on
begins.
ragged hinges. The unmistakable stench of
“Deaths Cold Laughter” serves well to wrap
pigpens hangs thick in the air, mingled with
up an extended campaign in the
the smell of crops moldering in the fields.
RAVENLOFT” game setting, giving the
Further up the hill, rough-hewn cottages
characters a last crack at a villain they could
gather close together, forming a squalid
not otherwise defeat. The adventure also works
borough in the castle’s looming shadow. You
well for any party with a nemesis, regardless of
enter the merchant quarter, where rambling
the world the villain truly inhabits. Because
shops overlook an open marketplace of
“Deaths Cold Laughter” pulls a foe from the
faded tents and canopies. The mutter of
past, the DM should be sure to thoroughly
voices circulates beneath the tattered
review the old villain’s stats, background, and
canvas-a banter of buyers and sellers. City
combat abilities.
guardsmen ring the marketplace like stone
In “Death’s Cold Laughter,” the characters are
gargoyles, grimly watching the proceedings.
accused of breaking the “laughing law” and are
brought before a maniacal jester whose
humorless jokes can kill. The jester poses a DM’s Note: This town’s most critical law is
riddle that the characters must solve to win the “laughing law,” which states that all
their freedom, but the riddle also releases the statements must be accompanied with “ha ha
party’s greatest foe upon them. If they solve the ha.” Omission of this laughter is punishable by
riddle, they can defeat the foe and the jester. death.
But until they solve it, they must survive If the characters wish to buy provisions in the
combat with their nemesis. market, they see merchants and craftsman
selling most of the items listed in the
equipment lists of the Player’s Handbook; they

