Book of Secrets...Ravenloft® and Masque of the Red Death® fans. We have dutifully collected their...

262
1 THE BOOK OF SECRETS A Netbook for the Ravenloft and Gothic Earth Settings Edited by the Kargatane: Joe Bardales N Charles Brown N Andrew Hackard John W. Mangrum N Christopher Dale Nichols N Stuart Turner Articles Contributed by: Daniel Bandera N Joe Bardales N Bil Boozer N Timothy S. Brannan N Charles Brown Leyshon Campbell N Andrew Cermak N Eric C. Daniel N Luis De Pippo Mark “Mortavius” Graydon N Andrew Hackard N Andrew Hauptman N Nick Heras Derek Holland N Mark Jackman N Jaleigh Johnson N Kurt A. Johnson N Rene Littek Jarrod R. Lowe N Beeto Lyle N Jean-F. Major N John W. Mangrum N Steve Miller Les Mozingo N Charles Phipps N Wes Schneider N “Kalias Trivune” N Stuart Turner “Tykus the Gladiator” N Pierre “Gomez” van Rooden N Andrew Wyatt Notes from the Kargatane: All submissions have been edited to use Americanized spelling. This was done simply to give THE BOOK OF SECRETS a more coherent appearance, and should not be meant as a slight against our Anglicized authors. THE BOOK OF SECRETS Release Date: October 31, 1999. Legal Notice: AD&D®, RAVENLOFT®, MASQUE OF THE RED DEATH®, and DARK SUN® are registered trademarks owned by TSR, Inc. This book does not represent a challenge to any TSR-held trademarks. TSR is not officially affiliated with this book in any way. All articles are copyrighted by their respective creators, unless otherwise noted. This netbook may be reproduced for personal use, but may not be used to generate revenue. Visit the Secrets of the Kargatane at http://www.kargatane.com, the Official Home of Ravenloft on the Net!

Transcript of Book of Secrets...Ravenloft® and Masque of the Red Death® fans. We have dutifully collected their...

Page 1: Book of Secrets...Ravenloft® and Masque of the Red Death® fans. We have dutifully collected their secrets for several months, and now choose to reveal them to you on this darkest

1

THE

BOOK OF

SECRETSA Netbook for the Ravenloft

and Gothic Earth SettingsEdited by the Kargatane:

Joe Bardales N Charles Brown N Andrew HackardJohn W. Mangrum N Christopher Dale Nichols N Stuart Turner

Articles Contributed by:Daniel Bandera N Joe Bardales N Bil Boozer N Timothy S. Brannan N Charles Brown

Leyshon Campbell N Andrew Cermak N Eric C. Daniel N Luis De PippoMark “Mortavius” Graydon N Andrew Hackard N Andrew Hauptman N Nick HerasDerek Holland N Mark Jackman N Jaleigh Johnson N Kurt A. Johnson N Rene Littek

Jarrod R. Lowe N Beeto Lyle N Jean-F. Major N John W. Mangrum N Steve MillerLes Mozingo N Charles Phipps N Wes Schneider N “Kalias Trivune” N Stuart Turner

“Tykus the Gladiator” N Pierre “Gomez” van Rooden N Andrew Wyatt

Notes from the Kargatane:All submissions have been edited to use Americanized spelling. This was done simply to give THE BOOK OF SECRETS

a more coherent appearance, and should not be meant as a slight against our Anglicized authors.THE BOOK OF SECRETS Release Date: October 31, 1999.

Legal Notice:AD&D®, RAVENLOFT®, MASQUE OF THE RED DEATH®, and DARK SUN® are registered trademarks owned by TSR, Inc. This book does not representa challenge to any TSR-held trademarks. TSR is not officially affiliated with this book in any way. All articles are copyrighted by their respective

creators, unless otherwise noted. This netbook may be reproduced for personal use, but may not be used to generate revenue.

Visit the Secrets of the Kargatane at http://www.kargatane.com, the Official Home of Ravenloft on the Net!

Page 2: Book of Secrets...Ravenloft® and Masque of the Red Death® fans. We have dutifully collected their secrets for several months, and now choose to reveal them to you on this darkest

THE BOOK OF SECRETS

2

RAVENLOFTPreface 4.

Introduction 5.

Running RavenloftFortune Telling for the Faint of Heart 9.

By Andrew Hackard

Anchors of Faith 15.By John W. Mangrum

A Year in Ravenloft 31.By Stuart Turner & the Ravenloft-L list

On the Road 43.By Steve Miller

PeopleGundar 51

By Pierre “Gomez” van Rooden

Nature’s Sorrow 55.By Mark Graydon

Carnival: The Ballyhoo 59.By John W. Mangrum

Zardorus 67.By Daniel Bandera

Ardonk Szerieza 70.By Stuart Turner

Mocellus 72.By Daniel Bandera

Merilee Markuza 74.By Leyshon Campbell

Carnagan Wolfe 85.By Mark Jackman

The Effigy of Ivan Szimin 90.By Stuart Turner

Inesko Krolov 94.By “Tykus the Gladiator”

Beauty’s Garden 97.By Jaleigh Johnson

Cyran Devichi 101.By Charles Phipps

Eleni of Toyalis 104.By Steve Miller

The Knox Family 106.By Wes Schneider

Lights in the Fog 109.By Andrew Cermak

PlacesWayward on the Bone Sands 133.

By Beeto Lyle

Seradan 141.By Les Mozingo

ThingsHæmogoblin 145.

By Timothy S. Brannan

Bleeding Willow 147.By Charles Brown

A Darkling by Any Other Name 149.By Luis de Pippo

Topiary Golem 151.By Derek Holland

Lesser Breeds of the Arak II 153.By René Littek

Weresnake 157.By Daniel Bandera

Vampiric Virus 160.By Nick Heras

Echo 162.By Wes Schneider

Figurines of Obsession 164.By Mark Graydon

The Sword of the Clan ApBlanc 170.By Jarrod R. Lowe

Van Richten’s Guide to the Mists 172.By “Kalias Trivune”

Ring of the Wolf 175.By Charles Brown

Azalin’s Crown 177.By Eric C. Daniel

Player Character RulesThe Chiurgeon 178.

By Andrew Wyatt

Abber Nomads 184.By Andrew Hauptman

The Inquisitor 187.By Andrew Wyatt

Freak Kit 191.By Andrew Hauptman

Wretched Creations 194.By Andrew Wyatt

Interlude 205.

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THE BOOK OF SECRETS

3

MASQUE OF THE RED DEATH

Running Gothic EarthThe Haunted Cairn 213.

By Bil Boozer

PeopleSherlock Holmes and the Red Death II 220.

By Joe Bardales

Wolfgang Armand Faust 231.By Charles Phipps

Pirata Salinas, El Diablo del Mar 234.By Daniel Bandera

Romeo Giacomo Galli 237.By Jean-F. Major

Isaac Bennington 240.By Daniel Bandera

Professor Dora Meltzer 243.By Joe Bardales

The Sons of Liberty 246.By Andrew Wyatt

Player Character RulesBig Game Hunter 249.

By Daniel Bandera

Chimney Sweep 251.By Kurt A. Johnson

Conclusion 253.

The Conspirators ((Credits)) 257

And I cried—“It was surely OctoberOn this very night of last year

That I journeyed—I journeyed down here—That I brought a dread burden down here—

On this night of all nights in the year,Oh, what demon has tempted me here?

Well I know, now, this dim lake of Auber—This misty mid region of Weir—

Well I know, now, this dank tarn of Auber—In the ghoul-haunted woodland of Weir.”

Said we, then—the two, then—“Ah, can itHave been that the woodlandish ghouls—

The pitiful, the merciful ghouls—To bar up our way and to ban it

From the secret that lies in these wolds—From the thing that lies hidden in these wolds—

Had drawn up the spectre of a planetFrom the limbo of lunary souls—This sinfully scintillant planet

From the Hell of the planetary souls?”—Edgar Allen Poe

To ———. Ulalume: A Ballad

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BOOK OF SORROWS: PREFACE

4

The first step towards vice is to shroud innocent actions in mystery,and whoever likes to conceal something sooner or later has reason to

conceal it. - Jean-Jacques Rousseau

Secrets by their very nature are an effectual contrivance of horror.Ever since Horace Walpole first penned The Castle of Otranto, the

secret has been a cornerstone of the Gothic genre that has grown intothe horror literature we know and love today. Secrets can be

extremely dangerous, whether they remain hidden or areinopportunely revealed. It should be no surprise that the Demiplane

of Dread is a land of many secrets.

The Kargatane are pleased to present the third annual RavenloftNetbook, The Book of Secrets. Herein lie the secrets of many talented

Ravenloft® and Masque of the Red Death® fans. We have dutifullycollected their secrets for several months, and now choose to reveal

them to you on this darkest of nights.

In the pages that follow, you will find many secrets of the Demiplaneof Dread and Gothic Earth revealed. Now you must ask yourself, “arethese secrets I keep, or secrets I reveal?” If you are truly fortunate, theDark Powers and the Red Death will not take notice of your choice…

Joe BardalesKargatane

October 31, 1999

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BOOK OF SECRETS: INTRODUCTION

5

October 31st, 753.VALLAKI.

eghfeghfeghfeghfeghfeghfeghfeghf

rnst Turagdon withdrew the red-hotknitting needle from the birdcage,dropping it into a glass of water to sizzle.Eventually his uncomprehending eyes roseto meet the gaze of the two men standingin the doorway of his cramped room.

“Wha—,” he chirped, his unnatural voice cracking.Ernst cleared his throat and tried again.

“What exactly do you mean, ‘You killed theburgomeister’?”

“I take exception to that accusation,” shot back oneof the standing pair, fending off the comment with anupraised finger. Holder Crosspen was a thin man, withprematurely gray hair. His eyes were hidden behindglasses with lenses tinted so darkly as to be opaque. “Wedid not kill the burgomeister.”

“Yes, quite right,” agreed his shirtless companion,Mynilar Sannom, idly scratching at his pierced navel.“We merely allowed him to die. That’s quite different,you know.”

Ernst sat back in his chair, lightly rubbing his lefttemple. Like his room, Ernst kept himself impeccablytidy. “But you did say he is now lying in four pieces onour carpet. What did he die from? Melancholy?”

Holder coughed. “He touched the Third Red Book inAisle Five.” As this explanation was offered, Mynilarflicked a thumb across his own throat to illustrate.

“Mmm, yes, yes. And you both watched thishappen?” The two men half-shrugged. Ernst stood up,took a few steps toward his visitors, and turned to faceHolder. “Might I ask why you did nothing to preventthis?”

Holder fidgeted with his glasses. “I was in the back,reorganizing the cookbooks. By the time I saw him, hishand was already on the book’s spine. What was Isupposed to do? Scream, ‘Don’t tug on that tome, it’s thetrigger to a lethal deathtrap?’ Would have raised a fewodd questions, don’t you think?”

Ernst stared dully at Holder’s face for a few seconds,then abruptly spun to address Mynilar. “You weresupposed to be manning the front desk, were you not?That’s in full view of Aisle Five. What kept you quiet?”

Mynilar puffed out his pasty, tattooed chest. “If youmust know, I was working on a new poem. Whencomplete, anyone who hears the verse read aloud will beinstantly stricken dead.”

Ernst raised an eyebrow. “Does this poem have atitle?” he asked, honestly curious.

Mynilar grinned. “I call it, ‘Ode to the Moss-Encrusted Thing in a Bottle That I Believe to Have OnceBeen a Cat.’”

Ernst mused. “It’s a good start,” he concluded.“Well,” he sighed a moment later, “let’s go have a look atthis disaster.” Mynilar stepped aside to let Ernst pass, butHolder snagged his sleeve, halting him.

“Hold on a moment,” Holder said, his voicebetraying rising concern. With his free hand he pointedback at the birdcage on Ernst’s desk. “Pardon me forasking, but is that my pet budgie in that cage?”

Ernst glanced back at the tiny creature flailing aboutbehind the bars. “Yes, I believe so.” He turned to leaveagain, but Holder tugged him back.

“What are you doing to my budgie?” Holder asked.“I’m torturing it to death,” Ernst answered

nonchalantly. “A better theoretical grasp of painthresholds will greatly improve results in my futureinterrogations.” Ernst shrugged loose of Holder’s slackgrip and slipped out into the hall. Mynilar followed witha conciliatory shrug of his own.

“But, but,” stammered Holder, his mouth agape.“Why experiment on my budgie?”

Ernst’s answer echoed back from the hall. “Becauseyour pigeons only lasted an hour.”

Ernst followed the shadowy hallway out onto thecreaking balcony overlooking the main room of theVallaki Bookshop. Dust danced in the air, captured incold sunbeams piercing the two-story room through a pairof tall windows in the western wall. Stuffed heads from adozen species of local wildlife starred down from nichesnear the high ceiling, peeking out through the thickwooden beams supporting the oddly angled roof.

Ernst placed his hands on the heavy, baroque banisterand peered down at the room below. The large chamberwas divided into aisles by several rows of bookcases,each teeming with obscure tomes. More worm-eaten

E

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BOOK OF SECRETS: INTRODUCTION

6

books were stacked around the edges of the chamber,almost obscuring several pale and ghastly portraits of paleand ghastly people.

Ernst sighed a bit as he looked down at Aisle Five inparticular. “Oh, ye gods,” he murmured. “I can see theblood from here.”

Swallowing any further signs of annoyance, Ernstwalked down the steps, followed by Holder and Mynilar.They stopped at the end of Aisle Five and stared dully atthe crimson mess that dripped within.

“At least the trap caught him cleanly,” offered Holderas conciliation.

“Yes, right at the neck and knees,” aided Mynilar.“Very tidy.”

Ernst held his tongue as he approached the body.After examining the pieces of the burgomeister for amoment, his eye fell upon the Third Red Book, jutting outfrom the shelf. Extending a finger, he daintily pressed thebook back into place. With a click, the two scythingblades stretched across the aisle slid back into theirconcealed slots within the thick shelves.

Holder and Mynilar slipped up behind him. “Look,”suggested Mynilar, “We have nothing to worry about.Holder can just animate the corpse and send it on itsmerry way!”

Ernst gave the other two a suspicious look. “Really?Even with his head off?”

“Oh, yes, of course!” Holder blustered. “Here, sithim up and help me stick his bits back on.”

The three men pulled the headless corpse upright,leaning its back against the blood-spattered bookcase.While Ernst cautiously balanced the burgomeister’s headupon its severed neck, Holder and Mynilar knelt to alignthe corpse’s shins with its knees. Soon enough, the threemen stepped back to examine their handiwork. After aminute, Ernst glanced impatiently at Holder.

“Oh, right,” Holder sputtered, crouching before theprecariously balanced corpse. Holder removed his tintedglasses, revealing eerie, inhuman eyes. He thrust his handjust above the slain man’s face.

“Arise, dead one, I demand of thee! I call upon mydark gift! I grant thee the life that comes after death!Arise, and obey me!”

A chill passed through the witnesses. After amoment, the corpse’s glassy eyes blinked open. Mynilarand Holder sighed with relief. Holder stared into thezombie’s eyes, pointing at one of the dead man’s boots.

“Wiggle your toes, minion,” Holder ordered, hisvoice thick with menace. Still moving only its eyes, thezombie looked down at its feet. Soon enough, theindicated boot began to weakly flex.

“Voilà!” exclaimed Holder, jumping to his feet.“Mind you, he’s just a mindless undead puppet chained tomy will, but we can work around that.”

“Mmm, yes, yes,” intoned Ernst, unconvinced. Heknelt down at the dead man’s side. “You there,” hebarked. “Burgomeister! Look me in the eye.”

The zombie twisted its neck to look at Ernst—and itsneck kept on twisting, until the unanchored head lost itsbalance, tumbling free of its perch and rolling halfwaydown the aisle.

Mynilar covered his eyes. Holder sucked in hisbreath. Ernst shook his head. “This simply won’t do.”

“What izzn’t going to do?” asked a hissing voicefrom above. The three men scurried to the end of theaisle to greet the newcomer as he sauntered down thestairs from the balcony. The man was completelyswallowed by a heavy black cloak, its cowl pulled up toconceal the wearer’s face. Only his unnaturally palehands were visible; one held a feather duster.

“Where have you been, Jaerdaph?” asked Holder.“Why?” The cloaked newcomer studied the faces of

his three compatriots. “Whatever’zz gone wrong, it’zznothing to do with me. I’ve been up in the attic all day,duzzting the cobwebzz out of Ryven’s room.”

Mynilar barked with laughter. “Oh, isn’t that nice!Did Ryven ask you to do that? Feeling chatty, was he?”

Jaerdaph’s pale lips twisted into a frown. “Azz amatter of fact, he wazz.” He thrust the feather duster atMynilar angrily. “You know, you might want toconzzider that maybe it’zz that attitude of yourzz thatkeepzz Ryven from warming up to you.”

Mynilar grunted, crossing his arms. “Ryvenwouldn’t ‘warm up’ if I burned him at the stake.”

“All right, that’s quite enough of that,” interruptedErnst, stepping between the irate men. Ernst turned to thespidery figure still standing at the foot of the stairs.“Well,” explained Ernst, “it appears that these two evilgeniuses have killed the burgomeister in our shop.”

“That is completely unfair!” screamed Holder.“Quite right,” consoled Ernst. “I do apologize.

Jaerdaph, I should have said that these two chose to sitand watch as one of our deathtraps sliced theburgomeister into various cuts of meat.”

Jaerdaph shrugged, a scowl barely visible within thehis cowl. “So what’zz the problem?” he hissed.

“The problem, my dear, is that it is currently . . .”Ernst craned his neck to look back at the hanging clockticking near the door into the cellars. At that verymoment the clock chimed, and a stuffed crow’s headextended from the clock’s face twice in rapid succession,cawing each time.

“. . . two o’clock,” Ernst concluded. “That means wehave less than four hours before the sun sets. Doremember that this is Barovia. If our belovedburgomeister is not hale, hearty and at home beforesunset, his wife will—quite rightfully—conclude thatsomething horrible has happened to him.”

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BOOK OF SECRETS: INTRODUCTION

7

Jaerdaph scowled a bit more. “I zztill don’t zzee theproblem. Once it getzz dark, we can go over to theburgomeizzter’zz manor and kill hizz wife. I’ll do itmyzzelf. Problem zzolved.”

“Not quite,” echoed a voice from a large grate in thefloor near the front doors, flanked by the front desk andthe stuffed body of a rearing creature dubiously labeled asa bear. The four men turned to watch as a spindly armpushed the grate open from below.

The creature that emerged from the crawlspacebeneath the shop floor resembled a scarecrow, itswithered flesh stretched tight across its bones.

“I would recommend against eliminating theburgomeister’s wife,” advised the creature. Its voicereverberated strangely. “She has two brothers, currentlyserving in the Barovian militia occupying Teufeldorf inthe former Gundarak. Although the woman has beenestranged from her siblings for years, her death wouldassuredly prompt in them a thirst for vengeance.”

“Good gracious,” sputtered Holder, staring at thecreature’s bony frame. “William, when’s the last timeyou ate anything?”

“—So to speak,” added Ernst.The withered creature’s hand unconsciously rose to

touch the dagger nestled just under its arm. The handbore a black ring with dull red runes, matching thedagger’s hilt. As hand touched dagger, the runes on bothring and hilt flashed bright crimson.

“I’ve been too busy to sustain myself. Need I remindyou all that our annual report has to be completed bymidnight tonight?”

Ernst raised an eyebrow. “Mmm, yes, yes. And howis the report coming?”

William glared back at Ernst. “It’s almost done. I’mstill applying the gold leaf to a few illuminations.”

“Excuse me,” interrupted Mynilar, holding up hishand. “But exactly why are you putting gold leaf on ablasted espionage report? We’re spies, not monks! Wearen’t being graded on penmanship here!”

“And for that matter,” interjected Jaerdaph, “whydoezz it have to be done by midnight tonight?”

William glared hatefully at the two men. “It has tobe done by midnight tonight, because that is when themessenger from Necropolis is due.”

“Yes, yes,” Mynilar spat back, “but the messengernever comes, does he? That precious report is going to siton a shelf in the cellar, gathering dust next to last year’sreport, and the report from the year before that. Themessenger isn’t coming! He’ll never come! Don’t any ofyou get it? We’ve been abandoned in this backwaterhell!”

William violently snatched his dagger from its hiltand drove its blade deeply into the floor. “And that,”William hissed, recovering his composure, “is why theannual report has to be so extravagant. So that when the

Kargat do examine our work, they will be so impressedthat they will beg us to come home.”

“Excuse me!” Ernst waved for attention. “If I mightbring this delightful patter back around to our currentdilemma, we have a dead burgomeister—

“Undead, now,” mumbled Holder.“Yes, my error. We have an undead burgomeister

cooling in Aisle Five. And as you all have so aptlypointed out, we must solve this problem on our own.”

“I zztill don’t zzee the problem,” murmuredJaerdaph. “I zztill zzay we go kill the burgomeizzter’zzwife tonight. Zzo what if her brotherzz come zznoopingaround? We can handle adventurerzz.”

Ernst frowned. “You know, this is the burgomeisterof Vallaki we’re talking about, not some random do-gooder no one will ever miss. His death will be noticed,you understand? Someone must have seen him come inhere. Even if we do kill his wife, this whole wretchedvillage will still come screaming for our heads. Do youthink we’re capable of defeating several hundred angryvillagers brandishing torches and pitchforks?”

The others looked around at each other withemerging grins. Eventually William spoke up. “It wouldcertainly be fun to try.”

Ernst’s frown deepened. “Mmm, yes, yes. But that’snot our real problem. Who else do you think might noticeif a Barovian burgomeister gets chopped up, eh? Whoelse do you think might come snooping about? Hmm?”

The others’ grins melted. Holder grasped at the air.“You don’t mean . . .”

Now Ernst grinned. “That’s right, Count Strahd.This dead burgomeister will lead Strahd right to ourdoorstep. And if Strahd learns that a cell of Azalin’sspies is lurking in his domain, he will personally butcherus and sell the meat at three pence to the pound!”

All the blood drained from Mynilar’s face. “Weneed to get out of here, now.” He started pacingfrantically, rambling to himself. “We can flee! We canscatter to the winds and never come back! If we leaveright now, we could be in Borca by tomorrow night!”

“It’ll never work,” wailed Jaerdaph, slumping to thefloor. “If we abandon our pozzt, then it’ll be the Kargatthat butcherzz uzz.”

“Wait,” interrupted Holder. “If we get butchered,does that mean we don’t get to live forever?”

“Yes!” screamed the others in unison.“So I’ll have lived in this Barovian cesspool with you

scum all these years for nothing?”“YES!!” screamed the chorus.Holder gulped. “We have to do something!”“Well,” William mused, “one disaster at a time.

Whether or not we get disemboweled tomorrow, we stillneed to have our annual report done tonight. If anyoneneeds me, I will be succumbing to madness in my workroom. When Strahd arrives to turn us inside out, let me

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BOOK OF SECRETS: INTRODUCTION

8

know.” With that William dropped his head back downinto the crawlspace, pulling the heavy grate shut after himwith a resounding clang.

Mynilar slumped against the end of a bookcase.“How long do you think William’s gone withoutfeeding?” he asked the group.

“Ooh,” guessed Holder, “from the looks of him I’dsay nearly a week. He must weigh under seventy poundsby now.”

“Damn podlingzz,” grumbled Jaerdaph. “You’reforgetting he hollowzz out from the inzzide too. I bet youhizz flesh izz no thicker than a pumpkin’zz. I’ll wager hedoezzn’t weigh an ounzze over thirty poundzz.”

Mynilar perked up. “I’ll take that! Say, five gold—”“Gentlemen!” shouted Ernst. “Focus! We are mere

hours away from our doom!”Mynilar, Holder, and Jaerdaph dropped their heads.

“Sorry, Ernst, quite right.”Ernst paced around the foyer, his hands clasped

around his back. “Our dilemma is quite clear: Theburgomeister is lying dead on our floor.”

“—Undead!”“Mmm, yes, yes. Right now, no one but us knows

that he is dead. This is our little secret. So far, so good.However, in less than four hours his wife will notice hisabsence. Come the morning she will get help; somecretinous villager will say he saw the burgomeister comein here, and our little secret will be no more.”

“Zzo what are we zzupposed to do?” wailedJaerdaph. “We can’t bring the man back to life!”

“And for some reason I’m still figuring out,” addedMynilar, “we can’t just do the sensible thing and run forour miserable lives.”

“Do you think his wife might notice if we juststitched his head and legs back on and sent him on hisway?” asked Holder, his voice hopeful.

Ernst regarded him coldly. “He’s a mindless,shambling zombie. That would work wonderfully if wehad to replace one of you, but at very least his wife willprobably notice his rapid slide to room temperature . . .”

Ernst’s voice trailed off. The room fell into anexpectant silence.

Suddenly, Ernst’s gaze snapped back into focus. “Ithink I have a plan.” The others leaned forward in des-peration. “Mynilar, lock up the shop; we’re closing early.Holder, Jaerdaph, you two start searching the stacks forbooks that might help us. Drawden, you—”

Ernst stopped abruptly, as did everyone else. Hespun on his heel, hastily scanning the room. “Where inthe Nine Hells is Drawden?”

“I think he’zz in hizz room,” offered Jaerdaph. “Iheard him in there earlier.”

Ernst rushed up the stairs, taking three steps at atime. “You all get to work; I’ll fetch Drawden. We’llneed him if my plan is to have any hope of success.”

Ernst ran across the balcony, into the shadowed hall,and past his own room. Just before the winding stairs upto the attic he reached Drawden’s room and kicked openthe door.

Drawden was inside, a pudgy, leathery man in ablack, disheveled robe. He was leaning heavily againstthe door of his closet, just barely keeping some hideous,shrieking thing within the closet from bursting free.While three mottled, scarred left arms pressed out fromthe doorway, clutching at his torn clothes and exposedflesh, Drawden was straining with one foot to reach anenchanted scroll lying just out of reach on the floor.

Ernst leaned into the room. “Drawden, could youcome downstairs? We have a bit of an emergency.”

Drawden glared at Ernst, his face red from exertion.“I’m somewhat busy at the moment; what’s going on?”

“We have a secret, and we have four hours to find away to keep it a secret forever.”

“What happens if I don’t help?”“We all get peeled like onion skins.”Drawden mumbled something under his breath.

“Very well. I’ll be down just as soon as I’m done here.”“Mmm, yes, yes.” Ernst withdrew from the room,

politely closing the door as he went. Drawden went backto desperately reaching for the scroll with his toes.

A moment later there was a knock at the door.Drawden barked something unintelligible, and Ernstleaned back into the room.

Ernst raised an eyebrow. “Forgive me for prying, butisn’t that the Gibbering Thing you’ve got there?”

Drawden nodded, swatting away one of the blindlygrasping, misshapen hands.

“Ah. Very well. Don’t let me bother you.” Ernstclosed the door again.

A moment later it opened once more, and Ernst stuckhis head in a third time.

“What’s it doing out of the cellar?”Drawden’s voice strained from his exertion.

“Misbehaving.”Ernst’s gaze hopped idly from Drawden, to the

Gibbering Thing pounding against the inside of the closet,to the scroll just beyond Drawden’s foot. “Well,” hechimed, finally, “as I said, we need you downstairs assoon as you wrap up here.” With that Ernst left, shuttingthe door behind him.

Drawden sighed to himself. “I suspect I should havejust listened to my horoscope and stayed in bed.”N

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BOOK OF SECRETS: RUNNING RAVENLOFT

9

FORTUNE-TELLING

FOR THE FAINT OF HEARTHOW TO LOOK PRESCIENT IN THREE EASY STEPS

by Andrew [email protected]

“The future arises out of what goes onin the present.”

—Norman Spinrad

he party entered the gaily colored vardoin single file. Though it was a bright,sunny day outside, inside the gloom ofnight was kept at bay only by a fewguttering candles. Behind a crackedebony table sat the crone, grinning

through full lips as she shuffled the worn deck of cards.“So, you wish to know your fortunes?” cackled the

Vistana. “Be certain, my young friends, for the future israrely pretty and never exactly what one hopes to hear.Ignorance, as you giorgios say, is often bliss. Is this trulywhat you what?” She gazed deeply into the eyes of thefour people standing before her. They returned her gazejust as deeply.

“Very well, then.” With one final shuffle, she heldthe cards out to Mieckel. “Hold the cards for a moment,thinking of what you wish to know, then pass them toyour left.” The thief took the cards solemnly, pressedthem between his hands, then got a mischievous grin andpassed them to Alfric. His pointed ears twitched as heheld the cards for the briefest instant before handingthem to Josif. Unconsciously fingering his amulet, theyoung priest murmured a few words—a prayer,perhaps?—before passing the cards to his left. Robyntook them gravely in one hand, dropping her left hand toher sword hilt, then returned the cards to the agedwoman across the table.

“Now, let’s see what the tarokka and MadameRosalie can discover for you, eh?” Another cackle, andthe Vistana exposed the first card. “The two of stars: theDiviner. This portends . . . uh . . . oh, rats.”

And thus ends a promising session of fortune-telling.Use of the tarokka cards and dikesha dice can add

flavor to a RAVENLOFT adventure, if the Dungeon Master iscomfortable with their use. A Vistani encounterpractically requires some form of fortune-telling, and ifthe Dungeon Master doesn’t offer, the players are likelyto ask. So it pays to be prepared.

The best way to be prepared, of course, is to know inadvance what the outcome is going to be. Stacking thetarokka deck is one method, but it’s difficult to pull offunder the eyes of suspicious players. With dikesha, youdon’t even have the option of predetermining the results.Thus, few Dungeon Masters attempt to use the tarokka asthe tools they were meant to be, and very few use thedikesha at all. This is a shame.

One of the slickest ways to use the fortune-tellingtechniques is actually to let the lay of the dice or the cardsdetermine the course of the adventure. This was done inthe original Ravenloft adventure, and for the DungeonMaster who can plan his game ahead to include thisfeature, it is an excellent way to ensure that the reading isaccurate. It’s also a lot of work.

Let’s assume, however, that you haven’t prepared fora fortune-telling session, and yet you’ve found yourself inone. Do not despair! This article will help you getthrough it without making a fool of yourself (unless thatwould help the story), and will even help you look likethe gaming god you are, when everything you predictcomes to pass. “Just as I predicted,” cackles the DungeonMaster . . .

If you aren’t fortunate enough to have the tarokka ordikesha, instructions for using regular cards and dice tosimulate them are found at the end of my article, “MoreFun and Games,” in The Book of Sorrows.

T

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A Note on This ArticleTo demonstrate the principles I’m going to illustrate, Iactually did the card and dice layouts which are includedhere. The characters and situations were set before Ibegan the readings, so I have done nothing to “cook” thisarticle to make the results come out. What I got is whatyou see.

Scenario One: Feast of Goblyns“Harmonia, eh?” wisecracked Mieckal. “Doesn’t looklike the brochure they showed me back in Vallaki.”

“Hush, Mieke,” said Robyn. “Remember that we’vecome here for a festival. Try to look happy.”

“Look, Vistani,” whispered Josif. “Are they here forthe festival as well?” His eyes darted behind them,expecting to see the caravan captain dogging their heels.

Alfric glanced over at the camp. “It’s possible. TheVistani follow their own path, but they are known to befond of music and dance. There will certainly be enoughof both in the next few days to satisfy them.”

Mieckal looked sour. “You’d think those booksellerscould have mentioned that the Vistani would be here.They certainly seemed to know everything else about thisfestival.”

“Worried about the competition, Mieke?” Robyn’sgaze never left the roadside, but it was clear she wasenjoying her companion’s discomfort.

“Hush, someone’s coming!” The bushy hairs at thetop of Alfric’s ears twitched. “Sounds like two. . .no,three youths. From the encampment.”

“Should we take cover?” Josif’s fingers stroked hisamulet. “If they’re Vistani, Ezra only knows what theywant. . ..”

“We do not hide from children, Josif, even Vistanichildren. You just trust to Ezra, and I’ll trust my blade.”Robyn patted her sword hilt, in a manner not entirelyreassuring to the priest.

Mieckal looked toward the camp. “You know, itwouldn’t hurt to scope them out before we go into thecity.”

Just then, the three girls burst onto the road from thetrees to the right. Giggling madly, two of them racedacross the road and on towards the wagons. The third,however, stopped directly in front of the party and lookedat them for a full minute. Finally, she said, “Yes, youare the ones. My grandmother has been waiting for you.Come, follow me.”

In this scenario, the Dungeon Master has decided tolead into Feast of Goblyns by doing a card reading. Thisis also only the second adventure she has run for thisparty, so she has decided to use the reading to fill in somebackstory for the player characters, with her players’

approval. Rather than pre-select cards for the reading,she has decided to let them fall where they may, trustingin the First Rule of Fortune-Telling:

Rule 1:You know more than

the players do.This is crucial, because many Dungeon Masters feel

that they are operating from weakness when they aren’t infirm control of events—and it’s hard to be more out ofcontrol than when you rely on randomness to guide yourplayers. In performing a reading, you must alwaysremember that you know what’s going to happen; thedifficult part is fitting the reading to what you alreadyknow without giving away too much.

While the Dungeon Master in our example could taketime to riffle through her books to look up the precisemeanings of all the cards she draws, it would take timeand interrupt the smooth flow of the reading. She hasdecided, therefore, to “wing it” and simply give generalinformation and clues based on what she comes up with.

Since she has four characters in her group, she hasdecided to use the Pyramid pattern given in theForbidden Lore boxed set, as its base of four cards givesan easy way to provide some past details for each playerto use. It’s also a convenient pattern to lay out and isvisually appealing.

The first card she draws is the two of stars, TheDiviner. This card is the focus for the whole layout, thepivot that the whole reading revolves around. OurDungeon Master is perplexed for a moment—there’s nodiviner in Feast of Goblyns!—but then decides it’s ametaphor:

“Oh, my, my,” says Madame Rosalie, rocking backand forth. “This card is the focus of what is to come.Someone is looking for magic—yes, forbidden magic. Hemust be stopped.”

The second card is placed to the left of the first; it isa crown card, The Broken One. Our Dungeon Mastercontinues her reading:

“You will be opposed in your quest by one who washuman, but is no longer.”

The third card goes to the right of the first two. TheDungeon Master turns it over and becomes even morepuzzled; she has drawn the eight of stars, theNecromancer. After a brief thought, however (and a

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quick glance below at Rule 2), she realizes whom thismust refer to:

“There is an evil wizard in your future, but he willaid you to keep this forbidden magic out of the hands ofthose who would destroy this land. He is your ally.”

The next four cards are the cards that the DungeonMaster will use to provide some extra character historyfor her four players. Thus, she speaks in generalities here(even more so than above), as she will fill in details later.The first card in this row of four is the seven of stars, TheIllusionist, and the Dungeon Master decides it applies toJosif, a 4th-level anchorite.

“Young priest, you have been deceived before, butyou are now on the true path. Keep your eyes open, andyou will know the truth.”

The next card is the four of coins, the Merchant, andthe Dungeon Master wastes no time in applying it toMieckal, the 6th-level thief.

“You will someday regret giving up the familybusiness for the adventurer’s life.”

Next, our Dungeon Master draws The Invoker, thesix of stars (and inwardly shakes her head—aren’t thereother suits in the deck?), which she decides applies toAlfric, the half-elven mage. Alfric failed a powers checkin his very first adventure, and she works that into thisreading:

“You are strong with the Art, but do not be furtherseduced by the power it offers.”

The final card, then must apply to Robyn, the 5th-level avenger. The Dungeon Master lays down TheMarionette. Fortunately for her, our Dungeon Master hadalready been thinking about Robyn’s backstory, and thisfits perfectly.

“Your past has been controlled by others. It is yourjob in the future to learn to control yourself.”

With that out of the way, the Dungeon Master returnsto the task at hand: giving out clues to this adventure.The eighth card she draws represents an immediate futureevil; it is the nine of coins, The Miser. While theDungeon Master had decided earlier that the feesdescribed in Feast of Goblyns would be waived for theduration of the festival she has added for “local color,”she quickly decides that the guards at the Whirling Bridgewill try to collect the fees anyway.

“Beware! Soon, you will be faced with one to whommoney is dearer than air. Do not let him deceive you.”

The ninth card she draws is another crown card: TheEsper. At this point, the Dungeon Master is about readyto give up this whole fortune-telling thing; there are noespers in Feast! On the spur of the moment, she decidesto add a mad seer to the jail in Harmonia; if the partylisten to his ravings, they may learn some information.(This is a bit of a cheat on her part, of course, but a goodDungeon Master must always be flexible.)

“You will soon meet one who can help you, if you lethim. He knows things he has never seen with his eyes.”

(The Dungeon Master also remembers this wording,and jots herself a note to make this mad seer blind toboot. If the party misses it after this obvious a clue, shewon’t have any pity on them.)

The peak of the pyramid represents the final outcomeof the adventure. Our Dungeon Master draws the two ofglyphs, The Missionary, and puts a bit of an ironic spinon it:

“This is good news! You will play a part in makinga new land out of the old!”

Then she takes a deep sigh and has another slice ofpizza. Mission accomplished.

Scenario Two: The Hunt“Madame Rosalie, I must capture this beast! He has lefttwo of my friends gravely injured and the third missing.He must be brought to justice.”

The old Vistana looked squarely into Robyn’s eyes.Then she said, “If you must capture this beast, you mustnot chase it unarmed.”

The avenger clutched her sword. “Unarmed, I amnot.”

Rosalie chuckled. “Unarmed, you are, if you knownot what you face. Come, child, let us consult thewisdom of the cards.”

Robyn’s player missed a game session, and thereforeRobyn wasn’t around when Mieckal started a bar brawl atthe Old Kartakan Inn. She arrived the next day todiscover Alfric and Josif clinging to life, and Mieckalmissing.

(Mieckal was defeated in combat with the onlywerewolf in the place, and has become infected; he issearching for the werewolf that infected him. Josif andAlfric were attacked by wolfweres, and it is one of thosethat Robyn is pursuing—however, Robyn thinks it is awerewolf.)

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The Dungeon Master has asked Mieckal’s player toarrive late to the game session, to roleplay his combat andsearch for a cure; Josif and Alfric’s players get the weekoff while their characters heal up. She’s beginning withRobyn’s player, and decides to use the extended crosspattern to help provide some clues. However, becauseRobyn is confused about the identity of her quarry, theDungeon Master is going to employ the Second Rule ofFortune-Telling:

Rule 2:Remember Obi-Wan.

Everything is true, consideredfrom a certain point of view.

While the Dungeon Master is not actually going to lieto Robyn’s player, she may well choose to provideinformation which will mislead her, but will turn out to beaccurate, in a manner of speaking. Since Robyn isalready misled, our Dungeon Master considers this a fairtactic.

The central card provides the focus; in this case, theDungeon Master has selected the one of swords, TheAvenger, as the obvious choice for Robyn.

“You are the avenger, bringing justice for the guiltyand mercy for the innocent.”

The second card is the three of swords, The Soldier,and represents the recent past. The Dungeon Master hasno trouble fitting this one in.

“You have survived by fighting to protect others, butyou must now follow a different path to save yourfriends.”

Next comes a card which represents a slighthindrance; the Dungeon Master lays down the archetypeof coins, The Rogue. She begins to think she might needto call Mieckal’s player to arrive sooner, as this gives heran idea.

“The Rogue seems to stand in your way. He will notbe difficult to circumvent, but do not believe that hisgoals coincide with yours.”

The fourth card represents the near future. TheDungeon Master draws the nine of swords, The Torturer.Since the wolfwere had already toyed with Josif and

Alfric in the previous game session, the Dungeon Masterdecides to pass that information along:

“This card represents the near future; perhaps thevery prey you now seek? He is a cruel man, and he willnot hesitate to cause you pain if he can.”

Fifth comes a card which is a slight aid; the two ofglyphs, The Missionary. Doing a little retroactiverewriting, the Dungeon Master decides to tell Robyn’splayer that Josif was awake enough to give her a sketchydescription of the beast she is after.

“Trust the priest. His information will help yousoon.”

The sixth card is the remote past; our DungeonMaster decides to use this to supplement the card fromthe prior reading and add to Robyn’s history. She drawsthe eight of stars, The Necromancer, and tells the player:

“Evil magic, death magic has shaped your past.Beware lest it shape your future.”

The seventh card is a major hindrance, somethingthat Robyn will have to overcome to succeed in her quest.For this card, the Dungeon Master draws The Temptress.She decides to tie it to the previous card, to strengthen thereading (and makes a mental note to add such anencounter to the adventure).

“You will have a chance to fight evil magic verysoon, but do not be distracted; this is not your goal atthis time. Fight the magic, and you will lose.”

The eighth card provides a glimpse of the far future,and our Dungeon Master plans to use this to help build anadventure for down the road. Thus, she has no worriesabout drawing the five of coins, The Guildsman; she’llworry about filling it in later.

“I see a chance to work with a skilled artisan,perhaps a leader of his community. Look for thisopportunity down the road, and be open to it when itarises.”

Finally, the Dungeon Master lays a card that will be amajor help to Robyn. It is The Beast! After a momentarysurprise, the Dungeon Master knows who this must be:

“There is one out there who pursues the same goalas you, for different reasons. When you see the Beast, bewary, for he may be a friend for now but could well turninto an enemy for later.”

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She then excuses herself to call Mieckal’s player andtell him to hurry over; she has something for him to do . ..

Scenario Three:Awakening Evil“The horses easily cover the distance between you andHarmonia, but it will be nearly dark when you arrivethere. Do you want to stop for the night or ride through?If you ride through, you’ll need new mounts, but if youstop, Josif’s captors will gain ground.”

“Wait, friends. Rather than blindly follow the trail,perhaps we should consult Madame Rosalie forguidance. She has been a great help so far, and I feelthis may be a crucial moment. We certainly can use allthe help we can get.”

Whoops.Josif’s player had to go out of town on short notice,

so the Dungeon Master decided that an innocent victimwas necessary for the ritual to reawaken Daglan, and hadJosif kidnapped out of his sickbed in Skald. Thus, theremaining player characters (including a recently-curedMieckal) are pursuing his captors, not only to prevent agreat evil but also to rescue their friend.

What she did not count on, however, was that theplayers would decide to visit Rosalie once again; in fact,she left the tarokka at home. She briefly considers justhaving Rosalie’s caravan be gone. Unfortunately, she hadestablished that the festival was two weeks long, and theVistani would be unlikely to leave before it was over.Thinking quickly, she reaches into her dice bag and pullsout her set of dikesha. To avoid slowing down thesession, she is going to do a “gestalt” reading, consideringall five dice at once instead of one by one. She’s alsogoing to apply the Third Rule of Fortune-Telling:

Rule 3:It does not pay a prophet to be

too specific.(William Gresham, quoted by

Robert A. Heinlein in Expanded Universe)

By providing very general clues, she can guide theplayers without ruining the climax of the adventure.Also, if things do not work out as she has foreseen, a

general prediction is easier to manipulate than a specificone. Luckily she does have her Forbidden Lore boxedset with her, and she consults the dikesha chart on theback of “The Waking Dream” for the names of thevarious symbols. Everything else, she’s going to make upas she goes.

Madame Rosalie looked as though she was expectingyou, which of course she probably was. Ushering youquickly into her vardo, she shook five knucklebones out ofa small cloth bag on her table. “The cards can show younothing more, but perhaps the dikesha can. From far-offHar’Akir, they are, a wasteland of blazing sun.”

The Vistana handed the dice to Robyn, saying,“Each of you must blow on the dice and press them toyour heart. Think of your missing young friend; think ofthe evil you are trying to prevent; think of the future.Then pass the dice.” In turn, each of the heroes took thedice and did as she bade them. Robyn’s expression wasintent, portending doom for those who would oppose her.Alfric merely looked bemused, but his ear hairs twitchedas though even from inside the vardo, he could hearJosif’s cries for help. Mieckal looked worried, though intruth his chief concern was for the past, not the future.

When the thief had returned the dice, MadameRosalie herself held them, blew on them, and pressedthem to her heart for several seconds. Then she threwthem toward the ceiling, and said, “Let the dice show uswhat we must know!”

The symbols were odd; a red face, an orange blade,green lightning; yet Rosalie seemed unconcerned. “Thisbodes well for your friend. See, the face of the Innocentproves that he is yet unharmed and uncorrupted. Theyellow waves prove that his current troubles will passsoon enough, and the Road in white promises a longjourney together for you all. The Sword is meant for you,maiden, and the rest of you as well: There will be bloodspilled before this quest is completed.”

She paused to catch her breath, and Mieckal blurtedout, “But what of the green lightning?”

Rosalie fixed Mieckal with a long, piercing gaze.Finally, she said, “The green die promises terror, youngrogue, terror beyond anything you have imagined. Youmust confront this terror to prevail.”

Then she turned to look at the rest of the group.“My friends, it is time for us to part. You have muchriding ahead of you before you reach the place of trial.When you return this way, we will be gone. If the Mistswill, perhaps we shall see each other farther down theroad. Until then, be well.” She rose, circled the table,and lightly kissed each of them on the forehead.

As they exited the vardo, Robyn pointed to theirhorses. “They look fresh, not lathered at all. As if theyare ready to ride another day!”

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Alfric smiled. “The Vistani are mysterious, Robyn,but they certainly can care for their beasts of burden.Come, let us mount up and catch young Josif’s newfriends.”

The three adventurers vaulted into their saddles andbegan to ride back to the road. At the edge, Mieckalturned around, his hand raised in a salute and words ofthanks on his lips.

The encampment was gone.

ConclusionTelling the future has been a part of the RAVENLOFT gamesince the very first adventure, yet many Dungeon Mastersare still afraid to try it in their own games. The game isricher, for players and for the Dungeon Master, whensuch a vital element can be included in the game sessions.It is my hope that, by applying these three rules—and ahealthy dose of the creativity that all gamers share—theonly mystery that goes into telling the future is that whichyou choose to put into it.N

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ANCHORS OF FAITHThe Church of Ezra Revealed

by John W. [email protected]

The author would like to thank those who have aided inthe development of this article, either through theirpublished material and/or their advice, particularlyAndrew Cermak, Andrew Hauptman, Matthew L. Martin,Steve Miller, Cindi Rice, Andrew Wyatt, all theKargatane, and the members of the Ravenloft-L mailinglist. This cathedral was built on their foundations.

INTRODUCTIONhen Domains of Dread was published in1997, it introduced an important newreligion to the Demiplane of Dread, theChurch of Ezra. Although enough detailswere provided for players to create theirown anchorite characters, the specific

tenets and background of the faith have always remainedsketchy—until now.

HISTORYver since the founding of the Church ofEzra, in the last century, attempts todiscover the true identity of Ezra havebeen made by countless scholars, bothamong her faithful and among herdetractors. Yet to this day the historical

existence of the mortal Ezra remains a topic ofcontroversy. Although many claims have been laid bymembers of many faiths, no one has ever proven which“land cloaked in Mists” the mortal Ezra called her home.

Despite all the decades of scholarly research, andseveral theories to the contrary, Ezra’s mortal life remainsthe stuff of legend, her life and homeland forever set inthe boundless “before time” of creation myths.

However, the birth of the Church of Ezra can beestablished with pinpoint accuracy, beginning with aname as rich in history as it is in infamy: Dilisnya.

The First Epiphany

N THE TIME BEFORE, IN A LAND CLOAKED INMISTS, THERE WAS A WOMAN, AND SHE WAS

EZRA.EZRA WAS A HEALER OF THE SICK AND

PROTECTOR OF THE WEAK. SUCH WAS HER LOT

IN LIFE. SUCH WAS HER ROLE IN THE GRAND

SCHEME.EZRA TOOK PRIDE IN THE ROLE FATE HAD GIVEN HER.

HER DUTY WAS HER JOY.FOR MANY YEARS EZRA HEALED THE LAME AND WATCHED

OVER HER PEOPLE. BUT AS TIME WENT ON, EZRA BEGAN TO

SEE THE HOLLOW.FROM THE MISTS OF DEATH CAME HORRORS OF THE

NIGHT. THEY WERE THE DRINKER OF BLOOD, AND THE STEALER

OF BREATH, AND THE BEAST THAT RENDS. MANY WERE THEIR

LEGIONS. MANY WERE THE ROLES PLAYED BY DARKNESS IN THE

GRAND SCHEME.EZRA KNEW THAT DEATH WOULD COME FOR HER, AS IT

COMES TO ALL IN TIME. WHEN EZRA ENTERED THE GRAY

LAND, THERE WOULD BE NO GUARDIAN TO FILL HER ROLE.THERE WOULD BE NO ONE TO STAND BETWEEN HER PEOPLE AND

THE LEGIONS OF THE NIGHT.EZRA SET FORTH ON A QUEST TO FIND A GUARDIAN FOR

HER PEOPLE. SHE SOUGHT THE ONE PURE HEART WHO WOULD

ASSUME HER ROLE.The Books of Ezra

Book I. i.–vii.

A century ago, the Dilisnya clan had spread to half adozen domains, still scattered to the ends of the Core bythe their ancestral feud with the lord of Barovia.Financial and political savvy was nearly as telling aDilisnya trait as the shape of their faces, or the color ortheir eyes, ensuring their success in almost every landthey called their home.

Yakov Dilisnya was born in northern Mordent in theyear 641, the first born son of Lev and Elena Dilisnya.Yakov was raised in the luxurious manor first built by hisgrandfather; gaining several siblings as the years passed.His mother passed away when he was ten. Within a fewyears, Lev remarried, and his new wife bore him bore him

W

E

I

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two more children, including Yakov’s young half-sisterCamille.

Meanwhile, Yakov did little to impress his father.Although the young man clearly had a keen mind, heexhibited the weak will that plagues all too many sonscursed with “old money.”

This changed, remarkably so, in Yakov’s 25th year.One May afternoon, when Yakov had been out riding, hishorse returned to the stables without its rider. An searchwas launched immediately, and Yakov was soon foundsprawled in a nearby stream, unconscious and appearingto have suffered from a seizure. He was carried back tohis bed, where he lay raving with fever for five days.

When the fever broke, Dilisnya demanded a quill andparchment, furiously scribbling page after page of whatwould eventually be known as The First Book of Ezra.

Speaking with new clarity of purpose, borne eitherfrom epiphany or fever-wrought madness, Yakovannounced that he had been touched by an entity calledEzra, Our Guardian in the Mists. Yakov claimed thatEzra had chosen him to spread her word, and hededicated himself to her faith, having his scribbled notestranscribed into an illuminated text. He traveled fromMordentish village to village, claiming it was his duty, his“role in the Grand Scheme” to build a flock of faithful.

Yakov struggled for years to establish Ezra’s church,but he met with little success; he was far from being theonly madman roaming the Core claiming to be the chosenone of an imaginary god. Eccentricity was far fromunknown in the Dilisnya bloodline, and most of his ownfamily simply disregarded Yakov as a harmless lunatic.

Yet as the years passed Yakov began to demonstratedivine powers he claimed to have been granted by Ezra.He visited plague-marked houses, healing with a touch;he visited haunted tombs, and cast out spirits with a word.In time, he could even deflect the weapons of his foeswith a prayer, calling this last gift the Shield of Ezra. Hehad become the first anchorite.

Despite these miracles, Yakov failed to convert themasses. Perhaps this was due to resistance from theWeathermays, who suspected an insidious Dilisnya trick.More likely, Ezra’s message failed because Yakov spokemuch of duties and debts to others, but little of truecompassion or salvation.

By 684, Yakov had converted less than a dozenfollowers to his faith. Meanwhile, Camille Dilisnya grewto womanhood and took a husband.

The Home FaithZRA SOUGHT FOR THE ONE PURE HEART INMANY LANDS, BUT EVER DID SHE SEEK IN VAIN.

IN TIME HER QUEST BROUGHT EZRA TO

THE END OF ALL THINGS. BEHIND EZRA

STRETCHED ALL THE LANDS OF THE WORLD.

BEFORE EZRA ROSE ONLY THE MISTS OF DEATH.EZRA SPOKE TO THE MISTS. ASKED SHE, “THE WORLD IS

YOURS. YOU SET ITS SHAPE. WHY DO YOU ALLOW ITS PEOPLE TO

WANDER, LOST AND AFRAID?” BUT THE MISTS DID NOT

ANSWER.AGAIN EZRA SPOKE. “WHY HAVE YOU FILLED YOUR

WORLD WITH THE LEGIONS OF THE NIGHT?” BUT THE MISTS

WOULD NOT ANSWER.A THIRD TIME DID EZRA SPEAK. “ALL THINGS HAVE THEIR

ROLE IN THE GRAND SCHEME. THE LEGIONS OF THE NIGHT

HAVE THEIR PLACE. BUT GUARDIANS AND GUIDES HAVE THEIR

ROLES IN TURN.” STILL THE MISTS OFFERED NO REPLY.EZRA SPOKE ONCE MORE. “I HAVE SEARCHED ALL THE

VASTNESS OF YOUR LANDS, BUT I HAVE FOUND NO GUARDIANS

FOR MY PEOPLE. I HAVE FOUND NO GUIDES FOR THE LOST.”AGAIN THE MISTS WERE SILENT.

FOR THE LAST TIME DID EZRA SPEAK. “YOU HAVE FAILED

THE GRAND SCHEME. YOU HAVE CREATED A HOLLOW THAT

MUST BE FILLED. IF YOU WILL NOT WATCH OVER YOUR PEOPLE,THEN MUST I.”

UPON THE FIFTH ENTREATY DID THE MISTS OF DEATH

REPLY. FROM THE MISTS CAME A VOICE, AND THE VOICE

SPOKE, SAYING, “TURN BACK, MORTAL. YOU KNOW NOTHING

OF THE GRAND SCHEME. YOU KNOW NOTHING OF THE MISTS.YOU HAVE REACHED THE END OF YOUR WORLD. CONTINUE

AND YOU SHALL FIND ONLY YOUR DESTRUCTION, NOTHING

MORE.”YET EZRA HELD FAST AGAINST THE MISTS, SAYING, “YOU

CANNOT BID ME ENTER, YET I CANNOT TURN AWAY. I OFFER

MYSELF TO YOU SO THAT YOU MAY KNOW THE SUFFERING OF

MY PEOPLE. IF I MUST BE DESTROYED FOR THEM, THEN THAT ISWHAT MUST BE.”

THE MISTS OF DEATH FELL SILENT. THEN THE VOICE

SPOKE, ONCE MORE. “ENTER THE MISTS IF YOU MUST,MORTAL, BUT NOT AS YOU ARE. YOUR KIND HAS NO PLACE

HERE. TO ENTER THE MISTS, YOU MUST BECOME AS ONE WITH

THE MISTS. NEVER AGAIN SHALL YOU LEAVE THEM. WILL

YOU FOREVER SACRIFICE YOURSELF TO WATCH OVER THESE FEW

MORTALS?”SPOKE EZRA, “SUCH IS MY ROLE IN THE GRAND SCHEME.

SO MUST IT BE.”AND WITH THOSE WORDS DID EZRA BECOME OUR

GUARDIAN IN THE MISTS.The Books of Ezra

Book I. viii.–xix.In 684 the young Camille Grymig nee Dilisnya

discovered that her husband of a mere three years hadtaken a lover. Camille had been taught the skills of thepoisoner by her father, and her heart housed all the mostruthless and obsessive traits of her bloodline. WhenCamille slew her husband and his lover with a vile toxinof her own creation, the Mists opened to grant her thedomain of Borca.E

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Camille invited her scattered family to join her in hernew lands. Many rushed to accept her offer, enjoyingtheir heightened status. Now entering middle age, YakovDilisnya joined them, finally relinquishing his quest toestablish the Ezra faith in his homeland. Althoughdismissed as a harmless eccentric by most of his relatives,Yakov still possessed the keen political mind common tothose in his family. Yakov saw a vast opportunity inBorca, and few knew Camille’s mind better than hereldest sibling.

Yakov managed to convince Camille to grant himland just outside Levkarest to build a temple to Ezra. Heslyly hinted that Ezra could be a useful tool, an opiate ofthe masses Camille could wield to win and keep theBorcans’ love. Yakov even talked the young darklordinto helping fund the construction of his grandiosetemple.

Ground was broken the very next year. Constructionof the Great Cathedral would take six decades tocomplete, but the Church of Ezra had at last grown roots.

Laborers and artisans were summoned from all ofBorca and beyond to design and raise the mighty temple.As the stones were laid, Yakov and his few followersministered to the workers. Perhaps the impoverishedworkers were willing to listen to the anchorites for theircoins. Perhaps the Borcans were less contented than theMordentish, and thus more receptive to Ezra’s austeremessage. Perhaps the dark powers decided it was timefor the church to bloom. Whatever the reason, thelaborers stopped to listen the message of Ezra, and thistime, it spoke to their hearts.

The faith spread to the workers, then to theirfamilies, and then throughout Borca. In the act ofbuilding the Great Cathedral, Yakov Dilisnya had at longlast built his Church of Ezra. When Camille Dilisnya wedKlaus Boritsi in 687, it was Yakov who officiated theceremony.

By the time the anchorites started holding serviceswithin the stone skeleton of their cathedral in 695, theChurch of Ezra was thriving within Borca and a force tobe reckoned with. A smaller, secondary temple wasestablished in Sturben, and the faith had even started tospread into neighboring Dorvinia.

Three years later, Lady Camille Boritsi would have atantrum. It would change the faith forever.

The First SchismPOKE EZRA, “SUCH IS THE ROLE I HAVE CHOSEN

IN THE GRAND SCHEME. SUCH IS WHAT I MUST

I DO.”AND WITH THOSE WORDS DID EZRA

BECOME OUR GUARDIAN IN THE MISTS.FROM HER PLACE IN THE MISTS OF

DEATH, EZRA LOOKED DOWN UPON THE MORTALS OF THE

WORLD, AND SHE EXTENDED HER HAND TO FILL THE HOLLOW.

BUT THE MISTS WOULD NOT PART. AGAIN A VOICE CAME

FROM THE MISTS, SAYING, “FOOLISH ONE, YOU STILL KNOW

NOTHING OF THE GRAND SCHEME. THE HOLLOW BELONGS TO

THE MISTS ALONE. IT IS THEIR CREATION. YOU SHALL NOT

SPOIL WHAT THEY HAVE WROUGHT.”EZRA SPOKE, SAYING, “THE MISTS HAVE WROUGHT

NOTHING BUT SORROW. IT IS MY ROLE TO SUCCOR THE

SUFFERING OF MY PEOPLE. WHAT IS TO BECOME OF MY PLACE

IN THE GRAND SCHEME IF THE MISTS CANNOT BID ME ACT?WHAT SHALL BECOME OF THE PURE OF HEART, IF THEY HAVE

NO GUARDIAN IN THE MISTS?”ANSWERED THE VOICE, “YOU MAY HAVE THOSE WHO

CHOOSE TO HAVE YOU, AND THOSE ONLY. IF THEY BE PURE OF

HEART, THEN SO SHALL IT BE.”EZRA SPOKE AGAIN, ASKING, “AND WHAT OF THE LEGIONS

OF THE NIGHT? WHAT OF THE DRINKER OF BLOOD, AND THE

STEALER OF BREATH, AND THE BEAST THAT RENDS? WHAT OF

THE HORRORS WHO WOULD STEAL THE PURE OF HEART AND ADD

THEM TO THEIR LEGIONS?”THE VOICE REPLIED, “THE LEGIONS OF THE NIGHT

BELONG TO THE MISTS, NOT TO YOU. SHOULD MORTALS JOIN

THE LEGIONS OF THE NIGHT, THEN THAT IS THE ROLE THEY HAVE

CHOSEN IN THE GRAND SCHEME. THEY WERE NEVER AMONG

YOUR PURE OF HEART.”EZRA ACCEPTED THIS, SAYING, “SO SHALL IT BE. BUT IF

THE LEGIONS OF THE NIGHT CAN BE BROUGHT OUT OF THE

DARKNESS, THEN THAT IS THE ROLE THEY HAVE CHOSEN IN THE

GRAND SCHEME, AND THEY SHALL STAND IN YOUR LEGIONS NO

MORE.”THE MISTS OF DEATH WERE SILENT.EZRA THEN GATHERED UP THE PURE OF HEART, NAMING

THEM HER ANCHORITES. IT WOULD BE THEIR ROLE IN THE

GRAND SCHEME TO GUIDE THE LEGIONS OF THE NIGHT BACK

INTO THE LIGHT.AS EZRA SHALL GIVE SUCCOR TO HER ANCHORITES, HER

ANCHORITES SHALL GIVE SUCCOR TO THE FAITHFUL. THE

FAITHFUL SHALL SPREAD EZRA’S LOVE TO ALL THE WORLD,PUSHING BACK THE DARKNESS. WHEN THE LEGIONS OF THE

NIGHT STAND EMPTY, THE HOLLOW SHALL BE FILLED. SUCH ISTHE GRAND SCHEME.

The Books of EzraBook II. xx.–xxxi.

Some historians blame Camille’s rampage in the year698 on her realization that the Church of Ezra, which shehad sponsored as a tool to pacify the masses, nowthreatened to overshadow her power. However, survivingrecords indicate that Camille’s rash tantrum was morelikely fueled by her discovery of extensive infidelitywithin her immediate family.

Outraged, Camille Boritsi poisoned nearly everymember of her branch of the family. Yakov Dilisnya didnot escape her wrath. Although Camille left no hardevidence of her role in the murders, rumors of her guilt

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spread through the general public like wildfire. TheDilisnya name became almost unbearably despised by thethrong of Ezra’s faithful, and the threat of revolution waspalpable. Camille realized her act had spontaneouslytransformed the politically neutral Church of Ezra into theopen threat that she feared.

Camille attempted to restore her reputation bydisassociating herself from the death of the church’sfounder. She offered to erect a memorial statue of Yakovon the steps of the still-unfinished Great Cathedral. Thereare some who say Camille’s offer might have evenbetrayed a pang of regret.

The offer blunted the outrage of the Borcan populacejust enough to avoid open rioting in the streets.Ironically, this same, simple statue would also tear a opena rift within the Church.

Publicly, Camille simply offered the memorial to theChurch as a gesture of her mourning. Privately, she alsopromised sizable donations towards the cathedral’sconstruction, but added a requirement: the anchoriteswere not to “stir the pot” of insurrection. She hinted thatrefusing her offer would be costly indeed.

The offer exposed a schism brewing among theclergy for years, dividing them into two camps. In secretdebates, one faction argued that the survival of theChurch—not to mention its clergy—depended on keepingthe far-reaching Dilisnya clan happy. They insisted thataccepting Camille’s gift would ensure the survival of thefaith. They supported this argument by accentuating thatall things had their role in the Grand Scheme. Ezra hadeven assigned Camille Boritsi a role: that of a generousbut demanding patron. If the anchorites defied Camille’sattempt to fulfill this role, there were many other rolesCamille could surely take. “Nemesis” came to mind. Thechurch had to accept the boundaries they lived under, notjust to survive, but to obey Ezra’s Grand Scheme.

The opposing faction resolutely rejected Camille’sbribe. They renounced the opposition, pointing out thatthey worshipped Ezra, not Yakov Dilisnya. Thesuggestion that they should raise a monument toPraesidius Dilisnya before Ezra’s own cathedral was evencomplete fell little short of blasphemy. This factionargued that it was the anchorites’ duty to defend thefaithful, not the powerful. The anchorites of this factionaccused Ezra’s clergy of becoming far too entangled inmaterialistic concerns. They were narrowly obeying therules of Ezra’s Grand Scheme, but neglecting her roles ofhealer and protector.

In the end, the faction opposed to the statue werebadly outnumbered. The Church of Ezra acceptedCamille’s gift with a show of gratitude. Behind closeddoors, the clerical schism grew uglier with each passingday. The minority faction found itself opposed from allsides. The faction’s accusations of worldly corruptionstill hung in the air, and rumors hinted that Camille had

learned of the opposition to her gift. It was in her natureto lash out at her foes, so now every goblet of wine wasseen as a potential murder weapon.

The minority faction was led by Felix Wachter, theSentire of Sturben, himself distantly related to theDilisnyas. Fuming at his peers and fearing for the lives ofhis allies, Wachter made the monumental decision tobreak away from the Home Faith and lead his supportersout of danger. By the winter of 698, Wachter and his fourloyal anchorites had left Borca to establish a new templein Mordent, which they claimed to be the first, true homeof Ezra.

Preaching a revised, more openly compassionateversion of Ezra’s teachings, Wachter’s sect discoveredthe acceptance that had eluded Yakov. In 699, SentireWachter claimed to have a series of visions in which Ezrapresented him with her new teachings. Wachter scribedEzra’s revised tenets into scripture he called The SecondBook of Ezra.

The rival sects remained antagonistic for years.Mordentish anchorites accused the Home Faith ofcorruption; Borcans labeled Wachter’s sect as heretics,noting that even the miracles granted to the Mordentishanchorites had changed. Even their Shield of Ezra nowmanifested in a new way.

But as time went on, both sects gradually arrived atan admission. Ezra had seen fit to continue granting herblessings to both factions. Though the sects continued todisagree on many points, the realization lead toreconciliation, which lead to an new tenet of Ezra’s faith:Only Ezra could say who did or do did not exemplify herteachings. In granting the Mordentish sect a newmanifestation of her Shield, Ezra had revealed amysterious new facet of her Grand Scheme.

Within a decade, the schism would be healed. Thenthe Mists would withdraw to reveal a new domain, andthe Church would be changed again.

The Gift from the MistsN THE TIME BEFORE, THERE WAS A GODDESS,AND SHE WAS EZRA. EZRA LOOKED DOWN

UPON THE WORLD OF MORTALS, AND SHE SAW

THAT THE WORLD WAS WELL-TENDED BY THE

GODS.BUT THEN EZRA’S EYES FELL UPON THE

HOLLOW. SHE LOOKED DEEP INTO THE HOLLOW, AND SAW APLACE ABANDONED BY THE GODS, ITS PEOPLE LEFT TO SUFFER

ALONE.EZRA ASKED HER DIVINE BRETHREN, “WHY HAS THIS

PLACE BEEN FORGOTTEN? WHY HAVE YOU FORSAKEN ITS

PEOPLE?” BUT THE GODS DID NOT ANSWER.

I

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AGAIN EZRA SPOKE, SAYING, “WE ARE THE GUIDES AND

GUARDIANS OF MORTALS. SUCH IS OUR ROLE IN THE GRAND

SCHEME. IT IS NOT RIGHT THAT THESE MORTALS BE ABANDONED

SO.” AGAIN THE GODS GAVE NO REPLY.EZRA SPOKE FOR A THIRD TIME. “IT IS NOT RIGHT THAT

THESE MORTALS BE LEFT TO SUFFER. IF YOU WILL NOT WATCH

OVER YOUR PEOPLE, THEN MUST I.”THUS EZRA LEFT THE REALM OF THE GODS. HER DIVINE

BRETHREN WATCHED HER LEAVE IN SILENCE.EZRA DESCENDED TO THE HOLLOW, BUT BEFORE SHE

COULD ENTER, THE MISTS OF DEATH ROSE UP TO BLOCK HER

PATH.FROM THE MISTS CAME A VOICE, AND THE VOICE SPOKE,

SAYING, “TURN BACK, GODDESS. THIS PLACE IS NOT FOR YOU.THIS PLACE IS FOR THE MISTS ALONE.”

YET EZRA HELD FAST, SAYING, “I CANNOT ALLOW YOUR

PEOPLE TO SUFFER ALONE. IT IS MY PLACE TO PROTECT THEM.”AGAIN THE VOICE SPOKE, WARNING, “TAKE HEED,

GODDESS. YOUR KIND HAVE NO PLACE IN THE HOLLOW.ENTER AND YOU SHALL FIND ONLY YOUR DESTRUCTION,NOTHING MORE.”

YET EZRA STOOD FIRM AGAINST THE MISTS, SAYING,“YOU CANNOT BID ME ENTER, YET I CANNOT TURN AWAY. ICANNOT ALLOW YOUR PEOPLE TO SUFFER ALONE. IF I MUST BE

DESTROYED, THEN THAT IS WHAT MUST BE.”UPON HER FIFTH ENTREATY THE VOICE SPOKE ONCE MORE.

“ENTER THE MISTS IF YOU MUST, GODDESS, BUT NOT AS YOU

ARE. TO ENTER THE MISTS, YOU MUST BECOME AS ONE WITH

THE MISTS. YOU MUST CEASE TO BE, YOUR NAME FORGOTTEN

IN ALL OTHER PLACES. YOU SHALL NEVER RETURN TO YOUR

BRETHREN. WILL YOU SACRIFICE ALL THIS FOR THESE FEW

MORTALS?’SPOKE EZRA, “SUCH IS MY ROLE IN THE GRAND SCHEME.

SO MUST IT BE.”AND WITH THOSE WORDS EZRA JOINED THE MISTS. HER

NAME BECAME KNOWN TO THOSE IN THE HOLLOW, AND LOST TO

ALL OTHERS.The Books of Ezra

Book III. i.–xiv.The schism between the Home Faith and the

Mordentish sect was resolved within a decade. Theunfinished walls of the Great Cathedral rose aboveLevkarest. The Mordentshire sect established a chapel,and satellite temples were spreading to neighboringdomains. The Core too had grown in the decades sincethe First Epiphany, and in 707 the Mists revealed the newdomain of Dementlieu.

This event held no special import for the Church ofEzra, so it was nearly a year before a wanderinganchorite, Joan Secousse, visited the new land—andrushed back to Mordent to report her startling news. Atthe very heart of the city of Port-a-Lucine an ancientcathedral was crumbling into ruin. When asked, thepeople of the city said the cathedral had been dedicated to

a goddess they knew only as Ste. Mere des Larmes, the“Sainted Mother of Tears.” But they were quick to addthat the religion had died out nearly 400 years ago, andthe cathedral had lain vacant in all the years since.

Secousse explored the cathedral, pondering if itcould be used by the Church. Above the cracked altar,she discovered a stained glass window, still miraculouslyintact after centuries of neglect. Ste. Mere des Larmeswas still visible in the glass. The image was unmistakablythat of Ezra.

A number of anchorites were immediately dispatchedfrom both sects to study the startling image in more detail.Led by Warden Secousse, the priests examined every inchof the crumbling ruins. They soon discovered theentrances to a maze of secret passages and chambershidden within the cathedral’s foundations. At the heart ofthis secret sub-level, they found a sealed scriptoriumwhere the secrets of Ste. Mere des Larmes had beenpreserved for half a millennium. Each scroll theanchorites read redoubled their awe.

The expedition returned to Levkarest in 709,declaring that they had uncovered the lost teachings ofEzra. Furthermore, they claimed Yakov Dilisnya hadmerely discovered a copy of these lost texts, distortingthem to suit his own purposes. When the church eldersprotested, Joan presented them with her interpretation ofthe holy writ of the Mother of Tears, offering her newscriptures as The Third Book of Ezra.

The Church had established a Rite of Revelation inthe wake of the First Schism to determine when a newaspect of the Grand Scheme had truly been revealed. Inaccordance with those rituals, Joan and her followersdemonstrated that they had been blessed with a newmanifestation of the Shield of Ezra.

The elders of the Church were amazed; Ezra hadindeed again spoken. Joan was granted the title ofBastion, and returned with her followers to Port-a-Lucineto continue their esoteric studies of the “lost history” ofEzra.

The Fall of NightUCH IS MY ROLE IN THE GRAND SCHEME,”SPOKE EZRA. “SO MUST IT BE.”

WITH THOSE WORDS DID EZRA SACRIFICE

HER MORTAL LIFE TO BECOME OUR GUARDIAN

IN THE MISTS.FROM HER PLACE IN THE MISTS OF

DEATH, EZRA LOOKED DOWN UPON THE MORTALS SHE HAD

FORSAKEN ALL ELSE TO PROTECT.ONLY THEN DID SHE SEE THE WICKEDNESS IN THE

MORTALS’ HEARTS. ONLY THEN DID SHE THAT THE MORTALS

SHE SOUGHT TO PROTECT AND THE LEGIONS OF THE NIGHT

WERE ONE AND THE SAME. ONLY THEN COULD SHE SEE THE

FOULNESS OF THEIR HIDDEN SINS.

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EZRA SAW THAT THOSE WHO HAD BEEN TRUE TO HER WERE

BUT FEW. A SCATTERING OF DIM STARS IN A SKY OF DEEPEST

BLACK. IN HER NEW ROLE, EZRA SAW THAT THE SINFULNESS OF

THE MORTALS WAS SO LOATHSOME THAT THE MISTS OF DEATH

WOULD SOON WIPE THE HOLLOW CLEAN OF THEIR BLACKENED

SOULS.EZRA’S HEART SANK, BUT SHE WOULD NOT ABANDON

HOPE. SHE KNEW THAT SHE COULD NOT SAVE THE SOULS OF

THE WICKED, BUT SHE COULD OFFER SALVATION TO THOSE WHO

REPENTED THEIR EVIL WAYS AND ALLOWED HER GUIDANCE INTO

THEIR HEARTS.EZRA DID GATHER HER FAITHFUL FEW, NAMING THEM HER

ANCHORITES. IT WOULD BE THEIR ROLE IN THE GRAND SCHEME

TO GUIDE THE CORRUPTED BACK INTO THE LIGHT.AS EZRA WOULD GUIDE AND PROTECT HER ANCHORITES,

HER ANCHORITES WOULD STAND VIGIL OVER THOSE OF GOOD

FAITH.EZRA’S SERVANTS MUST SHOW THE CORRUPTED THEIR

PATHS OF DOOM, AND MUST GUARD THE FAITH FROM THOSE LOST

SOULS WHO WOULD NOT BE SAVED. HER ANCHORITES MUST

REDEEM THE FALLEN AND DESTROY THE LEGIONS OF THE NIGHT

WHO WOULD CORRUPT THE PURE.WHEN THE MISTS OF DEATH SWEEP DOWN, WHEN THE

DARKNESS DEVOURS THE LAND AND CONSUMES THE WICKED,EZRA SHALL STAND VIGIL OVER THOSE WHO HAVE BEEN TRUE TO

HER.THE TIME OF ULTIMATE DARKNESS IS FAST FALLING UPON

THE LAND. WE LIVE IN THE DAYS OF DYING LIGHT. SIGNS

AND PORTENTS SURROUND US, AND ONLY THOSE WHO ADMIT

EZRA’S LIGHT SHALL BE SPARED.The Books of Ezra

Book IV. xix–xxix.

For the next thirty years, the three sects of the Churchof Ezra continued to strengthen and grow, suffering nomajor setbacks. Wandering anchorites continued tospread the word of Ezra. For every anchorite thatvanished in the night, another would convert new faithfulin new villages.

When the Grand Conjunction struck the Demiplaneof Dread in 740, the Great Cathedral in Levkarest wasnearing completion. Many of the faithful considered itlittle short of miraculous that the massive structuresurvived the tremors with only minor damage.

Some of Ezra’s clergy were even more shaken thantheir temple, however. Some believed that the GrandConjunction—commonly known as the Great Upheaval—was a sign that the Legions of the Night were dangerouslygaining in strength.

For one such anchorite, Teodorus Raines, the effectsof the Great Upheaval were profound. Raines was anative of Darkon, but had come to Borca to study Ezra’steachings under the Home Faith. Even while a youngacolytes, Raines’ peers noticed his tense and suspicious

demeanor. Some of his teachers had even gone so far asto advise Warden Raines not to present Ezra’s teachingsin such bleak terms; perhaps affected by the legends ofhis homeland, Raines spoke of the Legions of the Night asif they were eternally clawing at the very doors of theGreat Cathedral. However, Raines maintained strictadherence to the letter of Ezra’s scriptures, and in timewas even granted her Shield. All signs indicated that hedid indeed have Ezra’s blessing.

Warden Raines believed that the Great Upheaval hadbeen nothing less than an attempt by the Mists of Death toexpel Ezra from their ranks, the first omen of a comingage when the Legions of the Night would scour the worldclean. Although the Church elders did not see the worldin Raines’ apocalyptic terms, Praesidius Raskolkasummoned a Bastion’s Council to determine the Church’sfuture. With Bastions Denisovich of Mordentshire andSecousse of Port-a-Lucine acting as his advisors,Praesidius Raskolka declared that Ezra’s anchorites had aurgent duty to spread the word of Ezra to the four cornersof the Core, even to those lands where existing religionsstood in opposition to Ezra’s word. Even more than hadbeen the case before, young anchorites were encouragedto travel the Land of Mists, doing worthy works in Ezra’sname and establishing new temples.

Warden Raines became part of this new wave ofevangelical anchorites. He returned to his native land ofDarkon, and began to preach Ezra’s teachings to any whowould listen. He faced massive opposition. Darkon’sspiritual heart was in the grip of two state-sponsoredreligions: the Cult of the Overseer, openly embraced inMartira Bay, and the Eternal Order, somewhatbegrudgingly worshipped throughout the rest of thedomain. One more than one occasion Raines wasphysically threatened by the priests of the Eternal Order,but he persevered.

In fact, Raines may have survived simply because hisinfluence was negligible. By the time the Great Cathedralwas completed in 745, Raines had already traveledthrough half of Darkon, never finding a receptiveaudience to his fire-and-brimstone sermons. Meanwhile,visiting anchorites sent back word to the Home Faith thatRaines had altered his proselytizing style since leavingBorca; he now claimed that Ezra herself was granting himprophetic visions.

Raines now spoke of a coming apocalypse he calledthe Time of Unparalleled Darkness. He claimed the ranksof the Legions of the Night would swell until they overranthe land. The Mists of Death, sickened by their creations,would then destroy the world, wiping the slate clean.Ezra would spare all she could from this final doom, buther pact with the Mists of Death would only allow her tosave those who had accepted her message into theirhearts.

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Two additional factors made Raines’ end-timessermons all the more disturbing: First, he was quite clearthat if you were not one of Ezra’s pious followers, youstood among the Legions of the Night. Second, heclaimed the Time of Unparalleled Darkness would arrivewithin a single generation.

The Home Faith was distressed by Raines’ extremeinterpretation of the scriptures. However, he continued toreceive the Shield of Ezra, the only sure sign that ananchorite was indeed serving Ezra in the Grand Scheme.Thus the Home Faith allowed him to continue hisproselytizing, though they lent him very little support.

By 750, Raines was literally at the end of his map.All of Darkon stretched behind him, and he had notestablished a single new temple in an entire decade. Hisfailures merely made him all the more determined tospread Ezra’s word before it was too late. By the end ofthe year, Raines had settled in Nevuchar Springs, andcould count his converts on one hand. When mostDarkonians listened to Raines prophesy a time when theunholy forces of evil would rise up to destroy the world,they heard only the paranoid ranting of a madman.

Then the city of Il Aluk was destroyed in theRequiem, and a pall fell over the whole of the newly-dubbed Necropolis. Suddenly Raines’ horrific propheciesseemed all too real, and he found his receptive audienceat last.

Raines established a new temple of Ezra in NevucharSprings, expelling the Eternal Order from his city. Earlyin 751, Raines returned briefly to Levkarest, accompaniedby half a dozen of his followers. He presented hisnightmarish visions as the Fourth Book of Ezra, andrevealed that he and the anchorites he had trained hadbeen granted a new Shield of Ezra, protecting them fromthe insidious corruption of the Legions of the Night. TheRite of Revelation was fulfilled, and Raines returned toNevuchar Springs, Bastion of the fourth sect of Ezra.

TENETShat is Ezra? Was she a mortal heroinewho ascended into the Mists? Was she agoddess who forsook the rest of themultiverse to protect the denizens of theDread Domains? Or is she merely anotherfalse face of the ever-scheming dark

powers? Ask four anchorites and one is likely to receivefour different answers—especially if those anchoritesbelong to the four distinct sects of her faith.

However, move past this apparent confusion and onewill discover that all anchorites, regardless of theircredos, agree on what Ezra is now: Our Guardian in theMists. The Church of Ezra is henotheistic overall;although her followers do not deny the existence of othergods such as Hala, Nerull, Bane, or Zhakata, they believe

that of all these entities, Ezra is the only being trulyguarding over the denizens of the Lands of Mist, and thusthe only being truly worthy of worship.

The four sects interpret this basic belief in differentways; while the esoteric Port-a-Lucine sect claims thatthese other gods are merely different aspects of Ezraherself, the anchorites of Nevuchar Springs often depictthe gods of other faiths as demonic beings spitefullyluring mortal souls away from Ezra’s salvation. Both theHome Faith in Levkarest and the Mordentish sectgenerally acknowledge that other religions worshipseparate, less worthy gods, although many Mordentishanchorites believe a special connection exists between theChurch of Ezra and the Church of Hala (to be revealed inVan Richten’s Monster Hunter’s Compendium VolumeIII, slated for release in the year 2000)

This pattern of agreement on basic tenets, butdisagreement—occasionally leading to true opposition —over the exact interpretation of those tenets is endemic toEzra’s faith. Nowhere is this more true than in theChurch’s scriptures, The Books of Ezra.

The Books of EzraThe holy writ of the Church of Ezra consists of fourseparate sections, each written by the founder of one ofthe four existing sects. Although these chapters carrysimple numerical titles (The First Book of Ezra, Book III,etc.), some Church scholars have rarely referred to themby their authors; thus, The Books of Dilisnya, Wachter,Secousse, and Raines, respectively.

Each of the four Books begins with the author’sversion of Ezra’s “creation myth,” and then proceeds torelate Her message for the world. The four chaptersfrequently disagree with each other both in terms ofphilosophy and simple facts; for example, Book I claimsEzra was originally a mortal, while Book III claims shewas a goddess. Book II explains that Ezra seeks toredeem the so-called “Legions of the Night,” while BookIV insists She is actively trying to destroy the Legions ofthe Night before the existence of those accursed creaturesdrags the world to its final destruction.

Some critics of the faith have observed these blatantinternal contradictions and ridicule the Books of Ezra asnonsense. However, these critics fail to understand thatnone of the scriptures are intended to be a literaldescription of historical events. Rather, each Bookrepresents the author’s attempt to relate their own,personal epiphany, distilling their rapturous experiencesinto a form that can be expressed with ink and parchment.Apparent contradictions, claim the anchorites, merelydemonstrate that Ezra’s Grand Scheme for the world istoo complex for any one mortal to comprehend. Thus,She has chosen to reveal one aspect of her divine plan at atime; She leaves the task it to her faithful to study The

W

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Books of Ezra as a whole and reach their owninterpretations. Naturally, when contradictions do arise,the faithful tend to favor the teachings introduced by theirown sect.

The Grand SchemeThe Church of Ezra holds a strong belief in fate andpredestination. They believe that all of existence followswhat they call the Grand Scheme, and hold that all thingshave their place in that design. Although Ezra guides theGrand Scheme, even she has a specific role within it, andis bound by her position.

Predictably, the different sects vary in theirinterpretations of the Grand Scheme. The philosophy ofthe Home Faith (favoring the lawful neutral alignment)insists that all beings are assigned a specific part to playin the Grand Scheme, a role which cannot be altered.Those who choose to become Ezra’s anchorites werefated to do so before their birth; the Legions of the Nightare to be fought, but never hated, for they too are merelyplaying from a divine script. In fact, the Home Faithcomes very close to depicting Ezra herself as a healer andprotector out of duty, not devotion.

The Mordentish sect (favoring the lawful goodalignment) agrees that all creatures have a specific role inthe Grand Scheme, but claim that Ezra has granted allbeings the right to choose the role they play. Mordentishanchorites preach that even the Legions of the Night havethe innate capability to enter the light of Ezra’s gracethrough personal redemption. Of course, if the Legionsrefuse this chance at salvation, they must still be repelledto protect the faithful.

Of all the sects, the Nevuchar Springs sect (favoringthe lawful evil alignment) may place the most emphasison the Grand Scheme. Their doctrines are filled with thechilling prophecy of the Time of Unparalleled Darkness,their fast-approaching Fall of Night. They hold that thisapocalypse is inevitable, and that the blessed and thedamned have already been chosen by Fate. The trick, ofcourse, is discerning which is which. If the blessed arenever awakened to Ezra’s blessing, they will be destroyedwith the rest of the world. If the damned are mistakenlybrought into Ezra’s fold, their very nature will compelthem to drag the faithful down with them.

The Port-a-Lucine sect is the most unusual of all.The mysterious, contrary, esoteric texts they discoveredhidden within the Ste. Mere des Larmes cathedral havelead them to all but reject the Grand Scheme.(Accordingly, they have lost the lawful aspect of theiralignment, and are now true neutral.) While the Port-a-Lucine anchorites still believe that the Grand Schemeexists, they do not believe that the exact nature of thatcosmic plan has even been reliably revealed. Some oftheir number even hold that the Grand Scheme is so

complex that it cannot be understood by mere mortals,their doctrines almost bordering on agnosticism. Thus,the priests of Port-a-Lucine have dedicated themselves tothe study of Ezra in all her aspects. Through means bothscholarly and mystical, they seek to rebuild theirunderstanding of Our Guardian in the Mists from theground up.

Ezra the GuardianDespite their arguments over the exact nature of theGrand Scheme, all anchorites agree on Ezra’s role in thatplan: She is a healer and a guardian, humanity’s lonecompassionate protector. Unfortunately, the Mists ofDeath sharply limit her influence. Unlike the gods ofother AD&D settings, Ezra has never manifested anavatar, nor does she ever grant miracles to any poor soulin need; the gift of Ezra’s magic flows into her anchoritesexclusively. It is then her anchorites’ most solemn dutyto extend these blessings to the rest of the world,watching over the faithful as Ezra watches over them.Anchorites are sworn to use their gifts to heal the sick,protect the weak, and in general improve the lives of thefaithful. (More information on the duties of the clergycan be found in Domains of Dread.)

Part of the anchorite’s role as Ezra’s proxy requiresthat he or she actively oppose the Legions of the Night,the Church’s name for forces of evil, regardless of theirform. At the same time the Church must add souls to theranks of Ezra’s congregation; it is commonly acceptedthat Ezra can only “save” the faithful. Exactly what this“salvation” entails differs slightly from sect to sect,although all anchorites agree that it refers to both physicalprotection in this life and spiritual protection after death.

Ever since its founding, the Home Faith has beenforced to walk a treacherous political tightrope, avoidingthe machinations of Borca’s elite. The Levkarest sectfocuses on keeping the faithful and the fallen clearlyseparated; the Church feels no particular need to aid thosewho reject Ezra’s word, whether they have refused Ezra’steachings or been lax in their faith. Meanwhile theLegions of the Night are merely to be kept at bay,manipulated into turning against their own kind.

Mordentish anchorites embrace a more inclusivedoctrine, never ceasing in their attempts to lead new soulsinto Ezra’s light. Those who have not yet found Ezra areto be actively sought and brought into the faith; theLegions of the Night are to at least be given the chance toshed their evil ways and find salvation. If the Legionswill not redeem themselves, only then must they beeliminated as a threat to the minds and bodies of thefaithful. Accordingly the Mordentish sect is the mostactive in its proselytizing campaign to win new souls.However, the success of this campaign has been offset byan unfortunate trend: Many wandering Mordentish

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anchorites and rural temples have simply disappeared,wiped out by the Legions they sought to oppose.

The Port-a-Lucine sect, still searching for the truemessage of Ezra, has been uncomfortable with the role ofspreading Her word to the faithful. Although they willadmit any member of Ezra’s flock who seeks them out,they have done little to win new souls, feeling itirresponsible to preach what they cannot entirely sanction.Furthermore, the Port-a-Lucine anchorites lean towardsthe belief that Ezra’s salvation is a largely spiritual affair;they hold that Ezra holds little interest in the materialworld, but stands at the end of every creature’s life,waiting to lead the souls of the faithful through the Mistsof Death and to their final reward.

The Nevuchar Springs sect, of course, is the mostfervent in the separation of the faithful and the Legions ofthe Night. Their doomsday credo only allows them to seethe world in black and white; one is faithful to Ezra, orone is an enemy of the faith. The Legions of the Nightmust be eliminated by any means possible.

DivinationEzra’s believers tend to place great credence in omens,prophetic dreams, and visions; after all, the history oftheir faith rests on the shoulders of a series of spiritualvisionaries. Many anchorites extend this awe and respectfor divinatory magic to Vistani foretunetelling and the artof astrology. Although never specifically referenced inany of The Books of Ezra, some anchorites have alsoclaimed to find mathematical codes hidden within thetext. Of course, any faithful follower of Ezra knows ofthe significant frequency of the number five within thescripture; this has lead Ezra’s faithful to consider five alucky number, and lead the early Church to declare thatevery fifth day would be a day of worship.

However, some anchorites have taken this fascinationwith divination and mathematics much deeper, using TheBooks of Ezra as their basis to delve into the arcane studyof numerology. While the Port-a-Lucine sect approves ofthese studies, most established anchorites in the othersects warn against delving too deeply into the realm ofsuperstition.

The Rite of RevelationThe contrary nature of Ezra’s and the tradition of Churchleaders discovering the message of Ezra through personalepiphanies has lead to the rise of many wildly varyingversions of Ezra’s scripture. A fine line exists between agoddess speaking through her prophet and a madmanspouting delusions; the Church’s leaders are even morecognizant of this fact than the Church’s critics.

After the First Schism, the Church devised aceremony to separate the visionaries from the madmen.

If an individual anchorite seeks to establish a new sect,they must successfully perform three steps:

First, the supplicant must codify their personalrelationship to Ezra, and the new aspect of the GrandScheme She has revealed, in a holy writ penned by theirown hand.

Second, the supplicant must demonstrate that Ezrahas granted him or her a new manifestation of the Shieldof Ezra, the surest sign of her blessing. If the supplicantcannot manifest the Shield, their petition is rejected aslacking the endorsement of Ezra. If the supplicantmanifests the same Shield as one of the existing faiths, theChurch will rule that the supplicant’s visions have notrevealed a sufficiently distinct aspect of the GrandScheme to warrant establishing a new sect. If thesupplicant does manifest a new Shield, the Church willwarily recognize that the anchorite does indeed serveEzra’s plans.

Lastly, the supplicant must present five acolytes, newanchorites who have been trained under the supplicant’steachings and now manifest the same new Shield. Thisfinal step offers irrefutable proof that Ezra wishes theChurch to spread this new aspect of her teachings.

If all three steps are successfully completed, thesupplicant is granted the title of Bastion (see below), andholy writ presented by the supplicant are incorporatedinto the scriptures as a new Book of Ezra. A new sectwill have been born.

Note, however, that since its founding the Church ofEzra has officially recognized a total of only four sects,including the Home Faith itself. Not a year goes by thatthe Great Cathedral does not receive a “new Book ofEzra,” but most supplicants never pass beyond this stage.Intriguingly, a handful of individuals have successfullycompleted the second step, but have proven unable tocomplete the third, possibly manifesting their new Shieldof Ezra through trickery or the meddling of the darkpowers. This is a topic of great controversy within theChurch as a whole, which has yet to agree on how these“heresies” should be treated.

The HeresiesOther than the four recognized sects, there currently existnearly a dozen unrecognized variations of Ezra’steachings. Most of these heretical cults comprise a singlewould-be anchorite trying to convert others to their cause,with differing levels of desperation or success, and mostheresies die out with their founder.

These heresies have ranged from the flawed butharmless (a Mordentish offshoot which claimed that,since one can choose one’s role in the Grand Scheme,there is no Grand Scheme; a vaguely neutral goodphilosophy which Ezra apparently does not condone) to

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the ridiculous (such as the heresy which claimed Ezra wasa man).

