Beruflich Dokumente
Kultur Dokumente
. Anhktepot ..............
Appearance ................ 6
6 Headless Horseman .......
Background .............. 44
44
. 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
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.
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
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
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
Window
I--- Seat
Marguerite’s Room
Lenor’s Room
Great Hall 0
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
The Tumplu
erhaps the most important place in the
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
.
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
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
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.
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
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
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.
Current Sketch
regor is a tormented spirit, caught
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
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
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