D&D General The thread where I review a ton of Ravenloft modules

der_kluge

Adventurer
(FYI, there are more reviews on page 11, 14, 16 and 18 of this thread)

Feast of Goblyns ⭐⭐


Feast of Goblyns is interesting, but it's like a train wreck piled upon a train wreck. I stopped reading it after around 30 pages, because it was just a mess. In my mind, I'm like, "well, I can ignore this", and "I can skip all this", and I was left with like 1 out of 30 pages of usable content. That's not even an exaggeration.

The jail scene at the beginning defies logic. Like, ok, a prisoner escapes, and the PCs are enlisted (rather, drafted) to aid the warden, and then after he locks them in the prison just... forgets about them??? WTF? The next section works whether the party is in jail or not, so the whole jail thing is completely unnecessary. You can skip it and it has no effect on the game whatsoever. It makes more sense to run "The Alley" section by having the PCs hear a commotion outside their room at an inn.

Which brings us the next glaring problem. Firstly, this scene could very easily trigger any female players in my game that have been abused or assaulted. So, I could very easily see someone raising an X-card on this entire scene, which would immediately derail this railroad. Assuming that doesn't happen, this entire thing doesn't make any sense. She's putting on an act on the sole presumption that someone - anyone just happens to be nearby who can hear her sobbing? In the middle of the night? In Ravenloft? Smart PCs will just peace-out at this point and go back to sleep.

Assuming that doesn't happen, she tells them that to be free from her forced marriage that... wait for it... she needs a magical crown that was lost by her ancestors, and she knows this because the Vistani told her. OMG. Any normal player at this point is going to be like "wut?". An actual reasonable response to this situation might be "Please escort me to Gundarak, so that I can be with my true love!", or something reasonable like that. Not, "Oh yea, I need this mystical, artifact-level crown." Hoo boy.

A more sensible plot would be summarized as follows: "Akriel finds the PCs at the tavern, recognizes them as outsiders, and mercenaries, and offers them a ridiculous sum of money to go find this thing for her." Do that, and you have a realistic plot, and you can skip like a bunch of nonsensical stuff.

Next is basically a random encounter with a farmhouse on the way from Harmonia to Skald. This, too, can be completely ignored as it adds nothing to this plot.

Next up is Skald, where we get a lot of detail on the layout of an inn that's apparently infested with wolfweres that the PCs have no reason to explore room-by-room. Also, as a side note, I just don't understand the math of Ravenloft sometimes. So, this is a town of like 2,000 people, and a huge percentage of them (apparently) are wolfweres, who like to kill people for fun. So, let's say the murder rate is 1-2 people per day, which by the description of this tavern, seems to be accurate, you're at 500 deaths per year? That means that in 4-5 years’ time, this town will be completely devoid of people. Unless they only attack visitors? In which case every merchant that enters the town is slain, and how long before every surrounding domain just says, "F that place, no one go there", and now suddenly Kartakass is completely isolated from every other domain, and trade grinds to a halt, and when that happens, this place will make the Dark Ages look like a paradise. So yea, the Inn description is completely ridiculous and over-the-top and makes no logical sense, whatsoever. And it can be completely ignored. And even in the module it indicates that Akriel suggests that the PCs head BACK to Harmonia to start their journey in finding this crown. Right, so Skald is an absolute waste of time. I'm starting to think this entire module is just a dumping ground for stuff that was maybe culled from other modules and found a home here. Ok, so now I've basically ignored more than 1/3rd of this book...

I basically stopped reading at this point. Skimming the next section, it looks equally stupid. Seriously, if you're thinking about running this module, look elsewhere. This one is atrocious. The only useful parts of this are the details you get about Harmonia and Skald, in case your party is interested in exploring those areas. That's about it.



Chilling Tales – Through Darkened Eyes
⭐

This module starts off bad – the group is riding in a carriage with Dr. Van Richten. (all the modules in this book involve Van Richten in some way) There’s a man sobbing near a burning farm. Van Richten is supposed to go and talk to him, assuming the PCs are all heartless SOBs that wouldn’t also do that. But let’s continue, pretending like I haven’t shoehorned this Mary Sue NPC into my campaign.