At least three heresies have been exposed as fraudscreated by priests of the Church of Bane to discount Ezra;one of these attempts even managed to pass the secondtest of the Rite of Revelation.

Currently, however, two heresies have garnered a fairamount of attention within the Church, at least at the levelof gossip. The first of these, the Heresy of the Avatar,arose in the wake of the Great Upheaval and insists thatEzra now wanders the Lands of Mist in mortal form.Even more widely debated is the near-legendary FinalSect. Many anchorites, particularly those drawn intonumerological study of The Books of Ezra, believe thatEzra will establish a total of five sects before She revealsevery aspect of Her Grand Scheme. Thus, many believethat a fifth sect will someday be founded. However, someanchorites, especially those of Nevuchar Springs, alsowhisper that the fifth sect will be the Final Sect, and thatits emergence will herald that the Grand Scheme isnearing its final fruition, in one form or another.

ORGANIZATIONhe Church of Ezra remains young andrelatively small. It has not yet grown intothe need for an extensive bureaucracy, butit does claim certain structures that allanchorites should know. Although thesects often disagree on matters of Ezra’s

word, they have to date succeeded in maintaining acoherent organization across the sects.

TitlesAnchorite is merely a general term for one of Ezra’sclergy, regardless of their position within the Church. Itis also the most commonly used term; most anchoritesonly use their ecclesiastical titles when dealing withinternal matters of rank.

A Warden stands at the bottom rung of theorganizational ladder. They may be lesser priests servingin a temple, or they may be wandering anchorites workingto spread the word of Ezra to new lands. As wanderingpriests, most player character anchorites will hold the titleof Warden, regardless of experience level; this rankallows them to enjoy great deal of personal freedom, andthey can still receive the sanctuary of the Church (see

Domains of Dread) when they wish, but Wardens holdlittle actual power within the Church.

An anchorite qualifies for the title of Toret simply byestablishing a temple that boasts a congregation of at leastfive followers. A Toret serves as the guardian of hiscongregation, and thus earns a boost in prestige within theChurch. They may request financial assistance from theirfounding sect (though such requests may not always befulfilled to the anchorite’s satisfaction), and the Toretmay occasionally be called upon to act as council for theirlocal Sentire. Any anchorite, including player characters,can earn the rank of Toret merely by founding a smalltemple; like Warden, the title in independent ofexperience level. However, their new responsibilities donot lend themselves well to the lives of a travelingadventurer.

Sentires are the leaders of significant temples, or arethe overseers of a significant number of smaller templesspread out over a rural area. Sentires often act as theadvisors of their respective Bastions. To qualify for thetitle, Sentires must have at least five anchorites servingunder them, and their temples must have a “healthy”congregation, capable of supporting the templefinancially without assistance from higher in the Church.Sentires are often associated with the regions in whichthey hold influence; thus it is common to hear terms suchas the “Sentire of Sturben.” Even more so than theTorets, a Sentire’s days are filled tending to hiscongregation and managing the daily affairs of his temple.Thus, this rank is generally not appropriate for playercharacters.

Bastions are the leaders of the recognized sects; thetitle is granted to the founder of a new official sect, whothen hands the title to their chosen successor. Since ananchorite must be able to manifest the Shield of Ezra tosuccessfully establish a sect or step in as a successor, allBastions must be at least 6th level.

Bastions hold considerable influence in their roles,and are occasionally called upon to speak at Bastions’Councils in Levkarest, to determine vital issues affectingthe Church.

The Praesidius (if male, Praesidia if female) is theleader of the Church of Ezra as a whole; the Praesidius isoften referred to as Ezra’s Champion. There can only beone Praesidius at a time, and the title has been handeddown from the Church’s founder, Yakov Dilisnya.Although the ruling has ruffled feathers among the othersects, a new Praesidius must always be drawn from theranks of the Home Faith, the lawful neutral sect. Toqualify for the title, a prospective Praesidius must be ableto demonstrate that Ezra will personally watch over andguide him safely through the Mists of Death; thus allholders of this title must have reached 9th level.

The titles of Sentire, Bastion, and Praesidius arecumulative. Thus, the current leader of the Church,

T

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Praesidius Postoya, also holds the titles of Bastion of theHome Faith and Sentire of Levkarest. However, it isconsidered a breach of etiquette to use any but the mostpowerful rank. A cynic referring to Praesidius Postoya asthe Sentire of Levkarest is implying that he is unworthy ofholding any greater title.

Lastly, it is worth mentioning the title of Bailey.This is not an ecclesiastic title, and carries no particularrights or responsibilities. Instead, it is a title of respectoften given to the eldest (and therefore, presumablywisest) anchorite in a given temple.

Day-to-Day ActivitiesRegardless of their sect affiliation, it is the duty of allanchorites to make themselves available to theirfollowers, acting as spiritual advisors and offering whataid they can to their congregations. However, thefollowers of the different sects generally approach this intheir own ways.

Borcan anchorites often fill their days in meetingswith the wealthy elite, cannily attempting to convincethem that it is in their best interest to support Ezra’scharities. Of course, these anchorites often findthemselves just as busy soothing the fickle egos ofBorca’s rulers. Mordentish anchorites are likewise activein charitable functions, and typically try to keep theirpresence as visible as possible.

The anchorites of the Dementlieur sect would neverclose their doors to the faithful, but neither do they go outof their way to attract followers. If a member of Ezra’scongregation is in need, he can always know where tofind the clergy—but if he does not seek them out, he maynever find them otherwise. The other sects disapprove ofthe Dementlieur sect’s withdrawn ways, but BastionSecousse’s scribes appease their peers by producingwondrously illuminated copies of The Books of Ezra.These exquisite tomes are highly valued by otheranchorites as works of art. In recent years, theDementlieur sect has obtained a printing press, and nowperforms an even more valuable service: They can nowproduce Ezra’s scriptures for a fraction of the cost andtime it previously took. Now even the most humble Toretcan afford a copy of the scriptures for his temple.

Lastly, the Necropolitan anchorites are known fortheir active schedules. Each and every day they can beseen wandering the streets, preaching the Word of Ezra topassers-by. The proximity of their prophesied Fall ofNight has driven them into a desperate zeal to win newconverts.

Holy Days/Important CeremoniesEzra’s clergy perform weddings, funerals, and any otherceremonies or functions their congregations mightrequire. Anchorites are encouraged to adapt their

ceremonies to conform to local customs wheneverappropriate.

All temples reserve each fifth day as a day ofworship. However, these days of worship count off fromthe founding of that specific temple, so the exact timeswhen the anchorites hold services will vary from templeto temple. To maintain good standing in the congregationof Ezra, a follower must (in addition to living by herteachings, of course) attend services regularly to renewtheir vows to follow Ezra, and Ezra’s vow to guard overthem. Worshippers must also tithe 10 cp each year tosupport their temple and show their thanks.

Individual temples also adopt the holy days of theirlocal congregations. Thus, while the Mordentish sectshows their respect to Nocturne in October, the NevucharSpring sect would ignore that holiday while holdingDarkest Night in deepest reverence.

In fact, all temples hold only one holiday in common:The Feast of the First Epiphany, held on the first day ofworship in May (and thus the Feast is held on differentdates from year to year and from village to village). TheFeast is a joyous remembrance of Ezra’s first appearanceto Yakov Dilisnya. Celebrations are marked by a feasts,dances, and the reciting of blessings received in the pastyear. In fact, the Feast of the First Epiphany is oftenfolded into the traditions of local spring festivals.

Priestly VestmentsMembers of the congregation are expected to dress inwhite when attending ceremonies, but need not dress inany special manner otherwise. Likewise, anchorites arenot required to don priestly vestments unless performingceremonies, though many often do. The traditionalanchorite garb consists of emerald green robes with whitetrim. The width and pattern of this trim denotes thepriest’s ecclesiastic rank; in general, the more whitevisible, the higher the rank.

BASTIONS OF FAITHy the current year, the Church of Ezra hasspread throughout the Core. Many of itstemples are humble, boasting only a fewanchorites and small congregations; somevillages are served only by a singleanchorite holding services in a local barn

or tavern. Regardless, the faith is continuing to grow.Only those domains hosting state-sponsored religionscontinue to actively resist the spread of Ezra. G’Henna’sinquisition actively hunted proselytizing anchorites in theyears before it disappeared; a series of anchorites havetried to establish temples in Valachan, only to findthemselves tangled in Von Kharkov’s repressive policiesjust before vanishing entirely; and the powerful Church of

B

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Bane has all but barred the open worship of Ezra in NovaVaasa and Hazlan.

The Great CathedralThe Great Cathedral towers above the rooftops ofLevkarest, in Borca. Having taken sixty years to build, itslast stones were laid in place less than a decade ago, andit remains a pristine testament to Ezra’s glory. Thetowering stained glass windows sparkle, and the marblefloors still gleam. The cathedral owes much of its beautyto the sculptures created by the late artist, NikolaiPyotrovich. A glorious statue of Ezra looms over thealtar, beatifically watching over her clergy andcongregation, while monstrous gargoyles, symbolizing theLegions of the Night, cluster near the vaulted ceilings andatop the Cathedral roof. A viewer with a keen eye willnote Pyotrovich’s eye for detail; all of the stone Legions,no matter where they may be perched, are caught in afearful pose, shying away from the icon of Ezra. Someold anchorites have even claimed that on dark nights, theyhave seen some of those graven fiends crawling along theshadowed ceiling attempting to hide from Ezra’s gaze.

Although only the vast chamber of worship is open tothe public, two annexes break off from the rear of themighty cathedral. These lofty chambers house many ofthe Home Faith’s clergy and serve as the ultimateadministrational headquarters for the entire Church. Eachannex also houses two smaller, private worship hallswhere anchorites—or influential patrons—can pay theirrespects to Ezra in private.

The controversial statue of Yakov Dilisnya, alsocarved by the great Pyotrovich, still stands at the foot ofthe steps leading up to the Great Cathedral’s front doors.It bears an inscription inviting all who pass to enterEzra’s temple and her faith. Yakov’s memorial is also hisheadstone; the body of Ezra’s first anchorite is sealedbeneath the statue’s base.

The remains of Dilisnya’s successors are laid to restwithin the catacombs beneath the cathedral; only thebones of the most pious and ardent defenders of the faithcan hope to ever be interred within those stone walls.Rumors hint of additional chambers at the ends of hiddenpassages, where Praesidius Postoya himself has removedthe blight of lycanthropy from at least one member of hisflock—for an appropriate tithe, of course.

Praesidius Levin PostoyaBorn in 697, Levin Postoya’s eyes are hidden behindthick glass lenses, his vision all but destroyed by thedecades he spent laboriously and lovingly scribing copiesof The Books of Ezra. His illuminated tomes are now ashighly sought among collectors as the Port-a-Lucine texts.However, although he may be nearly blind physically, his

insight remains sharp and penetrating enough to stunmany of those who would debate his decisions.

Postoya’s predecessor, Praesidius Raskolka, was anoutspoken supporter of the faith, who often decried thelascivious lifestyle of Lady Ivana Boritsi, and opposedher family’s attempts to extort the Church for taxes and,after Ivan Dilisnya assumed control of the law, sundrybribes. Shortly after the ceremonies celebrating thecompletion of the Great Cathedral in 745, PraesidiusRaskolka fell gravely and inexplicably ill, wasting awayover the course of the winter. Raskolka appointed histrusted advisor Postoya as the new Praesidius from hisdeath bed.

Praesidius Postoya is still relatively new to his post,but he has proven to be much more politically shrewdthan his predecessor. Rumors persist that Postoya hasbeen making a series of complex deals with both IvanDilisnya and Ivana Boritsi, secretly funneling “protectionmoney” to them both. While most who know of thesetransactions believe Postoya is merely acting to ensure thecontinued survival of his faith, some believe that Postoyahas decided to take advantage of the feud which hasflared to life between the cousins, with the ultimate goalof using each to destroy the other.

Praesidius Levin Postoya, human male, A11: AC 10;MV 12; hp 55; THAC0 14; #AT 1; Dmg by weapon;SZ M (5’10”); ML steady (12); Str 9, Dex 13, Con 10, Int16, Wis 17, Cha 16; AL LN.

The Borcan Chain of SuccessionPraesidius Yakov Dilisnya (666-698)Praesidia Donella Borovsky (698-716)Praesidia Kristyn Stoyista (716-735)Praesidius Alexei Raskolka (735-746)Praesidius Levin Postoya (746-)

Levkarest Anchorite CharactersAnchorite characters who follow the Home Faith followthe rules for lawful neutral anchorites presented inDomains of Dread.

The Chapel of Pure HeartsHalf a century the founders of the Mordentish sect raisedenough funds to build a small but respectable chapel inMordentshire, on a lot adjoining the open-airmarketplace. The anchorites continue to hold servicesthere to this day; weddings and Feast of the FirstEpiphany ceremonies have often been known to spill outinto the marketplace.

The entire Chapel of Pure Hearts could easily fitwithin the public worship hall of the Great Cathedral.The building consists of little more than the worship hall,

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a few offices in the rear, and large cellar the anchoritesuse for various purposes. Most anchorites live elsewherein or around Mordentshire, or merely visit or a regularbasis as they make their rounds from one remoteMordentish hamlet to the next.

Although the Mordentish priests studiously maintaintheir temple, even decorating it with fresh-cut flowers inthe spring and summer, they have made very few attemptsto transform their humble temple into the glorious shrinesome of their peers would expect. Only a colorful stainedglass window above the temple doors, depicting an iconof Ezra, betrays any attempts at splendor. The reason forthis humility is simple: the anchorites under BastionOtrava consider their snug chapel a purely temporaryhome.

The ruined church of an abandoned faith lies justnorth of town, crumbling into ruin since a bolt oflightning in the fall of 579 reduced it to a guttered shell.Today the ruined church has crumbled away to almostnothing, just a few pitted stone walls jutting up from thegrassy loam. The churchyard surrounding the old ruinhas remained in use, however, and the anchorites havetaken it upon themselves to maintain the weathered oldgraves. The sect’s eventual goal is to raise enough fundsto rebuild and resanctify the old temple into a worthyhouse of Ezra’s worship. Although the rebuilt church willnever challenge the Great Cathedral in size or grandeur, itwill serve well as a loving tribute to Our Guardian in theMists.

The clergy received a major boost towards this goaljust over a decade ago, when the Weathermays grantedthe ruined church’ property to the sect. It is fairly wellknown that the Weathermays offered this gift to the sectin repayment for saving the life of the young GenniferWeathermay-Foxgrove after a brutal animal attack; somewagging tongues hint the Weathermays may have alsobeen influencing the anchorites to keep various unsavoryaspects of that attack a secret.

Despite this generous gift, the Mordentish anchoritesremain many years and thousands of gold pieces awayfrom their goal. Since the anchorites spend most of theirexcess funds to support smaller temples and variouscharities across Mordent, Verbrek, and beyond, the daywhen Ezra’s new cathedral is complete is but a distantdream.

Some preliminary work has been done, however, asworkers test the foundations of the ruined church.Intriguingly, a pair of surveyors claim to have recentlydiscovered a half-flooded, forgotten cellar or catacombsbeneath the old church, its entrance sealed by rubble andearth for nearly 200 years. The Church has not yet hadthe opportunity to thoroughly search those claustrophobictunnels, however.

Bastion Sarlota OtravaSarlota Otrava has been the Bastion of Mordent for justunder a decade. A statuesque beauty with pale skin andraven hair and eyes, she always covers herself head to toein the green and white robes of her faith. Her onlyaddition to the traditional wardrobe is the long, blacksatin gloves she wears at all times.

Bastion Otrava is extremely popular among thefaithful, not just for her compassion and personalcharisma, but for her striking similarity to Ezra herself.Bastion Otrava is not quite as popular among her clergy,however. While the congregation finds Otrava’s chastemannerisms appealing, those who deal with her dailysometimes consider her aloof. Striking closer to the heartof her follower’s complaints, however, is that like the twoBastions of Mordent before her, Sarlota Otrava migratedhere from the Home Faith in Borca. There is a growingsentiment among the Mordentish anchorites that theirBastion should be a native. Although Otrava refuses todiscuss the matter publicly, she has let her closestadvisors know that she will ensure her successor isMordentish born.

Born in Levkarest in 711, Sarlota Otrava grew to bean enticing young beauty. So much so, in fact, that in 729she caught the eye of Ivana Boritsi, and was unwillinglytransformed into an ermordenung. Ivana had recentlybeen rebuffed by a handsome anchorite, and she sent hernew minion out to seduce and destroy the man. Sarlotajoined the priesthood to gain access to the priest, neverexpecting that her ruse would become her life. Theanchorite was suffering a crisis of faith; almost as soon asSarlota introduced herself to her prey, he decided that hisheart truly lay with the teachings of the Mordentish faith.A lethal assassin, but still an inexperienced girl, Sarlotafollowed the anchorite as his protégé.

In Mordent Sarlota was removed from the directinfluence of her creator. She continued to feign interestin the faith by studying the priests’ text. Before she knewit, Sarlota had become devout. She was one of theLegions of the Night, an ermordenung, a creature thatcould exist only to spread death. Yet here she was taughtthat even she, a true monster, could find redemption. Herplans to murder her mentor were forgotten as she openedherself to Ezra’s message, and as time passed her hatredfor her condition softened into a silent regret that shecould never confess to the true, growing love she felt forher mentor.

Three years later, Sarlota was still faithfully servingunder her mentor as he wandered the lands, her love stillunspoken. While trying to establish a small temple toEzra in Arkandale, her mentor was struck down in battlewith one of the nefarious Timothy clan—one of theunrepentant Legions of the Night. As he lay dying,Sarlota’s mentor asked her to kiss him at last, confessed

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that he had always known of her feelings, and sharedthem. Weeping, Sarlota said she could not, confessingher true nature; that her touch was death. Her mentoradmitted that he had always known that as well. But hecould die in peace, knowing that he had saved her.

Sarlota’s mentor died in her arms, and her faith grewto rival that of any Bastion. She returned to theMordentshire temple, serving Wachter’s successorBastion Denisovich with dedication and distinction.Though some may have resented Denisovich’s decision toname Sarlota his successor, none could deny that she hadearned the title.

Bastion Otrava keeps her lethal touch a carefullyguarded secret, never allowing anyone to even brushagainst her bare skin. While most people believe Otravahas simply made a vow of chastity, she has allowed aselect few of her closest advisors to know the truth.Bastion Sarlota Otrava, ermordenung, A9: AC 9; MV15; hp 63; THAC0 16; #AT 1; Dmg by weapon orspecial; SZ M (5’11”); ML champion (15); SA poison;SD poison; Str 9, Dex 15, Con 17, Int 14, Wis 16,Cha 17; AL LG.

The Chain of SuccessionBastion Felix Wachter (698-716)Bastion Vladimir Denisovich (716-744)Bastion Sarlota Otrava (744-)

Mordentshire Anchorite CharactersAnchorite characters who follow the Mordentish sectadhere to the rules for lawful good anchorites presented inDomains of Dread.

Ste. Mere des LarmesThe Gothic spires of the crumbling Ste. Mere des Larmescathedral reach out to the sky from the very center ofPort-a-Lucine. The anchorites here lead a paradoxicalexistence, living a detached, hermetic lifestyle in the heartof the Core’s most cosmopolitan city.

The anchorites under the wizened Bastion Secoussehave made some minor repairs to their cathedral,reinforcing areas that were in danger of collapse, but forthe most part they have chosen to preserve the structure’sdecayed grandeur. If not for the flickering lights seen inthe cathedral’s windows each night, most locals mightstill believe the cathedral was deserted.

Most of the anchorites live within a few blocks of thecathedral, though Bastion Secousse personally liveswithin the cathedral itself with a few of her advisors.

Cocooned within, the priests pore over theirrediscovered texts, each anchorite trying to discover theirown, personal understanding of the true nature of Ezraand Her Grand Scheme. When not busy in research, the

anchorites heatedly debate each other’s philosophies,tearing them down through their own interpretations. Totruly understand Ezra, they claim, is to become as onewith Her. Many members of this sect believe that trueunderstanding of Ezra can come only with the passing ofthis life; some theorize that Ezra watches over them nowso they can prepare to watch over her faithful in theafterlife. It surprises few to learn that most of theHeresies have arisen from Ste. Mere des Larmes.

The anchorites also continue to explore theircrumbling home. Some anchorites (always from othersects) spread rumors that the priests in Port-a-Lucine havefound not one, but three hidden, sealed sub-cellarsbeneath their home, one below the next, and that thepriests press further and further into these long-forgottenchambers, the secrets they find grow stranger andstranger.

Perhaps the strangest feature of the Ste. Mere desLarmes, however, is the one which first greets mostvisitors: the glorious stained glass icon of the “SaintedMother of Tears” herself, identical in all but a few detailsto the commonly accepted image of Ezra. It is said that ifdowntrodden souls pray for relief before the image, theSainted Mother will sometimes be moved to take theirsorrows onto herself. However, if the supplicant isinsufficiently worthy, the Sainted Mother may unleash herstored misery onto him!

The anchorites warn of the Sainted Mother’s ficklekindness with a tale about two sisters. One of the sistershad a twisted leg, which lamed her and made her relyupon her healthy sister to survive. The lamed sisterprayed for the Sainted Mother to heal her twisted leg, sothat she might no longer be a burden to her beleagueredsister. The Sainted Mother answered the prayer, and thegirl walked out on two healthy legs. Then the girl’s sistercame, and she too prayed for the Sainted Mother to healher sister’s leg, for the girl was a burden she was tired ofcarrying. Immediately, both her legs twisted and bent,and she spent the rest of her days begging her healedsister for succor.

Bastion Joan SecousseJoan Secousse has served as the Bastion of Dementlieusince she founded the sect in 709. Now seventy-fouryears of age, she has started evaluating candidates toname as her successor.

Bastion Secousse has a round, kindly face andtwinkling blue eyes. She wears her long, hair tied in abun. Once a sandy blond, it has now faded into silver.Bastion Secousse’s grandmotherly appearance is instantlyshattered as soon as she speaks, however. Her dialoguesare often so deeply entrenched in highly esoteric,spiritualistic mysteries that all but her most devoted andlearned followers may find their heads swimming. She is

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the type of woman who can convince her listeners thatthey do not exist; that they are merely an aspect of adream of an entity than can never hope to understand.Paradoxically, she will then insist that understanding isall that matters, and she has little patience for those whocannot keep up with her philosophy.

Bastion Secousse is also one of the Obedient, as aremost of her advisors. However, this barely affects theirfaith or daily life. Yes, when d’Honaire’s thugs comecalling, the anchorites jump to assist them but for themost part, the anchorites ignore Dementlieu andDementlieu ignores the anchorites.

Bastion Joan Secousse, human female, A14: AC 10;MV 12; hp 70; THAC0 12; #AT 1; Dmg by weapon;SZ M (5’7”); ML champion (16); Str 9, Dex 11, Con 8,Int 15, Wis 18, Cha 15; AL N.

Port-a-Lucine Anchorite CharactersAnchorite characters who follow the Mordentshire sectadhere to the rules for lawful good anchorites presented inDomains of Dread.

The Last RedoubtWhen Teodorus Raines returned to Nevuchar Springsafter being appointed the Bastion of Necropolis, he andhis followers wasted no time in establishing a worthytemple. His followers laid siege to the local temple of theEternal Order, throwing the residing priests out on theirears and attacking those who resisted them. BastionRaines claimed the temple, filled with its ghastly icons oflooming death, in the name of Ezra. His followers thenproceeded to smash most of the religious idols and iconsthey found, replacing leering stone skulls with crackedrubble. Now, somehow, the temple appears even moremacabre, having been purposefully crumbled intopremature ruin.

From here in the seat of his power, Bastion Raineshas worked at a feverish pace to spread his version of theword of Ezra. As the Eternal Order collapses, Raines hasspread his influence to fill the gaps, finding a populace alltoo eager to listen to him, all too convinced that hisprophecies are eerily reminiscent of their daily reality.To date, the Nevuchar Springs sect has extended itsfingers to nearly every Necropolitan city east of Il Aluk.In many of these cities the anchorites have expelled thepriests of the Eternal Order, either destroying or usurpingtheir temples and property. In other cities, however, thetwo faiths are more equally matched, and continue theirverbal and physical skirmishes to capture the worship ofthe masses.

Raines’ sect has encountered opposition, however.The Eternal Order has mounted a strong resistance in

Neblus, preventing the Church of Ezra from gaining anyfootholds in their city. In the cities west of Il Aluk,arriving anchorites find that another usurping faith, thecult of the Overseer, has already filled the cracks of doubtthe anchorites play on. Like the Church of Ezra, the cultof the Overseer had been contained to a single city,Martira Bay, in the years before the Requiem. Now therival faiths reach out from their coastal bases to claim thehearts of the faithful.

Visiting anchorites will notice one feature of theNevuchar Springs sect immediately: Bastion Raines hasdecided that it is reprehensible to bar the blessings ofEzra to demihumans, claiming the absence of demihumananchorites in the others sects to be the result of culturalfears and superstition, not the will of Ezra. To this end,Raines has allowed demihumans into his clergy, three ofhis closest advisors are in fact elves.

Bastion Teodorus RainesBastion Raines is a tall, angular man of thirty, with theface of a scholar but the sleek physique of an athlete. Hehas close-cropped, dark brown hair, and a thin scarrunning across his lips, a reminder of his early days as ananchorite in Darkon.

For every convert to his cause, there is another whocalls Teodorus Raines a fanatical madman. This he maybe, but his faith is pure. Bastion Raines truly believeswith all his heart and soul that a monstrous apocalypse islooming on the horizon. He truly believes that he has lessthan a generation’s time to rescue as many souls aspossible by bringing them into Ezra’s faith. He alsobelieves that as the Time of Unparalleled Darkness fallsthe Legions of the Night will endeavor to destroy hisfaithful flock out of spite, fear, and their own evil natures.

Raines is thus a profoundly devout worshipper ofEzra with the noblest of intentions, but he is utterlyruthless in his methods. Raines and his followers believethat the priests of all other religions are luring souls awayfrom Ezra’s protection, and thus damning them. IfRaines’ followers do not murder the clergy of opposingpriests openly in the streets, it is merely because they donot wish to risk legal repercussions or frighten offpossible converts.

The Fall of Night is near at hand, so Bastion Rainesbelieves, and he will be ready when it comes. In secretchambers within his Nevuchar temple, Raines hasimprisoned several examples of the Legions of the Night:werebeasts, a vampyre, undead horrors that fled from IlAluk; anything he can capture. When not preaching fireand brimstone to his faithful, Raines and his trustedadvisors spend their time in these secret chambers,torturing these captured monstrosities to discover theirweaknesses.

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Bastion Teodorus Raines, human male, A7: AC 2(plate mail + shield); MV 12; hp 42; THAC0 16; #AT 1;Dmg by weapon; SZ M (6’); ML fanatic (17); Str 12, Dex10, Con 15, Int 16, Wis 18, Cha 13; AL LE.

Nevuchar Springs Anchorite CharactersFull rules for creating player character anchoritesfollowing the Borcan, Mordentish, and Dementlieur sectswere provided in Domains of Dread. The lawful evilanchorites of Bastion Raines’ sect adhere to those rules,with the following modifications.

Spells: Lawful evil anchorites have major access inthe spheres of All, Charm, Divination, Guardian, andHealing. They have minor access to the spheres ofProtection, Wards, Law, and Combat.

Arms and Armor: As with all anchorites, followersof the lawful evil sect can only wear metal armor. Likethe true neutral sect, Bastion Raines allows his followersto use any one-handed weapon, and requires them to carrya shield. Furthermore, he requires that all of hisanchorites carry at least one weapon on their person at alltimes, remaining ever vigilant to the threat of the Legionsof the Night.

Shield of Ezra: The lawful evil Shield of Ezraperforms exactly as described in Domains of Dread, withthis effect: The anchorite is rendered immune to all mind-affecting magic. Bastion Raines claims this blessingkeeps his anchorites free of corruption.

N

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A YEAR IN RAVENLOFT. . . Is a Long, Long Time Indeed

Compiled and Edited by Stuart [email protected]

INTRODUCTIONn June and July of 1999, a Kargatanecompetition asked people to contributeholidays, festivals and other significantdates that might appear on a Ravenloftcalendar. The Kargatane received andvoted on more than fifty entries. This

compilation collects our favorite contributions to thecompetition, some of the events that have appeared inother RAVENLOFT products, and a few of the Kargatane’sown suggestions.

Ernst Turagdon’s Diary4th August, 753At long last, today I completed gathering information tohelp us get by without our Poor Smythe’s Almanac.Drawden will have to learn to be more careful with thebooks in future. Of all the possibilities, losing it to theDripping Thing Lurking Among the Rafters is really mostembarrassing. While Mynilar has done his best to find areplacement copy in neighboring domains, it wouldappear that we had one of the last intact versions.

Nevertheless, this exercise has been most instructiveto me. I have, for example, learned that wheninterrogating small children one should seat them on awooden chair, not a nice upholstered one. I have alsolearned to never even bring up the subject of alcohol inthe presence of Mynilar. The room we interrogated theInvidian merchant in still smells peculiar.

I think I shall send our collection of significant datesto Lady Kazandra. It would seem that the Almanac wasmore than a little out of date with regards to thecelebrations and festivals of these lands. (Which franklyshould not surprise me for a document that refers to “therecently-crowned King Azalin”.) I suspect she will find ituseful to plan her holidays.

As for myself, I may try and escape this smallbookshop for a journey to Kantora later this year. Thefirst new moon of December occurs on the 7th, if I am to

believe the Mordentish moon-phase device Holderobtained earlier this year. I think I might enjoy a trip toNova Vaasa around that time . . .

JanuaryFireworks’ New Year FeastJanuary 1Rokushima TáiyooThe inhabitants of this domain believe that explosives andfireworks cast away evil spirits, especially on New Year’sEve. On the day that opens the new year, in this domainsmokepowder is as precious as gold, since virtually everyindividual, even infants and the elderly, welcome the NewYear in such a fashion. From midnight on New Year’sEve to the next one, the sound of exploding fireworks fillsthe air, and the entire domain seems to shiver.Wandering companies of smokepowder experts take careof organizing fireworks spectacles. The Faira noShoukans (or “summoners of flames”) have forgenerations provided the best fireworks in all ofRokushima Táiyoo. Their skills have been demonstratedby producing anything from a bright cascade in the void,to a terrifying, fiery dragon. During other times of theyear, the Faira no Shoukans have been known to appearin other domains.

Fanton Griswold’s DayJanuary, first full moonBarovia, Tepest, Falkovnia, G’HennaFanton Griswold is mostly a children’s tale used byparents to scare their children into behaving. (“If youdon’t do as mother tells you, Fanton Griswold will comefor your face!”). On Fanton Griswold’s Day, however, noone in the superstitious domains of the middle Corespeaks the dreaded name in vain. Griswold is a legendaryfigure who supposedly bet his face against untold richesto a hag that he could slay a vengeful dragon. Griswoldlost, and the hag tore away his face and set him to wanderthe domains. On the first full moon of the new year, heplods through the snow of each village, looking for a

I

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house to enter. On these nights, a family must plug up itschimney and surround its house with a ring of salt. Ofcourse, the price of salt generally skyrockets around thenew year as a result. Those families who cannot affordthe precious mineral must plug their chimneys and waitup all night for three sharp raps on their door. They mustrespond at the door with three long raps and two shortones. A thumping in the chimney will follow as Griswoldattempts to climb down. If the chimney is plugged,Griswold will give up and move on to the next house.The legend says that if Griswold manages to get into thehouse, he will steal the faces of any children who arepresent.

Enough occurrences of knocks on doors and soundsin the chimney have actually occurred in Barovian andFalkovnian villages to keep the populations steadfast intheir observance of this grim night’s rituals.

RemembranceJanuary, first new moonNecropolisThe holiday of Remembrance was created by the EternalOrder. The day serves several purposes. Officially, it is acelebration that the dead had not returned in the previousyear, and a way of warding them for the coming year.Unofficially, it simply serves as a way of beginning theyear with a somewhat joyous occasion. The actual churchcelebration begins at sundown on the night of the firstnew moon of a year, when the dead are supposed to beclose to the land. During the day beforehand, people putup decorations of paper skeletons and tissue ghosts, bakebreads and sweets in the shapes of skulls, take offeringsof food, flowers, or other items to the graves of relatives,and children create masks to wear during the celebrations.Jack-o-Lanterns are also carved, due to their supposedpower over the dead and undead. (Some of these maymanifest unexpected powers—see DRAGON Magazine#252.) In the urban areas, great masquerades are oftenheld to commemorate the day, while in rural areas peoplemay privately reminisce, or gather the family for aluncheon picnic among the graves of relatives,symbolically inviting them to dine with them. Whensundown arrives, people go to the local Church of theEternal Order for an all-night vigil, praying to the variouspowers of death, the dead, the undead, and ancestors tohold back the spirits of the deceased for one more year.

Since the time of the Requiem, this holiday hasbecome less popular among some in the community, ashas the Eternal Order. In other areas, the religious aspecthas been de-emphasized and is considered more of asecular holiday. Oddly enough, despite the macabreflavor of the holiday, it is one of the few times in theLand of Mists where the undead are quieter than usual.

Whether this is due to the influence and rituals of theholiday or simple coincidence is unknown.

FebruaryDay of Silent HopeFebruary 3BaroviaA visitor to Barovia on this date might barely know thatany particular event is being commemorated. To anethnic Gundarakite, however, this day is an importantreminder of why hope is worth maintaining in the face oftyranny.

When Duke Gundar was assassinated on this day in736, the Gundarakites experienced a brief, but liberatingsense of freedom. Their joy was cut short when LordStrahd annexed the lands of the former Gundarak, andBarovian boyars and burgomeisters moved in to rule overthe natives.

Gundarakites use this day to privately rememberwhat freedom felt like. Within the confines of theirhomes, they pray for the strength to live through this timeof oppression so that they might again see themselves freeof tyranny. Whether praying to Nerull or theMorninglord, this helps maintain the guttering flame ofhope they keep deep within their breast for the comingyear.

Obviously, the Barovian boyars and burgomeistersdo not approve of such an event. Used to keeping secretsfrom their overlords, however, the Gundarakites areremarkably adept at ensuring no indication of the day’sactivities is seen by the Barovians. As such, little actionhas been taken to date to stop this day of prayer.

Lucine CarnivalFebruary 20-23Dementlieu, MordentEvery year, the Lucine Carnival attracts people fromdomains far and wide. It takes place mainly inDementlieu, as name suggests, but lesser celebrations arealso held in Mordent. In Dementlieu it engages workersfrom all the guilds of Port–a–Lucine. During the year, themerchants’ guild imports silk and other textiles fromsurrounding domains, including the purchase of high-quality wool from the shepherds of Lamordia. They sellthese textiles to the weavers, who work day and night forweeks to create shirts and costumes of amazing quality.Elaborate motifs in gold and silver, resembling flowers orjewels, adorn many clothes, along with light fuseaux(pants), pompous brocades and soft cloaks. Thegoldsmiths’ guild provides pieces of art manufacturedwith the utmost care, like bracelets, earrings andnecklaces. With the aid of the blacksmiths, they work onmetallic masks. In the days before the Carnival women

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and bakers (both in Dementlieu and Mordent) makenemen, a traditional sweet made of almonds and grain,and shrapfses, a kind of pancake enriched with sugar andspices and unusually crunchy. To undertake all of theseactivities artisans are sometimes hired from neighboringdomains.

Two specialists play an important role in thecarnival. One is the famous Lumen Company fromChateaufaux that organizes Port-a-Lucine’s lighting.They are so skillful in placing and arranging rows oflanterns and oil lamps that the light they provide seemsboth magical and natural. The spiral structure of the citystreets allows them to arrange these lights like anenormous web centering on the Guild Halls at its core. Ifthe city is seen from a high place, such as the lighthouse,this lighting provides a breathtaking vista.

The other specialists involved are the Faira noShoukans from Rokushima Táiyoo (see Fireworks’ NewYear Feast). They bring a variety of explosives, andilluminate the festival with fireworks that take the shapeof beasts and dragons in the night sky.

Census EveFebruary 28, once every three yearsFalkovnia, InvidiaThis is the evening before Census Day (see below). Dueto the foreboding nature of the Census (when members ofa family may not return), the tradition of a Census Evedinner is widely followed amongst Falkovniancommunities. The meal is usually one of the best aFalkovnian will ever have, with foodstuffs and wines thathave been secreted away for this night finally used. Oldoaths are renewed, and births and marriages over the lastfew years are celebrated again. Drakov has let thispractice continue, despite the fragment of hope it bringsto his citizens, as it usually leads to many long lostcriminals returning home to celebrate with their family,who can be swiftly snapped up by alert Talon patrols.

MarchCensus DayMarch 1, once every three yearsFalkovnia, InvidiaOne of the constant reminders of Lord Drakov’s influenceover his people is Census Day, a day of pride for the Lordof Falkovnia, and of fear for all his subjects. The takingof the infamous Census has been conducted on this dateevery three years (due to the length of time it takes toprocess the reports from each Census) ever since itsinduction in the year 701. The 18th and most currentCensus was taken in 752. Drakov initiated the Censusafter his first failed invasion of Darkon in 700, todetermine the number of fit troops that might be available

for use in his campaigns against the wizard-king. It hassince become his personal inventory of the masses hecommands.

Falkovnian citizens hear of the Census’ imminence atthe beginning of the appointed year, the news spreadingacross the Core lands like wildfire. The reason for itsimportance is simple. On this day, every Falkovnian isjudged and told how they will serve their lord for the nextthree years of their life.

On the morning of the Census, each citizen mustreport to their hometown in Falkovnia (or, if born inanother domain, to the closest Falkovnian troopsbarracks) to register their details. These include name,occupation (whether soldier, bureaucrat, trader or slave),hometown, sex, age, race, and rank under Drakov’s laws.The ranks, in order of social status, are General, Captain,Lieutenant, Soldier, Trader, Ward of the State, Foreigner,Criminal and Enemy of the State. Visitors to Falkovnian-ruled lands may come to realize that there is very littledifference between the status of “Foreigner” and“Criminal”. This is also the day when new births—if notalready registered—are recorded, and the branding withDrakov’s Falcon takes place.

The most dangerous offense a citizen can commit isto not turn up to the Census. If a citizen fails to presenthimself or herself, they are summarily condemned withthe rank of Criminal. At the dawning of the next day(March 2nd), a report is drawn up to be presented to thelocal Captain, including a list of all Criminals. The localmilitia hunts down these criminals, and if found, they arepresented before their Captain for suitable punishment. Ifthey remain elusive after ten days, however, they becomean Enemy of the State and are hunted by the Talons. Thisis a job they perform exceedingly well—they will hunt aslong as necessary to catch their prey, and, in most cases,no Enemies live to register for the next Census.

New Year’s DayMarch 1SithicusMarch 1st is celebrated by the Elves that have made itthrough the harsh Sithicus winter alive. The elves prayand fast during the day, giving thanks to the gods andexpressing hope for the coming new year. They alsomourn and remember those they lost during the previousyear. This origin of this holiday is the formation of thedomain of Sithicus itself, which occurred during themonth of March.

Rose DayMarch 9Dementlieu, Richemulot, Mordent, NecropolisRose Day is a day for romance. On Rose Day, it istraditional for young men to present tokens of affection to

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young ladies. It is considered unlucky for a man not togive a gift, or for a young lady not to receive one. It isalso considered unlucky if a woman gives a man a gift onRose Day. Roses are considered an especially lucky gift.Further, on Rose Day it is traditional to place garlands offlowers over the door and windows of one’s home. OnRose Day, many cities and villages hold communitydances in the evening, a holdover from the ancient originsof the holiday. This holiday is a favorite in Dementlieu,where the wealthy frequently exchange slightly risquégifts such as wine and lingerie.

Spring MourningMarch 21VorostokovIn most lands and domains, the first day of spring is atime of celebration. This is not so in the eternal winter ofVorostokov, however. Spring Equinox has becomeSpring Mourning, a day in which the people of this frozenland mourn for the loss of normal seasons, as well asthose who have passed on during the preceding year. TheBoyar and darklord of the land, Gregor Zolnik still insiststhat his Boyarsky have a day of revelry and celebrationwithin the confines of his hall. The party usually turnsgruesome as the werewolves transform to go huntingamong the villages. Thus, among the poor villagers, theday has come to signify loss. A typical Spring Mourninginvolves visiting the graves of those lost the precedingyear, followed by sprinkling seeds on the frozen gardens,a symbolic gesture of hope, although mostly futile. Asevening comes, the villagers lock themselves in theirhouses and wait, sleeplessly, for dawn to come, whilelistening to the howls of the wolves.

AprilSemaine de la ModeApril 1-6DementlieuThe Semaine de la Mode (or Fashion Week) is an eventheld every year in the ballroom of the Grand Hotel inPort-a-Lucine. During this week the famous and beautifulgather for a series of presentations where gorgeouswomen from Dementlieu and nearby domains exhibit thestyles and clothes that will set the trend for the comingyear. Famous couturiers (dressmakers) include EzioFigari, Jacques Sole, and Catherina Bonaerotto, who isresponsible for giving rise to the use of unique hatsamong the women of high society.

Governor Chief Conseiller (Counselor) Dominicd’Honaire is an active sponsor of this event, and is alwaysin the first row watching with enthusiasm when themodels make their appearance. Dominic has, in the past,

been found in compromising positions with the modelsduring the event.

Among the current crop of beautiful ladies who takepart in the twice-daily modeling galas is JosephinaAntonette Dugarrie, the Reigne Primtemps (SpringQueen) for the last sixteen years. Many women havewondered at the everlasting beauty of Josephina, whichby all accounts has not lessened since the day she wasfirst voted Spring Queen, in 736. Some have stirredemotions by claiming that their own beauty seems to havebeen lost since Josephina began appearing at the Semainede la Mode. Others spread rumors that she has been toLudendorf where expert doctors have conducted sensitiveoperations on her face, or that she wears special makeup.More sinister whisperings imply that Josephina has rarely,if ever, been seen during the day.

St. Nathan’s FestivalApril 1-7The Shadowborn ClusterThis festive week marks a gathering of champions inNidalia to compete in a long tournament to determine themost powerful men in the cluster. Folk travel from milesaround to witness the festivities, which include jousting,hand-to-hand combat, and other physical sports. Thewinners of the tournament are declared on the seventhday, and have the honor of accompanying Lady Faith-hold, the ruler of Nidalia, in a quest to root out an evilmonster of Faith-hold’s choosing. (Of course, Faith-hold’s tainted paladinhood means that these missions maybe colored by her own warped view of evil.)

The Day of Unspoken TalentsApril 11, once every three yearsVistaniThis is a Vistani celebration of, ironically, both pride andhumility. It occurs but once every three years, from dawnto dawn. During that period, no practicing Vistana overfive years of age will speak, at least in ordinaryconversation. To do so would show excessive hubris, andinvite some personal disaster. Instead each Vistana, fromyoungest to oldest, will display and practice whatevertalents they have: singing, dancing, cooking, acting,juggling, riding, craft-making, fortune-telling, spell-casting, wrestling, wiggling the ears, you name it.Especially appreciated are hidden talents, and manyVistani will go out of their way to reveal “new” skills onthis day.

If circumstances allow, a tribe will, without asking,peacefully but insistently invade the nearest non-Vistanisettlement and perform for the residents, for onceexpecting (and taking) nothing in payment, but looking tothe giorgio for appreciation and, in the case of contests,fair judging. Outsiders are not asked to join in any of the

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activities or perform for the Vistani, but are looked onvery favorably if they do. If there are no neighboringsettlements at the time (or if they are simply too hostile),the Vistani will celebrate amongst themselves. Nowarning is ever given to outsiders that the Day ofUnspoken Talents is coming, nor any direct explanationoffered of its significance. If necessary, however, adesignated, natural storyteller, preferably a child, willrecite a fable extolling the virtues of self-love,cooperation, and family pride, while denouncing personalpride and selfishness.

The Vistani are unnaturally brave and secure on thisday, and even mortal enemies are strangely reluctant to doanything but watch the festivities.

Bleak Morning (I)April 21FalkovniaBleak Morning is an unofficial day of mourning inFalkovnia. The dates remembered are those on whichVlad Drakov initiated attacks on Darkon, and horriblyfailed. Each day is regarded as a day of the dead, asalmost every family in Falkovnia has lost at least onerelative on the battlefields.

Drakov has forbidden his populace from any outwardshow of mourning on these days, as they remind him ofhis defeat. Most Falkovnians, however, hold short,somber sermons in the privacy of their homes or withfamilies to venerate the dead, and pray, against allprobability, that Vlad will not send their sons out to waragain.

Several bards have written songs and dirgesespecially for these days. The most infamous is a satiricsong, ‘My Friends Are Dead But Still They Dance’. It isaccompanied, when performed, by stiff, jerky dancing.The song is most popular with Falkovnian children, buteven they are wise enough not to sing it in the face of theTalons.

MayFeast of the First EpiphanyEarly MayBorca, Mordent, Dementlieu, Necropolis and othersThe Feast of the First Epiphany is an important holidayfor the Church of Ezra, held on the first day of worship inMay. The exact date of the holiday varies from region toregion. For more information on this event, see thearticle “Anchors of the Faith” within The Book of Secrets.

Bolshnik DayMay 20Nova Vaasa

This date marks the birthday of Prince Othmar of theBolshnik family, the most powerful in Nova Vaasa. InKantora, where the Bolshniks live, the morningcelebrations involve a parade of the family’s cavalry andmilitia, as they march to Castle Stonegard for inspectionby the Prince.

The event, however, which drives most of the activityon this day, is Prince Othmar’s gracious reduction of thesales tax from 100% to a paltry 25% on this day alone.This has a massive impact on the markets of the cities,with merchants trading at a frenzied pace as they try andtake advantage of the “low” tax rate. Horse trading inparticular is popular, with many breeders bringing theiryoungest foals to market especially for this day.

Prince Othmar also sponsors a competition for thefinest horse of the market, as judged by the Captain of thePrince’s cavalry. It is a great honor for a horse breeder tohave one of their horses selected by the Captain, andusually dramatically increases the asking price for theirhorses.

JuneMeistersinger ContestJune, Summer SolsticeKartakassThis day serves both a political and a social purpose inthe domain of Kartakass. Not only is it a celebration ofmusic and song for the people of the villages ofKartakass, it elects the Meistersinger for the coming yearin each village. It is a birthright of all born in Kartakassto challenge for the position of Meistersinger.

The event actually begins the night before thesummer solstice, when the Meistersinger throws anextravagant masquerade at his or her place of residence.Invitations are issued to many of the wealthy residents,but any bards who wish to attend may do so without awritten invitation. Within the major townships of Skaldand Harmonia, costumes at this masquerade can beextremely elaborate and expensive. Vast quantities ofmeekulbrau can be found at the party in almost anyvillage.

The purpose of the gathering is to allow intendingchallengers to the current Meistersinger to sign up for thecompetition to follow on the summer solstice. It is thebirthright of any Kartakan citizen to challenge theMeistersinger at the annual contest, but in reality theexpensive costumes and aristocratic nature of the partiesin the larger towns means that poorer bards are unable tosign up for the contest. Of course, most Kartakans wouldalso suggest that a poor bard is an unlikely candidate tobe able to defeat a Meistersinger!

After signing up, the contestant must sing a preludeto the guests, to preview their singing abilities.

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The next day, at dusk, the entire village gathers tolisten to the singing contest at the local common. InHarmonia, this is held at the Amphitheater, while in Skaldthe common lawn at the center of Upper Skald is used. Insmaller towns, the local hall or tavern may be used. Soimportant is singing in the lives of the Kartakans that thisevent is extraordinarily popular, leaving the rest of thetown practically deserted.

Before the contest begins, and out of sight of theaudience, a traditional toast is made by the Meistersingerto his competitors.

“Oh, let us sing with joyful tones a song that stirs usto our bones. And should we fail to win the crown, oh, letus willingly step down.”

The battle between the Meistersinger and challengerstakes place over several rounds. In the first round, thecompetitors enter the arena and all begin singingconcurrently. Each sings a different song, competing inboth volume and timbre for the audience’s attention.Contestants leave the arena (and the competition) if theyfind themselves unable to attract an audience among thechorus of voices, or if they find their voice incapable ofsinging for such an extended period of time (as this battlemay last for half an hour or more). Once the number ofcompetitors has been reduced to a more manageablenumber, each competitor sings individually to theaudience. Based on the audience reaction, the currentMeistersinger selects five challengers to continue into thesecond round.

The next component is a contest of rhetoric (althoughmany will claim that this is more about insults than wittyretorts). Each of the five remaining contestants are askedwhy they are fit to rule that village, as the others interjectwith quips and jests. At the end of the round, theMeistersinger asks the audience for applause for each ofthe contestants, and judges the most popular.

The third round is a one-on-one challenge betweenthe sitting Meistersinger and the winner of the secondround. Each sings a mora for the crowd, most frequentlya traditional song that the audience knows. The audiencethen selects the winner, usually chanting the name of thebard they wish to rule as Meistersinger for the comingyear. It is a rare occurrence for a Meistersinger to beousted in one of these contests, with most retaining theposition for many years.

(See the novel Heart of Midnight for additionaldetails.)

Night of Bright TruthsJune, first full moonNova VaasaThe Night of Bright Truths is the evening on which NovaVaasans believe the moon to be the brightest of the entireyear. This is a night when Bane is closely watching those

who rule Nova Vaasa, ensuring that the divine right ofrulers is maintained, and that none are overstepping theirpower. As Bane is considered to be paying closeattention to his followers on this night, it is also believedthat no lies can be told.

This makes the Night of Bright Truths an importantpolitical day for Nova Vaasans. A council of nobles,representing each of the five ruling families, meets inKantora on this night to discuss and resolve importantissues. Although only one of a series of regular meetings,many decisions are actively delayed until this night inorder to ensure that the most honest and responsibleoutcome is reached.

Among the rest of the people of Nova Vaasa, thisnight is usually considered a night for family to gatherand talk of the past year, noting the lessons they havelearned and the goals they have achieved. This is done tohumbly inform Bane of the many ways in which they haveimproved themselves, thereby increasing their station inlife.

This is also a favorite night for young men to proposeto their potential future brides. It is said to guarantee thecouple a long and fruitful marriage if the lady says yes ona night when no lies can be told.

Noctis LupusJune or July, during full moonVerbrekNoctis Lupus is a holy day devoted to the Wolf God. Thegod embodies ferocity and fighting and the day’sactivities follow similar lines. During the day, thewerewolves who celebrate this occasion holdcompetitions with each other. Each pack will hold itsown celebrations, although sometimes more than onepack may get together for the nighttime revelries. Thecompetitions during the day include various forms offighting between the werewolves, and occasional fightwith captured humans. One favorite sport played on thisholy day involves splitting the pack up into four teams.Four goals are set up on a field, one facing each of thecompass points. A skull of one of their brethren is usedto represent their god. The team to get the skull betweentheir goal is honored or blessed by the god.

As night falls, the werewolves gather around a sitechosen and prepared earlier. A huge bonfire isconstructed, and nearby trees are decorated with runesand pictographs. Some of these are prayers to the WolfGod, while others depict the life of the werewolves.There is always one tree chosen as the totem (sacredpillar) for the night which is decorated from top to bottomwith furs, feathers and skins. The werewolves of the packsocialize until a few hours before midnight, when themusic is commenced. Harsh drumbeats are ferventlyplayed by some of the werewolves. The werewolves use

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peculiar instruments, including dead trees which havebeen hollowed out and turned into some sort of drum.The werewolves start dancing around the fire, chanting,screaming, roaring, and howling at the moon. Asmidnight passes, an elder or dominant werewolf willmake a sacrifice of a small animal (but it may besomething larger, such as a stag or human). Thedominant werewolf will do this by ripping out the throatof the sacrifice, and filling a sacred bowl with the victim’sblood. The bowl is blessed by one of the priests, and thenpassed around for each to drink from.

Another special event this night is the Moon Dance.The dance is an offering of body and soul to their god,who is symbolized by the moon. Five werewolves arechosen to perform the Moon Dance. This bloody ritual isconducted by taken long strips of leather, and placingthem through gashes under the skin of the nominateddancers. The other end of the leather strap is tied looselyaround the totem pole, allowing the dancer to move easilyaround the tree. The werewolves then dance around andaround the totem until they are disconnected from thepole by the leather or (worse) their flesh tearing, or untilthey collapse from exhaustion. On rare occasions, theymay reach sunrise.

While the dance continues, the rest of thewerewolves will watch or celebrate by indulging theirpassions for blood and violence. This may include killingor hunting other smaller animals, and sometimes anunlucky human captive will be their plaything for theevening.

Alfred Timothy and his family will always lead therites and celebrations for their own pack. Typically,Timothy will use the area of the Circle for theircelebrations.

JulySummer’s NightJuly 10Lamordia, Dementlieu, Falkovnia, MordentThis holiday, which started in Lamordia, has spreadslowly to its bordering domains. This holiday started inLamordia as a celebration of the warmest day of summer,and is said to keep winter’s grasp away for a longer time.People in Lamordia celebrate this holiday by sheddingtheir bland and dark garments and wearing light andbright colored clothing, as well as having a festivaldedicated to the time of summer (and to a lesser degreesurviving the harsh Lamordian blizzard that is winter).Before the festival, women go out during the day andcollect bright flowers with which to weave a mask. Theyignore white flowers and darker blooms, preferring brightcolors to match their clothes. The men also gatherflowers and form crowns from them, however their colorsare limited to whites and dark hues.

For the duration of the celebration the men representthe time of winter and the women are a representation ofthe summer season. Near twilight, people gather in aforest meadow away from the village and begin thecelebration with a traditional dance, which represents thesummer conquering the winter. Many feel this traditionaldance must be done or the summer will no longercontinue and winter will arrive abruptly. Others believein this to a lesser degree, believing that there will be anearly winter if the dance is not performed.

In the surrounding domains this holiday has spreadto, the superstitious elements have been lost (though thedance is still performed), and it has become more of amidsummer’s festival during which masks are worn. Inthese other domains the masks can range from elaboratefeathered monstrosities in Dementlieu to painted woodenmasks in Falkovnia.

Singing Tree DayJuly 12Kartakass, SithicusOn this day, many people from Skald, Harmonia, andother communities travel to a massive and ancient hollowoak tree that stands in the woods west of Skald. All of thepilgrims first gather outside Skald where, with the aid ofsome volunteers, the two meistersingers give to all thenew participants a flask of meekulbrau and a scrollcontaining a mora. People who have taken part in aprevious Singing Tree Day keep their empty flasks, fillingthem from a barrel provided by the Meistersinger ofSkald, and their scroll. At midday, they form aprocession to the main square of the Skald and then, afteran opening song (sung by everyone) they depart, guidedby the meistersingers of Skald and Harmonia (dressed ingreen and brown). During the subsequent 3-hour marchall chant some suitable mora. As they enter the glade inwhich the tree stands, Skald’s Meistersinger calls up thegod of music, Milil, and all the spirits of the forest tobless the gathering. At the same time, Harmonia’sMeistersinger plants a sapling of meekulbern, praying thatit enriches the earth as music enriches mortal life.Everyone then drinks from his or her flask, and camps inthe glade.

Around 4 PM a traditional singing contest begins.Every singer sings the mora on his or her scroll, and thecrowd elects a winner and five runners-up. A small pieceof bark from the sacred tree is given to each runner-up.Usually, they fix it to a string, making a pendant that isrumored to empower mora related to the forest. Thewinner, in addition, receives three leaves from the treeand is expected to enter the tree’s hollow. There, thewinner improvises a mora. A popular belief holds that, ifcorrectly interpreted, the song will give hints on thebounty of the weather and the crops of the next year,

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since it is reputed to be inspired by the tree, a spirit of theland. Attending scholars are charged with the task ofwriting the song down. Finally, the two Meistersingersread the text of the mora, and break up the gathering.Werebeasts often hide among the crowd to feed onloiterers.

A similar occurrence, called “Prophecy Day”, takesplace in Sithicus. Two elven burgomasters lead theprocession to the Prophet Tree, offering cider to all theparticipants. After ceremonies similar to the Kartakanones, they ask the participants for a volunteer. Thisvolunteer will be chained to the Prophet Tree, charged tosing its vaticination. If the next year will be bountiful andprosperous the elf will intone a neat sweet melody.Otherwise the song that is sung will be a mournful dirge,similar to the one previously used by Lord Soth to closethe borders of Sithicus. Since the singer cannot stop hisvoice while he’s singing, if the song is of the latter typethe singer may go mad. Thus, while it is risky to chainsomeone to the tree, it is the only way to for theburgomaster to ensure a prediction. Regardless of theoutcome of the prediction, the volunteer is regarded as ahero by all.

Flaming Horse FestivalJuly 27HazlanThis is the only major festivity permitted in Hazlan, andis a result of Hazlik’s life in his homeland of Thay, wherethe fire god Kossuth is worshipped. In the lead-up to thisday, a wooden horse is built in every town by skilledcraftsmen, with the finest wood available. Artificersworks on these horses, placing iron cylinders throughoutthe wooden constructions containing pockets full offlammable oils.

On the day of the celebration, endurance contests forthe men and boys of the village are organized, and thecommunity eats meals together in the common-houses.At night, the artificers set alight the cylinders placedwithin the wooden horses, giving the impression that themane, the tail and the hooves of the horse are burning.Eventually, the entire horse is in flames, forming a largebonfire around which celebrations continue into the night.

AugustGood Trollings DayAugust 1MordentGood Trollings Day (referring to its use in fishing, not inthe monster) is a time of celebration in Mordentshire. Fora period of two weeks, the very best fish that are pulledout of the Sea of Sorrows are saved in tanks, and onAugust 1st, they are thrown back into the sea. The exact

reason for this is unknown, but it is a ritual that has beenperformed for almost 200 years, and the inhabitants ofMordentshire are not about to break tradition now.

After the very best are given back to the sea, thepeople of town feast on fish and vegetables, and a type ofalcohol flavored with boiled seaweed. The feast is heldon the docks, and small candles held in paper globesilluminate the festivities.

Bleak Morning (II)August 14FalkovniaSee Bleak Morning (I), April 21.

Bleak Morning (III)August 26FalkovniaSee Bleak Morning (I), April 21.

SeptemberBleak Morning (IV)September 1FalkovniaSee Bleak Morning (I), April 21.

Cloudberry HarvestSeptemberTepestCloudberries are a type of fruit gathered by Tepestani tomake the sweet cloudberry wine. The natives have foundcloudberries almost impossible to farm, so the harvestperiod involves excursions into the forests of Tepest tofind the wild growths of the cloudberry bush.

Unfortunately, cloudberries are most often found inremote locations, on steep hillsides near the lakes andrivers of the region. Even more unfortunately, the end offall marks the peak of goblin raids and attacks as theyattempt to store food for the coming winter, so there ismuch danger for the harvesters. As a result, theharvesters always work in groups during the day, usuallywith one of the stronger men of the village to guard. It isa rare year, however, when someone is not lost to thetroublesome goblins.

The completion of the harvest is marked by a day-long festival in the village, celebrating not only theharvest end, but the last great gathering before winter setsin. The day is spend tying bright ribbons around thevillage, and beginning the crush of the harvest ofcloudberries.

After the day’s joviality, the town gathers in theevening for a slightly more serious affair. In front of alarge fire, a captured goblin is sacrificed by one of the

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harvesters. This is both a sacrifice to the gods to ensure agood harvest next year, and a memorial to those who losttheir lives during this year’s harvest. Often, the personchosen to make the sacrifice is one who was close to avictim of the harvest goblin attacks.

After the last screams of the goblin have ceased, thetownspeople eat together, and drink the first bottles of lastyear’s cloudberry wine. It is said that if the previousyear’s harvest produces a high-quality wine, the comingwinter will be milder and easier to bear. Many havenoted that a good wine can warm many cold winter’snights, so there is probably a lot of truth to this belief!

Summer’s EndSeptember 1-7BaroviaFor one week, the buildings of the Village of Barovia aredecorated with red, orange, and yellow streamers,signifying the colors of autumn and the ending of anothersummer. On the final day, there is a large feast whereeveryone gathers in the town square, where tables are setup and everyone eats together. The festival is held in latesummer/early fall, when there is still plenty of light.Everyone is still inside before dark (not even this yearlycelebration can keep the villagers in Barovia out pastdusk), but many households join together to continue therevelries inside.

DancioSeptember 14Invidia, RichemulotThis day is devoted to the art of dancing with context toromance and passion. Typically it is celebrated mainlyamong the upper classes, but other citizens also enjoy thisday in a different style. Large social functions, such asballs, are held inviting an array of local people and othersfrom surrounding domains. The festivities start early inthe morning and continue well into the night. The ballsare elegant and regal affairs, with awards given for bestcouple, best dressed, and other categories. The host isexpected to provide the prizes for those honored withawards. All guests are expected to participate in thedancing, which includes waltzes and other formalballroom styles. The host will sometimes have a themefor the gathering, such as Masquerade or Fairy Tale.

Among the poorer classes, other forms of celebrationtake place. The taverns throughout these domainsprepare feasts of food and wine and serve on the street,where dancers perform around blazing fires. Unlike therefined steps among the aristocracy, the dances performedhere are generally rowdy, taking a more energetic form.The atmosphere is friendlier than at the formal affairs,and the celebrations usually continue into the night, untilthe alcohol disappears.

The date falls on the birthday of the head ofRichemulot’s Dance Academy, Hellene Kougler, whofounded the tradition. She introduced the celebration toInvidia shortly after Bakholis’ death (730), where theevent caught on with a passion.

Hellene, however, was not the true founder of thisday. She first observed the event when accompanying agroup of Vistani. Once she had recorded what she saw,she brought it back to Richemulot, where she introducedthe concept to the aristocracy of that domain. The Vistanicelebrate this day in a similar fashion, and withexceptional intensity. The Vistani sometimes become soinvolved with their dancing that they dance themselvesinto hallucination, or until they collapse.

White DaySeptember 23Dementlieu, Richemulot, Mordent, NecropolisWhite Day is the counterpart to Rose Day (see March 9).On White Day, it is young ladies who are to presentyoung men with gifts. As with Rose Day, it is consideredunlucky for a woman not to give a gift, or for a youngman not to receive one. As before, it is believed to beunlucky for a man to give a woman a gift of White Day.A box of white candies is considered an especially luckygift. Further, on White Day, it is traditional to decoratethe door and window-frames of one’s home with whitestreamers. As with Rose Day, many communities holdevening dances to celebrate this holiday. White Day isparticularly popular in Dementlieu, where the Masque deCouer, a prominent yearly masquerade, is held.

Harvest FestivalLate September/OctoberKarina, InvidiaInvidia has increasingly become known for its fine qualitywine and other exotic drinks. As the popularity of itsproduce has grown, so has the size of the annual KarinaHarvest Festival. Taking place over the week before thefirst full moon in October, the population of Karina morethan doubles for the duration of the event.

The Festival is a grand event, which encompassesmost of East Karina. Essentially, the week is spentdrinking and celebrating the end of the Invidian harvest,while partaking in the vast array of alcoholic beveragesthe region produces. As the city is usually overflowingduring the occasion, the celebrations are literally heldanywhere, spilling out onto the streets from wine gardens,or at temporary marquees where winegrowers try toconvince drinkers of the superiority of their drink.

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Several events are held during the Festival. On thethird day, a wine-tasting contest is held, with the mostrespected vintners of the area judging the winner invarious categories. The winners invariably run out ofproduce by the end of the Festival four days later.Weddings are often scheduled during the Festival, andwhen this occurs it is usually permissible for any onlookerto join the celebrations. In some of the seedier locationsof Karina, drinking contests are held among rowdygroups of inebriated men.

The vilest event on the carnival’s calendar is theannual Dog Fights, organized by Nathan Timothy (andsome of his associates). Held somewhere in theFalkovnian quarter, the location of the fights is always aclosely kept secret, and is attended largely by a contingentof werewolves from the nearby Verbrek. The eventinvolves the pitting of defenseless humans against trainedattack dogs, the audience watching with sickeningexcitement at the battle.

(For additional information on the Harvest Festivaland the Dog Fights, see The Evil Eye.)

OctoberNocturneOctober, first new moonMordentOn this night, the Mordentish believe that the bordersbetween the living world and the Other Side weaken,allowing the spirits of the dead to enter this world andreturn to their mortal homes. The way in which this nightis marked varies significantly, depending on the desires ofthe residents of each home.

Those who want the departed to return their homes(such as households who have lost a dear family member)place a lit lantern in their window and leave the doorunlocked. Any mortal who enters their home should bewelcomed with a cooked meal, as the dead return home inthe “borrowed” bodies of the living. The guest is treatedwith the same respect they would give the person whosememory they are honoring.

Others not wishing to admit the spirits of the dead(for whatever reason) hang a lantern from the front door,with a metal sleeve that only allows light to filter througha leering Jack-o-Lantern face. This is said to scare off thespirits who may be returning to the house.

Scholars have noted that there are no records of thiscustom until late in the 500s (by the Barovian calendar),though none are sure why the tradition suddenly emergedat that time. The tradition appears to be losingpopularity, possibly due to the growing relationship withthe more cultural and less superstitious domain ofDementlieu. A more likely reason, however, is thegrowing number of younger people in Mordent treating

the night as an excuse for hooliganism, and a chance toget free dinners.

Bleak Morning (V)October 6FalkovniaSee Bleak Morning (I), April 21.

NovemberFestival of the DeadNovember 12NecropolisIn the time before Azalin used his doomsday device anddevastated the land, the residents of Darkon spent muchtime honoring the dead, due to their belief that they wouldone day rise up and reclaim the land for their own. SinceDarkon’s transformation into Necropolis, the nature ofmuch of the honoring has changed somewhat, due to thebelief that the Ascension has already begun.

Originally a celebration initiated by the EternalOrder, this festival was designed to give thanks to thedead for both the protection they offered the people ofDarkon (as evidenced by the dead rising againstFalkovnian attacks), and for not yet reclaiming the land ofthe living for their own. The day was spent in a largetown gathering, where residents would wear grotesquemasks to represent the dead, and would celebrate withmusic, drink and revelry for many hours. Thecelebrations had to end by sundown, however, so thatnone of the living walked the streets after nightfall. TheEternal Order preached that since the living and the deadcould not celebrate together in one place, the living wouldcelebrate during the daylight hours, while the dead wouldconsume the night with their own celebrations. Paintingson the walls of temples of the Eternal Order sometimesdepict this event, with fetid corpses wearing humanmasks, and celebrating with torture and death.

The events of the Grim Harvest, however, havechanged the way this holiday is celebrated. As theEternal Order slowly loses its power without the force ofKing Azalin to support it, the people are slowly beginningto disregard the original premise of the holiday. Thepeople are beginning to celebrate into the night, ignoringthe original reason for remaining indoors at that time.

This effect is less notable the closer one gets to theFalkovnian border. There, where the dead have risen yetagain to defend the lands since the Grim Harvest, respectfor the dead has continued almost unabated, so in townslike Nartok the holiday has been virtually unaffected.

PrimeurNovember, 3rd ThursdayDementlieu, Richemulot

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Primeur is the first day when the wine of the past year isready to drink. A holiday more for nobility, each nobleattempts to be the first to offer his friends the newestwine. As part of the tradition, there is a race of wagonsfrom the nearby wine farms to the noble estates, eachdriver trying to get an advantage over his rivals by anymeans. Often terrible accidents happen during this raceand the precious liquid is spilled, but such setbacks arenothing compared to the social gain of being this year’sPrimeur King or Queen.

DecemberNight of Dark DeedsDecember, first new moonNova VaasaFor Nova Vaasans, this day is the exact opposite of theNight of Bright Truths (see June). On this evening, Baneis the most distant he will be all year. Interestingly, thishas remarkably different effects on different sections ofthe community.

In general, people consider it unwise to believeanyone on this night. Business people will refuse to makedecisions, no one will ask for advice, and any rumorsspread will be dismissed as nothing but rabble-rousing.The council of nobles does not meet during the weekeither side of the Night of Dark Deeds, for fear of thenight’s lies tainting their acumen. No one is ever asked tomake a vow or a promise on this day, as it is taken tomean nothing without the eyes of Bane watching over thepledge. Families will often gather together in their homeson this night, as on the Night of Bright Truths, but insteadthey choose to remain silent, preferring the solemn quietto the possibility of lies being uttered to family members.

While some fear this time of year, and the untruths itbrings, others revel in the absence of the watchful eye ofBane. During the night, taverns and gambling houses arefilled with people wishing to take advantage of thesituation. Houses of ill repute often serve unexpectedclientele, and the streets become fighting grounds forthose who have repressed their anger in the face of Bane,but are all too eager to take action on this night.

Unsurprisingly, the crime rate soars in the cities ofNova Vaasa on the Night of Dark Deeds. It would seemthat for some, the pleasure of indulging their vicesextends much further than drinking and gambling, as thenumber of murders on this night usually exceeds thenumber in any other month of the year.

Day of the HawkDecember 20FalkovniaThough Vlad’s real birthday was lost forever in thejourney from Krynn to Ravenloft, the ruler of Falkovnia

and his Talons have chosen a specific day tocommemorate his birth.

This day was orchestrated some years ago by thehead of the Talons, in order to serve as a monument to thegreatness of their ruler. Though the folk of the land areloathe to celebrate such an event as Drakov’s birthday,they are forced to go along with the celebrations by theTalons.

Across all of Falkovnia, this day is a holiday. Peopleshut their shops down so that they can watch or join theparade devoted to Drakov. No one has to work this day.Some places are forced to shut down by the Talons inorder to watch one of the parades.

For Drakov, the day begins at his castle, Draccipetri.Supplicants seeking for a favor from Drakov, or lookingto increase boost their image in his eyes, gather and waitto speak with him. These people generally come withgifts, which may include gold, information or evenwomen. A limited number of these people get to speakwith Drakov for a short time. Drakov listens, and if he isnot pleased with what he hears then the gift-bearer mayend up as part of the night’s entertainment. Later in themorning, Drakov performs a symbolic branding of severalchildren that have been born since the last Census.Privileged families will often actively seek to have theirchild branded personally by Drakov.

A little after midday, parades are conducted all overFalkovnia, usually marching through the main road ofeach town or city. The parades are generally a solemn,dismal affair, as the people are forced to attend by theTalons of every village and town in Falkovnia. Bannersare flown, crude floats are made, and fake battles areconducted using wooden weaponry. The Talons watchover the parade, being careful to look for anyone makinga mockery of their ruler. In Lekar, Drakov himself joinsthe parade as it nears its end, and those that make aneffort in the parades are sometimes rewarded handsomelylater by the Hawk himself.

As the celebrations in the towns die down, a specialevening is prepared for Drakov. As many as forty peopleare impaled on tall, thick stakes within the walls ofDraccipetri, and on this night he calls in a small chamberorchestra to accompany their screams. If Vlad does notparticularly enjoy the evening, it is possible that the actualorchestra may become part of the bloody entertainment.

Winter’s MoonDecember (last full moon)MarkoviaThe inhabitants of Markovia know pain, perhaps betterthan any others. The creatures that Lord Markov hascreated wander the domain, existing in squalor and oftenagony. They do, however, have their moments ofcontentment and happiness, and one of those moments is

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during Winter’s Moon, a festival held on the last fullmoon of the year. At sundown, groups of Markoviansgather together around a large bonfire and cry towards theheavens, showing that they are strong. After a half-hourof crying to the sky, they feast on the woodland creaturesthey have hunted and dance around the fire. Manycompete in feats of strength and endurance. Thecelebration lasts well into the morning, by which timemost participants have collapsed from the exhaustion ofthe celebration. To outsiders, the celebration would seemstrange, primitive, and brutal, but to the Markovians, it isa wonderful night.

Darkest NightDecember, Winter SolsticeNecropolisLike the Festival of the Dead, this occasion is a result ofthe legends regarding the Hour of Ascension, where thedead rise up to reclaim the land. Unlike the Festival ofthe Dead, this day is marked by fear rather thancelebration.

On Darkest Night, the moon does not rise overNecropolis. It is said that on this night, the dead arecloser to the land of the living than at any other time ofthe year. The Eternal Order preaches that if the deadhave not been properly honored over the past year, this isthe most likely time at which they will reclaim the landfrom the living. In order to avoid attracting the attentionof the dead, on this night all lights across Necropolis mustbe extinguished. Not one candle may burn during thenight, lest the dead use it to lead them to the living world.

Since the Requiem in 750, this day has become evenmore feared by the people of Necropolis. Despite thedeclining power of the Church of the Eternal Order, thisnight continues to be commemorated with great fervor, asit is the anniversary of the wave of energy that destroyedIl Aluk. Many residents see this event as the Hour ofAscension itself, and that it was just the start of the dead’sreclamation of their lands. As such, the years since haveseen even greater adherence to the tradition, with manyhouseholds even covering reflective surfaces to avoidreflecting the dim starlight of the night. Those who lostfriends or family in the destruction of Il Aluk also use thisnight to sit in silent remembrance of their lives.

(For additional information on Darkest Night, see theRequiem: The Grim Harvest boxed set.)

CreditsMartin Becker Lee Campbell

Primeur New Year’s DayBreno Colom “JorGLeach”

Semaine de la Mode Fanton Griswold’s DayJohn W. Mangrum St. Nathan’s Festival

Bolshnik Day Traini Massimo

Feast of the First Epiphany Fireworks New Year FeastNocturne Flaming Horse Festival

Christopher D. Nichols Lucine CarnivalRose Day Singing Tree DayWhite Day “Ryan”

Quentin Small Summer’s NightSpring Mourning Trevor Salla

Scott Stoecker The Day of UnspokenGood Trolling’s Day Talents (Contest Winner)(Contest Runner-Up) “Strahd4037”Summer’s End RemembranceWinter’s Moon Stuart Turner

Pierre van Rooden Day of Silent HopeBleak Morning Scott Vandervalk

Ian Zammit DancioCensus Day of the Hawk(Contest Runner-Up) Noctis Lupus

Canon Holidays(Compiled by Stuart Turner)

Cloudberry HarvestDarkest NightFestival of the DeadHarvest FestivalMeistersinger ContestNight of Bright TruthsNight of Dark Deeds

N

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ON THE ROADWANDERING STORY SEEDS

by Steve [email protected]

Note: The text of this article is ©1999 TSR, Inc. AllRights Reserved. Do not redistribute without thiscopyright notice.

ere are some items to throw in the way ofthe player characters as they travel fromone place to another, between adventures.I hope you enjoy/find a use for them. Letme know! Remember, there are norandom encounters in Ravenloft. I

suggest reading them, picking the ones that you think willbe of most capable of sparking roleplaying within yourparty of player characters. (Although, frankly, they alsowork just fine as hack ‘n’ slash if that’s the group’s cup ofbloodwine.)

No levels are given, but in general the encountershave been run with parties ranging in levels from 5-10.They were used in a personal campaign of mine that wasset in the Southern Core, but they should be easilyadaptable to any domain or campaign setting.

DAYTIME ENCOUNTERS2d10 Result2 Leucrotta3-4 Abandoned and Ransacked Bandit Camp5-7 Wolfweres8-10 Disguised Order of Guardians Members11-13 Bandits14-16 Shepherds and Livestock17-18 Overseers and Peasants19-20 Travelers

LeucrottaThere are 1d4 of these foul beasts lurking in a ravinesome distance from the road, well out of sight. They usetheir mimicry ability to lure the party closer and then leapout to attack. The party can search for their lair, but ittakes 1d6 hours to locate it even with experiencedtrackers; the creatures’ treasure is in the lair, and there is

a 10% chance that an immature leucrotta of half strengthis also present.

Leucrotta (1d4): AC 4; MV 18; HD 6+1; hp 55; THAC014; #AT1; Dmg 3d6; SD kick in retreat; SZ L (7’ atshoulder, 9’ long); ML Elite (14); Int average (8-10); ALCE; XP 975.

Abandoned and RansackedBandit CampThe party comes upon a small campsite. It has recentlybeen abandoned and a search reveals that it was mostlikely attacked; blood spatters can be seen on thebelongings that have been left behind. The firepitcontains cold (1-4 on a d6) or lukewarm ashes (5-6). Theparty cannot determine who attacked the party or howlarge the group was because the ground is either too hardor too thoroughly trampled.

Searching the camp reveals mostly ruined equipmentand spoiled rations, but one of the following items ofvalue is also found (determined by a roll on a d6): 1. 2d4copper pieces. 2. 3d6 silver pieces. 3. A potion ofhealing. 4. A scroll of protection from evil. 4. 1d4 gemsof random value. 5. A map of Hazlan. 6. A scroll with1d4 random wizard spells on it.

If a wider search of the area is conducted, the partyfinds 1d3+1 corpses in a ravine, a few hundred yardsfrom the camp. The bodies have already been looted forvaluables. The victims were bandits from the camp andare dressed in ragged clothing. They were killed in onethe following fashions (roll d6): 1. Bitten and trampled todeath (by the leucrotta), 2-3. Butchered by some savagebeasts with large claws (either wolfweres or werewolves),4-6. Killed with swords.

WolfweresThe party encounters 1d4 wolfweres. They are posing aslost travelers and ask to join the party. If allowed totravel with the group, they wait until nightfall, use their

H

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lethargy ability and attempt to slay one party member andthen flee. If overwhelmed by player characters, or insome other form of danger, they beg for their lives,offering the party the treasure they are carrying (whichshould be randomly generated by the Dungeon Master,with the addition of a pipes of sewers). These wolfweresare young and have left their home in neighboringKartakass on a dare. They promise not to attack othertravelers if their lives are spared.

If the party kills the wolfweres and this encounter isgenerated again, there are 1d4+4 wolfweres who are benton revenge for the killing of their friends. If the partyspares the wolfweres and encounters the creatures again,the wolfweres beg for their protection; they are beingstalked by two werewolves who are intent on killingthem. If the party protects the wolfweres, they arerewarded by the creatures showing them a symbol that ifdisplayed on their clothing will insure their safety fromwolfwere attacks while the party is in the Ravenloft Coredomains. (This symbol will protect the party fromwolfweres 75% of the time, but only if they are civil tothe creatures. Conversely, it causes werewolves to attack50% of the time. There is nothing magical about it, butrather it is a symbol that shows the party are under theprotection of powerful wolfweres from Kartakass.)

Whether the party resolves this encounter by killingthe wolfweres or showing them mercy, it should beawarded XPs as though the creatures were defeated.

Wolfweres (1d4): AC 3; MV 15; HD 5+1; hp 40;THAC0 15; #AT1 or 2; Dmg 2d6 or by weapon; SAsinging brings on lethargy; SD iron or +1 or betterweapon to hit; MR 10%; SZ M (4’-7’); ML Elite (14); Inthigh to exceptional (13-16); AL CE; XP 1,400.

Disguised Order of theGuardian MembersThese characters are members of a secret society devotedto the gathering of powerful magical items and artifactsthat might be used for evil. One or more of the magicitems owned by the party may be among those theGuardians seek.

The Guardians ask to join the party as they travelalong the road. “Safety in numbers,” they say. They takestock of the party if they are allowed to join them.

Once they determine the party is carrying an itemthey want, their leader reveals their true nature and asksthat the party travel with them to the nearest stronghold ofthe Order. They know as much information about theRavenloft domains as the Dungeon Master wishes toimpart.

If the party refuses to go with the Guardians, theymonks depart peacefully. They only engage in combat

against the party if they are attacked first. The Guardianswill first attempt to subdue the party, with the leaderattempting use hold spells to do so. Failing this, they willattempt to withdraw. If the party does not allow theirretreat, they fight to the death. If any Guardians escape,they report the attack to other monks. From that pointforward, any Guardians encountered in the region willhave as many hold person spells memorized as they can.They will immediately attempt to capture the party.

Each group of Guardians encountered includes atleast one 5th-level cleric, who acts as the leader of thegroup. All others are 1st-level clerics.

Order of the Guardian senior monk, male human, C5:AC 5 (chain mail); MV 12; HD 5; hp 42; THAC0 18;#AT 1; Dmg 1d6+1 (enchanted horseman’s mace); SAspells; SD spells, turn undead, 25% magic resistance; SZ5’11”; ML Elite (14); Str 12, Dex 13, Con 17, Int 14, Wis17, and Cha 14; AL LG; XP 3,000.

Special Equipment: Mace +1, holy symbolSpells Typically Memorized (6/5/2): 1st—bless,

command, cure light wounds (x2) curse, invisibility toundead; 2nd—hold person (x2), dust devil; 3rd— curedisease, locate object.

Note: This character has the Order of the Guardian kit, describedin full in the Champions of the Mists accessory. The kit gives thesecharacters a 5% magic resistance per level and grants them a 5%chance per level to recognize famous artifacts on sight.

Order of the Guardian monks, male humans, C1(1d6): AC 10 (no armor); MV 12; HD 1; hp 4;THAC0 14; #AT 1; Dmg 1d6 (quarter staff); SA spells;SD spells, turn undead; SZ 5’-6’; ML Elite (14); Int 10;AL NG. XP 35

Special Equipment: holy symbolSpells Typically Memorized (roll 1d6 to select 1

spell per monk at random): 1: bless, 2: cure lightwounds, 3: curse, 4: command, 5: invisibility to undead,6: light

Note: These men are rank-and-file members of the Order who donot use the Order of the Guardian kit and therefore do not gain itsbenefits.

BanditsThese cutthroats are comprised of a mix of the Core’soutcasts, having fled their homelands for reasons that areoften known only to them. They are united in their lustfor mayhem and the robbing of innocent travelers,however.

Each bandit group has a preferred set of tactics—some may just rush travelers while others may attempt toset traps or stage clever ambushes. The Dungeon Masteris encouraged to differentiate between these bands ofmarauders should the party encounter more than one, andpossibly even give some personality to one or more of

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members. (Of course, it is also possible that the partymeets the same group more than once. For example,rather than killing a group of bandits, the party mayinstead intimidate them into fleeing. In such a case, thebandits will either flee once they recognize the party, orthey may have changed their tactics and be laying inambush. There are no limits to what the Dungeon Mastercan do with this encounter.)

All bandit groups are led by a 3rd-level fighter whilethe rest of the group are 1st-level. Most groups arehuman, but the Dungeon Master can include demihumansin the mix if he or she chooses.

Bandit Leader, human male or female, F3: AC 8(leather armor); MV 12; HD 3; hp 13; THAC0 18; #AT1;Dmg 1d8 (long sword); SZ M (5’-6’); ML Elite (14); Inthigh (13); AL NE; XP 120.

Bandits, human males and females, F1 (1d10+3):AC 10 (no armor); MV 12; HD 1; hp 4; THAC0 20;#AT1; Dmg 1d6 (short swords or clubs); SZ M (5’-6’);ML average (8-10); Int average (8-10); AL NE; XP 15.

Shepherds and LivestockThese 0-level NPCs are either young boys (1-4 on a d6)or young girls (5-6) either tending livestock in a field orleading it down the road. They are also accompanied bytwo herd dogs—German Shepherd-like animals. If theyare moving along the road, they are on their way to thenearest settlement. There is only a 10% chance that anyof the youngsters speak a broken dialect of a languageknown to the party. Even so, they are more curious aboutthan apprehensive of the player character party. If theyare traveling along the road, they invite the party to travelwith them, taking them to the nearest settlement (which istheir destination).

If the party menaces the shepherds or the livestock,the dogs move to defend them. The shepherds each have2 hit points. The Dungeon Master should pick whateverlivestock seems appropriate.

Herd dogs (2): AC 7; MV 15; HD 2+1; hp 10;THAC0 19; #AT 1; Dmg 1d4 (bite); SZ M (5’ long); MLaverage (8-10); Int semi- (3); AL NE; XP 65.

Overseers and PeasantsThere are 4d10+10 peasants tilling fields, repairingbuildings or roads, or engaged in some other form oflabor. There is enough interest in whatever their task ison the part of the local lord that he or she has assignedoverseers to see that the task is done properly and in atimely fashion. There is one overseer present for every10 workers.

The workers do not approach the party and they seemvery apprehensive if any of the party members approachthem. They anxiously direct the heroes to their nearbyoverseers. The workers only speak the native language ofthe domain.

The Dungeon Master should roll a d6 to determinewhat the overseer is doing when the party arrives: 1-2.Lounging in the shade; 3. Sleeping in the shade; 4.Inspecting a broken tool in the field as other workersstand by idly; 5. Whipping a lazy worker; 6. Lounging theshade with a sweetheart.

The overseers are friendly and helpful, so long as theparty doesn’t interfere with the workers. They angrilychallenge the party over any interference and order one ofthe workers to fetch some law enforcers if the partydoesn’t stop their distractions. (Whatever militia orpolice force that exists in the domain attempts to take theparty into custody 2d4 hours later, assuming the workergets away.) All the overseers speak a broken version of alanguage known to the heroes. They can impart whateverinformation the Dungeon Master wants the party to knowabout the local region.

The workers are all 0-level NPCs with 1d4 hit pointseach. The overseers are 1st-level fighters with statisticsthat conform to those of Hazlan’s enforcers. 80% of bothworkers and overseers are male.

Enforcers, human males and females (Mulan andRashemi), F1, (2d20): AC 7 (studded leather); MV 12;HD 1; hp 9; THAC0 20; #AT 1; Dmg 1d6 (short sword)or 1d2 (whip); SZ 5’ to 6’ 1”; ML steady (11-13); Intaverage (8-10); AL any N or E; XP 15.

TravelersThere are a variety of other travelers that may beencountered on the road. They are mostly 0-level,although some may be more interesting in nature. TheDungeon Master should roll 1d6 to determine exactlywho (or what) the party meets.

1-2. A caravan of wealthy merchants and theirservants traveling the opposite direction of the party. Themerchants know a language spoken by the heroes andthey can share whatever information the Dungeon Masterwishes to impart. They are heading to the nearest city andinvite the party to travel with them.

3-4. A group of 1d4+2 paka (RAVENLOFT MonstrousCompendium III) ask to join the party (“Safety innumbers. . .). They attempt to rob the party that night,although they do not try to kill them. If shown mercy, thepaka spread the word to others of their kind that the partyare not as evil as other humans. Future encounters theparty has with paka will be more friendly, and perhaps thepaka might even attempt to recruit the party to help with aproblem they are faced by.

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5. A traveling entertainer in a brightly painted wagonis heading for the same destination as the party. He orshe can provide information about Hazlan, as well as anyother domain in the Core that the Dungeon Master wishesthe party to have information about. (The DungeonMaster can turn to Children of the Night: Werebeasts foran excellent NPC who can fill this role—the cursedProfessor Arcanus. The included scenario can also beused, as the Professor invites the party to attend his showonce he has set up at his destination.)

6. The travelers are wolfweres moving about in theirhumanoid form. If the party already encountered thewolfweres above but didn’t kill them, the creatures mightnow be on the run from werewolf stalkers. If the partyslew the previous wolfweres, these creatures are lookingfor revenge. There are 1d4+3 wolfweres in this group.

NIGHTTIME ENCOUNTERS2d10 Result2-3 Werewolves4-5 Wolves6-8 Hag (Annis)9-11 Alon the Rashemi Vampire12-13 Ariela the Mulan Vampire14-15 Necromancers and Zombies16-17 Travelers18-20 The Banshee and the Bandits

WerewolvesThese creatures are on the trail of a party of with whomthey have a rivalry. However, they are not aboveattacking other travelers they encounter.

When first met, the werewolves are in their humanforms, appearing swarthy and dark-eyed. Their clothingis dusty and slightly ratty in appearance, lending them theappearance of individuals who been on the road for sometime. They claim to be bounty hunters from Barovia,searching for a band of monstrous cutthroats; if the partyencountered the wolfweres, the description given by thewerewolves matches them exactly.

If the party knows nothing about the wolfweres orlies about having encountered them, there is a 65%chance the werewolves continue on their way withoutfurther harassing the party. The rest of the time, however,the werewolves merely go out of sight, change into theirhybrid forms and circle around to attack the party.

If the party is displaying the symbol given them bythe wolfweres, there is an 85% chance that thewerewolves attack as described above. If attacked by theparty first, the werewolves attempt to retreat, intending toambush the party later. If the party pursues, however,they change to their hybrid forms and attack, fighting to

their deaths if necessary. (If the werewolves are allowedto flee, they ambush the party at some later time.)

Note: DMs with access to the Children of the Night:Werebeasts AD&D adventure anthology may wish toreplace this encounter with the mini-adventure featuringMother Fury and her lycanthropic followers. Theadventure might cause the party to stray from the currentplotlines of the DM’s campaign, however.

Lycanthropes: Werewolves (1d4+2): AC 4; MV 18; HD4+1; hp 25; THAC0 15; #AT1; Dmg 1d8 (long swords,human form) 2d4 (claws or bite attack, hybrid form); SAsurprise; SD hit only by silver or +1 or better magicalweapon; SZ M (5’11”-6’); ML Steady (12); Int average(8-10); AL CE; XP 420.

Note: In the Demiplane of Dread, there is a 2% chance per pointof damage inflicted by a lycanthrope’s attack. The damage must beinflicted by the natural weapons of the lycanthrope; teeth, claws, or (inthe human or demihuman aspect) unarmed attacks.

WolvesThese animals appear on a nearby ridge and start howlingat the night sky. There are 2d4 of them.

If the party launches an attack on them, they willlikely flee. However, there is a 20% chance that one oftheir number is actually a werewolf in his or her animalform. If a werewolf is present, the pack does not flee butinstead responds to party hostility by merely appearing toflee. They stage an ambush somewhere nearby, attackingthe party within 2d6 rounds following the initial contact.Use the werewolf stats presented under the “Werewolves”encounter, above.

Wolves (2d6): AC 7; MV 18; HD 3; hp 10; THAC0 18;#AT 1; Dmg 1d4+1 (bite); SD +1 save vs. charm; SZ S(3’-4’); ML average (10); Int low (5-7); AL N; XP 120.

Hag (Annis)The heroes hear the sound of a woman crying out in pain.If they go to investigate, they find a beautiful, rag-cladyoung woman at the bottom of a 20’ deep pit; by allappearances, she has just fallen through the covering thathid it from sight. She claims her ankle is twisted and thatshe can’t stand. She weeps hysterically and begs theheroes to help her.

The maiden in distress is actually an annis who haschanged self into a less monstrous form. She continues toplay the helpless maiden (giving a sob story of a brutal,misshapen beastman husband that forces her to forage forfood even after dark if she does not return with any) untilshe has been pulled out of the pit and the majority of theparty is fussing over her. . . at which point she reverts toher true form and focuses her round of attacks on anyobvious mages, or the most powerful-looking warrior.

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The annis fights to the death if necessary, although shewill attempt to cast fog cloud and flee the party shouldthey prove to be too powerful for her to defeat.

Hag (Annis): AC 4; MV 18; HD 7+7; hp 57; THAC0 10(includes +3 to-hit bonus for 18/00 Str); #AT3; Dmg1d8+8/1d8+8 (claws)/2d4+1 (bite); SA surprise SDedged weapons cause 1 point less damage against anannis; SZ M (5’11”-6’); ML Champion (15); Int very (11-12); AL CE; XP 4,000

Alon the Rashemi VampireAlon is a stocky, Rashemi male in tattered clothing whoseskin appears ashen gray. He is a hate-filled creature whodelights in using his vampiric powers to terrorize andspread pain and suffering. Rashemi are a human subracethat are oppressed by the Mulan minority in theirhomeland of Hazlan. Although Alon accepted his placeas a second-class citizen when he walked among theliving, he has become obsessed with proving hissuperiority to all non-Rashemi Mulan. He delights increating fledgling vampires and then sending them onexcursions that are likely to get them destroyed ormaimed. He particularly delights in torturing anytraveling Mulans he might encounter.

