Ravenloft - The Evil Eye
Ravenloft - The Evil Eye
The ftiuerboat of
Captain Nathan
Timothy
Lateen-rigged sail
Ladder up
Locked door
Secret door
Depth in hold: 5.5'
t- •;•; ; h *?»'«,?*.
Credits
Design by: Steve Kurtz
Edited by: Steve Miller
Project Coordination by: Harold Johnson
Interior Art by: Mark Nelson
Cover Art by: Jeff Easley
Cartography by: David C. Sutherland HI
Typesetting by: Nancy J. Kerkstra
Special Thanks to David Wise for revealing the secrets of the Vistani
9497
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Sj*n**> r#i
A
s a young girl, Gabrielle Aderre was warned romantic dream was shattered. She stumbled
by her mother Isabella to never have children: away from Isabella into the vardo, packing her
"A man, a babe, a home—these things can mother's prized tarokka and potions in a sack.
never be for you, Gabrielle, for tragedy will be the The wolf still convulsed in its enfeebled state,
only result." For many years, while the bitter pair helplessly charmed by the evil eye. Gabrielle
wandered the wilds of Ravenloft, Gabrielle returned to her mother's pool of blood. By then
pressed her mother for details about her future she had made up her mind.
and her mysterious father, though Isabella forbade "I don't believe your lies, Mother. I'm leaving to
it. Gabrielle learned nothing more until she turned find my father."
19, on the eve of her mother's death. As Gabrielle fled into the darkness, her
While traveling in Arkandale (a domain that mother's pleading voice slowly faded and the
dissolved during the Grand Conjunction), Isabella screams began. Suddenly, Isabella's voice rang
allowed Gabrielle to set the warding circle around out close by through the gathering mists. "The
their camp. They had argued that day, and (as Mists take you, traitor. May you know your child's
usual) Gabrielle had lost. Tired and seething with betrayal and realize too late the depths of its evil!"
anger, Gabrielle wove the protective charms too Then the Mists closed around Gabrielle, and she
hastily, and by the light of a rising moon, a was gone.
werewolf stormed into camp through the The Mists brought Gabrielle to Invidia, which at
imperfect wardings. the time was ruled by a werewolf lord named
Before Isabella could ready an assault, the Bakholis. The werewolf's retainers captured
creature knocked her down and ripped open a Gabrielle and brought her to Castle Loupet for an
huge gash in her leg with its jaws. Crawling audience. Proud and overconfident, Bakholis
frantically away, Isabella fixed the werewolf with sought to enslave Gabrielle, but the witch
her evil eye, blasting the creature with the full managed to enfeeble the darklord with her evil
force of her hate and malice. The lycanthrope fell eye, exactly as Isabella had struck down the
dazed to the ground while Isabella's enchantment werewolf in Arkandale. Thinking she was
seized him. As the blood pulsed out of her gashed successfully averting her mother's curse,
leg, Isabella called to Gabrielle for help, but the Gabrielle pulled out a silver-edged dagger and slit
cruel daughter saw only a window of opportunity. Bakholis' throat while he was still helpless.
"Tell me about my father," Gabrielle bargained, Instead of assuring her freedom, Gabrielle thereby
"and I will save your life." became the new lord of Invidia, forever
Isabella was furious. "The charm will not hold imprisoned within the domain and prevented from
the wolf for long! His strength will return, and he seeking out her unknown father.
will kill us both!" Years passed and bitter Gabrielle slowly
But Gabrielle would not be swayed, and as became accustomed to her imprisonment. She
Isabella's vision began to blur, she told her took many lovers from the small town of Korinna
daughter vaguely about her past. Isabella's voice in her domain, but the passage of time could not
was calm and strong in the cool night air. erase her mother's curse from memory. Gabrielle
"I was captured as a child and sold as a slave was careful to use the medicinal arts thought by
her mother to prevent her from becoming incubus. Gabrielle named her son Malocchio,
pregnant. She treated her lovers with disdain, after the strangers evil eye (for surely that was
enslaving them with her evil eye and discarding what robbed her of reason). Reassuring her vague
them when she eventually grew tired or bored, but recollections a "handsome gentleman," Malocchio
none were able to comfort her terrible loneliness. was born appearing human, except for a slight
Then, one day, a dark traveler appeared at the defect: a sixth finger on hand. In all other
gates of Castle Loupet. From the moment he respects, Malocchio appeared to be a regular
locked eyes with Gabrielle in the great hall, her baby.
iron-hard heart melted under his hypnotic gaze. Despite his cherubic appearance, which was a
She soon invited the handsome stranger into her small comfort to Gabrielle while recovering from
boudoir. her three days of excruciating hard labor, it was
Before mounting the stairs to Gabrielle's quickly apparent the Malocchio was not a normal
private chambers, they were confronted by child. Most obviously, the child was growing much
Matton, the lover Gabrielle had just replaced. too quickly to be normal. By the time Gabrielle
Secretly a wolfwere, Matton was the only one of had recovered from childbirth, Malocchio was
Gabrielle's lovers who felt genuine effection for, already walking and talking. And as the boy grew,
having never been enslaved by her evil eye his fiendish nature became increasingly apparent.
(although the witch had never realized this). Now, When he thought no one was looking, he would
hurt and jealous, Matton transformed into a wolf cause flocks of birds around the castle to fly into
and hurled himself at the stranger. The gentleman walls. He would call wolves from the forest and
caught the wolfwere and hurled him to the ground command them to attack villagers for his
with stunning, superhuman strength. Gabrielle, amusement. However, not all of Malocchio's
meanwhile, overcame her shock and paralyzed cruelties went unnoticed by his mother.
her former lover with the evil eye. At the strangers Once Gabrielle's suspicions were aroused, she
suggestion, they left Matton paralyzed and used Eva's Tarokka Deck to perform a reading on
convulsing in the great hall as they climbed to her son, with the results described in the
Gabrielle's private chambers. introduction to this chapter. When the adventure
In the privacy of her boudoir, Gabrielle begins, Gabrielle knows the full range of her son's
succumbed completely to the strangers fiendish evil powers—through she does not want to believe
charms. And when the handsome gentleman his true identity—and she has begun a scheme to
disrobed, she thought it hardly unusual to see a use Malocchio in her own selfish plans. Her hope
pair of black, bat-like wings unfolding into a is that through her son, she will finally be able to
canopy of darkness. Gabrielle welcomed the strike directly at the hated Vistani who have
incubus into her embrace. shunned her.
"You will remember me only as the handsome
gentleman," the stranger said afterward, once she
had stopped screaming. The fiend's voice carried Attributes of the Uistani
T
the weight of compulsion. And then he was gone. hroughout this adventure the heroes interact
with Vistani who can read the tarokka or cast
the evil eye. Both attributes are fully detailed
The Ouhhar in the RAVENLOFT Campaign Setting and Van
A
mong Vistani legends, there is the tale of a Richten's Guide to the Vistani, so only an
beast known only as the Dukkar, a name overview will be given here.
whose meaning has been lost in the aeonic
swirl of time. According to this apocalyptic tale,
the Dukkar brings about the destruction of the The Tarohha
entire Vistani people. Not every Vistana knows of Unlike several other modules that have involved
this legend, but for ages a tribe known as the the Vistani, the tarokka does not advance the plot
Zarovan have been watching and waiting for the in the adventure (though you, as the DM, may
Dukkar's appearance. wish to make it seem as though the tarokka has
The Dukkar is none other than the monstrous an effect). For this scenario, the cards are merely
issue of a union between Gabrielle and an "window dressing." You can use the tarokka to
guide confused heroes who are seeking advice, or
you can "stack the deck" to duplicate Qabrielle's Euil Eye Amulets
earlier reading.
Many players find the tarokka highly These minor magical items provide a bonus to
entertaining, and a few cryptic readings can the evil eye check by virtue of the victim's belief
heighten the mood and atmosphere of a gaming in their power. If the victim does not believe in the
session considerably when the techniques and amulet or the evil eye, it provides no bonus.
advice offered in the RAVENLOFT box are followed. Beneficial amulets provide a +1 to +4 bonus on
However, you should be careful not to overuse the the saving throw, whereas cursed amulets provide
tarokka during the adventure. If the heroes come a -1 to -4 penalty.
to expect fortune telling from every Vistana they
meet to help direct their travels, it replaces Table 1. Evil Eye Check Modifiers
initiative with your heavy-handed directing.
Should the heroes come to rely too heavily on Modifier Condition
the tarokka or starts taking it for granted, you +1 Victim successfully saved against the
should feel free to have Vistani seers refuse to evil eye from the Vistana
perform readings for them. The party begins the -1 Victim previously failed a save against
adventure with a potent curse. For this reason the evil eye from the same Vistana, or
alone, most Vistani will avoid telling their future witnesses an ally who failed a save
(few cursed individuals will have beneficial against the evil eye
readings, and bad readings are bad for business). -2 Victim is a Vistana
Even if heroes offer generous payments, the seer -4 First use of the evil eye against a victim
will not use tarokka, but will read palms or tea by a Vistana
leaves. These situations are much faster to role- None The victim is a goirgio.
play. -4 to +4 Victim owns evil eye amulet
R aul's camp is located a short distance from and more friendly, especially if a hero
town. Since Raul is a smith, the outside of his compliments his work. Eventually, Raul begins to
vardo, or wagon-home, is covered with glance worriedly over at the white iron crib, where
examples of his iron work: maces, railings, nails, Nikko lies. One does not need to be a healer to
spear-heads, spikes, knives, horseshoes. He has recognize that something is dreadfully wrong with
set up a temporary camp and forge around the Nikko. The baby is deathly pale and lies listlessly
vardo, with a hearth area where he can work. in his crib. The infant is too weak even to cry.
Raul is a squat, heavily muscled man with In the past, Raul has been too paralyzed by his
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grief to admit that Nikko is dying. Now, as the Also, when threatened, his first action will be to
heroes look down on the sick infant, Raul sees glare menacingly at the party with the evil eye.
Nikko and his predicament in a different light. He Describe the weight of malice in Raul's gaze as
confides in the heroes about the nocturnal hostilities begin, and have each party member roll a
visitations from his deceased wife and asks their d20 (an evil eye check, but don't tell them that!). If a
help in laying her to rest. character fails the check, his or her metal
Crass inducements are probably not necessary possessions are effectively cursed, behaving as if
to motivate a noble band of heroes, but Raul offers they were -1 items (regardless of their original
a reward should they appear unwilling to help. He enchantment) until the effect has been lifted. This
promises them a pick from his wares should they curse is not apparent immediately, so keep the
succeed in dispelling Leyla's ghost. The DM should effects of Raul's evil eye as mysterious as possible.
feel free to relate as much information as desired Sooner or later the scene will turn ugly,
from the chapter introduction and the section especially if the party refuses to allow Raul to
entitled "Raul's Background" to pique their interest, leave with his possessions. Without his wares as a
omitting only the significance of the violin. This smith, Raul and Nikko will be reduced to begging.
magical instrument is the key to Leyla's undead After blasting the party with his evil eye, Raul
existence, and its mystery should be maintained as fights to the death (if he doesn't win, he reasons,
long as possible. he and Nikko will die of starvation).
Meanwhile darkness falls, and a cold chill Even a large, well-armed party should have some
descends on the gypsy's camp. Slowly, a light fog difficulty in slaying the desperate gypsy. During the
forms and a drizzle blankets the gathering night. fight, the effects of Raul's evil eye become quickly
Raul hurries about, placing Nikko inside the vardo apparent: formerly trusty blades break when they
and packing up his tools. The party must decide miss their mark, and armor buckles now snap open
whether or not to help him, even as the Mists in the heat of battle. Nevertheless, play up the
begin to gather around them. conflict with as much drama as possible, describing
the darkening shadows of night, the thickening fog
Raul Salazar (Kamii smith, 4th-level warrior): and drizzle. When you think its time for the killing
AC 8 (6 with buckler+1); MV 12; hp 26; #AT 1; blow, read the following out loud:
Dmg by weapon (scimitar+1, d8+5); Str 18/82
(+2 to hit, +4 damage), Dex 12, Con 14, Int 13,
Wis 9, Cha 11; SA Evil Eye, Vistani Curse; AL N; The gypsy stumbles away from your last blow, his
THACO 17 (14 with scimitar+1). arms going limp, his weapon slipping from his
hand, as he falls to his knees and blood gushes
from a fatal wound. He gazes at you, his dark
Against the Uistana eyes now ill-focused, but manages to rasp
through clenched teeth: "1 curse you, thieves, 1
There are several reasons why the party may not curse you! May you never delight in what you
want to help Raul. If they listened to the rumors in steal—may it betray you in your darkest hour!"
town, they may believe that the gypsy is evil. The He falls forward, face down on the muddy
heroes may also already have a negative impression ground, as thunder roars overhead. Torrential
of Vistani or they may have accepted money from rain washes over you, and the infant begins to
Conrad to drive him away. In addition, greedy party shriek in its crib. The mist has thickened to a
members may have viewed Raul's inventory of heavy fog that encircles the camp and drifts
excellent metal crafts and considered stealing them. over the gypsy's lifeless body.
Indeed, what resistance might a single gypsy offer to
an entire band of adventurers? Several bad things happen to the party when
Of course, Raul has some of the mysterious Raul dies. First, the hands and fingers (even the
powers of the Vistani. If the party seriously nails) of every party member turn coal black,
considers driving the gypsy out of town, or marking them permanently as enemies of the
(worse) attempts to steal from him, Raul will be Vistani. Unless these marks are somehow
forewarned in a dream by his ghost-wife Leyla, concealed, the heroes will have a +4 penalty to
and take the precaution of keeping his weapons, reaction rolls with the Vistani.
violin, and buckler by the forge during the day. In addition, all of Raul's metal wares show signs
of irreversible rusting and decay by morning. Raul's arming themselves with any weapons from among
personal magic items gain more powerful curses: in his wares. While these items are not magical, they
battle, Raul's scimitar will always miss its mark can harm Lyala as though they were weapons of +1
(except on a natural roll of 20), and whomever enchantment (Raul is unaware of this).
carries the buckler will always be hit by an enemy Should the heroes return to the town for any
(an opponent misses only on a natural roll of 1). supplies (such as holy water), the fog begins to
Raul's violin will perform with effects identical to a thicken around them, making it difficult tofindtheir
harp of discord (described in the DMQ). way in the misty darkness. Returning Raul's camp
Finally, at the Dungeon Master's discretion, the proves difficult, and a successful intelligence check
party may now become the new focus of Leyla's is required, or the heroes wander for an extra 1 d6
nocturnal hauntings. The ghost's motive will now be turns beforefindingtheir destination.
to obtain revenge for her husband's death, and can Eventually, the light rain turns into a cold, steady
be expanded in to an interesting side-adventure as downpour, and occasionally the sound of distant
the following chapters unfold. Since the party will thunder rolls across the fogbound landscape. Raul's
most likely never have had taken the time to learn cramped vardo is the only dry spot in the entire
of Raul's background, the sudden haunting by the campsite. Only four people willfitcomfortably in
beautiful ghost should be quite a mystery. the vardo at once (not including baby Nikko) and
Of course, the final, and perhaps most severe there is no room to wield any weapon larger than a
circumstance is the fact that the party is now in short sword. Outside, the rain is sufficient to
the Ravenloft domain of Invidia. If the party extinguish all but magical light orfiresources. Even
fought Raul, the adventure continues in Chapter with illumination, the heavy fog and rain reduces
Two, "Virago Cruise." the range of sight to less than 20 feet.