1
cannot, however, find transport items, fine hordes of villagers), any remaining guards strip
armor, or exotic weaponry. Any merchant or the characters of their weapons, wands, and so
craftsman the PCs approach regards them with forth, then haul out shackles from the guard
a very serious expression and says, “Ha ha ha, posts. They make the PCs sit on the ground and
what may 1 get for you?” The merchant’s several guards chain them together. The DM
intonation shows none of the humor that their should then read the following.
feigned laughter would indicate.
As soon as the characters speak to anyone, if A guardsmen in battle-scarred leather
they do not include “ha ha ha” like the locals, armor stoops over you, clamping cold iron
the person to whom they speak will look utterly shackles around your ankles. Rust from the
shocked and dismayed. If the players continue thick rings of metal rubs red upon your legs.
to speak in this fashion, the person to whom A chain of broad, irregular links joins your
they speak will covertly motion a guardsman shackled feet to your companions’ ahead and
over. The guardsman approaches the PCs behind. The guardsman opens his rotten-
sternly and says, “Please come iRith me, ha ha toothed mouth, spits some tobacco, and
ha.” If the PCs converse with the guardsman offers you a hand to get up. His voice sounds
without adding the “ha ha ha,” or if they show harsh and serious, “Come along now,
resistance to following him, he will call more lawbreaker, ha ha ha. You’ve got an audience
guardsmen over. The situation will continue in the king’s court, ha ha ha.” The laughter
thusly until the PCs are outnumbered by crosses his tobacco-stained lips with no
guardsmen, two to one. At this point, the emotion as he helps you to your feet.
guardsmen announce that the PCs are under The guards lead your manacled band
arrest. The DM should remember to make the across the castle’s weather-worn drawbridge,
guards speak grimly and with the mandatory beneath a dripping portcullis, and into the
“ha ha ha.” crumbling castle walls. Fetid air, smelling of
lichens and molds, sweeps across you. The
Guardsmen, 2nd-level Warriors (2 per PC): Int guards march you through an empty
8-10;AL LN; AC 7;MV 12; HD 2; hp 9;THACO courtyard with a barren dirt floor and
15;#AT 1; Dmg l d 6 (club); S Z M; ML 1 0 XP imposing black walls. As you pass another
100. portcullis, the chains at your feet jangle upon
the cold stone floor.
Although the guardsmen are armed with After threading your way through a dank,
clubs, they don’t intend to use them. If the PCs winding hall, you enter a cavernous throne
resist arrest, the guards wrestle them. Only if room. Though the chamber’s high ceiling is
the PCs draw weapons and attack do the guards lost in darkness, ragged banners hang from
use their clubs. If the PCs incapacitate or kill a the shadows and drift hypnotically in the
guard, four more come to replace him, and room’s cold drafts. The black-streaked stone
murder or attempted murder will be added to of the outer castle appears in the inner walls
their charges. If the PCs fight viciously enough of this chamber a s well. Scarlet-garbed
to defeat 30 guards, the villagers mob and retainers stand in weary attention along
attack. those walls. In the center of the room, a
blood-red carpet runs from your feet to a
dais on the far end of the chamber.
Into the Dark Castle There, upon a huge and hoary throne,
When the PCs are subdued (whether relenting
without a struggle or losing a battle against
slouches a tired old king, who almost seems I nink w e d rather pay the ultimate penalty
to swim in his brackish robes. At his side, than laugh a little?” His voice trails away into
perched upon a rambling extension of the a slow, humorless chuckle. His steely stare
throne, crouches a jester. fastens upon you for long, uncomfortable
The jester is short and gaunt, dressed in moments. “What have we to say for
curly-toed boots, red tights, bunched ourselves?”
pantaloons, a colorful tunic, a star-shaped
collar, and a floppy hat topped with a bell. As DM’s Note: If the party killed or maimed any
you march into the room, his leering gaze guardsmen during their arrest, the DM should
fixes upon you, and the dry rattle of his add such offenses to the charges the
laugh echoes through the chamber. guardsman presents.
The guards push you forward down the
crimson carpet, and their leader, bowing to
the king, calls out solemnly, “Your Royal Conuorsing with Puncheron
Majesty, these miscreants have refused to Whatever the PCs’ response, Puncheron
obey your laughing law, ha ha ha.” demands that they use the obligatory “ha ha
The king does not move to respond. The ha”-only he and the king are exempt from the
jester instead answers, his grating and laughing law. Puncheron commands the guards
craggy voice echoing cold through the to club anyone who refuses.
chamber, “Think ourselves above the The likely actions of the PCs follow, along
laughing law, do we? Think ourselves equals with Puncheron’s responses. The DM needn’t
of Jester Puncheron and King Doerdon, aye? read the jester’s response word-for-word. The
replies appear here so that the DM will know
generally how Puncheron reacts. If the PCs try to break their chains or
If the PCs address the king: The jester otherwise escape: The PCs must make a Bend
interrupts, “Kingy is too busy to deal with the BardLift Gates roll to break the chains.
filthy likes of you! [Pretends to spit to one side] Puncheron meanwhile summons the guards,
Ask him yourself, and he’ll say the same-right telling them to mercilessly beat the captives into
King-a-linga-ling?”The weary old monarch submission. As the guards set to work,
resignedly replies, “Yes, yes, of course.” Then Puncheron tells a joke. (See “Bad Jokes” below.)
the jester laughs, “He trusts me implicitly with If the PCs ask about the penalty for
the execution of his estates-and his subjects. breaking the laughing law: Puncheron shakes
Which reminds me of a joke. . . .” (Tells a Bad his head, a quizzical expression rippling across
Joke from the list below.) his face, “There’s no penalty. Not until you
If the PCs ask what the laughing law is: stand trial. Of course, I will be the judge and
The jester answers very grimly, “Risibilos is a axeman, and I’ve not had an entertaining
mirthful kingdom. By law, everyone but yours execution in soooo long. My last one came
truly and King Cadaver here must laugh with yesterday morning: I had to pine away the
every statement he or she makes. I heard a joke afternoon, remembering what fun the morning
the other day. . . .”(Tells a Bad Joke from had been. By the way. . . . ” (Tells a Bad Joke
below.) from below.)
If the PCs’plead ignorance of the law: The If the characters ask why the king does not
jester mimics their words with dog barks, then speak for himself: Puncheron responds,
drones in utter boredom, “I would think that “Kingy was naughty, slew and slew. Cursed he
ignorant folk such as you would have heard was, as seen by you.”
often enough that ignorance is no excuse. A If the characters act in a way not listed:
fellow told me a joke about that once. . . . ” The DM should devise the jester’s response,
(Tells a Bad Joke from below.) using his other comments and the NPC Roster
If the PCs remark on the poverty and to create the answer. Whatever the reply, the
gloominess of the peasants: The jester jester should seem cruel, cynical, capricious,
becomes enraged, “What gloomy peasants? I’ve and childish; should speak and laugh in low,
not seen a gloomy peasant since I came to . malevolent tones; and should end each
Risibilos! When Kingy and I stroll the streets of response with one of the Bad Jokes that follow.
town, everyone smiles and laughs. We’ve made
sure of that! We’ve slain all the sour-natured
folk before they could bear gloomy kin. I’ve a
Effects of Bad Jokes
joke about that. . . .” (Tells a Bad Joke from The jester has the power to target the
below). following Bad Jokes upon 40 Hit Dice of
If the PCs ask the king why he puts up with creatures, causing them to be affected by a
so insolent a jester: The jester interrupts, modified version of Tasha’s uncontrollable
seizing the king in a brutal embrace and hideous laughter. (See the 2nd-level wizard spell
laughing pitilessly, “He puts up with me in the Player’s Handbook.) The modifications
because he loves me! Am I not right, you dull- follow:
witted despot?” The spiritless king responds, “I Plugging the ears does not stop the joke’s
could not live without you.” The jester releases effect.
the despondent monarch and laughs coldly, All saves are made at a -2 penalty. This
“This all reminds me of a joke. . . .” (Tells a Bad penalty is cumulative with the Intelligence
