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Secrets of The Mists

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0% found this document useful (0 votes)
213 views20 pages

Secrets of The Mists

Uploaded by

Michal Pasztor
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Secrets of

the mists

Sometimes a campaign just needs a pinch of horror

0
Table of Contents

Fearful Encounters................................................................................................................ 2
How to use these encounters ............................................................................................................. 2
Hangman's Road ................................................................................................................................. 3
The Imago ........................................................................................................................................... 4
Infested ............................................................................................................................................... 5
Midnight Cat ....................................................................................................................................... 6
Scratches in the night.......................................................................................................................... 7
Sofya.................................................................................................................................................... 9
The Lake Lurer ................................................................................................................................... 10
The Maker ......................................................................................................................................... 11
Corporeal Tragedies ........................................................................................................... 12
How to use these items .................................................................................................................... 12
Aurelia’s Spirit ................................................................................................................................... 13
Cloak of the other ............................................................................................................................. 14
The Execution Axe ............................................................................................................................. 14
Shurram’s Bane ................................................................................................................................. 15
Boots of the Watched ....................................................................................................................... 16
Crooked Ring ..................................................................................................................................... 16
The Talon’s Torment ......................................................................................................................... 17
The Makers Tools .............................................................................................................................. 18
Credits ................................................................................................................................ 19

Author: Kristinn Esmar Kristmundsson, 2022


KristinnEs@gmail.com

1
Fearful Encounters

The following section contains creatures and encounters unique to the domains of dread. They
should add a hint of horror to your regular campaign or serve as story elements which might
grow into a small story arch all in themselves.

How to use these encounters


These monsters and encounters should not be dropped into a campaign without purpose.
They serve as inspirations and ideas for adding small horror elements to an already ongoing
campaign. For example, the travelers might be traveling between two towns, perhaps for some
mundane purpose, in which case an encounter with the Lake Lurer might add some sense of
danger to the proceedings. Perhaps the campaign has been high in action and needs some
breathing room, in which case the Hangman’s Road encounter might serve well.

2
Witnessing the Condemned
Hangman's Road
The event left a strong psychic footprint on
Justice in Barovia is near nonexistent, even the field where the injustice occurred, the scene
though the realm itself has a set of laws that playing over again with long intervals in
apply to its population set by Strahd Von between.
Zarovich and his burgomasters. Anyone found
The encounter should begin with the players
breaking the law, disturbing the peace or even
traveling outside of the village of Barovia (Or
just sufficiently different from the Barovian idea
another fitting village, substitute the name of the
of “normal” can expect the local burgomasters
town with one you wish to use) in a weather with
force to come knocking on their doors, and they
poor visibility such as fog, mists or heavy rain.
are then subjected to the local idea of mob
justice, or if the populace is not sufficiently The first thing the adventurers should notice
outraged the burgomaster might decide their is a shrill voice reading out a list of grievances.
fate. Punishments in Barovia can come in many Shortly thereafter the adventurers will notice the
forms, but the local minister of justice (often the crowd gathered on the field by the road staring
burgomaster himself) decides what form it at something out of sight. As the players get
might take. closer, they will notice a row of three gallows
where people are standing, noose around their
Many years ago, the then burgomaster of the
throats. As they take this in, the voice stops,
town of Barovia was Andrei Bunea. A cruel
apparently reaching the end of its list and the
man, he saw slight in most things anyone ever
condemned people on the gallows drop, with
said to him, and often meted out his idea of
the snap of the ropes echoing in the field.
justice if the perpetrator seemed weak. One day
Immediately more people are led up on the
a caravan of traders came through town, taken
gallows and the voice starts reading again.
into the mist from another land, who sought
knowledge of what strange land they were in. This will go on for about an hour before the
Andrei thought that the outsiders were final victims are executed and the voice stops
slandering his village, so he falsely blamed reading. The reader orders the audience to go
them for theft and had them arrested. home, and with a satisfied look will climb down
from his podium and exit the field.
It was a cold, damp, dawn that greeted the
fields outside of the village of Barovia when the The audience, victims and reader are all a
victims were led towards a set of gallows. In part of a ghostly illusion. If pushed against the
front of a listless crowd of villagers who were villagers will move aside, but any force beyond
powerless to witness the obvious Andrei read a push will pass through them. Same applies to
out loud a list of manufactured crimes against the victims and the reader.
the accused. Acting as the judge and jury he After the hour the apparitions will fade away
pronounced the traders guilty and sentenced and deathly silence will descend upon the field,
them to death. along with a general feeling of hopelessness.
It took the better part of an hour for the If the adventurers know the Barovian
condemned to be executed, the sounds of language Balok then with a DC13 Wisdom
breaking necks, and the desperate gasps for air (Perception) check, they will notice the reader
if the drop was too short, to fade to silence. is speaking in an older dialect. The names of
Closing his book with a snap and satisfied with the accused will sound strange, not fitting in
his handiwork, Andrei Bunea ordered the with the common names used in Barovia as a
villagers to return to the fields. He himself whole.
returned to his office; the matter of the day The adventurers might notice, with a
already forgotten. successful DC13 Wisdom (Perception) check
that the figures in the field, including the gallows
themselves, all have vacant, soulless eyes, and
a strange presence as if they were not really
there.