When he has one or more vampire slaves, Alonhimself has merely harasses travelers. He does this bysending waves of summoned animals at those who campunder open sky at night. (There are a number of peasantsin the region who are secretly Alon’s charmed humanservitors; they inform him of travelers along the road.)

Alon does not attack the party unless a single of itsmembers can be caught alone. However, during theswarming of the animals, he can be heard laughingmaniacally somewhere in the distance. (Should hemanage to corner a solitary character, like a sentry or ahero out for a late night stroll, he proclaims hissuperiority before killing him or her. He also plays withhis victim, further underscoring his superiority in hismind. The truth, however, is that Alon is little more thana cowardly bully. . . and a somewhat dimwitted one atthat. He only speaks or understands Thayvian.

This encounter occurs only once per night. If it isgenerated again, run the “Mulan Vampire” encounterbelow.Alon, male fledgling vampire: AC 1; MV 12, fl in bat-form 18 (C), fl in gaseous form 9 (E); HD 8+3; hp 30;THAC0 9 (adjusted for Str bonus); #AT 1; Dmg 1d6+4(Str bonus); SA level drain, charm ability (-2 to savingthrow to resist); SD +1 or better weapon to hit,regenerates 3 hp/round, immune to sleep, charm, hold,poisons, paralysis, and cold- and electricity-based attacks;SZ M (5’7”); ML average (10); Int average (10); AL NE;XP 6,000.

Note: Alon has been a vampire for a little over a year, hence hehas not yet developed all the powers enjoyed by older vampires.

Ariela the Mulan VampireThis sparsely tattooed young Mulan woman is a vampirewho is a thrall of the Rashemi vampire detailed in theprevious encounter. Named Ariela, she was once awizard at Hazlik’s academy; she fell victim to Alon’sunholy hunger several months ago. She is disgusted bywhat she has become, but is even more tormented by herservitude to the crude and entirely inferior beast that isAlon. Further, he is bent on humiliating her in everyconceivable way to prove to himself that he isn’t inferiorto Mulans; rather, that the opposite is the case.

She approaches the party under the pretense of beinga traveler who was separated from her party during abandit attack. As she interacts with the party, shereceives an Intelligence check. If the check fails, shefollows the command she was given by Alon—which wasto attack and destroy the first humans she encountered onher wanderings that night.

If the check is successful, Ariela manages to shakeoff Alon’s domination for a few moments. She revealsher true nature to the player characters and begs them todestroy her before she can no longer resist her master’svoice. She asks, however, that they do her two favors.

First, she begs that they kill her vampiric sire, amonster in the form of a man who first forced this terriblestate upon her and is now sending her into the countrysideto murder innocent travelers, all to prove his superiorityto her, being that he is a Rashemi and she is a Mulan. Shetells the party exactly where his lair is. (It is a nearbycave complex. It is guarded by traps, various lesserundead, and maybe a weak vampire or two.)

Second, Ariela asks the party to deliver a letter ofapology to her master, Hazlik the Red Wizard. She givesthe party a letter written in Thayvian on crumpled,bloodstained parchment. (It is just a brief letter,expressing her sorrow for not being able to complete hermagical training under his firm guidance, or even able tocomplete the trip she took to gather rare spell componentsfor him. She also says how sorry she is that she has failedhim by not being able to fend off the fiend that turned herinto one of the undead.)

Although Ariela wants to die, Alon’s control over herreasserts itself as soon as she is attacked, which includes aplayer character trying to drive a stake through her heart.She fights until she is reduced to gaseous form, at whichpoint she flees back to her coffin in Alon’s lair. The partycan then put her to final rest.

Alon’s death can be as hard or as easy as theDungeon Master chooses to make it.

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Ariela, female fledgling vampire: AC 1; MV 12, fl 18(C) in bat-form, fl 9 (E) in gaseous form; HD 4+3; hp 30;THAC0 13 (adjusted for Str bonus); #AT 1; Dmg 1d6+4(Str bonus); SA level drain, charm ability (-2 to savingthrow to resist); SD +1 or better weapon to hit,regenerates 3 hp/round, immune to sleep, charm, hold,poisons, paralysis, and cold- and electricity-based attacks;SZ M (5’7”); ML Champion (16); Int exceptional (16);AL NE; XP 5,000.

Spell in memory: magic missileNotes: Ariela has only been a vampire for a few weeks, hence she

has not yet gained the full power of the standard version of thesemonsters.

Necromancers and ZombiesThese spellcasters are either from Hazlan (1-4) or fromDarkon (5-6). If they are from Hazlan, they are allMulans. They are highly skilled necromancers and joinedby 2d10 zombies in servant garb. The zombies are wellpreserved and cared for, and the party may not recognizethem as undead immediately. (The Dungeon Master cancall for Intelligence checks after a few minutes ofspeaking with the wizards.) A stench of decaying bodieshangs about the wizards and the zombies, however.

The necromancers are friendly and outgoing andinvite the party to share their camp. They have a highopinion of the political leader of the domain they hailfrom, particularly if that leader is the domain lord.

If the party attacks these wizards, the zombies cometo their defense. One in three zombies is under the effectof an augment undead spell (as found in Domains ofDread.).

Necromancers, male and female humans, M5 (1d3):AC 6 (armor spell); MV 12; HD 3; hp 7; THAC0 20;#AT 1; Dmg 1d4 (dagger) or by spell; SA spells; SDspells; SZ 5’-6’1”; ML elite (14); Int 13; AL any E; XP650.

Special Equipment: 1d6 vials of different acids, 1d6pouches of misc. powders (1d200 gp value).

Spellbook (4/2/1): 1st— armor*, burning hands,chill touch, detect magic, detect undead, identify, jump*,light, magic missile, read magic, unseen servant*; 2nd—flaming sphere*, locate object, spectral hand, whisperingwind*; 3rd—augment undead*.* Indicates memorized spells.** Indicates spell included in Domains of Dread.

TravelersThis group of travelers failed to reach their destinationbefore nightfall. They are most likely camped by the sideof road, although the Dungeon Master might choose tohave them still moving, if it seems appropriate. (Forexample, if the heroes have camped, the NPCs may

approach them with the excuse that there is safety innumbers.) The Dungeon Master should roll 1d6 todetermine exactly who (or what) the party meets.

1-2. An enforcer and 15 prisoners. The prisoners areall shackled together. The enforcer speaks only a fewwords of a language spoken by the party and is extremelyparanoid. All the prisoners are 0-level Rashemi, and theenforcer is a Mulan with standard enforcer statistics. (Ifrolled more than once, treat as “no encounter.”)

3-4. A Mulan female wizard and a Rashemi malewizard are traveling to or from Ramulai in Hazlanwhichever direction that the party is heading in. They aretraveling in the same direction as the party. They areboth 5th-level wizards who are interested in spells ofdarkness, light, and shadow. They prefer to do all theirtraveling at night.

The pair is deeply devoted to each other, sharing alove for each other, the night, and the dark magical arts.If the party threatens one, the other will come to his orrescue. Similarly, if one should die at the hands of theparty, the other, if he or she survives, will devote theirevery waking moment to gaining revenge. (The pair keeptheir romance a secret because of Hazlan’s culturalmores.)

Although they have no interest in sharing the party’scamp site, they are willing to allow the heroes to jointhem on their journey to Ramulai. They can tell the partyany information the Dungeon Master wishes to revealabout the domains of the southern Core, and they alwaysspeak in the most glowing of terms about their leaders ofHazlan and the people of their land.

5. A group of Vistani (a mysterious gypsy-likepeople who wander throughout the Ravenloft domains)are camped by the road. They will happily share theircamp with the party and are even willing to perform songand dances and other entertainments provided the party iswilling to pay. They can also reveal anything theDungeon Master wishes the party to know about theDomains of Dread.

If the Dungeon Master wishes, one of the scenariosfrom the AD&D adventure anthology Children of theNight: Vampires can replace this encounter. The tragictale of Alexi, a vibrant Vistani boy turned into a vampiremight work nicely here. There is a risk that it mightdistract the characters from the overall thrust of thecampaign, but the Dungeon Master can add afortunetelling or other bit of character action that mighthelp keep the focus. Also, the Dungeon Master mightconsider replacing Runold in the adventure with Alon, aRashemi vampire detailed in one of the other encountersin this section. In such a case, the party would need toencounter Alon before they encounter Alexi.

6. The travelers are werewolves moving about intheir humanoid form. These werewolves might be

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interested just in having a bit of dinner, and the partymight look tasty.

The Banshee and the BanditsThis encounter pits the party against one of the mostvicious groups of bandits roaming the Barren Lands ofnorthern Hazlan. It starts with the party hearing gruffvoices laughing and whooping somewhere off in thebarren hills. Moments later, a winsome elf lass appears atthe top of a hill, bare-foot and dressed in tatteredclothing. She sways for a moment, then pitches forwardand rolls down the hill toward the party. When the partyinvestigates, they find that she is bleeding from manydeep stab wounds, has been beaten severely and seems tobe having a hard time breathing. “Help me,” she moans.“Don’t let them hurt me anymore.”

Before the party can take any other action—exceptmaybe start an attempt to help the elf—a number of menappear on the ridge. The leader says he is Shayn theSwift, and orders the party to get away from his “toy.”He further adds that any elf wench in the Barrens is his todo with as he pleases. If the party doesn’t comply, he andhis men attack them.

The heroes have one round to attempt to help thenameless elf while Shayn makes introductions. That,however, simply isn’t enough: She is dying both from herwounds and from poison in her system, put there byShayn’s dagger of venom. With a final gasp and a weakspasm, she dies.

The party can fight Shayn and his men for tworounds. Then a spectral, glowing form rises from thedead elf; it resembles her, except the form is clad inglistening elven chain mail and carrying a long swordwith elven runes carved into the blade. Her face is agrimace of pain and ghostly tears stream from her eyes,which burn with intense hatred. “Foul beasts,” the spirithisses.

The elf has risen as a banshee, her soul trapped in thehatred she felt for her killers at her moment of death. Thelow-level bandits immediately flee in terror while theparty members and Shayn must roll fear checks.Regardless of how the rolls turn out, the banshee cries,“You will never hurt anyone again!” And then she issuesa death wail.

If any bandits survive, she hunts them down and slaysthem with her phantom sword. Shayn she leaves to theparty, but if they have not finished him by the time shehas killed all the surviving bandits, she attacks him aswell.

If the party attacks the banshee, she retreats frombattle. “I do not hold any ill will toward you,” she says,remaining out of melee range. She apologizes if anyparty members fell to her death wail, but says that shecould not help it. She says that she can make things right

again, if the party gives her the chance. If the partypersists in their attacks, the banshee goes wild and attacksthem, weeping and crying that she doesn’t want to hurtthem, but that the very beating of their hearts is tearingher to pieces.

If the party gives the banshee a moment, she gazes atthe fallen bandits, a look of peace softening her features.“The hate inside me, the pain . . . it was too great,” shesays. “I had to make them pay for what they did to me . .. the unspeakable things . . .” She grimaces and winces asthough feeling a sudden pain, and her focus returns to theparty. “My killers have most of my belongings, but I hidmy most valuable treasures just before they captured me.Among the items I managed to hide is a steel rod shapedto look like intertwined branches. It is a powerful artifactthat can raise the dead. One of your slain companionscan be brought back from the dead each day, but only ifthey were men or women of good hearts. Quenesti Pahwill not give her power to recall evil beings from beyondthe Misty Veil.”

The elf introduces herself as Alrahannarasha (“butyou can call me Hanna”). She promises to show theheroes where she hid the artifact if they make her twopromises.

First, she wants them leave her body unburied,stating that she wishes all of Nature’s facets to take part inreclaiming it. Second, she wants them to leave a matchedset of bracelets that she hid along with the artifact withher body. “They were gifts from my husband and I wouldlike them to remain with me. They are all I have toremember him by at this point. You can keep all the restof my valuables . . . the beasts that killed me already havethem.”

If the survivors agrees to the banshee’s terms, shetakes them to a small pile of rocks about a mile fromwhere the combat occurred. Here, under a flat rock and abit of dirt, is a matched set of delicate silver bracelets,along with the steel rod Hanna described. The braceletsare worth 160 gp each while the “artifact” is in fact astandard rod of resurrection with 24 charges. It willbring any character back from the dead that a priest usingit chooses to resurrect as long as it has charges remaining.(The party will not be able to recover these items withoutHanna’s assistance.)

Upon recovering the treasures offered by Hanna, theparty will likely wish to search the slain bandits. Asidefrom their weapons and armor, each man carries 2d6 cpand 1d6 sp.

In addition, Shayn possesses a dagger of venom; apouch with 4 pp, 6 gp, 9 sp, and 2 cp; and a smallbackpack containing a canteen of water, three days ofdried fruit rations, a finely crafted belt that fits the slenderwaist of an elven woman with two sheathed daggers on it(the daggers are non-magical, but the belt has an ornatesilver buckle worth 35 gp), a ring that appears to be made

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of freshly twisted twigs (a +1 ring of protection), a pouchcontaining two 50 gp gems, 21 pp, 13 gp, 9 sp, and 11 cp,and a sealed scroll case made from highly polished wood.

As the party searches the bandits, the banshee asksone more favor of them. She asks that they deliver thesealed wooden scroll case to Eleni of Toyalis. It is amessage from Lord Mayor Mason of Har-Thelen to theother ruler and it was the elf’s mission to deliver it. Shesays that she is certain Eleni will reward them if theycomplete her task. The elf does not know the nature ofthe message, only that it relates to Mason’s fear that aparticularly evil dwarf named Azrael might be plotting tomurder him. (If the heroes break the seal, the letter isindeed a request from Mason for Eleni to convince Hazlikto send him a bunch of wizards to serve as hisbodyguards.) If the party does not wish to deliver themessage, the banshee does not take offense; sheundertook the mission only to get out of Sithicus.

Once the party’s search is of the bodies is complete,Hanna suddenly trembles and moans in pain. She looksat the heroes with a confused expression. “I thought itwas just the presence of those vile men that was causingme pain,” she muses. “But you, who are not evil, aremaking my soul ache just as much . . . even more, in fact.And the pain is growing worse with each moment.”

If any of the player characters have extensiveknowledge of undead, they can explain to the elf what shehas become. She is saddened by this fact, but stillbelieves her revenge against her abusers was worth it.She encourages the party to leave quickly because thepain is getting to the point where she won’t be able totolerate it for much longer.

Hanna does not wish to be brought back to life, ifasked. “My beloved husband died last year and I havenothing left to live for,” she says. She also states that sheintends to remain with the body until it has decayed,protecting it from looters and other men who would defileit. She is willing to permit the party to move the body toa location that is isolated from where the living mighteasily find it, however.

Hanna permits a player character to perform funeralrites or otherwise bless her body if asked, but only afterlearning something about the priest’s faith. She followedQuenesti Pah, a goddess of healing and fertility that isworshipped by a handful of elves in the domain ofSithicus. If the priest’s god is of a similar nature, or atleast not opposed to the values that a goddess of healingand fertility represents, she permits the blessing. Oncethe body has been blessed, the banshee’s pain seems toease. Moments later, she starts to fade from view. Shethanks the priest for his blessing, but urges the party toplease heed her requests regarding her body andbracelets. (If they do not, the banshee may reappear laterin the campaign.)

Dungeon Masters should award XPs as if the party“defeats” Hanna if they resolve this confrontation throughroleplaying rather than combat. The award may bereduced if they decide to steal her bracelets or bury herbody against her wishes.

Banshee (“Hanna”): AC 0; MV 15; HD 7; hp 48;THAC0 13; #AT1; Dmg 1d8 (spectral long sword ortouch); SA death wail; SD immune to sleep, charm, hold,and cold- and electricity-based attacks; SW dispel evil:MR 50%; SZ M (5’); ML Fearless (19); Int exceptional(15); AL CE (with swiftly fading NG tendencies); XP4,000.

Note: Hanna is turned as a “special” undead. She takes 2d4points of damage if holy water is splashed upon her.

Shayn the Swift, half-elf male, F7: AC 1 (chain mailand Dex bonus); MV 12; HD 5; hp 60; THAC0 14;#AT2; Dmg 1d8 (sabre) and 1d4+poison; SA poison; SD30% resistance to sleep and charm spells; SZ M (5’-6’);ML Elite (14); Int high (13); AL CE; XP 1,400.

Special Equipment: Dagger of venom with 2charges left.

Note: Shayn uses a two-handed fighting style similar to that ofrangers and he has an unusually high Dexterity that offsets the two-handed fighting penalty.

Bandits human males, F3 (5, plus one additional perparty member): AC 8 (leather armor); MV 12; HD 2; hp15; THAC0 20; #AT1 or 2; Dmg 1d6 (short swords) or1d6 (short bows); SZ M (5’-6’); ML average (8-10); Intaverage (8-10); AL NE; XP 65.

Note: Three of the bandits have bows and six arrows each. Thesemen will try to hang back and fire arrows at the party. These archersare worth 120 experience points if defeated by the party.

N

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GUNDARSometimes They Come Back

by Pierre “Gomez” van [email protected]

BIOGRAPHYundar, former Duke of Gundarak, hasnever been known to be a subtle man—indeed, he is known by his formersubjects as a cruel despot, a madmanknown to fly in an uncontrollable rage atthe merest slight. Now freed from his

domain, he is a terrible force, leaving a trail of bodiesbehind him as he and his band of brigands roam the Corewith only one goal in mind: vengeance.

Former Darklord of GundarakGundar of Hunadora13th-Level Eminent Nosferatu Vampire Fighter,Chaotic EvilArmor Class -1 Str 20Movement 21 Dex 19Level/Hit Dice 13/8+3 Con18Hit Points 67 Int 14THAC0 7 or 4 Wis 8No. of Attacks 2 or 1 Cha12Damage/Attack 1d6+8 (claws) or by weapon +8Special Attacks Fear gaze, Drain ConstitutionSpecial Defenses Undead immunities, Only hit by

+2 weapon or higherMagic Resistance 20%

AppearanceGundar is a large man, standing well over six feet tall.While he was once handsome, his face now resemblesthat of a beast, with heavy, bushy eyebrows over a craggynose, and a black, unkempt beard.

His lips and tongue are dark red, as if coated inblood, and his face is set in a snarl. He never speaks if hecan shout. But Gundar’s most notable trait is his hands,which are large, coarse and callused, as Gundar revels inkilling his enemies with his bare hands.

When he was still duke of Gundarak, Gundar dressedhimself up in a uniform, with high boots, black pants, anda white-trimmed red jacket, an ornamental silver saber athis side. Now that he is roaming the Core, he has taken towearing hide armor and a fur cloak, though he encourageshis men to wear a red sash to acknowledge him as theirleader. He carries no weapons, but he is far fromdefenseless.

The vampire seems to not care too greatly forpersonal hygiene or luxury—he rarely cleans off theblood of his victims, and has been known to wear thesame, crimson-spattered clothes for days on end.

When Gundar goes into a frenzy, his appearancechanges dramatically. His nails elongate, becomingvicious claws, his teeth grow into slavering fangs, and ared glow smolders in his eyes. In this state, he isterrifying to behold, and few are those who have survivedhis wrath when they met him in this state.

BackgroundGundar was born on a distant world approximately 560years ago, in the province of Hunadora. At that time,Hunadora had just been added to the rapidly growingempire of Otto III, who had crowned himself afterdisposing of the previous ruler.

Gundar grew up in an oppressive regime, where allhe had fell to the state. As he saw his father and elderbrother fell under the swords of Otto’s men, and worsehappen to his sister, his hatred towards the tyrant grew.At the age of thirteen he joined the resistance. Gundar’shatred for the enemy and his enormous strengthpropelled him in the ranks of the movement. His fightswere always victorious, and none of his foes ever escapedalive.

After years of struggle, Gundar finally found a wayinto the count’s bastion of evil. A servant had secretlyprovided a map and a way into the castle. Gundar hopedto sneak in with a few men and dispose of the tyrant.

Unfortunately, Gundar had not learned everything ofhis foe, and thus it came as a complete surprise when hediscovered that his oppressor was no mere human, but a

G

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powerful nosferatu. The task that has seemed so easyproved futile—Otto, who had known of Gundar’s planwell in advance, disposed of his men with ease. He leftGundar for last. As the vampire fell upon him, Gundarthought he had met his doom—but it was not Otto’s intentto end the suffering there. Instead, Otto turned Gundarinto a vampire, a minion to be witness to all his future evilplans. Gundar proved unable to resist the dark surge thatcame with the change, nor was he able to resist the will ofhis new master. He meekly followed the orders of Otto,to betray and crush the resistance to which he oncebelonged. Nor was he capable of stopping Otto’srampage through the country. Gundar saw most of whatwas left of his own family destroyed.

Centuries passed. Otto reigned supreme. The fewrebellious forces were crushed and destroyed by Gundarat Otto’s will. While he secretly craved to be free to roamthe countryside, Gundar was unable to resist Otto’scommands. With each passing year, he felt his humanityslip. Gone was the rush of adrenaline in battle, thedrinking and eating in reverie, the sweet caresses of thesun, and, even more, the tender touch of a lover. Gundarbemoaned mostly the loss of love, for in his life he hadnever had the opportunity for romance. Now, he hatedthose who had found peace and quiet, and he strove todestroy it whenever he had the chance, separating menfrom their families, and rushing them into battles in whichthey would be surely killed.

Finally, Otto’s tyranny engendered a war with aneighboring country, and all men were called to arms.The army of poorly-equipped farmers proved ineffectiveagainst the well-trained troops that strode in from theNorth, and even Gundar’s hardened troops could not slowthe foe’s advance. Heavy criticism arose about howGundar seemed to be stalling battles, and how he hadmade one strategic blunder after another. Some evenopenly accused him of failing on purpose—but Gundarwas too far in the field to confront him with theseallegations.

As Otto’s reign finally fell, Gundar was at theborderlands of Hunadora, withdrawing his troops from asmall company of the Northern cavalry. He had beentouring this land for years, secretly searching for the sitethat was to hold a magic stone known as the Hymn ofLife. Legends told how the Hymn could restore a deadman to life, and Gundar had hoped for years that the stonecould return to him the vigor of true life.

As he led his men through the woods, retreating fromthe enemy, the troops stumbled upon an hithertouncharted open spot. In the middle of the spot stood alarge, round pillar of what looked like marble. AsGundar stepped closer, he heard a faint hum emanatingfrom the stone, as if it was vibrating. Something stirred inGundar’s chest. This must be the stone he had beenlooking for. Ignoring the pleas of his soldiers, who feared

discovery by the enemy, Gundar commanded thebattalion’s mage to conduct research.

After casting a few spells the mage concluded thatthe pillar was a conduit for powerful magic, most likely ofan extra-planar origin. Of course, such a meager testcould not possibly be enough to unravel the power of thestone, but Gundar quickly grew impatient and demandedthe mage activate the stone’s magic. The wizardhesitated, so Gundar lashed out at him. His men lookedon in horror as the bloodied mage set on to cast a spellthat would activate the stone.

Gundar stepped closer, as he did not wish to miss outon the power that would restore his humanity.

As an unnatural silence befell the group, Gundarrealized he had made a mistake. He tried to step back,but found he could not. A darkness gathered around thepillar. His men’s faces contorted in screams of terror, butno sound could be heard. Then the darkness expanded,washing over Gundar and his men, and as it washed overhim, Gundar was filled with a tide of emotions. Lust,hate, and every dark desire he ever had rose in his chest,overpowering his mind with a cacophony of sensations.He screamed for ages, clutching his head until hecollapsed, surrendering to oblivion.

When Gundar opened his eyes again, the flow ofemotions had stopped. The pillar was gone, and he foundhimself in unknown territory. Almost two-thirds of hismen, including the mage, were missing. The pillar, itseemed, had opened a temporary gate into another world,and had transported Gundar and his men there. Theeffect the Hymn should have had seemed not to havecome to fruition. Gundar knew he was still undead.While he sensed a strange vibration running through hisbody, he dismissed this as an after effect of the strange,extra-planar magic.

Gathering his senses, Gundar led his company acrossthe land, sacking the first settlement they encountered:Krezk, still a small village in those days. From thesurvivors of his attack, Gundar learned that he hadentered a country called Barovia, ruled by a Count Strahdvon Zarovich. This Count Von Zarovich soon respondedto Gundar’s pillaging of Krezk, as a horde of Strahdzombies befell the squad when they left the village.Gundar had fought zombies before, but these creaturesproved more formidable than he had expected.Dispatching the lot only after losing a third of his men,Gundar felt no desire to meet their master. Instead, heretreated into the hills, where he hoped he could hold outtill he could learn more about his foe. At every turn,however, the group was met with more monsters:skeletons, dire wolves, and vampiric minions.

When only a few of Gundar’s men remained, Strahdhimself appeared, confronting the vampire warrior anddemanding he lay down his arms. Less stubborn menmight have done so, but Gundar had no desire to again

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fall under the yoke of another vampire. Whether it wasfear or anger than inspired him is unknown, but a furymore powerful than he had ever experienced claimed him.With a vampire’s unnatural speed, Gundar chargedStrahd. While the count had expected some resistance, hehad not foreseen this bold attack. Gundar cannoned intothe vampire, knocking him back, and for one momentStrahd felt uncertain. As he recovered from the firstassault, however, Strahd found Gundar rushing away,towards the Misty border. Diving forward, Gundar hopedto find cover, but as he pressed on, the Mists parted,revealing new terrain. Only when he was sure that Strahdwas not following did Gundar and his few surviving mensurvey the area.

They discovered a whole new land, tailored to theirliking. Gundar assumed control, taking up camp in adecrepit castle that strangely resembled the old castle ofOtto. He named the castle Hunadora, after the land of hisbirth, and proclaimed himself Duke of Gundarak. It was593 on the Barovian calendar.

Duke Gundar ruled for over a hundred years,enforcing a cruel regime. While he donned the uniformand garb of a nobleman, the folk soon came to know himas a ravening madman. All the atrocities committed byOtto were nothing compared to the harsh tyranny thatbefell the people of Gundarak.

As his reign continued, Gundar felt his power grow.He found that he had reclaimed some aspects of the lifethat had been denied him—to an extent. The magic of theHymn of Life seemed to have changed something in hisinner being, and all the emotions he once craved nowwelled up to the surface. He rediscovered both anger andfear, feelings long since lost to him. He was also plaguedby hunger and thirst which mundane food and water couldnot slake, instead only fanning his craving for blood.

He rediscovered his lust for women, and fatheredseveral children with the slaves that were brought to hiscastle to feed on. One daughter and one son were bornfrom a particular favorite slave, though it is possible morechildren were begotten by other women. Gundar did notinitially pay them much attention. Sadly, the vampiricblood in the children’s veins slowly drove them insane.Medraut, the boy, killed his sister, Gewenna, over a minordispute. The boy developed into a talented but mentallyunstable sorcerer. Gundar and Medraut despised eachother for decades. The duke utilized the sorcerous powerMedraut could wield, but feared him for that same reason.Gundar went so far to hire assassins to dispose of his madson, but none succeeded in their task. When theunnatural child was finally killed in a clash with LordSoth, a death knight, it came as a relief to Gundar.

The cost of Gundar’s revived emotions was notdirectly apparent, although Gundar noticed that trulypleasant feelings, such as love, never came to the surface.Gundar discovered the true price only several decades

later, when he found that, unlike all other vampires, hewas aging—slowly, one year for every ten. This scaredGundar; the thought that he would grow older andpossibly even die—the true death—was hard to bear. Inorder to slow the process, he started to recruit the moresubtle and intelligent minds from his domain’s populace,people whose knowledge of the mind and body couldtheoretically stop the slow but unstoppable decaying ofhis body.

One such man was Daclaud Heinfroth, a doctorstudying diseases of the mind. One of Heinfroth’s darkexperiments on one of Gundar’s brides had accidentallyturned him into an unusual type of vampire, one that fedon spinal fluids. The doctor, who adopted the alias of“Dr. Dominiani” after his transformation, was far moreintelligent and cunning than Gundar, and easily brokeaway from the control the weak-willed vampire lord triedto impose on his ‘subject.’ He worked to gain Gundar’sconfidence, while at the same time conspiring to destroyhim and take over the reign of Gundarak.

In 736 BC, Heinfroth succeeded in his plan—a partyof heroes infiltrated Castle Hunadora to slay Gundar. Notonly was the vampire lord aware of the heroes’ approach,he had lured them to his castle to repay them for foiling arecent attempt to usurp control of Kartakass. In his mind,Gundar arranged an intricate trap. Working withHeinfroth, Gundar had planned to trick his foes intothinking him vulnerable. The heroes would be coaxed touse sunlight to trap the lord—and Gundar would let them,confident that his minion Heinfroth would set him free atthe last moment to vent his wrath. Unfortunately, Gundaroverestimated the control he held over the most vital linkin his plan: Heinfroth. When the confrontation with theheroes came, Heinfroth declined to close the curtains thathad been opened to trap the duke, and Gundar, paralyzedby the sun’s rays, was unable to defend himself. A stakewas driven through his heart, and in moments his fleshdecayed into a skeletal husk. Heinfroth then slew theheroes himself, discarding their bodies, along with that ofhis master, in the deepest levels of the castle, the stakestill lodged in the vampire’s ribs. Heinfroth foundhimself the unexpected darklord of Gundarak, andbecame its apathetic, unspoken ruler for the next fouryears.

Heinfroth’s rule ended with the Grand Conjunction in740. The domain collapsed, and Barovian soldiersquickly marched in to claim half of the fallen duke’sland—including the lands surrounding Heinfroth’s ownasylum. Heinfroth fled his keep, only to be promptlyswallowed by the Mists, and was granted his own domain.

In the year 748, Invidian rebels against the evilDukkar, Malocchio Aderre, discovered the skeleton ofGundar in the dungeons of Castle Hunadora. They soldthe skeleton to the owner of a traveling road show. Theskeleton was one of the top attractions is the show for

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years—until a pair of skeptical onlookers removed thestake from the ribcage. Gundar immediately revived,killed the couple, and fled the scene.

Current SketchGundar now roams the lands of the Core, searching forDaclaud Heinfroth, with a group of the worst and vilestbrigands he could find. He still ages, but he has currentlypostponed finding a “cure” until he has had his revengeon the vampire that betrayed him.

Part of Gundar would like to reclaim the land he onceruled from the dual grasp of Strahd and Malocchio, butfear of being imprisoned again keeps him from activelyparticipating in the rebellion against the Dukkar. He hastherefore not dared to return to his castle, Hunadora.

Instead, he has moved his brigand troupe to theformer estate of Dr. Dominiani. Here, he hopes to findinformation on the doctor’s whereabouts. He has thus farbeen unsuccessful, though it is likely that it will not takelong before he discovers the truth. Meanwhile, he and hisband make short forays into the surrounding lands ofBarovia, Sithicus, and Kartakass. Most of his crimes arenow blamed on the Gundarakite rebels.

Gundar is willing to cooperate with anyone that canhelp him obtain his revenge on Dominiani. He hasalready drawn the attention of the demon Inajira, alifelong archenemy of Strahd. The fiend is currentlycontemplating whether an alliance with Gundar may bebeneficial. Gundar himself has already tried to gainsupport from Harkon Lukas, who also suffered underDominiani’s double-cross, but the bard’s repulsion forvampires has caused the negotiations to fail.

PersonalityCurrently Gundar is mostly driven by his rage—he is arampant berserker seeking vengeance. All who opposehim in his quest to see Heinfroth destroyed will perish.

On the other hand, Gundar is immensely afraid thathe will eventually die. For a creature that would normallylive forever, it is unbearable to know that he is aging. Itmay be possible for heroes to strike up a bargain withGundar, and even to come out on top, if they can find thesolution to Gundar’s immortality.

Those who deal with Gundar should beware; thevampire puts no trust in others. He expects betrayal atevery opportunity, and is known to plant none-too-subtletraps to expose disloyal members of his brigand band.

CombatGundar has all the abilities of a Nosferatu vampire. He isalso a very skilled warrior. It can be assumed that he isproficient in most melee weapons, including modernblades such as the saber. He rarely uses melee weapons,

however, as he prefers to use his hands in combat, usinghis great strength and Constitution drain to its fullpotential. His grip is immensely strong. If both hisattacks hit the same foe in a round of combat, he haslocked on to his victim. Every round thereafter, he doesautomatic damage, and can automatically drain 1 point ofConstitution per round with his bite. A bend bars roll isrequired to break free from his grasp.

In the rare case where he might employ a weapon,Gundar adds his Strength bonus to the weapon’s damage(+8).

Gundar is an eminent vampire, much older thanStrahd. He does not have the count’s strong will, but hedoes have some other benefits that come from his longlife span. Sunlight does not hurt or kill him; however, itdoes cause him such pain that it effectively paralyzes him.When hit by the rays of the sun, Gundar is unable to moveor defend himself (if he succeeds at a save vs.paralyzation he can move for one round before beingparalyzed). At least 50% of his body has to be exposed tosunlight to have this effect. The paralysis leaves theinstant less than 50% of his body is in the sun’s rays.

Gundar regenerates 4 hit points per round, and canonly be hit by spells or weapons of +2 or higherenchantment. He can charm people with his gaze, like allnosferatu, but he does not enforce any penalties on savingthrows according to his age. He does, however, have theability to cause fear at will in any who look into his eyes.Those who do so must make a fear check or suffer itseffects. Gundar is turned as a normal vampire, but with a+3 penalty applied to the die roll.

Finally, Gundar can enter a berserker frenzy if hewishes. When in this frenzy, he will never retreat frombattle. He also gains a +2 bonus to all attack, damage,and saving throw rolls, and cannot be turned, though he isstill vulnerable to sunlight.

Gundar can be killed, but he cannot be destroyeduntil his remains are buried in the soil of what was onceGundarak. In all other cases, it will be possible for hisminions to revive him.N

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NATURE’S SORROWA Druid Most Unnatural

by Mark “Mortavius” [email protected]

BIOGRAPHYestiny is unavoidable, some say. Perhapsthis is the case. Who knows? Still,everywhere in the dark lands of theDemiplane of Dread, there are those whowould defy destiny, who would go againsteverything to do what they see as right.

Some are the infamous darklords, those like the late LordAzalin of Darkon or Count Strahd von Zarovich ofBarovia. Both have sought to push the limits, to escapethe prisons that they themselves have forged, refusing toaccept their destiny. Still, not all who refuse to acceptdestiny are the Darklords. There are some that areshrouded in so much mystery and darkness that none canfind them; and those who do soon wish they hadn’t.

BackgroundThe young man known as Meltos was born in the land ofTepest, in the city of Kellee, in the year 695. He grew upnormally, but found that he always had a fascination withnature. His best friend as a child was another boy namedLeobe, and as children they would wander the woodsaround Kellee, but never very far for fear of the “weebeasties.”

Meltos was a handsome child, both in physicalbeauty and natural charisma. He was also a quiet lad, notgiven to the temper tantrums that frequently assaultedother children his age. Leobe, on the other hand, seemedto take Meltos’ share of anger, as the boy was alwaysdefiant and boisterous. Despite these differences, theirnatural love of the woods brought them together in a bondthat no one could break.

As they grew to manhood, their friendship deepened.Knowing the woods better than anyone around them, theystarted to travel further and further into the dark canopyof trees. Not a few times did they run into the weebeasties, but they were always triumphant in theseencounters, because of Leobe’s skill with hisgrandfather’s long sword and Meltos’ skill with a stoutquarterstaff that he had carved himself. Leobe’s enmity

towards goblins began at this time; the burning hatred ofthose creatures that sprang from these first encounterswould last him through the rest of his life.

Meltos, on the other hand, was still true to his nature,and fought with the quiet determination that had becomeso familiar to Leobe over the years. It astounded theyoung huntsman one day when Meltos was injured by agoblin’s arrow but did not cry out or even let on that hewas hurt until the enemy was routed.

But as is the way of all things, the two friends grewapart. Then Meltos met Gorion. Gorion was a tall, quietman, and Meltos soon found that he had a lot in commonwith him. Then, after a few weeks, Gorion confided inMeltos, telling him of the Caretakers. Meltos finallyrealized what he had been striving for all his life, andsuddenly felt complete. He fairly begged Gorion to allowhim to join, and the older man obliged.

Meltos’ first Attunement took place a year later, in adeep forest in northeastern Tepest. And this is whereMeltos’ life turned again.

Upon the completion of the Attunement ritual,Meltos felt the rush of energy from the land of Tepestengulf him, filling him with a lust for power that neverresided there before. After this ritual, Meltos changed.He became much more confident, sure, and active. Hispassive outlook on life gone, Meltos charged off, on hisway to attune to more lands and spread his base of power.While he was gone however, the Hags of Tepest routedthe Caretakers of Tepest and destroyed them to the last.

When Meltos returned to the land of his birth, hefound his former headquarters deserted. The signs of astruggle were evident, and when he found a skeletal armlying forgotten on the floor, he instinctively knew that theHags were responsible for this horrid atrocity. A burninganger swelled within his breast, and Meltos immediatelyheaded for the village of Kellee.

Finding his old friend Leobe was easy, as Leobe hadbecome something of a hermit, living on the outskirts ofthe village. Leobe was very surprised to see Meltos, forwhen Meltos had disappeared to join the Caretakers,everyone soon came to believe that he had been killed inone of his forays into the woods.

D

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As happy as Leobe was to see Meltos, he still refusedto storm into the woods that night in an effort to find thehidden Hags of Tepest and destroy them. Leobedismissed the idea as foolish, and began to fear for hisfriend’s sanity when he would not let the idea go. Butbefore Leobe could stop him, the lad turned and fled outof the cottage into the night.

Searching through the wilderness that night, Meltoseventually came upon a small cottage alone in the woods.He crept up to it cautiously, but upon opening the doorfound no one at home.

But oh, how the place reeked! There was old bloodspattered on the walls, and the large table in the center ofthe main room left little doubt as to what it had been usedfor. On a nearby table there lay some blood-splatteredpapers. Picking these up, he spied that they were noteswritten by someone calling himself “Phantom’s Bane,”and they concerned the process of becoming a lich.Stowing these papers in a pouch on his belt, Meltosturned to leave and saw a sight that would inspire hisnightmares for years to come.

Before him in the doorway were three old hags,covered in warts, wrinkles, and open sores. One had teethtoo large for her mouth, and drool constantly drippeddown her black chin. Another had sickly green skin andstared at him with bright orange eyes and a surprisedsmile. And the final one was small and petite, with limphair and bulging fish-like eyes that looked at him withwhat could only be described as hunger! Hanging fromthe clutches of one of the Hags was a small girl, perhapsno older then ten years. Mercifully, she was unconscious,and Meltos hoped that she would stay that way till herdeath . . . but he found the thought unlikely.

Frantically looking about, Meltos spied a boarded-upwindow and leapt for it, heedless of the cries of thewomen or the wooden boards in his way. Smashingthrough the obstacle and tumbling out into the forest,Meltos ran faster than he had before, but still had thepresence of mind to hide his tracks using an ability taughtto him by Gorion himself. As soon as he was able,Meltos fled Tepest for the land of Darkon.

Arriving in Darkon, Meltos found another branch ofCaretakers, this group residing in the foothills of theMountains of Misery. They took him in, and soon Meltosagain began to advance within the hierarchy of theCaretakers. But Meltos’ nights were plagued with dreamsof the Hags and the broken bodies of his formercomrades. Still, he kept working, traveling and attuninghimself to other lands.

By the time Meltos turned fifty years old, he wasready to ascend to Archdruid status. But there was aproblem. Meltos needed three Caretakers of Druid statusto support him, and in his time abroad, Meltos had madeenemies within the Caretakers. While no one could arguewith his zealous desire to protect nature, they did not all

approve of his militant and sometimes brash methods.Thus, when Meltos petitioned others to swear fealty tohim, he could only find one who would do so, and eventhen, reluctantly. This was a young man named Jonathanwho had been in the order for long enough to make Druidstatus.

This shortfall worried Meltos, for he was getting onin years and knew that he had to make his ascensionquickly. Otherwise the ravages of time would catch upwith him, and he would wither away. Again, Meltospetitioned the order to provide three Druids to followhim, and again he was denied. This time no one steppedforward to support him. In a rage, Meltos forsook theorder and swore to leave it to protect nature on his own.

As he was packing up his things, Meltos came uponsome papers that he had completely forgotten about.They were the treatise on lichdom penned by the beingknown as Phantom’s Bane. Sitting down and reading thepapers once more, Meltos found an alternative to hisquest to become an Archdruid and thus escape theravages of time. And here too, was a way for him todefeat the three hags which had destroyed his originalclan of Caretakers.

It did not matter to Meltos that the undead wereunnatural, he was only going to become one for a shorttime, do what he had to do, and then go to his final rest.At least, this is what he told himself.

Meltos realized that a solstice was nearing. If hehurried, he could perform the ceremony to lichdom andthe ritual of Attunement on the same night! Resolving tofulfill this plan, he hurried about collecting various herbs,deadly venom, and worst of all, blood. With each victimof his depredations, Meltos sank deeper and deeper intoevil and darkness.

After studying and collecting the various ingredientslisted in the treatise, Meltos was ready, but for one lastrequirement: the heart of a sentient creature. Meltoscould only think of one person who would even speakwith him after his leaving the Caretakers, and that wasJonathan, the one man who had tentatively stood with himon his petition for Archdruid status. Meltos’ mind formeda horrific plan.

Luring Jonathan out into the forest during thesolstice, Meltos slew the young man with the sickle hehad used since he had entered the order, forever stainingthe dark blade. Then, defiling the instrument again, hecut Jonathan’s still-warm heart from his chest. Lookingup at the sky, Meltos began to perform the ceremony oflichdom and the ceremony of Attunement in a horrificcombination of corruption. At the ritual’s conclusion,Meltos drank the Potion of Transformation, and his worldwent dark.

Waking up later, Meltos realized that the rite hadworked! He had become a powerful being, capable ofdelivering justice to the hags! It did not worried him that

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he now had skin like dead bark, flaking away wheneverhe moved suddenly, or that a stench of rotting vegetationfollowed him wherever he went. His sole considerationwas revenge.

But when Meltos made his way to the border, hefound that he could not cross into Tepest! The rituals hehad performed had bound him to Darkon too strongly forhim to leave it, even with his powers of a Caretaker! Thewoods echoed with his screams that night, as he ventedhis rage to the skies.

When his pent-up anger finally spent itself, heresigned himself to his fate. Discarding his name and alltrappings of his former life, Meltos has now claimed aportion of the Forest of Shadows and jealously guards itfrom those who would enter his self-claimed land. He hasoften had to defend himself from lycanthropes sent byGalf Kloggin, but he has had no trouble doing so. Thevillages around the region now whisper of a new threat,one calling itself only . . . Nature’s Sorrow.

Nature’s Sorrow13th-level Lich Caretaker, Neutral EvilArmor Class 0 Str 14Movement 6 Dex 11Level/Hit Dice 13 Con13Hit Points 53 Int 16THAC0 7 Wis 16No. of Attacks 1 Cha15Damage/Attack 1d10 (touch) or 1d6 (staff)

or 1d4+1 (sickle)Special Attacks Rot, spellsSpecial Defenses Spells, only hit by +1

weapons or higherSpecial Vulnerabilities FireMagic Resistance NilXP Value 12,000

Nature’s Sorrow is horrible to look upon. He has ahumanoid form, but his skin appears to be dead, flakingbark, and where hair should be white roots hang from abald skull. Green fire lights his eyes, and a stench of rothangs in the air around him. He is clothed in a tatteredgreen robe.

CombatNature’s Sorrow is a deadly opponent for those notprepared for him. His previous ordeals have bonded himwith the land in a way that he could never haveconceived; he is part of the land in an undead form. Hehas all the abilities of a Caretaker of his level, except thathe cannot Shape Change or cross out of Darkon, and heno longer has a +2 bonus to saving throws vs. fire (but

electricity still applies). Undeath renders him immune tocharm and any other mind-affecting spells.

Unlike the paralyzing touch of a normal lich, thetouch of Nature’s Sorrow causes an interesting form ofrot. This rot can only affect living or once-living things,and eventually consumes all of whatever it afflicts. Non-living objects must succeed at a saving throw vs. magicalfire every twelve hours or they are affected by the rot.Once two saving throws are failed, the item is destroyed.Living victims take longer to decay however, and if theymake a saving throw vs. poison they are not affected atall. If the saving throw is failed however, the Rot sets inand the victim suffers 2d4 points of damage every hourfrom aches, bursting boils, opening sores, and stiffeningof the joints. A cure disease spell will remove this blightfrom any afflicted target, whether living or not. Nature’sSorrow may opt to enchant his quarterstaff or sickle withspells and attack with them instead.

Nature’s Sorrow retains all the spellcasting abilitieshe had before his transformation, and indeed, he stillworships and protects nature. However, he sees no placefor humans or the like in his view of nature, andexterminates them immediately. Because of his undeadform, Nature’s Sorrow has found that he major access tothe sphere of Necromancy in addition to the standardspheres available to a normal Caretaker.

Nature’s Sorrow can only be harmed by magicalweapons of +1 or better enchantment. If the weapon inquestion is of a natural origin (made of wood or otherorganic material) then he only suffers half damage. Onthe other hand, if the weapon is one allowed to Caretakers(club, sickle, dart, spear, dagger, sling, scimitar, orquarterstaff) he suffers double normal damage, providingthe weapons carries enough enchanted to harm him at all.If the weapon is not so enchanted, then it merely causes 1point of damage with each successful attack.

Nature’s Sorrow has another weakness: the ultimatecleanser, fire. He suffers a -2 penalty to any savingthrows vs. fire-based attacks and suffers an extra 2 pointsof damage per die. For this reason, he usually focuses onkilling flame-wielding opponents in preference to anyothers.

If reduced to 0 hp, Nature’s Sorrow is forced into aspirit form, and will flee to the nearest tree while hisformer body quickly rots and crumbles to fetid, worm-infested earth (within two rounds). He can only flee to atree within thirty feet of his body, and it must be at leastsix feet tall. In addition, Nature’s Sorrow cannot takecontrol of any tree that has been set aflame. If no viabletree exists within range, he is permanently destroyed ashis soul dissipates, consumed by the earth. Thus, his foeswould do well to set the forest around them ablaze if theywish the lich permanently dead. But if such a tree doesexist within range, then his spirit inhabits it, and the treedies within a day. Note that once Nature’s Sorrow has

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taken possession of a tree, it gains his immunities andbecomes temporarily immune to fire until the lichbecomes active (in one day). After this day, Nature’sSorrow gains the ability to move, and his statistics areidentical to that of an undead treant (RAVENLOFT

Monstrous Compendium I & II). This phase lasts oneweek, after which his body has changed enough toresemble his shell of old and his statistics change tomatch those above.

In addition to his powers already listed, Nature’sSorrow has one other ability, resembling that of a normaltreant. He can animate nearby trees (within thirty feet) tohelp him. Such a tree has statistics that resemble anormal evil treant, with 9 Hit Dice. He can only animatetwo trees in this way at a time, and each tree takes oneround to uproot itself and move out. This process istaxing, so Nature’s Sorrow only uses it when necessary.

Nature’s Sorrow cannot control undead in the normalsense, but he can control any undead created from plantcreatures or those killed by plants. If the undead falls intothis category he can control them normally, as laid out inVan Richten’s Guide to the Lich. If this accessory is notavailable, assume that Nature’s Sorrow can controlundead as a 13th-level cleric.

The lich’s favorite spells are given below, but theymay be changed if the need arises. He has major accessto the spheres of All, Animal, Elemental, Healing,Necromantic, Plant, Time, Wards, and Weather. He hasminor access to the spheres of Divination and Travelers.Nature’s Sorrow never casts spells that involve fire otherthan to extinguish it.

Preferred Spells (6/6/6/4/2/2): cause light wounds,curse, entangle, obscurement, putrefy food & drink,shillelagh; cause moderate wounds, charm person ormammal, chill metal, dust devil, warp wood, trip; calllightning, cause disease, dispel magic, protection fromfire, spike growth, summon insects; cause seriouswounds, fire purge, giant insect, poison; insect plague,slay living; age creature, wall of thorns

Note: Some spells have been drawn from the PlayersHandbook, Tome of Magic, and Player’s Option: Spells& Magic. If one or more of these sources are notavailable, substitute appropriate spells as you see fit.

N

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CARNIVAL: THE BALLYHOOMORE ACTS TO FILL YOUR TEN-IN-ONE

by John W. [email protected]

A clown is funny in the circus ring, butwhat would be the normal reaction toopening a door at midnight and findingthe same clown, standing there in themoonlight?

—Lon Chaney Sr.

INTRODUCTIONarnival draws inspiration from over acentury of sideshows and midways, bothreal and fictional. Many of its acts aredark echoes of the performers who workedunder the true masters of the carnivalcraft: P. T. Barnum, Madame Tetrallini,

Mr. Dark, and Dr. Lao. With such a rich tradition todraw from, it was inevitable that the Carnival accessorywould never be able to hold all the exotic acts that lurkedwithin its gaudy ring of wagons. As a sample for thosewho don’t have Carnival, and as an extra gift for thosewho do, we present four more denizens of Isolde’sCarnival. We hope you enjoy our acts; there may well bemore Troupers still waiting in the wings . . .

Carnival Lingo Quick ReferenceThe speech of the Carnival’s performers is littered withslang terms, used quite knowingly to alienate outsiders.The Carnival accessory offers a full glossary of Carnylingo, but these selections will see you through for now.

Ballyhoo: Excitement, ado. A free show offered toentice the Georges into visiting Carnival.

George: Rube, sucker, outsider. Visitors to theCarnival.

Ten-in-One: The Carnival tradition of presenting tenacts as a single show.

Trouper: A performer at the Carnival.

The farmer stood staring dully at the strangehandbill nailed to the tree at the edge of his farm. It wascovered not in words, but in strange swirls of ink. Themoment his gaze fell on those swirls, they had drawn inhis mind like a whirlpool. Strange patterns had revealedthemselves within the swirls; images that became clearerwith each minute, even as the farmer sank deeper into histrance.

Only gradually did he become aware of a handsnapping its fingers mere inches from his face. His mindsuddenly clear, the farmer started back, spinning to facethis unwelcome stranger. His jaw dropped.

The hand belonged to a tall, smirking man idlytwirling a thin cane behind his back. The man’s attiregave him the look of an undertaker—one who’d donevery well for himself, in fact. But what dropped thefarmer’s jaw was that which lay beyond the smirkingman. Strange and colorful figures hurried this way andthat among a vast ring of wagons and tents. It was somesort of traveling festival, but . . . just how long had hebeen entranced by that unnatural handbill?

“Hello, George” said the stranger, offering a coldsmile. “Are you the owner of this land? We’d like toplant stakes here for a few days, if we may. I do hope wecan come to an arrangement.”

The farmer frowned, still uncomprehending. “Myname’s not George. I don’t think you should. . .”

The smirking man cut the farmer off before he couldfinish his refusal. “We are the Carnival, my good man.We enter, we entertain, we exit. No harm done to you oryours.” The farmer’s frown refused to waver. Thesmirking man threw a welcoming arm around hisshoulder, taking the farmer into his confidence. “Lookhere George. You can call me Tindal, by the by. Iunderstand your unease. I comprehend your concerns!But I’ll make you a deal. What do you say to a bit ofballyhoo? I’ll show you a few of our exotic entertainers,free of charge, of course, and then you can decide uponthe payment you’d prefer for our presence. Step right up. . .

C

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What wonderment shall I reveal to you first, George?Ah! What better choice than to offer two acts in one?Indeed, that’s what we call them:

The Two-is-OneGeorge, I’d like to introduce you to Philip and Allan.Their stage names are The Half-Boy and the HumanTorso, respectively, but it’s when combined that theytruly shine, both onstage and off. Your eyes do not lie;Philip has feet but no legs, while Allan has hands but noarms. Apart, each is half a man, but perch the former onthe shoulders of the latter, and they’re more than a matchfor any mob!

These two gents are survivors of the Puppet Show,but I don’t imagine you’d know what that is. Hrmm, Iappear to be correct. Have you heard of the Carnivall’Morai? No? Alas, for they are one and the same.Sadly, the tale of the Puppet Show is long and sad, bestsaved for another tour—preferably one you’ve paid for.For now, just know that in that dread domain, innocentswere sent to the Carnival l’Morai as a form of exile,punishment for nonexistent crimes. There, their bodieswere cruelly transformed in ways intended to echo theirsupposed failings, and they were also robbed of thememories of their former lives, leaving them foreverignorant of their offenses.

Allan and Philip may never know why they were sentto the Puppet Show, but once there they found each otherand struck up a natural partnership.

In case I forget to point it out to you later, George,you can tell the original Troupers of the Carnival l’Moraiby a small red tattoo of a rearing horse on the back oftheir head; that’s how the lord of the Puppet Showbranded his slaves, the vicious swine. These days, ofcourse, such a tattoo is an emblem worthy of respect.

I am told that back in l’Morai, Allan and Philip’simposed deformities turned any number of life’s simpletasks into laborious chores. Not so anymore. In thedecade they’ve traveled with the new Carnival underIsolde, both men have truly come into their own. Philipcan run on his hands nearly as fast as you or I can sprint,and Allan’s dexterous toes have turned him into a moretalented painter than half the artists in Port-a-Lucine! Infact, he and the Illuminated Man paint most of our canvasbanners! Hrmm? Oh, fear not, I’ll introduce you to theIlluminated Man on some other night.

Combined, the Two-is-One truly astounds! Over thelast few years, they’ve somehow talked Isolde intoteaching them swordplay; while Philip wields his flashingsaber, Allan confounds their opponent with his fancyfootwork! If you’re lucky, you might catch the sight ofTwo-is-One and Isolde’s occasional sparring matches.It’s a daring display of dancing steel, and I only wish Icould talk Isolde into performing for the paying Georges.

It is all for show, after all; I rather get the feeling that ifIsolde wanted to, she could mince the pair of them in twinheartbeats. Hrmm? Who is Isolde? Ah. Isolde is theMistress of our Carnival; our guardian angel, if I may waxpoetic. Best to put her out of your mind, George; she’snot part of the tour.

The Two-is-OneAllan is an insightful man with natural artistic talents. Hiscomrade Philip is dynamic and witty, always thirsting foradventure. When working as a team (with Philip ridingatop Allan’s shoulders), these two men can coordinatetheir efforts to great mutual benefit. In practice, Two-is-One can make two attempts at most die rolls; when rollingfor initiative, ability score checks, or saving throwsagainst physical attacks, roll two dice (one for eachpartner in Two-is-One) and use the better result. Onlyroll once for attack and damage rolls, however; wieldingthe blade falls to Allan alone.

In similar fashion, attacks which cause blindnesshinder Two-in-One’s abilities only if both men areaffected; if only Allan or Philip is bereft of sight, theother can verbally direct his partner with such speed andacuity that they do not suffer the standard -4 penalty toattack rolls.

Philip & Allan, human males, F4: AC 10/9; MV 9/12;hp 23/26; THAC0 17; #AT 1; Dmg 1d8 (saber); SZ S/M;ML elite (13); Str 15/13, Dex 7/16, Con 13/14, Int 12/11,Wis 10/12, Cha 12/13 (6/6); AL CG

Notes: Where they differ between the two men, scores before theslash represent Philip; those after represent Allan. Charisma scores inparentheses represent their Charisma as seen by outsiders, as opposedto fellow Troupers.

The full tale of the Carnival l’Morai can be found inthe novel Carnival of Fear. The Carnival accessory alsoprovides an overview of the salient events.

Now George, prepare yourself as we start to enter therealm of the truly bizarre. From one peculiar pair toanother, I present . . . What’s that? There’s nothingstrange about this next gentleman? How dare you insultme by implying that our acts aren’t up to snuff! Andwhile you’re at it, tip your hat to the lady!

Oh dear. Corgar, I do believe I’ve completelybefuddled this poor George. Do him the honor ofsampling your act, so he can understand why we call you .. .

The Half-and-HalfYou see, George? I promise the strange and unusual, andthat is precisely what I deliver. Now, while you stand

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there attracting flies with that gaping mouth, I shallexplain how it is that this Trouper came to us.

Imagine, if you will, the life of the humble Ant.Surrounded by thousands of your kind, an expendablepawn in a vast plan you can scarcely comprehend. Yourentire existence dependent upon falling beneath the noticeof the Men that tower above you! Such is life in theBurning Peaks, a land I’d never heard of until we visitedit just over a year ago.

In that land, the mad ruler of Tovag herds his peopleinto war against his foul neighbor, the unholy ruler ofCavitius, whose name the Half-and-Half will not speak. Isay “war,” but truly I mean “slaughter.” Among thesecountless sacrifices to their ruler’s bloodlust were twoyoung soldiers, a wedded couple by the names of Corgarand Verai. Each was an admirable soldier in their ownright, but when playing off each other they conceivedbrilliant tactics that saved the lives of their comradescountless times. Their true test came just a few weeksbefore we found them, when their foe, the WhisperedOne, revealed his most terrible weapon to date: the first ofhis hideous war engines, crawling behemoths forged fromhundreds of corpses and unspeakable, eldritch wizardry.The tale of Verai and Corgar’s plan to topple thismonstrosity is as thrilling as it is chilling, but ‘tis theirtale to tell, and in truth our story begins only after the warengine’s destruction.

As the unholy engine of destruction toppled into aravine, defeated, Verai and Corgar clasped each other’shands in joy as their legion cheered them on. In thatmoment, a shadow fell over the battleground, and aloathsome presence made itself known. That was whenthe Ants realized they had just drawn the attention of aMan.

A writhing darkness swept across the battlefield,driving all present into oblivion. A day passed beforeVerai regained consciousness. She found the Tovagsoldiers merely dead, but her beloved Corgar was utterlygone; annihilated. Her spirit shattered, Verai started thetrek back to the capital to report what had occurred. Itwas during her trip back that the blackouts started. Atleast once a day, Verai would suddenly find herself milesfrom where she last stood, hours having passed. Whenshe awoke within the Madhouse of the capital city, sherealized what had occurred. In vengeance for destroyinghis military monstrosity, the Whispered One haddecimated her ranks, destroyed her beloved, and renderedher insane.

She decided there was nothing left for her butvengeance. Fighting her way out of the Madhouse, shestole a sword and started to march back toward the landof her foe. The blackouts continued, and after each oneshe found she had backtracked towards the capital. Butalways she turned toward Cavitius, marching on, driven

by her singular desire to meet death while carving a paththough the undead minions of the Whispered One.

It was within Cavitius that she encountered us. Wewere camped on the road, our first, and hopefully last,visit to that bleak landscape. Verai simply marchedthrough our camp, barely even noticing us—and you canimagine how distracted one must be not to notice us!Only one person stood in her way: Isolde. Isolde utteredjust one short phrase; Verai’s legs gave out under her, andshe finally surrendered to her woe.

What did Isolde say? Simple: “He’s not dead.” Yousee, Corgar had also been wandering between Cavitiusand Tovag; he too had been suffering from blackouts.But while Verai had been consumed by vengeance, hewas drowning in despair for his lost beloved.

Isolde told us to pull stakes right away—indeed, thatwas the only time I think I’ve ever heard a true hint offear in her voice. We left Cavitius immediately, takingVerai with us, and we’ve never returned.

Only the next day did we learn the full truth aboutVerai and Corgar, as did they. Why? Because it wasn’tuntil the next day that Verai transformed into Corgar, ofcourse, finally completing the puzzle of their existence!

When Verai and Corgar’s combined tactics defeatedhis war engine, the Whispered One had placed the twowarriors in one body so they could never rely on eachother ever again. But it was not an act of vengeance.Ants don’t warrant revenge in the eyes of Men. TheWhispered One had destroyed their lives for nothingmore than a moment’s amusement.

For a time, Verai and Corgar were somewhatproblematic; for one thing, their transformations back andforth were unpredictable, so they weren’t of much use asperformers. Another hurdle was that, apparently, neitherof them had ever been taught anything other than how towield a sword. If we had any need for battlefield tactics, Isuppose they could have been useful, but for the most partthey simply acted like ignorant children!

Matters did start to improve, though, especially whenthe Twisting claimed them. Hrmm? What is theTwisting? All things change, George. Especially allthings in the Carnival. But you needn’t concern yourselfwith that now.

At any rate, until the Twisting set in, Verai wouldtransform into Corgar (or vice versa) at random, andneither had any memory of their time as the other. TheTwisting reunited them. Just like a werebeast can take ahybrid form halfway between man and beast, so too canVerai and Corgar take a third form: an uneven mixture ofboth man and woman. That is the Half-and-Half whichstands before you now, and in this form Verai and Corgarcan finally be united, two minds and two bodies meldedinto one. They help each other to heal, now; Verai’spresence draws Corgar out of his despair, and Corgareases Verai’s burning hatred. They learn quickly when

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they can support each other, and we’ve been teachingthem a whole new way of life beyond killing and beingkilled. It may be a bittersweet end, but I believe they’vefound a measure of happiness.

Still, I must say, their situation is a bit more . . .intimate than I think I’d be comfortable with . . .

The Half-and-HalfNot unlike a true lycanthrope, the merged Verai andCorgar can take three forms: female Verai, male Corgar,or the hermaphroditic Half-and-Half. Still bearing deepinner scars from their experiences, Verai is a hostile andunforgiving woman with long, wild auburn hair, blueeyes, and a sleekly muscular frame. Corgar has asomewhat heavier frame, brown eyes, black hair, and thesullen, withdrawn personality born of his fate. As theHalf-and-Half, their auburn hair is streaked with black,and while one eye is brown, the other is blue. Their bodyis similarly melded and uneven; some portions of theirphysique belong purely to Verai, others to Corgar, whilesome portions remain a strange mixture of the two. Thejoining of Verai and Corgar eases the suffering of each,lending the Half-and-Half a serene and confident outlook.

As either Verai or Corgar, they transform from oneidentity to the other once every 1d20 hours, and neitherpartner remembers their experiences while in the other’sbody. However, either can take the form of the Half-and-Half at will, and may remain in this form as long as theywish. The Half-and-Half has access to the memories andabilities of both Corgar and Verai. For these reasons, theHalf-and-Half tends to revert to one of its “normal” formsonly when the situation demands it pass unnoticed amongmundane folk.

Verai, human female, 9th-level avenger: AC 7 (studdedleather); MV 12; hp 63; THAC0 12; #AT 3/2; Dmg byweapon; SA long sword specialization; SV blackouts; SZM; ML elite (14); Str 14, Dex 13, Con 15, Int 15, Wis 6,Cha 14; AL CN

Corgar, human male, F9: AC 7 (studded leather); MV12; hp 81; THAC0 12; #AT 3/2; Dmg by weapon; SDinspire bravery; SV blackouts; SZ M; ML elite (14); Str16, Dex 11, Cha 17, Int 13, Wis 8, Cha 12; AL LN

Half-and-Half: AC 7 (studded leather); MV 12; HD 9;hp 72; THAC0 12; #AT 3/2; Dmg by weapon; SA longsword specialization; SD inspire bravery; SZ M; MLchampion (16); Str 15, Dex 12, Con 16, Int 14, Wis 7,Cha 13/6; AL N

Hrmm. Usually I prefer to leap from one wildlydisparate act to another, using each to exaggerate theothers, but I’m rather having fun finding these patterns.So let’s continue the game, shall we? Let’s find another

Trouper with something in common with the last. Hrmm. . . a warrior struck down by an elemental force.Someone the Carnival found in their own, livingpurgatory . . . Oho! But of course!

Ronin ThunderBehold this exotic warrior, hailing from the distant SixIslands of the Sun! Gape at his martial prowess! Wonderat the grace and poise with which he twirls his blades!Yet, you cannot deny that your eyes are drawn to the coilsof crackling blue fire snaking over his limbs! Trace thecharred trails across his outlandish armor, marking theprevious paths of that primal power! Stand in awe of thepower of the storm, as you watch Ronin Thunder playwith the lightning dancing between his twin swords!

Yes, Ronin Thunder holds nature’s wrath within him,and his sad tale is just as thunderous. Many years ago,Ronin Thunder lived in a foreign land far from here, aland which may even lay beyond the Mists. There he wasknown only by his true name, Renchi Futo. He was anhonorable warrior, a chivalrous knight of sorts called a“samurai,” sworn to serve his noble and honorablemaster. Yet even in a land of honor, War had still cometo call.

The armies of Renchi’s lord and those of his foe meton the honorable field of battle. Renchi and his fellowsamurai fought bravely, but a strange fog rolled over thebattlefield, scattering their strategy. The blinded battleturned against the forces of Renchi’s lord, and thesamurai stumbled out of the fog just in time to see hismaster struck down from behind by an enemy soldier.Renchi had failed his master, but could still avenge him,and so pursued the cowardly assassin deeper into thehaze. So intent was Renchi on capturing the killer that allelse melted away into the Mists; the sounds of battle, hisfellow warriors, and finally even the land itself.

When the Mists parted, Renchi Futo found himself instrange surroundings. He had entered Rokushima Táiyoo,a land in the Mists torn by strife and seldom seen byoutsiders. Renchi had lost everything; he had lost hishome, he had lost his master, and in the latter he had evenlost the status of samurai. Now he was called “ronin,” aknight without a lord, a status which held no honor.Wandering aimlessly, the warrior found his way to thecity of Beikoku. His arrival coincided with an inspectionby the island’s shujin, Yugami Shimpi, Lord of the North.When visiting merchants revealed themselves to beassassins and attacked the shujin’s retinue, Renchi was inposition to defeat the villains, and handily them defeat hedid! Awed by the foreigner’s fighting prowess anddiscipline, Shimpi invited Renchi to his castle.

Shujin Yugami learned much of Renchi’s past. Inreturn, Renchi learned that the islands of RokushimaTáiyoo were divided between four warring brothers, all

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struggling to control the empire left behind by their latefather. Yugami Shimpi warned Renchi that his brothers,Yoku, Yake, and Yami, were honorless tyrants, whosearmies were composed of brutish thugs and fearfulassassins. Shujin Yugami was himself as devoid of honoras his brothers, but had a keen eye for Renchi’s character.Yugami depicted himself as an honorable lord besiegedon all sides by craven villains, and invited Renchi to joinhis forces. Renchi swore fealty to the Shujin of theNorth, and regained the exalted status of samurai.Yugami gained a fearsome and loyal warrior, and warnedhis minions not to shatter the samurai’s naiveté.

Renchi served Shujin Yugami for several months,and with honor, though his role was seldom more thanthat of a glorified bodyguard.

Renchi’s illusions were shattered nearly a year afterhis arrival, when a band of the stealthy assassins knownas “ninja” infiltrated his lord’s castle. Renchi stoodagainst the killers, saving the life of his lord and routingthe killers—but he alone could not prevent tragedy. Asone assassin fled the Dawn Castle, he came uponYugami’s eldest son and heir, moments before he waspenned in by the shujin’s guards. For pure spite, theassassin slew the child before taking his own life.

Shujin Yugami exploded with rage, at last droppinghis pretense of honor. None of the assassins had allowedthemselves to be taken alive, leaving no way to knowwhich of Yugami’s three brothers had sent them. Yugamithus ordered his minions—including Renchi—to go outand slay one of each of his brother’s children.

This craven order struck Renchi like a thunderbolt.Finally perceiving the true nature of his master, Renchirefused to perform such an honorless act of murder.Yugami understood that his prized pet had at last slippedhis leash, and decided to stamp out this smoldering firewithout delay.

Yugami informed Renchi that he was bound by honorto obey his lord, and to retain his honor he must eithertake the life of one of Yugami’s nephews, or he must takehis own. Devastated, Renchi assented to the order, andleft the castle in silence to do what he must. He climbedthe mountain rising above the Dawn Castle as a stormrumbled in the sky, and once atop the peak drew his bladeto commit his final act. He obeyed this order not out ofloyalty to his corrupt lord, but out of shame. He wastwice a ronin: first for failing his honorable lord, andagain for failing himself in his blind allegiance to theShujin of the North.

Following the ritual of death, he held the shiningsteel of his sword aloft, but in the moment before he wasto turn the blade upon himself a bolt of lightning flashedfrom the sky, striking the weapon and warrior whowielded it!

Now, George, this is where we come in. As fatewould have it, the Carnival was visiting Rokushima

Táiyoo on that stormy night, and was camped within sightof that flash of elemental fury. Several of the Troupersclimbed the slope to investigate, against the advice oftheir comrades. Atop the peak they found the fallenwarrior Renchi Futo, clinging to life and dressed in thesame burn-marked armor he wears onstage today. Theycarried him back to camp, and nursed him back to health.By the time Renchi was well enough to walk, the Carnivalhad moved on from Rokushima Táiyoo, and the Twistinghad moved into his flesh.

That was in the year 745, and the same charge ofenergy that nearly took his life then still flows through hisbody to this day! Well, close enough; in fact, he’sbecome a living lightning rod; whenever we encounter astorm, Renchi has to keep well away from the wagons—wherever there’s lightning, Ronin Thunder is sure to bestruck twice!

Ronin ThunderStruck by a force of nature in the moment before hisdeath, Renchi Futo now finds the power of lightning hasbecome one with his life-force. Whether this is due to theTwisting, or the act of even more mysterious forces,remains subject to debate. His body attracts electricity;whenever a lightning bolt or similar spell is cast within50’ of him, Renchi must make a save vs. wands. If hefails this saving throw, the spell automatically targets him(regardless of the caster’s intentions), arcing to strike him.Fortunately, Renchi is all but invulnerable to electricalattacks, suffering only 1 hp of damage for each damagedie rolled. For example, a lightning bolt cast by a 7th-level wizard (thus causing 7d6 damage) would only inflict7 points of damage to Ronin Thunder. In addition,whenever Renchi is struck by an electrical attack, eachdie of damage is converted into a “charge” thatstrengthens Renchi’s own electrical field. He has thesame effect on natural electricity as well, and so after anythunderstorm Renchi will have gained 1d20 charges (andtaken an equal number of points of damage).

Ronin Thunder can use his electrical charge inseveral ways. First, whenever he strikes a target in meleecombat (or is struck in melee), he automatically expendsone charge to inflict 1d6 points of electrical damage to hisopponent. This effect is involuntary, andRenchi must always be careful to keep a safe distancefrom those around him. In a similar fashion, Renchi usesup about a charge a day in his act, willing streamers ofelectricity to dance over his scorched armor and weapons.

Renchi can also use his thunderbolts in a moredirectly offensive fashion. By using the ritual techniqueshe uses to focus his life-force, Renchi can channel hisenergy into a bolt of lightning. For each charge heexpends, this lightning bolt adds 10’ to its maximumrange, inflicts an additional 1d6 points of damage, and

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inflicts 1 point of damage to Renchi himself. He canchannel a number of charges equal to his Hit Dice into asingle attack; thus, Renchi’s most powerful thunderbolthas a maximum range of 70’, inflicts 7d6 points ofdamage on his target, and 7 points of damage to himself.

A common topic of Trouper justice is why Renchihas never sworn allegiance to Isolde, Mistress of theCarnival. Presumably, such an oath would warrantRenchi’s return to the status of samurai; it is well-knownthat he considers his current status a disgrace. Sensingthe ronin’s ambivalence, Professor Pacali has approachedRenchi and attempted to draw him into the fold.(Professor Pacali and his theories on Isolde’s true identityare fully detailed in Carnival.) Although Ronin Thunderbelieves the professor’s theories, he has not joinedPacali’s cause, leading to even more questions andgossip.

Why Renchi has declined to swear fealty to eitherIsolde or her foes is related to the mystery surroundingthe lightning bolt that led to his current state. While somemay believe that the dark powers chose to preserve theirtoy for future games, Ronin Thunder’s theory issomewhat more basic: He believes he is dead.Specifically, he believes that the fateful thunderbolt slewhim in a state of dishonor, and that he is now doomed towander in this strange purgatory until the elements thatdamned him to this fate choose to release him. Hebelieves the other Troupers are penitent spirits likehimself, and that Isolde may well be the fiend Pacaliportrays her to be. Yet Renchi accepts this, and plays hisrole, his emotionless face hidden onstage by a scowlingmask, waiting for the storm that will finally send him tohis ultimate rest.

Renchi Futo, human male, F7 (samurai): AC 6(brigandine armor); MV 12; hp 40; THAC0 14 (13w/katana); #AT 2; Dmg 1d10+1 (katana); SA electricalburst; SD electrical charge; SZ M; ML fanatic (17); Str16, Dex 12, Con 13, Int 15, Wis 13, Cha 9; AL LN

Notes: If you use kits in your campaign and have access to TheComplete Fighter’s Handbook, Ronin Thunder has all the abilities ofthe Samurai kit as detailed in that accessory. Otherwise, considerRonin Thunder a fighter specialized in the katana (alternate: longsword) and daikyu (alternate: long bow).

Now, George, feast your eyes on our next—wait amoment. Do you see that, George? Over there, beyondMadame Fortuna’s wagon. Yes, the one painted like acelestial sky. Do you see that figure standing at the edgeof the camp, skulking in shadows? Hrmm. Has that nightcome upon us once again? So it has! The curtain hasrisen, and . . .

The Performance Repeats

Step lively, George, and stick close to me. It’s high timeyou went home, and I’ll walk you there myself, just to besure. While we wander, I’ll tell you who that pale figurewas, and why our camp is no place for you tonight. Arein you in the mood for a ghost story? No? Pity, becauseyou’re about to hear one.

While I was herding you around the big ring, surelyyou saw some of our painted, silent Vistani, the Skurra?They’re a skurry lot, to be sure. We Troupers aren’t evensure what they are; some say they’re alive, some claimthey’re ghosts, and some say they’re neither! Well, allthat guessing and gossip stops when it comes to theNameless One. We all know exactly what he is.

But I get ahead of myself. It’s best to tell a tale fromits beginning; that was in the year 744. A Vistani namedGrigori came to Isolde’s Carnival seeking solace. At thetime, there were only a handful of Skurra, and then asnow they turned away none of their own kind. Grigoridonned the Skurra-vera paints, and adopted the life ofsilence, leaving his name—and his past—behind. It wasknown that Grigori had been cast out from his tribe, butthe full reasons behind this act were unknown even to hiskin.

In the years since, we’ve learned more aboutGrigori’s secrets. All the Skurra had left their tribes forone reason or another, making them what they call mortu,a word they insist we never translate correctly. ButGrigori faced a much different form of exile. He had fledhis tribe to avoid facing permanent, ritual exile, theshalach-ti, the worst fate a Vistani can envision. Had theritual taken place, it would have severed Grigori’sconnection to both his tribe and the land, making him intoa darkling, a Vistani bogeyman.

We still don’t know exactly what he did to earn thewrath of his kin; the Vistani refuse to speak of his kind.They treat Grigori as if he never existed. Regardless,Grigori came to Carnival to hide from the justice of histribe. And even as Grigori asked the Carnival to take himin, he could sense his own growing evil gnawing at histattered soul.

Perhaps Grigori hoped to hide from the horror withinhimself. Perhaps Isolde sensed this spark of repentancewithin Grigori’s heart, explaining why she took no action.The Skurra-vera magic can protect its wearer from manythings, ‘tis true, but it cannot protect the wearer fromthreats that fester within. Despite finding this haven,perhaps despite even Grigori’s own hopes, his descentinto damnation could not be stopped.

Several months after Grigori became a Skurra, notlong before my own arrival in fact, the Carnival wascamped outside a large town—the name escapes me, andis quite unimportant. The Carnival had been entertainingthe Georges there for several days when the local militiamarched on the campsite. Those soldiers’ faces weregrim, and their weapons were held tight; the Troupers

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feared an attack, but Isolde advised them to take noaction. Isolde’s instincts proved correct, for the militiamerely presented a distraught couple demanding thereturn of their child. They claimed this child had visitedthe Carnival two days earlier, and not been seen since.Many Troupers were outraged by the Georges’accusations, but Isolde again kept them in check. Topreserve the peace, she even allowed the Georges tosearch the campsite. That decision alone tells me that shesuspected the Georges were in the right, painful as thatphrase is to say!

The child was found. Her broken body was stuffedinto a hidden compartment inside one of the vardos. Thediscovery was even more dreadful for the Troupers than itwas for the Georges. The Georges demanded justice, andthe Troupers began to throw accusations at the silent,standoffish Skurra; our beloved Carnival was in danger oftearing itself apart. For their part, the Skurra retreated totheir wagons, looking to their own number to find theguilty party. It didn’t take long.

When the Skurra emerged again, they produced tworevelations. The first was that one of their number,Madame Fortuna, had chosen to forgo the protection ofthe Skurra-vera so that her people might have a voice.She defended her kin by producing the second revelation:Blood had been found under Grigori’s nails. Fortunaannounced that the Skurra had decided on Grigori’spunishment, and produced the obsidian dagger used in therite of shalach-ti.

The fate the Skurra had intended for Grigori is notthe fate he received. Incensed, the Troupers seizedGrigori and the dagger, ignoring Fortuna’s protests. Theybound him to a post, and on that night Grigori faced thefull fury of the Carnival’s wrath: The Death of theThousand Knives. The Skurra could not interfere; Isoldewould not interfere. The Georges could scarce deny thatjustice had been done, and allowed the Carnival to go onits way.

Despite his grisly death, the curtain had not yet fallenfor Grigori. One year to the day after his demise, he tookthe stage again. Perhaps because he died within theCarnival’s grounds, his spirit is now forever tied to itstravels. Perhaps because he was still wearing the Skurra-vera when he breathed his last, death could not find hisspirit. Whatever the reason, every year since and on theanniversary of his death, he who Madame Fortuna willonly call the Nameless One returns to the Carnival. I wasthere to see his first appearance, and I’ve been here everytime the performance repeats.

The Nameless One looks just like any other Skurra—I’m far from convinced that he’s the only ghost amongthem—and although no blood flows through thosespectral veins, he looks and feels as solid as you or I.He’s a gaunt and withered figure, his ethereal bodywasted away by evil. His Skurra-vera mask is bone-

white, save for what looks like black tears surrounding hissunken eyes and streaming down his hollow cheeks.Look closer and you see all those little black tears areactually daggers, silhouettes of the obsidian blade thatslew him.

In all the years since his death, the Nameless One hassought only one thing: to demonstrate his repentance, toredeem himself in the eyes of the Carnies and his kin. Heforever seeks to win back a place in the only home heknows. Each year, on the very day he died, the NamelessOne returns to the Carnival to exhibit his latest desperateact of redemption. But sadly, for some deeds there can beno salvation, and when Fortuna invariably refuses hispleas, his foul and rotted core reveals itself again. Someyears, it feels no less rehearsed than my own spiels. It’sall just a repeat performance, and it will repeat again.

So if you’re ever in a bind, George, and you findyourself approached by a silent harlequin with daggers fortears, be wary. The Nameless One may want to be asavior, but he’s no saint. It’s not you he wants to save,it’s himself.

The Nameless OneFull details of the Skurra, Skurra-vera, Madame Fortuna,and the Skurra’s uncertain relationship with death areprovided in Chapter Two of Carnival.

The Dungeon Master can introduce the NamelessOne whenever the heroes are overwhelmed and facingdestruction. The Nameless One will appear withoutwarning, wordlessly attempting to guide the heroes tosafety. In fact, the Nameless One can easily be added toany adventure where the goal is primarily to escape thedomain and/or minions of a darklord, including Web ofIllusion, Dark of the Moon, or even House of Strahd.

If the Nameless One appears, he has chosen to leadthe heroes to the safety of Carnival as this year’s act of“redemption.” This works particularly well if the playercharacters are already on friendly terms with the Carnival.The Nameless One always knows Carnival’s currentlocation, and can unerringly lead others to itscampground, even if such a journey requires travelingthrough the Mists. So long as the heroes cooperatewith their eerie guide he will act as their protector, but hewill brook no interference, not even from those under hisprotection. He will ignore initial signs of suspicion, but ifa character is adamant in his distrust of the mysteriousSkurra, and seems likely to sway the others into followinghis lead, the Nameless One will try to discretely eliminatethis threat to his redemption. He will not hesitate tomurder one hero to ensure the loyalty of the rest. If theheroes uncover the Nameless One’s betrayal, he willattempt to destroy them all, for fear of his crimesbecoming known to the Skurra.

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While accompanying the Nameless One, the heroesmay sense that they are being followed, and not just bythe evil forces their guide is helping them to avoid. Eachday at dawn and dusk, upon making a Wisdom check asingle hero should be given the chance to spot a solitaryfigure trailing the group. If the check succeeds, thecharacter catches a momentary glimpse of a skeletal,hooded figure bearing a corroded scythe. However, theheroes can never find this spectre if they go searching forit. Although the heroes may fear that this grim figure isfollowing them, it is in fact an emissary of death inendless pursuit of the Nameless One himself!

If the heroes continue to cooperate with their bizarrebenefactor, he will indeed eventually lead them toCarnival. Although the Troupers will allow the heroes toenter the ring of wagons, stone-faced Skurra stop theNameless One at the edge of camp. Madame Fortunaherself blocks the Nameless One’s path, coldly informinghim that he has no place in Carnival; he must move on towhere he truly belongs.

At this rebuke, the Nameless One becomes visiblyenraged. Although he remains utterly silent, heroes withthe Lip Reading proficiency can follow as he furiouslyinsists that he has done good—that he has saved the livesof Carnival kin. How much good must he do? Howmany lives must he save before he is forgiven?

A Skurra relays Grigori’s silent message to MadameFortuna with gestures; Fortuna herself does not seem tobe able to see the Nameless One. Her reply is unyielding:“Pah. Your hands are black with evil. You can neverwash them clean.”

At this final refusal, Grigori flies into a mad rage, hisinner corruption boiling to the surface. His fury turns toviolence, and he aims his first attacks at those he has ledto safety, the player characters, as if saving their lives wasa wasted effort if it does not help him achieve his owngoals. The Skurra will come to their aid, and experiencedheroes should be able to defeat the Nameless One, despitehis unusual powers. However, when he is finallydefeated, the heroes may be in for one final shock: As theNameless One suffers a fatal blow, his body fades awayto vapor, leaving nothing behindbut a chill breeze. If the characters were unaware thattheir guide was a spirit, this may prompt horror checks.

Grigori, the Nameless One, is a third-magnitudecorporeal ghost, using the classification system providedby Dr. Van Richten. He has all the immunities commonto ghosts, and can only be harmed by magical weapons ofat least +1 enchantment. As a corporeal spirit, etherealfoes gain no special bonuses to combat him. He suffers1d6 damage if struck by holy water, and can be turnedwith a -1 penalty. Obsidian weapons inflict full damage,even if not magical.

Grigori’s torturous final moments, tightly boundwhile suffering one stabbing after another, have granted

him two special powers. First, with a successful attackroll the Nameless can cause paralysis. His victim mustsuccessfully save vs. paralyzation at a -2 penalty or beunable to move for 2d4 hours; their limbs will actuallyfeel as though they have been tightly bound together.

Alternatively, the Nameless One’s touch can causewounds, also requiring a successful attack roll. Thevictim will feel such a touch as a biting stab wound,suffering 1d8 points of damage. In addition, there ispercentage chance equal to the points of damage inflictedthat the attack will leave a vicious scar, reducing thevictim’s Charisma by one point.

If the Nameless One is reduced to 0 hp, his etherealbody instantly dissipates, but he will always return thefollowing year. To send the Nameless One to his finalrest, the heroes must remove the Skurra-vera paints fromhis face. This requires the spells remove curse and dispelmagic be cast on him within one round of each other. Ifthe Nameless One’s Skurra-vera is dispelled, he becomesvisible to the death which has blindly sought him fornearly a decade; a grim reaper immediately appears,latches on to Grigori’s flailing and shrieking spirit, anddrags him away to his fate. The performance will repeatno more.

The Nameless One (third-magnitude corporeal ghost):AC 4; MV 12; HD 7; hp 32; THAC0 14; #AT 1; Dmg1d8 (cause wounds); SA paralysis; SD +1 or betterweapon to hit, undead immunities; SV obsidian weapons;SZ M; ML steady (12); Str 9, Dex 15, Con N/A, Int 12,Wis 11, Cha 6; AL CE; XP 2,000.

Personality: paranoid, desperate

Well, George, home again, home again! I do so hopeyou enjoyed your visit, and I do so hope you’ll let us stay.Do please come and visit us tomorrow, but do bringcoppers so you can pay!N

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ZARDORUSHis Trail is Paved with Good Intentions

by Daniel [email protected]

BIOGRAPHYbsession often leads a soul down the pathto darkness. Despite the noble goal ofone man’s quest, his obsession has ledhim to take measures that most would finddespicable. As the mage Zardoruscontinues on his quest, he edges closer

and closer to the darkness of evil.

Zardorus9th-level Necromancer (Deathslayer),Lawful NeutralArmor Class 7 Str 11Movement 12 Dex 17Level/Hit Dice 9 Con9Hit Points 24 Int 17THAC0 18 Wis 15Morale 15 Cha11No. of Attacks 1 XP 2,000Damage/Attack By weaponSpecial Attacks SpellsSpecial Defenses SpellsMagic Resistance Nil

AppearanceZardorus is a man approaching middle age, but his hair,once dark black but now prematurely gray, and his sicklypallor make him appear much older. His eyes, whichonce sparked with an inquisitive nature, are dull blackand appear sunken. His skin has a gray sickly color, andhe is so gaunt that one could count his ribs if Zardoruswere to go bare-chested. This he never does though, andalways wears unadorned brown robes. These robesconceal a round magical rune that has been branded intothe center of his chest. Zardorus is very ashamed of this,as it reminds him of a horrible, life-altering event from hispast.

BackgroundZardorus was born almost forty years ago in the land ofDarkon to a successful merchant family. At an early agehe showed a high degree of intelligence, and when of agehe was sent to study at the university of Il Aluk. While heexcelled at many subjects, his interests soon turned to themagical and the macabre. His desire was to learn thesecrets of life, so that he could learn how to prolong hisexistence and those of his loved ones. Finding hismagical tutors too squeamish to delve after the answers hesought, Zardorus approached a professor who had beenexpelled by the university. The professor had movedfrom the city to a small hamlet a short distance from townto continue his studies in seclusion, but Zardorus wasdetermined to find a teacher, and so he approached theman.

The professor, Dascampen, was a necromancer, whostudied the secrets of death and the extension of life.Dascampen agreed to take Zardorus on as an apprentice.Over the next two years, as the necromancer’s apprentice,Zardorus learned many of the evil magical secrets ofnecromancy, absorbing this lore with a detached,inquisitive nature. He believed that the experiments hecarried out in the search for knowledge were not evil ormalign, simply necessary for the furthering of knowledge.During these years, Zardorus believed his master,Dascampen, shared his beliefs. However, this was not thecase.

One night, Zardorus awoke to find himself strappedto a table with his master standing over him, the only lightcoming from a fiery brazier near his feet. His limbsbound, his mouth gagged, he could do nothing asDascampen began to perform an arcane ceremony. Afterreciting from magical text an enchantment Zardorus didnot recognize, his master removed an iron brand from thebrazier. As Dascampen approached with the iron,Zardorus was able to see the end was shaped into a mysticsymbol, one Zardorus knew as the symbol for livingdeath. His scream was muffled by his gag, as thenecromancer pressed the iron against his chest, burningthe symbol into his skin above his heart.

O

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When the pain cleared from his eyes, Zardorus couldsee Dascampen unstopping a beaker. The glass containeda noxious greenish substance that seemed as muchgaseous as liquid. His master had approached him, andwas unloosening the gag around his mouth, when acommotion was heard.

Seconds later a door was knocked in and the blaringlights of a dozen torches filled the room. The peasants ofthe nearby hamlet had discovered the remains of some ofthe necromancer’s experiments, and together with a bandof good-aligned priests had come to the necromancer’sadobe to lynch him. Dascampen lashed out with hisspells, but he had been too concerned with the ceremonyand was unprepared for combat.

The mob quickly overwhelmed him. They draggedDascampen from the house to a nearby tree, from whichhe was hung. As the necromancer died, the priestsprepared a large pyre and the evil master necromancer’sbody was thrown onto it. Meanwhile the peasant mobravaged the necromancer’s home.

Zardorus was freed by the mob, and the leader of theband of priests, mistaking him for an innocent victim, toldZardorus he had been lucky and was free to go. Thepriests healed his wounds but could not removed thebrand burned into his chest.

Zardorus, feeling confused and betrayed, remained inthe hamlet, unsure of where to go or how to continue.Days after the attack, he secretly returned to his master’sabode and went to his master’s secret library. He knewthe library was hidden too well for the mob to havediscovered it, and knew its magical secrets would remainintact. There he uncovered Dascampen’s notes, andlearned what his master had planned for him. Dascampenwas experimenting with a process to become a lich, andhad meant to test the process on Zardorus to see if itwould work. Horrified by what his master had tried todo, Zardorus made a decision that changed his life. Nolonger would he spend his time locked in a laboratoryseeking unholy secrets. Zardorus vowed to rid the worldof all undead monsters and those that would create them.

Taking his master’s spellbooks and research manuals,Zardorus began his studies in necromancy anew. Thistime Zardorus was searching for the secrets to destroyingundead monstrosities, and over the next few years he hasdeveloped into a powerful foe against the undead.

Current SketchIn the years since his former master was killed, Zardorushas become a powerful necromancer. He continues hissingle-minded obsession to seek out and destroy undeadanywhere they can be found. His crusade has taken himacross all of the known domains of Ravenloft, and he hasdestroyed numerous undead creatures of all types.However, Zardorus does not dwell on his past successes.

His focus is always on those creatures that escaped hiswrath or those still out there that he has not yet destroyed.

Despite the noble ends that Zardorus seeks, hismethods are not always acceptable to those of a goodmind. As he has become more obsessed with his quest,he leans closer to evil. He has already killed numerousbystanders, caught within the area of effect of his spells.He may well also consider kidnapping innocents to usethem as bait to draw out undead creatures. As hecontinues down his path, Zardorus’ concern for thewelfare of others will decrease more and more.

PersonalityZardorus has an obsessive personality. He rarely talksabout anything but his quest. He judges everyone hemeets by whether they can help him in his quest or hinderhim. Those that he believes are a great hindrance he mayeliminate. He is ruthless and humorless, never smiling orlaughing, always grim.

During his quest, he has developed a hatred for thosemortals who raise undead creatures. Any mage he meetsis under suspicion. Thus Zardorus never accepts othermages as acquaintances or companions. Priests are adifferent story. He hates those evil cultists that deal withthe undead, but he also hates the good-aligned clerics fortheir weakness in being unable to destroy the undead.Those good-aligned priests that he meets he belittles andquestions their faith. He will shout at any priest thatattempts to turn undead in his presence, as he feels he willjust have to track down the monsters again.

CombatIn combat, Zardorus relies on his spells and his detailedknowledge of the undead. He has adapted manynecromantic spells to help him in his quest against theundead. As a necromancer he inflicts a -1 penalty on allsaving throws versus his necromancy spells. Zardorus’hatred is strongest against spell using undead and he hasstudied the liches closely to learn how to destroy them.Liches suffer an additional -2 penalty to saving throws vs.his spells. In addition, thanks to Zardorus’ vastnecrological knowledge, he gains a +2 bonus to saveagainst any magical attacks by liches, including both theirspells and their paralyzing touch, and a +2 bonus to hitliches in combat. Because of his acute specialization,none of the above penalties, including the typical -1penalty to saving throws due to his specialization as anecromancer, are suffered by mortal beings.

