Book of Crypts
Book of Crypts
Book of Crypts
9336
4C
I
By Dale “Slade” Henson with J. Robert King
ADVANCED DUNGEONS E DRAGONS, ADED, FORGOTFEN REAMS, and GREYHAWK are registered trademarks owned by TSR, Inc.
RAVENLOFT and the TSR logo are trademarks owned by TSR, Inc.
81991 TSR, Inc. A l l Rights Reserved. Printed in U.S.A.
Random House and its affiliate companies have worldwide distribution rights in the book trade for English language products of TSR, Inc.
Distributed to the book and hobby trade in the United Kingdom by TSR Ltd.
Distributed to the toy and hobby trade by regional distributors.
This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or
artwork contained herein i s prohibited without the express written consent of TSR, Inc.
9336XXX1501
ISBN 1.56076-142-3
Crudits
Design: Dale “Slade” Henson with J. Robert King
Editing: Anne Brown, J. Robert King, Jean Rabe
Proofreading: Anne Brown, David Wise
Cover Art: David Dorman
Interior Art: Laura and Kelly Freas, Stephen Fabian
Cartography: John Knecht
Typography: Gaye O’Keefe
Keylining: Sarah Feggestad
Thanks To: James Ward, Tim B. Brown, Bruce Nesmith,
Anne Brown, Andria Hayday, Newton H. Ewell,
Bill Connors
rongrod sits in a dark successful adventures in Ravenloft.
corner of the squalid DMs accustomed to running adventures in
tavern, sipping other AD&D@game settings often excel at
warmish ale and inspiring terror in their PCs.Terror is a natural
eavesdropping on result of deadly combats and lethal traps, both
the whispered talk of of which abound in adventures in AD&D@game
locals. Evidently a worlds. Book of Crypts is no exception, loaded
gruesome murder with deadly combatants such as doll golems,
occurred last night: a ermordenung, evil treants, madmen, liches,
body has been werewolves, necromancers, illithids, maniacal
found, its skin jesters, minstrels of death, vampires, and more.
meticulously stripped The adventures here also brim with terrifying
away by a common traps-both physical and psychological. Terror
hunting knife. A knot should, therefore, come easily to Book of
of revulsion forms in Crypts DMs.
Irongrod’s stomach. In addition to bone-rattling terror, though,
As he takes another Ravenloft DMs should make the most of horror.
sip, the storyteller Horror hints at and prepares characters for the
continues, describing the man who fled the terror to come. The terror Irongrod felt at
murder. With a sinking sense of dread, Irongrod hearing the voice in his head would be far less
realizes that the description exactly fits him. intense if he had not first felt the creeping
Another local speaks up now, saying that a knife horror of his guilt. In the same way, the terror of
was discovered beside the body. lrongrod drops hack-and-slashcombat with a vampire is tripled
his hand from the sweating stein of ale before if the PCs first feel the mounting horror of
him, feeling for his hunting knife. It is gone. something stalking them.
Anguish begins its slow burn within him. Tormented heroes; tragic villains; dark pasts;
Suddenly, Irongrod hears an unfamiliar voice secret vices; evil presences; sounds in the
in his head, “Don’tworry, Irongrod-you’re ..
shadows. this is the stuff of gothic horror. In
innocent. Sure, I used your body for the crime, addition to spicing up adventures, the mood of
but you were asleep. No matter: it won’t be your gothic horror greatly intensifies the terror of
body much longer.” combat. The mood, though, is fragile: subtlety
is key. If a DM says, “the grass upon the grave
In this scenario, lrongrod experiences the two before you stirs uneasily, despite the dead calm
emotions critical to successful RAVENLOFT” in the air,” the characters may feel horror. If a
game adventures: horror and terror. Horror is DM says, “the grass upon the grave before you
the revulsion, dread, and anguish that results whips in wild frenzy as the soil bubbles and
when a character confronts something that convulses like boiling flesh, even though the air
shouldn’t be: Irongrod felt horror when he is as still and putrid as a dead man’s rotting
heard of the murder, matched the description heart,” the PCs may well laugh.
to himself, and discovered that his knife was Make no mistake-thrilling combat is the heart
missing. Terror, on the other hand, is the of most Ravenloft adventures. If your characters
extreme fear that arises when creatures or thrive on hack-and-slash,feel free to add more
events immediately threaten one’s life: lrongrod battles to the adventures contained here. But
felt terror when he heard the voice in his head remember, horror spices up adventures and
threatening to take over his body. The intensifies combat. In other words, slash all you
interaction of horror and terror is critical to want, but don’t forget the horror!
setup she rushes to the shore, retrieves her boots,
his adventure is designed for four and cautiously approaches.
characters of 2nd to 4th level. Her beauty comes into focus a s she closes
During the scenario, the characters the distance.
meet a hauntingly beautiful woman
named Katrina Von Brandthofen. This is Katrina, who will try to draw the PCs
They are soon flung into an into this sorrowful adventure. If the characters
insidious plot devised by Doctor draw their weapons as she advances, she stops,
Victor Mordenheim, who is trying stares wistfully at them, then turns around and
to restore life and beauty to his runs away. If the PCs do not catch her and show
cursed wife. Her body is now they are peaceful, the adventure ends before it
mutilated and broken. The even begins.
Dungeon Master is encouraged to However, if the PCs do not threaten her, she
read the information regarding strides toward them and asks, “To whom d o you
Victor Mordenheim and his wife in owe alliance?”
the RAVENLOFT’” boxed set. This If the characters say they owe alliance only to
data is located in Chapter 13, “The themselves or to no individual, she relaxes and
Who’s Doomed of Ravenloft.” See “Lamordia” claims that she is aligned with herself-and all
in Chapter 11 for a description of the domain, that is lawful. While she speaks with them, she
and the card titled “Mordenheim’s Estate” for searches for any symbols of evil that may be
details on the setting. visible on the party. She questions any clerics
about their gods. Katrina is trying to make sure
the PCs are not evil. She will not deal with an
The Adventure evil party.
The characters’ travels take them to a dark
and misty beach.
Hatrina’s Story
You stand on a sandy beach in the fading
The woman sighs, and a smile tugs at the
light of early evening. Dark, murky waves lap
corner of her rose-tinted lips. “I believe you
at the shore. Seashells and the decaying
are without evil,” she states softly. “I truly
remains of small jellyfish lie scattered about
hope you are. My name is Katrina. In this
like broken toys, and fiddler crabs scurry
land, it is difficult to determine who is evil
about in search of food.
and who is good-except by one’s actions. I
Bordering this beach, sharp, jutting rocks
a m willing to give you a chance.”
reach stiffly into the magenta-tinged,
midnight blue sky; they are resolute against
the crash of the white-capped waves. In the If the characters ask why she is here, she tells
distance, a lone woman kneels on the sand, them her story. This is detailed in the NPC
retrieves a shell, and throws it back into the roster at the end of the adventure, but it is also
sea. It disappears into the surf, then she paraphrased here for the Dungeon Master’s
gracefully pulls her boots off and begins convenience.
wading in the lapping currents.
She takes only a few steps before she
Elise. She was my mother’s twin. Aunt Elise
stops, noticing you. Her gaze riveted on you,
However, if the characters decide to help her,
who lost his mind in his work shortly after she is relieved. She suggests they set up camp
they were married. My aunt disappeared
(the nearest town is 10 miles away) so they all
several years ago, and I have been looking
can get an early start in the morning.
for her ever since. It is rumored that he per- If any of the PCs stand watch, they observe
formed grotesque experiments on her, and I something strange during the night. If no one
am here to seek vengeance if this is true. I
stands watch, the DM should roll randomly to
have been unable to locate his private labor-
have one character awaken. The PCs observe
atory, and my travels have led me here. All small streaks of lightning and a glowing aura
the rumors point to this area, so I believe he coming from a small mansion perched atop a
is close. I ask your help, if you will give it.”
cliff several miles away. The hill overlooks the
nearby sea.
If the characters ask for payment, Katrina When Katrina sees the glow in the sky, she
explains she has barely enough to cover her grows excited.”That is it! That’s the house! I knew
lodging and food expenses for the next few you were a good sign in this evil land. We shall
weeks. If the characters refuse to help without leave in the morning and head for that hill!”
promise of payment, she offers to pay them In the morning, Katrina leads the PCs in the
with a portion of anything they may find at direction of the house, eating dried fruits and
Mordenheim’s residence. If they still refuse, she jerky and sipping water from a suede waterskin
bids them farewell and sets off on her own. as she travels.
~
Mansion Atop a Cliff from the building. Nearly two inches of dust
fill this room, making it appear as though no
The. wind is brisk and cold, chilling you one has entered this house in decades.
through your clothes and armor as you The dark and gloomy entry room displays
ascend the steep slope to the house. The rotting tapestries and paintings hanging
deep green trees and nearly black grass precariously on rusting nails. Spider webs
absorb what weak sunlight peeks from above dangle from every conceivable locale, and
the dense cloud cover. The only sound is the the husks of their former residents lie
snapping and crackling under your feet as tangled in their desperate strands.
brittle, dry branches and twigs give way From upstairs, a clanking sound cuts
under the weight of your footsteps. through the musty air. It soon stops, and a
Reaching the top of the hill around mid- cry of terror follows, dying down to a morbi(
afternoon, you see the house has a wail.
paramount view of the ocean. Below, the
sea’s murky surface waves and shivers from If the characters decide to go up the stairs,
unseen forces. Only the wind in your hair read the following:
and the call of lonely seagulls breaks the
deafening silence that hangs in the air. Far As you mount the stairs, the steps creak
across the ocean, a mist-laden island is horridly with every footfall. A spider, the size
vaguely visible. of a gold coin, drops down in front of you as
The wooden door to the old mansion is if to see who intrudes. The dust on the
reinforced with iron bars. The bars are banister flows to the floor in a spooky
blistered and flaking with blood-red rust; the cascade as you vibrate the stairs with your
wood is cracked and splintered with age. movements.
Shutters on the second floor bang and rattle
against the house. The only way the characters can mount the
stairs silently is by using a silence spell. A
Unless the characters are wearing gauntlets, thief‘s Move Silently ability functions at
they suffer 1 point of damage when they knock one-half his normal ability on the rickety stairs.
on the door. The wood splinters mercilessly If the PCs have not made efforts to quiet their
into their knuckles. It will take 2d4 rounds to movements, by the time the PCs have climbed
remove the splinters. one-third the way up the stairs, the man on the
The knock is never answered. The door is second floor (Victor) hears them and begins
locked, and a thief trying to pick the lock must hiding everything in sight. If the characters
do so with a -20% penalty because the move up the stairs quietly, they find Victor. If,
mechanism is rusted. The door can be battered however, Victor was alerted to their
open if 40 points of damage are inflicted upon movements, read the following:
it. When the PCs get the door open, continue
with the following: Suddenly, you hear something slamming
and banging overhead. Within a few short
Strangu Lodgings seconds, the noise has ceased. At the top of
the stairs, you see only one door; its pale
The door rasps and whimpers painfully exterior is outlined by the glow of light cast
when opened, and a rush of stale air flows under its fragile frame. The door is closed,
Mordenheim, sorrow knits across his
and a chair sits propped tightly against the melancholic brow.
handle.