The villain here is a darkling who goes by the name Brissell. He sets up an elaborate scheme to rescue his son, Kinar from a nearby tribe of Vistani. Clever GMS could work with this and maybe, just maybe convince the PCs to go along with this ruse, but that’s a decent-sized “maybe”. But here’s the rub – the Vistani tribe is large, with 35 members, including several children, dancing bears, and high level spellcasters. Brissell spots his son, and in a combat that is absolutely, positively not going to go sideways somehow, takes his son from the tribe. Incidentally, this module doesn’t mention Kinar again. Apparently, he was an illusion this entire time, and is just completely removed from the story. Also, “Brissell” is wearing some seriously powerful magic items. So, if the PCs get the upper hand on him and kill him, they’re rewarded with some ridiculously over-powered things. Also, at least one of the PCs is supposed to be captured by the Vistani, because if there’s anything I love more than a railroad, it’s removing player agency.

Next, the PCs catch up to “Brissell” in the graveyard after they fight through some spiders, where he performs a dark ritual to summon a grave elemental... for reasons that are mostly unclear. And yes, more combat ensues. At one point, Brissell jumps into an open sarcophagus to escape, and to follow him the PCs must work together to lift the lid on the … open(?) sarcophagus to follow him. What? Here’s the best part – Brissell could do all of this without even rescuing his son (who apparently disappears after he’s taken anyway). The entire adventure could be thus shortened into “Lomar, the darkling wakes up one day and decides to summon a grave elemental for no reason whatsoever.” That’s it. Oh, and the Vistani knows where he hides, because they have the divination magic available to them in order to find him. Blech! This mess isn’t salvageable.



Chilling Tales – Undying Justice
⭐⭐⭐⭐

The adventure starts at a dinner party, because why not. The module indicates that Van Richten can tell a story and gives options from “Van Richten’s Guide to Ghosts”, but if you don’t own that book, shame on you – Van Richten tells no stories! Seriously? At the party, a nobleman asks Van Richten for help in ridding his home of a “malicious spirit”. Fortunately, Van Richten agrees not to meddle, which leaves the PCs to take on this quest. Or, you know, just remove Van Richten, and have the nobleman reach out to the PCs directly, which makes more sense anyway.

The home is haunted by the spirit of a servant of the nobleman’s, who was murdered in a fire because the nobleman believed the servant (Tommas), was making moves on his wife, and possibly his daughter. In a rage, the nobleman burns down his house with the servant chained to a bedpost. The servant came back as a ghost and is seeking revenge against the nobleman and his family but will settle for an apology. Over the course of the investigation, PCs could follow up on a whole host of possible leads, but they are mostly dead ends (and could take a fair amount of game time, actually).

The NPCs are fairly one-dimensional, but certainly can be made a little more interesting with a little work on the GM’s part. I think it could be fun to place a few more red herrings in here, personally. In the end though, this kind of works. The ending seems a bit underwhelming, however. Personally, I’d let killing the nobleman be enough to satisfy the ghost. The module indicates that only an apology will suffice. Although, in my opinion, murdering the nobleman would be on-brand with Ravenloft. You could justify that if you made the nobleman’s business something unsavory, too. As it is, it says he made his fortune in the cooking oil business, which frankly sounds a bit implausible.

This module also wins points for having a great map to a nobleman’s estate and making logical sense. Additionally, there’s no combat here (unless the PCs pick a fight with something), so it could be scaled up and down however you want it to be. This module calls for level 3-5, but it could work easily for about anything between 1-6. Although higher level PCs are certainly going to cast speak with dead to short-circuit a lot of this. Lastly, most PCs are going to beeline it to the study, which the nobleman says is off-limits. Of course, that’s going to just ask for it to be investigated first. You could also play this up with a business finding out that his competitor has people in his house. Perhaps he’s willing to pay for trade secrets. Lots of ways you could mold this into interesting ways. Honestly, you could change it such that Tommas was actively having an affair with the wife. And maybe while investigating it, they uncover a plot from the wife to murder her husband. That alone makes this like twice as compelling!



Chilling Tales – Gazing into the Abyss
⭐

Just skimmed through this, it’s obvious there’s nothing redeeming about this “module”. It’s basically just a story about a vassalich (a weaker form of lich) having a grudge against Dr. Van Richten. The story unfolds as the vassalich tricks Van Richten into killing innocent people because illusions make them appear to be vampires. There’s not much for the PCs to do here except watch some character development unfold for Van Richten, and maybe introduce a very powerful recurring villain that, because its phylactery is in Azalain’s lair in Darkon, they can never really remove. Move along. There’s nothing to see here.