Finally, if the heroes attempt any magical
investigations, detect magic reveals a subtle
Assisting Raul necromantic aura lingering around Nikko, and a
If the heroes decide to help Raul, thorough powerful aura of enchantment/charm on the
questioning will reveal a number of important violin. Other magical divinations may provide
clues about the spirit's behavior. cryptic advice, such as "The gypsy dances to the
Leyla's ghost only appears in the middle of sound of her own hair," alluding to the
night (so Raul gets at least a few hours of sleep). manufacture of Raul's violin, or that ghost is not
She always proceeds directly to Nikko's crib and susceptible to turning attempts: Raul's violin is
nurses the infant for several minutes. While Nikko the only symbol that has any authority over her.
initially seemed to benefit from Leyla's nursing,
over time the child has grown increasingly sick,
even though Raul feeds the child regularly with The Haunting
goat's milk. However, when the ghost first Once the heroes have completed their preparations,
appears, Raul says he can do nothing but sit and they must wait several hours in the rainy gloom for
watch her, regardless of his resolve to prevent the Leyla's arrival. Well after midnight, the phantasm
nursing. Leyla then approaches Raul and dances slowly takes form in misty darkness outside the
until dawn while he plays the violin. vardo. If the heroes have posted a watch outside,
Unless the party takes steps to care for Nikko read the following out loud:
before the ghost's arrival, the infant will not survive
the night. Any hero with the healing non-weapon
proficiency, or a priest with access to healing spells, You see her approaching through the rain, a cap-
can stabilize the baby's condition, but even after tivating beauty with a dancer's tall, supple curves
at the height of youth and beauty. She wears
their ministrations, Nikko still looks deathly ill. multi-tiered skirts, anklets, and an embroidered
Nevertheless, award a story bonus of 250 XP to halter, revealing a finely muscled midriff. Her deli-
each hero who actively seeks to cure the child. cately featured face is framed by a splendid cas-
Despite the gathering dusk, the party still has up cade of auburn hair, and her almond-shaped eyes
to six hours to make preparations for Leyla's arrival. sparkle captivatingly. She appears unconcerned
The DM should allow the heroes to make any by the driving rain, but then you notice the rain is
preparations that seems reasonable, including passing right through her...
I
Since her entrance launches the climactic
moments of this scenario, take your time
describing the ghost's manifestation. However,
once a hero decides to take action, either against
the ghost or to warn those inside the vardo, have
him make a saving throw vs. paralysis. Heroes
who fail the roll can do nothing but stand in awe
of Leyla's beauty.
As a former Naiat entertainer, Leyla's
charming influence has become a much more
powerful aura of fascination with her undeath.
She now has the ability to enthrall mortals who
look at her. A successful saving throw when she
appears indicates that heroes resist the ghost's
magic and can continue to act as normal. Those
who fail their save, however, are unable to
undertake any action, no matter how simple, for
they are completely fascinated by her spectral
beauty. After two rounds, and during every round
that follows, victims are entitled to another save
to break the fascination.
Heroes who make their saves have one round
of actions before Leyla enters the vardo. While
outside, Leyla remains an ethereal spirit (AC -1)
that can only be harmed by holy water (Id8
points of damage per vial) or enchanted
weapons.
As Leyla approaches the vardo, she
completely ignores the heroes unless they pose
direct threat by successfully attacking her. The
spirit enters the vardo through a wall and
coalesces in the presence of her husband and
child. Upon seeing his wife, Raul becomes
completely fascinated, and remains hypnotized
while in her presence.
When she was alive, Leyla was a nurturing
wife, but death robbed her of a chance to be a
mother. The karmic resonance of her dying,
augmented by Raul's violin of passion, brought
some part of her back as a ghost. The ghost is
more a twisted embodiment of Raul's grief,
memory, and passion than an accurate
representation of Leyla when she was alive. She is
a pale echo of her former self.
Leyla's first goal, predictably, will be to nurse
Nikko; she proceeds directly to her child's crib,
ignoring any spectators unless they prevent her
from discharging her maternal duties. Her
objective can be thwarted in several ways by a
creative party; the most effective deterrent would
be to suspend the infant in a bath of holy water!
The DM should role-play Leyla as a confused,
distracted, and somewhat demented maternal damage. The curse has no effect on normal
figure. If prevented from nursing Nikko, she will means of healing: the heroes will continue to
demand that the players allow her access to her regain 1 hit point per day of complete rest.
son, her flesh and blood! She does not understand
that she is undead, and will not accept that her
presence is harming both her husband and child. Widower Once and for All
If confronted repeatedly with this accusation, she With the pronouncement of the Vistana's curse,
attacks the liar who has tried to dishonor her in the cold, rainy fog swirling around the camp
the presence of her family. transforms into the Mists of Ravenloft,
In corporeal form, Leyla is Armor Class 6, and transporting the entire party to the domain of
her touch drains 1 d6 points of damage from a Invidia. Assuming the heroes helped Raul, the
victim, who must save vs. paralysis or be Kamii smith is transported along with them, and
completely paralyzed with numbing cold for 2d4 can serve as an invaluable guide and ally for the
rounds. She can now be harmed by holy water, remainder of the adventure.
magic or silver weapons, and any items forged by Unless the heroes took steps to save Nikko,
Raul. As noted previously, she can also be the frail baby perished when Leyla's spirit was
influenced by Raul's violin, although the destroyed in its presence. In such a case, the
hypnotized gypsy will clutch the instrument heroes' first task upon their arrival will be to bury
protectively and attack any who attempt to the infant. Numb with grief, Raul plays a tragic
wrench it from his grasp. According to Van dirge at the funeral and accompanies the party
Richten's classification scheme, Leyla is a 2nd- for the remainder of the adventure in silent
Magnitude ghost. sadness.
If the heroes managed to save Nikko, Raul will
Leyla (2nd-Magnitude Ghost): INT Avg (11); do his best to care for the infant, but it continues
AL CIS; AC -1 or 6; MV 9; HD 6; hp 32; THACO to be sick and must be treated with healing spells
15; #AT 1; Dmg: 1-6; SA: Paralyzing touch (2d4 once a day or its condition worsens and it dies.
rounds), fascination aura; SD: harmed only by The Dungeon Master should award the party a
silver, magic, or Vistani-forged weapons; standard total story award of 6,000 XP if they succeed in
undead immunities; SZ M; ML Special; XP 3,000. dispelling Leyla's ghost. You may wish to assign
additional 100-1,000 XP bonuses to individual
Once reduced to zero hit points, Leyla's ghost player characters, based on their heroism,
begins to dissolve into ethereal mist. She creativity, and role-playing while facing the ghost.
manages to pronounce a final curse: No story award should be given if the heroes slew
or robbed the gypsy.
As the woman's body begins to waver and
fade, she gazes at you menacingly, her beauti- Continuing the Adventure
ful face contorted in fury and rage as she
screams: "I curse you, murderers, from the • B^hether the heroes assisted or wronged Raul,
depths of my heart! From this night forward, 1 1 lthey have been thrust into a foreign land
may you know how it feels to be separated ^ ^ r under the effects of a curse. Learning how
from your love. May you never know the heal- to remove this curse will help motivate the heroes
ing of compassion!" for the remainder of the adventure.
Then, she disintegrates as if torn apart by The Dungeon Master can easily interweave the
an undetectable wind. repercussions from scenario into the remainder of
the adventure, if desired. Leyla's ghost was not
destroyed back in Raul's vardo, but will
Leyla's curse is relatively straightforward: until rejuvenate after 1 -3 days and return to her
its effects have been lifted, a hero cannot benefit maternal duties. Only after Raul's violin has been
substantially from clerical healing: every healing destroyed and—more importantly—the violin
spell or potion always cures the minimum amount strings woven from her hair have been burned,
of damage. Thus, the first-level clerical spell, cure will Leyla's ghost be laid to rest.
light wounds, only restores 1 hit point of
Vl - l
$
'.4:**
(7ady wears a leather dress,
She's always by my side, Dead Man's Perch
I see myself reflected
In the mirror of her eyes.
For me alone milady's pure. As the rising sun burns away the cool
And I know that's not for long: morning fog, it becomes clear that you are no
longer where you once were. You are on a
Oh, I know that's not for long. small island, in the middle of a wide river. All
—Termagant's Ballad around you, forested hills painted spectacu-
larly in the bright yellow, red, and orange col-
The Virago cast off at dawn ors of autumn, stretch westward to meet a
while a cool autumn mist still hung crisp blue sky and eastward to distant moun-
over theriver.Captain Nathan tains. Wild birds fly overhead—small flocks of
Timothy stood by the stern, hand on swallows and crows, mostly, interspersed with
the tiller, smiling contentedly into a few noisy bluejays.
the ruddy morning light.
Only a day to Karina. He was
already looking forward to the dog The heroes find themselves on Dead Man's
fights in the Falkovnian quarter, the Perch, a small island in the middle of the Musarde
pretty girls of the Bustarde, the fresh River, about sixty miles from the town of Karina. If
food from the Veinskeller. Not that he the party helped Raul in the previous chapter, the
lacked ample food or drink aboard Vistani smith will have been transported to
the Virago. He was already Ravenloft with them, along with his vardo and the
beginning to feel the warm effects of vehicle's contents (but not with his horses).
his brandy breakfast. Otherwise the heroes will be completely alone.
As dawn advanced into early morning, Dead Man's Perch is a narrow strip of land
Timothy tried to recall the opening stanza to perhaps a hundred yards long by at most twenty
Termagant's Ballad, one of his favorite Karinan yards long. Its surface is covered by low brush,
songs. Reveling in his brandy wine haze, the some evergreens, and a few tall sugar maples
captain merely bellowed the first few verses and now in the height of their fall transformation. This
the refrain repeatedly in his deep, rumbling mundane foliage is inhabited by a few small,
bass. The Virago was headed back to Karina, uninteresting animals and birds. The nearest
after all. He would soon relearn the song, and riverbank lies over a hundred yards from the
perhaps even practice some of its more island.
interesting verses. Despite its mundane appearance, Dead Man's
Perch has a bad reputation among boat captains
Arriual in Inuidia and travelers alike. The waters around the isle are
murky and deceptively shallow. Large vessels can
B
efore the heroes can reach any town or Moments later, a man astride a black de-
settlement, they must overcome the obstacle strier emerges from the woods. Although
of the Musarde River, which surrounds the clearly in pursuit of the deer, clad as he is in
small island of Dead Man's Perch. The nearest the greens and leathers of a huntsman, he
(southern) shore of the river lies over a hundred reins in the horse and shields his eyes with a
yards from the island. To even experienced hand as he looks across the river at you. He
heroes, the Musarde River presents a potential cocks an eyebrow, a smile appearing on his
face. "My," he says, "what have we here?"
challenge.
The horseman is Matton Blanchard, an estranged
lover of Gabrielle Aderre. He is described in A fiiuerboat Captain
Chapter Eight, "Dramatis Personae." Only
S
recently emerging from nearly a year-long stupor ome time after Matton's hunting party merges
of lovesick depression, Matton has been hunting back into the forest, whether the heroes are
in the Breadth Forest for weeks, mulling over his still on the island or traveling along the shore,
shattered love life. Since fleeing Loupet, he has they see a riverboat with a tall white sail as it
heard no recent news regarding Gabrielle, nor of rounds the bend about a mile upriver. As the
the birth of her son. Virago approaches, the lone pilot at the stern can
Matton greets the heroes warmly, and is very be heard singing a bawdy sailor's song.
curious to hear how they were stranded on Dead
Man's Perch with a horseless vardo. He offers no
assistance, and if one of the heroes asks for it (or As the boat draws nearer, the man at the
when the Dungeon Master wishes to bring the rudder stops belting out his tune. Even be-
encounter to a close), Matton's retainers emerge fore the last note has stopped echoing off
from the woods, and he loses interest in the the hillsides, the bright sail of the boat is
heroes. being lowered, and it slows at it reaches
you.
Matton is accompanied by six young men,
whom he bullies and abuses with ruthless ferocity. As the boat drifts closer, its only apparent
Only Matton rides a horse: his exhausted retainers crewmember, a man of average size with a
must carry the supplies and run with the hounds, wild curly mane of black hair and a full
keeping pace with the hunt. They wear dirt- beard, waves to you. He is dressed in a dark
smeared shirts, brown trousers and vests; they sweater and trousers. "Ahoy there! Cap'n
are armed only with daggers. The retainers have Timothy's the name, and this is milady, the
no idea that their master is a wolfwere. Matton's Virago. Would you folks be needing
dozen hounds look scarcely better than his assistance?"
retainers. Each emaciated hunting dog is covered
with cuts and welts from constant lashings. The sailor is Captain Nathan Timothy, a
Matton launches into a tirade against the men, recurring character in this adventure who is
berating the "sluggards for their usual ineptitude described fully in Chapter Eight. If the party
and sends them along the riverbank after the doesn't think to ask, he offers them passage on
deer. He cordially wishes the heroes a good day, the Virago, providing that they don't mind
as help offering only that the nearest town sleeping on deck or ashore at nights. His hold is
(Karina) is located about forty miles downriver. too full for passengers.
While this encounter may seem brief, it Despite a congenial facade, Captain Timothy is
introduces a recurring character in the adventure. a powerful werewolf and a former dark lord.
' t .3** $
From the onset, portray Matton with greasy Although he fosters the image of a rough and
cordiality and snobbish superiority. This "obvious" bawdy captain, he is shrewd, devious, and
enemy will make the heroes more easily confide heartless. He invites the party on board, observe
in much more dangerous characters in the future. them for a day, and (providing they seem
sufficiently weak) he will attack and devour them
Storm (light war horse): INT Animal (1); AL N; at night.
AC 7; MV 24; HD 2; hp 11; THACO 19; #AT 2; Captain Timothy's first action is to separate the
Dmg: 1-4/1-4; SZ L; ML 7; MM/194; XP 35. heroes from their most powerful ally: Raul.
Timothy recognizes Raul as a Vistana and has no
Retainers (0-level humans, 6): AC 10; MV 12; desire to harm or offend him (even former dark
hp Id6; #AT 1; Dmg by weapon (dagger: Id4); lords fear the evil eye). He will not tolerate Raul
AL N; THACO 20; XP 35. aboard his ship, since he fears that the Vistana
may be able to pierce his disguise. Captain
Hounds (12): INT Semi- (3); AL N; AC 7; MV 15; Timothy is adamant about not letting "that damn
HD 1 + 1; hp Id8+1; THACO 19; #AT 1; Dmg: 1-4; gypsy" aboard the Virago, claiming that the
SZ S; ML 6; MM/57; XP 35. Vistani are extremely bad luck for ships.
• - . • * ' •
'*•<•
If the heroes insist, Timothy says that they rogue uses his Read Languages ability), the
are welcome aboard, but the Vistana must ride book will be completely indecipherable. Should
behind in a rowboat and be towed. Since the it be partially decoded, the heroes will discover
heroes probably have their own misgivings a complete description of the Musarde and
regarding Raul over their arrival to Invidia, they Arden, including the location and travel times
will probably agree to this request. Without a between villages.
word, Raul gathers as many tools and sample The book also contains an abbreviated log,
wares as he can fit with him (and Nikko, should starting in the year 740. Characters familiar with
be baby still be alive) into the rowboat. Raul the history of Ravenloft might note this to be the
contents himself during the voyage by playing date of the Grand Conjunction, which freed
the violin as the Virago tows his rowboat Timothy from his domain and allowed him to sail
downriver. where he pleases. The log ends with the following
entries (either read or photocopy and distribute to
players):
Secrets of the Uirago
Since the heroes may be spending some time on 4 Oct—Moored in Zeidenburg. Off loaded the
board the Virago, deck plans and an illustration wine. Took on four crates of muslin and two
have been provided on the color mapsheet. The passengers, M. and R. from the factory.
Virago is a 50' single-masted river schooner; if
Cap'n Timothy were not an expert sailor, the ship 9 Oct—Reached Tuefeldorf before nightfall. Off
would be too large to handle single-handedly. A loaded the muslin; M. and R. paid handsomely for
hero with the seamanship proficiency will identify the speedy passage. Took on all the brandy she
the Virago as a cargo vessel designed primarily would carry.
for river travel. Timothy has tailored the rigging of
the mainsail so that it can be handled from the 16 Oct—Zeidenburg again. Took on three
stern, near the tiller. passengers, D. and her sons. They are desperate
Timothy is very secretive about the contents of to reach Karina for the festival!
the cabin and the hold (containing his "precious
cargo"). Before he allows the party on board, he These last entries reveal two facts: the Virago's
secures the forehatch to the hold from below, and current cargo is brandy, and more importantly,
locks the hatch to his cabin. He will not let the the log mentions taking on passengers in
party into these areas. The cargo only contains Zeidenburg bound for Karina, but no one besides
numerous casks of brandy from Tuefeldorf Captain Timothy was aboard the ship when he
(hardly warranting such secrecy) and the usual encountered the heroes.
ship's stores. Timothy's cabin, however, contains Finally, there is a secret compartment hidden
several sensitive mementos. behind the gangway leading up to the deck. It
The main cabin is a cramped space and reeks contains a number of small objects, including an
of stale sweat and brandy. Barely tall enough for a assortment of lady's jewelry (1-4 pieces, to be
man to stand upright, it measures roughly fifteen randomly determined by the Dungeon Master), a
feet long by nine feet wide. The cabin contains a velvet pouch containing six tiny emeralds (500 gp
sleeping berth, table, bench, shaving mirror, and each), a silver whistle (25 gp), a small box filled
a stout locked chest, with an assortment of with 485 gold coins of Falkovnian mintage, and a
clothes (some are smeared with blood), a brown woman's lace handkerchief, embroidered with
pipe, and a tobacco pouch. A cocked heavy small pearls, bearing the initials DLB (100 gp).
crossbow rests beneath the sleeping berth next to Astute heroes may suspect (correctly) that
a stoppered jug of brandy. handkerchief belonged to one of the Captain's
The captain keeps a book in his desk, locked passengers (referred to in the 16 Oct entry of the
in a waterproofed box. The tome—a character log as "D.").
with seamanship proficiency will recognize it to Beyond Timothy's cabin is the galley, which
be a rutter—is written in an encrypted contains a small cooking stove and several
shorthand, known only to Captain Timothy. different kinds of breads, cheeses, and other dried
Unless magic of some sort is employed (or a foodstuffs and spices.
nemesis, though they would never reveal the real
Down the Musarde reason for their enmity to mere humans.
