D&D 5E [Let's Read] DM's Guild Ravenloft Sourcebooks

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Product Type: Adventure
CoS-Required? Yes

Rounding out our Curse of Strahd location enhancer adventures, Beneath Old Bonegrinder looks to alter the aforementioned windmill infamous for TPKs while also giving everyone’s favorite creepy Barovian toymaker more of a role and backstory. Tying the two together, Gadof Blinsky has a brother by the name of Piccolo, who was jealous of Gadof’s talent and spent his idle time consuming dream pastries to entertain fantasies of being a renowned toymaker. Not willing to commit to hard work of improving one’s talent, Piccolo made a deal with the hags to have talent surpassing his brother’s. Taking a piece of his soul and replacing it with something rotten and wicked, the hags granted him the ability to create magical marionette monsters out of captured children. From the basement in Old Bonegrinder, Piccolo sent a pair of Carrionettes to infiltrate Vallaki and assassinate his brother while the PCs are in town!

And in case you’re wondering, the adventure has it so that Blinsky doesn’t know what happened to his brother. Believing him dead, he names his pet monkey after him out of a sense of familial longing and respect.

The product provides several sample hooks to get the party’s interest: the first involves the Madam Eva result of the 7 of Glyphs placing the Tarokka treasure in the windmill, the second has an NPC ask the PCs to buy a toy from Blinsky’s, the third involves Arabelle having a vision of caged children and strange toys, and the fourth involves the Abbot hiring the party to find the nicest gift for Vasilka’s supposed wedding with Strahd from Blinsky’s. Why would a toy shop be appropriate for wedding gifts? Maybe he’s looking for miniature Strahd/Vasilka figurines to place on top of the wedding cake?

The adventure begins at Blinsky’s toy shop, and we get a proper grid map of the place for the inevitable rolling of initiative. A pair of carionnettes lurking among the displays use this opportunity to attack, focusing on the party as Blinsky hides. Once they’re dispatched, their forms can be examined, revealing that they’re coated in magical aftereffects of an Oil of Etherealness which they used to infiltrate the town. There’s also a windmill logo on their backs which NPCs can mention must represent Old Bonegrinder. If Baron Vallakovich is made aware of the marionette attack, he will offer to pay the party 200 gold to quietly investigate the threat so as not to cause panic and spreading of unhappiness.

Old Bonegrinder has the same layout as it does in the default module. However, the number of night hags currently present depends on the average party level: 0 for 5th level PCs, 1 for 6th level, and 2 for 7th level. It’s presumed that any missing hags are busy venturing around Barovia selling dream pastries and/or kidnapping children. A hag who drops to half hit points in combat will turn ethereal to flee, following the party as they explore the rest of the dungeon. Freek and Myrtle, the two captive children, will mention that there are more kids held in the windmill’s basement, which can be entered via the back side of the first floor stairs.

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The windmill’s basement is a new 6-room dungeon. There’s 2d4 children in a dormitory, and one of them who has magical talent will start to panic at the sight of the PCs and inadvertently cast either a beneficial or harmful spell depending on the result of a Persuasion check to calm him down. Piccolo took some other children into his workshop to transform into monsters, and as they haven’t been seen since the children will mention that some among their number were taken elsewhere in the basement.

There’s also a gremishka, one of the hag’s pets, who will feign being abused by the hags to get on the party’s good side while plotting a means of ambushing them and killing any familiars or similar pet companions. Another room contains a golem laboratory with two living heads in jars: one belongs to Isa the tiefling adventurer, the other to Madalin, a Vistani agent of Strahd, and both of whom want to be attached to a headless flesh golem body in order to get out of the basement. They are both genuine in wanting to help the party and kill the hags, but both are less than honest about it. Isa is a pathological liar and will claim to be a doctor who can heal the party if they aid her, while Madalin will use reverse psychology to make them pick the tiefling first in hopes of trusting him more once her lie is discovered. Both use flesh golem stats but with some innate abilities of their lineages (tiefling spells or Vistani curses and evil eye), but if in combat with the hags the monsters will utter a command word to seize control of the golem for 1 minute.

Piccolo is accompanied by four carrionettes in his private workshop. He is a CR 6 fiend who has a variety of non-offensive yet still dangerous spells such as Suggestion, Animate Objects, and Silence, has an Eldritch Sting melee attack that can force a target to attack another creature of Piccolo’s choosing, can manipulate strings attached to allies as a reaction to pull them in and shield him from attacks, and has various lair actions such as granting increased speed to marionette minions and creating a tangled web of strings that restrain those within the AoE.

The basement has various treasures, such as a disguise kit and tinker’s tools, Marvelous Pigments in the workshop, a brewery containing Oils of Etherealness and more brews of hag elixirs as per the ones in Old Bonegrinder in the default adventure. There’s demonic ichor on the brewery floor that can warp the flesh of those traversing it on a failed Constitution save. It manifests in a variety of effects, such as a tail that can be used as a whip, or negative ones such as having arms and legs switch places.

Rescued children will want to either live with Ismark and Ireena in the Village of Barovia or at Saint Andral’s Church in Vallaki. If Isa was freed, she will want to go to Krezk in hopes that the Abbot can give her a proper body. Madalin will instead remain with the party until he can contact Strahd or his minions to screw over the PCs. Surviving hags (and Piccolo if the party left the dungeon with the children but didn’t kill him) will hunt down the party for revenge. If Gadof Blinsky learns of what happened to his brother, he will become depressed and close his shop indefinitely.

The book ends with some Troubleshooting tips. It does cover consequences for leaving the dungeon early, which I noted above, as well as harm to children being a particularly sensitive topic. But it also discusses the soul-swapping attack of carrionettes and how they can have potential character-ending consequences. The book suggests ways of blunting it, like having PCs not fall unconscious when soul-swapped and can return to their bodies by attacking their possessed forms as the carrionette-body with silver needles, or the carrionette returning to its construct body when the controlled character falls to 0 hit points.

Overall Thoughts: I’m of two minds when it comes to this adventure. First off, I like that it blunts the lethality of a literal coven of night hags with a less lethal but still dangerous dungeon crawl. Altering the number of hags present based on party level is also a good idea. However, the adventure’s recommended level of 5 to 7 still puts it a bit above the baseline for PCs just leaving the Village of Barovia (3rd) and coming to Vallaki (4th). It thus works best if the party visits the latter town first and is connected to Old Bonegrinder later as a hook. PCs who visit on their way may still be underleveled, but as Curse of Strahd is an adventure where characters are expected to run away from dangerous encounters, this isn’t too bad.

I am not as fond of tying Gadof Blinsky into the hag subplot and giving him an evil brother. I know that he’s a fan favorite and I’ve seen some creative ideas provided for him, but there’s already more than enough side quests going on in Vallaki as is. And he can still be helpful in revealing Izek’s obsession with Ireena via the dolls made in her likeness, so he isn’t entirely just for show. Sometimes a creepy toymaker is just a creepy toymaker, and that’s fine too.

Join us next time as we visit Immol, a village of psionic refugees suffering under a curse in Ravenloft Gazetteer: Barovia Volume 1!
 

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Product Type: Adventure/Location
CoS-Required? Yes

When the original I6 module came out, the land of Barovia was very small, consisting of little more than a village, a castle, and a Vistani encampment. When it became a full-fledged setting courtesy of the 2nd Edition “Black Box,” it expanded into a proper kingdom with multiple regions and population centers. Curse of Strahd kept several of these developments, but was smaller in its non-inclusion of the Gundarakite territories and the village of Immol.

Tonight’s product adds Immol back into Curse of Strahd via an adventure. In prior Editions, it was a southeastern mountain village populated by refugees from neighboring domains such as escaped slaves of illithids fleeing from Bluetspur. This product doesn’t fall far from the psionic tree, having it so that its inhabitants inherited a psychic curse making them susceptible to mental effects and eventually cause societal collapse. The cause of this was the theft of one of the gems from the Wizard of Wines ten years ago, eventually making its way into the hands of Peter. Dedicating himself to studying its powers, the gem’s magic negatively interacted with his latent psionic affinity, now becoming the Stone of Immol and warping the burgomaster’s mind and spreading to the rest of the townsfolk. By the time the PCs make their way to Immol, they will find it in the aftermath, of broken buildings, nonsensical graffiti, and villagers aimlessly wandering about while talking to themselves.

The module places Immol’s location in the “shadow of Mount Sawtooth,” which isn’t a place in the default Curse of Strahd module, and this product doesn’t say where it is on that adventure’s map. In the proper campaign setting, Immol laid at Barovia’s southeastern border, southeast of the Village of Barovia and Mount Ghakis. Which if we put it in Curse of Strahd, would make it out of bounds of the map itself.

There’s a page worth of random tables playing up the themes of communal madness, such as strange behavior of passersby to rumors that sound more like cryptic prophecies. House occupants can include noninteractive people trapped in their own worlds, writings in blood and charcoal foretelling terrible futures, and grisly scenes of violence that may have some Crawling Claws hiding among the disembodied limbs. Immol’s citizens use Commoner stats, but have innate spells and cantrips themed after psionics, such as Thaumaturgy and Crown of Madness. Even should the Stone’s powers be deactivated, they will still be insane, requiring Greater Restoration or more powerful magic to be cured.

The only building in town that actually has useful information or advances the plot in any way is the Keep of the Red Cross. Once the base of a now-forgotten religious order, it was converted to the burgomaster’s residence and personal library. Teodorus is here, and while not hostile to the party he is far from helpful in giving them nonsensical answers and acts in a fashion similar to comedic portrayals of mental illness. Like he’s first met naked while writing on the ground, but then puts underwear on his head in order to “see clearly.” The various books are far more helpful, being perhaps the most complete collection of written lore in Barovia outside of the Amber Temple or Castle Ravenloft. The DM can use Teodorus’ collection to inform the party of various hooks and useful information based upon the needs of the campaign, such as clarifying the meanings of Madam Eva’s Tarokka readings. Should Strahd learn of the library’s existence via spying on the party, he will send Rahadin to kill Teodorus and burn all the books.

Research in the library comes at a cost by exposing readers to the ambient madness generated by the Stone of Immol, possibly inflicting Madness traits from the Dungeon Master’s Guide. There are no rules for this such as a saving throw, only vague suggestions for DM Fiat.

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The library is further divided into seven rooms, most with one or more (usually monstrous) occupants who may or may not be hostile. Each room has a d6 table of random book results, a few of which can be directly useful such as a Tome of Understanding or serve as new book treasures in this product. The Stone of Immol is lying discarded in the corner of one of the rooms, and its residual maddening magic is a trap that plays music which causes greater damage and negative effects the longer it goes on playing. The only way to disable the trap is to somehow neutralize the music, such as via a Bard’s countersong or spells like Silence or Dispel Magic.

The book ends with five new treasures. Four of them are themed spellbooks: Magiographer’s Handbook lets the reader cast Ceremony as a ritual but otherwise has no other spells written within; Hedge’s Herbal Handbook contains plant-themed spells plus Alter Self and Dust Devil; Vampyr’s Vectors focuses heavily on “black magic” and can be attuned, granting the reader Darkvision of 30 feet but Sunlight Sensitivity; and Jemmy’s Jamboree focuses enchantment and some other spells, and holding the book grants advantage on social skill checks with children but makes one inexplicably hungry around them.

The Stone of Immol is our last treasure. It is an artifact that requires attunement, and has 9 charges which can be spent to cast a variety of illusion and enchantment spells, from Illusory Script all the way to Weird. It can also turn undead and fiends like an Oath of Devotion Paladin, and creatures so turned also regain the alignment and sanity that they enjoyed in life if appropriate and don’t fear the caster. However, the stone has a curse that anyone who spends 7 days attuned to it has their mind overwhelmed by constant music that drives them insane, making them obsessed with gathering secrets and suffer disadvantage on Perception checks. The Stone is incredibly easy to destroy for an artifact, with only 5 HP and a 19 AC to overcome, but it lets out a damaging psychic screech to all within 30 feet once broken.

Overall Thoughts: This adventure is weak and disconnected from Curse of Strahd proper, limiting its appeal as supplementary content. First off, most PCs aren’t going to make the connection between the Stone of Immol and the missing gems from the Wizard of Wines. And if they do, they may come to the wrong conclusion that such gems are actually dangerous and shouldn’t be brought back to the Martikovs. Additionally, the adventure is rather railroady on account that there’s nothing meaningful to do or interact with in the town itself besides the Red Cross Keep. It’s closer to a carnival ride, where the PCs wander about, seeing spooky things and wonder about how things got this way but without much interactivity.

The Keep has the only real risks and rewards, but is rather trivial to move about in and formulaic in the sense of “go into a room, fight or overcome the local monster/trap, roll a die to see what book the PCs find.” In regards to explicit rewards, the Stone can be powerful, but chances are most gaming groups are going to presume it’s too dangerous to keep around and try to destroy it. The rest of the treasure are books most use to Wizards and Tome Pact Warlocks. The research knowledge, which is of broadest use to PCs, instead encourages DM Fiat.

Join us next time as we check out some pixel art assets in Curse of Strahd: 1995!
 

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Product Type: DMing Tools
CoS-Required? Yes

The original Ravenloft adventure might have been published in 1983, but it was in the 90s that it became a full-fledged setting and we got a great expansion on our favorite Darklord’s backstory in the novel I, Strahd. This decade also saw the release of Super Castlevania IV and Castlevania: Symphony of the night, two of the most beloved entries in that series and a franchise that Ravenloft is often compared to. Curse of Strahd 1995 intentionally goes for the pixel art aesthetics common to video games at the time, creating tokens for just about every monster and NPC in the module. The author notes that working on pixel art maps would be an entire project of its own, but still managed to include maps for the Barovian overland and the Village of Barovia.