Chilling Tales – Family Feud
⭐⭐

Clocking in at a massive 2 pages, this “adventure” is really a short side-quest involving some werewolves trying to kill a weretiger. Although, somehow, it’s not terrible? Mercifully, Van Richten could be removed easily. Basically, the party encounters a group of werewolves posing as Vistani. They tell a story about how they were attacked by some werewolves and would appreciate aid in eliminating them. The Vistani are the real werewolves, and their target is a weretiger mother with her young cubs. When the PCs visit the weretiger, they easily, and quickly learn that she’s not what the werewolves claimed she was, and then out of nowhere, the werewolves attack! It’s not really clear what purpose the PCs serve in this encounter, since the ruse is so wafer thin, only blind PCs would actually attack the weretiger. I would argue that what might make this somewhat more interesting is to make the werewolves actual teenagers, who have learned about the weretiger and try to convince the PCs to kill her, or perhaps they manage to kidnap one of her cubs, which causes her to hunt them relentlessly. That sounds like a far more compelling story.



Chilling Tales – The Surgeon’s Blade
⭐

I’d like to find something redeeming here, but unfortunately, I can’t. The premise is that a mad scientist kidnaps Van Richten because he wants to use his superior intellect for a super golem he’s creating in a secret lab in some ruins. A bunch of rogues with artificial limbs kidnap Van Richten, and why they continue to work for the mad scientist after he’s removed various limbs from them is quite the mystery, but that doesn’t stop the module from going into an excessive amount of detail describing them all. Oh, and the kidnapping can’t be prevented. It must happen. After that, the module makes no mention of these rogues again, and instead you fight a group of flesh golems. Also, the mad scientist has psionics, and it’s a requirement since it’s a plot device here. The scientist transfers his intellect accidentally into a bear golem type thing with carrion crawler tentacles for arms. Yes, it’s all as stupid as it sounds. Next!



Chilling Tales – The Scarlett Kiss
⭐⭐⭐⭐

A young female vampire, posing a holy sister in a hospice, attempts to turn Van Richten into a vampire to stop him from finding out the truth about her. Incidentally, a hospice is where people go to die, not to be healed. But that’s a semantic problem. The PCs find Van Richten after a failed ambush against the vampire – a scene which largely makes little sense. The recovering Van Richten implores the party to find the vampire amongst the sisters at the hospice and destroy her. The PCs must navigate the politics of the hospice and find enough clues to root out their suspect.

Despite a bit of a bumpy start, and of course the forced inclusion of Van Richten, this module is solid. I really like the idea that a hospice (ok, I’m going to call it a hospital, since that’s what it is), was built on top of a site which once housed some catacombs and that is where the vampire secret lives. Coming up into the hospital, she has learned some actual healing, and learned how to resist a lot of the obvious tells that a vampire might have – garlic, crosses, all the usual things. Now she’s just trying to keep a low profile and go about her existence as low-key as she can. That’s a solid premise.

The inclusion of Van Richten is slightly annoying, though the added time-pressure does add a sense of urgency to the adventure. With a bit of work, this could be an excellent module. Change Van Richten into a visiting priest – perhaps from a different town. The priest visits to see what he might do to build such an establishment in his city. The young vampire falls for this young, handsome priest, and despite her attempts to maintain a low profile, can’t resist her desire to have him for herself. After all, she’s shuttered in a building with a bunch of women, and sick patients. She attempts to convert the priest, and he, in turn, has a crisis of faith and falls for the beautiful young woman, even though he doesn’t realize she’s a vampire. This could set up an interesting role-play situation where the PCs must figure out if it’s even necessary to kill the vampire, or if they think she can be redeemed in some way.



Chilling Tales – Ancient Dead ⭐⭐

I’ve always legitimately wondered if anyone has ever ran any of these Egyption-themed Ravenloft modules. These really have two major issues – the flavor is super strange for Ravenloft. I know there was a huge fascination with all things Egyption during the Victorian era – it’s inclusion here as a setting just seems out of place. And secondly, there just don’t seem to be enough of these modules to build a campaign around that domain specifically. So, at best, you’re including them as minor one-shots, or just short excursions. But I digress.

This module isn’t terrible, but it is sort of one-dimensional. It hinges on the party following Van Richten to Har’Akir to receive a treasure for help he’d given them in the past. There, he hears about slaves coming up missing, and the noble there offers the PCs a fortune in carpets to bring him back his slaves. Most PCs aren’t going to be keen to do this, but Van Richten suggests that they can maybe find the slaves and help them continue their path to freedom, and perhaps the others as well. What unfolds from here is a straight line to a dungeon crawl, with a fight against a mummy lord. There isn’t a real conclusion to this quest, and very little regarding the slaves is even mentioned.



