Sei sulla pagina 1di 102

I

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


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

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

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


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

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


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

. Confronting Tristessa

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

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

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


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

T the more daunting and hopeless an


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

The Mood of Ravenloft

A
dventures set in Ravenloft demand more of
a DM, because their success depends as
much-or more-upon the ability of the
DM to be a storyteller rather than a rules lawyer.
Rich description is vital to maintaining the
mood of this campaign setting. While running
an adventure, remember that the shadows of
Ravenloft are more likely to conceal an
opponent here than in other lands. PCs seldom
know the true nature of a threat initially. You
neednt lie or mislead the players, however. If
PCs are facing a rat in broad daylight,
obviously theyll know its 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 theyve 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 Ravenlofts
mood. If someone suffers damage, always
describe the effects of that damage. For
example, a swing from the Headless
Horsemans 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 PCs face, creating a painful, gaping wound
that is certain to leave a scar. In some
encounters, its 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. Theyll 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 HarAkir is ancient stalked into the Kharn temple, greatest of all in
beyond belief. Not all of its past is HarAkir, and cursed the gods for not granting
marked by noble deeds and great him his hearts 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 HarAkir. 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 suns 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 wifes
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 HarAkir. 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 HarAkir.
revolved around death, and the pharaoh was He killed many of the kingdoms 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
Anhktepots 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 Ras 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
Anhktepots 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 Anhktepots 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 Muhars villagers. Once they were all
dead, he would be alone forever. Anhktepot you dont 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 victims body of the Players 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 HarAkirs 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 HarAkir.

3) Purification Room: Supplicants cleansed


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

there. This is the realm of


ristessas past is buried a s deeply a s the

T
Ravenlofts 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, Keenings legend, Tristessa once lived among them, many

A lord is a floating, luminous


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

T
others she has met on the mountain haunt the
the lonely mountain at the center of places of their demise. When the sun rises,
Keening. She lives in a cavern near the they, like the banshee, disappear.
summit. The cavern is constructed like a mine,
with a single shaft plunging deep into the
mountain, and three layers of tunnels winding The Domain
like a web around the shaft. The air is rank and le summit of Mt. Lament lies at the center
thin, quickly tiring those who are not of this domain, only ten miles from any
accustomed to it. Glistening silver cobwebs border. But a s any adventurer can attest,
hang across the tunnels like curtains. the ascent is physically taxing by day and
Embedded in their sticky strands are blue, deadly by night. The slopes are not steep, but
glittering stones. When the sun is shining, the the ground is loose and unsettled.
banshee is always in this cavern, waiting until In the warm months, the borders of this
the slanting rays of the afternoon sun strike the realm are lush and serene. The breeze stirs the
uppermost level. meadows gently and whispers through the
As darkness begins to conquer the light, the pines. The mountain looms beyond, its gray,
banshee leaves her lair. She is in search of her rocky slopes snow-capped until the height of
child, for the infant did not remain with her. To summer. Although the borders of the domain
any living person she encounters, she may are beautiful, they are strangely silent. A
traveler may strain his ear for a songbird or a to join another, This vein eventually meets the
hawk, but he will hear only the wind. Vuchar Rivej in Falkovnia. In Keening, near its
The mountain itself has little natural flora. At source, the stream flows past a city of restless
the base, the grass is sparse and the trees are dead.
leafless and contorted, a s if they were subject
to a constant gale. As the mountain rises, the
trees give way to sharp-bladed weeds that can
The Approach to the City
slice the curious hand, and thorny thickets that Keenings 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 Keenings 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 Players
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. Keenings 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
citys 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 soldiers hand,
however, holds fast. It is fused to the hilt. A
As noted in the banshees 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,
citys 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 things 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.
victims throat, it attempts to crawl to safety or
They may stop t o stare, but will not otherwise
feign destruction, waiting to attack again
react.
another night. Whether the violator abandoned
Guards patrol the city walls and stand at the
the sword with the hand intact, or loosed the
gate. The guards at the gate are stern,
hand from the hilt before taking the sword, the
unmoving, and straight-faced (as much a s one
thing still seeks revenge.
can tell, given the tattered nature of their
The land has given the hand a unique
faces). Unless threatened, they allow travelers
ability to teleport. Once a day, it can teleport
to pass through.
to a random position within 100 yards of its
Within the gates, the city comes alive in its
intended victim, provided he is still in
own strange way. In the horse market, zombies
Keening. Then it crawls forth, taking the
still silently barter the skeletal carcasses of
shortest route. When opportunity arises, the
their nags and steeds. Bards and gaily clad
entertainers walk the streets playing inaudible
tunes. The market square is filled Continued on next Daae. . .
beggars lie in the mud, extending a hand.
. . .Continued from page 1 7 Ladies of the perpetual evening silently solicit
passersby, offering what's left of their bodies.
hand attacks. It is a powerful form of the
Every facet of city life still exists here. The folk
crawling claw, a creature native to the who reside here are simply the voiceless, living
FORGOTTEN REALMS" campaign setting. dead, frozen in this miserable existence.
No form of death magic or any raise dead The buildings in the City of Dead are two and
spell can affect the hand. Resurrection
three stories tall, with exposed timber framing.
renders it immobile for a number of turns The streets throughout much of the city are no
equal to the level of the caster. Cham, sleep, more than narrow, winding alleys, over which
hold, and similar spells do not affect the the dilapidated buildings lean. Normally the
hand, a s it is undead. It cannot be turned or
streets of such a metropolis would be filled with
controlled, however, nor does holy water animals, from cows and unruly hogs to
affect it. Cold-based spells weaken it,
chickens, stray cats, and dogs. Animals did not
reducing its damage by 1 point per die of fare well when this city came to be in Keening,
damage caused. Edged weapons cause half
however. Only the rats, now skeletal or rotting,
damage. All magical weapons cause damage appear to have survived.
a s if they were not enchanted in any way, In fact, all things foul still exist here. There
*
although attack roll bonuses still apply. are no living or undead beasts of burden, yet
Like other crawling claws, Keening's the streets are strewn with dung and garbage,
variety is telepathically linked to others of its strangely preserved over the years. The tanner's
kind. If it needs help, it can summon other district still carries the putrid odors common to
hands to assist it in its efforts. If buried such districts in other cities. Despite the lack of
beneath a weight, each Keening claw can lift cattle, deer, or sheep, the tanners are still
ten pounds. tanning hides in the time-honored fashion, by
rubbing them with dung.
Keening's Crawling Claw (12):Int Non-(0); At the northern end of the city, inside the old
AC 7; MV 9 (special); HD 2; hp 15; THACO
wall, there is a palace. A dry moat surrounds it,
19; #AT 1; Dmg ld4+2/ld6+2(unarmored filled with thick, unruly vines studded with
foes); MR above; S Z T; ML fearless 20; XP 65; thorns. The drawbridge is dangerously rotted,
AL N and the stones of the castle are disintegrating.
with sellers and buyers, even though product is The palace still holds many of the riches
sometimes scarce. The butcher sells and resells common to such a place. The noble who lived
the same slab of rotting meat; his neighbor offers here is gone, the whereabouts of his family
the same limp, dead chicken to anyone who unknown. This is still the home of the loyal
passes. The shop fronts are open, revealing palace guard, however, and they intend to
chandlers, coopers,cartwrights, shoe makers, defend their Dosts "to the death.''
armorers, helmet makers, tinkers, wiremakers,
tailors, menders, goldsmiths-all that a normal
city would hold. Trappers carry skins through the
square. Blacksmiths labor before a forge.
Children play, shambling among the crowds, or
dangling a string toy before a dead, decaying pet.
Here, too, is the dark side of society. Thieves
and drunken thugs seek out new prey. Crippled
Banshee, Chaotic Evil

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

amage/Attack 2d10 + 8 (touch)


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

who sees the banshee must roll a fear


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

inary banshees (or groaning spirits, as


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

M
Marcella thought herself fortunate to be his
man called Bluebeard. Some believe they wife. Though his tastes were peculiar and his
spin only a yarn, designed to keep young opinions cast in stone, she soon found that
brides obedient to their husbands. Others think when she agreed with him completely, theirs
perhaps they tell of someone whose flesh has was a happy union.
long since crumbled into dust. But Bluebeard Only a month after their wedding, Bluebeard
and the atrocities he committed were not announced that he would be leaving the castle
fiction, nor did death remove him from other for a few weeks. H e gave her an enormous ring
worlds. Ravenloft did. of keys, each to a different room in the castle.
Lord Bluebeard was not a handsome man. In One of the keys, small and golden, he
fact, he was singularly ugly. His features were separated from the rest. This key, he said,
bulbous and red, but his beard was most would unlock the little tower room on the
offensive, for it was literally a shade of blue. He uppermost floor. She could go anywhere else
was nonetheless charming, overcoming his she pleased, except the little room. That is
physical faults with good grace and enticing where I keep my surprises, he said. And I
wealth. should be dreadfully angry if you
looked there. Marcella laughed, and promised know the contents of the room, he said. She
to obey him. nodded, unable to speak. Then know them,
As the days passed however, she found you will, said Bluebeard, for you will join th
herself outside the little room, gazing at the others there for all eternity.
door. Twice she pressed the little key into the At that, he grasped her arm and dragged h
lock, but recalling her husbands words, she did to the room. She swooned a s they crossed th
not enter. At last, however, her curiosity won threshold. Lord Bluebeard cut her throat and
out. Marcella put the key in the lock, and hung her from a hook, beside his other dead
opened the door. wives. With no more than a sigh, he closed the
The windows in the room were covered, and door and locked it. The key was again clean.
at first she could not see. She stepped inside. Bluebeard left to go courting.
The air was heavy with dust and a coppery or It is not clear how many wives Bluebeard
iron-like smell that she could not identify. killed before Ravenloft opened its arms and
Slowly, her eyes revealed the contents of the drew him in. There were more, to be sure,
room. The floor was caked with dried blood. On perhaps as many a s eight. All of them, along
the wall hung the corpses of three women, each with the lord who slew them, now reside in
suspended limply on a hook. Their throats had Bluebeards small domain, which is called
been cut. Blaustein.
Marcella dashed from the chamber, shutting
and locking it behind her. She ran to her room
and sat upon the carpet in tears, wondering Current Sketch
what she was to do. As she looked at the little avenloft has granted Bluebeard many of
gold key, she saw that it was red with blood. the things he lacked in his former life.
She tried t o wipe it, but the stain would not Over the course of a century, his features
come off. It was a magical key, made red by the have improved. Though he is not yet
motion of turning in the lock of the little room. handsome, he is no longer ugly. The
Only Bluebeard could use the key without this unquestioning loyalty and obedience he once
effect, and only he could erase the stain. The demanded have been granted. The people in
door had been opened, and Marcellas 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 Blausteins 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.
Bluebeards Castle Quarters for the castle guard are to the south
luebeards castle sits atop a hill at the of the great hall. Only by day are there any

6 edge of his village, reached by a winding,


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

The Hanaina Room

Window
I--- Seat

Marguerites Room

Lenors Room
Great Hall 0

Removable floor 7- First Floor


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

Tilt Mechanism (magic$)- L Well shaft

Level

Spiral Staircase

1 square = 10feet
Level
ot all of Ravenlofts 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
Ebonbanes 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 familys 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 warriors life was not to
powers, all described later; they seem to glow be, however. In her day, Kateri had made many
with an eerie black aura. enemies. While most of those who had opposed
her church and its teachings had been
destroyed or converted, there were others who
Backgound plotted revenge.
he macabre lore that surrounds the origins One such group, a band of evil priests in the

T of Ebonbane begins, curiously enough,


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

E essence, it is nothing more than the


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

A creature as any of Ravenlofts other lords,


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

T Shadowborn Manor. This is a fine building,


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

The Tumplu
erhaps the most important place in the

P domain that was once Shadowborn Manor


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

ike all hags, the three sisters can change


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

T less than 50 years. They manage to keep a


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

T
other lands, the three sisters can bear
children-the results of their entanglements in the Balinok Mountains. The domain is
with humans. Ravenloft has diminished the no more than 40 miles wide, but these are
hags fertility, however. Each can bear no more rugged, wooded miles, with alpine pastures on
than one child in a decade, under the light of a higher ground.
Only two roads cross the Balinoks. The Each hag can mimic the voice of any
Timori Road, which snakes across Tepest, is creature, though after two rounds of this, there
one. It is a lifeline for Tepests 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 coveys 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 wont 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. Shes 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,
theyre deadly. The sisters cannot read any they use spells and trickery to place their
other characters thoughts, however-only each victims in a more vulnerable position. When
others. Both (or even all three) of the hags direct combat does occur, theyll 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 thats 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
Shes 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 opponents 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, theres 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 midnights 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%
mans father is my fathers 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: Tepests 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.
Deaths sickle, he haunts the roads
of Ravenlofts 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 Horsemans 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 Horsemans domain
Background appears remains something of a mystery,
early every domain haunted by the though it nearly always takes place on the night