As to why? Well, part of it is the author’s love for retro video games and Curse of Strahd, but also in that the limitations of sprite art served as a creative challenge for visualizing details with one’s imagination more. They also argue that the adventure’s gritty tone matched up with the color palette in games of this era.

This product contains a 38 page PDF booklet along with 3 folders full of images suitable for virtual tabletops. They’re divided into creatures, NPCs, player tokens, and props, with a separate folder for the 2 maps. The booklet has an introduction giving instructions for how to upload the images to VTTs as well as how pixel image sizes map to creature size categories,* given that most websites have filters to avoid pixelation and thus special care is needed to preserve that retro feel. Additionally, the author shares the color palette they used, divided by hexadecimal code and RBG values. The rest of the book showcases all of the tokens divided by monster type, with each type sorted alphabetically and includes descriptions of size categories and locations in the adventure if appropriate. Only the Quasit is lacking descriptive detail, described as “test text” which indicates a pre-publishing holdover accidentally left in.

The author did their due diligence in covering Barovia’s monsters and inhabitants with a wide brush. From my initial reading they seem to have included just about everyone, but I don’t see a sprite token for Ernst Larnak, Lady Wachter’s spy. While there’s a flesh golem token, there’s no unique one for Vasilka. I am not going to include all or even most of the tokens, but instead will share some that particularly caught my eye.

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This is Baba Lysaga’s Creeping Hut.

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And here’s one of the gargoyles perched around Castle Ravenloft.

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Want some named NPCs? Here’s Clovin Belview, the worst Fated Ally who doesn’t have Commoner stats!

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We even have two different sets of art for Rudolph Van Richten and his Rictavio disguise!

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Generic villagers and Vistani also have tokens divided by gender and age. Oddly, there’s no token for a male Vistani Commoner. There is a generic Vistani Male, but he’s labeled as a Bard rather than a Commoner.

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Strahd Von Zarovich has two different tokens. As for what separates them in the module itself, I’m unsure, besides the one on the right looking paler and more undead.

Overall Thoughts: While it isn’t necessarily my style, sprite art does have its appeal, and I do think it works well for gaming groups that want Curse of Strahd to feel more “retro.” My only real piece of criticism is that the pixel art looks a bit too old school for 1995. By that year, consoles such as the SNES had really smooth-looking and detailed sprite art from Chrono Trigger, Final Fantasy VI, Secret of Mana, and more. The NPCs here look more appropriate to a late 80s-early 90s NES-era game. Additionally, I feel that having profile-style portraits would’ve added something, given that 90s-era RPGs quite commonly had those. With just tokens, it feels rather lacking.

But all in all, this is a beautiful piece of work, and I am impressed in how many characters this product covered.

Join us next time as we earn Ismark Kolyanovich’s trust in order to escort Ireena to safety with a new sidequest in Zombies at the Zalkens!
 

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Product Type: Adventure
CoS-Required? No, but is primarily designed for that module

Ireena is one of the most important NPCs in the module due to the main villain’s obsession with her and her accompaniment of the party once they leave the Village of Barovia. However, Ismark’s entrustment of her care into the PCs can come off as too trusting or naive.

Zombies at the Zalkens threads that knot via the addition of a sidequest that, upon completion, confirms to Ismark that the party are reliable sorts who can safely escort his sister to Vallaki. And what is this quest? A nearby farm run by the Zalken family got overrun by monsters led by a druid. They will need to bring back either the druid (dead or alive) or her magic staff as evidence to Ismark that the job is done. 200 gold will be rewarded if either condition is met, so it’s not just a quest to “unlock” Ireena.

The druid’s name is Corlin Vadu, and Baba Lysaga ordered her to attack the farm in the belief that the Zalken family is working with the Keepers of the Feather in order to hide their final magic gem. These suspicions are totally false, so Corlin’s mission is doomed to failure irregardless. But that doesn’t stop her from being a threat, in that she hopes to kidnap any surviving farmers to torture them for information that they don’t have. Lysaga also entrusted Corlin with the Soulless Staff, granting control over constructs and undead created by the hag (she can revoke such control if needed) to give the druid a small force to assault the farm.

There’s information for adapting this adventure for campaigns that aren’t Curse of Strahd, including several other official 5e adventures. But generally speaking, this more or less turns the module into a “free the farm from zombies” and has no connecting elements to future plot points. It’s very much optimized for Barovia.

The surviving Zalken family members can be met in the Blood of the Vine Tavern, where they give a short version of events that happened, which takes the form of a sidebar told in-character. One of the family members, Vasha, is a capable fighter and offers to accompany the PCs to take back the farmstead. She is a Dexterity-focused warrior who is armed with shortswords and daggers she can Multiattack with. She has 45 hit points, wears heavy splint mail armor so she can’t take advantage of her Dexterity bonus to Armor Class, but can still bump it up to a sturdy 20 via the Parry reaction. Vasha also has the Second Wind feature of the Fighter. All in all, she’s a pretty useful ally to have.

The party has a chance of triggering one or both encounters on the way to the farmstead. They can cut through the cornfields instead of the main road but this has no benefit in faster travel time, risks the party becoming lost on a failed Survival check, and can trigger additional encounters with zombie patrols. One encounter takes place on the road, where the corpse of a farmer is placed as bait for PCs to investigate, and four scarecrows lie in wait to attack when at least one person gets close. They will try to take Vasha alive instead of killing her. The adventure also suggests for the DM to subtly hint at their vulnerability to fire damage by mentioning tufts of dried hay spilling out of them whenever they are hit by attacks.

The other encounter involves patrols of zombies wandering through the cornfields: six of them are normal zombies from the Monster Manual, but two are new monsters known as Dire Zombies who are just like the normal kind but with 37 hit points and a multiattack bite and claw that deal regular and necrotic damage, the latter damage dealt on a failed Constitution save.

The Zalken Family Farmhouse is a 17 room pseudo-dungeon split between two buildings (family house and barn) and has maps for the ground level, first floor, and second floor. The adventure also has battlemaps of the Farmhouse as PNG files for virtual tabletops. We also have maps for the road and cornfields in the PDF itself, but not as separate images and handouts which is a bit of an oversight.

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In addition to Corlin the druid, the farm is home to zombies both normal and dire, as well as vine and twig blights hidden throughout the rooms. Corlin is up in the attic, conducting an unholy ritual on a dead farmer’s body. Three scarecrows are in the west section of the room, and she will initiate combat with the party when they find her, frantically screaming at them to reveal the gem’s location. The corpse will animate as a Strahd zombie. As for Corlin herself, she has 39 hit points, casts a variety of druid spells up to 2nd level, has a new cantrip in this book called Sapping Sting (if target fails a Constitution save, they take 1d4-4d4 necrotic damage dependent on level and fall prone), and has the unique ability to cast the Entangle spell to only restrain enemies and not herself or allies. Even with Vasha, the closed confines of the attic and number of enemies can make it a risky battle.

Corlin will surrender if she’s brought to 10 hit points or lower, and will tell the PCs about her mission and increasing desperation to not fail Baba Lysaga. If the party’s feeling merciful, they can convince her that the Zalkens know nothing about the gem and that the quest is fruitless via Persuasion, or trick her into accepting a fake gem via a Deception check and convincing replica. One of which can actually be found in a jewelry box in the family home: a gold necklace with a green emerald. If the latter option is chosen, Corlin tells the party how to use the staff to destroy all the undead and scarecrows (but not the blights): all that’s necessary is to have a good-aligned being attune to it. If nobody in the party qualifies, then Vasha* (or Ismark) does. Once cleansed, the staff gains two unique abilities that can be used twice per day each: deal 2d8 bonus radiant damage on a melee attack with the staff to an undead, or paralyze a construct that fails a DC 15 Wisdom save if hit in melee by the staff, ignoring any Magic Resistance the construct may have.

*One major error that I see is the product being contradictory about Asha’s alignment. When first met she is listed as Neutral Good, but her stat block says that she’s Chaotic Evil. As the module calls out her being a candidate for cleansing the staff, I presume that the former is correct.

Overall Thoughts: This is a fine and functional mini-quest for Curse of Strahd. It provides a good incentive to establish trust between Ismark and the PCs, and thus more of a reason for him to let them escort Ireena. It foreshadows several plots later on in the module, and the mixture of undead, scarecrows, and blights is a healthy assortment of low-level monster types to avoid things from feeling too monotonous. I can’t see most gaming groups offering to spare Corlin, but I do like that the module allowed PCs to parley with and even trick her, which can help lead to an “easy solution” of killing the remaining non-blight monsters and reveal a means of unlocking her staff’s magical powers. Speaking of which, if the party somehow misses the blights, then they may still be dangerous once the Zalken family returns; the module doesn’t explain what happens in such a situation, although it may be more of an edge case.

Join us next time as we get involved in a feud between two bards in the deadly domain of Dementlieu in Publish or Perish!
 

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Product Type: Adventure
CoS-Required? No

Coming in at a mere 9 pages, only 5 of which are the adventure proper, this might be the shortest module covered yet. It’s optimized for 3-5 PCs of levels 5 to 10, which IMO is too wide a level range to really give us an accurate estimation on the level of challenge. Set in 5th Edition Ravenloft’s interpretation of Dementlieu, the adventure concerns the recent disappearance of the eladrin bard and playwright, Malrim. Fairley, Malrim’s rival and a self-described noble who’s recently fallen on hard times, is responsible for his disappearance, having gotten involved with a cult dedicated to the Faerunian deity Cyric. However, Fairley has gotten in too deep, and has come to regret his associations.

The module is a linear mystery, beginning when the PCs are hired by the local neighborhood to look into Malrim’s disappearance, and are given a Rod of Security (an extremely powerful magical item) as down payment. Granny Carrie, a resident of the boarding house that Malrim also lives at, explains that Malrim has been working on writing a play for an unknown patron in order to pay rent, and has been stressfully working day and night before he disappeared ten days ago. She also tells the party about his rivalry with Fairley on a successful Persuasion or Investigation check.

The PCs have the option of going either to Malrim’s apartment or Fairley’s house. The first location has various clues that can be found with Investigation checks, such as a receipt for a loan from Fairley and oddly acidic ink formations eating away at Malrim’s notes indicating the work of sabotage. As for Fairley’s house, PCs can interview local lamplighters around the area who mention that the occupant has been quite surly as of late and didn’t want them nearby anymore. Fairley will accept the PCs for an interview if asked, but he will play dumb about Malrim’s disappearance. If the party confronts his dishonesty or otherwise ask too many questions, he will call for his muscular tiefling butler named Essential to escort the PCs out. If the party resorts to violence, Fairley will cast a Sleep spell and escape. In fact, his escape is deemed so vital to the module that he manages to do so in 1 round via Cutscene Powers, no matter what the PCs do.

As for Essential, the acidic ink from earlier is staining part of his clothes, which can be detected via various skill checks. And with even more skill checks the PCs can get the tiefling to open up to them, revealing that he’s a paladin whose oath mandates that he serve Fairley’s interests. Unfortunately for him, the noble is a manipulative sort who has exploited the oath’s letter against the spirit of Essential’s terms of service. For this reason, the butler is willing to cooperate with authorities if proof is shown of Fairley’s guilt, but he shares one clue with the PCs that the house has a series of underground rooms and that someone was moved through them, along with seeing a cloaked person accompanying Fairley with a jawless skull on a sunburst. He points the PCs to the library at the temple of Ioun as a place to research the symbol.

Ioun’s temple is a humble place, consisting of little more than a library and some smaller rooms. The resident librarian is happy to help the PCs, but starts to panic upon realizing that the skull-on-sunburst symbol belongs to a dangerous cult. This section of the adventure is a bit confusing, as it has specific boxed text for the librarian’s in-character explanation, but then continues out-of-character explaining Cyric’s background. Then mentions again out-of-character that “the librarian stops himself,” which makes it sound like the prior explanation was also meant to be explained in-character.

The hidden passageways upon which Marlin was kidnapped lead to an underground shrine. It is a three-room dungeon with no map, and is linear in how the PCs progress. The shrine’s entrance is blocked by a pair of guards (use Knight stats) who can be distracted, and further in the dungeon has two more pairs of guards. There’s a Lantern of Revealing, and bags of flour which the adventure calls out can be baked into an explosion with spells like Grease and Sacred Flame to cause a distraction, but has no rules for how large or damaging the explosion can be besides that it’s “not enough to cause a cave-in.”

The final room is an amphitheater, with Malrim tied to an altar. Fairley is standing next to him, joined by a cloaked figure. During the brief boxed text, the cloaked figure will mention that this is a test for Fairley’s ambition before vanishing (PCs cannot prevent their escape in any way), and Fairley is clearly distraught. The party can convince him to not commit the unforgivable and stand trial for his crimes via a successful skill check, or fight him in combat. If successfully persuaded, a glabrezu will appear to kill everyone, and Fairley and Malrim can contribute during the fight. Fairley uses the stats of a Warlock of the Fiend from Volo’s Guide to Monsters, which isn’t reprinted in the module itself so the DM needs to own that book as well. The adventure notes that if the party’s too strong when fighting Fairley, to add a dretch…which is a CR ¼ monster that won’t even be a roadblock for Tier 2 groups. Additionally, as Plane Shift cannot work in Ravenloft under most circumstances, the module swaps out that spell for Circle of Death for Fairley to cast.

And no, Malrim doesn’t have any stats provided, which is a major oversight.

The adventure has two major endings depending on whether or not Fairley was reasoned with. If reasoned with, he doesn’t want to stand trial after all, not wishing the Darklord to find out about his crimes. He offers to settle things “like gentlemen” with Malrim, who forgives him all too easily and they go into business together as a co-op. The party is paid 8,000 gold by Fairley as well as a life debt favor from him to call upon in the future. If Fairley was fought, Essential provides his master’s will and testament to Malrim. Turns out that Malrim is entrusted with Fairley’s estate, who then pays 6,000 gold to the party.