Chilling Tales – The Taskmaster’s Leash
⭐⭐⭐

This entire scenario reads like some sort of wicked DM power trip. The PCs arrive in a town to find their dear friend, Van Richten. There, they learn that the entire town is under the oppressive thumb of the “black watch” – a thug police force that lashes citizens for even the lowliest of infractions. The leaders of the town are fiends in disguise and are ruling the town with an iron fist. The PCs are tasked with releasing their friend from the jail (and possibly themselves) and freeing the town of its oppressive masters.

While there’s technically nothing terribly askew with this module it also isn’t overly interesting. It’s doesn’t really have a Gothic horror feel to it at all and honestly could be ran in just about any setting. It might make for a decent one-shot, though with all the potential combat, it would take way more than 4 hours to complete.


Book of Crypts – Bride of Mordenheim ⭐

The first module in this book takes place in Lamordia. There, the PCs meet Katrina on a sandy beach. After telling them that’s she’s searching for her aunt, the PCs can agree, and all seems OK so far. By mid-afternoon the following day, the PCs, with Katrina, find the house. Inside, the PCs hear a noise, and head upstairs. There, they find a door with a chair against the doorknob (which is super weird since it’s on the PCs’ side of the door). Inside the door, they find Victor Mordenheim, and he seems pleasant enough. Although, most reasonable PCs will probably just kill him since the creep factor here is off the scale. That’s probably the smart play, to be honest. Victor offers the PCs a room for the night (did I mention it’s mid-afternoon?), and then through deus ex machina, kidnaps Katrina in the middle of the night. Nothing the PCs do will stop this. The plot must move forward! Anyway, they find Victor with Katrina in an operating room where he plans to transfer the soul of his wife into Katrina’s body. A fight ensues, and all ends happily! Unless the PCs can’t cast neutralize poison to save Katrina. I guess she dies, otherwise. Or something. Also, I like how the cover says “levels 3 and up” and this module is literally 2-4. Oops.



Book of Crypts – Blood in Moondale ⭐

This module is a railroaded, ham-fisted mess. Long story short, the PCs are members of a militia, complete with a captain and two other NPC guards who get caught in a snowstorm and are forced to wait it out by finding an inn for the night. Thereafter, several vicious murders happen all at the obvious hands of a werewolf. And the captain is suspiciously absent. Of course, it would take an absolute moron not to realize that the captain is behind these murders. But assuming for even one second that’s not the case, why are the PCs in a militia group with a captain? It’s almost like the writer doesn’t know how this game works. Also, the innkeeper is a vampire.



Book of Crypts – The Dark Minstrel
⭐⭐

The PCs are randomly summoned by a minstrel to a feast at his mansion where he traps you in his place for 100 years. Spoiler alert: any creepy dude that invites you back to his place to “listen to music” is always up to no good. If the PCs refuse this invitation, they are forced to comply through heavy-handed phobias. Because of no particular reason. After the mansion is whisked away to the void, the PCs can explore and destroy everything impunity. It doesn’t seem like it would take long to zero in on the harpsichord to end this quest. Also, for a supposedly morally good bard, forcing random strangers to spend 100 years with you just because you grow lonely is pretty evil. Even his statblock says “NE (but believes himself to be LG)”, like how?? This module might be workable if you don’t just thrust them into the scenario completely randomly as the module does. If the entire setup felt more natural, like maybe the minstrel meets the PCs somewhere, and they express a liking in his music, then he could invite them to his place for more music. At least then it wouldn’t feel so heavy-handed.



Book of Crypts – The Cedar Chest ⭐⭐⭐

In this tale, the PCs are hired (at a paltry rate, btw!) to help a constable hunt down a murderer. The murderer leaves a calling card, and a grisly murder scene behind. The murderer is a former necromancer who uses a magic jar spell to move from person to person and enjoys randomly murdering people. Which honestly, I think you could find something better to do with your time, but who am I to judge? The murders happened a while back, and then stopped, but have started up again. Though, I’m not sure the module really says why that’s the case. Anyway, the PCs find out one of them is the murderer, though none of them realize it. The module suggests using a PC for whom a player can’t make the session. I’m not sure that’s necessary. I also don’t think it’s necessary to even tell the player that you’ve chosen that it’s their character until the jig is up.

