Hey, Jim here! Before Frankie gets started, I wanted to remind you that High Level Games is bringing you game content and commentary absolutely free, as well as providing a home and launching point for a slew of great creators! If you want to support our endeavors, we'd love it if you stopped by our Patreon to show your support. Of course, if you'd like a little something for your hard earned money, you could always pick up one of our fine game products as well. Greetings, traveler! It’s been quite a long time since we’ve had occasion to converse. I do, of course, apologize for the circumstances that led to your imprisonment in the dungeons of the Kargat. I hope that my efforts to arrange your…early release…might mitigate your ill feelings in this regard. Since you are no doubt fleeing through Tepest on your way south, I thought I might send this little gem on to you. Tavaani al-Chole is one of the Tepestani Inquisition’s most ardent rising stars. In particular, he seems dedicated to turning the Inquisition’s attention away from the fairies and onto the witches his organization believe work alongside them. To that end, he’s distributed a little leaflet to his own supporters, helping them identify “witches” among the populace. I’m sure a seasoned adventurer like yourself will spot the dangers right away… Trust Not the Witch Brothers and sisters of the Inquisition, we have allowed the servants of the fey too free a hand in the mortal realm, and the will of Belenus demands that we address our laxity before their baleful influence proves our undoing! These fiendish beings masquerade as everyday citizens, and in most cases, the techniques developed by Brother Wyan will prove adequate. Some of these malevolents, however, have learned to shield themselves from our ministrations. The Inquisition, as ever, knows how to ferret out the demons in our midst. 1) Spell Components Those holy warriors and devout priests pious enough to call upon the might of Belenus do so with merely the power of their faith and a brandished holy symbol. The vile fey sorcerers, however, require an assortment of trinkets and tokens to perform their lesser magics. By this, you will most easily recognize them. Be on alert for travelers carrying bric-a-brac with no clear purpose. Loose feathers, colored sand, clear stones, tokens from children’s games, carved figurines, spiderwebs or insect parts: all of these are documented paraphernalia for the occult. In addition to their use in the manufacture of wicked potions, various herbs and flora can be used for similar results. These items should always be viewed with suspicion by the canny Inquisitor. Be on the lookout for traveling artists, jewelers, herbalists, or those claiming to be students of the ‘natural sciences.’ These are often cover identities that allow a convenient explanation for carrying these arcane sundries. 2) Literacy Since there is no divine wellspring supplying their deceitful arcana, witches in the service of the fey often commit their devilry to paper so that they can pass it on to future generations of apostates. Traveling witches (who frequently call themselves ‘wizards’ to avoid execution for their crimes in foreign lands) carry working spellbooks called arcanabula, which function as eldritch workbooks and spell journals. These are easily identified. More cunning are the formal grimoires, finished tomes which can often present in coded passages decipherable only by those trained to understand their gibberish. Books or papers which contain unintelligible ramblings, which may appear to the eye of the studious Inquisitor as philosophy, poetry, or advanced ‘sciences,’ should be viewed as suspect and burned if necessary. Those capable of reading more than a single language should likewise be viewed as suspicious. 3) Tolerance Witches are deviants, and thus are likely to find willing company with other deviants. The form of man is sacred, of course, and Belenus in his infinite wisdom has shown that the lesser forms of the dwarf, the elf, and even the pitiable caliban are acceptable in his sight, provided they show proper deference to Belenus’s true children. The beings of the Void and the Pit, however, taint the flesh they come in contact with, and spawn bastard races as surely as the acorn grows into a mighty oak. The goblin, the hag: these are only a few of their forms, whom witches often offer open acceptance to. Other folk are stranger still, with unnatural hair, eye, or skin colorations; scales or tails; even the ability to breathe fire or perform unholy feats! While the witches who claim such companions will betray their ‘friends’ at a moment’s notice if convenience requires, their allies are usually unaware of this, and will frequently fight to the death for their vile comrades. 4) Oaths Knowing the treacherous hearts of those that serve them, the fairy lords demand fealty through unholy oaths and pacts. These promises can prove to be an Inquisitor’s greatest tool, if he or she knows how to look for them. Keep an eye out for strangers who show bizarre behaviors that they then brush off as ‘cultural’ in origin. Witches of a shamanic bent in particular are known for eschewing metal tools and equipment. I have enjoyed great success in identifying witches among traveling groups by requiring strangers who view our executions to light the sacrificial pyres. Since their vows to their fairy masters forbid them from participating in Belenus’s rituals, they often violently refuse. By this method, I have identified no fewer than seven heretics, many claiming to be devout holy warriors of imaginary deities like ‘Rao,’ ‘Ilmater,’ or ‘Kiri-Jolith.’ Go Forth Wyan has lit our fire, brothers and sisters. It us up to us to now go forth and spread it. With the tools I give you, and the tools Wyan has given you, let us be the torch in the night. Let us be light unto the believer, and let us burn the sinner to ash. Real piece of work, isn’t he? Yvanova has uncovered evidence that Tavaani is really half-fey, and suspects that our young Inquisitor might be spurring the faithful to purge spellcasters in order to distract them from his own family’s machinations. If you wanted to ‘take care’ of Brother al-Chole while you were in Tepest, I’d see fit to reward you some 5000 gp on your return. If not, feel free to spread word of my offer to any interested parties you come across in your travels. Good luck, and happy hunting. Frankie Drakeson, Lord Mayor of Carinford-Halldon Frankie Drakeson is a retired rifleman and the current mayor of Carinford-Halldon in Mordent. He is married to Gwendolyn Drakeson, the granddaughter of Nathan Timothy. Jim Stearns is a deranged hermit from the swamps of Southern Illinois. In addition to writing for the Black Library, he puts pen to paper for High Level Games and Quoth the Raven. His mad scribblings can frequently be found in anthologies like Fitting In or Selfies from the End of the World, by Mad Scientist Journal. Follow him on Twitter @jcstearnswriter, or listen to Don, Jon, & Dragons, his podcast. Picture Reference: https://www.pinterest.com/pin/842736148994274726/ by Sir Tiefling When I started gaming, I loved to read the early Dragon anthologies for their insight into the early game. One of my favorite anecdotes was about a Lake Geneva player who took “wall" as a language, and proceeded to interrogate dungeon walls as to what was behind them. His creativity was only matched by the DM, who had all the walls reply in drunken slurs that they had no idea because they were all “plastered.” Apart from comic relief, this scenario raises the question of the role languages might play in various games. The Ravenloft setting dispensed with the simplicity of a “Common" tongue found in other settings because it clashed with the insular, xenophobic nature of the setting. This has forced players to strongly consider their choices for what many other settings consider an afterthought. To make sure you are covering all you bases, consider the 4 S’s. 1) Secret Societies Like Druidic in previous editions, knowledge of a particular language is extremely useful for identifying who is part of your secret club. Hidden messages become much more secure, as the eccentricities of a language are far more confusing than any code. Even when translated by magic, cryptic jargon or slang still remains, such as with Navajo code talking. This also adds to the flavor of the secret society, as the language in question is tied to pragmatic or philosophical roots of the group. Vampyrs of Falkovnia might use Wardin (the language of their leader’s lost world) as a way to express their ambitions, and a prospective Knight of the Shadows might be expected to learn Nidalan before the annual trip to the The Shadowlands. 2) Status It was suggested in the Ravenloft Dungeon Master’s Guide that Draconic--the language of arcane spellcasting--was one possible bridge between the diverse patchwork of peoples scattered throughout the Mists. An example of this was given in Van Richten's Arsenal, when Celebrant Agatha Clairmont and Gennifer Weathermay-Foxgrove found it the only common language they could write letters in. In academic circles, knowledge of Draconic or other dead languages might be a significant status symbol. After all, Mordentish may be the language of scholars across the Core, but in Mordent it’s the language of everyone, from the dean to the drunkards. Dead languages are a much better reference than living ones when you are trying to sort out the ones who had quality schooling. 3) Summoning Summoning spells get short shrift in Ravenloft due to the restrictions on summoning extraplanar creatures, but there are ways around these restrictions. The simplest is the Entities from the Id feat from the RLDMG, which allows the full summoning list to anyone who has failed a Madness check. This has been expanded on for Pathfinder to allow for the Summoner core class using madness in a character backstory. However you choose to specialize in summoning, many summoned creatures need direction in their own language to do anything other than attack, so language slots add a lot to their versatility. 4) Sundries Sometimes the language slot is the best place for a language-like skill that doesn't fit elsewhere. Vistani ‘tralaks’ or trail signs don't have a ‘spoken’ form, but this is a language available to PC’s, unlike Paaterna. Like gnomes speaking to burrowing mammals, there might be a character with a supernatural ability to understand the speech of the undead, the shared chorus of elementals, or some ancient language from a past life. I thought about that guy who talked to walls when a player unfamiliar with Ravenloft put drow sign language in their list of languages. Drow are barely even legends in Ravenloft, so this was perhaps the least useful language choice possible. However, it inspired me to think about the role of sign language in the Land of Mists, and I created an esoteric sign language for this character, one used by La Serrure et Cle due to problems speaking while masked (and to further hide deformities that affected speech). Years later, “Surreran Sign" continues to be an interesting feature of my games. Consider this challenge next time a player proposes a rare or unorthodox language. There could be a great story there, and at the end of the day, great stories are what roleplaying games are all about. Leyshon Campbell has been playing and writing for Ravenloft for over twenty years, from the Kargatane's Book of S series, playtesting D&D 3E in a Ravenloft campaign, to the ill-fated Masque of the Jade Horror. He married his wife on Friday the 13th after proposing to her on Halloween. By tradition, the first story read at birth to each of their three children was The Barker’s Tour, from Ravenloft’s “Carnival” supplement. He is currently running the “Queen of Orphans” Ravenloft campaign on Discord. Picture Reference: http://termcoord.eu/2016/04/j-r-r-tolkiens-guide-to-inventing-a-fantasy-language/ Hey, Jim here! Before Frankie gets started, I wanted to remind you that High Level Games is bringing you game content and commentary absolutely free, as well as providing a home and launching point for a slew of great creators! If you want to support our endeavors, we'd love it if you stopped by our Patreon to show your support. Of course, if you'd like a little something for your hard earned money, you could always pick up one of our fine game products as well. Greetings, traveler! It’s no secret that adventurers stick out like a sore thumb in the Core. Heavy armor and ostentatious magic draw all manner of unwanted attention, and the wisest heroes learn quickly to travel incognito if they want to avoid overt hostility from the worst of the abominations that stalk the realms of men. Early in our correspondence, I gave you some advice on how a spellcaster might ply their trade without arousing too much suspicion. I thought we might revisit a similar topic and discuss those of a more surreptitious bent. Rogues (better known by their more honest sobriquet: thieves) are a staple of the adventuring party. Mundane skills of legerdemain, acrobatics, and ambush attacks make them indispensable to the travelling hero, but this sort of champion has a tendency to run afoul of the law, and with the exception of the ever-rare paladin, they top the Darklords Most Wanted lists in most domains. Fortunately, there are a number of guises the enterprising footpad can operate under if they want to avoid the watchful eye of the Core’s dark masters. Or just the local constabulary. 1) The Butler Great warriors often travel with a retinue. Fortunately, when faced with a wrathful cavalier, very few intelligent monsters will turn their back on the most visible threat to attack the help. Wealthy merchants, priests, diplomats: really, anyone with money can have a valet with them without arousing suspicion. In matters of espionage, the butler can often go places, especially in more medieval settings, where a notable hero might be noticed. Pulling off the role of the butler requires a bit of skill as a valet. Knowledge of how to prepare a meal, how to ready a horse or suit of armor, and how to craft or repair articles of clothing go a long way to selling the ruse, in addition to ingratiating you with your group, since these amenities can be welcoming comforts on the road. The best valets also double as barbers, of course, keeping their lords’ hair and faces immaculately trimmed and shaved. This provides a useful excuse for carrying a straight razor. Letter openers and small tack hammers can also be included without disrupting the image. 2) The Fur Trapper The quests of adventurers can sometimes take them far into the wilderness, and many groups take to hiring guides familiar with the lands they’re traversing. If your group isn’t fortunate enough to have such a guide, you might make your own fortune by disguising yourself as one. Providing you speak the local language, you may find rugged ‘working poor’ types more amenable to discussing current events with a fellow peasant. Knowledge in how to make, set, and disarm traps is one of the most quintessential thief skills, so it’s something you probably won’t have to go out of your way to learn. The profession gives you a reasonable excuse to carry a small selection of snares, wires, and jaw traps wherever you go as well as tools with which to work on them, and despite the name a skinning knife is still perfectly capable of slitting a throat when required. Of course, the large, shaggy furs that are common with these frontiersfolk are wonderfully useful for hiding any tools or items you wouldn’t want local law enforcement to find. 3) The Clown What better way to justify your acrobatics than by being an actual acrobat? The Skurra have long been aware that performers of all types are often allowed to get much closer to targets than a wandering sell-sword might be, and given more leeway in breaking social mores. While denizens of the more buttoned-up domains like Lamordia or Mordent may give such a performer the cold shoulder, many places see a street performer as a welcome break from their daily monotony, and may be more forthcoming with information (or just easy access to their coinpurses). Skill at performance is a must for this role, requiring the thief not only be a skilled gymnast, but that she have the ability to captivate an audience as well. Mimes, jugglers, or prestidigitators can help distract guards or crowds while their parties engage in clandestine activities, and the trappings of the clown can include a number of items that can be turned to lethal purpose, including juggling pins or knives, as well as potions or smokepowders for more dramatic effects. Oversized ruffs, shoes, and prosthetics can offer an easy place to hide smuggled goods, or as a decoy to keep eagle-eyed guards from noticing more cleverly concealed items. 4) The Bureaucrat Kingdoms aren’t built on swords and soldiers. Real kingdoms are built on paperwork. A thief who understands the machinations of seal and signet can be a much more dangerous threat than one who works with daggers and lockpicks. Diplomats, tax collectors, and lawyers can gain access to storerooms, prisons, and state halls with ease, and a balding, ink-stained clerical worker is rarely considered a threat by the fiends adventurers make a business of confronting. Pulling off this role requires either a wealth of knowledge in the field being infiltrated, or a phenomenal ability to bluff. Knowledge of local and international laws helps, as does being a dab hand at forgery. While the accoutrements of this disguise aren’t as useful for concealing deadly implements, wealthy or important bureaucrats can easily justify hiring professional muscle (read: the rest of the party) to keep them safe, cloaking the entire heroic venture in a veneer of legitimacy. 5) Doctor Every domain is accepting of at least some form of medical professional, with the more developed nations boasting a wide variety of physicians, alienists, and naturalists. The biggest benefit of adventuring as such an intellectual is the status it affords: the wealthy and the educated are often more open with someone they view as a social peer. The curiosity of these professions serves as a plausible excuse for the nosiness of the typical adventurer, and many people who balk at the idea of turning to barbarians with swords to address their needs are more willing to talk to someone they see as being able to solve their problems with reason and science. Investigative adventurers may love this role: it encourages them to carry a number of inspector's tools, such as magnifying lenses, sample vials, and chemistry kits. The surgical tools that many medical professionals keep on their person make efficient (and at times extremely gruesome) weapons, but also provide a lucrative, if visceral, source of income, since many monster body parts can fetch a high value from the arcane crowd. At the end of the day Any thief is better than no thief at all. Although they don't have the martial prowess of the fighter or the eldritch knowledge of the mage, their utilitarian skillset is too valuable for any party to be without. Still, whether you're looking to duck the wrath of Azalin Rex or just Constable Bob, a little subtlety never hurts. Good luck, and happy hunting. Frankie Drakeson, Lord Mayor of Carinford-Halldon Frankie Drakeson is a retired rifleman and the current mayor of Carinford-Halldon in Mordent. He is married to Gwendolyn Drakeson, the granddaughter of Nathan Timothy. Jim Stearns is a deranged hermit from the swamps of Southern Illinois. In addition to writing for the Black Library, he puts pen to paper for High Level Games and Quoth the Raven. His mad scribblings can frequently be found in anthologies like Fitting In or Selfies from the End of the World, by Mad Scientist Journal. Follow him on Twitter @jcstearnswriter, or listen to Don, Jon, & Dragons, his podcast. Picture Reference: https://www.deviantart.com/gandolf67/art/Rogues-Den-375845519 The Vistani are one of the truly unique elements of Ravenloft, but the familiar tropes of their wagons, evil eye, and card reading can become stereotyped and stale, getting in the way of making an encounter with them a truly memorable and unique experience. To make matters worse, their association with the real-life Roma can lead to unfortunate stereotypes of a people that have suffered from cultural appropriation and marginalization. Below are some options for bands taken to the edge of what it means to be Vistani, stretching the limits to create truly unique encounters far from any real-life association. 1) The Caliglia (Kamii) Vistani normally travel in cyclical routes, but what happens when one of those routes refuses to stay still? In 590, one band had just caulked their wagons to ferry themselves across the Musarde when the Grand Conjunction hit, and they were all swept out to sea! Reading the cards for their fate, their Raunie declared that they must remain on the water until their former route returns to them. The Caliglia traded their wagons for sloops, with which they escort ships between the various seas of the Core and beyond. To avoid static burn, they refuse to set foot on land for longer than a few hours, and always return to the sea before the sun sets. As part of the Kamii tribe, they have turned their metalworking trade to maritime crafts: nails, braces and other ironworks that protect vessels, compasses that predict the weather, and magic cutlasses that draw power from the sea. 2) The Valstike (Corvara) The Valstike tribe roam the lands extolling the virtues of the asylum of Dominia, selling crafts created by inmates, and offering to relieve families and communities of the burden of caring for the feeble minded, insane, or incorrigible. They don’t openly offer outright kidnapping as a service, but some have read between the lines and struck a private deal. If an individual is violently mad--or inconveniently sane--the Valstike excel at live capture, even before resorting to their potent poisons or powerful magic. Their padded vardos have a mild pacifying aura, a variety of restraints, and coffin-sized hidden compartments if necessary. 3) The Biskrem (Vatraska) Only in the topsy-turvy chaos of Vechor could the land change so quickly that Vistani can fulfil their obligation to travel by staying still. The Biskrem run a popular rural inn called The Sundowner (good quality food and rooms, fair prices), that generates a shared unreality wrinkle* among guests that drink their unique brandy. The radius varies depending upon the number of guests, and causes the surrounding landscape to resemble guests’ homelands. The Vistani fix native dishes for the guests out of local flora and fauna that appear when the land changes, and frequently speak of having “traveled,” even though the “camp” is a stationary building. Such an island of sanity is even more popular among outlanders from beyond the Mists, who frequently have vivid dreams of visiting their homelands, and even learn about current events. 