N Headless Horseman knows a different tale


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

.
I
a faint rumbling arises from the road behind,
like a storm breaking in the region from which Thu first to follow
the travelers came. crowd approaches, or so it seems, coming
The rumble turns to thunder, as if an entire
cavalry unit is approaching at a frantic pace.
Yet it is the sound of only one rider. Appearing,
A from the Mists that brought the horseman.
At first these characters cannot be
seen-only heard, cackling and laughing
then disappearing, as it surges and pulses hysterically. As the travelers soon discover, this
through the Mists, comes a single steed. It is a is no ordinary crowd. It is nearly a dozen heads
great black horse, with hoofs that flash with fire ( l d 6 +6), bouncing, floating, and rolling up the
when they strike the ground, and eyes that are road, turning this way and that to reveal their
wild and white. The large ebony nostrils are jeering grins, bloody necks, and filthy, matted
flared, and they issue forth puffs of smoke. The hair. They are what became of the horsemans
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 victims 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 horsemans 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 medusas 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, Medusas 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

Maeders Head (1): Int Very (11);AC 5; MV F1


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

with each attac


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

T stands today. Centuries ago,


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

windows to the o I
grow. Now that evil is focused toward a single
goal: absorbing spirits into its walls, so that
Mara will not be alone.
Usually a small group of visitors will become
the unwilling guests of the house. They soon
discover its malevolent spirit, a s it strives to
wear down the strength and nerve of the guests,
eventually singling out one or more of them for
absorption. At first, the phenomena in the
house may have logical explanations-the wind
blows through a chimney, causing a low moan.
Branches tap at a window. A draft creates a
sudden pool of cold in a doorway.
Gradually, however, the house reveals itself to
be alive; the wind whispering through the
crannies of the walls and within the chimneys
changes to a slow rhythm of inhalation and
exhalation, a s the house begins to breathe. A
0. The furniture is distant pounding is heard, echoing, like a
muffledheartbeat. A woman is heard crying in
light, being set into a room; when the door is opened, the crying
stops. Doors open and shut of their own accord,
and the locks are thrown across them. A sconce
lights by itself, and just as quickly extinguishes.
Floorboards creak a s if someone is stepping on
them, but the dust is undisturbed. A woman's
screams echo throughout the tower.
With the passage of time, the phenomena
nt is an entity of evil, of become more dangerous and unsettling. A
at was Mara is only a character has no reflection in a mirror, or sees
ame to be is not fully Mara instead. A noose appears, swinging from
ges would say that the a chandelier. A cold spot becomes so icy a s to
ng point of malignancy cause damage. A mist seeps up from between
ranzorg first built his the floorboards, putting those it comes across
malignancy only served t o sleep. A bedroom ceiling may suddenly
to the moad of those within it. Mara's come alive with a covering of maggots, which
absorption was the catalyst that enabled it to slowly rains down upon the characters below.
Some of these creatures may be rot grubs is used only once). Stairs warp and twist. A
(DMs discretion). floor may open, forming a giant maw, out of
The house begins to s p e a k to its captives, which come horrid creatures from the Negative
with messages in blood. The red words drip Material plane.
down a wall, proclaiming Mara is lonely Now Outside the parlor at the center of the first
the house can make the name of its favorite floor, the house has full control over its own
victim clear, too. If, for example, the fighter light sources, and a 50% chance of
Roderick happens to be the player character extinguishing light sources created by its
desired, later messages will read Roderick will guests. While groping through the dark, a
soon be home and Roderick must die. character may feel the hand of a companion
At night, an unseen phantom pounds at the tapping him on the shoulder or gripping his
doors, one after another, until it reaches the arm, only to learn later that no one but the
room in which the visitors are staying. The door house is responsible.
is bent inward, shaking under the tremendous
force of the beating. Anyone foolish enough to
open the door feels a wave of pestilent breath
Oustraging the House
sweep over him, forcing him to the floor. The he house cannot be harmed by fire, cold,
victim, to all who look upon him, appears dead
for l d 4 turns, though he is not, unless the
accompanying 2d10 + 4 points of damage are
T or electricity Piercing and bludgeoning
weapons may cause the walls to bleed, but
the red, sticky fluid quickly changes to black. It
enough to kill him. slips down the walls and onto the floor, where it
Characters must roll a successful saving becomes the equivalent of gray ooze-except
throw vs. spell to stay awake at night, rolling a for its color. If sufficient damage is incurred,
new check each hour until they have fallen the house can create a blood elemental from its
asleep. Once they slumber, the house can wounds (see the RAVENLOFF Monstrous
influence their dreams. Friends of the targeted Compendium appendix).
character may dream of that character hanging In many ghost stories, the haunting ends
himself. (Later, of course, the noose actually when the body of the suffering spirit (in this
appears, dangling from a chandelier.) The case, Mara) is laid to rest. If characters open the
character wanted by the house may dream of tomb in the tower, they find Dranzorgs
I Mara herself-slowly learning her story. If all
around him sleep too, and he is therefore
skeleton-not Maras. 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 Maras beloved goes to her, the house will begin
house, but its whereabouts are unknown. to disintegrate. (Maras beloved was a soldier in
Nearly every piece of wood in the house may her fathers 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. Selenas 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 Uriks dream of untold power and eternal life
hysically Baron Kharkov is a soon turned to ashes in his mouth. True, he

P black-skinned man standing just over six


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

6 H e was polymorphed from his natural


shape into a full-grown adult human by
Morphayus, a powerful red wizard of Thay in
gained a reputation for cruelty.
After 20 years of enslavement, Uriks master
was destroyed in a fight with another Kargat
the Forgotten Realms. Morphayuss creation vampire. Urik fled Darkon for the Mists of
was intended to be part of a twisted and Ravenloft. He wandered alone in the fog for
elaborate plot of vengeance against Selena, a weeks, killing hapless wanderers and fleeing
woman who had spurned Morphayuss, from the phantoms of his imagination. Finally
advances, Morphayus named his creation Urik the Mists gathered him up and opened a new
von Kharkov and gave him the title of baron. domain for him, on the southern edge of the
H e arranged for years of schooling and training Core.
of his false man in far-off Cormyr. There Urik Urik called the land Valachan and installed
displayed a tendency toward violence and himself a s Baron Urik von Kharkov. He quickly
treachery. discovered that Ravenloft takes a s much a s it
Upon his return to Thay, Urik was constantly gives. Valachan is stocked with many black
placed near Selena. Finally they became lovers, panthers, which the baron can call to serve him.
a s Morphayus had hoped. He waited until the The land also granted him other powers over
two were in a lovers embrace and then the domestic cats of the realm. At the same
dispelled the magic holding Urik in human time, he is imprisoned inside his domain. His
hands became furred and grew retractable
claws. To hide the deformity he wears gloves at
Confronting uon Hharkou
all times. (With these on, his hands look quite Nosferatu Vampire, Lawful Evil
normal and can function a s regular human Armor Class 1 Str 18/00
hands without penalties.) Movement 12 Dex 18
Years later, deep in his dungeons, Baron von LevellHit Dice 10+2 Con 19
Kharkov found a statuette of a cat. He took a Hit Points 50 Int 17
liking to it and kept it close by. Seven days THACO 11 (8) Wis 10
later, he awoke from a trance to discover a No. of Attacks 2 or 1 Cha 17
ravenous sabre tooth tiger (smilodon) ready to
spring upon him. Knowing himself invulnerable Damage/Attack 1-3/1-3or by weapon, +6
to most physical attacks and able to regenerate Strength bonus
his wounds, the baron let it spring, intending to Special Attacks: See text
rip its throat out with his bare hands. Instead Special Defenses: +2 weapon needed
the huge cat mauled him badly. He was able to Magic Resistance: 10%
drive it off only by calling for his vampire slaves Like all nosferatu vampires, Baron von Kharkov
t o attack it. The tiger fled the castle but still drains the blood of his victims rather than their
haunts the land. The statuette, now vanished,. life force. H e does this by puncturing the skin
was the Cat ofFeUcouic. It is the one thing in all with his two sharp fangs and then sucking out
the world that Baron Kharkov truly fears. He the blood. H e prefers to do this on the neck, but
has since acquired a magical sword to defend he can drain blood from any location where
himself. blood vessels are near the surface of the skin.
For game purposes, this draining is a
Current Sketch reduction of Constitution points. The baron can
drain from 1 to 3 points per round. H e usually
aron Urik von Kharkov was once a

6
prefers to savor the experience by draining only
panther, then a man, and now a vampire. 1 point per round. A side effect of the draining
H e retains personality traits of all three. is that the baron heals 1 hit point immediately
H e has the quick temper and taunting cruelty of. for every Constitution point he drains. This is in
a cat, driven by the intelligence and creativity addition to his normal regenerative powers.
of a man. All of this is set against the The victim of such a draining is left weak and
background of his vampiric bloodlust. He has anemic. His skin is white and bloodless. Natives
been trained by the best schools of Cormyr. of Valachan mistakenly call the affliction White
With his temper under control, he can be the Fever. They believe that it is transmitted by
epitome of the mannered diplomat. insect bites, which explains the puncture
H e hates wizards and other vampires above wounds. Since the victims frequently don't
all other things. The only vampires he allows in remember the baron's attack, they don't
Valachan are his own creations. The baron lives contradict this explanation. Those who do
in his castle, surrounded only by a few servants, remember are usually charmed and willing lie
most of whom are his nosferatu vampire slaves. for their master.
The folk of Valachan fear him greatly, for his If the victim is reduced to a Constitution of 2
fits of fury frequently result in mass killings of or less, then he is at death's door. Only a direct
villagers. His edicts are generally obeyed blood transfusion will save him. The victim
instantly by the people. continues to lose a point of Constitution a day.
When his Constitution reaches 0, he dies. If the
barons 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 Kharkovs 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 doesnt 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)Cats Paws: These squat towers were once
homes in Valachan. Any vampire that he an important part of the castles 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 Merileesyouth 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 familys 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 childs 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 Merilees 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 girls 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, Merilees 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. Lamordias 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 childs body, she
does not possess the magnificent physical
strength (and associated melee bonuses) An Account of Mu Muuting
normally found among the undead.
Merilees 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!
Merilees 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, Merilees Jampire and she das sending them to me da b
other vampiric powers function just as they do compelling gaze.
for normal undead creatures. I set my All against her and broughtforth the
Combat Tactics: Merilee, keenly aware of her
holy star that is always about my neck. Seeing this
own physical weaknesses, seldom engages in
toe-to-toe fighting. Instead, she uses her symbol and feeling the strength of my jiith, she
cunning and innocent appearance to lure das repulsed.
victims close before she strikes. Often, she With a guttural hiss of rage, she turned andjled
does this by appearing to be lost or injured.
When someone comes to her aid, she leads into the night, leadng me A t h only the memory of
them to a secluded spot and strikes. this unholy creature and the loss of my dear
Clalldia.
! he rolling seas are a place of
wonder and awe. Since the
beginning of time, they have called
t o the brave and the adventurous,
promising vast treasures and
unfathomable mysteries.
Unfortunately, sometim
found is not treasure but
nightmares.
Background

an able seafarer.

