[Let's Read] DM's Guild Ravenloft Sourcebooks

Discussing all things Ravenloft
Libertad
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Re: [Let's Read] DM's Guild Ravenloft Sourcebooks

Post by Libertad »

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Product Type: Adventure
CoS-Required? No

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

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

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

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

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

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

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

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

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

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

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

Join us next time as we review the fanmade sequel to Curse of Strahd: Griffon Hill Manor!
Libertad
Agent of the Fraternity
Agent of the Fraternity
Posts: 96
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Re: [Let's Read] DM's Guild Ravenloft Sourcebooks

Post by Libertad »

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

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

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

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

Hold on, something doesn’t seem right here…

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

Unfortunately, this is but a taste of things to come, as this product is absolutely riddled with grammar errors, sentences that abruptly end, unnecessary repetition of words, and generally has strong vibes of “first draft in dire need of an editing pass.” And in checking the credits, I don’t see any editor listed! Errors of some kind or another are a frequent element throughout the book, and it made reading it a real slog. Here’s but a few examples:
page 34 wrote:This vast courtyard is paved with cobblestones. The main entrance lies directly opposite the gatehouse. A door to your immediate right is a simple wooden door leading to the stables.
Unnecessary repetition.
page 17 wrote:When they catch up, Azalin is waiting for them with 12 vampire spawn. The PCs should run away from this mob rather than confront it. Allow the PCs to run without having

As usual, Azalin has no desire to stay.
Without having to do what, exactly? The sentence abruptly ends before moving on to the next single-sentence paragraph.
page 43 wrote:The stone doors are 15 feet high, secured by three locks (DC 15). All three locks open to the same key (found in location 8 in Heather House). The mechanism is such that failure to open one relocks them all.
This complex tripartite lock is needed in order to enter the Weathermay Mausoleum. But that referenced location? It’s 9 pages earlier in the book, but that room doesn’t make mention of any key at all. In fact, a CTRL + F search of the word “key” only comes up with two other keys in the module, which unlock different doors entirely, so it’s not a sense of the author misplacing it elsewhere and forgetting to change things around.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Split Into Two Posts Due to Length
Libertad
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Re: [Let's Read] DM's Guild Ravenloft Sourcebooks

Post by Libertad »

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

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

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

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

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

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

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

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

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

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

Content Warning: False Rape Accusation
VIEW CONTENT:
One of the wereboars, Colette O’Shea, is pregnant. She is proud of bearing what she believes to be Gavin’s children, but if the PCs encounter her she will start fake-crying, claiming that she was kidnapped by the lycanthropes for “breeding.” She is hoping that the PCs will spare her, but if they don’t believe her, appear ready to harm her, or attempt to remove her lycanthropy, she’ll attack.
The more threatening encounters include a stone golem carved in Orcus’ likeness that has a unique aura that deals necrotic damage to those within 10 feet, and Gavin McGuinty himself. Gavin is a wereboar who can cast spells as a 9th level cleric, can expend spell slots to deal additional necrotic damage with his attacks, and can spend a reaction once per rest to gain advantage on an attack. He has lair actions where he has a 25% chance to teleport into the Abyss for 1 round after he’s hit by an attack, heal damage from a necrotic attack instead of being harmed, and “stomps on the ground sending trash floating everywhere. For one round, all ranged attacks against him.”

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

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

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

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

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

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

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

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

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

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

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

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


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

The Creature is accompanied by various vampire and undead-themed monsters (dire wolves, skeletons and zombies, bat and rat swarms) plus three wereboars. Although present, Azalin will not participate, waiting until both sides exhaust themselves. Both Strahds want the Rod of Rastinon, attempting to push the other into the Apparatus while the monsters run interference against the PCs if they get involved.
Special. Once both Strahds approach the globes and have a moment to use the rod of Rastinon – whether or not the monsters remain - proceed immediately to “Two Strahds.” Any remaining monster either flees or is destroyed when the Apparatus is activated.
TWO STRAHDS
It does not matter which of the Alchemist or the Creature uses the rod of Rastinon, the following events unfold. During this time, the Apparatus is immune to all forms of damage or interference.
You read that right, it doesn’t matter if the Alchemist or Creature puts the other inside, for it’s a false element of choice.But what if they both die before either gets into the Apparatus, which their stat blocks list as the only true way they can die? The book doesn’t say In the event of a Jekyll-Hyde dual possession, Strahd rapidly shifts forms as he approaches the machine and enters it.

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

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

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

Content Warning: Assisted Suicide
VIEW CONTENT:
Strahd appears nearby, calling out to them and appearing as the Alchemist. He gives a sorrowful speech on being regretful for all the misery he’s caused. He holds a bottle of poison in his hands, asking the PCs for advice. He is suicidal and wants to end his own life, believing that it will end the nightmare of him causing more woe to others, but muses if it’s still possible for the PCs to save him from this “ultimate sin” of ending his own life. Strahd is personally unable to go through with it, and the PCs will more or less have to physically take the poison themselves and make him drink it or otherwise kill him. This is the “right choice.”
But what if the PCs don’t go through with it and make the “wrong choice?” Well, the book has one of two suggestions: to either restart the entire adventure with the PCs awakening back at the inn via a Groundhog Day time loop, or have the Creature assume dominance and replay the prior seven lightning strike scenes.

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

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

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

Join us next time as we take a trip to some new domains in Ezmerelda’s Guide to Ravenloft!
Libertad
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Re: [Let's Read] DM's Guild Ravenloft Sourcebooks

Post by Libertad »

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Join us next time as we explore the first four of the dread domains!
Libertad
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Re: [Let's Read] DM's Guild Ravenloft Sourcebooks

Post by Libertad »

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

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


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

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

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

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

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

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


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

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

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

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

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


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

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

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

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

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

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


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

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

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

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

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

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

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

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

Join us next time as we venture into four more domains, such as Malbor which takes place on a mountain-sized Gulthias Tree!
Libertad
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Re: [Let's Read] DM's Guild Ravenloft Sourcebooks

Post by Libertad »

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

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

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

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

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

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

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

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

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


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

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

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

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

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It worked, and Fryden began to emit an uncontrollable aura of utter cold. Vensolda froze to death in trying to find her, along with several guards. Fryden was horrified, and when Hekolda discovered what transpired she believed Fryden to be a murderer and told the remaining guards to kill the girl. Believing the mirror to be a curse, Hekolda shattered it into a thousand pieces, shards flying into the night by magic, and used one shard to stab Fryden to death.
The Queen awoke in a new, cold realm of Mists. Although capable of commanding great magic, she is harmed by even the tiniest flame, leading to the ban on fire. Believing that she can regain her former life and family, Hekolda creates Frostbitten undead to scour the lands for the mirror shards in the belief that rebuilding it can make things right again. She has no care or concern for Isrige’s inhabitants, viewing them as unworthy beings who merely stand in the way of her heart’s desire.

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

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

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


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

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

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

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

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

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

*starting to see a pattern among the darklords now.

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

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

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

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

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


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

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

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

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

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

Join us next time as we finish up this book with the last four domains!
Libertad
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Re: [Let's Read] DM's Guild Ravenloft Sourcebooks

Post by Libertad »

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Rotwald is a rustic domain, and as far as I can tell has no relation to the town of the same name from Ravenloft’s pre-5th Edition Valachan. Western Rotwald is home to open plains and villages of friendly yet magic-intolerant locals, with Lake Tranen in the center providing rivers that serve as the lifeline for civilization. The Rotwald Forest occupies the east, a dangerous place full of all kinds of monsters that nobody ventures into unless they have a death wish. The monsters of the forest are a persistent danger to the western villages, and finding ways to guard against their incursions dominates day-to-day life, be it practical defenses such as walls or word-of-mouth superstitions that may or may not work. The Nordsilber Mine is just as important as the river, for it is used both to mint currency and supply the population with silver weaponry. No one person owns the mine, as a democratic council of miners sees to its operation.

The inhabitants of the domain are known as Gromanites, who have a common creation story of an ancestor named Gromund who fathered 30 sons and 30 daughters, all of whom were kidnapped by monsters before their father rescued them by slaying them all. Buying his children enough time to escape, they scattered across the land, becoming the people of Rotwald today. He is now worshipped as a mortal saint reflecting lofty ideals such as community, protecting the innocent, and accepting others. Reflecting their ancestor, polyamory and extended family units are common, and family members are defined as “who sits with me by the fire” in addition to biological relations.

All sorts of monsters can be found in Rotwald, from blights to hags to werewolves and more. Even many mundane animals in the forest are often giant-sized dire versions. We do have a new stat block for a Living Curse, a CR 4 undead that has a special possession attack that inhabits a creature and imposes upon them the effects of a Bestow Curse (and a list of other folkloric curses) for those so possessed. There is a foul cave known as the Spawning Pit in the easternmost reaches of Rotwald Forest, continually creating monsters so that the darklords and other monster hunters in the domain face an endless war.