In either case, freed from his master’s service, Malrim becomes an Oath of Redemption Paladin and works with Essential to look for any other victims of Fairley’s art theft to administer reparations.

Overall Thoughts: This adventure’s bad on multiple levels. Not only is it way too linear for a mystery, too many clues hinge on a single successful skill check in order to move things along. Additionally, it lacks stats for important NPCs who may reasonably end up in combat such as Essential and Malrim. The choices of PCs end up not mattering in the end or cannot be made due to “cutscenes,” like Fairley escaping if confronted at his house or the cloaked figure teleporting away. Furthermore, the party can get access to an awful lot of gold and a very rare magic item from Dementlieu’s inhabitants, which thematically brushes up hard against the domain being an impoverished city that only appears wealthy. The fact that Fairley not only refuses to stand trial at the end if he survived, and that he entrusts his estate to the guy he just recently had kidnapped and sabotaged his work, is going to make quite a few gaming groups ask “just what was this all for anyway?”

Join us next time as we review the fanmade sequel to Curse of Strahd: Griffon Hill Manor!
 

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Product Link

Product Type: Adventure
CoS-Required? No, but can be set after it as a sequel

Note: Due to length, this review will be covered in 3 posts. Will summarize my Thoughts at the end of the third.

While the original I6 module is iconic for its part in birthing the Ravenloft setting, the followup I10 adventure introduced more elements that would become part and parcel of the Domain of Dread. Through it we got the existence of Mordent and other realms beyond Barovia, and characters such as Azalin and the Weathermay family. It wasn’t as well-received as its predecessor, but it still laid important groundwork for the eventual Black Box setting.

Just as Curse of Strahd is a modern retelling of earlier Castle Ravenloft adventures, so too is Griffon Hill Manor meant to be an adaptation of the House on Griffon Hill, as the book so claims. In naming the product Curse of Strahd II, it’s designed to be a sequel to that most popular of adventures, for 7th to 12th level PCs but optimized for 9th level ones.

Hold on, something doesn’t seem right here…

Wait a second, it’s Gryphon, not Griffon!

Unfortunately, this is but a taste of things to come, as this product is absolutely riddled with grammar errors, sentences that abruptly end, unnecessary repetition of words, and generally has strong vibes of “first draft in dire need of an editing pass.” And in checking the credits, I don’t see any editor listed! Errors of some kind or another are a frequent element throughout the book, and it made reading it a real slog. Here’s but a few examples:

page 34 said:
This vast courtyard is paved with cobblestones. The main entrance lies directly opposite the gatehouse. A door to your immediate right is a simple wooden door leading to the stables.

Unnecessary repetition.

page 17 said:
When they catch up, Azalin is waiting for them with 12 vampire spawn. The PCs should run away from this mob rather than confront it. Allow the PCs to run without having

As usual, Azalin has no desire to stay.

Without having to do what, exactly? The sentence abruptly ends before moving on to the next single-sentence paragraph.

page 43 said:
The stone doors are 15 feet high, secured by three locks (DC 15). All three locks open to the same key (found in location 8 in Heather House). The mechanism is such that failure to open one relocks them all.

This complex tripartite lock is needed in order to enter the Weathermay Mausoleum. But that referenced location? It’s 9 pages earlier in the book, but that room doesn’t make mention of any key at all. In fact, a CTRL + F search of the word “key” only comes up with two other keys in the module, which unlock different doors entirely, so it’s not a sense of the author misplacing it elsewhere and forgetting to change things around.

Also, one of the Handouts in the appendix, Handout 8: Alchemist’s Tale, has no reference in the adventure proper for when to hand it out to the PCs. Using CTRL + F only pulls up the Table of Contents and the entry in the appendix. It’s an in-character journal of Strahd talking about how he somehow survived the events of Curse of Strahd, taking shelter in a burned-out building before meeting and receiving a Tarokka prophecy from a Vistani child, which set him on a personal journey to find a means of cleansing himself of his personal darkness.

And this isn’t counting the other weaknesses in the adventure that we’ll see in this review. Normally I save these kinds of criticisms for particular places in the book. But given their frequency even from the start, I can only do a big-picture survey and admit this heavily covered my views throughout the work.

Chapter I: Adventure Background gives us the big picture of things. The module takes place in Mordentshire and its environs, a remote seaside village that was ruled by Azlin centuries ago before a group of adventurers drove him out. They weren’t able to kill the lich for good, so he’s been waiting in a cave, biding his time to make his return. Mordentshire has long since forgotten Azalin’s reign, now ruled by Lord Byron Weathermay who is a fair and just leader. Overall, the region remained a sleepy, uneventful place, but that would all come to an end when Strahd arrived in town!

Through reasons unknown, the vampire somehow survived the events at the end of Curse of Strahd. Now more humble and self-aware of his wicked nature, he sought to find a means of ridding himself of his dark side, journeying to Mordentshire and taking refuge at Griffon Hill Manor. He built an ingenious alchemical structure known as the Apparatus, theoretically capable of taking a life form and draining away its evil nature. Sensing the magical power of this new arrival, Azalin met with Strahd and offered to help, designing the Rod of Rastinon* which would supposedly control it and hoping that the machine’s research would help him create a body to replace his old, bony one.

*The ‘rod’ part of the magic item’s name is consistently lower-case throughout the product, at odds with every other magic item detailed.

The experiment did drain Strahd of his evil nature, but split him into two new beings, each bearing the original’s distilled essence of good and evil. The good one was a human, stripped of his undead nature, becoming a kindly Alchemist. The other, more powerful Strahd, was a more animalistic version of himself known as the Creature. The Apparatus got damaged and the Rod of Rastinon later lost, but that mattered little now that it’s done its job

Alchemist Strahd was initially unaware of the Creature coming into existence. He fell in love with Lady Virginia Weathermay, Lord Weathermay’s daughter, and for a time it did seem as though his worst days were behind him. The Creature eventually found Azalin, offering to make him a new body by fixing the old Apparatus. In reality, the Creature hopes to raise an army by kidnapping villagers and subjecting them to the Apparatus, turning them into monsters known as the Transpossessed. He also seeks to kill the Alchemist, but doesn’t realize at the time that neither can be truly destroyed as long as the other lives; both must die at once.

The adventure notes that while the text differentiates the good and evil halves of Strahd via titles, the DM should always call both of them “Strahd” or “Count Strahd” in order to make it murkier which one is the “real” one and disentangle who is doing what and where. To muddy things further, Azalin poses as the Creature when he can in order to throw people off the vampire’s trail.

Unrelated to Strahd and Azalin, a secondary danger to Mordentshire is a small community of wereboars who worship the demon lord Orcus. While they arrived due to sensing the Creature’s fell power, they are otherwise unaware of the deeper conspiracy. The Creature will still exploit them if need be, such as using them as scapegoats for the strange happenings around town.

A common mechanic throughout this adventure is Delirium, which is an intentionally mysterious group-based hallucination that afflicts the PCs throughout the module. Generally speaking, it causes them to experience visions that range from dangerous monsters attacking them, flashbacks to memories from Castle Ravenloft, the Mists overwhelming them, and so on. The module has several points where Delirium triggers, but it’s encouraged for the DM to spring it on the party at other times based on the needs of the story. Damage and maladies suffered aren’t truly real, so a Charisma save at the end can help remove half the damage/recover half their expended spell slots/conditions during the episode. PCs who’d ordinarily “die” and fail that save instead awake with 1 hit point.

Now, I should note that even if Delirium’s purpose is left vague, this adventure is optimized for 9th level PCs. At this tier of power they can easily access effects that can counteract it to help them recover. Would it be cured (short-term or long-term) by Remove Curse, Break Enchantment, or Greater Restoration? That is unsaid. What happens if a PC casts True Seeing to try and shake off the Delirium delusions? Well, we’ll cover that right now.

Spells and abilities that reveal information about the lay of the land or precise location of things or people don’t work at all in this adventure, and spells designed to illuminate on the nature of the Transpossessed or those possessed by the Creature always come back with “unclear” answers. So spellcasting PCs hoping to strut their stuff in a mystery-centric adventure are going to be sorely disappointed!

As for Mordentshire itself, it is a more “rational” realm than Barovia. Its people are still superstitious, but they rationalize supernatural happenings as some unknown province of science. Thankfully, they aren’t scared of overt displays of magical power and regard nonhumans with curiosity more than panic in being familiar with most of the “classic races.” The land is surrounded by dangerous Mists, but they cannot be controlled by anyone to allow others through as long as the Apparatus exists.

The undead are more willful in this land, translating into making it more difficult to turn undead. The book lists a penalty to the DC for turning undead based on how close they are to the Creature and also the time of day, ranging from -1 to -5. Additionally, undead cannot be destroyed unless there’s no penalty on the saving throw or a creature rolls a natural 1.

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The adventure begins in Chapter II: Introduction with the PCs awakening at an inn, having lost all sense of recollection how they got there. It’s been about a month based on hair growth, and all their equipment except for the clothes on their backs is missing. Major items from Curse of Strahd like the Tarokka treasures and Icon of Ravenloft, plus silver coins and jewelry, are gone for good. Or at least, that’s how it appears; the adventure makes reference to Special Items multiple times via randomly-determined results without really explaining what these Special Items are, so one could presume that these are the missing Tarokka treasures. However, it’s much further in the book (Chapter 10) that elaborates that these Special Items are the unique ones in the module such as the Rod of Rastinon. While the information’s there, burying it in the later chapters without explaining them up front just leads to confusion.

In reality, the PCs were hired by Lord Weathermay to come to town to investigate recent happenings at Griffon Hill Manor, but upon arriving the party was afflicted by Delirium and started fighting among themselves, causing property damage. The townsfolk had to form a mob to arrest them. Upon finding out who they were, Lord Weathermay entrusted them into the care of Doctor d’Honaire, a psychologist and hypnotist who has been feeding them and changing their clothes at the inn for the past month. In order to “prevent theft,” the town’s mayor* divided up the party’s equipment to various townsfolk for safekeeping.

*Who is appointed by Lord Weathermay, so this isn’t a democratic rule in case anyone’s wondering.

Dr. d’Honaire is more than happy to illuminate the PCs on what happened, and is downstairs at the inn when they wak up. He doesn’t exactly know what triggered their delusional meltdowns or from whence they came. He runs a sanatorium in town, and can provide directions there as well as to the Weathermay Estate.

Chapter III: Events covers 13 scenes that trigger based on certain actions the PCs take and certain places they visit. As Griffon Hill Manor is an open-ended module, the Events aren’t chronological. Most are small affairs little more than an encounter or small setback, such as the weather taking a turn for the worse with a table of sample results; the PCs coming across a black cat that forces them to make Charisma saves or suffer disadvantage on their next initiative roll due to bad luck; an angry mob that forms calling for the PC’s heads if they end up killing a villager with witnesses and can’t prove that said villager was a monster (typically a Transpossessed or wereboar), and whose trial’s outcome depends on how well inclined Lord Weathermay is to the party and how innocent they can make themselves look; or the Creature kidnapping villagers to become Transpossessed every night, where the DM secretly draws 1d6 cards from a 52 playing card deck (minus Jokers) and matches them up to a table in back to see which NPCs become monstrous.

There’s an Event that deserves calling out for special mention. The first is when the PCs visit Heather House, where Lord Byron Weathermay introduces himself, hiring them to investigate what’s going on at Griffon Hill Manor. The building’s been haunted for centuries, but that didn’t stop Strahd from moving in and conducting research. One month ago during a storm, Strahd fled from the manor in terror, and Lady Virginia also fell ill with fever and delusions. Neither of them remember exactly what they were scared of, but express extreme distress at the mention of Griffon Hill. Weathermay offers to pay the party 10,000 silver pieces once they find out the cause, plus 1,000 silver pieces plus free lodging each day.

After this discussion, Lady Virginia and Count Strahd enter the room, introducing themselves. Strahd is the spitting image of the one from Castle Ravenloft, but his hair is dyed blonde and his ears are round rather than pointed. Strahd doesn’t remember the PCs, only having the vague sense that they’re familiar to him. The module tells the PCs to make a saving throw before reading the boxed text of Strahd and Virginia’s introduction, but only after it’s read are the results given: any PC who failed sees the Alchemist’s figure briefly changed to look like his old self, in fact seeing the Creature.

Since it will be relevant at multiple points throughout the adventure, I figure that I should discuss the Alchemist’s and Creature’s stat blocks. The Alchemist is a Lawful Good humanoid (not undead, importantly), and is much less powerful than standard Strahd at CR 5. His most notable abilities are being a 9th level Intelligence-based spellcaster, with mostly defensive and utility magic and nothing offensive. He can expend spell slots to make Magic Draughts, that are either Explosives that deal 1d6 fire damage per spell level, or Healing mixtures that restore 1d4 hit points per spell level. He also has some raven-themed abilities, like summoning a flock of raven shadows as a reaction to gain +3 Armor Class or a magic dagger called Raven’s Beak. And should the Alchemist ever ordinarily die, he is saved by some bizarre twist of fate. The exception to this is at the Endgame of the adventure in Chapter 12, or whenever he and the Creature are both at 0 hit points at the same time.

As for the Creature, he’s pretty much just Strahd’s stats from Curse of Strahd, save with immunity to the Charmed, Frightened, and Poisoned conditions; no Lair Actions as he’s not in Castle Ravenloft anymore; and Soul Merge which is basically like Misty Escape but he can possess and lay dormant in another creature’s body while in mist form. He will do this to a random Transpossessed in town if such an event happens.

Chapter IV: Mordentshire details the village, briefly covering 28 locations along with a map of the settlement. The PCs’ equipment is divided between 7 locations sorted by type: mounts and animals are held at the Livery, the Smithy has their armor, etc. The townsfolk give them back without any convincing, but the Mayor who has their weapons will remind the party that violence will not be tolerated in Mordentshire. There’s only a few potentially-violent encounters here, mostly consisting of Delirium episodes such as hell hounds burning down the church at night or swarms of spiders in the PCs’ rooms back at the end. But there are some real dangers here, like banshees roaming the wharf at night once enough people become Transpossessed, as well as ghosts in the cemetery.