Captain Monette was a life-long iscoGereb: however,


mariner. He is said to have visited a cruel and violent
all points on the compass and even
looked over the edge of the world ion or delay and the penalty for
and watched the sea plunge into failure was often a brutal beating before the
eternity. ships company. No man served aboard
Ouragan without learning fear at the sight of
the captains shadow.
Appuarance Eventually, Monette went too fhr. His crew
Captain Monette is a werebat and, as such, hm mutinied and seized control of the ship. They
two distinct forms. His natural shape is that of a lashed their former captain to aseries of line
slender, rugged-looking man. Monette is quite and keelhauled him. Three times they threw his
tall, standing just under seven feet in height, body into the sea and dragged it along the
and very thin. Some of his shipmates have length of the ship and three times, to the
remarked that he is more skeleton than flesh. wonder of his crew, Monette survived.
Monettes face is set and grim. A long, Following the keelhauling, Monette was
snaking scar cuts diagonally across his lashed t o a mast and flogged. The punishment
features. His eyes are a cold steel gray, the went on for over an hour, but the stern mariner
color of the sea on an overcast day. was too strong to cry out or call for mercy.
For dress, Monette favors the uniform he . When at last he lost consciousness, vowing to
wore in his days as captain of the privateer avenge himself on the rebellious company, his
Ouragan. This blue uniform is so dark that it bleeding body was tossed into the sea.
can be easily mistaken for black. The gold His crew watched in amusement as the body
buttons sewn onto the jacket are kept brightly of their former captain drifted away from the
polished and the uniform a s a whole is ship. When at last it appeared to vanish beneath
immaculate. the waves, a great cheer went up from the
Monettes second form is that of a hybrid ships company. Unbeknownst to Monette or his
nightmare. Half-man and half-bat, he stands crew, however, the currents that carried his
slightly under six feet in height. His body is body away whisked him into the demiplane of
covered in a thick coat of coarse fur, and his dread.
face is the twisted snout of a bat. The unusual Monettes body came to rest in the dark
scar that so marks his human face is fully confines of an isolated sea cave that was filled
visible and recognizable in his hybrid form. It is with bats. One by one, the flying bats dropped
in this shape that Monette prefers to enter down on him and drank from his many wounds.
combat. When he awoke, the captain found himself
covered with the nightmarish creatures.
Too weak to attempt escape frdm the cave,
I
I
1
Monette survived from day to day by capturing made to pursue the phantom light, the ship
and eating some of the bats. Just as he had its crew are drawn into Ravenloft.
satisfied their hunger, now they gave him the When they come across the island that is a
strength to live on. the heart of Monettes domain, they are almo
What Monette did not know, however, was certainly shipwrecked. Monette has absolute
that his close association with these creatures control over the currents in the sea, and the
was causing him to change. Each night when
he slept, the bats would drop down and taste and shallows upon which unsuspect
his blood. With the coming of the day, he would can be dashed.
catch them and take it back when he fed. In the
end, he all but became one with them.
The Domain
Current Sketch onettes domain is an island known as
Vile de la Tempete (pronounced LEEL

us ith the coming of the high tides each


day, Monette finds himself transformed
into a werebat. He has no control over
this change, for he is, in essence, an infected
lycanthrope. It is while he is in this state that
duh lah tah-PET). It is some ten miles
long and roughly kidney shaped. Covered wit
scrub forests and rocky soil, its temperate
environment makes the place similar to the
islands one might expect to find in a norther
Monette seeks out his victims and feasts upon climate.
their flesh. Near the center of the island, a rocky spire
Monette delights in luring ships to crash xeaks above the otherwise low geography.
upon the reefs and shoals that litter the sea Standing atop this monolith of stone is the
around his island. Those who survive the lighthouse that Monette uses to lure seafarer
shipwreck are stalked and killed by the evil to their deaths.
Monette, who takes great care to see that he There is little animal life on the island,
never leaves a victim alive. although insects, such as flies and gnats, are
The one thing that Monette craves more than common enough. Most of the plant life suffer
anything else is the high adventure and travel from the overly salty soil that covers the is1
that he enjoyed as a seaman. He cannot stand Those who try to sail away from the island
his isolation and the thought that he is forever
stranded on this island. However, each time that better to die like a sailor at sea than to fall victi
he attempts to sail away, he find himself to the cruel fangs of the werebat.
growing weaker and weaker. It is certain that he Cile de la Tempete is surrounded on all s
would die before he ever lost sight of the island. by a harsh and rocky coast. The surf crashi
Since coming to Ravenloft, Monette has built against the shore sends shivers throughout
for himself a large lighthouse that he calls the entire domain. Anyone taking the time to
Eye of Midnight. Atop it, he has placed a skull rearch an area of the coast finds evidence of
that is enchanted with a continual fight spell. On
the nights of the full moon, he sends out a
beacon from this eerie lantern. Mysteriously, this
beacon of light has the power to beam into the
Prime Materlal plane.
Seafarers who do not recognize the light for
what it is and decide to follow it or investigate
it are doomed. The moment the decision is
--
countless shipwrecks here. Bits of metal and
wood lodged in cracks, bones from dead
sailors, fragments of sailcloth, and the like
litter the entire place.

Wenbat. h v f d Evla
Armor Class
Movement
LeveVHD
Hit Points
THACO
10 (5)

8
71
13
Str
12(9/FI 15D) Dex
Con
Int
Wis
15
14
14
15
10
l o t h Jay dChes, Year gfSunrets: I h a r that 6 ', ,
have d e a dreapful mistake. .!kt night the man on
dutch spotted afaint beacon in the darkness. 'Fearing
that it cume$m another ship in distress, I ordered the
helm to cmne about and make best speed to re&*.
No#,#e &a# nearer to an island that is not on ow
charts. 3Ea nadgator a y s that he cun$nd none d t h e
No. of Attacks 1 (3) Cha 12 stars #e ktmt and curses his inability tofix mn
position. 1 curse too, but it is mysef that I blamejar
DamagdAttack See text
Special Attacks: See text all ourfailings.
Special Defenses: See text
Magic Resistance: Nil 11th day qf C h : Wkat more can go ~ o n g ?3he
ship hac run aground on a shoal and tmn open the hull.
Numbersifl~~abow~uniguetohiS
werebatform Other numbers ap& toboth forms. Our best man says that he may be able tofir it in a
#eek or ten Jays.
When engaging in combat, Captain Monette
prefers to fight in his hybrid form. When he must
17th Jay BChes: Lhrt night marked the sixth
do battle in his human form, he makes use of a
brightly polished cutlass (treat as a short sword).
attnckof the creature. Half of mn ne# is dead and 1
He is also an expert with the arquebus. swped that most the a f h s are on the brink qf
In his hybrid form, the evil captain cannot &a.
employ weapons effectively, 50 he attacks I ha& seen the creature myself no#. It is a large
unarmed. His sharp claws and needlelike teeth thing that resembles a f.ll cross between a bat and a
are more than a match for most adventurers. In
each round he may strike twice with his claws man. Hod I wish that #e had a &rd dth us on this
(inflicting ld4 points of damage with each). In voyage, for I have little ktmtledge of such things. 1
any round that both of these attacks hit, he suped that if I kned more, though, I #mid only be
follows up with a bite that inflicts 2d4 points of mme despondent.
damage (normal attack roll required).
In either form, Monette can be harmed only 29th Jay d Ches: Only mysef and the s e d
by silver or magical weapons. mate are le& alive. We huge agreeJ that He dll not let
In addition to the normal powers associated
with a werebat, Monette has several powers as a
the eJil that rules this place taste dour blood. 1 con
darklord. His lighthouse can lure victims from only pray that the gods dllforgige ufm #hat #e are
other worlds. (See "Current Sketch.") about to do, but #e dare not fall M m to thk unholy
Furthermore, he can control the currents in the nrarter.
seas that surround his island (at will). Thus, he at leut the end dll be pick.
can make it impossible or deadly to attempt
swimming or boating.
ishes born of love and pain, vowed she would sacrifice anything to see he
whispered anxiously to the night, love return. The woman began to wish that s
can lead to deadly results. These like her fiance, were dead.
words often penetrate the fabric of Her pleas did not go unnoticed. A villainou%
darkness, arousing loathsome phantom, native to a darker realm, came to h
spirits who are only too eager to in the night. He took the form exactly of her
respond. beloved, with a single exception: his left foot
So it is with Ravenlofts Leederik, was cold, flat, and wide, like that of a reptile.
known in other realms as the The long, clawed toes were covered with shin
Phantom Lover. When a grieving black scales, and joined by a velvet bl
bride longs for the return of her webbing. In her dreamy enthrallment,
dead husband, the Phantom Lover woman failed to notice. Each night, t
goes to her side, to forever ease phantom visited her in her bed chambers. Th
her misery. meetings left her ever more listless and pale.
Slowly but surely, he took her life and her will:

she gave it willingly, so lovesick had she
I Appearance become. r:
he phantom is a creature of countless At last, after a fortnight had passed, the

T faces and forms, most of them human. He


takes the appearance of a lost loved
one-a husband or a sweetheart. The guise is
phantom said that he could come to her no
more. To ensure their togetherness, he said, s
would have to follow him before the dawn.
utterly convincing; he is the mirror of his Then, and only then, could they marry, and b
victims love in size, shape, and even voice. as one until death did them part.
Only one aspect fails to ring true: his left foot is She put on her wedding dress and followed
the foot of a small, black-scaled dragon. He led her to a cemetery, to a grave that
The phantom lover may also take the shape seemed freshly dug. This, he said, was h
of a reptile, such as a black snake. His true marriage bed, and together they disappeare
form has never been Seen by any who lived to into the pit. Her handkerchief was later found
describe it. Legends say that he is neither man upon the cold, frosted ground nearby. The
nor beast, but something in between, blacker woman was never seen again. She was a victi
than can be imagined. No one knows for sure. of Ravenlofts Phantom Lover, and she i
married to the
Background
n the Forgotten Realms, near the mountains Current Sk
I of Cormyr, the following tale is told. A
young woman, newly betrothed, was
grieving deeply, her tender hopes destroyed by 1
ike many of Ravenlofts lords, the Phanto
Lover feeds on sorrow and pain. A s
part of his domain slips into other wo
the sudden, savage death of her fiance. By day ?achnight, drawn by the anguish of a worn
she was silent and withdrawn. By night, she grieving for lost love. Her chamber becomes
passed the hours longing for her husbands domain. A moist haze marks the invasion-like
return, prqying that time would reverse itself, or the faint mist formed by a steaming kettle. It
that she would somehow wake from the wicked carries a sweet, heavy smell. When the haze
niqhtmare
- that caused her despair. She cursed disappears, so does he, though the odor lin
the aods who had wrouaht such sorrow, and faintly until morning. The phantom can
c, . . stay behind with his intended when the
i. . .
,. J . ,?
breaks the horizon, nor can he step outside her never seen again.
room and wander the rest of her home. He is Though he could surely drain all life from his
bound by the Mists of Ravenloft. victim and leave her stiff body behind, the
When the phantom visits his victim, he stays phantom rarely does so. Perhaps it is actually a
no more than an hour-and then only so long perverted longing that compels him, for he
as his victim allows it. He can do nothing that always refrains from killing her, so that he
she does not agree to; she does only that which might draw her alive into his realm. If it is
she believes is her own wish. The deeper her company he seeks, he will not have it long.
grief, however, the more desperate she is to His victim cannot survive in his domain. She
please him, for fear he will come to her no languishes there, in a dark, damp realm that
more. If the connection between them is strong, few can describe. She cannot leave. Some say
his power extends into the daylight; she will she is simply too weak to do so; others claim
steal, lie, and even kill for him while he is away she is paralyzed by the realization of what she
from her. Never will she reveal him to another, has done. It is said that she may appear before
so strong is their bond. (She is under the effects her parents as a vision then, telling them not to
of a powerful charm, which cannot be magically worry and bidding them goodbye. Soon
detected or dispelled. Victims may still roll a thereafter, she dies. Her spirit is trapped in
saving throw, but with a -4 penalty.) Ravenloft, like those of the victims who knew
Each night he comes, draining her Strength the phantom before her.
(1 point per night) and eroding her will. When
nearly all is lost, he beckons to her to forsake
all other things and follow wherever he leads. The Domain
She must agree or he cannot take her. Yet in he Phantom Lovers domain is unlike most
her weakened state, intoxicated by the dark
love he brings her, she can hardly refuse.
The phantoms domain can penetrate one
T others in Ravenloft. Its foundation is a
small, underground labyrinth, upon which
a round tower is seated, rising up from the
other place in his victims world a nearby ground and extending into the night sky. Water
graveyard. Somehow the victim knows this, for drips from the walls of the labyrinth, and
she is likely to haunt the place by day, darkness pervades. All normal light is
searching for him. She will not explain her true extinguished; torches sizzle and smoke as if
reason for being in the cemetery, except to say they were drenched with rain. Even magical
she is visiting her lost love. Many are apt to light is diminished here; it only serves to
think she is simply visiting her real loves grave, surround its user with a faint, unearthly red
as a grieving widow might do. glow.
It is to the graveyard that the phantom takes The tower atop the labyrinth is constructed of
his victim, on the eve following her vow to go polished black stones. The uppermost room of
with him. They appear together at the gates of the tower is the phantoms lair, where the living
the cemetery (via telepofi without error) and are kept. The tower has no windows, but a small
wander to an uncommon grave. There, before stair in the tower room leads to the crenelated
the headstone, lies a gaping, rectangular pit, roof. The stones there are slick and shiny. Beyond
descending into the ground. No bottom can be the tower lies perpetual darkness and fog. The
seen. The phantom leads her into the depths. ground is not visible, and a pebble dropped from
(They teleport to the lowest level of his the tower plummets with no sound to mark the
underground labyrinth.) In the graveyard, a end of its fall. Those who leap from the tower fall
piece of clothing or something she carried lies into the Mists of Ravenloft,which return them to
behind. The woman herself, in most cases, is the labyrinth below.
The land is distinguished by its ability to the rescuers must find her within the labyrinth.
extend an arm of itself into other realms. It can Then they must lead her back to the portal, if
invade the room of the grieving victim. When they can. If the sun has begun to rise in her
this occurs, the room becomes nearly as dark world, the rescuers can take her only to another
as the phantoms labyrinth. For a moment, the domain in Ravenloft-provided they escape
victim sees the phantom in the shape of her before the sun clears the horizon. When the sun
beloved. Then candles are immediately snuffed, has fully risen, she is lost, and they are trapped
oil lamps sputter and go out. She can still hear until the phantom visits another victim,
and feel him, but his shape is little more than a opening a portal to that world.
shadow, made distinct by the faint blue light
that streams in her window. The doors and
windows of the room Iock automatically,
Confronting the Phantom
becoming impenetrable by others except by Phantom Lover, Lawful Evil
great or magical force. The victim can open 0
Armor Class Str 16
them herself, however-if she chooses to do so. Movement 12 Dex 12
The Portal: As noted above, the phantoms LeveVHit Dice 5 Con 17
domain can penetrate one other location Hit Points 6 Int 17
outside Ravenloft: an earthly place of the dead. THACO 15 Wis 14
The phantom carries his victim to a graveyard, No. of Attacks 1 Cha 12(18*)
teleporting from her room to the graveyards
gates, with no chance of missing his mark. He DamageIAttack 2d4
slinks across the cemetery to a certain Special Attacks: Strength drain (1 pthight),
tombstone. There, a portal leading to his charm (-4 penalty for victim), control over
domain takes shape, hidden in the shadow of doors (see text), sleep, etc.
the headstone. The portal is his victims only Special Defenses: Change to mist, snake,
entry into Ravenloft, and she must step through gargoyle; command snakes and gargoyles
it willingly. (2d8); 75% Hide in Shadows; + 1 or better
The portal forms as soon as the phantom blessed weapon to hit; control over doors
begins his seduction of the victim. It appears to (see text)
be the same as the shadows that stretch out Magic Resistance: 10%
before the other tombstones in the light of the * Charisma in the eyes of his victim
moon., On the night during which the phantom The phantom shares many traits with vampires,
intends to steal his victim away, the portal
and is classified as one by some scholars. Like
becomes an open grave. Anyone who steps into
a vampire, he drains the life from his victims
the grave with purpose enters the phantoms
and erodes their will. Though he drains spirit
realm in Ravenloft; those who merely stumble rather than blood, the effect is virtually the
upon it fall to the ground beside the grave,
same. He erodes their willingness to live and
paralyzed with uncontrollable fear for ld6
brings them fully under his influence. His
rounds, suffering ldlO points of damage from
victims, like those of a vampire, begin to shun
shock (no saving throw). the daylight, wanting only the dark. They
The portal exists only at night. It appears
become addicted to his attentions, 50 much so
when the phantom goes to his victim. When the
that they are blinded to all but their desire for
first lighf of dawn shimmers on the horizon, the him. Eventually, they will sacrifice
portal disappears. anyone-killing family and friends, even
It is possible to rescue a victim by following themselves-to do the phantoms will.
her and the phantom through the portal. First,