3
Imago
The Imago Small spirit, neutral evil

Even in Ravenloft people tend to spend their Armor Class 11


time telling scary stories filled with horror to Hit Points 22 (5d8)
scare their rapt audience. One such story often Speed 0ft., fly 40ft.
told in the realm of Mordent, in many variations,
STR DEX CON INT WIS CHA
tells of a young girl who had no friends. She was 7(-2) 13 (+1) 10 (+0) 10(+0) 12(+1) 17 (+3)
kept at home by her parents and had no
interaction with children her own age due to her Damage Resistances acid, fire, lightning, thunder,
bludgeoning, piercing and slashing from
sickly nature. This caused her to retreat within nonmagical weapons
herself and she started to live in her own Damage Immunities cold, necrotic, poison
imagination. One day her parents heard her talk Condition Immunities charmed, exhaustion,
to someone in her room. When the parent frightened, grappled, paralyzed, petrified, poisoned,
prone, restrained
checked in on her she was sitting on the floor, Senses darkvision 60ft., passive perception 11
alone, with her toys in front of her. “I’m just Languages any languages it knew in life
playing with Margaret, mom!” she told her Challenge 3 (800 XP)
mother. Thinking her daughter had formed Ethereal Sight. The Imago can see 60 feet into the
herself an imaginary friend the mother thought Ethereal Plane when its is on the Material Plane,
no more of it, as it is not an uncommon thing and vice versa.
amongst children. Incorporeal Movement. The ghost can move
through other creatures and objects as if they were
A week later after the town guard were difficult terrain. It takes 5 (1d10) force damage if it
warned of screams coming from the house, ends its turn inside an object.
they broke open the door. The master bedroom Calming visage. The Imago will appear in a
was covered with blood, and the girl sat outside friendly way as dictated by the imagination by a
single innocent of the Imago’s choosing. It is
the room. All she said was “Margaret got angry
invisible to all others.
after father hit me.”
Spirits in Mordent come in all shapes and Actions
sizes. Few are as insidious as the Imago. It is a Multiattack. The Imago makes two attacks with its
spirit that latches on to children desperate for Spectral blades, and one attack with its Childhood
horrors ability.
companionship. They are volatile beings,
Spectral blades. Melee Weapon Attack: +3 to hit,
spawned from the deaths of children that died reach 5ft., one target. Hit: 10 (2d6+2) necrotic
a lonely death, such as falling down a ravine damage.
where nobody could hear their desperate cries. Etherealness. The Imago enters the Ethereal
Or from children that lead a lonely life full of Plane from the Material Plane, or vice versa. It is
isolation and misery. The spirit will act as the visible on the Material Plane while it is in the Border
Ethereal, and vice versa, yet it can't affect or be
child’s imaginary friend, until after the child affected by anything on the other plane.
grows too old whereby the Imago will detach
Childhood horrors. One creature the Imago can
from the child and move on. These are the see within 30ft of it must succeed on a DC 13
fortunate children who for a while had an actual Wisdom saving throw or be frightened 1 minute as
friend, who left nothing but fond memories later forgotten childhood terrors appear before the
target. If the save fails by 5 or more, the target
on. But they are quick to anger and will react gains one level of stress (See Van Richten's Guide
with violence to any wrongs done to the child. to Ravenloft, Chapter four for effect of stress).
To the child the Imago will look like another
child, a fluffy bear or anything the child’s
imagination dictates. To others with ways to see
spirits the Imago will appear as a small child,
five years of age, except its limbs will end in
sharp bladelike appendages. It will appear to
twitch unnaturally with every movement. Its
face that of a perpetually crying child.

4
disintegrate and the insects scatter to infest the
Infested ground.
If the figure is left alone, they will keep moving
Travelers tell of encounters on the lonesome
towards their destination. No creature has any
roads of the realms where you might encounter
desire to interfere with them, so they are often
strange and terrible things. Many such
successful in their migration. However, some
encounters might be dangerous creatures
foolish travelers’ recoil in shock, and might
made of the stuff of nightmares, others might be
make the fateful decision to attack the Walker,
strange fleeting encounters with ghosts and
at which point the Walker will attack back.
images. Most of these tend to be hostile to the
The Lone Walker is not undead; however, it
traveler, especially when he is alone. Some
has base level intelligence caused by the
travelers speak of a different kind of danger.
insects that infest the deceased brain.
The most seasoned of wanderers tell of the
Lone Walkers. An adventurer might encounter Lone Walker
a lonesome figure walking on one of the roads Medium humanoid, neutral
between realms, shortly after the mists have
opened allowing movement between Armor Class 8 (natural armor)
Hit Points --- (6 Swarms)
neighboring realms The figure travels alone,
Speed 10ft
always, yet they seem untouched by any
danger lurking around. When approached the STR DEX CON INT WIS CHA
adventurer might notice the figure is wearing 6(-2) 6 (-2) 14 (+2) 1 (-5) 7 (-2) 1 (-5)
ragged clothes usually unsuited to travel. A Damage Resistances bludgeoning, piercing,
Wisdom (Perception) DC8 challenge might slashing
reveal the clothes are similar to those the dead Condition Immunities charmed, frightened,
grappled, paralyzed, petrified, prone, restrained,
are buried in. The braver souls that dare go
stunned
closer might notice the pungent smell of Senses blindsight 10ft, tremorsense 60ft
disturbed soil wafts from the figure and careful Languages ---
listening (Wisdom (Perception DC12) might Challenge 8 (3,200 XP) (Cumulative from the
swarms and the walker. Ignore XP values of the
reveal quiet chittering noises coming from the swarms themselves).
figure, a roll of 16+ lets the adventurer notice
Hive. The Lone Walker is not a creature in itself
small bulges move beneath the clothes. The
but a collection of swarms that cooperate in a
figure walks strangely in a way that suggests single purpose. When the Lone Walker is
limited control over the limbs. If an adventurer threatened the swarms within exit the corpse to
moves away the grave moss, and spider webs, attack the aggressor. 1d3 swarms exit the Lone
Walker on the first turn of combat, with another
which often covers their faces the adventurer swarm exiting every turn thereafter until all 6
will witness a face contorted into a scream, with swarms are out. At this point the Lone Walker is
insects flowing in a stream from, and into, every merely a corpse lying on the ground. After combat
orifice. Any adventurers that witness this must the swarms will reinfest the corpse and continue
their journey.
make a DC15 Wisdom save, on failure they will The swarms are made up of two Swarms of
gain one level of stress (See Fear and Stress in Scarabs, and four Swarms of Maggots. The
Van Richtens Guide to Ravenloft) The insects scarabs will exit the corpse first as they are the
most mobile. (For Swarm stats see page 247 in
seem to move with a purpose. Van Richtens Guide to Ravenloft).
These loathsome figures are made up of
insects who have infested a buried corpse. Actions
Occasionally the insects, by some unknown Multiattack. While still infested with at least one
swarm the Lone Walker will make a single attack
method, cause the corpse to mobilize. The
with its rotted fist.
Lone Walkers are walking, bug infested mobile
Rotted fist. Melee Weapon Attack: -2 to hit, reach
insect spreaders. They are oblivious to their 5 ft., one target. Hit: 1 bashing damage. .
environment, only moving forwards out of pure
hive instinct. The Walkers always seem to stop
at places where mass burials have taken place,
such as graveyards or battlefields, where they