Van Richten’s herbalist shop is in town, and should any PCs decide to check there they will hear from neighbors that he's been gone for a while, which isn’t unusual, and the place is locked. The building itself is heavily trapped, and PCs who wish to break in must succeed on both an Arcana and Thieves’ Tools check of DC 21. Failing either causes the entire house to explode, dealing 20d10 radiant damage to everyone inside and within 10 feet, which can result in a Total Party Kill. But should they safely get inside, there isn’t much in the way of useful stuff besides potions of healing, holy water, and various books and letters of early drafts of his Guides and correspondence letters with famous figures throughout the multiverse.

We’ve had a lot of talk on the Transpossessed, so let’s go into further detail about them. They are basically the distilled evil of mortal souls given humanoid form, with the partially-broken Apparatus without the Rod of Rastinon merely transforming people placed in it rather than fully separating them. Physically speaking they look identical to the original being, but have superb physical prowess and a variety of supernatural abilities. They have no moral compass, but are fanatically loyal to the Creature and serve as spies in town to report on the PCs. Statwise, all Transpossessed share the same traits: CR 5 humanoids with a beefy 136 hit points but low Armor Class of 13, are proficient in every save except for Dexterity and Intelligence, are immune to the Charmed, Frightened, and Stunned conditions, can command skeletons and zombies within a 30 foot radius of themselves, regenerate hit points like a troll, have very damaging grappling fists and can drain a grappled target’s soul dealing psychic damage and stunning them on a failed Charisma save, and are immune to any effect that can negate or remove possession save that of the Ring of Reversal, a unique treasure in this module.

9th-level parties shouldn’t have much trouble taking on one or two Transpossessed, but if they attack in groups they can be quite the threat.

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Chapter V: Moors details the lands surrounding Mordentshire, which can be nice and scenic during spring and summer. But during the fall and winter they become a wet, dreary, and cold place. As of the adventure, the moors are in the “dreary” phase. The other major areas in the module detailed in further chapters (with the exception of Chapter 10’s sanitarium) are found here, requiring the PCs to leave town. Some of the more notable places include a camp of 90 bandits in the seaside cliffs* who ended up trapped when the Mists came up, and have a small treasury of coins, jewelry, and potions; a hidden pathway to Griffon Hill guarded by a well-meaning treant employed by the Alchemist, but is unaware that the Creature has been posing as his good half to gain access to the Manor this way; and dark woods which have a 1d20 table of random encounters (mislabeled 1d8 on the table itself) with results ranging from corrupted treants and zombies to displacer beasts and wereboar raiding parties. There’s even a 1d8 table of harmless but creepy sightings, such as a stick doll crucified to a nearby tree trunk.

*If this sounds like a lot to handle, it is, and the module has no dungeon complex or maps for the caves. Even with a 9th and higher level party, fighting them conventionally will take too long session-wise.

Chapter VI: Heather House is the Weathermay family’s residence. The first time the PCs come here, it is a pleasant, sunny scene, but going there again the environment takes a more sinister vibe. Foul weather results are always triggered when going back here, there’s no signs of animals anywhere, and the manor is filled with creepy stuff. While certain parts of the estate are open (adventure doesn’t note which rooms), PCs who go looking around without permission are treated as intruders without a timely explanation. Male NPCs can offer to help the party look around and into strange happenings, and Lord Weathermay is initially unaware of the strange events in this chapter given that he delegates his staff to take care of things due to his physical state as a wheelchair user.

Heather House has a ground floor, first floor, and basement, with a total of 41 rooms. Some of the more notable rooms and encounters include the study which has a book talking about the nature of the soul (perused by the Alchemist), and an iron safe containing a lot of wealth and the deed to the family estates but no DC or combination for unlocking it; stables, with the skeletons of dead horses that were killed by the Transpossessed and animate to attack the PCs; an adjoining tack and gear room revealing that various straps and harness bolts were subtly sabotaged on an Investigation check; broken furniture and belongings in the servants’ quarters if one or more servants are Transpossessed; a kitchen whose foods are rotting supernaturally fast, to the horror of the chef, and a swarm of flies on the windowpane who will attack those who come close, dealing necrotic damage; a room sealed by bricks that belonged to the late Lady Weathermay which is occupied by an imp in raven form who can actually help the PCs with information based on the DM’s judgment and adventure’s needs in exchange for absurd favors (won’t reveal the Creature’s identity); and a hidden chamber in the basement which the Creature currently lives, with 6 Strahd skeletons and a Vampire Bride* named Emma serving as guards.

*Vampire Brides/Grooms are a new monster in this module, basically being a stronger form of Vampire Spawn who can more easily pass for human and can command skeletons and zombies within 30 feet.

Split Into Two Posts Due to Length
 

Chapter VII: Mausoleum is a short distance northwest of Heather House, being the ancestral crypts of the Weathermay family. It is a single-level, 7 room pseudo-dungeon. As mentioned before in this post, it requires a key from Heather House that isn’t detailed in that chapter in order to get into the place. The Mausoleum’s foyer is lit by Continual Flame spells, but there is a group of Strahd Zombies that appear as a Delirium episode. There are tougher enemies here, such as an allip and wraiths in some of the rooms who will attack intruders at the behest of Azalin and/or the Creature. Azalin is resting in a coffin in the central nave, and although he will fight the PCs he will retreat, reporting back to the Creature that he had to run due to their danger.

Azalin more or less uses the default lich stat block, although his spell allotments are different. For example, he has Antimagic Field and Feeblemind instead of Dominate Monster and Power Word Stun for 8th level spells, or Ice Storm replacing Blight as a 4th level spell. He also has much higher physical ability scores but lower mental ones, and instead of the Disrupt Life legendary action Azalin has Repel Life that teleports a target away in a random direction if they fail a Charisma save.

There is treasure to be found in the crypt: Lord Renier’s corpse holds a Sun Blade along with 5,000 gold worth of jewelry, but anyone who takes anything from the mausoleum will be cursed to have disadvantage on all saving throws until everything is returned. The ghost of Lord Godefroy, who is the Darklord of Mordent in the proper campaign setting, is here if the Apparatus isn’t present. He will attempt to possess a PC to go to Griffon Hill to find his daughter’s body and bury it in a cemetery. Once that is done, he begs a priest to forgive his sins in order to pass on.

Chapter VIII: Griffon Hill Manor is the adventure’s namesake, the place so scary it even caused (good-aligned) Strahd to flee from it in terror. Centuries ago, it was the domain of the Godefroy noble family, but its patriarch, Lord William Godefroy, brutally murdered his family. The place would then be sold off to various people over the generations, only for each successive owner to commit atrocities or go insane. Thus, for most of its history, it remained unoccupied.

The Manor is a 42 room, 4 level dungeon crawl, with a ground floor, first floor, rooftops, and basement. The front entrance has monsters enchanted to deal with troublemakers, the first set being Will-o-Wisps who attack if the knocker on the door is used (a precautionary measure by the Creature), and a pair of stone golems carved in the likeness of griffons to attack anyone leaving the house with stolen property. The ghosts of Lady and Penelope Godefroy are also here. The former will attack the PCs, thinking them to be her murderous husband, and the latter is nonhostile but will attempt to possess a PC in order to run to the chapel before leaving the body and departing for the true afterlife. The remaining encounters in the Manor are hardly a challenge for 9th-level PCs, such as a swarm of rats, a pair of wraiths guarding the way to the chapel who will attack anyone Penelope possesses, a lair of lightning elementals* in the abandoned lab used to build the Apparatus, a pair of giant spiders at the top of some stairs, or a Vampire Bride of the Creature who will try to ambush the PCs when they’re in combat with another monster. The most significant treasure to be found here that aren’t randomized Special Items is in the altar at the chapel. The altar is trapped to teleport anyone who doesn’t speak the password into the basement’s cells which also hold a pair of bodaks. Once that trap’s overcome, the PCs can find expensive golden chalice and a lawful good candle of invocation.

*A new monster, basically like most elementals but with a paralyzing counterattack, rechargeable AoE, and can do ranged attacks dealing either thunder or lightning damage.

As for clues to Strahd’s experiments, the library has a short journal written by the Creature talking about his alliance with Azalin, available as a handout in the back of this product. While it doesn’t explain why Strahd was building the Apparatus, it does more or less name and shame the lich, and illuminates that he is pretending to be a copycat vampire to throw the writer off the trail while the Creature works on the Apparatus. An Apparatus that can be used to make a new body, which Azalin wanted to use to replace his decaying one.

Another major clue is in the private study in the basement behind a secret door,* which via an hour of research and a DC 18 Arcana check reveals the basic functioning of the Apparatus. Finally, Strahd’s converted bedroom holds a coffin beneath the bed and a strongbox with three trapped locks to overcome. Within they can find various potions and alchemical supplies. His spellbook, a bag of topaz gems, a ledger of “places he uses to hide things,” with “no further info, only a list of places” but the text doesn’t elaborate. The final page of his spellbook does have a more useful handout, being a list of hidden places in the Manor to find various stuff.

*Besides one exception, the various secret doors in this place aren’t given DCs for finding them.

Chapter IX: Boar’s Den is a side trek dungeon for PCs who seek to deal with Mordentshire’s lycanthrope problem. It’s easy to find, as the wereboars don’t even bother trying to hide their tracks, believing that nothing in the town can pose a threat to them. It’s a two-story, 8 room dungeon. And unless the PCs are all physical attackers with no silver or magic weapons (press X to doubt), the majority of encounters are trivial. Besides their leader Gavin McGuinty, there’s only a total of 8 other wereboars and two giant boars. However, one of them will try to be deceitful in order to stay the PCs’ wrath.

Content Warning: False Rape Accusation

One of the wereboars, Colette O’Shea, is pregnant. She is proud of bearing what she believes to be Gavin’s children, but if the PCs encounter her she will start fake-crying, claiming that she was kidnapped by the lycanthropes for “breeding.” She is hoping that the PCs will spare her, but if they don’t believe her, appear ready to harm her, or attempt to remove her lycanthropy, she’ll attack.

The more threatening encounters include a stone golem carved in Orcus’ likeness that has a unique aura that deals necrotic damage to those within 10 feet, and Gavin McGuinty himself. Gavin is a wereboar who can cast spells as a 9th level cleric, can expend spell slots to deal additional necrotic damage with his attacks, and can spend a reaction once per rest to gain advantage on an attack. He has lair actions where he has a 25% chance to teleport into the Abyss for 1 round after he’s hit by an attack, heal damage from a necrotic attack instead of being harmed, and “stomps on the ground sending trash floating everywhere. For one round, all ranged attacks against him.”

The final lair action just cuts off there. Presumably it imposes disadvantage, but an error is still an error.

The PCs can learn useful things pertinent to their investigation besides treasure. A tapestry of one of the former owners of Griffon Hill Manor* channels that person’s spirit, and can animate herself in the tapestry and thus answer up to 5 questions about the wereboars, their alliance with the Creature, and Griffon Hill Manor. She is unable to speak, so PCs will need to get creative in order to communicate. The other major clues are correspondence letters between Gavin and the Creature, with the handwriting appearing identical to the Alchemist. The handout is a paraphrased summary, where Gavin and his wereboars are told to prevent anyone from taking the hidden path between Mordentshire and Griffon Hill Manor, but otherwise to stay out of town and not afflict anyone from there (foreigners are perfectly fine). Being Chaotic Evil demon-worshipers, Gavin isn’t following the latter instructions, and two of the Events in Chapter 3 involve a randomly-determined villager being infected.

*There’s a portrait of her in one of the rooms which the PCs will recognize if they’d been there.

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Chapter X: Pendulum serves as this module’s equivalent to Madam Eva’s Tarokka reading. In fact, it’s inspired directly by I10’s own scene. It involves convincing either the Alchemist and/or Lady Virginia Weathermay to make a trip to Doctor d’Honaire’s sanitarium to undergo hypnosis and unearth repressed memories. The process determines several vital aspects of the module: the Creature’s Goal, what NPC the Creature is posing as, the location of the 4 Special Items, and the current location of the Apparatus. The results can be done either by a quick series of dice rolls, or a more involved process where the DM gives an appropriate handout to each player. The DM plays the role of the good Doctor, asking the NPC a relevant question, and then the player, as either Lady Virginia or the Alchemist, chooses one of the in-character responses on index cards which determine the result. The responses are appropriately vague, like “A foul beast snatched it from my hands and took it. It ran to its foul lair deep in the woods” describes the item as being in the wereboar lair. Each of these in-character answers has a letter of the alphabet, which corresponds to the locations and results in this chapter for the DM to reference.

All in all, it’s a pretty cool and evocative take on the Tarokka method of randomization. However, it is limited in that it requires the PCs to take one of the two NPCs to the sanitarium, and also trust the doctor enough to do so. If the party doesn’t do that, the DM will have to come up with the results themselves. And given that the adventure’s nonlinear, they may put that on the back-burner while they explore Mordent first. Imagine them going to a place where an Item or the Apparatus might be first, then return with evidence of the Alchemist’s experiments and subject him to hypnosis, and then it turns out that the “empty” area was one of the results!

In the official Castle Ravenloft adventures, this is why Madam Eva is typically placed somewhere most gaming groups will stumble upon her very early. If you go for a much more open-ended feel, you shouldn’t lock such important things behind something PCs may come by much later.

As for the Creature’s goals, they really don’t change his tactics or final resolution in the module. For instance, one goal might be to kill the Alchemist, another is to regain true life and no longer be undead, a third is to ruin the Alchemist and Lady Virginia’s relationship so that he can claim her for himself, and the fourth is re-establishing a new power base in Mordentshire after losing Barovia. Regardless of the goal, the Creature will still try and fail at one point to kill the Alchemist in one of the random Events, and he will still try to force the Alchemist into the Apparatus at the endgame.