Rotwald has two darklords, the siblings Hans and Margrit Jager. They were born to a family of woodsmen hunters, the survivors of a vicious attack by hags and their monstrous minions. Hans and Margrit traveled from town to town, using their talents to scrape by as orphans. When they got old enough, they returned to their homeland to kill the hags and their servants. Unsatisfied, Hans and Margrit swore that “all monsters must die” and continued plying their new trade as monster hunters. Eventually, they came to a village that had positive relations with a group of mages known as the White Witches. Seeing no difference between hags and rustic spellcasters in general, the Jager siblings ventured into the woods and slaughtered them. This news soon got back to the village, and an angry mob was formed to bring them to justice. Hans and Margrit killed the mob, and also everyone else in the village, believing them to be willing associates of monsters. Even worse, they found themselves enjoying ending so many lives.

So the Dark Powers gave them a domain of their own, where they can hunt all the monsters they want. While the siblings are unknown to the populace at large, only coming into settlements to replace and repair tools and weapons, they are so blinded by bloodlust and hate that they cannot tell the difference between monsters and non-monsters. And so they have claimed the lives of many innocents.

Hans and Margrit Jager have their own unique stat blocks, but what they share in common is that they’re both CR 11 human Rangers. They have a variety of proficient skills, ranger spells, are adept at both melee and ranged combat, as well as Legendary Resistance and Actions along with having darkvision, regeneration, and immunity to exhaustion to make them better hunters. Margrit has a higher Strength score and favors wading into the thick of things, while Hans fights with a heavy crossbow and prefers hit and run sniping tactics.

Thoughts: I don’t have any strong opinions on Rotwald. While I do get the Jager sibling’s curse and the futility of their endless war, the Spawning Pit’s creations feel like the bigger threat to the domain’s people. Typically, the darklord is the main threat or primary cause of the land’s woes, so while it is their prison and they don’t care about innocent casualties, their crusade feels more like a side problem than the main one.

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Scelus is one of our two Industrial-era domains, a sprawling urban hell of factories, crowded tenements, polluted air and rivers, and warring crime syndicates who effectively run the government. The reigning aristocracy and business magnates are either crime lords themselves or allied with them, and the common folk suffer lives of sickness and drudgery. The omnipresent pollution has led to the festering of Scum, sludge-like amoeboid colonies infused with demonic magic that can spawn various ooze monsters. The Scum also corrupts people living near it over time, causing them to grow progressively more violent, insane, and sadistic. A drug known as dross can be brewed using Scum as an ingredient, which grants temporary hits points and immunity to the charmed and frightened condition as benefits, but side effects make it harder to regain hit points naturally, addiction where the user is unable to feel anything without getting high on the drug, and cannot rid themselves of Scum corruption without magical healing.

Scelus is a port city, surrounded by the ocean to the south and mountains to the north. It is divided into four districts, each ruled over by a major crime syndicate. Brineside is the docks and run by the Canners, responsible for supplying much of the city’s food and whose factories are full of indentured servants. Downfall was the former slum known as Pinewood that got burned down 10 years ago, and is made up of ruins inhabited by salvagers. The Raze reigns here, burglars and fences who are willing to do virtually anything for the right price. Greylock Heights is home to the city’s upper class, and a secret society of drug-dealing occultists known as the Circle entered into warlock pacts with entities known as the Dark Ones. They regularly kidnap people to offer up as sacrifices to their patrons, and they’ve recently found ways to make contact with the darklords of other domains. Ironskin Hold is a smoggy neighborhood in the mountains, home to the city’s mining industries. The Aurumite syndicate run the city’s mines, banks, and smithies, and has a monopoly over protective gas masks that they use to ensure the loyalty of their citizens.

Scelus’ various crime lords have fantasy and supernatural angles to them. The Raze’s upper leadership is actually one doppelganger assuming multiple identities, the Aurumites are ruled by a gold dragon corrupted into evil by Scum, and the Circle is run by a nothic who was a former wizard stripped of his power. The Canner’s are the closest in having a down-to-earth non-supernatural leader, a woman who puts up a “sweet, kindly motherly” front to Canners but is ruthless against everyone else.

Beyond the humanoid element, monsters which are common in Scelus tend to be morphic, aberrant, and/or oozelike in nature, such as Oblexes, mimics, and black puddings. “Slasher horror” style Relentless Killers from Van Richten’s Guide to Ravenloft are also present here. Our sole new monster is a Putrid Ooze, a CR 6 creature whose poisonous pseudopods can infect a target with a random disease.

The domain’s darklord is Azalea, the daughter of a bladesmith whose father was murdered after refusing to make weapons for a local gang. She dedicated her life to revenge against the crime lord who put out the hit on him. While Azalea became an accomplished warrior, she needed a magical edge and researched dark magic, eventually making contact with an unknown entity who offered her power in exchange for giving it the souls of the murdered to consume. It was Juiblex, the demon lord of slime and oozes, and she accepted its bargain. Azalea became an accomplished killer, tracking down and slaying the various gangsters, growing in power with every life she took. But one day, she ended up claiming an innocent casualty: after murdering the crime lord in his sleep, his wife woke up and was about to scream, but Azalea silenced her.

At that moment the woman realized she crossed a moral threshold, but Juiblex wasn’t about to lose her. It mentioned that Azalea’s crusade didn’t have to end there, that the city was still full of evil souls in need of killing. She lost whatever moral fabric she had left, and the Night of Widows went down in history as she went from house to house, killing not just criminals but their friends and family members who had nothing to do with their misdeeds. Azalea earned the nickname the Widowmaker, and the powers of a darklord. She doesn’t remember her old life, but still acts the same: as a serial killer who only knows how to stop crime with violence. The more she kills, the more Juiblex gets a hold in the domain, as Scum infestations continue to grow.

In terms of stats, Azalea is a CR 15 half-elf with Rogue and Warlock abilities, specifically the Assassin and Fiend subclasses. Her spells tend to focus on debuffs and battlefield control, using a dagger and sneak attack as her main method of offense. She has Legendary Resistance, and Legendary Actions allow her to teleport, move and take the Hide action, or cause a grievous wound that continues damaging the target and reducing its maximum hit points until staunched via healing.

Thoughts: I like Scelus’ variety of criminal factions with their own unique themes and supernatural backing. The Scum infestation being a supernatural infestation is also cool, and it gives me strong vibes of Dishonored, a game series I love. As for its darklord, I feel that she’s a bit too close in theme to Rotwald’s, although I’d regard her more highly as her crusade is more directly tied into the domain itself and the crime syndicate’s systemic nature reflects the fact that indiscriminate violence won’t make things better.

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Sgail is our other Industrial-era domain, albeit it takes place in a sleepy seaside hamlet rather than a claustrophobic urban center. The village of Sgail relies heavily on fishing to make a living, but its inhabitants are rude and distrusting of outsiders. It is a dark and gloomy place, with torrential downpours occurring at least once a week and thick fog fills the bay from morning until mid-day. There are stranger things that become apparent when staying here for a time, such as the fact that the fish have extra eyes or that every timber has a patch of mold growing in it. The townsfolk are aware of these things, but do their best to ignore them. The island of Longstone is home to Trinity Lighthouse, which has been abandoned and its light glows on its own during dark nights with a strange purple hue. A smaller island known as Noc’s Reef has been forgotten by most inhabitants, holding coral-choked shrines to undersea gods where sea spawn gather after the island’s floods over in order to worship away from human eyes.

Monsters in Sgail tend to be aquatic and aberrant, like aboleths and deep scions, as well as water elementals and water weirds. Our new monsters include different varieties of sea spawn: Wretches (CR ¼, weaker versions of the base monster that are forced into doing labor others of their kind don’t want to do), Snappers (CR 3, have shark-like maws that can swallow Medium and smaller creatures), Urchins (CR 5, covered in poisonous spines), and Cephalids (CR 7, big bruiser types with grappling tentacles).

The domain’s darklord is Captain Thomas Darling, the captain of the Harvest Queen which is the largest ship in town. He is a quiet, introverted man that rarely shows emotions and doesn’t care for much besides his work, and most in town don’t really know much about him. His backstory is that he was a sailor ever since he was a child, retiring as a lighthouse keeper and settling down once he got too old for the job. His wife died in childbirth, but his daughter Grace survived. She had a close brush with death at ten years old, coming down with an incurable illness. Captain Darling found himself unable to watch his daughter waste away, so he took to sailing again. One day, a giant sea monster attacked his ship, and dragged him below the depths. Darling came face to face with Arkyvathigoss, the Sire of the Deep, a godlike Lovecraftian entity who saw potential in the Captain. In exchange for becoming his servant, Arkyvathigoss would grant Grace a new life. He accepted, although the terms of Darling’s servitude were to bring the god of the deep people for it to devour, which he did by tricking his latest crew into sailing out into the ocean.