Joke from below.) penalties. DMs may wish to calculate and
record PCs’ saving throws ahead of time.
The effect is instantaneous and lasts until the
character rolls a successful save or receives a A neophyte wizard bragged to another
dispel magic. that he could make water. The other
For each round a character spends in the wizard replied, “My dog knows the same
throes of laughter, he suffers damage from trick.”
muscle spasms and loss of breath. To What is the best way to kill a lich?
calculate damage, divide a character’s level Thoroughly.
or hit dice by 2 (rounding up). The result is If you know a vampire is stalking you,
the damage suffered by that character each what should you do? Poison your blood.
round he is affected. Thus, a 7th-level thief A peasant woman with nine sons asked
would suffer 4 hp per round until he makes a the oldest to make his brothers some
successful save or is the recipient of a dispel soup. After an hour, he came to her
magic. saying, “The youngest seven agreed, but
Jeremy won’t get in the pot.”
The jester tells these jokes at indiscriminant Who makes a better wife: a crabby woman
intervals, regardless of context. Once the DM or a cruel hobgoblin? The hobgoblin,
has told all the jokes below, he should feel free because you can kill her.
to tell them again, beginning with some What is the fastest way to get away from a
question like “Did I ever tell you the one lidh? Die.
about . . .” or “Did I ever ask you. . . .” If an orc follows a halfling into a closet,
what will happen? The orc will kill the
halfling, then find his own gold in the
Bad Jokes halfling’s pocket.
9 Two bards are standing on a bridge. One
b A woodsman needed to make a fire, so he creates a stinking cloud. The other says, “I
went to chop some wood. He couldn’t find didn’t know you knew magic.” The first
any trees thicker than his leg, though. So one replies, “I don’t.’’
hechoppedandchoppedandchopped.He What’s the difference between a king and a
finally returned to his camp to make the jester? One gets to wear a crown.
fire, but the leg just wouldn’t burn.
b What does the priest ask the father of the
bride at Strahd’s wedding? “Who gives this DM’s Note: Whenever one of these jokes is
told, whether the PCs make their saves or not,
woman to be undead?”
King Doerdon breaks into painful laughter and
Why do dwarves have names like
one of the red-robed (wizard) retainers steps
“Fireforge?” Because they can’t spell
“lmmolatingsmelter.”
A traveler married a peasant lass who
swore she had not lost her virtue. When he
found her skilled in the arts of affection he
said, “I thought you’d not lost your virtue.”
She smiled and said “Annis hags have no
virtue to lose!”
How can you improve a fireball spell? Feed
the orcs some beans.
Why do elves have pointy ears? There has
to be some point to elves.
forward and casts dispel magic on the tired old
monarch. (The king suffers no damage.) Great, this was a cheerless kingdom. At that
Though Doerdon’s retainers are all high-level time, the humorless King Doerdon-a man
mages, King Doerdon has commanded them all incapable of laughter-became the butt of all
to memorize only dispel magic spells, to jokes in this land. Feeling his power
perform this very service. Only if a PC is near crumbling, he altogether outlawed laughter
dying from laughter should the DM allow one of and anything that might cause levity. Death
these retainers to “waste” a spell on him. Even was the penalty for any who disobeyed, and
so, the king will be enraged by this “waste of a countless rib-tickled and rib-tickling
spell” and will command a guard to club the innocents fell to his axe.
offending wizard (once). “When the solemn slayings reached a
Puncheron does not bother affecting the fevered pitch, Puncheron, Jack of Jests,
wizards with his jokes. When he has new happened along-the first man who ever
victims available (the PCs), he prefers to made King Doerdon laugh. And I convinced
torment the newcomers. H e never hesitates to him to reverse his law, making laughter not
taunt the king, however, a s the king is his illegal, but mandatory. Since that time,
favorite victim. Risibilos has echoed with the long-dead
laughter of her people.
“Now you folk arrive in town-from gods
Trial 6~ Fear know where-and dare to defy the law? You
Once Puncheron feels he has had enough fun dare to send this kingdom back to the times
torturing the PCs with Bad Jokes (DM’s option), of humorless terror? What have you to say
he will order the trial to begin. H e commands for yourselves?”
the guards to line the prisoners up before him.
At that point, the DM should read the following However the PCs respond, Puncheron listens
text. carefully, a s though considering the statements.
After the PCs finish speaking, he sits for a long
Puncheron reaches dramatically behind time in deep contemplation, then shouts,
the throne and pulls out an unwieldy “Ridicule and flob-glob nonsense!!” At this
warhammer. His short, gaunt form wobbles point, Puncheron can tell another Bad Joke or
comically beneath the hammer’s weight. can listen to more implorings, depending on
Finally, he brings it crashing down upon a how much damage the PCs have already
scarred block of stone beside the suffered.
throne-obviously a place where the
hammer has fallen many times. The Death Riddle
“Come to order!” the jester shouts. The
room falls to silence, save for the thunderous When Puncheron tires of more testimony and
echo of the hammer strike. Puncheron’s jokes, the DM should read the following.
starkly white face glares angrily at you. A
“Enough!” Puncheron thunders, dropping
slow and sinister smile cracks across his
his warhammer to the floor with a crash. “I
visage, revealing long, yellowed teeth. “You
have heard all I need to make my decision.
have violated the only sacred law in this
Because of your previous ignorance of our
land!” he begins, his voice cold and harsh
law of laughing, I will not order your deaths
now, with not a trace of humor. “For long
outright. Rather, your guilt or innocence will
years before the advent of Puncheron the
be decided by a test.
Nightblood the Lich, Elenia the Ermordenung,
“When I speak a riddle, my guards will
Ejrik Spellbender, Lyron Evensong, Malisha,
release you from your shackles and you will
Mordenheim, Davion, another Ravenloft villain,
be confronted by your greatest foe. If you
or even a foe from another campaign world. (If
solve the riddle or slay your nemesis, the test
the villain is too large, such a s a dragon, the
will end: you will be declared innocent and
wall of the castle seems to burst open to reveal
can go free. If you do not solve the riddle or
it).
slay your nemesis, you will die in your guilt. I
Because this battle is climactic, the DM is
will even grant you the benefit of your
encouraged to have an attack plan plotted out
weapons and spells.”
for the villain, a s well a s planned contingencies
Puncheron gestures toward the guards,
to keep the PCs from being immediately
who approach you, placing your weapons
obliterated.
just out of reach, then kneel, ready to unlock
Throughout the contest, Puncheron ridicules
your chains. As they do, the maniacal jester
the characters, but does not tell any more Bad
begins to laugh again, and he speaks the
Jokes. If any of the characters attacks
riddle:
Puncheron, their weapons or spells go through
I’m a shadow here among you, but how can
him a s though he were a shadow. H e is, in fact,
I be slain?
a shad-ow-King Doerdon’s shadow-self
incarnate (see the NPC Roster). Thus,
D M s Note: Puncheron’s riddle works to Puncheron cannot be harmed by the
activate a weird spell, but allows no save and characters. Because he is a shadow-self of the
cannot be broken by disturbing the jester. (See sinister King Doerdon, he can be killed only by
the Player’s Handbook.)Though the foe who killing the King. This is the answer to
confronts the PC is illusionary, he is real to the Puncheron’s riddle:
characters for all intents and purposes. Normal
combat follows, in which the party must battle I’m a shadow here among you, but how can I
the foe. be slain?
The battle can remain in the throne room, I f you slay the shadow k maker you become
range throughout the castle (the DM may use the shadow’s bane.
any castle plan available), or even spill over
into the world outside. Regardless of where the Obviously, the PCs don’t have to make the
battle takes place, neither the PCs nor the answer rhyme to solve the riddle: they need
villain can damage or use anything but their only realize that Puncheron is the shadow of
weapons and spells in the battle. All else is Doerdon and that slaying the evil king will
impervious stone.