4) Lunadd (Canjar) Scholars have wondered, if Vistani are compelled to move in fixed cyclical routes, how do new domains get added to the routes? The answer is found in a rarely mentioned family of the Canjar, whose strange fate allows them to visit each new domain as it appears, BUT at the cost that they can never go back to a domain after leaving. They sell their information to other Vistani during Lunaset, brokering for the supernatural power to add the new domain to routes. Lunadd cannot navigate the Mists per se, being locked on a course to visit each new domain as it appears. To compensate for this loss, and to assist with their mission, they have the gift of speaking the language of anyone they touch. 5) Kruug (Equaar) Hinted at in Van Richten's Arsenal, this singular family of Vistani are tied to the lost royal family of Velkaarn, and seek to restore the Bloodknife to its reincarnated owner. Like other Equaar, they have no wagons, but also stand out for only training truly wild animals, such the wolves and raptors that accompany them. Kruug trained animals despise the undead, and never fall under the sway of an undead darklord even if their creature type would normally be subject to a lord’s control. It's said that once the vampire lord Velkaarn is no more, the Kruug will return from isolation in the Mists. If these legends are correct, the Kruug may be the first Vistani family to willingly undergo ritual static burn. 6) Golurn (Naiat) As the domains on their route became increasingly urbanized, one clan left their vardos behind as they prowl the streets of Paridon, Nosos, and other large cities. Upon arriving in a new city, the Golurn spread out fast, darting through alleys solo, or in groups no larger than four. They find good places to perform, or do small chores, using the subtle charm of their heritage to ingratiate themselves. Golurn children and elders are always accompanied by adults who look after them and involve them in the task at hand. Anyone who threatens one of them finds the others are never far away, but those who indulge their presence find their spirits lifted, their minds awakened; far more value than that of any coin they leave with. Perhaps one of the most important elements of any encounter with a people as mysterious and unique as the Vistani is that it should fulfil multiple roles in the story. Atmosphere is always one of those roles, but the above are also intended for situations where the heroes need a challenge, or refuge, or information, or encouragement, or tools. If the heroes really do just need their fortunes told, or passage from one domain to another, consider alternatives to the Vistani from time to time, to help avoid making these powerful and mysterious people into a backdrop for the scene change. * Unreality wrinkles are a feature of Vechor described in the Nocturnal Sea Gazeteer, a netbook hosted by the Fraternity of Shadows. Leyshon Campbell has been playing and writing for Ravenloft for over twenty years, from the Kargatane's Book of S series, playtesting D&D 3E in a Ravenloft campaign, to the ill-fated Masque of the Jade Horror. He married his wife on Friday the 13th after proposing to her on Halloween. By tradition, the first story read at birth to each of their three children was The Barker’s Tour, from Ravenloft’s “Carnival” supplement. He is currently running the “Queen of Orphans” Ravenloft campaign on Discord. Picture Reference: http://thecampaign20xx.blogspot.com/2016/09/curse-of-strahd-running-final-battle.html 5 Reasons to Use This Badass WerePanther For Your Next D&D Game: Meet Baron Urik von Kharkov25/5/2018 Hey, Jim here. Before Frankie gets going: if you want to help High Level Games continue to produce great content and launch the careers of the next generation of creators, we'd love it if you stopped by our Patreon to show your support. Of course, if you'd like a little something for your hard earned money, you could always pick up one of our fine game products as well. Greetings, traveler! Congratulations are in order to you. Uncovering a doppelganger is no mean feat. I'm sorry the fiend slipped your grasp, but heartened to hear you already have a lead. As to your query: if, as you say, the monster was seen heading for Castle Pantara, you may indeed need to treat with Baron Urik von Kharkov of those lands. Fortunately, he and I have interacted on occasion in the past, and I would be happy to provide you with a few words to the wise regarding him and his domain. Baron Urik von Kharkov is the Darklord of Valachan. A werepanther as well as a vampire, he rules his populace with the help of an army of werepanther secret police. Each year he selects a bride by lottery, but he is unable to control his compulsions to harm his brides. Within the year, each unfortunate victim is dead by his hands. 1) Demon Lover Baron Urik von Kharkov's defining trait is his tragic marital history. With each annual bridal lottery, his hopes climb higher with dreams of the future, and with each unfortunate illness or accident, his despair plunges deeper than ever before. You may find him most approachable immediately before or after this annual lottery. Baron Urik von Kharkov's story centers around an allegory for domestic violence and the behavioral cycles of an abuser. When first courting potential brides (and potential victims, including PCs), he is attentive, erudite, and elegant. Gradually his demeanor shifts, becoming more demanding and more wrathful. By the time he begins harming people, either his underlings or his wives, he will have given the victim ample reason to believe he's only reacting to their bad actions; maybe even acting for their own good! If his victims ever awake to the realization of how much of a monster he truly is, they will be bound to inextricably to him that escape will be impossible, only a choice of death at his hands or their own. This is a sensitive topic, and should be handled appropriately. While von Kharkov (like many abusers) may believe that his evil actions spring from something within him, a Beast that is beyond his control, this is merely self-delusion. Like all Darklords, von Kharkov has been damned not because of his inherent nature, but the evil choices he willingly made. 2) Of the People The people are Valachan are dark of skin and black of hair, and if you or your companions have a contrasting appearance, you may find that it generates a great deal of attention. The Valachani culture differs significantly from that of the western Core as well, and is often considered 'less civilized' by the less worldly minds of our home realms. For their differences, the Valachani are no less civilized than you or I, and thinking otherwise would be a grave mistake indeed. Baron von Kharkov cuts one of the most impressive figures out of all the Darklords of Ravenloft. It can be refreshing to see a character that not only provides representation for black characters, but is also a character who is educated, powerful, refined, in command and beloved by his people. He has elegance and poise, with an undercurrent of menace, like the mighty feline predators he is so heavily involved with thematically. Rick Worthy and Steven Williams have both given magnificent performances of this variety that you can reference if needed. As well, Valachan serves as a good example of a prosperous and functional black-predominant fantasy nation. There are a couple stumbling blocks to look out for here. The first is the notion of a black man as a domestic abuser. This is a tired trope in fiction, which often ends up played to racist hyperbole or comedic effect. You'll get a better result if you take care to make von Kharkov's actions and relationships nuanced and rounded. Depending on the party's makeup, there is also the risk of running 'white savior' stories, where a group of well-meaning white adventurers deign to travel to a backwards group of people of color to solve their problems. Keep in mind that the Valachani are an independent, capable people, and you should have no trouble giving your players the same impression. 3) Cycle of Pain Despite his lofty status now, Urik has suffered many abuses in the past. Wizards in particular may find little favor to be had in Castle Pantara, as practitioners of the arcane have been no friend to the Baron in earlier days. Like many good villains, Baron Urik von Kharkov has a backstory filled with personal heartache that informs his present motivations. Despite the fact that he's utterly evil, like Erik Killmonger or Hannibal Lecter, von Kharkov has a true horror in his past. He's been enslaved, tortured, experimented on, and cruelly manipulated into harming those he cared about. If he's persecuting those who enslaved him (or people of the same bent) like the Red Wizards or the Kargat, it's easy to muddy the waters and make the PCs really struggle to think about who the bad guy really is. It's important to remember though, that a tragic backstory doesn't excuse his actions. No matter what von Kharkov says, at the end of the day he's still the one responsible for his own actions, and he can't lay the blame for the blood he's shed at the feet of those who hurt him. Remember again, he wouldn't be a Darklord if he hadn't chosen his own path. 4) Thieves in the Night The Baron is a terrifying combatant, to be sure, but the force that truly keeps Valachan in line is the Black Leopards. Forming the backbone of the Baron's authority in Valachan, the Black Leopards act as secret police, ruthlessly enforcing the Baron's will and security through fear and brutal violence. The Black Leopards (many of whom are werepanthers) are Urik's main tool to keep Valachan under his thumb. Given their distinctive appearance and fascist behavior, they make marvelous underbosses. Their stark contrast to the respectable, empathetic populace of Valachan makes them great center-stage bad guys, and their potent supernatural abilities let them pose a threat to even veteran adventuring groups. With fascist groups like the Black Leopards, there can be a temptation to make them appear sympathetic, as though their terrorism and violence is required to keep their borders secure against dangerous outsiders. Although this is the excuse such villains always hide behind, it isn't true in the Black Leopards case. While it's true that the Mordentish look down their nose at the Valachani, the 'dangerous threats' that the Black Leopards' violent actions and interrogations are meant to quell are merely a product of von Kharkov's paranoia and his underlings' cruelty and greed. 5) King Among Monsters I have seen three heroes pursue Baron Urik von Kharkov to their own deaths. Each believed they had the truth of von Kharkov's nature. One believed him to be a tyrannical dictator, a military leader held in power by a team of elite monstrous soldiers. One believed von Kharkov to be a werepanther, using his curse to infect and control the most sadistic and predatory of his citizens to control the rest of the nation. The third believed Urik to be a nosferatu, who drained the life from his captive populace as surely as he stole the lives of his own brides. Each of these heroes perished because none had the full picture: all of them were correct, and it is a blindness to all the facets of the Baron's character that has proved the undoing of many a hero. For the crunch-favoring DMs out there, Baron von Kharkov is a dream come true. As both a werepanther and a vampire, he offers a whole palette of abilities to choose from. As an undead shapeshifter he can ignore a whole range of spells and magical abilities, he can hold his own in combat, and his stealth and intelligence gathering abilities are so extensive it's nearly impossible for a party to get the jump on him. He's even got the ability to suborn feline party members like mounts, animal companions, and familiars to his own service! Best yet, many of the standard weaknesses of his monster types do not apply to him. It's important not to give the party a fair fight, however. Urik von Kharkov was born as a panther, not a man, and understands the need for stealth, ambush, and waiting for the opportune moment to strike. His ability to drain blood (and erase memories), spread disease, and command a wide variety of mortal, monstrous, and bestial servants allows him to ensure that a party on his hit list never gets a moment's peace, much less a short rest. Farewell If you decide to pursue this villain to Castle Pantara, I sincerely hope you find that the Baron has dealt with him first, in a terminal manner. Otherwise I fear it may be you who finds yourself being...dealt with. If you should survive, my own men can meet you at the Mordentish border and ferry you to safety with all available haste. In the meantime, good luck and happy hunting, Frankie “Farshot” Drakeson, Lord Mayor of Carinford-Halldon Frankie Drakeson is a retired rifleman and the current mayor of Carinford-Halldon in Mordent. He is married to Gwendolyn Drakeson, making him Nathan Timothy’s grandson by marriage. Jim Stearns is a deranged hermit from the swamps of Southern Illinois. In addition to writing for the Black Library, he puts pen to paper for High Level Games and Quoth the Raven. His mad scribblings can frequently be found in anthologies like Fitting In or Selfies from the End of the World, by Mad Scientist Journal. Follow him on Twitter @jcstearnswriter, or listen to Don, Jon, & Dragons, his podcast. Picture Reference: https://guardians-of-the-mists.obsidianportal.com/characters/baron-urik-von-kharkov The Vistani (and by extension The Carnival) are the default “traveling band” for the setting, but there are many travelers who brave the Mists using safety in numbers. One of the greatest advantages of using such a group in a campaign is that they can appear in a wide variety of domains, whether in the Core, island or cluster. For those times when you need to have the adventure come to your players, here are a few ways to have hell (or heaven) on wheels. 1) Professor Arcanus Since the events of CotN: Werebeasts, Arcanus no longer has the luxury of being a one man show. On the night one of his exhibits came back to life, he was saved by a band of traveling adventurers, but he was revealed as a lycanthrope, and one of their number become a carnivorous ape. They now travel with him under the guise of fellow performers, secretly seeking a cure for both Arcanus and their friend, who has been trained to perform and assist. His new allies have taken on his penchant for showmanship and exaggeration, and they include an anchorite of the Erudite tradition who has had some success navigating the Mists. 2) Morts-qui-Dancent The Book of Sacrifices tells the tragic story of a group of musicians who “just wanted to make music.” They now travel from place to place, compelled to do just that or suffer horrible consequences. The undead musical troupe cannot navigate the Mists, but they are generally content to let fate decide their path. Despite their nature and circumstances, they tend towards benevolence, and uniquely suited to survive anywhere, including places the others cannot, such as the Necropolis or Keening. 3) Black Avlyhn First described in the Notes on Doppelgangers, this annis travels with over thirty of her own murderous doppelganger children, who believe that they are immature hags. They use their talents to play the part of Vistani, but are basically just roving thugs. The ones that have gone through puberty can appear as male or female, but visitors may note that all the children in the band of “Vistani" are female...and identical except for their ages. Recently, the band forced a mist ferryman to bargain for its life with passage through Mists. Since then, Avlyhn has prepared a magic circle to capture the next ferryman they encounter, in the hopes that they will be able to trap it and use it to truly travel like Vistani. 4) Rhennee Stranded generations ago in the Greyhawk setting where they learned to ply the Nyr Dyv, the barge folk may adapt to sailing Lake Kriegvogel or Lake Zarovich. Their distinctive customs and unusual magic are similar to the Vistani but with a few memorable contrasts. Obviously using barges instead of wagons is a significant difference, and PCs expecting a Vetha to break out the cards for a fortune telling might see her pour a bucket of bird entrails off the back of the barge instead. A grim Darkhagard’s distinctive weapon and combat style will make an impression whether he's an ally or an enemy. 5) The Dreamspoken Forbidden Lore introduced the Ildi’Thaan, and the first Gazetteer expanded on the Thaani ethnic group associated with them. But while many Thaani are troubled by dreams of Bleutspur, not all of them follow where the dreams lead. The Dreamspoken are Thaani with budding psionic powers who flee the lure of the Ildi’Thaan, developing their powers themselves while traveling the world. Coming from Barovia where Vistani are so well respected, it’s common for them to run away with with the Vistani for protection. Some of them return to Immol every few years to pick up new Dreamspoken, growing into larger bands that adopt Vistani dress and customs, mimicking Vistani magic with psionic powers. This has resulted in false reports of Vistani boys with the Sight, or Vistani with other unusual powers. 6) The Soldiers Of Truth Warden Cyrus Townsend is a powerful anchorite who leads this band of Ezra’s faithful. With planning and precision, they Mistwalk to a theocratic domain such as Pharazia, astound the locals with a practiced barrage of miracles and proselytizing, and disappear back into the Mists before the authorities can muster a response. Most locals are grateful for the food, water, and healing, but a few risk their lives to hide and read the forbidden texts, hoping to be rescued back to the Core at the next visit. Townsend’s “wonderworking" is an extremely risky enterprise, but its success has spawned imitators, especially among the Nevuchar Springs Sect. The latter, of course, don't always bother to ask people if they want to be rescued…. When looking for a traveling band to play a role in your game, consider the role you want them to play, whether rescue through the mists, a source of information or goods, mysterious foreshadowing, entertainment, healing, or just ambiance. Many of the above can fill those roles while creating a sense of a much larger world, with room for many varieties of travelers braving the Mists to see where fortune brings them. Leyshon Campbell has been playing and writing for Ravenloft for over twenty years, from the Kargatane's Book of S series, playtesting D&D 3E in a Ravenloft campaign, to the ill-fated Masque of the Jade Horror. He married his wife on Friday the 13th after proposing to her on Halloween. By tradition, the first story read at birth to each of their three children was The Barker’s Tour, from Ravenloft’s “Carnival” supplement. He is currently running the “Queen of Orphans” Ravenloft campaign on Discord. If you want to help High Level Games continue to produce great content and launch the careers of the next generation of creators, we'd love it if you stopped by our Patreon to show your support. Of course, if you'd like a little something for your hard earned money, you could always pick up one of our fine game products as well. Greetings, traveler! I must say I’m relieved you survived your excursion in Lamordia. Also, I wouldn’t worry overmuch; I’m sure the Baron’s soldiers will eventually tire of looking for you. Since hiding in the basement of a safehouse can get quite dull (as I well remember!) I thought you would appreciate a little light reading material. Thinking of Mordenheim’s wayward creations got me thinking about the nature of corruption. It seems as though corruption from a person or thing’s original purpose is a not uncommon occurrence in the Mists. We’re all familiar with notable examples like Blackroot, of course, but the once noble treant is hardly the only such case. 1) Splinterwaif Travelers through the unspoiled wilderness may have encountered the elusive dryad: an innocent forest spirit tied mystically to a single virgin tree. Folk legend holds that harming the tree harms the maiden, and should the tree perish, so too will the dryad. (Folk legend also holds that driving a knot on said tree will compel the spirit to become your bride, but I suspect the latter part of the tale has more to do with woodsmen starved for feminine affection than actual fact.) But what happens if the tree is not merely cut down, but hacked to pieces, sliced and planed, rendered into dozens of boards, and then hammered together with iron spikes to fashion a pigsty, fish stall, brothel, or other shelter of slaughter or vice? Are fey spirits not just as prone to malevolent haunting as human spirits? They are. Such atrocity can give rise to a splinterwaif: a dryad spirit twisted by hatred and abuse. These hideous creatures lurk in slums, junkyards, and alleys, stalking children and the infirm to drain the life force of the living to sustain themselves. Only small, woody shrubs remain where their victims once stood. Stats for the splinterwaif can be found in the Monster Manual III. 2) Midnight Unicorn Many outlanders I’ve spoken to have told me stories of the noble unicorn: a creature of purest innocence, which dwells in forest glades and blesses those it deems worthy with protection and healing. Legend has it that the touch of their horn can banish any impurity, even poison or illness. The only such being I’ve encountered was far from these legends. Its coat was as black as coal, and a fierce malevolence burned in its glowing red eyes. The silver horn spiraling from its skull sported wicked barbs along its razored length. Most disconcerting of all was the unearthly shriek that it accompanied its arrival. When it vanished, just as suddenly, the silence was nearly as terrifying. If I had to guess, I would suspect that unicorns are occasionally drawn in by the Mists just as Outlanders are. Their close connection to the land, like elementals, eventually seeps into their very being, and they find themselves twisting into a hateful mockery of their former selves. Black unicorns can be found in the Monsters of Faerun compendium. 