“I am sorry to tell you that your search has
ended. She died several years ago from a
The Scientist yellow fever plague. I was working on a
If the characters move the chair, the door serum to cure the dreadful affliction, but the
creaks outward, exposing a brightly lit room. remedy came too late. I was able to inject
myself, but she-my wife-passed away too
The room is well lit, but very dusty. quickly. Since her passing, I have refused to
Footprints the size of those made by a giant enter the rest of the house; the memories it
are scattered across the floor. A bin with a brings back are too painful.
hand-pumped well stands in the center of the “I am sorry that your travels have brought
room, where rickety and ancient tables sit at you naught, but you are free to spend the
odd angles, efficiently slicing the room into evening here, so you can leave at first light.
equal quarters. A man stands looking at you The night brings untold horrors in this land.”
with one eye wide open; another man squints
painfully in your direction. He leans against If the characters agree to these
one of the tables, nervously tapping his arrangements-which Katrina will beg them to
fingers, sending tiny explosions of dust into accept-Victor shows them to several
the air. downstairs rooms.
The nervous man appears half-starved. His Victor sighs as he walks down the rickety
thin body stoops at the shoulders. He gasps stairs to the first floor. Moving a dust-encrusted
in a hoarse voice, while licking his lips with a cobweb from his path, he turns to his right. “We
blackened tongue. had many a festive occasion in this room,”
“What are you doing here? 1 haven’t seen Victor says unwaveringly, pointing disjointedly
or allowed visitors here for more than two to the room below the stairs. “We used to love
years!” to sit and watch the flames in the fireplace.” He
looks at the mantle where a painting of a lovely
If the characters mention they are looking for couple leans against the wall. The picture
Doctor Victor Mordenheim, the man’s eyes appears old, but it must be only the webs and
perk open, and his posture straightens. Wiping dust that cast this illusion, for Victor has not
his mouth with a wrinkled handkerchief, he aged since its illustration. He continues walking
approaches the characters with measured and stops near three doors. “Here is where you
footsteps. may sleep. Safe and uneventful rest to you all.
Until the morn.” He turns and walks sadly back
He instantly looks 10 years younger and up the stairs.
more fit. “I apologize for the charade, but I Katrina asks to take a room for herself; if the
never can tell who is looking for me-or the PCs agree, she locks the door behind her. She
madman they say lives here. I am Victor states that if someone wishes to guard her, she
Mordenheim.” He approaches you with an would prefer them to remain outside her door
outstretched hand, waiting for your rather than inside her room.
introductions. “What can I d o for you?”
If the characters agree to these terms, the coffin in the cellar of the inn, regenerates, and
captain allows the characters to leave his room will later move to a new town. If PCs destroy his
But that night, he will stalk and slay each coffin before eight hours pass, Dante is truly
character. He will not stop until he or they are destroyed.
dead. On a roll of 3 or less on ld6, PCs awaken
before the captain butchers them.
If the characters refuse the captain’s terms,
NPC Roster
he transmogrifies immediately. Each PC must Captain Alec Rapacion
make a Ravenloft fear check or flee. Fleeing
characters have a 50% chance of trying to push 8th-level Human Fighter
past the captain-otherwise, they must jump AL CE; AC 3; MV 15 (18); HD 7;hp 50; THACO
out the window and fall two stories to the street 13; #AT 3 (1); Dmg 1-4/1-4/2-8(2-8); SA
below, suffering 2d4 points of damage on Surprise; SD Hit only by gold or magical
impact (damage is reduced slightly due to the weapons; SZ M (6’ tall); ML Elite (14); XP 4,000.
snow on the ground). Characters cannot use Str: 18 Dex: 16 Con: 18
climbing abilities or proficiencies to flee: Int: 15 Wis: 12 Cha: 17
panicked people do not look for toe holds. The
Alec Rapacion was born a Mountain
Loup-Garou werewolf will track down and slay
Loup-Garou Lycanthrope. (See the
every last party member.
RAVENLOFT” boxed set for full information
regarding the Loup-Garou.) Alec, being a true
Dante Joins the Battle lycanthrope, has full control over his curse,
If the tide of battle turns against the though he does consider it a curse. Two of his
characters, the DM should feel free to bring the three brothers were lycanthropic as well. They,
innkeeper into the battle. however, were killed in their teens when the
people in Alec’s home village realized their
condition. Alec barely escaped with his life.
Vampire, Nosferatu (Innkeeper Dante Lysin):
Int Very (12); AL CN; AC 1; MV 12, FI 18 (C); The city, outraged by the boys’ infirmity, slew
HD 7 +3; hp 59; THACO 1 3 , 1 1 w/weapon;#AT both his father and mother to keep the
1; Dmg By weapon, +4 Strength bonus; SA condition from spreading. Alec witnessed the
slayings from the safety of the surrounding vampires plagued the village. During one
woods. midnight battle, a nosferatu drained Dante dry
Angered by the murder of his parents, Alec and he died. Shortly after, Dante’s slayer was
vowed vengeance upon all nonlycanthropic killed, but not before Dante fell under the
humans. Before entering Moondale, he had vampiric curse. He awoke within a coffin and
butchered over 1,000 people. Being a military used his newfound strength to escape. Angered
captain, he customarily enters a town, makes a by his death and the curse left with him, Dante
few kills, and blames the murders on an changed his surname to Lysin, which means
innocent resident. Typically, superstitious destroyer of blood.
townfolk are so eager to be rid of the menace In the following years, he worked to control
that they zealously hang whomever Alec or eradicate his curse, but to no avail. He has
fingers. not approached a temple for cure because no
Even though he is a true lycanthrope, Alec temples exist within fifty miles; that is what he
Rapacion does not have the standard facial hair tells himself. Although he abhors his condition,
or long, thick arms associated with it is slowly corrupting him, changing him to
lycanthropes. His charisma, unusually high for chaotic evil.
werewolves, is the main reason he has not been As a vampire, he knows that a lycanthrope is
caught yet. responsible for the bloody death of the man
killed on the PCs’ first night in town, but he
does not discover the werewolf‘s identity until
Dante lysin the PCs do. What he says about never
6th-level Retired Gladiatorial Fighter murdering a man is patently false, as he spent
A L CN; A C 1; MV 12, FI 18 (C); HD 7 +3; hp 59; 13 years doing so. And if the PCs threaten him,
THACO 13,11 w/weapon; #AT 1; Dmg By he will murder again.
weapon, + 4 Strength bonus; SA Charm gaze,
Constitution drain through blood sucking (See
RAVENLOFT”’ boxed set); SD hit only by Eldon and Ravewood
magical weapons; SZ M (5’6”); ML Champion 3rd-level Human Fighters (Militiamen)
(16); XP 2,000. A L N; A C 8; MV 12; HD 3; hp 14 each; THACO
Str: 16 Dex: 17 Con: 18 18; #AT 1; Dmg l d 8 (long sword); SZ M (5‘10’‘);
Int: 12 Wis: 14 Cha: 15 ML Average (9); XP 10.
At the age of 13, Dante Carare was abducted Str: 12 Dex: 11 Con: 14
from his home by a fight promoter. This man Int: 9 Wis: 10 Cha: 11
honed Dante’s innate fighting ability through Eldon and Ravewood know each other
mental and physical abuse. Dante soon became casually, and have served on the militia
the most popular villain in the local arenas, together several times before. They follow the
where he fought for 13 years. captain’s commands within reason, but will not
When he escaped the barracks, he slew his undertake jobs that put their lives at risk for no
promotor and stole the money he had won over reason. They will take orders from the PCs if
the years. After endless days of wandering, he their reasoning is sound and the PCs treat them
found himself in Moondale and bought the respectfully.
Moondale Inn from a dying man. The previous
owner wanted to will his two daughters enough
money for comfortable dowries.
During the next few years, nosferatu
If the characters rise to investigate the sound,
iutup their movements drown out the song. If they
his adventure works hold perfectly still, they can again hear the
best for three to five sound, but it seems to come from nowhere and
characters of 3rd everywhere at once. Even if they wander, they
through 6th level. will not find its source.
In “The Dark
Minstrel,” the
characters become
Invitation to Doom
trapped in the Whether the characters sleep through the
netherworld study of rest of the night or spend it trying to hunt out
a dark minstrel and the music, the sunrise finds them in a town in
must discover a way Ravenloft called Claviera (regardless of where
out-or wait 100 they were in the evening). A messenger boy
years to again see hunts them down, knocking on the door if they
the light of day. are in a private room, or flagging them down in
public if they are not. The messenger hands
one of the PCs a small, fine, vellum scroll that
The - __- enture radiates Alteration magic if detected. The text
on the scroll, penned by a refined hand, is
he DM can begin this adventure whenever
r e
?
’-..
”
’ ;A
a,, I
Lyron Evensong was originally a bard on
around you. The ceiling falls in terrible Krynn. His musical genius arose at least in part
chunks. Cold blackness from without from his unsettled psyche and utter self-
streams into the room. You fall to the floor, absorption. In fact, Lyron has always been
and all becomes a chaos of motion. incapable of seeing other people as anything
When the rumbling finally stops, you see but objects. This incapacity led the neutral evil
stars in the black vault of sky above. Gazing bard to believe he was, in fact, lawful good, for
out past the terrible rubble of splintered his despicable disdain for human life seemed
wood and fractured stone, you see the town utterly right to him.
of Claviera, draped in cold night. In hopes of drilling his twisted ethos into the
Townsfolk are running toward you, torches minds of his listeners, Evensong hired a mage
and lanterns in hand. One of them shouts, to enchant his harpsichord so that those who
“Look at the Baron’s mansion! It is in ruins!” heard it would be forced to obey his messages.
Another shouts, “There are people alive The mage’s spell-shaping went awry, drawing
among the toppled stones!” The crowd pours Lyron’s lifeforce into the instrument.
over the gates, running toward you. Now a shadowy anima whose life resided in a
frame of wood and wire, Lyron found a new way
DM’s Note: The crowd seeks to help the to enforce his twisted ethos. Though songs and
PCs. They have long feared and hated Baron poems failed to inspire morality in his listeners,
Evensong and count the party as heroes for Lyron’s dagger and club worked powerful
ridding Claviera of him. However, if attacked, persuasions.
the crowd fights as a mixture of middle-class When Lyron’s dark ministrations of death
men and constables, as listed in the Monstrous reached their peak, the lands of Ravenloft took
Compendium entry for men. If the party notice. As he played his harpsichord, the mists
chooses t o end their adventure in this rolled in. When they retreated again, Lyron
ignominious fashion, they will have to stave off found himself Baron of Claviera.
the townsfolk’s attacks long enough to escape That night, however, he learned the curse
(i.e., they cannot defeat the townsfolk, because that came with the blessing: he would live
more keep arriving). through a century in dark solitude, confined to
his study for one hundred years for every one
Baron Lgcon Euunrong day he spends in Claviera. Thus, when a week
9th-level Bard passes in the outside world, Baron Claviera has
AL NE (but believes himself to be LG);A C 5 lived 700 years in his study. Ravenloft let him
when solidified, cannot be hit while immaterial; live, but denied him human company.
MV 12; HD 9; hp 45; THACO 11; #AT 1; Dmg He found he could never leave his mansion
l d 4 (dagger) or l d 6 (club); SA Solidify; SD and that, no matter where he was in the
Nonmaterial; SZ M; ML Fanatic (18); XP 7,000. mansion, when the sun went down, he appeared
in the study. Giving up hope for escape, Lyron
Str: 16 Dex: 15 Con: 15 plotted to lure others in to spend the century
Int: 14 Wis: 12 Cha: 17 with him. He has done so now at least 13 times.