Most importantly, Captain Timothy is also
As the bleak waters swirl along the ship, severely prejudiced against gypsies. Timothy's
Captain Timothy is more than happy to chat poor treatment of Raul was spurred partially by
about his travels up and down the Musarde. He his desire to split the party and partially by his
knows the river, its towns, and villages fear and bigotry. He is especially fearful of the evil
intimately. (Some details can be found in eye, and continually makes small hand gestures
Chapter Seven, while the various Ravenloft covertly behind his back when he thinks Raul is
adventures and accessories can provide others; looking at him.
this is an opportunity for the Dungeon Master to Among the superstitious, special hand gestures
allude to interesting events elsewhere in the are thought to ward off the evil eye. Timothy will
core domains and perhaps sew the seeds for explain the concept of the evil eye to the heroes,
future adventures.) He describes Karina as "a if they haven't heard of it already, although like
wild, lively town, especially around Festival most giorgio, his knowledge of the subject is
season" and promises to give the party a tour of imperfect and stilted at best. To gain the heroes'
the highlights once they arrive. confidence, he will teach them a few hand signs.
Meanwhile, Captain Timothy is mentally Most hand gestures will likely make a Vistana
planning an ambush for the party. While he chats laugh than provide any form of protection, but if
about the river and its sights, he pumps the the heroes truly believe they are effective, the
heroes for their background and skills. He is Dungeon Master may permit the character a +1
especially interested in the party wizards; in the bonus to the Evil Eye check.
past, they have caused him the greatest pain. Captain Timothy's ill feelings toward gypsies
Timothy works these queries into the flow of are conveyed in the "Tale of the Captain and the
conversation. Vistana." He tells the story to the heroes in a low
Timothy disappears downstairs around lunch voice as they sail downriver, so Raul in the trailing
time, allowing the hero with the most nautical rowboat cannot overhear.
experience to steer, shutting and locking the
hatch behind him. He will not allow any heroes
to join him. While Timothy is below decks, the The Tale of the Captain and the Vistana
party can hear him bumping around the cabin "The Vistani turn up where you least expect
and the hold as well (he is dipping into his them and always want what you can least af-
brandy). When he returns above decks with ford. They're never to be trusted, always
coffee, bread, and cheese, the Captain's breath spouting lies and stealing your gold. There's a
stinks of drink. good reason why I won't let any gypsy on my
The rest of the day passes quickly, marked by ship, and if you listen, I'll tell you why.
the spectacular array of fall foliage along the I once heard of a sea captain named Bart-
shores and Timothy's apparent drinking binge in ley from Port-a-Lucine, a rather pitiable sort,
his cabin while he prepares lunch. Late in the who went into a Vistana's tarokka booth for a
afternoon, the Virago sails past Matton
Blanchard's hunting party, traveling in the reading. Down on his luck for the past year, he
direction of Karina along the south shore of the wanted to know what cargo he should take on
river. Timothy gives Matton scarcely a second his next trip to Leudendorf, so that he would
glance, although the wolfwere gives the heroes a make his fortune and retire.
mocking salute as the boat sails past him. If the Now the old woman looked at him and said,
party asks Timothy about Blanchard, the "Life has not treated you well, I can see, but
captain's voice takes on a tinge of disgust. your luck is about to change for the best. I will
According to the captain, Matton is "a foppish tell you what cargo to carry, but you must do
dandy and a real snob. I'd steer clear of him, if I what I ask when you arrive at your destination."
were you." Timothy and Blanchard are both fully
aware of each other's true natures; the werewolf Captain Bartley was so desperate that he agreed
and wolfwere regard each other as a contemptible
to her strange request, so long as the Vistana and screamed Out his defiance against the Vis-
would prophesy for him. And the old woman tani into the dark howling winds.
took out her cards, and laid them on the table. It was then that the ship started coming
She told him to fill his ship with timber. apart. All over the decks, the tiny nails started
So Bartley did what he was told, and sailed squirming out of the wood, like squeaking little
up to Leudendorf with a hold full of seasoned iron worms, and once a plank was free, it went
pine. When he arrived, he learned that there hurling up into the night and the screeching
has been a terrible fire in the city. Many gale. Frantic men ran about, tying themselves
houses had burned to the ground, and there down to anything that would float, but Bartley
was not enough wood to rebuild. Bartley's ship stood fast by the helm, still screaming into the
was the first to bring in a full supply of timber, wind, oblivious to his approaching doom.
so he made an incredible fortune. One foggy In the morning, pieces of the wreckage
night, just after he sold the last of his timber, washed up on shore with the lucky crew, who
Bartley heard a knock at his cabin door while all somehow survived the black maelstrom.
the ship lay in port. When he opened it, there But poor Bartley, he was never seen again. In
he saw the same grim-faced Vistana from the storms that wrack the Sea of Sorrows,
Port-a-Lucine. sailors sometimes hear demented screams
She fixed him with her evil eye, and said, above the howling winds, and they say it's the
"You have made your fortune, now you must Cursed Captain, still raging against the Vistani.
do as I say. Give up the sea forever, and Now that I can't attest, for I am only a river
never set another foot aboard this or any boat master, but I will still never let a gypsy
other ship. If you agree, you may keep what board my beloved ship."
you have earned, but if not, you will lose
everything."
Captain Bartley was not at all pleased by Nocturne
the Vistana's curse, but before he could argue As the shadows lengthen, Captain Timothy pulls
with her, she stepped back into the foggy night the Virago close to shore in a wide bowl-shaped
and was swallowed by the mists. Bartley spot known as the Purse, claiming that it is bad
searched the entire ship, but found no one be- luck to sail on the Musarde after nightfall, when
sides his startled crew. river trolls and other deep dwellers go hunting. In
I'll be the first to admit that sailors can be reality, however, Timothy wants to get the heroes
off his ship, so he can set up a covert night attack
very superstitious. Some of the crew heard without implicating himself directly, in case his
the curse of the Vistana. Bartley was already plan goes awry.
known as an unlucky captain and many of The shore along the Purse is steep enough for
his crew left him. A few figured that Bartley's the Virago to moor along side the shore, like a
luck had changed for good and decided to port, without becoming grounded. Timothy pulls
sail again. For you see, to ground a true out some supplies for dinner from the pantry
sailor is to kill him, regardless of his wealth and dismantles the tiller, locking it safely in his
or luck. cabin, in case the heroes think of stealing his
So, despite the curse, unlucky Bartley de- ship during the night. After securing the Virago,
cided to sail back to Port-a-Lucine, though Timothy makes a campfire and cooks everyone
most of his sailors had deserted him. As he spiced sausages from Zeidenburg, along with
more tough bread and cheese. Timothy even
approached Lucine Bay, a terrible storm de- brings out a cask of brandy, hoping to put the
scended on his ship. The rain fell in blinding heroes even further at ease. Although Raul is
sheets and the swells were higher than the obviously glad to be out of his rowboat, he does
tallest mast. Bartley lashed himself to the tiller little besides drink Timothy's brandy. The gypsy
i keeps his weapons and violin by his side all
• %
evening, but he refuses to play the instrument and sleep where they see fit (either in the woods
after sunset. Nikko, if still alive, has gotten near the ship or on deck). Hopefully, they have
worse during the day, and will require treatment not been lulled into a false sense of security by
if he is to live through the night. Raul's inebriation and Timothy's nonchalance and
Night passes slowly in Invidia. During the fall, retain their vigilance.
the sun sets around 5 p.m and does not rise again In the dead of night, a chorus of howls shatters
until 8 a.m. The majestic beauty of the chromatic the silence: a pack of wolves has wandered into
forest has a more sinister atmosphere once the area. As soon as the captain hears their
darkness falls. In the night, the heroes can only approach, he changes into his wolf form and
hear the rustle of branches overhead, punctuated approaches the pack. After a brief scuffle, during
by the screeches of night owls and other which he establishes his dominance, he leads the
nocturnal predators. The forest is redolent with wolves back to the campsite. Meanwhile, the
the pungent aroma of fallen leaves and rotting heroes will probably be rousing their sleeping
vegetation. A waxing moon rises in the east, comrades and readying for combat.
casting a pale ghostly light through the canopy of The wolves charge into camp with a piercing
leaves overhead. howl of such chilling intensity that all members of
Once dinner has been cleaned up, Timothy the party must make Fear Checks. The Dungeon
gathers his bedroll and leaves the party to sleep Master should modify the number and strength
on his own because of his terrible snoring. Soon wolves to properly challenge the party, based on
the heroes hear the captain's distant snorts and their levels of experience. A low-level party
snores. Of course, the werewolf is merely biding should encounter at least one wolf per hero,
his time. He hopes a pack of wolves will stray whereas powerful characters may face 2-3 wolves
close by, so that he can call them to provide a each.
diversion. The wolves all appear diseased, with two
Meanwhile, allow the party to set up watches exceptions: the pack leader and Timothy. The
vw urnr
pack's usual leader is a huge and healthy dire will call out for aide. He thanks the heroes for
wolf, measuring about 10' long. The beast has "saving" him, and apologizes for the danger—in
extensive scars on the left side of its muzzle, all his years, he claims he has never been
including a few fresh cuts from its recent scrape attacked by a pack of wolves. Of course, he adds
with Timothy. conspiratorially, this is the first time he has
In his wolf form, Timothy is even larger: 12' traveled with a Vistana. Timothy will insist on
long—more like a bear than a wolf. His combat sleeping in his cabin for the rest of the night,
abilities are summarized in Chapter Eight. which passes uneventfully. In the morning, the
Timothy has a simple but effective strategy to Virago will pull away from the Purse and sail to
decimate the party: force the heroes to retreat to Karina before noon.
his ship, where he and the wolves can comer and The Dungeon Master should keep careful note
destroy them. The wolves rush at the party from of any heroes who were bitten by Timothy during
the front, forcing them back to the water. Timothy the battle. For each point of damage Timothy
and the dire wolf charge the most powerful inflicts on a hero, there is a 2% chance the
warriors. character will contract lycanthropy.
Raul, meanwhile, distinguishes himself
valiantly in battle. Swinging his blade with deadly
accuracy, assume that he kills one wolf every two
rounds, before being knocked unconscious six
rounds after the battle begins.
I
f the party does not manage to defeat the
wolves, they will all be slaughtered and
devoured by morning, like most of Timothy's
previous passengers. However, given the poor
health of most of the pack, the wolves will flee
after half their number have been slain. The pack
leader will also retreat after being wounded for
more than 15 hit points of damage. Once his
primary allies have fled, Timothy will make an
assessment of the heroes' current ability to
withstand his attacks. If the party spellcasters are
still active, he will flee with the rest of the pack—
not because he fears for his life (because of his
regeneration)—but because he does not want to
endanger his disguise. He will return to where he
was supposedly sleeping, assume human form,
and will, still naked, climb the nearest tree, and
quickly heal any battle wounds using his
regeneration.
After the sounds of battle have died down, he
al DeNonna had been more and suggested events involving major nonplayer
intoxicated in his life, but never characters of this adventure can be used in play,
had so much fun! The songfests whether the heroes are just drifting through
of his village on the Karina or serving as the eyes and ears of the
Barovia/Kartakass border Zarovan.
couldn 't hold a candle to the
revelry ofKarina during
Carnival! The day had been a The Town of Karina
whirlwind of dancing in the Karina is Invidia's largest town, and during most
streets, scantily-clad women, of the year its population is around 2,000
and more wine than he thought people. In recent years, the small city has
existed in the world. become famous for its extraordinarily alcoholic
It was past midnight now, beverages, including Glum Wine, Ambered, and
and he staggered alone down several other exotic drinks. As a result, the local
Front Street, singing at the top wine harvest has grown into a highly popular
of his lungs, enjoying the sound event. During the Carnival season, the
of his voice echoing off the population swells to over 5,000, as visitors
walls of the buildings and that arrive from Barovia, Borca, Richemulot, and
of the wine sloshing in the even distant Falkovnia and Kartakass for a
bottle he carried. week of drinking and carousing.
Then he saw a fellow reveler, Karina is built on the shores of the Noisette
a slender man in a dark cloak River, a tributary of the Musarde, in a small
and wide-brimmed hat. He bowl-shaped valley south of a thick, lush forest.
called to the man, offering him The air is warm and clean during the summer
wine and the opportunity to join him in song. The months, but during the fall and winter, clouds of
man raised an arm, in what Ral thought was a woodsmoke obscure the sky, casting the town
greeting... until he saw the blade flash in the in a gray dusky haze that lasts until spring
moonlight. In his final moments, Ral was stone- when hearth fires are no longer necessary. On
sober. many nights, a thick fog rolls off the river into
As Ral's blood mingled with spilled wine and the city streets, enveloping Karina in a pale
flowed into the gutter, the darkclad man merged blanket.
with the shadows. The town is divided into two major sectors by
Tower Road, a wide cobblestoned street that runs
Inuited to the Carniual from the clockspire, Goldfinger, to the docks
along Front Street. Landmarks of the city and
T
he harvest festival in Karina provides the locations used in this adventure are detailed
principal backdrop for most events and below and clearly marked on the town map for
encounters in this chapter. While the major easy reference.
non-player characters of this adventure are
mobile free agents who can roam about the town
and surrounding countryside as circumstances East Karina
£
dictate, they are encountered in this chapter in ast Karina is a safe, affluent haven in
specific locations in Karina. The Dungeon Master comparison with the western part of town.
is encouraged to devise side encounters with During the week of Carnival, the sleepy town
these characters and otherwise bring them to life is transformed into a sprawling chaos of
for the players. humanity. The normally quiet, cobblestone streets
The Dungeon Master must decide if he wants are crowded with people drinking from ale mug,
the heroes to spend any substantial amount of wine glasses, or even directly from the bottle.
time in Karina at this point, or be contacted by Sidewalks are cluttered with broken glass and
the Zarovan Vistani, who hold the key to the reek of spilled beer. Most Carnival activity takes
lifting of their curse immediately, as described in place between High Road and East Front Street.
Chapter Four. Regardless, the locations, rumors,
$***$?*.
V*
V*. •
I.Uincyards 2. Dockyards
Extensive vineyards line the steep shores of The dockyards run the length of East Front
the river outside the city walls. The neat Street along the river, crammed with small
rows of vines, recently stripped of their passenger boats and river craft that are busily
grapes, have been decorated with paper unloading visitors and cargo. The street is a
lanterns for the festival. The vineyards stand confusion of uncertain travelers and heavily-
like rows of soldiers around stately manors. laden porters, doubled over beneath luggage.