3) Boxwood Defenders Once, on the invitation of Lord Pennybore, I travelled to Darkon to attend a large dinner party. Woefully, it turned out to be an ambush, as Pennybore (in reality the hidden Blackburn-Bruce scion I’d been hunting for nearly a year) had laid out an elaborate trap to kill me. Perhaps most terrifying was his hedge maze. Filled with blind turns and dead ends, as well as dozens of boxwood sculptures, each trimmed to the shape of a fearsome soldier or diabolical beast, it was very nearly my tomb. The sculptures came to life, and I found myself pursued, unarmed and unarmored, through an unlit maze, stalked by living extensions of the hedges themselves. I’ve heard that such creatures can be created by skilled mages, but I fear that exposure to too much wickedness (and the tainted nature of the Mists themselves) can lend these guardians a cruelty they would lack in their ‘natural’ state. To add boxwood defenders to your haunted mansions, check out the topiary guardian statistics in the Monster Manual III. 4) Cyclopes Religion is a powerful thing. When twisted by grief and neglect, that power can be terrible indeed. Although rare, I’ve encountered more than one instance of a religious idol persisting even after the death of the congregation that once worshipped before it. Regardless of the tenets of the original faith, these fallen icons mar their features beyond recognition and pursue eternal vengeance against those they hold accountable for the loss of their faithful. (I assume there’s a convoluted reasoning at work, but typically this category includes everyone they meet.) Dripping spectral blood from their ruined visages, they strike fear into the hearts of those they assault, and madness in the minds of any unfortunate enough to touch their ectoplasmic vitriol. Fortunately for most, these cyclopes tend to be somewhat unsociable. They are most often found in the wild, isolated places their faithful once gathered, haunting the sites of their former glory. Unfortunately for you, these are just the sorts of places your profession sends you to time and time again. Renegade religious statues use the rogue eidolon stats from the Monster Manual II. Conclusion Scholars have gone back and forth on the corrupting nature of the Mists and the truth behind outlander tales of unadulterated versions of some of our more common monstrosities. If nothing else, these sorts of discussions make an interesting diversion when one is hiding from overzealous law enforcement. If you continue to have difficulties, send word in a return missive and I shall see what I can do to find a suitable escape for you. In the meantime, good luck and happy hiding, Frankie “Farshot” Drakeson, Lord Mayor of Carinford-Halldon Frankie Drakeson is a retired rifleman and the current mayor of Carinford-Halldon in Mordent. He is married to Gwendolyn Drakeson, making him Nathan Timothy’s grandson by marriage. Jim Stearns is a deranged hermit from the swamps of Southern Illinois. In addition to writing for the Black Library, he puts pen to paper for High Level Games and Quoth the Raven. His mad scribblings can frequently be found in anthologies like Fitting In or Selfies from the End of the World, by Mad Scientist Journal. Follow him on Twitter @jcstearnswriter, or listen to Don, Jon, & Dragons, his podcast. Picture Reference: https://www.pinterest.com/pin/156218680804888437/ This is Leyshon Campbell. Before I give you some totally free content, including shortcuts to some of the finest game materials ever made, I want to thank High Level Games for dragging me back into a hobby that I love. They are truly a Makerspace for game designers, and they deserve support. If you see the value here like I do, check out our Patreon, or pick up one of our excellent products. Lycanthropy in Ravenloft is intended to be a curse rather than a blessing, but it's a curse that is notoriously hard to lift. According to the official guide to the subject, once the progenitor is dead, there’s a ritual involving a number of high level spells cast on the afflicted person in their beast form, with saving throw penalties reflective of how deeply the beast has taken hold. If the afflicted doesn’t have the means yet to kill the progenitor, obtain the spells or make the saves, their life becomes a matter of managing the dread disease. Here are a few suggestions to make that easier. 1. Get Informed Do you change with the phases of the moon, or the tides? What about violence, hunger or the smell of blood? Use redundancies, such as manacles inside a locked and barred room. Not only is this safer, but it will give you a rough idea of how strong it is by what doesn’t work. Read up on cheap STR/DEX poisons, such as whiteshoot root. The worst they can do is paralyze, and they can make other precautions more effective. Learn about the laws wherever you go, especially smaller offenses that warrant jail time. Getting thrown in jail for unpaid fines may prevent manslaughter. If anyone knows of your condition, they may lock you up longer than you intend, but that’s still more manageable than running free. 2. Get Help Many champions of the Mists are familiar with precautions against lycanthropy, but some are more helpful than others. George Weathermay may take pity, especially if he sees a connection to his nieces. Ivan Dragonov might be convinced to assist in hunting down the progenitor, with strict warnings as to what will happen if they delay in a cure. Carnagan Wolfe may not know about being infected, but might share some insight of his life on the fringes of werewolf society. And an infected lycanthrope in truly dire straits might learn a lot from Vjorn Horstman, even if they have to escape his lab after learning it. 3. Get Magic Finding a relic like the Hands of the Dawn Healer might be a bigger quest than getting cured, but it’s certainly worth following up on rumors, especially if you’ve hit a dead end on your bloodline. Anyone wearing a Wolfspaw Amulet can trap the beast in any corner, alcove or pit on very short notice. Some shared party items like magic manacles, a bag of holding or portable hole could keep the beast in check for a few days and then turned to other uses the rest of the month. A Silver Amulet of the Beast is a comprehensive solution, but it’s not a shared item, and may work best financed through a sponsor or on temporary loan from an ally. Finally, if you start to transform, buy yourself a little time by drinking a spiritual purgative. It may only hold off the curse a few rounds or minutes, but that may be enough time to get someplace more secure. 4. Get Hunting Even if you don't have all the ingredients for a cure, tracking down the progenitor is a great way to gain needed experience. If you were lucky enough to be infected by a true lycanthrope, this means only one hunt, but occasionally it means tracing back through any number of infected to find the original. As Celia Whitmoor and her companion Argent can tell you, the danger and logistical difficulty of a long bloodline hunt belie the fact that this is an emotionally grueling journey, with any number of false ends where you find not the object of your quest, but another hapless reflection of what you are turning into. It may be best to lay out some rules for how long you will hunt, and how much you will tolerate, until you decide to try for control instead of cure. 5. Get Control Taking control of the beast is no easy choice; even attempting will make it more difficult to be cured in the future, and success will prevent it entirely. Van Richten’s Guide had no rules for it, but John W. Mangrum wrote up some pretty good rules in the Book of Shadows (“Wild at Heart”). The Duskpeace Outcasts are the obvious ones to turn to for this kind of help, but the Keepers of the Black Feather might offer some small assistance to other kinds of werebeasts, if you’ve proven yourself a worthy ally. BONUS: Get Re-infected As a third option against control or cure, some might consider re-infection. Only the most recent phenotype takes effect, so why not replace your slavering wolf with a more fastidious panther, or less hungry rat? The ideal might be to join a flock of wereravens, but there are also outlander varieties of tigers, bears or boars whose beast-selves are not evil. It’s up to the DM how a “reboot” against a different phenotype interacts with ranks in control shape. Managing an afflicted PC requires a tricky balance; if lycanthropy is too easy to lift then it loses its gravitas, but it shouldn’t be so harsh as to make the PC unplayable or derail the rest of the campaign. By making plans and taking precautions, you can make lycanthropy an ever-present part of the life of a character while still allowing them to have as productive a life as an adventurer in Ravenloft can have. Leyshon Campbell has been playing and writing for Ravenloft for over twenty years, from the Kargatane's Book of S series, playtesting D&D 3E in a Ravenloft campaign, to the ill-fated Masque of the Jade Horror. He married his wife on Friday the 13th after proposing to her on Halloween. By tradition, the first story read at birth to each of their three children was The Barker’s Tour, from Ravenloft’s “Carnival” supplement. He is currently running the “Queen of Orphans” Ravenloft campaign on Discord. Hey, Jim here! Before Frankie gets started, I wanted to remind you that High Level Games is bringing you game content and commentary absolutely free, as well as providing a home and launching point for a slew of great creators! If you want to help our endeavors, we'd love it if you stopped by our Patreon to show your support. Of course, if you'd like a little something for your hard earned money, you could always pick up one of our fine game products as well. Greetings traveler! I’m sorry to hear about your loss. I understand one of your companions went missing in Lamordia, and you believe the shadowy Adam to be responsible. I was relieved to receive your letter asking for my advice on how to proceed; I had begun to worry you no longer had need of me! Fortunately for you, I’ve dealt with Adam (as well as his deranged creator) personally. Since encountering Adam, I’ve tangled with other creatures of his ilk, and discerned several common threads between them. 1) The Difference In other lands, the ability to animate the inanimate is a function of powerful magic and expert application. Within the Mists, however, the power to bestow quasi-life to one's creations comes more easily (if not as reliably). Although the techniques vary wildly, they all require a creator to spend an inordinate amount of time, attention, and money in the pursuit of their creation. A great deal of information about the varieties of golem creation can be found in Van Richten's seminal (if unoriginally named) Van Richten's Guide to the Created. What the good doctor fails to note is the distinction between ‘mundane’ constructs, the mindless automata that follow only the directions of their creators, and the malignant intelligence of those constructs touched (some might say tainted) by the Dark Powers. Van Richten’s successors, the Weathermay twins, have dubbed the more dangerous variety dread golems. While the rules were written with 2e in mind, the lore, background, and cost guidelines in Van Richten's Guide are suitable for any edition. Rules for dread golems can be found on p. 190 of the Ravenloft Core Rulebook. 2) The Obsession What a sufficiently motivated creator lacks in magical potential, the Dark Powers may sometimes fill in. What seems to attract their attention in this regard is obsession: the desire to finish their work at the expense of everything else. Bringing their creation to life may not even be their literal intent. Consider Ernst Bederim: an acolyte at the Great Cathedral in Levkarest and a bright young artist who worked exclusively in portraits of leaded glass. His magnum opus was to be a portrait of Ezra to rival the centerpiece of Sainte Mere de Larmes. His passion led him to neglect his duties to the faith (at least one brother suffered grievous injuries restoring a fresco that Ernst was supposed to have done), and eventually he went missing altogether. He was found sliced to pieces a few weeks later, but his nearly-completed masterpiece has not been seen since. The animation of this art piece into a Dread Golem (for that is what I believe transpired) was not born of a literal desire to bring life, only a figurative desire, to make his artwork "come alive" as it were, a desire which the Dark Powers saw fit to grant. If the glass portrait of Ezra truly does stalk the Great Cathedral, then statistics for stained-glass golems can be found in the Monster Manual II. 3) The Connection The power to create life is the province of the gods alone, and mankind has but a single way to achieve this end: the way the gods intended. The magically potent and driven may attempt to usurp this power, but their creations, from the basest homunculus to the most powerful golem, remain a part of them in a potent and fundamental way. I believe that the soul of the creation is a piece of the creator's own soul, a fragment they have torn loose with their perverse obsession and imparted in the construct, like a cutting taken from a tree. Consider Adam: his own creator, Dr. Mordenheim, and he suffer an intense shared connection. Prick one, and the other feels the needle. (But be warned: I know from experience that neither can perish whilst the other endures.) Adam is even widely believed (by those who know of such things) to be Lamordia's Dark Lord. So why does his domain, and his alone, not reflect his own history and psyche? The answer is that he is not, no matter what he might think, an independent creature: he is merely an extension of Mordenheim's own soul. This is why Lamordia is modeled after Mordenheim's influence, and not Adam's. Frankie may be correct here: if Adam and Mordenheim truly are one soul, it would make their dual curses make sense. Both are chief among the damned in Lamordia, and while Mordenheim's influence predominates, only Adam wields the supernatural prowess of the Dark Lord. For more information about Lamordia and its environs, see the Ravenloft Gazetteer: Vol. II. 4) The Imperfect Some powers are not for humankind to possess, a lesson the dread golems' half-lives bring resoundingly home. Each of these creatures possesses a number of tiny flaws, which Van Richten dubs zeitgeibers, as if to underscore their creators' inability to impart real life. I encountered a jeweler in Hazlan once, a Rashemi woman purported to have the occasional prophetic dream. She made such wonderful trinkets from crystal, etched in the shapes of animals both real and mystical. When the Mulan noble she served became pregnant, the artist worked night and day fashioning a delicate crystalline fairy to watch over the child, for she had sensed a great darkness that wished the Mulan harm. The noblewoman miscarried, and when she discovered what her servant had been making, she cursed the artist for her superstition and had her hanged. The crystalline fairy did not take this affront lightly: before departing into the night, she killed every Mulan child in the household. To this day, the crystal fairy is incapable of passing a sleeping person without doing them an ill turn, which may be as innocuous as stealing an article of clothing, or as vicious as cold blooded murder. The crystal fairy has been sighted all across the core, often posing as a mundane piece of jewelry or statuary. Details on crystal golems can be found in Denizens of Darkness. 5) The Malevolent While some dread golems, like the crystal fairy, are born shortly before their creator's demise, virtually all of those that are not eventually attempt to destroy their creator. Some may attempt to do so out of a perverse mockery of love, desiring to possess their beloved even at the cost of the creator's life, but most grow to despise their 'parent.' Some profess anger at having been made for servitude, some outrage at being created imperfectly. Some, like Adam, cite personal conflicts that exploded into a lifetime of treacheries. I believe that the truth is that the same part of the creator's soul which animates the golem is the part of themselves that know what they have done is wrong, and that they deserve to be punished for it. The act of creation purges them of this part of themselves, and the Dark Powers give it the ability to act on its dark desires. For such creatures and their creators, life takes on one of two forms: either the creator (or sometimes, much more rarely, the creature) flees, while the other pursues them with the same relentless obsession that brought about the golem's unnatural existence in the first place, or else (like Dr. Mordenheim) the creator proves too powerful or influential for the construct to easily destroy, and they lurk on the fringes of their creator's territory, plotting elaborate vengeance. Adam's Wrath is only one of the Dark Lord of Lamordia's elaborate revenge schemes. Check it or the Gazetteer II for more possible ways for Adam to involve the PCs in his vengeful war against the mad doctor who created him. Conclusion If you take only a single piece of advice from me regarding your plan to rescue your companion from Adam's clutches, it is this: don't. My own brush with Adam and Dr. Mordenheim cost me a lung, the life of my sister, and the soul of a dear friend, and I consider myself to have gotten away lightly. In the best of scenarios, your friend is already dead. At worst, they are irrevocably...altered. However, I know you well enough to know you're unlikely to heed my warnings. You'll risk your life for that of your companion's no matter what I say, so as your (distant) friend and occasional mentor, I offer you this additional bit of wisdom: Trust Adam not at all. Trust Mordenheim less. Good luck, and happy hunting. Frankie Drakeson, Lord Mayor of Carinford-Halldon Frankie Drakeson is a retired rifleman and the current mayor of Carinford-Halldon in Mordent. He is married to Gwendolyn Drakeson, the granddaughter of Nathan Timothy. Jim Stearns is a deranged hermit from the swamps of Southern Illinois. In addition to writing for the Black Library, he puts pen to paper for High Level Games and Quoth the Raven. His mad scribblings can frequently be found in anthologies like Fitting In or Selfies from the End of the World, by Mad Scientist Journal. Follow him on Twitter @jcstearnswriter, or listen to Don, Jon, & Dragons, his podcast. Picture Reference: http://www.lomion.de/cmm/golervfl.php “The punishment should fit the crime” is a good general rule, but there’s plenty of room for exceptions. One of the worst curses in Ravenloft canon is the mishamel, which has nothing to do with a specific crime, but exists as a general deterrent against offending the Vistani. Likewise, stealing from Ankhtepot’s tomb causes a character to age a year every day, but there’s no clear reflection of the crime in that punishment, either. Even matching the severity of the crime only applies to the most traditional curses of vengeance; as explained in my earlier article, it’s possible to receive a powerful curse for a small offense, or even for a good deed, under the right circumstances. With that in mind, here are some plug-and-play curse ideas that are just looking for the right opportunity. 1) Adventure Magnet “Live you always among monsters, and see everyone you love die beneath their claws!” With those words Madame Radanavich unwittingly set Rudolph Van Richten on the road from humble herbalist to a legendary scholar of the occult. I thought of this when one of my players came up with a great character concept that was just too practical for an adventuring career. On the first adventure, the PC turned down a desperate woman’s plea, and was cursed that “Those without help will always find you, until you cannot stop your ears to their cries!” The character who was too practical to pursue adventuring found adventure hooks just landed on the doorstep, refusing to be ignored. 2) Marked For Death The Final Destination film series portrays a struggle against rabid coincidence that makes for a good Lethal curse. There are many ways to reflect it in the rules: all attacks against the character might be treated as critical threats (i.e. automatic hit, roll for crit) or do max damage. Traps or spells that should randomly select a target always select the PC, and they don’t ever get a save against area effects. To truly create a sense of faceless danger like the films, have the PC save once a day to avoid a freak accident. This is a good substitute for lycanthropy in some break-the-curse adventures, as some players might see lycanthropy as a bonus. 3) Shadow Boxing While the Vistani see curses as serious business, other creatures such as Midnight Cats might be much more inclined to play around. An animated shadow is often just the ticket for comic relief, as would be a harmless silhouette on the wall or floor pantomiming commentary on the PC’s words and actions. This can be customized for specific situations, such as a shadow that depicts the truth when the target lies, or taunts people the target respects. Such a curse might never rise above the Frustrating level of severity, but it gives lots of opportunity for roleplay and can even entertain the players as it frustrates their plans. 4) Unnatural Aura The Scent of the Grave feat offered in Van Richten's Arsenal is often an example of being blessed with suck (Warning, TV Tropes link). If your PCs can find a bonus in normal animals being frightened or aggressive in their presence, then more power to them, but most people would consider that a curse. For every situation where they avoid being tracked by bloodhounds, there are many more where horses spook and bolt, wolves attack, dogs cause a ruckus or cats yowl and hiss until the locals start whispering about witchcraft. It works far better as a curse than taking up a feat slot, but if you think your PC is getting too much mileage out of it, add the additional effect that food spoils quickly in their presence, such that they can’t save any for longer than a day. So if your PCs are on the fast track for some mojo but you don't know the specific whammy you want to put on them, consider a generic version. Punishments don't always have to have that perfect fit, as long as they are punishments. After all, it's really what people do about it that makes them unique. Leyshon Campbell has been playing and writing for Ravenloft for over twenty years, from the Kargatane's Book of S series, playtesting D&D 3E in a Ravenloft campaign, to the ill-fated Masque of the Jade Horror. He married his wife on Friday the 13th after proposing to her on Halloween. By tradition, the first story read at birth to each of their three children was The Barker’s Tour, from Ravenloft’s “Carnival” supplement. Picture Reference: http://dndspeak.com/2017/12/100-curses/ The Ravenloft game offers some ways to live with lycanthropy, but some players don’t need much encouragement. It gives them better combat ability, which is the reason they are an adventurer anyway, right? Sometimes players need a reminder that something that tries to kill everyone you love is a bad thing. If your infected PC is trying to talk the others out of a cure, here's how to write them a reality check. 1) No More Murder Hobo Because lycanthropy keeps the “victim” alive while threatening people they care about, the severity of the curse is a reflection of how much they have to lose. Those who are most tempted by lycanthropy tend to be rootless, living only for the next adventure. Give them roots: the bartender who gives them leads, the kids who admire them, the cleric who patches them up. Consider a big adventure that gives them a cool base of operations, complete with a couple of loyal staff. Once they have something to lose, the curse takes its proper perspective. 