5
Midnight Cat Midnight cat
In the domains of dread midnight black cats Tiny beast, neutral evil
roam looking for victims to feed on. These cats, Armor Class 12
called Midnight Cats, are easily mistaken for the Hit Points 15 (3d4+6)
common house cat, except at closer Speed 40ft., climb 40ft
examination their yellow-green eyes have no STR DEX CON INT WIS CHA
pupils, glowing with an inner light, even in 3(-4) 15 (+2) 14 (+2) 10 (0) 12 (+1) 8 (-1)
complete darkness. These cats are deviously
intelligent and are even capable of rudimentary Skills. Perception +3, Stealth +4
Senses darkvision 60ft., passive Perception 13
human speech, if so inclined. Languages Common, or the language spoken in
The cat will approach the adventurers much the realm where it is encountered.
Challenge 3 (450 XP)
as a friendly housecat would. A rub up against
a leg here, a purr there, often makes the victim
Keen smell. A midnight cat has advantage on
accept having the cat around. The cat will follow wisdom (Perception) checks that rely on smell.
the adventurers and for all intents and purposes
become the adventurers’ pet. Spirit drain. The Midnight cat can attempt to drain
When the target of choice is vulnerable such a target's life force by getting near the target's
mouth and drawing in a sharp breath. The target
as sleeping alone, unconscious; Or if the must succeed a constitution saving throw. If failed,
probability of detection is remote, such as if the a thin trail of vapor travels from the target's lips
target is sleeping and the assigned guard is into the cat's mouth. The cat is now feeding on the
target's lifeforce. The target cannot heal or regain
facing away from him, the cat will strike. It goes
hit points while the Midnight cat is latched onto the
near the adventurer's face and uses its Spirit target's spirit. The effect persists until the Midnight
Drain ability. If not detected the cat will continue cat is dead, or a greater restoration spell is cast on
following the adventurers, keeping clear of the target.
dangerous encounters and waiting patiently
Curse. The Midnight cat can Bestow Curse (As
outside such things as dungeons and the 3rd level Necromancer spell with the same
catacombs. Many an adventurer has been name in the Player's Handbook)
felled never knowing the cause of death was
the cat that slept at his feet for weeks. Actions
Multiattack. The midnight cat makes up to three
A Midnight cat can only latch onto one
attacks: Two with its front claws. If both front claws
adventurer's spirit at a time. hit it attacks the same target with its rear claws,
(Inspired by the Midnight Cat in the AD&D which automatically hit for 1 (1d2) damage.
2nd edition Ravenloft Monster Compendium, Claws. Melee Weapon Attack: +3 to hit, reach 5
ft., one target. Hit: 1 (1d2) slashing damage. .
Appendix III: Creatures of Darkness)

6
saying. If the adventurer manages to open the
Scratches in the night hatch in the door a voice from within will first ask
“Father?” in a clicking, wet, voice. Upon
One evening when the adventurers take a realizing it is not the father in question it will
room at an inn bearing the name “The laughing plead to be set free from its prison, telling a
goblin” they will at some point notice that one of story where Luca locked his child within the
the rooms seems locked tight with planks over room without cause. The being inside the room
the door boarding it shut. If the players look at will identify itself as Traian Petrescu.
the outside window, they will see that it is
bricked up. If they ask the innkeeper, Luca Traian Petrescu
Petrescu, he will avoid any questions about the When Traian was born, thirty years ago, the
room instead directing the conversation Laughing Goblin inn was a busy and happy
towards food or entertainment. place filled with laughter and travelers spending
coins. One fateful day in the night a hag snuck
into the inn, while fleeing from hunters that were
Luca and Clara Petrescu tracking her. In the morning she made Luca
Luca and Clara have managed The Laughing swear to protect her, or evil things would
Goblin inn for close to forty years. A man in his happen to him and his family. When the hunters
sixties, Luca is healthy and spry, if a bit gaunt in arrived, he betrayed the hag to them, as he was
bearing. He has a slightly haunted look to him and
he will occasionally look behind him as if afraid of what the hag might do when the
expecting someone to be standing there. Clara hunters were away again. As she was being
seems to be more distant, answering any dragged away towards certain death, she
questions with short and curt answers without cursed Luca and his family.
much elaboration. She has a vacant look to her
eyes and moves as if she is going through the
motions out of duty rather than any sense of As a young child Traian showed early signs that
purpose.
something was wrong. He was mutating slowly
into something else. As he aged chitinous
If the players attempt to investigate the door shells covered his body, his limbs grew many
during the day Luca will interfere and ask them and insect-like, until one day on Traian’s fifth
kindly to stop their inquiries, warning them that birthday Luca and Clara, fearful that people
some things should be left alone. would kill Traian due to his mutations, thought
it necessary to lock their son in one of the rooms
The door in the inn. They made a hatch in the door
The door itself is a typical door to a room at an through which they fed him and over the years
inn. It is made of timber and fits well into its homeschooled him so he could learn to read
doorway. This one is currently boarded up, and and write. Luca and Clara have suffered greatly
nails have been driven into the door itself over the years due to the anguish of knowing
through to the doorway, sealing it shut. A small the state of Traian. Luca has grown more and
hatch at chest height has been crudely carved more paranoid, seeing insects in every shadow
into the door, its small hatch-door closed with a while Clara has withdrawn in on herself, barely
heavyset lock. If the players manage to open acknowledging the world outside of her own
the door in some way, they will encounter mind.
Traian Petrescu.
Traian himself has morphed into an insect-like
The first night
When the inn is dark and quiet, a player whose humanoid. During his more lucid moments he is
room is next to the forbidden door will hear faint keenly aware that he is unnatural; he now only
scratching sounds through the adjoining wall wishes to escape from his prison so he can
throughout the night. If an adventurer listens make his way into nature to hide and rid his
against the door in the night s/he can hear parents of his burden. Most of the time his
some faint muttering coming from within the insect mind takes over which thinks only of
room through the door but cannot understand feeding. His room has an old and battered bed,
anything that the voice within the room is but otherwise it is bare of furnishing. Traian has

7
covered most of the room in a spider web like Traian
substance, in which he sleeps. Medium monstrosity, chaotic neutral

Armor Class 13
If the adventurers open his room, he has a 20% Hit Points 44 (8d8+8)
chance to be lucid, at which time he will plead Speed 30ft., climb 30ft
for his life and beg to be set loose. If Luca is STR DEX CON INT WIS CHA
present, he will plead the opposite, not wishing 14(+2) 15 13 (+1) 12 12 8 (-1)
to lose what is after all his own son. If he is not (+2) (+1) (+1)
lucid, he will act much like an insect and attempt
Skills. Perception +3, Stealth +4, Survival +3
to flee by weaving past the adventurers. If that Senses darkvision 60ft., passive Perception 13
fails and he is cornered, he will attack. Languages Common, or whichever language is
common in the realm this encounter takes place
in.
If the players kill Traian. In this case Luca will Challenge 2 (450 XP)
ask the players to leave, though he rationally
Spider Climb. Traian can climb difficult surfaces,
knows that this is probably for the best he
including upside down on ceilings, without
resents the players and does not wish for them needing to make an ability check.
to be near him. He will coldly thank them for
their service and offers them 500gp as Web Sense. While in contact with a web, Traian
payment. If the players follow up on Luca and knows the exact location of other creatures in
contact with the same web.
Clara later on, they will come to The Laughing
Goblin under new management. Luca and
Web Walker. Traian ignores movement
Clara will have sold the inn and disappeared. restrictions caused by webbing.