I
These are not the only simila brawny shoulder.
the phantom and common drin

vr
The door to his victims room may do more
pire, the phantom than simply prevent access from the outside.
Like a
shapes. e can become mist. When someones hand is an the knob, the
maytake the form of an ani phantom can change the knobs shape, 90 that
the traditional wolf or bat, it holds fast to the perms hand and strives to
vile reptile. The phantom may a crush it even as it heats to sear the skin
large black snake, for example, wood of the door may twist and warp to form
of smaller, identical snakes tHat another hand that reaches for the throat of
Or he may take the shape someone nearby, gouging ithe skiri with shards
dragon, among many simi of wood (THACO 20; damage 1d6 points). If
gargoyles that he can sum someone attempts to guard the woman by
in his realm to protect him. staying in her room, khe pixantom still comes,
Those who watch a wo darkening the room es he awiwes. He attempts
with the passing of each night may tQ puts the onlookers to sleep (they must rokl a
is the victim of some unholy visitat successful saving h o w vs. spell with a -5
loses one Strength point penalty: elves and haM-elves have a 45%
by the phantom.) If it is resistance to this spell). Those able to resist his
imagine, they may place garlic over power may be paralyzed with horror
windows, or place a holy symbol aro -
horror check with a 4 penalty; a f a W roll
neck. Garlic does nothing to deter h results in paralysis) as they watch the
holy symbol offends him, and it may cause him phantoms actions and feel their own b o d e s
to hesitate momentarily, but if the phantom growing cold by the nearness of death (ld6
asks her, the victim is certain to remove it. points of damage per round$.
Moving the woman to another room does not position, their throats may be cut by t
thwart the phantom; he simply invades the new phantoms intended, for she
chamber. Only keeping her in the open air can In the Graveyard: If the phantom is in
dissuade him. The victim must be kept danger, he retreats tothe cemetery, The nearer
outdoors for three consecutive nights, else the he is to his domain in Ravenlaft, the more
phantom will return. The victim will rekit powerful he becomes. ln the graveyard, he can
staying outside until his spell is broken$she will create a force that hurts a wictim through the air
steal away to her chamber if she can. (if a Strength check isailed) end slam5 him
A protection from evil spell will not sway or against a tombstone (ld4points of%hmage).
halt the phantom unless he fails a saviqg throw The phantom can also animate the dead, who
vs. spell with a +2 bonus. Negatiwplane will claw their way out of theearth to gpasp Phe
protection has no effect. ankles of passersby, and thenislowly rise up to
As noted above, those who attempt tb check attack, like common zombi~+s.
on the woman during the night will find the The phantom can sum- the black snakes
door to her chamber locked; only acts of whose form he mimics, using them to confound
extraordinary strength or magic will budge it. his pursuers. (Use combatstatisticsfor a
(For example, a successful ope common poisonous $nake.the phantoms
or knodc spell would do the tri creatures are no more than a foot long,
the only door the phantom can affect. $le can however.) These creatures may either idsther up
cause any portal in the house he visits to shut from the graves or drop down from the trees.
and lock, one following the other, though The phantoms gargoyles (he can s u m o n
anyone can open these doors with a kep or a 2d8) come with him into the cemetery.each
night, and wait there for his return. If he is in
danger, they attack; otherwise they usually only frqments a O i a q
threaten. They favor swooping onto a victim
2 0 3 a n . '01 - I k& we rmrla Mt be so Mer, that
from behind, landing on his back, and then
raking his face and neck with their claws. Even the fntes mM not rob me 9f him on the Jay qf our MS.
after the phantom himself has left the % I blessed or am I cursed? It matters Mt. 3hirteen
graveyard, the gargoyles may remain behind Jays qfmouming ha* yielded miracles and joy. His be is
until the portal disappears. They lurk in the unaying, and that is #hat bas bought him back into my
trees and atop mausoleums, their leathery # e h i n g d a c e . Under a blanket qfrkndrm, my #am
wings fluttering occasionally. kisses A erase the chill qfdeath.
None of these brute actions may be 23 3an. '01 - I f I am dreaming, let me new Make.
necessary, however. The phantom may well U I am mad, bar sanity jrom returning. Fem Jissol*s d t h
elude his pursuers. Wherever he goes, he can the night, and reuson along d t h it. I no longer A h to
create low, drifting veils of mist that help to think, only tofeel. I amfill$ d t h such yearning,
conceal him. In the graveyard, he can slip from unbearably bittersweet. Varknessfillr my duanber like a
shadow to shadow, with a 75% chance of SMqfblack, and he dlllf.am,a its cunents soon.
seemingly disappearing (though pursuers may 2 Feb. '01 - I haqe lost all desirefor the daylight.
still hear a rustle of leaves, marking his-or a 3he sun M longer # a m my fish; it only rm'nds me h o ~
minion's-progress). WM and mptr tke dap dthout him have h e . a s e
In the Lair: Characters who follow the
phantom into his lair are unlikely to encounter
hourswe the night lea* my 6 4 wenk, my hemi
aching d t h Lmeliness and despair.
him there; he avoids combat. If forced to do 3 Feb. '01 - Myfiends, not understanding my
battle there, he takes on the visage of someone bebior, try to w9e me jrmn my roomfor idle rweatia,
his attackers know-either one of them, or a as ifthat Muld erase him j m n my thoughts. M y broths,
companion who recently died. in #hI cm@eJ, seek only to deny my happiness. 3key
Destroying the Phantom: Only magical tell me he is JeaJ, and that only by amp'ng this lie can I
weapons with a + 1 bonus or better can harm hope to be #ell. a t I Jo Mt h h to be #elJ/
the phantom. These must be blessed, however, If he is Veath, then I debme him only mme, for it is
or they have no effect. Holy water thrown upon
Pnlyin~kness&thatIcnnknon,be;;isiryin
him causes him to halt for one round, but
that black cmur sfthe night, #here M one but my behed
inflicts no damage. If he is reduced to 0 hit
and I cnn go, that I am a h .
points, he retreats to a hiding place in his lair. A
dispel euil or sunray spell will also drive him 5 Feb. '01 - Why hasn't he come? M y spirit is
back into his realm, although he can make a dark and my f i s h gro#s cold. sun isfdng, and so am
saving throw vs. spell to avoid it. It is unlikely I, dthming without his touch. Ifhe doer Mt come Ishall
that he will return to the same victim again &upear altogdb, melting avay in the mimy qf his
after this is accomplished. absence.
Despite such efforts, the Phantom Lover can 7 Feb. '01 - I &age my family behind, and d t h
never truly be destroyed. As long as there are these #wJs I ask theirforgitkness. I muctf&# #here my
sorrows and grief of immense proportion, he be takes me. I c o d k& Z& dtkuut him; idyd I
will return to the realm of the innocent, seeking ~ouMsac+ my OM if it #mM take me to him W . Vo
it a new victim. ~t Heepfm me, for I am g i h g mysegto an undyrng
passim, and dll tbebq find myself happy at last.
one hundred political assassinations in his
life-even before he entered Ravenloft.
King Oderic never liked the marquiss
grandstanding, especially since Stezen often
seemed to have more popular support than he.
Still, the king saw that having one highborn
politician dear to the people was better than
none-for Oderic was certain that he lacked the
marquisstalent for lying to the commoners.
For a time, the monarch let his courtier appear
to be the peasants friend, and he used Stezen
ambition cost him. to quell unrest. The masses were far less likely
to revolt when they thought that they had some
I Background voice in government.
Still, it was obvious to Oderic from the start