Just outside the city walls, few estates have
been built along the edge of a 50' cliff, un-
doubtedly the residences of the most affluent This neighborhood will most likely be the heroes'
nobility. first impression of Karina. Compared with the
wide expanse of the river, East Front Street is a
claustrophobic bottleneck of hurried people,
livestock, and carts. Those strolling along the
The vineyards of Karina are famous for some of packed dockyards pass a variety of crowded
the best wines south of Richemulot. As the heroes boarding houses, noisy taverns, and over-priced
approach the town, presumably aboard Timothy's shops (tobacco, supplies, lumber, etc.) catering
Virago, they will sail past several farms and to boat owners or travelers.
vineyards. One of the estates, known as Cliff Docking at Karina is not free. Although berthing
House, has been claimed by Gabrielle as her fees are normally inexpensive, during Carnival the
residence for the Carnival. The dark lord's fee rises to 5 sp for every 10' of keel per day. For
temporary residence is described in the final Captain Timothy's Virago (a 50' boat) the fee
chapter of the module. amounts to 50 sp per day. Cargo fees are 5% the
market value of imported goods, payable in
coinage, barter, or actual cargo. In addition, the Unless the heroes act immediately, the rest of
harbor master also charges each passenger an the casks will soon tumble off the cart, killing
admittance toll to the town: 1 sp per unarmed both children. With some decisive action, they
person (unarmed) or 1 gp per armed person. should be able to drag both children to safety; the
Nathan Timothy. Unless stated otherwise, child beneath the fallen cask only has a broken
Captain Nathan Timothy (featured in Chapter leg. Play up the drama and suspense of the scene
Two) will spend the majority of his time at the by threatening the heroes with falling casks from
dockyards, within close proximity to the water's the wine cart; each inflicts Id6 points of damage.
edge. Because of his curse, he cannot stray more While the children are being dragged to safety, the
than a hundred yards from the water's edge cordage holding down the casks breaks,
without experiencing mounting discomfort and showering down 2dlO casks on rescuing heroes
weakness (losing 1 hp/hour). He spends his time withaTHACOof 17.
in Front Street taverns. Now that the cart is lighter, the horses
Rumors. Timothy recommends the heroes join suddenly bolt down the street, knocking the
him at the Dog Fights in he Falkovnian Quarter driver off his seat into the back of the cart.
(Area 9), in his opinion a high point of the Unless the heroes can somehow stop the horses
festivities. (See Chapter 5 for details.) He says (either by slaying or magically controlling
they can find him each night at the Black Swan, a them) they will stampede down the along
disreputable pub on the corner of East Front and docks, eventually hurling themselves off the
Tower Street, at midnight, where he will take them docks and drowning.
to the Fights. Award individual experience point awards (up
A number of other stories are circulating the to 400 XP per character) to heroes that
dockyards. The number of fatal "accidents" at the participate in the encounter. Regardless of their
docks have risen dramatically during Carnival. actions, however, the heroes are not thanked for
People have been crushed while unloading or any courageous endeavors. The parents scoop
transporting cargo. If their memory is properly of their children with a hostile glare and a
lubricated, one man whispers that he saw a "boy spanking, while pedestrians rapidly resume their
in black" that frightened him so much that he former activities as if nothing unusual has
made a sign against the evil eye. happened. The shattered casks remain on the
street until the town watch arrives to clean up
Event: The Boy in Black the mess (no questions are asked). The heroes
Having long since enthralled his guardians and might notice some of the townspeople glaring at
explored the dreary reaches of Cliff House, the them making strange signs with their left hand.
adolescent Malocchio has decided to investigate Those who accompanied Captain Timothy may
the Carnival for himself. After teleporting into have learned these gestures are meant to ward
town," he is wreaking mischief with his evil eye. off the evil eye.
For now, the Dukkar limits his targets to animals Before the heroes resume their earlier
and children. activities, they spot Malocchio watching them. He
is not at all pleased if they have disturbed his
entertainment:
"LOOK OUT!" a man shouts above the fren-
zied whinnying of panicked horses. An ale
cart, laden with heavy wooden casks, teeters You notice a boy in the crowd, no more than
precariously as the bay draft horses rears 10 years old, dressed entirely in black velvet
back, ears folded in terror. As the driver works with a wide lace collar. He wears dark leather
furiously to control the two horses, one of the gloves and pointed slippers. The boy is simply
casks rolls off back of the cart onto a pair of standing there, regarding you with a stern,
children playing by the street. With a scream, mirthless gaze that stands out starkly against
one boy disappears beneath the cask with a the backdrop of Carnival. A group of revelers
sickening crunch, while his playmate still rush past him, obscuring the boy in black for a
stares at the cart, paralyzed with terror. second, and then he is gone. .-»
person (armed); 1 pp per person (mounted).
Malocchio will return to deal with the heroes They also levy a 5% tax on the market value of
later. You can foreshadow his return, or remind imported goods, payable in coinage, barter, or
the heroes of this encounter simply by having actual items. Visitors must pay the toll each time
them encounter horse-drawn carriages they enter the city, but the import tax is a one-
throughout town. Play up the clatter of time event.
approaching hoof beats through the crowd, of Rumors. The soldiers that guard the city are
have them wake up at night to the neighs of quite knowledgeable about the seedier elements
horses below their window. If nothing else, these of the city and warn the heroes to stay away from
constant remainders of the horse incident should West Karina, especially after dark when the
make them unsettled. Slasher prowls those neighborhoods. In the Maze,
Finally, the Dungeon Master can refer to the heroes are warned that Scar runs a "tough
Chapter 8 for Malocchio's game statistics and gang," while Commander Regess in the
description. Falkovnian Quarter administers justice according
to his own rules. The soldiers are not willing to
discuss anything else with visitors, even for a
3. Walls and Towers sizable bribe, but they refer the heroes to the
Engineer in Goldfinger (Area 5), who "knows
Karina proper is embraced by a 15-foot tall everything."
curtain wall made from hewn gray limestone,
punctuated at hundred yard intervals by nar-
row bastions, that project out from the wall to 4. Commons
offer flanking fire in the event of a siege. The
walls are further protected by a 20' wide moat, Crowded cobblestoned streets open into a
fed by two meandering streams and by the wide paved plaza, perhaps a hundred yards
Noisette River herself. Near the foundations of wide and two hundred long. The plaza has
the walls and towers, the crumbling mortar been converted into a grand bazaar and
has been overtaken by seeping, dark green trading area of visiting merchants. Dozens of
lichen.
temporary stalls have been erected in the
center of the square, where a variety of mer-
Karina's walls are kept in generally good chants, farmers, winemakers, and brewers
repair considering the fact that the town has not sell their wares. Although many stalls feature "
been besieged during the past generation. The the latest vintage wines from the surrounding
town's fortifications were originally erected countryside, they also contain fruits and
Bakholis, Invidia's original lord, but after he was vegetables from the autumn harvest: apples,
murdered by Gabrielle , Karina's walls and moat squash, corn, potatoes, and huge turnips are
have served only to keep out prowling all on display among the myriad of stalls.
monsters.
The Watch. The watch intermittently patrols The north end of the plaza is dominated by
the long curtain wall, but their vigilance is lax, a long building with dozens of high arched
especially now since most of the guards would windows along its facade.
prefer to be enjoying the carnival. The wall In front of the hall, a wooden scaffold and
watch consists of 30 guards (1st level gallows have been erected recently, as at-
warriors), overseen by three burly sergeants tested by the fresh unpainted timber and faint
(2nd level warriors). They are equipped with smell of sawdust. A long rope lies coiled at the
studded leather armor, battle axes, and light base of stairs leading to the top of the plat-
crossbows.
form, but otherwise the execution site is de-
The primary function of the watch is to make serted, except for a few young children play-
sure that visitors pay a toll in order to enter the
town for the carnival. A pair of guards are ing among the vertical supports beneath the
stationed at each of main gates, where they platform.
charge 1 sp per person (unarmed); 1 gp per
.X 'j- j . ' - 1 -> '-i'^
Although not in the geographic center of The crowds around you part abruptly,
town, the Commons is the commercial and disgorging a sleek black horse mounted by an
administrative nucleus of Karina. The heroes extraordinarily handsome noble. In his mid-
can find just about any kind of foodstuffs or thirties, he has a long drooping mustache and
beverages at the open markets at the prices a scar down his right cheek. He is wearing a
listed in the Player's Handbook. The market hunter's leathers and tall black leather riding
square remains active until nightfall, when the boots and a plumed wide-brimmed hat. It is
center of Carnival activity moves to the Wine the man you encountered while in the
Garden (Area 6). By day, the Commons is the wilderness. He glares down at you from the
heart of the Carnival, and any incidental saddle, hand on the sheathed rapier at his
encounters with the nonplayer characters of this knee, not a glimmer of recognition in his face
adventure can be staged here. or voice, only haughty disdain: "Out of my
The town hall at the end of the plaza contains way, you rabble!" Not a glimmer of
the offices of the town officials and the meeting recognition, only haughty disdain.
halls for the guilds. The residents of Karina In the wake of the mounted nobleman, six
currently acknowledge Mayor Zachary exhausted retainers are jogging behind their
Beauchamps as their ruler, but like most master's horse, dragged along by a pack of
important public officials, the poor man is hounds held tightly in reign. The emaciated
hopelessly enthralled by Gabrielle and secretly dogs struggle at their leashes frantically in the
her fawning slave. For the duration of the holiday, direction of the food vendors by the street
the town hall is closed. (Area 7). before one of the retainers lashes them
The gallows in front of the town hall is reserved brutally with a leather crop.
for the last day of the Carnival, in which the
convicted criminals from the Citadel will be
executed. Most citizens look forward to the The heroes have two choices of action. The
hangings as the culmination of the week's simplest (and safest) action is to back off, and
entertainment. The Dungeon Master should take allow Matton to pass. After their nocturnal
time to describe the ominous scaffolding in the ambush in Chapter Two, the heroes may suspect
midst of the celebration, if only to foreshadow the Matton is a shapechanger and hence may be
death and darker elements underlying the unwilling to antagonize him openly on the streets,
festival's merry facade. especially when he is supported by underlings.
Rumors. There is anticipation for the Assuming that they step aside, the noble heads
upcoming executions on the Commons; some toward the Wine Garden where he takes up
townspeople mention arriving early for good residence at the Laughing Maiden.
seats. The prisoners come from the Citadel (Area The heroes will face dire consequences if they
7), where they are said to be tortured hideously attack Matton openly on the streets during
until their sanity shatters. Persistent questioning Carnival. Not only will they have to face down the
can uncover a few rumors on the Commons pack of vicious hunting dogs, Matton's retainers,
relating to strange accidents (similar to the wine and Storm (the war steed), but Matton himself
cart upset described earlier), but the townspeople has the height advantage from atop the steed (+2
here are reluctant and frightened to discuss them. to hit). If the heroes seem too much for him to
If asked about a "boy in black," the locals handle, Matton simply rides away, leaving his
immediately shut up, make signs against the evil retainers to detain the heroes while he summons
eye, and hurry away. the watch (4 lst-level fighters), who arrive within
5d4 rounds and attempt to arrest the heroes. If
Event: Matton's Grand Entrance captured, they may be incarcerated in the citadel
While wandering through the crowd, the heroes (Area 7) until they manage to bribe the warden or
encounter Matton Blanchard and his retainers, escape. In any event, they will have made an
returning from their hunt (see Chapter Two): enemy of Matton and robbed themselves of a
potential source of information later in the
adventure.
However much the heroes dislike Matton, donated or sold all of the clocks available in
unless there is open antagonism between him and Karina, either on a mercurial whim, or to finance
the party, he will seek them out in the next one of his latest researches. Although he is well-
chapter, asking for their assistance. known and admired throughout town, most
citizens give Goldfinger wide berth, for those
living nearby have reported hearing frightening
5. Ooldfinger rumbles emanating from the base of the tower.
Contrary to most rumors, the Engineer does not
On an unnatural bowl-shaped mound, sur- know "everything;" in fact, he cares for very little
rounded by a copse of well-tended shrub- aside from magic and machines. He lives in a
bery, a lofty clockspire rises into the sky at mechanistic bubble, effectively insulated from the
the center of Karina. Easily visible from most rest of the world.
parts of town, the 60' tower is hewn from
polished yellow granite that reflects the
golden light at dusk or dawn. Just under the 6. IDine Garden
tower's pointed roof, a white clock face
stares out at the city, mounted at the center The streets leading east to the Wine Garden
of each wall in the four cardinal directions. and Brewery Street are filled with revelers,
The hands and numbers of the clock are open shops, outdoor cafes, corner entertain-
painted lustrous black, and every hour it ers, and ale stalls. The Garden itself is a
chimes, punctuating the flow of time for the crowded narrow plaza, a chaotic jumble of
entire city. tables and chairs. At the west end of the
- ~ ~ . --""-if plaza, on a raised stage, a brass band plays
cheerful vignettes, while a great mass of
Along with the Citadel (Area 7), this clock, drunken dancers stumble around in front of
called Goldfinger, is a prominent town landmark, them. The Garden is lined with six large tav-
essential for visitors navigating a new city. The erns, each packed with customers enjoying
tower is inhabited by the Engineer, an antisocial the Carnival.
wizard with a fascination for machines. The
Engineer is a wizened and self-absorbed wizard,
thoroughly devoted to the creation of intricate
magically-powered mechanical devices. He is The Wine Garden is the town's entertainment
utterly dependent upon an ear-horn (he is half center, remaining active throughout most of the
deaf from living in the clocktower) and spectacles night. Most of the town's best taverns can be
(he is near-blind from staring at tiny found along this plaza, or along nearby avenues,
mechanisms). His only volume of speech is a such as Brewery Street to the north. The six
shout. The wizard is alone in his tower, except for taverns on the Garden (the Silver Star, the
a small army of mechanical creations. The Laughing Maiden, the Clock's Tick, the Golden
basement of the tower contains a huge workshop Fields, the Raven's Roost, and the Shield & Boar)
containing his latest invention, a mechanical are each supported by an individual winery or
golem (see the MONSTROUS COMPENDIUM: brewery, so that the wines and ales at each of the
RAVENLOFT Appendix. The golem is nearly houses are distinctly different.
completed, and the Engineer is rushing to finish Among the exotic, if expensive, beverages
the device for the end of Carnival, when he plans available in the Wine Garden are: Ambered (an
to donate the contraption for the defense of the aromatic golden wine), Glum Wine (a mellow
city. The Dungeon Master can expand the red), Setarn (a delicate white wine), Shriek (a
Engineer and his mechanical golem into an tart, brash red wine), Billy Goat (a musky beer),
interesting side adventure, if desired. The and Sharp (the local ale).