Content Warning: Child Death, Assisted Suicide
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Arkyvathigoss was satisfied with Thomas Darling fulfilling his end of the bargain, so it deposited a mucus-covered cocoon upon the deck. It held Grace inside, now a monstrous being of flesh and tentacles. She was still in pain, and begged for her father to kill her. It was at this point that Thomas Darling knew he committed one act of great evil after another: betraying his crew, and causing his daughter even more suffering. He killed her, and the Mists claimed Darling as well as Arkyvathigoss.
Thomas Darling is still a servant to Arkyvathigoss. He still hopes to revive his daughter, but not in the way it was done before. He knows better than to trust the Elder Evil, but still brings out sacrifices in the belief that the entity would destroy all of Sgail if not satisfied. As for Arkyvathigoss, it is not the domain’s darklord but is equally trapped, its undersea realm now confined to a much smaller sea cut off from the rest of the planes. The various aquatic monsters serve it, out of fear if not loyalty, and deep scions are its favored spies in town where they pose as regular humans.

In terms of stats Captain Darling is a CR 15 warlock who has a swim speed and can breathe underwater, attacks with a harpoon that can pull struck targets back towards him, can summon spectral tentacles to attack and grapple targets, and oddly his Legendary Actions are a misprint of Azalea’s abilities. I checked his stat block in d’Avenir’s Pocketbook, and noticed that they are to move or summon/attack with a tentacle. In spite of being listed as such, Darling has no warlock spells, so his major means of offense are harpoons and tentacle summons.

As for Arkyvathigoss, it can manifest an Aspect of itself which is a CR 28 aberration. It can fight multiple tentacles, fling grappled objects and targets as a thrown attack, can swallow grappled targets, and has two different AoE attacks: a gaze from its cone that paralyzes targeted creatures, and burst of energy dealing psychic damage and forces targets to move in a random direction on a failed Intelligence save. Its legendary actions include its physical attacks, the energy burst, and summoning an aboleth minion.

Thoughts: It may not be the biggest or most diverse domain in terms of adventuring material, but Sgail hews close to the Innsmouth-style Lovecraftian seaside vibe, and I like how its darklord still has a human element in spite of the more alien influences of the Elder Evil and related monster. Even though he’s not the strongest threat, Thomas Darling is still perpetuating the cycle of death and misery rather than defying his patron, which keeps the domain ever-vulnerable to Arkyvathigoss’ depredations.

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Content Warning: Child abuse, including the torture and murder of children, is an omnipresent theme throughout this domain’s writeup.

Winterhall (once again, no header) is our second brand-new domain. It is a boarding school specializing in teaching the magical arts, and its student body is separated into three houses based on age range: preteens, adolescents, and adults, with the elementary school-aged children the most numerous and the adults the least. The campus is surrounded by forest and remains cold for most of the year, and exemplifies the “tyrannical teachers” trope seen frequently in children’s media albeit cranked up to Ravenloft’s levels of horror. Winterhall poses as a respectable institution that delivers scholarship letters across the planes, but shortly after students arrive do they realize it’s a prison and they’ll never leave. But there is a fate worse than death, as students who consistently fail to perform or cause too much trouble are “expelled.” In reality they have their minds drained by the headmistress and turned into thrulls, creepy psionic husks with shrunken heads who serve as Winterhall’s prefects.

Pretty much every subject and facility has some sadistic adult (usually a literal monster such as a hag, efreeti, and the like) whose purpose is to make student’s lives a living hell. For example, the gymnasium has dangerous obstacle courses and regiments that can inflict injuries; the library is run by a nagpa who casts Feeblemind on anyone who makes any kind of noise, and the building is designed as a confusing maze whose bookshelves constantly shift in order to prevent students from finding what they need; students are disciplined by being imprisoned overnight in a public restroom converted into a row of cells, and monsters from the forest regularly come out to bang and rattle the bars of the cells; and homework is made to be difficult beyond the means of student’s grade levels. Even scoring highly will cause scorn and division, as a higher average of test scores merely causes the faculty to increase the minimum for passing grades from then on out. Students who die are revived by the school nurse, done to show that even death is not an escape.

What’s the purpose for all this child abuse? Well, that lies with the background of the domain’s darklord, Headmistress Amelia Read. A tiefling born to an impoverished peasant family, a wizard by the name of Diana recognized her magical talent and offered her family the option to tutor Amelia. Diana’s insight proved correct, and Amelia became an accomplished mage. Viewing her like a daughter, Diana entrusted her estate to the tiefling, and from the resources and connections of her tutor Amelia was able to become an even greater wizard. But magical research proved pricey, so she decided to teach magic to children and formed a boarding school to fund her efforts. Amelia hated children, and at first she wanted to coast on by teaching noble scions easy-to-learn cantrips. Amelia began expanding the classes to more advanced courses, selfishly motivated by the idea of molding young minds into a new generation of wizards loyal to her. By the time the tiefling was approaching the end of her life, she feared that her magic would be unable to delay the inevitable. She ended up researching ways to become a lich, which required one to commit an act of unambiguous evil. That very act would be to trick her students into a ritual designed to devour their minds and add their intellect to hers.

Amelia was able to become an immortal lich, but she also became a darklord. However, unlike most liches she still required sustenance by devouring the minds of others. The minds of adults couldn’t feed her, so she’d have to rely exclusively on children, and the smarter the child the more filling. Her new school of Winterhall was created to provide a steady stream for this, and filled her faculty with all sorts of social rejects and exiles in need of a safe haven. The punishing curriculum is designed partly out of Amelia being a hate-filled person who still resents children, and also in the belief that the students who could weather it would provide the strongest minds of all.

However, showing her true face and wickedness caused students to resent her, which caused a violent yet failed rebellion. So now she poses as a sweetly-saccharine headmistress who acts unaware of how bad things are at the school and fills children with false hope and promises that things will get better. In terms of stats she is a CR 22 lich, but has no phylactery and much less spells. She can cast Fireball and Tasha’s Mind Whip at will, and most of her spells revolve around enchantment. Instead of Frightening Gaze and Disrupt Life as is typical for liches, she has a Mind Drain Attack (mislabeled Soul Drain in the Legendary Actions) that deals psychic damage and she regains hit points equal to the damage dealt.

All sorts of monsters can be found in Winterhall, usually as faculty or being some kind of servant. Undead are quite common, as are Brains in Jars and Mist Apparitions. Thrulls come in two varieties: Hall Monitors (CR 4, spider climb and blindsight make them good at catching up to hiding students, are immune to enchantment spells and psychic damage, can create psionic lassos as a ranged attack and teleport itself as well as willing and grappled targets) and Tormentors (CR 8, big bruisers whose slam attacks also create AoE shockwave cones and can mentally grapple a target, paralyzing and charming them on a contested Athletics vs Intelligence check).

Thoughts: Using Winterhall in a typical session will be harder than others, even if the idea of an evil magic school serving as a prison can make for an offbeat adventure or campaign. First off, adult PCs who are visiting the domain are likely to see through the Headmistress’ kind act and realize something’s up, that someone in charge of such a hellish place doesn’t use her power to reign in sadistic teachers. Additionally, there are few things that bring out someone’s anger and desire for justice than people who sadistically torture and murder children, so many gaming groups are going to be very eager to ignore academic politics and want to go around murdering the teachers. The book notes that the NPC teachers and darklord were made to be high CR monsters on purpose to make parties act in a subtler way. But while I can see this working for some gaming groups, others may find it too depressing and disempowering, where the most they can do is make the best of a bad situation in finding ways to save the children without rolling for initiative.
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Normally this would be a lengthy entry of its own, but as I covered pretty much every prior monster and NPC we only have two entries to discuss here. The first is a Bandit Lord, a CR 6 humanoid who is primarily a melee fighter but unlike most bandits has three proficient saves (Strength, Dexterity, Wisdom) and Legendary Resistance and Legendary Actions. The latter don’t have anything truly unique, just bonus movement and an attack. The Hunter is a CR 5 humanoid who is akin to a veteran spell-less Ranger, having proficiency in various outdoorsman skills, equipped with silver arrows and daggers, a single Favored Enemy, and can Mark Quarry which basically acts like Hunter’s Mark.

Thoughts So Far: Sgail is my favorite of the last four domains, with Scelus a second. Winterhall is perhaps my least favorite, although I don’t necessarily think that it’s a bad domain, only one that is of limited use due to the subject matter. I did find that Rotwald’s and Scelus’ darklords to be a bit too similar, and in being right up next to each other the similarities are harder to ignore.