If Traian escapes. If Traian is allowed to go


Actions
free Luca will angrily ask the players to leave, Multiattack. Traian makes two attacks: one with
his bite and one with its claws.
blaming them for the loss of his son. Luca will
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft.,
sell the inn and spend his remaining days in the one creature. Hit: 6 (ld8 + 2) piercing damage plus
forests hoping to find his son, and if possible, a 4 (1d8) poison damage. The target must succeed
cure. If the players hunt down and kill Traian on a DC 11 Constitution saving throw or be
see “If the players kill Traian” result above. poisoned for 1 minute. The creature can repeat
the saving throw at the end of each of its turns,
ending the effect on itself on a success.
Notes on Traian: Claws. Melee Weapon Attack: +4 to hit, reach 5
ft., one target. Hit: 7 (2d4 + 2) slashing damage.
Traian’s condition is too far gone to be cured. Web (Recharge 5-6). Ranged Weapon Attack: +4
to hit, range 30J60 ft., one large or smaller
The mutation is permanent. creature. Hit: The creature is restrained by
webbing. As an action, the restrained creature can
Traian’s stats are based on the Ettercap from make a DC 11 Strength check, escaping from the
webbing on a success. The effect ends if the
the D&D 5e Monster Manual (Page 131) with webbing is destroyed. The webbing has AC 10, 5
some alterations. hit points, resistance to bludgeoning damage, and
immunity to poison and psychic damage.

8
Sofya
Sofya is a small stuffed doll only about twelve
inches in height, humanlike and wearing a Sofya
Small undead, chaotic evil
faded yellow dress. She wears the marks of
having been well loved by a child as she has Armor Class 12
some small repairs here and there. A tear on Hit Points 11 (3d6+3)
her left side beneath the dress has been Speed 40ft.
stitched together again and her dress has been STR DEX CON INT WIS CHA
repaired at some point. Both her eyes are black 6(-2) 13 (+2) 12 (+1) 6 (+2) 8 (-1) 8 (-1)
pearls that are fastened with thin thread that
Skills. Stealth +4 (+6 in dim light or darkness)
can come loose if a player tugs on them. She is Damage Vulnerabilities radiant
marked on one of her feet with the initials “L. M” Damage Resistances acid, cold, fire, lightning,
in fine black thread. thunder, bludgeoning, piercing and slashing from
nonmagical weapons
The little doll is not all she appears to be. Damage Immunities necrotic, poison
Hidden inside is a malevolent spirit, a shadow. Condition Immunities exhaustion, frightened,
It infested the doll after a tragic event where the grappled, paralyzed, petrified, poisoned, prone,
restrained
original owner, a small girl, named Lizenda Senses darkvision 60ft., passive Perception 10
Martilova, died with the doll in her arms. Her Languages -
spirit went over to the doll where over the years Challenge ½ (100 XP)
it has manifested its hatred towards the world Amorphous. Sofya can move through a space as
as it perceives that it was unjustly robbed of narrow as 1 inch wide without squeezing.
life.
Shadow Stealth. While in dim light or darkness,
If a player is attuned to Sofya’s doll the player
Sofya can take the Hide action as a bonus action.
can detach one eye and consume it, gaining the
effects of a gem of true seeing for ten minutes. Sunlight Weakness. While in sunlight, Sofya has
The doll has two charges and regains one disadvantage on attack rolls, ability checks, and
charge every midnight. saving throws. She is immune to this while inside
her doll.
Wherever Sofya goes rumors of child
disappearances and murder follows in her trail. Infectious anger. If a child is killed by Sofya’s
If the owner stops at any location for more than strength drain attack the child’s spirit will possess
a week Sofya will temporarily exit the doll to the nearest doll where over the years, it might
become a shadow like Sofya.
feed, and a child will disappear. Another child
will disappear every month thereafter if the Actions
player is not traveling. Otherwise Sofya will take Strength Drain. Melee Weapon Attack: +4 to hit,
any opportunity she can to feed when the owner reach 5 ft., one creature. Hit: 9 (2d6 + 2) necrotic
is distracted. Her preferred prey is the young damage, and the target's Strength score is
reduced by 1d4. The target dies if this reduces its
and the innocents. If detected, Sofya will Strength to 0. Otherwise, the reduction lasts until
attempt to escape from the doll before it is the target finishes a short or long rest. If a non-evil
destroyed, or if cornered she will attack the humanoid dies from this attack, a new shadow
players. If the shadow is destroyed the doll will rises from the corpse 1d4 hours later.
lose all its powers in 24 hours and become a
normal doll once more.

9
There are a few tell-tale signs that might tip
The Lake Lurer the weary victim to the nature of the hunter.
One of which is that the Lake Lurer is still a
The domains of dread are filled with various beast, the illusion only coming naturally as an
predators, some hunt by instinct and other by effective lure. The beast does not concern itself
feral cunning. Some rely on luring prey towards with whether or not the illusion lakes sense. So,
more advantageous positions by appealing to for example, the weary victim might notice that
base urges such as greed, hunger and even there is nothing from which the child might have
curiosity. Many poor souls have been fallen but empty air.
vanquished by investigating strange noises
coming from within a dark cave. But not many
find ways to appeal to a victim's sympathies. Lake Lurer
The Lake Lurer is an example of one beast who Large aberration, lawful evil
does. Armor Class 17 (natural armor)
The origin of the Lake Lurer is shrouded in Hit Points 118 (16d10+32)
mystery. Some scholars say they are the result Speed 10ft. swim 40ft.
of magical experiments on aboleths, other mad STR DEX CON INT WIS CHA
investigators say they sprang fully formed from 21(+5) 9 (-1) 15 (+2) 8 (-1) 12 18 (+4)
the mists. They have been encountered in (+1)
multiple realms of dread, so perhaps there is Saving Throws Con +6, Int 0, Wis +6
truth in that they might be natives to the misty Skills Perception +10, Deception +8
realms. Though they are rare, often only Senses darkvision 120ft., passive Perception 20
encountered once a decade, nowhere have Languages It can appear to speak a language,
these are merely illusory words meant to simulate
they been encountered as frequently as in the one.
Sea of Spears in the realm of Kalakeri. The Challenge 7 (2,700 XP)
locals tend to wisely avert their eyes when
witnessing tragedy, just in case. Amphibious. The Lake Lurer can breathe air and
The beast itself resembles a cross between a water.
Telepathic awareness. The Lake Lurer is aware
shark and an octopus, where the front half
of sentient beings within 500ft.
appears as a large jaw framed by soulless eyes Lure of sympathy. Twice per day the Lake Lurer
and the back half is a mess of tendrils which it can make an illusion appear within 200ft, which to
uses to propel itself. When the Lake Lurer uses a casual observer appears to be a child falling into
the waters from a height of 30ft. The Lake Lurer
its illusory abilities, it emits a sound much akin emits a sound as if a child is screaming at the
to a child's scream. same time to draw attention to it after it is formed
and falling.
Its method of hunting is an ingenious one. It
has developed a natural ability to, in effect, cast Actions
a limited illusion where a child appears to be Multiattack. The Lake Lurer makes three attacks:
falling from a height into a lake where it appears one with its bite and two with its tentacles.
to splash and panic, beneath which the Lake Bite. Melee Weapon Attack: +8 to hit, reach 5 ft.,
Lurer waits for some sympathetic soul to swim one target. Hit: 12(2d6 + 5) piercing damage.
in to save the illusory child in distress. The Tentacle. Melee Weapon Attack, +8 to hit, reach
unwitting only realize the truth when the Lurers 5ft. One target. Hit: 8 (1d4+5). If both tentacles hit,
cruel jaw closes on their legs from beneath the then the target is grappled.
lake's dark depths.