s everal hundred years

far removed from the dark domains o


Ravenloft. In the court of one Kin
that Stezen would eventually try to use his
popular support for his own gain. That time
came during a winter in which public grain
stocks were dangerously low and unrest was
dangerously high. Stezen revealed that the king
Stezen held great power. Much o had a secret, bountiful store of food. Riots
was afforded the marquis by the broke out, carefully orchestrated by the
his realm. Stezen appeared to th marquis and his followers. Yet the king was
benevolent, even philanthropic prepared; his loyal nobles shattered the
openly championed the causes rebellion before it gained momentum. Key
and fought for lower taxes, fewer p rebels were executed, the rest of the population
beatings, and greater, more sp given a share of the grain (which the king
entertainments. claimed was being held in trust for them), and
Stezens greatest asset was his vibr Stezen was cast into the dungeons.
personality, his overwhelming King Oderic didnt know what to do with the
Commoners recognized this energy rebellious nobleman. While Stezens best allies
mark of greatness: the nobility saw abandoned him once the attemptedcoupwas
&re as a refreshing spark in t crushed, the people still looked to him as a
stultifying court life. The marquiss hero. It was clear that to kill the marquis was
always the best attended, his unwise-at least until the harsh winter was over
the most well received. Hi and the people had food again-but Oderic also
followed as closely as the suns. knew that Stezen would abuse his position
In actuality Stezen was a again if left unchecked.
duplicitous politician. He publicly The solution came from one of the kings
popular causes while privately wo mistresses, a practitioner of evil magic.
personal gain. He kept his Oderics mistress cast a complicated variant
carefully hidden. Anyone from the co of trap the soul upon Stezen. Through this spell,
threatened to reveal Stezens agenda only part of the marquiss life force was stolen
people turned up dead. No and caged within a magically prepared
could ever be traced back painting. The king was specific about what
was said that he was responsible for facet of Stezens character he wanted siphoned
I
from the dangerous courtier: his vibrancy and paintings of the DPolarno family. According to
love for life. The evil deed done, the prisoner legend, the paintings sometimes speak to
was released. The king had various protective Stezen, haunting him with voices only he can
spells cast on the portrait, then had the canvas hear.
put on display in his throne room. Stezen stood in the hall, absolutely baffled by
Marquis DPolarno became a drab, vindictive, his present whereabouts. He woridered if some
blatantly self-serving politician. He shuffled other of the kings mistresses had cast yet
unhappily through Oderics court, offending another spell upon him or if hed just woken
both peasant and nobleman. The king had his from a very bad dream. As if meant to sooth his
revenge: even though the marquis was still confusion, a lovely young serving girl entered
alive, he soon alienated the masses and the few the hall and presented Stezen with a drink. The
courtiers that still supported his cause. Stezen marquis questioned her extensively, but all she
could do nothing against the king directly, could say was that they were in the village of
however. Oderic made it clear that any attack East Riding in a land called Ghastria and that
on the royal family would mean that the Stezen himself was ruler of the thy domain.
marquis lost all hope of regaining his soul. Stezen dismissed her, his mind reeling. As
A year passed in which the soul-less courtier the girl bqwea demurely and went on her way, a
was made the brunt of all criticism against the single thought presented itself to the marquis;
court. Realizing that the little spirit he had left if my heart were not so dead, I would seduce this
was atrophying quickly, Stezen rallied himself girl. I wish I had my soul back once more. But
for a final revolt against the king. Using a trick before she left the room, the girl glanced at the
that would make lvana Boritsi, the Black portrait of Stezen. She froze in place as if
Widow of Borca, proud, the marquis poisoned mesmerized.
the entire royal household during a feast. A ghostly fog streamed from the girls mouth
Stezen DPolarno regained the painting that and nose, then flowed toward the painting. The
still held a fragment of his soul, but found that portrait glowed blood red as the fog hit it, and
he could not release his trapped lifeforce; the Stezen himself was rocked by a surge of
canvas could not be destroyed nor the curse emotion and energy. For the first time in many,
removed by any means. many months, the marquis felt alive again.
What it was that directed the attention of the Faster and faster the fog bled from the girl
Dark Domain to Stezen is unknown. It could until, at last, she crumpled to the floor, dead.
have been his murder of Oderics court or his The marquis fell to a riot of revelry and
great sorrow at the seemingly permanent loss debauchery, but he quickly learned that the
of his soul. All historians of Ravenloft know is effects of the wondrous event were short-liced.
that Stezen was transported from his home. As Within an hour, his soul grew cold again. He
he sat emotionless in the great hall of Oderics forced all the servants he found in the manor
castle, the grim-faced corpses of his victims house to gaze at the painting, but nothing
sprawled around him, the Mists engulfed the happened-until three months later, when
marquis and brought him to Ravenloft. autumn turned to winter in the land of Ghastria.
Though he had entered the demiplane of Only then did the painting work its magic
dread, he was not yet a darklord, but Ravenloft again.
recognized the marquiss potential for great
evil. Once he was in the demiplane, he found
himself in a manor house much like a country
estate he owned on his home world. The
enchanted portrait hung in a hall full of similar
killed as any normal fighter of his level of
Current Sketch experience. Obviously, the marquis is very
nce a season, Ravenloft allows Stezen to careful about the danger to which he exposes
regain his love of life; when people are himself during those brief hours each season.
gazing at the painting, the marquis need Stezen has also learned that it is unwise to
only wish to have his soul returned to him. The expose a large number of locals to the painting.
painting then drains the lifeforce from the Apart from the animosity the murders tend to
unwary victims and deposits that energy with generate toward Stezen, it lessens the work
the darklord. Up to 50 people can be drained by force too much. He realized long ago that he
the painting at one time, and Stezen gains one needs peasants to work the orchards and grain
hour of renewed vigor for each person so fields that surround the manor.
attacked. His ability and combat scores are not
altered by this transfer, but his personality
changes radically.
The Domain
Anyone looking at the painting when Stezen hastria is a relatively green domain, with
makes his wish will lose his lifeforce, then die. fields of wheat, orchards, and vineyards
Player characters who are bound for some common. Yet the food harvested from the
particular fate after death-a specific plane, for domains soil mirrors its lords curse: its lifeless
example-are free to travel to whatever awaits and bland to taste. The natives have learned,
them in the afterlife. however, that food taken during certain times
The painting casts a modified magicjar spell, of each season tend to have a more lively taste.
similar to the one used to capture Stezens soul. The truth is that anything gathered during a
No saving throw is allowed against the potent time in which Stezen is experiencing renewed
attack since it is a gift to Stezen from the Dark vigor is far more flavorful. Such produce
Powers themselves, but an amulet of life gathers a high price at the marketplace in East
protection will save a person from losing his Riding, but most of it is taken as tax-payments
lifeforce. A psionicist can use the mind bar by Stezen himself.
power against this assault, with a -3 penalty to All roads in Ghastria lead to the village of East
his power score. Riding, the only major gathering point in the
Virtually nothing can destroy the painting. small domain. There are two inns at the village,
Flames lap at it harmlessly. If it is slashed, it the Gold Wolf and the Dark Heart. Both are
mends itself. If it is removed from the domain, willing to take strangers as guests, but the
it returns. Only if the marquis dies can the marquis learns of any newcomerspresence
painting be destroyed, for then its powers are shortly after they register at either inn.
lost. Other points of interest in East Riding
Over the years, the marquis has learned two include the large, open-air marketplace and the
things. First, the curse has seemingly made ruined church that sits at the villages center.
him immortal. Stezen has incredible powers of Travelers can buy food and some handcrafted
regeneration (5 hit points per round), and even wares at the marketplace, though the victuals
if he is dismembered and burned, his body will are tasteless and the craftsmanship is rather
reform. Nor does the marquis age. Not a single shoddy.
gray hair has graced his head since he appeared The burned-out church was once a thriving
in Ravenloft. meetingplace.The clerics who practiced their
This invulnerabilitydoes not apply when worship there imparted a certain happiness to
Stezen has been rejuvenated by the painting; the oppressed citizens of Ghastria, a happiness
during those hours, he can be attacked and Stezen found unsettling. He had the building
put to the torch and hung the clerics outside his To gather victims, Stezen holds a seasonal
manor for a fortnight, claiming they had stolen party to which all strangers in Ghastria,
money from his coffers. especially those new to the village of East
By day, there is a 30% chance of an Riding, are invited. At the masque, the marquis
encounter in Ghastria. The chance rises to 50% treats the guests in high style, but in mid-revel,
at night. Common encounters include bandits, he gathers the unwary together and unveils the
bats, rats, snakes, and wolves. Rare encounters painting. Some guests, particularly attractive
include carrion crawlers, ghosts, ghouls, and young women, are spared from the art show so
wights. Stezen will have someone with whom he can
Stezen rules the domain apathetically so long spend his new-found energy.
as the crops are halvested and he has enough The casualties from the party are often
to eat and drink. Unless crimes involve disposed of quietly. If a particular group of
strangers-who interest the darklord for other adventurers or locals has been troublesome of
reasons-he lets the local law deal with the late, Stezen will invite them to the party, then
problem. Local law, in this instance, means leave their corpses at the crossroads in the
mobs with lots of rope. village center. This has been known to keep the
The marquis can usually seal the domain at villagers in line from time to time.
will. If he so wishes, the borders of Ghastria are Usually the marquis is encountered in his
replaced by huge paintings, much like the flats manor, and, since he can use the
used for plays. These paintings appear as energy-draining powers of the portrait only
panoramic, twisted landscapes, and only by once every three months, he often appears as a
walking into one does a player character listless, depressed, tactless nobleman. He
discover its not real. The paintings rise higher always dresses neatly, though his somber
than player characters can fly and deeper than moods often make him appear less dashing
they can dig. They cannot be harmed or than he really is. His hair is stylishly cut, with
breached in any way. The borders of Ghastria long sideburns. A rapier is standard armament
cant be closed when Stezen is under the for Stezen (ld6/ld4; size M type P). Among his
rejuvenating influence of the portrait. collection of these weapons is a special
blade-a rapier of quickness (which functions as
a short sword of quickness). DPolarno also
Confronting OPolarno carries a dirk, concealed in his high leather
Human Fighter, Neutral EvillChaatic Evil boots.
After the restorative powers of the portrait
Armor Class 0 (-2 Dex bonus) Str 14 have been used, the marquis is an outgoing
Movement 12 Dex 16 wastrel. Since the renewed vigor is fleeting, he
Levellnit Dice 8 Con 11 is greedy for any new sensation he can
Hit Points 49 Int 14 experience. For these few hours, Stezen is
THACO 13 wis 10 driven by whim and his alignment changes to
No. of Attacks 3/2 Cha 17 Chaotic Evil; he would be equally likely to
reward a stranger with a gift as he would be to
DamagdAttack By weapon murder him on the spot.
Special Attacks: Nil
Special Defenses: Regeneration
Magic Resistance: 25%
his living hand, now w Tiyet dresses in flax-linen sheaths with
straight, narrow straps covering her breasts.
Ofearnest grasping, The left strap partially conceals a faint white
were cold scar, which marks the incision made to remove
And in the icy silen her heart. Most of the garments Tiyet wears are
So haunt thy days white. She may also wear a diaphanous linen
gown made with a flowing, pleated fabric. Her
feet are sandaled but otherwise bare. Her b
heart dry of blood, is always adorned with jewelry-a wide go1
collar inlaid with turquoise, lapis-lazuli and
other semi-precious gems, silver arm and ankle
bracelets, hair ornaments, and rings.
See, here it is-
/hold it towards you.
Background
iyet once lived in a desert kingdom whose

T history was over 1,000 years old. Her


father was a scribe who served Khamose,
fourth son of the pharaoh. Khamose could not
fail to notice Tiyet when she visited his estate
provided one had been good and ki to see her father; she was lovelier than any
provided ones heart had been true. woman he had seen before. When Khamoie
This is the story of a woman for asked for Tiyets hand, she agreed without
cycle held no comfort. Because he hesitation, for she was as ambitious as she was
been fouled with misdeeds, sh beautiful. One day, she believed, she might live
horrors would await her. Terrifie in the palace of the pharaoh. Marrying
she sacrificed life and spirit to Khamose brought her closer to that goal.
end, she only condemned her Tiyet was not Khamoses first wife. His
was far worse. She became o half-sister, Nufreri, held that honor, and was
dead, a mummy whose beau therefore known as his Grand Wife. (Marriage
but whose heart and hope ar between family members was not uncommon
among nobility.) Although Khamose called
Tiyet his wife, she was little more than an
esteemed concubine, just as Khamoses moFher
lthough same might thi had been. Tiyet shared a chamber with two silly
mummy, the wrappings oft harem girls. Nufreris chamber was loc@ed
gone, and she is no more w beside her husbands.
living woman of 20 years. She is This arrangement did not suit Tiyet well, and
only five feet three inches tal she sought to change it. Through clever
imposing. Her skin is brown, manipulation, she placed Nufreri in a
polished. Her large, almond- compromising position with a male slave.
Khamose, his honor stained, ordered that
Nufreri suffer the fate of all adulteresses: death.
are gilded, her thick hair blacke Though Nufreri pleaded her innocence, she
laudenum. Her lips are dark red, was thrown into a pit filled with wild jackals.
mixture of red ochre, tallow, and Her remains were burned upon a pyre in public.
oment in the dream, Tiyet awoke.
he wanted her for himself.
her nightmare, and begged him to find a way
prevent this from happening. There wasoniy
erced one method known to him, he said--a
procedure that would forever bind her to the

nvbed to his power, Zordenahkt the Clnderyorld. He explained that this could
performed only on the newly dead-not the
n promoting him, thinkin living. And he was not willing to try it, for the
rise above the pharaoh's true consequences were unknown. The
nightmare did not return, and Tiyet did not
mention it again. She and Zordenahkt
continued to meet,each day, rapturous in eac
e of Apophis, God of the Dar
rer of the sun. There she and Khamose was not as foolish as Tiyet
enjoy clandestine meetings.
ample, had waned. He assigned a young

ne night she dreamed of,her temple. Hiding in the antechamber, he listened


nderworld-a journey that all
ion would take. She joined When Tlyet returned home, she overheard
god, on a barque that fioa e slave talking with Khamose, revealing her

Nufreri's-before her. Tiyet knew this was true.