Engineer should be at least 9th level, and may be Entertainers. The Garden is a stage for some
developed into an interesting tutor for a visiting of the Carnival's finest entertainment. Minstrels,
wizard to the city. small bands, mimes, jugglers, jesters, puppeteers,
Rumors. The Engineer is as much of a and acrobats from all across the Core can be
landmark in Karina as Goldfinger. He has either found in the streets near the Wine Garden. Those
•**•-. >
seeking to gamble will find numerous celebration is taking place at tables outside the
opportunities to lighten their purse at the card Silver Star, which is right next door to the
and dice games in the taverns. Laughing Maiden. The reception proceeds
Matton. The wolfwere takes up residence in the normally until the toasting ceremony, when
Laughing Maiden. If the heroes spend any time in each family member must toast the newly
the Wine Garden, Matton will notice them; he has married couple.
gathered some small information about Gabrielle,
and has gotten the impression that she is being
held isolated in one of the manor houses around A man called Gustav, the brother to the
town. He is wrong, of course, but he thinks it is bride, is called upon to give a toast. Instead,
the Gentleman Caller who is keeping her from the angry man splashes wine in his brother-
attending the Carnival, which, he knows, is one of in-law's face, calling him a cheat and a
her favorite times in Karina. Assuming they did scoundrel for bringing dishonor his sister's
not attack him in the Commons, Matton offers to name. He challenges the groom to a duel on
pay each hero 5 gp a day if they will attempt to the spot. The bride faints. Seconds later, the
locate Gabrielle for him, and then assist in groom's father is on his feet, shouting for
expelling the evil man from her presence. He will his son Dieter to avenge the insult. While
tell the heroes the full tale of the succubus' Dieter and Gustav prepare for combat, the
appearance at Loupet, but leave out the fact that tables are being swept aside to make room
he himself is a wolfwere. (This tale may sound for fighting. Most of the wedding party is
familiar if the heroes have already encountered watching the enfolding events in stunned si-
the Zarovan, as described in the next chapter.) lence, as a crowd of curious onlookers
starts to gather around the perimeter of the
Finally, Matton asks the heroes accompany fighting area.
him to the Dog Fights that evening so he can
learn more information. He asks that they meet
him at the Laughing Maiden before midnight on
the day they speak with him. The heroes are watching the fruits of
Rumors. Crammed with drunken visitors Gabrielle's cruel manipulations. For weeks prior
from nearby cities, the taverns are an excellent to the wedding, she has had affairs with both
place to learn about the lore of the Demiplane. Gustav and Dieter, and on the morning of the
Because of the festive occasion, however, none wedding, she arranged for Gustav to catch her
of the visitors will want to discuss the negative and Dieter during a secret rendezvous. Later,
aspects about their home; a merchant from she confronted Gustav and told an elaborate lie
Barovia, for instance, might talk dreamily about about how Dieter had forced himself upon her,
the dawn rising over the mountains, about his while laughing about the ignorance of Ingrid.
estate's lovely forests, or about the beauty of She gave Gustav a poison with which to treat
his hometown, sooner than he would mention his blade, and thus avenge both women with
any of Strahd's depredations. Although it is one swordthrust.
easy to learn about distant domains from Unless the heroes intervene, the encounter
travelers, gleaning rumors about Karina is much proceeds like the final scene of Hamlet. Armed
more difficult, since many of the townspeople with the poison given to him by Gabrielle, Gustav
prefer to stay indoors until after the Carnival envenoms his blade and stabs Dieter during the
madness has ended. first few rounds of combat. Dieter then disarms
Gustav, and uses the poisoned sword to stab
Event: Invitation to Dance Gustav, who stops fighting to reveal its poisoned
As the heroes are in the Wine Garden, either nature. Meanwhile, Frau Braun has vanished
here because of Matton or just wandering without a trace.
through, (but prior to him asking them for aid), As the fight is unfolding, Gabrielle has
they happen upon Gabrielle Aderre, who is already moved on to her next prey: the male
attending the wedding reception of Dieter and player character with the highest charisma,
Ingrid Zimmermann under the guise of "Frau having been drawn to this handsome, foreign
Braun," one of Dieter's widowed cousins. The male in the crowd. She approaches him, the
illusion of Frau Braun dropped, revealing her
true self. She is wearing a simple, yet elegant 7. The Citadel
dress and a veil across her face, like many
other women at the Carnival. She will feign
horror at the brutality and will play the shrinking A dilapidated castle broods on a small hill
violet. Should the hero seem receptive to this overlooking Karina. The town walls ride up the
routine, she will charm him with her evil eye, hill to kiss the perimeter of the citadel, but the
and will then begin to accompany the party castle stands apart from the town's fortifica-
during its wanderings in Karina. (The Dungeon tions, a self-contained stronghold guarding the
Master may tell the player his character has northern-eastern approach to Karina. Al-
been charmed, if he wishes, but should ideally though the castle's outer walls and towers ap-
just try to impress upon the player how pear solid, some of the inner buildings are in
sympathetic and vulnerable this small woman serious disrepair.
seems to him.)
Once Gabrielle discovers Raul is with the
party, she will do her utmost to poison the hero The Citadel was once an important
against the smith, using twisted lies based on administrative center for Baron Bakholis, Invidia's
the truths of her background, claiming that previous lord. Bakholis resided primarily in
Vistanis kidnapped her as a child and sold her Loupet, and the castle and town were
to Bakholis, the former overlord of Invidia. At administered by his chief steward, Manfred Taige.
some point, she will react with horror to a burly When news of Bakholis's murder reached Karina,
fighter in the crowd, who is walking with a the garrison revolted against the steward. During
fetching beauty on his arm. She will faint into the uprising, Taige and his supporters were
the arms of the charmed hero, and when she cornered in the great hall. Rather than fighting the
comes to will exclaim that the man was steward any longer, the revolutionaries sealed all
Bakholis' former slavemaster. She urges the the exits and set fire to the hall. The fire spread to
heroes to free that poor woman from his engulf the entire north wing of the castle. Over
fiendish hands. The charmed hero will be all for the years, attempts have been made to renovate
such a noble quest, and will do his utmost to the north wing, but a number of strange and
convince the rest of the heroes to support him. deadly accidents (caused by the ghost of Taige)
The fighter is, in fact, Radu Gerdanok, one of quickly stops all progress.
the few local nobles who has not fallen to The south wing of the castle currently houses the
Gabrielle's evil eye (he is a 9th-level fighter with barracks and offices for the wall watch, administered
traces of Vistani blood). He was recently reunited by Captain Johannes Van Deusen, a cherry-
with his wife, and now Gabrielle wants the heroes cheeked, bulbnosed drunkard and buffoon (and a
to slay this "abominable monster." 3rd-level fighter). The castle rarely houses more
The particulars of how this develops is than 20 offduty guards (lst-level warriors). Less
entirely determined by the heroes actions, but than a dozen watch the gates and patrol the castle
any rash attacks on Radu will either result in walls. The guards carefully avoid the North Wing.
their deaths or on their being locked away in Most of the castle towers serve as
the Citadel (Area 7). If they attempt to learn storerooms, containing provisions in the event
more about Radu, they will find that he was of a siege, but the towers along the north wing
one of the few who dared oppose Bakholis. have been converted into a prison. By day, the
Whatever the result, Gabrielle will have prisoners are guarded by a pair of soldiers, but
vanished when events have run their course, none of the guards dare to watch over the
leaving behind only a handkerchief dappled prisoners at night. The prison towers contain
with blood. (She hopes the heroes will think over 30 inmates, most serving sentences for
she has been kidnapped.) some sort of violent crime. The seven worst
offenders (murderers, mostly) are scheduled to
be hanged at the end of the Carnival, but the
condemned are envied by the remaining
prisoners, for they at least leave the prison.
^
A
t some point after they arrive in Karina, the
heroes attract the notice of the Zarovan
Vistani. This mysterious tribe initiates contact
with them, as described in the next chapter, and
this will both put them on a path to have their
curses lifted, as well as a collision course with the
Dukkar.
Meanwhile, Gabrielle learns of Malocchio's
exploits in town (possibly even after playing
Ik..
arcella squinted at the tarokka Dungeon Master feels appropriate. None of these
cards that lay in an extended characters will ever reveal name of their tribe or
cross on the table, the incense discuss their true agenda. When dealing with the
swirling thickly in the air Zarovan, the heroes must never experience the
around her. "They are near," comfort of knowing exactly with whom they deal.
she said. She turned to the Despite her awesome divinatory gifts, Marcella
mustachioed man at her side. is powerless to locate the Dukkar. She knows the
"You must go to Karina and test creature now resides near Karina because it is the
their strength and show them region of the Demiplane has become obscured in
the proper path." her divinations. The Zarovan captain, Vincenzo is
"Yes," the man said, leaving now seeking the giorgio at the Carnival whom she
the vardo. has foreseen will defeat the Dukkar.
Marcellafingeredthe cards,
absorbing their full meaning.
"And you, Gabrielle Aderre, The House of Mists
T
wherever you are, may your he presence of the Dukkar have made the
foul offspring make you regret Zarovan paranoid and distrustful of even their
your life of evil. But may the own abilities. Before recruiting the heroes,
price of your punishment not be Vincenzo plans to test them with the House of
the world." Mists. The Dungeon Master can stage this episode
anywhere in Karina, although it would work best
This chapter focuses on the in the Commons (Area 4) or the Wine Garden
heroes interaction with the Vistani, (Area 6), the Carnival's focus.
as triggered by an encounter with
a different kind of Carnival amusement, and the
return of a foe they thought slain. The events in the Pushing through the Carnival crowds, you
chapter take place after the heroes have spent some have seen countless entertainers, from the
time in Karina. However, they may have to return to Fabulous Fire-Eaters of Mortigny to the bizarre
the city to gather more information in order to find Fred with his Singing Salmon.
the clues needed to defeat the Dukkar. "Come one, come all, to the terrifying
House of Mists!" A barker's cry suddenly rises
above the festival clamor. "Test your courage
The Zarouan and skill of arms!"
T
he mysterious Zarovan have come to Karina At the side of the street, a man stands on a
in response to the presence (or more short wine cask in front of a 7' tall black
precisely, the anti-presence) of the Dukkar, a wooden box. A nervous green parrot paces
creature immune to the divinations and extended atop the tall box, muttering to itself, echoing
influence of the Vistani. The Zarovan cannot allow the barker ("Monsters of the Mists, wraagh!").
such an abomination to roam free, for they fear The barker's weathered face is creased by a
the Dukkar when fully grown may bring about the inviting smile, and a gold earring glitters at an
destruction of the entire Demiplane. ear. His dark pants and shirt are accented by a
fancy red and black satin vest.
The Zarovan are perhaps the most powerful
Vistani in Ravenloft, as suggested in Van The barker is now looking directly at you.
Richten's Guide to the Vistani. They are linked The roar of the crowd drops away, so that you
with Strahd von Zarovich, and some (such as Van hear his voice alone.
Richten) speculate that the Zarovan are Strahd's "Welcome to the House of Mists! Come
allies or perhaps even his jailers. brave the ghosts of your past!"
The Zarovani are led by Vincenzo (the "Ghost from the past, wraagh!" The green
captain); Eva (the raunie); and Marcella (the parrot fixes you with a knowing gaze.
seer). Game statistics are irrelevant for these
powerful characters. They can have access to any The barker introduces himself as Vincenzo, his
spell, magic item, or secret knowledge that the parrot as Lolita, and the tall wooden box as the
fabulous, incomparable House of Mists. He invites corpse transforms into the body of one of the
the heroes to step into the box and battle the heroes (assuming that one of them was infected
fearsome creatures of the Mists. Vincenzo assures with lycanthropy by Timothy during Chapter Two;
them that it is utterly safe. For the "thrill of their if none of the characters was infected, then the
lives" he charges a "pittance" of 5 gp. Each. (Of wolf corpse transforms into Nathan Timothy).
course, the price is subject to negotiation; he names Should more than one hero want to try the
a price that the heroes can just barely afford and House of Mists, the Dungeon Master may vary the
lowers the price until they seem interested). phantom creature according to the heroes' wishes
If the heroes ignore the barker, that's fine as (he's the paying customer), which allows him to
well. The Dungeon Master can arrange a future face off with a creature he could not normally beat.
encounter with the House of Mists after the heroes The creature should be utterly ruthless with its
have spent an additional night or two in town and tactics, for the character can always play again.
been subject to Leyla's renewed haunting (see Once the heroes have tired of the simulation
"Ghost from the Past," below). If, after several (or perhaps exhausted their supply of gold), they
attempts, the heroes still refuse to try the House should have learned that Nathan Timothy and at
of Mists, Raul himself volunteers to enter the least one member of the party may have
House of Mists so that he can face the "ghost lycanthropy.
from his past."
Although he is a powerful Zarovan, Vincenzo
plays the part of a mundane barker and a carnival Vincenzo thanks you all for stopping at the
illusionist. Lolita chimes in occasionally from her House of Mists. Then, leaning forward and low-
lofty perch to accent Vincenzo's important ering his voice to a conspiratorial whisper, he
assertions about the attraction's safety ("Perfectly adds: "The help you need can be found in
safe, wraagh!") and to poke fun at the heroes. Vulpwood, but only if you possess courage."
Vincenzo will not admit he is Vistani, although he Lolita alights on Vincenzo's shoulder.
shares a few words of welcome with Raul in patterna "Courage, wraagh!" she echoes.
(the Vistani language). Neither Vistani will elaborate The barker steps back into the black box
further on the nature of the House of Mists. The and draws the door closed with a brisk snap!
heroes may enter the House only one at a time. In the blink of an eye—as if a spell has just
ended—the clamor of the crowd around you
The House of Mists is a seven foot tall black swells to its previous volume, and you are now
box with a square base less than three feet wide. staring at an empty stall in the market.
It is fitted with an accordion door of dark, supple
leather. Inside, there is seemingly infinite space to
maneuver, all of it shrouded in thick mist. The Tenants of nearby market stalls—who claim to
Dungeon Master may choose to place rocks and have been spent the day in the vicinity—will
other natural terrain in the area as well. swear they have not seen a man in a red vest,
Moments after entering, the hero hears the accompanied by a green parrot. The House of
howl of a wolf, and then a huge, bear-sized wolf Mists is gone and will not reappear for the
charges out of the mist. The creature looks duration of the adventure.
identical to Nathan Timothy in werewolf form (see
Chapter Two). If the hero failed a fear check
during the previous encounter with Timothy, then A Ghost from the Past
S
another such check may be called for in the hortly after encountering Vincenzo, the heroes
House of Mists. are once again plagued by Leyla's ghost.
For the purposes of the carnival game, the Until Raul willingly destroys his violin by fire,
phantom wolf creature has the same THACO and as noted in Chapter One, she will haunt them
AC as the hero. Furthermore, successful attacks from now on, although her hate and desire for
do not score damage, only "hits." The wolf revenge will be focused mostly on the hero most
creature attacks once per round. Five hits responsible for her defeat in Chapter One. Leyla
inflicted upon either adversary ends the attempts to lure the Chosen away from his
simulation, and no experience points are earned. compatriots using a variety of auditory illusions
However, if the wolf creature is defeated, its prone that only the victim can hear. This is a new power,
mm MK*
gained upon her evolution into a third-magnitude involving Leyla with Chapter One, any random
ghost (according to Van Richten's classification). encounter may be substituted.
At first, she is contents herself with tormenting
her victim from afar.
The Distant Echo. Faintly at first, the Chosen The Ghost's Attack
hears a distant Gypsy violin, softly at first from a The heroes come upon a lone vardo, and the
secluded location, such as a dark alley, or a back heroes (including Raul) hears the sound of a baby
room in a tavern (if the Dungeon Master has crying behind it; if Nikko still lives, the infant
access to Gypsy music, he should play an begins to cry as well. The vardo appears identical
appropriate violin passage). Regardless of the to Raul's, which the party presumably abandoned
hero's actions, the music softly dies away, only to on Dead Man's Perch in Chapter Two. If the heroes
pick up later when the character relaxes his does not investigate, Raul approaches the vardo
guard. The Dungeon Master can perhaps himself. Beyond it, is a campsite stands the ornate
obscuring its importance by mixing it with one of iron bassinet that was Nikko's cradle. Leyla is
the events from Chapter Three. stands beside it, fully manifested in physical form.
Chilling Crescendo. After nightfall, perhaps Unlike Chapter One, she appears as a solid human
while the hero tries to sleep, he hears the music Vistana, although she now radiates supernatural
again growing steadily louder until it fills his ears fear like any ghost. Aside from Leyla, the
in a deafening crescendo. The music comes from remainder of the campsite, including the vardo,
no specific direction. Suddenly the music stops, cradle, and crying are illusions.
only to be replaced by the sound of an infant Leyla walks menacingly at the Chosen
crying. The wailing gets louder and louder, until it character, ignoring Raul and the rest of the party,
sounds like a frenzied shrieking. Then the keening her eyes blazing with evil fury. Unless the heroes
stops as soon as suddenly as it began. (If Nikko is makes a saving throw vs. spells, they flee in panic
still alive, the baby is sleeping soundly.) for 2-12 rounds. If Leyla touches the character
If the Dungeon Master wishes to torment the hero once with her paralytic grasp, the victim must
further, these brief hallucinations can be skillfully make an insanity check (another saving throw is
interwoven with real events (perhaps a mother needed in order to resist the paralysis). The ghost
walking down the street with an infant, or an can be harmed by magical or Vistani-forged
ordinary street-side entertainer playing the violin). weapons. Raul helps the party drive off the ghost,
At any event, these strange noises foreshadow slashing at the undead with his scimitar. Leyla
Leyla's attack when the heroes go tofindthe Vistani. pursues the Chosen until reduced to zero hit
points or the victim fails an insanity check. The
ghost then slowly dissolves with a gleeful
Uulpupood Horror laughter, along with her illusions.
Once the heroes decide it is in their best interest If the party is helpless in the face of the ghost
to investigate Vincenzo's cryptic remark, even a (i.e., they have no magical weapons or Raul), the
few cursory questions to the townspeople or DM can arrange a last-minute rescue by Vincenzo
tourists will reveal that Vulpwood is directly to the from the nearby Zarovan camp, since the ghost
north of the city. Townsfolk will also advise the flees at the sound of the barker's approach.
heroes against traveling Vulpwood after dark, and Alternatively, fleeing heroes may run straight into
only with great caution during the day. The wilds the Zarovan camp, where they are safe from
beyond the city walls are infested with wandering Leyla's tricks and illusions.
wolves, wild dogs, and werewolves from
neighboring Verbrek, and the deep ravines are Leyla (3rd-Magnitude Ghost): INT Ave (11);
home to will o' wisps and jermlaine. AL CE; AC -2 or 4; MV 9; HD 8; hp 45; THACO 15;
The Dungeon Master should stage at least one #AT 1; Dmg: 1-6; SA: Paralyzing touch (2d4
hostile encounter in the wilds before the heroes rounds), insanity, fear aura (2-12 rounds),
reach the Vistani. Compared to the forest, the accelerated aging (5d4 years); SD: harmed only by
House of Mists was a minor test of courage. The magical or Vistani-forged weapons; standard
DM may run the following encounter with Leyla's undead immunities; auditory and visual illusions;
ghost, or, if the DM decided to conclude the plot SZ M; ML Special; XP 5,000.