Spells: charm person, color spray, hypnotism; Not even Lyron knows how long this shall
forget, mirror image, pyrotechnics; hold person, continue, but it seems at least that he shall live
slow. Lyron can use each spell once per “day” a full life of 75 years, one century at a time.
(a day according to the clock in his study).
?tup Jovis Blackwere
his adventure is designed for two to
five characters of 4th through 6th A tall man garbed in a black great-coat
approaches you. His eyes fasten gravely
level and assumes the PCs are
upon you, “I am Jovis Blackwere, captain of
already in Ravenloft.
the guard. It has come to my attention that
The constabulary of a harbor
community calls upon the party to your adventuring band is-how shall I
locate a missing person and thus say-effectiue in dealing with murderous
beasts. I have just such a beast that needs
solve several deaths he (or she) has
committed. As tension mounts and tracking. If you are interested, I am prepared
the party closes in on the killer, to pay 3 gp per person per week.”
one of the characters discovers that
the murderer resides within him (or If the characters negotiate the price, Jovis
her). offers no more than 6 gp per week. Once the
“The Cedar Chest” only payment schedule is arranged, Jovis leads the
minimally lessens player control party to the constable station (location 1 on the
over the “possessed” character. map) before briefing them further. The DM
The adventure does, however, give the should then read the following.
character a twisted alter-ego of which he had
been previously unaware. Because “The Cedar The main room in the constable station is
Chest” affects the recent history of a player crowded and dust-choked, with yellowed
character, the DM should carefully select either papers stacked high upon time-scarred
a trusted and well-liked NPC, a PC whose player desks. The captain sits at one desk, fiddling
cannot attend a game session, or the PC of a distractedly with a quill pen. “The murdering
good role-player to subject to this Jekyll- beast we are looking for is named Ejrik
and-Hyde curse. Spellbender. About six months ago, he
The DM should review the character’s committed a string of atrocious murders,
statistics and game information before starting then vanished. We all hoped he was dead.
the adventure. He should feel free to add any But now the murders have begun again.”
subtle clues to the mystery that suit the The captain abandons the quill, rises to his
character and the party. feet, and begins to pace the room. His heels
The adventure begins after the characters thud hollowly upon the worn floorboards.
have stayed in Armeikos (or a similar town) for “What makes his murders so savage is his
a few days. penchant for gouging out the eyes of his
victims, then torturing them before he kills
them. He seems to consider the slaying a
The Adventure work of art.” The captain stops pacing, opens
fter the characters spend a few days in the drawer of one desk, and scatters a
F Harbor District
i
weaponless). to wander the town, giving them descriptions
from the areas on the map. Allowing the
Carl, 4th-level Human Fighter: Int Low (6); AL characters to wander gives time for them to
LN; AC 7; MV 12; HD 4; hp 18;THACO 17; #AT role-play their paranoid suspicions of other
1; Dmg ld6 (club); SZ M; ML Steady (12). characters.
.... ,
The stench of blood and rot pours from the roll succeeds, the character will regain control.
chest as the characters open it. Inside this Thereafter, horror checks will be required each
well-craftedbox lies a human heart. A tiny, round to maintain control.
stained scroll protrudes from one of the red- If Ejrik takes control, he fights the party with
brown arteries. all the nonmagical abilities that the cursed
When this scroll is removed and unraveled, character has. If during the battle (or at any
the name of the cursed character unmistakably other time) the heart from the cedar chest is
appears. If the named character reads his name destroyed (burned, stabbed, sliced, crushed,
or hears it being read, the DM should take him etc.), Ejrik will be driven from the body
aside immediately and read to him the NPC immediately and permanently. Until then,
Roster entry for Ejrik Spellbender. (As he reads, however, the character will have to keep rolling
the DM should replace mentions of “the horror checks to try to regain or retain control.
adventurer” with the word “you.”) After this If Ejrik doesn’t take control immediately and
reading, the DM should require the character to the characters don’t destroy the heart, the
roll a Ravenloft horror check. If the character cursed PC will have to make a Ravenloft horror
fails, the DM should tell the player, “You check each round to remain in control.
suddenly realize that Ejrik is taking control of If the characters don’t think to destroy the
you and plans to fight the party to keep from heart, the DM might suggest a visit to Sinara
being captured.” The character should be Doom. She will tell them to destroy the heart.
allowed to reroll the horror check for each
round of combat until he succeeds. When the
But Ejrik was ready for him. With hi
Thr NPC Rostrr modification of the magicjar spell, Ejrik could
take over the body of another character and be
Joub Blackwutr wholly immune to the effects of dispel magic.
8th-level Human Fighter (Rank: Captain)
The immunity came at a price: one of the
H P 77 THACO: 13 material components was the still-beating heart
AC: 6 AL: L N of Ejriks old body. That heart would become
Str: 17 Dex: 14 Con: 15 the magic jar, within which Ejrik had t o conceal
Int: 17 Wis: 16 Cha: 16 a small scroll with the name of the victim. Ejrik
Jovis Blackwere is 46 years old and the had no chance to rehearse this spell.
captain of Armeikos’s constabulary. Born of When the adventurer entered Ejriks lair, the
poor parents, he deems himself lucky to have a decrepit necromancer fooled him into revealing
place of authority in the town. his name, then cast the spell. All went as
When a band of marauding thieves killed the planned, and Ejrik, in his new body, sliced the
previous captain, the town held a vote, electing still-beating heart from his old, slumbering
Jovis Blackwere to the position. Twenty years body and placed the scroll with the victim’s
later, he daily proves to the town that they name within it. He then locked the heart in a
made a wise choice. small cedar chest, placed it in his pack, and set
Jovis Blackwere is widowed and has three out for adventure.
children who are in their mid-twenties. Ejriks depravity caught the attention of
Ravenloft’s powers, and he was ushered into the
land. Once there, Ejrik discovered that the spell
Urik Sprllbrndrr had not functioned as well as he had hoped.
H P 45 THACO: 18 First, the spell rendered him incapable of
AC: PC’s AL: N E enjoying the carnal delights he treasured so.
Str: PC’s Dex: PC’s Con: PC’s Because he owed his present state to slaying an
lnt: 18 Wis: 18 Cha: 14 adventurer, only murder provided him pleasure.
Second, the spell took from Ejrik his power
Ejriks study of necromancy began late in life to memorize and cast spells, save for the
when his strength was failing and his life force low-level sleep spell, which had been part of the
ebbing away. Before that time, Ejrik had no improved magicjar. He thus gained the power
interest in magic. But, like a dragon with its of inducing sleep in a manner greater than the
horde, Ejrik eventually grew jealous of anyone spell (his spell can affect up to 10 Hit Dice or
who might thieve away his troves of mortal levels of creatures).
pleasure. And so he turned to necromancy t o Third, the magicjar spell had failed to
conquer the greatest thief Death. remove the adventurer’s life force and place it
Sadly, the inexorable decay of his body into Ejrik’s old heart. The victim’s mind,
out-paced his advances in arcane knowledge. stunned though it was, still occupied the
A t 96 years of age, he stood defenseless upon adventurer’s body. And soon the mind, being
the threshold of death, lacking the magical arts native to the body, took it over again. Now Ejrik
needed t o become a lich. So he devised another was trapped, and could only take control when
plan. He cast a series of animate dead spells on his host slumbered. Eventually Ejrik learned to
successive nights, sending skeletons into the use his sleep ability to force his host to black
streets of the local village. Soon an adventurer out, then he took control more often. As time
(the chosen PC) took the bait, seeking out the passed, Ejrik grew stronger, hoping one day to
evil necromancer to slay him. slay his host’s mind altogether.
"utup
his adventure is designed for three
to five characters of 5th to 7th
level. The party should ideally
contain a lawful good character,
inexplicably disappeared.
Treant, Evil (1): Int Very (12); AL CE; A C 0; MV damage (half its total), it flees.
12; HD 11; hp 54; THACO 9; #AT 2; Dmg 4d6; Once the man is consumed, the party may
SA Nil; SD Nil; SZ H; ML Elite (13); XP 13,000. continue the battle until the treant flees, or the
party may flee with the child. The treant will be
More information on evil treants can be too busy eating and digesting the man to worry
found in the Monstrous Compendium Appendix about pursuing.
for the RAVENLOFT” setting. DMs who don’t
have this appendix may refer to the entry for
the normal treant in the Monstrous
The Girl-Child
Compendium, noting that evil treants are Once the party and the young girl escape
carnivorous, chaotic evil, and have elite rather from or kill the treant, the DM should read the
than champion morale. following.
Upon encountering the evil treant, the party
members may need to make a fear check (as Now that you have made your escape in
per instructions in the RAVENLOFT boxed set). the failing light of dusk, you finally get a
If the party attacks the treant, it fights back. good look at the child. She appears to b e
However, as soon as the treant inflicts 10 points about seven years old, with bronze-colored
of damage t o any one character, it chews up hair that emerges from beneath a frilly hat
and swallows the man the party was trying to and flows smoothly to her shoulder blades.
rescue. The treant also consumes the man if it An aristocratic beauty hovers elusively about
(the treant) suffers 20 points of damage. her, despite the fact that her eyes are wide
Therefore, regardless of whether the party slays with fear and she is shaking all over. Her
the treant, they d o not save the man or recover complexion is pale and smooth, and her eyes
the body. If the treant suffers 27 points of
her uncle’s house.
are a deep azure. She wears a long box coat
A character who casts detect lie on Elenia
of fine red wool, with brass buttons and a
receives a confusing response that cannot be
stand-up collar. From under the cuffs and
interpreted. The DM may suggest that her
collar protrude a finely embroidered sateen
agitated state might be contributing to the
waistshirt. Upon her hands are silk gloves. In
confusion. (Elenia wears a ring o f mind shielding
one had she holds a few torches, and in her
that is hidden under her glove.)
other hand she holds a doll in a lacy dress.
If a character casts detect magic on Elenia, a
The girl’s walking skirt is made of royal-blue
moderate radiation of magic can be detected,
wool and she wears thick stockings and
but the particular school cannot be discerned. If
high-button boots.
a PC asks her about the magic detected, she
In addition to her understandable terror,
says that just before the treant attacked, Uncle
you notice a marked sadness that haunts the
Dory cast a spell on her “to protect her from
child’s features-a sadness that seems to
bad things.” According to Elenia, her uncle was
extend beyond the terror of what she has just
a dabbler in magical arts.
seen.
If the characters try to detect eoil, they get no
sensation of evil from Elenia. If they cast know
The child becomes insistent that the PCs alignment, Elenia can secretly save vs.
light one of her torches, even if the party is spell-even if she fails, the characters detect
carrying other sources of light. She says that only lawfulness. If a character casts true seeing
fire will keep her safe from the bad things. If or has a gem ofseeing, Elenia looks no different
the characters ask her name, she tells them she as a result of either. (Though Elenia has two
is Elenia Windalla. If they ask her how she natures, the child nature is dominant unless she
ended up in such a predicament, the DM should is attacked.)
read the following. If the PCs volunteer to take care of her, they
realize that the night has grown too dark and
Tremors of fear and distress play across the forest too thick for Elenia to determine
her smooth face, and horrible images seem which direction she was headed. If the
to stream past her eyes, like the reflection of characters ignore her plea for help and try to
racing storm clouds. At length, the child abandon her in the forest, the DM should make
gathers her strength and begins to speak: a Ravenloft powers check at 2% for each
“Mother and father were poisoned and character.