She also knew that a second, stili worse, fate
would follow.
Tiyet retumed to the temple an

t to undergo the test of truth, a

eep within the temple, Zordenahkt


performed the ceremony that she had desired
more horrid death He bathed Tiyet's body in the precious oils of
to preserve her beauty. Then he made a11 of her domain, and they are no more in hsr
incision in her chest, and removed her heari control than visitors from other realms.
The idol of Apophis looked on, as it had She lives in a noblemans estate: the palace
looked on each day Tiyet and Zordenahkt met she once sought is beyond her reach. There,
in his temple. It was a great, black serpent, she may sometimes hold grand parties, like
made from cedarwood. Inlaid jewels and black those the wealthy in her native land once
glass served as its scales. Two rubies set in onyx enjoyed. No one comes: she only imagines
were its eyes. them. The land of Ravenloft creates the sound
Zordenahkt placed Tiyets heart in a stone jar of guests and their revelry for her. Zordenahkt
filled with oils. He placed the jar before his voice is sometimes among them, but it speak:
serpent god. The words he spoke offered Tiyets not to her, and it is elusive, fading as quickly as
heart in return for her safety from torment in it came. Pity the person who is drawn by these
the Underworld. Then he wrapped Tiyets body sounds and the lights of Tiyets home,
in linen, and carried it to his own family tomb. intending to join the guest list.
There he poisoned himself with the venom of Tiyet is a lonely, bitter creature. Yet even
an asp, and laid down beside her to die. when someone visits the oasis near her estate
Tiyet rose the next night. She pulled the Anhalla, she is reclusive. She may be seen on1
strips from her eyes, and saw the body of fleetingly, standing for one moment at the edg
Zordenahkt beside her. Still wrapped in the of the pool, then disappearing as suddenly as
linen swaddling of the dead, she crossed the she was seen. It is not that she is shy. Tiyet
desert and went to the estate OF Khamose. Each prefers not to mix with the living, and she
heart within the house was audible to her, resents their intrusion into her realm.
beating with a maddening pace. Loudest was She is now a creature of dark desires, one
the heart of Khamose, sounding like a drum, who craves not only blood, but also the pulsing
compelling her to seek it out. organ which drives it through the body. Though
Tiyet stole into his room, silent as a shadow. she despises what she has become, she often
She placed her hand upon his chest, and found cannot resist the temptation of a living heart.
that the heartbeat slowed. Khamose stirred, and Its beating can drive her to madness, shutting
his eyes opened wide. His mouth gaped, but out all else but that singular desire to stop it
before he could scream, Tiyet paralyzed him from beating-to stop it by pulling it from its
with her gaze. Then, even as he lived, she haven and devouring it.
reached through his chest and drew out his Tiyet controls all the dead in her
heart. Tiyet placed the bloody mass to her red domain-the mummies in the temples, in
lips and swallowed it. The audible beating of particular. It is likely that visitors will confront
the other hearts in the household stopped; these terrors before they meet Tiyet herself,
satiated, she could hear them no longer. even though they may see her watching from a
Tiyet returned to the tomb and lay down distance.
beside the still body of Zordenahkt. When she All this may change if Tiyet needs to feed.
awoke, she was alone. She had become the lord Once a year, she must eat a human heart. She
of Sebua, a domain in Ravenloft. will not die if this does not occur, but she is still
driven to the deed. Tiyet can hear the beating
of living hearts. This ability (described below) is
Current Sketch enhanced with time. The longer she goes
iyet has lived in Sebua for more than 100 without devouring what she requires, the louder
years. She is the lord, but she only rules a nearby heartbeat will sound to her. She will be
the dead; there are few living inhabitants consumed by an obsession to feed, her body
racked with unbearable pain. When she does Of all the temples in the valley, only that of
find a victim to finally satisfy her desire, she Apophis still stands. The others lie in ruin, their
may not be satisfied with just one. Like a tall columns still standing, their walls and roofs
starving man who finds a meal, she may gorge fallen. When the sun is high, the ruins are a
herself even after her physical hunger is contrast in light and shadow. Only the tops of
relieved, even until the shock of it makes her the columns are bright. Illumination between
sick. the columns is gray and diffuse. Behind them,
it is black.
The valley is also the site of great tombs,
The brnab belonging to former kings, nobles, their

s ebua is a small wasteland, less than 40


miles from one border to the other. It is a
desert but not without variety, including
soft dunes, rocky flats, and steep granite cliffs.
Waterholes and small oases are scattered
officials, and their families. These tombs are
cut into the walls of the cliffs, most showing
only their great facades to the valley itself. At
night, shadows run about outside the
tombs-shadows of men, racing. Some, no
across the domain, but a third are dry, and yet doubt, were once inhabitants of Sebua. Others,
another third are foul. perhaps, tried to rob the stores of wealth in the
The Valley of Death lies in the northeastern tombs.
quarter of Sebua, cutting from north to south The massive rock formation from which the
like a scar across the face of the domain. Once Valley of Death was carved marks the
the bed of a river, the valleys floor is now a red, northwestern border of Sebua. Explorers who
barren expanse that bleeds into the desert. The manage to scale the heights to reach this
earth is dry, cracked, and scattered with stone. border see that the mountains end abruptly,
An occasional small flower, dark and thorny, plunging into an abyss that seems to have no
pushes up from between the cracks. bottom. Dark, heavy clouds hug the wall of the
Sandstone cliffs from 500 to nearly 1,000 precipice several hundred feet below the edge.
feet high form the valleys walls. The rock is The city of Anhalla lies near the center of the
warped and brooding. In the crannies, sand domain, not far from the mouth of the valley.
periodically spills from the ledge far above, Like the temples in the Valley of Death, most of
cascading to the valley floor with a soft hiss. At the city has been ravaged by time and the
the northernmost end of the valley, the walls forces of Ravenloft. Buildings that were once
meet, forming a trap from which the only several stories tall are now marked only by
escape is retreat. Few who walk here will ever their foundations, and perhaps a stone arch,
leave this valley, however, f o r W residents are still bearing an intricate design in red and blue
no longer living. paints. At the center of Anhalla lies a vast
The valley was once the site of great temples oasis. Although the great buildings that once
honoring the gods of Earth, Sky, and the surrounded the oasis are gone, small mud-brick
Underworld. Here, too, is the Temple of Apophis, houses have taken their place. In the 100 years
which holds Tjets heart. The heart is not since Sebuas formation in Ravenloft, these
unguarded, however. Shadowy litfie asps houses have been built.
(poisonous black snakes) fill the inner chambers. Weather: By day, Sebuas deserts are
Furthermore, a great, black-scaled creature sits scorched with heat. Even so, the sky is often
before the stone jar that contains the oily, dark. Storm clouds gather in the morning,
shriveled heart. This creature is the manifestation lowering in the sky. By afternoon. the ctouds
of Apophis himself, devourer of light. (Use the may release a brief, intense torrent, which
combat abilities of a purple worm.) quickly seeps into the ground. More often, the
clouds simply dissipate, leaving a hot hazy sky The temples and tombs of the Valley ab': ". i
that eventually clears as it gives way to the Death are filled with Sebua's bats-ugly, G ' ::
1 .

night. hairless creatures with pale, translucent skin


Sometimes it is not rain that the dark sky that reveals the veins below. Brown beetles w'
portends. At any time, the sky may turn first shiny carapaces cover the floor beneath the
from green and then to black. This signals the bats, subsisting on their dung as well as the
coming of a sandstorm, more dangerous than flesh of their dead. A dead bat will fall to the
rain. floor, where it is quickly covered with a moving
Nights in Sebua are cool and breezy, but not brown carpet. At nightfall, the bats stream from
frigid. Only in the valley is it truly cold, because the temples, flying down the valley and into the
an icy draft spills down from the cliffs and village to feed.
settles on the valley floor. The sky is black but Ill-tempered monkeys and vicious baboons
virtually starless. The moon is always orange, overrun the village of Anhalla, stealing and
casting an amber glow upon the rocks and marauding at the oasis. Their numbers are
sand. curbed only by the occasional assault by a pack
Life: Sebua has few natives. Despite the of wild jackals.
newly constructed homes in Anhalla, no one Most oases in Sebua are fringed with reeds,
but a handful of shy, elusive, wild children live where hordes of bloodthirsty mosquitoes breed
in the city now. The only remaining residents of and hatch. Each night, the sky above the oases
Sebua are nomads, traveling from water hole to is filled with these creatures, along with the
water hole with their herds of camels. (It is hairless bats that feed on them. Along the
rumored that they may even leave this domain. eastern edge of the hills is a small lake, its
If this is so, they travel only to Har'Akir, another waters tainted red by mineral deposits. The
desert domain in Ravenloft.) A small group of mosquitoes at this lake are especially vampiric,
the nomads comes to Anhalla perhaps once coming out after sunset to form black clouds
each month, staying no more than a day. They darker than the night sky. Cloth and thin ..
can be seen by the oasis, gathering dates, leather are no defense; the female's long,
slaying a wild goose, or milking their camels. slender feeding tube can pierce through them
The nomads dress entirely in black. Their A character's face, unless completely covered
robes hang to the ground. Their headcloths are is especially vulnerable to these insects. In ler
drawn across their faces, concealing all but than a minute, exposed eyelids can become
their dark eyes. These people are not friendly. swollen shut.
No matter where they are encountered,they are The Estate: Tiyet's home is a nobleman's
unlikely to speak to anyone who approaches. estate not far from Anhalla. A high wall
Though they will allow a stranger to take water surrounds its well-ordered grounds. The hous
from a source, spears are raised in defense. itself is one story, with a grand porch at the
While human and other races are uncommon front, followed by another, somewhat higher
in Sebua, animal life is abundant. Like the porch. The walls of the house are built from
nomads, most animals are inhospitable. sun-dried brick, which has been plastered anc
Vultures soar over the desert, forming lazy whitewashed. The roof is flat, with a low stom
circles in the sky. Black clouds of locusts cross barrier surrounding the edge. The barrier is
the land once every seven years, devouring adorned with a stylized lotus-flower relief.
plants and even clothing. Scorpions are Beyond the front entrance is a wide hall,
commonplace: often they swarm from a fetid which opens into a large formal living room
waterhole when the stone that covers the well is used for entertaining. The roof of this room i:
pushed aside.

I
TM"S ESTATE .