Zardorus can cast the following number of spells perday: 1st: 5, 2nd: 4, 3rd: 4, 4th: 3, 5th: 2. In his studiesinto the nature of various undead creatures, Zardorus hasmodified the various following necromantic spells to beof better use in his quest against the undead:

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Chill TouchCauses 1d4 points of damage to undead. Living beingstake no damage but must save versus death or flee.

Vampiric TouchDrains undead of 1d6 hit points per two levels of thecaster. The caster gains no hit points, but losses 1 hp foreach die of hp drained from the undead creature. Livingbeings cannot be drained of hit points by this spell.

Spirit Armor(Tome of Magic) In addition to granting AC 4, this spellgrants the same protection as a negative plane protectionspell. However, it offers no AC protection to attacksfrom non-undead creatures.

EnervationThe bolt drains 1 HD for every four levels of the casterfrom one undead creature. The negative energy istransferred into the caster who loses half the levels thatthe target lost, due to the influx of negative energy. Boththe target’s and the caster’s levels return at the end of thespell’s duration.

Animate DeadThis version ends the animate dead spell on zombies orskeletons returning them to an inanimate state. Onecreature is affected for every two levels of the caster.When cast on more powerful undead creatures, it acts as araise dead spell and may destroy creatures that arevulnerable to that spell, such as the wight.

Bone Blight(The Complete Book of Necromancers) This version hasbeen modified to be affective against undead creatures. Itis also contagious and can be spread from one undeadcreature to another, unless a save vs. death magic is madewith a +2 bonus.N

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ARDONK SZERIEZAA Cause Does Not a Hero Make

by Stuart [email protected]

Author’s Note: With thanks to Steve Miller, whointroduced this character to us in Domains of Dread.

BIOGRAPHYrdonk Szerieza is a young ethnicGundarakite in the domain of Barovia.While most of his fellow citizens sufferpassively under the Barovian boyars andburgomeisters, Ardonk has taken it uponhimself to rise up against his oppressors.

Ardonk’s life, however, is at a turning point. As hisdetermination to liberate his people grows, so does theprice he is willing to pay.

AppearanceAt first sight, most would think of Ardonk Szerieza asnothing more than a young scrap of a man. Hisappearance is unassuming, and not dissimilar from otherGundarakites; black hair, dark brown eyes, and a thinbeard that belies his young age. He generally wears apoor quality shirt and brown vest, but if undertaking anydangerous activity he will wear a leather vest that he stolefrom a Barovian under his shirt.

Ardonk Szerieza3rd-Level Human Thief, NeutralArmor Class 8 Str 10Movement 12 Dex 16Level/Hit Dice 5 Con11Hit Points 22 Int 15THAC0 18 Wis 11No. of Attacks 1 Cha17Damage/Attack By weaponSpecial Attacks NilSpecial Defenses NilMagic Resistance NilThief Abilities PP 20 OL 65 F/RT 25 RL 0

MS 30 HS 30 DN 15 CW 60

BackgroundIn the year 730, Ardonk was born to a poor family thatworked on a farm outside Zeidenburg. Life was hard, asit was for every family under the reign of Duke Gundar,but Ardonk recalls little of the harshness of that time.

What Ardonk does remember, however, is the joythat came with Gundar’s assassination in 736. One of hisearliest memories is of being carried through the fields ofwheat above his father’s head, while his mother dancedaround them, on the day they learned that the Duke hadbeen killed. Never had his parents been so happy, buttheir joy was unfortunately to be short-lived.

Though too young to understand the events thatfollowed, Ardonk keenly noticed the decline in hisparents’ mood over the next years as Strahd annexed theformer Gundarak. Only as he became older did he realizehow painfully brief their freedom had been before thetyrant Gundar was replaced by the tyrant Strahd.

Ardonk might have lived his life as any otherGundarakite, if not a tragic occurrence just before theyouth turned eighteen. The despair of his aging and illfather had been growing since the arrival of a particularlycruel and extortionate Barovian boyar, and the family hadlittle money left with which to buy any food at all.Ardonk had been working hard in the field, desperatelyattempting to meet the boyar’s unreasonable demands forproduce, and returned home late in the evening. Unableto find his father, he eventually looked in the stable—tofind his father swinging slowly from the ceiling by hisneck. Two days later, his mother was found downstream,apparently having drowned herself after discovering herhusband’s suicide.

For more than a year, Ardonk continued to work onthe farm, satisfying the demands of the boyar that he nowhated with all the emotion he could bring to bear. Astime went on, however, he found himself directing hisfrustration not only at the Barovian taskmasters, but alsoat his own father. If only he hadn’t been so weak, hethought, he wouldn't have given in so easily to the boyar.Thinking of the fragment of joy he remembered from hischildhood, he realized that hope for the return of such a

A

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day was useless without action. He realized that unlesssomeone decided to take a stand, their lives would remainunchanged for eternity.

The following evening, Ardonk fled the farm anddisappeared into the Barovian night. He gathered supportfrom other disenchanted young men, and began plantingthe seeds of rebellion among the Gundarakites.

Since then, he has gradually built up a secret networkof contacts and supporters around Zeidenburg andTeufeldorf. Isolated, and seemingly random incidents ofviolence between Gundarakites and Barovians have beensparked as a result of his actions, and more than oneBarovian boyar has suffered, either physically orfinancially, due to Ardonk’s agitation of the peopleagainst Lord Strahd.

Current SketchArdonk’s five years of struggle against the Barovianoccupation has produced significant results. He now hasaround seventy known safe houses throughout thedomain, where he can meet with fellow conspirators. Theactivities of Ardonk and his rebels vary enormously, fromthe burning of a wealthy Barovian’s stables, to providingassistance to families made destitute under the extremetaxation laws, to actual incitement of violence betweenethnic Barovians and Gundarakites.

The Barovian laws against weapon ownership amongGundarakites have greatly limited their military power,but this has not proven a significant problem. Most of theactions taken by the rebels are largely covert ormanipulative, rather than confrontational. Ardonk is wellaware that he would require a massive wellspring ofsupport before any sort of violent rebellion could evertake place, so he prefers subtler tactics.

In recent times, Ardonk has become increasinglyfrustrated. He has found that the people’s fear of theiroverlords has greatly limited his audience. While nearlyall Gundarakites will express a profound hope that a daywill come when they are free of tyranny, Ardonk hasfound that surprisingly few are willing to act on that hope,preferring to believe that the Morninglord will bring thatday to them. Even among those who do actively supporthis actions, Ardonk has discovered that many turn towater in the face of authority and are ineffective whenreal action is required.

Increasingly, Ardonk has found his thoughts turningelsewhere for support against the boyars andburgomeisters. Through his contacts, he has learned thatCastle Hunadora, lying within the Invidian-occupiedportion of his homeland, has become the headquarters ofa group of rebels who oppose the tyrant MalocchioAderre. Ardonk believes that an alliance between hisamateur militia and the rebels, led by Malocchio’s ownmother Gabrielle Aderre, could be of benefit to both

sides. To date he has only met Gabrielle once, at whichtime she hinted at her longer-term plans to play each oftheir respective enemies against one another.

Ardonk is yet to act on this idea, but is beginning topush the concept among his fellow rebels. Many of themare a little concerned about his zealousness, however, anddoubt whether inciting a war with Malocchio of Invidiacould be of benefit to their people.

PersonalityWhen Ardonk first fled his farm and began to workagainst the Barovians, his heart was full of nobleintentions. He wanted to lift the status of theGundarakites to be the equal of the Barovians, or to expelStrahd’s lackeys and let his people experience freedom asthey did after the death of Duke Gundar.

Ardonk’s motives have not changed in the yearssince, but his approach to success most definitely has. Ashis frustration has grown at the lack of real results, theprice he is willing to pay for victory has also grown.Whereas the Ardonk of 19 years would have been loatheto put any of his associates at risk, his recent actions haveresulted in the death of several Gundarakites (includingthe stunt against the boyar Ivan Szimin—see the article“The Effigy of Ivan Szimin” for more details).Increasingly, he sees these deaths as an appropriatesacrifice for the good of his people, and a necessary one ifthey are ever to discover true freedom again.

Ardonk is therefore a much more bitter person thanhe was five years ago. Listeners are struck by theintensity with which he speaks, and the seriousness withwhich he presents his plans. He rarely smiles when doing“business,” yet remains incredibly persuasive.

Ardonk has a growing intolerance of thoseGundarakites unwilling to support his cause. In manyways, he sees Gundarak’s current condition as the fault ofthose men and women who seem so willing to let tyrantsrule their lives without question. Similarly, he isdisdainful of the Cult of the Morninglord. He sees theirdependence on a god to act on their behalf as somethingthat only perpetuates their current subservience.

CombatProhibited by Barovian law from possessing any weaponlarger than a dagger, Ardonk is not terribly effective incombat. This is not usually a problem, however, as helargely avoids direct confrontation, preferring tomanipulate events from a distance. When forced to entercombat, he uses a simple dagger. In potentiallydangerous situations, he will always wear his leatherjerkin to protect himself, which improves his AC by 1.

Ardonk is, however, quite adept at thievery, asreflected in his skills listed above. N

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MOCELLUSUndeath in the Desert

by Daniel [email protected]

BIOGRAPHYhe past of Athas is filled with blood anddeath. The Cleansing Wars, begun byRajaat the Destroyer, attempted toexterminate many sentient races. One elfwho joined this genocidal crusade wasMocellus of Waverly. Centuries later, he

continues to carry out his demented plans.

AppearanceAs a raaig (DARK SUN® MONSTROUS COMPENDIUM AppendixII) Mocellus’ elven heritage is no longer recognizable.He appears dressed in the tattered remains of his priestlyrobes. The robes, once a dark crimson, are nowblackened by soot, and their remnants cling to Mocellus’body. A ceremonial cloak remains tied around his neck,with the hood thrown back to expose Mocellus’ horridface. His head is skeletal, with no flesh remaining. Hiseyes are two glowing orange spots. His entire body issurrounded by red-black flames to a distance of three feet.A mace, which he never uses, is strapped to his side. Aherald on the back of his cloak is the symbol of the evilentity he worshipped. But it is too marred, as if byflames, to be identified.

BackgroundMocellus lived during the Green Age of Athas, in the cityof Waverly, now long since buried by desert sands. Hebelonged to a cult that worshipped an evil being theycalled Nezjan. The doctrine of Nezjan required the dailysacrifice of a sentient being. The cult operated in secretfor many years in Waverly, until it was discovered anddriven from the city by a mob of outraged citizens.During the turmoil, the mob killed many of the cultmembers, including the leader. In the wake of this attack,Mocellus took control of the handful of survivors and ledthem into hiding. In a small cave not far from the city,they tried to continue their worship.

MocellusRaaig, 10th-Level Cleric, Chaotic EvilArmor Class 0 Str N/AMovement 9, Fl 18 (B) Dex N/ALevel/Hit Dice 10 ConN/AHit Points 47 Int 9THAC0 13 Wis 14No. of Attacks 1 Cha9Morale 17 XP 5,000Damage/Attack 1d8+2 or by weaponSpecial Attacks Cause disease, spellsSpecial Defenses Immune to sleep, charm, or hold

magic, poison and paralyzation; +1or better to be hit; spells

Magic Resistance Nil

A few years later, a former citizen of Waverlyreturned to the city. Known as Uyness, she had become achampion of Rajaat, the Destroyer. She asked the citizensto join her in a campaign to wipe the plague of orcs fromthe face of Athas. The people of Waverly readily agreedand formed an army to join Uyness’ crusade. The warwent well for the army of Waverly, but they soon faced anunexpected problem. During the war many orcssurrendered and were taken captive, and Uyness orderedher forces to kill any captured orcs. While the citizens ofWaverly were willing to kill orcs in battle, it was againsttheir ethical beliefs to kill the old, the young, and thewounded who surrendered to them.

Learning of the city’s dilemma, Mocellus sensed anopportunity for his cult to gain prestige, and secretlyapproached the city’s leaders. He told the leaders that hewould take the orc prisoners and dispose of them, usingthe orcs as sacrifices in his ceremonies. Thoughdisgusted by Mocellus and his evil beliefs, the leaderswere glad to have found a solution to their problembefore Uyness discovered the prisoners. Thus theyagreed to the proposition and began sending capturedorcish males, females, and children to Mocellus to besacrificed on his bloody altar to Nezjan.

T

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Over time Nezjan’s altar was drenched in orcishblood, but Mocellus did not believe the evil entity couldbe pleased by receiving only filthy orcish blood. Hebegan to kidnap humans from Waverly for sacrifice. Hisdealings with the town leaders had led the citizens ofWaverly to tolerate Mocellus, so he no longer had toconceal his presence, allowing him to stalk his chosenvictims unmolested.

Despite the years of sacrifices and devotion toNezjan, the evil entity never answered Mocellus’ pleasfor power. Eventually, Mocellus reasoned that his evilgod could only be satisfied by the purest blood: elvenblood, that of his own kind. Soon, elves begandisappearing in Waverly.

In time, Mocellus’ bloody deeds were discovered byan elven soldier who was escorting captured orcs toMocellus’ cave. In a refuge pile, he recognized a bracelethis missing sister had worn. When he reported this, thecity was outraged. A mob formed, this time led by theelven soldier and his comrades. They attacked the shrineand killed Mocellus’ acolytes. The mob then tiedMocellus to the bloodied altar of Nezjan, and set theblasphemous pair on fire. That night, Mocellus rose fromthe fire’s smoldering ashes as a raaig.

Current SketchMocellus still haunts the cave that contained the altar toNezjan. Over a millennium later, when Kalidnay wastransported into Ravenloft, the Mists captured Mocellus’lair as well and deposited it in the new domain. Now hiscave lies on the edge of that domain, overlooking the SiltSea. Mocellus is linked to the altar, and he cannot movemore than a mile from it in any direction.

Those approaching within half a mile of Mocellus’cave can hear faint chanting in a strange language.Approaching the cave, the curious will find Mocellusprostrated before a blood-soaked altar. Mocellus willrealize there are trespassers present in moments and turninvisible. He then warns the visitors in a whispery,cracked voice that death has come for them and doom ofall the citizens of Waverly. If the trespassers do not fleeat once, Mocellus attacks them with all his powers.

Mocellus also continues his quest for blood. Heattacks travelers that pass near his lair, attempting to draga victim back to his altar for sacrifice. He prefers elvesover any other, and will not kill an elf in combat if he cancapture him and bring the poor elf back to his bloodyaltar for sacrifice.

PersonalityYears of service to an evil entity weakened Mocellus’grip on reality. With his transformation into unlife andhis centuries of existence, his mind has deteriorated into

madness. He has lost all concept of time and stillbelieves he is living in ancient Waverly. Mocellus canremember little of his life or the centuries that havepassed since then. His memory is very weak, and he hastrouble remembering events that happened only daysbefore. Opponents that escape from Mocellus’ clutcheswill be forgotten in a week’s time.

He does remember his death, and believes his undeadstate is a blessing from Nezjan. Mocellus hates thepeople of Waverly, whom he believes have rejectedNezjan and himself, and he weaves unrealistic, unobtain-able plots to destroy the city, such as drowning it in theSilt Sea, or destroying it in a massive sand storm. Hisdiseased mind confuses Kalidnay with Waverly, and hisschemes are now aimed against the citizens of Kalidnay.

Although Mocellus can still speak, he rarely does so.However, like all raaigs, Mocellus has the innate power tocommunicate with any intelligent creature, and thus canspeak and understand the languages of any who trespassinto his lair.

CombatAnyone closing within 3’ of Mocellus suffers 1d4 pointsof damage from the flames that surround him. With asuccessful attack, Mocellus’ touch causes 1d8+2 points ofdamage, and the victim must save vs. spell. If the savefails, the dark flames surrounding the raaig spread to thevictim. The victim takes 2d6 points of damage eachround until he successfully saves vs. spell, whichextinguishes the flames.

Since his entrance into Ravenloft, Mocellus has beenable to casts spells as a 10th-level cleric. It is likely thatthe dark powers grant Mocellus’ spells, since the evildeity Nezjan never actually existed. In addition, once perday Mocellus can cast a special version of animate deadon the remains of any sacrificial victims in his cave. Thespell only lasts until the next sunrise, when the undeadcreatures will collapse into a pile of silt. The animateddead will serve Mocellus faithfully, but are bound to thesame area as he.

As a raaig, Mocellus can become invisible and/orethereal at will. While ethereal, he cannot be harmed.Even when in corporeal form, he can only be wounded by+1 or better magical weapons. However, non-magicalweapons crafted by elven smiths will harm Mocelluswhile he is corporeal. He is immune to sleep, charm,hold, poison, and paralyzation. Holy water and holysymbols do not affect him.

A raise dead spell will destroy Mocellus if he fails asave vs. spell. Unlike most undead Mocellus is notimmune to cold-based attacks. In fact, he is unusuallyvulnerable to such attacks, taking an additional +1 per dieof damage from any cold-based attack. N

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MERILEE MARKUZASugar and Spice and Everything Nice

by Leyshon [email protected]

“Sugar and spice, and everything nice;that’s what little girls are made of.”

—Old English Proverb

INTRODUCTIONhe Isle of Agony in Lamordia boasts anassortment of terrors that would have theimmortal vampire cowering in fear, yetone of the most diabolical of the isle’sfiends is neither stitched together norhorrendous to behold. She has retained

all her pieces in pristine condition, just as the day shedied, over 150 years ago. Somewhere on the shores ofthe Sea of Sorrows, a little girl might wash ashore, coldand wet, in search of a home, a family, and a bite to eat . ..

Little Girl LostThe last light of the sunset was sifting down through theelm and maple trees surrounding the countryside innknown as “C’est Si Bon.” As she opened her coffin,Merilee noted that her ghouls had already finished themodifications on her new doll and were now working onthe pit traps.1 She moved to the doll collection beingtended by a more experienced ghoul and sent her bat tocatch up on its sleep.2 Allowing the tiny creature to enter

1 Merilee is capable of commanding undead as a Maturevampire; up to 88 hit dice of them at one time. She prefersghouls for their reproductive ability and relatively highintelligence, assigning them many tasks that she has a hard timeperforming herself for lack of size, stature and strength. Shehas developed a system for maximizing their limitedintelligence, such that ghouls in her command fight withexcellent teamwork and coordination. Treat her ghouls as veryintelligent trained animals for an idea of what they are capableof.2 Merilee’s sentinel bat is a baby bat that is nearly identical tothe underdeveloped form that she takes. Merilee can see

her coffin as she exited it, Merilee called over her newestghoul, and bid him bury the simple wooden box.Between stitches in her newest doll’s dress, she watchedcarefully as he left just enough room for her to enter thecoffin as mist. He would do well, as would the otherfishermen who had found her on the beach yesterdaymorning. Their blood now warmed her body,3 just astheir corpses served her purposes. After all, they hadoffered to help . . .

With everyone in their positions, she gave them aquick mental lecture on the price of failure,4 and thenprepared for her part. The annoyance of lacking areflection to check her appearance failed to botherMerilee, for she would merely be going for the scared andragged look tonight. Just for effect, she had the ghoulsstart back about another thirty feet, so that she had to runthrough the mud and brambles before starting up the hill.

N N N

“There’s at least four out here!”Gest Banniker pulled his musket off the wall and

moved toward the window. Unlike most of the otherresidents of Dementlieu, the finely-muscled innkeeperwas familiar with ghouls, those carrion-feeding wretchesthat walked the fields and byways of the homeland he had

through its eyes, making it an excellent spy, but it is also aliability in combat. Merilee has trained the bat to move quietlyand hide from observers. Should the bat be engaged in combat,consult the RAVENLOFT MONSTROUS COMPENDIUM I & II forstatistics, under Bat, Ravenloft.3 “Waste not, want not” is a philosophy Merilee follows quitewell. She often allows her ghouls to feast on those she hasdrained of blood to prevent them becoming vampires. Othertimes she will drink a little from a paralyzed victim before theghouls convert the unfortunate into one of them.4 Merilee enforces strict discipline. Knowing that the mainliability of her more intelligent servants is their insatiablehunger, she makes it abundantly clear that any ghoul who even“tastes” a victim without her say-so is going to become the maincourse at the next available opportunity. She enforces this rulestrictly, and has a remarkably disciplined cadre of ghouls.

T

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left years ago. And unlike the pathetic sops who dwelt inthe lands of Necropolis, Gest wasn’t afraid to challengethe dead for the lands of the living. While the majority ofhis guests began to panic, Banniker was going into action.

His musket took down one flesh-eater, and just as heexpected, the remainder paused to snack beforecontinuing toward the house.5 On his signal, Jeand’Uarde took careful aim and fired his belt pistol,maiming one of the creatures. The rest continued theirfeast as the musket fired again, felling another. With twodown and two distracted, Banniker handed the musket tohis steward, Janus, and headed out with an axe.

Crossing the room toward the door, he was calledback by the cry of Elbert Blethins, up on the stairway.

“Where’d that girl come from?!”Sure enough, Gest tore open the door to see a little

girl running, stumbling up the hill, pursued by two moreghouls. She was screaming for help as she ran, nearly outof breath, to the high fence where his dogs were kept.Excited by the prospect of fresh meat, the nearer ghoulsdropped their grisly feast and moved in again.

Banniker tore open the gate and called his dogs backwith a word, then pulled the hysterical girl inside. Thegate was slammed shut and Gest waited for the ghoulfollowing her until it was clawing at the gate. It washalfway over when Gest beheaded it and kicked the bodyback. Each ghoul that came to dine on their fallencomrade received the same treatment, until four corpseslay by his fence. He hadn’t intended for them to get soclose, but as it was, the bodies would simply have to bedragged away from the house before burning.

The bodies were burned in the woods that night, and,as Banniker had predicted, no others arrived afterward.By that time the fire was lit, the belated dinner was on thetable, and the guests had dismissed their encounter as acuriosity altogether, except, of course, for the girl. Hername, once she gave it, was Elizabeth Ann Farmington,6

and she was from Mordentshire. Every effort to get her toeat was rebuffed,7 and she kept mumbling about herdaddy. The sight was nearly enough to drive the men totears, for they had all seen her break into hysterics at thesight of one of the bodies, the freshest ghoul there. Herfather’s fate was obvious, but still she continued to cry forhim.

5 At certain times when her ghouls are supposed to act as“normal” ghouls, Merilee releases her hold on them and theyreturn to their natural tendencies. In such cases they areindistinguishable from “normal” ghouls, at least by behavior.6 Merilee has many aliases that she goes by, but the mostcommon are Elizabeth Ann and her pen name, T. LaMark.7 While Merilee can drink, eating has been difficult for her. Shehas made an art form out of finding excuses to avoid eating. Insituations where she feels it necessary, she may be able to holddown solid food for 1d10 minutes.

“I think she must be in shock, poor thing,” mumbledLysha Paddington, a young woman from Falkovnia with achild of her own.

“Absolutely,” agreed Myrta Blethins, the bossymatron from Mordent. “We mustn’t do anything to upsether.”8

“Well, from the few questions she answered, she’sprobably not near family,”9 Jean noted.

“Well, we can’t help her much tonight. She can sleepin our room,” said Myrta, “and tomorrow we’ll take herinto town to see if anyone there can help her.”

All present murmured their assent around the table,10

though Gest and Janus exchanged looks at the thought ofsomeone volunteering C’est Si Bon for a charity case.Speculation continued about where the ghouls must havecome from—obviously some group of the slavering beasthad wandered away from the Necropolitan border. Suchthings certainly didn’t come from Dementlieu.

Gest and Janus retired from the table shortly after thehalfling cook had served dessert. Their business tookthem into Janus’ office, where, with nobody to hearthem,11 he related the latest reports of their assets to hismaster. 8 According to the DUNGEON MASTER Guide, vampires can givemental commands to their charmed victims without using anysort of vocal signal. Merilee uses this ability to carefully plantwords in people that are not out of character, but are what shewants them to say. Unless the remark is truly out of characteror uses knowledge the victim didn’t have access to, most peoplewill not even notice anything unusual, even when it happens tothem.9 Merilee will often play a distraught child, giving only vaguedetails of her situation and counting on those who hear to makeassumptions, which they often do. This allows her to buildextremely believable lies.10 Unlike a normal charm, which creates feelings of strongfriendship, Merilee’s powerful charm attaches to memories ofchildhood, parenthood, and innocence, such that her victimsoften see her as one of their own children, or perhaps a littlesibling. For this reason, while her victims may not die for her ifshe asks, most would sacrifice themselves for Merilee if she isthreatened.

Saves against Merilee’s charm ability are at the standard -2 for vampiric charm, with and additional -2 penalty forMerilee’s apparent innocence. Additionally, the DM may wishto add penalties for those with strong parental feelings, orremove Merilee’s bonus for those who are more familiar withher vampiric nature.11 One of the uses of gaseous form is that while one is spreadout so thin as to be effectively invisible, senses are extendedthroughout, allowing for monitoring in multiple rooms of ahouse, for example. Extension of the gaseous form requiresheavy concentration, however; only one conversation can bemonitored at any time. In addition, extending the gaseous formis at the normal rate for gaseous form movement. Combinedwith the daytime excursions of a sentinel bat, no secret is safefrom Merilee for long.

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“Well, I had my doubts about this newarrangement—” Janus began.

“Which you have already expressed. I told you,we’ve had no reports from the rest of the Kargat, and insuch situations I am left to my discretion.”

Janus, not as young as he used to be and never onefor confrontation, raised his hands in placating gestureand nodded his agreement.

“Of course, I was only saying—” Janus noted hisemployer’s grim demeanor and changed the subject. “I’llneed to recharge your ring soon, master.”

It wasn’t the change in subject that adjusted Gest’smood for the better. It was that word, “master,” that didit. Janus was a sniveling little wizard who had acceptedlycanthropy to cure his typhoid seven years ago, andalong with that gift had come indenture to Gest. Gestwould never let Janus forget that it was he, not Janus, whospoke for and represented the Kargat.

“Not while the husband and wife are here,” hemurmured. “Jean and Lysha are bound to keep whatsecrets they learn of us to themselves, lest we alert theauthorities to their location.”

Janus made a note in his book after a momentaryhesitation.

“Oh, yes,” he said, something in the book catchinghis attention, “Lysha hasn’t paid us the extra amount thatyou demanded for not revealing her child’s half-elvennature.” He paused at this, with an expectant look atGest.

“She claims that she has nothing else to pay with,”Gest agreed. “Have Coinfumble go through herbelongings tomorrow while cleaning, and see if that’strue. If so, perhaps I can make arrangements for analternative form of payment.”

Janus wanted to comment that the woman wasmarried, and would object to the form of payment thatGest usually asked women for, but then, he knew what theresponse would be: She was a refugee, hiding here withnobody to help her. Fleeing from Falkovnia, the womanhad probably had to “pay” some soldier in a similarmanner to get here in the first place. Even then, theydidn’t even know that her story was true; perhaps she hadmade up her marriage to an elven man to avoid Jean’sadvances. Such marriages were certainly rare enough,especially in Falkovnia.

The two finished the remainder of their business insilence and Banniker headed back to the dining room.There he found his guests looking around for Elizabeth,who was subsequently found outside,12 staring at the line

12 Another advantage of gaseous form is that when dispersedthrough multiple rooms of a house or other area, Merilee canchoose to “regroup” at any point. The cost of this is that ittakes at least twice as long for Merilee to disperse and regroupas it would take to travel somewhere in gaseous form. The

of thick, black smoke streaming from the nearby woods.Clicking her tongue in motherly fashion, with a glance atthe other folk who stood staring at this poignant sight,Myrta Blevins took the girl under her arm and led heraway from thoughts of her lost father.13

N N N

The “kiss goodnight” Merilee had given to Elbertand Myrta contained enough soporific14 to deepen theirsleep while she fed, turned to mist, and left to do herwork. Not wanting to leave them too weak, she resistedsating her full desire for blood in their room, choosinginstead to take a visit to Lysha and her little boy,Sardion.15 Apparently Lysha was disguising Sardion’sidentity by having him appear sick—a ruse familiar toMerilee. Dipping a finger into the vial of powerfulsoporific that had been concealed inside her doll,16

advantage is that it allows her to find an out-of-the-way areaand claim to have been there all the time.13 Merilee will often pretend to be a traumatized child in someway or another, as this is a ready explanation for her coldness,“anemia,” inability to eat, and need to sleep at strange times.Even more, this allows her room to make strange requests andactions without them seeming “out of character” for a child.Finally, this prevents extensive probing into her background.“Rescuers” are far more likely to try to keep her mind off herapparent troubles than dredge up bad memories.14 With decades to dedicate to her craft, Merilee has become anaccomplished herbalist and poisoner. She can create extremelypotent sleep poisons, and she often coats her lips with thembefore an innocent-seeming kiss goodnight. The onset time isslowed by the fact it is a contact poison, but this is offset by thefact that the blood vessels of the head and neck promote rapidcirculation. In essence, victims of this poison must save vs.poison or fall asleep within 4-11(1d8+3) minutes. If Merilee isusing this before feeding, as she often does, this poison merelyadds a -4 to the save vs. poison that must be made in order toawake during feeding (see Van Richten’s Guide to Vampires,pg. 58). As always, a failed save means she can feed at leisurewhile the victim sleeps.15 As a Mature vampire, Merilee would require 11 hp of bloodper day. With her “childlike” appetite, however, this is loweredto 6. Her incredible discipline and willpower allow her to taketiny amounts from a number of sources. By far, her favoritevictims are children like herself, but she feeds from them rarelybecause of the frequency of death. Even a nonfatal feeding willoften make a child so weak so as to be bedridden for a day.Only Merilee’s discipline keeps her from killing the childrenshe feeds from.16 Below are standard contents for a small doll (usually a softrag doll, sometimes wood) or a large doll (usually wood andcloth, sometimes ceramic). Merilee uses these dolls to concealwhatever would be “out of character” for an innocent little girl.

Small Doll: 2 poisoned darts, small vial of poison, 2d4 gp.

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Merilee carefully sedated the pair with a drop on theirskin before feeding. Merilee relished the taste of child’sblood, knowing that Lysha would not be able to tellanyone anything even if she thought something wasamiss—after all, Sardion was supposed to be sick.

Having fed sparingly on four people, Merilee couldnow put her mind to her task. Between what she had seenthrough her sentinel bat over the past few days, and whatshe had heard while gaseous, Gest had been quite busy.Rumors from Necropolis held that he had been attackedby a rival in the Kargat who knew of his lycanthropy,using both silver and wolfsbane, but these attacks hadproven ineffective. Still, she wanted to verify this forherself. During the past week, her sentinel bat hadobserved Gest’s careful avoidance of silver, to the pointthat he let Janus actually handle the coins whenevermoney changed hands. Merilee suspected this wasfeigned, but she would find out soon enough.

Reassuming gaseous form, she slipped silentlydownstairs to the kitchen, noting the doorway to the backrooms where Misra Coinfumble slept. Eavesdroppinghad confirmed rumors that the halfling thief had beencaptured and infected by Gest after she botched pickinghis pocket in Martira Bay. He had forced her to assumeher current surname as a constant reminder to the littlethief whose pride needed no reminders. Misra was toocowardly to directly oppose her master and not cleverenough to come up with an indirect form of combat, butstill Merilee knew that with some help, the little thiefcould get her revenge.

Stowing the information away for later, Merileeclambered up on the halfling’s ladder and took a lookthrough cupboards, making a mental inventory17 of all thespices they had—or didn’t. The halfling cook was thereason they had named their inn “It’s So Good” inDementlieur, but her skill in the culinary arts could provea liability if her well-stocked stores were conspicuouslylacking any spices. Of the few things missing, one stoodout, backing up Merilee’s suspicions about Gest. Justbefore climbing back down, Merilee took a second lookat the anise, which had been far in the back, covered indust. The thought struck her again that she was on tosomething.

Once again, she stowed the knowledge away forlater. For now she would make certain Gest wasn’t

Large Doll: All of the above, plus one of the following: 10charges of gunpowder, small firearm, 1d4 vials of poison, signalmirror, map/document.17 Merilee’s memory is so excellent she can recite entire booksfrom memory with only a few minor errors. She believes thatthis feature is a side effect of being transformed as a child; herbrain was in a state of development that should have come to aclose in adulthood. Instead, her mind continued to grow at therapid rate of a child’s over the decades. This may also explainher high Intelligence and Wisdom scores.

simply a werewolf. She pulled out a cloth bag frominside her doll and looked around for Coinfumble’sbreakfast recipes. Adding tiny amounts of finely groundwolfsbane to the ingredients of several breakfast dishes,she took her time mixing in the powder so it would neverbe noticed, not even by a halfling connoisseur. Then shetucked the bag back inside her doll, turned into mist, andflowed into the woods to talk to her lackeys.

Merilee liked ghoul and human assistants for variousreasons. Humans had the skills and the creativity to bevery helpful, if they could be manipulated. Ghouls, onthe other hand, could be refreshing to work with, if such aterm could be used about the reeking, rotten corpses sheordered around. Undoubtedly, they could be arefreshment compared to humans, for one simplequality—they did as they were told.

Indeed, her sentinel bat was being well cared for, thepit traps had been dug all around the area, and her secondcoffin had been delivered, along with four more ghouls tocarry it. Not bad, considering that she only had twoghouls left after the assault on the inn. She had decidedto call four more ghouls and another coffin fromChateaufaux,18 rather than turn the rest of the C’est SiBon’s guests into replacement ghouls. Not only wouldthe psychological effect of being attacked by them be loston a killer like Banniker, but all five guests would bemore useful in other capacities—for now . . .

Merilee turned her thoughts to the wolfsbane, plusthe silver mace and dagger that lay in her coffin. She hadalways doubted their effectiveness as weapons, but nowshe had more confidence in an alternative role. Stowingthem in the bag, she shifted to gaseous form and returnedto the inn.

Minutes later, Merilee was back in the woods withJean’s bullet molds and several silver and copper coins.Making bullets was tedious work, and now she had timeto reflect on the evidence she had gathered. She had nodoubt now that Gest was no werewolf. His strong bodyodor was the final clue, as distinctive as it was. Hisavoidance of coins was not feigned, however. A heavydose of the sleep drug had allowed her to test Banniker’sskin for an allergy, and the rash should be gone by theend of the night for sure. She could have killed himtonight, but now she was confident that she could use this 18 Considering that she destroyed Keesla while the two weretraveling, and knowing the difficulties in traveling as a vampire,Merilee takes a lot of precautions. First, at any time, she has atleast three coffins or other such areas for sleep. A day’s travelbehind her, you will find her underlings digging up her lastcoffin and preparing to ship it to another location. When sheknows where she is headed next, she always has a coffin buriedsomewhere in the area at least three days in advance, and thereare always servants watching it. Thus, there is always onecoffin in front, one behind, and one where she is currentlystaying.

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weakness to his disadvantage at any time, and get a muchbetter payoff.

Her biggest curiosities now were the ring Gestwore—which apparently protected him from her charmability—and how well he controlled his bloodlust. Thering must have been a gift from the Kargat for hisassignment to the area. That would have to be dealt with.From her examination of Janus’ notes, the mind shieldingeffect was constant, but the ring could also be enchantedwith the ability to detect charms. From what she hadseen, Gest used it on everyone when they first arrived,which would prevent him from catching on to her actions.He doubted that he even used it on her when she arrived,but even so, it obvious why the Living Brain had selectedher for this job.19

She carefully showed the ghouls how to use the bulletmold, woke her sentinel bat, and slipped back to C’est SiBon. There was a long day coming, and she needed topractice to be ready for her part.

N N N

“Look at her; she must have been so exhausted,”Myrta Blethins whispered to her husband. “I wonder ifshe’ll eat anything this morning.” She nudged the tinygirl awake, the little grey eyes blinking as Elizabethlooked back at the grandmotherly woman.

“Breakfast is ready!”Elbert stood behind them, waiting patiently as his

wife did what she loved best. Once the girl was fullyawake,20 the three of them headed downstairs. Elizabethstayed away from windows, still sluggish, and excusedherself quickly halfway through breakfast. She took aplate of Coinfumble’s wonderful pancakes and sausage toher room, saying she still wanted to sleep. Nestling down

19 Merilee sells her services to many of Ravenloft’s villains anddarklords. She is a very professional person who usually doesmore than she is asked and requests small favors in return. Herimmunity to mind control, poison, and death magic make heravailable as an agent for/against Dominic d’Honaire, the LivingBrain, the lords of Borca, Ghastria, or even Strahd himself.While she does not take on fool’s errands, it is possible to useher as a servant of just about any villain in a given campaign.(Note that this does not mean that she will back both sides of aconflict. Merilee will usually side with one or the other, toprevent unfortunate misunderstandings.)20 Like other vampires who can be awakened during the day,Merilee suffers some disorientation that is usually passed off asgrogginess. There is a full minute where she can take no action,and another 1d4 where she can not use shapechanging orgaseous form. If awakened by someone who thinks her mortal,however, she will often feign sleep (deliberately breathing inand out, etc.) and then feign some grogginess at the appropriatetime.

in her blankets just beneath the window,21 Elizabethhugged her doll all the tighter, and fell asleep again.

As planned, Myrta and Elbert prepared to take thegirl into town. She went along willingly, even cheerily,and once outside in the midmorning sun, she even ranahead, skipping down the path into the copse of treesahead of them. She loved riding with Elbert and Myrta inthe cab, her cold fingers wrapped around the old woman’sas if they were mother and child. However, no soonerwere they around the first bend from the inn than Merileebegan to be sick, running to the bushes to throw up.

“I better go back,” she told them after a moment.22

After a momentary disagreement, Myrta agreed thatthey could ask around in town on her behalf just as easilywithout her. Elbert began to turn the carriage around, butElizabeth was already walking back to C’est Si Bon onthe road, so they kept going as they had. No sooner werethey out of sight but she dissolved into mist and floatedinto the shady woods.

N N N

Safe in her coffin, Merilee could continue to keeptabs on the humans through her sentinel bat, whichawakened her every few hours to report. Lysha’sbelongings had been searched, revealing the silverweapons that Lysha had no idea were there. With a littleprompting from Merilee, Jean was on hand to confess thatthe weapons were his.23 Once he was alone with Lysha,

21 As a Mature vampire, Merilee can tolerate one minute in thesun without taking damage, assuming she makes the initial savevs. petrification required to enter it (see footnote #26). She hasrefined a talent for looking like she’s in sunlight, when she’snot. A common trick is to be seen at morning or evening, in thelong shadow of the setting or rising sun, even walking throughit briefly, but keeping contact to a minimum. As long as she hasa doll (see footnote #27), she can even sleep in such a situation,at least until the shadow moves.22 One of the greatest annoyances about being considered achild is that somebody is always watching you. Where othervampires can go off alone, Merilee is often followed or guardedby those concerned with her safety. While she could ordercharmed protectors to leave her alone, this would certainly alertthem to something strange the moment the charm wears off. Toavoid embarrassment, then, Merilee often uses elaborate rusessuch as the one in this example.23 Merilee often coordinates the telepathic charm powermentioned in footnote #9 with the spying actions of her sentinelbat. This allows her to bypass the normal weakness of vampiriccontrol, which is that a charmed servitor outside of thevampire’s senses cannot be given instructions how to react to anew situation. This also allows her to direct her ghoulsstrategically from afar, by using her bat as a spy. Note that ifshe is asleep, the bat will only wake her up to do this in anobvious emergency, or at a prearranged event. Also note that

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Jean confessed that he had lied to protect her, which tohim seemed a perfectly suitable reason for his actions. Ofcourse, without the clueless couple there, Gest was able toconfront Lysha with her lack of payment, and Jeanquickly offered the silver weapons in exchange.

Jean and Lysha were both confused about thedisappearance of Jean’s bullet mold and the arrival of theweapons, but neither one wished to tell the truth to Gest,so Merilee’s plan was working fine. Janus told Gestabout the missing money, and Gest immediatelysuspected Jean, which was also expected. Gest wouldnow believe that the silver weapons had been hidden inLysha’s room to avoid detection of some plot against him.These clues could not have worked out better.

Merilee was much more interested in the Blethins, soshe sent her bat out to follow them after all was workingfine inside the inn. She would have to time her arrivalwith that of the Blethins, which probably meant delayingthem. Six hours later, the bat woke her up to report thatthey were buying things in town. It only took a mentalnudge to get Myrta Blethins to buy her a new, larger doll.Buying the fennel would be pushing it, so she had the batmake a quick sweep of the market for a few minutes, andthen told it to head back to C’est Si Bon.

The bat woke her up just as the Blethins were comingup the path. The sun was still setting; it would be toughto manage the switch, but easier than this morning hadbeen. Gritting her teeth,24 she turned into a bat and flewahead of them, into the second story, and turned into mistto get inside.

N N N

“But wasn’t she with you?!” Gest demanded. Evenbossy Myrta shrank a little from this outburst; Gest was ina foul mood.

“I was upstairs,” came a weak voice from abovethem. Coming downstairs was Elizabeth, groggy andrubbing her eyes. “I saw that Misra was cleaning ourroom when I came back, so I picked another. Am I introuble?”25

with her incredible powers of insight and attention to planning,Merilee will have the bat prepared for most situations.24 Merilee’s exceptional wisdom gives her a bonus againstmany saves that vampires make, including the saves to see ifshe is repelled by sunlight, mirrors, or holy symbols. (See VanRichten’s Guide to Vampires, pg. 41, 42, and 48.)25 These statements are excellent examples of Merilee’s tacticsfor non-charm manipulation. The first is a replay of footnote#10; letting people assume more to her statements than she hassaid. Everyone in hearing will assume she has been in a roomthey were not in, and that somebody else was aware of it. Bynot stating a specific room, Merilee has side-stepped anyconfrontation that might arise by being caught in a lie. Thesecond is another great line, one that Merilee has used to get outof trouble for over a century. Most conflicts that are centered

Banniker shook his head and headed off to hurryCoinfumble along, while Elbert and Myrta swarmed allover the worried child, showing her all the wonderfulthings they had got her in town. Most of all, she lovedthe new doll they had bought her, with the porcelainfeatures and hands. It was a very nice one, and they couldtell she liked dolls by the way she always clung to hercloth one.26

Coinfumble had been saving food for all three ofthem, so it was easy enough to just go to their room andgossip about town. The girl was getting chatty now, andthey got to their room just as the sun was setting outsidethe window. Elizabeth was the first one there, but as theywere just settling down, Elizabeth jumped back up to sayshe had forgotten her other doll where she had beensleeping. Taking her plate with her, she ventured brieflyinto the other room.

“Well, deary, ‘tis good to see you’ve got yourappetite back.” Elbert offered, noting that her plate wasnow half empty. Elizabeth only smiled shyly.

They continued their conversation, with Elizabethgetting so worked up that she could hardly concentrate oneating. Rather than talk about her, which they fearedmight upset her, the two adults decided to tell her stories,and found she had quite a few of her own. Theycontinued telling stories long into the evening, beforegoing to bed.

N N N

This time around, the soporific was only being usedto prevent the older couple from waking up. They werewearing out Merilee’s patience and their usefulness, sotonight she would be feeding from Jean, Coinfumble, andJanus. Taking her larger doll, Merilee turned into mistand flowed into Jean’s room. There, after feeding, shequickly searched through his things for something shewould need for the next phase of her operation.

To reach all her goals in one night, Merilee wouldneed wings. Taking the bag she had used the night

around her but do not actually accuse her of wrongdoing can bedefused with this question.26 Merilee, like all of her kind, requires some relic of her formerlife to sleep with. In her case, this is a doll. Merilee alwayssleeps with a doll of some kind, although it needn’t be one sheowned in life—those have all gone the way of all the earth.Yet, as much as she despises her childlike appearance, hercondition forces her to acquire or make a new doll every fewyears. She has a small collection of dolls saved up, so as not tobe without one should she be forced to find new refuge. Oneadvantage of this is that a little girl with a doll collection is farless conspicuous than a man who ships barrels of earthwherever he goes. Another is that in a pinch, there are bound tobe dolls in every village she goes to, making it easy for her tofind quick and easy refuge.

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before, she turned into a bat and flew into town, to thehome of a dye-seller she had seen earlier. Fennel wasused for yellow and brown dyes, and between the gardenand the exterior storerooms, she managed to collect quitea bit. Dropping this off at her ghouls’ camp, she gavethem instructions on how it was to be used, then headedback into the inn.

Waking Jean was quite easy, but keeping him awakewas difficult. Knowing he was curious about somebodystealing and planting things, Merilee deliberately madesome noises in the hall outside his room, and then outsidehis window. Finally, Jean got dressed and crept outside.

By the time Jean was outside investigating thewindow, Merilee had turned back into gaseous form andwas inside, at Janus’ bedside. She woke the old man,using her already-present charm powers as she told himthat she couldn’t sleep.

“That’s no surprise,” the old man huffed, getting outof bed. “You have done nothing but sleep all day!”

Getting him into the study was easy after that. Hadhe been fully awake, he might have noticed there wassomething strange about her request to get a book on theuppermost shelf—something deliberate. Had he not beencharmed, he might have refused to get up on his tiptoesand reach for the book she asked for—a simpleaccounting book, as he had insisted. Had he a mirror andbeen able to see her reflection in it, he might have had awarning as she opened the back of her porcelain doll,pulled out a wheellock belt pistol, and held it towards theback of his head with both hands.27

The shot woke everyone not already awake. Withonly moments to act, Merilee dropped the pistol to thefloor and drained the last of the wizard’s life force with ablow from her fist. Her mist was dissipating throughoutthe room as Coinfumble arrived, followed by Jean, thenGest, then Lysha, then Myrta and Elbert, the last two stillobviously searching for the missing girl. Merileeobserved the argument with enthusiasm.

It was, of course, Jean’s gun, and he had been theonly one not in his room. Jean immediately beganaccusing Gest, talking about somebody stealing from him,which Gest naturally took as an attempt to relocate theblame. Even more interesting was observing the actionsof Gest and Coinfumble at the sight of blood.Coinfumble immediately excused herself, which Merileedecided must have been a preemptive attempt to avoidgoing into bloodlust. Gest, being a true lycanthrope,

27 Merilee has used firearms before, but with her tiny, weakhands she requires a two-handed grip on the smallest of suchweapons, and the kick they put out is prohibitive to frequentuse. They often go flying completely out of her hands. Largerfirearms are only useful if she can steady them on somethingelse. When used, however, Merilee’s high Dexterity makes heran adequate shot.

exercised more restraint, but between his rage and thesight of blood, the amount of restraint was visible.

Merilee decided that the argument could onlyescalate properly if the older couple were out of the way,so she decided to remove them. Slipping out of the roomin mist form, Merilee ran around to the window whereLysha noticed her, which sent Elbert and Myrta outsideimmediately after her. Knowing that she had to get backand watch the show so that she could direct Jean properly,Merilee ran sobbing into the woods, followed by theBlethins. Moments later, she was better fed and had twomore ghouls. The Blethins had served their purpose.

Returning to the inn, Merilee was just in time tomake Jean run for his life. Gest’s assumptions were thatJean had been sent here to kill him; the discovery thatJanus was slain with a silver bullet only confirmed thatsupposition.28 Lysha was sobbing and frantic, notunderstanding any of what was happening. A briefmental nudge sent Lysha running to her room, where shesimply held Sardion and waited for all this to stop.

It would soon be over, Merilee judged. With Lyshain her room, Jean running, Coinfumble ready to changeand Gest angry, Banniker would go for a hunt. Sureenough, soon he was letting out his dogs after Jean, whoby now had reached the woods and was still running. Sheturned into a bat to intercept Jean before he got too far,all the while giving her ghouls a strict mental command tohold back. She didn’t want Jean killed while he was stilluseful.

It was the odor of the dogs that first tipped her off,Merilee decided. Even bred with wolves and hounds asthey were, the strong smell of jackal was still in them, asit was in Gest, whose strong body odor was her final clue.The avoidance of anise, which tasted like fennel, onlyemphasized the fact that the common household herb wasmissing. As he ran into the woods after Jean, a man-jackal hybrid at the head of a pack of wolf-jackal hybrids,Merilee saw how easily he could have been mistaken fora werewolf by a non-lycanthrope.

Jean stopped and stared at her as she coalesced intosolid form in front of him.

“What are you?” he breathed, his voice shuddering asthe howls broke from the hilltops behind him.

“I am a ghost,” Merilee lied. “I was slain years agoby this beast, and I have come for my revenge. GestBanniker is my murderer, and I desire justice.”

28 It is common practice for Merilee to have a scapegoat for heractions. If feeding, she may bruise her own neck and pretend tobe a victim, then charm somebody to make them impersonate avampire. When investigating, Merilee will often try to makeher scapegoat appear capable but incorrect on many points.This prevents immediate elimination of the scapegoat and lullsthe victim into a false sense of security.

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Jean had a hundred questions, she knew, about whyshe had appeared the way she had, and about her actionsthe past few days. With the pack hot on his trail,however, he only had time for the one that mattered:

“How can I help?”Merilee told her two newest ghouls to hide, knowing

that Jean would have too many questions about Myrta andElbert. She introduced him to the rest as other formervictims of Gest before telling him what to do.

Gest crashed through the brush on the trail of thisfoolish prey who thought he could be slain with silver.Well, let him shoot Gest with silver bullets all night.Were it not for the murder of Janus, he might have let theman live to spread misinformation. Then again, maybenot; it had been too long since he had had a decent hunt,and the exhilaration was compelling.

The trail was pitifully straight, and the dogs closed inquickly. Suddenly a small figure crouched on a fallentree in front of them. With a start, the figure jumpedforward and smacked his lead dog, killing it. Within themoments it took for Gest to arrive on the scene, half hispack was dead. In shock and fury, Gest let out a roar thattore through the woods like thunder.

“Whoops, was that one a cousin?” a gentle voicepurred mockingly. Gest stared at the figure that stoodboldly amid his cowering dogs. Coinfumble? No, shewas too slim. His eyes and mindset finally adjusted as hewas pulled out of the heady reverie of the hunt. This wassomeone else.

“Don’t recognize me?” Merilee said, a little louderthis time as she stepped up to face Gest. She chose herwords carefully, so as to mean different things to Gest andJean. His bestial eyes only registered confusion. Thiswas the girl, Elizabeth. What in the Mists was going on?Then he remembered a Kargat meeting from decadesback. Mention of a child vampire who was associatedwith the Kargat, made dealings with them. He had evenmet her, but she had looked so plain . . .

“Betrayer!” he roared, his mind still on the hunt, hisrage needing no explanation for why the child vampirewould strike against a Kargat agent. Merilee backed upto the fallen tree and held her ground there as she watchedhim surge forward, preparing a strike of her own with justthe right timing.

Merilee’s head blew apart into clouds of mist as Jeanfired straight through her, hitting the werejackal with aball of solid copper. Gest was knocked back, givingMerilee the instant that she needed. Her hands shot to hisfurry gut, draining his life away as he staggered back,roaring with a pain that he felt so rarely it was unreal tohim even now. Gest’s counterattack was furious, but itended as Merilee turned to mist29 and drifted back under

29 With only 18 hp, Merilee often attacks for a round bysurprise and then is turning to mist by the time her opponents

the log. Jean fired again, hitting the monstrous beast inthe head as he tried to climb over after Merilee. The painwas maddening now, and Gest came on in spite of anagging doubt that he should not continue his pursuit.Jean backed up and, taking his pistol from the ghouls whohad been reloading it, fired again. Another pistol ready,and he fired again. With all this going on, the constantbarrage of copper bullets tearing into him, Gest nevernoticed the dart that penetrated his flesh.30 It was notenchanted, and so caused no pain, but it was poisoned ina special fashion.31 With or without this final stroke fromMerilee, Gest was near death.

“Stop.” Merilee said to Jean, adding emphasisthrough her charm.

Jean ceased firing and smiled at the wrecked, heavingheap that had been Gest Banniker. The ghouls moved inand paralyzed the fallen creature, though to Jean it lookedas if they had merely finished him off, as Gest had alreadyceased to move. As the ghouls dragged Gest into thebrush, Merilee turned.

“Thank you Jean; we’ve had our justice, with yourhelp. Go check on Lysha.”

With Jean gone, Merilee turned back to her ghouls,who were, as per her orders, burying the paralyzed Gestup to his neck. The fennel had proved unnecessary tillnow, but it might still be useful for interrogating thewerebeast. Before the ghouls began to bury Gest, Merileelooked him in the eyes.

“Change,” she ordered.Obediently, Gest changed back to a human, still

unable to move. Ignoring that the transformation hadallowed Gest to heal some of his wounds, Merilee leanedinto the pit and removed his magical ring. With a mentalnote for her ghouls to proceed, Merilee slipped the ringinside her brand-new doll and began packing to leave.

“I can get out of here, girl,” Gest spat at her minuteslater, as the paralysis wore off. It was an empty threat,and they both knew it.

are attacking. Most attackers cannot do 18 hp in two rounds,leaving her to regenerate as mist and then continue the assault.By using her mist form this way, Merilee can wear down high-level parties, by causing them to waste powerful magic as shewaits out the duration of the spells.30 Merilee uses poisoned darts in combat against anyone whoshe desires an edge against. Unlike many other opponents,Merilee has no compunctions about overreacting and/or“cheating” in her combat tactics. She has even been known tocoat her nails in contact poison (no need to worry about what itmight do to her, after all).31 Whether this poison actually worked on Gest is up to theDM, but it is catalytic: if ingested or injected 5-30 minutesbefore a paralyzing touch, it lowers the save by 5. This is notcumulative.

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“Not before I can bash in your head and steal what’sleft of your life, you can’t. And don’t call me ‘girl’,” sheresponded.

“Why?” he asked hoarsely. “Why have you betrayedthe Kargat?”

“First, I might as well tell you that the Kargat aren’tin charge anymore. Second, I never worked for themalone. I was merely an associate, not a lackey.32 I’m hereon different business.”

Gest’s answers were forthcoming as she interrogatedhim about what he knew of the Living Brain and Dominicd’Honaire. She was amused to discover that he hadoffended Aubrecker without knowledge of his existence;he had been trying to track d’Honaire’s agents, thinkinghim the only such influence on the people of Dementlieu.

“Well,” she stated, “when the sun comes up, twothings are going to happen. One, I’m getting into mycoffin, which will be moved away by my ghouls. Two,you are going to get a visitor by the name of AlexisWilhaven. He’s very interested in ‘investing’ in you andyour business.”

Oblivious to his screams, the ghouls tamped the earthdown around Gest and took turns watching over him untilsunrise. The last two to leave, who he recognized, wereplaced as guards as the other six marched off into thewoods with Merilee’s coffin.

N N N

“He’ll be an excellent ally, Merilee.” It was AlexisWilhaven who spoke, and it was the body of AlexisWilhaven that sat with Merilee in C’est Si Bon thatevening. But the words slipping from Alexis’ mouthcame directly from Rudolph van Aubrecker, the LivingBrain. Coinfumble and Gest were ever the gracioushosts, but Lysha and Jean had fled the madness of the innforever. There was little worry of either coming back, asthey were both refugees of sorts who would have reasonsto hide their presence here. Add to that Jean’s belief thathe had helped avenge an age-old murder, and the truth ofwhat happened here tonight would soon be shrouded infireside tales of tragic justice.

“I thought as much,” purred the girl-vampire as shereclined on the sofa. “He only needed a little taming.”Ever the gentleman, Aubrecker had brought her a bottleof fresh blood, warmed by the fire for her enjoyment.

32 Merilee exaggerates on this point; she has been studyingAdam and his children—and golems in general—for years, andshe offered that information to the Kargat in exchange for acouple of favors years ago. She maintains a good relationshipwith a few members of the Kargat after the Requiem, but shehas nothing resembling membership. She acquired thesecontacts after the last Kargat vampire who tried to study Adamnever came back; Merilee sometimes wears his ring.

Coinfumble refilled her glass mutely and left the roomagain.

It took a little while for Aubrecker to respond; he wasunable to read Merilee’s thoughts and had to use themuch slower method of reading Alexis’ memories of herwords. They were both used to the style of conversation.“And once again, you have outshone your calling. I onlyasked that he be eliminated. Bringing him alive wasexcellent work; preserving his reputation here so he couldbe exploited was even more commendable. As for thering, I expect you will take that as part of your fee; I havelittle use for it, and would see it out of my life forever.”

“You’re too kind.” Merilee murmured. Aubreckercontinued without acknowledging the comment.

“And for the rest of your fee?”Merilee pursed her lips briefly while pretending to

think.“Not money, not this time.” She waited for the

words to reach him.“Be wary, lest you ask too much—”“An alias. I wish for you to prepare an alias I can use

in the shipping industry here on the coast. I need to beable to arrange shipments of products up north, and usingmy charms is getting tedious.”

“Quite simple,” the Living Brain responded. He hadcreated false identities for much of his criminal empire.Another would hardly be difficult.

“Indeed, yet infinitely valuable to me. Too manysuspicions are sown when a ten-year old tries to arrangebusiness deals with merchant companies, and whenmoney is revealed, far too many think me an easy mark.It’s abundantly inconvenient.”

“Quite so. It seems we each have ourinconveniences, Milady.33 Will that be all?”

“Well, I’d like a small account created for this newidentity. I’ll add to it myself, but if you’d be so generousas to put the rest of what you owe me into this account,you’ll soon have the money back for the Anthrazit brewand Umbral Grey. Oh, and please make the alias anassociate of the Lamordian scholar LaMark.”34

33 Nobody will ever earn Merilee’s respect for treating her as achild, even while she is acting like one. As contradictory as itseems, the more innocent she acts, the more she hates peoplefor believing her ruse. Business associates learn quickly to treather as an adult.34 Tempus LaMark is a pseudonym established by Merilee, wellknown for “his” submissions to scholarly tracts all over theCore. Merilee has carefully built up the story of this travelingsage while using his reputation to gain subscriptions toscholarly journals. LaMark and his essays have given her achance to stretch her mental boundaries and receive criticismand input from some of the greatest minds in the core. LaMarknever writes about anything that might give any hint as to “his”true nature.

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“Done. How is your alter ego doing? I was notexpecting to read your excellent essay in the LamordianScholastic Journal this month, considering your currentexploits. Have you somehow found a way to write whileflying?

Merilee caught the joke even as it emergedmirthlessly from Alexis’ lips. “In a sense, yes. Myability to control undead is similar to your unconquerabledomination of the wills of men; it has no range. I have atrusted ally in Lamordia who takes dictation from one ofmy minor undead, a zombie, well preserved to allow itspeech. I think the words that I wish to say to the zombie,and my ally writes down every word.”

Merilee could predict his response to this. “You aretoo trusting. Does not this ally know too much of you? Ishe not in a position of great power?” The situation musthave maddened Aubrecker, Merilee knew. Here was anaction that made no sense from what he knew of Merilee,and his usual recourse—prying open the mind of a personand sifting through—was not possible. Thank goodnessfor little secrets.

“My ally is trustworthy,35 and would have little togain by exposing me. He gains experience, wisdom, even

Merilee has even claimed that it was an article written by

LaMark that brought Dr. Van Richten close to her, so that shecould slay Claudia DeShanes for her knowledge of psionics. Asa side note, Merilee writes the name almost exclusively with thefirst name as an initial. This is a throwback to her invention ofthe name, which stands for “The Last Markuza.” Merilee hasused this self-appointed title only rarely, and those who haveheard it (and lived) have wondered if she truly is the last of herfamily name, or whether she merely suspects it, or whether thisis a reference to her immortal nature. Only Merilee reallyknows.35 Her “ally” is more than trustworthy, being some of Adam’sformer children, the flesh golems of Lamordia. These freaks ofunnature have taken Merilee in as a teacher and mentor, for shecan teach them something of mortality. She offers them eyes tothe outside world, skills such as writing, agriculture, andbrewing, and has helped them to build a facade as monks, livingin an abandoned monastery. The “monks” fish, grow gardens,brew beer, make clothes, and have entered into exchange withthe Lamordians, under Merilee’s careful tutelage.

Merchants deliver food at times, including dried fruits,meats, cheeses, and vegetables. These are either eaten by theflesh golems who require sustenance, fermented into wines andpoisons by Merilee (or by flesh golems trained by her), or fed toprisoners who await conversion into flesh golems. Rarerdeliveries include cloth, salt, blank books, letters ofcorrespondence from various sources, gunpowder, guns, holywater, and whatever else Merilee has arranged for. The sailorsand merchants have strict instructions not to look in the boxes,for the “monks” would be offended.

Naturally, Merilee exploits the golems’ desire to becomehuman, using them for her own purposes. A few of them realizethis on a certain level, but they consider her their best chance of

some notoriety as an acquaintance of LaMark. Hedepends upon his share of our acquisitions as much as Ido. In fact, I have another proposal for you.”

“Really?”“I would like help with a second alias, one with

which I can have a more intimate correspondence withyou. Contacting me through LaMark requires so muchimplied meaning in the correspondence, as you know.With a second alias, I might be able to pass on moredirect information, even some suggestions andspeculations about your current condition.”

The silence was a little long; now it was Merilee’sturn to worry. Alexis’ face was just a mask, neverrevealing Aubrecker’s thoughts. Without a face to lookat, she had no way of telling if she had made the Brainangry or excited. Assuming she had his attention eitherway, she forged ahead.

“My associate has already penned an essay on howsensory deprivation can cause a person’s brain to developextraordinary qualities. With the nature of most scholarlyjournals, however, we have nobody to share the essaywith.”

More silence. Merilee knew she was on shakyground, so she threw out her bait.

“I’ve also prepared another essay from my longassociation with the, shall we say, lord of the Isle ofLament. It’s on the creation of so-called ‘flesh golems.’Were you aware of the importance of the brain as aningredient? Many times the golem retains all thememories and mental stamina of the person whose brainwas used. I’d like to discuss the possibilities withsomebody, but again, the literary journals just don’t havewho I’m looking for.” She knew this would grab him.

“And the price for this information?”“All that is required to establish this correspondence

is to create an alias whereby we can exchange theinformation. It’s already been written under the name ofHerr Fritz Zeitenhab. If you would be so kind as to beginpetitioning the library of Leidenheim to begin forwardingthose messages to you, I can begin building that alias inLamordia.”

This time she was sure the silence was on her side.She sat back and took a long drink while letting himthink.

The response was simple. “You give much, yet asklittle. What little you have is quickly magnified by yourexploitation of its values, and then combined with othertrifles in like fashion. Yet you have managed to buildquite a life around this.”

Merilee smiled, her teeth sparkling red in the firelightas Gest refilled her drink. “It’s a gift, my dear Baron.Truly a gift.”

understanding humanity. They may never realize that it isimpossible to learn humanity from the inhuman.

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N N N

Merilee Markuza178-year old Mature Vampire, Neutral EvilArmor Class 1 Str 5Movement 6 Dex 15Level/Hit Dice 4+3 Con5Hit Points 18 Int 19THAC0 15 Wis 19No. of Attacks 1 Cha17Damage/Attack 1d3+level drainSpecial Attacks Charm, level drain, poison,

undead controlSpecial Defenses +1 or better to hit, undead

immunities, high Int and WisSpecial Vulnerabilities As vampire (see below)Magic Resistance 5%

LanguagesBalok, Darkonian, Dementlieur, Mordentish, AnsalonianCommon, Nova Vaasan, Valachani, a few others at theDungeon Master’s discretion.

EquipmentBelow are standard contents for a small doll (usually asoft rag doll, sometimes wood) or a large doll (usuallywood and cloth, sometimes ceramic). Merilee uses thesedolls to conceal whatever would be “out of character” foran innocent little girl. In addition to the following, theremay be things she is carrying to help her currentendeavor.

v Small Doll: 1-2 poisoned darts, small vial of poison,2d4 gp.

v Large Doll: All of the above, plus one of thefollowing: 10 charges of gunpowder, small firearm,1d4 vials of poison, signal mirror, map/document.

Merilee has most of the standard vampire drawbacksfor a vampire of her age; she is not repelled by garlic, butholy symbols, consecrated ground and mirrors repel hernormally, while sunlight, holy water, and running waterall damage her. A stake through the heart only requires a13 Strength from the wielder, due to her slight build, butthe roll must hit AC -2 because her heart is so small. Seethe footnotes for small alterations and roleplaying noteson her charm, immunity to sunlight, sleepingrequirements, and other aspects of her nature.

Further information on Merilee Markuza can be found inthe RAVENLOFT accessory Darklords.

N

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CARNAGAN WOLFEA Wolf Without a Pack

by Mark [email protected]

BIOGRAPHYometimes, when punishment reaches out toclaim the guilty, an innocent is caught inits grip.

AppearanceCarnagan is a unassuming young man who has just turnedthirty. Yet, because of his lycanthropic blood, he onlyappears to be about 23. He stands about 5’10” with aslightly athletic build. His unruly hair is dark black andcut short. His face often has a pensive expression, but ifaround friends or a person he is attracted to, a slight smilewill always touch his lips. He constantly has thebeginnings of a mustache and goatee, but they never seemto grow, leaving him with a scruffy look. Many peoplehave assumed that this unassuming figure is helpless, andmore than one opponent can attest that Carnagan is muchstronger than he looks.

Carnagan’s eyes are soft brown and shine withintelligence. Yet, an observant onlooker may see that analmost sorrowful envy flashes in his eyes when he looksupon a sense of a family enjoying each others’ company,or a pair of lovers being reunited. He will only becomeangry if he sees an injustice occurring. He is unable tostand by as a neutral party if someone is beingdiscriminated against. He ignores class, race and othersocial restrictions, the only things that he has a hatred forare undead and werewolves that prey on innocents.

No part of Carnagan’s body carries a scar. He healsmuch too quickly for them to form. Yet, Carnagan doescarry signs of his true nature. He has thick, bushyeyebrows that join over the bridge of his nose. His indexand middle fingers are both of equal lengths. Finally, athin layer of fine black hair covers the palms of his hands.He covers this with black gloves, but always has aimaginative excuse ready, should anyone ever questionhim about this feature.

Generally, Wolfe wears loose, comfortable clothing.He wears a simple shirt, a small vest and a pair of

trousers. They are generally dark, somber colors, as hedisregards style and it is impractical to sneak up onsomething while wearing bright colors. If he transformsinto his hybrid aspect in these clothes, they will tear alittle, but most of the damage will be minor.

In combat, Carnagan wears a set of leather armorrigged to fall apart should he transform while wearing it.He wears a special belt around his waist at all times. Thebelt has a loop to hold his sword, Harbinger, two holstersfor his snaplock pistols, and many small pouches to holdhis ammunition, smokepowder charges, and other goodsneeded for hunting undead, such as holy water, garlic, etc.

When Carnagan enters his hybrid form, he stands6’5” tall and becomes extremely muscular. His body iscovered in thick black fur and inch-long claws replace hisfingernails. The only part of his body that does notchange is his eyes. They remain human, a symbol that heis still in control.

In wolf aspect, Carnagan is identical to a dire wolf.As in his hybrid form, he is covered in black fur and hiseyes remain human.

Carnagan Wolfe7th-Level Thief (Monster Hunter)Mountain Loup-Garou, Chaotic Good

S

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Armor Class 6 (5) Str 17 (19)Movement 12 (15) Dex 18 (16)Level/Hit Dice 7 Con14Hit Points 36 Int 16THAC0 16 Wis 18No. of Attacks 1 Cha10 (0)Damage/Attacks By weapon (2d4/1d6/1d6)Special Attacks SurpriseSpecial Defenses Gold or +1 or better

weapons needed to hit, healswhen he transforms.

Special Weaknesses Wolfsbane, gold, alcohol.Thief Abilities PP 55% OL 55% F/RT 20%

HS 55% MS 55% DN 15%CW 60% RL 5%

Dietary Requirement 35Weapon Proficiencies: Snaplock pistol, Long sword,

DaggerNonweapon Proficiencies: Tracking, Reading/Writing,

Carpentry, Weaponsmithing, Survival,Transformation*(2/2), Mark of the Beast* (3/3),Power of the Blood* (2/2), Damage Healing* (1/1),Allergen Alcohol* (1/1), Damage Immunity +2*(4/4)

Languages: Dementlieur/Mordentish, Balok

Notes: Scores in parentheses are for Carnagan in hybrid or wolf aspect.Proficiencies marked with an asterisk (*) are found in the Beasts atHeart rules in The Book of Souls. More information on the MonsterHunter Kit may be found in the Champions of the Mists accessory.

BackgroundCarnagan Wolfe’s parents hailed from the distant worldof Toril. They were loup-garou, and the Mists ofRavenloft embraced them after they had completed theslaughter of the residents of a small farm.

Carnagan was born soon afterward, and was the onlypup in the litter who was born in his human aspect. Thistwist of fate saved Carnagan’s life, as his parents hadattracted the attention of some experienced hunters.

A party of adventurers, lead by the famous Dr.Rudolph van Richten, found the werebeasts cave andslaughtered the parents and the newborns. Just as theywere about to leave, a tiny wail pieced the silence. Ananchorite of Ezra named Lian found a young infantbehind a rock. Assuming that the creatures had intendedto use the child as a snack for their newborns, Liandecided to adopted him. The child had no wounds, sochecking him for lycanthropy was thought unnecessary.

At the Temple of Ezra in Port-a-Lucine, the otheranchorites agreed to take in the child. At the namingceremony, Lian named the infant Carnagan Wolfe. Hethought the last name would serve as a reminder to thedebt that the child owed Ezra.

In the loving environment of the temple, Carnaganreceived a good education. The anchorites spoiled him,as the young rapscallion was a nice break from the usuallysolemn life of a keeper of the faith.

Carnagan was an energetic child. His imaginationran wild, as he pretended to hunt dragons and savedamsels while running between the legs of many of thefaithful.

Carnagan was unable to grasp the concept of theanchorite’s studied neutrality. It made no sense to himthat they should balance their emotions and motivationsuntil some unseen power revealed her mystical secrets.

The local gendarmes brought the young child back tothe temple more than once. Carnagan seemed to enjoythe idea of taking from the rich and giving to the poor.These occasions became fewer and fewer as he grew, notbecause he was mending his ways, but because he wasgetting better at avoiding getting caught.

Eventually, the anchorites decided that the priesthoodwas not meant for Carnagan. So, pulling in a few favors,they got the boy a apprenticeship at a carpenter and aweaponsmith.

Unfortunately, Carnagan would only receive a yearof education at each, as he soon gave away some of thecraftsman’s goods out of the kindness of his heart, andwas fired. Helping people seemed to be more inCarnagan’s nature than being a merchant.

A month after Carnagan’s fourteenth birthday, hefound one of his friends lying dead in an alley. She hadbeen completely drained of blood. A week after thefuneral, he saw her again.

Following her to a graveyard, Carnagan tried to askher what had happened. Instead of answering, she leapt athim, fangs bared, thirsting for his blood. As he stood,frozen with horror, the corrupt night creature tried to bitehim.

Revulsion, fear, pity and hatred welled up inside him.He saw the creature in front of him as a horrible parodyof his friend. The kindness that had marked herpersonality was gone and her darker side had beenenhanced. As these negative feelings overwhelmedCarnagan, he blacked out.

Upon coming to, Carnagan was horrified to find thevampire had been torn to pieces and spread out over thegraveyard. Even more horrific, the pieces that were leftappeared to have been chewed.

Gathering up his tattered clothing, the terrified boyran to Lian. Grimly, his adoptive father performed therite to detect a lycanthrope. The indication showed thatnot only was Carnagan a werebeast, he was a truelycanthrope. He could never be free of the DreadDisease.

Lian was unable to kill his ward. Carnagan fled intothe night, unable to stay in the temple any longer. Alone

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in the world, he traveled the Core, looking for a place tocall home. Eventually, he found Verbrek.

Verbrek was a place where his lycanthropic kindruled the wilds. Carnagan decided that he might be ableto find a life for himself there.

Carnagan was welcomed by the werewolf clans ofVerbrek with open arms. He was required to speak withtheir high priest, one Alfred Timothy, but after merelytelling his story, Timothy allowed Carnagan a place in thecommunity.

Carnagan felt like a lost child who had come home.The other lycanthropes spent time with him, teaching himhow to control his changes. Eventually, he even masteredthe art of transformation so completely that he was able toeffect only partial changes.

To support himself, Carnagan plied his knowledge ofcarpentry and taught the children of the village to read.Being intelligent, strong and self-sufficient, he soonbecame the one of the most desirable bachelors in thevillage. Even so, Carnagan had enough trouble withhuman women, and wasn’t really interested in pursuing arelation with the aggressive she-wolves that were showinginterest.

Unfortunately, during the first meeting that he wentto at the Circle, Carnagan’s world was once againdestroyed.

At the meeting, it was decided that since Carnagancould shape wood, they didn’t need the human carpenter,Yurgi Branktoff. Yurgi was brought before the council,stripped of all his clothing and told that he had half anhour to make it to the border.

Yurgi wasn’t even halfway there when thewerewolves caught him.

Carnagan was horrified. The people with whom helived murdered innocent humans as if they were cattle.At this time, Carnagan took to hunting his own food. Ifhe didn’t catch it himself, he refused to eat it.

Years passed, and as Carnagan was approaching theage of 23, he was caught in aiding a human to escape the“Game.” He had been doing this for some time, as heperfected his control and tried to better the humans wayof life in Verbrek.

Carnagan was dragged before Alfred Timothy. TheHigh Priest of the Wolf God was outraged that Carnaganwould consider aiding prey in escaping the hunters.

He said, “Until you accept what you are, you shallnever feel as though you belong!”

A long sword was brought out and Timothyenchanted it. He bound it to Carnagan’s soul, so that noother could use it. Then, he laid down a curse. As longas the moon ran through its phases, Carnagan would haveto kill one creature each month. If he did not, the swordwould cut away at his self control, until he becamenothing more than the beast he attempted to control. Yet,even as he fought to maintain his humanity, the sword’s

bloodlust would never let him feel like he belongedanywhere. Once Carnagan embraced his heritage, hewould be allowed to return to Verbrek.

Almost as an afterthought, Timothy added the clausethat the sword could not be used to hurt werewolves. Anyother lycanthrope was fine, but not werewolves.

With that, Carnagan was exiled from Verbrek. Onceagain, he was alone.

Current SketchFortunately, Carnagan has found a loophole in Timothy’scruel curse: the sword is equally sated by the living or theundead. By slaying at least one soulless, undead creaturea month, Carnagan has been able to avoid taking innocentlives.

Carnagan has spent the past few years as a completeoutcast. As a result, he is shy and quiet. Unless he hassomething important to say, he will just stand by andlisten. While he truly wishes to belong, the curse placedon him always prevents him from being himself. Insituations where he must be social with a large number ofpeople he does not know, he becomes nauseous and has aconstant doubt about his being there. Also, he has foundthat he is allergic to alcohol. If he drinks it, he becomesviolently ill.

Around women he finds attractive, Carnaganbecomes tongue-tied and nervous. He speaks in short,one-word sentences and tries to find excuses to get away.If the person works with him for a bit, or he is forced tohave a lengthy conversation, Carnagan is capable ofworking past this shyness. Currently, he has moved toMordentshire and is trying to work up the nerve to woo acertain woman he has seen around town. Unfortunately,he doesn’t even know her name, and unless she makes thefirst move or meets him on an adventure, it seemsunlikely that Carnagan will even do anything more thansmile and nod at her as she walks by.

At no time will Carnagan admit to being a loup-garou. If talking to another infected lycanthrope and heneeds to show that he has control, he will transform.Also, if confronted with undeniable proof of his truenature, he will admit the truth and then react according tohow the characters handle the situation. He will not killthem to silence them, and will answer all questionstruthfully.

Carnagan moved to Mordentshire for two reasons.The first is the fact that it suffers no lack of the undead inthe area around Gryphon Hill. The second is his hope toconvince the young Weathermay-Foxgrove sisters toallow him to make use of Van Richten’s massive library.So far, Gennifer has been always busy and Carnagan hasonly dealt with Laurie. This doesn’t seem to be aproblem, and while he can make small talk with her, he

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can’t seem to become calm enough to ask if he can usethe library.

Should Carnagan be given a chance to help someonewho has lycanthropy, he will quickly finish his currenthunt and aid them in finding the bloodline’s progenitor.Should the cure not work, he will even offer to inductthem into his “pack” and teach them to control theirlycanthropy.

Finally, Carnagan realizes that the reason he feelslike an outcast is because of the curse. If he stops killingundead he will finally feel like he fits in. Unfortunately,he also realizes that if he does this, he will lose control ofthe beast within. So far, he feels that being an outcast isbetter than being a murderer.

CombatDuring combat, Carnagan usually uses his long sword,Harbinger. Harbinger is a long sword +1, +3 vs. undead.As Harbinger is bound to Carnagan through anunbreakable bond, no one else can wield it in battle.Also, if Carnagan concentrates and says the phrase“Harbinger, come” the sword will appear in a free hand.If the blade is in danger of hitting Carnagan, it becomesincorporeal.

In any month that Carnagan does not slay a creature,including the undead, his Wisdom score will drop by 1point and his Charisma will rise by 1. After one month,he is able to succumb to bloodlust, though with a +4 tohis saving throw. Every month after, the saving throwbonus diminishes, until finally he loses complete controlof himself in the fifth month. If he goes six monthswithout purposefully killing any creatures on purpose (anaccident does not count), then he will become chaotic eviland return to Verbrek to claim his place in theircommunity. Whenever he does kill an (undead) creaturebefore the sixth month, he gains 1 point of Wisdom andloses one point of Charisma. When his Wisdom is onceagain 18, he regains control of himself and is once againimmune to the bloodlust.

When fighting werewolves, Carnagan uses twosnaplock pistols in his belt. If he knows what creature heis going up against, he loads them with the properammunition (silver bullets, golden bullets, iron bullets,etc.). If not, he will load them with regular bullets. Eachshot inflicts 1d8 points of damage; if the roll comes up 8,reroll and add the results. The pistols carry only onebullet each and take a turn to reload. At no time myCarnagan use Harbinger to cause damage to anotherwerewolf. The blade will pass completely through thetarget.

Carnagan can only be hurt by golden weapons orthose with a +1 or better enchantment. All woundscaused by normal weapons heal as fast as they are made ifhe is in his hybrid or wolf form. In human form, though,

the wounds are cosmetic and fade in one hour. He haseven discovered that he is immune to falls, poisons, anddrowning.

In wolf or hybrid aspect, Carnagan will only use histeeth or claws against opponents that cannot catchlycanthropy (the undead, magical constructs, shamblingmounds, etc.). Otherwise, he will only transform to runfor cover or to heal damage.

Whenever Wolfe transforms, he heals 1d6x10% ofany damage that he has suffered since his lasttransformation.

Against undead, Wolfe gains a +2 onus on allproficiency and ability checks. Also, he gains a +2 on alldamage rolls against these unnatural creatures.Conversely, undead gain a +2 bonus on initiative againstWolfe.

Carnagan is allergic to alcohol. If ingested, it willmake him violently ill for 1d6 days. Concentratedalcohol, such as in meeklebrau, burns his skin for 1d4damage.

As a result of his heritage Carnagan is immune to allother forms of lycanthropy. If Carnagan makes a fear orhorror check prompted by witnessing a lycanthropetransform or attack, then the only result of his failure isthat he is surprised for one round. He has transformedenough times for it not to shock him if someone else doesit.

Around other people, Carnagan has a 5% cumulativechance to sense if someone is a werewolf. If he sensesthat someone is, he will quietly confront that person. Ifthey wish to be cured, he will aid them in their quest.

If the cure fails, Carnagan may offer to teach theperson to control the beast. If they accept, he stays withthem until they are triggered into transforming. Then hetransforms into his hybrid aspect and fights them. Whenhe has established dominance, they must spend a periodof time with him. For every year they spend with him,they gain 1 point to their Wisdom score. When they havereached a score of 18, they are immune to the bloodlust.The only requirement Carnagan insists upon before hetakes on a protégé is that the person must be of a goodalignment and must spend some time adventuring withhim. For Carnagan to trust them enough to teach them,then they must go with him on his hunts.

Adventure Hooksv A dying anchorite named Lian ask the heroes to find

his adopted son. The priest offers only Carnagan’sname, a sealed letter to give him, and a few rumors ofwhere the man might be. The heroes will be workingunder a time limit, hoping to find Carnagan beforeLian passes away. If they find Carnagan, the heroeshave to convince him to see his adoptive father.

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Carnagan will be wary of going, as he falsely feelsthat he is nothing but a monster in Lian’s eyes.

If the heroes get Carnagan to Lian’s deathbed intime, the old man begs his son’s forgiveness.Carnagan says that he never blamed him foranything. Lian then dies. After Lian breathes hislast, Carnagan lets out a howl of sorrow that isechoed by all wolves within one mile. The heroesmust then decide how to approach this sudden turn ofevents.

If Lian has already died, Carnagan asks theheroes to escort him the grave. There, he lets out thegrieving howl, which is echoed by all wolves withinone mile. The heroes then find themselves in adifficult situation, as Carnagan is obviously nothuman.

v One of the party members is grabbed by a mob ofangry villagers. They accuse him or her of being awerewolf and decide to burn the hero at the stake assoon as possible. If the other party members try tofree their friend, Carnagan will show up and helpthem in the middle of the rescue attempt. If they arecontent to sit back and watch their comrade burn,then Carnagan will show up at the last possiblesecond and save the intended victim. He will explainto the heroes that the village has recently beenterrorized by a vampire disguising its killing as thoseof a wild beast. He asks if they will help him huntdown and destroy the creature.

If Carnagan agrees with the way that the heroeshandle themselves during this adventure, he may staywith them for a time after.

At no time will Carnagan actually hurt a villager.He understands that they are merely frightened andare not thinking clearly.

v If one of the player characters has been infected withlycanthropy, Carnagan approaches him or her andoffers to help them gain a cure. He does know thecure, but the main problem is finding the bloodline’sprogenitor. If the cure attempt fails, Wolfe may offerto teach them to control the beast through the methoddescribed above.

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THE EFFIGY OF

IVAN SZIMINA Burning Desire for Vengeance

by Stuart [email protected]

BIOGRAPHYn occupied Gundarak, the natives live ahard life. Many would say that CountStrahd has only replaced the monstrousDuke Gundar with new monsters of hisown making, in the shape of the boyarsand burgomeisters that rule with apparent

impunity. The Gundarakite peoples’ growing faith in theMorning-lord is one of the few comforts they have cometo enjoy.

The death of Ivan Szimin, then, is a double blow tothe Gundarakites. Not only has one of their monstersbecome truly monstrous, but also he holds in his handsthe destruction of the faith that maintains their hope.

AppearanceThe effigy of Ivan Szimin is a ramshackle construction ofwood, with no apparent craftsmanship or care in itsdesign or construction. Standing almost eight feet tall,the figure is only vaguely recognizable as a human form.

The pieces of the golem are taken from a widevariety of sources, most of them found on any averagefarm. The torso is an upended wooden water trough, itscorners filled with rotting farm refuse. Holes have beensmashed in the rotting wood of the trough to attach thearms and legs, made of old fence-posts, spokes from cart-wheels, and planks from old furniture. The pieces of thelimbs are nailed together, forming more joints than anynormal arm or leg should have. The effigy’s feet are anupended bucket and a chopping block. The right hand isa rusty metal head of a pitchfork, while the left is a forkedtree branch.

The head is a small crate resting upside-down atop ashort wooden post. The crate is not nailed or attached tothe post in any way, allowing it to twist and pivot as

The Effigy of Ivan SziminWood Golem, Neutral EvilArmor Class 6 Str 19Movement 9 Dex 18Level/Hit Dice 8 Con20Hit Points 48 Int 13THAC0 12 Wis 2Morale 20 Cha3No. of Attacks 2 XP 6,000Damage/Attack 2d6/2d6Special Attacks Fire damage (see below),

produce flameSpecial Defenses +1 or better magical

weapons to hit; immune topoison, disease; immune tomind- and life-affecting magic;immune to fire

Special Vulnerabilities WaterMagic Resistance Nil

the golem moves. A single black knothole on one side ofthe crate serves as the golem’s only eye.

A medallion rests on the torso of the golem, hangingfrom a thick gold chain that runs around its neck. Themedallion is imprinted with the seal of Von Zarovich, andis the chain of office for all boyars and burgomeisters inBarovia.

Few people get to see the creation in its inert form.When incensed, the effigy of Ivan Szimin becomesengulfed in flames, which reach up to five feet above thefigure’s head at their most intense. The only parts of thegolem which never burn are the metal pitchfork whichserves as its right hand, and the black knothole that thecreation sees through. Even in the most intense infernos,the single black eye can always be seen peering throughthe flames at its victim.

I

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BackgroundIvan Szimin was just one of many corrupt boyars in theformer Gundarak. Known for his fierce temper, Ivan is agraying, middle-aged man. His left eye remainspermanently closed, lost to disease in his younger years.Like most Barovians he despises Gundarakites.

With little or no guidance from above, and almostcomplete autonomy, Ivan quickly learned manyinteresting ways in which to exploit the Gundarakites forhis own benefit. While most corrupt officials areclandestine about their wealth, Ivan was a showoff,proudly displaying to visitors the latest trinkets he hadimported from the wealthy western lands of Dementlieuand Richemulot.

It was only a matter of time before some of hisvictims, guided by a young rebel eager to create unrestagainst the Barovian rulers, took action against him.

Ardonk Szerieza is barely old enough to rememberlife before the Barovian invasion of Gundarak, but he isutterly convinced that his people were better off underDuke Gundar than they are under Von Zarovich’s boyars.Over recent years, the young man has been inciting actionamong the Gundarakites, from petty resistance todestruction of Barovian property. He is slowly andcarefully building a loyal band of followers, but often theimpetuous rebel acts alone, and with devastating effect.

It was inevitable that Ivan Szimin would eventuallycome to Ardonk’s attention. When Ivan increased theland tax by 50%, but excluded the few Barovian farmerson his lands, Ardonk decided to take action. That night,he found three Gundarakite farmers drowning theirsorrows in illegally brewed potato-ale.

Ardonk listened to the men for an hour, becomingincreasingly incensed at how easily the downtroddenfarmers had resigned themselves to another winter of nearstarvation at the hands of their boyar. He found it almostimpossible to grasp the Gundarakite tendency to acceptoppression and hardship without resistance, and wasdetermined that he would show these men that they couldtake action.

By the time Ardonk introduced himself the farmerswere well and truly intoxicated by the potato-ale, andArdonk’s persuasive arguments soon drove them toaction. The plan was simple; they would construct awooden effigy of Ivan, and burn it outside his manor.Believing that Ivan was in Teufeldorf for a dinner withsome Barovian associates, Ardonk also planned to stealsomething of the boyar’s to place on the effigy, to ensurethat Ivan understood the message.

While the farmers began piecing together the effigyfrom pieces of wood around their farms, Ardonk left tobreak into the boyar’s home. Unfortunately for Ardonk,Ivan had not made it to Teufeldorf that fateful night, dueto a stomach illness. Instead, Ivan was answering some

correspondence from friends in Vallaki, while sipping onhis tuika. When he heard a noise downstairs, he pickedup an ornate silver letter-opener from his desk and wentto investigate.

When Ivan saw the young Gundarakite lifting thegold medallion from its stand, he was enraged. That afilthy Gundarakite child would dare steal from him wasunbelievable! Waving his silver letter-openerthreateningly, Ivan roared at Ardonk, demanding that heleave immediately.

Ardonk, unfortunately, didn’t understand Balok, thelanguage of the Barovians. But he did hear the word“Gundarakite” spoken with venom, and saw Ivanwielding a weapon. He began to reach for his dagger,fumbling at the back of his belt. At the same time, he spatback accusations in his own language, Luktar.

As the shouting match grew fiercer, Ardonkcontinued to search for his dagger. Neither manunderstanding the words of the other, they each sworethat the other’s people would soon pay for their mistakes.Forced back into a corner, and with the letter openerpointed directly at his eyes, Ardonk plunged his daggerinto the stomach of Ivan Szimin, picked up the medallion,and fled the boyar’s manor.

The three farmers had brought the effigy by cart tothe road near Ivan’s grounds. They could see Ivan’shome, and waited nervously for Ardonk to return. Whenhe did, they acted quickly. Ardonk flung the medallionover the head of the monstrosity, while the still-intoxicated farmers set alight the oil-soaked wood.

For a moment the farmers stood and watched theinferno. Despite being drunk, the experience was acathartic one. Hatred for the Barovian boyars had beenbuilding in the men for more than 15 years, with nooutlet. For just a moment, as they watched the flamesleap around the ramshackle structure, they were able totruly believe that they were watching Ivan Szimin burnfor his sins.

Ardonk, with his head grounded firmly in reality,soon ushered them away from the burning cart.

Meanwhile, Ivan Szimin struggled to his window,desperate for one last look at his assailant. Holding onehand to his wound to stem the flow of blood, he used theother to pull his head up to the window. There, he sawthe night lit up by a bonfire. No, not a bonfire—aburning statue, which appeared to be looking directly athim through a black knothole in the wooden head. As hecaught a glimpse of gold on the torso of the construction,realization dawned upon him.

Filled with a rage and hatred of Gundarakites like hehad never known before, Ivan’s last moments were spentstaring into the eye of the effigy.

Stepan, one of the farmers, turned back not 50 yardsfrom the blaze, hearing the neighing of his horse which hehad left tethered to the cart. Cursing his slow head and

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the potato-ale, he returned to untie the animal. As he didso, his eyes were drawn the towering inferno that they hadcreated. As he looked up, a loud pop came from thewood, and the whole structure moved slightly, settling asit burned. The movement started the crate representingthe head rocking on its “neck.” Stepan stared as the fierycrate slowly spun on the post, the black knothole slowlycoming into view.

The crate stopped, the single, unblinking eye of theeffigy staring directly at Stepan through the flames.

A horrible realization settled on Stepan, making himdrop the reins of his horse, and fall to the ground,kneeling in front of the figure. Though the heat wasblistering his cheeks, prayers rushed through his head. Ashe watched the flaming effigy begin to move, and slowlystep down from the back of the cart, he could think ofonly one thing to say.

“Forgive me, Morninglord!”

Current SketchSince the day that boyar Ivan Szimin was murdered in hishome near Teufeldorf, and the farmer Stepan Klizera wasfound outside the boyar’s residence, nearly burnt to acrisp, rumors of strange events have been circulatingamong the people of the occupied Gundarak. Two of thefarmhouses near Ivan’s residence mysteriously burned tothe ground in the weeks after the boyar’s death.Unexplained fires have started in the oddest of places,and in more than one case the residents were burnedalive.

This is the work of the effigy of Ivan Szimin. Afterdisposing of the remaining two farmers that helpedArdonk Szimin, the golem has begun wandering the landsof Barovia in search of other rebellious Gundarakites. Inparticular, it is searching for Ardonk Szerieza, or anyoneworking with or for him.

The conspicuous nature of the effigy means that mostof its movements must be at night. Generally, it will seeka hiding place during the night and then spend severaldays or more observing the locals, looking for those itconsiders guilty of treason against Lord Strahd, or thelocal boyars and burgomeisters.

As the effigy’s spying must be done from a distance,its methods of detecting those guilty of rebellion are verybroad. Often, the judgment is made simply on thecomings and goings of local Gundarakites, and whetherother known rebels are in regular contact with theindividual. The golem has even refrained from killingsome known members of Ardonk’s rebels, using them tolead it to other offenders.