Final Thoughts: With a dozen domains of various themes and a grab-bag of lineages and subclasses, Ezmerelda’s Guide to Ravenloft is a book packed full of content bound to be useful for most Ravenloft DMs. The domains are versatile in subject matter, potential adventures, and levels of play, which is a plus. However, I have noticed recurring similarities among its darklords that feel repetitive: noble background, turning to dark magic to become immortal, and so on. There were also sections in need of another editing pass, such as mislabeled monster names or Captain Darling having the Legendary Actions of the darklord of the prior domain. But they weren’t so frequent from my reading that they took away from the bright spots. I heartily recommend this book to anyone looking out for intriguing fan-created domains.

Join us next time as we visit the Last Waffle Shop in Barovia, a darkly comedic domain and mini-adventure!
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Re: [Let's Read] DM's Guild Ravenloft Sourcebooks

Post by Speedwagon »

As someone who bought Ezmerelda's Guide to Ravenloft (and unfortunately the "Griffon Hill" adventure), I'm really glad that the former turned out to be good! There's been quite a lot of hits and misses (mostly the latter recently) so I'm grateful that you were able to confidently vouch for a product like this Libertad. I prefer products that aren't CoS related so every time you find one, I'm always hopeful that it passes your in-depth quality reviews. They're worth their weight in gold (thankfully not cursed). And hopefully there's even more high quality stuff out next year (or at least a noticeable uptick in quality)!
Libertad
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Re: [Let's Read] DM's Guild Ravenloft Sourcebooks

Post by Libertad »

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Product Link

Product Type: Adventure, Location
CoS-Required? No

A more comedic take on the horrors of fast food retail, The Last Waffle Shop in Barovia is a collection of 6 encounters for various tiers of play. Taking place in a domain consisting of a single building, Barovian Chicken and Waffles is a gloomy hole-in-the-wall specializing in food reminiscent of the real-world Waffle House, and just like that franchise it attracts an absurd amount of violence. Its darklord is a human by the name of Oleksii, tasked with managing the store. Nobody knows the history behind the shop, and his own tales give vague origins that change by the day. The reality is that Oleksii was cursed after the Dark Powers ate at his establishment, giving them a bad stomach ache for three days. Oleksii is thus cursed to always be on the brink of saving up enough money to retire, but myriad financial troubles and sabotage of the restaurant’s operations pushes this goal a little bit back. He is also in debt to various supernatural entities, including a few warlock patrons, and he is unable to leave more than 15 feet from the store. Unless it’s in the Village of Barovia, at which point he can leave for 1d4+1 days before teleporting back.

Barovian Chicken & Waffles travels the Domains of Dread as well as other planes of existence across the Multiverse, and its patrons typically reflect locals who don’t realize that the place is anything more than a simple (if a bit weird) eatery. Sample inhabitants and locations are given based on setting and domain, such as it being in a shady alley in Borca and the food has a 25% chance to be poisoned, or if in Eberron it’s occupied by soldiers on shore leave during the Last War; warforged customers pretend to eat out of politeness’ sake. The regular faces include the illithid barista known as Gary, an employee named Viktor who became a ghost after being locked in the pantry and continues to tidy the place unbeknownst to Oleksii, an alkilith demon haunting the bathroom which causes it to be perpetually out of order, and an ogre zombie dishwasher. We even have a menu that’s a separate PDF handout, listing various food items and their costs, along with a humorous Disclaimer which reads like the warnings you see on medicine labels (“in the case of pregnancy please consult with your health care professional”).

Oleksii reacts with jaded resignation whenever he witnesses or is told about the strange and dangerous things that unnaturally occur around the restaurant. For example, bringing up Vicktor’s death will only earn a response that the ghost won’t be paid overtime, and revealing the existence of a portal to the Abyss in the bathroom will cause him to use it as a place to dump trash.

The six mini-adventure encounters all focus on different areas and people populating the restaurant, such as a dine-and-dasher who is actually a talented martial artist who escapes by the classic “ninja log” decoy trick upon falling to 0 hit points, or beating some batter-turned-ooze back into the bowl in the kitchen.

It’s up to the DM how many of these quests are available at once: a few at a time in case the domain becomes a recurring location, or all at once and the PCs can do as many or as little as they want. But for those parties that do all of it and thus earn some measure of respect from Oleksii, there is one final possible adventure where he hands them a letter from Anna, his supposed betrothed asking to meet on the shore of Lake Zarovich. As she was supposedly eaten by a giant frog long ago, Oleksii thinks this to be a trick. He is indeed right, as a group of oblex (shapeshifting ooze monsters that mimic other people’s forms) have secretly taken over a neighborhood in Vallaki, and one of the oblex is mimicking Anna. Nobody else in Vallaki realizes that anything’s off, and if the PCs confront Anna or try to pry into her affairs the rest of the oblex will attack. The product doesn’t give specific numbers, suggesting that it be enough to give the feeling of being surrounded and overwhelmed. Once the oblex are killed, other townsfolk in Vallaki will form a mob to try and arrest the party members, and won’t listen to reason. Returning to Oleksii with the news will be met with disbelief, as he sticks to the original story of Anna’s death. The book notes that the entire experience is meant to feel unsatisfying and underwhelming, presumably in a dark comedy way, but that DMs may still think to reward the party with level-appropriate rewards. The elder oblex leader does in fact have a suitable reward: Anna’s Betrothal Ring, a magic item that can cast wish one time. Oleksii either doesn’t know or wants to admit anything supernatural about it, insisting that it’s a fake imitation.

Overall Thoughts: Although quite cheap at $2.50, this product’s usability hinges on knowing what best makes your gaming table laugh. The encounters are all over the place in terms of recommended level, so it’s far from being balanced if one were to run it as a typical adventure locale. It does brush up hard against the serious tones of a typical Ravenloft campaign, so it would be hard to use it as a recurring element unless one’s campaign is similarly silly. As for myself, I liked it and can see myself running it as an offbeat Halloween one-shot.

Join us next time as we review Vestigial Appendages, an arsenal of 20 magic items themed after the wicked imprisoned entities in the Amber Temple!
Libertad
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Re: [Let's Read] DM's Guild Ravenloft Sourcebooks

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Speedwagon wrote: Mon Oct 21, 2024 10:03 pm As someone who bought Ezmerelda's Guide to Ravenloft (and unfortunately the "Griffon Hill" adventure), I'm really glad that the former turned out to be good! There's been quite a lot of hits and misses (mostly the latter recently) so I'm grateful that you were able to confidently vouch for a product like this Libertad. I prefer products that aren't CoS related so every time you find one, I'm always hopeful that it passes your in-depth quality reviews. They're worth their weight in gold (thankfully not cursed). And hopefully there's even more high quality stuff out next year (or at least a noticeable uptick in quality)!
Thank you very much for the kind words. This has been a long-running passion project of mine, and glad to see that people still enjoy it and are engaging with my threads for what will be 3 years now.

I generally don't preplan themes or product types ahead of time, but I'm thinking that for next year I'll specialize in covering the various "player's guide" material of race/subclass/etc options. We have quite a bit of those up on the Guild that I have yet to touch, be it the Book of Night or Baba Lysaga's Nocturnes & Nightmares. I have noticed that quite a bit of products reviewed this month have been adventures; not my intent, but those are one of the most common product types for Ravenloft, and Guild stuff in general.
Libertad
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Re: [Let's Read] DM's Guild Ravenloft Sourcebooks

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Curse of Strahd is rather light on magic items, particularly in regards to magic weapons. It’s likely that the Sun Blade will be the only one many gaming groups ever see. Vestigial Appendages adds 20 new magic weapons to the module, all tied lore-wise to one of the Vestiges from the Amber Temple. Their placement in Curse of Strahd can be done as an additional Tarokka reading, placed in an area in the same fashion as the other three treasures (Tome of Strahd, Holy Symbol of Ravenkind, Sun Blade). Alternatively, they can be placed elsewhere in Barovia, most likely in the hands of a powerful NPC or part of a significant treasure hoard. Each weapon is rare, has its own unique artwork in the book, a +2 bonus on attack and damage rolls, applies some persistent penalty while wielded in line with the Vestige, and requires attunement. For DMs who incorporate them into other Tiers of play, the book has suggestions for lowering or raising their power.

I won’t go over every weapon in this post, instead highlighting about half of the ones I find the most interesting.

Chaos Acument of Zrin-Hala is a warhammer that harmlessly sparks electricity in the hands of the attuned. A bolt of lightning jumps out at a selected target within 20 feet whenever it’s used to make a knockout or killing blow, and foes who fail a Constitution save to halve the damage cause another bolt to jump out from the warhammer, which can be done up to 5 times. Its one-time curse upon attunement is that the wielder forgets minor or major events from their life based on whether they succeed or fail a Wisdom save.

Drizlash’s Chelicerae is a longbow made out of chitin that appears to squirm in the wielder’s hands. It can cast a Web spell in tandem with making an attack, and can also summon a Swarm of Insects under DM control that either erupts around a struck target on a critical hit or from the weapon itself on a critical fumble. Its curse is that the attuned becomes disinterested in food that isn’t meat or insects, and suffers psychic damage whenever they take a short or long rest where they haven’t consumed at least one piece of meat or insect.