Main Bedroom
Bedrooms

Family Bedrooms

1 square = 5 feet
Loggia
I

higher man that of the victim may not undct=Ia 1(1L ,,a= La"==" ,,,a
windows at the top affliction.
like all those in the Tiyet's kiss-a third toucn attack-drains *
heavy iron screen. Strength point per round. This loss is
To the side of the living permanent as long as the victim remains in
leads to the roof. Beside Sebua.
and bath. Rooms on the Tiyet's most frightening powers directly
house were traditionally affect the heart. By focusing her paralyzing
course, Tiyet rarely has guests.) gaze upon the victim's chest, Tiyet can wreal
havoc with his (or her) physical well-being.
Provided her victim is within 60 yards, she can
Confronting Tibet slow a heart until he suffers the signs of a he=+
Neutral Evil
Armor Class 10 Str a
1 attack labored breathing, profuse sweating,
crushing weight upon the chest, pain in the
neck and jaw, and intense pain in the arms,

I
Movement 12 Dex 1
LevellHit Dice 12 particularly the left. She needs no attack roll
and there is no saving throw.
Hit Points 60
With four minutes of concentration (ld4
THACO a Wis
rounds), Tiyet can cause the muscle fibers 01
No.of Attacks 1 Cha 1
the heart to twitch in an uncoordinated fashion,
Damage/Attack ldlO + 4 preventing the heart from beating effectively (if
Special Attacks: See text at all). As a result, the heart quivers like a can
Special Defenses: + 1 or better magic of writhing worms. (This is ventricular
to hit fibrillation.) She cannot kill a victim-that is,
Magic Resistance: 20% cause cardiac arrest-unless she touches him
Tiyet does not rely on brute stren The first round of Tiyet's assault on a heal
hearts from her victims. She is a reduces a victim's hit points by 25%. The
woman. Although she is supple, second and third rounds accomplish the san
stronger than she was before sh leaving the victim with only 25% of his hit
creature of Ravenloft. points remaining. At this point, the victim is
She does not require brawn, unable to move on his own: the pain is too
land has granted her other strengt great. During the fourth round, the characte
far more impressive. Her g hit points drop to 10%. This is as great a
anyone she can see. Those who do reduction as she can cause in this fashion. P
gaze are allowed a +2 bonus to thei kill her victim-stopping his heart
throws, however. If they me completely-she must touch him.
save normally. If she touches t Tiyet kills by cardiac arrest only when
chooses to paralyze them, they roll necessary. If a heart ceases to beat, she canr
throw with a -2 penalty. feed upon it. For this reason, she usually
Tiyet's touch can have othe paralyzes a victim. With her unique ability c t
effects. (She may use only on reach through his chest, she draws out the
round, however, including th heart, which, miraculously, continues to bea
chooses to inflict damage, h outside the body. Only a beating heart can
l d l O + 4 points per round. This can satisfy her need.
delaved. however. u This lord finds it difficult to iqnore
- her curse.
Heartbeats of any intelligent, humanoii
$ *: ,.*:,:,
:, '$.i.i .I
,;;
creature within a mile are audible to her until
she feeds. Then, only hours later, she can hear
the beats again, first faintly, then ever stronger.
the bidding of an evil sorcerer. Since travelers
and grave robbers occasionally destroy her
mummies, Tiyet sometimes creates new
II
If she has not fed for 11 months, the sound is mummies, using the bodies of her victims.
painfully loud, echoing inside her skull. Death alone does not create them; she must
I
Tiyets remaining powers seem mundane in mummify them in the common manner. At her
comparison to such horrors. Only magical
weapons with a + 1 bonus or better can harm
disposal are the vats and supplies in an
embalmers house, which lies on the outskirts
II
her. Once a day, she can create a sandstorm, of Anhalla. Visitors may sometimes find a body
using a unique form of the control weather drying there. (See A Recipe for Fine
spell. The storm covers up to a square mile, Mummification on page 11 for details.)
and lasts up to two hours, depending on Tiyets Weaknesses: There is only one way to
wishes. She can move the sandstorm as she destroy Tiyet: trick her into eating her own
pleases. She requires three rounds to create the heart. (The organ still lies where Zordenahkt
storm, but her powers are not restricted during left it long ago-in the temple of Apophis.) If
that time. The Dark Powers augment this the heart is brought to her lips, it begins to
ability when Tiyet wishes to close the borders beat, and she cannot resist it, no matter how
of Sebua, creating a storm that exists only recently she has fed.
along the boundaries of her domain. Only magical weapons with at least a + 1
Once each day, she can summon a swarm of bonus can harm Tiyet. If she is reduced to 0 hit
beetles. Some will attempt to crawl into the points, she has been defeated but not
ears and noses of their victims, driving them destroyed. Her body crumbles into a pile of
mad with pain until the insects are removed glittering sand. Within a month, Tiyets body
(victims must roll a successful saving throw vs. re-forms somewhere in her domains Valley of
spell or be incapacitated for ld4 rounds). Death.
Three times each day, Tiyet can change
shape to assume the form of a huge white owl
with almond-shaped eyes. Like an owl, she can
see keenly at night: by day in this form, she
sees as well as a human. As an owl, she can fly
across her domain to seek out a victim, or cross
the skies at night to observe intruders from
above.
Tiyet also has another form. At will, she can
assume the form of a small monkey with sharp
little teeth. She appears this way only if she
desires to hide among the many monkeys that
roam her gardens and her domain. It is also
useful because it allows her to get close to
otherwise cautious victims, who may think the
monkeys are cute when the creatures offer fruit
to a visitor. In this form, her touch can still
inflict damage, and she can delay the effects to
avoid detection.
Mummies in Sebua can be controlled by
Tiyet, just as zombies and skeletons may act at
ong ago, when the wo
firmly rooted in Chaos,
Background

0
the power of beasts. ne year, winter came early to Gregors
hunters wore caribo village, with a snow so heavy and deep
their backs, so that that the ponies could not drag their sleds
through it. The temperature plummeted. The
hunted. Centuries later, N wind did not blow hard, but it penetrated the
warriors donned bearskin heaviest cloak and chilled the marrow in a
battle, so that they mans bones.
fierce as the creatures th The hamlet of Vorostokov was starvl e
emulated. heavy snow had covered the fields before the
haying was done, and late crops were ruined in
the field. Stores were low; the previous years
crop had been meager. Four months later, in
the dead of winter, oxen were weak and the
might catch the scent o goats gave no milk.
across miles. He covete Hope for survival lay with the hunters. Each
day they braved the cold, but to little avail,
might down a creature twice Their tracking led them only to the carcasses of
its flesh with ease. elk and caribou, which the wolves had downed.
Unlike the hunters before him, G Then fate intervened on Vorostokovs behalf.
gained everything for which A young hunter, Gregor Zolnik, was making his
so, he sacrificed his humani way home, having stayed far too long in the
loup du noir, a new breed of werewol forest. The trees were casting dark blue
Ravenloft. shadows upon the white snow, signaling the
approach of twilight.
Not far from the viIlage, he came across a
lone black wolf that had been injured while
n his human form, Gregor I taking down a bull elk. The wdf lay next to the
elks carcass, too weak to leave bith its fellows
after the feast. Gregor watched the dying
animal for several minutes, envying the
prowess of its kind. If I had your stamina and
human form during daylight hours. sharp senses, he said to the wolf, I would not
At night, Gregormost often go now be starving with the rest of my village. I
cave and crawls into his wolf sbn. would kill enough to feed my mother and
is described later.) Like natural sisters-and then I would kill some more.
is not bound by the Gregor recalled a legend thathis grandfather
himself ansime he wishes to had told him long ago. It was a tale of men who
huge black d f weighing j could change into wolves.
His whiie fangs are unusua The old man had claimed that when some
from his maw, and men dressed in the skins of wolves, and called
piercing and yellow. The t upon the mysterious magic of the night, they
form requires a full round would become beasts. To accomplish this, first
acute pain. W n he b they killed a wolf under the light of the moon.
he is healed of all damage. Then they drew a small circle inside a large
one, using the creatures blood. While sitting in village, where he had abandoned the caribou
the center of the smaller circle, they skinned the night before.
the animal and dressed in its hide. Next they Gregor killed an elk or a caribou each day for
ate its brain, to gain the wolfs cunning, and ate the rest of the winter, feeding the entire
its heart, to gain the wolfs courage. If the community. When spring came at last, word of
forces of the night responded, the men would his hunting prowess had spread across the
become wolves then, and remain so until they kingdom. The duke himself came to visit the
had killed an animal. After this was done, they man who had single-handedly saved
could become wolves whenever they wished, Vorostokov, for many other hamlets in the
for as long as they wished, simply by putting a duchy had not fared as well.
wolf skin against their own bare flesh. It was during this visit that Gregor met the
Gregor decided to see if the legend was true. dukes third daughter, Ireena. They fell in love.
Though he was cold, he waited, watching the The headstrong lreena told her father that she
wolfs soft breathing. When the moon began to intended to marry Gregor (though he hadnt
glisten on the white snow, he cut the wolfs asked). The duke, who had plenty of use for an
throat with his knife, then drew the drcles, expert hunter at his estate, gave Gregor a title.
following each step in his grandfathers tale. Gregor and lreena were married that summer,
The strange magic worked. For a moment and went to live at the dukes castle.
Gregor thought he would die, for he felt a Unfortunately,Gregor found that it was easier
searing pain as the wolf skin fused to his own. to speak the marriage vows than it was to
Then he changed into a wolf, and his screams abandon his life of hunting. Under the pretext
became the howl of a beast. He retained his of visiting his mother, Gregor journeyed to his
own mind, but his body was that of a wolf. secret cave near Vorostokov. That night, he
Immediately he bounded off and hunted all donned the skin and killed once more as a wolf.
night, tracking down the largest caribou within When he returned to Ireena, he took the skin
30 miles of Vorostokov. After killing it, he with him, and hid it in a grotto on the castle
dragged it back to the outskirts of the village grounds.
and left it near his mothers house. Gregor knew that he no longer had a choice;
Then Gregor went to a secret cave he knew the beast was now a part of him that could not
and took off the skin. When he returned to the be suppressed. At night, after lreena had drifted
village the next morning, totally exhausted, his off to sleep, he would steal away from the castle
mother and sisters were very upset, having to become a wolf, and then roam the
worried for his safety. Gregor told them where countryside hunting.
he had left the caribou and went to bed. It was not long before lreena discovered
When he awoke at dusk, the entire village Gregors absences. She believed he was
was praising him. Gregors generous mother dallying with a peasant. Furious, lreena took a
had shared the caribou with everyone in lover to avenge her shattered pride.
Vorostokov. At first Gregor was furious, for he Gregor was mad with jealousy when he
had meant the beast to feed his mothers family discovered his wifes betrayal. The next night,
and that of her sister, but he soon realized that he returned to the castle in the form of a wolf.
with his wolf-magic, he could hunt again. Gregor waited for Ireenas lover to leave his
After dark, he slipped away from the cabin wifes chamber. As the man crept along a dark
and went to the cave. There he removed his corridor, Gregor attacked. The fbllowing morn,
clothes and wrapped himself in the wolf skin. only a few shreds of clothing remained for the
Once again, he became a wolf. He hunted. This guards to discover.
time he downed a bull elk, which he left in the The entire castle was struck with fear. The
duke asked Gregor to find and kill the beast Gregor for food. His mother and sisters prepare
that had assaulted the young noble. Of course, and distribute the fruits of his hunt. Although
Gregor did not succeed, but when no more they may call it caribou, bear, or even wolf, the
attacks occurred, the castle eventually returned meat is nearly always the same. Many of the
to normal. Gregor continued his nocturnal villagers are SuSpicious, having deduced the
hunts. lreena found another lover. true nature of their meals. Most refuse to
Thii time, Gregor killed not only the lover, believe it because the truth is too horrid to
but his faithless wife as well. lreena managed a endure. Tensions run high. Villagers who
muffled scream before Gregor's fangs tore out complain about the meat get none; they must
her throat. When a maidservant investigated, appear grateful or starve. Even villagers who
she too, was killed. Gregor had failed to change ignore the true nature of their food resent their
to his human form. Mad with the scent of dependence upon Gregor and his family. All the
blood, he killed again and again, taking his villagers despise the Zolniks.
victims silently as they slept in the castle. It d g h t seem that the villagers would revolt
When morning broke, Gregor found himself against Gregor, or at least attempt to find food
back in Vorostokov, in human form. Winter had for themselves. But as strong as their hatred is,
returned; the village was starving. It was as if it does not overcome their fear. Gregor slays
Gregor had never left. Now, however, the the men and women who try to hunt, leaving
caribou and the elk were gone, and virtually the their bodies outside the village to be found the
only game he could find to feed his family was next morning. Needless to say, few villagers
another kind-a kind that lived in the villages attempt to find game for themselves.
surrounding Vorostokov, that walked on two Though it is illogical and perhaps even mad,
legs.