• • ' . ! •
Night with the Zarouan One by one, the Vistani finish their various
tasks about camp and join the growing circle
A
s the heroes end the encounter with Leyla around the fire. At Eva's request, Raul pro-
(through flight or otherwise), night falls over duces his violin and, after a few plucks to
the forest with frightening speed, as if the day tune the strings, the Vistana smith begins to
has been sucked into oblivion. However, in a stroke them with his bow, striking up a spir-
small clearing, blanketed in moonlight, they come ited melody. A look of tense surprise mo-
upon a circle of vardos that stand like a fortress mentarily appears on the elderly woman's
against the night creatures of the forest. The face, but it quickly gives way to a smile of
heroes arrive are welcomed by Vincenzo, still enjoyment as she begins clapping in time to
wearing his flashy red vest. An elderly woman the music.
named Eva stands beside him, attired in dark
flowing dress with a parrot-green shawl wrapped
around her sturdy shoulders. The Vistana If the Dungeon Master has access to "gypsy"
introduces herself as the raunie, or female leader, violin music, he should put it on, then continue
and invite them to join their campfire circle with with the description of the scene.
the rest of their tribe and assuring them of their
safety from the ghost. In the shelter of the fire, the
heroes are given mugs of fragrant tea by other Soon, the Vistani are clapping and
Vistani to warm their hearts and wash away the singing. A beautiful young girl rises and be-
last traces of ghost-fear. gins to dance around the fire, shaking a tam-
At some point, the Dungeon Master should bourine to the rhythm of the music. She
call for intelligence checks from the heroes. spins and twirls her skirt round and round,
Success means they notice Raul's vardo among until you are dizzy just watching her. Sud-
the others at the camp, somehow transported denly, she comes to a stop before your party.
from Dead Man's Perch. Raul is startled and Gently she sways before you, the slightest
grows cautious at this sight, but a few words smile upon her lips.
with Vincenzo in patterna changes his concern "Who will dance with Qitana?" asks a
to gratitude. nearby man. "Hers is a rare invitation indeed!"
I
light of the event or refuse Marcella's request f the heroes do not yet have any information to
for aid , then they must pay dearly for any report about events in Karina, the Dukkar, or
services rendered. Gabrielle, Vincenzo requests that they go to the
Assuming that no breaches of protocol occur, city and return to the campsite before nightfall
Marcella, Vincenzo, and Eva ask the heroes about tomorrow to report. During the next three nights
their sojourn in Karina and invite them to tell a of the full moon, known as Fulltide, the Vistani
story. They are particularly interested in their are at the height of their powers. If the heroes
encounter with the Boy in Black. Reward those who cannot uncover the location of the Dukkar before
entertain the group with experience points. (Flout the close of Fulltide, then not only will the
any bard who refuses to rise to the occasion). creature remain beyond the influence of the
Finally, when the heroes inevitably ask about Vistani for another full month, but the heroes'
how to return home, Marcella says only that "you curses will be even more difficult to remove.
will not see the home forge before the last night of Chapter Three details Karina and the information
the full moon." Leaving Ravenloft is one of the that can be learned.
most powerful gifts of the Zarovan. However, If the heroes have already gathered the needed
under no circumstances will any other Vistana information (or upon returning to the camp after
reveal that he or she has the power to return the doing so), the Zarovani leaders state that, with the
heroes home. help of Raul, they will create a magical item
capable of binding the Dukkar. Further, they
request that the heroes return to town, as this
Uistani Gifts night is one of the great significance to the
Assuming that the heroes agree to help, the Vistani, the Lunaset, and they must perform
Zarovan provide them with a number of gifts. rituals that no giorgio may see. In the meantime—
First, as added protection against the Dukkar's if the heroes do not think of it themselves—one of
evil powers, Marcella gives each of the heroes a the Vistani urges the heroes to investigate the
small evil eye amulet +4 in the shape of a blue Dog Fights (the subject of the next chapter) in the
glass pendant .painted with an eye symbol (see event that they can learn more specific
the introductory chapter, "Cutting the Deck"). information about the Dukkar.
She does not explain the evil eye in detail,
except as a general magical force shared by all
Vistani.
Further, Marcella provides the heroes with a
form of healing potions. This herbal curative
functions regardless of their curse. The imbiber
must immediately make a saving throw vs.
poison after drinking one dose of the noxious
mixture. If the save is successful, the elixir acts as
a potion of extra-healing; if it fails, no healing is
achieved and the imbiber suffers a -1 penalty to
attack and damage rolls for Id6 hours, due to
nausea. The heroes may consume as many doses
are needed to heal them fully.
In addition, if any of the characters have
contracted lycanthropy from Timothy, she warns
t's gonna be a good one this year," Nathan could feel comfortable with the proximity
Nathan Timothy said, kneeling in of the river), but the event was plagued by the
front of the cages. The dogs inside Midnight Slasher, and the town watch arrived to
threw themselves at the wire gates, interrupt the affair. Since the event has been
frothing at the mouth and snarling moved to the Falkovnian Quarter, the number of
angrily, wanting to rip his face unpredictable "accidents" has decreased
with their fangs. He stood and substantially. The invited arrive at the Dog Fights
looked to the woman in the with a well-armed escort to the attentions of the
shadows. "How did you get them Slasher.
so vicious?" Only two people involved with the Dog
"Trade secret," she replied, Fights know of Gabrielle's and Malocchio's
giggling sweetly. "Do you want to current lair in Cliff House. Both Scar Tabor and
see the other combatants?" the Midnight Slasher have (independently)
"With pleasure," Timothy said, done enough snooping around the manor
standing and taking the woman's house to verify the repeated presence of
arm. "Anton had promised me a tour Qabrielle and "the Boy in Black." The plot of
of his dungeon. Let's make an even this mini-adventure revolves around learning
out of it." this key piece of information. Armed with this
intelligence, the heroes will be able to search
out and confront Gabrielle and Malocchio in
Bloodsport the following chapter.
T
he Dog Fights are a recent Because of the Dog Fights' secret location, the
Carnival tradition, established heroes need a sponsor to guide them to the event:
by Nathan Timothy and two either Nathan Timothy from the Dockyards (Area
werewolf associates from Verbrek. Unlike most 2); Matton from the Wine Garden (Area 6); or
dog fights, however, these contests are Scar Tabor from the Maze (Area 8). Each of these
conducted between a trained attack dog and a sponsors have their own reasons for wanting the
defenseless human, and the werewolves wager heroes to accompany them to the occasion; none
how many dogs it will take to bring down the of the sponsors' motives are altruistic, and none
prey. The Dog Fights have many visitors— discuss the true nature of the event. Depending
some of them even human—who delight in upon the mood of the Dungeon Master, the
such horrid sport. strength of the party, and their choice of a patron,
The sadistic Commander Regess, who provides there are three ways to run the adventure, each
some of the victims from his townhouse outlined below:
dungeons, finds the Dog Fights exhilarating.
Every year, the Midnight Stalker watches secretly
from the shadows, waiting for an opportunity to Recruiting Entertainment
strike at the evil crowd. The nastiest and most dangerous introduction
The Dog Fights are an event where the evil to the Dog Fights would be for the heroes to
creatures of Ravenloft come to see and be seen. It choose Nathan Timothy as their patrons. As an
is a place where dirty money changes hands and organizer of the event, Timothy is interested in
dark secrets are whispered. It is also the ideal recruiting additional entertainment for the
setting for a brief adventure. evening. If the heroes accompany the villain to
the Dog Fights, he plans to make them
participate. The soldiers and twenty werewolves
Sponsors and Guests attending the dog fights should be plenty to
T
he location of the Dog Fights is a carefully subdue even a powerful party.
maintained secret; the event moves on a
yearly basis but always remains in the
Falkovnian quarter, where Regess has supreme Planning a Heist
legal authority. On the first year, the Dog Fights Scar Tabor's plot to steal the bankroll for the Dog
were held in the Warehouse district (so that Fights should be appealing for the heroes, since it
provides them with a specific mission aside from various locks in the warehouse) and pouch of
serving as simple bodyguards. In addition, an black flight powder (see below). Tabor cautions
invitation for a caper may be too tempting for the heroes to sprinkle the powder on their boots
roguish heroes to resist. Scar Tabor plans to before they leave, since it has a limited
doublecross the party, but only after they have duration. The darkling explains that the powder
handed him the stolen treasure (see Area 8 in the is necessary since the Falkovnians use guard
previous chapter). Because of the treachery dogs to track escaped prisoners. Although this
involved, this plot also requires a battle-ready is true, he is much more concerned about an
party of adventurers. unwelcome visit from a pack of angry
Should the heroes keep accept Tabor's werewolves. Finally, once the heroes reach the
rendezvous at the Pale Rose, he lays out a map Pale Rose (using an indirect route if possible)
of 123 Bog Street showing the secret exit and and hand over the gold, Tabor promises to
the location of the treasure chest in Area 4c. answer all their questions.
The plan of the heist is simple: the heroes must Skeleton keys. As detailed in Van Richten's
arrive at the Dog Fights alone; they will be Guide to the Vistani, the manufacture of skeleton
admitted after whispering the password into the keys is an attribute associated with the Corvara,
guard's ear ("Arkendale Lives."). Tabor will be Scar Tabor's former Tasque. The skeleton key
there. Once inside, they will wait for his signal provides a rogue with a +25% bonus to his or her
to slip behind the curtain, subdue the guards Open Locks ability. Furthermore, any traps—
silently, unlock the storeroom (4b); disarm and magical or otherwise—which would normally be
unlock the trapped chest; steal the gold; leave activated by failure to use the proper key does
by the secret exit, finally overpowering the not go off when the skeleton key is used. Each
guards before they leave. key works only upon the lock for which it was
To help in the heist, Tabor hands the party constructed.
leader a ring of skeleton keys (which open the Flight powder. This dark peppery mixture is
f
•v
mm-
another of the darkling's secrets learned as a
Vistani. When sprinkled on boots, this powder Crossing Tower Street, you notice a tall,
enables one to leave no footprints or scent by slender figure standing on a street corner a
which he can be tracked, (similar to pass without block away, leaning up against a building near
trace, the first level clerical spell). The effects last a street lamp. He wears a wide-brimmed hat
for 2d6 turns. and a billowing cloak of some dark fabric that
seems to drink up the night, making him hard
to see. A dark scarf covers the lower half of
Boduouards his face. The man abruptly steps out of the
Perhaps the easiest way to the heroes to the Dog lamplight and is swallowed silently by dark-
Fights is as bodyguards for Matton Blanchard, ness. Where he was standing, a crumpled
who desperately wants to locate his beloved piece of parchment lies on the cobblestone
Gabrielle Aderre. He is well aware that the Dog sidewalk by the street lamp.
Fights is a werewolf hangout, where others are
only tolerated. Given the bitter enmity between
werewolves and wolfweres, Matton realizes his The cloaked figure is the Midnight Slasher, an
chances of survival will be improved by hiring element of random violence in the adventure,
bodyguards. If the heroes are reluctant to whose sole aim is to break up the Dog Fights. His
approach Matton at the Laughing Maiden, the first goal is to discomfit the guests, either by
noble hires a crier to advertise that he is looking threats (in the case of a well-armed party) or by
for bodyguards. murder (in the case of a single person wandering
The heroes probably do not wish to associate alone). The Dungeon Master should review the
with Matton, given their unpleasant previous Slasher's history and background in "Dramatis
encounters. As noted in Chapter One, Matton is a Personae."
rude, arrogant, and condescending snob who If one of the characters picks up the crumpled
treats his hirelings like furniture. However, astute paper, they find it contains a severed human
players will have noticed that he does not finger, still wearing an iron signet finger carved
doublecross his henchmen: the six retainers that with the Falkovnian hawk (recently harvested
accompanied Matton on his hunting expedition from one of Regess' soldiers). The paper is
(as noted from Dead Man's Perch in Chapter Two) scrawled in blood (undoubtedly using the finger
were seen riding with the nobleman into town in as a writing implement):
Chapter Three.
When they arrive seeking employment, Matton The darkness is mine.
tells the heroes nothing of this true motives, The anger is mine.
• 'SfrJt although they may be able to guess given the The vengeance is mine.
stories told by the Zarovan. By now, the heroes
should also realize that the Dukkar can probably The last verse is still moist. The heroes' patron
be found in the vicinity of his mother; Gabrielle blanches visibly at the sight, although he does -
would obviously be a good source of information nothing except urge the party to hurry. If asked
about her son. The heroes may also hope to about the Slasher, the patron tells them to shut up
question Matton's source of information at the and walk faster. They reach 123 Bog Street, the
Dog Fights. location of the Dog Fights, without further
incident.
Getting There
123 8o$ Street
A
s the heroes move through the streets of West
T
Karina, they feel as through they are being he Dog Fights begin after midnight at 123
watched. The street lamps are placed further Bog Street. A map of the warehouse and
apart, casting flickering shadows that seem to environs is included on the inside of the cover
move. for the adventure. The entire area is guarded by
ten Falkovnian soldiers (designated by S on the
map) and three vicious war dogs (D). Equipped
T
room north of the bar (4b) contains the bank: a here are many possible resolutions to this
large locked iron box, trapped by a pair of adventure, depending upon the party's choice
envenomed scything blades (#AT 2, THACO 15, of patron and their actions once they arrive
Dmg 2-8 + Poison (E, 20/death)). The trunk and are confronted by the horror around them.
contains (in 100 coin sacks) 4,200 cp, 2,400 sp, The Dungeon Master can award the party up to
5,000 gp, and 5 bloodstones (each worth 500 8,000 XP for braving the perils of the Dog Fights
gp). In the north corner of area 4b, an empty and discovering the location of Gabrielle's lair.
crate conceals a secret door, leading to escape Reduce this award by half if the adventurers did
route via area 2. not even attempt to save any of the human
prisoners or acted in a cowardly or unheroic
manner. The DM should reward heroes for their
Unwelcome Reflations initiative and role-playing with individual awards
C
iven the violent nature of the Dog Fights, the of up to 800 XP.