For this module to work, one needs a deep understanding of how the magic jar spell works. In the module, if the affected PC asks a question during the speak with dead sessions, the dead person doesn’t respond to them. That alone is going to rouse a ton of suspicion, though I’m not sure it’s necessary to do that. I’d have to better understand the nuances of magic jar, and if you’re not running this using 2nd edition rules, you’d want to make sure it all still works with whatever edition you are using.

It’s an interesting backstory, and the way the quest is introduced to the party is all pretty interesting. The flow of the adventure seems reasonable (although the order of events seems arbitrarily forced). If the PCs are told that one of them is the killer, then it seems reasonable that once they go to bed, they’re all going to manacle themselves to the bed, and the keys will all be kept with the innkeeper. In other words, clever PCs are going to go out of their way to ensure that none of them awaken in the middle of the night to commit a heinous murder – sleep spell or not, if you don’t have the key to your manacle when you wake up in the middle of the night, you’re not going anywhere. That pretty much derails this. And why Alisia doesn’t mention the cedar chest upon their first visit makes absolutely no sense at all. Only in death is she like “Oh yea, I should have mentioned that!” What?

With some work, this could become an interesting little quest, but would require a fair amount of repairing to circumvent some of the obvious holes in the story here.



Book of Crypts – The Rite of Terror
⭐

In an unnamed domain, the PCs enter the town of Aferdale, a town described as having a population of just over 1,000 people. The map to Aferdale, which looks like it was numbered by an insane asylum patient, has about 30 buildings. Presumably, this must mean that each building houses about 34 people. Got it. The PCs learn that lots of people go missing in this town, and no one seems to know why. Well, everyone has theories as to why, but nobody has acted on any information to date. Which is super crazy. But let’s just pretend that’s normal. When the PCs investigate, they can meet a ghost in a field, who was a victim of the cultists that are doing all the killing. Apparently, no one has bothered walking in this field until the PCs came along to get this valuable information.

The cultists in question are Malar worshippers, and they’ve killed 12 people this month alone. At this rate, Aferdale will be a ghost town in maybe 5-6 years. And even though they only kill “wild” animals, apparently polymorphing children into wild animals is a loophole that Malar is cool with? What’s incredible here is that the parents of these missing children aren’t literally ripping apart every farmstead they even remotely suspect of being a ne’er-do-well to stop all the death. Every aspect of this module is just completely unbelievable and illogical to the point of absurdity.



Dungeon Magazine Issue # 64 - Last Dance
⭐⭐⭐⭐

Like most Dungeon magazine modules, Last Dance is fairly verbose, and includes a lot of backstory. But, despite some foibles here and there with a few things, this one seems pretty solid. There is, however, a bit of a disconnect between the stated level range of the module (2-4) and the level of the final form of the Madame Tuvache (12th). The premise of this module is simple enough – crazy woman invites you into her crazy house, where said crazy house is designed to kill the PCs.

To start, she invites you to her estate to help eradicate something in the basement for her. That seems reasonable enough. Curiously, the module goes through hoops to make her seem creepy AF, which seems heavy-handed, because you want the players to believe this woman’s story – not immediately assume she’s some sort of vampire! At any rate, she lures them into the basement, where the PCs can discover a literal ticking time bomb. Once diffused, they can explore the remainder of the basement (which isn’t large), and possibly find the water wheel, which would deactivate everything in the entire house. Although initially they wouldn’t have any reason to think to disable it. In fact, it might take a few rooms for them to realize that the stuff here is powered by it.

The module is mostly a dungeon crawl through the house and all its macabre puppets and clockwork traps. There are two illogical things about the place. First is that the PCs are taken to the basement where a bomb attempts to kill them. The fact that the remainder of the house is mostly also designed to kill them is a little strange. It’s as if she expects the basement trap not to work. Secondly is the ending – in the module, killing Madame Tuvache results in her becoming a basically unkillable villain, from which the low-level party must flee from. This was likely done to not have to give the PCs a free home for which to use as a base of operations, but it does leave the adventure feeling a little incomplete. Most players are going to tend to overlook the first one, but the second one could use a bit of rework to feel satisfying.



Howls in the Night ⭐⭐

This adventure takes place in Mordentshire, in a coastal town. Here, the PCs check into an inn, and learn a little bit about hounds prowling the countryside. At this point, the innkeeper passes a bowl around to collect a bounty to entice the PCs into killing the hounds, which qualifies for the flimsiest hook into an adventure, ever. Failing that, the sheriff will literally force the PCs to help the town or throw them into jail. Wow, ok. Assuming that doesn’t happen, the group follows the sheriff to investigate a murder of a local shepherd. Shortly thereafter, they fight a group of bog hounds. After that, they meet a gardener wandering around outside, who leads them to a nearby manor house. He then tells them that his master hasn’t aged in 50 years, and that the hounds seem to be getting closer. How convenient!