As soon a s the riddle is spoken, the guards


release the chains. Once the manacles clear the
PCs’ ankles, the guards freeze-solidifying as
rock. Everything in the throne-room, animate
or inanimate, likewise freezes: all except the
j PCs, their weapons, Puncheron, and King
II Doerdon. Spells memorized at the beginning of
the day are restored to all spellcasters.

I Then, from a dark wing of the chamber,


enters the PC’s greatest nemesis: Alec Lysin,
destroy the jester a s well. Even if the PCs slay the villain, win their
If the characters are having trouble working freedom, and remember to speak with the
out the riddle, the DM should have Puncheron appropriate “ha ha ha,” they will probably want
taunt them with one (or more) of the following to kill Puncheron anyway. Again, they will have
lines, in the order they appear below. to fight the guards and slay Doerdon to kill the
jester.
“Everyshadow has a caster, and I must be If the PCs solve the riddle: The PCs must
the same.” verbally solve the riddle and physically enact
the solution: killing Doerdon. Until they do so,
“Find the shadow’s master, a highly they must continue to battle their nemesis.
honored name.” Once the killing blow is struck against
Doerdon, though, the DM should read the
“Theking and his ownjester differby a following text.
crown.”
Beside the king, sinking slowly into dark
“lflfyoukill the master, you’ll bring the other oblivion, his shadow-self, Puncheron, begins
down.” to teeter. The jester’s piercing eyes go dull
and his grating laugh is stilled. H e slowly,
If the characters are still unable to solve the soundlessly crumples to the floor and begins
riddle, the DM should have the party all make to seep away into the stone like hot wax. As
Intelligence rolls. If a character succeeds, the you watch, the stone beneath him begins to
DM should say something like, “You suddenly fade, becoming hard-packed earth, and then
realize that Puncheron has never moved from grassy ground.
the King’s side, much like an incarnate shadow. Raising your eyes, you now see a grassy
.
. . .[wait for the player to figure it out] . . So if knoll all about you where the ominous castle
you kill the caster of the shadow, you kill the once stood. Dusky breezes blow through the
shadow.” If the PCs still can’t solve the riddle, tall, dry grass, sifting gently from the forests
they’d better be good fighters. below. Villagers in the nearby borough begin
to emerge from their grimy hovels and peer
Ending the Adventure dazedly toward the knoll. An unaccustomed
light grows upon their dingy faces. Dirty,
If the PCs defeat the villain: The PCs weary merchants step from tattered tents
should have little hope of defeating their and ratty doorways to gaze astounded at
nemesis: only if they battle with courage and your party.
brilliance should they defeat the villain. If they Then, like the slow approach of rain,
do defeat the villain, Puncheron is true to his laughter, simple and genuine, begins to rise
word, allowing them to go free. If, however, any among the people. A handful of villagers
of the PCs speaks without including the bring instruments into the streets and begin
mandatory “ha ha ha,” Puncheron declares they playing and singing for joy. Peasant folk
are again under arrest. The party will then have flood into the mud-choked lanes, dancing
to battle the guards to attack Puncheron. Once their simple jigs and motioning for you to
again, however, the party cannot injure the join them. Though you are heroes of
jester: they must kill Doerdon to be rid of peasants instead of kings, you know that
Puncheron. As the characters battle the guards, tonight you will feast like royalty.
Puncheron should goad them with the clues
listed previously until they figure out the riddle.
the law for him), Doerdon declared laughter
NPC Roster itself illegal, punishable by imprisonment.
The jails soon filled, and yet the laughter
PuncheronlDoerdon, continued. To clear the prison and end laughter
Jllrtrr/#ing for all time, Doerdon made the offense
AL C E AC 8; M V 8;HD 2; hp 9 THACO 20; punishable by death.
#AT 1; Dmg l d 4 (dagger); SA Bad Jokes and Though levity fled the streets, rumors held
death riddle; SD Double-image; S Z M (6’ tall); that folk now laughed into their pillows, in deep
ML Champion (16); XP 1,000. cellars, or with their heads submerged in rain-
barrels. In response, Doerdon hired an evil
DM’s Note: Because Puncheron cannot be mage to create for him a magic staff
injured by weapons or spells, the AC, HD, hp, empowered with weird spells. The unamused
THACO, #AT, and Dmg all relate specifically to king took the staff into the streets, slaying
King Doerdon. Also, the M V rate is Doerdon’s those who even smiled.
because the shadow-self Puncheron cannot go One morning, the king awoke in the lands of
farther than 6 feet from the King. Ravenloft. He found upon rising that a jester
Str: 8 Dex: 10 Con: 7 named Puncheron followed his every move,
Int: 18 Wis: 14 Cha: 15 telling.terrible jokes that overwhelmed the king
with hideous uncontrollable laughter. Only a
Doerdon, a petty king on Oerth, ruled his dispel magic could release him and spare him
land intelligently and with justice, but he had from injury. Doerdon ordered the jester slain,
one failing: he lacked a sense of humor. but the guardsmen’s axes passed right through
Nothing seemed funny to him. Recognizing his him.
peculiar deficiency and realizing that it might Then Puncheron revealed he was Doerdon’s
jeopardize his throne, King Doerdon arranged a incarnate shadow, a nether-self who would
grand festival of laughter in his courtyards and accompany the king as long as he lived. In
invited the greatest bards and jesters from addition to causing hideous uncontrollable
miles around. Throughout the fortnight of the laughter, the jester had assumed the power of
festival, the throngs who attended laughed Doerdon’s staff: Puncheron had a riddle that
continuously. But the king’s spirit lifted not cast a weird spell, and could bring almost
once. certain death. The solution of the riddle was
In the weeks after the festival, the king also the way to slay Puncheron.
wandered the streets with his personal guard, By the time the party arrives, Puncheron has
listening for laughter and inquiring of folk what tormented the king with his terrible jokes for
they found so amusing. He never understood years. If the party divines the relationship
their answers, though. In time, the king heard between the king and the jester, or if they
his name mentioned more and more in jokes survive the weird spell, solve the riddle, and
and humorous tales. slay the king, they will escape with their lives. If
Being unable t o laugh, Doerdon certainly did not, they may well die, their ears ringing with
not wish to become the butt of humor. Next death’s cold laughter.
day, King Doerdon outlawed jokes and
toys-anything that might cause laughter.
When this law failed (Doerdon could not
himself determine what was and wasn’t a joke
or toy, and the shire reeves would not enforce
duke asked Gregor to find and kill the beast Gregor for food. His mother and sisters prepare
that had assaulted the young noble. Of course, and distribute the fruits of his hunt. Although
Gregor did not succeed, but when no more they may call it caribou, bear, or even wolf, the
attacks occurred, the castle eventually returned meat is nearly always the same. Many of the
to normal. Gregor continued his nocturnal villagers are suSpicious, having deduced the
hunts. lreena found another lover. true nature of their meals. Most refuse to
This time, Gregor killed not only the lover, believe it because the truth is too horrid to
but his faithless wife as well. lreena managed a endure. Tensions run high. Villagers who
muffled scream before Gregor’s fangs tore out complain about the meat get none; they must
her throat. When a maidservant investigated, appear grateful or starve. Even villagers who
she too, was killed. Gregor had failed to change ignore the true nature of their food resent their
t o his human form. Mad with the scent of dependence upon Gregor and his family. All the
blood, he killed again and again, taking his villagers despise the Zolniks.
victims silently a s they slept in the castle. It might seem that the villagers would revolt
When morning broke, Gregor found himself against Gregor, or at least attempt to find food
back in Vorostokov, in human form. Winter had for themselves. But a s strong as their hatred is,
returned; the village was starving. It was as if it does not overcome their fear. Gregor slays
Gregor had never left. Now, however, the the men and women who try to hunt, leaving
caribou and the elk were gone, and virtually the their bodies outside the village to be found the
only game he could find to feed his family was next morning. Needless to say, few villagers
another kind-a kind that lived in the villages attempt to find game for themselves.
surrounding Vorostokov, that walked on two Though it is illogical and perhaps even mad,
legs.