Of course, these methods are not perfect, and morethan one innocent Gundarakite (and even someBarovians) have been mistakenly murdered by the golem.The effigy is unaware of this, however, simply believing

that it is successfully eradicating the guilty members ofthe populace.

In addition to the cruel deaths of Gundarakite rebels,the effigy of Ivan Szimin is inflicting a more spiritual, andin some ways more destructive, punishment on theoppressed people of Barovia. Few have seen the flamingeffigy, and those that have lived to tell the tale haveusually only seen it from a great distance, the fiery figurewalking away from a scene of destruction. Those few tellvivid stories of the glowing skin and the flames that leaptfrom the head of the being.

The many Gundarakites who have joined theChildren of the Morninglord are struggling to know whatto make of this situation. Some are excited that theMorninglord has finally arrived to free them fromtyranny, but most, associating the death of friends withthe Morninglord’s appearance, fear that they are beingpunished. In many areas where faith in the Morninglordhad been strong, confusion now reigns as the peoplestruggle to reconcile their belief that the Morninglord willsave them, with the apparent wrath being visited upontheir people.

In a land where faith is one of the few comforts manypeople have, this confusion is making the people verydisillusioned indeed. For the Gundarakite people, itseems that oppression is a state that they must continue tobear.

PersonalityThe effigy of Ivan Szimin was born of hatred, and as aresult is rarely capable of any other emotion. It is not,however, an indiscriminate source of violence and deathin Barovia. The creature’s hate is directed only at thegrowing band of rebellious Gundarakites that dare to actagainst the Barovians.

The golem is surprisingly patient when determiningexactly who its next victim should be. It will sometimeswatch from a forest for days attempting to identifywhether a Gundarakite is deserving of its justice. Oncethat decision is made, however, nothing will prevent thegolem from tracking down its victim.

CombatThe effigy’s true ferocity is revealed in combat. On thefirst round of combat with the golem, its wooden framebegins to smolder. In the second round, flames will beginto lick at the wooden torso, and start spreading over therest of the figure. During this time, anyone hit by Ivansuffers an extra 1d2 points of fire damage. By the thirdround, the entire figure will be consumed by fire, makingit difficult to even come close to the golem. Those hit bythe golem once it has reached this stage take an extra 1d4points of fire damage on top of the normal 2d6 damage

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per attack. In addition, anyone in melee combat with thecreature suffers 1d4 points of damage per round from theintense heat of the flames.

Of course, a side effect of the golem’s inferno is thatalmost any nearby flammable material will catch on firewhen the golem burns. If the battle is inside a woodenbuilding, it is almost certain that the structure will soon beburning rapidly. Similarly, if the victims of the golem’sattacks are wearing anything flammable, it is quitepossible they will continue to sustain fire damage in laterrounds (as determined by the Dungeon Master).

The effigy’s fire can be maintained for 10 rounds(including the round in which it smolders), after which theautomaton cannot restart the flames for one hour. Overthis time, the golem gradually changes from being a blackand charred back into its original wooden form.

The effigy can also produce flame similar to thepriest spell of the same name. Rather than create theflame in its hand, however, the golem is able to start theflame anywhere within a range of 30 feet. The flame canonly be created where combustible material exists. Afavorite tactic of the golem is to start a fire within theresidence of its latest target, creating a distraction whilethe creature enters the building. The effigy can use thisability up to three times per day.

The effigy moves slowly for such a large structure,due to the haphazard way in which its limbs wereconstructed. As a result, it is generally poor at chasingvictims down. Instead, the golem will usually try to trapits victims inside a burning structure, using its produceflame ability. Frequently, it will lure victims to a buildingby starting a fire, hoping that its target will come to putout the blaze.

Due to the poor construction of the golem, it can bedamaged by weapons of +1 or greater enchantment, ratherthan the +2 weapons required to damage most RAVENLOFT

golems. It is immune to all forms of fire, magical orotherwise. Like all other golems, it is unaffected bytoxins or disease, and is immune to all mind-affecting orlife-affecting magic.

When the effigy is burning, its greatest weakness iswater. Dousing the figure with a bucket of water willinflict 1d8 points of damage. To do this, the attackermust be within 15 feet of the golem, and must make a hitroll against Ivan’s normal AC. If the attacker entersmelee range, the hit roll is made against AC 10, but theaccompanying damage from the fire is taken.

If, somehow, the golem is completely submergedduring one of its infernos, it immediately suffers 6d8damage and is rendered immobile for 2d6 rounds. Duringthis time, the golem’s normal invulnerability to non-magical weapons is removed. Achieving this can bedifficult, however, as the golem actively avoids using itsinferno ability when near obvious water sources (such asrivers or lakes).

Zeitgeber: The effigy of Ivan Szimin is renderedimmobile by the sight of either a burning effigy, or a largebonfire. On seeing such a fire, the golem will stop andstare for 2d6 rounds, just as Ivan Szimin did in his lastmoments looking from his manor window. During thistime, it will not react to any provocation. To work, thebonfire must be purpose-built, and must be in an openspace. That is, a burning tree or a burning cart will notsuffice. The bonfire must be at least six feet tall, andmust be burning strongly to have any effect.

Adventure Ideasv The heroes are duped into being part of one of

Ardonk’s acts of rebellion. (Or possibly they are awilling participant!) In the weeks following theevent, the heroes are followed by a strange series offiery accidents, in which some recent acquaintancesare killed. The effigy is using the heroes as a sourcesof new suspected rebels, and is taking revenge onthem. Very soon, the effigy will stop using theheroes and will take out its revenge on thempersonally.

v A boyar on the outskirts of Zeidenburg is killed in ahouse fire. Rumors in the town suggest that a fieryfigure, probably the Morninglord, was seen in thestructure as it burned. The heroes are employed byZeidenburg’s burgomeister to investigate theserumors. While delving into the boyar’s affairs, theybegin to discover he was working with ArdonkSzerieza in a plot to assassinate the burgomeister.Do they reveal the information to the oppressivemayor and search for the rebels (discovering that theeffigy is beating them to the crunch in most cases)?Or do they decide to assist the rebels, and have toface the effigy of Ivan Szimin as it attempts to stoptheir assassination attempt?

v A priest of the Children of the Morninglord in asmall village asks the heroes to investigate reports ofthe Morninglord’s appearance. In uncovering theconnection between the victims, the heroes learn ofthe effigy’s medallion of office. An angryconfrontation begins as the cult members startblaming Strahd’s officials for the deaths, threateningto plunge the small town into a bloody battle betweenthe Barovians and the Gundarakites. The heroesmust uncover the true cause of the deaths to placatethe townspeople before blood is spilled.

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INESKO KROLOVMind Over Body

by “Tykus the Gladiator”[email protected]

BIOGRAPHYor some people, one life is not enough.Inesko Krolov is one such man; for acentury and a half, he has been stealingone body after another, trading his oldlives for new.

AppearanceWell over a century has passed since anyone has seen the“real” Inesko Krolov. The body of Inesko Krolov diedover 150 years ago, but it his soul had already fled thatmoral shell. An accomplished telepath, Inesko has spentthe decades since switching his personality from whateverbody that he currently possesses with stronger, healthierspecimens. When that body withers too far beyondrecovery, Inesko trades places with someone new, leavingthe psyche of the new body in the old one. The bodycontinues to deteriorate (as described under the SwitchPersonalities science description in The CompletePsionics Handbook) and eventually dies. MeanwhileInesko lives out a new life in his new body, until timecomes to find another, continuing the cycle.

Ghostwatchers, psychics, or the use of true seeingspells or other means of detecting spirits or psyches, cansee an image of Inesko overlaid with the body hecurrently inhabits. Inesko’s true appearance is that of afrail, old man with white, thinning hair, and dressed inbedclothes. Occasionally, ghostwatchers will also a seethe ghost of the body’s original owner tailing Inesko andthe usurped body. (These are usually weak firstmagnitude ghosts.)

Inesko Krolov14th-Level Disembodied Psionicist, Neutral EvilArmor Class * Str *Movement * Dex *Level/Hit Dice 14/ * Con*Hit Points * Int 18THAC0 * Wis 17No. of Attacks * Cha*Damage/Attack By weaponSpecial Attacks PsionicsSpecial Defenses PsionicsMagic Resistance Nil

* Determined by host body.

Psionic Summary: Player’s Option alternatives arepresented in italics. Several of these psionic sciences anddevotions are fully described in the DARK SUN accessoryThe Will and the Way.

Level Dis/Sci/Dev Attack/Defense Score PSPs14 5/7/19 All, All 18 **

** Varies between 114 and 195, as determined by host body. Seebelow.

MTHACO: 5 #Mental Att: 2/1 MAC: 4

Clairsentience - Science: DetectionDevotions: See Magic, Sensitivity to Observation,Spirit Sense

Psychokinesis - Devotion: Molecular ManipulationPsychometabolism - Sciences: Complete Healing, Life

DrainingDevotions: Body Weaponry, Cause Sleep, CellAdjustment, Flesh Armor

Psychoportation - Devotion: Pocket DimensionTelepathy - Sciences: Mindlink, Probe, Switch

Personality, Psychic SurgeryDevotions: Acceptance, Conceal Thoughts, ESP,False Sensory Output, Impossible Task, Invincible

F

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Foes, Mysterious Traveler, Sightlink, Soundlink,Psychic Blade

Metapsionics - Sciences: Psychic SurgeryDevotions: Cannibalize (remove if using Player’sOption), Psychic Blade

Arcane Option: If you wish to replace the psionics withmagical equivalents, here are a few suggestions: locateobject, detect magic, detect scrying, detect undead(incorporeal types only); shatter; heal (self only),vampiric touch, flame blade, sleep, cure light wounds,spirit armor; seeppockets; telepathy (not a defined spell,similar to those used by fiends and celestials), ESP, ironmind, psychic protection, tower of mental resistance,suggestion, mass suggestion, change self, phantasmalforce, mind blank, magic jar (like the ghost ability).

BackgroundInesko was born the son of a noble family in Darkon.While growing up, he discovered that he had a gift forpsionics. Trained by the finest mentalists available,Inesko became well-known in aristocratic circles as askilled negotiator and diplomat for the Krolov family.After years of helping his family assert their influence inthe region, Inesko became bored and took up the life ofan adventurer as a relief from societal power plays.Hooking up with an adventuring group, Inesko used histalents to manipulate foes and extract information fromcaptured opponents. Inesko adventured for over twentyyears, occasionally returning home with the accumulatedwealth from his exploits to supplement the family fortune.Eventually he retired, the years starting to creep up onhim, pushed along by an encounter with a ghost that hadaged Krolov enough to think about his own mortality.

Krolov started a family and returned to thearistocracy that had begun his life. Tales of hisadventures were stock at every party. Children and adultsalike enjoyed the stories, but Inesko missed theadventures and time was catching up to him.

By the end of his mortal life, Inesko was agrandfather with many descendants. He was no longerneeded in social circles, nor could he return to a life ofadventure. His experience was for naught in the face ofthe ravages of old age. He actually inspired hisdescendants to take up adventuring as a means to provingthemselves. But for all Inesko’s adventures, he still foundhimself fearing death.

Ever since the ghostly attack, Inesko had becomeobsessed with his own mortality and bitter with the loss ofyears. As a former adventurer, he knew of age-reversingmagics and various forms of undeath. Undeath held noappeal for him, and he knew that he lacked the necessaryskills to become a psionic lich. Age-reversing magiccould only last so long, and held the risk of magical

backfire. Thus Inesko Krolov sought a psionic answer.As a telepath, psychometabolism was not his strongestdiscipline, even though he did possess some talent in it.Eventually, time and death came to claim him.

Laying on his deathbed, Inesko struggled to stayalive. During his final breaths, with his family around,Inesko heard a dark whisper in the back of his mind:“Youth is wasted on the young. Look at them. Each oneof them is looking forward for you to die so they canclaim a part of what you have spent so long to build.They don’t want to prove themselves, just to live in yourfaded glory. You could switch your mind with that of oneof these would-be aristocrats. Let that person die in thisfrail body while you can live out the youth that you lost ina new one.”

A dark glimmer of hope sparked within him. Ineskobid all but one of his relatives, his grandson Alexander, toleave. While Inesko had many grandsons, Alex remindedInesko of himself when he was of Alex’s age, both inlooks and temperament. Inesko believed that by takingover Alex’s body, he could have a second chance at life.Inesko caused Alexander to sleep after everyone left, thenproceeded to switch personalities. Inesko Krolov’s bodydied along with Alex’s soul that night. Krolov wasecstatic with prospect of being young again, and lived anew life in the guise of his own grandson. But Inesko’sown treachery and newfound immortality had a price. Aforeign personality in the host body causes the body toeventually wither and die (as described in The CompletePsionics Handbook). When Alexander’s body grewweak, Inesko switched personalities with a traveler andleft Alexander’s body to die with the traveler’s soultrapped within it. Thus began the cycle.

Current SketchInesko has been switching bodies for over 150 years. Inthat time, he has learned a few tricks for his new mode ofexistence. First, he only takes over the bodies of trulyrugged individuals, such as warriors. Many of them havehigh Constitution scores, allowing Inesko to last longer inthe new body. Second, he tries to avoid taking over thebodies of children, since their bodies usually cannotwithstand an extended stay. Third, Inesko tries to avoidtaking over the bodies of individuals who have uniqueskills, such as spellcasting or thieving abilities. Otherthan these restrictions, Inesko adventures where hepleases; selling his talents to adventuring companies whothink him nothing more than an extremely good fighter.

When a host body is close death, Inesko seeks alikely candidate (be they male or female) and attempts toget to know the person. If the candidate is a travelerthrough the area, so much the better. At some point,Inesko will try to get the candidate alone with him andproceed to make the switch. Inesko will then administer a

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quick-acting poison to make sure that the “old body, newsoul” doesn’t live long enough to reveal what hashappened. He then arranges to have the old body eitherreturned to the original family for burial or buried in alocal graveyard.

CombatWhile he tries to avoid physical combat, Inesko has allthe abilities of 14th-level psionicist. Due to the varyingConstitution of the bodies he inhabits, his maximumnumber of PSPs varies between 114 and 195 (Con 15through Con 20). Inesko attacks using his own THAC0,but has the hit points of the previous owner. He uses hisown saving throw scores regardless of the body he is in.

It should be noted that Inesko Krolov is not undead.He has none of their spell immunities, nor can he beturned or affected by spells that target the undead. He issimply a wandering psyche. However, Inesko is unawarethat he is vulnerable to the resurrection spell. If such aspell is cast on his current body, the original soul willreturn to his host body, and Inesko must make animmediate save vs. death magic. A successful savingthrow means that he cohabitates with the resurrected souland fights a mental war with the returned spirit. Failuremeans that Inesko’s spirit is ejected from his host body.Not only does the host body regain its original soul,Inesko will be resurrected in his original. Unfortunatelyfor Inesko, his original body is buried six feetunderground, and Inesko has no psychoportive psionicsthat could help extricate himself.

Adventuring Ideasv Inesko has taken over the body of one of the player

characters, and the original soul of that character isnow a ghost. This would be an excellent role-playingsituation (not to mention a chance to use the Requiemrules). Have the player play Inesko, while youcontrol the ghost. Who’s the real villain?

v A trail of unexplained deaths has occurred over thecourse of a few years in a town. The heroes discoverthat the mysterious deaths have been going on fordecades; people have been slowly wasting away,always one victim at a time.

v Once every year, Inesko returns to the site of his ownand Alexander’s graves. Local townsfolk havenoticed this cycle of yearly visits to the two graves bya different person each time. Why is it a differentvisitor every year? The Krolov family wants toknow: Did Inesko sire other descendants during hisadventuring days?

N

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BEAUTY’S GARDENAshes, Ashes, We All Fall Down

by Jaleigh [email protected]

BIOGRAPHYaulden leaned forward, across the lengthof the crumbling stone bench, listeningintently to the soft voice of his youngcompanion, his plate mail creakingslightly in the silence of the evening.

“What is your name, child?” he saidkindly, his eyes and voice betraying only a hint oftrepidation—or so he hoped. You would do well toremember what it is you converse with, he chided himselfsilently.

The child regarded him with a mixture of curiosityand caution. She squirmed where she sat on the oppositeend of the bench, swinging her frail legs carelessly backand forth as she contemplated his question. The dyingsunlight caught in her unruly mass of hair, and Cauldenglimpsed a hint of light, mousy brown that would have nodoubt deepened to a healthy chestnut as she grew older—had she been given the chance. Just as quickly the lightchanged and he could see through her once more to thecold stone. He shivered involuntarily.

“Sarafine.” The voice was whisper-soft andhesitant, but he heard her.

Caulden swallowed and forced himself to smilegently. This was not as hard as he imagined it would be.Spirit or not, a child was a child, and he was notunaccustomed to being around them, nor was he astranger to dealing with ghosts. He forced himself toadmit the combination of the two unnerved him morethan a little.

“Is this your garden, Sarafine?” he asked, raising agloved hand to indicate the rosebushes that surroundedthem. Dead and shriveled, the bushes were separated intoneatly rotting clusters here and there by crumbling stonewalkways and high walls.

The child-spirit brightened instantly and nodded.“‘Tis almost as large as the estate itself,” she declaredproudly, “and I myself care for most of the land.” Shehopped off the bench and plucked a wilted blossom fromits thorny nesting place, displaying it before Caulden as

if showing off a trophy. “They are beautiful, are theynot?”

Caulden nodded slowly, his gray eyes sad. “Indeed,little one, they are perfect.”

The child grinned broadly and placed the rose in hishand with infinite care. This man was a bit different fromthe others, she realized. Not many tarried here in herpart of the garden, and none had deigned to speak to herat length about her precious flowers.

She regarded him a bit more closely than usual.Same armor, sturdy clothing—that determined look to theeye—and a very big sword, just as she remembered withso many others who had come here before. It must be anawfully powerful sword, she thought soberly, the way hegrasps the hilt so tightly. His eyes were constantlymoving, waiting for some unseen enemy to leap out frombehind the dense green shrubs and menace them. Shestroked the petals of the bright red blossom in his palmlovingly; its scent teased her nose and made her gigglewith pleasure. How could the man look so sad in a placesuch as this, she thought . . . then she remembered, andher face fell.

“Are you a knight?” the child asked suddenly.Caulden smiled indulgently. “Of a sort, child. Have

you met others such as me?”Sarafine nodded grimly. “Many such. Are you here

for the same reasons they were?” She paused andlowered her voice further, so that he strained to hear her.“Are you after . . . the Beast?”

This time the shudder that Caulden had beensuppressing became painfully apparent, and he cursedhimself for the momentary weakness. Something in hervoice—was it disappointment?—chilled him for reasonshe did not understand.

“Do you know of this creature, Sarafine?” he askedcarefully. “Have you seen it?”

The child-spirit shook her head quickly; her eyesflashed a sudden, intense blue that made him stare, open-mouthed, before the color faded once again. “I amforbidden to speak of him. It would go badly, I fear.”She bit her lip reflexively, as if she could still feel the

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motion through phantom lips. She glanced aboutfurtively, a look of worry on her face.

“It is all right, Sarafine,” Caulden soothed, quellingthe urge to reach out and comfort her with a touch. “Iwill not ask further. I do not wish any harm to come toyou.”

“N-no.” Sarafine ducked her head miserably andlooked as if she might cry. “Not to me . . . to you.”

N N N

The legend of Beauty’s Garden, its enchantment, andits unfortunate fate is a well-known one to the people ofThornvale. In a small village where gossip and whisperedtales spread like wildfires across the vast, empty fields ofthe countryside, this story is the most oft-repeated andsurely the most tragic. Little known is that while the earthbeneath this once lush landscape can no longer bear anysemblance of life or beauty, the garden itself still stirs,guarded and cared for by two very different pairs ofhands—one loving, one sinister.

Sarafine3rd Magnitude Ghost, mutable, Lawful NeutralArmor Class -2 (4*) Str N/AMovement 12 Dex N/AHit Dice 7 ConN/AHit Points 34 Int 12THAC0 13 Wis 10No. of Attacks 1 Cha13Morale 7 XP 7,500Damage/Attack See belowSpecial Attacks See belowSpecial Defense Hit only by weapons of +2

enchantment or higherSpecial Vulnerabilities See belowMagic Resistance Nil* AC vs. ethereal opponents

BackgroundThere was a time that the roses in Sarafine’s gardenbloomed as beautifully as she claims. Centuries ago, astimes of turmoil and financial hardship descended uponthe surrounding lands, a wealthy merchant purchased atract of land deep in the countryside as a safe haven forhimself and his family. The land boasted only a smallestate large enough for himself, his wife and theirdaughter Sarafine. The area also contained, to youngSarafine’s delight, an immense, walled garden with soilthat was so fertile that local folk claimed it held magicalproperties. This seemed to be confirmed when, with verylittle tending by Sarafine, the garden produced the largestand most impressive display of roses and other exotic

flowers ever seen in the region. The merchant wasexceedingly proud and boastful of his prize, and guardedit with such conviction that soon enough only Sarafinewas allowed inside the garden walls to tend her preciousplants.

When a stranger arrived at the estate and demandedentrance to the garden, the merchant flew into a rage andhad the man thrown off his property. The stranger was,according to whispered rumors, a wizard who studied thedark aspects of magic and held the power to create potentspells. Vowing revenge on the merchant, the man—whowas indeed a wizard—returned to the estate late oneevening and set the garden ablaze. Horrified, Sarafineran blindly from the house and into the garden in a vainattempt to save her flowers. The wizard watched inshock and awe as the flames spread, but failed toconsume the roses. He concluded that the rumors aboutthe land were true and that the garden was indeedenchanted. Further enraged, the wizard invoked a darkspell of his own creation that caused a black, chokingmist to seep into the flowers and the earth beneath them.The magic corrupted the land’s enchantment and slowlykilled everything that lived within the garden walls. Asthe flowers rotted and burned away, the wizard couldhave sworn he heard screams of anguish, as if the gardenitself was crying out in agony and hatred.

In the morning, the garden had become a twistedmockery of its former glory. Sarafine was not seen again,and was presumed to have died in the fire along with herroses. To this day, the roses and plants exist in aperpetual state of rot, and the stench of decay fills the air.The soil is corrupted beyond any hope of recovery, ableto support only the hardiest of weeds.

AppearanceSarafine appears as an incorporeal child-spirit, standing4’4”. She dresses in a flower-patterned sun-dress that istorn and infested with brambles. Her hair is long andtangled and her hands and bare feet are scarred withlarge, ugly slash marks that appear to have been made bythorns. Occasionally, Sarafine is able to assume a semi-tangible state. This seems to occur without any consciousthought on Sarafine’s part, and most often occurs whenshe is tending her roses. It should be noted that Sarafinelooks much as she did just before her death, save that shebears no visible burns, though she is presumed to havedied in the fire that spread through the garden. Thereason for this is unknown.

CombatAs a ghost, Sarafine is now immune to all manner ofbiological spells, can be harmed only by magical weaponsof +2 enchantment or higher, and can become invisible

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and pass through solid objects at will. As a thirdmagnitude ghost she rejuvenates to full hit points at willin one round, leaving her unable to perform any action for30 minutes. She also has the ability to cause paralysisand charm person and mammal as per the spells. WhileSarafine has these powers and abilities readily at herdisposal, she has never consciously used any of them.For all intents and purposes, Sarafine believes she is stilla child and tending a flourishing rose garden as she did inlife.

Current SketchSarafine “lives,” plays, and tends her roses in her currentstate in much the same way she did while alive. In hermind’s eye, the garden flourishes under her care and theworld outside the garden walls simply holds no interestfor her. The memories of her own death and that of thegarden seem to have been blocked completely from hermind. Not only does she not realize she is a ghost, butshe is unaware of the dangerous powers she nowpossesses. However, Sarafine is painfully aware that sheis not alone in her world, and has taken it upon herself towarn away travelers who seek entrance to the garden inorder to confront this shadowy presence that she refers toas a beast. Sarafine is terrified of this dark presence,which manifests itself to her as a black, vaporous mistthat smells of rot and decay. It watches over herconstantly and has thus far succeeded in destroying allthose who venture within the garden walls, despiteSarafine’s desperate attempts to warn visitors away. Theorigin of the Beast can be traced back to the night of thegarden’s demise.

The Garden’s Shadow(The Beast)3rd Magnitude Ghost, Semicorporeal, Chaotic EvilArmor Class -2 (4*) Str N/AMovement 12 Dex N/AHit Dice 7 ConN/AHit Points 40 Int 12THAC0 13 Wis 14No. of Attacks 1 Cha7Morale 14 XP 8,000Damage/Attack See belowSpecial Attacks See belowSpecial Defense Hit only by weapons of +2

enchantment or higherSpecial Vulnerabilities Magical fireMagic Resistance Nil* AC vs. ethereal opponents

BackgroundAs the wizard’s dark spell and the fire’s flames consumedthe magical garden and Sarafine with it, an inexplicableand terrible side effect occurred as the twoenchantments—one for fertility and life, one fordestruction—mingled together. A strange sentience wasborn, in the form of a malevolent and vengeful spirit,from the deaths of Sarafine and her beloved garden. Thisspirit of the garden has no other goal save to terrify andslay all those it encounters in vengeance for what wasdone all those years ago. It keeps Sarafine within thegarden as a lure for its victims, even as she tries to warnthem off. In truth, the “beast” fears the child-ghost morethan most, as it believes she may one day recall the eventsthat led to the destruction of the garden and her owndemise. In doing so the Shadow fears she would revealits weakness to outsiders, giving them the key to itsdestruction. Thus it guards her carefully, surrounding herwith illusory flowers that she tends with joy and care.

AppearanceThe garden ghost appears to its victims and to Sarafine asa vaporous, shifting cloud of black mist that hangsoppressively over the darkest portions of the garden. Ithas no humanoid form, and maintains the illusion—bornof Sarafine’s fear—of being a “beast” to frighten thechild-spirit into complete obedience.

CombatAs a ghost, the Garden’s Shadow is immune to all mannerof biological spells, can be harmed only by magicalweapons of +2 enchantment or higher, and can becomeinvisible and pass through solid objects at will. Itrejuvenates to full hit points at will in one round, leavingit unable to perform any action for thirty minutes. Theghost also has the ability to create illusions to fool thesight, smell and touch of its victims (resembling theeffects of the 5th-level wizard spell advanced illusion).The spirit has used this power to successfully keepSarafine within the garden walls, tending her roses as ifboth she and they still lived and flourished. It also has theability to cause wounds for 1d8 points of damage, andcan drain the life energy from its victims with a touch,draining 1 level with a successful attack roll. TheShadow’s greatest weakness is its vulnerability to magicalfire. The garden was consumed by flames and dark magiccenturies past, and can be destroyed again in this sameway. The Beast’s greatest fear is that this well-kept secretwill be discovered and put to use one day.

Current Sketch

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At present, the garden spirit continues to claim victimswho are attracted by the legend of the enchanted gardenand its ghostly child caretaker. It has successfully keptSarafine close at hand and oblivious to her ghostly stateand the condition of her surroundings through illusionsand fear. No other being has entered the garden incenturies and escaped alive.

N N N

Caulden stood and bowed low to the child-ghost as ifshe were a regal lady and not a thing of mist andshadow—a spectral image of a girl who was long deadand obviously did not realize it. It was all he knew to do.“Do not cry, little one,” he said, hand still on his swordhilt. “After this night, I vow this beast will trouble youno more.”

Sarafine forced a smile onto her face once more.She was touched by his gesture but knew it was useless towarn him away. They all turned out to be the same, inthe end, and the beast would have this one as well.N

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CYRAN DEVICHIFaith Corrupted by Death

by Charles [email protected]

BIOGRAPHYyran Devichi was a pious servant of Ezrain life, death, and beyond the grave. Hisdevotion survives even now, but likeDevichi himself, it has been corrupted byundeath.

Cyran DevichiFledgling Vampire, Lawful EvilArmor Class -3 Str 18/63Movement 12, fl 18 Dex 15Level/Hit Dice 8+3 Con16Hit Points 59 Int 12THAC0 11 Wis 13No. of Attacks 1 Cha15Damage/Attack By weapon or 1d6+4Special Attacks See BelowSpecial Defenses See belowMagic Resistance NilXP Value 8,000

AppearanceCyran looks like a handsome warrior entering the primeof his life. His features are somewhat worn and ruggedbut not altogether unhandsome. He wears the studdedleather armor of a soldier, which often shows the signs ofwear and long campaigning. He wears his raven-blackhair somewhat long, his skin is pale, and his eyes are adeathly cold blue but for occasional flashes of strongpassion. Cyran is also never seen without his broadsword. His voice is cool and seductive but he almostnever speaks in these soothing tones, preferring thespeech and volume of a firebrand preacher.

BackgroundCyran was born in Borca some sixty-seven years ago, thechild of devoutly religious followers of the blossomingChurch of Ezra. Cyran embraced the faith himself with

extreme zeal and dedicated himself to it with a passionthat surprised all that knew him.

At an early age, Cyran decided he would fight for hisfaith, although he was not a true paladin. His zealeventually led him to apprentice himself to a wanderingwarrior, whom he hoped could teach him the skills (butnot the habits) of a soldier in preparation for the day hecould put them to the Lady’s service.

A few years later, when Cyran was eighteen, he andthe warrior joined together with a traveling group ofEzra’s faithful in the domain of Richemulot, where thegroup suspected a diabolic presence. In truth it was a nestof creatures that assumed the shape of rats by night andwalked like men in the day. Many of the band died thatday, including Cyran’s mentor, but a few of the creatureswere destroyed. Cyran joined with the adventurers for therest of his life . . . which would be tragically short. Aftermany encounters with the most disgusting of evils, bothhuman and otherwise, Cyran and his companions begantracking a vampire known only the “Lilan.”

The Lilan was a man who used his powers to seducewomen into carnal pleasures, and left men (often thehusbands and fiancees of those whom he seduced)maimed or murdered. Not even bothering to concealhimself, the Lilan confronted the band and questionedthem several questions about the reasons behind theirpursuit. Neither instantly assaulting them nor trying toterrify them into senselessness, the Lilan merely seemedcurious.

Expecting a trap and unsure of what to do, the groupstalled for time, trying to pry answers from their foe.Eventually, Cyran could stand it no longer and chargedthe villain. The battle was swift and in the end all ofCyran’s compatriots were martyred in Ezra’s service.The Lilan then drained Cyran dry and allowed him to riseagain. Horrified by his new state, Cyran clung to his faith(even though the symbol of Ezra burned in his hand likefire) and lay on the ground in a fetal curl, praying with allof his might.

All Cyran was able to do was ask a simple, “Why?”.The Lilan explained, in condescending terms, that he hadbeen examining humanity’s potential, and out of his

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group Cyran seemed to have the most fire. The Lilan hadbrought Cyran into undeath simply to see how he wouldreact. The Lilan then left, leaving the newly transformedwarrior lying alone. Cyran lay where he was until hungerdrove him into the countryside. As fate would have it, agroup of sheep thieves were the first to slake his thirst.Though initially disgusted, Cyran eventually rationalizedhis existence. All things had their place in Ezra’s GrandScheme, so she would not have taken Cyran into thisunholy state without some purpose. Cyran refused toassociate his own new existence with the monsters he haddestroyed in life; surely, they had been cursed by theirown actions. Therefore, Cyran decided he was meant topunish the guilty and serve as an example to others, thescourge of Ezra’s will.

The young warrior had just crossed the lineseparation devotion and piety from fanaticism andmadness.

Current SketchCyran is unrepentant of his murders, selecting and killingthose among humanity he believes deserve to die, andexecuting then in what he believes to be divine justice.The crimes that are worthy of death in Cyran’s eyes canbe quite minor, but he looks out particularly for thosewhom have truly sinned: blasphemers (of Ezra), thieves,adulterers, murderers, and the like. He has onlyencountered two supernatural creatures besides himself inthe time since his crossing into undeath, a werewolf and avampire only slightly older than himself. He destroyedboth of these creatures without mercy.

Still devoutly religious, Cyran moves from town totown as a traveling “judge, jury, and executioner” of evil.He prays on hilltops and other natural places due to the“discomfort” actual holy places cause him. He usuallyseeks shelter in caves or in the cellars of homes of thefaithful (who usually view him nothing more as awandering preacher and pilgrim with odd habits). Oncehe has established a lair, he seeks out those whom he willfeed upon. In the rare cases when he does not discoversomeone “worthy” of punishment, he will refrain fromfeeding, what he considers to be a holy fast. However,Cyran’s extremely loose interpretation of the teachings ofEzra means it is very rare for him to find no one worthyof punishment.

Publicly, Cyran presents himself in a very positivelight, often making large donations to the churches ofEzra he encounters. He typically tithes 90% or more ofhis income, all of which is of course taken from hisvictims. When not seeking victims, he evangelizes atnight to all those who will listen to him, and woe be tothose who disagree with his depictions of Ezra’s wisdom.

Cyran’s vampiric nature can be detected not only inthe traditional means (no reflection in mirrors, his

aversion to garlic, etc.), but also in that he is unusuallyprone to stigmata, using a blessed symbol of Ezra hekeeps tucked away to burn himself nightly. He keepsthese marks hidden, but they are ever-present on hisbody. The pain they inflict are his ways of showing hisdevotion.

CombatThe threat Cyran poses in combat is nothing to be trifledwith. He possesses all the traditional vampiric powerssave the power to transform into mist; instead he can turninto a flock of ravens, an ability believed inherited fromhis sire. Any stake driven through his heart must be madeof ash; wood from any other tree has no effect, anotherbenefit believed to be inherited from the Lilan.

Cyran specializes in the broadsword (+1 bonus touse, +2 to damage). His blade was actually created by ananchorite from the Nevuchar Spring sect, a failed attemptto create a holy avenger. Cyran managed to acquire thesword, believing his faith would make it pure. The bladeacts as a broadsword +1 and radiates protection fromgood when held by any evil-aligned being.

Those who examine the sword closely will see thenumerous flaws in the runes and symbols inscribed uponit, the priest’s faith having been somewhat in question bythe time of the final enchantment. However, Cyran istotally convinced that it is as holy as he has “made it tobe.” Cryan is also proficient in nearly a dozen otherweapon types which he has trained extensively in sincehis transformation, including the crossbow, dagger,longbow, mace, morningstar, and most sword types. Heusually only has one of these weapons on him at anygiven time, but should he acquire a magical weapon fromthose he slays he is likely to be skilled in it.

Due to his association with the Lady of the Shield alawful evil priest of Ezra has a +2 bonus in attempting tocontrol Cyran. On the other hand, the vampire enjoys a+2 bonus to resisting any turning attempts by a good orneutral anchorite. The bonus also applies to those simplypresenting Ezra’s symbol against him.

Cyran’s touch is especially dangerous, drainingStrength from those he battles. With every successfulattack he makes with his bare hands, he permanentlydrains 1 point of Strength from his target. However, heprefers to wield his sword in melee, and will use hisdraining touch only when he needs to feed.

Cyran will not fight any forces he believes to be“totally pure,” preferring to retreat instead. However, thisis extremely rare; Cryan may rationalize attacking thosewho actually are pure by convincing himself their faith isfalse and any true warrior of Ezra would recognize thepersonal mission granted him by the Guardian in theMists.

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Adventure Hooksv The heroes discover that a man suspected of stealing

from a local temple of Ezra has been found brutallybeaten to death and drained of all of his blood,though the latter may not be immediately obviousdue to the severity of the wounds. Several morebodies begin to turn up, and in each case, someuntold sin comes to light about the victim. These“sins” may involve others, who will themselves soonbe killed. Cyran has decided that due to the“absolute blasphemy” of the thief he recently slew,something truly wicked must be festering. He hasdecided to wage a one-man inquisition on the localpopulace to root out the source of this “evil.” Whilesecretly preying upon these “sinners,” Cyran willpublicly rail against those who have “brought thisterror upon us all” in his guise as an itinerantpreacher. Any and every theft, liaison, swindle, lie,or other questionable act will soon set thetownspeople against one another as they more andmore desperately try to uncover the source of thekillings. While Cryan thrives in this atmosphere ofparanoia, the heroes must put a stop to him—beforethey appear on his list of sinners.

v Cyran and the Lilan have both arrived in the samecity. This could be coincidence, or the machinationsof the elder vampire. Two sets of corpses havebegun to pile up: half the victims are considered“sinners” and rogues, while the other half aregenerally considered to be the moral backbone of thecity. Cyran alone recognizes that the Lilan is slayingthose who will not succumb to his evil, and soonshifts his hunt from mortal sinners to Lilan, quitepossibly the first goal truly in accordance with Ezra’swill he has pursued since his transformation.Unfortunately anyone strong enough to resist theLilan’s seduction thus becomes fair game for Cyran.Since the heroes are unlikely to suspect twoindependent vampires, their chances of stoppingeither becomes markedly slim. The heroes may alsoface a new menace if Cyran decides that he mustcreate a “pure” ally to join his quest against theLilan. Or even worse, that the Lilan takes the sameinterest in one of the heroes that he did with Cyran.

v The party has been overwhelmed by an evil creaturewhen Cyran comes to their rescue, destroying itutterly. Weakened, the heroes are taken by thevampire to someplace safe (assuming they do notblaspheme in the interim). Their savior then leavesas mysteriously as he arrived. These events may playthemselves out several times, with the unpreparedheroes being rescued by this mysterious and helpfulfigure. The heroes may begin to slowly unravelCyran’s past and develop sympathy for him. Indeed

Cyran may come to respect and trust the heroes aswell, assuming all are faithful and good, andeventually reveals himself and offers himself as anally. The heroes must then decide what to do abouttheir ally when his murderous dark side comes tolight.

v Cyran’s grip on his sanity has grown perilous. As hegrows in power as a vampire, he has become moreand more delusional, imagining himself to be Ezra’s“chosen one.” Indeed, he has even begun to seehallucinatory visions, and as his madness deepens heeven comes to believe he has been granted the powerto raise the dead (in truth, nothing more than thetransformation of his victims into more undead likehimself). The vampire’s wickedness has grownstrong enough to attract the attention of the localdomain lord (who notices Cyran virtually ruling overa small town). The heroes are therefore hired by thelord to investigate and “debunk” Cyran’s rapidlygrowing religious movement. Assuming the heroesdiscover the horrifying truth behind Cyran’smovement, they must somehow escape with theinformation or try and break his cult-like hold on thepopulace, now maintained by religious devotion andpandemic use of his charm gaze. Those who attackCyran directly may find him a deadly dangerous foe;given his new gifts . . .

N

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ELENI OF TOYALISThe Heir-Apparent of Hazlan

by Steve [email protected]

BIOGRAPHYlthough charming and intelligent, Eleni ofToyalis is evil to the core. She willinglyserves one of the most evil spellcasters inthe Demiplane of Dread, helping himtoward a goal that she hopes will lead tothe genocide of an entire people.

Eleni of ToyalisApprentice to Hazlik the Red Wizard6th-level Human Invoker, Neutral EvilArmor Class 10 Str 10Movement 12 Dex 13Level/Hit Dice 6 Con12Hit Points 19 Int 18THAC0 19 Wis 14No. of Attacks 1 Cha15Damage/Attack By weapon or spellSpecial Attacks Spells (5/3/3)Special Defenses Stoneskin, cast at 12th level

(protects from 8 attacks)Magic Resistance Nil

AppearanceEleni is an exotic beauty, with hawkish facial features.She stands just over 5’ in height and has the dusky skinand dark eyes of all Rashemi, the racial and ethnic groupto which she belongs. However, her head is shaven andcovered with elaborate tattoos that flow from her scalpand onto her shoulders and chest. Typically, such fashionis reserved only for Mulans, the dominant ethnic group inHazlan, and Rashemi and Mulans alike are oftenscandalized when they first meet her. More disturbing tomany, many of her tattoos resemble magical sigils, but noone has been able to discern what their significance is.

Background

Eleni was born to laborers in Toyalis. She spent herchildhood dreaming of a life where she and otherRashemi didn’t have to bow and scrape for the effete,tattooed Mulans. Shortly before her sixteenth birthday,after she watched her father be forced to wash the mudfrom a Mulan woman’s boots with his finest shirt, shedecided she would bow no longer. She went into thestreet and resolved that she would make any Mulan shemet step aside from her path rather than she steppingaside from his. If she was attacked by one of theoppressors, she would die fighting him.

The first Mulan she encountered was Lord Hazlan,the supreme master of her homeland. Still, the rebelliousteen kept her resolve. Rather than ordering her slain,Hazlan struck up a conversation with her. Within tenminutes, he invited her to travel with him to the villageRamulai, where he would subject her tests, and, if sheproved to have an aptitude for magic, he would take heron as an apprentice.

Eleni proved to have a strong talent for sorcery. Shequickly took to the arcane arts, and eventually masteredthem to the point where Hazlik permitted her to help inthe instruction of apprentices. Further, the old wizard andthe young woman grew to be fast friends, as it soonbecame apparent that they both despised the Mulans. Heconfided in Eleni that some of their number humiliatedhim to a degree that still tortures him to this very day.When Eleni suggested that she should adopt Mulan dressand fashion to spite them, Hazlik loved the idea. Notonly did it mock the Mulan beliefs, but he saw it as thefirst step along a path that he had been scouting for years,a path to revenge over Mulan everywhere.

Eleni was tattooed both with traditional Mulantattoos but also with magical sigils of Hazlik’s owncreation. Hazlik was so delighted in the scandal that hernew appearance caused that he started giving her politicalpower, even allowing her to sit at his side when he meetswith council of advisors. No one dares criticize heropenly, and Eleni’s word is now considered to be equal inweight to that of Hazlik himself. There are evenwhispered rumors that she is the aging wizard lord’slover, chosen heir, or both. Those who have dared to

A

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question the propriety of either Eleni or Hazlik have allvanished without trace shortly after doing so.

The truth is that Eleni is indeed Hazlik’s appointedheir and his most trusted confidant. They share a lovelike that which exists between father and daughter, butthere is nothing more physical and romantic about it.Together, they are executing a complicated plan of epicscope that will send shock waves through the Domainsand perhaps even across the Multiverse when it iscompleted.

Their goal is nothing less than the complete genocideof all Mulan everywhere, both in the Demiplane of Dreadand on the world of Toril, Hazlik’s place of origin. Eleniis as of yet unaware of Hazlik’s complete plan, but shesuspects that some of the magical sigils upon her bodyrelate to it. Hazlik has promised that her part in the planis an important one and when it is executed, he will seethat she becomes lord of a transformed Hazlan.

PersonalityEleni is charming and personable . . . when she wants tobe. She takes an almost pathological delight in shockingothers and will frequently behave in an overtlyprovocative fashion. She is well-educated and her quickwit makes her a good conversationalist and a convincingorator, particularly when she keeps her impulse towardsarcasm in check. If she is trying to win someone over toher point of view, she is a hard person to dislike,something which even those who find her an affront totraditional Hazlani life have to admit. However, there arefew that might find her an affront that she is reallyinterested in convincing to provide her with willingcooperation; in fact, these are the very people she takesthe greatest delight in shocking.

CombatEleni is not much of a fighter and tries to keep herself outof physical combat. If confronted by characters intent onattacking her, she relies on the protection of herbodyguards (1st-level fighters armed with short swordsand whips, 1d6+1 are with her at all times, although atleast six are present if she is expecting trouble) andretreats away from melee. She then uses her spells toassist her guardians in defeating the enemy. Most ofthese guards are Rashemi whom Eleni has known sincechildhood.

Eleni has a number of defenses at her disposal,including a ring of mind shielding and a ring ofregeneration that were given to her by Hazlik.Additionally, one of the tattoos that adorn her grants a15% magic resistance to all hostile magic. If she takesmore than 4 points of damage from a single attack from

an edged weapon, however, there is a 20% chance thetattoo is damaged and ceases to function.

Typically Memorized Spells: 1st level—chill touch,comprehend languages, magic missile (x2), shield; 2ndlevel—ESP, invisibility, spectral hand; 3rd level—Melf’sminute meteors, tongues, wraithform.

Special Equipment: Ring of mind shielding, ring ofregenerationN

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THE KNOX FAMILYVermin Among Nobility, Nobility Among Vermin

by Wes [email protected]

INTRODUCTIONhere has been a long-running joke amongthe nobility of the city of Nosos that theonly things more disgusting then the city’srodents are its peasants. August and IrisKnox have proven that this joke ishorribly wrong. But the Knox siblings

have not always been the loathsome creatures they aretoday; some might say that what they were was evenworse.

What They Were . . .August Knox was born the first son of one of the severalfamilies of Nosos that had the money and influence to callthemselves nobility. The Knox family had made a sizablefortune from the export of coal and precious ores from thelocal mines and as such was able to spoil young Augustwith everything the boy demanded. From an early ageKnox gained an extraordinary impatience and learned thatthe wishes of others were secondary to his own as hiswealthy parents doted on him.

For the first six years of his life young August merelyterrorized the house staff, threatening to have his fatherremove them if they showed any disapproval in his mean-spirited jokes. However, his spoiled life swiftly endedwith the birth of his sister Iris on his seventh birthday.

With a new baby to fawn over, August’s parentsspent consistently less time on him and their gifts becamefewer and fewer. For the first time in his life, youngKnox was not the center of attention and also for the firsttime the boy knew true anger. Iris became the new bruntof August’s pranks within a day of her birth.

As the siblings grew so did their vices. August’sneed for recognition caused his stunts to become moreelaborate and malicious with each passing year. Whenthrowing his parent’s books into the fire no longer gainedhim the attention he desired, throwing in the family catdid.

Iris too gained the bad habits of her brother andwithin a few short years after she had become the queen

of the house, lording her rule over her servants andparents with screams of rage or faked tears, depending onher desires. But despite their equally bad behavior thesiblings never grew a fondness for one another; in facteach of the Knox children came to deeply resent theother.

Once August reached his eighteenth year he beganattending the frequent masquerade balls held by the othernoble families of the city. He never missed a ball andfound that by hosting masquerades he could gain theattention of not just his family but the entire noble class.Soon August began pouring a great deal of money intocreating the most elaborate, controversial, or repulsivecostumes the people of Nosos had ever seen and thusgained the acclaim he had desired for so long.

Iris, seeing the growing popularity of her brother,dedicated herself to showing the masses what a needyfool he truly was. Despite the fact that her brother wasseveral years her senior Iris had always been the morestudious of the two siblings and possessed a degree ofskill at manipulation which eluded August. Also, usingmoney she had stolen from her parents, she had acquireda book of many lesser magical rites. Most of these spellswere little more then tricks and sleight of hand, but therewere several Iris hoped to be able to use someday.Deciding to put her skills to use, Iris began sabotaging herbrother’s beloved costumes and verbally attacking him infront of his friends, both of which enraged August to noend.

The cunning girl began offering dares to her brotherand laying bets against him and his friends, hoping toexpose his empty words and deeds. However, with eachproposal she was disappointed, her brother using hermean-spirited jests to gain more attention and moreapproval. Soon it was a well-known fact that there wasnothing August Knox would not do on a dare.

The turning point for both of the siblings’ lives cameon their mutual birthday, which marked Iris’ entrance intowomanhood. To celebrate Iris’ sixteenth year andAugust’s twenty-third the Knox family threw their ownmasquerade ball and invited all the noble families ofNosos to attend.

T

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The revelries went on long into the night and bymidnight the remaining attendees, including August, hadbecome quite drunk. As conversation normally did at themasquerades, talk gradually turned to the superiority ofthe nobility and the general loathing felt towards thelower class. Speaking with more alcohol then senseAugust made the analogy that the noble class were themasterful lions of society while the lesser classes weremerely weak rodents, to be used and devoured at a whim.Iris, her cunning mind working swiftly after hearing herbrother’s slurred speech, saw her chance to ruin him.Calling upon August she asked how strongly he believedwhat he had said—or was it merely the winestrengthening his tongue? August professed hiswholehearted belief in his words. Leaving the ballroomfor but a moment Iris returned bearing a single dead rat.Again she called upon her brother and demanded that heprove for the watching eyes of all of Nosos that hebelieved his words wholeheartedly and was not just asimple braggart.

Goaded on by his sister and the hundreds of watchingeyes August had little choice but to do what his sister hadasked. However, after a tentative bite, he found thecreature was not dead, but instead strangely stunned. Theyoung noble attempted to decline but by that point theurges of his sister and the crowd had become shouts ofapproval. Without a second thought August, his disgusthidden behind his mask, completed the revolting task.And thus the lives both of the Knox children had knownended.

What They Are . . .The creature had been lurking very close to the gates ofKnox manor, intending to follow a drunken guest andmake the unfortunate reveler its meal for the night when astrange, overwhelming urge to sleep overtook theaccursed vermin.

Iris had never expected that August would actuallygo through with what she had proposed, she had evenused one of the only spells she had mastered to make sureof that. But even as she watched her brother consume therat, sleeping due to her magic, she had no idea what shehad done. The curse of lycanthropy normally takes days,even months to first manifest itself. In August Knox ittook mere minutes.

August’s costume concealed his transformation untilhe fell screaming to the floor. Those that moved to aidhim were lashed out at by the black rending claws thathad once been the young noble’s hands. With a rat-likehiss, the newly born wererat, confused and outnumbered,crashed through a nearby window and disappeared intothe night.

Later that night, after the horrified and despondentguests had left, the creature that had been August Knox

returned to the Knox estate. Thinking only of revenge theunnatural creature climbed the manor walls and brokeinto Iris’ chambers. August attempted to murder hisconniving sister but her cries swiftly summoned themanor’s guards and their father. Blaming his parents andtheir perceived neglect for his new curse, Augustslaughtered his father before his sister’s eyes and warnedthat she would follow. Before the guards could surroundthe creature, August raced into the night.

In the days following August’s change, more sadnessrained onto the Knox estate. Unwilling to live withouther husband and broken by the change in her son, thesiblings’ suffering mother lapsed into melancholy anddied three days later, leaving Iris heir to the Knoxfortunes. But Iris could not enjoy her new fortune, fornow every rat in the vermin-infested city of Nosos borethe face of her brother, whom she knew would try toclaim his revenge.

Current SketchIris Knox1st-Level Human Mage, Neutral EvilArmor Class 9 Str 6Movement 12 Dex 16Level/Hit Dice 1 Con9Hit Points 7 Int 17THAC0 20 Wis 11No. of Attacks 1 Cha11Damage/Attack By weaponSpecial Attacks Spells (1)Special Defenses NilMagic Resistance Nil

Since the demise of her parents, and with the threatof her own death hanging constantly over her head, Irishas been hiring mercenaries to form her personalbodyguard. Though she has not left the Knox estate sinceher brother’s change, and has no intention of doing sountil his threat to her is ended, she has had notices placedthroughout the city requesting skilled swordsmen for herbodyguard and offering a reward for August Knox, deador alive.

Iris now spends her days huddled in the inner roomsof the Knox estate, praying that her brother might befound and slain so she might return to her privileged life.It seems that the death of her parents and her brother’schange has affected her young mind in some dire way;she is now known to mutter to herself from time to timeand seems to forget the presence of others nearby. Also,no one has seen the young heiress eat or attend to herselfin the weeks since the masquerade. Iris does not seem tofeel any personal guilt for her brother’s change, but itremains to be seen if she truly knew the rat she gave her

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brother was a cursed creature, or if it was merely aterrible twist of fate.

DescriptionIris has only recently passed into womanhood and as suchis still awkward in form and stature. Standing a scant fewinches past five feet, Iris is a plain girl with no trulyextraordinary features. She wears her long blonde hairtied back tightly a long ponytail, much like her motherdid. Her eyes are blue, much like the majority of thepeople of Nosos, yet in the time since the masqueradethey have taken on a wild and nervous aspect. Her longstares are most unnerving to those few who still havedealings with the young Knox heiress.

Though only those who attended the fatefulmasquerade would notice, Iris continues to wear the gownshe wore at the ball that altered her life. The gown isblack, streaked with white stripes from the waist downand random groups of white stars and moons above.Even though the gown is of an excellent design andquality it was never meant for the extended use it hasendured. As such the skirt is tearing in several places andthe white designs in the gown are slowly turning graywith collected grime. At this rate it seems that the gownmay waste away completely soon if not properly attendedto. Ironically, the same seems true of the gown’s wearer.

August KnoxWererat, Chaotic EvilArmor Class 10 (6) Str 15Movement 12 Dex 10Level/Hit Dice 3+1 Con12Hit Points 14 Int 9THAC0 17 Wis 11No. of Attacks 1 Cha16Damage/Attack By weaponSpecial Attacks SurpriseSpecial Defenses Hit only by +1 or silverSpecial Vulnerabilities SilverMagic Resistance Nil

Since August’s transformation into a lycanthrope hehas become everything that he had always been taught tohate. He now roams the streets as an outcast, poor,lonely, and often hungry, burning with hatred for thesister who cast him not just from the ranks of nobility butfrom the very ranks of humanity.

Every night, after he feeds on any poor unfortunatethat crosses his path, he passes by his family home,remembering with longing and hatred that which heendured. He has noticed a growing number of guards onthe property of his former estate and as such does notdare to lay siege to the place as he did before. For a short

time he was content to watch and know that his sisterfeared his return and could do nothing but bar the gatesagainst him. But waiting already begins to bore theyoung noble as he suffers from his own torture. Desiringattention, yet being forced to stay hidden, has ignitedAugust’s temper and now he only waits for the perfectmoment to strike.

In his new form August has found that he has theability to transform from his human shape to a half-manhalf-rat hybrid when he pleases, gaining all of the abilitiesand vulnerabilities of a normal wererat. Though he hasheard tales of creatures like himself roaming the city hefears seeking them out. This may be because he stillclings to a deep-rooted hope that by disposing of his sisterhe might gain back the life that he has truly lost forever.

DescriptionWhen human, August still bears the dashing good looksand bearing of his noble heritage, but now the dirt andsmell of the filthy streets of Nosos hide those features.Knowing that his sister and others are hunting him as amonster, he hides himself under layers of reeking clothand for all purposed appears to be a leper. Augustaccentuates this look by begging to those he passes. Hisunthreatening appearance has allowed him to surprisevictims much more quickly then standard huntingmethods when needs be.

When in his rat hybrid form, August’s bones and skincontort, stretching his face into that of a giant rat,covering his body with filthy matted fur, extending hishands into blackened claws, and producing a long rodentlike tail. Though he stands only five feet tall in this formhis monstrous features and gleaming red eyes are enoughto invoke fear in the people of Nosos, who already tellstories of the noble vermin who stalks them on the streets.N

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LIGHTS IN THE FOGNew Champions of the Mists

by Andrew [email protected]

INTRODUCTIONhe Demiplane of Dread is a dangerousplace, with precious few places to turn forrelief. Evil is everywhere. You can try toflee, but to no avail; the creatures in thenight need not follow you, becausewherever you turn, they are already there.

In a land such as this, every solitary individual one meetswho is willing to provide sanctuary or give succor is anincredibly precious resource, rarer than sapphires andmany times more valuable. Presented here are a handfulof those rare, precious individuals.

COMTE TOMAS D’ALOUREAppearance

hough recently he has not been lookingwell, the Comte remains a handsome anddashing man. He is in his late thirties, buthis hair remains dark black with not a hintof gray, neatly trimmed in an almostmilitary fashion. He is in excellent shape,

strong and athletic, but his current nervousness andanxiety makes him appear less healthy than he actually is,almost frail; he sometimes appears as if a strong windmight snap him in two. He is somewhat small in stature,standing just over 5’6”, but his charisma makes him seemtaller. The lines that frame his eyes betray the ease withwhich he smiles, but that smile is now seen onlyfleetingly. His features are sharp and chiseled, adornedwith a small goatee and a pencil-thin mustache; he hassome difficulty growing facial hair. He usually wears thecurrently fashionable dark woolen pants, silk shirts andtailed coats of Dementlieu’s gentry, but eschews the alsopopular top hats, which he believes look ridiculous. Healways wears a signet ring passed down in his family fromfather to son for generations; it bears a stylized letter A,the seal of the d’Aloures.

Comte Tomas d’Aloure7th-Level Human Fighter, Lawful GoodArmor Class 10 Str 15Movement 12 Dex 13Level/Hit Dice 7 Con12Hit Points 38 Int 16THAC0 14 Wis 15Morale 12 Cha17No. of Attacks 3/2Damage/Attack By weaponSpecial Attacks NoneSpecial Defenses Magic ring (see below)Magic Resistance Nil

BackgroundComte Tomas d’Aloure was born in 712 into thearistocracy of Dementlieu. A century ago inDementlieu’s (false) history, the d’Aloures were amongthe most powerful and influential of Dementlieu’s noblefamilies, but in recent years the emergence ofDementlieu’s middle class and the increasing politicalpower of the office of Lord-Governor combined to pushmost of Dementlieu’s noble families into the background,the d’Aloures among them. However, while the title ofComte now has little official power to accompany it, thed’Aloures have remained a very respected and verywealthy family, and Tomas was born the sole heir of thefamily name.

The d’Aloure name flourished under Tomas’guidance. Tomas was charismatic, genteel, and generous,and accordingly became quite popular with both theupper and lower classes. D’Aloure’s growing popularityattracted the attention of Dominic d’Honaire, who feltthat someone of d’Aloure’s popularity and correspondinginfluence would make him a useful member of theObedient. D’Aloure was invited, along with many othersof Dementlieu’s upper crust, to a banquet at the Lord-Governor’s palace in Port-a-Lucine. During the banquet,d’Honaire spoke personally with many of the guests, andmany of those whom he deemed “worthy” werehypnotically conditioned to become Obedient.

T

T

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Eventually, d’Honaire came to d’Aloure, and engaged thecharming nobleman in conversation, while at the sametime attempting to dig his hypnotic hooks into d’Aloure’smind. Then, an astonishing thing happened.

D’Honaire failed. D’Aloure’s mind wasunassailable.

Though he hid it well, continuing with themeaningless pleasantries of his conversation withd’Aloure, d’Honaire was both enraged and apprehensiveover his failure to conquer d’Aloure’s will. Never beforehad he failed so completely to invade the subconscious ofan individual, and the stone wall around d’Aloure’spsyche worried him greatly. Somehow, he reasoned,d’Aloure must have expected Dominic’s attempt todominate him and made preparations against it; perhapsd’Aloure might even be an agent of his rival, themysterious criminal known only as the Brain. D’Honaireexcused himself, and Lord-Governor Guignol quitesuddenly declared the banquet to be at an end.

The truth behind d’Aloure’s immunity to d’Honaire’shypnosis is the signet ring he wears. Though he does notknow it, the ring is a powerful variation of a ring of mindshielding. The Ring of the d’Aloures not only makes itswearer immune to such spells as ESP or detect lie, butalso immune to all attempts to charm or otherwise takeover the will of the wearer, whether the attempt ismagical, psychic, or mundane hypnosis.

Current SketchEver since the banquet three years ago, d’Aloure’s lifehas taken many turns for the worse. Only a few weeksafterward, his wife Sara died of an unknown illness. Hisfriends began to avoid him, and he found himselfsuddenly blacklisted from most social events. Most of hisservants abandoned him. Eventually, what started asostracism turned into outright antagonism. He dares notleave his estate outside Port-a-Lucine for any significantlength of time, as he has been physically accosted bycommoners the last few times he has stepped out. TheComte is absolutely bewildered as to why those wholoved him and called him friend have now completelyclosed their doors to him, and has no idea why the lowerclasses now seem to hate him so.

The reason, of course, is d’Honaire, who has used hisinfluence and the many Obedient under his command tomake d’Aloure’s life as hellish as possible while heattempts to ascertain exactly what d’Aloure’s game is. Hewas also responsible for the death of d’Aloure’s wife,using one of d’Aloure’s own servants to poison her.D’Aloure, for his part, is completely oblivious tod’Honaire’s involvement in his current situation; even ifd’Honaire’s involvement were suggested to him, hewould be unable to imagine why d’Honaire would hatehim so. Still, he is convinced that there is some manner

of conspiracy against him, and he is very interested indiscovering its nature.

PersonalityUnder normal circumstances, Tomas d’Aloure ischarming, urbane, and genteel. Unfortunately,circumstances are anything but normal for d’Aloure thesedays. He is growing increasingly suspicious andparanoid, and with good reason: Dominic d’Honaire issystematically dismantling his life. On the few occasionshe has non-hostile company, he tries to act as ifeverything as well, but only the most obtuse individualcould fail to see this for the facade it is; his apprehensionshows in his every word and gesture.

D’Aloure is a smart man, and it is clear to him thatsomeone is orchestrating the sudden turnaround in hislife. Though he does not know why anyone would dosuch a thing, the list of who could accomplish it is veryshort. He had determined to seek aid in determining forcertain who it is, after which he will act. Decisively.

CombatComte d’Aloure has the standard combat abilities of a 7th-level fighter. His preferred weapon is the rapier; he isalso proficient with the use of smokepowder weapons.He almost never wears armor; among gentlemen, it’ssimply not done.

Using Comte Thomas d’AloureIf they are of good reputation, d’Aloure will likelyapproach the characters first. He knows of only a fewindividuals with the power to so completely ruin his life,but he doesn’t know how to proceed to discover theculprit. Thus, he has determined to seek out skilledinvestigators to do it for him.

Why doesn’t he just employ Alanik Ray, the GreatDetective of Port-a-Lucine? That’s a good question, andone the Dungeon Master will have to answer. Maybe Rayis busy with other cases (perhaps still investigating VanRichten’s disappearance?), or maybe d’Aloure didapproach Ray, and Ray hires the party to do the legworkfor him.

At any rate, d’Aloure presents the unknowingcharacters with the opportunity to match wits withDominic d’Honaire, the darklord of Dementlieu. If theyare clever enough, they may be able to discern thehypnotist’s tight control over the domain. D’Aloure willaid them in anyway he can; in addition to being acompetent fighter, he is well-versed in the political andsocial scenery of Dementlieu, and can provide them withmuch valuable information.

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CONSTABLE STURM ANDROVAppearance

turm Androv is a physically imposingman, standing 6’4” with broad shouldersand a barrel chest. He has a wide nose anda heavily dimpled chin. His dirty blondhair is thick and curly, as is his bushymustache. As constable of Kantora, he

usually wears ring mail and carries a club and shield. Healso has a fondness for hats, and wears one at all times.

Given his rough appearance, others tend to besurprised by how intelligent and well-spoken he is. It isthis intelligence that has made him a successful constable,not his brawn.

Constable Sturm Androv10th-Level Human Fighter, Lawful GoodArmor Class 6 Str 16Movement 12 Dex 12Level/Hit Dice 10 Con16Hit Points 56 Int 15THAC0 11 Wis 14Morale 14 Cha10No. of Attacks 3/2Damage/Attack By weaponSpecial Attacks NilSpecial Defenses NilMagic Resistance Nil

Background“You’re sure it was him?”

Sergeant Magiyev nodded. “There were . . . thingsdone to the body. Just like with the others. And thewriting is there.”

Constable Androv sighed. A light rain patteredagainst the wide brim of his hat as he looked at theramshackle facade that poorly concealed one of the mostpopular bordellos of this seamy side of Kantora. It wassomething of a minor miracle that this “establishment”had not been victimized in the past. Of course, it was thatlack of victimization that had probably made it so popularin the first place.

“We should have shut these places down years ago.Cut this bastard off at the source.”

Sergeant Magiyev shook his head. “You know betterthan anyone that it’s just not possible. Not only would ittake more men than we’ve got to close the bordellos, itwould put the lower classes in an uproar. And the whoreswould just go underground anyway. It’d make it harderto keep tabs on this maniac.”

Androv spit on the cobblestones. “He’s laughing atus. He gets more brazen every time. We’ve got to dosomething, Ivan. I’m sick of seeing women butchered.

“No pattern, no witnesses, not even one gods-damnedscream. Just once I’d like us to find one of these girlsbefore the blood’s dried. Any idea how long this one’sbeen here?”

“At least several hours. Blood’s already turningbrown . . . and there was a lot of it.”

“Take me to it. I want to have a look around.”Sergeant Magiyev led him through the doorway into

the dilapidated halls. They passed several hystericalqueans, patiently being questioned by guardsmen wholooked decidedly uncomfortable. They also passed ayoung guardsman being comforted by an older one; theyoung man’s face was a disturbing shade of green, andtear trails were streaking down his face. Androv cursedunder his breath. This was hardly the place for a newrecruit.

Magiyev took him to the end of one of the halls, to ashadowed room where several of his men busily butcarefully took notes and searched for evidence.

Androv stepped into the room. “Out. Everyone.Sergeant Magiyev and I will take it from here.”

N N N

Androv swallowed heavily as he looked at the grislyspectacle on the bed. This was by far the worst he’d seen,though he knew he’d seen only a fraction of thismadman’s work. The remains were barely recognizableas human, the face unidentifiable . . . and scrawled overthe body in blood was the gruesome epitaph:

SHEEZ A PRITEE WUN, AINT SHE LADZ?

Sergeant Magiyev broke the silence. “He’s eithergetting crazier or cockier.”

Androv smirked. “Both. Men like this don’t just getbetter. They always get worse. And Bane knows we’vegiven him reason enough to get cocky. Twenty years I’vebeen constable of Kantora, appointed by Prince Othmarwith the endorsement of Sir Tristen Hiregaard, withcatching this man my number one priority. Twenty years,and we have barely the slightest shred of hard evidence.

“It shouldn’t be possible. How can a man kill sooften and never leave a single witness?”

Magiyev shrugged. “Could be there have beenwitnesses. People in the slums aren’t very forthcomingwith the guardsmen, and even less so when it comes tomurderers. Fellow who’d do this surely’d have noproblem gutting a snitch.”

Androv shook his head. “Too pat. Too simple. I’vebeen chasing him for twenty years as constable, and ten or

S

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so before that as a guardsman, but he’s been killing for amuch longer time now . . . since Hiregaard was stillpersonally leading the guard. That’s what? Sixty years?Seventy?”

Magiyev nodded slowly. This was the aspect of thecase that made everyone nervous.

“And he’s hit every major city in Nova Vaasa in thattime. What’s all that say to you, Ivan?”

Magiyev didn’t even pause to think. “More than oneman, sir. Copycats. The original’s probably been deadfor decades.”

Androv nodded. “That would certainly seem logical,on the face of it. But tell me, Ivan; how is it that we’venever caught a single one of these copycats? Howpossible does it seem that everyone who chooses toimitate this fiend is equally stealthy, equally clever andequally slippery . . . and, incidentally, can perfectlyimitate his handwriting and grammar, such as it is, despitethe fact that we’ve never released his ‘statements’ to thepublic?”

Magiyev sighed. “Not very likely at all, sir.”“No, not very likely at all. Bloody impossible, I

should say.”Androv looked up from the body, staring Magiyev in

the eyes. “We’re dealing with something inhuman here,Ivan. Gods help us all.”

“Now let’s get her out of here.”

Current SketchSturm Androv is the constable of the Kantora City Guard.He is therefore responsible for the prevention of andsolving of crimes within the city. It should thereforecome as no surprise that much of his resources arecommitted to apprehending the murderer known asMalken.

Of course, Malken is not the only criminal thatAndrov must deal with. Malken does not kill every day,or even every month. Therefore, the majority ofAndrov’s time is taken up with other crimes. Of course,as constable, he only gets personally involved in the mostserious of crimes within the city. Regardless of what casehe is currently working on, however, any newdevelopments involving Malken garner his immediateattention.

PersonalitySturm Androv is gruff and no-nonsense; his lack ofhumor is legendary among the city guardsmen. He tendsto be somewhat surly; his fellow guardsmen know thatthis bad temper is a result of the deep responsibility hefeels to the people and city of Kantora. His failure toapprehend Malken weighs heavily upon his mind. He

will do anything to stop the madman from taking anotherlife.

Androv is for the most part honest and forthright asconstable, but his experiences as a guardsmen have taughthim that principles must sometimes be sacrificed in thename of practicality. Kantora has little in the way of civilrights protection as it is, so Androv is generally free todeal with criminals as he sees fit. He and his guardsmenhave little compunction about roughing up accusedcriminals, especially violent ones.

CombatSturm Androv has the standard combat abilities of a 10th-level fighter. He rarely has to enter combat if he doesn’twish to, however; anyone wanting to attack him will haveto wade through the half-dozen or so guardsmen thataccompany him most of the time.

Using Constable Sturm AndrovEven though Androv is a very busy man, he doesn’t takekindly to vigilantes trying to ease his workload.Therefore, anyone who plans to investigate any othercrimes in Kantora had better get his permission. If hefinds the adventurers trustworthy, intelligent andcompetent, he will welcome whatever help they can givehim. If the characters aid him in solving a difficult caseor apprehending a dangerous criminal, they will earn hisrespect, and will return the favor in whatever way he can.As constable of Kantora, he can be a valuable ally.

FATHER LUKAS DUREMKEAppearance

ather Lukas looks nothing like the typicalBanite priest. Eschewing pomposity, hetends to wear simple, sturdy clothingmuch like those worn by laborers orfarmers. He is short (5’7”) and stout, withchestnut brown hair, hazel eyes and a calm

expression and demeanor.

BackgroundLukas Duremke was born in a Nova Vaasan hamlet whichwas little more than a trading outpost for travelersbetween Egertus and the domains to the north. The smallvillage had a great deal in common with its Tepestanineighbors; the people were insular, provincial and verymuch concerned with tradition, almost

Father Lukas Duremke7th-Level Human Priest of Bane, Lawful GoodArmor Class 10 Str 12

F

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Movement 12 Dex 11Level/Hit Dice 7 Con11Hit Points 29 Int 16THAC0 16 Wis 18Morale 12 Cha15No. of Attacks 1Damage/Attack 1d2Special Attacks SpellsSpecial Defenses SpellsMagic Resistance Nil

puritanically so. Lukas’ family was no different, andLukas grew up with a healthy dose of rules and religion.The worship of Bane, in particular, was an important partof Lukas’ upbringing.

Lukas’ parents were firm followers of Bane, andLukas was raised with the same devotion. The conceptsof justice, hard work, and responsibility espoused by thevillage’s lone preacher struck a chord within Lukas, andhe accepted them wholeheartedly.

Lukas helped his father farm as a young boy, butwhen Lukas reached the age of twelve his parents decidedto seek out an apprenticeship for him. The family wasgrowing larger (Lukas was the oldest of six) and therewas simply not enough food and money to go around, anda local apprenticeship would have helped ease some ofthe burden. Lukas, however, had other plans, and usedwhat little money he had saved up to buy transport toEgertus, where he planned to study to become a Banitepriest.

Unfortunately, things did not go as simply as he hadhoped. Lukas was unable to read, and unable to affordschooling to learn how. It hadn’t even occurred to himthat this would prove a barrier; even the village preacherhad been illiterate, and it had not kept him fromsermonizing. The local clergymen (who awed Lukas withtheir ornate dress and magnificent cathedral, completelyunlike anything he had seen at home) were unwilling totake in a backwoods boy who could barely even read afew words of Bane’s multitudinous scriptures.

Lukas proved stubborn, however, and the priestsdecided to at least give the boy a temporary home in thecathedral, where he was put to work at cleaning andmaintenance duties. Meanwhile, Lukas took it uponhimself to overcome his handicaps. The boy waspossessed of a keen intelligence which had seen littleopportunity to express itself on the farm, and over thenext year his agile mind was able to take the few words hedid recognize in Bane’s scripture and expand them to afairly competent level.

And what he read shocked him.The Bane of these books was almost nothing like the

Bane he had come to know at home. This Bane carednothing for true justice from what Lukas could see,instead using the word as a weapon to keep the weak in

line. This Bane cared for hard work only when itbenefited the powerful, who were free to walk across theworkers’ backs. This Bane cared only for theresponsibility of the ruled to the ruler, and not the ruler tothe ruled. This Bane was a stranger.

For a brief moment Lukas’ faith was shattered.Then, he decided that the writings must be false.

Lukas was perhaps imprudently vocal about hisopinions, and after repeated beatings and canings he wasthrown out of the cathedral at the age of fifteen. Ifanything, this only increased Lukas’ fervor andindignation. He had grown contemptuous of thepampered priests and their hypocritical doctrines, and onthe street corners of Egertus he began proclaiming it.Loudly. He criticized them to any who would listen forthe wealth they hoarded while people starved on thestreets, for the shroud of mystery they dogmaticallyworked to keep between the people and their god, and fortheir blind obedience to a status quo that kept the NovaVaasan people in squalor.

Though quite young, Lukas was also charismatic anda good speaker, and his message of corruption and theneed for reform was exactly what many of the peoplewanted to hear. Though he was chased from Egertus bythe city guard for his heresy, barely escaping with his life,he traveled across the domain, preaching the word ofBane as he felt it truly was. He has since crusadedthroughout Nova Vaasa and even into Hazlan, and hasacquired a small but devoted following despite the manyattempts to silence him.

Current SketchLukas’ Reformation movement has not exactly caught onlike wildfire, but the 22 followers he has converted areextremely devoted, sometimes too devoted for his tastes;he fears becoming a false idol, and takes great care toemphasize the hand of Bane guiding his actions. Hetravels constantly, but has established a small church inAerie, in southern Nova Vaasa. The Church of Banethere is considerably more lax than in most of NovaVaasa, and he has been given relatively free reign topreach his views as he wishes, though the church (knownsimply as The Reformed Church of Bane; Lukas does notgo in for ostentation) has been subjected to intermittentacts of vandalism.

PersonalityMost of the time, Father Lukas is soft-spoken andreserved, but he can become quite animated when sharinghis vision of Bane with others. He sees Bane primarily asa god of law and order, and thus he generally has notolerance for those who would disrupt the peace. He

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finds it ironic that in spreading his message of the trueBane, he has been characterized as a rebel and dissident.

Father Lukas believes strongly in the value of hardwork and responsibility, so much that he can seem sternor harsh in his sermons. He cannot tolerate laziness or alack of drive in others, any anyone who displays thesesqualities around him will receive a long lecture.

CombatLukas abhors violence. He will not fight even to save hisown life, trusting Bane to protect him. It would take aserious threat to the lives of others to force Lukas to raisehis hands in violence, and he will always try talking orbeseeching the intervention of Bane (in the form ofclerical magic) first. He never carries a weapon or wearsany armor.

Lukas has major access to the all, healing,necromantic, sun and wards spheres. He has minoraccess to the spheres of numbers and protection.

Using Father LukasFather Lukas is a strong believer in helping others; hefeels cooperation is the basis of an orderly society.Anyone seeking refuge or sanctuary can count on FatherLukas to provide it. Of course, they’ll have to work for it:maintaining and repairing the church, helpingparishioners with their farms, and so forth. Also, FatherLukas will try his best to convert any unbelievers underhis care, so adventurers seeking his aid had best beprepared for many lengthy sermons.

HOBERT MANNONAppearance

obert Mannon stands 6’4” with amuscular build. He has curly red-brownhair and a thick beard and mustache. Hewears a dirt brown tunic and breeches,and black walking boots. He also wears along gray cloak for when the weather gets

cold.

Hobert Mannon8th-Level Human Ranger, Chaotic GoodArmor Class 7 (leather armor) Str 16Movement 12 Dex 15Level/Hit Dice 8 Con16Hit Points 54 Int 11THAC0 13 Wis 14Morale 16 Cha13

No. of Attacks 3/2Damage/Attack By weaponSpecial Attacks NilSpecial Defenses NilMagic Resistance Nil

Background“Come in.” The raunie’s aged voice called softly frombehind the curtain covering the entrance to her batteredvardo.

Hobert Mannon pulled aside the blue curtain andstepped tentatively inside, a sheepish, self-conscious grinon his face. He had never had any truck with the Vistanibefore this day, and he wasn’t at all sure what to expect;he was also somewhat embarrassed by the triviality of hisvisit.

The vardo was poorly lit, with only a handful ofcandles within, and the heavy curtain kept out most of thesunlight. The raunie sat at a table at the end of the vardo,mostly obscured by shadow.

“Show me your coin,” she rasped.Hobert frowned; it had cost him several coins simply

to be allowed access to the camp, and quite a few more tobe allowed to enter the vardo. Apparently a reading wasyet another charge. Hobert reached into his leather coinpurse and dropped a few silver onto the table.

The raunie looked at the coins in front of her, andwheezed a small noise of acquiescence. She gestured forHobert to take the seat across from her.

As Hobert sat, the raunie, Madame Katrina, silentlyappraised him. He seemed large, clumsy, and simple, justlike most of the peasants eking out a life along theMusarde here in Verbrek.

“You have come for a reading, yes?”Hobert nodded, that sheepish grin still tugging the

corners of his mouth. “The Vistani don’t often seem tostop here in Verbrek for very long, and since you werehere, and I was here, I thought I’d get my fortune told. Ialways wanted to do that . . .” His voice trailed offbashfully.

Madame Katrina sighed and nodded. She picked upher deck of Tarokka cards and started shuffling them, andwinced at the pain such a simple motion caused her agedhands. It was customary to allow the one the reading wasfor to shuffle the cards, but she honestly did not want thelout to handle her beautifully crafted deck. Regardless,the cards would tell her what she wanted to know; theyalways had.

When the cards felt right to her, she laid out fivefrom the top, in a line, face down. This was the simplestformation for Tarokka readings, and in this case, shethought as she looked at the man seated across from her,simple seemed best.

H

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“These five cards,” she said as she waved her handacross the table, “contain everything about you that thereis to know.” That wasn’t strictly true, of course, but shedoubted there was much to this fellow beyond what thesefive cards would tell her. “Your past, your present, yourfuture, your hopes and dreams, and your very nature, yourtrue self. Everything you are, in these five cards.”Hobert’s eyes grew wide and his smile grew larger andeven more sheepish.

“The first card represents your past.” She reachedout and turned the card over, revealing The Six of Coins,The Beggar. No surprise there. She tapped the cardgently with her finger and closed her eyes, allowing themeaning of the card to fill her mind. “You come fromhumble beginnings. You were poor, a peasant, but youwere not content with your lot.”

Hobert nodded, his eyes as large and round as avardo’s wheels. “That’s true, ma’am. I was born here inVerbrek, near thirty years ago. I think it was calledArkandale back then. I lived in a village called Sable.Life was hard, but not so bad; still, I wanted to travel, tobe something more.”

Madame Katrina sighed once more. Some peoplehad no respect for the magic and mystery of a Tarokkareading, and insisted on talking throughout.

“The second card reveals your present, your life as itis now.” She flipped the card, revealing the Four ofGlyphs, The Shepherd. This was something of a surprise.She tapped the card and closed her eyes. “You are aguide, a warden. You aid the hapless traveler to hisdestination.”

Hobert nodded again. “That’s true as well. I hiremeself out as a guide to those who need one, and there aremany who do. Most folks are afraid to travel the roads inthis land, not to mention the wilderness. Even in the morecivilized lands to the north, people don’t like to travelwithout protection. Me, I’ve never been afraid to wander.Once, as a young lad, some of me friends dared me tospend the night in the woods where the werebeasts live.”Madame Katrina nodded; the Vistani were all to aware ofthe creatures that called Verbrek home. “No one in thevillage, or any of the nearby villages, I reckon, wanted tobrave the forests, but I was headstrong, and never refuseda dare. I slept deep in the woods that night, and returnedthe next morning. Me friends were surprised to see mealive; they treated me like I was some kind of hero. Eversince then, I’ve been partial to the forests, and totravelin’.”

Madame Katrina listened to this with some surprise.She’d never heard of a lone traveler escaping the noticeof Timothy’s packs before. They prided themselves ontheir . . . thoroughness.

“The third card reveals your hopes and dreams, whatyou wish to be.” She flipped the card, revealing the Twoof Coins, The Philanthropist. Now this was unusual. She

tapped the card and closed her eyes. “It is your fondestdesire to help your fellow man. Helping others gives youdeep satisfaction. You are selfless and compassionate.”

Hobert blushed deeply. “Well, I can’t be no judge onthe truth of that. Wouldn’t be proper. I do like to helpothers, though. That’s part of why I wanted to be a guide.There’s not much money in it, but I’ve got all I need tolive.”

Madame Katrina found herself suddenly starting totake a liking to this lout in front of her. She smiledslightly, and reached for the fourth card.

“This card reveals your future, that which you shallbe.” She paused before she turned the card.“Understand, the future is not written. In this regard, thecards reveal only possibilities, nothing more.” Hobertnodded slowly, and she wasn’t completely convinced thathe really did understand, but nevertheless she flipped thecard.

The Two of Swords looked up at her. The Paladin.She tapped the card and closed her eyes. “You shall

become a warrior for the good. You shall fight to defendthe weak against the strong. You shall become a hero,loved and respected by the people.”

Hobert laughed. Madame Katrina looked at himsharply. He stopped laughing, but could not erase thegrin from his face. “I’m sorry ma’am, but that justdoesn’t seem too likely. I’ve been in plenty of fightsbefore, mostly against goblyns and such. They like toattack travelers, figure ‘em for easy pickin’s. But a hero?Even if I could be one, I’m not sure I’d want it. I’mhappy as a guide.”

Madame Katrina regarded him. “Our destinieschoose us more often then we choose them.” She reachedfor the fifth, and final card. “This last card reveals yourinner nature, your true self, that which may be hiddeneven to you.” She flipped the card over slowly. It wasThe Artifact.

She leaned back slowly in her chair. She’d neverseen The Artifact as the fifth card. It was very often thethird card, where it showed that a person’s hopes anddreams focused on a material object. But the fifth card?She had no idea what that could mean. With sometrepidation, she reached out and tapped the card, her eyesclosed. This reading was turning out to be quite. . .

“Unique.” She whispered as the meaning of the cardcame to her. “You are unique. You are . . . gifted. Youhave a talent, a quality such as is possessed by no otherman.” She continued to tap the card. There was more tobe told, something this card could not reveal. She pickedup her tarokka deck and turned the top card, placing itbelow The Artifact. It was The Innocent.

She tapped the card, and closed her eyes. Suddenly,she knew the nature of his gift. She knew why he hadbeen able to spend a night in the forests of Verbrek

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unmolested. She knew that he could do it again, andagain, anytime he wished.

“What is my gift?” Hobert was growing anxious,eager. “Does the card say?”

Madame Katrina opened her eyes and looked at him.She shook her head. “No. I am sorry. I hoped that asixth card might reveal more, but the cards refuse to tellme anymore on this matter.” She looked at the silver onthe table. “You may keep your coin.”

Hobert smiled, and shook his head. “Fair paymentfor services rendered. This was very interestin’. Thankyou, ma’am.” He stood up.

“You are welcome. Travel safely,” she said, smilingto herself as she watched him leave. Indeed, he wouldtravel safely. That was his gift, after all.

She would have to send word out. The Vistani wouldkeep an eye on this one. He could prove incredibly usefulin the future . . .

Current SketchHobert continues to serve as a hired guide and protectorto travelers. He tends to stay in the southern Core,because it is there that guides are most needed. He likesto return to his home village in Verbrek every fewmonths; his family (both parents, an older sister and ayounger brother) still live there, and he provides themwith most of the money he makes as a guide. He himselfhas no permanent residence; he generally prefers to makecamp outdoors.

PersonalityHobert is one of the most humble, selfless people onecould have the pleasure of meeting in Ravenloft. Thoughhe honestly thinks of himself has nothing special, he isgenerous and kind to a degree that the more cynical orparanoid find almost suspicious. He never hesitates tooffer his aid to any who find themselves in need.

Hobert is genuinely happy with his lot in life. Heloves the forests of the Core and he finds great joy insimply traveling. His only dissatisfaction is that the worldseems not quite large enough to suit his tastes.

Though he lacks sophistication in his speech andmannerisms, he is not crude by any stretch of theimagination, and behaves with a rural gentility that can bequite charming. He would like to settle down and have afamily some time in the future, but unfortunately he tendsto get tongue-tied around women. He also blushes easily,to his never-ending embarrassment.

CombatHobert has the combat abilities of a 7th-level ranger. Hisusual weapon is a stout oak club that doubles as a walking

stick. He also carries a long bow. He wears leatherarmor when he wears any at all.

Hobert can Hide in Shadows at 43% and MoveSilently at 55%. These abilities are halved in non-wilderness environments.

Hobert’s Gift of Innocence, as discovered byMadame Katrina, is incredibly powerful. Its nature is amystery, but it protects him in his travels. Hobert iscompletely undetectable to most creatures of the night.To the undead and to lycanthropes in hybrid or beastform, Hobert is invisible and inaudible, and cannot bedetected by them by smell or by magical means. Thisprotection is canceled only if Hobert attacks, and eventhen he becomes detectable only by the creature attacked,and not any companions it might have.

Using HobertIf the characters are in need of a guide, Hobert is anexcellent choice. He is very familiar with the woodlandsof the Core, particularly the southern domains. He’s alsoan excellent tracker if the characters find themselves inneed of one. He is also good in a fight if it comes to that.

Hobert appears to have a destiny that has yet to berealized. The Tarokka reading and his unusual gift bothpoint to this. The true nature behind his gift hasintentionally been left a mystery. Perhaps Hobert is thefulfillment of an ancient Vistani prophecy, or perhaps thegift has been given to him by the opponents of the darkpowers theorized in Lord of the Necropolis. Perhaps it isa legacy of some heroic ancestor, or perhaps a mereaccident of birth. Regardless, Hobert has the potential tobe one of the Core’s great heroes; will he realize it?

THE HON. JAMES MARTIGANAppearance

ames Martigan looks as if the weight ofthe demiplane is perched squarely on hisshoulders. He looks every day of his 72years. He has gotten very thin and frailover the past decade, and his health isdeteriorating rapidly with age; he now

requires a cane to walk and rise, and he is prone to fits ofcoughing. His face is etched with deep wrinkles and hiseyes have little life left in them. His only remainingyouthful feature is his hair, which has only just started tothin and remains a strong steel gray. He has a short graybeard, but no mustache.

J

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James Martigan0-Level Human, Lawful GoodArmor Class 10 Str 10Movement 12 Dex 10Level/Hit Dice 1 Con11Hit Points 4 Int 14THAC0 20 Wis 13Morale 11 Cha14No. of Attacks 1Damage/Attack 1d2Special Attacks NilSpecial Defenses NilMagic Resistance Nil

BackgroundOnce again, James Martigan woke up screaming hisdaughter’s name.

He sat upright, sweat dripping from his face andsinking into his beard, his eyes still closed. Twelve years.It had been twelve years since she had been taken, andstill he could not escape the nightmares.

He had had every reason to believe that everythingwas going to turn out well. Ever since Megan, his wifeand Sara’s mother, had died of the consumption whileSara was just a child, life had been so difficult for theboth of them. He had always felt like he was goingthrough the motions of being a parent; he had had no ideahow to raise a daughter on his own. He was one of therichest men in Mordentshire, a brilliant merchant andtrader, and he had felt utterly lost.

Somehow, they had both survived her childhood, andSara had become a beautiful young woman. When youngDaniel Sherwood had nervously approached him askingfor his permission to court her, he had been both sad andoverjoyed. His little girl had grown up.

Sara and Daniel were very happy together, and verymuch in love . . . until one evening, Daniel fell from hishorse, striking his head on the cobblestones. He neverwoke up, and Sara was heartbroken.

A fortnight after Daniel’s death, James begannoticing some disturbing changes in Sara. She beganspeaking of Daniel as if he were still alive. Her eyeswould glaze over when talking about him, and her tonewould become wistful and quiet. This was a far cry fromthe intelligent, excitable young woman he knew hisdaughter to be, but he assumed it was merely a phase ofher mourning, and so he said nothing.

Sara’s behavior soon grew more disturbing. Shespoke of Daniel visiting her in the night. She began togrow pale and listless, often refusing to even leave herroom. The few times she did leave the house, it was onlyto visit the cemetery. Her weakness grew more and morepronounced with each passing day. Truly concerned

about his daughter’s health, James finally decided to sendfor a doctor. Not just any doctor, but the best in Mordent,and a friend as well: Dr. Rudolph van Richten. Eager tohelp a friend in any way he could, Van Richten visited theMartigan home late that evening —the most horribleevening of James Martigan’s life. Memories floodedback with a life of their own . . .

Van Richten listened with rapt attention to thesymptoms described by James, and concern flooded hisfeatures.

“It is entirely possible that the behavior you aredescribing is simply a result of the tragedy she hadexperienced . . . but I have known Sara for years. She isnot the kind of woman to give up on life so easily. Tellme . . . how long have you had these concerns?”

James thought a moment. “About ten days. Perhapsas many as twelve.”

“Then we had best hurry to her bedchamber . . . andpray that I am wrong, for I fear I know the cause of her illhealth.”

The two men hastened up the stairs to Sara’schamber door. James knocked softly. “Sara?” Noresponse came from within. He knocked again, muchlouder this time. “Sara!”

Van Richten reached for the doorknob. It waslocked. James reached into his pocket, drawing forth akey. He tried it in the knob . . . and found that it wouldnot fit. Frowning, he looked at the key, verified that itwas the right one, and tried it again. It still did not fit.

James felt a sudden, irrational fear grow in his chest.He began pounding the door roughly with both hands,screaming his daughter’s name.

“James . . . is there an ax in the house?” VanRichten’s voice was thick with urgency.

“Yes . . . yes. I’ll get it.” James hurried away.Van Richten stood back from the door, calling out to

Sara. A knot of apprehension formed in his stomach. Ifthis was what he feared it was, they were taking far toolong.

James returned, ax in hand, and before Van Richtencould say a word he ran at the door, swinging the axwildly. The blade bit into the wood once, then twice.James brought it back for a third swing, heedless of VanRichten’s shouts of warning. He swung the axforward . . .

And the door caught it. The door caught the ax. Thewood of the door warped and flexed , a gnarled handreaching out from it. The hand caught the ax blade firmlyas the metal bit into it. James screamed and tuggedwildly, but the hand would not release it.

“Ye gods . . . it’s here! The Phantom Lover is here!We must hurry!” Van Richten ran forward, placing hishands on the ax haft and aiding James in his tugs.Between the two of them, they managed to roughly pullthe ax blade free. Van Richten grabbed the ax blade from

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James, and brought it down with all his might on thechamber’s door knob. The knob broke off, and the doorswung open. The two men rushed into theroom . . .

The Phantom stood by the bed, Sara limp in hisembrace, her arms locked longingly around his neck withwhat little strength they had left. “You are too late,” hewhispered as he and Sara faded into shadow. “Love cannot long be denied . . .” His sinuous voice trailed off intonothingness as he and Sara vanished.

James fell to his knees, screaming his daughter’sname. Van Richten grabbed him and shook him, yellingto get his attention. “The cemetery, James! We musthurry to the cemetery! We can still save her!”

Van Richten’s optimism proved unfounded. Theyran to the cemetery, only to find one of Sara’s slippers onthe ground, next to Daniel Sherwood’s grave. Sara wasgone, forever.

James and Rudolph had drifted apart after that.Though he knew it was irrational, part of him could nothelp but blame Van Richten for not being able to save hisdaughter . . . just as he blamed himself.

However, James had vowed to himself that day thatothers would be saved. Though he was old and weak,there were plenty of the young and strong out there, menand women with their own reasons for combating thesupernatural. Since his daughter’s death, James Martiganhas been an ally and patron to dozens of young monsterhunters and ghostwatchers. It is his hope that someday ahero will come forth who can destroy the wicked spiritthat preyed upon his daughter’s suffering and eventuallytook her life.

Then maybe the nightmares will finally end.