His disguise is more diverse, in that he more or less possesses the body of one of the NPCs in the module. Unlike the random card drawing from dozens of townsfolk, there’s only 5 results for this: Lord Weathermay or Lady Virginia, Mistress Ardent (Virginia’s childhood friend), him actually having no disguise and being a distinct entity, or is actually sharing the same body with the Alchemist in a Jekyll-Hyde scenario. In this last case, the Alchemist loses control to the Creature at night or whenever he fails a Charisma saving throw when undergoing extreme stress. Initially neither of them are aware that they’re the same person. If posing as an NPC, the Creature will be a convincing actor, but otherwise use their identity to hamper the PC’s investigation.

So, what are these Special Items, exactly? They are the Soul Searcher Medallion (can reveal a creature’s true nature, showing the effects of a shapechanged, mentally controlled, or possessed creature), the Ring of Reversion (can only be attuned to by someone who can cast cantrips, let the wielder end a possession upon a creature via an attack roll), the Rod of Rastinon (required to activate and use the Apparatus’ recombining ability to get the Creature and Alchemist back together), and Missing Entries (the Alchemist’s private notes talking about his desire to protect her from the Creature, which was created by him and then stole his Apparatus)

Chapter XI: Apparatus is the shortest chapter in the book, at 1 page. It basically talks about the machine’s functions. Although the Creature was able to steal it via dissembling its parts, there is no mention of what happens or how heavy it is if the PCs try to do that themselves to move it somewhere safer. Usually it is defended by a Vampire Groom/Bride and nearly 20 Strahd zombies and skeletons when initially found. Otherwise, the adventure’s Endgame has a separate set of combatants.

Without the Rod of Rastinon, the Apparatus’ only major function is turning someone into a Transpossessed. With the Rod, the Alchemist and Creature can be brought together again and killed for good.

Given its danger, PCs will doubtlessly consider sabotaging it. However, that will lead to a Bad End, as successive damage will cause cascading effects. The first 20 points of damage will cause an AoE shockwave dealing force damage, 50 points an even more damaging and wider-range shockwave, and at 100 points the Apparatus magically nukes everything within a 3 mile radius, with 1 mile being the effects of a Sphere of Annihilation. Mordentshire will be destroyed by this.

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Chapter XII: Endgame is the adventure’s finale, and only occurs when 3 qualifiers are met: the PCs know the Apparatus’ location, they either know where the Rod of Rastinon is or have it in their possession, and the Alchemist experiences a strong desire to go to the Apparatus’ location. This last part is presumably more by DM Fiat by my reading. The weather starts to get stormy, and the Creature will direct Azalin to get the Rod, where he and some hell hounds and Transpossessed will arrive to take it by force if need be. The lich only wants the rod and won’t prioritize killing the PCs. If a character holding the rod is reduced to 0 hit points, Azalin will teleport away with them, telling the rest of the party to meet him at the Apparatus’ location (he wants the Creature to die so he can take the device himself), and the PC will be stable at 0 hit points outside its location.

The Creature is accompanied by various vampire and undead-themed monsters (dire wolves, skeletons and zombies, bat and rat swarms) plus three wereboars. Although present, Azalin will not participate, waiting until both sides exhaust themselves. Both Strahds want the Rod of Rastinon, attempting to push the other into the Apparatus while the monsters run interference against the PCs if they get involved.

Special. Once both Strahds approach the globes and have a moment to use the rod of Rastinon – whether or not the monsters remain - proceed immediately to “Two Strahds.” Any remaining monster either flees or is destroyed when the Apparatus is activated.

TWO STRAHDS
It does not matter which of the Alchemist or the Creature uses the rod of Rastinon, the following events unfold. During this time, the Apparatus is immune to all forms of damage or interference.

You read that right, it doesn’t matter if the Alchemist or Creature puts the other inside, for it’s a false element of choice.But what if they both die before either gets into the Apparatus, which their stat blocks list as the only true way they can die? The book doesn’t say In the event of a Jekyll-Hyde dual possession, Strahd rapidly shifts forms as he approaches the machine and enters it.

Once one of them enters, the Apparatus begins to make the two Strahds one again as the PCs experience (non-Delirium) flashbacks each time lightning strikes. There are 8 total flashbacks, a mixture of combat and non-combat ones, including two that involve fighting the Creature as a more calculating Strahd and then as a more animalistic-acting enemy. During these scenes, their interactions with Strahd determine the epilogue, whether the vampire accepts that his fate as a Darklord is sealed (where he goes back to Barovia and pens his autobiography I, Strahd) or to fight it (has a scene where Azalin is unable to find a means to repair the Apparatus, realizing he was tricked by Strahd and swears vengeance on him and the PCs).

Azalin will teleport away with the Apparatus at the seventh strike, and none of the PCs will be able to stop him with Counterspell due to Cutscene Boxed Text.

The final lightning strike provides the only other real “choice” for the PCs to make in the adventure.

Content Warning: Assisted Suicide

Strahd appears nearby, calling out to them and appearing as the Alchemist. He gives a sorrowful speech on being regretful for all the misery he’s caused. He holds a bottle of poison in his hands, asking the PCs for advice. He is suicidal and wants to end his own life, believing that it will end the nightmare of him causing more woe to others, but muses if it’s still possible for the PCs to save him from this “ultimate sin” of ending his own life. Strahd is personally unable to go through with it, and the PCs will more or less have to physically take the poison themselves and make him drink it or otherwise kill him. This is the “right choice.”

But what if the PCs don’t go through with it and make the “wrong choice?” Well, the book has one of two suggestions: to either restart the entire adventure with the PCs awakening back at the inn via a Groundhog Day time loop, or have the Creature assume dominance and replay the prior seven lightning strike scenes.

This is downright terrible game design. I can guarantee you that most gaming groups aren’t going to want to play the same adventure again in quick succession, and doing the same 7 encounters will be downright torturous. I also don’t like the underlying subtext of the Content Warning either.

Chapter XIII: Conclusion wraps up the adventure. Any survivors of the Weathermay family (or estate handlers in the event of their deaths) will pay the PCs the promised silver for solving the mystery. Additionally, they are welcome to stay in Mordentshire as permanent residents. Lady Virginia will be without a suitor, and the adventure floats the possibility of a PC courting her. There’s a brief rundown of Loose Ends of other characters, which are less definitive answers and more “what if?” suggestions for future adventures. The only definitive one is that any Transpossessed not freed will abandon Mordentshire to start new lives in order to better hatch evil plots.

Overall Thoughts: A spiritual sequel to the House on Gryphon Hill is an idea with promise, and Curse of Strahd’s open-ended sandbox nature can be easily preserved when applied to a mystery focus in a sleepy Georgian-era style town. And yet this promise is ruined by the adventure’s many flaws covered above, such as missing and poorly-placed information, the cardinal sin of outright neutralizing common spells that mid to high level PCs make frequent use of for artificial difficulty, and the false choice at the campaign’s climax. I haven’t read the original I10 module, so I can’t say much of this is a downgrade or even an improvement, but regardless I cannot recommend this adventure. Not even for mining for ideas.

Join us next time as we take a trip to some new domains in Ezmerelda’s Guide to Ravenloft!
 
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Product Link

Product Type: Character Options, Locations
CoS-Required? No

Bearing clear influence from Van Richten’s Guide to Ravenloft in its title, Ezmerelda’s Guide is an impressive 170 pages of new content for both players and Dungeon Masters. Originating as two smaller Pocketbook supplements (Van Richten’s and d’Avenir’s) Ezmerelda’s adds two brand new domains not present in the older sourcebooks. Additionally, this product has relevant Content Warning sidebars for domains dealing with heavier topics, along with a sidebar in the introduction compiling the more common ones throughout the book.

With four lineages and six subclasses, there’s a lot more PC-friendly material here than in Van Richten’s Guide. For those who don’t own that book, lineages are akin to a “template” race, representing an additional layer to an existing race (a dwarf dhampir, for instance) which carries over a limited subset of the original race’s abilities, or replaces them entirely if the player wishes them to be flavor. This is a trait known as Ancestral Legacy, where they can choose to keep their race’s bonus skill proficiencies and movement speeds, or discard them in exchange for proficiency in two skills of their choice. All such lineages can be either Medium or Small size, chosen at character creation, to reflect their diverse origins. The ones in this book also all have darkvision and the Humanoid type, save for the Warped which is an Aberration.

Arcanoblood represents humanoids imbued with raw magic, causing their blood to be replaced with a gel-like fluid coursing through their veins. They have advantage on Perception checks relying on hearing or smell, proficiency in the Arcana skill, choose bonus sorcerer cantrips and spells at 1st, 3rd, and 5th level, can cast Detect Magic at will, and a number of times per long rest equal to PB (proficiency bonus) they can gain advantage on one save against a magical effect

Lycan represents people who have physical traits and powers in line with mundane animals. They are most commonly beings who were partially cured of lycanthropy but retain some less-powerful traits, but can also reflect a variety of origins such as magical rituals and experiments, curses, and the like. They have the (shapechanger) subtype, their walking speed is 35 feet, gain advantage on Perception checks relying on hearing or smell, can howl as an action at will causing hostile creatures within 30 feet to become Frightened on a failed Wisdom save,* and once per short or long rest can transform into a beast-humanoid hybrid that grants temporary hit points, +1 Armor Class, and natural weapons that are 1d6 unarmed strikes with the Light property.

*Enemies can still move towards them, but such movement is halved.

Shade represents a person who lost a piece of their soul to the Shadowfell, willingly or otherwise. Their skin turns gray and their eyes glow with a dull white light, and wisps of shadow trail from their bodies. Their darkvision is great at 120 feet, at 5th level they can see through even magical darkness, are proficient in Stealth, can Hide as a bonus action while in dim light or darkness, are resistant to necrotic damage, can teleport as a bonus action up to 60 feet while in dim light or darkness a number of times per long rest equal to PB (and turn invisible for 1 round at 3rd level upon doing so if desired), and as a bonus action can halve the radius of up to 3 light sources within 60 feet at will.

Warped represents someone whose body and mind was transformed by aberrant forces, such as a Great Old One patron, a mad scientist’s experiment, or raw nightmares becoming real. They have the Aberration type instead of Humanoid, see in shades of purple instead of gray with their darkvision, and learn Mage Hand and Dissonant Whispers at 1st and 3rd level. They are the most versatile lineage here, where they can choose two Aberrant Mutations from a list of 8, including options such as gaining a swimming speed and ability to breathe underwater, can squeeze and occupy spaces as narrow as 6 inches, a tentacle arm that adds 5 feet to reach with that limb, or the ability to speak telepathically with any creature you share with within 60 feet.

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We have six new subclasses, which hew heavily on the martial side of things. Four of them are for warrior-style classes: the Barbarian, Fighter, Paladin, and Ranger, while the two casting ones are for the Artificer and Sorcerer.

Stitcher Artificer is like the Battle Smith in that they get an NPC companion, although with a more Dr. Frankenstein aesthetic in building undead minions. They gain proficiency with alchemist’s supplies, the Medicine skill, and the ability to turn a Small or Medium creature into a Stitched Minion. Such minions uses the typical outline for Tasha’s-era NPC companions, are unaligned undead with good Strength and Constitution but terrible mental ability scores, immune to lightning and poison damage, are immune to the charmed, frightened, exhaustion, and poisoned conditions along with Channel Energy so your PC cleric doesn’t have to worry about friendly fire. They can absorb lightning damage to self-heal, meaning that a party with Shocking Grasp or Lightning Lure can basically heal it to full when not pressed for time, and they have Undead Fortitude as per a zombie, making them quite resilient. However, the Minion slowly breaks down over time, having its maximum hit points reduced at the end of every long rest.

The Stitcher’s bonus spells are invariably necrotic in nature, with the exception of Call Lightning which gets included for Mad Scientist vibes. At higher levels they gain the ability to heal their minion via a defibrillator-style Jump-Start, the minion gains buffs when healed via lightning damage, can take organs and body parts from corpses and graft them onto their Minion to give them certain special abilities from the creature’s corpses with some reasonable limitations (must be biological in nature, can’t be Legendary Resistance/Actions, Multiattack, etc), and the 15th level capstone makes the Minion stop decaying and three times per long rest they can choose to succeed on a saving throw instead of failing.

Path of the Witchblood Barbarian represents warriors whose very bodies are infused with dark magic. Their initial 3rd level abilities let them add Charisma to their Armor Class on top of the base Unarmored Defense, and have a 10% chance (19-20 on a d20) each time they’re attacked while raging to have their Eldritch Instincts kick in and make the attack automatically miss. Initially this grants them 3 buffs: they double their rage damage bonus, their bonus damage from rage is converted to force damage, and attacked enemies suffer penalties to Armor Class equal to the Barbarian’s Charisma modifier. The Barbarian can opt to have the Instincts automatically trigger a number of times equal to PB per long rest. At higher levels their jump distance is tripled and they can walk on walls and ceilings, and their Instincts get more buffs such as immediately moving half their speed to an attacking creature, can force an attacker to suffer from a single-target Slow spell (no save), and can take one action or one bonus action from a limited set of options such as Attack, Dash, etc.