Uncle Dory came to take me away but he
said we have to go through the bad woods
and he says if we have fire we’ll be safe but firus and further Threats
the bad things didn’t come at us for one Whatever the party’s response, the DM
whole day so Uncle Dory says we’ll use should read the following.
torches only at night but then the tree
started moving and grabbed him and now Something huge and shapeless shifts in
who will take care of me in the bad woods?” the shadows beyond the ring of trees.
Though the breeze is gentle, you hear the
Elenia begs the PCs to escort her through the unmistakable sound of branches crunching
woods to her uncle’s house. She is all alone and and striking against each other. The child
will surely be killed in the woods unless screams and throws her torch onto a dead
someone protects her. She will not stop crying
and pleading until the PCs agree to see her to
branch lvina near the center of the clearing. I
She mutters frantically, “Need fire! Need adventures-battles and monsters, darkness
fire!” Flames leap up on the branch, casting and dawn-shreds of sensations tumbling
fiendish shadows upon the trees around. The like leaves through your mind. Then a tide of
motion beyond the clearing ceases. Then fear slowly seeps over the whirling
comes a slow, grating sound as though an memories, fear darker than night. The terror
enormous monster is backing away from the congeals, black and hard, into a depthless,
clearing. suffocating night.
The child dashes about the woods and Suddenly, a glimmer of hope, like a
begins t o gather more wood, piling it on the piercing searchlight, slices through the black
flames. Frightened, she tries t o convince you terror. You feel you may go blind staring at it,
and herself, “We’ll be safe if we have fire!” but it is too beautiful to tear your eyes away.
As you gaze deeper into the radiant hope,
If the party helps Elenia build the fire and you see that Elenia is its source.
decides to set up camp for the night, all will be
safe as long as the fire lasts. If they decide to Oruam 2
pursue and attack the beast, or leave the ~
clearing, they encounter an evil treant with You dream of the innocent
identical statistics to the first treant. If they stay child-Elenia-sitting quietly upon a grassy
in camp, but let the fire die, the evil treant will hillside. As far as you can see, all is fair and
return and attack. The party cannot prevent the beautiful. Fragrant peace hangs in the air.
fire from going out unless it posts watches. The world is a massive-indeed endless-
plateau of hope in the dark waters of despair.
Night of Dreams But suddenly, a shadowy figure steals up
the hillside, approaching Elenia unawares.
Any character who sleeps during the
Though you can’t see its face, you somehow
night-even those who sleep only for
know the shadow is one of your companions.
moments-will dream. Elenia casts a dream
It raises an awful scythe and slays the
spell on each party member, against which the
innocent child. With a mighty roar, the
slumbering targets receive no saving throw. But
plateau sinks into the inky waters of despair.
because Elenia’s magic is so deeply rooted in
You are drowning.
evil, her dream spell fails on the character
whose alignment is closest t o lawful good. This
character’s dream will differ radically from the Oruam 3
dreams of the other PCs. ~
The DM should secretly read one of the You dream you are flying. Above you
following dreams to each of the characters hangs the blue vault of the heavens, and
upon whom the spell succeeds. If there are below you drift mountainous clouds on a
more than four players, the DM may invent continent of air. Not by wings or magic do
additional dreams or repeat any of the dreams you fly, but by holding to the hand of a child.
below. Elenia soars beside you, lending power to
your flight. She smiles at you, her eyes filled
Oruam I with joy and hope.
Then something goes terribly wrong.
A s you sleep, your mind cycles through Elenia is pitching unsteadily. A stream of
phantoms and fragments of your recent crimson issues from her back. You spot an
The PCs are likely to have of a number of
arrow that has shot through her. Suddenly
reactions to these dreams. If the lawful good
you are plummeting, and the sky and the
character attacks Elenia, she seeks protection
world below turn to blackness.
from the others. If they all attack Elenia, the
DM should g o to the “Fighting Elenia” section.
Dream 4 If the characters quietly discuss their dreams
among themselves or keep their silence, the
You dream that you are falling from a cliff. DM should read the following.
The rocky face tears your body apart as you
tumble hopelessly downward. When you
smash into the ground, you are merely a
A Little Child Shall Lead Them
broken pile of bones and flesh. Yet you live,
The morning dawns cold and damp. A s
and you suddenly have to wonder if you
you stretch your aching muscles and gather
cannot die.
your provisions, you note great troughs and
The merciless sun pounding down on you
scars on the ground around the edge of the
is abruptly eclipsed. It is Elenia, leaning over
camp. From the massive disruption of soil,
your broken form, laying her hands upon
you can see that at least one evil treant
your wounds. You feel life-energy course like
circled the camp a few times last night.
fire into your frame. Gashes close, broken
Elenia stands in the midst of the camp,
bones fuse, and the terror and pain in your
gazing up toward the canopy of leaves. At
mind turn to joy. You are whole again-whole
length, she announces to no one in partic-
as you never have been before.
ular, “Uncle Dory said g o toward the dawn.”
Though you cannot see the sun because of
Dream for the Good PC the thick forest, you can tell that dawn came
in the direction the little girl is pointing.
Elenia casts the dream spell on all the
characters, but the spell fails on the PC whose
alignment is closest to lawful good. The The DM should allow the PCs to make any
following dream should be read only to that preparations they wish. When the party is ready
3 move on, the DM should read the following.
character.
You dream vividly. Elenia appears to you in All through the morning, the child leads
a deep woodland. You see that her heart is your party through the dark and rambling
black as coal, and she knows you know her wood. She insists upon carrying a torch, and
secret. The child-guise she wears peels away. looks to every side for more attacks, but
Beneath the innocent exterior, she is a none come.
withered, craggy sorceress of evil. Her By noon, you reach a narrow, weed-
fingertips are black with poison and her choked road. A stone’s throw down the road,
clawlike nails are sharp as daggers. She you see a gypsy wagon. Its canary-yellow
swipes viciously at you. Her claws sink in wheels and cherry-red sideboards starkly
deeply. You feel the poison seep into your contrast the oppressive grays and greens of
blood. All goes dark. the forest. Then you spot a gnarled woman
In the final ebb of your dying mind, you draped in a ratty but colorful shawl sitting
realize that Elenia must die! Elenia must die beside the caravan. She is motioning for you
. . . must die. . . must die. . . . to approach her.
If the characters approach the gypsy, Elenia
protests, saying that her Uncle warned her to stay h
Dark Scrgings
Despite the cheerful colors and cleanness of
the wagon’s exterior, the interior feels
cramped and cluttered, and carries the weary
smell of a place that serves as bedroom,
kitchen, parlor, and transport. The bent old
woman moves through the wagon with a
surprising deftness that bespeaks a lifetime
clear crystal with amazing delicacy. The glass
of such confinement. She arranges small
ball seems to be another eye for her.
crates and rickety stools, enough for the
Although the crystal does not glow, you
party and herself, then settles like a vulture
suddenly realize that the room has become
upon a low seat. She produces a small
unsettlingly dark. Then the crone’s voice
crystal ball from her robes, then sets a
rings out:
piercing eye upon you. Her withered hand is
Much darkness. . . much darkness. . . one
out before you, palm up.
among you is deceived. . . one among you
thinks to do the right thing, but does evil . . .
If the characters inquire, the Vistani woman one among you, though good once and kind
says her name is Madame Nygar. She does not has been turned to great evil by this land. . .
remove her outstretched hand until the PCs one among you must be slain to save the
give her two silver pieces. She will not read others.. . .
their fortunes separately, for she does not read The shrill shriek of a horrified child rings
palms. However, she will scry in her crystal for out from the woods outside. The crone leaps
the fate of the whole group. The DM should up, jostling her crystal ball, and rushes for
read the following. the door. Glaring daylight spills into the dark
wagon as the gypsy rushes out.
The old gypsy woman leans laboriously
into her task, her craggy hands caressing the
As the party pours from the caravan to If at any time the lawful good character (the
investigate the screams, the DM should read character who had the dream revealing Elenia’s
the following. true nature) attacks Elenia, she will plead for
help from the other party members. If they
refuse to help or also attack, the DM should
Lupine Attack skip ahead to the “Fighting Elenia” section.
The rest of the day passes without further
The child screams in fear as she tries to
incident as the party wanders along the road.
scramble up a tree, dropping her torch onto
The DM should allow PCs ample time to
the road below. From the thick undergrowth
discuss among themselves the nature of their
lining the road, four black forms suddenly
little companion.
surge. They are wolves, snarling and
drooling. In moments, they reach the base of
the tree, and carefully skirting the torch, The Sucond Wght
they leap for the screaming girl. One catches AS night begins LO settle in, the DM should
hold of her dress. For a moment she loses read the following.
her hold on the tree branches and slips down
lower. She shrieks in terror as another set of Darkness deepens among the trees.
slavering jowls clamps brutally on her dress, Occasionally you hear fell sounds-sounds
yanking her down. of creatures shifting in the woods beyond the
flickering torchlight. You look ahead to
DM’s Note: These wolves were summoned by where Elenia marches along and you can see
Elenia herself using the conjure animal spell. she is trembling, either from fear or cold. A
They will not harm Elenia, but only appear to bestial cry rings out from the forest, a mile
mean her harm. away. Elenia stops in her tracks, spins
around to face you and says, “We must make
Wolf (4):Int Semi (2-4); AL N; A C 7; MV 18; HD a fire. Uncle Dory said we’d be safe if we
2 + 2; hp 10;THACO 19; #AT 1; Dmg 2-5; SZ S have a fire!”
(2’-4’);ML Average (10); XP 65 each.
If the party agrees and begins to build a fire,
If the PCs attack the wolves, the creatures Elenia will be placated and will begin settling in
release Elenia and engage them. Meanwhile, for the evening. If the party refuses, Elenia
the cowardly gypsy woman climbs aboard her builds a fire herself and refuses to continue. If
wagon and flees as quickly as possible. After the party continues on without her, she will wait
the first round, no trace can be found of the until they are out of sight, then will stalk them
wagon. and cast sleep on all but the lawful good
If the party does not attack the wolves, the character (or character closest to lawful good
hem of Elenia’s dress rips away and she is able alignment). The DM should then skip to the
t o climb out of reach. The wolves then turn on “Fighting Elenia” section.
the rest of the party and attack, and the gypsy If the party decides to set up camp and
rides away. A s soon as a wolf sustains 5 points assign watches, Elenia will pretend to sleep,
of damage, it flees. waiting for the watch of the lawful good
The wolves will not battle past the 8th round. character. She will then cast sleep over any
If a wolf is slain, its body disappears in the 13th other characters who remain awake, arise, and
round. Elenia will work hard to lure the party confront the lawful good PC. The DM should
away by that time. read that character alone the following section.
sorceress. If attacked, Elenia activates her doll
The Suduction golem to attack the party (the golem wins
surprise unless the party knew it was a golem).
It is the darkest hour of the night and the
Statistics for the doll golem are listed at the
other party members lie absolutely still. A
end of this book. Then, if she hasn’t already,
slight movement catches your eye. It is
Elenia casts stoneskin upon herself, then sleep
Elenia, rising slowly to her feet and fixing
on all but one of the characters. While the
her piercing gaze upon you. “I am afraid,”
golem engages the conscious character, Elenia
she mutters sadly. “The night is dark and
casts charm, hold person, or ray of enfeeblement
scary. Can I sit with you? I would feel so safe
upon him.
to sit beside you. You are the nicest person in
this group.”