Current SketchJames Martigan, one of the wealthiest members ofMordentshire’s gentry, has devoted his considerableresources toward aiding those who are willing and able tocombat the supernatural. His ultimate goal is thedestruction of the creature known as the Phantom Lover(and, perhaps, the rescue of his daughter’s soul thereby),but in the meantime every blow struck against thedarkness eases a little bit of his pain.

Any young person who approaches him with anearnest desire to become a monster hunter and a requestfor aid will receive it. He will provide equipment,expenses, transportation; whatever they reasonably need.He is still a shrewd businessman, and can smell acharlatan a mile away; additionally, he has turned away afair number of sincere youths who in his opinion weresimply lacking. He has no wish to have the deaths of thefoolish or incompetent on his conscience. At the moment,he is acting as patron for a half-dozen individualadventurers, and he is constantly on the lookout for more.

PersonalityJames Martigan has made his quest against thesupernatural his sole ambition. In some way, he feels thataiding others in combating evil grants him a measure ofredemption for failing to save his daughter’s life It isonly in hearing about the latest victories of his protégéesthat he feels any degree of excitement or energy.

Unfortunately, that excitement is often more thanoffset by the guilt and sorrow he feels when news of oneof his adventurers’ deaths reaches him. He had paid forthe funerals of seven young men and women over the lastdecade, and he still makes every effort to visit theirgraves when he can.

CombatJames Martigan is completely unsuited to combat. Iffaced with an aggressor, he will resign himself towhatever fate they have in mind; he has neither thestrength nor the will to fight.

Using James MartiganJames Martigan can serve as a patron for a young groupof monster hunters, serving as a source of equipment andinformation for low-level characters who otherwise mightbe unable to find them. In return he expects onlycompetency; it takes only a success or two to earn hiscomplete trust and enthusiasm, after which they will findhim even more generous than before.

Martigan can also put the characters in touch withother young adventurers he is currently aiding, or moreexperienced ones he had aided in the past, should theyfind themselves in need of assistance in combating somegreat threat. His elaborate network of monster huntercontacts also provides him with excellent informationregarding likely sites of hauntings or other supernaturaldepredations. Overall, he is one of the best friends amonster hunter could have.

MADELINE GALBRAITHAppearance

adeline Galbraith is an attractive but notquite beautiful woman in her early thirties.Her mahogany brown hair is alreadyshowing some signs of graying, and shehas developed some wrinkles around hereyes and the corners of her mouth, but

these signs of early aging do not detract much from herappearance. Because she travels so often, she generally

M

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wears whatever she finds most comfortable for thejourney at hand.

Madeline GalbraithHuman Dual-Class 1st-Level Arcanist/2nd-Level Thief(Ghostwatcher), Neutral GoodArmor Class 9 Str 12Movement 12 Dex 15Level/Hit Dice 2 Con10Hit Points 10 Int 17THAC0 20 Wis 15Morale 16 Cha13No. of Attacks 1Damage/Attack 1d4 or by weaponSpecial Attacks BackstabSpecial Defenses NilMagic Resistance NilThief’s Skills PP 15% OL 20% FRT 50%

MS 20% HS 15% DN 15%CW 60% RL 15%.

BackgroundAs far back as she can remember, Madeline Galbraith hasnot been like other girls. Normal girls don’t see theghosts of the departed every time they turn their head.She can’t remember the first time she saw a ghost, or evena time when seeing ghosts struck her as strange orfrightening. They’ve always simply been there, a part ofher life as she grew up in Mordentshire.

The ghosts had almost never bothered her, and thosefew that did, feeling some long-dead spark of hope re-ignite upon realizing that they could be seen, soon gaveup in frustration when they realized that they had no wayto communicate. Madeline could not hear the words ofthe dead, though they seemed to understand her wellenough. Since they had nothing to gain from her, and shenothing to gain from them, she and the ghosts largely lefteach other alone.

That is not to say, of course, that the ghosts had noeffect on Madeline’s life; quite the contrary. Madelinefound the ghosts fascinating, especially the ones whodressed in strange, old clothing that no one in Mordentwore anymore. These, she deduced, had died inMordent’s distant past, and that thought intrigued her. Itwas like looking at moving pages of history, andwhenever she saw such a ghost she regretted not beingable to communicate with them.

Despite the disappointment of not being able tocommunicate with the ghosts that interested her so,Madeline’s fascination with history stayed strong.Unfortunately, as a child attending school, history neverseemed to be a subject the teachers considered worthstressing. Even the history of Mordent itself seemed to be

considered of little value . . . and asking a question aboutthe history of any of the nearby lands generally receivedno answer other than a baffled stare.

When she moved on to the famous Academe deRichemulot, she hoped things would be different, but theyweren’t by any significant amount; in fact, in some waysthey were much worse. The people of Richemulotseemed to be almost contemptuous of the past, and therecords of the “historians” were always vague and oftencontradictory once one moved past the last 50 or 60years. Madeline’s struggles with this ignorance andapathy made her look all the more longingly at the ghostsof the past . . . and finally drove her to seek a solution.

Dropping out of the Academe before it could do anymore damage, Madeline turned to the libraries,antiquarians and arcaneries, hoping to find some means tocommunicate with the dead. She dabbled in the study ofmagic for a time, but gave up in frustration;communication with the dead seemed to be the provinceof the priest, not the mage. She then focused her effortssolely on antiquarians and occult shops, holding to findsome arcane trinket that would enable her to speak withthe ghosts. Eventually, her search bore fruit.

In a small occult shop in Chateaufaux, Madelinetraded the remainder of the money that was supposed tohave gone to her tuition for a small medallion that theowner swore would enable her to speak with ghosts,provided she knew the language they spoke in life. Theowner also gave her a steel dagger with a silver handle,insisting that it was only a matter of time before shewould need it.

Aided by the medallion, Madeline began discretelyinterviewing a portion of the ghosts she encountered,searching for every possible detail of the past she couldfind, helping the ghosts find rest as best she could inreturn. With the knowledge the ghosts have given her,Madeline has actually been able to construct coherenthistories of Dementlieu, Mordent and Lamordia, and hadher findings published. Though there are still gaps to befilled, Madeline’s histories have become quite popular,and she has become quite esteemed as a scholar. Ofcourse, no one knows the secret behind her success.

Current SketchBefore Madeline, history and archaeology were thepoorest cousins of scientific study in the Core. Thedisparate and mysterious origins of many of the domainsmade historical inquiry seem an impossible task.Madeline has done a great deal to change that perceptionwith her clear and specific historical records, though thefact that no one else has been able to duplicate hersuccess keeps history from catching up fully with theother fields of learning.

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Madeline has turned the thrust of her inquiriestoward archaeology, for the simple fact that old andabandoned ruins often have the oldest and most intriguingghosts. Astonishingly, Madeline has been able to findevidences of long dead cultures in domains such asNecropolis, Lamordia and even in Mordent. On a fewrare occasions, she has seen ghosts with appearances andstyles of dress that are completely foreign to anythingknown to have existed in the Core. So far, these ghostshave avoided her, but she continues to seek them out.Their presence is the most intriguing mystery she has yetencountered.

With the aid of Vistani caravans, Madeline hastraveled all over the Core and even beyond, into domainssuch as Har’Akir and Sri Raji. Treks such as these aredangerous, and she is always searching for strong andbrave men willing to come along for a fee. She has madeenough money from her books that she need not worryoverly much about the costs of these trips, and what shedoes spend is usually returned to her several times whenthe resulting book is published. When a journey isfinished, she returns to her adopted home of Port-a-Lucine.

PersonalityThe pursuit of knowledge is the one driving passion inMadeline’s life. She has little inclination and even lesstime to think about such things as starting a family. Whenshe is in the field, she is strictly business, and when she’snot, she is still, for the most part, strictly business.Strangely, it is only when dealing with ghosts that sheseems to show sentimentality or emotion. She will domost anything in her power to help a restless ghost findpeace, even if it can’t repay her with historicalinformation.

Her ability to see ghosts is her prized secret. Shelet’s no one know of it, and never speaks to ghosts whenthere are others in earshot.

CombatMadeline is no fighter, but that doesn’t mean she’ll quailbefore any fool with a sword in his hands. She has livedwith the faces of the dead and damned since she was achild; it takes a lot to rattle her. When it comes tocombat, Madeline fights with the dagger given to her bythe occult shop owner. Though she doesn’t know it, thedagger is a magical dagger +1, +3 vs. ethereal.

Madeline’s other magical item is the medallion ofghost-speech, her most prized possession. While worn,the medallion enable the wearer to speak with ghosts as ifa speak with dead spell had been cast. As with the spell,the wearer must know the language spoken by the ghostin life.

Madeline studied magic for a time and knows a fewspells. Her spell-book contains the following first-levelspells: comprehend languages, detect magic, read magic.She does not actively seek out new spells; sometimes sheneglects to even carry her spell-book with her.

Using MadelineThere may be no greater authority on the histories of thevarious domains of the Core than Madeline, save perhapsthe lords of those respective domains. If the charactersneed any historical question answered, she is the firstperson to whom they should turn. How much of herknowledge is “real” and how much is fiction created bythe Mists cannot be known for certain, but in the long runit may not matter. False history is still history as far asthe people of Ravenloft are concerned.

Madeline is even more valuable as a ghostwatcher, if,that is, they can uncover her secret. The signs are there ifone looks closely; Madeline manages to gather asurprising amount of information from surprisingly fewsources.

Madeline can also serve as an employer for theplayer characters, and thus an excellent excuse to getthem to travel to a distant domain.

Don’t forget about the mysterious, foreign ghostsMadeline sees from time to time, or the occultshopkeeper’s promise that she would need the dagger hegave her . . . perhaps Madeline’s precious medallioncarries with it unforeseen consequences . . .

MAREK CRAWFORDAppearance

arek is a dark, brooding man with adepressed air about him. He is quiet andprivate, and very uncomfortable in mostsocial situations. He is a tall man withbroad shoulders and a powerful build, andhe walks as if he were in constant fear of

damaging his surroundings. His hair is an inky black, andis unkempt and somewhat over grown. His eyes arecolored a dull, washed blue that looks almost gray.

Marek Crawford11th-Level Human Fighter (Witch Hunter),Lawful GoodArmor Class 10 Str 17Movement 12 Dex 14Level/Hit Dice 11 Con15Hit Points 57 Int 14THAC0 10 Wis 17Morale 15 Cha13

M

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No. of Attacks 3/2Damage/Attack By weaponSpecial Attacks NoneSpecial Defenses +2 to saves vs. magic (see below)Magic Resistance Nil

BackgroundMarek Crawford kneeled before the statue of Ezra in theGreat Cathedral, fingers laced together and eyesdowncast. He had most of the great hall to himself; therewere few worshippers this late in the evening. Even in acathedral, under Ezra’s watchful gaze, few felt safe whenthe sun descended. Marek felt disgust at the lack of faithof the masses rising within him, but quickly swallowed itand murmured a prayer of contrition, one more amongmany.

He knew Ezra had long ago forgiven him for the sinsof his past, but he had not yet forgiven himself, and so hefelt compelled to ask her mercy anew each week. Hewondered if she found that insulting . . .

If so, one more thing to seek forgiveness for.He had once thought himself a soldier of

righteousness, a champion standing against the darkness.He had taken up his sword against the wicked, strikingdown those who would harm the innocent. The peoplehad called him a hero, praised him for seeking out anddestroying those who would seek to use evil magicsagainst them.

Magic. Even now, the word sent chills up and downhis spine. Though he tried and tried again to let it go, torelease the hatred that had consumed his life, he still felthis hackles rise at the thought of mages. It was a magewho had killed his parents when he was but a child, andstolen his life from him.

Hazlik. He felt the back of his neck grow hot, felt histeeth clench.

Hazlik had killed his parents, and he still didn’t knowwhy.

It had been 721. He was eight years old. He and hisparents lived in a small house in Toyalis. They were ofthe Rashemi people, the lower class of Hazlan, and lifethere was hard, but they had been happy. Happy, untilHazlik’s enforcers took his parents away, to the tables,leaving him behind to die an orphan.

He assumed his parents had been accused of treasonfor some reason. Why, he could not say. As likely asnot, they had done nothing at all, but often an accusationwas all that was necessary for an execution . . . or worse,as in the case of his parents, for experimentation.

It was his hatred that kept him alive during thoseyears alone, he knew. His hatred of Hazlik, and of thewealthy Mulan people to whom Hazlik belonged, kepthim alive when food was scarce and the weather grewcold. It had made him strong. Eventually, he grew strong

enough and hateful enough that mere survival was nolonger enough. He needed to act. He could not take hisrevenge against Hazlik, not yet, so in 728 he left Hazlanaltogether, and traveled north to Darkon. At that time,Hazlik still forbade the use of magic in his domain, soDarkon had been the center of magical study in the Landof the Mists, and Marek had intended to learn everythingabout mages that he possibly could.

In 731, Marek killed his first wizard, a Tepestaninecromancer who had been raiding the small graveyardsof Kellee. It was the beginning of an illustrious career.Over the next two decades he would kill dozens of evilmages, sometimes alone, sometimes in the company ofother famous hunters of evil. Dr. Rudolph van Richten,George Weathermay, Ivan Dragonov . . . he had workedwith them and many others in hunting down the evil andarcane.

He would likely have continued on in his vengefulwrath forever, blind to the evil of his hatred, had he notmet a true champion against the darkness. Nearly twoyears ago, he had met Tara Kolyana.

She was a few years older than he, but she hadlooked so young and fragile, especially beside him. Justlooking at her had let him see for the first time how hishatred and anger had aged him. Together, they hadmanaged to find and capture a mage who had beenbedeviling the people of a small Invidian hamlet. Hewould have killed the wretch, but she had not allowedhim to.

Under her guidance, that wretch was now a devoutfollower of Ezra, a redeemed man. She had healed a life,where he had done nothing but take them. Seeing thepower of her faith in action, feeling the shame of his ownsin, he had turned to Ezra himself, hanging up his sword.His faith still fit him poorly, and he was not yetcomfortable in it, but he had vowed to himself that hewould not fail in this as he had at so many other thingsbefore.

Sighing, he began his prayers anew.

Current SketchMarek was once one of Ravenloft’s foremost warriorsagainst the creatures of darkness, particularly when itcame to fighting evil mages and arcanists. He was also aman consumed by his own hatred, wallowing in his ownrage and tortured by his own past. Now, guided by theexample of Tara Kolyana, he has turned to the Churchand abandoned his old career.

At the request of Tara, the priests of the GreatCathedral in Levkarest took Marek in. In return for foodand lodging, Marek attends to whatever chores or laborsthe priests request of him. Most of the rest of his time istaken up in prayer or in confession.

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PersonalityMarek is caught in a struggle within himself, an internalbattle over the fate of his soul. He believes his life ofblood and battle has set him on the path to damnation,and he is now trying to reverse that fate. He understandsacademically that Ezra is a forgiving and mercifulgoddess, but somehow he cannot accept that on anemotional level and thus feels a constant need to redeemhimself again and again in her eyes.

His feelings toward Tara Kolyana run parallel to hisfeelings toward Ezra. He loves her deeply, something hehas not fully come to realize, but fears that she must seehim as a butcher and a monster despite every indication tothe contrary.

Marek’s feelings of shame result in him beingwithdrawn and sullen much of the time, thoughoccasionally a fire can be seen flickering in his eyesbriefly before dying down again. He throws theseremaining passions into his chores and duties at theCathedral, which he takes very seriously . . . even moreseriously than the priests themselves, it sometimes seems.

CombatMarek now tries his best to avoid violence, but awarrior’s rage still runs through his blood, and a threat tothe Cathedral, the anchorites, or especially Tara Kolyanacould enrage him enough to lead him to take up a bladeonce more. Should he do so, he fights as an 11th-levelfighter, with the following additions.

Marek is a Witch Hunter, a specialized variant on theMonster Hunter kit presented in Champions of the Mists.Essentially, Marek is a Monster Hunter with evil magesas his “monster” of choice. Marek gets a +2 bonus onany proficiency or ability check that deals with trackingdown and combating evil mages. However, unlikeMonster Hunters, Marek does not receive a +2 bonus onall damage rolls vs. his chosen enemy; rather, he receivesa +2 bonus on all saving throws vs. spells cast by an evilmage. Marek’s very hatred and anger toward evil wizardsfortifies his attempts to resist their magic.

Marek also suffers the special hindrances of theMonster Hunter class; his reputation is such that evilmages are often prepared to fight him, and they receive a+2 bonus to initiative in combat against him. Whilehunting, Marek must also maintain a “moderate” level ofencumbrance and no less, as he carries copious amountsof specialized equipment (the details are left to theDungeon Master; his arsenal varies depending on his foe).

However, at the present Marek has essentiallyforsaken his kit, and has lost the special abilities it wouldnormally grant him. While the experience and desire forvengeance that fuel those special benefits still exist withinMarek, he has done his best to suppress them and has

allowed them to fall by the wayside. Thus, until hespends time retraining and regaining his edge, Marekcannot use the special benefits of his kit. He also doesnot have to carry his witch hunting equipment, but hisreputation as a witch hunter is still strong, and evil magesstill receive a +2 bonus to initiative in combat againsthim.

Using MarekMarek could be a powerful ally in any fight, particularlyagainst an evil wizard, but it would take direcircumstances to lead him to turn to adventuring oncemore, and his guilt and self-recrimination afterwardwould be truly epic. Still, an adventure involving Hazlikas a villain, or a situation that puts Tara Kolyana in somekind of danger, could be enough to pull him out of“retirement”.

Marek also has a small degree of influence within theEzran church; at the very least, he could likely convincethe anchorites of the Great Cathedral to provide sanctuaryfor a time.

ORINDA NAHLEAppearance

rinda is old, approaching her 85th year,but one does not have to look very long tosee the ghost of her youthful beauty. Hersilver hair is tied back in a loose ponytail,with wisps of hair falling forward to hangby her temples. Her eyes are soft and

blue, and her smile is warm; her features give her an auraof kindness and gentleness that has lead many to dismissher as a little old lady and nothing more. This is a seriousmistake. Orinda has seen much in her many years, andshe quails before nothing. When called upon to exerciseher authority, she has a voice of steel and the bearing ofone who expects to be obeyed.

She remains in surprisingly good health despite heradvancing age; her main concession to the years is her leftleg, which is lame and arthritic from an injury in heryounger days. She requires the use of a cane to walk.

Orinda Nahle9th-Level Human Bard, Lawful GoodArmor Class 10 Str 7Movement 6 Dex 10Level/Hit Dice 9 Con9Hit Points 19 Int 16THAC0 18 Wis 15Morale 16 Cha17No. of Attacks 1

O

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Damage/Attack 1d2 or by weaponSpecial Attacks SpellsSpecial Defenses SpellsMagic Resistance Nil

Notes: Orinda’s statistics have been adjusted to reflect her age, and arethus far lower than one would expect for a 9th level character.

BackgroundDr. Rudolph van Richten was easily the most famous andmost successful monster hunter to grace the Land ofMists, but he is far from the first. Stretching backthrough the generations, men and women, both young andold, have risked their lives in the effort to stem the tide ofdarkness. Orinda Nahle is one such woman, the last relicof a generation of heroes since passed.

Orinda Nahle (née Roys) was born in 669 inKartakass, in the village of Skald. Her father and motherjointly ran the town’s most popular and prosperoustavern, the Tippling Minstrel, and as a growing girlOrinda learned a great deal about the “art of serving”, asher father called it. Though it wasn’t a hard life as suchthings go, it wasn’t a particularly fun one. Most of heryouth was spent serving drinks, cooking meals andcleaning up at night. She never received any formalschooling, instead being taught to read and write by hermother, and never really knew any children her age. Herone true pleasure as a girl was singing. Orinda wasblessed with an angelic voice, even by Kartakanstandards, and an excellent ear for music. It did not takelong for her father to recognize her talent, and by the ageof eight Orinda found herself singing on a near-nightlybasis for the Minstrel’s customers. Although young, shefound singing before the crowds to be more thrilling andgratifying than anything she had ever known

Orinda was forced to content herself with thatintermittent joy for the next eight years. Despite herbeauty and appealing innocence, no one ever sought herout for courting; the local boys were far too mindful ofher thickset father’s disapproving glowering to risk lifeand limb in pursuit of her. With no outside prospectsapparent, Orinda finally resigned herself to the life of abarmaid . . . only to see her life forever changed that sameyear, when they came into the tavern.

They weren’t all that much older than Orinda, butthey had seen so much more than her in their lives thatthose each of those extra eight or ten years might as wellhave been decades. The five of them sat at one of thetavern’s more private tables, for all the good it did them;every eye in the house was fixed squarely on them, somestruck with awe, some narrowed with distrust, mostsimply wide with disbelief. Five of the most famous andinfamous adventurers of the Core seated at a table in asmall Kartakan town.

The informal leader of the informal party, LoranElbrian, pretended not to notice the eyes of the room ashe chatted nonchalantly with his companions. Accordingto the tales, he had been brought to this land from anotherworld, stolen by the Mists. In that other world, he hadbeen a knight of highest standing and noblest blood, buthere he was renowned for his humility and his insistencethat “in this world apart, he was as any other man.” Itwas said that he was beloved of the gods; his touch, it wassaid, could heal the gravest wounds, and the creatures ofthe night were said to flee from his countenance.

To his right, Talaq al-Hirash sat stonily, his armscrossed and his eyes narrowed; many of the tavern’spatrons turned away when his gaze fell upon them. Thestoic warrior from the distant land of Pharazia was knownfor his preference for privacy. Little else about him wasknown, save that his twin scimitars were made of purestsilver and had been the death of many an monstrousabomination.

Beside him sat Tobias Stark, his hair, clothing anddemeanor all black as the midnight sky. He was oftenknown as the Joyless, for he was never seen to laugh oreven to smile. It was rumored that the loss of a lovedone, or several, had led him to take up arms against thenight. He was the eldest of the group at thirty, and it waswhispered that he was also the most dangerous. Stark’seyes were firmly on the tabletop before him.

Beoryth the Blood Hound, by contrast, was usually inhigh spirits, and that night was no different. It was saidthat Beoryth could track a crow through the nighttimeMists, but all he seemed interested in tracking that nightwas a little female company and a great deal of ale. Heopenly invited the stares of the crowd, meeting theirstares with a wink and a grin, a grin that grew wider whena woman met his eyes.

Lastly sat Perryn Nahle, a handsome and dashingyoung man who, it was said, had fallen into the career ofan adventurer by accident. He was a young musician whohad met and befriended Beoryth in an inn one night, andsomehow, through circumstances even he would havebeen hard pressed to explain, found himselfaccompanying the ranger on his monster hunts. Of thefive, Perryn was the youngest, barely twenty, but he hadquickly learned the ropes of his inadvertent career andwas only marginally less famed than his fellows.

And Perryn’s eyes were locked with hers.Even as she served the various tables of the tavern,

Orinda never turned her eyes from Perryn’s for long, andalways upon turning back she found him still watchingher. Her father noticed the two staring before too long,but there was little even he could do to intimidate a manlike Perryn . . . nor was he brave enough even to try.

When Orinda sang that night, she sang for the firsttime, not solely for herself, and not for a tavern full ofguests, but to a single man. As she sang, Perryn’s stare

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softened, its intensity replaced by something else,something even more inviting that she couldn’t quite put aword to.

When the five rose and left that night, Orinda leftwith them, not saying a word of goodbye to her parentsfor fear that she might be forbidden to leave by her father,or talked out of leaving by her mother.

As she lay next to him that night, Perryn told her inlow tones of the trials that were inherent in a life withhim. She could stay at home in safety, as he went forthhunting monsters, and thereby lack for his company, orshe could be always at his side and therefore always indanger of death or worse. Either would be a hard life, hewarned. She must choose which she wanted, or if shewanted neither.

Intoxicated by his presence, enthralled by that nightand enchanted by thoughts of a life of excitement, Orindachose to stay at his side . . . and thus began the life of anadventurer. Perryn and Orinda were wed the very nextday, his companions the only guests.

Orinda had much to learn, but fortunately her newfriends proved willing and able teachers. Elbrian taughther everything he could about swordsmanship: how tohold a blade, how to swing it, and, most importantly, howto avoid being swung at in turn. After she learned thefundamentals, he taught her more and more sophisticatedtechniques: how to take advantage of terrain, how toanticipate her opponent’s movements, and how to end aduel as quickly and efficiently as possible. He also aidedher in physical conditioning, and under his tutelage shegrew ever stronger and ever quicker. Throughout it all,he was patient and kind, willing to repeat a lesson asmany times as was necessary for her to learn it and neverseeming to grow frustrated.

Al-Hirash, she would quickly learn, was the sharpestof wit and quickest of thought in the group, and he trainedher to exercise her mind and focus it on the object athand. Everything was important, he stressed. Takenotice of everything and take nothing for granted. Thereare many things in the world that cannot be beaten withsteel, but there was nothing that couldn’t be beaten by asharp mind. Her sessions with Talaq left her as drainedmentally as those with Elbrian left her physically, but shelearned much under the Pharazian’s tutelage, and foundhim a warmer and more jovial soul than she had expected.He became one of her closest friends.

Beoryth, never one to ignore a pretty face, taught herthe basics of survival. He showed her which plants weresafe to eat and which ones meant a quick death, how tofind fresh water when none seemed at hand and how tofind her way in even the thickest forest. He also showedher how to hunt for her food, especially how to follow ananimal by its tracks.

Stark taught her much as well, though she didn’trealize it at the time. The grim Mordentishman never

spoke to her save to say an unkind word, never gave her alook that wasn’t tinged with venom. Her was relentless inhis prodding and scorn, and she left his company in tearsmore than once. Over time, she found herself hardeningto his presence, and when she finally turned on him andtold him exactly where he could put his opinions, shecould swear that she saw a smile hidden underneath histhick mustache, though it was gone in an instant. Neveragain did he speak to her unkindly, treating her as agrown woman and no longer as a child.

Perryn, for his part, shared with her the knowledgegained on countless travels. She had never set footoutside Skald before, and the world was wider than shehad known. Perryn had an ear for languages and a headfor customs and cultures, and he imparted to Orindaeverything he could. He also shared with her stories andsongs from across the Core, assuring her that there wasmuch wisdom to be found in them.

It did not take long for Orinda to become aformidable monster hunter in her own right, and with herfriends and husband at her side she stood against some ofthe most evil and frightening denizens of the Demiplane.Despite the dangers and horrors she encountered, she wasnever so happy as she was in those years. Unfortunately,they could not last forever.

Tobias Stark was the first of her fellows to die, lost tothe world when Orinda was 27. He was torn to pieces byClaude Renier and his rodentine servants in the sewers ofRichemulot, his mysterious quest for vengeance neverresolved. Loran Elbrian fell only five years later at thehands of a marauding werewolf pack. They managed todrive the wolves away, but Loran was mauled beyond thepower of faith to heal.

After Loran’s death, they decided to go their separateways. She never heard what became of al-Hirash;presumably he returned to his homeland, where hopefullyhe died an old man. Beoryth continued to gather fame asa slayer of beasts, until he was stabbed in a Dorvinianbrothel in the year 720. Though officially it was writtenoff as the sad ending of a drunken brawl, rumors that thefamous warrior had been professionally assassinatedcontinued for years.

She and Perryn continued hunting for a time afterLoran’s death as well. Their last adventure, if such atragic event could be called that, would be a decade later,in the land of Gundarak. They had had many clashes withthe vampire lord of that land in the past, all of theminconclusive, and in the year 711 the Duke determined tosettle the score once and for all. Orinda and Perryn wereabducted from Invidia, where they had been staying at thetime, by several of Gundar’s agents, and brought beforethe Duke himself.

Gundar, in one of his rare jovial moods, decided toplay a little game with his guests. Blindfolded and bound,Orinda and Perryn were dragged to the heart of Castle

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Hunadora’s dungeons. There, there bonds and blindfoldswere removed, and they were informed by Gundar that ifthey could escape the castle’s walls, they would beallowed to go freely. As a token of fairness, the castlegates would be left open. All they had to do was walkthrough them . . . and stay ahead of Gundar’s “hounds”:vampiric slaves that would be pursuing them through thestone corridors . . .

Orinda and Perryn began to desperately run throughthe unfamiliar castle, with Gundar’s laughter echoingbehind them and his slaves materializing from theshadows to nip at their heels. For hours the game wenton, the vampires coming close enough that the two couldfeel the coldness of their bodies, only to drop back again,laughing and hissing in mockery, while Perryn andOrinda tried desperately to gain some sense of theirbearings. Finally, they emerged in the courtyard, themassive gate open before them as promised . . . andGundar’s slaves decided that the game had gone on longenough. Rushing forward at inhuman speeds, they closedon the two as they dashed madly for freedom . . .

Perryn, recognizing that all was lost, stoppedsuddenly and threw himself backward into the surgingmass of vampires, screaming an exhortation to Orinda tokeep going and not look back. Gundar’s slaves, thirstingfor blood, fell upon Perryn like a pack of wolves, Orindatemporarily forgotten in the frenzy of feeding. Momentslater, when Perryn’s bloodless body was dropped to theground, several of them realized their error and dashedforward to stop her. One of them dug it’s claws into herleft leg, tearing muscle and draining a draught of Orinda’slife with it’s cold touch. She fell forward, steeling herselffor her death . . .

Death, of course, never came. Her momentumcarried her forward even as the vampire grabbed hold ofher, and she fell onto the soft earth outside the castle’sgate. The vampire slave reluctantly released her,unwilling to flout Gundar’s commands, and withdrewback into the castle. Orinda, sobbing and bleeding,dragged herself forward across the grass and dirt, unableto stand. Her slow progress was soon halted as a mansuddenly stood before her. Looking up, she sawGundar’s smiling visage. In his arms, he held Perryn’ssavaged corpse.

“Congratulations,” the Duke whispered. “You haveearned your life, at the expense of his.” The Dukeregarded the body in his hands, then dropped it roughly tothe earth. “You may want to see that this is properlydisposed of . . . or you could wait. Perhaps your lovemight return to you.” Gundar’s mocking, brutish laughstayed behind as his form disintegrated into mist anddisappeared.

With Gundar gone, Orinda set about bandaging herleg, and fashioned a crude crutch from the dead branch ofa tree. She hobbled to a nearby village, where she

managed to steal a horse. Returning to Hunadora onhorseback, she gathered up Perryn’s corpse and rode toZeidenburg, where she had his body cremated. She thencontinued on to her homeland, Kartakass.

She thought about returning to Skald, but decidedagainst it, and instead headed to Chord, a tiny village innorthwestern Kartakass. Her fame preceded her eventhere, and the following year she won the village’smeistersingerhship with ease. Even now, over forty yearslater, she remains the meistersinger of Chord, and easilyits most famed and beloved citizen.

Current SketchOrinda remains the meistersinger of Chord, and isaccorded the amount of respect one would expect givenher station, age and reputation. She is well loved by thepeople, and it has been over a decade since anyonebothered to challenge her for the meistersingership. Sinceher singing ability and musical talent has not diminishedwith the years, it is unlikely anyone could unseat her evenif they chose to try.

Chord is a small village, with its economy builtaround brewing. Meekulbern and other fermentableberries and plants grows abundantly around it. Thus, thevillage enjoys greater prosperity than one might expectfor such a small settlement (population 65). The primaryhardship experienced by the villagers is wolf attacks, butOrinda has seen to it that the local militia is well-preparedto deal with them when they occur.

PersonalityAs a meistersinger, Orinda is fair but firm. She considersall advice but doesn’t give an inch once a decision’s beenmade. So far, the villagers have no complaint about heras a leader or a judge.

On a one-to-one basis, Orinda is kindly andgenerous. Any visitors to Chord will be invited to stay ather home, as she loves having guests. She still lovessinging, and loves telling stories as well. Her tales of hertime as a monster hunter can be quite gripping.

Orinda’s only vice is her growing consumption ofmeekulbrau. Unlike most Kartakans, Orinda neverdeveloped a taste for it, but her late husband Perryn lovedit. Whenever she is alone, she tends to open a cask,letting the smell and taste conjure up memories of herlove. She never drinks in public, however.

Orinda has not heard that Duke Gundar wasresurrected recently, and if the gods are kind that newswill be kept from her until her death. The news thatGundar had been destroyed and his domain carved upeased a great deal of her ongoing pain over Perryn’sdeath, and hearing that the monster has managed to cheat

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his own destruction will bring the pain surging forthagain.

CombatWhile she was a fierce fighter in her youth, Orinda is fartoo old for combat now. Now, her best defense is herstanding in Chord. Anyone seeking to harm Orinda willhave to wade through several dozen angry villagers.

Orinda’s thieving skills are negligible now. Her lameleg and aged body prevent her from climbing wallsdexterously, and her hearing has faded to the point wereshe can’t detect noise with any special ability. She canstill pick pockets with some skill (30%), and her ability toread languages has only grown with time (85%). Sheretains all other bardic skills, including the ability to castspells. She has gathered an impressive spell list over theyears; its contents are up to the Dungeon Master, but mostof them will deal with monster hunting or performing.

Using OrindaVisitors to Kartakass will find Chord a welcome andpleasant place to rest as long as Orinda is themeistersinger. Orinda is a fabulous hostess, happilyproviding lodging, food and drink, and entertainment inthe form of songs and stories. She also has a great deal ofinformation and experience to impart; she has lookedseveral of the Core’s darklords right in the eye, and willprovide whatever aid she can to a prospective monsterhunter.

Things will change a bit should Orinda discover thatDuke Gundar walks the Core. Unwilling to go to hergrave while her husbands killer still stalks the living, shewill do anything in her power to drag him back to Hellbefore she passes on. Since she is far to old to deal withhim herself, she would instead search out a group ofadventurers. Orinda does not want any innocent lives onher conscience, so she would only employ those shethought capable, but her desire for vengeance might cloudher judgment in this regard . . .

TALLWICH – THE GIANT

OF NARTOKAppearance

n attractive member of his species,Tallwich is incredibly ugly by humanstandards. He stands a shade over ninefeet tall, with a muscular build, though hisheight makes him look lithe. He iscompletely bald, from head to toe, with

light tan skin. His head is disproportionately large byhuman standards, and his pointed ears are high on hishead, sitting even with the temples of his wide forehead.His features are large and grotesque, especially his widemouth and large, flat teeth.

Unlike most members of his species, Tallwich is nota warrior and so does not wear armor or carry anyweapons. His only clothing are his sandals and a brown,hooded robe that ends midway down his shins. It has nosleeves, only holes for his arms.

Tallwich7th-Level Voadkyn Shaman, Chaotic GoodArmor Class 8 Str 18Movement 12 Dex 16Level/Hit Dice 7 Con10Hit Points 28 Int 11THAC0 16 Wis 16Morale 11 Cha10No. of Attacks 1Damage/Attack 1d6Special Attacks See belowSpecial Defenses See belowMagic Resistance Nil

BackgroundRavenloft is a land rich with folklore, impossible talessprung forth from the fertile, frightened imagination ofpeasants and townsfolk vainly trying to achieve somescrap of understanding of a world so frequently beyondtheir control. However, more often than one mightexpect, the stories told in hushed whispers by firelightsometimes hold an element of truth, and can serve aswarnings or guidance to those wise enough to heed thewords. Even more rare is the tale which has nothing to dowith the grim and ghastly, ending with the death of somefool lacking the sense he was born with, but is instead atale of hope, giving the teller and listener both the faith tocontinue through one more despair-filled year. The taleof the Giant of Nartok is one such tale.

It is not a tale which has been told long. Though thetownspeople of Nartok will claim to a soul that the Gianthas always been there, shepherding the weak and healingthe sick, those blessed with a decent memory and whohave been through those parts before could tell you thatno tales were told of the Giant before last winter. Thetownspeople won’t abide such talk, of course; they knowtheir Giant has always watched over them.

Those who travel to Nartok hoping for a glimpse ofthe legendary Giant are doomed to disappointment and nosmall amount of heckling by the townspeople. The Giant,as any fool knows, does not live in Nartok itself, butrather in the forest to the southwest. You needn’t bother

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gathering supplies and hiring trackers, however; the Giantis never found by those who seek him out. Only the lostand wounded in Nartok’s sinister Forest of Shadows canexpect a visit from the Giant, and then for only as long asit takes him to heal their wounds or point them in thedirection of home. Then he vanishes once more into thetrees, never having said a word.

How, one might ask, can a giant (whom thetownspeople insist stands thirteen feet from sandals tocrown) possibly stay so hidden in a relatively small patchof forest? And where did he come from? How exactlydoes he heal the sick and injured? Question such as thesewill draw nothing but a hostile stare from the people ofNartok and a curt instruction to go talk to Coby Daedin.All doubters are sent to Coby Daedin, who can rarelyanswer the many skeptical questions but who will eagerlytell all comers the story of how he met the Giant, face toface.

As Daedin tells it, he was in the forest a few seasonsback, hunting for deer in the early morning. After severalunproductive hours, he finally chanced upon a target: astrong, healthy buck, at least thirteen point, drinking froma small spring.

Daedin’s first arrow hit the beast in the back haunch,slowing it enough for him to keep pace as it clumsily fled.Still, it took half of his quiver to finally bring the beastdown. When the animal collapsed to the ground, Daedinapproached with his knife drawn, ready to put it out of itsmisery if it still lived, when it reared up to its feet anddrove one of its antlers into his gut. It was Daedin whofell to the ground this time, hands clutched to his stomachas blood ran past his fingers, while the buck staggered ononly to collapse and die a few yards away.

Daedin lay there for what must have been hours,waiting in agony to finally die, as the sunlight that made itpassed the leaves burnt a speckled red pattern on his fleshand the ants and flies began to gather, attracted by thescent of bloodied meat. Then, a huge shadow passed overhim, and he believed for a moment that his worst fear hadcome to pass; that rather than a relatively peaceful death,some forest predator had stumbled upon him and foundan easy meal.

Instead, he felt a large hand fall on his shoulder andgently turn him onto his back. Daring to open his eyes,he looked up and saw the largest, ugliest man he had everseen kneeling down, hunched over him . . . until helooked closer at the jaw, and the ears, and realized that itwas no man at all. A scream rose up in his throat, only tobe choked down by his own blood.

The giant paid little attention to Daedin’s panic,instead concentrating on his injury. Pulling awayDaedin’s hands, covered with blood both dried and fresh,the giant substituted his own, closed his eyes andmuttered several words in a flowing language that Daedindidn’t recognize. He felt a tingling in his stomach, felt

the pain diminish and then vanish, and felt his breathingslow and deepen. Miraculously, the giant had healed hiswounds.

Daedin was still too weak from heat and hunger tomake it back to Nartok, and the giant seemed to recognizethis. Picking him up carefully in its huge arms, it walkedhim back to the outskirts of the town, leaving him at theedge of the woods before disappearing back into them.Daedin walked slowly back into town, and the legend ofthe Giant of Nartok was born.

The Giant’s real name is Tallwich, and he has beenliving in the Nartok woods for less than a year. He wasborn on a distant Prime Material world, where he was theshaman of a small band of voadkyn (known morecommonly as wood giants). Tallwich’s clan livednomadically in the huge stretches of forest on his nativeworld, and as shaman Tallwich was responsible forcontacting the band’s ancestor spirits and learning fromthem where the clan should move to next.

On one such occasion, the spirits directed Tallwichand the band to a large patch of old growth forest, wherethe trees seemed to stretch endlessly upwards and the airwas calm and quiet. It seemed an excellent place to campfor a few weeks, and Tallwich was pleased and grateful tothe spirits for their goodwill. While his fellows slept thatnight on the forest ground, Tallwich spent the nightcommuning with the spirits, expressing his gratitude andmaking offerings. During this communion, a thick, heavymist materialized, seemingly out of nowhere, in the midstof the trees a few yards away from where Tallwich wassitting. The spirits fell suddenly silent, and Tallwich satthere alone with his thoughts. Deciding that this suddenmist must be an omen, Tallwich rose to investigate . . .

When the finally mists cleared from around him,Tallwich found himself alone in an unfamiliar and sinisterpart of the forest. The trees were unusual, the air had adifferent feel to it, and his bandmates were no where to befound. Though he couldn’t have known it, Tallwich hadbeen abducted by the Mists of Ravenloft.

Current SketchTallwich has deduced that he was somehow removedfrom his home and deposited elsewhere, but mosteverything else remains a mystery to him. He believesthat the spirits betrayed him, a belief compounded by thefact that he can no longer contact the ancestor spirits ofhis band. In the absence of their aid, Tallwich has madecontact with a few local nature spirits. These spirits arestrange and unsettling compared to the one’s of his nativeworld, but they have provided him with their guidanceand a share of their power.

Confused and frightened, Tallwich does his best toavoid everyone. He wanders the stretch of forest betweenNartok and Stangengrad, hiding from the few souls he

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encounters. So far, only the sight of someone in pain orin need of aid has been able to draw him out of hiding.

Tallwich speaks none of the Core’s languages. Hisnative language is somewhat similar to Tepestani insound and structure, but the two languages have no wordsin common.

PersonalityAlmost completely isolated from meaningful interactionwith other sentient beings, Tallwich is predictablydepressed. This combines with his profound guilt overhaving “abandoned” the rest of his clan and his constantanxiety over the strangeness and newness of hissurroundings to make him deeply melancholy, evenslightly paranoid. Not even able to trust his ownsurroundings, or the spirits whose guidance was once soprecious to him, Tallwich is suspicious of anyone he seesand does all he can to avoid their attention.

However, Tallwich is by nature a helpful, caringindividual, traits even his current despair cannot drive thisout of him completely. It is this innate desire to help andguide his fellow creatures that led him onto the path ofthe shaman, and continues to lead him to help those whoclearly need his aid.

CombatTallwich’s first strategy in combat is to avoid it. Aidinghim in this are his natural voadkyn abilities: he canpolymorph at will into any humanoid figure (3’ to 15’ inheight), he can move absolutely silently in forested areas(-4 to opponents’ surprise rolls), and, when standing still,he can blend into the surrounding vegetation so that onlythose who can detect invisibility can spot him.

Tallwich’s next tactic is intimidation. He will takethe largest, most frightening shape he can think of and tryto scare off his attackers. Only if that tactic fails will heengage in real combat, and even then always with escapefirst on his mind.

Tallwich’s spells are as follows:

1st level: bind fetish*, casting out*, circle of protectionfrom spirits*, understand curse*

2nd level: bless, cure light wounds, transfer offense*3rd level: perfect perception*, speak with animals4th level: cure disease

*: Spell found in the Shaman accessory.

As a shaman, Tallwich’s spells never change; theyare permanent gifts from the spirits. Only by beseechingthe spirits for different powers can Tallwich’s spell slotsever change, and doing so requires a very, verycompelling reason. However, unlike priests, Tallwich can

cast each of his spells more than once per day. Each timehe casts a spell he must make a Wisdom check; successmeans that the spell is not lost and can be cast again thatday. Each casting after the first imposes a cumulative +1penalty on the check. Tallwich regains all spent spellsafter a full night’s sleep.

Tallwich has 90% resistance to sleep and charmspells. He has infravision to 90 feet.

Using TallwichTallwich is undoubtedly one of the strangest individualsone could encounter in the Demiplane or Dread, and thatis quite a statement. The only one of his kind in the Landof Mists, it is a certainty that no one who encounters himis likely to have any idea what exactly he is. A DungeonMaster using Tallwich should play up his mystery. He isnever seen unless he chooses to be seen, and he rarelychooses to be seen.

How, then, to introduce Tallwich into a campaign,given his penchant for remaining apart? DespiteTallwich’s best efforts, he could not remain hiddenforever. Already tales of the benevolent “Giant ofNartok” are spreading through Necropolis and intoFalkovnia and Lamordia. His “miraculous healingpowers” are the subject of many a tale, and many arethose who enter the forests in search of a cure for somedisease or disfigurement. Tallwich is able to avoid nearlyall of those who search for him, but the forest is only sobig and there are only so many places to hide. Should theplayer characters find themselves in need of a“miraculous healing”, they may be the ones to locate theGiant. It will then remain to be seen what aid he can givethem.

It is also possible that Tallwich might locate them.No forest in Ravenloft is without danger; the Forest ofShadows, in part of which Tallwich resides, is far moredangerous than most. Many unnatural things stalk thenight woods, and should the player characters be travelingthrough them they may find themselves the hunted.Tallwich, as eremitic as he is, will not stand by and watchany traveler be devoured in the night.

Finally, one must consider the people of Nartok andStangengrad, the two towns closest to Tallwich’sdemesnes. Though they look favorably upon theirbeloved Giant for now, the mysterious and strange doesnot stay close to the hearts or Ravenloft’s people for long.How long before the Giant of Nartok is blamed forsickness and misfortune? How long before those whoventure into the forests go, not in search of Tallwich’said, but instead in search of his head? Even the lesssuperstitious might have reasons for seeking to capture orkill the legendary Giant. The Carnival would certainlyfind him a fabulous freak, and Professor Arcanus couldmake a pretty penny by adding him to his traveling show,

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while Galf Kloggin, the wererat who fancies the Forest ofShadows his, might not take kindly to a forest specterbringing hope to the people he is trying to keep under histhumb. The player characters could find themselvescalled on to aid these capture attempts, or compelled tohinder them.

THE KNIGHTS OF THE

ASHEN BOUGHA Neutral Good Secret Society

Falkovnian secret society, the Knights ofthe Ashen Bough are named for the treesof eastern Falkovnia, one of which isrumored to burst into a pillar of flames forevery person executed by Vlad Drakov.

MembershipMembers of the Knights of the Ashen Bough must be ofgood alignment. Neutral Good and Chaotic Good aremost common. Most of the members are rogues, withmany being priests of good alignment. There are a fewmages, and a few warriors, followers of Marshal Vorbelin quiet rebellion against Drakov. There are no abilityrequirements, but high mental attributes (Intelligence,Wisdom and Charisma) are considered a definite asset.

RecognitionThe Knights have developed a fairly sophisticated rangeof hand signals that serve not only to identify fellowmembers but also to convey short, simple messageswithout the need of speech. This “language”, availableonly to members, can be bought with a modern languageproficiency.

The Knights try to keep their knowledge of othermembers restricted to what is absolutely necessary foroperation. The Knights accept that anyone caught willreveal everything they know under the hideous tortures ofDrakov’s soldiers, and restricting the knowledge ofmembers reduces the risks associated with being caught.

ActivitiesDespite the name, the Knights of the Ashen Bough are nota military organization. Rather, they serve as anunderground railroad of sorts, funneling those trying toescape the tyranny of Drakov out of the cities and intoneighboring domains. Many of those they rescue aredemihumans trying to escape slavery; others are escapedcriminals falsely accused or victimized by unjust laws (ofwhich Falkovnia has many) or even peasants simply in

search of a better life elsewhere. Because it is illegal fornatives to cross the borders of Falkovnia into otherdomains, the service the Knights provide (for free) is animportant one, and a dangerous one.

The Knights have a variety of tools at their disposalwhen it comes to sneaking refugees out of Falkovnia.One of the most important tools is the organization’ssmall number of foreign members. Because foreignersare generally allowed to travel freely, members fromneighboring domains form an important part of theKnights’ network. Falkovnian natives and foreigners canbe easily distinguished thanks to the eagle tattoos on thenatives’ foreheads, so foreign members are often giventhe responsibility of actually taking refugees across theborder. A covered wagon and many healthy bribes canallow a foreigner to sneak large numbers of Falkovniansacross the borders. Perhaps even more valuable are theKnights’ few mage members. Spells of invisibility,illusion and flight have bought many refugees safety.

To aid in their activities, the Knights have developedan extensive network of contacts throughout Falkovniaand into the neighboring domains. To limit the chancesof discovery, these contacts are almost never developed inthe name of the Knights; rather, the individual agentsalways try to convey the impression that they are laboringin their own personal interests. Contacts have been madewith criminal guilds, both in Falkovnia and abroad, whoare often more than willing to flout Drakov’s laws inreturn for gold, merchants and traders who are not averseto a little smuggling on the side, and in some cases evenpolitical and military figures.

Drakov and his minions are aware of the existence ofthe Knights; the Knights are good enough that they arealmost never caught, but the few who have been havebeen thoroughly interrogated before being executed.However, Drakov has no idea just how extensive theorganization is.

OrganizationThe Knights try to stay as disorganized as possible whilestill remaining an effective network, and they walk aprecarious line as a result. Too much organization putsthe Knights at serious risk of being captured en masse,while too little organization hampers theirintercommunication and seriously hinders theireffectiveness. After much experimentation, the Knightsfeel they have struck an effective balance.

The nominal leader of the Knights is Marshal OswaldVorbel, a high-ranking officer in the Falkovnian militarywho founded the organization three decades ago. Sincethen, it has expanded far beyond what he possibly couldhave hoped. As the Knights have grown in size andeffectiveness, he has been forced to limit his involvementwith the group for fear that his proximity to Drakov and

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his soldiers could put all of them at risk. He now haslittle to do with the running of the Knights at all, but onthe few occasions he decides to step in hisrecommendations are generally followed.

The actual leadership of the Knights falls to theCaptains, of which there are four. Each Captain residesin one of Falkovnia’s major settlements, and isresponsible for directing the Knights’ actions in that cityand the surrounding area. Their main responsibilities arerecruitment and the allocation of resources. Each Captainhas four to eight soldiers under his command, but theyavoid coming into direct contact with their subordinates.Instead, they will usually choose one of their soldiers as aliaison to the others; the liaison will pass along theCaptain’s orders, and the other soldiers will most likelynever meet their Captain. The soldiers are the rank andfile of the Knights, and those who are responsible foractually getting people out of Falkovnia. They are givena high degree of freedom in their actions; generally theywill only need a Captain’s intercession when they haveneed of resources they cannot otherwise acquire (money,horses, a covered wagon, etc.).

Because each soldier is unlikely to know more thanone or perhaps two of his fellows, they are forced todevelop elaborate networks of contacts, people outsidethe group who are kept in the dark about its existence andactivities but who nevertheless are used to its advantage.An individual soldier might have contacts in the localthieves’ guild, with local merchants, or might even have a“drinking buddy” or two among Drakov’s soldiers. Thus,the Knight’s influence is greater than their small numbersmight indicate.

HeadquartersThe Knights of the Ashen Bough have no formalheadquarters, and almost never gather together in largenumbers; the risks are simply too great. When necessary,instructions are passed through word of mouth. For themost part, though, instructions are not needed; eachmember of the Knights simply does his best to help anyrefugees in his sphere of influence.

Notable Personalities

MARSHAL OSWALD

VORBELAppearance

n amazing shape despite his incredibleage, Oswald Vorbel cuts an impressivefigure, particularly in full military dress;he rarely wears anything else. He standsan impressive 6’1”, despite the fact that hehas started to hunch slightly with age, and

his frame is nearly as broad and muscular as it was in hisprime. Still, a close observer can see the signs thatVorbel is not much longer for this world. He moves witha careful deliberation that reveals the pain in his joints,his once rock -steady hands have a noticeable shake, anda close listener can hear the rattling wheeze in his breath.His body would likely have surrendered to age long ago,but his incredible force of will keeps him going, andgoing strong, until he finally burns out completely.

Marshal Oswald Vorbel14th-Level Human Fighter, Neutral GoodArmor Class 10 Str 14Movement 12 Dex 11Level/Hit Dice 14 Con11Hit Points 63 Int 17THAC0 6 Wis 15Morale 16 Cha15No. of Attacks 2Damage/Attack By weaponSpecial Attacks NilSpecial Defenses NilMagic Resistance Nil

BackgroundOswald Vorbel has been a follower of Vlad Drakov forover six decades. He was with Drakov when the Mistsfirst brought the Talons of the Hawk into the Land of theMists, and ever since has served him as one of his mosttrusted, most respected and highest ranking militaryofficers. Though clearly nearing the end of his militarycareer (he is over eighty years old, and has not agednearly as well as Drakov has) he remains one of Drakov’sfavored military officers. He is also Falkovnia’s mosthighly placed traitor.

Vorbel joined up with Drakov at a young age, drivenby visions of the excitement of travel and the glory ofbattle. It did not take long for him to becomedisillusioned and jaded by the true horrors of warfare, buthe had a natural talent for both the grit of actual combat

I

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and the larger world of tactics and logistics that servedhim well over the years.

Vorbel had never been comfortable with Drakov’smore bloodthirsty tendencies, and control of his ownnation has only made Drakov worse. Before, Vorbelcould rationalize Drakov’s excesses; they served todemoralize the enemy and discourage mutiny among themen, and the Talons were ill-equipped to care forprisoners anyway. In Falkovnia, however, against aninnocent peasantry, the old flimsy rationales utterly failed,and Vorbel was forced to confront the horrors he hadbeen denying for so long. Finally unable to supportDrakov any longer, but realizing that an open repudiationwould result in his death, Vorbel found a way to hinderthe pogroms from within. In 723, he gathered severallike-minded soldiers under his command and founded theKnights of the Ashen Bough, a group with the goal offunneling innocents beyond Drakov’s reach.

Current SketchThe Knights have been more successful than Vorbelcould have hoped, and have become a networksophisticated enough that they should persist long afterhis death. In fact, he now has little involvement with theKnights’ operations, trusting their direction to a numberof trustworthy individuals spread across the domain. Hehas intentionally limited his involvement over time,reasoning that his high visibility could hinder theorganization in the long run. Still, when he chooses tobecome directly involved, the Knights listen to his everycommand.

Additionally, Vorbel hinders Drakov in ways notrelated to the Knights whenever possible. He is stillamong Drakov’s highest ranking and most trusted militaryofficers, and he uses this position to every possibleadvantage. For example, in military campaigns againstFalkovnia’s neighbors, it always seems that the cruelestand most cold-hearted of the officers under Vorbel’scommand get the most dangerous assignments.

Recently, Vorbel met clandestinely with Gondegal,leader of the Knights of the Shadows. An informalalliance between the two groups of Knights has begun;with Gondegal striking at Drakov overtly and Vorbelundermining Drakov’s military from within, this alliancemay prove very effective.

PersonalityVorbel is gruff and distant; he never lets anyone get tooclose. He does his best not to let his disgust for Drakovand his regime show, but rather than risk it he simplyavoids personal contact as much as he can.

On the battlefield, the fiery energy of Vorbel’s youthbegins to shine through once more. In honorable combat,

he can often be seen smiling or laughing, with a genuinetwinkle in his eye.

CombatVorbel is still a competent warrior, but he has alwaysbeen most dangerous in the general’s tent. He is anoutstanding strategist with an intuitive grasp of militaryscience. If not for the supreme power of Ravenloft’sdarklords in their domains, he and Drakov could likelyhave marched across the Core by now. Of course, Vorbelhimself has no desire to add to Drakov’s holdings.

In personal combat, Vorbel fights with a broadswordand shield, from horseback whenever possible. Heprefers chain mail armor, but wears plate when thecircumstances call for it (usually no more than half plate;he is elderly, after all).

Bela Mitrovic, hf, T9 (Invisible*): AC 10; MV 12; hp28; THAC0 16; #AT 1; Dmg by weapon; SZ M (5’10”);ML champion (15); Str 12, Dex 14, Con 11, Int 16, Wis13, Cha 15; AL NG.

Personality: Dedicated and Intense

* Kit found in Champions of the Mists

Bela Mitrovic has been a member of the Knights forover ten years, and is one of its most valuable agents. Sheis a soldier in the Silbervas area, and her remarkableskills have been the salvation of many of that city’sunfortunates . . . and the elimination of those who havetried to interfere.

Bela is very tight-lipped about her past; asking abouther life before the Knights is a sure way to get on her badside. She gets even more annoyed with those ask abouther name, which happens often; Bela is, after all, a boy’sname. She doesn’t appreciate it when people point thisout.

Aldo Phence, hm, W10: AC 10; MV 12; hp 22; THAC017; #AT 1; Dmg by weapon; SZ M (5’8”); ML Average(10); Str 9, Dex 12, Con 11, Int 18, Wis 12, Cha 10; ALNG.

Personality: bookish, compassionate

Aldo is one of the few mages in the Knights, and isextremely important to the organization as a result. Toovaluable to be risked in the “field”, Aldo spends most ofhis time researching new spells to help in funnelingrefugees to other domains. His current project is a spellto remove tattoos and brands, so that Falkovnian refugeescan be free of the stigma that marks them as chattel.

Aldo is quiet and thoughtful, and believes strongly inthe importance of rational thought and logical action, but

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despite this he is easily moved emotionally and is deeplysympathetic to the plight of his fellow Falkovnians.N

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WAYWARD ON

THE BONE SANDSThey Hope You’ll Stay for Dinner

by Beeto [email protected]

THE STORY OF WAYWARDCaleb Wicks

ven at ten years of age, Caleb Wicks wasmostly fearless, and therefore powerful.He was a precocious bundle of energy andunrepentantly disruptive young man, witha glib tongue and a steely self-possessionthat, in the end, bent other people’s wills

to his own. He was never known to heed his parents,teachers, or playmates. When authority figures of anysort disciplined Caleb, the child responded only withsullen shrugs and viperish glances. Since Caleb wasinsensitive to punishment of every sort, there was noapparent way to keep him out of trouble short of tyinghim to a post (a suggestion put forth with surprisingregularity).

Who can say why these things were true of Caleb?Caleb’s father, Ornette, was a hard, pragmatic man (albeita civil one) and a teacher of rhetoric to the children of theupper classes. Perhaps Caleb inherited some of his bull-headedness from the paternal corner. Caleb’s moremannered older brother, Horatio, had certainly acquiredOrnette’s eloquence, and Caleb himself was developingthe same skill. Horatio was appalled by his sibling’sserial disobedience. The elder brother often would usehis quick tongue to form the two simple words that heknew would strike fear into Caleb’s heart and cause Calebto walk the straight and narrow, if only for the moment.Those words were “Black Hat”.

Black Hat the Swordslinger was an infamous villainand all-around bogeyman in the parts where Caleb grewup. Dressed entirely in midnight black, including a wide-brimmed hat pulled down to conceal his eyes at all times,it was rumored that Black Hat would assail strangers—men, women, and children alike—on dark, lonely

avenues. He would carve them up into little pieces withhis two long blades and devour the bite-sized remains soas to leave no evidence of his horrible crimes. No onecould tell a Black Hat story around the hearth better thanHoratio Wicks and Horatio exploited that gift to terrorizehis young brother whenever Caleb’s behavior seemed towarrant it. Horatio could reduce Caleb to cowering inthree minutes flat once the talk of Black Hat began.Caleb deeply resented the power that his brother lordedover him, but, nevertheless, the boy could not conquer hisfear of the Black Hat legend. In a short time, Caleb cameto despise Horatio as much as he feared Black Hat.

The Bone SandsOne day, the lord of the Hangingshire requested thatOrnette Wicks teach the lord’s son the art of rhetoric.Ornette was obliged to pack up his family and relocate tothe far-flung, frontier shire. The long trek to the seat ofthe rugged shire required a dangerous passage through thedesert called the Bone Sands. Along the way, during asudden sandstorm, the Wicks family wagon becameseparated from the caravan with which it was traveling.Before Ornette could bring the wagon to a halt, thevehicle veered over the edge of a tall, steep dune. Thewagon was damaged beyond repair, and so was Horatiowhen he was thrown from the coach and grievouslyinjured. The family was lost on the blazing wastes of theBone Sands.

At first, while they waited for the caravan to send asearch party after them, Ornette, his wife, Carolina, andhis two sons were able to survive on the flesh of thehorses that had drawn their wagon. When this food ranout, and no help came to the stranded group, Ornette sawthat he was left with no choice but to try to walk out ofthe desert. Unfortunately, Horatio’s injuries were such

E

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that he could not be moved. In fact, it was very likely thathe would die in short order.

After as much rumination as the dire circumstanceswould allow for, Ornette told Carolina that they wouldwait until Horatio died and then use his remains forsustenance on the journey out of the Bone Sands. It was aterrible choice for a father to come to, but, Ornettereasoned, at least Horatio could be of some use to hisfamily in this way. Ornette tried to keep the knowledgeof this decision from both of his sons. Nonetheless,Caleb snooped it out, and, at night, just before bed, hetaunted his brother with the whispered tale. Uponlearning his fate, Horatio let out a holler that was sure towake Ornette and Carolina, who had already retired forthe evening in the battered shall of the wagon. Calebknew that he would get in trouble for this mess. Incensedby Horatio’s cries and desperate to silence them, Caleb’shand closed around the cooking knife that had been leftby the campfire beside the wagon. Caleb skeweredHoratio on his sick bed.

Ornette and Carolina were distraught beyond words,but what could they do with their ten year-old son now?That was always the question where Caleb wasconcerned. What could be done? Nothing at all, Calebknew, but to carry on with the plan to draw life fromHoratio’s death. The Wicks supped on the flesh of theirown flesh and blood. Caleb thought that this was anespecially fitting and delicious irony.

The trio broke camp the next day. Unfortunately,another sandstorm kicked up without warning and Calebwas separated from his parents. With no food and nocompanions, Caleb stumbled around the desert for severaltorturous days. Late one night, quite by accident, tiny,wasted Caleb drifted into the town of Wayward on theBone Sands like so much tumbleweed.

WaywardThe boy was mad with hunger. Caleb was approached onthe dark street by a kindly townsperson who was alarmedby the youth’s frightful, pitiable appearance. Caleb sawthe stranger as an opportunity to sate his hunger. Whenthe citizen drew near, Caleb slew the man with the samecutting knife with which Horatio had been killed andcarved. Caleb feasted on raw flesh and then ran off tohide until the dawn.

In the morning, the people of Wayward found thebody of the murdered man, who happened to have beenthe town crier. Caleb abandoned his hiding place andappeared in the midst of the crowd surrounding the body.As always, Caleb sought to avoid punishment for hismisdeed. He explained that he had been kidnapped andbrought to Wayward by none other than Black Hat theSwordslinger. Caleb said that he saw Black Hat kill thecrier.

The townspeople hardly could doubt the strangeboy’s story; the youngster himself surely was not capableof the gruesome crime that confronted them. All thecitizens of Wayward adopted Caleb. Caleb managed tostay out of trouble for an entire year and during that timehe became an extremely popular member of thecommunity. As he did not need to employ his keen wit tocover up his wrongdoing, he instead could channel hiscunning into charming his newfound extended family.

The Waywarders were in need of a new town crierand message-runner. Caleb’s boundless, youthful energyand his bright-as-a-gold-piece voice made the boy theobvious choice to fill the position. Caleb took to his newjob with relish, as it gave him license to be smack dab inthe middle of other people’s affairs on a regular basis;under similar circumstances in the past, he always hadbeen chastised for meddling.

The Lean TimesSeveral miles from Wayward, a quiet gnomish communitythrived beneath the Bone Sands. The name of the villagewas Rumbleton, because minor earth tremors sometimesrattled the region. Rumbleton’s sages had divined that nosuch quake ever would be strong enough to threaten thesafety of their homes. Unfortunately, these experts weremistaken. One day a powerful tremor struck and itbrought Rumbleton’s sandy ceiling down on the heads ofits inhabitants. The lives of many gnomes were lost in thedisaster.

Those gnomes who survived the catastrophe went tothe human settlement of Wayward to plead for sanctuarywhile they tried to put their shaken lives back in order.They received the shelter that they sought, but improvingtheir miserable situation was no easy task. Rumbletonhad been built in the only stable, accessible ground forcountless miles around. The gnomes had nowhere to goto reestablish a new permanent home. Their time inWayward unexpectedly stretched into months, and theninto more than a year.

The gnomish refugees began to start families inWayward and put down roots. The small town could notsupport the dramatic increase in population. Survival hadalways been tenuous on the Bone Sands. Now resources,especially food, became dangerously scarce. The LeanTimes had begun.

The town elders did not know what to do about thefamine. Too many people were going without. TheWaywarders gradually became hostile toward theirgnomish guests. These un-neighborly sentiments werestirred up by the daily reports of their roguishlycharismatic, eleven year-old town crier, Caleb Wicks.During the Lean Times, it was Caleb’s responsibility toprovide detailed information about the state of the town’sdwindling supplies. Caleb also kept careful count of the

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number of gnomes being born in the gnomish shantyquarter of Wayward.

One day, Caleb announced that an “emergency”meeting “for humans only” was convening to discuss a“course of action” in response to the “gnomish threat”.The town crier was present at the meeting. The hungryWaywarders were surprisingly receptive to Caleb’ssuggestion that they eat some of the gnomish babies.After all, Caleb argued, the gnomish infants couldcontribute nothing to the town’s welfare in its time ofgreat need. And, besides, weren’t they just the perfectsize to fit in the townspeople’s cooking pots and on theirdinner plates, both of which had been empty too often asof late? Caleb could not remember when Wayward hadinvited these “extra” gnomes into the community. Thenewborn gnomes were as dangerous as an invading army.By eating them, something good might yet be born out ofthis tragedy.

Although Caleb’s proposal sparked heateddiscussion, it was (of course!) rejected as the misguidedmusings of a well-intentioned child. But as the weekpassed and word of the town crier’s suggestion reachedthe gnomes, animosity grew hot between human andgnome. The survivors of Rumbleton were understandablyenraged by Caleb’s ghoulish recommendation. The littlepeople became suspicious of their human hosts.

In turn, the Waywarders took offense at the gnomes’indignation. The gnomes stayed in Wayward at thehumans’ clemency. How dare these poor vagrants dictatehow their benefactors would resolve the problem that therefugees themselves had caused? Perhaps, the citizens ofWayward thought, some of the gnomish children shouldbe taken, if only to teach the parents a lesson in self-control.

Meanwhile, Caleb continued to mouth supportingarguments for his plan, both in private encounters withinfluential townspeople and in his public reports. Onenight, a gang of gnomes attacked Caleb. He was badlyinjured, but quickly returned to running messages aroundtown. The Waywarders gasped at the bruises andabrasions that they saw every day on Caleb’s adorable,boyish face; the injuries were a constant reminder of theassault. Although Caleb’s assailants were known to him,he would not identify them. Caleb testified that he hadnot seen who had assaulted him. Therefore, every gnomewas a suspect.

There was more violence. Humans set fire to severalgnomish shanties. Many gnomes died, as did a handful ofthe arsonists in the retaliatory brawl that took place on thestreets of the shantytown.

The FeastCaleb stated his case plainly. Human blood had beenspilled. The gnomes would never leave Wayward. The

gnomish children would grow up to be enemies of thehuman community. Some Waywarders already had thegood idea of burning the gnomes’ houses. Now it wastime to do the same to the occupants of those shacks.They should cook the gnomish children and grow healthyagain on their sweet flesh.

The people of Wayward thought that theircharismatic town crier made very good sense. Caleb sawthe situation with the innocent clarity of youth. The Feastwould be cause for a celebration the likes of which thetown had not seen since before the Lean Times began. IfWayward was going to do this desperate thing, let it bedone in the spirit of unity. A large force of men wasassigned the task of rounding up the babies. Thegoodwives would do the cooking. In his role as towncrier, Caleb invited each and every citizen of Wayward togather at the town hall for the Feast. Clever Caleb wouldact as honorary master of the ceremony. And if anygnomes protested the Feast, then they would have to besilenced.

Gnomish resistance was expected, but Caleb and hisfollowers were disappointed when some of the nativeWaywarders declined to do their civic duty. A group ofhumans refused to take part in the Feast and they eventried to inform the gnomes of the planned abductions.The resisters were stopped before they could betrayCaleb’s cause. The “Advocates of Hunger” wereimprisoned in the cellar of the town’s church.Preparations for the Feast proceeded normally.

The deed was done under a full moon. It was a madnight. The dinner bell, struck by Caleb’s small hand, rangout furiously again and again like a banshee’s cry—or ababy’s. Blood and wine flowed like water. The Feastwas a disgusting orgy, and at its center was the town crierwith the lyrical, bell-like voice, Caleb Wicks.Brandishing the knife he had used to murder his brother,Caleb cut the first serving of the evening, and he was thelast to leave the ruined mess hall at dawn.

After the Feast, the gnomish population of Waywardrose up in arms against the monstrous humans who hadhunted them. There was savage fighting in the streets ofWayward. All of the outnumbered gnomes wereslaughtered within two days. The bodies of adults andchildren alike were collected and eaten as soon as the lifehad been hacked out of them, if not sooner. Waste not,want not, Caleb schooled.

After all of the gnomes were eliminated, the humantraitors were released from the church cellar and led tothe mess hall very much like so many lambs to theslaughter. The rebels shared the same fate as the gnomesthat they had tried to protect.

After the last piece of flesh was consumed, thegorged Waywarders slept soundly with their bellies full ofhate and evil. Sometime in the small hours of the thirdnight of the full moon, an unlikely fog descended on the

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quiet, bloody town. When the morning came, things hadchanged in Wayward. Wayward became an Island ofTerror in the demiplane of Ravenloft, and its citizenstransformed into quevari (RAVENLOFT MONSTROUS

COMPENDIUM Appendices I & II). Caleb Wicks was thelord of the new domain.

WAYWARD ON THE

BONE SANDSThe Land

he domain of Wayward is composed ofthe town proper surrounded by about fivemiles of desert in every direction. Thedesert is home to cacti and a minimalamount of other sorts of desert-bloomingvegetation, but mostly it is dominated by

blazing hot sands. Temperatures in the desert soar ashigh as 110 degrees Fahrenheit at midday. The Mists ofRavenloft do not appear at the edges of the desert.Instead, the desert appears to stretch out endlessly to thehorizon. This horizon is always obscured by ashimmering heat mirage.

Wayward is built around a deep well. There aresmall trees throughout the town that provide some meagershade. The Waywarders live in simple clay and brickhouses, although there are a few wooden structures. Afterdark, the center of activity in town is the large mess hall(formerly the town hall) that stands in the northwesterncorner of town. The interior walls of the hall are streakedwith blood, although during the day the townspeople willattempt to explain this away as the stains of an unfinishedpaint job.

At the northeastern edge of Wayward, an abandonedchurch dedicated to the patron saint of the sun bears mute,indignant witness to the dark deeds that are perpetrated inthe town each night. The citizens have rejected theirformer religion altogether, and have vandalized the smallchurch from time to time. The former pastor, AdrianHood, is now the deeply troubled and conflicted towncarpenter; he has had difficulty reconciling his newexistence as an evil thing with his former clerical training.

Beside the church is an ill-tended cemetery, completewith fallen and leaning headstones, choking weeds, anddefaced holy symbols. Beyond the cemetery, to the northof the town, is the shallow bone pit in which theWaywarders toss the bones of their many victims,including the gnomes of Rumbleton. The townspeoplealways cover up the top layer of bones, but the depressionis noticeable to anyone who comes near.

The burnt-out remains of the gnomish shantytowndominate the southwestern corner of the town. Most of

the shacks were burnt to the ground and the ashesscattered on the wind, but some of the hovels still stand.

The largest house in Wayward belongs to Mayor JedLoomis. This fine structure is directly across the streetfrom the sheriff’s office.

The moon is perpetually full in Wayward. Thenights are very long; the moon rises at 5 PM (when thesun sets) and sets at 7 AM the next morning (when thesun rises).

Cultural LevelChivalric.

The FolkDuring the day, life in Wayward is painfully uneventful.Existence is hard in the desert, but the people eke out aliving. The folk tend meager gardens and hunt the smallanimals that live in the desert. There is a saloon calledthe Lean Times (complete with a dime-store-type woodenorc which is used as a throwing block), a smith, aseamstress, a general store, a carpenter, and all of theother usual trappings of a rugged frontier town. The darkpowers provide raw materials that the Waywarders cannotobtain for themselves.

There are no children in Wayward, save for Caleb.When the town entered Ravenloft, all of its human youthswere left behind. Moreover, the men and women of thetown suddenly found themselves incapable of producingany more offspring, save in those instances when one ofthe women has given birth to the latest incarnation ofCaleb (see above).

Another oddity is that all of the food and drink inWayward tastes so terrible as to be almost inedible. Infact, characters must make a Constitution check to avoidretching the first time that they taste any food or drinkthat is either native to the town or brought in from theoutside (including heroes’ rations). If they fail the check,they develop an aversion to the food and do not wish toconsume any more of it. The appearance and smell of thevictuals are ordinary in every way. The only thing thattastes as it normally would is the flesh and blood ofsentient creatures.

A common insult bandied about by the citizens ofWayward is “The flesh of your mother is stuck in myteeth.” If characters raise the ire of any of thetownspeople, they are sure to hear this unusual slur. TheWaywarders profess that they are at a loss to explain theorigin of the insult.

The denizens of Wayward lapse into a sort ofhibernation on the third day following the arrival of avisitor in the town. Most of the time, the Waywarders liedormant, sleeping in their homes and expending almostno energy. Therefore, they require very little sustenance

T

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and can survive by feeding on the rare stranger or twothat drifts into town. When a visitor is brought into thedesert surrounding Wayward, Caleb becomes aware ofthis new presence in his domain and wakes from hissleep. Caleb then runs around town, rousing hisneighbors, much as any young boy would do when hewakes up full of energy before anyone else. By the timethat the stranger walks down Wayward’s main street, thecitizens are active and going about their normal dailylives. The Waywarders remain active for three days andnights, corresponding to the three nights of the full moonand the Feast. At the end of the three days, usually afterhaving eaten the strangers who woke them, the citizensfall back asleep.

Native Player CharactersNative player characters from Wayward are notappropriate.

The LawCaleb Wicks rules the town of Wayward, but during theday he is known only as the town crier. The folk refer toMayor Jeduthun “Jed” Loomis as their leader. MayorLoomis heads a council of town elders who write lawsand adjudicate trials.

Mayor Loomis’ brother, Silas, is the town’s sheriff.Silas has two deputies (1st-level fighters) equipped withshort swords, clubs, shields, and leather armor.

At night, when the bloodmoon rises, the crazed folkrecognize Caleb as their lord and serve him with perfectloyalty.

EncountersThe only dangerous creatures in Wayward are thequevari. The small tract of desert cannot support anynatural predators that threaten man. Characters have onlya 10% chance per day of having an encounter whilewandering the desolate Bone Sands. Common encountersinclude foxes, hawks, lizards, and moles. Uncommonencounters include quevari, snakes, and vultures.

Lord of WaywardCaleb Wicks5th-level Quevari Thief, Chaotic EvilArmor Class 10 (6) Str 9 (17)Movement 12 Dex 12 (18)

Level/Hit Dice 5+2 Con16Hit Point 40 Int 16THAC0 14* Wis 9No. of Attacks 2/1 Cha17Damage/Attack 1d3+4 (w/knife), 1d3+1 (fist)Special Attacks charm person 1/day, Chime

of Hunger 3/day (see below)Special Defenses Thief abilitiesSpecial Vulnerabilities See belowThief Abilities: MS 85%HS 85% DN 85%

CW 95%

* THAC0 rises to 11 when wielding knives.

Caleb is eleven years old. He is 4’7” tall andpainfully, dangerously thin, save for his face whichretains a boyish roundness. He has a limp, colorless mopof hair with long, unkempt bangs that sometimes obscurehis pale eyes. He has a big, gaping smile. His teeth aresurprisingly large, strong, and healthy, given his overallpoor physical condition. The scores in parentheses abovereflect his abilities when he is under the influence of thebloodmoon.

Caleb never goes without the now-magical knife (seebelow) with which he killed his brother, Horatio. Thelong, wide blade, kept in a simple leather sheath, seems tobe the sturdiest thing about the bony child.

Current SketchDuring the daylight hours, Caleb is unaware of his statusas lord of Wayward. He splits his time between takingclasses with the town schoolmarm, Mistress Chatty, andcarrying messages and doing odd jobs for the citizenry.He is fed and clothed by the townspeople who dote onhim, as they might on any orphaned child. Caleb has nopermanent home. While the sun shines, no one speaks ofCaleb’s position as lord, but the Waywarders will come tothe boy’s impassioned defense if he is threatened. Theyrationalize this as the natural reaction of adults to seeing achild in harm’s way.

After dark, under the perpetual full moon ofWayward (see below), Caleb falls under the spell of thebloodmoon, as do all of the townspeople. At this time,Caleb behaves in every way as a bloodthirsty killer and aravenous cannibal. His first priority is to lead theWaywarders in hunting down any travelers who havelingered in town past sundown. Caleb views all strangersas threats to the town, just as he saw the gnomes ofRumbleton.

Caleb retains his paralyzing fear of Black Hat theSwordslinger at all times. Forcibly presenting Caleb withreferences to that bogeyman (much as one would presenta holy symbol to ward off a vampire) require the boy tomake an immediate fear check. These references must be

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fairly elaborate; they cannot consist merely of therecitation of the words Black Hat. Appropriate allusionsinclude a short story about Black Hat’s atrocities(requiring at least one round to tell), or disguising oneselfas the swordsman in front of Caleb; the Dungeon Mastershould encourage the player characters to be creative.When Caleb fails a fear check, he responds in thestandard way, save for the following change: He has nochance (0%) of dropping his knife when he runs away.Note that, like anyone, Caleb gets a +1 to his fear checkroll if he faces the same threat more than once in a day.

Forcing Caleb to confront his fear of Black Hat canbe a double-edged sword. If Caleb’s fear check succeeds,the lord has steeled himself up against the terror and hetries to do the same thing to his would-be tormentor as hedid to his brother, Horatio. Caleb fights with a +1 bonusto hit and to damage against characters who have tauntedhim. Also, since Caleb never purposefully enters meleealone, it is likely that other Waywarders will cover hisback if he flees. These quevari fight with a +2 to hitwhen they are defending their lord, as they are appalledby the torment of a child.

Caleb cannot be killed by any conventional means.If he is reduced to 0 hit points, his body decomposeswithin minutes. Within a week, one of the women ofWayward will find herself mysteriously pregnant. After amonth, she will go into labor just as the bloodmoon rises.The infant she gives birth to is Caleb Wicks reborn. Thechild develops so rapidly that within another month, heagain appears to be eleven years old.

Caleb himself never ages past eleven years. He istrapped in a child’s body for all time, although his mindmay grow increasingly cunning and ruthless.

Closing the BordersWhen Caleb wants his borders sealed, an army oftornadoes whirl to life all across the desert, throwing upsandstorms and making travel out of the town exceedinglylethal. Caleb always closes the borders whenever anyoneattempts to leave Wayward.

CombatCaleb has all of the normal abilities of a quevari, althoughthe dark powers have augmented some of these talents.Caleb’s knife is now a knife +3. Caleb inflicts 1d3+3points of damage with each successful knife attack.Furthermore, any wound inflicted by his blade bleedsprofusely. A character wounded by the knife loses 2 hitpoints each round until the wound is bandaged (an actrequiring one full round). This effect is cumulative withmultiple injuries. For example, a character who suffersthree wounds from Caleb’s knife automatically loses 6 hitpoints each round until the wounds are bound. Caleb also

can bite for 1d3+1 points of damage. Whether stabbingor biting, Caleb may attack twice in each round.

Caleb’s thief abilities are better than the averagequevari. If possible, he uses these abilities to strike withsurprise. One of Caleb’s favorite tactics is to lead a bandof quevari in a series of hit-and-run attacks on theirvictims; these strikes slowly weaken their quarry.

Caleb has the innate ability to charm person once aday as per the wizard spell. He must be able to speak inorder to exercise this power.

Caleb has an old, plain dinner bell in the shape of atriangle. The bell functions as a Chime of Hunger (seethe DUNGEON MASTER Guide). Caleb and all otherWaywarders are immune to its effects. He may use thebell in this manner three times a day. He also can use thebell to summon 2d6 quevari to do his bidding. Theyarrive at his side in 1d2+1 rounds.

Adventures in WaywardThe key to the effective use of Wayward, as with manyother RAVENLOFT institutions, is to spring it on the playerswithout warning. Under no circumstances should theplayers expect a game set in Wayward to possess anysupernatural or RAVENLOFT-type elements. Moreover,players should not even realize that the town of Waywardand its inhabitants are the focus of a given gamingsession, until the players are in the midst of the scenario.The Dungeon Master should establish the existence of thetown in his campaign setting, but downplay itsimportance. The heroes should always have somethingmore immediate and important than Wayward to concernthemselves with.

Wayward is a good setting for a game involvingrelatively low-level characters (approximately 3rd level),who already have had some experience in the DungeonMaster’s campaign. The town of Wayward easily can beinserted into the history of any campaign setting thatincludes a sparsely populated desert on its map. As theheroes adventure near the desert, they should hear ofWayward’s evil reputation. Since the town is so isolated,no news from Wayward ever reaches more cosmopolitanears. In fact, no one is precisely sure where thesettlement is located anymore. Travelers through thedesert cannot locate Wayward any longer; some folksattribute the disappearance to poor map-making, whileothers suggest that the town was wiped out by some sortof natural disaster. No one cares enough to conduct athorough search for either the town or its citizens.

Occasionally, a traveler passes through the desertnear the former site of Wayward and reports strange heatmirages and other bizarre goings-on in the area. Perhapsa priest or missionary once went out to Wayward, neverto return home. Folks say that the clergyman was sweptup in a cyclone.

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The Dungeon Master can lead the heroes toWayward by putting them in pursuit of some minor,expendable, villainous NPC. The villain flees into thedesert and the party tracks him to Wayward. When thefugitive runs onto the Bone Sands, Wayward should befar from the players’ minds. When the town appears onthe horizon, the party should be more intent on capturingtheir quarry than on investigating a dusty little village.To put the players off their guard, the Dungeon Mastershould tell them that their characters are aware only of aparticularly distorted heat mirage as the party approachesthe lonely town in the distance; the party does not passthrough the Mists of Ravenloft on its way into thedomain.

The Dungeon Master should arrange for the heroes toenter Wayward in the early morning so they can have theentire day for investigations. The Waywarders report thatthe fugitive NPC recently passed through the town, butthat he must be gone by now. The closed borders of thedomain (see above) prevent the party from following theNPC’s supposed trail. In truth, the NPC has already beenkilled and devoured by the citizenry; his head still adornsa countertop in the mess hall.

The heroes should notice that the Waywarders are anodd lot. The town’s official cover story is that the ruinedgnomish shantytown is all that remains of a group ofrefugees who took sanctuary in Wayward, but eventuallymoved on to start a new settlement. The citizens haveeffectively repressed their knowledge of the truth, just asthey have blocked out their daytime memories of thebloodmoon. However, if their story is questioned in anyway, their selective amnesia begins to falter. Forexample, the heroes may explore the shanty quarter if theplayers think that the fugitive NPC still is hiding out inthe town (the shanties would be a good place for him tolay low). If the Waywarders are asked about thedestruction of the shacks, they begrudgingly admit thatthere was trouble between the gnomes and the humans.Nevertheless, the townspeople still maintain that thehovels were destroyed by accident after the gnomes lefttown. But then, if the gnomes had moved away, why aretheir personal possessions among the rubble?

If pressured, someone might admit that the gnomesleft town because there was not enough food to goaround. The topic of famine may also come up if theheroes ask why the saloon has the unusually pessimisticname of the Lean Times.

If the heroes inquire about the abandoned church, thetownspeople sheepishly confess that they have lost theirreligion. However, they struggle to explain why this hashappened. They make lame references to recenthardships that have made them question whether anydivine agent is truly watching over their town with afriendly spirit. The former preacher, Adrian Hood, makessome curious comments about life under the desert sun

being too difficult for the Waywarders to endure. Hoodsays that the citizens failed to be true to the saint of thesun and turned instead to the cool, emboldening strengthof the moon. The moon pardons indiscretions morereadily than the unforgiving light of the sun, which burnssinners alive.

The subject of Caleb Wicks could be raised if theheroes notice that Caleb is the only child in town. Theparty could encounter the lord as he runs messagesaround Wayward. A townsperson might let slip thatCaleb is “as bright as a star” and say that the boy “alwaysknows what’s best”. If asked about this comment, theNPC become very nervous and admits that Caleb madesome suggestions about what to do when the trouble withthe gnomes started up. Such words could come fromMayor Loomis, who will seek the heroes out to welcomethem to Wayward. If questioned, the mayor seems to behiding a guilty conscience and defers responsibility forthe outcome of the Lean Times either to Caleb or else tothe townspeople in general.

The heroes could learn of Caleb’s aversion to BlackHat from Mistress Chatty. Black Hat’s name could easilybe introduced into conversation if any of the heroes arewearing a black hat, a black cloak, or shiny black boots,of if any of them are carrying two swords. Chatty (oranother citizen) warns the heroes that such gear makesCaleb very uncomfortable.

An attractive local with romantic intentions mightinvite a hero to his or her home for dinner (just as the sunis beginning to set, of course). If the hero mentions thefoul taste of the food, the host says something about “noteverything” in Wayward tasting so awful. If asked aboutthis remark, the NPC becomes powerfully agitated.

In these and many other readily apparent ways, theplayers may realize the true history of Wayward. By thetime that they make this discovery, it should be the rightmoment for the sun to set and the terror to rise as thepreviously docile, friendly townspeople transform intoferocious, stealthy lunatics. What follows is one longnight in which the heroes must fight a running battle withthe entire town. The Waywarders make good use of theirthief abilities to ambush the party whenever the heroesseem to have gained a momentary respite.

At this point, there are only two ways out of town. Ifthe heroes survive until sunrise, Caleb will always allowthe borders to open and the party may exit the domain—either returning to their homeland, or else wandering intoanother domain of Ravenloft, at the Dungeon Master’soption. Otherwise, the party can escape by destroyingCaleb Wicks. Reducing Caleb to 0 hit points causes theheroes to be shunted back to the spot at which theyentered Ravenloft.

Fighting the Quevari

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The Dungeon Master is encouraged to make combat withthe Waywarders as colorful as possible. Although all ofthe citizens have similar abilities (as described in theRAVENLOFT MONSTROUS COMPENDIUM Appendices I & IIentry on quevari), the Dungeon Master should establishindividual differences between the crazed townspeople.Caleb Wicks’ peculiarities have been related above.Examples of other unusual NPCs appear below:

Sheriff Silas Loomis, male quevari, F2: AC 2 (chainmail); MV 12; hp 18; THAC0 17; #AT 1; Dmg 1d8+1 or2d4+1 (bastard sword); SZ M (5’10”); ML average (10)or fanatic (18); Str 16 Dex 11 or 17 Con 15 Int 15 Wis 13Cha 13 ; AL LG or CE.

Personality: honest and no-nonsense

The sheriff has a bastard sword and an old suit ofchain mail, both of which belonged to his father. Becausehe occasionally practices with the bastard sword, hereceives the +2 bonus on his attack roll that all quevarihave when using familiar weapons.

Joh Kindle, male quevari: AC 7 (Dex bonus); MV 12;HD 1; hp 8; THAC0 17; #AT 2; Dmg 1d3+1/1d3+1(hook); SZ M (5’7”); ML unsteady (5) or fanatic (18); Str8 Dex 9 or 17 Con 8 Int 10 Wis 11 Cha 6; AL N or CE.

Personality: jittery and bawdy

Joh is the degenerate town bum who often ends up inWayward’s one-cell jail while sleeping off a night of harddrinking. Joh’s right hand is missing and it has beenreplaced with a hook. He can attack twice each roundwith the wicked hook.

Cornado Black, male quevari, F2: AC 6 (leather apron& metal helmet); MV 12; hp 12; THAC0 16; #AT 1;Dmg 1d4+3 (hammer); SZ M (6’3”); ML average (10) orfanatic (18); Str 18 Dex 13 Con 16 Int 11 Wis 16 Cha 10;AL CG or CE.

Personality: gruff and imposing

Cornado is the town’s blacksmith. He is extremelystrong and hardy. The thick leather apron and metalhelmet that he wears while laboring in the smith give hima +1 bonus to his Armor Class.N

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SERADANWhere Possession is Nine-Tenths of the Law

by Les [email protected]

THE LANDhis pocket domain is not much more thana town and the outlying hills. In thedistance, one can see the fog-shroudedpeaks of mountains, but the Mists shroudthe passes just inside the foothills. It is atemperate domain, with light forests to the

south and east, and a lake to the north. The temperaturerarely climbs above 70 degrees Fahrenheit, and the sky isfor the most part overcast. Instead of rains, the domain isconstantly covered in a light mist or a drizzling rain. Thespirit of Geren Horstadt, a haunt, rules the domain. Thepeople of the town (which has no name) wear drab,lifeless colors in their clothing, and go through their dailyroutines listlessly, for all the world like animated corpses.Their houses are drab gray stone, with little decoration orvariation in layout.

Cultural LevelChivalric.

The FolkThe people of Seradan are automatons, living withoutfeelings or opinions. Anyone with a Charisma of 13 orhigher draws the entire town’s attention as a candle flamedraws moths. The people will follow any suggestionmade by these charming strangers without much thoughtor care, acting as if hypnotized. The people of Seradanhave very few distinguishing features, possessingaverage-length mousy brown hair and dark brown eyes.The men are all nearly five and a half feet tall, and thewomen are usually five foot three. At first glance, itseems as though the people of Seradan are in a daze,simply mimicking their old daily lives. They do,however, have some sense of self-preservation, and canreact accordingly to threats or community problems. Thetown’s alignment is neutral.

Native Player CharactersIf there are player characters from Seradan, expect themto be infuriatingly dull. They will be as noncommittal aspossible and the most common (90%) alignment will beneutral. Seradanian characters receive a +1 bonus to fearand horror checks, but a -1 penalty to madness checks.They are exposed to very little in the town; however, theextremely dull nature of their lives drives most of them tothe brink of insanity at an early age.

Personalities of NoteOnly two people stand out from the norm in Seradan, andthey both followed Geren here through the Mists. One ofthem is Wilhelm Braugh, the inspector who was in chargeof investigating Geren and his mother. He is the one whodragged Geren from his chair to the waiting arms of thetownspeople. And while he did struggle to maintain hisgrip on the evil cripple’s body, he did not put up toomuch of a fight. He tried to hide in his cellar when thetown burned, and awoke not underneath the flamingbeams of his home, but in the forest he now resides in,smelling of smoke. He now spends his time in the forests,hunting and trying to find his way home.

The other personality of note is Rom, a thug whoarranged the deaths of Geren’s family in the hopes ofreceiving the huge rewards Geren promised him. WhenGeren began to spin even wilder tales of power and magicand demons, Rom simply backed away from the deal,until one evening when he stumbled across a wealthystranger being murdered. Rom hid to watch, hoping toblackmail the killer for a part of the take. He followedthe killer to an old barn, then struck up a conversationwith him. To his shock, the killer talked using the sameverbal manner as his ex-business partner, Geren. Romcut the conversation short, making sure that the strangeman didn’t suspect him of having seen anything before heturned to leave. He then began to fear the sick little manin the upstairs window, and it was he who began the mostvicious rumors about the Horstadts, in the hopes of oneday being able to get someone to help him loot the place.

T

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Maybe then he would come across his payment. On theevening of the fires, it was he who cast the first torch atGeren’s feet—from a safe distance in the crowd. Hemanaged to flee the fires, only to find himself lost in a fogbank. Tired from his running, he lay down in a field tosleep, and awoke in Seradan. He now spends his timerunning in fear, since the moment he noticed the dullstrangers he found himself surrounded by others wearinga familiar scowl.

The LawThe citizens of Seradan as a general rule have no laws,but simply go about their daily business. If someone elseposes too much of a problem, they band together to forcethe offender away, like a colony of ants.

EncountersTypical encounters in the domain of Seradan are of thewilderness variety, or if inside the town, with thetownspeople. There is a 10% chance per day the heroesspend in Seradan that they will encounter a possessedperson. Primary indications will be a scornful reactionfrom what is an ordinarily docile person, as Geren isextremely cynical and bitter about his existence.