Dungeon Master must be careful to avoid
turning the scenario into a gorefest. At first,
the Dog Fights must seem to be simply another Captured!
brutal sport, where a group of cruel humans Heroic attempts to save the human victims (or
gather to watch dogs tear each other to pieces in the choice of Timothy) will find the party subdued
a deep bloody pit, surrounded by cheering by the werewolves and locked into the holding
onlookers. The Dungeon Master should keep in cell until they, too, are tossed to the dogs.
mind the techniques of terror, detailed in the Assuming the party has the resources to escape,
RAVENLOFT Campaign Setting, to build the drama they may be able to sneak out the secret exit.
and horror of the scenario. During their escape, the heroes encounter the
First focus on details leading up to the fight. Midnight Slasher lurking in the shadows either
Frand enters the storeroom, hauling out two behind the curtains (Area 3b) or in one of the
crates, each filled with a barking dog. The crates storerooms. Instead of attacking the party, the
are slowly lowered into the pit, and then a release Slasher helps the heroes escape with the
mechanism opens the door allowing the dogs to surviving prisoners, guiding them out the secret
spring out and attack. Since the fights take place exit, and past the mutilated corpses of the guards
in a pit surrounded by an imposing curtain of in Area 2. Before melting into the darkness, the
people, they are kept discretely out of sight, Slasher tells them to seek out the witch and her
although the sounds are easily discernible. Frand boy at Cliff House.
hauls the bloody remains and empty crates,
disappearing behind the curtain at the back of the
hall. The Heist
Slowly, the truly monstrous nature of the event If the party decided to perform Tabor's heist, the
should become frighteningly clear. A trip to the theft may be complicated once they see the first
bar may reveal the identity of the patrons, while human prisoner being lowered into the dog pits. If
the sudden arrival of Nathan Timothy—someone the heroes do nothing and merely continue with
they supect a werewolf—should make them the caper, the Dungeon Master should have each
realize that they are completely surrounded by character make powers check once the
monsters. The true magnitude of the horror unfortunate is torn to shreds by the dogs, and
should be obvious when Frand hauls out the first then create a number of minor complications to
human prisoner —a terrified young woman—from raise tension. For instance, while the party is
the cell behind the curtains and lowers her subduing the guards behind the curtain, one
screaming into the pit. might make a sound; fortunately the patrons are
too distracted by the dog fights. The greatest
moment of danger in the caper occurs when they
have to open the treasure chest. If one of the
bartenders from Area 4 were to enter, she would heroes may ask questions too, but must pay for
smell the heroes unless they have applied the their own answers. By the end of the
magic powder early. The final complication is questioning, a group of three patrons from the
Tabor himself, who plans to kill the heroes with bar (hp 25 hit points each), unable to contain
the help of eight accomplices once the gold is their animosity, assume half-wolf form and
delivered. True to his word, the darkling reveals charge Matton while the rest of the patrons
Gabrielle and the Dukkar's location, but then watch the combat with interest. Unless the
springs the ambush. heroes defend him, Matton changes into half-
wolf form but is promptly slain. The heroes may
either use the confusion of combat to escape
Bodyguards (deserting Matton to his fate, which may call for
Finally, if the heroes serve as bodyguards for powers checks), but if they fight off the
Matton, they find him to be a surprisingly werewolves, the rest of the bar patrons do not
unpopular figure at the Dog Fights. As soon as attack providing that Matton and the heroes
he enters Area 3, the Pitmaster approaches him, leave immediately. Otherwise, the exit will be
growling "You are not welcome here!" Matton barred, Matton will be torn to pieces on the
responds that he will not stay long, and only spot, and the heroes will be captured.
wants to speak with Tabor, who is sitting at a If the heroes leave the Dog Fights with
table in the corner. Frand lets Matton and the Matton, they escort him back to the Laughing
party enter, but the wolfwere continues to Maiden at the Wine Garden without incident
attract angry stares from almost all of the (unless the DM wishes to challenge them further
patrons. with encounters of his own devising). Matton
Matton drops a pouch of gems on the table rewards each of the party members with a
and asks Tabor where Gabrielle is located; the pouch of 100 gp and attempts to hire them for
his investigation of Cliff House tomorrow (he Richten's Guide to the Vistani and heals their
promises a similar reward). As a bonus, he pays wounds with more of her bitter potions. At the
for their lodgings at one of the inns at the Wine end of the meal, she presents them with a fist-
Garden so the heroes can rest for the remainder sized black iron ball, a sphere of binding, to use
of the night. against the Dukkar at Cliff House. The sphere
binds the Dukkar to Invidia, neutralizing his
Reporting to the Zarouan ability to teleport beyond the Mists and hence
eliminating him as a threat to the Demiplane.
R egardless of how they learn the crucial When they encounter Malocchio at Cliff House,
information, the heroes must wait until after Marcella advises them to hurl the sphere at his
moonset (just before dawn) before feet. She tells the heroes nothing of its powers;
attempting to reach the Vistani encampment. If divinations cast by the player characters reveal
the heroes foolishly try to contact the Zarovan nothing.
during the full moon, the DM should device a Raul apologizes for not accompanying them to
few vicious encounters with night creatures or the Dog Fights; he was busy all night forging the
even the vengeful Leyla to dissuade them. sphere of binding before its enchantment by the
Exhausted after their own nocturnal activities, Zarovan. Raul will join the party for the adventure
the Zarovan sleep until noon. When they wake, in Cliff House. Before the party leaves with Raul,
the heroes can relate their news of from the Dog Marcella calls after them: "Return to our camp
Fights. before midnight; tonight all curses shall be
The Vistani prepare a lavish noonday meal, broken."
during which Marcella narrates a story from Van
I r.
n the near darkness of Haptmeyers was one of Gabrielle's early triumphs
the clammy cellar, as lord of Invidia.
Gabrielle Aderre sat When returning to Karina for the Carnival,
on the floor in a Gabrielle chose to use the estate as her home
corner, mindless of the base for old time's sake. Posing as a long-lost
broken glass and pool relative of the Haptmeyers, Gabrielle brought a
of blood-red wine. The few of her furnishings from Castle Loupet to turn
words of her mother the desolate manor into a home away from home.
echoed relentlessly in Malocchio is now master of Cliff House.
her memory. Having grown remarkably during the first night
"The Mists take of Fulltide, the unnatural young man took her
you, traitor. May you unawares when she returned from her last
know your child's encounter with the player characters. With the
betrayal and realize help of the servants he had stolen away from
too late the depths of her, he robbed her even of the illusion of being
its evil!" in control and locked her in the wine cellar.
Gazing into her Then he went the day amidst the citizens of
son's eyes before he Karina, taunting and breaking them as he
locked her away, pleases. Should the heroes be in town, the
Gabrielle had at last Dungeon Master may wish to stage an
realized the meaning encounter with the new, more powerful
of Isabella's curse. The Malocchio. Unless summoned by his raven
illusions that had guardians, he returns to the estate at dusk.
cloaked her mind
slipped away, and she had remembered,
Malocchio's father. Getting There
She screamed then, as the winged beast clawed Locating Cliff House is not difficult. After
in her unshackled memory, gloating over his accepting the sphere of binding from Marcella,
conquest. Gabrielle hurled all the wine bottles she the heroes and Raul can easily locate the
could find against the cellar walls, fighting the Haptmeyer estate by asking directions at one of
remembered fiend. In her shattered mind, he the outlying farmhouses, although they will be
spoke with her mother's voice. warned that it is haunted. As the heroes pass
"A man, a babe, a home—these things can farm houses on their way to the estate, they hear
never be for you, Gabrielle, for tragedy will be the the sounds of children playing and babies crying,
only result." echoing the haunting by Ley la.
As her sanity slipped away, Gabrielle Aderre The heroes are not alone in their interest of
sobbed in a corner, oblivious to the pool of blood- Cliff House. Both Matton Blanchard and the
red wine that seeped slowly across the cold stone Midnight Slasher also have business at the
floor towards her. Haptmeyer estate: one for love, the other for
revenge. Even if the heroes refuse to join Matton's
A Darh Lord's Residence service, they encounter the wolfwere near the
entrance of the estate. Scared away by the
O
ne of the more spectacular estates along the ravens, he was planning to wait until dark before
river, known as old Haptmeyer residence or approaching the house. Now that he sees the
simply "Cliff House" by the townspeople, has heroes, he will attempt to join them, begging for
been largely deserted for the past seven years, ever their aid if he must. It is clear that it pains him to
since the deaths of Lord and Lady Haptmeyer. do so.
According to local tales, Lady Haptmeyer found her Finally, the Midnight Slasher has been spying
husband in the arms of a pretty house servant, and on the estate, hoping for an opportunity to catch
during the violent argument that ensued, the noble her hated enemy, Gabrielle Aderre, unawares.
pair battled on a high balcony, plummeting over the She will use any disruption created by the heroes
edge to their watery deaths. The destruction of the as an opportunity to sneak into the mansion.
,-MN
Giant ravens (2-8): INT Animal (1); AL N; AC 6;
The Haptmeyer Estate MV 3, Fl 18 (D); HD 3+2; hp 16 each; THACO 17;
#AT 1; Dmg: 3-16; SZ S; ML 12; MM/27; XP 175.
The Haptmeyer estate stretches from the Cur- Dire wolves (2-5): INT Low (6); AL N; AC 6; MV
riculo road to the cliffs towering above the 18; HD 4+4; hp 28 each; THACO 15; #AT 1;
Noisette river. A two-story mansion with a Dmg: 2d4; SZ L; ML 10; MM/362; XP 270.
steeply-peaked roof and large, leadlined win-
dows that stare darkly from its facade, Cliff-
House stands at edge of the precipice, sternly A. Uineyards
overlooking the ashen waters below. The vines of the Haptmeyer estate were once
The manor house is surrounded by a few known to yield the best red wines of Karina. Now
low outbuildings and a ring of brightly col- the snarled vines have produced nothing but food
ored sugar maples, now at the height of and shelter for birds and a variety of small
their fall colors. Spreading out from the animals. The vineyards could provide excellent
manor house along the river, long rows of cover for the party, should they decide to
vineyards are tangled and overgrown after approach Cliff House stealthily. To thwart such an
years of neglect. advance, Malocchio has summoned a dozen
poisonous snakes, which have curled themselves
among the snarled grapevines. While not fatal,
Formerly one of the most spectacular the serpents' poison causes 2-8 hit points of
residences along the Noisette, the estate is now a damage, and a numbing paralysis that lasts for 2-
lamentable state of disrepair. Despite its deserted 8 turns (saving throw negates, onset time 1-6
appearance, the outer boundaries of the estate rounds).
hold several dangers for intruders. A variety of
wild animals, including poisonous snakes, giant
ravens, and dire wolves—all summoned by 6. Outbuildings
Malocchio—slink about the outer estate, serving The outbuildings, once used as wine production
as guardians. These creatures tend to congregate facilities, have stood vacant for the past seven
in specific areas of the estate, as detailed below, years; all of the serviceable wine making
but it is still possible to encounter groups of wild equipment was carted away long ago for use at
animals wandering among the outbuildings and the other local wineries. The great barn now
vineyards. serves more sinister purpose, and curious
For each turn that the heroes spend outside explorers are in store for a grisly sight. Over
Cliff House, there is a 1 in 10 chance of fifteen servants and bodyguards perished during
encountering 2-7 poisonous snakes, 2-8 giant the fight between Gabrielle and Malocchio. Their
ravens, or 2-5 dire wolves. These animals will bodies were deposited in the open building,
attack the heroes immediately and pursue them where they were discovered by some of the dire
either to the boundary of the estate, or the wolves. Now halfeaten corpses scatter the area,
threshold of Cliff House. The animals will neither along with 3-12 dire wolves. The animals are
leave the estate nor enter Cliff House unless given sleeping, and will rest in the barn unless
permission by the Dukkar. awakened by clumsy explorers or summoned
A large scale map of the estate has been by Malocchio.
included on the colored Map Sheet. Important
areas of interest are detailed below.
C. Stables and Carriage House
Poisonous Snakes (2-7): INT Animal (1); AL N; Of all the outbuildings on the estate, only the
AC 6; MV 15; HD 2+1; hp 12 each; THACO 19; stables and carriage house have seen recent use
#AT 1; Dmg: 1; SA: Poison; SZ S; ML 8; MM/320; for their original purpose. The outer doors to
XP175. these buildings have been shut to keep out the
wild animals patrolling the estate.
Inside, explorers will find a team of six black
draft horses in the stables, well fed and recently
tended, along with tack, harness, saddles, and furnishings and Decor
feed. A new carriage and wagon sit in the carriage
house, used to transport Gabrielle and her Except for the two simply-furnished bedrooms,
entourage from Loupet to Karina for the festival. the well-stocked kitchen, and the dining hall,
The servants that tended these areas either died Cliff House is mostly empty, filled with nothing
in the recent struggle between Malocchio or but old broken furniture, fallen plaster from the
Gabrielle or are now stationed inside the manor. ceilings, and musty cobwebs in the dark
corners. All of the new furniture was recently
imported by Gabrielle for the Carnival; since
0. Silver Maples she did not plan to spend much time in Cliff
Several silver maples skirt the perimeter of the House, except as a place to rest in between her
estate. Amidst their neon yellow and bright amusements, she did not bother to bring
orange leaves roost a large flock of giant ravens, enough furniture to fill the entire mansion. In
Malocchio's primary allies. The ravens perch in Gabrielle's well-appointed chamber upstairs, the
separate trees, making it impossible to dispatch heroes find a pouch filed with 2-8 pieces of gold
them all with a single spell; they can congregate jewelry (worth 100-600 gp each), Gabrielle's
in a single spot within a single round to repel spellbook (containing the spells listed in the
unwanted intruders. The sturdy birds are two to introduction), and her tarokka deck, all in a
three feet tall, with wingspans of 9-10 feet. Their locked chest by her four-poster bed.
calls alert the guards inside Cliff House of visitors, Malocchio's chamber contains no treasure.
and one or two birds will be dispatched to fly The majority of Cliff House has been left for the
circles around Karina. This sign is a clear Dungeon Master tofillwith whatever additional
summons for Malocchio, who teleports home furnishings, treasures, and adventure hooks as are
immediately. appropriate for the campaign. There are many
published deserted or haunted house adventures
that the Dungeon Master may draw upon for ideas,
E. Cliff House including the House of Lament and the Shadowborn
After the strange deaths of Lord and Lady Manor from the Darklords accessory. Cliff House
Haptmeyer, greedy relatives and thieves stripped serves as primarily as an eerie, desolate location for
the estate of furnishings and valuables. The the heroes'finalconfrontation with the Midnight
majority of Cliff House is empty and contains little Slasher, Gabrielle Aderre, and the Dukkar.
of interest for the party. A floor plan for the old
mansion has been provided on the color map
included with this adventure. In the Shadows
Malocchio has stationed Gabrielle's former The Slasher avoids the party by hiding in the
bodyguards inside Cliff House to guard Gabrielle shadows, waiting patiently until all of the
during his absence (designated by an B on the bodyguards have been dispatched. When the
floor plan). When the heroes approach within fifty heroes leave any of the slain or incapacitated
yards of the house, the guards stationed near the guards alone, the Slasher murders the helpless
windows open fire with their bows. After the prisoners (or at least mutilates their bodies).
heroes have infiltrated the house, the guards set
up an ambush in the great hall. The charmed On the door leading down to the basement where
guards will fight to the death to prevent the Gabrielle is imprisoned, they find the following
heroes from reaching the wine cellar, where writing in the guards' fresh blood:
Gabrielle is imprisoned.
You cannot hide from the shadows.
Bodyguards (8); AC 7; MV 9; F3; hp 18 each; You cannot run from your fate.
#AT 1; Dmg by weapon (short sword: 1-6); AL You cannot escape my justice.
NE; THACO 18. Studded leather, light crossbows,
and longswords. Unbeknownst to the heroes, these warnings are
meant for Gabrielle, not them. The Slasher
continues to evade the heroes until they descend each is entitled to a +4 bonus because of the
to the basement and release Gabrielle. Vistani amulets. Those failing the check are
charmed by Gabrielle and sympathetic to her
desires and almost tortured by her pain. Take
How the Mighty Has Fallen these players quietly aside and inform them that
The basement of Cliff House is a series of their characters have been charmed, and now
abandoned stone-lined vaults, culminating in a regard Gabrielle as a dear friend, whom they must
locked wooden door watched by at least two to defend to the best of their ability. The players
bodyguards. Once the guards have been may retain control of their charmed characters
overcome (one of them has the key), the heroes provided they role play them appropriately. If not,
can listen at the door, hearing the sounds of a then the DM should take control of their
woman crying. characters when events turn against Gabrielle.
Although Malocchio can no longer leave This action may have several outcomes,
Invidia, he can still teleport at will within the depending on actions, or lack thereof, on the part
domain. Malocchio battles the heroes until of the heroes.
wounded for 10 hp of damage. He then teleports On the round of the Slasher's initial attack, a
away, leaving the heroes to fight the wolves and hero (chosen by the Dungeon Master) who
his charmed allies. noticed her, slays his opponent and is free to help
Gabrielle, who merely raises her arms in a futile
effort to protect herself. If this hero stands by and
The Slasher Strikes lets the defenseless woman be slaughtered, the
Watching from the Shadows, the Midnight Slasher Dungeon Master should call for a powers check.
positions herself to strike at her hated enemy. At (Although a she is a dark lord, Gabrielle is still a
a climactic point in the battle, the Slasher victim in this case.)
suddenly steps out of the shadows. Give each The Slasher stabs Gabrielle repeatedly, even after
the evil witch is dead, and continues to do so until
either a hero or Matton takes action to stop it. Her Breaking the Curse
mask and hat fall from her head, revealing her to
be a young woman. When the heroes return to the Vistani, the
Raul will step up to protect any hero who turns Zarovan are grim, but nonetheless pleased at the
away from the Dukkar's servitors in order to save outcome. As the heroes and the Zarovan are
Gabrielle. gathered around the fire, Raul adds his violin of
passion to the regular camp fire, saying that in
the mad eyes of Gabrielle Aderre he saw the
Concluding the Aduenture dangers of letting the past rule the present. As the
I
f Gabrielle is killed, Matton is hysterical at the violin begins to burn, Marcella announces, "It is
loss of his beloved. Changing into wolf form, he finished. The curse is broken. Leyla's spirit will
hurls himself at the Slasher. Unless the heroes now rest in peace."
intervene, the two's struggle carries them through As evening approaches, the Zarovan make
the Solarium and onto the balcony, where they preparations for the prastonata, during which the
plunge off the cliffs to an apparent watery doom, beautiful seer invites each of the heroes in turn to
locked in mortal struggle even as they hit the dance with her around the fire. During the doroq,
water far below. Marcella states that the present Dukkar is no
Malocchio becomes the new lord of Invidia. longer a threat to the Vistani.