Khirad’s Persuasion is a rapier that whistles as it’s swung and quietly titters just enough for the wielder to barely hear it. It has 3 charges that can be expended to perform the Dodge action as a bonus action. Its curse causes the wielder to be unable to take fights seriously, uncontrollably laughing during battle when taking certain actions, and has disadvantage on Intelligence and Wisdom saves while in combat.

Pinion of the Grave Wyrm Tarakamedes is a glaive carved from a single large piece of bone. It has 3 charges that can be expended when taking the attack action in combat, where the wielder instead targets all creatures within 10 feet as part of a whirling attack, and targets also become prone if they fail a Dexterity save. Its curse is that its cumbersome nature imposes disadvantage on Acrobatics skill checks.

Seriach’s Hellish Incisor is a morningstar whose offensive end is a mass of gums and teeth constructed from infernal creatures, smelling of sulfur. It has three charges that can be expended to deal bonus fire damage on a successful hit, and whenever it delivers a knockout or killing blow it has the chance to summon an allied hellhound if the wielder makes a DC 15 Charisma ability check. Its curse makes the attuned smell of sulfur, imposing disadvantage on Charisma ability checks and saving throws, along with Stealth against creatures that can smell.

Tenebrous’ Accord is a quarterstaff with an immobile homunculus sitting at its end. It can absorb up to 3 souls, which must come from a slain creature of CR ½ or lower. A soul can be spent to inhabit the homunculus, animating it for 10 minutes or until destroyed, and a destroyed homunculus reforms at the staff’s end. Its curse causes the attuned to automatically fail all Stealth checks against undead, as such monsters are inextricably drawn to their presence.


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Vampyr’s Embrace is a longsword that is not like the other weapons here. First off, it’s sentient and can telepathically communicate, urging the wielder to give in to base emotions. It also holds the original soul of Rahadin’s, which is placedinto the sword by Strahd’s father. The current Rahadin is implied to be something worse.* Vampyr’s Embrace has three charges, and how many are in the sword impose various buffs and debuffs: if no charges remain the wielder has disadvantage on attack rolls, but if there’s one or more charges then bats, rats, and wolves of all sizes will not attack the wielder. Charges may be added whenever the wielder successfully performs a melee attack against an enemy with blood and no charged abilities have been used. A charge may be spent to either deal 1d12 bonus necrotic damage, Dodge as a bonus action, or add 1d8 to a saving throw.

*Not a fan of this change to canon, as this robs Rahadin of agency in his complicity in the genocide of his people.

Vampyr has a much higher standard than the other vestiges. Anyone who first tries to attune to the weapon has their consciousness teleported into a circular room without any allies or gear (not even clothes) and has to fight 10 wolves and 1 dire wolf at once. This is Vampyr’s trial, and if he is satisfied with the PC’s battle prowess then they will return to their body and attune to the weapon. The weapon has no real curse besides the penalty from lack of charges and its own telepathic whispers.

Yrrgra’s Shadowpiercer is a hand crossbow that is black with gold inset, and dark steam continuously emanates from the weapon. It has three charges that can be spent to target a creature’s shadow, letting a crossbow bolt teleport through it and out of another creature’s shadow within the wielder’s vision, treating themselves as originating at that particular shadow for range purposes. The weapon also deals 2d6 necrotic damage when used this way. Its curse is that when not resting in complete darkness, the attuned rolls each hit die twice spent during short rests and take the lower result, and can only regain up to half their hit point maximum during long rests.

Zantras’ Arresting Quip is a net that self-repairs over the course of an hour if damaged. Creatures restrained suffer disadvantage on mental ability checks while they remain tangled in the net. Its curse causes the wielder to become overconfident, making their mind vulnerable to psychic damage.


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Zhudun’s Decrier is a flail with two chained heads, one brimming with radiant energy and the other with necrotic energy. Whenever a successful attack roll is made, an even result on the die deals 1d4 bonus radiant damage or 2d4 vs undead. An odd result instead deals 1d4 bonus necrotic damage, or 2d4 vs celestials. Its curse caused the attuned to suffer disadvantage on death saving throws.

Overall Thoughts: I certainly don’t mind the addition of themed weapons to Curse of Strahd, and tying their lore to one of the Vestiges is a neat means of foreshadowing those entities’ foul nature should a party journey to the Amber Temple. I also like how each magic weapon is of a different type, barring two of them being quarterstaffs. Only five out of the twenty are simple weapons, but as several of the martial weapons are of types that can be equipped by more roguish classes such as Bards and Monks, this arsenal isn’t of use only to traditional warriors.

That being said, the sinister origins of these weapons can cause PCs in the know to be reluctant to use them, particularly for the more overtly “dark magic” ones such as Vampyr’s Embrace or Seriach’s Hellish Incisor. Also, the curses tend to vary in their penalties; some PCs will be hardly impacted, while others will be much worse. For instance,Pinion of the Grave Wyrm Tarakamedes relies on a skill that is situational in play, but the disadvantage on Intelligence and Wisdom saves from Khirad’s Persuasion makes the wielder very vulnerable to a lot of mind-affecting abilities which Strahd and several other monsters in the module are fond of using. And while it’s equally “rare” as the others, Vampyr’s Embrace feels more special and broadly useful, in that it has not one but 4 unique benefits. I can understand this, given Vampyr’s prominence in Strahd’s downfall, but at the very least I would’ve made it Very Rare, if not Legendary.

Join us next time as we review Aspects of Fate, containing nearly half a dozen Tarokka-themed subclasses!
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Re: [Let's Read] DM's Guild Ravenloft Sourcebooks

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The Tarokka deck has a special place in the broader Ravenloft universe. Originating as a means to generate treasure and character placement in the Castle Ravenloft modules, the Tarokka has expanded to other uses, such as the stand-alone Prophet’s Gambit card game to items with magical properties when used in the hands of a Vistana. Needless to say, homebrewers have expanded on the Tarokka in their own ways as covered in prior posts in this thread, and today we have a supplement for subclasses themed around the cards.

Each subclass in Aspects of Fate requires the player (not the PC) to draw from a Tarokka deck in order to determine the abilities of various class features. For groups that don’t own such a deck, alternatives are provided for using the rules with regular playing cards as well as traditional tarot cards. For in-game requirements, only two of the subclasses (Kismet Rogue and Cartomancy Wizard) require the PC to have a Tarokka deck as an item for certain abilities.

Seerknight Fighter is our first subclass, and actually the most complicated one in terms of page count and options. It represents a warrior who learns how to manipulate fate in order to gain split-second glimpses of insight in battle to perform sublime maneuvers and avert doom. They are similar to the Battlemaster Fighter in that they can learn special abilities known as Glimpses, can gain more as they level up, and they recharge their uses on a short or long rest. The subclass is a bit MAD as the save DC is based on Wisdom, not a skill most Fighters use.

At the end of a long rest the player draws three Tarokka cards in order, with them representing the Future, Present, and…Future, which I presume is a mistype as there is a “Past” card listing for all of the game mechanic results. Tarokka cards drawn this way are known as sight cards, and at the end of a short rest the player has the option of shuffling any remaining cards back into the deck to draw three new ones. Each Glimpse has a default feature that triggers when it’s used, and any Tarokka card can be spent to activate it, even if it doesn’t match the Glimpse’s title. However, if the card does match, it also activates the corresponding Past, Present, or Future ability. Glimpses pertain to specific cards: individual High Deck cards along with the Masters of Stars, Coins, and Glyphs. Swords is an exception, as it can trigger with any card in that Suite and is a Glimpse the Seerknight automatically starts with by default.

The Seerknight’s initial class features grant them proficiency in either Insight or Perception, learn either the Dancing Lights or Light cantrip, and learn three Glimpses. One of them must be Swords but the two others can be any of their choice. They learn two additional ones at 7th, 10th, and 15th level and can replace a learned one with another at any time they level up. At 7th level the Seerknight can study a space up to 30 feet diameter for 1 minute and see a particular event in the past, whose length and time placement is both based on their Wisdom modifier. They can only perceive time in one such space per long rest, but can use this ability an unlimited number of times as long as they do it in a new area per use.

At 10th level the Fighter can see into the Ethereal Plane up to 60 feet when they’re not incapacitated, and they can also draw two of every sight card for Past, Present, and Future after a rest. At 15th level creatures hit by their weapon attacks suffer disadvantage on saving throws against Glimpses used by subsequent weapon attacks this turn, and at 18th level they can see through magical darkness and automatically detect and save against magical illusions. Once per long rest they can see through up to 30 feet of solid objects as an action, and whenever they spend a sight card can activate any number of Past, Present, or Future abilities for a matching Glimpse rather than just one of them.