Because it wouldn’t be a 2nd edition module without some detailed map of some sort of structure, we get a room-by-room detail for the entire house, even though the PCs really have no business rummaging through the house in this manner.

I honestly gave up on this module by this point. The entire thing is completely implausible. The start is ok, but in 50 years, no one thought to check out this dude who never aged? And Westcote himself knows the history of the bog hounds because it’s his story. That never slipped to anyone in this town in 50 years? Also, no other adventurers have entered this town in 50 years to deal with this problem? There’s nothing in this entire adventure that would compel the PCs to care about it at all. And despite how original bog hounds are as a monster, they aren’t interesting to fight. The “story” basically just consists of ham-fisted attempts to lurch the party from one combat to another, and then for the GM to stitch it all together with an overly convoluted backstory that, again, the PCs are going to care nothing about.



Hour of the Knife ⭐⭐

Hour of the Knife is a Jack the Ripper murder-mystery type module set in Zherisia. This domain only warrants a small paragraph in the 5e Ravenloft book. But it could be placed in just about any decent sized city fairly easily. It is patterned after London. The PCs are thrust into the city blindly and then are immediately witness to a vicious murder. At this point, despite no one even asking them, it is expected that they will begin solving this crime.

One of the first things the module instructs the GM to do is to outright murder any PC that is left alone with a doppleganger (there are many of them). No dice, no warning, just death to the PC, now you’re playing a doppleganger. Furthermore, that PC is then instructed to murder any other PC if they are given the opportunity to do so. I guess it doesn’t matter if the PC in question has 100 hit points, or not. They are just insta-killed and replaced. This is a sure-fire way to both end a campaign, and to also make your players hate your guts. It also doesn’t make a lot of sense. A Doppleganger generally tries to keep a low profile. They wouldn’t draw undue attention to themselves by leaving a trail of bodies everywhere. Also, what do they gain by randomly killing people? Fortunately, the module provides a way for these PCs to eventually be resurrected, but the taint of the heavy-handed and forced death this creates can’t be erased so easily.

Hour of the Knife was originally a tournament module, and it shows. There, the players won’t be as invested in their character, and the GM could get away with a lot more stuff than you can in your home campaign. As it stands, this module would require a fair amount of rework to make it usable. For starters, I would probably vastly decrease the number of doppelgangers and offer a very compelling reward for the capture or killing of the murderer. That would at least provide some level of incentive to the party for embarking on it in the first place.
 
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der_kluge

Adventurer
Sorry for the wall of text. I'll be posting more as I finish them. If some of these reviews seem less than thorough, it's because I became utterly disgusted with them and basically gave up. It is remarkable to me, however, how some of these have fairly positive reviews on the interwebs. Feast of Goblyns, for example, routinely gets glowing praise, but it's one of the biggest piles of crap I've ever had the unfortunate pleasure of reading. But if you read between the lines of some of those reviews, people change a LOT about them, or they are often remembered through rose-colored glasses when they played through them as 16 year olds, and didn't have the mental capacity to scrutinize things as much.

Also, if there are specific things people want me to review, I can take a look at them. I've got quite a few more on my list, including a fair number of Dungeon magazine reviews, Castles Forlorn, The Evil Eyes, and a few others.

I just wanted these to live on the internet since I would have really, REALLY appreciated a resource like this before I started down this path. I'm working on a Ravenloft campaign (not CoS), and using a lot of these modules to form the basis of my game.
 

Remathilis

Legend
I think part of the charm, and frustration, of Ravenloft is Nightmare Logic. That is, things happen in Ravenloft that would be giant flashing warning signs in any other D&D campaign (let alone the real world) but are completely accepted by the people at large. PCs are unique because they're some of the few who see the inherent contradictions. That is completely in keeping with gothic horror in specific and horror in general (to the point many of the bad-decision points needed to keep the plot moving are lampooned in movies like Scream, but the genre-savvy characters still fall victim to them.)

When I started my Ravenloft game, I had to spend a sizable chunk of session zero advising my players to buy in on this trope. That things won't make sense and that's on purpose. That the Dark Powers and the Mists will always find contrivances and smooth over plot holes and that things won't always make sense, much like how a dream can veer into strange areas (he was my brother, but also the village barber) with little explanation.