10
frustration. They are always discovered, and
The Maker once more forced to travel to a new place.
While The Maker is not physically powerful,
As a young man the individual that would
his damage to the domains is incalculable. After
become known as The Maker was a talented
having been on the run for so many years he
crafter of tools in Mordentshire. His mentors
has grown extremely paranoid.
noted that along with his natural skill with the
Perhaps the kindly old man, with the weird
tools of the trade he seemed to possess an
doll on the shelf that is selling you your thieves’
unquenchable curiosity, always seeking new
tools is the infamous Maker.
and better ways to ply his trade. As he became
older his skills grew with him eventually making Shades has the same stats as a
him the premier crafter of any specialist tools Carrionette (See DND 5e Van Richtens Guide
needed by the more demanding clients in the to Ravenloft, page 231).
town. He never marketed himself, relying on
word of mouth to secure him new clients. The Maker
Eventually he found himself as the crafter of Medium Human, neutral
choice for the most demanding of clients, but Armor Class 10
mostly unknown to the average townsperson. Hit Points 4 (1d8)
Always seeking to perfect his craft he, one Speed 30ft.
day, reached too far. He acquired the diaries by STR DEX CON INT WIS CHA
a mythical master toymaker by the name of 10(+0) 10 (+0) 10 (+0) 18 (+4) 14 (+2) 12 (+1)
Guiseppe from the nearly forgotten domain of
Skills Perception +2
Odiare (See DND 2e Forge in Darkness for Senses passive Perception 12
more information on Guiseppe). With these The Languages Mordentish
Maker followed the instructions of Guiseppe, Challenge 0 (10 XP)
hoping to learn something new, on how to
Paranoid. The maker has grown paranoid, and he
create the perfect toy doll. But like Guiseppe, pays the children and homeless people of the area
The Maker created the perfect doll, but he sets up shop in to keep an eye out for if anyone
something dark was accidentally brought into comes looking. If adventurers ask around town for
him, he will know within the day.
existence with it.
The doll would awaken and start to whisper
Actions
dark thoughts into The Makers ear, causing him Mace +1. Melee Weapon Attack: +1 to hit, reach 5
ft., one target. Hit: 5 (1d6+1) bludgeoning damage.
to eventually listen to what the doll (who would
become known as Shades) had to say, and
thus influencing The Makers tools with his dark
advice. Roleplaying The Maker
The tools made by The Maker became All The Maker’s ego lies within his pride. He is
dangerous to the user, failing at inopportune, proud of his crafting skills, and he is proud of his
and often lethal, moments. But such was his products. He thinks he is close to perfecting his craft.
reputation that the clients kept coming, after all, He likes but is weary of false praise meant to lure
dead men tell no tales. him into a false sense of security. He questions any
statement the adventurer makes beyond ones strictly
Dr. Rudolph Van Richten became aware of
regarding his tools. He will regularly look over his
The Makers activities and attempted to stop
shoulder to the doll, as if to seek its opinion, or
him, but The Maker and Shades managed to
approval.
escape. Currently The Maker travels the
domains, setting up workshops when he feels Personality Trait: I am more knowledgeable and
safe from which he keeps manufacturing his have more mastery of crafting all kinds of toolsets
tools. His dream is to make the perfect all- and kits. Ideal: I will make the perfect tools and
become famous for it. Bond: I will guard my secrets
purpose tool, and he feels like he is very close
until I am ready to teach others. But not until after I
to his objective. Unknown to him Shades
am the master crafter. Flaw: I will reach this goal,
sabotages his efforts, delighting in The Makers
no matter the cost. No knowledge is too forbidden.

11
Corporeal Tragedies

Adventurers long for magical items to increase their own powers. With such greed comes
danger as many adventurers have experienced before in the mists of Ravenloft. Each treasure
can be powerful; indeed, however, the following items have their own tragic histories which
color the items' workings and indicate the price that is paid for assuming that one is worthy of
their use.

How to use these items


The items presented in this chapter are all as dangerous to the user as it might be to a victim.
An adventurer might feel more powerful as he easily kills monsters and evildoers with the
Execution Axe, but that feeling might fade when the dead keep coming back, hunting for him.

Many of these items are very powerful and can easily derail a campaign unless the Dungeon
Master takes care for them not to do so. They should not be included in a campaign in a fire
and forget manner, but instead they should serve as the basis of small adventures, side quests,
ideas and inspiration for the Dungeon Master.