Dread Knight Fighter represents a warrior who draws upon the darkness itself for power. They are a front-loaded subclass, initially gaining darkvision 120 feet (or +60 feet if they already have darkvision, can see in magical darkness at 7th level), proficiency in Intimidation, learn the Thaumaturgy cantrip, and can gain points of Darkness whenever they attack a creature with a weapon attack or use Action Surge or Second Wind. Darkness points are the bread and butter of this subclass, whose maximum possible amount is double their PB. Dread Knights begin to emit a constant vortex of shadow that acts as a selective AoE attack dealing necrotic damage when they have 3 or more Darkness, and whose total radius and damage increases with level. At 7th and higher levels they gain various bonus action attacks that require spending Darkness points, such as Death Grasp that deals necrotic damage and pulls a target 30 feet towards the Fighter, Obliterate which imbues their weapon with bonus necrotic damage and makes a struck target suffer a penalty to Armor Class equal to the Fighter’s proficiency bonus, or Boneshadow which forces enemies to subtract d6 from attacks, save, and ability checks when they’re within the vortex. Their 18th level capstone lets them maintain consciousness when falling to 0 hit points while they have at least 1 Darkness point, and won’t truly die until their Darkness points are reduced to 0.

The Dread Fighter loses all of their Darkness points after 1 minute passes and they haven't damaged or been damaged by a hostile creature or trap, so the PC is encouraged to be liberal with spending them in combat.

Oath of Darkness Paladin represents someone who pledged allegiance to the Dark Powers, traveling the planes in search of corruption to study and defeat, so as to bring their souls into Ravenloft and perhaps find a worthy candidate for Darklord. Their bonus spells revolve around shadow and “dark magic” stuff like Evard’s Black Tentacles and Summon Shadowspawn, plus some thematically-appropriate ones such as Detect Evil and Good and Hold Monster. Their channel divinity options let them either see in magical and nonmagical darkness up to 120 feet for 1 hour, or create a protective barrier of Mist that can either imprison foes within or protect from outside forces. Either way, it costs an action and 5 feet of movement to cross the barrier, and creatures either inside or outside the barrier have half cover from the other side depending on whether it’s for imprisoning or protecting. Their aura subtracts d4 from saving throws of hostile creatures who also treat the paladin and their allies as having light obscurement. At 15th level the paladin can conjure a Cloak of Shadows on themselves or an ally as a bonus action, granting them +2 Armor Class. Their 20th level capstone transformation grants them raven wings for a fly speed, immunity to necrotic damage, can create shadowy tendrils as 60 foot reach melee weapons, and creatures who die within their aura can be no-save banished to the Domains of Dread.

Accursed Ranger represents someone who bears a curse with a physical mark, but they learned to turn the powers of this curse onto others. Their bonus spells are mostly debuff and shadow magic themed options, and their initial 3rd level ability lets them curse a target they attack up to once per turn. The target gains a d8 Affliction die, and they have the choice of either spending it on their next attack, save, or ability check and subtracting the result, or holding onto it until the start of the Ranger’s next turn where they roll the die and suffer that amount of untyped damage. The curse is removed at the end of the target’s turn if they succeed on a Charisma saving throw. The subclass’ higher-level features all grant new and improved uses of this Affliction Die, such as the Ranger suffering one Affliction die themselves in exchange for rolling it to add to a failed attack, save, or ability check, dealing bonus necrotic damage to Afflicted targets, a bonus action AoE once per short or long rest that imposes Affliction dice on multiple targets, and increasing said Affliction Die to a d10.

Blighted Origin Sorcerer represents a spellcaster whose soul has been touched by the Blight, the essence of the original Gulthias tree. Their bonus spells are plant and decay-themed such as Contagion, Entangle, Speak with Plants, and Spike Growth, and they can learn Wall of Thorns as a sorcerer spell. Their initial 1st level abilities let them deal necrotic damage to nonmagical plants they touch, and Vampiric Decay which lets them gain temporary hit points whenever they damage creatures with a leveled spell a number of times per long rest equal to their PB. At higher levels they can summon ethereal thorns as a counterattack whenever they are damaged and still have temporary hit points, gain resistance to necrotic damage and immunity to diseases and the poisoned condition, can sprout vine-like limbs as a bonus action at will which grants them +5 feet reach and a climbing speed, and their 18th level capstone lets them regain hit points equal to the amount of temporary hit points gained whenever they use their Vampiric Decay.

Thoughts So Far: While there’s a healthy amount of lineage and subclass options for players, the real meat of the book is in the domains of dread which take up 120 pages, with NPC and monster stat blocks making up 32 more. Thus, you only really get your money’s worth if you're running a Ravenloft game rather than playing in one.

For the Lineages, they all seem to have strong and flavorful choices, although the Shade is pretty strongly pushed into having a stealth role. Arcanoblood is a clear standout in having the broadest useful features, with at-will Detect Magic and their variable bonus spell and cantrip selection that is suitable for all sorts of classes. Other races that get bonus spells, like Tieflings, tend to have their choices locked into specific spells.

Regarding the subclasses, the Stitcher is even more heavily reliant on its companion than the Battle Smith’s, although it makes up for it by being able to give said companion some pretty nice moves. The infinite free healing that it can get via lightning cantrips may be something to look out for, however, and combined with being able to graft the abilities of defeated creatures onto it can make this a potentially overpowered subclass. The Witchblood Barbarian I’m not so fond, for it relies quite a bit upon Charisma which isn’t a useful stat for a Barbarian and thus MAD. As the player will be rolling a d20 every time they’re attacked while raging and don’t have Eldritch Instincts, that can really bog down the game. The Dread Knight Fighter is a pretty neat class, with a variety of offense and battlefield control choices, and the ability to see in nonmagical darkness is nicely paired up with the Darkness spell and Warlocks with the Devil’s Sight invocation.

The Oath of Darkness Paladin sounds rather cool thematically, but given that it implies that they’re outside the Domains of Dread its flavor works against it for use in the actual Ravenloft setting as it becomes yet another generic “dark knight” type. Its abilities hew quite strongly towards the defensive angle, like the AC-boosting cloak, debuff aura, and mist barriers, which is a nice touch for a class that tends to hew towards damage bursts with Smites. I like the Accursed Ranger’s Affliction die mechanics, forcing targets to either choose worse performance or suffering damage, although the subclass’ sole focus on said mechanic makes them less versatile and overall lack utility in comparison to stuff like the Fey Wanderer or Gloom Stalker.

Finally, the Blighted Origin Sorcerer is cool in terms of theme but again doesn’t really grab me. Besides the temporary hit point-based magical enhancements, much of their class features don’t really stick out. Damaging nonmagical plants with a touch feels a lot more flavorful, and for plant monsters the Sorcerer shouldn’t be engaging in melee. The tendril vines are also underpowered and situational for the level they kick in at (14th). Same goes for the necrotic and poison/disease resistance and immunities, that are at once highly appropriate flavor-wise yet also kick in too late at that same level.

Join us next time as we explore the first four of the dread domains!
 

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This Chapter covers two-thirds of Ezmerelda’s Guide to Ravenloft. And it’s at this point I must highlight the lack of any bookmarks in this PDF product, which makes navigating more difficult than usual. Well, none save for two monster entries, which feels weird as it implies that the authors had plans to make them but just gave up before getting started. The plus side is that the table of contents has built in hyperlinks to jump to the desired location in the book, but that isn’t enough to make up for it.

Each domain follows a standard procedure of a broad summary followed by individual entries on the lands, its people, the darklord’s backstory, and sample adventures and domain-specific rules and sub-systems in line with its unique brand of horror. Each domain also begins with an in-character short scene highlighting the darklord’s danger, and ends with a written letter correspondence between Van Richten and Ezmerelda talking about their experiences with the land. We also get a table for the 12 domains, covering their real-world naming conventions and technology level. About half of the domains are within the Medieval range of technology, from Early to Late, with two domains at the Renaissance level, two at Industrial, and two having no naming origins or technology level due to being virtually uninhabited save by monsters. All of the domains’ follow naming conventions from European cultures, from English to Norse, with only Winterhall being listed as “varies” due to being a magical academy drawing in students from across the planes.

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Amarium is our first domain. A majority-elven realm, it looks upon initial view to be a scene of pristine natural beauty, from endless fields of flowers to enchanting glowing mushrooms in moonlit forests. But this beauty is but a domain-wide illusion, for at 3 AM on nights of the full moon, the illusion fades for 3 minutes, revealing a decaying, colorless world. And yes, divination spells and spells that pierce illusion magic can reveal this, it’s not just flavor text.

The domain’s darklord is Prince Narsioch, a megalomaniac elf who is the sun of archfey King Cogar the Quiet. Narsioch was resentful of his father’s popularity and feared that he would live his life in the shadow of the man’s legacy, so he attempted to murder King Cogar with a poisoned blade. But killing an archfey isn’t so easy, and instead he cursed Narsioch to never be a true king before falling into a coma.

Although the prince inherited the throne, he would fail again and again to win the public’s support; his attempts at finding wives ended tragically at his own fault, for each time they would fail to live up to his nigh-impossible standards or be so good that he began viewing them as a thread when they accrued political power and support. With divorce culturally taboo, he concocted various means of having them killed. Narsioch’s cruelty extended to the people of his kingdom, causing him to become more and more of a tyrant, causing this former realm of the Feywild to be lost to the Mists. And now, Narsioch is an ugly undead being befitting his soul, and his truesight makes him always aware of the true state of his kingdom.

Amarium is a fair-sized islam, of about 55 miles west to east and 65 miles north to south. Narsioch’s unpopularity persists even as darklord, and there’s various political factions seeking to end his reign, from the good-aligned hag known as Grandmother who watches over the settlement of Glimmer that farms all sorts of glowing mushrooms for food and alchemical properties, the fortified town of Newmeadow whose leader Amadán who believes that becoming king and ridding the domain of magic will solve Amarium’s problems, and Prince Narsioch’s ex-wives who are either undead or in hiding such as the delusional dryad Rana who maintains a deadly garden of poisonous monsters or Ultia the Banshee Queen who seeks to build an undead force to destroy the Prince and holds a magic crown that may be key to resurrecting the slumbering King Cogar. It is this crown that Narsioch craves, but his many battles against Ultia fail to make progress, and he finds fewer and fewer people willing to die for his cause, even out of fear.

When it comes to stats, we can see that the domain is optimized for Tier 2 play. Most of the common monsters are rather low Challenge-rating wise, being 5 or less, while three of the ex-wives have new stat blocks: Rana the dryad is a Putrid Spirit, a CR 7 undead that has poison-based attacks, spells, and aura, Chalybe is a CR 9 fire giant ghost whose people were genocided by the Prince, and Ultia is a CR 11 Banshee Queen that has warlock-style spellcasting and legendary resistance. Prince Narsioch is a CR 15 undead whose capabilities revolve around life-draining, fear, and possession-based puppeteering of others. The remaining power players have NPC stats from the core rules who are much less powerful than these entries.

Thoughts: Amarium makes a strong first impression going forward. It’s fey origins make it novel in comparison to other existing Ravenloft domains save for the Shadow Rift that unfortunately never got an official conversion to 5th Edition, its darklord has a dramatically-appropriate curse, there are various factions at play and not all of which want what’s best for the domain, and interesting regions and communities with their own goals and problems provide a variety of adventure hooks. There’s plenty of ideas here to make an adventure or even short campaign in Amarium alone.

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Dromeria is our next domain, situated in a valley with one road to the south leading out of it into the Mists. The land is fertile, perfect for vineyards and orchards, but many of its settlements are gone, razed to the ground from the ongoing civil war. Five political leaders fight each other for control over Dromeria’s resources, but the most powerful one at the moment is Raghar the dread king and the domain’s darklord, presiding over the former capital city. Once beautiful, it is now full of empty, decaying buildings as more living citizens are replaced with undead

Raghar is a living human whose features cause many to mistake him for undead: pale skin and gaunt features, skeletal wings sprouting from his back, a third eye that is growing on his left collarbone and his normal eyes are but empty sockets save for one glowing with an odd cross-shaped light. He was an orphan from Barovia, saved by the Vistani from being eaten by the hags of Old Bonegrinder. After traveling to many realms, he was adopted by a bounty hunter and god of justice who taught him what he knew. Raghar never forgot his homeland, and how so much of its misery was due to both the direct actions and negligence of Strahd. He formed an adventuring company to return, with the intent of staking the Count to end his reign. Although competent, Raghar was an “ends justify the means” kind of guy, and he ended up making deals with the vestiges at the Amber Temple. When his party raided Castle Ravenloft, they managed to actually defeat Strahd, but Raghar was more than willing to claim the darklord’s power and become the domain’s new leader, but his allies tried to stop him. He killed them for standing in his way, and so the Dark Powers took notice and granted Raghar a domain of his own.

Dromeria has five major factions, each of them with their own unique theme and resources, a few of which are cruel and resourceful enough to become the new darklord should they become victorious. The Mist-Scarred Blades control the southern pass, their Duchess conducting experiments into the Mists as a possible bioweapon to use; the Hounds are members of the Saviejo, an ethnic group who worship a beast-goddess who count many lycanthropes among their number; the Blackfeather Knights, ruled over by an evil wereraven duchess whose cliffside city has the highest standard of living in Dromeria but has totalitarian laws; the Boldsteels, mostly consisting of peasant conscripts without much monstrous or magical might but whose duke forces all citizens (including children) to make up for this; and finally the Grey Hordes of Vemmis, Raghar’s undead army.

Regarding relative level of power and tiers of play, Dromeria is a bit higher than Amarium, with 11 out of the 17 common monsters being CR 5 or less, but topping out at CR 13 mostly made up of Sorrowsworn fiends. We also get two new monsters, the Mist Apparition (CR 3, undead that represents souls who died when wandering the Mists and have a life-draining attack along with being able to appear as a target’s beloved friend or hated foe to instill debuffs and forced actions) and the Forgotten(CR 4 Sorrowsworn that fear loneliness and being ignored, and has stealth-based attacks). As for the darklord and rival warlords, most of them aren’t very powerful save for the Saviejo’s leader who is a Loup Garou (CR 15 monster). Raghar himself is a CR 20 paladin with necromancy-related magic, Legendary Actions and Resistance, along with several of the Dark Gifts from the Amber Temple Vestiges.