Now, that's not to say the modules weren't inherently bad in other ways. 2e Ravenloft is hella-railroady and really requires you to accept that DM MAGIC is going to keep the plot chugging along. But I think it's worth keeping in mind that a lot of Ravenloft does not sweat the details when it comes to logistics, motivation, or plot contrivance. Its about the vibes.
 

der_kluge

Adventurer
I can accept that to a certain extent, but I still feel like things should more or less make logical sense - i.e., the NPCs should still behave in a manner that conforms to some semblance of reality. But more importantly, I don't want to have to break the 4th wall to get my players to enjoy some contrived module. That's a bridge too far for me.

I am going to create a cult called the Order of the Veil. This cult is made up of people who have figured out that the land itself seems to be out to get them, and that if you commit wantonly evil acts, it can respond with certain gifts, and they basically try and find what the limits of that are. I'm surprised something like that isn't canon, TBH.

Mods: Why isn't there a Ravenloft subject? There's a spelljammer one!
 

TiQuinn

Registered User
Also, as a side note, I just don't understand the math of Ravenloft sometimes. So, this is a town of like 2,000 people, and a huge percentage of them (apparently) are wolfweres, who like to kill people for fun. So, let's say the murder rate is 1-2 people per day, which by the description of this tavern, seems to be accurate, you're at 500 deaths per year? That means that in 4-5 years’ time, this town will be completely devoid of people. Unless they only attack visitors? In which case every merchant that enters the town is slain, and how long before every surrounding domain just says, "F that place, no one go there", and now suddenly Kartakass is completely isolated from every other domain, and trade grinds to a halt, and when that happens, this place will make the Dark Ages look like a paradise.
So…Ravenloft is not/was not really intended as a “realistic” setting in the sense like Faerun might be or Eberron might be. It’s more of a vibe, and it would’ve been far better served by not including the same kind of city/village statistics about how many people live there the way they’d describe Waterdeep or Ten Towns. It’s ripped out of a Universal horror movie or a Hammer horror movie. In those movies, there are countless little villages forever preyed upon by vampires and werewolves and no one ever really considers how those villages in those movies withstood the nightly monster attacks and managed to be viable places to live either.
 

TiQuinn

Registered User
Feast of Goblyns, for example, routinely gets glowing praise, but it's one of the biggest piles of crap I've ever had the unfortunate pleasure of reading. But if you read between the lines of some of those reviews, people change a LOT about them, or they are often remembered through rose-colored glasses when they played through them as 16 year olds, and didn't have the mental capacity to scrutinize things as much.
Gotta be honest, this is the way it is for MOST of the Ravenloft adventures. The best use for most of them is inspiration for set pieces. Also, be prepared for lots of “Your PCs die at the beginning and are resurrected by the villain to lure them into Ravenloft” stories.
 

der_kluge

Adventurer
So…Ravenloft is not/was not really intended as a “realistic” setting in the sense like Faerun might be or Eberron might be. It’s more of a vibe, and it would’ve been far better served by not including the same kind of city/village statistics about how many people live there the way they’d describe Waterdeep or Ten Towns. It’s ripped out of a Universal horror movie or a Hammer horror movie. In those movies, there are countless little villages forever preyed upon by vampires and werewolves and no one ever really considers how those villages in those movies withstood the nightly monster attacks and managed to be viable places to live either.

The difference is that, in those stories, there's like ONE bad guy - one vampire, one werewolf, what have you. Feast of Goblyns literally has a tavern full of vile wolfweres that kill with impunity. The other thing is that - and I treat dragons like this in my "normal" campaign, is that they don't prey on people. A smart vampire would mostly feed on animals, just as a smart dragon is wise not to attack caravans and pilgrims on the roads. Neither would want to arouse a lot of suspicion and ire towards them. A dragon can occupy a part of the world for decades simply by feasting on the local fauna, but as soon as it chomps down on a group of merchants, adventurers are going to start hounding it until it's dead. A vampire would have to operate in the same way. A werewolf attacks blindly. You'd only kill one person close to you before you start going to bed with a manacle around your ankle tied to your bedpost.

I see that a lot with regards to the townsfolk in these modules, too. The Rite of Terror in the Book of Crypts suffered from this. A dozen kids have gone missing just this month, and yet the townsfolk do... nothing? Like, Ravenloft or not, what kind of parent is just going to sit idly by because "well, that's life, I guess?" Good lord!