If Elenia’s spellcasting fails, she will let the
She picks up her doll by one hand and
golem fight while she remains out of harm’s
takes a step toward you, “Please, can I sit by
way and pleads with the character. If Elenia’s
you? I’m so afraid.”
spellcasting succeeds, she will call off the doll
golem and lock her victim in a powerful
Before Elenia slips out of her blankets to embrace (she has Strength of 18/50),then
approach the PC on watch, she casts stoneskin speak softly and soothingly to the character. To
on herself. If the wakeful PC lets Elenia any character caught in such an embrace, the
approach, she will try to snuggle up next to him DM should read the following.
or her and steal a kiss on the PC’s lips. If kissed,
the character must make a save vs. poison with
a - 4 penalty t o the roll. Llenia’s Plea
Elenia’s statistics are listed at the end of this Though she holds you in a vicelike grip,
adventure. Since she has already used spells her voice is still soft, loving, and childlike.
during the day, her current spells are listed “Why are you struggling? I love you! Why do
here. you hate me so? I just want to be your
Current Spells: Charm person ( X 2), ray o f daughter. I just want us to be happy together.
enfeeblement ( X 4), hold person ( X 4), stoneskin Swear you will stay with me, love me and will
( X 2),and dream ( X 5). never leave me, and I will let you go.”
Elenia is an ermordenung-an ordinary
human transformed by lvana Boritsi of Borca If the character refuses to swear to these
into a lawful evil creature with a poisonous things, Elenia says, “Farewell, my loving father
touch (see the Monstrous Compendium page at [or mother]” and plants the kiss of death (see
the end of this book and the NPC Roster at the Elenia’s statistics). If, however, the character
end of this adventure). She is, in truth, not a swears to love and care for Elenia, Elenia will
child, but a wicked sorceress seeking to win the release him or her. If the character attacks,
acceptance of the party, then slay them with her Elenia will reactivate the doll golem and will
kiss of death. attack with her poisonous touch.
If
If the PCs ask questions here, they will learn 6 How about a meal? Are you hungry?
the following: 7 When is Daddy coming home?
* The Middle Inn is full of cockroaches. 8 Malisha is your woman. Malisha is
* Nansen is a confirmed murderer. He’s innocent.
probably the one killing everyone, but don’t 9 What’s your name? I’m Darak, usually.
quote me on that, I don’t want to get killed. 10 Rooms are only 1 silver piece, yes, only 1
* The temple of the wind has a new leader, silver. One silver will get you a room. Would
somebody named Malisha. Ain’t never seen the you like a room for 1 silver?
guy’s face, though, but 1 hear he is really ugly, 11 My head hurts.
with weird growths on his face and everything. 12 Yeah, Malarites everywhere-you have to
* The priests of Milil don’t get along with the watch your back.
priests of the wind god. Aren’t clerical types
supposed to like everyone? location #I3
%‘ * The worshipers of the wind god must be This is the Wagon’sRest. It is a small,
doing something right-hunters from their
one-story inn-with an insect problem. The
temple are always snaring deer and boars. We price is 1 silver piece per person per night,
haven’t been able to find a wild animal including a breakfast in the common room.
anywhere around here.
Marinetta runs this inn, and leaves only to get
* I hear Marinetta is having an affair with the supplies. She knows no one except the ranchers
Constable. Imagine that. and farmers around town. She cannot give the
P
* Ain’t seen wild animals anywhere around for characters any information, but she is worried
quite some time. I wonder if there’s something about the disappearances.
big and nasty in the woods frightening them
away. At least the cows and horses seem safe. location #I4
location #I2 This is a large farm. Several dozen men live
and work here. This farm has lost one-quarter
The Middle Inn, a well-kept, two-story of its workers in the past two months, and the
building, is the nicest inn in the city. Their
rest of the workers are starting to think evil
prices are 1 silver per person per night. The spirits haunt the farm. Many are considering
price does not include a breakfast like many
leaving.
inns provide. The man who runs this inn,
If the characters watch this farm, they can tell
Darak, is a little unusual. He talks in circles the laborers are not happy. They mill about
constantly and rarely makes sense as a result of
lazily, preferring to move slowly about, and are
a head injury several years ago (he fell down a always looking over their shoulders.
flight of stairs). If the characters question him,
If the characters talk to the workers, most of
roll ld12 on the following table for his answers:
them complain about the spirits that wander
1 The brain-suckers are back in town. the fields at night, looking for bodies to feed
2 It sure is cold today. upon. If the characters watch the fields, they
3 I wish it would cool down because the see nothing.
cows are upsetting Captain Bristol’s Kara Tur
navigation charts. location #I5
4 Have you heard from Aurelia lately? I sure
miss her a lot. Haven’t seen her in, oh, probably This is a farm with immense barns and grain
128 summers. spires. Currently, 100 workers live here, tending
5 Put down that knife! the grounds year-round.
J
This farm has experienced the most losses in
head. I hope too many people didn’t hear me
recent months-40 men have vanished. The
cry out. I have an image to maintain.”
remaining workers are considering leaving
town-in force-within the next few days if the
disappearances do not stop. The workers here If the PCs ask for a description of the thing,
think Location 14 is haunted, and that the older man says it could have been a man or
poltergeists there wander in search of victims. a monster. “Whatever it was, it wore a black
~
robe with the outline of a tiger sewn on it.”
As you look about this farm, a faint, The attacker was actually a hungry Malisha.
high-pitched scream cuts through the air-it
came from the vicinity of the tall wheat. It is Location #I6
immediately followed by the guttural bellow
A barracks-style building sits near the edge
of a man. The farm seems to come alive with
of this extensive farm. Vegetables and wheat
everyone rushing toward the cries.
are the farm’s staple crops. Nearly 50 people
work the land.
If the characters investigate, read the
Several of the people who work here have
following:
families on the premises. They have
experienced a number of missing persons, but
As you approach, you have to push your
not nearly as large a loss as the farm at
way through the crowd of farm workers.
Location 15. The people here know little about
There, on the ground, lies a man in his late
activities in town.
teens. His head and face are bloodied, his
If the characters ask any of the workers about
mouth frozen in fear. On the man’s forehead
the disappearances, they say, “That farm,
is a quarter-inch round hole where the bone
(pointing at Location 14), is haunted. The evil
has caved in. His eyes are turned up as
spirit steals and consumes the flesh of the
though they were looking toward his
young to ease its savage nature. If you want the
now-empty skull. A terrified young girl
killings to stop, you have to kill the beast and
stands near the body.
its vile owner. We have told the constable many
times, but he just smiles and does nothing.”
Any characters looking at the body must
make a saving throw versus paralyzation. Those
who fail their save are stunned and cannot act Location #I7
for l d 6 rounds. The young girl is more than This is the local constabulary and jail. The
willing to talk about what happened. She says: policing agent, Wellis Andreman, is a 9th-level
ranger. He has attempted to investigate the
“We were walking, everything was quiet. disappearances and murders, but he has yet to
Then this horrid thing came out of nowhere. find any clues.
It grabbed my boyfriend in its ugly arms,
then Jarak went limp, and I screamed. I tried This building stands tall, yet leans to the
to run away, but I couldn’t move.” east at a sickening angle. Bricks near the
“And that’s when I showed up.” A middle- cornerstone crumble from the unearthly
aged man with thick, dirty fingernails weight of the sliding foundation.
extends his hand to you. “I saw this thing Inside, a single office takes up the entire
sucking the young boy’s face, and 1 lost my first floor. Stairs leading to barred jail cells
make their way to the darkness above. A
women of all ages sit within its gloomy walls,
man drifts down from the blackness of the fidgeting or resting their heads on open palms.
second floor. A second man sits alone behind
This is the local hunter’s guild. The
an enormous desk. His rickety chair squeals membership has dropped in the past year
as his eyes focus on you. because there is no game. If the characters ask
why everyone looks so depressed, they are told
The man at the desk is Wellis. He believes the following:
there are several different groups working
together to cause Aferdale’s problems. He does “In the past twelve months, we have not
not have a clue about who is responsible, but found a single track anywhere within two
he dedicates his evenings to patrolling the area, days’ travel of Aferdale. It’s as if the wildlife
trying to assure the people’s safety. He offers just left. Even the rabbit and possum
the characters 20 gp each for information population has disappeared.
leading to an arrest and conviction of the ‘‘If you ask us what’s behind it, we say it is
villains. He guarantees 30 gold each for solving an evil someone-or many someones.”
the mystery and putting an end to the ordeal.
If the characters ask for any clues, Wellis
gives them the following information:
*“No one has seen any wild game in these NPC Roster
parts for more than 18 months.”
* “Over 100 persons are missing to date, and it Abane
seems that someone disappears every day.” 10th-level Priest of Milil
* “Even though there is a shortage of wild HP 45 THACO 14
game, the monastery seems to find a few AC 4 Age 55 AL CG
animals now and then.” Str 16 Dex 14 Con 15
* “A ghost haunts Baggs’ farm (Location 1). Int 16 Wis 18 Cha 15
Some believe the ghost is the spirit of a
long-lost employee.” Abane is the high priest of the temple of
*“The bouncers for the Parsed Lip (Building 10) Milil. He allows everyone who worships a gooa
are some of the roughest customers I have seen diety to use his temple for worship.
in a long while. At night I have seen them Abane carries the following spells: bless,
prowling the city. When I have confronted combine, command, cure light wounds; aid, find
them, they claim they are looking for the traps, goodbeny, slow poison; continual light,
criminals responsible for the disappearances.” cure disease, prayer; cure serious wounds,
* “One of the only places not experiencing divination, neutralize poison; commune, cure
disappearances is the temple of Weeshy. The critical wounds.
priests there say the confines of their mystical
walls and their oneness with their deity protects
them from all harm. Yet, two persons from their
Malisha
temple died six years ago in a carriage 15th-Level Female lllithid Priest of Malar
accident.” HP 65 THACO 12
AC 2 Age 36 AL LE
location #I8 Str 18 Dex 14 Con 17
Int 17 Wis 14 Cha 18
The exterior of the building is lighted and
cheery-looking. Inside, however, men and
Malisha dresses in long flowing robes
embroidered with wild animals. When she
Ulellis Andreman
9th-Level Human Ranger, Constable
leaves the temple where she resides, she always
cloaks her head, hiding her tentacles from HP 86 THACO 12
sight. This allows her to walk within Aferdale AC 0 Age 38 A L NG
without notice. Str 17 Dex 16 Con 18
Malisha became the head priest in the temple Int 16 Wis 17 Cha 15
of the Beast Lord Malar when the former priest Wellis Andreman is the town constable. He
depleted the wild game population with his has attempted to find the cause of the missing
excessive Malarite ceremonies. When this persons (or murders), but has yet to find any
happened, the other Malarite priests killed him. clues or bodies.