Lord of SeradanGeren HorstadtHaunt, Chaotic EvilArmor Class -5/ As host Str 19 *Movement 24/ As host Dex N/ALevel/Hit Dice 10/ As host ConN/AHit Points 75/ As host Int 16THAC0 10/ As host Wis 15No. of Attacks 2/ As host Cha7Damage/Attack Dexterity drain or by weaponSpecial Attacks Possession, telekinesisSpecial Defenses Hit only by +2 weapons, or spellsMagic Resistance 45%

* Telekinesis.

Geren is a special version of haunt, empowered bythe dark powers. While he is the lord of his domain, thetownspeople do not recognize his existence; mostpossessions are dismissed as fever dreams. The entiredomain is his anchor, and as such, he cannot be turned byany means. When found outside of a body Gerentypically takes the form of a ball of blue light. He doesoccasionally wear the image of his former living self,although he hates it for reasons stated below.

BackgroundGeren was the favored son of a minor noble family on adistant Prime Material world. His parents lavishedaffection and gifts on him, and he had his every desirefilled within moments. He eventually grew to be a bullyand a braggart when alone with others, but in the publiceye he was seen as the perfect person. All that changedfor him at the age of seventeen, when he was struck downby a strange wasting illness that left him unable to use hislegs, and cost him a good part of his five senses. Hisparents did everything they could to cure the disease, butit ran its violent course through his body, leaving himcrippled, unable to even lift himself from a chair for morethan a scant few seconds. His family soon fell into debtas they pooled every resource they could to try and returntheir favored son to health.

Fifteen years passed, each one a torment to thecrippled Geren. He spent his days in a chair that hisfamily purchased and placed in front of his upper storybedroom window. Geren hated sitting in his chair andwatching the normal happy people going about their dailylives, but he could no more resist the urge to stare at themas they passed below his window in the street, than a mancould go a month without water. His parents and histhree siblings (along with their own families) tried theirbest to be cheerful and pleasant to their ill relative, but thekindness grew sour to Geren, and he began to perceivetheir kindness as a mockery and a sham.

Then his family made the mistake that would cost thelives of everyone in town. One of Geren’s brothersbrought down a trunk full of books from the attic forGeren to peruse. The aged trunk contained not justmundane works, but also several tomes that dealt in thedark arts, especially those that deal with the beings of theLower Planes. Geren eventually discovered the arcanetexts and was initially horrified to learn that one of hisgreat grandfathers had been a mage of great power untilhe had disappeared from common memory. Gerenargued with his father for hours as to whether or not thefamily could afford to purchase another mage’s services,this time as a mentor. After coming out the loser inseveral such verbal battles, Geren determined that hewould summon a fiend himself. After weeks of intensestudying, he managed to summon a yugoloth; it nearlydestroyed him on the spot. But the venomous manner inwhich Geren pleaded his case gave the yugoloth pause.He stated that as an invalid, he had no life, needed nosoul, and to kill him now and consign him to eternaltorment would only change his scenery. Sensing anopportunity, the yugoloth agreed to “help” Geren “feelwhat others feel”, but the price would be the souls of hisentire family, since it was obvious that Geren’s wasalready well on the way to damnation. Geren agreed,imagining his entire family downstairs, sneering at the

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sickly man that they had to nurse. His final bargain wasthat he would be allowed to keep his mother on as hisprovider until he could find someone else more capable.

Geren’s family died in a series of horrible accidentssoon after, created by a man Geren hired (under pretensesof newly acquired wealth) to orchestrate his end of thebargain. His mother, still grieving, began to devote all ofher time to the one remaining family member she stillhad. Geren found to his horror that even after the last ofhis nephews died, he was still confined to his crippledbody. It was then in a dream that he discovered hisability to hitchhike in other people’s minds, if he thoughtabout it long and hard enough. He was able to feeleverything they felt, from joy to sorrow to pain. He waseven able to see, smell, and hear properly through theseunwitting people. He began to live vicariously throughtheir lives, but in the end he found the experienceswanting. After every session of riding in the back ofsomeone’s mind, he was returned to his own crippledbody. This forcibly reminded him that he was still simplybeing carried about, in roughly the same manner as hisfamily used to carry him to the bathtub. He had nocontrol over what he experienced.

By exerting even more willpower, Geren finallyfound himself able to control the bodies of others. Afterreturning from one such jaunt, he overheard tax collectorsharassing his widowed mother downstairs. He realizedthat with his family gone, it was up to him to replace thesquandering money that his family had once enjoyed. Hebegan to use others to steal and kill for money, which hestored in an old barn at the end of town. Eventually, as hegrew more careless with his crimes, the townsfolk beganto investigate. More rumors began to circulate aboutGeren, the cripple in the window of the old Horstadtestate. The townsfolk were eventually able to track thecomplicated routes Geren ran the money through to get itto his home, and the began to question his mother atlength, thinking Geren’s mind as addled as his body. Hercuriosity aroused, she went upstairs to question her onlyliving relative. As she shook Geren awake, he becamevexed with her, and simply stared at her with a look ofpetulant anger. To her horror, she felt something rip intoher mind and take control of her body. The last thing shesaw was her own hand smashing a vase and raising thejagged shards up to her own throat.

The townsfolk, many of them plagued by dreamlikememories of the things they had done while Geren was incontrol of their bodies, had begun to develop a fierceloathing of the Horstadt estate. After hearing freshrumors about its two remaining tenants, the authoritiesdecided to return with more questions for the widowHorstadt. They came in time to hear Geren’s motherawaken him from one of his frequently occurring trances,and then there was the sound of something breaking and aheavy thump as something large fell to the floor. Fearing

the worst, the men present broke down the front door andraced up the stairs to Geren’s bedroom as watchers in thestreets raised a cry of alarm.

They found Geren’s mother lying face down in arapidly spreading pool of her own blood, one of her palehands tangled in the blankets Geren wore over his legs tofight off the chill. Geren’s look of utter guilt and horrorat being discovered was all it took to set the inspectors onhim with their clubs. They dragged his crippled body outinto the streets, where the crowds tore him from the graspof the inspectors. They ripped and tore at Geren, takingout all of their pent-up fears on his wasted flesh. He wasso weak he couldn’t even scream his pain as they crudelyhung him from a lamppost and beat him to death as heslowly choked. His last sight was of a hundred leeringfaces, and of torches being set to his family’s home as thetownsfolk piled wood beneath his swinging feet.

Instead of passing away that night, Geren’s need forvengeance was so great that he became a haunt. Hepossessed one of the drunken stragglers who still stood inthe winter chill, daring to spit at his smoldering remains.He grabbed up one of the flaming brands from his ownpyre and ran to the farthest end of town. There he set uppiles of burning crates to block the streets. As more andmore people came out to investigate, he found himselfforced to possess more and more of them, since theirbodies couldn’t handle the work he forced them to do.Within the space of a few hours, he had put most of thetown to the torch. Geren then possessed the body of anaging warrior, dragging the man away from rescuing hisfamily to hunt down the people who were still attemptingto escape. After the last person had been slain by thewarrior’s sword, Geren stood in the middle of the street,howling with another man’s voice, while he forced thewarrior to stand in the flames and perish. The Mists creptin quietly through the smoke to claim Geren, and thedomain of Seradan was formed.

Current SketchGeren spent years living through the lives of others, andnow he dwells in a domain where the people are dull andunimaginative, and almost totally without feeling. He hasfound to his dismay that whenever he possesses a body, itbegins to burn with the same fever that took his strengthin his mortal life. Most of Geren’s initial time in Seradanwas spent trying to explore the strange new land in whichhe found himself, and then he dedicated his attention toescaping the confines of his new prison. He has recentlydiscovered that the inspector that hauled him bodily fromhis chair that fateful night came with him through theMists. This has caused him to forget his desires toescape, as the need for revenge burns bright within himonce more. He hopes to crush this man, and to findsomeone well connected enough to get him the means to

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summon another fiend, so that he might find the answersto his latest questions.

CombatGeren has all the abilities of a normal haunt, except thathe can only be harmed by magical weapons of +1 orbetter enchantment, or by spells that penetrate his magicresistance. He can now use telekinesis to move objectswhen in his bodiless form, granting him the comparativestrength of a hill giant (19 Strength), but he prefers toattack with his spectral touch, draining 4 points ofDexterity with each successful attack.

When Geren possess a body, that body begins tobreak down. The host body loses 1 point of Constitutionevery other round; when the host’s Constitution reaches 0the body dies and Geren is ejected. Geren’s victimsrecover 1 point of Constitution for every 8 hours ofcomplete bed rest.

Geren can also push a host body beyond its normallimits, forcing it into a berserk frenzy in combat, adding+2 to hit and +4 to damage rolls. This frenzy worsens theAC of the victim by 2, and causes the breakdown to occurat the rate of 1 point of Constitution per round.

If destroyed, Geren will reform in one week’s time,until he has gotten his final revenge and is satisfied thathe could live no fuller life.

Closing the BordersGeren can only close the borders while outside of a hostbody. When he does, anyone coming too close to theedge of the domain will lose feeling in their extremities.Those who persist on entering the Misty Border collapseto the ground, unable to move. The closed border saps2d10 points of Strength each round. A successful savevs. spell can reduce this loss to 1d10 points per round.Geren will usually collect the helpless characters soonafter. Once moved away from the border, lost points ofStrength return at the rate of one per round.N

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HÆMOGOBLINGhoulies and Goblins

by Timothy S. [email protected]

HÆMOGOBLINClimate/Terrain AnyFrequency Very RareOrganization SolitaryActivity Cycle NightDiet Living beingsIntelligence Low (5)Treasure NilAlignment Chaotic EvilNo. Appearing 1 (1-4)Armor Class 6Movement 12Hit Dice 4+4THAC0 16No. of Attacks 3 (claw/claw/bite)Damage/Attack 1-8/1-8/1-10Special Attacks Blood drainSpecial Defenses Can only be hit by silver or magicMagic Resistance NilSize S (3’ to 4’)Morale Steady (11-12)XP Value 800

rguably, the highest level of undeath ahuman may obtain is the vampire. Itsability to blend in with human ordemihuman society is as much an asset toit as its great strength and magic.However, many humanoid races are not

suitable for vampiric conversion. Some sages claim thattheir willpower or life force is relatively low. Other claimit is the gods that control the spirits of these humanoidsthat do not allow them to become vampires. It could bethat vampires find these humanoids distasteful. However,some humanoids have become undead. Undead gnolls(shoovusa) and trolls (spectral and spirit trolls) have beenrecorded. The Hæmogoblin is also such a creature.

Hæmogoblins are created by vampires in need ofspecialized servants. Creating a hæmogoblin is similar tocreating any other type of vampire; blood is exchangedbetween the vampire and the victim. However, to createthe hæmogoblin the vampire needs to use a somewhat

different technique. The vampire uses any humanoidcreature, such as orcs, kobolds, goblins, hobgoblins, ornorkers. Usually goblins are chosen, due to their size andmanageability. Creatures as large as ogres might be used,but none have ever been reported. Also, goblyns cannotbe used; they have already been subjected to powerfulsorcery.

First, the vampire master takes the humanoid victimand drains it of most of its blood. The vampire thenregurgitates the victim’s blood back into its mouth. Thevictim swallows the blood, and its transformation toundeath has begun. Usually by the next night the victimreawakens to full hæmogoblin status. From this point, thehæmogoblin acts as a servant, somewhere between ahomunculus/familiar and a vampiric slave. The vampirelord can create a number of these creatures equal to one-fourth of its own hit dice (for example, a 12 Hit Dievampire can create three (12 HD/4) of these creatures.

CombatHæmogoblins attack with a claw/claw/bite routine. Onany natural 20 rolled for the bite attack, the hæmogoblinwill begin to drain the victim’s blood at the rate of 1 Conpoint per round. The hæmogoblin can only be removedwith a successful Bend Bars/Lift Gates roll. The victimmay not attack during the rounds an attempt to removethe hæmogoblin takes place. If the hæmogoblins are sizeSmall or smaller then two may drain one victim at thesame time. If the victim reaches 0 Con points then it dies.Unless a bless or remove curse spell is cast on the corpse,it will rise the next night as a ghast.

Hæmogoblins are turned as Ghasts. Hæmogoblinscannot pass on their curse of undeath like the vampire tocreate other hæmogoblins. However, there is a 50%chance that any humanoid killed by a hæmogoblin willbecome a ghoul, with 5% of those becoming ghasts.These victims are free-willed, but they are at adisadvantage when encountering the vampire that createdthe hæmogoblin. They make their saves at a -5 penaltyand are 25% more likely to fall under that vampire’scontrol.

A

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Like all undead, hæmogoblins are affected by holywater, taking 2-8 points of damage per vial.Hæmogoblins also take 10 points of damage for everyround they are exposed to bright, full sunlight. Acontinual light spell will cause 1d4 points of damage.They are unaffected by any mind-affecting spells (charm,hold, ESP) or by sleep. Hæmogoblins have infravision to90’.

Habitat/SocietyHæmogoblins are created undead; none will occur“naturally.” They can be most often found in or near thelairs of vampires. Crypts are a very common place to findhæmogoblins. They have been known to associate withghouls for increased protection and hunting.Hæmogoblins prefer to eat living humans and humanoids.Often, however, they are forced to eat the scraps left tothem by their vampire masters. If hard-pressed,hæmogoblins will eat corpses.

Most hæmogoblins encountered will be in the serviceof a vampire lord. They are often used as spies for thevampire. In one recorded incident, a vampire set up oneof his own hæmogoblins as a scapegoat to cover his owntracks. While an angry mob was dealing with thehæmogoblin, the vampire left the area.

Unlike with a true familiar, when a hæmogoblin isdestroyed the vampire suffers no ill effects.

EcologyHæmogoblins are undead and produce nothing. Whilethe corpses of hæmogoblins may be useful tonecromancers or sages, they produce nothing else ofvalue.N

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BLEEDING WILLOWBlood is Thicker than Sap

by Charles [email protected]

BLEEDING WILLOWClimate/Terrain Temperate to Sub-tropicalFrequency Very RareOrganization SolitaryActivity Cycle AnyDiet Water, sunlight, and carrionIntelligence AnimalTreasure SpecialAlignment Neutral (Evil)No. Appearing 1Armor Class 4 (Trunk), 8 (Tentacle leaves)Movement Nil (see below)Hit Dice 6-16 (2d6+4)THAC0 6HD: 15

7-8HD: 139-10HD: 1111-12HD: 913-14HD: 715+HD: 5

No. of Attacks Up to 5Damage/Attack 1 eachSpecial Attacks Constriction, Binding, RageSpecial Defenses See BelowMagic Resistance NilSize H (15’-20’ tall)Morale Fearless (19-20)XP Value 2,000 at 6 HD,

+1,000 per additional HD

bleeding willow is believed to be theresult of an act of great evil occurring atthe base of a young willow tree. Exceptfor a strange reddish coloring to the bark,they are indistinguishable from typicalweeping willow trees, unless cut. Then

they ooze a red, blood-like sap, completely unlike the sapof most trees. In fact, this sap looks, smells—and,according to some—even tastes identical to human blood.

Combat

In combat, a bleeding willow will attempt to grasp one ormore targets with its long, tentacle-like leaves, pin themand then crush them. A bleeding willow can make up tofive attacks per round, and may split these between twoopponents as desired.

Each successful attack inflicts 1 point of damage, andentangles one limb of the target (determine randomly).Once two or more limbs have been entangled, the leavesbegin crushing the target, inflicting 1d4 damage perround, plus one point per leaf holding the target. Leavesare immune to bludgeoning attacks, but take normaldamage from edged weapons; they have an effective18/50 Strength for purposes of breaking their grip.Leaves have 8 hp each.

Bleeding willows would not normally be a seriousthreat to an adventuring party, except that they have onemore special ability, one that makes an encounter withthese living trees nightmarish. All of the suffering andevil the trees have witnessed can be unleashed at once asa devastating mental attack, whenever an act of violenceoccurs within the range listed. The range of this attack isa 10’ radius for every 10 years the tree has grown (seeEcology, below). All in this area whose minds are nototherwise shielded (ring of mind shielding, mind blankspell, or psionic defenses) must save vs. breath weapon orfall into a mindless, berserker fury, striking savagely atanything that moves in the area. Anyone affected by thismindless rage will seek to launch their most effectivephysical attack (they are too angry to cast spells or usecomplex items, though items that have a simple commandword or innate powers can be used). Every round inwhich a character attacks a friend that character canattempt another saving throw; there is a penalty to thisroll, however, equal to any damage the character hastaken this round. Even victims in the branches of the treeare affected by this berserker rage (though the tree’s ownattacks do not trigger this ability; it is only externallygenerated violence that causes the tree to make its specialattack).

The psychic assault is triggered automatically by anact of violence occurring near the tree; a bleeding willow

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may make this attack a number of times per day equal tohalf of its Hit Dice (3 to 8 times per day).

The trees take normal damage from slashingweapons, but piercing and bludgeoning weapons alwaysinflict minimum damage on them. They do not have anyother special immunities or vulnerabilities.

Habitat/SocietyThese trees are solitary creatures, living for up to 160years. They are ordinary willow trees for the first sixtyyears of their existence.

They are capable of movement, but they can onlymove a few feet a day at most—and rarely do so, usuallyonly if the food supply is running low or another plant iscrowding out their sunlight, so the movement rate is givenas Nil.

The trees gain one Hit Die for every decade ofgrowth.

Though bleeding willows do not gather treasure assuch, their victims may have had treasures. There is a25% chance for the tree to have any type of treasure fromtype J through S near its base. Most of the time, thistreasure is partially or fully buried.

EcologyBleeding willows are believed to be innocent treescorrupted by the presence of great evil (essentially anyonefailing a powers check near such a tree may turn it intoone of these horrors). They are often found along lonelyriverbanks, their fronds hanging low to the ground. Oftena sound of weeping can be heard in the area of the trees;occasionally this is actually a ghost, created by the sameevent that triggered the tree’s existence. Bleedingwillows seem to feed on both the carrion produced bytheir own actions and their special attack, and violentemotions as well. They are also capable of feeding asnormal plants do, and will die if deprived of water orsunlight.N

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A DARKLING BY ANY

OTHER NAMEDiffering Darklings Inspired by Van Richten’s Guide to the Vistani

by Luis de [email protected]

INTRODUCTIONince the release of Van Richten’s Guide tothe Vistani, the darkling entry in theRAVENLOFT MONSTROUS COMPENDIUM

Appendices I & II has been renderedobsolete. Since of the tasques and tribesof the Vistani have different attributes, it

would seem that the darklings that come from each tribeshould also have different abilities. Each entry includesthe modifications to be made to the darkling’s MONSTROUS

COMPENDIUM entry.Some abilities remain common to all darklings:

v Darklings retain the ability to pass without trace.v A darkling will retain the ability to use and

understand the paaterna (the Vistani language).v They are able to find and interpret tralaks (Vistani

runic symbols) and will remember any old paaterns(the symbolic “secret” written language used forVistani messages) that they knew before beingexpelled. However, darklings can only learn newpaaterns from Vistani still active within the tribes, ora more recently exiled darkling.

v Darklings also retain the Vistani tracking ability.v Being naturally stealthy, Darklings impose a -2

penalty on all opponents’ surprise rolls.v All Vistani, darkling or not, can identify plants,

animals and pure water as if they were druids.v Manusa darklings have the ability of foresight; all

other darklings lose this ability.v The “standard” darkling is considered to be a

2nd-level thief with all the appropriate abilities andpenalties of that class.

Darklings also act under a few common restrictions:

v They are unable to leave the Mist-bound region inwhich their expulsion from the tribe took place (be itan Island of Terror, a Cluster, or the Core).

v They suffer from moon madness during the time offull moon, as with mortu Vistana. They must roll amadness check each night of the full moon or sufferinsanity for those three days.

v Unless otherwise noted, all darklings lose the use oftheir herbalism proficiency.

Kaldresh DarklingsAccording to Van Richten, the Kaldresh tasque are the“camp followers” of the Vistani. The different tribesinside this tasque provide different services, often forarmed forces on the march.

KamiiThe Kamii tribe specializes in forging weapons andcreating other items of quality, often for enchantment.Kamii darklings retain their skills as smiths and artisans,but items they create can only hold curses, not otherenchantments. They lose the ability to create items ofquality as described for the Kamii, but they can createinferior items as detailed in the Guide. They may alsomake items with “embarrassing” or weaker curses, giventime and a suitable forge. Kamii darklings seldom createitems because it reminds them of their former lives.Darklings of this tribe can invoke a special form of theevil eye once per day. This causes all the weapons of theafflicted person to work as if they are -1 weapons (eventhose with enchantments) for 24 hours.

Modifications: XP 270

S

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EquaarVistani of the Equaar tribe are expert animal handlers andbreeders. All Equaar darklings retain their animalfriendship power but can only use it once per day, unlessusing it on horses; these they can affect three times perday. They also retain the tribal ability to track with a +2bonus, but they lose their limited object reading ability.Once per year, an Equaar darkling can carve a limitedversion of the “Ebony Fly” Figurine of Wondrous Power.This figurine will only function on the three nights of thenew moon. Equaar darklings can use the evil eye to makeanimals react to the victim with hatred. This lasts for oneday, and causes all animals that do not possess a specialbond to the victim to be hostile towards him or her.Familiars are immune to this effect, and the animalfollowers of rangers or druids may make a saving throwvs. spell to resist.

Modifications: None

VatraskaThe Vatraska tribe acts as the priests and healers of theVistani. All Vatraska darklings retain their herbalismproficiency but now are motivated by anger, and often usetheir skill to identify and create poisons. They can nolonger use their powers to heal, but they certainly cancause harm. Although they are masters of poisons, andcan brew any poison listed in the DUNGEON MASTER’S

Guide, they can no longer concoct the special poisonsother Vatraska can make as listed in Van Richten’s Guideto the Vistani. They can invoke the evil eye once per day,causing all wounds the victim received that day to reopenand bleed again. In game terms a character subjected tothis power who was wounded that day again takes thesame amount of damage he originally suffered.

Modifications: None

Boem DarklingsThe Boem are the entertainers and thieves of the Vistani.They run most of the scams that the Vistani are accusedof. All Boem darklings lose the charm person abilitycommon to their tasque. They can, however, cause fearat will. Most darklings encountered will be from one ofthe Boem tasques.

NaiatThe Naiats are the tribe that specializes in providingentertainment to the masses. They appear almost as acarnival or troupe of actors. All Naiat Vistani caninfluence reactions as a bard of their level or hit dicewhile playing a violin, but Naiat darklings can onlyworsen reactions (from friendly to cautious for example).Once per year, they can craft a magical instrument that

duplicates the effects of Pipes of Pain or Deafness, andthese items work only in the three nights of the newmoon. They can invoke the evil eye once per day: anyoneaffected loses both the sense of hearing and of touch for24 hours.

Modifications: XP 650

CorvaraThe Corvara are the thieves of the Vistani. It is for thedeeds of this tribe that Vistani are universally hated. AllCorvara darklings perform as 5th-level thieves (instead ofthe 2nd-level ability other darklings possess). Theirknowledge of herbs allows them to easily create Type Epoisons (Death/20). Once per day a Corvara darklingmay invoke the evil eye, even imposing a -2 penalty to thetarget’s saving throw to resist. If the evil eye is successfulthe target will be automatically surprised in everyencounter for the next 24 hours.

Modifications: THAC0 18, XP 1400

Manusa DarklingsThe Manusa are the most mysterious of the Vistani.Many consider them the wizards of the Vistani, but this isinaccurate. Encounters with Manusa Vistani—darklingor otherwise—are extremely rare.

CanjarThe Canjar are the true spell-casters of the Manusa.Canjar darklings do not act as thieves, but as “generalist”mages, usually of 2nd level (though they may be as high as6th level). Upon becoming darklings, they lose theyability to glance ahead in time and know which spell(s)will be needed during the day. Once per year the darklingcan use the Zsalev (also known as living night, a magicaleffect used as a messenger or to drive fear into the heartsof the enemy), but they can not create moon jewelry orevil eye amulets (not even cursed ones). Once per daythey can use their evil eye on a spell-casting character(mage, priest, bard or high-level paladin or ranger); ifsuccessful, the target loses their ability to remember orcast spells for 24 hours.

Modifications: THAC0 20, XP 650

ZarovanThere are no Zarovan darklings in existence and it isdoubtful there will ever be.N

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TOPIARY GOLEMEvil Takes a New Shape

by Derek [email protected]

Author’s Note: The topiary golem is inspired by thetopiary monsters in Stephen King’s The Shining.

GOLEM, TOPIARYClimate/Terrain Topiary Gardens or rarely in

WoodlandsFrequency Very RareOrganization Group or SolitaryActivity Cycle AnyDiet NoneIntelligence Low (5-7)Treasure NoneAlignment NeutralNo. Appearing 1d6Armor Class 8Movement See belowHit Dice See belowTHAC0 As per HDNo. of Attacks See belowDamage/Attack See belowSpecial Attacks PoisonSpecial Defenses +1 or better to hit, 1/2 damage from

blunt weapons, 1/4 damage fromslicing, surprise

Magic Resistance 35%Size See belowMorale 20XP Value Varies

opiary golems are a rare magical constructfound only in Renaissance-cultureddomains. They appear as giant animalsmade of shrubbery, usually dogs, big cats,elephants, or dragons. During the springand summer months they are light green,

which gives them a form of camouflage (+3 bonus tosurprise). During the fall and winter, they appear as abrown skeleton of naked branches. This still gives thegolem a form of camouflage (+1 to surprise) in woodlandsettings.

CombatTopiary golems attack as if they were the animals of theirform. Thus dogs would rush up and bite, where lionswould stalk their prey. Though each is unique, here arethe basic stats of the more common forms:

Type MV HD #AttDamage SizeDog 15 4 1 2d4 L (6’ long)Lion 21 6 3 1d4 x2 / 1d8 L (8’ long)Elephant 14 8 3 2d4 x2 / 3d4+2 L (12’ long)Dragon* 12 fl 24 6 3 1d4+1 x2 / 3d4 L (10’ long, thin)

* Note that the Dragon has no breath attack or magic.

Most wizards make their topiary golems out of plantswith toxic sap. In these cases, with each successful attackthere is a 15% chance that the victim must make a savevs. poison. Topiary golems may carry any kind of poisonfound in the Dungeon Master’s Guide. Unlike most otherRAVENLOFT golems, topiaries are always under the controlof their creator (or so their creators hope). If a golem isnot trimmed for four weeks, it goes berserk, attempting tokill those who ignored it (usually the creator and mastergardener). If it is somehow paralyzed and trimmed, itwill return to normal.

Habitat/SocietyTopiary golems are used to protect the garden and houseof their creator. They can be given any simple orders (upto 15 words long). Most are placed next to where thewizard is growing spell components. The first knowntopiary golems in Ravenloft were made by an otherwiseunknown wizard in Mordent. He used them more to keepsuperstitious people away than to protect his estate fromwould-be attackers. It is said that he has long since diedand his creations still roam around his lands, killing thosewho attempt to enter his manor.

Topiary golems are also found on Gothic Earth.Originally encountered in a few sculptured gardens ofRenaissance Europe in the sixteenth and seventeenthcenturies, rumors of their resurgence have reached the

T

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ears of paranormal investigators in the late nineteenthcentury. They believe several gardens (modeled after theoriginal European Renaissance gardens) on wealthyAmerican industrialists’ estates and newly constructedresort hotels may be home to a modern variety of topiarygolem in the Victorian Era.

EcologyA wizard of 15th or greater level can create such a golem.He requires the spells wish, polymorph any object, andplant growth to give his creation “life.” It takes fouryears to grow the plant(s), then three weeks ofspellcasting and trimming to form the golem. They donot cost much compared to other golems—only 3,000gp/HD. If slain, their remains turn to dust which isworthless as spell components.

On Gothic Earth, it is believed that the moderntopiary golems created in late nineteenth century Americahave been so created by adepts using a tome similar toThe Frankenstein Papers (see the Masque of the RedDeath adventure “Jigsaw” by Dan De Fazio and ChristinaA. Stiles in DUNGEON Magazine #61). This tome isrumored to be written in Latin and penned by the originalEuropean creators.N

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LESSER BREEDS

OF THE ARAK IIMore Fey Races from the Shadow Rift

by Rene [email protected]

SECOND EXPEDITIONe had barely returned fromour successful expedition tothe Shadow Rift last year,where I and my companions

discovered the vilay and the huldrow,before we started organizing a secondjourney to discover other fey raceshiding within the Mists. The followingare our findings, brought to you, gentlereader, from the depths of the Rift.With this text I and my surviving crewhonor our fallen friend Norlo who diedin the name of research.

From the diary ofPale Uneveneyes, Elven Mage

Sithicus, 753 BC

. . . I and my companions first mistook the fanggen for avilay, an earlier discovery, but our error would soon becorrected . . .

FANGGENClimate/Terrain Shadow RiftFrequency Very RareOrganization SolitaryActivity Cycle Any (night)Diet CarnivoreIntelligence Exceptional (15-16)Treasure SpecialAlignment Chaotic evil (see below)No. Appearing 1Armor Class 1Movement 14Hit Dice 7+2THAC0 13No. of Attacks 1Damage/Attack 1-6Special Attacks Level drainSpecial Defenses +1 or better weapon to hit, immune to

wood weaponsMagic Resistance 30%Size MMorale 16XP Value 5,000

AppearanceIt is truly difficult to distinguish this creature from its feycousin the vilay (see “Lesser Breeds of the Arak” in TheBook of Sorrows), for the fanggen uses illusions to snarepeople into mistaking her for one of those good-naturedtree spirits. Those who see the fanggen’s true visage haveusually become her victims, for the fanggen cannotmaintain her illusions while attacking. The fanggen trueform appears as a wrinkled old hag with stringy green-grey hair, a toothless mouth, long twiglike fingers and aconstant hunger in her milky white eyes. All fanggen can

W

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transform into crows at will, often using this form to spyupon people near their trees.

CombatWhen she first steps out of her tree, a fanggen appearsvery attractive, using a short-lived illusion as disguise.This pleasing appearance often allows her to strike withsurprise. A fanggen’s attack is similar to that of a wraith,her chilling touch simultaneously inflicting 1d6 points ofdamage and draining one level with a successful attack.If a victim is reduced to 0 levels in this fashion, thefanggen will absorb his or her soul into her tree. Thevictim’s face, frozen in its last scream, will appear on thebark of the gnarled tree within three days. A person lostthis way can only be restored with a wish spell or throughdivine intervention, an unlikely event within Ravenloft. Ifthe fanggen is killed before the face appears on the bark,the slain victim can be resurrected normally.

Direct sunlight is dangerous to a fanggen; she suffersthree points of damage each round she is exposed.Filtered light only reduces the damage by one point.Although fanggen can normally only be harmed by spellsor magical weapons of +1 bonus or better, weapons madeof copper inflict full damage.

HabitatSimilar to dryads and vilay, fanggen lair within trees. Ifsuch a tree is seen without the fanggen’s mirages, itappears as a huge, gnarled, oaklike tree, sportingmidnight black leaves and bark. The pattern of the barkis twisted into human faces caught in agony. To trickpeople into believing her tree to be that of a gentle vilay,some fanggen adorn their homes with the skulls of theirformer victims. These skulls are not made of crystal,however, offering a last indicator that one is not dealingwith a vilay. Fanggen normally keep an eye out fortravelers, and are thus seldom seen before they cloakthemselves in illusion. However, those fanggen observedby concealed witnesses have been seen caressing thefaces on their tree, cackling, whispering, and gloating tothe terrorized faces of their past victims. Lately a rarefew fanggen have also started to use another huntingtechnique: They hang treasure found on their victimsfrom the branches of their lair, creating virtual “treasure-trees” to lure the greedy. These rumors have alreadystarted to circulate amid the fortune hunters of the Core.

EcologyFanggen are antisocial by nature; they can’t even standtheir own kind. Fanggen view new souls with far toocovetous an eye to consider sharing their hunting groundswith one of their sisters. Should by chance two fanggentrees sprout in the same area the fey will fight each other

until one is destroyed. Therefore, two fanggen willalmost never be encountered in the same place. Fanggenignore other fey, neither attacking nor even talking tothem. Vilay seem not to mind that the fanggen use theirreputation to catch prey. After all, they are two branchesof the same tree, and it is not the fanggen’s fault ifmortals cannot separate true beauty from illusion.

In the end, the fanggen is a soul thief, no better thanmost undead, but she is also a rare example thatsometimes good can spring from evil. If a fanggenabsorbs a total of 100 levels from good-aligned victims,her tree bursts open and the fanggen is transformed. Sheawakens the next day as a beautiful woman with light hairand pointed ears, and clad in clothes made of soft brownbark. She remembers all the evil she has done in her pastlife, but she is now of good alignment and will try toatone for her deeds. The reformed fanggen normallyleaves the area of her misdeeds and wanders the land,serving people secretly as a maidservant. This behaviorhas spawned many tales about guardian spirits called the“Braunchen.” Some peasants claim that you must nevergive clothes to one’s servant spirit, because then it willvanish. Therefore many people who think they are visitedby a Braunchen, or wish to receive visits from one, placea dish of milk in front of the door.

Reformed fanggen can be used as a player characterrace. They have the same bonuses, penalties, andrequirements as an elf or half-elf, with the followingalterations: Because the character is still of Arak bloodshe is virtually immortal; she does not age, and is immuneto aging attacks. However, she also retains hervulnerability to sunlight, detailed above. Most of the timea fanggen heroine will choose the mage or bard class.The redeemed kit from Champions of the Mists would bevery appropriate for this heroine. Lastly, should afanggen character even fail a madness check, she almostcertainly develops a split personality, formed by emergingfragments of her former victims’ souls.

FanggenkinThere appear to be no fanggenkin, because fanggen killevery human or demihuman that comes near their tree.There is one exception to this rule, however. Thefanggen who use the “treasure tree” tactic to lure victimssometimes allow people to escape to spread the rumor ofher lair, making them her unwitting agents.

. . . I do not believe that I have ever seen anything sobeautiful as she. Perhaps I shall never see beauty likehers again, even though I never saw more than a glimpseof her beauty. . .

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GLASSNYMPHS (FAND)Climate/Terrain Shadow RiftFrequency Very RareOrganization SolitaryActivity Cycle Any (night)Diet NilIntelligence Exceptional (15-16)Treasure VariesAlignment Neutral goodNo. Appearing 1-2Armor Class 9Movement 13Hit Dice 7THAC0 13No. of Attacks 1Damage/Attack 1d4 or specialSpecial Attacks SpellsSpecial Defenses +1 or better weapon to hit, immune to

silver and crystal weaponsMagic Resistance 35%Size MMorale Steady (12)XP Value 5,000

AppearanceGlassnymphs, called fand by the fey, are always invisiblewhile in their watery homes. They can only be seen ifthey emerge from the water, use some sort of body paint,or wrap themselves in shadows. Any of the above optionsreveals an elfin woman whose looks can kill, literally.Fand can also transform into a swan or crane, and arevisible while in these forms.

CombatGlassnymphs exhibit powers and behavior similar to thestandard nymphs in the MONSTROUS MANUAL, able to castdimension door once per day, and capable of castingspells as a 7th-level druid. The beauty of a glassnymph inher true form can cause permanent blindness unless thewitnesses save vs. spell. The sight of a glassnymph’snude body will strike onlookers dead if their save vs. spellis unsuccessful. Assuming the witness survives the sightof the fand’s beauty, she can then charm any maleonlooker. Targets of this charm are allowed a save vs.spell to avoid its effects.

Glassnymphs can be harmed by magical weapons for+1 enchantment or better, or any weapon coated with coaldust. As opposed to most Arak, sunlight poses relativelylittle threat to glassnymphs, inflicting only 1 point ofdamage per turn even if the fey is exposed to directsunlight.

Habitat

The shadowed lakes of the Rift make up the homes of thisvain fey race. Every body of water inhabited by one ofthese creatures sports a haunting, shadow-shroudedbeauty, rivaling that of the sun-flooded glades of truenymphs.

EcologyFand are quite curious about their neighbors. If a fandhears the sounds of activity she will leave her waters, solong as she deems it safe to do so. After she leaves herlair, she will try to lurk in the shadows, secretly spying onthe visitors to her home, hoping they can satisfy the onetrait even stronger than her curiosity: her vanity. If a fandconsiders the visitors to be deserving of her beauty, shereveals her presence. She starts asking her guests not tobe afraid, then shows them parts of her body, using hercharm ability if necessary to guarantee cooperation.After this display, compliments normally flow towardsthe fand, making her one of happiest beings in creation,for a fand cannot see herself and her vanity relies entirelyupon the opinions of others. Other good-aligned fey areusually fond of the glassnymphs, but sometimes find itquite boring to talk endlessly about the beauty of eithernature or that of someone they can’t even see in theirentirety.

GlassnymphkinA glassnymph selects the beautiful and the kind as herkin, but only rarely does a mortal live up to the standardsof a glassnymph. Assuming a fand does find some mortalworthy, a glassnymphkin becomes immune to the killingeffect of a glassnymph’s beauty. However, as time goesby they also start to vanish, fading from existence. Thesechangelings lose one level each year; when all their levelsare drained, they are absorbed into the glassnymph’sbeing, adding their knowledge to her thoughts andmemories.

. . . The creature already lay on top of my paralyzed bodyand surely would have been my doom, had my friends notslain the vile thing. I have encountered a satyr before,but I never laid eyes on a more debased creature then hisrelative from the Rift. Our dwarven companion Norlodubbed it “Schattenziege,” but the fey call its kind the“Sadhuin” . . .

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SADHUIN (SCHATTENZIEGE)Climate/Terrain Shadow RiftFrequency Very RareOrganization Solitary or groupActivity Cycle Any (night)Diet CarnivoreIntelligence Very (11-12)Treasure S, EAlignment Chaotic EvilNo. Appearing 1-4Armor Class 5Movement 18Hit Dice 6+3THAC0 15No. of Attacks 1Damage/Attack 1d4+2 or by weaponSpecial Attacks NoneSpecial Defenses +1 or better weapon to hit, immune to

gold weaponsMagic Resistance 25%Size MMorale 11XP Value 2,400

AppearanceThese “satyrs” of the Shadow Rift are quite unlike theirjolly cousins. They resemble some sort of fiendishparody of a satyr and act appropriately, sporting snarlingfaces with long beards, four horns and hairy goat legs.The ‘flutes’ they wear are used to blow small poisonousdarts at their victims. The sadhuin may also take the formof huge rams, sometimes using this form to attack peoplewho wander near the cliffs of the Rift.

CombatSadhuin are brutal, sneaky and ruthless. Because theylost their magical charm abilities long ago, they now tryto disable their opponents with darts they blow throughtheir flutes. All darts are soaked with a very potentpoison with effects equal to the sleep spell. Once theyhave drugged all their victims, they will come out ofhiding and try to kill or enslave their prey. Ages ago thesadhuin could only be harmed by weapons made of glass,but at some point in their history they earned the wrath ofthe vilay, who cursed them to be vulnerable to woodenweapons as well. Because of their dark natures sadhuinseem to suffer even worse than other fey if exposed to therays of the sun. Direct sunlight inflicts 5 points ofdamage to them each turn (or 1 point every other round);filtered light reduces this damage to 3 points per turn.

Habitat

The sadhuin live in deep caves and in the darkest parts ofthe Shadow Rift’s forests. Sadhuin lairs may berecognized by their disgusting stench. Paradoxically theydecorate their homes with the most expensive treasuresthat fall into their claws. Others even present themselvesas artists, drawing crude pictures on the walls. The bloodthey use as their paint only adds to the foul odor of thelair. Places inhabited by more than one sadhuin aresubject to nightly parties. These feasts consists mostly ofwild dances, drinking, and cruel games with capturedslaves.

EcologySadhuin serve no purpose in ecology, existing only to rob,kill, and humiliate wherever ever they go. Sadhuin aregenerally despised by the inhabitants of Ravenloft’s Coredomains, for they kidnap women, forcing them into livesof slavery, often ‘accidentally’ killing them while playingor out of sheer boredom. The other fey hate them fortheir brutal ways, some even thinking them no better thanbeasts that should have been exterminated long ago, wereit not for the Law of Arak. Even the good-aligned feymay secretly look kindly upon heroes who kill one of thesadhuin, in this way releasing them from the temptation ofbreaking the Law of Arak. The vilay in particular areespecially pleased whenever they hear of the demise of asadhuin. What the sadhuin could have done to earn thelasting hatred of their kind is a mystery. The vilay almostnever speak of the sadhuin’s past; if they do the onlycomment they will offer is that are worse crimes thanbreaking the Law of Arak. The huldrow also despise thesadhuin nearly as much as the vilay. Somewhere in thepast the sadhuin enraged these outcasts as well.

SadhuinkinThe sadhuin select the worst dregs of humanity for theirchangelings. Sadhuinkin are drunkards, despoilers, andkillers, the scum of humanity. Luckily even they are notsafe from the sadhuin’s cruel games, keeping theirnumbers low. These vile changelings are best avoided ordestroyed.N

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WERESNAKETwo Shapechanging Serpents for Ravenloft or Gothic Earth

by Daniel [email protected]

WERESNAKE

(KING COBRA, ANACONDA)Climate/Terrain Warm Humid Lands (India and

Southeast Asia / South and CentralAmerica)

Frequency Very RareOrganization SolitaryActivity Cycle AnyDiet CarnivoreIntelligence HighTreasure Nil

King Cobra AnacondaAlignment Lawful Evil Lawful or Neutral EvilNo. Appearing 1 1Armor Class 4 3Movement 15, Sw 15 6, Sw 18Hit Dice 5 7+2THAC0 15 13No. of Attacks 1 1 or 2Damage/Attack 1d6 (bite) 1d8 (bite) / 2d6+2

(constriction)Special Attacks poison constrictionSpecial Defenses +1 or ivory +1 or silver or

to hit hardwood to hitMagic Resistance N/A N/ASize M M

in snake form L (12-18') L (25-30')Morale 13 12XP Value 650 1,400

Were-King Cobraing cobras have three forms: human, snake,and a hybrid between the two. In snake-form they appear as a typical king cobra,covered with black scales fading to ayellowish underbelly. They measure from12 to 18 feet long, but are never more than

a half foot wide. As a normal king cobra, the were-kingcobra has a “hood” that extends from around its throat.The back of the hood has the familiar eyespot pattern of a

typical king cobra. If threatened the creature flattens outits neck ribs, spreading the hood wide. When preparingto attack, the were-king cobra can rear up to a third of itsbody length, making it as tall as a man. The snake’srearing height is important, as it bites by attackingforward and down, so it cannot attack anything above thatheight. The king cobra has half-inch long fangs thatinject one of the deadliest poisons in nature, known tohave killed elephants in half an hour.

In human form, were-king cobras appear entirelyhuman, and are able to blend into the community aroundthem. A few features stand out about were-king cobras.For one, they lack most body hair; except for the hairgrowing on their scalp, were-king cobras are hairless.Other noticeable characteristics are their height andweight: Were-king cobras are usually taller than theaverage human, though not abnormally so. They range inheight from 5’11” to 6’4” for males, and 5’8” to 6’2” forfemales. They are also more slender than humans, neverweighting more than 150 lbs. for males or 110 forfemales.

In the were-king cobra’s third or hybrid form, blackscales cover the creature’s body. Its torso stretcheslonger and thinner, until the creature stands 8 feet tall. A3-foot tail grows from the creature’s lower back, and itshair disappears under the newly formed scales on its head.As scales cover the were-king cobra’s head the vertebrain its neck form a hood, larger but otherwise similar to theone in its snake form. Its tongue becomes forked anddoubles in length.

CombatWere-king cobras try to avoid direct confrontations,preferring to attack by surprise. When stalking preywere-king cobras move through the undergrowth insilence, approaching to within a few feet of their preybefore striking. The utter silence with which the were-king cobra moves imposes a -4 penalty to its opponents’surprise rolls.

The were-king cobra is able to inject a deadly poisoninto its prey with its half-inch long fangs. A victim of the

K

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were-king cobra’s bite must save vs. poison with a -4penalty or die in 6+1d4 rounds. If the die roll of a humanvictim’s saving throw indicates failure, but fall within 4points of the number needed for success, the victim willnot die, though he may wish he had. Instead, his body isracked with tremors and pain. The victim soon fallscomatose, bedridden with a high fever and chills for aweek, but will then mysteriously recover. Unknown tothe victim, he has contracted lycanthropy from the biteand will transform into a were-king cobra as describedbelow.

While in snake or hybrid form, hereditary andmaledictive were-king cobras can use a mesmerizingdance called the “Dance of the Cobra.” All those within60 feet who watch the snake’s hypnotic dance must savevs. paralysis or be enthralled (as per the spell) for 1d6rounds after the dance ends. Some were-king cobras havemastered the dance enough to inflict a -2 penalty to thevictim’s saving throw.

Only weapons made of ivory or imbued with at leasta +1 magical enchantment can harm were-king cobras.

Contrary to popular belief, were-king cobras are notmesmerized by pipe music. However, the sound doesmake them lethargic. If a were-king cobra hears the pipemusic of a snake-charmer for 5 consecutive rounds, it willbe affected as if by a slow spell. Typically, a hereditaryor maledictive were-king cobra will simply flee at thesound of such music, returning at a later time when itsprey is unaware.

Habitat/SocietyIn the Demiplane of Dread, were-king cobras are nativesof the domain of Sri Raji. There they live on the outskirtsof the two smaller cities of Pakat and Tvashsti. A fewlive as hermits in the jungle itself, but most prefer to livenear the communities of man to feed off livestock and theoccasionally human. Most attempt to remain unnoticedby the domain lord, Arijani, and his cult of Kali, whomthey fear. Occasionally a were-king cobra will join one ofthe other evil cults in Sri Raji, such as Shiva, but nonehave ever joined the Dark Sisters that serve Arijani. Suchwere-king cobras can advance as priests up to 8th level. Afew of those were-king cobras living near the city ofTvashsti have gained access to that city’s large university.These creatures have taken up the study of magic andbecome wizards. Were-king cobras can advance aswizards up to 10th level.

EcologyAn infected were-king cobra transforms for one weekfollowing the summer and winter solstice and the springand fall equinox. During this time the were-king cobramust eat the equivalent of a large human child, though

they can and do eat larger prey. The were-king cobraswallows its prey whole after using its poisonous bite.Once it does so, the infected were-king cobra is typicallylethargic for ten days following the meal. The affectedwere-king cobra acts as if under the affects of a slowspell. This lethargy continues even after it returns to itshuman form.

Hereditary and maledictive were-king cobras alsosuffer from lethargy after feeding, but they recover afteronly five days. Such were-king cobras need only feedonce per month, though they often eat small meals whilein human form to maintain their disguise.

Were-king cobras hunt a variety of prey large andsmall, including humans. However, for some unknownreason, were-king cobras will not attack cattle for anyreason.

Gothic EarthOn Gothic Earth, were-king cobras are solitary, and donot form communities of their own, instead living in smallcommunities in rural India and throughout Indochina.They prefer to live in villages near rivers or bodies ofwater, but travel to large cities on occasion. Were-kingcobra are excellent swimmers and typically hunt theirprey near the water’s edge. If anything goes wrong in itsattack, the were-king cobra uses the water to escape.

Most were-king cobras are Lawful Evil, though 5%of them are Lawful Neutral. Were-king cobras are veryambitious creatures, and typically pose as the holy man intheir village in an attempt to exert influence in theircommunities. The influence they hold varies from onewere-king cobra to the next, but all promote a respect forsnakes of all kinds. Communities in which were-kingcobras live do not fear snakes and often live safely inclose proximity to many poisonous snakes. Were-kingcobras have no control over normal serpents, however.Another aspect of their status as wise men is they tend tohave a strong connection to the past, and many were-kingcobras have delved deep into the lost secrets of theancients to discover adept magic. Such were-king cobrascan advance as adepts up to 7th level.

Occasionally, a were-king cobra’s ambition brings itto one of the large cities in southeast Asia to conductsome nefarious plot. Though this is rare, it is suspectedthat at least two were-king cobras have gained mid-levelpositions in the British colonial government of India.

Were-AnacondaWere-anacondas have two forms, that of a human and of agigantic snake. In human form, they are indistinguishable

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from the native inhabitants of South and Central America,with brown skin and dark hair.

In snake form, were-anacondas grow from 25 to 30feet in length. Their width can be as much as 15 inches.Their coloration varies from one creature to the next, buta broken pattern of shades of blacks and browns aretypical. Despite its large size, the appearance of a were-anaconda in snake-form is not abnormal as normalanacondas occasionally grow to the same length. A were-anaconda’s eyes have slit pupils in both human and snakeform, though this is only slightly noticeable while human.

CombatWere-anacondas avoid combat unless in snake-form.They attack by dropping on their prey from above, orlashing out vertically at a target. The were-anaconda’snatural abilities for stalking prey gives it the equivalent ofthe Hunting proficiency. The were-anaconda’s naturalcamouflage and stealth grant it a base score of 16 in thisskill, and they use this ability to gain surprise on theirprey, both animal and human.

Once the were-anaconda strikes its prey, it constrictsaround the victim’s torso, automatically causingconstruction damage each round. A were-anaconda islong enough to be able to constrict up to two adulthumans at one time. Freeing a victim from the snake’sconstriction requires a combined Strength of 60 points.Anyone attacking a were-anaconda while it constricts avictim has a 20% change of hitting the victim instead.

Though rarely used, the bite of a were-anaconda caninflect its prey with lycanthropy. For each point ofdamage inflicted with a bite, there is a 2% chance thevictim contracts the disease.

Were-anacondas are only affected by weapons withat least a +1 enchantment, or by those weapons madefrom silver or the hardwood of the mahogany tree, calledcaobo by the locals. Were-anacondas also have anallergy to guava, and cannot stand the smell. A were-anaconda will not close within 20 feet of a guava tree, andwill flee if sprayed with guava juice. The were-anacondawill not return until it has been able to wash off the smell.

Habitat/SocietyHereditary were-anacondas are unknown in the knowndomains of Ravenloft, but deceitful and malevolentbeings of the Demiplane are occasionally cursed tobecome were-anacondas. Such maledictive lycanthropescan be of any class.

Occasionally a were-anaconda will establish hishome near a small village. In this case, the local villagerstend to accept the were-anaconda’s presence, since itdrives away other large predators that enter its huntinggrounds. At the same time the villagers fear the were-

anaconda and may try to placate him with various gifts,including livestock.

As mentioned above, were-anacondas kill or driveoff any large predators, including snakes and other were-anacondas, that enter their hunting ground, usually astretch of river one to two miles in length.

EcologyBecause were-anacondas rarely use their bite in combat,infected Anacondas are very rare. If an individual doesbecome one of the few inflected were-anacondas, he willtransform into snake form on the first night of each newmoon and remain in that form until the third night of thenew moon. During this time the were-anaconda huntsuntil it has eaten the equivalent of an adult human. Aswith a normal anaconda, it swallows its prey whole. Oncean infected were-anaconda eats it prey, it enters alethargic period, similar to that described above under theKing Cobra. The were-anaconda’s lethargy lasts for sixdays.

Hereditary were-anacondas also suffer from lethargyafter feeding, but have developed a way to break out ofthe lethargy if threatened. Hereditary were-anacondascan regurgitate the prey they have swallowed. Thisallows them to shake off the effects of lethargy in a singleround, so better to defend itself against a threat, or toattack and kill more prey that it does not wish to escape.

Gothic EarthThe were-anacondas of Gothic Earth have no society oftheir own. The were-anaconda lives a solitary life, awayfrom others of its kind and human settlements. Were-anacondas hate large crowds and will never willinglyenter a large town or city. Typically they live as hermitsin the rain forests of Central and South America. Becausethey prefer to hunt in or near water, were-anacondasusually make their homes near the large rivers and floodplains of the rain forests.

Maledictive were-anacondas are more common thanone would believe. It seems to be a common curse thataffects native mystics of Central and South America whofall under the attention of the Red Death.

N

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VAMPIRIC VIRUSWhen Blood Goes Bad

by Nick [email protected]

VIRUS, VAMPIRICClimate/Terrain RavenloftFrequency Very RareOrganization N/AActivity Cycle AnyDiet NilIntelligence Non- (0)Treasure NilAlignment NeutralNo. Appearing N/AArmor Class N/AMovement 0Hit Dice SpecialTHAC0 NilNo. of Attacks 0Damage/Attack NilSpecial Attacks See belowSpecial Defenses See belowMagic Resistance 10%Size T (Microscopic)Morale N/AXP Value 860

Backgroundhe magical viruses created by the magePhagius rank among the most insidiousand deadly dangers inhabiting theDemiplane of Dread. Few who contractthese dread afflictions survive to warnothers of their peril, thus breeding horror

and ignorance. The vampiric virus seems to trace itsorigins back to a single “patient,” a nosferatu who wasexposed to one of Phagius’ creations. Not only was theundead creature’s necrology able to resist the assault ofthe magical plague, it caused the disease to mutate into aneven more deadly and unnatural scourge.

TransmissionThe vampiric virus adheres to the rules for transmissionprovided in the “Virus” entry of the RAVENLOFT MONSTROUS

COMPENDIUM Appendix III. The virus becomes active

while in the body of a living victim, but immediately fallsdormant upon the death of its host. Anyone coming incontact with the blood of a slain host risks infection. Anycharacter exposed to the dormant virus must make asaving throw vs. spell at a -2 penalty. If this save isfailed, the character has been infected. If the rollindicates success, the character must then save vs. deathmagic. If this save is failed, the character has become acarrier (a state described in the RAVENLOFT MONSTROUS

COMPENDIUM Appendix III).The vampiric virus has also developed an unusual,

defensive method of transmission, detailed underTreatment.

SymptomsThe effects of this blight evolve in a slow and subtlemanner. Within 24 hours after contraction the infectedvictim will gain a sanguine, almost ruddy complexion;most victims also experience increased energy andexuberance, gaining a temporary +1 bonus toConstitution, Dexterity, and Strength. At this stage thedisease attacks the victim’s plasma, slowly destroying hisred blood cells. After the initial 24 hour period, thevictim will feel uncomfortable in the glaring light of thesun. He will also begin to crave rare meat, while findingall other foodstuffs increasingly unpalatable.

As the next four days pass, the victim will glean lessand less sustenance from any solid food, be it rare meat orotherwise. As the victim’s blood thins, he willincreasingly come to thirst for the only substance that cansustain him: the blood of his own species. Starting on dayfive and beyond, the victim can feed only on blood, andmust drink a number of hit points’ worth of blood eachday equal to his own Constitution score. If the infectedvictim fails to feed, he is wracked with pain and loses 1point of Constitution; lost Constitution cannot be regainedunless the victim is cured. Starting on the sixth day afterinfection, the victim must also make a madness check onany day he does not feed; failure indicates the victim goesberserk, attacking anyone within reach until he has fed.Each such madness check after the first incurs a

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cumulative -1 penalty. Infected player characters affectedby this blood frenzy become NPCs until they have slakedtheir thirst.

A victim infected with the vampiric virus does notgrow fangs, and must use some sharp tool or weapon tocause the bloodshed that he craves. Driven by thisunnatural thirst while simultaneously repulsed by thedeeds he commits to slake it, the pathetic victim of thevampiric virus will continue supping upon the veins of hiskin until he is destroyed, either by the virus itself (byreducing the victim’s Con to 0), or until some loved onestrikes him down.

Unless the infected victim’s heart is destroyed, hewill rise up after three nights as a nosferatu vampire, stillcarrying the virus.

TreatmentThe vampiric virus can be cured by three spells. Thespells cure disease and heal can eliminate the disease, butonly within a limited time frame. For each 12 hours thatpass after the first day since infection, the chance of curedisease destroying the virus drops by 10%. Heal suffersthe same limitation, but only starts to lose effectivenessafter the fourth day. Thus, a cure disease spell cast twodays after infection has only an 80% chance of curing thevictim; the chance is the same for a heal cast five daysafter infection. The 7th level priest spell sunray candestroy the virus regardless of how much time has passed,although it cannot save a victim who has been slain andtransformed into a nosferatu.

To cure an infected victim, all of the above spellsmust first penetrate the vampiric virus’ 10% MagicResistance. In an unusual adaptation, if the virussucceeds at its Magic Resistance roll it immediatelyspreads through the air. All living creatures within a 15foot radius of the infected victim risk infection as thoughthey had come in contact with the dormant virus(described above). The airborne virus dies withinmoments of leaving its host, and poses no risk to thosefurther than 15 feet away.

If the steps taken to cure a victim are successful, theafflicted is left wracked with pain, but will soon make afull recovery, and will be immune to the vampiric virusfor the rest of their lives. Lost Constitution returns at therate of one point per week of bed rest.N

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ECHOThey Died Before Their Time

by Wes [email protected]

ECHOClimate/Terrain AnyFrequency Very RareOrganization SolitaryActivity Cycle NightDiet NilIntelligence Highly (13-14)Treasure SpecialAlignment NeutralNo. Appearing 1Armor Class 2Movement 15Hit Dice 6THAC0 14No. of Attacks 1Damage/Attacks 1d6Special Attacks Eternal DirgeSpecial Defenses +1 or better to hitMagic Resistance 25%Size M (5’- 6’ tall)Morale Steady (11-12)XP Value 3,000

he death of a young human is almostalways considered a tragedy, a life ofpromise snuffed out before its fullpotential could be reached. But to thelong-lived elven race the early death ofone of their young means not just the loss

of decades, but centuries left unlived. Sometimes, ayoung elf struck down before their time will be given achance to live out the years stolen from them, and makesure that their incomplete lives are never forgotten.

Echoes are creatures much like the feared and hatedbanshee. These undead elven spectres take the formsthat they had in life, but are now semi-transparent andradiate a luminous aura of blue-white light. The undeadelves retain the natural grace and elegance characteristicof young, handsome elven males and beautiful elvenmaidens, but an unfathomable sorrow now mares theirdelicate features.

These tragic spirits drift about the place of theirdeath, floating scant inches off the ground, maintaining anendless vigil over the area where their lives were cutshort. With haunting voices they recite their short livesand the infinite possibilities that their ruined futures heldfor them, singing an ominous dirge which they will chantfor the remainder of their unnatural existence.

CombatEchoes are generally nonviolent creatures, due to thetentative hold they retain of the innocence of youth. Assuch will very rarely attack a living creature. The aspectof these creatures that makes them truly deadly is theireternal dirge. This song that sounds as if it is beingperformed from a great distance away, or is merely theecho of a song once sung, hence inspiring these creatures’name. Anyone who comes within 90 feet of an echohears this mournful song and must succeed at a savingthrow vs. spell or find themselves suffering from anunexplainable sense of grief, acting as a combination ofthe spells slow and ray of enfeeblement with theassociated penalties added to one another. Those whofail to escape the dirge’s effects within five rounds willlapse into a comatose state and will not awaken until 24hours after they have been removed from earshot of theecho’s haunting dirge. If a victim does fall unconsciouswithin the area of the dirge and is not removed from it foran extended period of time they will wither away fromexposure and starvation.

If attacked, an echo will first try to flee, but neverstray far from the area to which they are bound (150 yardsfrom the place of their death). If they are pursued to thelimits of their small domains they will attack with theirspectral fists. These incorporeal blows do no damage inand of themselves, but the intense chill of the grave sopermeates an echo’s spirit that anyone who comes intocontact with one suffers 1d6 points of damage. Also,being spectral undead, echoes are immune to non-magicalweapons, charm, sleep, and hold spells, and cold- andelectrical-based magic. Echoes cling to their undeathtightly and as such are turned as wraiths. Despite the

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most brutal of attacks, an Echo will never cease itssorrowful chant until it is destroyed.

Even though Echoes are not aggressive creatures theyknow when anyone has entered their haunting groundsand will gravitate towards them in an instinctual need fortheir dirge to be heard. They will follow any sentientcreature while they can and sing for them the versions ofthe life they will never have, regardless of whether thevictim is capable of listening, or even conscious. Even ifthe victim does manage to flee, the eternal dirge can driftoutside of the boundaries of an Echo’s eternal prison tothreaten a relatively large area.

Habitat/SocietyEchoes are the ultimate victims. Everything that nowshapes their identities was forced upon them; everythingthat made them who they were in life has been stolen.They have no choice but to stay within 150 yards of thesite where they lost their lives, often haunting the veryarea where their decaying body still rests. They spendtheir days circling their domain, embellishing theirmournful songs, and dwelling upon the events which stoletheir young lives.

Caring little for worldly treasure, echoes do not keephoards of coins or other wealth. However, depending onthe age of the spirit before its death, they may keep asmall treasure trove of objects which were meaningful tothem in life. The echoes of young elven children mayhave toys or remembrances of their lost parents, and girlsmay have small caches of brushes or jewelry, while youngmales often keep items of battle or musical instruments.Whatever the nature of the treasure or its worth, an echowill make every effort to protect its collection, blockingthe way to their treasure’s hiding spot and even attackingthose who remove the items.

Echoes are solitary creatures for the most part.Unless tragedy creates several echoes in the same area,these spirits interact with no one save those that entertheir domains, and as such have no real society. Echoeswill not associate with others of their kind and seemcompletely unaware of the presence of any other undeadin their haunting grounds.

EcologyThe presence of an echo has a great effect on theenvironment of the areas they inhabit. No animals of anykind will enter the domain of an echo and all animals willseem nervous while in the region, doing their best to stayat least a quarter mile from such a place. The home of anecho is often marked by the complete lack of any trace ofanimals, from spoor to sound. Besides the effect onanimal life, the domain of an echo will usually be litteredwith the bodies of those who could not escape the song of

the dreaded spirit, and as such are forced to lie unburiedand without their final rites. Often, the loss of one personto an echo has cost an entire search party their lives asthey try to recover their companion from the domain ofthese pitiable, tortured creatures.N

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FIGURINES OF OBSESSIONBad Things Come in Small Packages

by Mark “Mortavius” [email protected]

INTRODUCTIONhe RAVENLOFT MONSTROUS COMPENDIUM

Appendix III brought a new type of golemto light: the figurine. Similar to miniaturegolems, they have different powers andabilities based on their construction. Thisarticle goes beyond Appendix III,

however, to include more types of materials, and toprovide more detail for some better-known types offigurines.

Figurines & The Schools of MagicScholars have recently noticed that some kinds offigurines are linked to a specific school of magic. Not allfigurines are so linked however.

This link results in several effects: The figurine ismore susceptible to that school of magic, providing thatthe spell can affect the figurine in the first place, for goodor ill. The figurine always suffers a -2 penalty to anysaving throws vs. its linked school of magic and, if thespell is damaging, it suffers +2 points of damage per die.If the effect is healing, however, it receives +2 hp per die.

Conversely, figurines make saving throws againstspells in direct opposition schools with a +2 bonus, anddamage or healing is reduced by -2 per die.

Regardless of the linked school, if any, a mendingspell always restores any figurine to full hit points.

The school of magic tied to each figurine is listedbelow:

Abjuration Stone Illusion PorcelainAlteration Clay Invocation MetalConjuration Obsidian Necromancy BoneDivination Crystal Elemental WoodEnchantment Ice Wild Magic Sand

If a spell from its linked school is cast upon afigurine in the process of creation (in addition to anyspells required by the ritual) then the figurine will havemaximum hit points and a +1 bonus to its THAC0. If an

opposition school’s spell is used (again, in addition to thespells needed to grant it life) then it will have minimumhit points and a -1 penalty to its THAC0.

Note that not all figurines are tied to schools, andthose that do not have a linked school are not affected inany special way by spells from certain schools.

All figurines, unless otherwise specified, are immuneto weapons of less than +1 enchantment, life- and mind-affecting spells, poison, paralysis, and disease. If dispelmagic is cast upon a figurine, and the spellcaster is equalto or a lower level than the figurine’s creator, it mustmake a saving throw vs. death magic; failure means itfalls dormant and does not radiate magic. It revives in anumber of turns equal to the spellcaster’s level. If thecaster of the dispel magic is of greater level than thefigurine’s creator, then it must make a saving throw vs.death magic or be destroyed.

FIGURINE, BONEClimate/Terrain AnyFrequency Very RareOrganization SolitaryActivity Cycle AlwaysDiet NilIntelligence Average (8-10)Treasure NilAlignment NeutralNo. Appearing 1Armor Class 7Movement 6Hit Dice 4THAC0 17No. of Attacks 1Damage/Attack 1d4Special Attacks See BelowSpecial Defenses See BelowMagic Resistance NilSize TMorale Fearless (19-20)XP Value 650

T

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Bone figurines are usually carved in the shape ofsmall people, seals, or walruses. They are most oftenfound in the northern lands of the Core and inVorostokov, but can be found anywhere bones arecommon.

Bone figurines often have a glossy sheen. Their sizedoes not reduce the danger posed by the sharp swords,spears, or tusks usually carved into the design.

In combat, a bone figurine attacks with its sharpweapons. With a successfully attack, there is a 5%chance per point of damage inflicted that a sliver of bonebreaks off in the wound and starts to work its way to thevictim’s nearest bone. This process takes 1d4 rounds.During this time the victim takes 1 point of damage eachround. When the sliver reaches the bone, it fuses withthat bone, and the figurine then takes control of that limb.Thus, the Dungeon Master will have to determine wherethe attack landed.

If the controlled limb is an arm, then the figurine canmake attacks against the victim. The figurine uses itsown THAC0 for these attacks, but gets a +4 bonus to hitdue to the victim’s inability to dodge its own limb. Theseattacks inflict damage as per the weapon held, plus anyapplicable Strength and/or magical bonuses. However,controlled limbs do not gain bonuses if the victim isspecialized in the wielded weapon.

If the controlled limb is a leg, then the victim halveshis movement rate and must make a Dexterity check eachround or fall.

If the controlled body part is the head, then thevictim is feebleminded (as the spell) until the figurine isdestroyed. Destroying a bone figurine immediatelybreaks its control over all limbs in question.

The spells animate dead and control undead, as wellany spell specifically dealing with bones, has a specialeffect on these figurines. If any of these spells are cast ona figurine, it must succeed at a saving throw vs. spell orbe slowed for a number of rounds equal to the spell’slevel. The bone figurine suffers this result in place of thespell’s stated effects. Bone figurines suffer half damagefrom fire-, cold-, and electricity-based attacks.

To create a bone figurine, one must spend 3,000 gpfor materials and cast the following spells during thecreation process: animate dead, domination, and minorcreation. It takes a month to create such a figurine.

FIGURINE, CLAYClimate/Terrain AnyFrequency Very RareOrganization SolitaryActivity Cycle AlwaysDiet NilIntelligence Semi- (2-4)Treasure NilAlignment NeutralNo. Appearing 1Armor Class 6Movement 6Hit Dice 4THAC0 17No. of Attacks 1Damage/Attack 1d2Special Attacks See belowSpecial Defenses See belowMagic Resistance NilSize TMorale Fearless (19-20)XP Value 975

Clay figurines are always found in the form of masksset with strange runes, colors, and designs. They are saidto have originated in Sri Raji.

A clay figurine almost always has a crude, roughtexture and shapes. However, some may have beenglazed, and these appear shiny and smooth.

A clay figurine is a very subtle creature, and neverattacks outright until it is in an advantageous position todo so. Thus, it waits for someone to don it as a maskbefore attacking. It makes one attack with a +4 bonus tohit, and the only adjustments to the victim’s AC are thosefor Dexterity. The attack takes the form of bands of claystretching out from the sides and top of the mask toencase the victim’s entire head in a shell of clay; thiscauses no damage. If the attack fails, then the victim hasthrown the mask off before it could close its grasp. Inthis case, the figurine usually sprouts half-formed legsand tries to scuttle away. If attacked when not attached toa face, the mask can defend itself by biting for 1d2 pointsof damage, but tries to flee above all else.

If the figurine successfully attaches itself around avictim’s head, then it can only be removed by beingdestroyed. Any attacks on the mask cause the wearer tosuffer half the damage as well (the mask still suffersnormal damage). While the mask is being worn, thevictim can clearly be seen underneath, as there is noactual connection between flesh and the clay.

The mask has no magical control over the victim, butit will demonstrate its intentions by sealing its mouth andnose holes shut. The victim will start to suffocateaccording to the rules in the Player’s Handbook, but thefigurine only keeps this up for a round or two, just to get

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its point across. Though the mask cannot speak, it canconvey emotions and general ideas to its host, and if theseare not followed the mask may become angry andsuffocate its wearer for longer and longer periods.Sometimes the mask mimics the features of its host orthose of other people, but its mimicry is crude and easilyseen as a ruse.

The only other offensive power the clay figurine hasis that it can cause the runes and designs on its face toswirl; those viewing this are affected as if by a hypnoticpattern.

In addition to its other effects, casting a successfuldispel magic on a clay figurine will force it to disengagefrom its host, if it has one. A stone shape spell canremove a clay figurine from a face if it fails a savingthrow vs. spell, and a transmute mud to rock spellhardens the creature, giving it AC 3 but placing it underthe effects a slow spell for a number of rounds equal tothe caster’s level. Clay figurines suffer half damage fromcold and electrical attacks, but fire causes them to melt,doing +1 points of damage per die. Such attacks willremove a figurine attached to a face . . . but these methodswill not bode well for the host.

To create a clay figurine, one must first construct aworkshop, which costs 5,000 gp. Each figurine can becreated for 5,000 gp after this. The spells required tocreate the clay figurine are stone shape, transmute rock tomud, and hypnotic pattern.

FIGURINE, ICEClimate/Terrain Any coldFrequency Very RareOrganization SolitaryActivity Cycle AlwaysDiet NilIntelligence Semi- (2-4)Treasure NilAlignment NeutralNo. Appearing 1Armor Class 5Movement 6Hit Dice 5THAC0 15No. of Attacks 1Damage/Attack 1d4+1Special Attacks See BelowSpecial Defenses See BelowMagic Resistance NilSize T-SMorale Fearless (19-20)XP Value 650

An ice figurine is beautiful, but deadly. They areoften carved in the forms of elegant animals, such as

birds, or fantastical creatures like mermaids. It hasperfectly smoothed edges and sides, and the light playsoff and through it in a most delightfully enchantingmanner. It is amazing that such a thing of beauty canharbor such hatred for the living.

Ice figurines are magical constructs, and will not meltin anything but the most extreme temperatures, such asthose found in tropical jungles or deserts. In these climesthey suffer 1 point of damage per turn. Otherwise, themagic of their creation allows them to maintain their formuntil destroyed.

An ice figurine attacks with whatever its shape allowsit to. Typically, this allows it one attack a round, causing1d4+1 points of piercing damage plus 1d6 points ofadditional damage from intense cold that it projects at thepoint of contact. The victim of this attack must also savevs. spell or lose one point of Strength and one point ofConstitution for one hour. Victims reduced to 0 Strengthor Constitution are not killed, but fall into fits ofshivering, unable to take any action. Such a victim mustreceive warmth within 5 rounds or die. This can be assimple as wrapping the victim in a blanket, however.

If an ice figurine falls dormant after succumbing todispel magic, the magic sustaining it quickly degenerates.Unless the surrounding temperature is below freezing, thefigurine loses 1 hp per round. This is usually enough tokill the creature.

As a creature of ice, an ice figurine is uniquelyaffected by spells. Casting water-based spells, or tossingnormal or holy water on a the figurine heals it for as muchdamage as the action would normally cause (2d4 hp perflask of water, 3d8+3 hp for a gallon bucket). Cold-basedspells do no damage to an ice figurine, but those based onfire cause an extra point of damage per die and thefigurine suffers a -2 penalty to saving throws againstthem.

The creation of an ice figurine requires an outlay ofonly 1,000 gp, to buy the best tools available. However,the figurine can only be created in temperatures belowfreezing. The spells needed are transmute dust to water,chill touch, and ice storm.

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FIGURINE, METALClimate/Terrain AnyFrequency Very RareOrganization SolitaryActivity Cycle AlwaysDiet NilIntelligence Low (5-7)Treasure NilAlignment NeutralNo. Appearing 1Armor Class 2Movement 6Hit Dice 6THAC0 15No. of Attacks 1Damage/Attack 2d4Special Attacks See belowSpecial Defenses See belowMagic Resistance NilSize TMorale Fearless (19-20)XP Value 1,400

Metal figurines are perhaps the rarest of all varieties.Not many metalsmiths turn their attention to statues; infact, the most common place to find a figurine of thisnature is in a church or other holy spot.

Metal figurines vary in appearance, but they are oftenan icon of some religious sect’s beliefs. They are oftensmooth and polished, with no visible flaws incraftsmanship.

As has been mentioned, metal figurines are mostoften worshipped by sects and cults. Those that are nothave no special powers other than those common to allfigurines.

Those that do represent deities or other magnificentbeings, however, gain a special sonic attack. They absorbthe prayers that are showered upon them, and can releasethem and augment them with their metallic construction.When they release this blast, all creatures within thirtyfeet must save vs. breath weapon. Those who fail lose25% of their current hit points, while those who succeedsuffer only half that damage. Also, those who fail thesaving throw go deaf for five rounds: They suffer a -1penalty to surprise rolls and have a 20% of miscastingspells with a verbal component until they recover theirhearing. The metal figurine will avoid using this attackwhile those who worship it are present, for fear of losingtheir adoration. To recharge this ability, the figurine mustbe worshipped steadily for a week.

Another important note is that those metal figurineswhich are worshipped gain sustenance from theirworshippers, and thus have maximum hit points.

The figurine loses its stored echo power if itsuccumbs to a dispel magic. Spells such as transmute

metal to wood and transmute metal to bone alter thefigurine, giving it an AC of 6 for a number of roundsequal to the caster’s level and negating its sonic attack.Any sound-based spell cast at a metal figurine is reflectedback at the caster.

Heat- and fire-based spells only inflict half damageto metal figurines, while cold-based spells inflict fulldamage. Metal figurines are immune to electrical attacks.

One must have the properly equipped forge and toolsto create a metal figurine, costing 8,000 gp. After this,each figurine may be created for 5,000 gp. The necessaryspells are shout, strength, and wall of iron.

FIGURINE, SANDClimate/Terrain AnyFrequency Very RareOrganization SolitaryActivity Cycle AlwaysDiet NilIntelligence Semi- (2-4)Treasure NilAlignment NeutralNo. Appearing 1Armor Class 7Movement 6Hit Dice 4THAC0 17No. of Attacks 1Damage/Attack 1d6Special Attacks See belowSpecial Defenses See belowMagic Resistance 20%Size TMorale Fearless (19-20)XP Value 975

Sand figurines are probably the rarest of all. Theyare unstable and very hard to create, requiring the sand beformed and then heated to retain their shape. Sandfigurines very rarely have any specific features. They canbe in any form imaginable, but they always have a appearvery rough and primitive.

Sand figurines attack by slashing with one of theirextremities. Their rough texture and grit allows them tocause more damage than one might expect. They alsoleave a small amount of sand in the wounds they inflict,causing 1 point of damage per round as the figurinecauses its sand to fester and rub. Victims can halt thisdamage only by destroying the figurine or by spending around to wash the sand from their wounds.

Like the clay figurine, the sand figurine has thepower to alter its shape, but the sand figurine uses thisability much more frequently; thus it can be encounteredin any number of forms. Because of its shifting nature

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and its base in wild magic, the sand figurine has 20%magic resistance, and all weapons only inflict halfdamage (plus any applicable magical plusses). Any spellblocked by the figurine’s magic resistance is notdissipated, but instead converted into a wild surge; see theTome of Magic for more details.

The sand figurine is vulnerable to spells involvingwater, but fire- and cold-based spells inflict the minimumpossible damage. Water-based spells slow the figurinefor a number of rounds equal to the caster’s level. Sandfigurines are immune to electricity-based spells.

FIGURINE, STONEClimate/Terrain AnyFrequency Very RareOrganization SolitaryActivity Cycle AlwaysDiet NilIntelligence Low (5-7)Treasure NilAlignment NeutralNo. Appearing 1Armor Class 3Movement 6Hit Dice 5THAC0 15No. of Attacks 1Damage/Attack 1d6Special Attacks See BelowSpecial Defenses See BelowMagic Resistance NilSize TMorale Fearless (19-20)XP Value 650

Stone figurines are another rare variety. They areoften carved in the forms of gargoyles or other strangeand fantastical creatures. Stone figurines often have arough, unfinished look, but some may be polished andsmooth. They usually have different colors on them, andmay have veins of bright metal interlaced within theirbodies. When the figurine is active, these veins seem topulse and glow with an inner light.

Stone figurines are powerful creatures, but have nomagical attacks. Instead, they try to latch onto theirvictims and hold on, squeezing and crushing with thestrength of the great rocks they are composed of. Asuccessful attack inflicts 1d6 points of damage per round,and the figurine can only be removed by a successfulBend Bars/Lift Gates roll, or by destroying the figurine.If the figurine succumbs to a dispel magic and fallsdormant, it does not release its grip on the victim, butdoes not keep squeezing either. In this case, an OpenDoors roll is sufficient to pry the figurine loose.

Spells like transmute rock to mud weaken the stonefigurine, lowering its AC to 8 and slowing it for 5 rounds.The reversed version of the spell can heal the figurine ifadditional mud is provided to fill the figurine’s cracks. Astone shape spell will cause the figurine to lose its holdon its victim if it fails a saving throw vs. spell.

Fire- and electricity-based spells only inflict halfdamage to metal figurines but those based on cold causenormal damage.

A stone figurine can be created for 5,000 gp. Thespells required are statue, stoneskin, and strength.

FIGURINE, STRAWClimate/Terrain AnyFrequency Very RareOrganization SolitaryActivity Cycle AlwaysDiet NilIntelligence Semi- (2-4)Treasure NilAlignment NeutralNo. Appearing 1Armor Class 7Movement 6Hit Dice 4THAC0 17No. of Attacks 1Damage/Attack 1d3Special Attacks See belowSpecial Defenses See belowMagic Resistance NilSize TMorale Fearless (19-20)XP Value 420

The straw figurine is most commonly made bypeasant folk. It is woven in such a way that it resemblesan animal of some sort. The straw figurine is most oftenwoven in the form of a humanoid figure. It has no face,and the hands are just bundles of straw folded over.Often the figure wears small clothes made from scraps ofcloth, but this isn’t always the case.

The straw figurine attacks by lashing out with itshands or other extremities. Its attacks are weak, but theyhave an annoying power. Every time the creature strikessomeone, that person is affected by the 2nd level wizardspell irritation; there is no saving throw against thispower. The victim suffers one of the two results of thespell, chosen at random.

The straw figurine is immune to normal flames, butsuffers a -2 penalty to save vs. any magical fire anddamage is increased by 1 point per die. Cold-basedattacks do not affect this creature, and electrical attacksinflict half damage.

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Constructing a straw figurine costs 2,000 gp andrequires the following spells: charm plants, irritation, andplant growth.

FIGURINE, WOODClimate/Terrain AnyFrequency Very RareOrganization SolitaryActivity Cycle AlwaysDiet NilIntelligence Low (5-7)Treasure NilAlignment NeutralNo. Appearing 1Armor Class 5Movement 6Hit Dice 5THAC0 15No. of Attacks 1Damage/Attack 1d4+2Special Attacks See belowSpecial Defenses See belowMagic Resistance NilSize TMorale Fearless (19-20)XP Value 650

Wood figurines are one of the more commonvarieties, because of the wide-based and easily learnedskill of woodcarving. There is no specific shapeattributed to these creatures.

A wood figurine attacks by flailing its extremities orstabbing with any sharp edges it may have. A successfulattack from a wood figurine can be deadly, due to itsnature. Those struck by the figurine must successfullysave vs. spell or have the six inch area of their fleshsurrounding the point where they were struck turned towood! If the area of flesh is a joint, then that joint can nolonger bend; otherwise this transformation won’t havemuch effect in the short term. In the long term however,blood and other fluids will not be able to circulate pastthe wooden area, and the any isolated body parts will turngangrenous and die within 1d3 days. Also, the victim’sbody will begin to reject the wooden area, and that areawill become inflamed and swollen. This causes a loss of1 point of Constitution per day infection spreads, causingweakness. If the victim is reduced to a Constitution of 3he will be too weak to get out of bed. Only immediateamputation or magical healing will cure this deadlyinfection. Of course, amputation makes the idea of savingthe limb much more difficult.

To cure this effect, a transmute wood to metal and astone to flesh spell must be cast within one round of eachother on the affected area. Then the victim must make a

system shock roll. If the roll fails then the areaimmediately dies from the strain, possibly killing thepatient as well. Otherwise, the area is restored to normal.

The wood figurine saves vs. fire-based attacks with a-1 penalty, but suffers no extra damage. It suffers halfdamage against cold and electrical attacks.

To create a wood figurine, one must spend 1,500 gpon tools and cast the following spells: item, majorcreation, and strength.N

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THE SWORD OF THE

CLAN APBLANCA Shard of Hope in a Forlorn Land

by Jarrod R. [email protected]

[email protected]

DESCRIPTIONhe Sword of the Clan ApBlanc is aClaymore with a five-foot blade and a hiltadorned with a Celtic design. Originally amundane blade, the sword’s fate wasforever altered when Tristen ApBlanc, thedarklord of Forlorn, used it to murder his

son Morholt in the Forfar year of 1833 (446 by theBarovian calendar).

HistoryIn the year 1833 of the Forfar calendar Morholt, thesecond son of Tristen ApBlanc and Lady Isolt, had madefriends with a priest by the name of Duncan ApDuguid.Without the knowledge of his parents, Morholt plannedon joining Duncan’s order of warrior-poets in the worshipof Morrigan, Celtic goddess of war. Morholt did notinform his parents of his decision until the summer of thatfateful year, and when he did Tristen simmered with rage.Soon thereafter, when Duncan had accepted an invitationto visit the young ApBlanc at the Lord’s Tower, Tristenhatched a plot to kill the young priest as he slept.Unbeknownst to Tristen, Duncan had complained toMorholt that his bed in the guest quarters wasuncomfortable, so, being a chivalrous and kind youngman, Morholt gave up his own bed to Duncan, takingDuncan’s bed for himself. When Tristen crept intoDuncan’s room and drove his sword through the sleeper,he was shocked to discover that he had murdered notDuncan, but his own son.

In the ferocity of Tristen’s attack, a shard of metalhad snapped off the sword’s blade, and the clerics tendingto Morholt’s body discovered it still lodged in his side.

Tristen hid the incriminating sword in the highest level ofthe castle’s south tower for over a year, the sword’smissing shard forever linking it to the murder. It was notuntil after the death of the Lady Isolt that Tristenrecovered the weapon for his own use. Soon thereafterthe blade disappeared from his possession; its currentwhereabouts are unknown.

PowersThe Sword of the Clan ApBlanc became enchantedfollowing the murder of Morholt. It is believed that aportion of the lad’s spirit resides within the weapon, thusgiving it powers to be used against his father and similarcreatures.

Though the Sword of Clan ApBlanc detects asmagical, none of its special powers will operate until themissing shard of metal has been returned to the sword.The missing shard is currently believed to be locatedsomewhere within the walls of Castle Tristenoira.

The Sword of the Clan ApBlanc functions as aClaymore +2, but can inflict damage to any ghost of upthrough fourth magnitude. The blade also possessesseveral other enchantments linked to Morholt and thebeliefs associated with those who worship his deity. As afollower of Morrigan, Celtic goddess of war, Morholt wasto have been a priest and a warrior; thus the blade retainspowers directly related to both callings.

v Once per day the blade grants the wielder cureserious wounds (as per the priest spell). The spell isinitiated by uttering the phrase “Oh, Morriganpreserve us!”

v Once per week the blade can be used to inspire (asper the bard ability) the wielder’s followers or allies,

T

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as well as the wielder. When this power is used,those within the targeted group will begin to hear theplaying of bagpipes, inspiring them to fightcourageously in battle. This grants the party either+1 on attack rolls, a +1 to saving throws, or a +2bonus to morale. The effect lasts for a total of 10rounds. The spell is initiated by uttering the phrase,“Oh, Morrigan be with us!”

v Once per month the blade grants the wielder speakwith dead (as per the priest spell). The spell isinitiated by uttering the phrase “Oh, Morrigan speakwith us!”

HindrancesUnfortunately for the wielder, the Mists of Ravenloftadded several more abilities to the Sword of the ClanApBlanc’s repertoire when they drew the land of Forfarinto the demiplane.

As with the special powers of the sword, none ofthese curses will take effect until the metal shard has beenrejoined with the weapon.

v When faced with a battle including more than tencombatants (including allies), the Sword of the ClanApBlanc will function as a Cursed Sword ofBerserking. The wielder will fly into a warrior rage,attacking the nearest creature and continuing to fightuntil dead or until no living thing remains within 60feet. The wielder is allowed a saving throw vs. spellwith a -2 penalty in order to resist the rage. It isunknown if the sword can be exorcised of this cursethrough a remove curse or wish spell, as with normalCursed Swords of Berserking.

v The Sword of the Clan ApBlanc loses all of itsmagical abilities for 1d10 days if it is ever used toharm a priest of any alignment.

v If the wielder of the Sword of the Clan ApBlanc everwillingly flees a battle, he or she will be despondentfor 1d4 hours. The character will suffer a -4 penaltyon all ability checks and -2 penalty on all otherchecks during this time. The character will oftenutter the following phrase, “Morrigan will nottolerate fear in her followers;” for the remainder ofthe time he is non-responsive.

Means of DestructionThe Sword of the Clan ApBlanc can be destroyed in twodifferent ways.

v The Sword of the Clan ApBlanc will be destroyed ifit causes the ultimate demise of darklord TristenApBlanc.

v The Sword will cease to exist as a magical weapon ifan adventurer can travel back to the time of 1833 onthe Forfar calendar and prevent the murder ofMorholt ApBlanc.

N

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VAN RICHTEN’S GUIDE

TO THE MISTSA Little Learning is a Dangerous Thing

by “Kalias Trivune, the Mad Bard of Alfheim”Based on an original concept by Matthew Barrett

[email protected]

INTRODUCTIONs he ran through the wilderness, theslobbering, rabid creatures at his feet,Fleetfoot Treewalker cursed himself forhis stupidity and ignorance. Of coursethere had to be more than one werewolf inthe pack! That’s why they attacked him

the night after he slew the alpha male! Had he heeded theGuide’s instructions and warnings?

The Guide! Fleetfoot quickly grabbed his pack; itwas still there. Thank the gods. If he lost that now, therewould be no way out for him. He would lose everythinghe had set out to accomplish. Since he had found thebook in the ransacked camp, the half-elven ranger hadlearned much about werewolves and their kin. He foundtheir weaknesses as well, and had killed the mostpowerful of the beasts a fortnight ago.

Unfortunately, it had not been the only werewolf inthe pack. As far as Fleetfoot could tell, at least threeothers were stalking him, chasing him though thesedamned black woods.

Then, finally, to his horror, he reached the forest’sedge; a valley stretched ahead of him for miles, with nocover or shelter. They would take him down in fiveminutes, if even that long, if he continued to run.

The howling behind him caused Fleetfoot to turn andstare back at the oncoming pack of wolves. Heunsheathed his sword. If they wanted a fight, they couldhave it.

“I only wish Van Richten himself were here—hewould know what to do!”

The fog around him thickened, and the pack leapt athim, tearing at his clothes, his hair, and his limbs. He feltthe hot blood rush from his wounds, and his blade made

the wolves and werewolves bleed in turn. The fog thathad seemingly appeared from nowhere continued to growthicker and thicker, until it obscured all vision, and theranger was completely blinded.

In the light of his new cover, Fleetfoot turned and ranacross the valley. Faster, faster—he heard the wolvesgiving chase, but they sounded dull and distant. Finally,the blinding fog lifted, quite suddenly, and Fleetfootfound himself alone. And lost. None of his surroundingslooked familiar at all, and he had lived and tracked theforest and valley for as long as he could remember!

“Lost, traveler?” he heard a voice behind him say.He spun quickly, and found himself face-to-face with athin young man, smiling widely at him. “It’s getting dark,you know, and the full moon will be rising soon. Here,let me take you to meet my family. Then we’ll figure outwhat to do with you. What’s your name?”

Grateful for the assistance, Fleetfoot gladly regaledthe man with conversation: his name, family, life, and thelast strange experience, which the youth seemed to takequite an interest in. Finally, they approached a circle ofstones, where more men and women stood, lookingcuriously at them as they approached. One of them cameclose.

“Who’s this, Alfred?”The young man smiled.“He says his name is Fleetfoot Treewalker, a forest

warrior from some far-away land. I decided to bring himhere and see if his story held up.” Curious, Fleetfootasked just what was happening. The young man smiled inreply. “You say your name is Fleetfoot? Well, we’regoing to see if it truly suits you. We’re all going to play asimple game with one simple rule: If you don’t getcaught, you don’t die.”

A

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Suddenly aware that something was not right, thehalf-elf quickly surveyed the scene; the men and womenwere bathing in the glow of the full moon and—andchanging! Instinctively, Fleetfoot’s hand went to his packwhere the Guide was hidden, blindly grasping around tofind it. His hand closed on air.

It was gone!The young man’s nose pressed outward as he

growled the next words: “You have five minutes to makeit to the border. If you don’t . . .” he snarled, licking hislips, “it’s dinnertime.”

DescriptionThis leather-bound volume measures about 6” tall x 4”wide x 1” thick. Emblazoned on the cover are the wordsRudolph van Richten’s Guide to with the last word fadedbeyond readability. The book itself looks quite new, withcrisp pages and a leather clasp. When the book isopened, however, the full title is written, perhaps in avery fancy style, in the language most fluent to thecreature opening it.

HistoryMarcus Mirtchkin, the only son of a farming family in thedomain of Mordent, was told by his mother to go intoMordentshire to purchase medication for his ailing father.In a stroke of sheer luck, or folly, the young manwandered into Rudolph van Richten’s herbalist shop.After buying the few herbs his mother had asked him to,the young man noticed a copy of Van Richten's Guide toGhosts on a shelf. Asking the young lady working thecounter about the book, she explained that it was atreatise on the motives, investigation, and destruction ofincorporeal creatures that plagued the land, and that herlate uncle had written it. Intrigued, the young man boughtit with his mother’s remaining coins. When Marcusreturned home, and his mother asked him about the extramoney; he lied, saying that the herbs cost a little morethan usual, as they were nearly out of stock. Then he hidthe Guide under his pillow, planning to read it afterdinner.

That night, Marcus read as much of the Guide as hecould understand. The parts he couldn’t read, he markedoff and showed to his aunt, a very wise and intelligent,but crippled woman. She explained it to him, and taughthim how to read those words he didn’t know. WhatMarcus did not know was that his Aunt Vivian was, inactuality, an arcanist of modest talents. She washeartened by her nephew’s interest in the crusade againstevil, and though she couldn’t leave her chair, she secretlyencouraged him to follow his heart and be strong.

Eventually, Marcus decided to take what he hadlearned from the Guide to make a profit. He found that a

nearby farm was experiencing a relatively minor hauntingproblem. Secretly leaving his home, he traveled the mileto his neighbor’s farm, and asked about the problem. Theneighbor explained that he believed it was the ghost of hiswife, who had died three months earlier. Using themethods outlined in the Guide, Marcus discovered thatsomething in the house that belonged to the deceasedwoman had been kept beyond her death, and drew herback. Her widower was able to explain that the item wasan antique ebony box containing a lock of her father’shair, a man who had died in the wars between Falkovniaand Darkon. After the box was buried in her grave, thehaunting stopped.