2) Dangle Mistletoe One special type of community tie bears special mention. Have an NPC show interest in the PC by sending little gifts or calling in favors to make a job easier. If the player takes the bait and the relationship starts heating up, remind them that the beast will target their love interest. Make sure the NPC is playing hard enough to get that there’s lots promised and nothing delivered… yet. Even the most juvenile player should be moved to get rid of this barrier to romantic entanglements off-screen. 3) Share The Pain Make sure the other party members are on the front lines when it comes to every kind of collateral damage. A party that is sick of mending the furniture is your best ally for dealing with a lycanthrope-happy player. Remind players that infected characters may have a harder time gaining XP, and infected paladins, clerics, druids and rangers could lose much more. In the rare situation that everyone still lines up for infection, make it clear that their beastly selves will destroy the group, either by going separate ways or just killing each other. 4) Wake-Up Calls If you think a hangover is bad, how about waking up a murderer? Make a small table of random places the PC might wake up after a night as the beast. In a jail cell. Naked in the woods. In an animal cage. On a lab table. Lost in a subterranean cave. Even just waking up a few days north of the rest of the party could ruin a lot of adventuring plans. It's OK to let them see the table so they know what might happen, even let them make suggestions, but don't let them see you roll, and don’t just announce what the results are. Some things are best found out the hard way. 5) Fools Rush In Lycanthropes target people that their host feels strongly about, and there are plenty of other strong feelings beyond love or friendship. If the infected PC feels strong hatred against the villain of the story line, have the beast go for a direct attack, rushing in with all of the rage felt by the host, but without the reasoning to actually do the job. It might do a lot of damage and take out several lackeys, but infected survivors could pose a greater threat to the party. After the PC wakes up as a prisoner in the villain's lair, offer a temporary replacement character. By the time the original has been rescued, the player will hopefully have learned the lesson, and will be first in line for a cure. Other media may be full of heroic werewolves, but the specifics of each mythology have to be taken into account, and Ravenloft lycanthropes are not those of Hollywood. Unless you’ve agreed to loosen the rules for them, lycanthropy should not be an enhancement to the character. It should be a disaster waiting to happen that they will work hard to be rid of, and count themselves blessed when finally free. Leyshon Campbell has been playing and writing for Ravenloft for over twenty years, from the Kargatane's Book of S series, playtesting D&D 3E in a Ravenloft campaign, to the ill-fated Masque of the Jade Horror. He married his wife on Friday the 13th after proposing to her on Halloween. By tradition, the first story read at birth to each of their three children was The Barker’s Tour, from Ravenloft’s “Carnival” supplement. Picture Reference: http://otherworldmystery.com/werewolves-arent-real Greetings, travelers! Spring approaches and love is in the air. It seems like every civilization I hear of, from the dour Mordentish to the most bizarre of outlander cultures, celebrates a holiday around this time of year focused around romance, whether of the noble and sophisticated type or of the more…fleshly variety. While sharing a candlelit dinner with the Lady Drakeson, it occurred to me that we often consider love to be the sole province of goodness, the ultimate indicator of a soul’s purity. Tragically, this isn’t the case. The blackest of hearts can occasionally find another that beats in unison with their own, and woe to any that cross their path. Such villainous paramours feed on one another, becoming in tandem a far greater threat than the sum of their individual iniquity. Should you desire to investigate any of these forbidden romances, I would tread with extreme caution. Creatures who have only one bright light in a life filled with darkness are given to protecting it, and monsters such as these are not known for their restraint. There are a few such affairs that I’m familiar with throughout the world; most of them come to my attention as the likely cause of the death of a correspondent such as yourself! 1) The Doomed Lovers Travelers along the road to Valachan occasionally encounter the specter of a woman some distance off the road, vaguely discernible and in great distress. Those kind-hearted and foolish enough to investigate rarely return. I believe this apparition to be the departed soul of Lizibet Moore, who fled her home to wed a rakish Dementlieuse actor. Conventional wisdom claims he either abandoned her in the moor, or killed her himself. Moved by this story, I attempted to lay her to rest myself in my youth, a mistake which nearly cost me my life. You see, Romero, her paramour, did not abandon her: he simply could not navigate the treacherous Mordentish swamps, and drowned in the bog. His love, upon finding his remains, killed herself in sorrow. Shunned by their own families, their love denied by the very ground beneath their feet, the two found in death the union they were denied in life: Lizibet now roams the moor in ghostly fashion, luring victims to her lover. His own form preserved by the bog, Romero projects upon his victims the terror he felt as the black mud filled his lungs, damning even those who escape him a slow, lingering demise from his cursed touch. The two lash out at any living being that comes within their domain. Those who do not freeze in terror at the sight of Romero find themselves split further, as Lizibet attempts to possess those most capable of harming her lover. They’ve amassed a small fortune in stolen treasures by now, which they believe will finance the bright future that they don’t seem to realize they can no longer attain. Lizibet is a 5th level rogue as well as a ghost with the Malevolence and Corrupting Touch abilities. Romero uses the statistics for a mummy. 2) The Singers Speaking of dangers to travelers, should you find yourself along the coast of Dementlieu, for the love of Ezra, plug your ears! The first strains of singing you hear may likely be your last. A tiny, lush island off the coast of Dementlieu, too small to even have a name, is the home for a woman who lures travelers to their deaths, although stories vary as to her identity. Some give her wings and clawed feet, and call her Cymone, citing the rocky island as her nest. Others claim she dwells in the tidal pools and drinks the blood of travelers, and name her Cold Brigitte. Aslaug de la Plage, the keeper of the lighthouse, dismisses these stories as superstitious nonsense. In reality, there is not one monster, but three: Cymone is a harpy, Cold Brigitte is a watery fae known as a glaistig, and even the lighthouse keeper who protects their secret, Aslaug, is herself a sirine. The three are not merely compatriots, but lovers, but those who think to join them are in for a rude surprise, as the lovers feast on their prey: Aslaug devours their minds, Cold Brigitte drains their lifeblood, and Cymone gorges on their bodies. The overlapping effect of not one but three songs of enchantment is usually enough to incapacitate entire groups of heroes. Should that fail to work, Cymone can always take to the air while Aslaug and Brigitte retreat to the safety of deeper waters (potentially luring an enchanted captive or two to their own drownings as well). It would take a dedicated group of adventurers indeed to dispatch this wicked love triangle! Sirine statistics can be found in the Monster Manual II. Glaistig statistics can be found in the Monster Manual III. 3) The Artists In the past decade or so, the works of a singular artist have begun to spread across the eastern core. A sculptor who works in marble, this mysterious artist is like none before him: rendering in stone the tiniest details, so fine as to be unbelievable, his figures so lifelike that one could swear they could spring to life. A small brass plate bearing a serpentine insignia, usually on the breast or the center of the back, marks each statue as his. This dark work is the result of a medusa named Mukondi, who claims to hail from a land she only calls ‘the Shaar.’ She was an isolated threat, living alone on the plains near the border of Darkon and Nova Vaasa, before a chance encounter with a shipwreck survivor named Phidian, a maedar. If you’re unfamiliar, a maedar is the extremely rare male form of the medusa. Immune to the gaze attacks of their female peers, maedars instead have the ability to restore petrification victims (which they rarely do). The pair now practice an extortion scheme, kidnapping the loved ones of the wealthy and powerful, then demanding exorbitant ransoms to return them. Should any of their victims fail to pay, then there is soon a new statue on the market. (Phidian drills out the hearts of these statues, which he replaces with the brass plug that is their signature, thus preventing anyone from returning Mukondi’s victims to life.) I believe Azalin is aware of their presence, but since they confine their depredations to Nova Vaasans (or those that are not his citizens), the lich’s forces do not confront them. Statistics for maedar can be found in Dragon Magazine #355. 4) The Outcasts Dazin Cade was an accomplished illusionist, and a renowned adventurer. Like many heroes before him, he chose to brave Castle Ravenloft. The bones of his companions lie moldering in Strahd’s flooded dungeons, but Cade himself was given the curse of vampiric immortality, and was put to work in his new lord’s service. In some forgotten volume of arcane lore, Dazin stumbled across a mention of the Cult of the Nightfoe, and was immediately entranced. The defunct religion venerated a nameless destructor figure of ethereal beauty and incredible danger. Although his research indicated that Strahd’s forces had destroyed them all centuries ago, he became fixated on the cult, determined to locate its remnants. In a hidden shrine in the Balinoks, north of the Luna River, he found what he was looking for. None of the priestly sacraments remained, but the dark visions he received as he slumbered told him he had found what he was looking for. He fashioned a new image of his deity: an icon forged from an obsidian-black metal, so cold as to sap the life from any foolish enough to touch it. So great was his devotion that the Nightfoe has given life, or a cruel semblance of it, to this statue. Dazin Cade and the statue he has named Nightbane dwell now as both lovers and co-conspirators. They have even begun abducting those who wander too far into the mountains and cursing them with undeath, raising a new cult of vampiric spawn to worship at the Nightfoe’s feet. Even without their underlings, Cade and the Nightbane are a terrifying combination. Dazin specializes in spells of light and shadow, which seem to energize his lover in an arcane way. The Nightbane may never speak, but it can certainly act, and it does so by emulating the god whose image it was created in, in his role as a destructor. He can even send out cascades of necromantic energy that peel the spirits away from the living to reinvigorate his vampiric partner. Should the two grow much larger in power or influence, they may be forced to relocate, or else deal with the forces of Barovia’s monarch, who is unlikely to view the presence of a rival with good humor. Dazin Cade is a human vampire, and a 9th level illusionist. Nightbane uses the statistics of a shadesteel golem (Monster Manual III), but with an Intelligence of 18. 5) The Duet Many travelers have seen Zidora and Seoci. Although the two range all over the Core, they usually stay near Kartakass, where their abilities are most appreciated. They actually have a reputation as folk heroes, although this is far from the case. In reality, the pair are brigands and murderers, who spin elaborate tales of their victims’ monstrosity after the fact. They use the guise of a pair of adventurers as a cover to rob the defenseless and evade the law. Zidora is half-Vistani, an image she sometimes accentuates to add to her exoticism, if she thinks that would be to her advantage. She is a skilled at dancing, singing, and several instruments. Her lover, the Tepestani Seoci, is a tall, powerful man with long hair and a perpetual shifty grin. His skill is far more specialized, limited to the violin and a vast store of ribald songs and off-color jokes. Seoci possesses a magical violin that makes him particularly dangerous. It entrances its victims, and makes them more susceptible to musical attacks. Conveniently, Zidora is a gifted sorceress, specialized in just such attacks. Eventually, these two will run afoul of the wrong prey, but until then they live fast and carefree, lost in their own self-destructive romance. Zidora is a 9th level sorceress specializing in sonic attacks. Seoci is a 9th level bard with a violin that functions identically to Pipes of Pain. Conclusion Love may not be the soul province of the goodly, but it is undeniably good. The presence of such bonds of true love within the most wicked of beings points to their core of humanity; it offers the hope that even the most sinful among us might be saved, or at least be offered a taste of salvation among our own self-inflicted damnation. Take care, should you engage any of these beings. I have considered hunting some of them, but then I think of the lengths I might go to in order to protect Gwen, or she to protect me, and I inevitably decide that such dangerous hunts might be better left to the younger and more vigorous. As always, safe travels and happy hunting, Frankie ‘Farshot’ Drakeson, Lord Mayor of Carinford-Halldon Jim Stearns is a deranged hermit from the swamps of Southern Illinois. In addition to writing for the Black Library, he puts pen to paper for High Level Games and Quoth the Raven. His mad scribblings can frequently be found in anthologies like Fitting In or Selfies from the End of the World, by Mad Scientist Journal. Follow him on Twitter @jcstearnswriter, or listen to Don, Jon, & Dragons, his podcast. Picture Reference: http://skyrimphotos.blogspot.com/2012/08/ghost-lovers.html Editor’s note: Enjoy reading articles about your favorite hobby and engaging with fellow gamers? We do too, but hosting and producing our site isn’t free. Please consider visiting our Patreon page and supporting us at any amount. We put every dollar back into the site and its production, and your help has allowed us to have certain paid article months for our contributors (such as this month). Thank you for your continued readership and your support! -David, Blog Manager Milgrak advised me to contact you as soon as you brought him an unusual gown your slain vampiress was wearing, apparently the work of the peerless Borcan fashion designer Bertold Iacomo. On your life, let no one know you possess the Iacomo Rose! It’s not cursed in the typical sense, but it’s hunted by many desperate and resourceful parties, servants of the one who took a thing of beauty and made it a venomous weapon. Many who have vanquished immortal creatures of the night have been unprepared to face the true ruthlessness of mortals in the daytime. I will tell you what I can…. Master poisoner Ivan Dilisnya’s creativity and cruelty have borne strange and bitter fruit that take many by surprise. PC’s with plenty of antitoxin can still fall prey to these stranger facets of Ivan’s poison politics. 1) Borrowed Time Ivan’s inner circle of guards knows that if he dies, he takes with him the formula for Mercy, the temporary antidote that delays the fatal Borrowed Time in their systems for one more day. Of course, these servants cannot travel far without additional Mercy to take with them, but there are rumors that a few have magical delivery methods for long distance travel. Having learned the hard way that some would spend their last day in suicidal revenge, Ivan considers carefully before starting the week-long process of poisoning a new recruit, and prefers condemned criminals who genuinely see the poison as a reprieve. 2) Gravitas Gravis The faux-Darkonese name is painful, but no one would dare correct Ivan’s grammar. Upon hearing of Somnos wine from Darkon, he created his own fast-acting intoxicant to loosen lips. A mind clouded by it is prone to rambling and finds everything funny, but nothing more hilarious than divulging their own secrets. Many screams heard in Degravo are actually the sounds of people recovering, realizing that they have gleefully destroyed themselves with barely any interrogation at all. 3) The Iacomo Rose This blush-colored taffeta gown was worth more than a small farm when Ivana gave it to a foreign agent provocateur to help seduce Ivan. Wise to their intrigues, Ivan used his Envenom ability to infuse the dress with strength-draining contact poison, but the woman inexplicably ignored the effects and fled to Dementlieu with the dress. Now Ivan seeks the dress in the hopes of understanding what went wrong. The lethal poison actually prevents mold and mildew, and if handled with the accompanying unvenomed gloves someone might live long enough to try it on. 4) Varcolac Similar in some ways to catalytic poison, banewort preparation is blended with another plant to make the victim allergic to that plant for several hours. Some of Ivan’s quislings are fond of blending it with wolvesbane to make “varcolac,” which makes it appear the victim is infected with lycanthropy. Victims may isolate themselves from their allies if they believe the ruse, and may draw the attention of monster hunters either way. Rumor has it that Ivan has created similar alchemical preparations that create temporary allergy to a specific metal, such as silver, gold or cold iron. 5) Lampwick A form of catalytic poison combined with ether, naptha and a sample of the victim’s hair, this oily liquid slowly evaporates to create thick vapors that cause one specific person to lose consciousness. The poison runs out faster when burned but the effect is much stronger, and dried tobacco can absorb quite a volume in lampwick and still remain flammable. Many of Ivan’s more subtle hunters are fond of lampwick pipes or cigars, surrounding themselves in clouds of smoke in situations where they might confront a target in public, and even blowing a puff of sleep-smoke as a direct weapon. 6) Night Ride This poison has two possible effects, both diabolically subtle. A single dose up to four hours before sleeping will disrupt sleep ever so slightly, causing the victim to talk or even walk in their sleep. A clever person can manipulate the sleeping victim into confessing secrets, implant a suggestion, or direct specific actions of the sleeper. A double dose will allow the victim to sleep normally to observers, but they will wake exhausted, the poison having prevented them from getting any rest. The former is popular in situations where blackmail is preferable to murder. The latter is generally part of a gaslighting campaign, or to keep a foe from restoring strength. 7) Veridian Ivan’s obsession with eternal youth led him to rumors of a Valachani sorcerer’s elixir of immortality. All attempts to reproduce the formula yielded only spectacular deaths, but Ivan saved one of the failures for when he isn’t concerned about collateral damage or cleanup. A bottle of this bright green liquid grants acid and fire immunity and fast healing, but the victim suffers increasing nausea, interspersed by vomiting monstrous oozes and slimes made from their own dissolving organs. Over the course of three days, the victim continues to live sans spleen, stomach, lungs and finally heart, growing thinner and paler with each purge until they collapse into a featureless puddle. No one knows if the original person’s mind remains intact. If so, and if they are truly immortal, this may be the worst fate Ivan has inflicted on anyone. I don’t mean to frighten you, nor would I extort your property from you. My offer is a fair price for a dress that cannot be safely worn and attracts unwanted attention, and none of the others hunting it will make such an offer. Indeed, you may be lucky if they let you keep your life. Dr. Phillippe Delapont Leyshon Campbell has been playing and writing for Ravenloft for over twenty years, from the Kargatane's Book of S series, playtesting D&D 3E in a Ravenloft campaign, to the ill-fated Masque of the Jade Horror. He married his wife on Friday the 13th after proposing to her on Halloween. By tradition, the first story read at birth to each of their three children was The Barker’s Tour, from Ravenloft’s “Carnival” supplement. Picture Reference: https://io9.gizmodo.com/strychnine-a-brief-history-of-the-worlds-least-subtle-1727903421 Any players worth their dice know to fear offending the Vistani, lest they be stricken with some unspeakable curse, but the gypsy-folk are not the only ones who can invoke their wrath. Just as Ravenloft games keep players on their toes with vampires immune to garlic and mirrors, or lycanthropes immune to silver, players should never become too confident in their expectation that being nice to the Vistani--or anyone else--is a guarantee against being cursed. If your plot calls for a PC to be cursed but they are on their best behavior for all the usual suspects, you might want to review some of these less usual alternatives. 1) No Good Deed Goes Unpunished Ravenloft is known for moral quandaries, and sometimes getting cursed is the result of doing the right thing: The Evil Eye has an example of this. In addition, because justification is measured from the invoker’s point of view, an evil or deceived invoker might feel wronged for all sorts of reasons. In the epic-level Reckonings campaign, a charismatic PC encouraged an abused daughter to stand up to her mother and leave, and the mother felt highly justified in the Dangerous curse she invoked on him in response. 2) Midnight Cat These supernatural felines had a +15 to curse checks in 3E. Some DM’s would temper that to avoid upstaging the Vistani, but it's also possible that the cats are so rare, so solitary, and so stealthy that their curses haven’t earned a reputation yet. With such a bonus, a Midnight Cat could toss out unjustified curses at will with a reasonable chance of one sticking, no matter how frivolous. Heaven help the poor party who actually does something to offend the creature. Of course, Midnight Cats can also remove curses, but their price for doing so may require a Powers check. 3) The Wishing Imp As the song goes, “There is no curse or evil spell...that’s worse than one we give ourselves.” This truism at the heart of Ravenloft Powers Checks is also known by those who have once possessed the infamous Wishing Imp, a diabolical figurine that grants twisted wishes. The difference between a twisted wish and a curse is mostly a matter of perspective, but it's even possible a wish could be granted in the form of a literal curse, such as a character wishing for prowess in unarmed combat and becoming infected with lycanthropy. 