12
Aurelia’s Spirit Aurelia Desider
Medium undead, neutral evil
Aurelia Desider was a known figure in the Armor Class 14 (studded leather)
Mordentian criminal underworld. A legendary Hit Points 39 (6d8+12)
thief she rivaled the noble families of Speed 30ft.
Mordentshire in coin. She plundered many STR DEX CON INT WIS CHA
tradesmen's and nobles' houses, vanishing into 15(+2) 16 14 (+2) 10 13 12 (+1)
the night well before the theft was ever (+3) (0) (+1)
discovered.
Skills Perception +3, Stealth +4
One day she burgled a temple dedicated to Damage resistance. Necrotic, bludgeoning,
Ezra where she broke into the temple's holy piercing, and slashing from nonmagical weapons
that aren’t silvered
reliquary, with the help of a magical key. The Damage Immunities poison
holy reliquary contained the bones of saints and Condition Immunities exhaustion, poisoned
were decorated with items made of gold inset Senses darkvision 60ft., passive Perception 13
with gemstones. Languages Mordentish
Challenge 3 (700 XP)
As she opened the reliquary and admired her
Sunlight Sensitivity. While in sunlight, Aurelia
newfound treasures, she was unaware of a
has disadvantage on attack rolls, as well as on
shadow growing behind her. The temple's Wisdom (Perception) checks that rely on sight.
warden, enraged at this intrusion, attacked the
burglar. Aurelia managed to slay the priest, but Actions
she was fatally wounded as well. While she lay Multiattack. Aurelia makes two rapier attacks, or
broken, cradling the treasure, in that holy place two longbow attacks. She can use her Vanish in
place of one rapier attack.
her magical key became soaked in blood. Due
Rapier. Melee Weapon Attack: +5 to hit, reach 5
to being unwelcome in that holy place her spirit ft., one target. Hit: 6 (1d8 + 3) slashing damage.
took refuge and became infused in the magical
Longbow. Ranged Weapon Attack: +5 to hit,
energies of the key. range 150/600 ft., one target. Hit: 6 (1d8 + 3)
piercing damage
Aurelia’s Spirit Vanish. Melee Weapon Attack, +4 to hit, reach
Wonderous item, very rare (requires 5ft, One creature. On hit the target must make a
attunement) DC 14 Intelligence check or lose sight of Aurelia.
This is a simple brass key with a delicate For the target she simply disappears and is
nowhere in sight. This only affects the target, other
circular handle insert with a ruby. Once per day creatures in the area can still see her. For the
the user can cast Knock (As the 2nd level spell). target she counts as invisible.
Curse. Aurelia was a greedy soul. This part of
her spirit tended to get her into more trouble
than any other aspect of her personality, as she
did not like to share her hard-earned spoils.
Whenever the key is used to open a lock roll a
1d10, on a 1 Aurelia will appear. If no valuables
are in sight (f.x. If the key was used to open a
door) she will despair over not being given “a
share” and attack the key user. If there is
treasure, she will attempt to grab as much of it
as she can and run away with it. She will turn to
mist in 1d4+2 rounds. When she disappears,
whatever treasure she managed to grab will
disappear with her, lost to the mists of
Ravenloft.
If the key enters a holy site dedicated to Ezra it
will become slightly warm to the touch.

13
Cloak of the other The Execution Axe
In the Domains of Dread there exists a horror Mad scholars of the mists tell of a long lost
not found in other worlds. The Doppelganger short lived micro-domain, one which was
Plant. They lure unfortunate souls towards perhaps no bigger than a town square complete
them where they trap the victim’s soul in a pod with a chopping block and space for onlookers.
from which the plant feeds. It uses the victims’ The domains dark lord was the executioner
bodies to impersonate the victim and uses its plying his trade with mad glee, an endless
body to lure more victims to its pods. supply of victims to place their heads before
Evil druids are said to craft cloaks woven out him. He made innumerable swings with his axe
of the Doppelganger Plant. These are while mindless townspeople looked on his
supremely useful in impersonating any handywork. Eventually the dark lord tired of this
humanoid, as it is not an illusion and thus not work, and wished to stop, finding his previously
susceptible to the same weaknesses. This thought of paradise to be lacking.
ability does come at a cost. The dread powers of the mists decided to end
The cloak appears as a normal cloak made of his tiring work, so they opened the mists
natural materials, much as those worn by showing him the results of his toil. Thousands
nature folk, druids and such. When it is attuned upon thousands of headless corpses lay on the
to an adventurer a very faint suction sound can ground as far as the executioner could see. As
be heard. the executioner placed his axe upon the
chopping block for one last time the first of the
Cloak of the other corpses started to rise.
Cursed wondrous item, Legendary (requires
attunement)
The Execution Axe
Cursed Weapon (Greataxe), Legendary (requires
When worn this cloak allows the wearer to
attunement)
polymorph into any humanoid the wearer is
The axe is an ordinary looking Greataxe
touching when the cloak is activated for a
(Greataxe +3, +3 to hit, 1d12+3 damage,
duration of six hours at a time. During this time
Slashing) made of steel, with a wooden handle
the wearer is indistinguishable from the target
and a leather grip. It is worn with use, but still
except by true sight or equivalent.
keeps a keen edge. The edge seems
The wearer can also read thoughts in much the perpetually stained with old blood no matter
same way a doppelganger does. The wearer how much it is cleaned.
can magically read the surface thoughts of one
The axe itself is imbued with the Vorpal effect
target creature the wearer is touching. The
(As the Vorpal Sword). On a hit roll a d20, on a
wearer can continue reading its thoughts, as
20 the target loses one of its heads. It is slain if
long as the wearer's concentration isn't broken
it cannot survive without its head.
(as if concentrating on a spell). While reading
Curse: Any creature slain with the Execution
the target's mind, the wearer has advantage on
Wisdom (Insight) and Charisma (Deception, edge will, unless the body was burned, rise
Intimidation, and Persuasion) checks against from the dead in 1d10 days with vengeance in
its heart. They will attempt to hunt down the
the target.
wielder, their killer, and slay him. The creatures
When first used to impersonate a target, and at
retain the same stat block as before with the
every dawn there is a 10% chance (1 on a d10)
following changes:
that the cloak feeds on the wearer, reducing his
constitution score by 1 permanently as it slowly Replace the creature type with Undead.
Remove any special abilities they had in life, as
hollows the wearer out from the inside. This is
well as any ranged attacks. The intelligence is
not restored when the cloak is removed, the
reduced to 3. Humanoid creatures over CR5
only way to reverse this is with a wish spell, or
equivalent. If the wearer dies while wearing the will return as revenants.
cloak, he is completely hollowed out apart from
a single Doppelganger Plant seed.