Stunned by his unexpected defeat, he retreats to
Castle Loupet to sulk. He will not bother the heroes
for some time, but Invidia will soon become an even Blood Rite
more unpleasant domain for the Vistani and their If one hero in particular stood by Raul in his times
allies to travel; while the peoples of the land didn't of need, Raul now feels indebted. He offers to
like them before, at least they didn't have to worry enter into the blood rite with the hero, who would
about direct attacks from the lord of the land. This become giogoto, a giorgio who is "enlightened,
is no longer the case; Malocchio hates the Vistani yet not of the blood." The hero is free to refuse
more than his mother ever did, and he is not the offer without penalty, for counting the Vistani
prevented from harming them. as allies can have its dangers. Assuming that the
If the heroes save Gabrielle, she has retreated hero accepts Raul's solemn request, read or
deep into the confines of her shattered mind. paraphrase the following text:
When the battle is over, she simply stares blankly
into space, her lips moving soundlessly. Matton,
his heart broken at the state of his beloved, Raul stands face to face with you beside the
promises to care for her and nurse her back to roaring fire. Drawing forth one of his keen
health. "You will be safe with me, my love," the edged knives, he takes your left hand and slices
heroes hear him say, as he tenderly escorts her it open with a single deft slash of the blade. He
into the darkness. The pair retreats to the then opens his own palm in the same manner
Laughing Maiden, where Gabrielle Aderre will be and both of you clasp bleeding hands.
cared for by the only creature who loves her... a Raul wraps a scarf around the members
creature she finds repulsive and horrifying. A and says, "Hands bound, blood mingles. I can-
charmed hero may wish to care for Gabrielle, and not repay you for your act, but I will call you
may try to prevent Matton from taking her away. brother (sister)."
In this case, Matton fights to the death. Should the While the rest of the Vistani gathers round
heroes be left with the responsibility of dealing and chants, you enter a dream state, in which
with the insane Gabrielle, see the next chapter, you feel joined to Raul, linked by a powerful
"Further Adventures" for scenario ideas. and invisible bond. Indescribable images flash
before your eyes before you regain conscious-
Assuming that they defeat the Dukkar, the ness. Perhaps only minutes had passed. Per-
Dungeon Master should award the party 10,000 XP haps it was hours. Still facing Raul, your hand
for completing the final chapter of the adventure. and arm are covered with blood.
Reward heroes for their initiative and role-playing
with individual awards of up to 1,000 XP.
As the moon rises over the mountains, and
When at last the two hands separate, they after all the heroes questions have been
are covered with blood, but the wounds are answered (although perhaps not to their
miraculously healed over. All that remains is a satisfaction), Marcella gives each of them
wide purple scar which creases the palm, for another one of her foul-tasting potions. As the
ever identifying you as giogoto. draught takes effect, the heroes nod off to
sleep. In their dreams, the heroes glimpse the
Any Vistana can readily identify the giogoto's Vistani dancing around the camp as a cool fog
affiliation with the Camii, simply by touching the rolls up from the river, blanketing everything in
scar and sensing its origins. The hero (and his its clammy embrace.
compatriots) can take shelter from any other Summoned by the Zarovan, the Mists of
tribe in the Kaldresh Tasque. In the future, the Ravenloft return the heroes to the town where
giogoto will never be lied to or swindled by any they began the adventure, or any other location in
Vistani; and should he consult them for the original campaign world where the heroes
assistance, he will be given a little more need to be for their next adventure If the Dungeon
information than he asked for. Master wants to role-play the transition through
The blood rite opens the door to many the Mists, the party might encounter any number
interesting adventures involving the Vistani, of creatures wandering between worlds during
should the Dungeon Master care to run an Lunaset, the least of which would be a mist
extended campaign in Ravenloft. The Dungeon horror.
Master should consult Van Richten's Guide to the Although the heroes' original curse from the
Vistani for more information about the blood rite. beginning of the adventure is now lifted, they may
still be plagued by lycanthropy, and some of the
heroes may have died during the final battle with
Summoning the Mists Malocchio. The party is now free to locate a
After the doroq, Marcella will perform readings powerful priest to cure lycanthropy; outside of
for the heroes and answer their questions (as Ravenloft, a remove curse cast on the third and
evasively and cryptically as possible, of final night of the full moon should do the trick. A
course). If the Dungeon Master wishes to priest may also be needed to raise fallen
extended their sojourn in Ravenloft, then comrades. Of course, the Zarovan may have
Marcella may point them in the direction of a cured these afflictions before returning the heroes
new adventure. If the Dungeon Master wants to home.
conclude the adventure in Ravenloft, read or
paraphrase the following.
**• a*
laude's heart beat so hard he Denizens and Domains book from the RAVENLOFT
thought it might burst; in fact, Campaign Setting.
the taste of blood in his mouth Invidia is a land of lush forests and fertile
made him think it just might farmlands, cradled in the river valleys of the
have—but that was just the Musarde and Gundar Rivers. Three deep, old-growth
blood flowing from his nose and forests grace the land with immense red woods and
over his lips. oak trees, the Vulpwood in the north; Dreadwood,
He crashed through the between the Prestige Mountains and the Crmartan
forest, branches striking and Ridge; and the Breadth Forest and Mantle Woods in
scratching his face, he prayed the south. Human inhabitants are not generally
to his gods that if they would found in these forests, although the Breadth Forest is
just see him through this day, home to at least one elven vampire.
he would join a holy order as While Invidia is a place of great natural beauty,
thanks. He shouted the name of it is also a land where crimes of violence and
his god, but then received solid passion are common. Jealousy is perhaps the
evidence that his plea had not one emotion that most frequently touches the
been heard. heart of Invidians, followed closely by envy. It
Claude had reached the edge may be that Gabrielle Aderre's connection with
of the trees, but now found the land, as dark lord, has mystically influenced
himself standing on the edge of a the emotions of the people, or it may just be a
cliff that dropped sharply down. part of the national character, but the people of
Hundreds of feet below him, and Invidia are often found to long for things they
as far as he could see, a cannot have, and when they take or otherwise
landscape of dazzling beauty obtain what was thought unattainable, they
was spread out. A grand forest, clad in the brilliant become objects of resentment by both those they
colors of autumn at its most splendid, reached have wronged and their neighbors. Grudges
toward distant snowcapped mountains. A river of fester, arguments grow hot, and sorrow inevitably
brilliant blue cut a swath through the scene. A crisp follows. The folk view even their own kin with a
blue sky, stained by a bank of threatening, black suspicious and fearful eye.
clouds spread like a canopy over it all. But in this Also, whether Gabrielle or the Dukkar is the
beauty, all Claude could see was death. lord of the land, Invidia is one of the few domains
And then death took a physical form behind where traveling with a Vistanis escort is deadly.
him. He heard mocking voice of the young man Both mother and son have their reasons for
who had descended upon Claude's party and the hating the Vistani.
Vistani who had offered to guide them from Karina is the only city in the domain, but there
Zeidenburg to Curriculo, and slain everyone: "If are several other towns of interest.
you're done with your afternoon constitutional, Beltis was once a thriving logging community
shall we finish with your lesson? The world must that supplied wood to Karina by floating logs
learn that the Vistani and their friends are not down river twice a year. However, one night, the
welcome in Invidia." 35 people who lived here (loggers and their
families) vanished without a trace. Attempts to
The Domain of Inuidia reestablish the community and resume the
business have all ended in tragedy, with the
T
his chapter provides information on Invidia, loggers seemingly killing each other.
for Dungeon Masters who, instead of The initial community was destroyed by rival
sending the heroes back to their original loggers from Valetta. The bodies of all
world, would like to continue the campaign with community members were sunk to the bottom
additional adventures in Ravenloft. And, as the of the river. The deserted village is now infested
map of Invidia indicates, the domain is much with a variety of vengeful spirits, including
more than just the Musarde and Karina. The corpse candles, geists, and odems. (All detailed
following is an expansion, and, in some cases, in the RAVENLOFT MONSTROUS COMPENDIUM
an update to the material presented in the Appendix HI.) Meanwhile, Valetta is a thriving,
"f^?
rough-and-tumble frontier community with a
guilty secret. A character possessed by a Politics and the Lord of the Domain
corpse candle or vengeful odem might well
serve to turn the community on itself, the way it Since the death of Bakholis, Invidia has had not
turned on Beltis. central leader. Each community maintains its
Further upriver, Tancos was a community own small militia to defend itself against
established by Barvoian loggers, but this effort monsters and raiders. Some Karinan nobles
was long-since abandoned. There is still a thriving have been watching Lord Soth's renewed
community here, on the surface just another, if a campaigns against the elves of Mal-Erek and the
bit pricey, waystation where riverboats can Iron Hills, fearing that once the elves are
receive repairs and buy supplies. However, the defeated, the Sithican armies of undead and
citizens here are even less friendly than most mercenaries will head for Invidian territory.
Karinans, and river-lore states that those who There is a growing feeling that another overlord
attempt to overnight in Tancos, vanish without a is needed to keep the nation safe. Of course,
trace. The residents of Tancos are, in fact, of each Karinan noble is of the opinion that he is
pakas, who bear an intense hatred for all other the only one suited for the job. Duels among the
humanoids. (These feline shapeshifters are nobles have been on the rise, and in many
detailed in the RAVENLOFT MONSTROUS COMPENDIUM houses, thirdborn sons and daughters, and even
Appendix III.) distant cousins stand to inherit the family
The final Invidian community of note is vineyards. Naturally, the rising voices of those
Curriculo, located in the northern part of the growing rich on trade in Curriculo wish to remain
domain but on the Musarde and two separate independent, claiming that the Karinan alarmists
paths that lead to major towns and cities. At the are just trying to take away their personal liberty
time of Bakholis' death, this village was little for their own gain; the citizens of Curriculo think
more than a roadside inn and a single dock, but Lord Soth is only concerned with "the pointy-
once the werewolf's iron grip on the domain and eared freaks" and has no designs for Invidia.
its residents was loosed, merchants from Of course, if Qabrielle Aderre is dead, Invidia
Zeidenburg and Richemulot began to use this as will eventually have its overlord again. The
their base for Invidian trade rather than the Dukkar will get tired of harassing travelers in the
crowded, expensive, and decaying Karina. New vicinity of Castle Loupet, and will start looking for
warehouses are being built in Curriculo every day, more effective ways to keep the hated Vistani
as are residencies and docks. Merchants here are from his land. Armies will be raised, villages and
always looking for adventurers to fend off gangs cities will be brought under the control of Castle
and arsonists hired by unscrupulous warehouse Loupet, and laws to slay Vistani on sight will be
owners in Karina. A rumor has been circulating passed. Eventually, the Dukkar will hear of the
that a Karinan noble has hired a necromancer Vistani Wanderers trapped in Sithicus and the
from Darkon to "shut down Curriculo once and Barovian tribe of the Zarovan. Even larger armies
for all." will be raised . . .
Also of note, while not a town or village, is Sooner or later, someone will want to attempt
Castle Loupet. It has been at the heart of to deal with this "Dukkar person," particularly
tragedy and terror for decades, first as the seat once his agents begin stealing Karinan maidens
of power of the tyrant Bakholis, then as the to serve as his "consorts."
home of the dreaded Witch, Qabrielle Aderre, If this adventure concludes without Aderre
and after the events chronicled in "The Evil being replaced as the lord of the domain, the
Eye," a new terror will dwell in those wicked Dukkar will behave much as outlined above, but a
halls, the Dukkar. Vulpwood and the roads near powerful party of heroes will able to deal with him
it will soon become unsafe for any travelers at much easier.
all, as the Dukkar vents his rage at being Of course, the Dukkar may be a villain the DM
trapped within Invidia, whether he is the might wish to keep around for a while, if he is
domain's lord or not. running an extended Ravenloft campaign. First,
his machinations serve as a way to connect the
heroes with the Vistani, who are excellent DM
*V- v,
/J
mouthpieces and adventure motivations. Second, when compared to the slaughter of innocent
although quite powerful even if he isn't a domain Vistani perpetrated soley for financial gain. Killers
lord, the Dukkar can still serve as a master villain hired by the Dukkar should be a worthy target for
to whom the heroes can deal the final blow at the any Ravenloft adventurers.
climax of a campaign, without necessitating a Sithicus: Much like Strahd, Lord Soth desires
major change to the Ravenloft world. (This should to keep the Vistani in his domain from suffering
be an attractive option for DMs who run harm at the bidding of another lord; Soth wants to
successive, linked campaigns.) keep the lone Vistani band that travels Sithicus
Further, future TSR RAVENLOFT releases will firmly in his grasp, and whole, as he blames their
continue to develop some of the seeds sewn in leader, Magda, for his being imprisoned in
"The Evil Eye." The Dukkar and the mysterious Ravenloft. He wishes them to share his suffering.
Gentleman Caller are but the heralds of a time of An invasion of Sithicus on the part the Dukkar, be
terror that will make the Grand Conjunction look it with assassins or a fullblown army, will prove
like a summer rainstorm. disastrous for Invidia: Soth has spent over 400
years as a warrior, and the prospect of war will
only rejuvenate his undead existence.
Neighboring Domains Verbrek: Ever since Bakholis ruled Invidia, the
With the possible exception of Lord Soth, no lords werewolves of Alyssum, in what is now Verbrek,
have any interest in sending armies to conquer have used Vulpwood has a location for their rites of
the lands of Invidia; after all, why spend effort on passage ceremonies (a young werewolf, upon
something they will never be able to enjoy? making a sentient kill in Vulpwood, is considered an
However, the reactions of some neighboring adult). Although Gabrielle, in her intense hatred for
peoples lords should the Dukkar be in control do shapeshifters, tried to drive the werewolves from the
bear mentioning. forest, she was never able to succeed. However,
With all the tensions that will be raised in the once the Dukkar creates enough animosity against
lands of Core, those who know what the Dukkar him among the people of Karina and Curriculo,
might have been had he been free to roam, there will be an increase in armed parties venturing
breathe sighs of relief. into Vulpwood. The humans will be attempting to
Barovia: Should the Dukkar begin to send invade Castle Loupet, of course, but will instead
mercenaries after the Zarovan, Count Strahd von come upon young werewolves.
Zarovich will most certainly send his own agents After a few of such encounters, the
after the Dukkar. While it is unknown exactly what lycanthropes of Alyssum will assume that the
Strahd's relationship with the Zarovani is, he not Invidians have launched an organized effort
take murderers preying on those within his land, against them, and will launch a counter offensive.
nor to armies massing on his borders. Heroes may find themselves set upon by a pack
Borca: Neither of Borca's twin dark lords care of werewolves in search of vengeance, or one or
one way or another about the Dukkar or his more heroes might be captured by a grieving
vendetta against the Vistani. However, should mother who wishes to avenge her son or
roving parties of hired killers get overzealous and daughter's death. But before she kills the hero as
raid a farm or two, or destroy a merchant caravan, revenge, she wants to understand what kind of
adventurers will be sought out (either by agents of "monsters humans really are." If orchestrated
the dark lords, or by beleaguered peasants) and properly, the DM can add some depth to monsters
asked to hunt the mercenaries down. with a scenario along these lines.
While such an adventure would most likely pit
the heroes against another party consisting of evil
adventurers, although the bad guys could Recurring Characters
M
conceivably be led by a werewolf or some type of uch talk has been devoted to the Dukkar
vampire, it could a horrific change of pace if the in this section. As a major source of
heroes find themselves facing humans so brutal disruption, that's only natural. However,
that they make even the worst monster seem there are several characters from "The Evil
tame; after all, the brutal acts committed by both Eye" who will lend themselves to spin-off
the werewolf and vampire, while terrible, pale adventures.
5V; i
Basement Level
I
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