Now, what about the particular Glimpses? I won’t cover all of them due to the sheer amount, but instead highlight some of the more interesting ones.

Swords can be spent when the Fighter makes a weapon attack roll, rolling an additional d20 and taking the highest result. Its Past Value adds the value of the card to the attack roll with a Master of Swords being 10, Present does the same but adds to the damage, and Future lets the Glimpse apply to the next attack made against that creature, even from an ally.

Master of Stars lets the Fighter learn two cantrips with a casting time of one action, and the base effect lets them forego one of their attacks as part of the Attack action to cast one of these cantrips; Past lets them automatically break a creature’s concentration when they hit with a weapon attack, but this can be done only once rather than multiple times with each attack; Present makes an attack roll with one of the learned cantrips have advantage, or if it provokes a saving throw the target has disadvantage; Future lets them replace any number of attacks made as part of the Attack action with one of the cantrips.

Beast is activated by an action, and grants the Fighter advantage on Dexterity saves vs effects they can see for a number of hours equal to their Wisdom modifier; Past grants them enhanced sense of smell, letting them recognize distinct styles and detect creatures within 30 feet; Present increases their speed by 10 feet; Future grants advantage on Survival checks to track creatures; all of these effects persist while the Glimpse’s base feature is active.

Broken One’s base effect is used on a successful weapon attack, making the target incapacitated for 1 turn on a failed Constitution save; Past lets the Fighter learn its two lowest ability scores if it failed that earlier save; Present makes the target paralyzed instead; Future lets the Fighter add the damage of the initial attack to their next glimpse save DC while the creature remains affected by the base effect.

Donjon is used as a reaction on a successful weapon attack by the Fighter, transporting the target into a harmless demiplane for 1 turn if they fail a Wisdom save; Past lets the Fighter use it for free without spending a reaction as they “saw it coming;” Present deals psychic damage equal to Fighter level to the target while inside the demiplane; Future causes the creature to still believe they’re in the demiplane and need to make Intelligence saves to break the illusion, and the Fighter can concentrate on the effect as if it were a spell for up to 1 minute.

Executioner is spent as a reaction on a successful attack, causing the target to instantaneously gain vulnerability to the damage of the attack; Past lets the Fighter do it for free without spending a reaction; Present lets the Fighter kill the creature if it would end up with fewer hit points than their Fighter level; Future lets the next attack against that creature gain the glimpse’s base benefits.

Ghost lets the Fighter cast Detect Thoughts on one creature as an action, and can be done as part of the Attack action; Past lets the Fighter learn the target’s darkest secret on a failed Wisdom save; Present makes the Fighter’s weapon attack deal psychic damage instead of its normal damage type and leaves no physical marks; Future makes it so that the creature’s attacks have disadvantage against the Fighter, but doesn’t specify a duration. As the flavor text reads “your insight into the creature’s thoughts give you the upper hand in battle,” I mean that to read for the rest of the combat encounter.

Marionette lets the Fighter forego one attack to target a creature within 30 feet. If it fails a Wisdom save, it uses its reaction to make an attack against another creature of the Fighter’s choice; Past lets the Fighter use it as part of an action rather than an attack, and can roll Stealth opposed by the target’s Perception to remain unnoticed if done this way; Present lets the Fighter forego more than one attack if the target has Multiattack, but can only forego as many attacks as the target has attacks to spare; Future causes a creature attacking the Fighter to roll a Wisdom save, attacking another creature of the Fighter’s choice if they fail or automatically missing if the target’s unable to attack anyone else.

Seer lets the Fighter cast Augury without material components; Past negates the chance of getting a random reading; Present lets them ask one yes/no question pertaining to the course of action being read by the spell; Future makes it so the Fighter gains advantage on one ability check made while carrying out the course of action if the result is “weal.”

Tempter lets the Fighter cast Suggestion without material components; Past makes it so the target doesn’t remember being influenced by the Glimpse; Present lets the Fighter forego an attack to use the Glimpse as part of the Attack action; Future doubles the duration of the base effect.

Thoughts: This is my favorite subclass in the book. The Seerknight has a great variety of options, useful in both combat and out-of-combat utility stuff. Its middle-level features such as reading into the past and seeing in the Ethereal Plane are nifty, and although they don’t compete with the broad powers of actual spellcasters they are the kinds of things that you’d see more use in a setting such as Ravenloft. The various Glimpses are cool too, and the Seerknight certainly isn’t starved for options.

My main criticisms of the class are it being reliant on Wisdom, even if that thematically makes sense. There’s also the mistype on listing Future twice for the three-card draw, and the fact that outside of Swords it is overall rare to get an appropriate matching card for a Glimpse. While non-Sword Glimpses still have base effects, the guarantee of getting a matching card is a 1 in 54 chance. Even with the 10th level feature that lets them draw 2 sight cards instead of one, the doubling of odds is still less of a chance than gaining a natural 20 on a d20. Thus, the Seerknight’s Past/Present/Future abilities will matter less for build concerns vs the base effects, being more akin to nice things you get once in a while rather than planning for them during adventuring.

School of Cartomancy Wizard represents one who entrusts the will of the cards to guide them and their magic. Their initial class feature has them able to cast Augury once per long rest, and they incorporate a deck of Tarokka cards into their spellbook. The wizard can copy a spell whose value is equal to or less than a numbered suite onto a card instead, and masters and high decks can hold spells of any level. Whenever they finish a long rest, the player draws five cards. Any cards drawn that have inscribed spells are prepared automatically and don’t count against the Wizard’s limit, but they can only have a maximum amount of bonus spells equal to half their class level when done in this fashion.

At 6th level cards drawn this way grant the Wizard from a short list of choosable additional benefits if a card belongs to the Suite of Stars, such as making it so enemies cannot surprise them or they gain advantage on initiative rolls, but only up to two such benefits can be active at one time. At 10th level any spells from their card spread are easier to maintain concentration on, as they auto-succeed on such checks unless the damage is greater than their wizard level + Proficiency Bonus, and they gain the benefits of Evasion for lowering damage from Dexterity save effects. Their 14th level capstone lets them draw two separate spreads of 5 cards each instead of one, and count all such cards as “conditionally prepared” until a spell is cast from one of the spreads. Once this is done, the cards from the other suite are lost and no longer count as prepared as the “divergence collapses.”

Thoughts: This is a pretty cool subclass with good features, and really simulates the idea of a mage who relies on both the randomness of a Tarokka deck but also having backup plans from supernatural foresight. One would think that a PC would just inscribe all of their spells onto Stars cards. But as the level of spell a card can hold depends on its number, the class is still encouraged to “wait out” putting low-level spells on higher-value cards and instead patiently wait until they get better slots upon leveling up. The class features are broadly useful for a variety of builds, such as being able to better maintain concentration on certain spells being great for most casters.

Kismet Rogue represents people with extraordinary luck, where circumstances just seem to go their way. Their initial 3rd level features grant them a bonus equal to their Proficiency Bonus on Deception, Performance, and Persuasion checks when incorporating a Tarokka deck into their social activity, like telling someone what they want to hear via a made-up fortune with Deception. They can also perform a Fate of the Draw, foregoing benefiting from advantage on a roll with a proficient attack or skill to instead have the player draw from the Tarokka deck. They can do this a number of times per short rest equal to their Wisdom modifier plus Proficiency Bonus. Half the card’s number is added to the roll, the bonus being a minimum of their Proficiency Bonus if it would be lower. Masters are considered a 10, and High Deck cards are set aside and the deck is drawn from again. A suit of Coins drawn for an attack roll causes that attack to become a critical hit if it successfully hits.

At 9th level the Rogue can use Fate of the Draw to add the result to death saving throws, and Coins cards restore hit points (half their maximum for Master, 1 hit point for all others). At 13th level any High Deck cards used during Fate of the Draw let the Rogue cast a spell relevant to that card as an action, using their Wisdom for attack rolls and save DC and they usually have a shorter duration than the default spell. For example, Donjon grants a casting of Arcane Lock, Seer grants Augury, and Broken One grants Hex. Their 17th level capstone lets them add the full value of Fate of the Draw results to damage rolls, the value for Coins cards are doubled for this damage, and their total number of uses for Fate of the Draw in general is equal to their Rogue level.

Thoughts: The initial feature of Fate of the Draw is actually underpowered, as in terms of probability advantage is equivalent to a +5 bonus. As Tarokka card suites only go up to 10, that’s a +5 bonus at best. It’s thus most useful for crit-fishing when the Rogue has a good chance of hitting by default and getting Coins is a low yet still respectable 1 in 4 result. Their 9th level feature, on the other hand, is really good in that it grants increased survivability when it really matters. Even presuming that none of the other party members can get to the Rogue in time, they have 3-5 rounds before they either stabilize or die, and as Coins restores hit points there’s a 25% chance each round that a card is spent on them getting back up from dying. The High Deck spells are neat, but due to their random nature and being relatively low-powered for 13th level PCs they’re more of a flavor thing than a reliable tactic. In short, I’d rank this as an average subclass: has some nice features, but not broadly useful at all tiers of play.