4) The Ancient Dead Ancient Dead (mummies) with the Curse of Vengeance salient ability add their rank +4 to curse checks. Between that and their bonus to charisma, a powerful mummy could rival the Vistani for laying curses. In addition, the single minded passion that drives their unlife, combined with any unusual customs of their culture of origin, makes it possible for them to justify curses for unexpected things (see #1). 5) Alchemical Purgative From Van Richten’s Arsenal, spiritual purgatives expel the affliction from the body, but the effect is temporary unless another takes up the burden. While a few selfless souls will knowingly take a curse for someone they love or to spare an innocent, (see below) most uses of this purgative involve a hapless victim duped or even forced to ingest the purgative before the time limit expires. PCs should beware bets or dares to eat or drink anything, especially if the other person seems to be in a hurry. 6) Expiation One 2nd edition alternative to paladins in Ravenloft was the paragon, a pure soul reborn over endless generations to fight the forces of darkness. One of their powers was “expiation,” the ability to temporarily absorb curses. This allowed the paragon to absorb a curse temporarily, either to give a little respite or to endure some rigorous cleansing process that the original victim might not have survived. Alternately, some religious group might have an expiation ritual that could work for other volunteers, allowing any PC to stand proxy for someone less fortunate, only to remain cursed when the cleansing portion of the ritual goes awry. 7) Flask Of Curses In a land like Ravenloft, we often forget about items like this from the original DMG, whose powers are enhanced in the Demiplane of Dread. Not only does it not matter whether the curse is justified, but these flasks can release any magnitude of curse, even the Lethal kind that could permanently change someone into an undead or other monster. Of course, this works best if the flask is a unique item with a history that explains its accursed nature and provides a theme for the curses. 8) Deity The Unspoken Pact that distances clerics from their gods does not prevent every expression of divine supernatural power. A PC who violates religious tenets or desecrates holy ground may pass the Powers check, but there may yet be divine consequences. Touch of Death has an example of a powerful divine curse for grave robbing from the Akiri: aging one day per year, with lifespan unchanged. Curses come in all shapes and sizes, from embarrassing to lethal, mildly humorous to eternally torturous. Having ways to inflict or remove curses in unusual ways allows them to be used more creatively, adding depth and drama to your gameplay and explore hidden parts of the world’s mythology. Your players may not actually thank you for cursing their characters, but they should still have a good time fighting against the darkness, and that’s what Ravenloft is all about. Leyshon Campbell has been playing and writing for Ravenloft for over twenty years, from the Kargatane's Book of S series, playtesting D&D 3E in a Ravenloft campaign, to the ill-fated Masque of the Jade Horror. He married his wife on Friday the 13th after proposing to her on Halloween. By tradition, the first story read at birth to each of their three children was The Barker’s Tour, from Ravenloft’s “Carnival” supplement. Picture Reference: https://www.pinterest.se/pin/560205641129076605/ If you enjoy Ravenloft Corner or any of the other fine articles on HLG, please consider donating to our Patreon to fund our work. Of all the things that make Ravenloft unique as a campaign setting, the most standout feature would have to be Dark Powers checks. The most tangible evidence for the existence of the Dark Powers, their system of moral judgement is by turns capricious, arbitrary, and cruel, but at the end of the day boils down to this: a codified system for identifying and punishing the most wicked of the realm’s inhabitants. Unfortunately, the system has yet to be translated for 5th edition. It starts with a sin: the PC performs a wicked act which may attract the attention of the Dark Powers. The Dark Powers tables from the 3rd edition campaign supplement can give you a good idea of where they start, but the percentage chance that the Dark Powers will take notice of the transgression is usually small. Small crimes like gossip or petty theft can be safely ignored. A lie which actually causes someone harm might invoke a 1% Dark Powers check, as might threatening a bar patron with bodily violence. Actual violent crimes (excluding reasonable self-defense) might incur checks at a 2-4% depending on severity. Murder or other brutal and sadistic acts might cause a check of an even higher severity, up to 8-9%. Casting necromancy spells (or using spells which summon evil beings) should always provoke a powers check at a percentage equal to the spell level. Even owning a necromantic or evil magic item is enough to warrant a 1% check per week. If the target should roll over the check, there is no result. Should they roll equal to or less than the target, however, they begin to slide down the scale of degeneration. If the sin has a victim, the victim’s alignment or relationship may modify the check. Evil victims or bitter enemies may halve the check number. Good (or apparently good) victims, or those who are close to the offender, may double the check number. Innocent victims should always result in a higher check number. (A full spread of Dark Powers transgressions can be found in the 3e Ravenloft Campaign Setting Core Rulebook, and is still entirely functional with 5e.) As the character begins to be embraced by the Dark Powers, they develop additional abilities or powers. Unfortunately, these powers always come at a cost, invariably one that the character considers to be too high. Usually, the powers will seem to give the character exactly what they want, but inevitably the concomitant curse will actually deprive the character of the very goal they seek. Eventually, a character of sufficient depravity may be ‘rewarded’ with their own domain within the Mists. Stage One When a character first draws the attention of the Dark Powers, it may seem at first as though they’ve been rewarded. The ‘gifts’ the Dark Powers give such people often overshadow the drawbacks at first. Path of the Miser: Obsessed with wealth and its acquisition, the character gains a keen insight into the value of items. They gain advantage on all rolls to determine the value of an item. However, they must ingest 1 gp worth of treasure (non-food items) per week or begin to suffer the effects of starvation. Path of Rage: Weak and helpless, the character finally gains the ability to fight back against those that would oppress them. They can rage once per long rest (lasting up to 1 round per level, which can be ended early), gaining +2 to melee damage rolls, but all attacks against them gain advantage during this time. (If they have rage as a class feature, use whichever damage bonus is higher.) Path of Dread: The character finally gives in to their impulse to compel others through intimidation, and finds that they have a talent for it. The character gains advantage on Intimidation checks, but suffers disadvantage on Persuasion checks. Stage Two Characters at the first stage of degeneration may recoil or even repent at their evil, but those who descend to the second stage display a commitment to wickedness that will only deepen over time. The advancement of their curse reflects this. Path of the Miser: The character’s lust for wealth deepens, and their curse begins to become a permanent part of them. They must now ingest 1 gp of treasure per day or begin to suffer the effects of starvation. However, they gain the ability to safely consume anything that they can fit in their mouth. Path of Rage: The more the character vents their wrath, the more invulnerable they feel. The character gains resistance to bludgeoning, slashing, and piercing weapons in rage, but if they are injured and have rages remaining, they must make a Wisdom save (DC = damage dealt) or enter a rage involuntarily. Path of Dread: The unexpected thrill from inflicting terror on someone begins to thrill the character even more, and they discover it is even easier to unsettle those around them. As an action, the character may cause a victim who fails a Charisma save (DC = 9 + the cursed character’s Charisma modifier) to be Frightened of them for one minute. The character can no longer attempt Persuasion rolls, and suffers disadvantage on Deception rolls. Stage Three At this point the hook is set, and the pernicious cost of the character’s curses are now becoming apparent. Relationships suffer, and the character’s unholy nature is much more difficult to hide. Path of the Miser: The character now requires 1 gp per hit die per day in consumed treasure to stay alive. They learn to ferret it out with unerring accuracy however, gaining proficiency in Perception and Investigation and advantage on all rolls to ferret out hidden wealth. Path of Rage: The character’s fury intensifies even as their self control withers further. The character gains advantage on all attack rolls while in rage, but they may no longer end their rage voluntarily so long as enemies or strangers are present. Path of Dread: Fear has become the character’s stock in trade, so much so that they find they cannot always resist spooking those around them. Whenever the character succeeds at a roll that they had advantage on, all enemies or strangers within 15 ft. must make a Charisma save (DC as above) or be Frightened of the cursed character for one round. Stage Four Once a character reaches this level of depravity, there is rarely any going back for them. Few villains of this magnitude would even consider repenting, and fewer still are willing to commit to the work that cleansing their blackened souls would require. They often are forced to withdraw from any remaining close relationships, as their foul nature is almost impossible to hide from that level of scrutiny. Path of the Miser: The blackhearted character’s foul diet affects them permanently, and their bloodstream is replaced by threaded veins of gold or silver. The consumption requirements rise to 5 gp per hit die per day. The character now has immunity to poison damage, and resistance to piercing and slashing damage. The veins in their body now bulge against their skin, giving them an unnatural appearance. Path of Rage: Anger is almost all the character knows. They suffer disadvantage on all rolls they make when not in a rage, and cannot discriminate enemy from ally while enraged. They only require a short rest, rather than a long rest, to regain all their uses of rage. Path of Dread: The character has become so feared that even their name takes on special power. Anyone hearing the character’s name spoken aloud must make a Wisdom save (as above) or become Frightened for one round. The character’s presence, or even knowledge, of this ability is not required. Stage Five At this point the character is well and truly a monster. Redemption is all but impossible. At the DM’s discretion, the character may become an NPC under their control, rather than let such a despicable abomination continue in the hands of a player. Path of the Miser: The miser’s appetite is now voracious. They must consume 10gp per hit die per day to avoid starvation. In addition, any person the character touches must make a Constitution save (DC = 9 + the character’s hit dice) or be Petrified into gold, silver, or some other precious metal. Path of Rage: Having failed to master their anger, the character finds that their anger has become their master. The character always suffers disadvantage on any rolls to resolve conflicts in any way other than violence, and their appearance becomes hunched and brutish. They gain advantage on all rolls while enraged, and can rage at any time without restriction. Path of Dread: The character is now a horrific monster that inspires the utmost horror in all who see them. Anyone who sees the character’s naked visage must make a Constitution save (as above) or suffer 1d6 Necrotic damage per hit die of the dreaded character. Whenever a person becomes Frightened of them, the character regains 1d6 hit points. Conclusion In Ravenloft, rock bottom may not be the end for the most loathsome of evildoers. The Mists have a way of rewarding those at Stage Five degeneration with their own domains, making them true Darklords. Those in the broader multiverse sometimes find themselves sought out by the Mists, to be dragged to their new domain whether they wish it or not! Jim Stearns is a deranged hermit from the swamps of Southern Illinois. In addition to writing for the Black Library, he puts pen to paper for High Level Games and Quoth the Raven. His mad scribblings can frequently be found in anthologies like Fitting In or Selfies from the End of the World, by Mad Scientist Journal. Follow him on Twitter @jcstearnswriter, or listen to Don, Jon, & Dragons, his podcast. Picture Reference: https://www.myth-weavers.com/showthread.php?t=329013 The Ravenloft setting uses “Powers Checks” to reflect the gifts and curses imposed by the mysterious Dark Powers upon those who transgress moral laws. This gives some structure for great stories of corruption and redemption, but the exact game mechanics of these checks have always been open to questions by fans. It’s even worse when the player supports their character’s decisions, and enforcement of the rules spirals into an argument about who has the correct moral compass. If you want to include temptation in your game, here are 4 optional rules to keep Powers Checks from going the route of politics and religion.
1) Whispering Shadows Assign each player the “dark side” of another PC. During gameplay, these “shadows” entice their target to commit acts that are worthy of a Powers Check, and can actually offer specific boons that will come from giving in--the DM decides the corresponding penalty. If the controlling player accepts the offer, the player that offered it gets a token they can trade in at any time to turn one die roll into a natural 20. This is a great opportunity for players to roleplay temptation, as well as get to know other characters better. 2) The Burden Of Time Ravenloft PC’s study tomes of forbidden lore, brave sinkholes of evil, steal cursed objects, and worse. Reflect that general attrition of the soul by having players roll percentile dice when they level up, 1% cumulative for every 1000 XP they earn (10K for higher level groups). When someone fails, go through their most recent actions and find an appropriate offense. If nothing works, consider foreshadowing (see below), or change the powers check result to a failed horror check. 3) Foreshadowing If a player argues that their offense wasn’t that big a deal and shouldn’t be punished, let them look for a better opportunity. The failed roll becomes foreshadowing of what the PC is about to do, rather than what they have done. Of course, while the Dark Powers are interested in little things done for good reasons, such as white lies and grave robbing, it’s best to only share the results of these rolls with the DM in case the player is eyeing that “Betrayal, Major” column in the rulebook. 4) Probation Some players look at roleplaying as a chance to behave however they want without any consequences. While powers checks can help discourage this, the system is not designed as a teaching curve. If one of your players is playing Chaotic Stupid, consider a probationary result. When they fail the roll, they don’t suffer the consequences immediately. Instead, the PC is on probation: anything additional within the next (in-game) week that warrants a check will cause them to fail. So depending on whether you need some more structure or flexibility, one of these rules may give you what you need or inspire you to create your own tweak. Just remember that whatever rules you use should be applied consistently, so that the Dark Powers feel like an omnipresent moral hazard instead of the whims of the DM. Leyshon Campbell has been playing and writing for Ravenloft for over twenty years, from the Kargatane's Book of S series, playtesting D&D 3E in a Ravenloft campaign, to the ill-fated Masque of the Jade Horror. He married his wife on Friday the 13th after proposing to her on Halloween. By tradition, the first story read at birth to each of their three children was The Barker’s Tour, from Ravenloft’s “Carnival” supplement. Picture Reference: http://thecampaign20xx.blogspot.com/2016/03/dungeons-dragons-guide-to-curse-of.html Greetings, traveler! It was kind of you to contact me. I always appreciate the chance to offer my assistance to a fellow adventurer, even one as experienced as yourself. The mysterious circumstances you describe: clergy found in their own shrines and cathedrals (which had subsequently been defaced), their throats torn open, left me quite puzzled until I noticed an additional detail in the sketches you provided. The vandalism and the destruction of holy iconography does not extend above chest height: the perpetrator is quite short in stature. I believe you are dealing with a child vampire. Able to put on the act of a starving, freezing orphan, they are usually welcomed into the place of worship by a merciful clergy member, who is in turn killed for their trouble. Child undead are a terrible tragedy, but are all too common. All manner of undead can come in a childish form, and in some cases can be even more deadly than an adult version of the same creature. Fortunately, there is a sharp divide in the psychology of undead children, and understanding where any specific creature falls in that spectrum could mean the difference between life and death for the prospective monster hunter. Type One: The Innocent Don’t mistake my hyperbole: these creatures are far from innocent. However, the first type of child undead does share a certain lack of development common to small children. They act the way children act, because as far as they know, they are still children. They respond mentally and emotionally to problems as adolescents do, and can often be confounded due to this limitation. (Although sometimes this limitation is more of a burden to an adventurer trying to parley or outwit such a creature.) Undead of this variety may believe they have the same needs as a living child, and often come into conflict with the living while seeking food, shelter, playmates, or the protection of adult authority figures. A child like this often has a protector that provides for their unholy needs and shields them from any direct challenges to their deluded worldview. Aukagaak and her child mummies are an example of such a relationship. Ghosts are far and away the type of child undead most likely to fall into this category. Any type of undead which can both largely pass as human and create spawn without conscious effort (vampires, most commonly) are also likely candidates. More than one adventurer has confronted a vampire parent-child bond hoping to destroy what they believed to be an abomination turning children into undead only to discover that it is the child who is the master and their ‘adoptive parent’ the spawn! One final word to the wise: if such children as these teach us anything, it is the true folly in believing that childhood equates to innocence. Empathy develops during childhood, sometimes later in some children than others. A child turned to undeath before this process is complete can be capable of horrifying acts of cruelty, made even more horrifying by the cherubic countenance that conceived of them. Type Two: The Grown-up Eternity is a long time. For many children cursed with undeath, their mental and emotional development is not hindered by the stunted physical maturation. Indeed, one vampire I interviewed indicated that he’d seen a child vampire whose physical condition made her even more motivated to increase her intellect and experience, to avoid being treated like a child. Undead of this stripe have the psychological maturity of their actual age, not their apparent age. They are often erudite and well-spoken, and capable of laying plans of great cunning. Such creatures may play the role of a child in specific circumstances, usually while feeding or preparing a trap, but when dealing with those who know what they are, tend to revert to speaking and acting like an adult. Merilee Markuza, the child vampiress from Lamordia, is one of the best examples of this type. Creatures that cannot ignore their undead nature, either due to horrific deformity, a feeding compulsion, or a required intent to have become undead, are the most common children in this category. Child liches are not terribly common, but not so uncommon as to never be encountered. Child mummies are frightfully common, unfortunately, and tend to function identically to their older counterparts, especially those that have been placed as sentinels over long forgotten tombs. Fortunately, undead of this stripe often suffer from insecurity. They act as adults because they desire to be adults; a privilege which has forever been stolen from them. Dealing with them amicably requires one to treat them at all times as though the child is a peer. Patronizing or ridiculing them for their physical age is a certain way to enrage them, a tactic that more than one adventurer has used to deceive creatures of this ilk. Type Three: The Changeling The most insidious type of undead child is one that has the full knowledge and experience of an adult, but still chooses to act in the manner of a child consistently. Such monsters enjoy occupying the social position of a child. People go out of their way to protect children, children have few to no obligations or expectations, children can break social morays or go ignored if they wish to: the advantages are endless. Like Innocent undead, they often have families or adopted protectors to shield them from harm. Undead that live in clusters can frequently give rise to these abominations; vampires, ghouls, and lebentods are the most common examples. The horrific nature of their existence makes the self-delusion of the Innocents difficult, but the communal nature of their kind makes it easy to slip into a child’s role. The diminutive undead receives the protection and special treatment they so desire, while the older undead assuage their own psychological trauma by going through the motions of living relationships, helping them to ‘normalize’ their own existence. It’s not uncommon for community members to be just as surprised as adventurers to discover the ‘child’ in their midst is not nearly so naïve as they had believed. Adventurers faced with this type of undead would do well to never forget that its childlike appearance is its primary defense mechanism. By keeping its façade going at all times, the creature is often able to convince heroes to treat it as though it were a child even though they most certainly know it is not. Many times this proves to be a fatal mistake. In Conclusion: Growing Up The attacks you described in your letters seem almost certainly vampiric in nature. Confronting such creatures is often even more dangerous than confronting more mature specimens. Their supernatural strength ensures that they do not suffer the weakness that a human child would, and their undead abilities are under no inhibition whatsoever. Complicating this is your own empathy: heroes are invariably compassionate and helpful at their core, and nothing compels compassion like the plight of a child. Undead youths rely on this, and you can go into your investigation assured that your empathy is their greatest weapon. Safe travels and happy hunting, Frankie Drakeson, Lord Mayor of Carinford-Halldon. Jim Stearns is a deranged hermit from the swamps of Southern Illinois. In addition to writing for the Black Library, he puts pen to paper for High Level Games and Quoth the Raven. His mad scribblings can frequently be found in anthologies like Fitting In or Selfies from the End of the World, by Mad Scientist Journal. Follow him on Twitter @jcstearnswriter, or listen to Don, Jon, & Dragons, his podcast. Image Reference: https://www.vanityfair.com/hollywood/2015/06/birgitte-hjort-sorenson-game-of-thrones-wildling-undead Greetings, traveler! It’s been a long time since last we spoke. My wife wanted me to express how sorry we were that you weren’t able to stop by Carinford-Halldon on your way through Mordent, we were so looking forward to having you here for a meal. No matter, though! We can always catch up with one another at a more opportune time. I heard about that werewolf that you dispatched near Neufurchtenburg. You’ve become quite the effective lycanthrope hunter of late. The last hunter who pursued that lead erroneously attributed the work to a rogue flesh golem, and payed for his mistake with his life. Such mistakes can easily be the death of an adventurer. While some abominations like the ancient dead, hags, or wererats are common enough that most adventurers are familiar with them, there are a number of monsters that are so vanishingly rare that most encounter them but once in their entire career, if ever at all. Since a little bit of knowledge can mean the difference between life and death, I’ve compiled a short list of a few such unique beasts for your perusal. 