Current Sketch
regor is a tormented spirit, caught

G between the monster that he has become


and the hero that he wants to be. Once
again, he resides in Vorostokov with his mother
and sisters. Now, however, his village and the
surrounding region (known a s the Vorostokov
domain) have been transported to Ravenloft.
More than ever, his village relies upon him for
food. Unfortunately, by the nature of the curse
that brought him t o Ravenloft, Gregor finds
almost nothing when he hunts-unless he
ventures to a nearby village, where there is a
plentiful supply of people.
Gregor’s village lies at the center of his large
domain. Numerous villages encircle it, at a
distance easily crossed by a wolf-lord. Those
people live in fear of a great black wolf that
attacks at night. Because other game eludes
him, Gregor is now accustomed to killing men.
The villagers of Vorostokov must rely on
Gregor's motive for these killings is a need for powdery snow, which makes travel all but
adoration. He believes that his curse will be impossible for those who are not equipped with
lifted-and that he will escape Ravenloft-if he snowshoes (natural or otherwise).
becomes a hero to his village again. Anyone The temperature in this domain seldom rises
who interferes with this quest, even by trying to above - 2 O O Fahrenheit. At night, the air is
escape to another settlement, must be filled with the howling of wolf packs. Although
eliminated. Gregor can never seem to catch it, there is still
Long ago, a brave man named Nicolai tried enough game for a small party to survive.
t o kill Gregor on the village green. This met Certainly the natural wolves here have food.
with limited success. When Gregor was almost Anyone attempting to leave the domain of
dead, Ravenloft transported him to his secret Vorostokov (without first destroying Gregor)
cave. Gregor crawled into his wolf skin and was eventually runs into a range of high mountains.
transformed. All his wounds were healed. The According to legend, there sometimes exists a
following night, Nicolai was killed. pass through which the mountains can be
Amazingly, the villagers of Vorostokov do not crossed. If Gregor chooses to seal his borders,
know that Gregor is a werewolf. No one has however, snowstorms and avalanches drive
ever witnessed his transformation into a wolf. travelers back into Vorostokov.
Instead, they view him a s a malevolent, unholy
force-a madman who is somehow both more
and less than human. Some believe that Gregor
Confronting Gregor
can control one or more wolves in his domain, Loup du Noir Lycanthrope
but this is incorrect (the rumor arose when 8th-Level Fighter, Chaotic Evil
someone saw a wolf kill Nicolai). Armor Class 0 (varies) Str NIA (16)
Movement 15(12) Dex NIA (14)
Gregor's Children LevellHD lO(8) Con NIA (15)
Hit Points 48 (48) Int NIA (12)
t is rumored that Gregor has taken at least

I one wife in one of the distant villages.


Though she may be unaware of his curse, his.
children are destined to share it. Like Gregor,
THACO
No. Attacks
ll(13)
1
Damage/Attack: 2d12 (2d4)
Wis
Cha
NIA (8)
NIA (15)

they will be haunted by a desire to don the Special Attacks: See text
skins of wolves, and they will be consumed by a Special Defenses: See text
maddening lust for blood. One day, they may Magic Resistance: 20%
bring about his end. Or perhaps they will leave Note: Numbers in parentheses reflect his
their father's domain behind, invading others, human form.
where their own children will perpetuate the
curse. Perhaps they already have. As a human, Gregor is an 8th-level ranger, with
all of the appropriate special abilities. (Because
he's no longer good, however, he has no species
The Domain enemy.) He fights with a two-handed bastard
he domain of Vorostokov is a vast, frozen sword +3,which also has the power to heal the

T forest of conifer trees, approximately 300


miles in diameter. The village of
Vorostokov lies near the center, ringed by other
wielder once per day. Gregor may also fight
with a spear or bow.
If Gregor's hit points are reduced to 0 (or if
he suffers any attack that would normally kill
small villages, which Gregor raids. The domain
is perpetually buried beneath a layer of him) while in human form, his body disappears
UOROSTOHOU
300 miles
I

age of Vorostokov
from sight. Ravenloft teleports it to his secret Gregor’s evil has had its effect on his mother
cave, where his wolf skin automatically covers and two sisters, who are now witches. They are
him. When this happens, he is sure to assume his sole supporters in Vorostokov, and
wolf form and attack those responsible for vigorously defend his reputation against any
injuring him. s who malign him.
Gregor’s transformation into wolf form lasts If Gregor is attacked, they use their abilities
one round. It is always acutely painful, as the to defend him. Their statistics are listed below:
wolf skin fuses to his own and his body changes
shape. When the transformation is complete, Antonina (Gregor’s mother): AC 6; MV 12;
however, Gregor is healed of all wounds. The Wizard 8; hp 20; THACO 18; #AT 1; Dmg l d 4
change from wolf to man form also involves (dagger); SA spells; S D see below; MR nil;
pain for one round, but no damage is healed. Str 12; Dex 18; Con 14; Int 16; Wis 14; Cha 9;
As a wolf, Gregor has a 70% chance to track AL LE
any individual (or party) over the snow, even if Commonly Memorized Spells:
they enter a village or take measures to confuse 1st level-magic missile (x2),chill touch, sleep;
him. H e also a s a 90% chance to hide in 2nd level-darkness 15’radius, invisibility, web;
shadows (during night hours only), and an 85% 3rd level-dispel magic, haste, slow;
chance to move silently. Three times per day, 4th level-dimension door, ice storm
Gregor can pass without a trace (as the 1st-level
priest spell). H e can always detect poison and Natalya and Elena (Gregor’s sisters): AC 6;
detect snares and pits a s a 15th-level priest. MV 12; Wizard 5; hp 14 each; THACO 19; #AT
Gregor has one attack a s a wolf a horrid bite 1; Dmg l d 4 (dagger); SA spells; SD see below;
that inflicts 2d12 points of damage. If Gregor MR nil; Str 11; Dex 18; Con 14; Int 16; Wis 12;
makes a successful bite attack with a 19 or 20 Cha 16; AL LE
die roll result, he can also grab the victim by Commonly Memorized Spells (each sister):
the neck and shake. The victim suffers an 1st level-charm person, chill touch, magic
additional ld12 points of damage, and he must missile (x2); 2nd level-stinking cloud,
roll a successful saving throw vs. death or suffer invisibility; 3rd level-lightning bolt
a broken neck. A character with a broken neck
will die if he fails to receive competent help Special Defense: As long a s Gregor remains
(e.g., someone with healing magic or the the lord of his domain, Ravenloft automatically
healing proficiency) within one turn. raises his mother and sisters from the dead if
In wolf form, Gregor is practically they are killed.
indestructible. H e is immune to charm, hold, Gregor’s Bane: The only way to truly destroy
sleep, and other mind-controlling spells. Only Gregor is to locate his secret cave while he is
weapons made of pure silver can harm him; he away, then sprinkle his wolf pelt with a mixture
is immune to all other forms of damage (even of salt and wolfsbane. Gregor has only a 25%
direct hit point damage inflicted by spells). chance to detect this mixture. After he puts the
Unless silver weapons are blessed, they inflict pelt on that night, he will be normally
only half damage. Should Gregor lose all his hit vulnerable to all weapons and spells. If he is
points to a silver weapon (or be destroyed in killed in this state, his body will not re-form.
any other way), his body dissolves, and then The eternal winter enshrouding Vorostokov will
re-forms in his secret cave the next night. end, and the domain will cease to exist.
Golem, Ravenloft