I mean, I'm willing to fix some of these modules to a certain extent, but many of these are just broken beyond repair. That doesn't mean I haven't found some really good ones. I really like Night of the Walking Dead (and am working on a review of it currently). The 5e House of Lament is really solid. Neither Man nor Beast seems pretty solid, thought I haven't dug into it too hard. Chilling Tales has some really good adventures - Undying Justice, and The Scarlett Kiss are both excellent. The Cedar Chest in the Book of Crypts could be doable, but would take a fair amount of work to make sense. The Sea Wolf and Castles Forlorn also seem quite good.

Not sure why people feel the need to justify that it's OK for there being so many bad modules. If I have to go through hoops to make a module believable and logical, it's not worth the effort, IMHO. Not when there are actual good modules out there that I can run without having to do that.
 

der_kluge

Adventurer
Gotta be honest, this is the way it is for MOST of the Ravenloft adventures. The best use for most of them is inspiration for set pieces. Also, be prepared for lots of “Your PCs die at the beginning and are resurrected by the villain to lure them into Ravenloft” stories.

I think some of the higher level modules do some of that stuff. I haven't really gotten to those yet, but I've seen the reviews.

I guess my goal here is two-fold - to find modules that I think are worthy to include in my campaign, by finding the hidden gems, and to make others aware of them as well - hence this thread. I mean, I've catalogued like 60+ modules (book of Crypts and Chilling tales alone have like 17 between them), and there's like a good dozen from Dungeon magazine. Every time I turn around I'm finding a few more. There's like 90+ things returned on adventurelookup.com when you search for Ravenloft. I have to believe that there's some really, really good things in that set. Even if it's just 10% that are good, that's still 9-10 really good modules.

I'm not exclusively running Ravenloft modules, either. There are a handful of really good Dungeon modules that still have the right kind of vibe that I'll probably be including them as well. "Nightshade" is one and "Spottle Parlor", as well as a side trek called "Invisible Stalker", and maybe a few others. My first module is at least partially inspired by Bleak House.
 

TiQuinn

Registered User
I see that a lot with regards to the townsfolk in these modules, too. The Rite of Terror in the Book of Crypts suffered from this. A dozen kids have gone missing just this month, and yet the townsfolk do... nothing? Like, Ravenloft or not, what kind of parent is just going to sit idly by because "well, that's life, I guess?" Good lord!
I think this is why 5e (I think it was 5e that did this) introduced the concept that many of these villagers are just manifestations of the mists, doomed to endlessly live through a cycle of life and death and rebirth, just to feed the monsters that are imprisoned there. I'm not sure I totally like that idea compared to making Ravenloft more viable as a setting where people actually live, if not thrive, but it is on theme.
I think some of the higher level modules do some of that stuff. I haven't really gotten to those yet, but I've seen the reviews.

I guess my goal here is two-fold - to find modules that I think are worthy to include in my campaign, by finding the hidden gems, and to make others aware of them as well - hence this thread. I mean, I've catalogued like 60+ modules (book of Crypts and Chilling tales alone have like 17 between them), and there's like a good dozen from Dungeon magazine. Every time I turn around I'm finding a few more. There's like 90+ things returned on adventurelookup.com when you search for Ravenloft. I have to believe that there's some really, really good things in that set. Even if it's just 10% that are good, that's still 9-10 really good modules.

I'm not exclusively running Ravenloft modules, either. There are a handful of really good Dungeon modules that still have the right kind of vibe that I'll probably be including them as well. "Nightshade" is one and "Spottle Parlor", as well as a side trek called "Invisible Stalker", and maybe a few others. My first module is at least partially inspired by Bleak House.
I recommend The Created as a good starter module. It's pretty well done - maybe needs a bit fleshing out to make it a little less obvious what's going on, but it's well worth it, IMO. I did some work on it to turn the first part into more of a murder mystery and it worked really well. Sometimes, the modules need to be dialed back, and made more subtle to preserve some of the horror.
 

Stormonu

NeoGrognard
All the 2E Ravenloft adventures have serious issues,and they don’t play nice by standard D&D rules. Most of the original line start off by killing or infecting or otherwise turning the PCs into monsters under the thumb of the primary villain. They require a special kind of buy-in on the player’s part to be usable, and won’t fly in typical D&D style “heroic” games. You have to have a crew of the likes who will play Call of Cthulhu without complaint to make most of these adventures fly.

Out of those old adventures, I think Night of the Living Dead and Touch of Death have the best potential to be mostly usable as-is.
 

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