1. Rejkar While wandering (lost, if I’m honest) in the Frozen Reaches, I and my wife had the misfortune to be captured by a tribe of nomadic humans. In exchange for our freedom, we volunteered to defeat the ‘great white goat’ of an enemy tribe, a fearsome beast which allegedly possessed great magical powers. Gwen and I assumed we were dealing with a druid whose magic gave them an overly fearsome reputation with the locals. Alas, the rumors were true: the enemy tribe was being controlled by a fiendish visitor from another dimension, an infernal elemental creature known as a rejkar. Appearing as a great horned beast (I’ve read a few fragments of adventurers’ journals that describe rejkars as goats, stags, or reindeer) with black, gnarled horns, the rejkar is a formidable combatant, capable of killing any mundane human assailant with ease. More fearsome still is their spellcasting abilities: with the capacity to cast both heroes feast and fabricate, a rejkar is a master of dominating primitive societies in resource-scarce areas, controlling them through the promise of food, tools, or weapons that only it can reliably provide. 2. Moon Rat When fishermen on lake Vallaki reported a series of murders, corresponding with the full moon, I immediately assumed the likely culprit to be a werewolf. Unfortunately, the novice adventurer I dispatched to deal with the threat was likewise found murdered, despite being quite capable of handling a lycanthrope. Believing that I was dealing with a local, occult-savvy killer merely pretending to be a werewolf, I journeyed to Barovia myself to sort the matter out. Although my questioning proved fruitless, the first night of the next full moon cycle found the killers coming after me, when the hovel of the fishmonger that had taken me in was burned to the ground. Eventually, I was able to track the killers to an abandoned fishing shack, where I discovered the population of intelligent rats that had taken up residence there. Moonrats, as they are known, exist as mundane rats when the moon is dark. As that celestial body waxes, the rats grow in intellect and strength. By the time that the full moon rolls around, they are as cunning as any living being. Aware of their own peculiar time constraints, moon rats make intricate plans that can span months, or even years. Able to sneak into small spaces that others cannot, they can act as astoundingly good thieves, infiltrators, scouts, or assassins. Their lairs are often packed with fiendishly clever traps or impediments that pose no danger to the moonrats’ tiny frames, but woe to the adventurer who goes against them unprepared! 3. Avolakia About two thirds of the way from Martira Bay to Necropolis there is a village named Lendel. When a mysterious letter signed only with an ornate letter ‘A’ arrived requesting that I investigate a number of odd occurrences there, I couldn’t resist the urge to acquiesce. Although the proximity to both the shelter of the nearby forest and the ruins of Il-Aluk would normally put the populace at a high risk of attack from the undead, virtually no such attacks were in evidence, only a few disappearances (and some extremely bizarre behavior by the locals). Of course, after it became clear that we were not just passing through, our investigation into the most deranged of the locals led us to a cult worshipping a giant worm-monster which called itself an avolakia. The avolakia is a horrendous abomination, with no real-world analogue. Even viewing one can drive people mad (which explains the high occurrence of delusions and trauma disorders among its followers). Their motives are utterly alien, but the results of their machinations are always horrifyingly sinister. Peculiarly, they subsist on the flesh of the undead, making them a boon to some communities that are preyed upon by the unliving. Most insidious, they are potent necromancers and magicians, able to change their form and masquerade as humans; the individual we encountered had slain and replaced the mayor of Lendel. 4. Gray Shiver When Damien Charpentier returned abruptly from merchant business in Darkon and rebuilt the ruins of Brumenoire Manor, there were whispers, particularly those inquiring as to how the lord had increased his fortunes so vastly. The Charpentier family’s wine business, although profitable, generated nowhere near that level of income. When local adventurers discovered that Charpentier had transformed himself (via dark magics unearthed abroad) into a lich and subsequently destroyed him, the locals were only to relieved to let the manor go vacant. When Gwen ventured there hoping to uncover some of the wizard’s arcane lore, she was perturbed to find the manor not only occupied, but staffed by subordinates who insisted their ‘master’ was still quite ‘alive.’ The pernicious little creature she uncovered is called a gray shiver: a mundane spider magically transformed after taking up residence in a deceased lich’s skull. Such vermin gain not only a great deal of unholy might, but the spellcasting abilities of the lich whose remains they now inhabit! Nearly as damaging is the knowledge which they inherit, which includes the layout of the lich’s holdings, the power structures of their organizations, and many of the details of the deceased mage’s insidious schemes, usually enough for the shiver to pick up right where the lich left off. 5. Glaistig Most recently, while on business in Barovia, I called an old friend now serving as an advisor to one of the local burgomasters. At his behest, I investigated a number of vampire attacks on and around Lake Krezk. Local travelers had been lured from the road and fed on by a vampire seductress. A few had survived, but most had disappeared (or been found drained of their blood). My initial confrontation with the monster nearly proved fatal. Her powers of seduction were not the charming gaze of a vampire, but instead the mind fogging song of a siren. I had nearly submitted to her fangs before Gwen was able to snap me from my malaise, and the two of us were forced to flee our initial confrontation. Only by chance did we notice the odd patterns of mushrooms swirling along the banks of the Krezk and thus deduce that the creature we faced was not an undead, but one of the fae. The glaistig, as it is known, is a heart breakingly beautiful woman who longs to fill the void in her soul. She calls out with a haunting melody, beckoning the unwary victims that might bring some warmth and comfort to her life, but to her eternal consternation their life and their affections soon turn cold in her arms, leaving her empty and needing to feed again. I’ve heard reports of creatures in Tepest and Forlorn that might potentially be such a woeful creature, but have yet to confirm them. Still Others? Although you are wise to still heed my counsel, you’re experienced enough by now to have had some encounters with lesser-known monsters yourself. If I were to write a longer treatise on this subject, which beasts do you think I should include? I’d love to hear any experiences you’ve had regarding strange or unusual creatures. You can write me via the usual channels. Of course, if you’d like to make the trip, you’re always welcome to stay for a visit as well. Safe travels and happy hunting, Frankie Drakeson, Lord Mayor of Carinford-Halldon. Sources: Rejkar, Glaistig - Monster Manual III (D&D 3.5e) Moonrat, Avolakia - Monster Manual II (D&D 3e) Gray Shiver (Dragon Magazine #343) Jim Stearns is a deranged hermit from the swamps of Southern Illinois. In addition to writing for the Black Library, he puts pen to paper for High Level Games and Quoth the Raven. His mad scribblings can frequently be found in anthologies like Fitting In or Selfies from the End of the World, by Mad Scientist Journal. Follow him on Twitter @jcstearnswriter, or listen to Don, Jon, & Dragons, his podcast. Picture Reference: http://themagictreerpg.blogspot.com/2008/11 Secret societies are one of cornerstones of the Ravenloft Setting, but they tend to fall into background roles of either cannon fodder for the villain, or temporary resources for the heroes. Having played many games with secret societies and made three of my own (Memento Mori, Kara’s Daughters and the soon-to-be-released Ward Zero), here are some tips for getting the most out of them: 1) Information Is The Highest Form Of Currency Some “underdog” secret societies like the Shadow Insurrection, L’Ordures, and Sons of Gundar make obvious allies for anyone fighting the same foe, but things can get too cozy; these are secret societies, after all. To keep the mystique in a long running alliance, remember that equipment and even spellcasting is cheap, but secrets, once shared, are spent forever. Outsiders should have to submit to lengthy vetting and use excellent diplomacy to pry a single critical secret from groups like the Duskpeace Outcasts. Offering money tends to backfire, because it suggests the one offering does not know how valuable information is, or how dangerous. 2) Splitting The Party Even if one PC is a member, the rest of the party should not be insiders by default. Some heroic groups (i.e. the Society of Huntsmen, the Lamplighters, the Circle) don’t limit fraternization with outsiders, but a member of the Brotherhood of Broken Blades draws suspicion if their party includes arcane spellcasters. Many others are somewhere in between: a member might lead the party on one adventure on behalf of the society, share a little “need to know” info on the next, and offer nothing of value on another. Variety is the key; a member of the Green Hand or The Woodcutter's Axe need not confront the group’s enemies around every corner. 3) The More, The Merrier Any of the “underdog” groups might welcome all classes, such that an entire party could join. Likewise, any party might join the Order of the Guardians and just report on any evil artifacts they find. More options become available with restricted character creation: a Carnival-based campaign with a party of Troupers, a “special investigations” team for La Serrure et Clé composed of calibans, or an all-elf strike team for the Children of Wrath are all possibilities. In all these cases, the restriction is on race, so the party might include members of any class. Class restrictions are more difficult; if The Noble Brotherhood of Assassins needs serious muscle for a particular job, or the Knights of the Ashen Bough need a spellcaster to erase Drakov brands, they would probably contract with an outsider ally rather than recruit someone. 4) “Congratulations…” Even if a PC doesn’t seek membership, someone might feel they earned it. Groups like the Fraternity of Shadows or Kargatane make offers one can’t refuse based on their own sense of worthiness. The Échansons, Ildi'Thaan, Vilushka, or Witches of Hala might choose someone based on their bloodline. In cases like the Stalkers, Ata Bestaal, or even Keepers of the Black Feather, membership includes lycanthropy, such that a character might be “accidentally recruited” during a fight. In all these cases, the PC is not really an outsider, but their loyalty is in question. Even otherwise good groups may take drastic measures if someone with too much knowledge of their inner working turns them down. 5) Membership Has Its Privileges Members of most non-evil groups should be glad they joined most of the time. Physical tokens of membership frequently include masterwork items suitable for enchanting, if not minor magical items. Support societies like Société de Legerdemain, L’Académie des Sciences, and the Veiled Palm shouldn’t require more than dues (including discounted prices for supplies), reporting anything of interest, and keeping group secrets. If social obligations aren’t part of your game, this can also apply to “underdog” or “heroic” societies. If assigned to do more, the majority of the work should be within the PC’s comfort zone and rewarded fairly. Plots that pit group loyalty against friends, family or conscience should only come after the PC has built a strong identity as part of the society. 6) That Wasn’t In The Brochure! Many secret societies have hierarchies, and some evil ones can appear harmless or even heroic to those at the lowest levels. A PC might spend decades in La Confrérie des Rêveurs* before finally discovering who (or what) they’ve been “feeding.” Insurrectionists in Mortigny might revere the long-dead martyr Simon Audaire long before being formally introduced to him in the, er, “flesh.” Many more groups are not stated as having such a layered structure, but could easily develop one, such as the Scions of Purity, Syndicate of Enlightened Citizens, League of Nine, and The Scions of Yakov Dilisnya. Allow PC’s to benefit from such associations as much as possible before learning the Awful Truth. Such “malign paradigm shifts” are among the most devastating horror checks, and are among the penultimate thrills of playing in a horror setting. 7) Give Me Your Tired, Your Poor Finally, while truly evil cults may only fit as antagonists, you can still get more mileage from the Dark Delvers or Cult of the Straw God by emphasizing their insidious ideology. Long after the party has destroyed Mother Fury, have them discover a Howling Clan revival among the frustrated poor of some distant town. An old ally suffering nightmares of the Dead Man’s Campaign might be groomed for membership in the Lustmorde, or a treasure-seeking rival enthralled by writings about the Seven Scarabs. This could make for a truly epic struggle to destroy not just a dangerous cult, but a dangerous idea. Such challenges have been covered previously for destroying Sinkholes of Evil (RLDMG), and for fighting bogeymen (DTDL). Whether allies, mentors, rivals or enemies, the people who make up these groups have committed themselves to keep secrets from their fellowmen. It’s a grave choice that players may be faced with, to join them in bearing that burden of secrecy, or to drag the truth into the light of day to kill it. Either option can pose a challenge for PC’s of any level, and raise the kind of complex moral questions that keep players coming back to Ravenloft. *La Confrérie des Rêveurs was described in an article of the same name in Quoth the Raven issue #6, a Ravenloft netbook hosted by the Fraternity of Shadows. Matthew Barrett has been playing and writing for Ravenloft for over twenty years, starting with the Kargatane's Book of S series (as Leyshon Campbell). He married his wife on Friday the 13th after proposing to her on Halloween. By tradition, the first story read at birth to each of their three children was The Barker’s Tour, from Ravenloft’s “Carnival” supplement. He is currently working on a Ravenloft-based experiment in crowdsourced fiction using his “Inkubator” system at inkubator.miraheze.org. Pic Reference: http://www.theendofhistory.net/most_recent/history-terrorism-secret-societies/ Greetings! Friend: I know that Lord Mayor Drakeson has invited you to Carinford-Halldon, ostensibly to congratulate you on rooting out and killing the werewolf Edmond Timothy. Have you had occasion to meet Mayor Drakeson's wife? Gwendolyn Drakeson is a perfect hostess, of course, and the two of them are quite in love. It would seem that her grandfather Nathan Timothy found a smart match for her indeed… The werewolf (here and throughout I use the term werewolf, but each of these points could refer to most all lycanthropes, and some non-lycanthrope shapeshifters as well) is one of the oldest archetypes in horror literature. In Danse Macabre, Stephen King boils all monsters down to three basic molds, one of which is the werewolf: the monster that walks among us. Throughout history, mythology, and fiction, there are several common threads that run through the best werewolf stories. Hopefully, looking at some of these a little more closely may give you some insight (or inspiration) for using werewolves in your own games. 1) The Beast Truly, from his origins as a pauper in the western core, Frankie Drakeson has overcome a great deal of personal tragedy, from being orphaned before he could walk, to the brutal violence he and his sister suffered at the hands of a Dementlieuse smuggler. Such setbacks would have destroyed a lesser man, but Mayor Drakeson shows no signs of being weighed down by his past. The werewolf isn’t just a person who turns into a wolf. Not everyone who gets bitten becomes infected. In werewolf stories, the hidden monstrosity of the werewolf represents the savagery that can lurk within anyone. This can vary from a rage-fueled impulse to mindless destruction, all the way up to a predatory need to hunt and kill one’s own kind. In Kelley Armstrong’s Otherworld series, the werewolf curse isn’t just a supernatural disease; it represents the very real, deep issues these characters struggle with, including spousal abuse, post traumatic stress disorder, borderline personality disorder, and a host of other problems. In the best werewolf stories, the monster isn’t just the random victim of circumstance: the curse echoes some darkness that already exists within them, and the wolf is just an excuse to let it out. 2) The Unnatural A word of advice if you plan to accept his invitation: Carinford-Halldon is extremely unusual for Mordentish villages in that it has no dogs. The residents seem unsure about the cause, and while some blame the wild boars and others vaguely recall a mysterious canine illness, bringing a hound remains a risky proposition. The ‘wolf’ in werewolf has very little to do with wolves beyond a passing resemblance. The best werewolves have virtually nothing to do with natural wolves. Most werewolves are shunned by natural beasts. It’s fitting that many werewolf groups operate along the alpha-beta-omega pack structure, since this hierarchy is a fiction of humankind. It appears only in wolves in captivity, so it's apropos that it is used by beings that are of both wolf and man, but wholly neither. In the few cases where monstrous werewolves exert control over real wolves, they control the animals not through a connection of kinship but through supernatural domination, much like a vampire. The werewolf who has a deep connection to nature is a figure of primal spirituality, not a monster, and loses some of its impact in a horror setting. 3) The Hidden I envy you: Mayor Drakeson is a delightful dinner companion! The servants and commonfolk in his village will no doubt seek to regale you with numerous tales of the monsters he's vanquished and the lengths he's gone to in order to protect his friends and family. There's probably no one in the entire town that doesn't feel like they personally owe their lives to him. The greatest danger of the werewolf isn’t their teeth or even their curse; it’s that they could be anyone. If the players can readily identify the werewolf suspect, then you might not be getting the most mileage out of the werewolf archetype. The werewolf is at its best when people don’t even realize that’s what they’re dealing with. In a D&D game of course, this is nearly impossible. Fortunately, once someone has been exposed to the werewolf archetype it leaves an indelible fear in the back of their mind; fear of the evil their friends and allies might be concealing. (It is this exact fear that games like Are You a Werewolf? exploit to create humor.) As the adventure continues and tension begins to mount, player suspicion will grow to become paranoia, and the damage that a party can do when it is gripped by fear can be greater than the mayhem caused by the werewolf itself. The most malevolent werewolves, the ones who know (or suspect) their true nature, are adept at exploiting this, diverting attention from themselves so adroitly that their friends and allies will even take up arms against renowned heroes rather than believe their loved one could be hiding such a dark secret. 4) The Puppet I do hope you come at the right time of year, however. During autumn, when the last desperate traders of the season are hurrying across the lands, both predator and brigand make travel to the town dangerous. Why, the mayor and his family are so busy keeping the roads safe they can scarcely be found at all! Although transforming beneath the full moon is the most common trigger, almost all werewolves are afflicted by their curse in some kind of scheduled timeframe, both in fiction and mythology. Ancient werewolf stories tell of men who transform every evening when the sun goes down, those who were cursed to walk as a wolf seven days out of the year, those who transformed beneath the new moon, and an assortment of other schedules. In all these cases, the underlying root is the same: the werewolf is affected by unseen forces that do not have such a pull over the rest of us. These forces compel the werewolf to do their evil deeds, in the same way that Dexter’s Dark Passenger compels him to his own butchery. History is rife with serial killers compelled to follow a schedule to their murders, and it is this example that informs the werewolf legend’s need for a timeframe. Altering the schedule for a werewolf antagonist can be a good way to throw the PCs for a loop while still maintaining this core aspect of the werewolf archetype. 