c-RRAIN: Anv AnV


FREQUENCY: Very rare Very rare
ORGANIZATION: Solitary Solitary
ACTMTYCYCLE: Any Any
DIET: Nil Nil
INTELLIGENCE: Non-(0) Non-(0)
TREASURE: Nil Nil
ALIGNMENT: Neutral Neutral

NO. APPEARING: 1 1
ARMOR CLASS: 0 4
MOVEMENT: 12 15
HIT DICE 14 (70 hp) 10 (40 hp)
THACO: 7 11
NO. OF ATTACKS: 1 1
DAMAGDATTACK: 3d8 3d6
SPECIAL ATTACKS: See below See below
SPECIAL DEFENSES: See below See below
MAGIC RESISTANCE: Nil Nil
SIZE M (6' tall) T (1'tall)
MORALE: Fearless (20) Fearless (20)
W VALUE: 18,000 7,000

Bone Golem
As already mentioned, the bone golem is built from the previous-
ly animated bones of skeletal undead. These horrors stand
roughly six feet tall and weight between 50 and 60 pounds. They
are seldom armored and can easily be mistaken for undead, Doll Golem
much to the dismay of those who make this error.
The doll golem is an animated version of a child's toy that can
Combat:Bone golems are no more intelligent than other forms of be put to either good uses (defending the young) or evil uses (at-
golem, so they will not employ clever tactics or strategies in com- tacking them). It is often crafted so as to make it appear bright
bat. Their great power, however, makes them far deadlier than and cheerful when at rest. Upon activation, however, its features
they initially appear to be. There is a 95% chance that those not become twisted and homfic.
familiar with the true nature of their opponent will mistake them
for simple undead. Combat: The doll golem is, like all similar creatures, immune to
Bone golems attack with their surprisingly strong blows and almost all magical attacks. It can be harmed by fire-based spells,
sharp, claw-like fingers. Each successful hit inflicts 3-24 (3d8) although these do only half damage, while a warp wood spell
points of damage. They can never be made to use weapons of any will affect the creature as if it were a slow spell. A mending spell
sort in melee. restores the creature to full hit points at once.
In addition to the common characteristics of all Ravenloft go- Each round, the doll golem leaps onto a victim and attempts to
lems (described previously), bone golems take only half damage bite it. Success inflicts 3d6 points of damage and forces the victim
from those edged or piercing weapons that can harm them. to save versus spells. Failure to save causes the victim to begin to
Bone golems are immune to almost all spells, but can be laid laugh uncontrollably (as if under the influence of a Tush's un-
low with the aid of a shatter spell that is focused on them and has controllable hideous laughter spell) and become unable to per-
the capacity to affect objects of their weight. If such a spell is cast form any other action. The effects of the creature's bite are far
at a bone golem, the golem is entitled to a saving throw vs. spells worse, however. The victim begins to laugh on the round after
to negate it. Failure indicates that weapons able to harm the go- the failed save. At this time, they take ld4 points of damage from
lem will now inflict twice the damage they normally would. the muscle spasms imposed by the laughter. On following
Thus, edged weapons would do Mul damage while blunt ones rounds, this increases to 2d4, then 3d4, and so on. The laughter
would inflict double damage. stops when the character dies or receives a dispel magic. Follow-
Once every three rounds, the bone golem may throw back its ing recovery, the victim suffers a penalty on all attack and saving
head and issue a hideous laugh that causesall those who hear it to throws of -1per round that they were overcome with laughter
make fear and horror check. Those who fail either check are (e.g., four rounds of uncontrolled laughter would equal a -4 pen-
paralyzed and cannot move for 2-12 rounds. Those who fail both alty on attack/saving throws). This represents the weakness
checks are instantly stricken dead with fear. caused by the character's inability to breathe and is reduced by 1
point per subsequent turn until the character is fully recovered.
CLIMATmERRAIN: Any Borca
FREOUENCY: Rare
ORC~NIZATION: Solitary
ACTIVITY CYCLE Anv
DIET: OAivore
INTELLIGENCE: Very (11-12)
TREASURE: w (1)
ALIGNMENT: Lawful evil

NO. APPEARING: 1
ARMOR CLASS: 10
MOVEMENT: 15
HIT DICE: 4
THACO: 17
NO. OF ATTACKS: 1
DAMAGWATTACK: Special
SPECIAL AlTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Nil
SIZE: M(Gtall)
MORALE: Champion (15-16)
W VALUE: 650