Thoughts: While I do like the diversity of settlements and warring factions with their own tactical and supernatural niches, the darklord leaves me cold. His backstory feels a bit too tied-in to Curse of Strahd, and given that that adventure was rather explicit that nobody managed to defeat the vampire count it feels weird to have someone who did and is just seemingly forgotten. It would be like having a legendary villain who defeated Elminster or one of Dark Sun’s dragon-kings but doesn’t have the notoriety and acclaim that would go with it. Raghar also doesn’t feel as “cursed” as Narsioch and other darklords here. Sure he’s a powermonger who fell far from lofty ideals, but he’s still doing what he was doing before being claimed by the Mists; using violence and making things worse for the people he’s supposedly protecting.

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Dutrong is a classically gothic realm: a rural realm of malnourished, oppressed, and deliberately-uneducated peasants ruled over by decadent vampire families who tax them in grain, gold, and blood. Its darklord Belépiné LaBergere affects the mannerisms and dress of a stereotypical arrogant highborn noble, but in reality she has less power than she lets on. The vampire’s tyrannical ways are preventing them from fully living the lives of luxury they so crave: by keeping the domain a backwater, they have fewer and fewer local resources in training people for education, the arts, and the finer things in life. Crop failures and expanding swampland is leading to a higher death rate for commoners, and there’s too many vampires sired to not contribute further to this, causing even the undead to suffer a food crisis. When you have both the nobility and commoners worrying about their next meal, revolution is bound to happen. Vampires unable to feed eventually devolve into Bloodstarved, CR 7 undead similar to vampire spawn save that they deal less damage, don’t have Regeneration and can only regain hit points from a Bonus Action Bloodfeast on a clawed target, and have a lot more hit points at 130 vs the spawn’s 82.

The expanding swampland is known as the Tear Morass, slowly growing each year and whose cause is unknown, and it has swallowed up several settlements into ruin. At the heart of it is a unique monster known as the Primaeval Blood, a gigantic ooze-like being made of blood and possessed of alien intelligence, which attacks with pseudopods and the ability to “weaken the blood” of touched creatures that imposes vulnerability to necrotic and poison damage on top of disadvantage on attack rolls and ability checks.

Regarding level-based difficulties, most of the common monsters in Dutrong are low-CR undead, with only a few rising above CR 5 and only the Primaeval Blood within the Tier 3 range. But its reigning vampire rulers are all traditional CR 15 monster manual vampires, barring one Vampire Spawn and the darklord Baroness LaBergere who has her own stat block which is more or less a typical Vampire but with a lot more skill proficiencies and various literal blood magic attacks and Legendary Actions like creating a thrown lance made of blood or forcefully ripping the blood out of other creatures as an AoE attack.

As for its darklord, she was once a noble eager to be next in line to the family name, so she murdered her siblings in order to become Baroness. She then went on to claim adjacent lands of other nobles via underhanded tactics, and was then married with children. The onset of motherhood and the difficulties of childbirth caused her to confront her own mortality, fearful that she could lose all she had built up from the randomness of fate. Like so many others in this campaign setting, she researched dark magic to attain immortality, eventually becoming a vampire after murdering her husband as part of a human sacrifice.

Flush with perceived invincibility, Baroness LaBergere granted her children and favored vassals vampirism as well, but she was at once too power-hungry and too liberal with those she converted to undeath. While her barony fielded a formidable force of undead warriors to conquer even more land, vampires and vampire spawn aren’t effective peace-time rulers. The need for blood, combined with the new undead’s lack of experience in blood-drinking, led to scores of death, as hundreds of people died each month simply from the “blood tax,” eventually encouraging a revolt. The Baroness commanded legions of the night to put down the rebellion, and in so doing gained a new kingdom. A kingdom shrouded in Mist, a kingdom doomed to crumble before her very eyes and even her own children are at risk of becoming little more than bloodcrazed beasts.

Thoughts: I really like Dutrong as a domain. It is a bit one-note in terms of theme and not entirely original, but it really hits the notes of gothic horror in how even the villains and monsters have imprisoned themselves with their own misdeeds. Turning rival vampire families against each other and even the darklord can make for a good “enemy of my enemy” scenarios, and the eldritch horror in the swamp is an unconventional threat that still ties into the domain’s themes. While the primaeval blood may be hastening the process to the next revolution, its expanding swampland is also causing innocent people to starve to death, and is thus something PCs would want to stop.

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The End is not a land in the conventional sense, its reality ever-shifting into unsettling, nightmarish landscapes with little rhyme or reason besides the goal of breaking the minds of those unlucky enough to end up here. Eventually, those who remain too long lose hold of their memories and eventually turn into monsters that are literal Remnants of their former selves. Via the Content Warning sidebar, the End is meant to evoke the themes of dementia.

There are some relatively stable points of interest spawned from the mind of the resident Darklord, such as the Ballroom full of discordant music and dancers with unrecognisable faces seemingly shattered like broken glass. Or a regal court with a king whose form constantly shifts and each time someone doesn’t look at him (even due to blinking) he ages one full year.

Common monsters in the End tend to be on the low side of CR 5 or less barring two exceptions, with existing monsters being ones that evoke sensations of the unfamiliar and imperceptible like allips and will-o-wisps. We have five new monsters for this chapter, four of which are Fragments, incorporeal aberrations that appear as unfinished versions of various creatures like a half-done piece of artwork and are directly controlled by the Dark Powers: Decaying Memories (CR 3, no innate attacks but creatures nearby suffer psychic damage and possible levels of exhaustion on failed Intelligence save), Fugue (CR 10, huge cloud-like beings that can cast various enchantment spells, aura dealing psychic damage, and can lure people towards it on a failed Wisdom save), Mind Dreg (CR ½, basic attack dealing psychic damage and regains hit points from doing so), and Remnant (CR 5, appear as shattered versions of who they once were, are under the permanent effects of Blink and have a touch attack that imposes an ever-increasing die size on rolls like the Bane spell and a rechargeable stunning psychic attack). The fifth monster, the Gibbering Horror, is CR 7 and basically a gibbering mouther that has cannibalized its own to the point it has grown in size and power.

And what of its Darklord? He is the Warden, his original name long since lost. He wanders the End, tormented by the Fragments as he tries desperately to make sense of reality and now is now a fearful, bitter man in a world he can never understand. He was once a respected court mage who aided his lord in becoming a fearsome conqueror; the mage’s wife grew disgusted with her husband, who became just as power-hungry as the man he served. When the kingdom’s transition to peacetime proved that a warlord does not automatically make one a good ruler, foreign invaders took advantage of local tensions. The Warden, long accustomed to viewing every problem as a nail that needs hammering, sought to solve this problem with unmatched, unstoppable violence, using a forbidden spell from his research to end the life of every being for miles around to defeat the armies. He was successful, but caused countless casualties beyond just the enemy soldiers. That was enough for the Mists to take attention, sending him to the End.

In terms of stats, the Warden is unique in being a non-evil darklord, being of Neutral alignment, even if the act that condemned him was unquestionably evil. The text says that the darklord’s “torment is cruel, even for the Domains of Dread. Every moment is a spiral of confusion, fear, and mental anguish that never ends, and keeps getting worse.” In terms of stats he is a CR 17 incorporeal being whose main methods of offense revolving around mental assaults, from spawning Decaying Memories, deadly hallucinations that deal psychic damage, cause attackers to hit their allies in fits of delirium from a failed Wisdom save, and so on. Due to the Warden’s existence, he takes the maximum possible damage from psychic attacks, a notable weakness. He also has poor Strength and Charisma scores and no proficiency in those saves, another Achilles Heel.

Thoughts: Of the first four domains covered, this one’s my least favorite. First off, the Warden was a power-hungry man who effectively dropped a magical nuke regardless of the cost. So you’d imagine that his domain would reflect his crimes. Being afflicted with what is basically magical Alzheimer’s feels out of left field and not in line with his sins. Compare the Warden to the previous entries: Prince Narsioch was spiteful of others being beloved and viewed as more legitimate rulers, so his attempts at sabotage merely prove him for the monster he is in the eyes of the people. Raghar dedicated his life to overthrowing a tyrant, only to become a tyrant himself. Baroness LaBergere willingly became a vampire in hopes of not losing her familial legacy, but it’s her undead nature and crimes that make her dynasty more fragile than ever.

Additionally, the End’s malleable nature and real lack of three-dimensional characters outside of the Warden’s vague memories hampers it as an adventuring locale beyond a one-shot or brief foray, limiting its potential.

Thoughts So Far: As outlined above, the domains with the exception of the End all have a fair amount of adventure hooks and locales beyond the Weekend in Hell style “defeat the Darklord,” and do a good job of evoking classical fantasy tropes but with dark gothic twists. I wasn’t as fond of Dromeria’s darklord, but even outside of him the domain has enough potential to be entertaining. Amarium and Dutrong have strong incentives for PCs to help out the people suffering under its darklord, and a variety of factions they can plausibly ally with or pit against a common enemy.

Join us next time as we venture into four more domains, such as Malbor which takes place on a mountain-sized Gulthias Tree!
 

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Gaol is a domain that has gone by many different names, with its true name used in hushed whispers by those who see the world as it truly stands. Currently, the domain appears as the small town of Chinswyk. There’s enough buildings to support over 2,000 people, but you’d be lucky to see a hundred people outside at any given time. Keeping to themselves, nobody is acting as their true selves, for the domain is a Truman Show style farce where everyone has an act to play. Martimus Jack, the star of the show, isn’t its unwitting prisoner, but its darklord who forces everyone else into predefined roles thought up by him.

Martimus Jack was born to a life of privilege, not having much direction or drive to get what he wanted in life. Reality hit him hard when he enrolled in a magic school, dropping out due to failing grades. He took to many other professions over the course of his life, encountering the same problem due to his own impossible standards of wanting to be an expert in no time at all. Resentful of a world he believed didn’t recognize his innate genius and noticing that his siblings were more respected and beloved even by his parents, Martimus started to create a fantasy world where he was the most powerful and beloved person in reality. One day, after an angry argument with his father, he used illusion magic and a knife to torture and murder his family members, enjoying their suffering as the Mists claimed him.

Martimus has the power to create his own stories, and he’s spent lifetimes performing literal world-building. Whenever he lost interest or satisfaction with an existing tale, he would create a new realm that would literally crush the old one. The latter became part of the Underset, dark monster-ridden places of broken, claustrophobic layers of realities where the survivors are forced to eke out a subsistence-level living. Martimus’ talents haven’t improved over the years: his plots are ridden with cliches and stereotypes, he always creates worlds where he’s a Marty Stu where anyone who isn’t a resentful villain is made to love and adore, and he loses track of his own plots and subplots over time. The “actors,” however, are real people, either having been born and raised in the domain or trapped from elsewhere. Martimus has no care or concern for the lives he destroys and ruins, as long as it makes for “a good story.” Those who refuse to play along are kidnapped by one of ten monsters known as the Producers at a convenient time. Their fates are to be either outright murdered, banished to the Underset, or replaced with golems made of wax that look like them but closer inspection reveals that something is “off.”

Deep down, Martimus knows that the worlds he creates are false. That the people living within only pretend to love him and in fact fear and hate him. Without a strong editor or self-awareness, his own plots and drama get more and more holes in them as time goes on, revealing his stories to be increasingly obviously flawed. While the Producers do a good job at enforcing order behind the scenes, Martimus fears that they will usurp his creative vision one day or otherwise lose his absolute authority to them.

The current world is the town of Chinswyk, a soap opera style facsimile of what Martimus Jack imagines medieval life is like for the commoners. When Martimus is gone and writing the next script for the season, the people can rest for a bit and act as their true selves. Yet there’s still a sense of fear for the upcoming months, when eventually the opening theme song is played to herald Martimus’ return and people suppress their fears to avoid breaking down as the source of their misery returns.

All monsters found in Goal at this point are relegated to the Underset save for the Producers or Wax Golems. Most creatures there are either undead or sorrowsworn fiends. For new monsters, we have Wax Golems (CR ⅛, basically noncombatants who look like the clone of another creature until they take fire damage and start to melt), Dead Studio Audience (CR ¼, undead forced to be literal laugh tracks, using a deafening laugh attack that deals psychic damage), Dread Chorus (CR 5, swarm of incorporeal undead who are forced to be narrators and commentators whose proclamations are AoE attacks dealing psychic and thunder damage), and the Producers (CR 10 aberrations who can sense intelligent life up to 1,000 feet away and has a variety of attacks such as an intelligence-draining melee spell and the ability to create areas of silence). As for Martimus Jack himself, he’s a CR 12 wizard specializing in illusion and enchantment magic, can create duplicates of himself similar to Mirror Image, and has legendary actions that create more such duplicates or debuff a target via beguiling magic.

We also get sample prior worlds that can be found in the Underset, and tables for determining the genre and setting of a Reboot when Martimus Jack gets bored of the current world and wants to start anew.

Thoughts: I really like this domain. A lot of the suffering Martimus creates is implied rather than outright stated save for one specific example,* but anyone who’s read a self-indulgent novel can easily conjure the kinds of harm the darklord can cause. The Underset is a fun means of inserting dungeon-crawling elements into Gaol while exposing the true extent of the darklord’s evil.

*Have the Producers kill one woman’s husband and frame her for the crime, because the story needs her to be a murderer.

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Isrige is a domain locked in a harsh, eternal winter. While listed as Early Medieval in the book, it won’t remain that way for long as the darklord’s ban on fire forces people to warm themselves underground or in a way that the smoke cannot be seen on the horizon. Most people are too busy hunting and foraging for their next meal to maintain complex divisions of labor, much less grow crops. Isrige’s darklord and ruler is Queen Hekolda, hated and feared by all save for some small outliers that worship her as a goddess of sin and punishment. Much like Barovia, its people worship the sun as a harbinger of hope and warmth. There’s a prophecy proclaiming that the sun will bless a newborn daughter with the power to destroy the Queen once and for all. Brother Daggry and Sister Skumringa, a pair of good-aligned monsters known as dawn crows, fly between settlements in search of such a gifted child.