Current Sketch
regor is a tormented spirit, caught

G between the monster that he has become


and the hero that he wants to be. Once
again, he resides in Vorostokov with his mother
and sisters. Now, however, his village and the
surrounding region (known as the Vorostokov
domain) have been transported to Ravenloft.
More than ever, his village relies upon him for
food. Unfortunately, by the nature of the curse
that brought him to Ravenloft, Gregor finds
almost nothing when he hunts-unless he
ventures to a nearby village, where there is a
plentiful supply of people.
Gregor's village lies at the center of his large
domain. Numerous villages encircle it, at a
distance easily crossed by a wolf-lord. Those
people live in fear of a great black wolf that
attacks at night. Because other game eludes
him, Gregor is now accustomed to killing men.
The villagers of Vorostokov must rely on
I
Gregor's motive for these killings is a deed for powdery snow, which makes travel all but _ ( "

adoration. He believes that his curse will be impossible for those who are not equipped
lifted-and that he will escape Ravenloft-if he snowshoes (natural or otherwise).
becomes a hero to his village again. A The temperature in this domain seldom ri
who interferes with this quest, even above -20' Fahrenheit. At night, the air is
escape to another settlement, must be I filled with the howling of wolf packs. Althou
eliminated. I Gregor can never seem to catch it, there is still
Long ago, a brave man named Nicolbi tried enough game for a small party to survive.
I
to kill Gregor on the village green. Thi met Certainly the natural wolves here have food.
with limited success. When Gregor waqalmost Anyone attempting to leave the domain o
dead, Ravenloft transported him to his secret Vorostokov (without first destroying Gregor)
cave. Gregor crawled into his wolf skin and was eventually runs into a range of high mountains.
transformed. All his wounds were healgd. The According to legend, there sometimes exists a
following night, Nicolai was killed. I pass through which the mountaihs can be
Amazingly, the villagers of Vorostokfw do not crossed. If Gregor chooses to seal his border
know that Gregor is a werewolf. No on has however, snowstorms and avalanches drive

force-a madman who is somehow bo h more


I
ever witnessed his transformation into a wolf.
Instead, they view him as a malevolent unholy

and less than human. Some believe th t Gregor


can control one or more
but this is incorrect (the rumor
someone saw a wolf kill Nicolai).
travelers back into Vorostokov.

Confronting Grqor
Loup du Noh Lycanthrope
8th-Level Fighter, Chaotic Evil
NIA (16)
c
L> ;.

Armor Class 0 (varies) Str


i Movement 15(12) Dex NIA (14)
LevellHD lO(8) Con N/A(15)
Hit Points 48 (48) Int NIA (12)
THACO 11 (13) Wis
No. Attacks 1 Cha
DamagelAttack 2d12 (2d4)
Special Attacks: See text
Special Defenses: See text .II

Magic Resistance: 20% t i


Note: Numbers in parentheses reflect his
human form.
As a human, Gregor is an 8th-level ranger, with
curse. Perhaps they already have.
all of the appropriate special abilities. (Because
he's no longer good, however, he has no species
enemy.) He fights with a two-handed bastard
he domain of sword +3, which also has the power to heal the
Porest of conifer trees, wielder once per day. Gregor may also fight
miles in diameter. The village of with a spear or bow.
If Gregor's hit points are reduced to 0 (ori
Vorostokov lies near the
small villages, which he suffers any attack that would normally ki&+
him) while in human form, his body disappews
$
is perpetually buried
from sight. Ravenloft teleports it to his secre Gregors evil has had its effect on his mother
cave, where his wolf skin automatically cove and two sisters, who are now witches. They are
him. When this happens, he is sure to assum his sole supporters in Vorostokov, and
wolf form and attack those responsible for vigorously defend his reputation against any
injuring him. who malign him.
Gregors transformation into wolf If Gregor is attacked, they use their abilities
one round. It is always acutely painful, as th to defend him. Their statistics are listed below:
wolf skin fuses to his own and his bod
shape. When the transformation is Antonina (Gregors mother): AC 6 MV 12;
however, Gregor is healed of all wounds. T Wizard 8 hp 2 0 THACO 1 8 #AT 1; Dmg ld4
change from wolf to man form als (dagger); S A spells; SD 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% chanc AL LE
any individual (orparty) over the Commonly Memorized Spells:
they enter a village or take measures 1st level--magic missile (x2), chill touch, sleep;
him. He also as a 90% chance to hide in 2nd level-darkness 15 radius, inuisibilitg, web;
shadows (during night hours only), and an 3rd level-dispel magic, haste, slow;
chance to move silently. Three times per d 4th level-dimension door, ice storm
Gregor can pass without a trace (as t
priest spell). He can always detect poison Natalya and Elena (Gregors sisters): AC 6
detect snares andpits as a 15th-level prie MV 12; Wizard 5; hp 14 each: THACO 19; #AT
Gregor has one attack as a wolf a 1; Dmg ld4 (dagger); SA spells; SD see below;
that inflicts 2d12 points of damage. If MR nil; Str 11; Dex 1 8 Con 14; Int 1 6 Wis 12;
makes a successful bite attack with a Cha 16; AL LE
die roll result, he can also grab the victim Commonly Memorized Spells (each sister):
the neck and shake. The victim suffers an 1st l e v e l - c h person, chill touch, magic
additional ld12 points of damage, and he missile (x2); 2nd level-stinking cloud,
roll a successful saving throw vs. death or inuisibilitg; 3rd level-lightning bolt
a broken neck. A character with a broken
will die if he fails to receive competent he1 Special Defense: As long as Gregor remains
(e.g., someone with healing magic or the e lord of his domain, Ravenloft automatically
healing proficiency) within one turn. ises his mother and sisters from the dead if
In wolf form, Gregor is practically
indestructible. He is immune to charm, ho Gregors Bane: The only way to truly destroy
deep, and other mind-controlling spells. to locate his secret cave while he is
weapons made of pure silver can harm h n sprinkle his wolf pelt with a mixture
is immune to all other forms of damage bane. 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 in t, he will be normally
only half damage. Should Gregor lose a weapons and spells. If he is
points to a silver weapon (orbe destroyed killed in this state, his body will not re-form.
any other way), his body dissolves, and the The eternal winter enshrouding Vorostokov will
re-forms in his secret cave the next night. end, and the domain will cease to exist.
Golem, Ravenloft

c-RRAIN: Anv AnV


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

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

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

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

The ermordenung are a dark and evil people found almost exclu-
sively in the domain of Borca. Here, they act as elite agents who '
serve Ivana Boritsi, the ruler of that dread domain. On rare occa-
sions, they are sent on missions outside of Borca to further the
interests of their mistress.
Ermordenung appear as normal human beings of surpassing
beauty. The men are tall, normally no less than six feet in height, Those who survive this horrid attack may attempt to break free
and smoothly muscled. They seem to radiate an inner power of the embrace (see below), but will be kissed again on the next
from their finely set classical features. The women are tall, often round if they fail to do so.
only an inch or two shorter than the men, and have the perfect Breaking the grasp or embrace of an ermordenung is very diffi-
features that every artist tries to create. Both sexes are marked by cult, for they are considered to have an 18/90 strength if male or
raven hair and penetrating dark eyes that, it is said, are almost an 18/50 strength if female. Weaker enemies must make a saving
hypnotic. Their complexion, however, is rather more pale than throw versus paralysis (with a -4 penalty to their roll) in order to
that common to most of the people in Borca and contrasts greatly pull away from their attackers. Those of equal strength need only
with their dark hair and eyes. make the saving throw itself, while those who are stronger than
The ermordenung speak the common language of the people of fhe ermordenung must save with a + 4 bonus to their roll.
Borca. Their dialect, however, is marked by an aristocratic man- Ermordenung are immune to nearly all forms of toxins them-
ner and they carry themselves with a noble bearing that sets them selves. The only variety to which they have no natural resistance
apart from all but the ruling family. is that of their peers-any ermordenung is as vulnerable to the
deadly touch of their kind as a normal man.
Combat: In combat, an ermordenung will attempt to grasp an
exposed area of flesh on an opponent's body so that their deadly Habitat1Society:The ermordenung live as members of the ruling
touch can do its work. Any successful attack roll indicates that elite in Borca. They seldom mix with "the common f o l k unless
the target has been touched and must save vs. poison (with a + 4 acting on behalf of their mistress, Ivana Boritsi.
bonus on their roll). The effects of the ermordenung toxins are The fact that the ermordenung cannot touch another living
felt within seconds-those who fail their saves are instantly slain, creature without causing it to whither and die causes them
while those who succeed suffer 10 points of damage. endless heartache. They have been forever denied the physical
If the attack roll is a natural 20, the ermordenung has managed pleasures-the caress of a lover's hand, the embrace of a close
to get a firm grip on his enemy. In such cases, the victim must friend, the affectionate hug of a child-that mean so much to
make a saving throw vs. poison (with no modifiers). While fail- mortal men. Their inner suffering and agony has been marshalled
ure to save still results in death, success indicates that 20 points of to make them cruel and heartless agents who carry out the orders
damage are inflicted. If the target is unable to pull free of the grip of Ivana Boritsi without question.
(see below), they will be subject to the same saving throw each
round until they are slain or they escape. Ecology: The ermordenung are normal humans who have been
In non-combat situations, the ermordenung will often use their transformed, at the command of Ivana Boritsi, mistress of Borca,
great physical beauty and overwhelming charisma to lure would- into nightmarish creatures. The process by which these creatures
be victims of the opposite sex close. Once their victims are at are created is dark and mysterious, but is believed to be so brutal
ease, they draw them into a deadly embrace and slay the hapless to its subjectsthat only the most physically fit can survive it. Be-
souls with their toxic kiss. Victims of this "kiss of d e a t h are enti- cause of her own passionate nature, Ivana Boritsi selects only the
tled to a saving throw vs. poison (with a -4 penalty to their die most physically beautiful of her people for the "honor" of trans-
roll). As usual, failure indicates instant death. Success, on the formation.
other hand, indicates that the victim suffers30 points of damage.
CLIMATE/TERRAIN Any
FREQUENCY: Very Rare
ORGANIZATION: Solitary
ACTIVITY CYCLE Any
DIET: Assimilation (see below)
INTELLIGENCE: Variable (3-18)
TREASURE: Variable
ALIGNMENT:
NO. APPEARING:
ARMOR C L A S S 8 (Base)
MOVEMENT: Nil
HIT DICE: 8 (Base)
THACO: Variable
NO. OF ATTACKS Variable
DAMAGEIATTACK Variable
SPECIAL ATTACKS See below
SPECIAL DEFENSES See below
MAGIC RESISTANCE: 20 %
SIZE: L to G + (Rectangular area)
MORALE: Fearless (20)
XP VALUE: 2,000 to 100,000+
Living walls appear to be normal walls of stone or brick,
though they radiate both evil and magic if detected. Infra-
vision does not detect any peculiar heat patterns. However, a
character who casts a true seeing spell or peers through a
gem of seeing will see past the illusion: the wall actually con-
sists of greying and sinewy flesh-faces, hands, broken
bones, feet, and toes jutting from the surface. Characters level fighter. For every mage or priest absorbed, the wall
within 5 yards of the wall can hear low moans of horror, pain, gains spell attacks. The spells usable, however, are only
and sorrow issuing from it. Even if a silence spell is cast, the those the mage or priest had memorized (and has material
moans still rise. components for) at the time of absorption. Each of these
A living wall contains the melded bodies of any humanoid spells may be cast once per day. (Material components are
or monster who died within 100 yards of the wall since its not consumed.) Thus, if one absorbed mage has three fireball
creation. Thus, those who die fighting a living wall are ab- spells memorized and a second mage has one fireball in
sorbed into it and actually strengthen it. Characters and memory, the living wall can attack with four fireballs per day.
monsters retain all abilities they had in life: as part of the If the wall assimilates a paladin or lawful good priest, all his
wall, they become chaotic evil and fight any creature that special powers are reversed (e.g., detect good rather than de-
approaches to the best of their abilities. tect euil, harm by laying of hands rather than heal, etc.).
If a wizard becomes melded with a living wall, his spell- Magical items absorbed with characters grant the wall
casting abilities are retained and can immediately be used in their spell effects, though items that grant AC improve-
future attacks. The wizard retains any spells memorized at ments are less effective because of the walls 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 walls 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 walls 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 walls 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 walls 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. Youll 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. Youll read
96 pages-Recommended for Levels 5 and up

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

TSR, Inc. TSR,Ltd.


120 Church End
Lake Geneva Cherry Hinton
~ 5 3 1 4 7 9 781560 761372 Cambridge CB1 3LB
USA United Kingdom
-
I S B N 3-5607b-337-7
S 10.95 US.
CAN 8 13.50
6.99 U.K.
ADVANCED DUNGEONS E DRAGONS and RAVENLOFT are registered trademarks owned by TSR. Inc. The TSR logo is a trademark owned by TSR, Inc.
Copyright 01991 TSR. Inc. All Rights Resewed. Printed in the U.S.A.

Potrebbero piacerti anche