The ermordenung are a dark and evil people found almost exclu-
sively in the domain of Borca. Here, they act as elite agents who '
serve Ivana Boritsi, the ruler of that dread domain. On rare occa-
sions, they are sent on missions outside of Borca to further the
interests of their mistress.
Ermordenung appear as normal human beings of surpassing
beauty. The men are tall, normally no less than six feet in height, Those who survive this horrid attack may attempt to break free
and smoothly muscled. They seem to radiate an inner power of the embrace (see below), but will be kissed again on the next
from their finely set classical features. The women are tall, often round if they fail to do so.
only an inch or two shorter than the men, and have the perfect Breaking the grasp or embrace of an ermordenung is very diffi-
features that every artist tries to create. Both sexes are marked by cult, for they are considered to have an 18/90 strength if male or
raven hair and penetrating dark eyes that, it is said, are almost an 18/50 strength if female. Weaker enemies must make a saving
hypnotic. Their complexion, however, is rather more pale than throw versus paralysis (with a -4 penalty to their roll) in order to
that common to most of the people in Borca and contrasts greatly pull away from their attackers. Those of equal strength need only
with their dark hair and eyes. make the saving throw itself, while those who are stronger than
The ermordenung speak the common language of the people of fhe ermordenung must save with a + 4 bonus to their roll.
Borca. Their dialect, however, is marked by an aristocratic man- Ermordenung are immune to nearly all forms of toxins them-
ner and they carry themselves with a noble bearing that sets them selves. The only variety to which they have no natural resistance
apart from all but the ruling family. is that of their peers-any ermordenung is as vulnerable to the
deadly touch of their kind as a normal man.
Combat: In combat, an ermordenung will attempt to grasp an
exposed area of flesh on an opponent's body so that their deadly Habitat1Society:The ermordenung live as members of the ruling
touch can do its work. Any successful attack roll indicates that elite in Borca. They seldom mix with "the common f o l k unless
the target has been touched and must save vs. poison (with a + 4 acting on behalf of their mistress, Ivana Boritsi.
bonus on their roll). The effects of the ermordenung toxins are The fact that the ermordenung cannot touch another living
felt within seconds-those who fail their saves are instantly slain, creature without causing it to whither and die causes them
while those who succeed suffer 10 points of damage. endless heartache. They have been forever denied the physical
If the attack roll is a natural 20, the ermordenung has managed pleasures-the caress of a lover's hand, the embrace of a close
to get a firm grip on his enemy. In such cases, the victim must friend, the affectionate hug of a child-that mean so much to
make a saving throw vs. poison (with no modifiers). While fail- mortal men. Their inner suffering and agony has been marshalled
ure to save still results in death, success indicates that 20 points of to make them cruel and heartless agents who carry out the orders
damage are inflicted. If the target is unable to pull free of the grip of Ivana Boritsi without question.
(see below), they will be subject to the same saving throw each
round until they are slain or they escape. Ecology: The ermordenung are normal humans who have been
In non-combat situations, the ermordenung will often use their transformed, at the command of Ivana Boritsi, mistress of Borca,
great physical beauty and overwhelming charisma to lure would- into nightmarish creatures. The process by which these creatures
be victims of the opposite sex close. Once their victims are at are created is dark and mysterious, but is believed to be so brutal
ease, they draw them into a deadly embrace and slay the hapless to its subjectsthat only the most physically fit can survive it. Be-
souls with their toxic kiss. Victims of this "kiss of d e a t h are enti- cause of her own passionate nature, Ivana Boritsi selects only the
tled to a saving throw vs. poison (with a -4 penalty to their die most physically beautiful of her people for the "honor" of trans-
roll). As usual, failure indicates instant death. Success, on the formation.
other hand, indicates that the victim suffers30 points of damage.
CLIMATE/TERRAIN Any
FREQUENCY: Very Rare
ORGANIZATION: Solitary
ACTIVITY CYCLE Any
DIET: Assimilation (see below)
INTELLIGENCE: Variable (3-18)
TREASURE: Variable
ALIGNMENT:
NO. APPEARING:
ARMOR C L A S S 8 (Base)
MOVEMENT: Nil
HIT DICE: 8 (Base)
THACO: Variable
NO. OF ATTACKS Variable
DAMAGEIATTACK Variable
SPECIAL ATTACKS See below
SPECIAL DEFENSES See below
MAGIC RESISTANCE: 20 %
SIZE: L to G + (Rectangular area)
MORALE: Fearless (20)
XP VALUE: 2,000 to 100,000+
Living walls appear to be normal walls of stone or brick,
though they radiate both evil and magic if detected. Infra-
vision does not detect any peculiar heat patterns. However, a
character who casts a true seeing spell or peers through a
gem of seeing will see past the illusion: the wall actually con-
sists of greying and sinewy flesh-faces, hands, broken
bones, feet, and toes jutting from the surface. Characters level fighter. For every mage or priest absorbed, the wall
within 5 yards of the wall can hear low moans of horror, pain, gains spell attacks. The spells usable, however, are only
and sorrow issuing from it. Even if a silence spell is cast, the those the mage or priest had memorized (and has material
moans still rise. components for) at the time of absorption. Each of these
A living wall contains the melded bodies of any humanoid spells may be cast once per day. (Material components are
or monster who died within 100 yards of the wall since its not consumed.) Thus, if one absorbed mage has three fireball
creation. Thus, those who die fighting a living wall are ab- spells memorized and a second mage has one fireball in
sorbed into it and actually strengthen it. Characters and memory, the living wall can attack with four fireballs per day.
monsters retain all abilities they had in life: as part of the If the wall assimilates a paladin or lawful good priest, all his
wall, they become chaotic evil and fight any creature that special powers are reversed (e.g., detect good rather than de-
approaches to the best of their abilities. tect euil, harm by laying of hands rather than heal, etc.).
If a wizard becomes melded with a living wall, his spell- Magical items absorbed with characters grant the wall
casting abilities are retained and can immediately be used in their spell effects, though items that grant AC improve-
future attacks. The wizard retains any spells memorized at ments are less effective because of the wall’s size. The wall
the time he is absorbed into the wall; these are renewed each gains a 1 point improvement in Armor Class for every 3
day. If a warrior loses his life in combat with a living wall, his points of magical improvement to AC. Thus, a ring ofprotec-
fighting abilities and weapons come under control of the tion + 3 lowers the wall’s AC by 1.
beast: The weapons are hidden within the wall until it at- When a character is absorbed, his hit points at full health