Malisha devised a plan to appease the deity by He is a handsome individual with an amazing
polymorphing the people of Aferdale into wild tenacity. He wears elven chain mail + 3 with a
boars, wolves, bears, and mountain lions to red eagle patch on the right shoulder. His body
sacrifice to their evil god. In return, she was is riddled with tattoos depicting the major
given the right to eat their brains immediately battles he fought during his youth as a soldier.
before the ceremony. He wears his brown hair in a three-foot-long
Several dozen followers live and worship at braid down his back.
the temple with her, with several of these lesser In spite of his failure to solve the mysterious
priests vying for her leadership position. She disappearances, he has continued to look,
has successfully thwarted every take-over hoping to find some clue with the next corner
attempt since her induction two years ago. he turns. He has been attacked six times
Unfortunately, those who have attempted to recently by those responsible-or so he
discrown her were never seen again. believes. This makes him assume he is getting
Malisha has all the attacks, benefits, and close. Wellis thinks there are several different
limitations of normal illithids. In addition, she groups working together because the
has the following spells currently in memory: kidnappings appear to be well orchestrated. He
animal friendship, combine, cause light wounds, does not have a clue as to who is
detect good, faerie fire, sanctuary; chant, charm responsible-yet.
person or mammal, detect charm, heat metal,
hold person, spiritual hammer; cause disease,
dispel magic, feign death, locate object, meld into Nansen
stone, stone shape; cause serious wounds, cure 13th-Level Male Fighter, Parsed Lip Owner
serious wounds, detect lie, divination, protection
from good IO’radius, tongues; cause critical HP 115 THACO 8
wounds, cure critical wounds, flame strike, plane AC 2 Age 41 AL CN
shift; blade barrier, conjure fire elemental; unholy Str 17 Dex 16 Con 18
word. Int 16 Wis 17 Cha 15
Malisha wears an amulet ofproof against Nansen is a rough-looking individual. He has
detection and location, wears bracers of defense more scars on his face, neck, and arms than
AC 2, and has a clerical wand ofpolymorphing. most adventurers get on their whole bodies in a
lifetime. A cruel man, he came to Ravenloft
soon after a military campaign that left
thousands dead. He is now cursed to spend the
rest of his life in this forsaken land.
1 setup
Sgnopsis for the OM
his adventure is designed for two to he PCs enter a town that appears normal in
three characters of 8th to 11th
level. At times, the characters may
seem overmatched, while at others,
T all respects. However, at random intervals,
all aspects of the town (architecture,
businesses, people, weather, and so on) change
they may find their competition to a completely different look. The PCs do not
unworthy of their skill. Such are change geographic location, but the
- the insane manifestations of the
foe they are about to meet.
appearance of their location changes. Buildings
remain in the same positions, for the most part,
The PCs are about to meet but they change to completely new buildings.
Davion, an insane man with the If, for example, the PCs leave an object in the
power to change reality. As far as street, it never moves. Objects left in buildings,
the PCs can tell, everything and however, disappear when the scene changes.
everyone around them change The mechanics of the changes are described in
without warning, but the people greater detail later.
around them claim that nothing These alterations are due to the multiple
has happened. Are the PCs trapped personalities inhabiting Davion’s body. The DM
in some bizarre cycle, or is everyone around should read Davion’s complete description at
them insane? Can they convince everyone that the end of this adventure before proceeding.
they themselves are not insane so they can get
the world back on track?
As real as the NPCs in this adventure may
The Adventure
seem, none of them actually exist. Every object his adventure begins when the characters
and every living creature the PCs will encounter
are manifestations of Davion’s alter egos. To
the PCs, however, these illusions will seem
T enter a town named Thornewood. As they
approach the town, the Dungeon Master
should read the following.
unfalteringly real.
If the PCs cast detect magic at any time As you pass a vine-covered sign reading
during this adventure, they learn nothing about Thomewood, you see several buildings and
the truth of their surroundings, as if the spell streets peeking through the dense woods
failed. Magical items carried by the characters that surround the city. The cobblestone
reveal their magical nature normally. The PCs streets are broken and crumbling as though
will not know why the spell failed until they a massive earthquake ripped through
complete the adventure and solve the mystery. recently. Large chunks of the ground have
If the characters cast know alignment, the moved to create steps as high as four feet.
spell also appears to fail. The spell never Most of the half-timber buildings sit
functions properly in Ravenloft-it reveals only precariously on these newly-made cliffs,
law or chaos-but in this case, not even these while a few have splintered into useless junk
extremes are revealed. If the PCs attempt the that clutters dying gardens. A few people
spell on Davion, however, he is revealed as both walk about and climb over the demolished
chaotic and lawful. The PCs will not learn the sidewalks.
reason for this until they discover Davion’s
secret. If the PCs try to chat with the villagers, the
people are pleasant but wary. They do not stop
Monette survived from day to day by capturing made to pursue the phantom light, the ship and
and eating some of the bats. Just as he had its crew are drawn into Ravenloft.
satisfied their hunger, now they gave him the When they come across the island that is at
strength to live on. the heart of Monette’s domain, they are almost
What Monette did not know, however, was certainly shipwrecked. Monette has absolute
that his close association with these creatures control over the currents in the sea, and the
was causing him to change. Each night when waters in his domain hide many savage reefs
he slept, the bats would drop down and taste and shallows upon which unsuspecting craft
his blood. With the coming of the day, he would can be dashed.
catch them and take it back when he fed. In the
end, he all but became one with them.
The Domain
I onette’s domain is an island known as
Current Sketch 1,: Iduh
rile de la Tempete (pronounced LEE1
.
breaks the horizon, nor can he step outside her never seen again.
room and wander the rest of her home. He is Though he could surely drain all life from his
bound by the Mists of Ravenloft. victim and leave her stiff body behind, the
When the phantom visits his victim, he stays phantom rarely does so. Perhaps it is actually a
no more than an hour-and then only so long perverted longing that compels him, for he
as his victim allows it. He can do nothing that always refrains from killing her, so that he
she does not agree to; she does only that which might draw her alive into his realm. If it is
she believes is her own wish. The deeper her company he seeks, he will not have it long.
grief, however, the more desperate she is to His victim cannot survive in his domain. She
please him, for fear he will come to her no languishes there, in a dark, damp realm that
more. If the connection between them is strong, few can describe. She cannot leave. Some say
his power extends into the daylight; she will she is simply too weak to do so; others claim
steal, lie, and even kill for him while he is away she is paralyzed by the realization of what she
from her. Never will she reveal him to another, has done. It is said that she may appear before
so strong is their bond. (She is under the effects her parents as a vision then, telling them not to
of a powerful charm, which cannot be magically worry and bidding them goodbye. Soon
detected or dispelled. Victims may still roll a thereafter, she dies. Her spirit is trapped in
saving throw, but with a - 4 penalty.) Ravenloft, like those of the victims who knew
Each night he comes, draining her Strength the phantom before her.
(1 point per night) and eroding her will. When
nearly all is lost, he beckons to her to forsake
all other things and follow wherever he leads.
The Domain
She must agree or he cannot take her. Yet in he Phantom Lover’s domain is unlike most
her weakened state, intoxicated by the dark
love he brings her, she can hardly refuse.
The phantom’s domain can penetrate one
T others in Ravenloft. Its foundation is a
small, underground labyrinth, upon which
a round tower is seated, rising up from the
other place in his victim’s world: a nearby ground and extending into the night sky. Water
graveyard. Somehow the victim knows this, for drips from the walls of the labyrinth, and
she is likely to haunt the place by day, darkness pervades. All normal light is
searching for him. She will not explain her true extinguished; torches sizzle and smoke as it
reason for being in the cemetery, except to say they were drenched with rain. Even magical
she is visiting her lost love. Many are apt to light is diminished here; it only serves to
think she is simply visiting her real love’s grave, surround its user with a faint, unearthly red
as a grieving widow might do. glow.
It is to the graveyard that the phantom takes The tower atop the labyrinth is constructed of
his victim, on the eve following her vow to go polished black stones. The uppermost room of
with him. They appear together at the gates of the tower is the phantom’s lair, where the living
the cemetery (via teleport without error) and are kept. The tower has no windows, but a small
wander to an uncommon grave. There, before stair in the tower room leads to the crenelated
the headstone, lies a gaping, rectangular pit, roof. The stones there are slick and shiny. Beyond
descending into the ground. No bottom can be the tower lies perpetual darkness and fog. The
seen. The phantom leads her into the depths. ground is not visible, and a pebble dropped from
(They teleport to the lowest level of his the tower plummets with no sound to mark the
underground labyrinth.) In the graveyard, a end of its fall. Those who leap from the tower fall
piece of clothing or something she carried lies into the Mists of Ravenloft, which return them to
behind. The woman herself, in most cases, is the labyrinth below.
The land is distinguished by its ability to the rescuers must find her within the labyrinth.
extend an arm of itself into other realms. It can Then they must lead her back to the portal, if
invade the room of the grieving victim. When they can. If the sun has begun to rise in her
this occurs, the room becomes nearly as dark world, the rescuers can take her only to another
as the phantom’s labyrinth. For a moment, the domain in Ravenloft-provided they escape
victim sees the phantom in the shape of her before the sun clears the horizon. When the sun
beloved. Then candles are immediately snuffed, has fully risen, she is lost, and they are trapped
oil lamps sputter and g o out. She can still hear until the phantom visits another victim,
and feel him, but his shape is little more than a opening a portal to that world.
shadow, made distinct by the faint blue light
that streams in her window. The doors and
windows of the room lock automatically,
Confronting the Phantom
becoming impenetrable by others except by Phantom Lover, Lawful Evil
great or magical force. The victim can open Armor Class 0 Str 16
them herself, however-if she chooses to do so. Movement 12 Dex 12
The Portal: As noted above, the phantom’s LeveVHit Dice 5 Con 17
domain can penetrate one other location Hit Points 6 lnt 17
outside Ravenloft: an earthly place of the dead. THACO 15 Wis 14
The phantom carries his victim to a graveyard, No. of Attacks 1 Cha 12(18*)
teleporting from her room to the graveyards
gates, with no chance of missing his mark. He DamageIAttack: 2d4
slinks across the cemetery to a certain Special Attacks: Strength drain (1 pthight),
tombstone. There, a portal leading to his charm ( - 4 penalty for victim), control over
domain takes shape, hidden in the shadow of doors (see text), sleep, etc.
the headstone. The portal is his victim’s only Special Defenses: Change to mist, snake,
entry into Ravenloft, and she must step through gargoyle; command snakes and gargoyles
it willingly. (2d8); 75% Hide in Shadows; + 1 or better
The portal forms as soon as the phantom blessed weapon to hit; control over doors
begins his seduction of the victim. It appears to (see text)
be the same as the shadows that stretch out Magic Resistance: 10%
before the other tombstones in the light of the * Charisma in the eyes of his victim
moon. On the night during which the phantom
The phantom shares many traits with vampires,
intends to steal his victim away, the portal
and is classified as one by some scholars. Like
becomes an open grave. Anyone who steps into
a vampire, he drains the life from his victims
the grave with purpose enters the phantom’s
and erodes their will. Though he drains spirit
realm in Ravenloft; those who merely stumble
rather than blood, the effect is virtually the
upon it fall to the ground beside the grave,
same. He erodes their willingness to live and
paralyzed with uncontrollable fear for ld6
brings them fully under his influence. His
rounds, suffering l d l O points of damage from
victims, like those of a vampire, begin to shun
shock (no saving throw).
the daylight, wanting only the dark. They
The portal exists only at night. It appears
become addicted to his attentions, so much so
when the phantom goes to his victim. When the
that they are blinded to all but their desire for
first light of dawn shimmers on the horizon, the
him. Eventually, they will sacrifice
portal disappears.
anyone-killing family and friends, even
It is possible to rescue a victim by following
themselves-to do the phantom’s will.
her and the phantom through the portal. First,
These are not the only similarities between brawny shoulder.
the phantom and common drinkers of blood. The door to his victim’s room may do more
Like a va pire, the phantom can assume many than simply prevent access from the outside.