14
Shurram’s Bane
Shurram’s Bane
It is known by some scholars of the esoteric Cursed Weapon (Scythe), Artifact (requires
and the forbidden that when people of note are attunement)
on their deathbed, about to draw their final The scythe, when attuned, confers some of the
ragged breath, they are sometimes visited by abilities of the legendary creatures known as
beings’ unseen by others. These beings are Grim Reapers to the wielder.
unique to the domains of dread, known as The On a successful hit the wielder can, by
Grim Reapers. Their description will be familiar spending one charge, use the scythe's
to all, though few living have seen one. They Inevitable Doom ability. The wielder is given
appear as skeletons clad in black robes who true sight (120ft). In addition, the wielder
wield scythes. Thought to be agents of the dark becomes immune to cold damage, and
powers behind the mists these beings are resistant to poison. If any creature within 30ft of
drawn to the deaths of notable, or powerful, the wielder drops to 0 hit points it is susceptible
individuals for some unknown purpose, be it to the scythes Reap ability.
escorting the dying to some other unknown Inevitable Doom. The wielder can, on a
place or even just to feed on the ebbing successful hit, have the target make a DC 15
lifeforce. constitution saving throw. On failure the target
The dread lord Hazlik learned of the takes 80 points of necrotic damage (10d8+40)
existence of these beings as a result of magical and has its constitution reduced by 2 until its
research done by his apprentice Shurram next long rest. In addition, the target is
Murezkina. Hazlik commanded Shurram to frightened of the wielder. On a successful save
continue this avenue of research which resulted the target takes half damage and no
in a daring experiment where he attempted to constitution damage.
capture one of these Reapers. Shurram spent Reap. If a creature, including a player
years gathering nobles and other people of note character, drops to 0 hit points within 30ft of the
he could get his hands on by any means wielder it must make a dc 15 charisma save or
necessary. When ready he locked them all in a be slain outright. Its spirit drained into the
room and sealed it off, leaving them to scythe to recharge its powers.
suffocate.
The scythe gains an extra charge every time a
When the victims were on the verge of death creature is slain within 30ft of it (Maximum 3
Shurram started his arcane incantations that charges, and the scythe can regain a maximum
would serve him in two ways. One was to cast of three charges per day. If a soul is reaped
an altered force cage strong enough to trap one after these maximums are reached the soul
of the reapers that surely must be present. The becomes lost to the mists of Ravenloft). The
other was to create a beacon, amplifying the creatures used to recharge the scythe cannot
resonance of the dying victims, to lure the be resurrected except via True Resurrection or
reapers to him. No soul knows what happened Wish.
next. When Shurram’s assistants pried open
The wielder's eyes will appear black as if they
the ritual chamber all they found were scorched
are missing, leaving voids black as midnight
walls bearing the marks of a powerful magical
where they should be. All animal handling
battle, all lights had been snuffed and there was
checks made by the wielder are made at a
no sign of Shurram. In the middle of the dark
disadvantage as the animals can often sense
room was a single item, a scythe with a handle
the unnatural nature of the weapon. The scythe
black as night and a silvery blade, embedded
has the normal statistics of a +2 Scythe Melee
into the stone floor. The history of the scythe is
weapon. (+2 to hit, 2d4+2 slashing damage,
murky at best after this point. Legend says
Heavy, Two-handed, magical weapon).
Hazlik himself studied the scythe for a while
before it was stolen from him and smuggled out If the wielder is dropped to 0 hit points, he is
of Hazlan into neighboring Kartakass. After this also susceptible to the Reap ability.
the scythe became lost to history.

15
Boots of the Watched Crooked Ring
These boots, at first sight, appear to be This ring appears as if it was home-made, it
regular well-worn walking boots made for is crooked, made of cheap bronze and no
traversing long distances. They have scuffed matter the wearer it always feels a little bit too
heels; well-worn soles and written on the inside tight.
of the shoe is the name “Davian”.
Its origin lies with an unknown apprentice
Davian was a guard in the city of Corvia within sorcerer who desired to appear more powerful
the dread domain of Darkon, at the time lorded than he really was. Under pressure from his
over by the Archmagis Azalin. He was a diligent master, he made a deal with an unknown entity
guard who patrolled the streets in any weather, where he traded something dear to him in
rain, sun or snow. One particularly foggy day he return for power. After he created this ring, the
went out on patrol, but when he came back his entity enchanted it so the apprentice would be
comrades noticed something was wrong. He able to perform far beyond his limitations
started to become increasingly paranoid telling
The apprentice’s fate is unknown; however, it
others that he constantly felt as if some evil
can be speculated that after a greater mage
eyes were watching him
might notice from whence the apprentice’s
The last known sighting of Davian was as he prowess originates the apprentice’s fate might
walked out of the door of his guard post into not have been a happy one.
another foggy night. He walked into an alleyway
Ever since this day other rings with similar
he had traversed many times before but never
properties have appeared in Ravenloft, most of
exited on the other end.
them appearing homemade, all of them of
To the trained eye of a magic user, they will unknown origin.
be revealed to be Boots of Speed (See the
Dungeons and Dragons Dungeon Masters Crooked Ring
Guide). Wonderous item, rare (requires attunement)
A magic user can attempt to use this ring to
Boots of the Watched attempt to replenish 1d4 spent spell slots, in
Wonderous item, rare (requires attunement) any combination. If it fails to replenish spell
These boots have the same magical slots then the wearer suffers one level of
properties as Boots of Speed, except the Boots exhaustion each time. This ability can be used
of the Watched can operate for up to 15 three times a day.
minutes before the user has to recharge the
boots by finishing a long rest. Curse: When the ring is used to replenish spell
slots choose a spellcaster within 500ft of the
Curse: As the wearer uses the boots powers caster. That spellcaster must make a DC15
s/he will slowly start feeling as if s/he is being Wisdom saving throw. On a failed save the
watched. Every time the boots powers are used target loses the equivalent amount of spell slots
the player must succeed a DC10 Wisdom save as the wearer gains. The target spellcaster will
or become paranoid, whereby his passive be aware of who was the source of the magical
perception, regular perception, insight and drain. If no spellcaster is available, the drain
investigation skills suffer a -1 penalty due to the automatically fails, and the wearer suffers one
wearer being distracted by unseen beings. This level of exhaustion. On a successful save the
effect is cumulative. target is unaware of the attempt.
If the boots are used within the mists of Spellcasters within 500ft of the wearer regain 1
Ravenloft there is a 50% chance a Mist Horror fewer spell slots of the highest spell the
(See Van Richten’s Guide to Ravenloft, page spellcaster is able to cast per long rest, while
250) materializes in the midst of the wearers the wearer regains all his slots.
party and is hostile to the wearer
If the wearer is not within 500ft of a spellcaster
when he takes a long rest, he does not regain
any spent spell slots.