Omen Domain Cleric represents priests and priestesses who serve gods of prophecy and foresight, using their glimpses of the future to act in tune with the present and avert the more calamitous visions. Their bonus spells include divination stuff like Augury and Commune, but also include quite a bit of defensive magic such as Glyph of Warding and Protection from Energy. At 1st level they gain proficiency with painter’s supplies and learn the Guidance cantrip, and also at 1st level the player draws a number of cards from a Tarokka deck equal to the Cleric’s proficiency modifier after completing a long rest. A card can be spent to paint a glyph onto a flat, stationary surface with 1 minute of preparation, and its effect is dependent on the card: Swords deals AoE damage when a creature passes nearby, Stars forces an immediate concentration save to maintain a spell and imposes disadvantage on all such saves for 1 minute, Stars makes the glyph invisible and it silently alerts the Cleric whenever a creature passes within 5 feet (or opens something if painted onto a container/lock/etc), and Glyphs and High Cards can have any of these effects.

Their Channel Divinity option at 2nd level lets them declare a goal they want to achieve within a week, and the DM gives an omen of a possible obstacle to it. At 6th level the Channel Divinity option can store a prepared spell of 1/3rd their Cleric level in a glyph, or create one of their 1st level Suite-based glyphs as an action instead of 1 minute. At 8th level they add Wisdom modifier to the damage of cantrips, and at 17th level their glyphs gain improved uses such as Swords causing the stunned condition on a failed Dexterity save and resetting after 1 minute, Stars radiating a short-range antimagic field, and coins poisons those who trigger the glyph for 1 hour if they fail a Constitution save.

Thoughts: Given the subclass’ reliance upon divination spells and glyphs that require a minute to set up, Omen clerics are of situational use depending on how well the party can prepare for encounters ahead of time. The 2nd level Channel Divinity is also reliant upon DM Fiat, as the text says that the omen “may be cryptic or mysterious” rather than explicit in the obstacle it outlines. The fact that the glyphs are triggered by any creature vs being able to select who can and cannot makes friendly fire a concern and thus limits their usability. That being said, being able to imbue cleric spells into glyphs can be useful, as the glyphs last for hours (Wisdom modifier plus Proficiency Bonus) and characters can just trigger them via movement vs the Cleric needing to spend actions to cast them.

Fate Warlock Patron represents a powerful being that holds the destiny of reality in its hands or is a servant of fate itself. It might not even be a unique entity so much as fate itself as a concept. At 1st level the warlock chooses what Aspect of Fate they embody based on one of the four suites, which provide an advantage on a certain skill check (Athletics for Swords, Arcana for Stars, Persuasion for Coins, Religion for Glyphs) for the spell’s duration whenever they cast a leveled spell. Their expanded spells are partially determined by this suite: one set of spells are available to all warlocks of this subclass and tend to be divination, while the other set is based on theme. For instance, Sword spells are all various kinds of Smites, while Glyphs tend to be divine in nature such as Spiritual Weapon and Death Ward. Also at first level, they draw a Tarokka card at the end of a short or long rest, and can spend the card to force a creature to reroll a certain type of roll, such as an attack roll against the warlock if the card is Swords or a save vs a certain effect for the others: Evocation spell for Stars, charm effect for Coins, incapacitating effect for Glyphs. High Cards can reroll any of the four listed effects. If the card matches their Aspect of Fate, the Warlock chooses whether they succeed or fail on that roll.

At 6th level the Warlock gains persistent resistance to a damage type based on their Aspect as long as they’re not incapacitated, and can grant this resistance to a nearby creature for 1 turn but lose the resistance themselves. They can also use the benefits of their drawn card reroll on an ally as a reaction. At 10th level the Warlock becomes a living representation of one of the cards from the High Deck, granting them some thematic ability. For instance, Raven lets them summon a raven with 18 Intelligence as an action once per long rest that can answer a question to the best of its ability before disappearing; Tempter grants them persistent advantage on Deception and Persuasion checks and creatures charmed by the Warlock forget their face 1 minute after the charm condition ends; or Ghost, which lets the warlock turn ethereal for a number of minutes equal to their Charisma modifier once per long rest.

At 14th level once per long rest, the Warlock can shield themselves and an additional number of targets based on their Charisma modifier + 1 from an effect requiring a saving throw, and said creatures gain resistance to all damage for 1 turn.

Thoughts: At the very least, the Fate Warlock becomes a good diviner just from their expanded spells. Certain suites are more useful for the class than others barring multiclass options: for instance, Swords is ideal for melee and gish types, but as Hexblade is the primary bladelock subclass the smites aren’t as useful as just doing Eldritch Blasts from a safe distance. The spending of a card to reroll or auto-fail/succeed on particular rolls can have great synergy based on build: Coins is good for enchanters, while Stars is good for those with Fireball and other classic blasty spells. The damage resistance at 6th level is a bit situational as they tend to be rather rare types, barring swords which is slashing damage. As for the 10th level High Deck features, I do like the diversity of options one can choose, although not all are made equal. For instance, Ghost’s ethereal nature is very broadly useful, while the Raven is basically an additional roll of a skill check with a total +4 bonus. But overall, this looks to be a pretty strong subclass.

Overall Thoughts: The incorporation of a Tarokka deck for subclasses is a cool idea, and I like the ones for Fighter, Warlock, and Wizard. I wasn’t as wowed by the Cleric’s and Rogue’s, but they don’t strike me as outright bad either. As this product is only a dollar, it’s certainly no great cost, and I would recommend it to anyone who is intrigued by the options covered.

Join us next time as we read Countess Von Zarovich, a guide for running a female Strahd!
Libertad
Agent of the Fraternity
Agent of the Fraternity
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Re: [Let's Read] DM's Guild Ravenloft Sourcebooks

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Product Type: DMing Tools
CoS-Required? Yes

Earlier in this thread we covered She Is the Ancient, which built off the idea of making Strahd Von Zarovich a woman and the implications this entails for a campaign. Although far from the only gamer to do this, turning this idea into a fleshed-out paid-for product is quite rare. Countess Von Zarovich is one such book, and whereas She Is the Ancient changed the genders and backstories of far more NPCs in CoS, this book focuses first and foremost on the main villain. In addition to new material, it is a collection of essays, as well as characterization and DMing tips on elements to handle subjects that you wouldn’t ordinarily get with a default male Strahd.

Countess Von Zarovich is split into three chapters plus five appendices, with the Introduction discussing the design goals for this book and reasons why DMs might opt for applying Rule 63 to Strahd.

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This chapter covers broader discussions on gender-swapped characters and media portrayals of women beyond just Curse of Strahd. It discusses a history of classic portrayals of vampires in media, particularly female vampires who tended to be more sexualized and also how they were the oldest film portrayals of lesbians in media. It also discusses how female villains (vampire or no) are often less likely to be viewed as irredeemable or predatory by society, and similar topics. In the coverage of Strahd, the book notes that while the original character displays many tropes of predatory men using their power to abuse and possess women, a simple gender change won’t lessen this by default. The book also theorycrafts the idea of Barovia being a patriarchal society, and how that would have shaped Strahd’s formative years. From what obstacles she’d have to overcome into becoming a noted military leader, and to what extent she would accentuate stereotypically masculine or feminine expressions. For this last part, the book has no single right answer, instead asking the DM various things such as whether Strahd would be more comfortable in a suit or dress, would she wear her hair more simple and short or longer and elegant, how this would affect her Vasili Von Holtz disguise, and so on.

There’s a sidebar for talking about ways to project a powerful aura as a female Strahd via roleplaying, like avoiding comically high-pitched voices and that she should sound “commanding and arresting, not pleading or suggestive” given her background. There’s also talk on alterations to Strahd’s name, as it has a “strong, masculine-sounding presence” by default, and if she would have been given or later chosen a more traditionally feminine name like Strahdova, Stroya, or Strahd von Zarovichna. The book also goes over some common tropes for female characters, vampires and monsters, and what purpose they can serve and what to look out for. For instance, the portrayal of lesbians as sexual predators in fiction was often done with vampires both for titillation purposes and homophobic messaging. The book thankfully doesn’t say to make Strahd misunderstood or to make Tatyana/Ireena a man to avoid this, but it suggests how the DM can avoid sending bigoted messaging, such as allowing a wider variety of LGBT representation in the module besides Strahd’s unhealthy obsession.