tacks, then are pushed through the graying flesh to the sur- are added to the wall’s base hit point total of 64.
face. A hand attaches itself to the weapon, and eyes jutting Nonmagical armor, packs, and purses are lost by ab-
from the wall guide the attack. If the wall absorbs characters sorbed characters. The piles of loot at the base of the wall
with ranged weapons, the weapons become useless once the often attract bystanders, bringing them close enough to be
arrows, quarrels, or other projectiles are expended. seized by one of the wall’s hands.
Though a living wall will not initiate an attack, characters
Combat: A living wall never initiates combat, except against who come within two feet of the wall may be grabbed by its
its creator, whom it despises. When such a wall is attacked, unseen hands as the wall implores for deliverance. (The DM
every creature that is part of the wall returns one attack per makes a regular wrestling roll for the wall and looks for a
strike against the wall. Thus, if a wall is made up of 12 crea- hold result). Sometimes PCs who hear voices imploring
tures and one creature lands a blow on the wall, that creature “help me! pull me free” grope about until they grab a hand.
is subject to 12 return blows from the wall. In either case, the character must roll a save vs. spell or be-
All creatures in the wall fight according to their normal come absorbed. If another character is holding onto the first
attack modes. These attacks can be magical, physical, or character, he must also roll a saving throw vs. spell or be-
mental in origin. The type of attack and its damage often de- come absorbed into the wall. If the save vs. spell succeeds,
pend upon who or what is melded into the living wall. the character is able to break free. Viewing the wall’s absorp-
If a 10th-level fighter and a 6th-level fighter are absorbed tion of any creature requires a horror check.
into the wall, it attacks as one 6th-level fighter and one 10th- Once absorbed, characters are lost forever. A wish spell,
worded carefully, can remove one or more trapped charac- preparation and spellcasting are required. A minimum of
ters. three corpses are necessary for the spells.
Passwall spells do not allow an individual to go through a
living wall. Characters must either cut through or blast As known only to one or two inhabitants of Ravenloft, liv-
through using magic. This, however, allows the wall to return ing walls also arise a s rare manifestations of Ravenloft's
attacks. When cutting or blasting though the living wall, a power a s response to despair and dread. These walls are
stench rises from the exposed underflesh that is nauseating born of curses, midwived by death, and nursed on massacre.
and horrifying. A saving throw versus poison is required to The seed for such a living wall is planted when one sapient
avoid passing out from the smell. A successful saving throw creature willfully entombs another in a wall. The hapless vic-
indicates the character is only nauseated. tim may be bound and walled alive in a rock niche on a wind-
Living walls are immune to all planar and temporal spells. swept mountain trail, a sill in a fetid catacomb, a corner in an
Speak with dead, €'Si? and similar spells reveal a cacopho- asylum, a cave wall, a mausoleum facade, or any other stone
ny of tortured minds and voices. The caster learns nothing or brick wall. Once so entombed, the victim will suffocate,
and must make a horror check. dehydrate, or starve in utter darkness and solitude. But even
HabitatSociety: Living walls never reproduce and always this agony is not sufficient to wake the land's attention-the
remain active until they are killed. Living walls encountered entombed creature, in his terror, must curse his slayer,
in the lairs of malevolent creatures often serve a s part of a screaming loudly enough for his voice to carry beyond his
torture chamber or to cover the true openings to secret pas- tomb of stone. Only then does the land hear his agony.
sageways or corridors. When the victim dies, his life force is trapped within the
No one knows whether these monstrosities are limited in wall. As he struggles to escape, his life energy becomes
size or longevity. Walls a s large a s 15 feet high, 30 feet long soiled by the soot of his screams and curses, which thickly
and 10 feet thick have been reported. Living walls do, how- coat the inside of his stone sarcophagus. In a matter of days,
ever, seem limited to one section of wall. Thus, a cemetery madness corrupts the trapped life force, changing it to cha-
or castle could not b e surrounded by one large living wall. otic evil.
Nor could a wall section spread beyond itself: a house with a At this point, the bodies of any creatures that have died
living wall in its basement will not slowly become a living within 100 yards of the wall within the last month rise, sham-
house. ble to the wall, and meld with it. Even corpses that have been
The wall desires, above all else, to slay the creature who buried will dig their way to the surface and converge upon
created it. If it does so, or the creature meets its end within the wall. Although the wall retains its previous appearance,
100 yards of the wall, the corpse of the hated creator is as- it is no longer stone, but a gray and rotting bulwark of limbs,
similated and the beings trapped in the wall are freed to re- ribs, hands, bones, and faces, twisted and fused together.
turn to the peace of death. The wall reverts to being a Bodies of any subsequent deaths occurring within 100 yards
structure of stone, with the corpse of its creator entombed also rise and wander to the wall for assimilation.
within. Most cultures and all good-aligned characters attempt to
destroy these creations wherever they are found. But many
Eco1ogy:Chaotic evil mages occasionally create these mon- of these assaults merely strengthen the wall with more
oliths. The exact method is unknown, but several years of corpses.
-
fficial Game Accessory

ithin this volume are 16 dark lords ghastly tales of their past, and grim
and ladies, each a prisoner of accounts of their present. You’ll visit their
Ravenloft. Some are new to the dark domains and tour the horrid sites
setting, yet all may seem hauntingly portrayed in 10 full-page maps.
familiar, for they have been lurking at the
edge of your nightmares, waiting for the The shadows are lengthening; the air is
chance to emerge in your campaigns. growing chill. The Darklords are calling.
Their voices are carried by the Mists of
The Headless Horseman, the Phantom Ravenloft, and you have little choice but to
Lover, the Vampire Panther-these and answer.
other malignant forces await. You’ll read
96 pages-Recommended for Levels 5 and up

By Andria Hayday
with William W. Connors, Bruce Nesmith, and James Lowder

TSR, Inc. TSR,Ltd.


120 Church End
Lake Geneva Cherry Hinton
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-
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S 10.95 US.
CAN 8 13.50
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ADVANCED DUNGEONS E DRAGONS and RAVENLOFT are registered trademarks owned by TSR. Inc. The TSR logo is a trademark owned by TSR, Inc.
Copyright 01991 TSR. Inc. All Rights Resewed. Printed in the U.S.A.

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