-tl“
shapes. e can become mist. In addition, he
may take the form of an animal-although not
When someone’s hand is on the knob, the
phantom can change the knob’s shape, so that
the traditional wolf or bat, but rather a black, it holds fast to the person’s hand and strives to
vile reptile. The phantom may appear to be a crush it even as it heats to sear the skin. The
large black snake, for example, among a swarm wood of the door may twist and warp to form
of smaller, identical snakes that do his bidding. another hand that reaches for the throat of
Or he may take the shape of a small black someone nearby, gouging the skin with shards
dragon, among many similar grotesque, living of wood (THACO 20; damage l d 6 points). If
gargoyles that he can summon from the skies someone attempts to guard the woman by
in his realm to protect him. staying in her room, the phantom still comes,
Those who watch a woman grow more listless darkening the room as he arrives. He attempts
with the passing of each night may suspect she to puts the onlookers to sleep (they must roll a
is the victim of some unholy visitation. (She successful saving throw vs. spell with a -5
loses one Strength point per night, as desired penalty; elves and half-elves have a 45%
by the phantom.) If it is a vampire they resistance to this spell). Those able to resist his
imagine, they may place garlic over her power may be paralyzed with horror (roll a
windows, or place a holy symbol around her horror check with a - 4 penalty; a failed roll
neck. Garlic does nothing to deter him. The results in paralysis) as they watch the
holy symbol offends him, and it may cause him phantom’s actions and feel their own bodies
to hesitate momentarily, but if the phantom growing cold by the nearness of death (ld6
asks her, the victim is certain to remove it. points of damage per round). In this vulnerable
Moving the woman to another room does not position, their throats may be cut by the
thwart the phantom; he simply invades the new phantom’s intended, for she will do it if he asks.
chamber. Only keeping her in the open air can In the Graveyard: If the phantom is in
dissuade him. The victim must be kept danger, he retreats to the cemetery. The nearer
outdoors for three consecutive nights, else the he is to his domain in Ravenloft, the more
phantom will return. The victim will resist powerful he becomes. In the graveyard, he can
staying outside until his spell is broken; she will create a force that hurls a victim through the air
steal away to her chamber if she can. (if a Strength check is failed) and slams him
A protection from euil spell will not sway or against a tombstone (ld4 points of damage).
halt the phantom unless he fails a saving throw The phantom can also animate the dead, who
vs. spell with a +2 bonus. Negatiue plane will claw their way out of the earth to grasp the
protection has no effect. ankles of passersby, and then slowly rise up to
As noted above, those who attempt to check attack, like common zombies.
on the woman during the night will find the The phantom can summon the black snakes
door to her chamber locked; only acts of whose form he mimics, using them to confound
extraordinary strength or magic will budge it. his pursuers. (Use combat statistics for a
(For example, a successful open doors attempt common poisonous snake; the phantom’s
or knock spell would do the trick.) This is not creatures are no more than a foot long,
the only door the phantom can affect. He can however.) These creatures may either slither up
cause any portal in the house he visits to shut from the graves or drop down from the trees.
and lock, one following the other, though The phantom’s gargoyles (he can summon
anyone can open these doors with a key or a 2d8) come with him into the cemetery each
night, and wait there for his return. If he is in
danger, they attack; otherwise they usually only Fragments of a Oiarg
threaten. They favor swooping onto a victim
20Jan. '01 - I kned I$ could not be so cruel, that
from behind, landing on his back, and then
!hefates could not rob me of him on the day of our 90~s.
raking his face and neck with their claws. Even
after the phantom himself has left the
Zm I b l e d or am I cursed? It mutters not. a i r t e e n
Jays of mourning have yielded miracles and joy. H i s b e is
graveyard, the gargoyles may remain behind
undying, and that is vkut has brought him back into my
until the portal disappears. They lurk in the
trees and atop mausoleums, their leathery ndwming embrace. Under a blanket Qshadod, my arm
wings fluttering occasionally. kisses dll erase the chill of death.
None of these brute actions may be 23 Jan. '01 - .?f I am dreaming, let me never duke.
necessary, however. The phantom may well EfIam mad, bar sanityfTom returning. Fear dissohes dth
elude his pursuers. Wherever he goes, he can the night, and reason along dth it. I no longer dsh to
create low, drifting veils of mist that help to think, only to feel. I amf;lled dth such yearning,
conceal him. In the graveyard, he can slip from unbearably bittersdeet. Darkness$& my chamber like a
shadow to shadow, with a 75% chance of sea qf black, and he dllfollod on its currents 50012.
seemingly disappearing (though pursuers may 2 Feb. '01 - I have lost all desirefor the daylight.
still hear a rustle of leaves, marking his-or a 3he sun no longer n ~ a mmy fish; it only reminds me hod
minion's-progress). cold and empty the days dthout him have b e m e . 3hese
In the Lair: Characters who follow the hours bdore the night leave my body deak, my heart
phantom into his lair are unlikely to encounter aching dth hnekness and despair.
him there; he avoids combat. If forced to do 3 Feb. '01 - M y fiends, not understanding my
battle there, he takes on the visage of someone behadw try to urge mef;Mn my roomfor idle recreation,
his attackers know-either one of them, or a if
ar that could erase him from my thoughts. M y brothers,
companion who recently died. in l~hontI co@ded, seek only to deny my happiness. 3hey
Destroying the Phantom: Only magical tel me he is dead, and that only by acceptins this lie can I
weapons with a + 1 bonus or better can harm hope to be dell. But I do not n&h to be dell!
the phantom. These must be blessed, however, If he is Death, then I dekmne him only more, f~ it is
or they have no effect. Holy water thrown upon
only in darkness nod that I can knon, h e ; it is only in
him causes him to halt for one round, but
that black m r ofthe night, dhere no one kt my beloved
inflicts no damage. If he is reduced to 0 hit
and I can go, that I am alive.
points, he retreats to a hiding place in his lair. A
dispel evil or sunray spell will also drive him 5 Feb. '01 - Why hasn't he m e ? M y spirit is
back into his realm, although he can make a dark and myfleSh grads cold. 3he sun isfading, and 50 am
saving throw vs. spell to avoid it. It is unlikely I, dthering dthout his touch. $he does not m e I shall
that he will return to the same victim again disappear altogethet; melting aday in the misery of his
after this is accomplished. abrem.
Despite such efforts, the Phantom Lover can -
7 Feb. '01 I leave myfamily behind, and dth
never truly be destroyed. As long as there are these dords I ask theirforgi~eness.I mustfollotc, mJhere my
sorrows and grief of immense proportion, he h e takes me. I cannot knov I$ dthout him; id$ I
will return to the realm of the innocent, seeking dwld sacn$ct? my o h ;fit dould take me to him nod. Do
out a new victim. not deepfor me, for I am gidng mysef to an undying
psion, and dll therebyfind myself happy at last.
mbition can grant much wealth and one hundred political assassinations in his
Fame, but the price of such rewards life-even before he entered Ravenloft.
is often qujte high. For the King Oderic never liked the marquis’s
darklord of Ghastria, a small grandstanding, especially since Stezen often
4 domain on the western border of
Sithicus, the cost of ambition was
seemed to have more popular support than he.
Still, the king saw that having one highborn
his soul. Luckily for him-and politician dear to the people was better than
sadly for those who accept an none-for Oderic was certain that he lacked the
invitation to one of the marquis’s marquis’s talent for lying to the commoners.
masques-he has found a way of For a time, the monarch let his courtier appear
recovering, if only for a time, what to be the peasant’s friend, and he used Stezen
ambition cost him. to quell unrest. The masses were far less likely
to revolt when they thought that they had some
Background voice in government.
Still, it was obvious to Oderic from the start
And in the icy silence of the tomb, her heart. Most of the garments Tiyet wears are
So haunt thy days and chill thy white. She may also wear a diaphanous linen
dreaming nights gown made with a flowing, pleated fabric. Her
That thou would wish thine own feet are sandaled but otherwise bare. Her body
heart dry of blood, is always adorned with jewelry-a wide gold
So in my veins red life would stream collar inlaid with turquoise, lapis-lazuli and
again. other semi-precious gems, silver arm and ankle
And thou be conscience-calm’d. bracelets, hair ornaments, and rings.
See, here it is-
I hold it towards you.
-Keats
Background
iyet once lived in a desert kingdom whose
J W
People of the Black Land believed
that death was only a journey to T history was over 1,000years old. Her
father was a scribe who served Khamose,
fourth son of the pharaoh. Khamose could not
another existence. In the afterlife, all would
remain essentially as it had been before, fail to notice Tiyet when she visited his estate
provided one had been good and kind, to see her father; she was lovelier than any
provided one’s heart had been true. woman he had seen before. When Khamose
This is the story of a woman for whom that asked for Tiyet’s hand, she agreed without
cycle held no comfort. Because her heart had hesitation, for she was as ambitious as she was
been fouled with misdeeds, she knew that only beautiful. One day, she believed, she might live
horrors would await her. Terrified of judgment, in the palace of the pharaoh. Marrying
she sacrificed life and spirit to avoid it. In the Khamose brought her closer to that goal.
end, she only condemned herself to a fate that Tiyet was not Khamose’s first wife. His
was far worse. She became one of the living half-sister, Nufreri, held that honor, and was
dead, a mummy whose beauty is everlasting, therefore known as his Grand Wife. (Marriage
but whose heart and hope are lost forever. between family members was not uncommon
among nobility.) Although Khamose called
Tiyet his wife, she was little more than an
Appuarancu esteemed concubine, just as Khamose’s mother
lthough some might think of Tiyet as a had been. Tiyet shared a chamber with two silly
Bath
Porch
Main House
Stair to Roof
Storage
32 w Y r e m E z K r i e s
Pool
1 square = 5 feet 7
Loggia / Family Sitting Room
Main Hall
Work Area Kitchen
ervants’ Quarters
1 square = 10 feet
higher than that of the rest, and clerestory victim may not understand what has caused his
windows at the top let in light. The windows, affliction.
like all those in the house, are covered with a Tiyet’s kiss-a third touch attack-drains 1
heavy iron screen. Strength point per round. This loss is
To the side of the living room, a stairway permanent as long as the victim remains in
leads to the roof. Beside it are Tiyet’s bedroom Sebua.
and bath. Rooms on the opposite side of the Tiyet’s most frightening powers directly
house were traditionally offered to guests. (Of affect the heart. By focusing her paralyzing
course, Tiyet rarely has guests.) gaze upon the victim’s chest, Tiyet can wreak
havoc with his (or her) physical well-being.
Provided her victim is within 60 yards, she can
Confronting TirJut slow a heart until he suffers the signs of a heart
Neutral Evil attack: labored breathing, profuse sweating, a
Armor Class 10 Str 8 crushing weight upon the chest, pain in the
Movement 12 Dex 12 neck and jaw, and intense pain in the arms,
Level/Hit Dice 12 Con 13 particularly the left. She needs no attack roll,
Hit Points 60 Int 12 and there is no saving throw.
THACO 8 Wis 10 With four minutes of concentration (ld4
No. of Attacks 1 Cha 17 rounds), Tiyet can cause the muscle fibers of
the heart to twitch in an uncoordinated fashion,
Damage/Attack: l d l O + 4 preventing the heart from beating effectively (if
Special Attacks: See text at all). As a result, the heart quivers like a can
Special Defenses: + 1 or better magical weapon of writhing worms. (This is ventricular
to hit fibrillation.) She cannot kill a victim-that is,
Magic Resistance: 20% cause cardiac arrest-unless she touches him.