The book also talks about how to handle PCs making unwanted sexual advances towards Strahd at the table: basically, the book points out that this would be inferred as a blatant show of disrespect towards the ruler of Barovia in-game, and Strahd is not one to forget such a violation. In other words, it asks how a DM would run a male Strahd being shown such disrespect by a PC. The chapter’s final section talks about “Physical and Emotional Violence,” how different villains in media use coercion and the threat of it to establish their villainous nature. There’s a sidebar noting that the DM should ensure a healthy separation between player and character distress, and ways to avoid making Barovia and the battle against Strahd feel too depressing to avoid player burnout.

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This chapter talks about larger worldbuilding considerations beyond the personal. For instance, it talks about the possibility of Barovia as a demiplane gradually shifting towards a matriarchal society due to Strahd’s rulership. Beyond just the various town burgomasters being women, it discusses how women would have the final say on major decisions and dominate various businesses. Exceptions are provided, such as the Church of the Morninglord still having male priestly leaders due to a holdover of the Valley before its conquest by Strahd. Or the idea of Vargas Vallakovich being openly defiant against Strahd, as the family patriarchs refuse to bow down to Strahd and women leaders in general. Additionally, a matriarchal society may place greater (perhaps sacred) emphasis on motherhood, leading to situations where pregnant women would be considered untouchable by werewolves and other monsters. And also that the hags of Old Bonegrinder may not be cannibalizing children, but instead harvesting nightmares from captive children to imbue their pastries with magic.

Additionally, the book adds a new faction of witches inhabiting Berez, who can exist in a matriarchal Barovia or the standard one, and are known to be a haven for exiled women looking to start a new life. They learned various means of crafting magical trinkets, and parties who get on their good side gain exclusive access to their services, with a sample list of items grouped by rarity and accompanying cost in time and gold to create. There’s also a section on Jeny Greenteeth, a hag from the Adventurer’s League version of Curse of Strahd that acts as a magic service shop. In Countess Von Zarovich, Jeny still serves that purpose, but is instead a powerful human rather than a hag, and in addition to casting spells for gold she also has a 1d20 chart of favors for the party to do in order to finalize the magic. They are appropriately strange and folkloric, such as obtaining 13 strands of hair from Madam Eva’s head, payment in the form of a vial of blood from a beast they killed with their bare hands, or letting Jeny polymorph a PC into a toad for an hour to affectionately pet as she misses her old pet toad.

The chapter’s final major section touches upon Castle Ravenloft and its various inhabitants and quests. I won’t go over all of them, but will highlight some significant entries. There is one section that isn’t directly related to the Castle, namely Strahd’s relationship with Tatyana/Ireena. One idea discusses gender-swapping Ireena, and the fact that reincarnation doesn’t necessarily need to always be the same gender. In fact, Ismark may be the one targeted by Strahd’s predations and not Ireena, effectively swapping their roles and backstories.

Another idea is that in order to avoid elements of Strahd’s abusive “romance” with Tatyana/Ireena, to instead have it so that Tatyana was Strahd’s biological daughter. She received a disease incurable even by magic, so Strahd made a deal with the vestiges at the Amber Temple in order to save her. But such an act required turning Tatyana into a vampire, who became a monster that Strahd was forced to kill, sending Barovia into the Mists. In this case, Strahd’s goal is not to gain Ireena as a vampiric bride, but to be doomed to kill her daughter again and again. Each time Tatyana reincarnates, she is destined to see Strahd as (quite rightly) a monster responsible for most of Barovia’s woes.

Beyond these changes, specific NPCs in the Castle have some noted variants. For instance, Strahd’s brides are given unique personality traits, backstories, and statblocks, the latter being derived from DragnaCharta’s Curse of Strahd Reloaded overhaul guide.* As for Gertruda, a suggestion to avoid sexual predation elements of her originally being charmed into admiring Strahd and awaiting him in his bedchamber, she instead may be a nanny tasked with watching over Zhoya and Kai, a pair of vampire children. Alternatively, Gertruda can be a lady-in-waiting if the gaming group won’t be comfortable with the idea of possibly fighting evil undead children.

Zhoya and Kai also get unique backstories and stats, being turned into undead by a former consort of Strahd who believed this would earn her favor. Instead, Strahd was disgusted at forcing such a state upon children and had her locked in a crypt. Zhoya and Kai are treated compassionately by Strahd, who still remain physically and emotionally stunted in childhood and mostly take to crafting new magical toys in order to entertain themselves. Toys which can be dangerous magic items, and possible rewards for PCs who manage to do errands for the two, such as fetching them a state-of-the-art clockwork construct from Blinsky.

*And is listed as a cited source in the Appendix for footnotes.

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This is our final chapter and the shortest one, detailing a birth-to-undeath overlay of a female Strahd’s life. It follows the general story beats of default Strahd, but with some changes. For example, Strahd’s mother was initially infertile, and became so via a potion brewed by Baba Lysaga who surreptitiously put some of her own blood in it to ensure that the child will be magically talented. Or how the King and Queen showed favoritism towards Sergei, and little to none towards Strahd, who grew to resent this. King Barov, however, was himself a cruel man who began to appreciate seeing a bit of himself in Strahd, and sought to fashion her into a ruthless military officer. While she earned respect and fear, it still paled in comparison to Sergei, who was to be crowned ruler. The nobility’s push to have a native family rule over the valley of Barovia rather than a conquering warlord, pushed Tatyana and Sergei to be seen as ideal candidates.

Faced with the knowledge she’d never be truly loved and respected for her accomplishments nor gain her heart’s desire, plus her own mortality possibly dooming her to be a footnote in history, Strahd was told about the Amber Temple’s dark magic via Patrina. Her months of research in that dreadful place placed her on the path towards becoming a vampire, and her extended absence worried Tatyana and Sergei. The two learned of her location via one of Strahd’s friends, who then became angered at this “betrayal.” Another touch is that when Tatyana’s reincarnations are bitten by Strahd, that unlocks prior lifetimes’ worth of memories, which is how Ireena (who was initially fond of Strahd) realized how wicked Barovia’s ruler truly is.

There are five Appendices in this book. The first one, the Lilac House, is an optional encounter and location of Tatyana’s original homestead, where it and the surrounding landscape are magically preserved by Strahd to not change and decay from age. It is not particularly deadly, and primarily serves as a means to fill in the backstory of Ireena’s original incarnation, plus a possible Tarokka treasure via the Fortunes of Ravenloft replacement for the Nine of Coins (which would ordinarily be in Castle Ravenloft’s Treasury). The second appendix is a list of women villains in both fiction and the real world, although not all of them I feel are necessarily appropriate for inspiration for Strahd specifically. It feels more like a general listing of “the worst women ever” vs “here’s some female villains who really fit the vampire mastermind mold.”

The third appendix is more appropriately relevant, listing some inspirational media of female vampires, and similarly villainesses with supernatural horror themes such as Jennifer’s Body. The fourth appendix is a list of stat blocks for new and altered NPCs, such as Strahd’s consorts (basically vampire spawn but more powerful and with some unique actions and traits like Ludmilla being a druid), Jeny Greenteeth (mage who specializes in a variety of magic), and the vampire kids Kai and Zola (vampire spawn artificer-style mages that can create weapons and construct minions). The final appendix is a series of footnotes, with a handy list of hyperlinks to the original sources and “Go Back” entries that take you back to the page number in which they were first mentioned in the book.

Overall Thoughts: Countess Von Zarovich does a good job in outlining the various tips and considerations for a campaign with a female Strahd, and adds onto that with new content. The various design decisions are well thought-out and consistent, while also allowing for leeway and suggestions for the needs of individual campaigns. My major complaints tend to be on the smaller side of things. For example, in a Barovia where mothers and children are given greater protection, I’m not really buying the idea that the Old Bonegrinder coven would be easily able to evade persecution by kidnapping children and harvesting their nightmares as opposed to killing and eating them.

I would recommend this book as a useful tool for DMs to mine ideas for a female Strahd. I cannot recommend it for more traditional Curse of Strahd campaigns, as the outright new content such as the witches of Berez aren’t enough to justify buying the entire thing.

Comparisons will inevitably be made between Countess Von Zarovich and She Is the Ancient. I reviewed the latter book and overall wasn’t fond of it, so my opinion is that Countess is superior. As to reasons why, it doesn’t try to lessen or have implied sugarcoating of female Strahd’s predatory behavior, and the campaign changes made are more tightly focused, better organized in the book, and don’t make additions simply for the sake of things. There’s also the fact that I found out via the SitA author’s comments on the DM’s Guild page that she used generative AI in making portraits for the various NPCs via the site ArtBreeder. The artwork in Countess doesn’t appear to be made in that fashion and I recognize several of the pieces from traditional tabletop artists, so that’s another point in this product’s favor.

And thus concludes my October slew of reviews for DM’s Guild Ravenloft sourcebooks! Barring several days of absence in the final week, I almost managed a near-daily posting rate in covering 21 products. This year has been my most successful one yet in terms of total reviews, and I’m happy that I got the opportunity to share some otherwise overlooked books with readers. Who knows what next year will bring?
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