16
The Talon’s Torment
The Talon’s Torment Cursed Weapon (Longsword), Very Rare (requires
attunement)
Falkovnia is a land beset with horrors. The Longsword is unremarkable. A blade
Zombies attack the realm each month in manufactured by the thousands and distributed
increasing numbers, but the inhabitants of the amongst a military force. The sword is made of
realm keep fighting, knowing that they are steel and inlaid with an image of a red falcon.
fighting a losing battle. The realms dark lord At some point in its history someone had seen
Vladeska Drakov employs a mercenary force fit to enchant it as a Short Sword +2, with the
that maintains martial law, this force is known ability to cast the light spell at will. (+2
by the name The Falcons Talons. Longsword, +2 to hit. Damage 1d8+2. Damage
The main Talon force is within the capital type: Slashing, versatile).
Lekar where the main bulk of the remaining Curse: 1d10 days after attuning to the weapon
Falkovnians stage their current defense. the wielder will dream of a large, dark and
However, it is often necessary to strike out from empty room. The wielder is alone in there. But
the capital in order to secure supplies, weapons the wielder can hear shuffling in the distance.
or even to save unlikely survivors from the This has no further effect.
ruined countryside. One such group was a After the first night the wielder will relive the
group of farmers accompanied by a small same dream, except in the distance he will see
number of Talons. The mission was to reach a a humanoid nearly covered in darkness. The
close by farm where crops had been sown the humanoid, the desiccated corpse of Anna, will
year before, and undisturbed by the zombies appear as a featureless humanoid blob
they were ready for harvest. Any scrap of food standing unnaturally still. The dream will feel
is vital to Falkovnia’s defense, so a party was like it lasts for hours before the wielder awakes.
sent out. This party was led by Anna Von Over the next 30 days the wielder will keep
Wesner, a no-nonsense leader of her small repeating the same dream, robbing him of a
band of Talons. complete rest. Anna will always seem to be a
Her most prized possession was a longsword bit closer, her gaunt and rotted features
with the ability to give off light. It had often becoming clearer every night until the final two
served to give her soldiers some much needed nights.
light to see by during nighttime zombie attacks. During the final week of dreams, every time the
When the zombies came to the farm it served wielder wakes up, he must succeed on a DC 12
them well. The humans barricaded themselves constitution save or gain one level of
within the ruined farmhouse and staged as exhaustion.
good a defense as they could muster.
Eventually as the cold, undead claws dragged The penultimate dream will have Anna standing
her soldiers, and the civilians, out into the in front of the wielder, within touching distance,
darkness one by one they withdrew deeper into yet the wielder will not manage the willpower to
the farmhouse. The light from her sword was reach out and touch her. She will stare at him
the one thing that helped them cope with the with pitch black, hateful, eyes. Just before the
screams of the unfortunate victims as they were wielder wakes up, he will see her square up for
torn apart outside their makeshift shelter. combat, cruel fists at the ready. The wielder
wakes up at this point and must make a DC 14
As Anna became the last survivor, she sealed Willpower save or gain one level of stress (See
herself off in a room in the basement of the Van Richten's Guide to Ravenloft, Chapter four
farmhouse, knowing that close by hungry, for effect of stress).
lumbering corpses would be alerted by any and
all signs of life. In the final dream the wielder of the Talons
Torment will have to fight Anna alone. She has
She held out hope that another party from the stat line of a Revenant from the D&D 5e,
Lekar would be sent to save them, but deep in Monster Manual.
her heart she knew that this was unlikely, and
that Vladeska Drakov would in all likelihood It will be obvious to others that the wielder is
already count them amongst the dead. But she struggling in his/her sleep, but there is no way
waited for days, hoping against hope that a to wake the wielder up except by having greater
miracle might happen. Sadly, it did not. restoration or Wish cast upon them
When, weeks later, other Talons later tore If the wielder survives, he will not be attacked
open the planks of wood that sealed her in they by Anna again, however the player will never
found her corpse clutching her sword. Its light gain a complete sleep again, having to succeed
still keeping the darkness at bay but offering no a DC 12 Constitution save in order to gain the
real hope. long rest benefits each time.

17
The Makers Tools
The man only known as “The Maker” was a shopkeeper in Mordentshire who specialized in serving
a more discriminating clientele. If a master thief needed tools to help him open the most difficult tools
that normal thiefs tools could not handle they went to The Maker. If a hunter needed the necessary
tools to help destroy a vampire, they went to The Maker. He had such mastery of his craft that he
caught the attention of more than just the mortals of the realms. One night a small dark figure started
to speak to him in the cold hours of the night. From thence on his tools kept their quality, but they
started to have a dark side to them which often spelled ill news for the user. After a few years of
manufacturing tainted tools, he was forced to flee after Van Richten came to know more about his
craft and tracked The Maker down.
All the following tools have the same properties as the equivalent tools from the Dungeons & Dragons
Players Handbook, apart from their dark nature.

The Makers Alchemists supplies The Makers Forgers Kit


(Alchemists supplies, Rare). (Forgers Kit, Rare).
These supplies contain masterwork beakers, Forgers using this kit will find the ink flows
vials and various tools that make the alchemy more predictably than in the common kits, the
work easier than with standard tools. When paper is of better quality and more easily
user attempts to do alchemical work with manipulated. Any forgeries made with this kit
these supplies he does so with advantage. are made with an advantage.
Curse: When used to brew potions there is a Curse: When used to forge a letter or a
10% chance that along with the intended signature there is a 10% chance the forged
potion effect the imbiber must succeed on a result is comically bad, as if a child had
DC14 constitution save or be poisoned for performed the forgery. However, the user is
1d10+5 minutes. blind to this fact.

The Makers Burglar’s Pack The Makers Thieves Tools


(Burglar’s Pack, Rare). (Thieves Tools, Rare).
The candles in this pack burn longer than The picks in this set slide into locks easier, the
regular candles, the ball bearings are mores rakes pop even the most secure lock open in
slippery, and the rope can bear more weight. record time. The tools in this kit are
Any attempts to use the rope to climb is done masterwork quality. Any use of these tools is
at an advantage. made with an advantage.
Curse: There is a 10% chance when the rope in Curse: When used to open a lock the thieves’
the Burglar’s Pack is used that the rope snaps tools have a 10% chance for the kit to emit a
in two when the user is at 10ft from the top. loud bell like sound, betraying the user’s
presence.

18
Credits

Credit for putting up with me spamming them with the material as it was written, and error checking,
goes to my wife Tinna Guðbjartsdóttir, as well as my awesome roleplay group here in Iceland.

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the
dragon ampersand, Ravnica and all other Wizards of the Coast product names, and their respective
logos are trademarks of Wizards of the Coast in the USA and other countries.

This work contains material that is copyright Wizards of the Coast and/or other authors. Such material
is used with permission under the Community Content Agreement for Dungeon Masters Guild.

All other original material in this work is copyright 2022 by Kristinn Esmar Kristmundsson and
published under the Community Content Agreement for Dungeon Masters Guild.

19

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