5)The Cycle Shortly after arranging to marry Nathan Timothy's granddaughter Gwen, Frankie began a family of his own. His six children have grown into fine young men and women, and from captain of the guard to magistrate, they all serve the town as loyally as their parents do. Human storytellers have known for centuries that abuse and trauma can form a vicious feedback loop. The werewolf legend reflects that in multiple ways. On the one hand, there are the werewolves who were delivered into this curse: regular people, possibly even good people (albeit ones with repressed horrors or well controlled dark urges) who were affected by traumas larger than they could cope with. There are also the hereditary werewolves, whose curse was handed down from parent to child. These werewolves reflect the unfortunate tendency for the unwary (or uncaring) to inflict their own trauma on their children. Such families work hard to maintain a semblance of normalcy, keeping their family as hidden from their community as possible. Some werewolves who become aware of their nature can delight in spreading their disease to others (Voldemort’s flunky Fenrir Greyback is a good example of this) in the same way that some human predators take a perverse glee in bringing others around to their warped point of view. 6) The Corruption Mayor Drakeson has done a wonderful job getting rid of the boars around Carinford-Halldon: those swine cause so many problems! Why, shortly after he settled there, the native boars caused so much damage with their rooting that they wiped out entire copses of trees. To this day you can't find a cedar tree within miles of the town. Whether they entered their state willingly, as punishment for their crimes, were infected by another werewolf, or had their curse passed on by their parents, all werewolves share a foulness within them. This inner bestiality is why the werewolf is vulnerable to silver, as silver is a symbol of purity. Other possibilities exist, of course. Ravenloft werewolves are famous for their varied chemical and material ‘allergies.' However, all of these items share something in common: they’re all either symbols of purity or agents of purification. (The film Ginger Snaps explores this idea.) This is an important link for the archetype. Werewolves’ banes aren’t just random weaknesses, they’re a tangible reminder that the afflicted is a monster, and its pain stems from the fact that its wickedness is so strong as to cause a physical reaction when exposed to such purity. 7) The Victim Since Frankie quit hunting monsters and settled down with his family, he's done his best to stay busy. Notably, he's done a marvelous job sponsoring and training monster hunters. He's shown a particular interest in training those adventurers who would travel through Kartakas or Verbrek, as though he has a specific grudge against the abominations of those lands. Most werewolves were a person, once. Like Larry Talbot, they might have even been a good person. The most impactful werewolf stories are the ones where the protagonists discover that the werewolf is someone they care about. Almost as meaningful, and a little less expected, is when the werewolf turns out to be someone they don't know terribly well, but they just like. In lighter stories, the quest to find a cure can be the focus of an adventure. However, in horror adventuring, especially the Victorian horror of Ravenloft, the werewolf curse is an echo of the mental darkness it is serves as an allegory for: it cannot be cured. It can be suppressed, for a time, but there is no force that can contain it forever. Eventually, the monster within will break loose and hurt someone. The person the werewolf once was might be horrified by what they've become, but they find themselves unable to end their own existence; the monster is part of their own will to survive, and it is stronger than they are. Such unfortunate souls cannot understand why they continue to allow themselves to commit the atrocities they perform while transformed, and with every passing cycle they become increasingly unsure of whether they began as a good person with a horrific curse, or if the monster was their true self all along and their human life just a convenient disguise. Conclusion My, how I ramble on! The truth is, you've done quite a bit of good in the world, and I'm certain Mayor Drakeson's patronage is no small part of that. You deserve his recognition, to be sure. Carinford-Halldon is a lovely place: a tight knit community with an intense amount of loyalty to one another, both commoner and noble alike. Spend a day with the Mayor and his family, and you'll find their hospitality beyond compare. Spend any more time than that with them, and you're bound to have a howling good time... Knowledgeably yours, The Barnacle Jim Stearns is a deranged hermit from the swamps of Southern Illinois. In addition to writing for the Black Library, he puts pen to paper for High Level Games and Quoth the Raven. His mad scribblings can frequently be found in anthologies like Fitting In or Selfies from the End of the World, by Mad Scientist Journal. Follow him on Twitter @jcstearnswriter. Image reference: https://www.blackgate.com/2011/10/21/game-review-innistrad-from-magic-the-gathering/ Azalin wasn’t the only one complaining about the focus on extinct noble bloodlines in the third Gazetteer. Many reviewers were dismayed about the amount of ink spilled on in-game stories with few spent on adventure hooks. What’s the point of having rich deep history if it doesn’t affect the present? What follows is a series of suggested adventure hooks around the lost noble family of de Boistribue. The entire extended family of hunters and woodsmen vanished from their massive manor one December night in 493 BC, the only surviving servant unable to give any explanation. Each can be played as an independent adventure, or they can be strung together into a campaign arc where the PC’s piece together the unspeakable fate of the doomed family. 1) The Fell Omen A PC traveling through the Forest of the Ancients glimpses a huge sprawling manor house in the distance. The sight of the manor house is a terrible omen--all who have seen it disappear within three turnings of the moon. Once word gets out, locals shun the PC as cursed, but a local soothsayer declares the curse may be lifted if the PC goes hunting in the forest overnight wearing the de Boistribue colors. If they dismiss it as overreaction of some superstitious locals, the manor inexplicably shows up again and again on the edge of their vision, even miles away from where they saw it last, bringing bad luck each time until they spend that night in the woods. 2) Winter Chill Not all the servants died in the manor itself. The winter snows were deep that December, and several of them fled the madness only to freeze to death. Their fear, pain and desperation made them into snow wraiths or possibly frost vampires that return with the snowfall. PC’s may be called on to fight the creatures when local logging companies want to extend their season a little more into the winter, only to find their lumberjacks frozen to the bone. The lairs of these creatures surround the manor’s original location; the phantasmal version that stalks through the woods is actually a kind of ghost in itself, but the original holds much bigger secrets. 3) Braving The Manor Forced to take refuge from storm or foe, the party enters the infamous manor itself to find the ghosts of dozens of servants haunting the many hunting trophies, clawed woodworks and bloodstained walls. These ghosts don’t remember much, except how the entire family turned into animals before their eyes and tore them apart. A few benign ghosts protect the PC’s from the more ferocious spirits, and ask the PC’s to remove their half-eaten remains and give them a proper burial. This may prevent the manor from dogging their steps, but PC’s seeking more answers should have no trouble finding it later. 4) The Sole Survivor While visiting Saulbridge Sanitarium, a PC is possessed by the ghost of the only earthly witness to the massacre, who lived out his final days in Saulbridge as a Lost One. He was only a teenage boy locked in an animal pen, who heard the other servants being slaughtered. Finally a monstrous bear came for him, but could not do much damage through the bars. If the party escorts the possessed PC to the manor, the ghost confesses that his incarceration may have prompted a few of the servants to do something terrible to the family, for which all these others suffered the consequences. He doesn’t know what his friends did or how they did it, but he’s terribly sorry. With that, he and several of the more vengeful spirits of the house can finally rest. 5) Return Of The Lost PC’s in the forest on the anniversary of the event discover a spring surrounded by the remaining de Boistribue family, now in the form of talking deer, boars, bears, raccoons and rabbits. Few recall much of what happened that fateful night, but they claim their treacherous servants served a cursed meal that transformed them. They recall their old lives every anniversary by drinking from this spring, but are barely more than ignorant beasts the rest of the year. Strung out over centuries this way, only about a year has passed for them since 493, but their numbers are dwindling, and they demand help. By a solemn promise and a sip from the spring, a PC can establish a bond with one of the animals that will prevent them from fully regressing until they can figure out the solution. This is one interesting way for a PC to gain an animal companion or familiar! 6) The Most Dangerous Game While hunting a werewolf of the Timothy clan, the PC’s find that the clan dates back to early Mordentshire, but they kept a relatively low profile for centuries...as if none of their victims were the kind that went on two legs and could talk. But what kind of werewolf finds sport in hunting dumb beasts? Records of a more arcane sort indicate that the Timothy werewolves are also known for incredible longevity, and that some of them attribute it to rare game in the Forest of the Ancients. If confronted about it, the Timothys claim the de Boistribues hunted their own servants down like beasts for sport, so some of the servants turned the tables and hunted them right back. Records from 489-491 include accounts of Lord de Boistribue hunting captured bandits under the full moon, but nothing about hunting his own servants. Nor is there any record of the surname Timothy among those servants. But the werewolves believe the PC’s are close to a deadly secret, and will stop at nothing to silence them forever. Of course, to string these hooks into an arc with a conclusion, there are many questions left to answer: What offense had that teenage boy committed to be penned up in an animal cage? Who were these friends who did a terrible deed, and why are they not among the ghosts? Did Lord de Boistribue continue hunting human sport after wiping out the bandits? Did he really start hunting his own servants? Whence comes the magic of the spring, and by what force did something change the whole family into immortal animals? Was the werewolf clan somehow related to the servants, or the bandits? Or did they just stumble across the accursed animals and cobble their own myth together about the irony of hunting a family of hunters? There’s room for the lord, a servant or some third party to be a truly monstrous villain, or for a terrible misunderstanding at the heart of it all. And especially you’ll have to decide if breaking the curse means setting the remaining de Boistribue family free into the afterlife, or if they can actually return to the world of mortals and rebuild their legacy. What do you think? Would your PC from this family be a ranger, paladin or barbarian? Matthew Barrett has been playing and writing for Ravenloft for over twenty years, starting with the Kargatane's Book of S series (as Leyshon Campbell). He married his wife on Friday the 13th after proposing to her on Halloween. By tradition, the first story read at birth to each of their three children was The Barker’s Tour, from Ravenloft’s “Carnival” supplement. He is currently working on a Ravenloft-based experiment in crowdsourced fiction using his “Inkubator” system at inkubator.miraheze.org. Greetings, Traveler! It's been awhile since our last communication. Word of your success against the vampire nest in Berkenheidt has reached us here in Carinford-Halldon. I'm glad the information I provided for you was able to prove useful. My old companion Kelly has just sent me an interesting treatise, written by his apprentice Rigi. The girl has become fascinated with the nature of familiars in the Lands of the Mists, and while her work is a trifle basic, I thought the information might be of some use to you. Spellcasters of various stripes have often found the assistance of a familiar, an animal imbued with a small fraction of the mage's soul, to be invaluable assets in their craft. While able to enhance spellcasting potential, heighten mental acuity, or impart other, more bizarre powers, these companions are also often just as useful for their natural abilities. Such boons come with a price, however: the portion of the soul that empowers a familiar is never drawn from the better aspects of one's psyche. Inevitably, the creature, while fanatically loyal to its master, continually exhorts them to greater heights of evil; constantly counseling them to give in to the darker side of their nature. What follows are a selection of the most popular familiars found within the Dread Realms, and an analysis of the abilities they impart. 1) Lamordian Opossum Few creatures are as vile as the Lamordian opossum, sometimes known as the bog opossum or the Musarde river rat. Their pale fur ends in yellowish tips, making their fur the color of tobacco stained cotton. Their long, toothy snouts are capable of opening wide to emit a malicious hiss, and their lashing, naked tails complete the odious package. A few of them are, instead, a smoky black in color. While the pelts of these 'ink opossums' are valuable, the eerie red eyes that accompany such coloration discourage most trappers from pursuing them. As familiars: The Lamordian opossum encourages the worst aspects of their master's avarice. They urge their masters to take whatever they wish, and to take more than what they need. These familiars are at their cleverest when they are planning a way for themselves or their masters to take something which does not belong to them. Benefit: Opossums are marsupials. When not actively raising kits, they stuff the pouches on their bellies with all manner of bric-a-brac they have stolen whenever they have gone unnoticed. Any spellcaster with an opossum familiar always counts as having a spell component pouch. 2) Mordentish Sentinel Hound The Mordentish passion for dog breeding seems to surpass their interest in virtually everything except ghost stories. Although these animals seem broadly similar to outsiders, the Mordentish can tell individual breeds apart at a great distance. Among these breeds, the sentinel hound is of particular interest to the spellcaster. Their distinctive short height and elongated frame, with their long, sleek black coat makes them recognizable even to non-Mordentish. However, it is their spectral silence that makes the breed truly remarkable; every true-bred example of the species is totally mute. As familiars: Sentinel hounds are used for watching herds or guarding camps throughout the night, and as such are hyper-vigilant to the point of paranoia. When bonded with a spellcaster, they are fond of pointing out suspicious behavior or nefarious possibilities, often where none exist. Unfortunately, they are disconcertingly correct many times, leading their masters to ever increasing heights of suspicion. When danger is revealed, the sentinel hound exhorts its master to attack without hesitation or mercy. Benefit: Spellcasters with a sentinel hound as a familiar may always roll for initiative, even if they are surprised, although they can still be caught flat-footed. 3) Bird-of-Fortune Found throughout Sri Raji and in some parts of Hazlan, the bird-of-fortune has gained favor as a companion pet for fashionable nobles throughout the Core. It's lustrous plumage drapes down extravagantly. Its brilliant bronze and gold coloration would be enough to make it truly impressive. However, when the bird-of-fortune raises and fans its peacock-like tail, with the white, bronze, and gold display studded with prismatic whorls of color, even the most jaded stop to admire its beauty. As familiars: Birds-of-fortune are imbued with their master's arrogance. They remind their master constantly how marvelous the two of them are, and never allow the master to be taken in by thoughts of doubt or failure. For those lacking in confidence this can be a boon, but for those susceptible to hubris, a bird-of-fortune can turn their master into the most grandiose braggart imaginable. Benefit: When calculating caster level for dispel or spell removal effects, a mage with a bird-of-fortune familiar counts his caster level as four levels higher for his spells with a range of 'self.' 4) Invidia Swine Neither swine nor actually from Invidia, this rodent is about the size of a large rat. It has a much shorter snout, no apparent tail, and such an abundance of fur that they appear to be rounded fuzzy globs with tiny feet. They form the basis of the food chain in parts of Verbrek and Valachan, where they are occasionally raised in hutches by peasants to supplement their diet, as Invidia swine breed rapidly. As familiars: Content to hide in a pouch, backpack, or pocket, Invidia swine are quick to point out danger to their masters. They also encourage their masters to new heights of amorous action, insightfully pointing out those who display even the subtlest hints of romantic desire. For the shy and reserved, this can provide a great benefit, but more than one repugnant Lothario in the Core boasts an Invidia swine as a familiar. Hazlik has sent one of these creatures to Dominic d'Honaire as a pet; the latter seems ignorant of the subtle message. Benefit: The mage bonded to an Invidia swine is adept at hiding. When receiving an AC bonus from cover, they increase the bonus by +1. 5) Strahd Slug The Strahd slug is the name given to the black leech, common wherever damp conditions can be found across the Core and beyond. The name was made common by naturalists loyal to Azalin and has since become the standard appellation everywhere but Barovia. These tiny animals latch on to their victim’s (or master's) flesh and feed on very small amounts of blood. When engorged, they can be one to two inches long, and can show vivid stripes of blue, green, or red coloration. As familiars: Strahd slugs encourage their masters to do as little as possible. They advise their mages to delegate responsibility and manipulate others to lighten their own workload. Masters with leech familiars either gain a needed calming balance on their personality, or else become lazy and wheedling. The necessities of the slug's diet often means their masters are pale of complexion. Benefit: The constant effect of a leech cleansing one's blood grants a master with such a familiar a +4 bonus on Fortitude saves against poison and disease (magical or otherwise). 6) Sickle-Beaked Goshawk A lesser hawk species that thrives in the fields of Falkovnia, the sickle-beaked goshawk is renowned for its viciousness when threatened. It is particularly noteworthy for its habit of attacking other predators to steal their kills. Even much larger animals can be driven away when faced with the long lacerations of the bird's razor sharp beak. With its red belly and tawny back and wings, the goshawk is most frequently seen as the familiar of the rare Falkovnian magic practitioner. As familiars: Fitting to the land the bird calls home, the goshawk is a proponent of conquest. They encourage their master's to conquer others, whether for power, spells, or prestige. They are always plotting how best to increase their master's standing, and mages with such a familiar are some of the most ambitious in the Demiplane of Dread. Benefit: Mages with a goshawk familiar have a +2 to their initiative rolls. 7) Harp Goat The harp goat of Kartakass takes it's name from the mane of long, fine black hair that shoots up from the animal's spine. These goats, which grow no larger than housecats, are common pets in the mountainous land of Kartakass. Loyal companions, they are renowned for their humorous qualities; in addition to being easily trained to bleat for comedic effect, they eat nearly anything and are almost always hungry. Despite this, they can go long stretches without food, and are every bit as sure footed as their larger kin. The harp goat is a natural choice as a familiar for Kartakan wizards, particularly because it arouses no suspicion. As familiars: Harp goats are gluttonous creatures, and that is a trait they attempt to pass on to their masters. What is good in moderation is better in excess, they say, and should their masters be stopped from indulging, either through external conflict or just their own moderation, the goat is always prepared to offer strategy or justification to fulfill whatever hunger needs satiation, whether that be food, drug, or a desire for power. Benefit: Harp goats grant their master a +4 to Fortitude saves to resist dehydration and starvation. Conclusion Are the benefits of keeping such a familiar worth the temptation they provide? The truth, the Lady Gwen tells me, is that the temptations the familiar brings forth were already present within the mage. The familiar merely gives them voice. Whether one has a familiar or not, the darkness within us is always like unto a beast; if it is not allowed to feed, then it will eventually turn inwards to consume us entirely. Safe travels and happy hunting, Frankie Drakeson, Lord Mayor of Carinford-Halldon. Jim Stearns is a deranged hermit from the swamps of Southern Illinois. In addition to writing for the Black Library, he puts pen to paper for High Level Games and Quoth the Raven. His mad scribblings can frequently be found in anthologies like Fitting In or Selfies from the End of the World, by Mad Scientist Journal. Follow him on Twitter @jcstearnswriter. “Now wait just a minute,” Mitchifer steps around the bar and holds up a hand. “Do you know where she’s taking you?” The leather-clad woman fixes the innkeeper with her single good eye, and her smile tightens. “I thought this place had a strict policy of neutrality.” “It is, er, it does, but—“ “This Inn has portals that lead to realms of fire, endless oceans, ice that will freeze a mortal solid within seconds. Do you warn people against going to such places?” She waves her cigarette around languidly in its long holder to punctuate her speech. “No, but—“ “Heavens that shatter sanity, bottomless abysses of immortal rage, hells that flay the soul into an ashen shell—your doorways lead to all of these places, yet you extend a warning against them following me to a rather ordinary city, to perform a rather ordin--. ” “They need to know!” Mitchifer fumes, his wizened white beard twitching with each syllable, until he recalls his professionalism, turns stiffly away from Kazandra, and looks you in the eye. “You need to know…there’s no coming back. To the inn, maybe…if you’re lucky. But follow her through THAT door…and even if you make it back here, all the others may be closed forever. That place doesn’t let people out. It takes countless people in every year, but the ones who get out in a century, I may not need both hands to count.” The Land of Mists is infamous for pulling in hapless adventurers to play with, but sometimes the Mists themselves become too well known. Players familiar with the setting may start to get suspicious any time an ordinary fog rolls in, and if someone actually casts Fog Cloud they might throw dice at the DM. If you feel the Mists are too hackneyed to roll out the fog, consider one of these alternate beginnings to your Weekend in Hell: 1) (Un)Natural Phenomenon If your PC’s are alert for fog, consider other natural phenomenon with an unnatural presence to it. Snowstorms work well in the winter, or in cold regions. A desert might have a sandstorm, heat haze, or a full mirage. But of course, all of these are just different ways to lose their bearings, so don’t rule out the possibility that they might just get lost in the woods. 