Tiyet does not rely on brute strength to take the The first round of Tiyet’s assault on a heart
hearts from her victims. She is a small, slight reduces a victim’s hit points by 25%. The
woman. Although she is supple, she is no second and third rounds accomplish the same,
stronger than she was before she became a leaving the victim with only 25% of his hit
creature of Ravenloft. points remaining. At this point, the victim is
She does not require brawn, however. The unable to move on his own; the pain is too
land has granted her other strengths, which are great. During the fourth round, the character’s
far more impressive. Her gaze can paralyze hit points drop to 10%. This is as great a
anyone she can see. Those who do not meet her reduction as she can cause in this fashion. To
gaze are allowed a +2 bonus to their saving kill her victim-stopping his heart
throws, however. If they meet her gaze, they completely-she must touch him.
save normally. If she touches them, and Tiyet kills by cardiac arrest only when
chooses to paralyze them, they roll a saving necessary. If a heart ceases to beat, she cannot
throw with a -2 penalty. feed upon it. For this reason, she usually
Tiyet’s touch can have other debilitating paralyzes a victim. With her unique ability to
effects. (She may use only one touch attack pel reach through his chest, she draws out the
round, however, including the paralysis.) If she heart, which, miraculously, continues to beat
chooses to inflict damage, her touch can cause outside the body. Only a beating heart can
l d l O + 4 points per round. This can be satisfy her need.
delayed, however, up to two hours, so that the This lord finds it difficult to ignore her curse.
Heartbeats of any intelligent, humanoid
creature within a mile are audible to her until the bidding of an evil sorcerer. Since travelers
she feeds. Then, only hours later, she can hear and grave robbers occasionally destroy her
the beats again, first faintly, then ever stronger. mummies, Tiyet sometimes creates new
If she has not fed for 11 months, the sound is mummies, using the bodies of her victims.
painfully loud, echoing inside her skull. Death alone does not create them; she must
Tiyet’s remaining powers seem mundane in mummify them in the common manner. At her
comparison to such horrors. Only magical disposal are the vats and supplies in an
weapons with a + 1 bonus or better can harm embalmer’s house, which lies on the outskirts
her. Once a day, she can create a sandstorm, of Anhalla. Visitors may sometimes find a body
using a unique form of the control weather drying there. (See “A Recipe for Fine
spell. The storm covers up to a square mile, Mummification” on page 11 for details.)
and lasts up to two hours, depending on Tiyet’s Weaknesses: There is only one way to
wishes. She can move the sandstorm as she destroy Tiyet: trick her into eating her own
pleases. She requires three rounds to create the heart. (The organ still lies where Zordenahkt
storm, but her powers are not restricted during left it long ago-in the temple of Apophis.) If
that time. The Dark Powers augment this the heart is brought to her lips, it begins to
ability when Tiyet wishes to close the borders beat, and she cannot resist it, no matter how
of Sebua, creating a storm that exists only recently she has fed.
along the boundaries of her domain. Only magical weapons with at least a + 1
Once each day, she can summon a swarm of bonus can harm Tiyet. If she is reduced to 0 hit
beetles. Some will attempt to crawl into the points, she has been defeated but not
ears and noses of their victims, driving them destroyed. Her body crumbles into a pile of
mad with pain until the insects are removed glittering sand. Within a month, Tiyet’s body
(victims must roll a successful saving throw vs. re-forms somewhere in her domain’s Valley of
spell or be incapacitated for l d 4 rounds). Death.
Three times each day, Tiyet can change
shape to assume the form of a huge white owl
with almond-shaped eyes. Like an owl, she can
see keenly at night; by day in this form, she
sees as well as a human. As an owl, she can fly
across her domain to seek out a victim, or cross
the skies at night to observe intruders from
above.
Tiyet also has another form. At will, she can
assume the form of a small monkey with sharp
little teeth. She appears this way only if she
desires to hide among the many monkeys that
roam her gardens and her domain. It is also
useful because it allows her to get close to
otherwise cautious victims, who may think the
monkeys are cute when the creatures offer fruit
to a visitor. In this form, her touch can still
inflict damage, and she can delay the effects to
avoid detection.
Mummies in Sebua can be controlled by
Tiyet, just as zombies and skeletons may act at
ong ago, when the world was still
firmly rooted in Chaos, men sought
Background
the power of beasts. Prehistoric ne year, winter came early to Gregor’s
hunters wore caribou skins upon village, with a snow so heavy and deep
I their backs, so that they might gain BO that the ponies could not drag their sleds
PV the speed of the caribou they through it. The temperature plummeted. The
hunted. Centuries later, Norse wind did not blow hard, but it penetrated the
warriors donned bearskins in heaviest cloak and chilled the marrow in a
battle, so that they might be as man’s bones.
fierce as the creatures they The hamlet of Vorostokov was starving. The
emulated. heavy snow had covered the fields before the
This is the story of a young man haying was done, and late crops were ruined in
who also sought the powers of a the field. Stores were low; the previous year’s
beast. He desired the wolf‘s keen crop had been meager. Four months later, in
senses, and wished that he, too, the dead of winter, oxen were weak and the
might catch the scent of prey goats gave no milk.
I across miles. He coveted the wolf‘s Hope for survival lay with the hunters. Each
ferocity and wished that he, too, day they braved the cold, but to little avail.
might down a creature twice his size and rend Their tracking led them only to the carcasses of
its flesh with ease. elk and caribou, which the wolves had downed.
Unlike the hunters before him, Gregor Zolnik Then fate intervened on Vorostokov’s behalf.
gained everything for which he asked. In doing A young hunter, Gregor Zolnik, was making his
so, he sacrificed his humanity. He became a way home, having stayed far too long in the
loup du noir,a new breed of werewolf in forest. The trees were casting dark blue
Ravenloft. shadows upon the white snow, signaling the
approach of twilight.
Not far from the village, he came across a
Appearance lone black wolf that had been injured while
n his human form, Gregor looks like any taking down a bull elk. The wolf lay next to the
NO. APPEARING: 1 1
ARMOR CLASS: 0 4
MOVEMENT: l2 15
HIT DICE: 14 (70 hp) 10 (40 hp)
THACa 7 11
NO. OF m C K S : 1 1
Bone Golem
NO. APPEARING: 1
ARMOR CLASS: 10
MOVEMENT: 15
HIT DICE 4
THAC& 17
NO. OF ATTACKS: 1
DAMAGEIATIACK: Special
SPECIAL AlTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Nil
SIZE: M (6‘ tall)
MORALE: Champion (15-16)
XP VALUE 650
The ermordenung are a dark and evil people found almost exclu-
sively in the domain of Borca. Here, they act as elite agents who
serve Ivana Boritsi, the ruler of that dread domain. On rare occa-
sions, they are sent on missions outside of Borca to further the
interests of their mistress.
Ermordenung appear as normal human beings of surpassing
beauty. The men are tall, normally no less than six feet in height, Those who survive this horrid attack may attempt to break free
and smoothly muscled. They seem to radiate an inner power of the embrace (see below), but will be kissed again on the next
from their finely set classical features. The women are tall, often round if they fail to do so.
only an inch or two shorter than the men, and have the perfect Breaking the grasp or embrace of an ermordenung is very diffi-
features that every artist tries to create. Both sexes are marked by cult, for they are considered to have an 18/90strength if male or
raven hair and penetrating dark eyes that, it is said, are almost an 18/50strength if female. Weaker enemies must make a saving
hypnotic. Their complexion, however, is rather more pale than throw versus paralysis (with a -4 penalty to their roll) in order to
that common to most of the people in Borca and contrasts greatly pull away from their attackers. Those of equal strength need only
with their dark hair and eyes. make the saving throw itself, while those who are stronger than
The ermordenungspeak the commorrlanguageof the people of the ermordenung must save with a +4 bonus to their roll.
Borca. Their dialect, however, is marked by an aristocratic man- Ermordenung are immune to nearly all forms of toxins them-
ner and they cany themselves with a noble bearing that sets them selves. The only variety to which they have no natural resistance
apart from all but the ruling family. is that of their peers-any ermordenung is as vulnerable to the
deadly touch of their kind as a normal man.
Combat: In combat, an ermordenung will attempt to grasp an
exposed area of flesh on an opponent’s body so that their deadly The ermordenung live as members of the ruling
touch can do its work. Any successful attack roll indicates that elite inDorca. I hey seldom mix with “the common f o l k unless
the target has been touched and must save vs. poison (with a +4 acting on behalf of their mistress, Ivana Boritsi.
bonus on their roll). The effects of the ermordenung toxins are The fact that the ermordenung cannot touch another living
felt within seconds-those who fail their saves are instantly slain, creature without causing it to whither and die causes them
while those who succeed suffer 10 points of damage. endless heartache. They have been forever denied the physical
If the attack roll is a natural 20, the ermordenung has managed pleasures-the caress of a lover‘s hand, the embrace of a close
to get a firm grip on his enemy. In such cases, the victim must friend, the affectionate hug of a child-that mean so much to
make a saving throw vs. poison (with no modifiers). While fail- mortal men. Their inner suffering and agony has been marshalled
ure to save still results in death, success indicates that 20 points of to make them cruel and heartless agents who cany out the orders
damage are inflicted. If the target is unable to pull free of the grip of Ivana Boritsi without question.
(see below), they will be subject to the same saving throw each
round until they are slain or they escape. Ecology: The ermordenung are normal humans who have been
In non-combat situations, the ermordenung will often use their transformed, at the command of Ivana Boritsi, mistress of Borca,
great physical beauty and overwhelming charisma to lure would- into nightmarish creatures. The process by which these creatures
be victims of the opposite sex close. Once their victims are at are created is dark and mysterious, but is believed to be so brutal
ease, they draw them into a deadly embrace and slay the hapless to its subjects that only the most physically fit can survive it. Be-
souls with their toxic kiss. Victims of this ”kiss of death” are enti- cause of her own passionate nature, Ivana Boritsi selects only the
tled to a saving throw vs. poison (with a -4 penalty to their die most physically beautiful of her people for the ”honor” of trans-
roll). As usual, failure indicates instant death. Success, on the formation.
other hand, indicates that the victim suffers 30 points of damage.
CLIMATEfTERRAIN Any
FREQUENCY: Very Rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Any
DIET: Assimilation (see below)
INTELLIGENCE Variable (3-18)
TREASURE: Variable
ALIGNMENYT: Chaotic evil
NO. APPEARING: . 1
ARMOR CLASS: 8 (Base)
MOVEMENYT: Nil
HIT DICE: 8 (Base)
THACO: Variable
NO. OF ATTACKS: Variable
DAMAGEIATTACK: Variable
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 20%
SIZE: L to G + (Rectangular area)
MORALE: Fearless (20)
XP VALUE 2,000 to 100,000+
Book of crypts
read curses, gypsy fortunes, and in disguise. And watch your back-no one
danger at every turn-this must be can be trusted in Ravenloft!
Ravenloft! Book of Crypts is 96 pages of the finest in
twisted horror. Nine short adventures await
Enter the world of the unknown-the land you, promising new, hideous villains and
of dark mysteries, the realm of inexplicable spine-chillingstories of dark minds and
terror. Adventure in a land where nothing lost souls. Be warned-these tales are not
is as it seems, where the innocent are evil for the weak of heart!
ISBN 1-56076-142-3
111'11"1''
8 10.95 U.S. ADVANCED DUNGEONS E DRAGONS is a registered trademark owned by TSR, Inc.
f6.99 U.K. RAVENLOFT and the TSR logo are trademarks owned by TSR. Inc.
11,1111 .I
"1991 TSR, Inc. All rights reserved. Printed in the U S A .
9336XXX1401 o 46363lI09336 5