There is only one settlement capable of resisting Queen Hekolda’s forces: Fortress Eldenbjorn, home to bandits led by Arrin Eldatter who is known to domesticate a wide variety of beasts. Sadly, the Eldenbjorn bandits are no freedom fighters, raiding other population centers and merely seeking to live a better life of open fires and cooked meals.

Most monsters in Isrige are themed around the cold and live in cold environments, from remorhaz to yeti to frost salamanders. Several monsters are actually reprinted from Icewind Dale: Rime of the Frostmaiden, such as Coldlight Walkers and Ice Trolls. Outright new monsters include Dawn Crows (CR 4, have light and fire magic along with being able to make AoE cylinders of light dealing radiant damage), Frostbitten (CR 3, melee focused undead that can “thaw out” upon death to become a zombie, Knights are stronger CR 6 versions), Ice Elemental (CR 5, Myrmidons are CR 7, have AoE attacks deal cold damage and exhaustion, or restrained condition for myrmidons), and Snow Maidens (basically specters but immune to cold damage and life drain deals cold instead of necrotic). This last one seems to be mislabeled, as the Isrige section makes mention of a Snow Geist, but the bestiary chapter makes mention of a Snow Maiden. Queen Hekolda herself is a CR 16 wizard and has a variety attacks and legendary actions themed around winter such as petrifying a target in a block of ice. She suffers disadvantage on attack rolls and ability checks when taking fire damage, which also impedes her Regeneration ability.

Queen Hekolda used to be the reigning noble of a coastal realm, and her inability to bear children caused her dynasty’s furtherance to be in doubt. Meeting with a witch in hopes of becoming fertile, she was granted a magic mirror that could grant her wish. But should the mirror break, she would lose “everything, forever.” The wish worked, and Hekolda gave birth to two daughters, Vensolda and Fryden. Vensola was the happier one, but Fryden grew up to be a bitter girl. The Queen favored Vensolda, causing Fryden to become more sadistic and anti-social in finding ways to hurt her sister. This strained her relationship with the rest of the family, causing Queen Hekolda to believe that Fryden’s existence was a “parasitic price.” Eventually Fryden discovered the hidden magic mirror and learned of its purpose, wishing to gain her mother’s attention.

Content Warning: Child Death

It worked, and Fryden began to emit an uncontrollable aura of utter cold. Vensolda froze to death in trying to find her, along with several guards. Fryden was horrified, and when Hekolda discovered what transpired she believed Fryden to be a murderer and told the remaining guards to kill the girl. Believing the mirror to be a curse, Hekolda shattered it into a thousand pieces, shards flying into the night by magic, and used one shard to stab Fryden to death.

The Queen awoke in a new, cold realm of Mists. Although capable of commanding great magic, she is harmed by even the tiniest flame, leading to the ban on fire. Believing that she can regain her former life and family, Hekolda creates Frostbitten undead to scour the lands for the mirror shards in the belief that rebuilding it can make things right again. She has no care or concern for Isrige’s inhabitants, viewing them as unworthy beings who merely stand in the way of her heart’s desire.

Isrige ends with a variety of unique rules and adventure hooks. For example, various mirror shards can function akin to magical blades based on size when found, although they bear a curse that the wearer becomes unable to view anyone or anything in a positive light, as well as various suggestions for what should happen if the mirror is reformed.* Or Queen Hekolda’s weather-shaping capabilities manifesting as a table of cold-based hazards. We even get suggestions for subclasses for a PC who fulfills the Dawn Crows’ prophecy.

*Being a Darklord, Hekolda won’t get her wish in the way that she expects, if at all.

Thoughts: This is another domain that I like. While Lamordia currently occupies the role of a domain of deadly winter in 5th Edition Ravenloft, it’s more industrial-minded and science-driven vs dark ages fantasy. Isrige is a bit limited in terms of adventure types, given the strong focus on wilderness survival and a central villain, but that’s more of a subjective taste given that a tightly-focused domain can still be well-designed.

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Malbor is a most unusual domain, being a gigantic tree ten miles high. A persistent rot makes its foundations continuously creak, and all manner of fungi, moss, and parasites grow on it. Mists as far as the eye can see surround the trunk and cover the sky, with the occasional root cresting above the former’s surface in writhing movements. Its darklord is the vampire Gulthias, who inhabits a shrine dedicated to the dragon Ashardalon at the highest branches, The tree is the largest known one of his namesake, which exists in a symbiotic relationship with the darklord. The recent arrival of billions of termites eating away at the tree’s foundation are an existential threat; they cause Gulthias endless pain as he feels them gnawing away at the tree like it’s his own flesh, and the domain’s residents fear of the tree collapsing into the Mists when the termites consume enough of its foundations.

Malbor’s non-monstrous inhabitants are humans, half-elves, and various subraces of elves, with wood elves the most common. They hold no delusions that they live in a realm full of danger, from the termites and blights to the unstable foundations of their home. Fire is an important yet feared element, and some regard it as sacred. A specialized job known as Flameholder exists in every culture, of someone who knows how to safely handle and control fires. With the lack of traditional farmland, most people grow and eat moss, lichen, fungi, and water is collected from rainwater and snow. The closest thing to cattle are domesticated maggots the size of an adult humanoid’s fist in the settlement of Virnem.

Religion is a very important element in Malboran society, with three faiths holding equivalent numbers. Worshipers of Gulthias believe that offering themselves up via blood and sacrifices will lead to a better life, although the darklord hardly acknowledges them. They used to have a decent-sized town known as Morlig that fell to ruin once the termites ate away at its foundations. The people of Virnem worship Mother Oak, a prior community leader who they believe to have been a goddess of life, protection, and motherhood. The Twin Flames of Ramus refer to the deities known as Morningfire and Evenginflame, who were in fact mortals of a village known as Ramus who tried and failed to defeat Gulthias. A few worshipers of the last one interpret their faith in an apocalyptic way, believing they will be freed from this harsh life when their gods return and burn the tree.

Beyond Gulthias, there are two other threats of note in Malbor. The Corvid is a human warlock who is accompanied by crows, ravens, and magpies, and is capable of extending his senses into corpses and birds which he’s using to build an intelligence network for unknown purposes. Xirolla is the leader of a community of harpies who live in the ruins of Ramus, wrongly believing that she can defeat Gulthias and thus gain control of the tree. And there are the termites of course, spread throughout endless tunnels around the base.

The monsters of Malbor are strongly plant-themed, but we also have a few flying and climbing monsters such as harpies, perytons, and phase spiders. For new monsters we have a Gulthias Tree (CR 14, immobile boss-monster that can multiattack with branches and grappling roots, “summon” blights by spawning them, and ranged and AoE attacks dealing necrotic damage) and two types of blight: Pollen (CR 4, sprays pollen that deals poison damage and the poisoned condition), Root (CR 2, specializes in grappling with damaging roots). We also have a CR 7 Tree Blight which is a reprint from Curse of Strahd, basically being a big hulking plant monster with some nasty melee attacks.

As for the Darklord himself, he was once a noble* who was the sole survivor of his family after a political coup. Alone and on the run, he found community in the Cult of the Eternal Dragon, who worshiped the red dragon Ashardalon famous for supposedly becoming immortal via demonic and astral magic. Gulthias slowly became disillusioned in the cult’s teachings, finding contradictions in their beliefs. He soon believed that the dragon was never immortal at all, and realized that he could eclipse even that false god by becoming a vampire. Via a ritual he became one without the need of another vampire to drain him, and he forcibly turned the rest of the cult into his spawn. Gulthias reinvented the cult’s purpose, growing in power. And yet like so many other evil overlords, he was defeated by a band of plucky heroes.

*starting to see a pattern among the darklords now.

With an appreciation for dramatic irony, the Mists claimed Gulthias after he was staked to a tree, making him the literal and figurative heart of the new domain of Malbor. Even with this setback Gulthias sought to rebuild his cult, and ended up returning to praying to Ashardalon and building a shrine to him. But the new inhabitants weren’t like the indoctrinated former followers: they worshiped Gulthias and not Ashardalon, not out of devotion but fear and otherwise wanted to attend to their own lives. Eventually Gulthias grew aware of the tree being a prison he could not escape from, and the arrival of the termites rendered him insane from pain. Gulthias is a CR 20 monster who is a plant with the blight subtype, specializing in plant-based magic, battlefield control vine and spike attacks, a vampiric tether melee attack that deals necrotic damage, and Legendary Resistance and Actions to go along with it.

Thoughts: Of the four domains covered in this post, Malbor’s my favorite. I love the callbacks to the unnamed 3rd Edition adventure path, and the domain itself has quite the number of sites for dungeon crawls. While more bit-players in comparison to the darklord, the Corvid and harpy raiders make for good secondary foes beyond just Gulthias, although we don’t have stats for any giant or monstrous termites which is a shame. Plant monsters are few and far between in 5th Edition, so having a domain focusing on them as a giant tree powered by evil is quite cool and more original than yet another “dark forest/jungle/underdark” locale.

Requiem (no heading picture) is the first of our truly new domains not covered in the prior Pocketbooks to Ravenloft products. It is a giant necropolis, consisting of tunnels and rooms filled with graves and similar holdings for all manner of corpses. The only way in and out of the domain is via the Gates of Requiem, which can appear anywhere in the Multiverse. They are one-way, letting people in and not out, but only the darklord Gravedigger Garo knows the secret in how to open the doors from inside the domain. An alternative can be found in the Sepulchre of Things Unremembered, a metaphorical tomb that holds things forgotten by others and kept secret by the Dark Powers.

Requiem’s various regions touch upon different themes of death. For instance, Dreadgrave is home to wicked individuals who are unable to pass on and either roam its halls or fruitlessly slam and struggle against the coffins and doors entombing them. Then there’s the Grotto of Forgotten Dreams, a mossy cavern where soulless beings meet their end.

Needless to say, pretty much every monster here is some variety of undead, with some plant based monsters being exceptions found in the Grotto of Forgotten Dreams. We have two new monsters here, the Gravekeepers who serve as the darklord’s personal army who put their fellow undead to rest. This is a task they hate due to their contradictory nature; they are CR 8, with attacks and aura center around necrotic damage and reducing maximum hit points and deal bonus force damage to undead. Then there’s the Unspoken, CR 3 living humanoids who learn forbidden knowledge that shatters their mind, gaining the ability to utter cursed insight as special attacks that impose various curses and debuffs. We have three entries for notable NPCs: a pair of death tyrant beholder brothers who were forced into being custodians by Garo, and whose own attempts at seizing power in the domain fail due to their endless bickering; a mummy lord who shared unique magical knowledge with Garo in order to have freer reign in the Lord’s Mausoleum, a tomb where the rich and famous are interred; and a skull lord who is an amalgamation of various evil beings and commands an army of skeletons.

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As for the Darklord, Garo Fossor appears as a depressed human male bearing a lantern and shovel. He was raised by Vistani, having seen more of the Domains of Dread than most living souls. He met and married a woman by the name of Frida during his travels, and would’ve lived as a happy family were it not for a terrible Mist-spawned creature slaughtering her, her village, as well as most of the Vistani. There were only a few survivors, Garo among them. Unable to think of why the Mists would take everything from him, Garo wandered by himself on a soul-searching quest for 10 years, conducting research into the nature of the world. He soon learned of the Dark Powers, finally able to put a name behind the cause of his sorrows.

What’s more, Garo also learned the true nature of the Dark Powers, which he used to make contact with them. Filled with righteous rage, he demanded them to not only return Frida to life, but to stop playing with people’s lives. And should they refuse, he would do everything in his power to make the inhabitants of the Domains of Dread know of their existence. The Dark Powers answered by creating the domain of Requiem and making him its darklord. Garo was to be its “gravekeeper,” a guardian over the secrets of the Dark Powers and to endlessly put down the undead that would not rest. Garo hoped to find a way out, but over time he let the Dark Powers warp and corrupt him, becoming an unfeeling slayer of not just the undead, but any living prisoners who found their way into the domain. Garo holds the deluded belief that service to the Dark Powers would grant him freedom.

Statwise Gravedigger Garo is a CR 15 undead, with poor Armor Class of 14 but otherwise strong defenses such as Magic Resistance, Regeneration, proficiency in every save except Dexterity and Intelligence, and immunity to effects that turn undead. His main attack is a shovel that can stun on a critical hit, and can upend earth and stone as an AoE dealing bludgeoning and thunder damage as part of a multiattack with his shovel. He also has a small yet potent selection of earth and necromancy themed magic such as Passwall and Circle of Death. His lantern can be used to summon 1d4+1 specters as a rechargeable ability, and he has Legendary Resistance and Legendary Actions which can be used to control undead or generate a damaging aura of blinding haze.

Thoughts: I’m not very fond of this domain. It’s rather one-note in effectively being a dungeon crawl with different grave/tomb themes. Furthermore, I don’t like the backstory of Garo: an important rule of Ravenloft’s darklords is that they are evil people who willingly committed a terrible act and/or series of acts that damned them into a domain to serve as their prison. Garo didn’t do anything in line with this, and while motivated by anger he didn’t direct it at the innocent. While the book acknowledges that Garo is perhaps the only darklord undeserving of the title and punishment, it doesn’t line up with the setting constraints. And even should one earn the Dark Powers’ ire, the setting is still home to many non-darklord souls whose lives are made miserable by cosmic evil, like Rudolph Van Richten’s curse.

Thoughts So Far: With three domains I like and one I dislike, the Guide’s middle section has some very strong entries. They all feel appropriately dark fantasy and unique so as not to feel too interchangeable with existing domains. Requiem is a weak entry for me, but it’s not enough to bring the rest down.

Join us next time as we finish up this book with the last four domains!
 

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