2) All Aboard! If your natural phenomenon is a storm at sea, you may want more than a little spinning compass action to evoke the Bermuda Triangle. Consider the Ship of Horror,* a cursed Mistway into Ravenloft in the form of a ship. Ships of any kind deserve special mention, though, because crew provide lots of redshirt opportunities, with some left over for more nuanced storylines. Nor is spacefaring immune to strange detours--the Spelljammer supplements specifically said the crystal sphere for the Demiplane of Dread was an unknown color, floating somewhere out in the phlogiston… 3) Stable Portal People forget that the Black Box listed stable portals into the Demiplane, at least one in each of the popular settings of the time. Word might reach the PC’s of a misty doorway that no one has ever returned from, and even the greatest sages and diviners cannot see what is on the other side. If someone or something of exceptional value went through that doorway, the PC’s might be called upon to venture through after it. 4) Reading a Book “Van Richten’s Guide to the Mists”** travels the multiverse outside the demiplane, appearing as a “Van Richten’s Guide” to whatever someone happens to be hunting. It’s just an ordinary book that gives excellent advice, but when someone questions its origins out loud, the reader and anyone within earshot is marked for the Mists. Solving the mystery of its accursed origins within the demiplane might allow someone to return home. 5) The Lonesome Road The Headless Horseman’s endless road domain can extend into other worlds, making for an exciting introduction to Ravenloft when he selects the PC’s to attack. If defeat look imminent, consider allowing the PC’s to escape the Horseman by leaving the road. Normally this is not allowed, but since the goal is to get them into Ravenloft, it makes sense that they might escape the Lonesome Road only to arrive in another domain. 6) The World Serpent Inn*** This planar nexus-turned-saloon lends itself to scavenger hunt adventures throughout the multiverse. Doors throughout this structure lead to all the known prime, inner, and outer planes, and the ever inscrutable, always affable Mitchifer (servant of the even more mysterious Owner of the Inn) somehow maintains a strict neutrality that allows devas and devils to dine in relative peace. Of course, the DM will have to decide how the rules for such easy interplanar travel reconcile with the Dark Powers’ rules about leaving the demiplane. 7) Nightmares and Dreamscapes Under most rules for lucid dreaming, it is possible for any dreamer to visit other dreamscapes, and even wander into the ethereal. Should an outlander dreamer wander into Ravenloft, that character might be condemned to return every night, even though their body remains in their home plane. Such a character might pursue adventures in two worlds until they find a way to reunite. 8) Sucked in With the DL If you have a game villain whose story is drenched in pathos, why not have them become the demiplane’s newest Darklord? The PC’s might get sucked in when they fail to stop an Act of Ultimate Darkness--the atrocity that draws the attention of the Dark Powers and makes him a darklord. This gives them a second chance to stop the bad guy, but also a change of pace as they discover how the laws of magic and nature work differently. If the players enjoy it, they may consider staying in Ravenloft, but if not, defeating their old nemesis for good will win their freedom from the Mists in the tradition of the original Weekend in Hell adventures. *The Ship of Horror was first introduced in the 2E module of the same name. It was updated for use post-Conjunction in the Nocturnal Sea Gazetteer, a netbook hosted by the Fraternity of Shadows. **Van Richten’s Guide to the Mists is detailed in the Book of Secrets, a netbook hosted by the Kargatane. ***The World Serpent Inn was first introduced in 1E Tales of the Outer Planes, and updated in various supplements. A free download is available from Wizards of the Coast. Matthew Barrett has been playing and writing for Ravenloft for over twenty years, starting with the Kargatane's Book of S series (as Leyshon Campbell). He married his wife on Friday the 13th after proposing to her on Halloween. By tradition, the first story read at birth to each of their three children was The Barker’s Tour, from Ravenloft’s “Carnival” supplement. He is currently working on a Ravenloft-based experiment in crowdsourced fiction using his “Inkubator” system at inkubator.miraheze.org. Image from Skyrim, which may or may not be a Dread Realm. Since before the first Monster Manual, dragons were designed to be the ubiquitous challenge of D&D. They were in the name, after all. So it was only natural that Ravenloft, a setting where dragons were scarce and the iconic critter was the bloodsucking vampire, introduced vampire subspecies and age categories. Vampires were the new dragons: iconic foes with sufficient variety so that the DM could scale them to be a challenge for a party of any level. Subsequent editions added vampire spawn and templates for the same reason. But Ravenloft is also about foes with backstory, which doesn't always match up with traditional scaling methods. Suppose you want your 3rd level party to fight a vampire, but Joe Peasant (as a spawn) doesn't fit the bill? What if your PC pick a fight against a known vampire that would normally be too powerful for them? What if a later story demands a reasonable excuse for how they ran afoul of a centuries-old nosferatu and lived to tell the tale? When dealing with an imbalance of power, it pays to know your classics, and this concept has been written about for centuries. "The Art of War" states that when waging war against a more powerful foe, it is critical that you control the time and the place of the fight, and wait for the right moment. Sun Tsu may not have been a gamer, but when it comes to vampires, it turns out he was especially accurate: vampires have special weaknesses when it comes to timing and placement. If your PC's are below the level where they might survive a standard toe-to-toe, consider giving them one of these forms of good luck. 1) Let Sleeping Vamps Lie As Jander Sunstar said to Strahd Von Zarovich, "One peasant with a planting stick is more than a match for you during the day." It's a classic trope of vampire hunts for the PC's to explore the crypt while the sun shines, facing traps and tricks and guardians only to find the creature's resting place as the sun is setting. It's no crime against narrative to allow low-level PC's to face fewer traps and guardians and actually get there in time to stake the monster in the coffin. Or you might reverse the idea, letting them stumble into the creature's path just after midnight when it is active, and let them figure out ways to stall and hide and evade until they run out of options...and are rescued by the rising sun. 2) Burning Daylight Of course, the other think about daylight is, well, the light. Apart from nosferatu, who merely lose their supernatural powers, sunlight destroys vampires more effectively than anything, and they know it. Even a first level party stands a decent chance of surviving if the creature has been forced to take shelter in the shadow of a tall tree or tower at noonday. Forced to forgo sleep to keep moving, only a narrow band of shadow between it and oblivion as the day marches on, it could tear to pieces anyone who comes too close, but a low-level party that avoids eye contact might engage in a prolonged battle of wits that gives new meaning to "burning daylight." 3) Location, Location, Location While some vampires may tolerate the sunlight for a brief time to escape the PC's, hardly any can ignore the restriction on entering residences uninvited. According to Van Richten's Guide to vampires, only those who normally reside in a place can issue a proper invitation. To give a first level group a strategic advantage against a vampire, let them encounter it seeking entrance to a place where they are guests. Not knowing who is a resident, the creature dominates a PC or NPC guest for an invitation, but still cannot enter. The rest of the party figures out there is something unusual going on as the dominated PC tries to secure an invitation from an actual resident, with the vampire pacing on the doorstep in frustration. The party will get a good challenge out of fighting the dominated character (and perhaps some summoned animals) before the creature moves on to easier pickings. 4) Death Takes a Holiday Restricted as they are by their requirements for blood and sleep, vampires are not prone to travel. Those who undertake a long journey must bring their coffins with them, and those without loyal quislings to haul them in a wagon frequently find themselves stowed in the hold of a boat. This is not in itself a violation of the prohibition against crossing running water...but the creature cannot leave the boat except to set foot on land. This is easily compounded by the above restrictions on sleep, sunlight and invitations: passenger staterooms are not separate residences, but crew quarters are. If passengers are few, a vampire might be forced to choose between gaining a new invitation every night so it can shallow feed, or risk arousing suspicion by feeding from the same people twice. Count Dracula himself was forced to depopulate the entire crew of a ship one by one to make the journey to England. If only one of those crew had knowledge of vampires, and could explain to the others how to hold them off, that ocean voyage might have ended much differently. ++++++++++++++++++++ So that’s four ways your low-level PC’s might gain the upper hand against a vampire, but then what? If the creature escapes, it will surely have a long memory of its defeat, and it will never allow itself to be caught in such circumstances again. If the PC’s managed to destroy it for good, it may have had a mate, sire or spawn that would likewise hold a grudge. Allow the PC’s their moment to lick their wounds and pat themselves on the back, but they had better not count on luck next time. Luck is a fickle ally, and you never know when the forces that tipped the scales for you might side with the monsters instead. Matthew Barrett has been playing and writing for Ravenloft for over twenty years, starting with the Kargatane's Book of S series (as Leyshon Campbell). He married his wife on Friday the 13th after proposing to her on Halloween. By tradition, the first story read at birth to each of their three children was The Barker’s Tour, from Ravenloft’s “Carnival” supplement. He is currently working on a Ravenloft-based experiment in crowdsourced fiction using his “Inkubator” system at inkubator.miraheze.org. Image is from Ravenloft 3.5 and is titled Races of Ravenloft Hello friend. Thank you for your timely intervention on behalf of the people of Dowen-upon-Waite. Without your assistance, I doubt that there would have been anyone in the village remaining. None that could be called human, at any rate. I do wonder how such a cancer began. It's a shame that we weren't able to learn more. Amongst many philosophers, the subject of evil is an oft-discussed (or argued) one, but more often than not the kinds of malevolent secrets which you uncovered have their roots in something far more innocuous. Something benevolent, even useful, which carries so small a price as to be nearly negligible. These objects often set the stage for the gradual descent to a point where the once-noble aspirant finds himself waist deep in atrocities he would never have considered before embarking on his path of damnation. Having felt the malignant caress of the Dark Powers myself, I have made a careful study of the things that can lead to such darkness. Since you were inquisitive enough to contact me regarding the genesis of the most recent problem, I thought I would share a few of my own private notes with you in the hopes that you might see how these sorts of tumors begin to grow. 1) Wine of Ages My compatriots and I recovered this particular item from a tomb we cleansed of undead in the mountains of Lamordia. To the eye, it is merely a mundane bottle of green glass, with a name imprinted upon the bottom: Herzhen Yards. There is no such vineyard that we were ever able to uncover, although the tomb appeared to be of Outlander origin, and its plundered contents appeared to come from a range of different cultures. This unassuming little malignance was stolen from me by a Rajian thief, and I have not seen either since. The bottle is empty, save for an ashen grey haze that can be poured forth from the neck as though it were a true liquid. This vapor, which carries the odor of gently rotting loam, is harmless to the living. If poured into the mouth of the deceased, it grants the corpse the ability to converse with the living, albeit in a limited fashion. Please note that although this ability seems mundane, it is an abomination. It encourages a callous disregard for the dead, driving the user to treat corpses as mere investigative tools, and leads its wielder to see nothing wrong with compelling the spirit (or a semblance thereof) back to the realm of the living for mere convenience. The Wine of Ages allows its bearer to converse with a humanoid or monstrous humanoid corpse up to three times per day. Each corpse may be conversed with only once, but the condition of the body is irrelevant--it can still speak even if rot or injury would normally make it incapable. The effect lasts for up to one minute per HD of the dead body. The spirit is much less committed than they were in life (shift alignment one step towards N), but can still make a saving throw (Will DC 17, Wis DC 15) in order to lie freely. Using the Wine of Ages is cause for a 3% Dark Powers check. 2) Oubliette Dust This nasty little alchemical concoction is a creation of the Kargatane, I believe. I was unfortunate enough to discover it while attempting to apprehend several spies that had infiltrated Drifthome. One of the thieves, when confronted, threw a black powder in my face. I was immediately reminded of the last time I had smelt such a powder: when I was the 'guest' of the Kargat, tortured repeatedly for several weeks. So horrific were the memories, I was unable to prevent the thieves from fleeing. As my daughter was good enough to remind me later, after I had recovered, I have never been tortured by the Kargat. The memories induced by the dust are merely lies. Still, their effects linger, and I often find myself waking in the middle from dreams of Darkonian dungeons. Those who sell the Oubliette Dust market it as a 'stunning powder,' and indeed it does exactly that. However, the memories it 'awakens' are so horrific and they stay with the victim for weeks, even months, after the fact. Oubliette Powder can be thrown in a cloud at any victim within 5 feet. If the victim fails their save (Fort DC 17, Con DC 15) they are unable to act for 2d6 rounds. If they are attacked this effect breaks immediately. The terror on the victims' faces is self-evident; using the powder is cause for a 1% Dark Powers check. This rises to 3% if the user knows the full extent of the trauma they are inflicting on their enemy. 3) Granny Lady Bracelet Last year, a cult of witches was uncovered in the Mordentish countryside. Although a great deal of their magical prowess was merely smoke and mirrors, they did possess a number of unnatural abilities that Tasha and I were forced to contend with. Most infuriatingly, their leader seemed to be able to anticipate our arrival, and it was only through the utmost diligence that we were able to confront her. One of her magical talismans was what the Souragne practitioners refer to as a gris-gris. A small, twisted length of sinew and hair, strung with a variety of horrific trophies, including finger bones, teeth, and dried flesh, and is typically worn around the wrist. Tasha wore the talisman for several weeks, and reported that it gave her brief glimpses into the future, but after reading through the granny lady's journal, I became convinced that inheriting the device from her own mentor is what began the corruption of the witch that had plagued us, and I convinced Tasha to put the device aside for her own good. Currently, the foul thing resides in a locked trunk in my safe room. Anyone wearing the Granny Lady Bracelet may roll 2d20 at the beginning of the day. During the course of the day, they may replace any d20 roll (theirs or anyone within line of sight) with one of the Bracelet's rolls. This does not stack with the ability of a Divination specialist, instead they receive one extra d20 for their Portent ability. Using the Granny Lady Bracelet is sufficient cause for a 1% Dark Powers check every week it is owned. 4) Breathstealer Arrow I encountered this device on an assassin from Tepest.The Inquisitor I worked with to apprehend the fiend claimed this weapon was a gift to the killer, in recompense for selling his services to the fae. Although I am normally loathe to heed their dogmatic fanaticism, in this case there may be a seed of truth to it. In truth, the magical component is a stone arrowhead, which can be affixed to any mundane bolt or arrow. Once it hits its target, it breaks loose and begins twisting its way towards the target's lungs, causing the poor soul to choke and gasp as their air is magically expelled from their body. If it isn't cut out swiftly (a supremely difficult task, I can attest, since the infernal thing avoids all attempts at capture) it will eventually kill its victim, even if the original user is dead. Inquisitor Cormec took the cursed thing with him after we apprehended the murderer, although I spared the assassin the cruelty of a Tepestani imprisonment and execution. I sat in judgment over him myself, and I'm sure he found the noose far less painful than whatever Cormec had in store for him. A target hit with a Breathstealer Arrow cannot breathe. (This means they cannot speak, cast spells, or activate command words.) Beginning in the round they are hit, the victim suffers the normal effects of suffocation (treat the victim as if they had already held their breath the maximum length of time). It can be removed with a Heal check (DC 20), causing 1d4 damage for every round it was embedded. Using such an arrow is an act of torture, invoking a 4% Dark Powers check when used against a monster or evil NPC, 7% if used against a stranger or neutral NPC, and an automatic failure if used against a good NPC or friend. The arrowhead can be recovered after the target's death, and can be removed by the firer with no check. 5) Witchbane Codex When several Halan witches in and around my area were found murdered, I at first suspected the presence of a rogue Tepestani inquisitor. Although there was a man involved who used such a title, he was an Outlander. After his capture (or defiant last stand, in truth), this slim volume was discovered on his person. It appears to be written in Tepestani, although it contains far more arcane knowledge than the Inquisition would be comfortable committing to paper. Inside, there is detailed information on common practices, rites, beliefs, and identifying traits of witches and infernal cults. After reading it, I found myself revolted by the unnatural lore contained within. Although Tasha has asked to read it, I have sent the book to my friend Kelly, as he has proven more than capable of resisting the temptations of such arcana. Reading the Witchbane Codex (which takes six hours) immediately costs the reader a point of Wisdom (which can never be recovered) but imbues them with an additional point of Intelligence. While the book is in their possession, they may consult it to gain a +2 on any appropriate skill check (such as Arcana, Religion, Knowledge: Arcana, or Knowledge: Religion). Even lightly reading the book instantly causes the user to make a Sanity check, if those rules are being used, and also causes the loss of Innocence. Completing the book is cause for a 2% Dark Powers check. The user should also be assessed for a 1% Dark Powers check for every month they have the book in their possession. Willingly giving it to another person to read is cause for a 5% Dark Powers check, 10% if they are unaware of the nature of the book, and is an automatic failure if they are an Innocent. In Summation As you can see, the road to Hell can indeed be paved with the most innocuous of cobbles. The wise adventurer would do well to resist such temptations. Too often, what appears to merely offer power or expediency comes at the cost of our very soul. Should you find such a wicked item among your travels, do not hesitate to contact me if you wish assistance in confining or destroying it. Your actions have spoken volumes for your righteousness, and I consider myself Your Friend, Joram Mournesworth, Lord Mayor of Drifthome Jim Stearns is a deranged hermit from the swamps of Southern Illinois. In addition to writing for the Black Library, he puts pen to paper for High Level Games and Keep on the Heathlands. His mad scribblings can frequently be found in Quoth the Raven, as well as anthologies like Fitting In or Selfies from the End of the World, by Mad Scientist Journal. Follow him on Twitter @jcstearnswriter. |
All blog materials created and developed by the staff here at High Level Games Archives
April 2023
Categories
All
|
Proudly powered by Weebly