Excited at the success of his first real ghost hunt,Marcus proudly confronted his mother, who was upsetthat he hadn’t been doing his chores, and told her thewhole truth. Marcus thought his mother would be just asproud as he, but instead she was horrified that he’d puthimself in so much danger. She demanded he give herthe Guide and never speak of it again. Of course, Marcusjust returned to his aunt, who had gotten an earful fromher sister, and asked if she knew anything else aboutghost hunting. She said she could take it one step further:She knew where he could find a real ghost to hunt.Giving him details about the creature, the unearthlymenace that had crippled her in the first place, sheprovided him with an enchanted dagger as well as a suitof padded armor that would protect him from thecreature’s debilitating touch. She also provided him withan antique gold and adamantite ring she said wouldenthrall the ghost on sight, giving Marcus time to send itto its final rest. She warned him that it was not just acursory haunting, and by force of its own will and evilthis creature had defied the grave, so he must be careful.

Cecilia, Marcus’ mother, became suspicious whenher son was absent for more than a few hours, when hewas supposed to have milked the cows and come righthome. She confronted her sister, who told her whereMarcus had gone. Panicked, Cecilia ran as fast as shecould to the old, abandoned house, and found her son inthe cellar, dying. The battle between the creature andMarcus had been brutal, but in the end, the livingprevailed over the dead, and the ghost was laid to rest.However, Marcus had fallen through a flight of rottedstairs during the fight, ripping off his protective armor,and the creature had paralyzed his chest and heart in thelast moments of the battle. He smiled at his mother,asking if she was proud of him. When she didn’t answer,his heart finally gave out, and he died.

The day of Marcus’ funeral was the day of one of theworst thunderstorms Mordent had ever seen. When thepriestesses of Hala had departed after the burial, Marcus’mother took the book that had done her such wrong, hadstolen her only son, the Guide to Ghosts, to the MistyBorder near the edge of the farm. Having heard legends

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that the Mists were powerful, she shouted above thethunder and pronounced a hateful curse upon the book:

You who steal my only son, on this night you areundone!

All who use you feel my wrath; may they tread myson’s dread path!

Be e’er wrapped in misty shroud, should they speaktheir questions ‘loud!

Draw them to my son’s last rest; may they face hishorrors’ test!

At that moment, a bolt of lightning lanced out of thedark sky above and struck the woman dead. However,something heard her dark curse, and the Mists rolled overthe book.

PowersHeroes will only find the book while on the hunt for aparticular creature of the night, or right before such a huntbegins. The Guide will always be found in a conspicuouslocation, obviously placed there to be noticed bypassersby. If the characters opens the book, they willdiscover the tome’s subject happens to be the same typeof creature they are hunting (for example, if a lich ispestering the party, it will be Van Richten's Guide to theLich, or if a vampire, the Guide to Vampires). Thesubject cannot change while it stays with any particulargroup. While it is used, no ill effects occur as long as theheroes read the book to themselves and show no curiosityabout the book’s past or the creatures detailed within.However, if a character is reading or holding the bookwhen they ask a question about where the book camefrom, the different subjects within, or where it waswritten, a dire fate awaits them.

Over the next few days, anyone who was with thecharacter when the question was asked will sense thatthey are being watched. Then, one day, they will findthemselves on a road to somewhere they have never heardof. Perhaps the Mists will creep over them in their sleep.Perhaps a sudden storm will leave an oddly thick fogbehind. But one way or another, the group will findthemselves trapped in the dread domains of Ravenloft,and their precious Guide will be lost to them. While theMists draw in those who willingly want to enter, the bookis cursed to never return to their embrace, and will befound by another group, somewhere in another library, onthe hunt for another monster.

Depending upon the title of the Guide, there areseveral different places a party could end up:

Vampires Castle Ravenloft in BaroviaThe Lich Castle Avernus in NecropolisGhosts The Mirtchkin farm in Mordent

Werebeasts The Circle in VerbrekThe Created Schloss Mordenheim in LamordiaAncient Dead The Pharaoh’s Rest in Har’AkirFiends Shadowborn ManorVistani A Vistani encampment in InvidiaWitches The Three Hags’ home in Tepest

Adventure Ideasv The adventures leading up to finding the Guide could

be in pursuit of a foe Van Richten wrote about,possibly one that escaped into the Mists, avoidingcapture and death by exploiting the fact that itsweaknesses remain unknown to its pursuers. (Suchas an elven vampire with an immunity to purelywooden stakes.)

v Perhaps the creature is drawn into Ravenloft with theparty and goes insane, or if not, it will definitely beangry at the characters for trapping it. The characterswould now have to either deal with the creature orescape quickly, turning the villain into a recurringcharacter.

v The loss of the Guide will be a puzzlement to thecharacters in question, and they appear near theMirtchkin family farm on a stormy night, seekingshelter. Within, they find the ghost of Aunt Vivian, aspirit tortured by Marcus’ death (2nd magnitude), andvery friendly. However, she will warn the charactersnot to stay long as her sister has turned into avengeful spectre (3rd magnitude), which will try todestroy them when she finds them. (Perhaps the farmhas been turned into a pocket domain and she thelord.)

v Marcus has been cursed to haunt the abandonedhouse in which he slew his final ghost. He’s a benignspirit (1st magnitude), seeking only his mother’sapproval and forgiveness. If he can be convinced ofthis, or if she can confront him herself somehow andtell him, he can be laid to rest.

N

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RING OF THE WOLFThis Ring’s Going to the Dogs

by Charles [email protected]

DESCRIPTIONhis item appears to be nothing more than awell-crafted silver ring, carved toresemble the face of a wolf, with twoemerald chips for eyes.

The ring is very valuable for itsconstruction and artistic quality alone

(about 5,000 gp in Ravenloft or $250 in the 1890s ofGothic Earth).

PowersAnyone who takes possession of this ring will find thatcanine creatures seem to take a great interest in him orher, and most will seem very friendly and submissive(canines with greater than animal intelligence find thecharacter fascinating; all other canines consider him orher their master unless already controlled by a domainlord or a greater minion of the Red Death). No caninecreature will attack the owner of this ring without directprovocation or external influence (such as a command bya domain lord or other magical influence). This power isin effect as long as the ring is in the character’spossession, whether it is worn or not.

Phase OneWhen the ring is worn, the owner will find his or hersenses seem to be enhanced. The character can seereasonably well in darkness (30’ infravision; both thepupils of his or her eyes and the gemstones on the ringseem to turn dark red when this power is in use) and gainsheightened smell, taste, and hearing (either the charactergains the Tracking and Alertness proficiencies, or gains a+3 to the skill check if already possessed).

Phase TwoAfter wearing the ring for eight hours (they need not beconsecutive hours, but see below), one other function ofthe ring becomes available, but its curse begins to takeeffect as well. At the end of the eighth hour, the wearer

of the ring will suddenly learn that he or she can assumethe form of a wolf at will, for as long as the ring is worn!This transformation is painful; the character writhes onthe ground defenseless for a number of rounds equal tothe steps between his or her alignment and Chaotic Evil.(1 round if Neutral Evil or Chaotic Neutral, 2 if LawfulEvil, True Neutral or Chaotic Good, 3 If Neutral Good,and 4 if Lawful Good.) Anyone viewing this must make ahorror check if they were not expecting thistransformation, and a fear check if they were (its aterrifying sight to behold). The character also discoversat this time that two other effects have happened: He orshe is now very reluctant to part with the ring for anyreason, and the character is now unable to eat plantmatter, being only capable of stomaching liquids andmeat.

Phase ThreeIf the character wears the ring for another eight hours—oruses the shape-changing function even once—the finalphase of the curse takes effect; his or her alignment isshifted one step towards Chaotic Evil immediately (theLawful/Neutral/Chaotic axis shifts first, then theGood/Neutral/Evil axis). There is no added benefit inthis phase. Now the character can remove the ring, but aslong as it remains on his or her person, the curse willcontinue to grow. The character will not willingly partwith the ring at all at this point.

HindrancesA remove curse spell will allow the character to part withthe ring at this point, and twenty-four hours away fromthe ring (at any time) will drop the number of hours thecharacter has worn it by one as far as the curse isconcerned. This process becomes more difficult,however, after the next eight hours. At this point, only anatonement spell or equivalent ritual will allow thecharacter to be rid of the ring and its effects. Thecharacter finds that he no longer needs to wear the ring touse its powers, but can call upon them at will. Thecharacter also learns of two new abilities: The first is that

T

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the character can assume the form of a wolf-man at will,and the second is that he or she is now unable to eatcooked meat of any kind.

Assuming the wolf-man form grants the characterstatistics similar to a mountain loup-garou (RAVENLOFT

MONSTROUS COMPENDIUM Appendix III), except thecharacter retains his or her class and level and takesnormal damage from magical weapons. Each time thecharacter uses the power to take wolf-man form, hisalignment slips one step towards Chaotic Evil.

Once the character is Chaotic Evil, the ring is nolonger needed; the character has been transformedcompletely into a maledictive lycanthrope (Loup Garou,Mountain), and is now subject to all of the hindrances andbenefits of such a creature (including NPC status).

It is rumored that the Ring of the Wolf is only one ofa set of similar rings, each devoted to a different type ofwerebeast. Whether or not this is true remains to be seen. . .N

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AZALIN’S CROWNThis Crown Carries a Heavy Burden

by Eric C. [email protected]

INTRODUCTIONf all the dark schemes and artifacts thelich-lord Azalin created, one stands outnot for its notoriety, but for its total lackof notice. The iron crown Azalin worewhile darklord of Darkon, one of the firstmagical items he created after becoming

ruler of his domain, has gone missing since the grandexperiment in Il Aluk. Anyone wishing to claim the landof Necropolis as his or her own would certainly search itout if they knew of its existence, but still it has yet to befound. With the dark magic woven into this artifact, thismay be more of a blessing than a curse.

HistoryThe darklord of Darkon created a very special crown ofiron when he realized precisely what curse had befallenhim. The Crown was an attempt to ease Azalin’s miseryover his imprisonment through a project of sufficientcomplexity to occupy his formidable mind.

Azalin’s Crown was cold-forged from iron takenfrom deep underneath Darkon and not exposed to sunlightuntil completed. The central spire is decorated with asingle yellow gemstone, the origin of which remains amystery. When finished to his exacting specifications,Azalin enchanted the crown himself to be a representationof Darkon and the curse that kept him there; a grim poetryset in metal and stone. The Crown has a minimalistelegance in its engraving and shape.

As to the fate of this this item since the catastrophicRequiem in Il Aluk, who can say? Perhaps, somewhere inthat decaying city, this cursed item lays in wait . . .

Powers and CursesThe Crown’s powers are simple but useful, acting as ahelm of comprehending languages and reading magic,meant to give its creator these capabilities without theexpenditure of any precious magic. The Crown also hasseveral special curses woven into its material, however.

Whenever a living or intelligent undead being other thanAzalin dons the Crown, the curses take effect.

First, the wearer cannot leave Necropolis with theCrown. He, she, or it is effectively trapped within theborders of Necropolis. Second, the wearer becomesextremely reluctant to part with the Crown; eventuallywearing it at all times.

The wearer also gains an almost insatiable desire forknowledge, but this is offset as the Crown drains away theknowledge of its wearer. The bearer of the crown iscompletely unable to learn anything new. Any new skillssimply evaporate from their mind, stolen by the Crown.In game terms, the afflicted character can continue to gainexperience, but cannot do anything new with it. From thepoint the character starts to wear the Crown, he, she, or itcannot gain any new proficiencies or secondary skills, norcan they improve any thieving skills they might possess.Spell-casting characters cannot learn new spells, nor canthey learn to use new spell levels. This means that awizard who gained the Crown at 10th level cantheoretically advance to 20th level, but will still only havethe skills and spell abilities of a 10th-level mage. Thecharacter may still use whatever abilities were gainedbeforehand, however, and THAC0 and hit points continueto advance as normal.

This constant absorption of knowledge, combinedwith the obsession for learning imparted by the Crown,causes unbearable frustration in the victim who wears it.This was one of Azalin’s rare forays into humor. If somesoul so desires the throne of Necropolis, he should haveeverything that goes with it. The only known ways for theCrown’s curse to be broken are either for Azalin toremove it, or for it to be given to one with a true hungerfor power, such as a would-be conqueror or archmage.

There is no known way to destroy the Crown, and itis possible that only Azalin himself could unmake hiscreation. The Crown was the symbol of all Darkon, andprobably would be sought after by treasure hunters andwould-be conquerors from all over the Land of Mists.Little do they know that the enchantments remain totallyin force, perhaps now stronger than ever. N

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THE CHIURGEONA Clinical New Class for Ravenloft

by Andrew [email protected]

INTRODUCTIONhe door of the Starless Night Tavern flewopen with a force and suddenness thatstartled the bartender and his singlepatron. Lantern flames guttered as a stiffwind swirled through the room. Thecompanions darted inside, carrying the

limp and bloodied form of Tiberius.The barkeep was quick to bellow a wordless sound of

disapproval at their recklessness with his front door. Hisannoyance turned to thinly veiled contempt when he sawGadrriata.

“Hey,” he shouted, “We don’t serve Vistani inhere!” His brow darkened even further when he noticedAllaroth’s pointed ears. “And get that changeling devilout of here!”

If the companions heard his growls, they didn’trespond. Instead they heaved the massive form of theirwounded comrade onto a nearby table.

The man who had been sipping brandywine quietlyat the bar turned urgently towards the companions,shooting the barkeep a cold glare. “Do all you Borcanshave such cold hearts? Can’t you see their friend isinjured?” He approached the group of newcomers, whohuddled closely around Tiberius.

“What has happened here?” the stranger askedcrisply.

Cassa, her face streaked with dirt, blood and tears,simply responded, “Please, sir. Is there a healer orchurch somewhere nearby? Say it is so!”

The stranger shook his head blankly, “I can’t say,my lady. I’m a stranger to this region myself.”

“You can’t bring that fellow in here!” insisted thebarkeep, stepping from the behind the bar.

“Damn you filthy giorgio!” screamed Gadrriata.She lunged towards him, drawing a thin, gleamingdagger. “Answer the question! A healer or a temple!Where?!”

The barkeep’s eyes grew wide, and he shuffledbackwards awkwardly. “There’s nothing nearby!” he

stammered, visibly frightened. “It’s two miles to theoutskirts of Levkarest!”

Allaroth, his lips pale and tight, glanced at hiscompanions. “I might be able to make it with him intime. If I rode alone.”

“Not a chance.” The stranger spoke quietly, hiseyes studying the ragged wounds in Tiberius’s throat,watching the warrior’s almost imperceptible breathing.“This man will die in minutes without proper attention.He should already be dead.”

“Then he is surely doomed,” spat Gadrriata, tears inher eyes, “Our mystic has sapped her holy power thisnight already.”

“No,” replied the stranger calmly, removing hiscoatjacket. “He will not die, not if you do exactly what Itell you.”

The companions stared wordlessly as the gentlemanproduced a black case. He rapidly removed a selectionof gleaming tools and carefully labeled vials. “Strip himto the waist,” the stranger barked, “But move him aslittle as possible. Cut and tear through that armor andclothing. One of you ladies take this cloth and soak upthe blood as I work . . .”

N N N

“Will he be all right?” asked Gadrriata. Tiberiuslay pale and unmoving, but his breathing was steady.

“He’ll live,” replied the stranger, “At least longenough for your mystic to heal his wounds at tomorrow’sfirst light.” The man carefully cleaned Tiberius’ bloodfrom his hands and instruments with a stained piece ofcloth.

“Are you a physician, sir?” asked Cassa politely,“I’ve never seen such methods used. Did you attenduniversity in Lamordia or Dementlieu?”

The stranger almost seemed to smile. “Not quite, mylady. My name is Arthur Folkstone. And if you don’tmind, I’d like to discuss my fee.”

The companions glanced at one another, uncertainthat they had heard the man correctly. Allaroth was

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incredulous. “Fee, sir? Do you intend to extort our goldfrom us now that you have saved our comrade’s life?”

“Surely you don’t think such miracles come freely,do you?” replied Arthur with equal incredulity. “And itis not gold that I require, but your assistance. I am inneed of a stalwart group such as yourselves to help meprocure some materials from the Ezran hospice inLevkarest . . .”

N N N

ChiurgeonAbility Requirements: Dexterity 13

Intelligence 13Prime Requisites: Dexterity

IntelligenceRaces Allowed: Human

The chiurgeon is a mercenary physician, a scientist inpursuit of fortune and research opportunities. Hismedical skill is as profound as his reputation isquestionable. His controversial methods differ wildlyfrom the simple first aid and herbalism practiced by folkhealers and traditional physicians. The chiurgeon is noangel of mercy, however. He is devoted to biologicalknowledge, not service. The chiurgeon’s presence in anadventuring party is often a convenience, and his need forexperimentation sometimes necessitates grave-robbingand other sinister practices.

Ability RequirementsA chiurgeon must have nimble, steady fingers for thedelicate procedures she undertakes on the living and thedead. Because of her occasional clandestine activities,she must also be as stealthy as any burglar or cutpurse.Accordingly, a chiurgeon is required to have a Dexterityof at least 13. Rigorous academic study is required for achiurgeon to absorb and synthesize the vast corpus ofmedical knowledge. Therefore, she must also have anIntelligence of 13. If a chiurgeon’s Dexterity andIntelligence scores are both 16 or better, she receives a10% bonus to her experience points.

Chiurgeons advance in level as rogues.

AlignmentMany of Ravenloft’s traditional physicians are tradesmanwith an established shop, where they practice first aid,dentistry, barbering and herbalism. The chiurgeon is ashadier character, without any immediate desire to servethe masses. Rather, he is obsessed with furthering hisunderstanding of life, and could justifiably be called self-interested. Player character chiurgeons must be lawful

neutral, true neutral, chaotic good or chaotic neutral.Chiurgeons of evil alignment do exist, and often becomemad scientists of the likes of Victor Mordenheim andFrantisek Markov.

Arms and ArmorMost chiurgeons come from the upper classes, and haveat least a gentlemanly training in the arts of war.Additionally, a chiurgeon often must tangle withdangerous individuals and unnatural creatures in theirunsavory pursuits. Still, a chiurgeon views herself as ascientist first and foremost, and combat as a necessaryhazard of last resorts. Accordingly, the weapon andarmor selections of a chiurgeon resemble those of a thief.A chiurgeon may wear any nonmetal armor, with theexception of elven chain mail. She may not employ ashield, and her thieving abilities (see below) are hinderedby any armor other than leather. Weapons to which achiurgeon has access include the hand axe, club,crossbow, short bow, dagger, dart, knife, sling, staff,broad sword, long sword, rapier, and short sword.

Spells and Magical ItemsPerhaps the greatest restriction imposed on chiurgeons istheir inability to use any magical items. Despite theesoteric quality to his methods, the chiurgeon is a servantof science—at least in his own mind—and there is noplace for magic in his studies. Most chiurgeons have atbest a neutral view of the magical arts, regarding them asanything from an unrelated field of study to downrighthokum. Some simply consider magic to be an outdatedcraft which does little to advance humanity’sunderstanding of the universe. A chiurgeon who outrightdenies the existence of magic often constructs elaboratetheories to explain away his wizard companion’sfireballs. Chiurgeons may still benefit (and suffer) fromthe spells and magical items of others, however.

Thieving SkillsThough most chiurgeons would balk at the suggestionthat they are criminals, their profession often requiresthem to employ the skills of the underworld. Table 1:Chiurgeon Thieving Skill Base Scores indicates thebase percentage chance of success in these skills for a 1st-level chiurgeon.

Table 1: Chiurgeon Thieving Skill Base ScoresPick Pockets 15%

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Move Silently 5%Hide in Shadows 5%Read Languages 10%

The thieving skills of the chiurgeon are subject tomodifiers based on Dexterity and armor, just like thieves(see Tables 98-100 on pages 268-269 of Domains ofDread). After all adjustments have been made, a startingchiurgeon’s player may allocate twenty points to hischaracter’s skills in any manner he sees fit. Each time achiurgeon increases in experience level, he also gainsfifteen points to further improve his skills. No skill mayever be raised beyond 95%.

Pick Pockets: Normally this ability reflects thecutpurse’s talent for filching an unwary victim’s purse.The chiurgeon, on the other hand, derives his skill withsuch deft manipulations from his experience withoperation, vivisection and other delicate procedureswhere precision and efficiency are essential.

Move Silently and Hide in Shadows: Thechiurgeon who finds himself slinking through a graveyardor morgue at midnight, dodging local constabulary, iratevillagers and shambling undead learns to appreciate theseskills.

Read Languages: A chiurgeon’s studies in medicineoften bring him into contact with the research and theoryof numerous cultures. Unlike traditional physicians,chiurgeons are equally interested in the humour theory ofthe Core, Pharazian models of respiration, and the energymeridians of Rokushima Táiyoo. Thus, a chiurgeon isoften skilled at puzzling out the rough meaning of writingwith which he is unfamiliar.

Backstab: In addition to the above skills, chiurgeonspossess a talent for the quick, silent kill. This is basedprimarily on their knowledge of anatomy and theirperchance for stealth, but many evil chiurgeons becomepracticed at backstabbing for the purpose of gatheringfresh cadavers . . . Regardless, a chiurgeon may backstabin a manner identical to a thief of the same level, and usesthe standard damage modifiers (see Table 103 on page271 of Domains of Dread).

Expert DiagnosisIf the chiurgeon’s medical skills have an immediateapplication, it is surely the analysis of human illness,injury and death. By making a simple Intelligence check,modified by circumstances as the Dungeon Master deemsappropriate, the chiurgeon can make just about anymedical diagnosis. Most diseases, poisons, injuries,conditions, parasites and causes of death can all bedetermined through a chiurgeon’s diagnosis. Magicaldiseases and afflictions can even be determined, if achiurgeon has prior experience or accurate knowledge of

the symptoms. Such an analysis assumes that thechiurgeon can perform a careful, deliberate study to arriveat a logical conclusion, and if the chiurgeon is pressed fortime, the Dungeon Master should feel free to imposepenalties. Conversely, if the chiurgeon has access tosuperior medical equipment and supplies, the DungeonMaster could award a bonus to the roll. Though suchdiagnoses are useful in determining a course of action, itdoes not immediately provide detailed information on acure.

The Healing ArtsThe chiurgeon practices bizarre techniques for healinginjury that confound orthodox physicians and folk healersalike. Some sages whisper that it is the Mists themselvesthat grant curative properties to the chiurgeon’sunconventional practices. Chiurgeon healing techniquesinclude not only basic first aid, but also application ofneedles, synthetic chemicals, metal clamps, vibrations,and even electrical current. Regardless of the nature ofthe chiurgeon’s abilities, the results are impressive, aswounds heal with almost supernatural speed under theirministrations.

A chiurgeon’s healing ability functions much like asuperior version of the healing proficiency. A successfulIntelligence check is required for the chiurgeon tosuccessfully utilize his healing arts. The chiurgeon mustalso have access to his medical kit (see Tools of the Art,below). If a chiurgeon can tend to another character’sinjuries within one round of wounding, he can heal 1d4+2points of damage. Older wounds can also be tended, butin this case the chiurgeon only heals 1d3+1 points ofdamage. In both cases, the chiurgeon also heals anadditional amount of damage based on his level (seeTable 2: Chiurgeon Healing Bonus). A singleindividual can only be tended by a chiurgeon once perday, but a chiurgeon’s ability to tend to others isunlimited (or, more realistically, limited only by materialsand time).

Table 2: Chiurgeon Healing BonusChiurgeon’s

Level1-4 5-8 9-12 13-16 17+

Ex. HP Healed 0 +1 +2 +3 +4

BleedingChiurgeons have a peculiar method for dealing withdiseases and poisons, from which their appellation isderived. They employ living leeches—or, more rarely, asimple scalpel—to drain a small amount of blood fromcritical points on the body. The process is slow, however,and is not easily carried out under duress. The patientmust remain lying down and motionless while bleeding is

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carried out. In order to begin, the chiurgeon must make asuccessful Intelligence check and then inflict 1 point ofdamage on the patient. Every three rounds, the patienttakes one additional point of damage. At the end of eachround, the patient can make a 1d100 curative check, witha chance of success equal to 1% multiplied by twice thenumber of rounds spent bleeding. For example, if thepatient is bled for 14 rounds, the chance of success is28%. Success means that the disease or poison has beencompletely purged from the patient’s system. Thechiurgeon can stop the bleeding at any time. A characterwho loses more than 50% of her hit points (roundeddown) to bleeding must save vs. death magic or faint for1d12 turns. A character who loses more than 80% of herhit points must save vs death magic or slip into an anemiccoma for 1d4 days. Bleeding cannot cure magicaldiseases such as lycanthropy or mummy rot, but can curethe effects of a cause disease spell and magical viruses(see “Virus” in the RAVENLOFT MONSTROUS COMPENDIUM

Appendix III). A chiurgeon cannot cure damage donethrough bleeding with his healing ability.

Surgery and TransplantsIn addition to healing injury and curing disease, achiurgeon is capable of undertaking invasive surgery toheal conditions, or even to replace lost organs. Achiurgeon must have at least her medical kit and alightning flask (see Tools of the Art, below) to performsuch complex procedures. Access to a fully equippedlaboratory provides a +2 bonus to the chiurgeon’sIntelligence rolls (see below).

Blindness and Deafness: It is possible for achiurgeon to actually cure physical blindness or deafnessthrough surgery. First, the chiurgeon must make asuccessful Intelligence check. The roll’s result indicatesthe number of hours that the surgery requires. Each hourof surgery requires that the chiurgeon make a successfulDexterity check. A failure indicates that the chiurgeonhas botched the operation; he may not attempt to operateon that particular patient again until he increases in level.A 20 on a Dexterity roll indicates that the chiurgeon hasforever ruined any chance of the patient being cured. Ifthe chiurgeon manages to successfully negotiate all hisDexterity checks, the patient’s vision or hearing is fullyrestored! The patient receives anesthesia for theprocedure, but must make a Constitution check or lose1d6x10% of her hit points. These hit points can only behealed through time or magic. Surgery cannot curemagical blindness or deafness.

Transplants: This procedure in much more difficultand carries greater risk. Fingers, toes, feet, hands, eyes,legs or arms may all be reattached to an unfortunateindividual who has had such an organ removed ordestroyed. The transplanted organ can even come from

another individual, as long as that individual is the samegender and species. Regardless, the organ must havebeen removed from a living being less than twenty-fourhours, and it must be packed in cold, moist cloth (or ice ifpossible). The patient, however, need not have lost theorgan recently, if one from another individual is beingused in the transplant.

The system is similar to that described above. Thechiurgeon must make an Intelligence check, withappropriate modifiers as described in Table 3:Transplant Intelligence Check Modifiers. Thedifference indicates the number of hours the surgery willrequire, and the chiurgeon must make a successfulDexterity check every hour. The patient must make aConstitution check or lose 1d6x10% of her hit points,modified as shown in Table 4: Transplant DamageModifiers (yes, she might die)! Finally, the patient mustmake a save vs. death magic and fail. A successful saveindicates that the patient’s body has rejected the organ. Ifthis occurs, the attached organ is useless. If the save vs.death is failed, however, the new organ functions just asthe patient’s originally did! This procedure must beundertaken independently for each organ being replaced.Thus, a patient who has lost both his eyes would have toundergo two separate surgeries.

Table 3:Transplant Intelligence Check Modifiers

Every three hours since organ was removed(round up)

-1

Organ packed in cold, moist cloth +2Organ packed in ice +4Organ from another individual -4

Table 4: Transplant Damage ModifiersOrgan Transplanted Mod. to 1d6x10% roll

Finger or Toe NoneHand or Foot +1

Eye +2Leg or Arm +4

TrepanningMost chiurgeons believe that insanity is not itself acondition, but a symptom of internal cranial pressureresulting from mental trauma. The direct and ratherhorrifying solution to such a malediction is a processknown as trepanning. For those who are willing to takethe risks, trepanning can be a rapid cure for even the mostdebilitating madness. The possible consequences,however, are severe, as the patient can become animbecile, or even descend further into dementia.

In trepanning, the chiurgeon physically drills into theskull of the afflicted individual. The intent is to relieve

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the swelling or drain the fluid that is believed to becausing the madness. The drilling process inflicts 1d2points of damage each round. It has a cumulativepercentage chance of immediately curing the madnessequal to 5% multiplied by the number of rounds spentdrilling. Unfortunately, there is an equal chance that thepatient loses 1d6 points of Intelligence. Both percentagerolls are performed at the end of each round of drilling.The curative roll is modified by +1% per level of thechiurgeon and three points of the victim’s Constitution(rounded down). The brain damage roll is likewisemodified by -1%. The possibility of brain damage cannever decrease below 1%.

Example: Nicholai, a 3rd-level chiurgeon, isattempting to use trepanning on Anthony, who issuffering from schizophrenia. Anthony has aConstitution of 13. Nicholai begins drilling, and at theend of the first round Anthony makes a curative roll anda brain damage roll. The curative roll has a base chanceof 5%, modified by +3% for Nicholai’s level and +4%for Anthony’s Constitution, for a total of 12%. The braindamage roll has a base chance of 5%, modified by -3%for Nicholai’s level and -4% for Anthony’s Constitution,for a total of 1%. The drilling inflicts two points ofdamage on Anthony, but both rolls fail. Nicholai decidesto continue the trepanning process. The next round, thecurative roll is 17% (10+3+4=17) and the brain damageroll is 3% (10-3-4=3). Again, Anthony takes damage andboth rolls fail. Nicholai elects to keep drilling...

Regardless of the outcome, the patient always losesone permanent point of Intelligence when the procedure iscomplete. He must also make a percentage roll with achance of failure equal to 1% multiplied by the number ofrounds spent drilling. A failure indicate that the patientsuffers the effects of a failed madness check (see Table 9:Failed Madness Check Results in Domains of Dread).

The Necessity of ResearchA chiurgeon does not cease her explorations of the humanbody when she ventures out into the world. On thecontrary, chiurgeons lead the life they do in order todiscover unique research opportunities. In order toadvance in level, a chiurgeon must vivisect a number offresh adult humans cadavers equal to her current level.Thus, a 3rd-level chiurgeon must perform threevivisections before she can advance to 4th level. Theseautopsies may be conducted at any time, but thechiurgeon will not advance in level until she hasperformed them, no matter how many experience pointsshe has obtained. This is more of a logistical androleplaying challenge than an actual hindrance to leveladvancement, but a chiurgeon character may quicklydiscover that procuring fresh cadavers is quite difficult.The beliefs and practices of the local domain, as well as

the willingness of the chiurgeon’s companions, determinejust how difficult. Powers checks may even beappropriate if the chiurgeon is particularly amoral aboutobtaining her “research materials” . . .

Tools of the ArtThe physician’s path requires not only an extensiveeducation, but also a significant amount of wealth forbasic supplies. Thus, most chiurgeons are from the upperor noble classes. Poorer folk simply cannot afford tofollow such a calling. Chiurgeons, despite theirsomewhat outcast status from the orthodox medicalworld, have at least some initial financing for theireducation and tools. To reflect this, regardless of theirstarting wealth, a chiurgeon character always receives aleechcraft kit at character creation. The character neednot spend any money to purchase this kit. Nonetheless,many of the kit’s components will need to be replenished.A good rule of thumb is that a leechcraft kit requires50 gp worth of additional supplies once per month.

The items below are rare in the extreme, and will notnormally be available even in healer’s shops orapothecaries. Other chiurgeons must be sought out topurchase such goods, or the chiurgeon must have theskills and facilities necessary to construct them himself.

Leechcraft KitCost: 1,000 gpThe leechcraft kit consists of a large black leather case,equipped with sturdy handles and a metal clasp. Itcontains normal medical supplies, such as scalpels,knives, saws, bandages, lenses, ether, needles and thread,and mundane salves and ointments. It also has strangertools with purposes running from the obvious to theunimaginable: jars of live leeches, long golden needles,wooden funnels and cups, tuning forks, drills and augers,vials of distilled chemicals, clamps, tubes and hoses,alcohol lamps, and all manner of strange things.

Lightning FlaskCost: 75 gpThis curious device is often used by chiurgeons to healinjuries more rapidly, and is essential in surgery ortransplants. The flask resembles a thick glass bottleattached transversely to a metal rod, terminating in aheavy metal sphere two inches in diameter. Anextendible probe is encased in the sphere, and the sphereis normally kept covered with a rubber sheath. The flaskcontains glands extracted from electric eels, coils ofmetals wire and a precisely calibrated electrolyte solution.The flask requires daily maintenance to functioncorrectly, and a weekly change of solution. Additionally,

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the flask become useless in three months, and the tissueand mechanics must all be replaced at a cost of 40 gp.

The flask functions by creating a mild electricalcurrent in the metal sphere. If the sphere (or the probe forparticularly delicate procedures) is applied to a wound ina precise manner, it speeds up regeneration of the tissues.A chiurgeon working with a lightning flask has a +2bonus to his Intelligence check when healing, and restoresan extra point of damage with each application. The flaskis useless in the hands of anyone but a chiurgeon,however.

PlaguemaskCost: 10 gp.A plaguemask is often utilized by chiurgeons working inareas with a high risk of disease, such as villages struckby plagues. They are also useful in places like crypts andsewers, where interlopers might contract diseases fromthe surroundings. The mask consists of a close-fittingleather hood with a long, hollow “nose” protruding fromthe front. This chamber is filled with aromatic andmedicinal herbs that must be replaced daily (1 sp), and isperforated with tiny holes at the end for ventilation. Thewearer sees through large eyeholes covered in thick glass.Though many mock chiurgeons for employing such aridiculous piece of attire, the reality is that a chiurgeonrarely becomes ill while wearing it (85% “resistance” toairborne infectious diseases before any applicable savingthrow). An individual wearing a plaguemask has a -4penalty to her surprise rolls, however, as her hearing andperipheral vision are severely impaired.

DomainsChuirgeon heroes may hail from Borca, Dementlieu,Invidia, Lamordia, Mordent, Necropolis, Nosos, Paridon,Richemulot or Souragne.N

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ABBER NOMADSPlayer Character Kits from the Nightmare Lands

by Andrew [email protected]

INTRODUCTIONbber nomads are a strange and primitivepeople who wander the Nightmare Landsin relative safety. They have beendescribed in great detail in the RAVENLOFT

MONSTROUS COMPENDIUM Appendices I & IIand The Nightmare Lands boxed set, but

this article presents the information from these productsso players can create and play Abber player characters intheir campaigns. One character type is presented as a kitfor fighters, the other as a specialty priest unique to theDemiplane of Dread. For those who do not have accessto the published products listed above, a brief summary ofAbber society and the roles of these character is provided.

Abber SocietyThe Abber people are the only true humans native to theNightmare Lands. They speak their own unique languagewhich is totally unlike any other human or humanoidtongue. The Abber nomads dwell in an area known as theForest of Everchange, which only occasionally is in fact aforest. The landform changes suddenly and regularly,reality shifting without warning. This is the only realitythe Abber have ever known, and it colors theirperceptions and their philosophy dramatically.

Because the world as they know it has a mutablereality, the Abber believe that only what they canperceive at the given moment is real. Anything elsesimply does not exist (at least at that moment). Theyhave memories and will remember encounteringindividuals they have met previously, but as far as theAbber are concerned, other people do not exist exceptduring those times when they are present and the Abberpeople are able to see, hear, and touch them. This uniqueperception applies to anything and everything besides theindividual, so even fellow Abber only exist when directperception is possible! A common greeting among theAbber is “I am glad that you are being.” Abber Nomadsembody the philosophy of “out of sight, out of mind.”

Because of the random, chaotic nature of theirimmediate reality, Abber have no concept of cause andeffect. The laws of nature, physics, and magic can changefrom one moment to the next, so the Abber have adoptedthis understanding in order to adapt to and roll with thechanges in the environment. In the Nightmare Lands youmight be able to produce a fire one day by rubbing twosticks together, but the next day it might be necessary tosoak wood with water to set it aflame. Thus, traditionalnotions of cause and effect are lost on the Abber people.

Oddly enough, the Abber people never dream. Thisadaptation probably accounts for their continued survivalin the Nightmare Lands. In addition, Abber never suffermental fatigue or insanity from their lack of dreams.Perhaps their unique psychology accounts for their abilityto remain sane without dreaming. However, some Abberare able to learn how to dreamwalk (see below).

There are no wizards among the Abber nomads, but avery few of them become Abber Shamans, uniquespecialty priests found only in the Nightmare Lands.Abber Shamans seek to embrace and understand themadness of their world instead of passively accepting it astheir fellow Abber nomads do. These beliefs areconsidered insane by the Abber people, who force theirshamans to live as solitary outcasts from their ownpeople, mainly because the shamans draw the unwantedattentions of the Nightmare Court (the unearthly rulers ofthe Nightmare Lands).

Abber Nomad WarriorClasses Allowed: Fighter, RangerRaces Allowed: Human, Half-elf

A

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Alignments Allowed: AnyAbility Requirements: Strength 10+

Constitution 12+Prime Requisite: Constitution

DescriptionAbber Nomad warriors are the defenders of the primitiveAbber people. They are taller than the average human(most are over 6 feet tall) and well-muscled. They weartheir hair long and wear clothing made from the skins ofthe strange animals they hunt and slay in the NightmareLands. They often wear the feathers and teeth of thesecreatures as jewelry and headdresses.

All known Abber Nomad warriors are humans orhalf-elves, and the latter are exceedingly rare among theAbber people). While it might be possible for ademihuman or humanoid creature to be adopted into thetribe at infancy, it seems unlikely that the Abber wouldbother to do so, since any creatures other than AbberNomads have, to their eyes, only a transitory existence.

RoleAbber Nomad warriors are hunters and gatherers for theirpeople, a dangerous occupation at best in the ever-changing Nightmare lands. The Abber are a fairly close-knit people and tend to have little or no interest inoutsiders who probably don’t exist anyhow. Thus AbberNomad warrior heroes are extremely rare, for few wouldtake enough interest in non-Abbers to want to join themfor any length of time. Heroes are usually characters whohave become separated from their kin or seen them killedby some bizarre disaster or monstrous attack. Unless heis reunited with his people, the character will do whateveris necessary to survive, including joining non-Abbergroups. Alternately, a Abber Nomad warrior hero couldbe the rare individual who shows an unusual interest inother people, perhaps even befriending them. Theywould still be limited by their unique perceptions ofreality, and thus unable to make any long-term plans.

Secondary SkillsFisher, Forester, Hunter, or Trapper/Furrier.

Weapon ProficienciesAbber Nomads must learn the use of the stone javelin (notbalanced for throwing, ranges are reduced by half) andthe short bow. They can only gain proficiency inprimitive weapons unless they encounter more advancedweaponry in their travels.

Nonweapon Proficiencies

Available Categories: By Class.Required: Endurance, Survival.Recommended: Animal Handling, Animal Training,Bowyer/Fletcher, Cooking, Direction Sense, Fire-building, Fishing, Herbalism, Hunting, Languages(Modern), Mountaineering, Riding (Land-based),Swimming, Tracking.

EquipmentWanderers by nature, the Abber Nomads usually own nomore than they can carry themselves or with packanimals; even their shelters (tipis) are portable. AbberNomads are limited to primitive weapons and tools, butcharacter who leave the Nightmare Lands can equipthemselves with more advanced materials as theyencounter them. Abbers wear tanned skins (AC 9) andcarry wooden shields for protection. They wear feathersand some beaded jewelry, and paint their faces and bodieswith traditional symbols to give themselves power overtheir enemies.

Special BenefitsBecause they live in an insane land of chaos anduncertainty, Abber Nomads have developed a natural25% immunity to all manner of illusions andhallucinations. Even if this immunity fails, they stillreceive a +4 bonus to saving throws against these effects.They also have a 5% resistance to all other mind-affectingspells, and are additionally immune to all spells that affectdreams.

In addition, Abber Nomads with the Herbalismnonweapon proficiency know how to manufacture a mildpoison (Class C, 2-5 minutes, 25/2d4) which they use tocoat their arrowheads when hunting large or dangerousanimals.

Special HindrancesAbber Nomad warriors have successfully adjusted to lifein a land where madness and random change are the onlyrules. When outside the Nightmare Lands (any placewhere the normal laws of cause and effect apply), AbberNomads receive a -4 penalty to all Intelligence, Wisdom,and nonweapon proficiency rolls. They are also unable toconsider matters that are not an immediate part of theirenvironment (remember, if they can’t see it, it doesn’texist), which may lead to some interesting role-playingconflicts with other heroes. They can consider suchmatters hypothetically, but will firmly believe that anythreats outside their immediate perception simply do notexist at this time.

Wealth Options

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Abber Nomad Warriors “purchase” equipment as if theyreceived the usual 5d4 gp for starting money, but startwith no money as currency is not used in their tribe. Anyextra unspent “money” is lost. The hero can acquiremoney later on but must first be taught the purpose ofcurrency, and then be shown how to use it.

Abber ShamanClasses Allowed: Specialty PriestUnknown Power of the Nightmare LandsPortfolio: Dreams, dreamscapes, realityRaces Allowed: HumanAlignments Allowed: NeutralAbility Requirements: Wisdom 15+

Strength 12+Constitution 13+

Prime Requisite: WisdomWeapons Allowed: Any primitive weapons

made of either wood orbone

Armor Allowed: Leather or hideMajor Spheres: All, Astral, Divination,

Healing, Summoning,Time, Travelers

Minor Spheres: Creation, Guardian,Necromantic, Protection,Thought, Wards

Magic Items Allowed: Same as clerics

Granted Powersv Abber shamans gain all of the special benefits that

Abber Nomad warriors possess, including spellimmunities (see above).

v Abber shamans who have the herbalism proficiencycan manufacture the mild poison used by AbberNomad Warriors (described above).

v Abber shamans cannot turn undead. Instead, theyhave the ability to banish dream spawn (shape-changing creatures detailed in The Nightmare Landsboxed set; at the Dungeon Master’s option this canextend to other dream-related creatures such asbastelli). Use the Hit Dice portion of the TurningUndead table from Domains of Dread to determine ashaman’s chances of banishing a dream spawn. A“D” result not only drives a dream spawn off, butforces it to revert to its natural form if it is disguised.If the dream creature was draining a victim in thewaking world, it will forever be unable to feed onthat victim again with a successful turning attempt.

v At 3rd level, an Abber shaman can detect dreamspawn. This ability allows the shaman to determineif an individual is a dreamer (someone whose mind iswandering the Nightmare Lands while their body is

asleep), a wanderer (someone who physically entersthe Nightmare Lands) or a dream spawn. The basechance of success is 25% plus 2% per level of theshaman. The shaman can also know the strengthsand weaknesses of a dream spawn that he or sheencounters, base chance 10% plus 2% per level.

v At 7th level an Abber shaman gains the knowledgeand skill to create a magic item known as adreamcatcher. See the notes below for thefunctioning of this special item.

v At 9th level the Abber shaman gains the power ofdreamwalking. By entering a deep trance he or shecan send their dream-self into the dreams of thosesleeping in the waking world. The character mustmake a successful Wisdom check with a -4 penalty tosuccessfully dreamwalk. This power can be usedonce per day. The trance lasts for 1 turn per level ofthe shaman. During the trance the shaman’s physicalbody sits helpless and is vulnerable to any dangersthat come upon it.

Other NotesOnly humans can be Abber shamans. Consult the AbberNomad Warrior kit for guidelines on equipment andwealth options (shamans get 3d6 x 10 for “starting gold”).

DreamcatchersA dreamcatcher is a wooden staff topped by a circle ofwoven vines, straw and feathers arranged in a mysticpattern. The Abber shaman (or other wanderers) cansafely exit a dreamscape through a nether portal (a type ofmagical gate; see The Nightmare Lands boxed set fordetails) and arrive wherever they want to go. Tonavigate a nether portal, a character normally has to roll aWisdom check with a -8 penalty. When using adreamcatcher, only a straight Wisdom check is required.Safe destinations can only be located in the Forest ofEverchange in the Terrain Between. No otherdestinations can be reached by this method.N

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THE INQUISITORA New Priest Class for Ravenloft

by Andrew [email protected]

INTRODUCTIONs a young acolyte rapped politely on theSentire’s door, Inquisitor Grimsted waitedpatiently a measured distance away. Amurmured reply came from within, andthe door creaked open gently. With avisible nervousness, the acolyte bowed

awkwardly and took his leave, walking away perhaps abit too swiftly.

Inquisitor Grimsted drew himself up and veritablydrifted into the Sentire’s chambers. He was aware of theeffect an Inquisitor could have even on a respected priestof the faith. Although he did not consider himself amanipulator by any stretch of the imagination, theInquisitor felt that obtaining complete cooperation froma local temple sometimes necessitated playing the partthat others expected. That meant being commanding anddramatic, but reserved. One had to have an aura, afearful air of judgment. Sometimes, it made thedifference between success and failure.

Glimpsing Sentire Molina for the first time in the dimlight of his private chambers, Inquisitor Grimsted knewthat he was not a man who was easily intimidated. TheSentire’s eyes showed visible aggravation, but no fear, noguilt. The junior anchorite who was also present reactedmore obviously. Her hands were trembling ever soslightly, and her dark eyes flicked to the silver swordamulet that the Inquisitor wore around his neck. Unlikethe symbol that she and Molina wore, Grimsted’s did notinclude a shield.

Grimsted bowed deeply before Molina. “YourEminence. It is an honor to be in the presence of theesteemed Sentire of Karg.” He stepped forward to kissMolina’s signet ring, and noted that the Sentire did notrise from his chair.

“I am likewise honored to be graced by yourpresence, Holy Inquisitor. Your reputation precedes you.This is Mother Lavaur. I am deeply sorry that ourintroduction had to be delayed until after Vespers. It wasquite rude of me.”

Grimsted bowed to Lavaur and raised a dismissivepalm. “Think nothing of it, Your Eminence. It gave me achance to become acclimated to the soul of the city. Ihave already gotten a sense of the dark shadow that hasfallen over Karg.”

The Sentire glanced at Mother Lavaur and thensmiled very slightly at Grimsted. It was an expression ofbemused condescension, like one might give a child whoinsists he has seen a dragon. “Indeed. But then Karghas always been plagued by shadow. The Kargat and theEternal Order squeeze the people in a vise of terror.These recent murders have only compounded theproblem, regardless of their possible cause.” Molinasaid these last two words with thinly veiled contempt.

“Then you are aware of why I am here,” replied theInquisitor. “The presence of a nosferatu is not to betaken lightly. Its evil is far fouler than that of anycorrupt enforcers or rival faith.”

“Yes.” Molina looked at Grimsted severely. “I takeit you have a plan of action?”

“The prescribed measures, as usual.” Grimstedspoke quietly, as if speaking of a great secret. “I willrequire the services of your scribes, and a personalassistant who knows the city well. However, youranchorites will not need to escort me as I go about myduties.”

Molina raised an eyebrow, and Mother Lavaur spokefor the first time. “Oh? Do you plan to hunt this beast inhis lair without steel?” Her tone was almost mocking,but a withering glance from Grimsted instantly made herregret that she had taken it.

“No. I have employed a group of adventurers withwhom I have worked in the past in similar instances.They will provide all the protection to my person that Irequire, and they do it much more willingly at that.”

Molina did not appear fazed by the remark.“Adventurers? How resourceful of you. Who are they?”

“Their band includes a warrior, mystic, gypsy,woodsman and scientist. Very capable. Experiencedmonster slayers.” Grimsted noted that Molina hadwanted to know their identities. He also noted that his

A

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own evasiveness had prompted a hint of irritation in theSentire’s eyes.

“It was an honor to finally meet you, YourEminence,” said the Inquisitor, “but I must be about myduties, and I imagine that you have your ownresponsibilities to attend to before Compline. If my guidecould be at the temple gates at dawn?”

“Absolutely.” Mother Lavaur rose to open the doorfor Grimsted as the Sentire asked, “And I trust you willkeep me abreast of your progress, Holy Inquisitor?”

Grimsted smiled. “Absolutely.” He briskly turnedon his heel, and swept out of the room.

As the door shut, the Sentire glanced languidly atMother Lavaur. She glared back at him fiercely. “Hesuspects, Samuel.”

He chuckled dully at her expense. “He suspectsnothing, Henriette. He’s a fool on an equally foolishcrusade. What were the Bastions thinking, I wonder,when they decreed the Inquisition? That these priestswould somehow better the Church? That it wouldemerge purer after their ministrations? I think not. Theyhave silken tongues and nimble minds, these Inquisitors,true. But their vision is clouded by numb conviction anda preposterous belief in their own infallibility.”

“What are we going to do?” Lavaur was pacingnow, obviously shaken. “He may be foolish, but he’stenacious. I’ve heard stories about this one. And youknow what they say about the Inquisition. They say theycan see right through lies . . .”

“Calm yourself, my dear.” Molina poured himself adrink from an earthenware carafe. “You become soeasily agitated sometimes, honestly. Remember who youare. He is nothing to us. To react otherwise is to fallvictim to the delusions of your lessers.”

The Sentire sipped thoughtfully from his goblet as hegazed out the window at the winking stars. As he ran histongue delicately over his crimson-stained fangs, Molinathought of how close Grimsted might get to the truth, andhow soon the Inquisitor would have to die.

N N N

InquisitorAbility Requirements: Intelligence 13

Wisdom 13Charisma 9

Prime Requisites: Wisdom

Races Allowed: Human

An inquisitor is a priest who devotes himself to defendinghis church against its enemies. Unlike the militant cleric,however, the inquisitor’s place is not the battlefield.Rather, the inquisitor must be an investigator, scholar andjudge. Most of all, he must be an individual of supremepersonal will. Almost all lawful faiths in the Demiplaneof Dread retain inquisitors, but their duties varydepending on the ethos of their parent church. Typicalresponsibilities include rooting out heresy, investigatingcrimes, resolving internal problems, and destroying thecreatures of the night. Service to the masses is the duty ofthe local priest; the inquisitor’s responsibility is theintegrity of the church as a whole. Depending on thecircumstances, the common folk may feel elation or terrorat an inquisitor’s arrival in their village.

Ability RequirementsPerhaps more than ordinary priests, inquisitors are knownfor their sagacity. An inquisitor must have a Wisdomscore of at least 13. An inquisitor with a Wisdom of 16or better receives a 10% bonus to any experience pointsshe earns. Additionally, an inquisitor must have adiscerning and knowledgeable mind; many are well-versed in theology, politics, law, logic and the occult. Toreflect this, an inquisitor must have an Intelligence of atleast 13. And although they are not necessarily warm andfriendly individuals, inquisitors must be able to dealsmoothly with a variety of people and social situations.The success of their inquiries often depends on it.Therefore, inquisitors must have a Charisma of at least 9.

AlignmentInquisitors believe that structure and adherence tostandards are necessary for the survival of the faith. Bydefinition, they are devoted to preventing the eruption ofchaos in their church. As such, all inquisitors must be oflawful alignment. Inquisitor player characters must beeither lawful good or lawful neutral. Lawful evilinquisitors do exist. The foul Church of Bane, forinstance, has a large contingent of such ruthless priests.

Arms and ArmorUnlike a cleric, an inquisitor is not a priest of thebattlefield. This is not to say that an inquisitor cannotdefend himself. On the contrary, many a creature of thenight has found that an inquisitor can be quite deadly, forthey combine a cunning knowledge of the supernaturalwith a willingness to die in the defense of their church.Still, compared to the cleric, the inquisitor is much morelimited in his selection of weapons and armor. Inquisitors

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may only wear padded, leather or studded leather armor,and may not utilize shields. Weapons available to theinquisitor include the club, dagger, dart, knife,quarterstaff, scourge, sling and whip. Many inquisitorsare proficient at hurling flasks and other grenade-typeweapons as well, for holy water and burning oil can beinvaluable in the fight against the minions of darkness.

Spells and Magical ItemsInquisitors have major access to the spheres of All,Charm, Divination, Healing, Law, Protection, Thoughtand Wards. They have minor access to the spheres ofNecromantic, Numbers and Time. Inquisitors may utilizeany magical items normally available to priests.

Turn UndeadLike many priests, inquisitors possess the power to repelor even destroy the undead through their faith. Aninquisitor may turn undead in a manner identical to acleric of equivalent level (see Table 91: TurningUndead in Domains of Dread pg. 264).

Worldly KnowledgeInquisitors often must acquire a great deal of knowledgeabout a variety of topics. Besides being theologicalexperts in their own faiths, they easily learn sinister orunusual skills. All inquisitors receive the religionnonweapon proficiency at character creation, withouthaving to spend a slot on it. In addition, an inquisitormay purchase any of the following nonweaponproficiencies without paying the extra slot penalty forproficiencies outside their racial or class group: disguise,forgery, spellcraft and tracking. Dungeon Masters mayalso allow other proficiencies to be purchased withoutpenalty, particularly those only available to rogues orwizards.

Ecclesiastic AuthorityUnlike clerics or other priests, inquisitors have inherentstatus by virtue of their office. Their power comesdirectly from the highest authority in their church. In asense, they exist in a separate order outside of thetraditional clergy. This is not to say that an inquisitoroutranks all the “ordinary” priests in his church; a 5th-level inquisitor is still considered the inferior of 7th-levelcleric. Rather, local churches will always do whatever theinquisitor requires to make his holy mission easier. Theinquisitor will be fed, clothed, healed and sheltered ifneeded. He can request that the temple’s clerics assist inmartial matters, or demand organizational tasks that thelocal temple might be able to perform better than he. Theinquisitor will not be freely provided with equipment or

wealth, which are his own responsibility. In someinstances, the local clerics may even be secretly hostile tothe inquisitor for political or theological reasons.However, an inquisitor who finds a temple uncooperativecan inform the church’s authorities of the friction, whichwill reflect poorly on the locals in time. Additionally,lying to an inquisitor is considered a grave offense. Apriest (and sometimes a layperson) who is caught lying toan inquisitor is often punished quite severely, althoughrarely by the inquisitor himself.

Piercing IllusionsOne of the most legendary abilities of inquisitors is theirfacility for seeing through illusions. The inquisitor’sdeity directly grants them the ability to discern realityfrom deception. An inquisitor has a base 5% chance tosee through any illusion, modified by +5% for eachexperience level of the inquisitor and -5% for each levelof the spell in question. For example, an 8th-levelinquisitor would have a 25% chance of piercing a 3rd-level illusion.

Granted AbilitiesAs an inquisitor advances in level, he receives severalspecial powers to enable him to oppose the church’senemies more effectively:

v At 3rd level, the inquisitor gains the ability to use ESPonce per day, as the 2nd-level wizard spell.

v At 5th level, the inquisitor gains the ability to usedetect lie once per day, as the 4th-level priest spell.

v At 9th level, a subject of the inquisitor’s detect lieability is no longer allowed to make a saving throw.

v At 11th level, the inquisitor gains the ability to uselegend lore once per day, as the 6th-level wizardspell.

v At 15th level, the inquisitor gains the ability to usebanishment once per day, as the 7th-level wizardspell.

Level AdvancementInquisitors advance in level as anchorites (see Table 89:Priest Level Advancement in Domains of Dread pg.262)

A Note on FaithsAny lawful faith can conceivably have inquisitors in itsranks. In Ravenloft, almost all inquisitors belong toeither the Church of Ezra or the Church of Bane. Notonly are these relatively prominent Core religions, but theflavor of the class best fits with these two faiths.

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Inquisitors from other faiths are possible, depending onthe preferences of the Dungeon Master. Somesuggestions: G’Hennan inquisitors devoted to Zhakata theProvider; Sri Rajin inquistiors devoted to Brihaspati,Mitra, Surya, Ushas, Varuna or Yama; and RokushimaTáiyoo inquisitors devoted to Hachiman, Izanagi andIzanami or Nai No Kami.

An additional option is to open the inquisitor class todwarves, gnomes and halflings who are devoted toparticular demihuman deities. Dungeon Masters shouldbe very careful about allowing this latter possibility. Notonly is the inquisitor mindset an unusual one fordemihumans to assume, but the worship of such racialdeities is very rare in the Demiplane of Dread (or perhapsnonexistent). Possible demihuman faiths include:dwarves devoted to Berronar Truesilver, ClangeddinSilverbeard or Moradin; gnomes devoted to GaerdalIronhand or Garl Glittergold; and halflings devoted toArvoreen, Cyrrollalee or Yondalla.

DomainsBorca, Dementlieu, Falkovnia, Hazlan, Invidia,Kartakass, Mordent, Necropolis, Nova Vaasa,Richemulot, Valachan. Also possibly G’Henna,Rokushima Táiyoo or Sri Raji.N

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THE FREAK KITSideshow Heroes

by Andrew [email protected]

INTRODUCTIONt’s all right for you to stare at me—I’mquite used to it by now. If you had ahunched back and a huge, wart-coverednose, I’d stare at you too. But don’t thinkthat I’m some kind of monster just becauseI look like one. Gregori the Bent may

juggle clubs for your entertainment, but in my spare timeI read the classics of literature, and compose poems thathave been well-received by the literary community—aslong as they remain anonymous, that is. So laugh at meif you wish, but don’t try to judge me just for my looks.As they say, appearances are deceiving.

With the release of the Carnival accessory by JohnW. Mangrum and Steve Miller, it seems more thanappropriate to offer a new character kit that can be usedwith that product. This kit can be used as an alternativeto the Twisting rules presented in Carnival, or to create aprodigy from one of Ravenloft’s other, less notabletraveling sideshows. Ultimately, however, this kit isavailable for any player who wants to create a bard whodoes not get rave reviews! Enjoy!

RoleStunted limbs, bloated bodies and distorted faces,hunched backs and gruesome mutations—these are themarks of the Freak. There is no uniform appearanceamong these twisted, tortured souls, only the despair andloneliness that come from an ugliness that defies humancomparison.

Most Freaks haunt Carnival and the other circussideshows that pass for entertainment in the Demiplane ofDread, entertaining the masses much like other carnivalperformers. Freaks are cursed with some hideousdeformity that disturbs or frightens people in public, butfascinates them when the stage puts the Freak at a safedistance. Few people are enlightened enough to see pastthe Freak’s ugly appearance to find the soul of the artistunderneath. As a result, most Freaks live lonely, solitary

lives, with only the company of their fellow Freaks and afew kindly circus folk to ease their pain. If encounteredalone in normal society, a Freak would be ignored at best,and hunted down as a monster at worst. Most Freakswould rather seek the safety and security of the big top.This kit represents only those who have chosen theperforming lifestyle (i.e. bards).

QualificationsFreaks do not have the standard ability scorerequirements of bards. Instead, they must have at leastthree extreme ability scores, which are either above 15 orbelow 7 (at least one of each). Note that a Freak’s highCharisma score (if any) reflects his social skill, not thecharacter’s appearance.

Secondary SkillsNone.

Weapon ProficienciesFreaks can start play with proficiencies in weaponscommonly used in shows or carried by circus hands.These include swords, clubs, whips, lassos, staves, andthrowing knives among others. After 1st level, the Freakmay become proficient with any weapon he or she had theopportunity to learn. Some weapons may be impossiblefor a Freak to wield due to the nature of his or hermutation.

Nonweapon ProficienciesBonus: Begging, plus one performing proficiency fromthe following list: Dancing, Juggling, Musical Instrument,Poetry, Singing, Tightrope Walking, Tumbling.

Recommended: Animal Handling, Animal Training,Artistic Ability, Carpentry, Disguise, Etiquette, Jumping,Reading/Writing, plus any of the performing proficiencieslisted above.

I

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Armor & EquipmentFreaks own very few personal possessions aside fromtorn, tattered clothing. They may have a few jugglingprops or an old, worn-out musical instrument. Thecharacter cannot start play at 1st level with more than 3gp; any excess funds must be spent or given away. Afterstarting play the Freak character may save and spendmoney as he or she wishes.

If a Freak’s deformity is severe enough, it will bedifficult for the character to wear anything other thanmodified padded armor.

Special BenefitsEach Freak has some physical deformity that gives thecharacter specific advantages and disadvantages (thecharacter also has a number of lesser deformities thathave no effect in game terms). Deformities must beprofound and grotesque: A bearded lady or a man with acauliflower ear is not severe enough to qualify. Playersand Dungeon Masters are encouraged to work together tocreate other, unique mutations for Freaks. Bonuses andpenalties should rarely exceed +/- 2 points (or 10%).Mutations should be reflected in the character’s abilityscores, so the Dungeon Master should allow the player torearrange ability scores after the mutation has beenchosen to further reflect the mutation’s effects. Eachmutation benefit must also be offset with a correspondingpenalty of roughly equal intensity.

The following are some sample mutations:

Claws for HandsThe character’s hands resemble the claws of some animal,such as a lobster, lion, or other natural creature. Thecharacter can make two natural attacks per round for 1d3points of damage each. All Dexterity checks that involvemanual dexterity are made at a -3 penalty, and thecharacter suffers a -15% penalty on Pick Pockets rolls.

DwarfismThe character is halfling-sized (or pixie-sized if thecharacter’s race is normally Small-sized) and is able toeasily enter and move about in small or confined spaces.The character gains a +10% bonus to Pick Pockets rolls,but suffers a -15% penalty on Climb Walls rolls. Thecharacter’s base movement rate is 6.

Enlarged LimbWhen using the enlarged limb, the Freak gains a +2 bonuson Strength checks, but suffers a -2 penalty on Dexteritychecks.

Extreme FatMultiply weight by 1d3+1. The Freak takes half damagefrom bludgeoning weapons and unarmed combat. He orshe suffers a +2 penalty to Armor Class (at worst AC 10)for presenting such a large target. In addition, thecharacter will have great difficulty finding clothes orarmor that fits, squeezing through small spaces, andriding normal horses.

Extreme ThinnessDivide weight by 1d3+1. The character suffers a -1penalty on all Strength checks, but gains a bonus of -1 onArmor Class. The character can slip between portcullisbars and can easily escape normal-sized manacles.

Hairy BodyThe Freak gains a +2 bonus on saves vs. cold-basedattacks, but suffers a -2 penalty on saves vs. fire-basedattacks.

HunchbackThe character gains a +2 bonus to rear Armor Class, butsuffers a -1 penalty on all Dexterity checks.

Idiot SavantOne of the character’s Intelligence- or Wisdom-basedproficiencies is treated as if the character had a 19 in thatability score. For all other purposes, the character’sIntelligence and Charisma scores are reduced to six orless (roll 1d4+2).

Scaly SkinThe character gains a -2 bonus to Armor Class, but mustkeep his or her skin moist at all times. If the Freak’s skindries out (an hour of direct sunlight will be sufficient toaccomplish this), he or she suffers the itching effects of anirritation spell until the skin is moistened again.

Triple-JointedThe character can escape from nearly any bonds and canfit into extremely small spaces. The character also suffersa -2 penalty on all Strength checks.

Common BenefitsAll Freaks can use their performing talents to influence acrowd’s reactions (as the standard bard ability). If thecrowd makes the saving throw vs. paralyzation, however,then the Freak is booed offstage, possibly with a fewrotten tomatoes thrown in to add injury to insult. If thesave is made with a natural 20, then the crowd is so

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disgusted or frightened by the Freak’s appearance thatthey attack him, possibly becoming a lynch mob unlessthey are stopped by the authorities or the other carnivalworkers, who will always try to protect their own.

Freaks find it very easy to relate to other people andintelligent creatures who are scorned for their ugliness, orwho hate the way their bodies have been warped andchanged against their will. Such beings include brokenones, mongrelmen, ermordenung, and of course otherFreaks. When dealing with these beings in non-combatsituations, the Freak’s -4 reaction penalty becomes a +4bonus.

Special HindrancesAside from the physical disadvantages caused bymutation, a Freak suffers an automatic -4 reaction penaltyfrom any person he meets, and does not receive thenormal Charisma bonus when dealing with a stranger. Ifthe character has reaction penalties then these apply inaddition to the -4 penalty noted above. These penaltiesonly apply until the Freak has a chance to talk with thatperson and demonstrate his true nature, and only if theNPC is willing to look beyond appearances and acceptthe Freak (Dungeon Master’s call).

RacesMost Freaks are human, though a few rare demihumanFreaks may appear in domains where those races arefound. While some Freaks are born with their mutations,many are the victims of magical experiments by wizardssuch as Azalin, the late lich-lord of Darkon, or Hazlik ofHazlan.N

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WRETCHED CREATIONSFlesh Golems as Player Characters

by Andrew [email protected]

“‘And do you dream?’ said the demon.‘Do you think that I was then dead toagony and remorse? . . . A frightfulselfishness hurried me on, while myheart was poisoned with remorse.Think you that the groans of Clervalwere music to my ears? My heart wasfashioned to be susceptible of love andsympathy, and when wrenched bymisery to vice and hatred, it did notendure the violence of the change withouttorture such as you cannot evenimagine.’”

—Mary ShelleyFrankenstein

INTRODUCTIONn Van Richten’s Guide to the Created,RAVENLOFT Dungeon Masters werepresented with the mechanics fortransferring the mind of a player characterinto the body of a golem. In those rules,the golem’s physical form provides

obvious benefits, but the subsequent mental and moraldeterioration makes such transference an undesirablesituation at best. Thus, the mechanic is presented astemporary technique of personal terror, and if the playerwishes to retain his or her character, the hero is expectedto be restored to his or her original body eventually.

However, not all golems have their animating lifeforce stolen from living sentient beings. When a golem iscreated with no such mind transference, Van Richten

hypothesizes that the animating force is a kind of vague“evil spirit”. Such a spirit is drawn to the lifeless creationby the intense desires and unholy hubris of the creator.Furthermore, such a spirit is, in the words of the gooddoctor, “utterly devoid of morality, pity, and sheerhumanity”.

But what if Van Richten was wrong in hisassumption? What if the soul that inhabits a newlycreated golem is something more than a supremelymalevolent entity, completely incapable of remorse? Inthe Requiem rules, the Kargat shattered the notion that theundead are uniformly and irredeemably evil, that theyshould forever be relegated to the role of villain ratherthan hero. True, the effects of the Negative Energy Planecorrupt the soul (such as it is) of the undead hero, erodinghis or her will over time. Such heroes are supremelytragic figures, and highly appropriate to the gothic horrorsetting of Ravenloft.

Why, then, must the golem be incapable of nobility?True, the alien soul within a golem’s breast pines forcarnage and suffering. But if the undead can for a timeresist the dark energies within, why not a golem? Couldnot one of the Created also take up arms against theagents of darkness? Could he not bulwark himself againstthe rage, confusion, and self-loathing he feels, and refuseto make the mistakes of his creator?

In that spirit, presented here are rules for creatingflesh golem heroes in the RAVENLOFT campaign setting.After a great deal of early development and debate, Idecided that these rules should deal only with creations offlesh. Not only are flesh golems the most commonvariety of Created in the Lands of Mist, but golems frommore unusual materials present their own complicationsthat would necessitate another level of complexity tothese rules. Furthermore, there is a sense of tragedyand—yes—humanity to a flesh golem that is not as easilycaptured by, say, a mechanical golem.

Credit Where Credit Is Due

I

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Obviously, the immediate inspiration for these rules isRequiem: The Grim Harvest and Van Richten’s Guide tothe Created. Much of the material presented below—including the alignment grid and some of the proficiency-based abilities—are taken directly from the Requiemrules. No less important are the excellent systems forlycanthrope (“Beasts at Heart”) and broken one (“TheMaking of Men”) heroes developed by John W. Mangrumfor the Book of Souls netbook. Furthermore, thanksshould go out to my long-suffering players for assistancein playtesting this system.

FLESH GOLEMS IN

RAVENLOFT:A BRIEF OVERVIEW

he flesh golems of the RAVENLOFT settingare quite different from the lumberingautomatons encountered in other AD&Dworlds. Although Van Richten’s Guide tothe Created covers the golems of the Landof Mists in great detail, a quick summary

of its main points is in order.

CreationThe Ravenloft flesh golem is not created through therituals of a spellcaster, but through the mundane (yetunspeakable) pursuits of obsessive men and women. Bycobbling together pieces of dead flesh, such individualshope to create life, to construct a perfect being to theirexact specifications. These body parts must come fromno less than six individuals. At the minimum, each arm,each leg, the trunk plus head, and the brain must each beprocured from a different individual. By utilizingmultiple “donors”, the creator ensures that there is asufficient spark of life to allow for animation, but notenough lingering essence from the previous personalitiesto prevent it. Furthermore, since the expectations of thecreator often demand much from the creation, many more“donors” than six are frequently utilized, and somecreators are even known to turn to nonhuman flesh.

The animating force that will be housed in such amonstrous form can come from one of three sources. Thefirst source (and subject of this article) is an inhuman“darkling spirit”, drawn to the fleshy shell by the psychicenergy of the creator’s obsession. The second is a stolenlife force that has been taken from another intelligentbeing and transferred into the golem’s form. Finally,there is the possibility of brain transplantation, whereinthe brain of a living being is actually used in the golem’sconstruction. The moment when body and spirit are fused

requires an intense jolt of energy, and although thisenergy is often physical—such as a bolt of lightning—animation can also be achieved through the sheer psychicpower of the creator’s obsession.

Common TraitsFlesh golems exhibit incredible Strength, Dexterity andConstitution. Contrary to popular belief, theirIntelligence is often that of a normal human. However,their Wisdom and Charisma are pitifully low. Golems arefree from most biological concerns, including respiration,aging, and susceptibility to disease and poison. Thoughthey must eat, their nutritional requirements are slight.They are immune to any magic that affects the mind,including telepathic powers. A golem does, however,have a constant telepathic bond with its creator, allowingthe creature to sense its progenitor’s thoughts. Mostgolems are highly resistant to physical damage, even frommagical weapons and damage-dealing spells. Because oftheir powerful Constitution, most regenerate to somedegree. Furthermore, many of the Created have uniqueabilities relating to their creation. Most also possess azeitgeber, a stimulus that produces a programmedresponse from the golem.

Psychological DevelopmentMost flesh golems go through a well-definedpsychological progression following their creation. Atfirst the golem experiences utter dependence on itscreator. It trusts its creator implicitly, and the creatorhelps the golem learn about its new form and the worldaround it. Eventually, this idyllic situation is replaced byconfusion as the golem encounters other intelligent beingsand begins to sense that it is somehow different. Thecreator’s perfect child is revealed to be less than ideal.This confusion escalates into betrayal as the golem learnsthat it is a powerful being, held in check and manipulatedby the creator. As time wears on, the creator is viewedless and less favorably by the golem. Exposed to itscreator’s every thought, the golem comes to regard thecreator with contempt, and manipulates the madman totorment him. Inevitably, the golem descends into utterhatred for its creator. Such a situation usually ends withthe brutal murder of the creator at the hands of hiscreation.

CHARACTER CREATION

T

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his system deals with the creation ofstarting flesh golem characters whose lifeessence come from a so-called “darklingspirits”. As noted earlier, mechanics fortransferring existing heroes into golembodies have been covered in Van

Richten’s Guide to the Created. Since the rules presentedbelow deal only with flesh golem heroes, “golem” willfrom hereon be synonymous with “flesh golem”.Furthermore, gender-specific (“he” and “she”) and neutral(“it”) pronouns will be used interchangeably, since a fleshgolem’s gender is sometimes muddled or completelyindistinct.

Ability ScoresOne of the more remarkable traits of flesh golems is theirabove average—and often, super-human—physicalprowess. Almost without exception, the Created exhibitastonishing might, agility and stamina. And while manyinexperienced hunters might believe otherwise, fleshgolems have as much capacity to reason and mentalacuity as a normal human. However, they are cursed withchildlike simplicity; they have poor judgment and areeasily manipulated. Finally, their dark souls, unusualupbringing, and hideous appearance make them socialmisfits with little capacity to relate to others. To generatea golem hero’s ability scores, roll for each trait as shownbelow:

Table 1: Golem Hero Ability ScoresStrength 4d4+4Dexterity 4d4+4

Constitution 4d4+4Intelligence 3d6

Wisdom 1d4+2Charisma 1d4+2

Character RaceGolem heroes have no race per se. If they can be said tobe of any player character race, in the sense that race is aunified set of abilities and culture, golem heroes are of thegolem race! Nonetheless, the body parts that compose agolem came from someone. Though the multitudinousorigins of most golem parts are strictly human,occasionally a nonhuman piece finds its way into the mix,so to speak. More often than not, this is a deliberate actof the golem’s creator in an attempt to imbue his or hercreation with a specific feature or ability he or she findsdesirable. Golems with such nonhuman parts haveabilities and traits that derive from the original owner.

In order to determine if a golem hero has anynonhuman parts, roll on the following tables. Forsimplicity’s sake, this system uses Van Richten’s six

primary divisions of (1) brain, (2) torso and head, (3-4)two arms, and (5-6) two legs. Typically, flesh golems arenot so easily divisible, and the player is free to describejust how such traits were achieved in the golem hero’sconstruction. For instance, elven arms may notnecessarily be entire limbs sewn on at the shoulder, but adelicate grafting of elven muscle tissue and tendons onbones taken from several different humans.

The traits listed in the following tables refer to theracial abilities described in Appendix Two of Domains ofDread, while the thieving skill adjustments are self-explanatory.

Table 2: Brain (Roll 1d100)Roll Race Traits01 Dwarf -1 Cha, Magic Resistance, Mining

Skill, Fearlessness, Magical ItemUse, +10% Open Locks, +15%Find/Remove Traps, -5% ReadLanguages

02 Elf Secret Doors, Iron Will, +5%Hide in Shadows

03-04 Gnome + Int, -1 Wis, Magic Resistance,Mining Skill, Magical Item Use,+5% Open Locks, +10%Find/Remove Traps, +5% Hide inShadows

05 Half-Elf Secret Doors, Iron Will, +10%Hide in Shadows, -5% OpenLocks

06-07 Halfling Magic Resistance, Determination,+5% Open Locks, +5%Find/Remove Traps, +15% Hidein Shadows, -5% Read Languages

08-09 Half-Vistani +1 Wis, +1 Int, Nature Affinity,Fire Building, Tralaks, MoonMadness

10-100 Human None

Table 3: Head and Torso (1d100)Roll Race Traits01 Dwarf +1 Con, Infravision, -10% Climb

Walls02 Elf +1 Dex, -1 Con, Infravision03-04 Gnome Infravision, +10% Detect Noise, -15%

Climb Walls05 Half-Elf Infravision, +5% Detect Noise06-07 Halfling +1 Dex, -1 Str, Infravision, +5%

Detect Noise, -15% Climb Walls08-100 Human None

Table 4: Arms (1d100)Roll Race Traits01 Elf Weapon Expertise, +10% Pick

Pockets02 Half-Elf +5% Pick Pockets03-04 Halfling Combat Bonuses, +5% Pick Pockets

T

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05-100 Human None

Table 5: Legs (1d100)Roll Race Traits01 Elf Surprise Bonus02-03 Gnome Gnome +5% Move Silently04-05 Halfling Halfling Surprise Bonus, +10% Move

Silently06 Half-Elf Half-Elf +5% Move Silently07-100 Human None

In addition, there is always a chance that the golem’screator turned to more unusual material than human ordemihuman flesh. Every golem hero has a 1% chanceof possessing one truly unusual body part. If this is thecase, roll on the following table to determine the nature ofthis part. The result below supersedes any previousresults from the tables above.

Table 6: Unusual Parts (1d8)Roll Part Traits1 Annis Head and

Torso60’ infravision; -2 bonus to AC

2 DopplegangerBrain

+1 Cha; Disguise proficiency forfree

3 ErmordenungArms

Victims of unarmed attack mustsave vs. poison or take anadditional 1d6 points of damage

4 Goblyn Headand Torso

90’ infravision; fang attack (1d6damage)

5 Mind FlayerBrain

+1 Int; mental contact withgolem (ESP, psionics) causesvictim to be stunned for 1d8rounds

6 Paka Brain Summon and control 2d6domestic cats once per day

7 Reaver Arms Sw 128 Vampyre Head

and TorsoFang attack (1d6 damage),victim must save vs. poison with+2 bonus or be charmed

Character ClassGolem heroes are primarily physical creatures; they arenot well-suited to classes that involve intensecontemplation or social interaction. Furthermore, thoughmany golems are highly intelligent, the golem’s bodycannot channel wizardly magic. For these reasons, golemheroes may only be fighters, avengers, thieves orfighter/thieves.

Furthermore, the spiritual battle that golem heroesare constantly waging with themselves precludes the kindof intense focus necessary to quickly advance in acharacter class. Golem heroes of good alignment require20% more experience points to advance in level, whileneutral golem heroes need 10% more experience.

Alignment and DescentAlthough they arrive in the world as innocent as babes,golems soon find that their dark souls drive them to actsof darkness. Though golem heroes may stave off thisdescent into personal damnation for a time, the decay isas inevitable as the tides. Eventually, the rage and hatredthat lurk within will become the hero’s master. It issimply a matter of time . . .

Golem heroes utilize the same “alignment grid”system introduced in Requiem: The Grim Harvest forundead heroes. Starting golem characters should roll onesix-sided die and one ten-sided die, and consult thealignment grid below. The dice indicate the row andcolumn of the box to be checked on the grid, respectively.For example, a roll of 3 and 5 would indicate row 3,column 5 (neutral good). Alternately, with the DungeonMaster’s approval, the player may select his or heralignment, placing the check in the center square of theappropriate grid. Of course, no golem hero may begin thegame with an evil alignment.

At the conclusion of every adventure, the golemhero’s player must check for alignment “descent”. Hemust roll 1d10 and compare the result to the number ofthe row that he currently has marked on his alignmentgrid. For the purposes of this roll, a “0” is considered a“10”. If that number is equal to or lower than his currentposition, he adds one to his row number. With this done,he repeats it for his column number. As can be seen, thefurther the golem plunges into the depths of depravity, thefaster the descent.

Alignment GridLawful Neutral Chaotic

1 2 3 4 5 6 7 8 91

Good 23

4Neutral 5

6

7Evil 8

9

Golem heroes are also required to check foralignment descent whenever they are called upon to makea powers check. One final note: all golem heroes are

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assumed to have failed one power check at the time ofcharacter creation (i.e., they are considered “Unclean”).

Common AdvantagesAlthough the existence of a flesh golem is indeedtortured, it also has its advantages. All golem heroes areutterly immune to life-affecting spells and effects,suffocation, disease, and poison. They are also immuneto mind-affecting spells and effects, as well as telepathicpsionic powers. Attempts to read a golem hero’s mindalways fail. Note that golems are still subject to fear,horror, and madness checks resulting from mundanesituations. In fact, because of their low Wisdom, golemheroes are unusually susceptible to such mental trauma.Finally, like the undead, golem heroes do not age, andsuffer no ill effects due to the passage of time.

Though flesh golems require sustenance, it is verylimited compared to normal living beings. Once perweek, golem heroes must consume an amount of raw meator carrion about equal to a suckling pig. If they areunable to do so, they lose one point of Constitution perweek until the hero consumes enough to make up thecumulative food debt. Lost Constitution points areregained at a rate of one point per day.

Common DisadvantagesDespite their incredible physical prowess and immunities,most flesh golems would give it all up in a second to befree of their less desirable traits.

Perhaps the most obvious handicap possessed byflesh golems is their nightmarish appearance. No matterhow pristine a golem hero’s appearance, the creature isalmost always horrible to behold. Puckered scarscrisscross the golem’s skin, stitched with thick blackthread. As a being cobbled together from the bodies ofothers, a flesh golem will always be hounded by itsterrifying appearance. A golem hero’s meager Charismascore is based entirely on his personal magnetism andsocial skills, which are themselves very slim. The firstimpression that many folk receive when encountering agolem for the first time is one of utter shock and horror.

NPCs who first gaze upon a golem’s visage mustmake a reaction roll with a +12 (!) penalty. For thisreason, no NPC, no matter how receptive, will ever havea response better than “Cautious” to a golem hero.Furthermore, the Dungeon Master may even rule that ahorror check is appropriate. Alternately, the DungeonMaster may decide how a given NPC reacts, keeping inmind that the response will never be positive or evenneutral. Most NPCs will simply scream and run away asfast as they can. For this reason, most golem heroesalways swath themselves in concealing clothing.

Keep in mind that this does not apply to NPCs whohave had extended contact with the golem hero. If theplayer character can win the trust of an NPC beforerevealing his or her true nature, the reaction roll may bewaived, although the NPC will always at least be shockedby the revelation. On the other hand, careful role-playingmight even negate a particularly bad reaction roll aftersome time. For instance, an NPC who is initially hostileto the golem hero might eventually be convinced that the“monster” is both intelligent and peaceful. However, thisprocess will probably take a great deal of time andcautious interaction.

Although a golem hero’s companions may find hisappearance to be a hindrance, they will inevitably come tofear the creature’s uncontrollable rage even more.Certain stimuli can unleash a primal fury in the golem’sdarkling spirit. To satiate this volcanic rage, a golemhero may even rip his own companions to pieces.

Every time a golem hero is exposed to violence (evenif he is not participating), involved in any kind of hostileconfrontation (even verbal), or is surprised, the playershould roll a six-sided die and consult the following table:

Table 7: Rage Roll (1d6)Roll Result1-3 Hero remains in control.4 Hero flees the scene for 1d4 rounds.5 Hero attacks the nearest nonparty member;

regains senses in 1d10 rounds.6 Hero loses control and attacks anything in

sight for 1d10 rounds.

Although the player must act out the required result,he does not relinquish control of his or her character tothe Dungeon Master. The golem hero is still very muchhimself; he is simply overcome by the violent impulses ofhis own soul. For this reason, any evil acts committed asa result of the rage roll are still subject to powers checks.

While this rage might be a intrinsic quality of thegolem’s soul, every golem hero also has a legacy from hiscreation and upbringing. This legacy is called a zeitgeber(TSIGHT-gay-ber). The player must select one stimulus(a sight, sound, odor, situation, etc.) that triggers aprogrammed response in the golem. This response variesfrom individual to individual, and should be related to thegolem hero’s background. For instance, a golem whosecreator took her out to pick wildflowers every day mightgiggle happily and grasp at invisible butterflies whenexposed to the scent of daisies. Regardless, the zeitgeberis always something that removes the golem mentallyfrom his current situation, rendering him unable to takeany actions for 1d6 rounds. Most golem heroes are awareof their zeitgeber, and guard it like a vital secret. In the

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hands of an enemy, a zeitgeber can be a powerful thingindeed.

ProficienciesThe Created have the same capacity to use weapon andnonweapon proficiencies as normal heroes. However,there are two important distinctions to a golem hero’sproficiencies. First of all, the golem’s “donated” brainretains some lingering memories from its previous life.These manifest as random nonweapon proficiencies thatthe character automatically possesses at charactercreation. Secondly, in order to develop their unnaturalpowers, golem heroes must spend nonweapon proficiencyslots.

When created, a golem hero must devote half of hisor her starting nonweapon proficiency slots (rounded up,including bonus slots for high Intelligence) to randomlydetermined proficiencies. The type of proficiencies ispartially dependent on the racial origins of the golem’sbrain. Roll on the following tables until half of the hero’sproficiency slots are filled.

Table 8 (1d4)Roll Result1-3 Common Group (Roll on Table 9)4 Racial Group (Roll on Tables 13-19, Depending on

Brain Origin)

Table 9 (1d6)Roll Result1-2 Roll on Table 103-4 Roll on Table 115-6 Roll on Table 12

Table 10 (1d10)Result Proficiency Slots

1 Agriculture 12 Animal Handling 13 Animal Training 14 Artistic Ability 15 Blacksmithing 16 Brewing 17 Carpentry 18 Cobbling 19 Cooking 1

10 Dancing 1

Table 11 (1d10)Result Proficiency Slots

1 Direction Sense 12 Etiquette 1

3 Fire Building 14 Fishing 15 Heraldry 16 Languages, Modern 17 Leatherworking 18 Mining 29 Musical Instrument 1

10 Navigation 1

Table 12 (1d10)Result Proficiency Slots

1 Pottery 12 Riding, Land-Based 13 Rope Use 14 Seamanship 15 Seamstress/Tailor 16 Singing 17 Stonemasonry 18 Swimming 19 Weather Sense 1

10 Weaving 1

Table 13: Dwarf Proficiencies (1d8)Roll Proficiency Slots

1 Ancient History 12 Appraising 13 Armorer 24 Engineering 25 Gem Cutting 26 Languages, Ancient 17 Religion 18 Weaponsmithing 3

Table 14: Elf Proficiencies (1d8)Roll Proficiency Slots

1 Ancient History 12 Animal Lore 13 Armorer 24 Astrology 25 Bowyer/Fletcher 16 Herbalism 27 Languages, Ancient 18 Religion 1

Table 15: Gnome Proficiencies (1d10)Roll Proficiency Slots1-2 Ancient History 13-4 Engineering 2

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5-6 Gem Cutting 27-8 Languages, Ancient 1

9-10 Religion 1

Table 16: Half-Elf Proficiencies (1d6)Roll Proficiency Slots1-2 Animal Lore 13-4 Local History 15-6 Religion 1

Table 17: Half-Vistani Proficiencies (1d4)Roll Proficiency Slots

1 Ancient History 12 Animal Lore 13 Astrology 24 Gaming 1

Table 18: Halfling Proficiencies (1d10)Roll Proficiency Slots1-2 Animal Lore 13-4 Astrology 25-6 Gaming 17-8 Healing 2

9-10 Juggling 1

Table 19: Human Proficiencies (1d10)Roll Proficiency Slots

1 Hunting 12 Local History 13 Religion 14 Tracking 2

Proficiencies that are specialized for specific localesshould be linked to the domain where the golem hero wascreated. Furthermore, because of the natural erosion ofmental information during death and decay, thesepredetermined proficiencies are never pristine in theirfunctioning. All predetermined proficiencies have a -3penalty applied to them. This penalty may be bought offat character creation (or later) by spending additionalslots to re-purchase the proficiency. Since the re-purchased proficiency is built on a pre-existing mentalfoundation, it gains a permanent +1 bonus. By doing this,the golem essentially attempts to perfect skills he or sheonly vaguely remembers.

For example, a player rolls up swimming as apredetermined proficiency. After the golem hero hasadvanced few levels, the player decides that this is auseful enough skill, but not if he has to endure a -3penalty. Accordingly, the player spends a nonweaponproficiency slot to repurchase the swimming proficiency.

His swimming proficiency no longer has the -3 penalty,and in fact now has a permanent +1 bonus.

After half of a starting golem hero’s nonweaponproficiencies are predetermined, the player is free todevote the remaining slots however he or she wants.Starting golem heroes may purchase proficiencies fromthe Common group, the appropriate class group, and theracial group corresponding to the race of his or hercreator at normal cost. After character creation, however,they may no longer purchase from any racial groupwithout paying an extra slot. Furthermore, golem heroesmay also utilize their nonweapon proficiency slots topurchase supernatural powers.

The available golem powers are summarized onTable 20, and descriptions of each ability follow.

Table 20: Golem AbilitiesAbility SlotsAnimate Undead 4Attack Resistance 3+Cause Disease VariesCause Despair 2Climb Walls 2Damage Immunity 2Damage Resistance 1Hideous Laugh 2Hide in Shadows 2Hyper-Regeneration 6Move Silently 2Resilient Flesh 2+Stench of Decay 3Weapon Resistance 2

Animate Undead(4 slots): Once per week, the flesh golem may animatedead as the wizard spell of the same name. The golemmay animate a number of undead equal to twice its HitDice, and the undead are always zombies. The golem islimited to generic empathic commands, such as feelingsof rage, and is unable to direct such commands at specificindividuals (the undead never attack the golem, however).As normal for RAVENLOFT, the use of this abilitynecessitates a powers check.

Attack Resistance(3 slots/plus): This proficiency grants the golemcomplete resistance to normal physical attacks. For everythree slots spent on this proficiency, weapons must haveat least +1 enchantment to strike the golem. For instance,by spending six slots on Attack Resistance, the golemmay only be struck by +2 weapons or better.

Cause Disease

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(Varies): Though flesh golems are incapable of beingafflicted with disease, some have ability to inflict a plaguethrough their touch. Whenever a golem with this abilitymakes a successful barehanded attack, there is a chancethat the victim will be infected by a disease.

The severity of the disease is dictated by the numberof slots allocated to this ability. For one slot, the golemacquires the ability to inflict a debilitating disease. Thisdisease begins to take effect 1d6 turns after the characteris infected. At that point, the victim loses 1 point ofStrength per hour until he is reduced to a Strength of 2.Victims without Strength ratings lose 10% of their hitpoints per hour until reduced to 10% of their starting hitpoint total. At that point, the victim is assumed to be soweak that he is practically helpless.

For three slots, the golem’s attacks inflict a fataldisease. A fatal disease takes effect immediately upon thefailing of a saving throw. From that point on, the victimgains no benefit from any of the cure wounds spells (curedisease spells still work, though), the natural remedies ofthose with the healing proficiency, or any regenerativeability. Any wounds sustained by the infected characterheal at 10% of their normal rate. With each day thatpasses, the character loses 1 point of Constitution untilthat score reaches 0. When that happens, the infection asrun its course and the character dies. Creatures withoutConstitution ratings lose 10% of their maximum hit pointsper day until all of these are lost.

Cause Despair(2 slots): Three times per day the golem may send out awave of despair through some eerie action, such asripping its own flesh or gibbering maniacally. Thiscounts as the golem’s action for that round. Anyonelooking at the golem must successfully save vs. deathmagic or be overwhelmed with feelings of apathy anddespair. Effected individuals can only defend themselves,and may not take any offensive actions or attempt to fleeat a rate faster than a slow walk. This effect lasts as longas the golem remains in the victim’s sight.

Climb Walls(2 slots): This proficiency is identical to the thief skill ofthe same name, save that the character must make aproficiency check to determine success or failure. Theadjustments to success presented in Domains of Dread(pg. 268-70) are applied to the check at a rate of +/-1 forevery +/-5% adjustment. The racial modifiers fromTables 2-5 above also apply. This ability is onlyavailable to non-thief golems.

Damage Immunity

(2 slots): This ability is an enhanced version of DamageResistance (see below) that make the hero utterly immuneto one specific form of elemental attack. Examples ofpossible attack forms include fire, cold, electricity, oracid. Not only is the golem utterly unharmed by suchattacks, but any saving throws mandated by the attack areautomatically successful.

Damage Resistance(1 slot): Players who select this advantage should selectone specific form of elemental attack to which theircharacter is less vulnerable than normal. Examples ofpossible attack forms include fire, cold, electricity, oracid. Whenever the character is hit by an attack to whichhe is resistant, he suffers only half damage. In addition,any saving throw that the character is called upon toattempt because of the attack is made with a +4 bonus.

Hideous Laugh(2 slots): Some golems are capable of utterly a horriblelaughter that terrifies every creatures that hears it. Uponmaking a successful proficiency check, the golemcharacter can cause all who hear its laugh to make asuccessful saving throw vs. death magic with a -2 penalty.Those who fail suffer the effects of a failed fear check(see Domains of Dread). This ability is usable threetimes per day, and counts as the golem’s action thatround.

Hide in Shadows(2 slots): This proficiency is identical to the thief skill ofthe same name, save that the character must make aproficiency check to determine success or failure. Theadjustments to success presented in Domains of Dread(pg. 268-69) are applied to the check at a rate of +/-1 forevery +/-5% adjustment. The racial modifiers fromTables 2-5 above also apply. This ability is onlyavailable to non-thief golems.

Hyper-Regeneration(6 slots): Although many golems are always slowlyregenerating on account of high Constitution, thispowerful ability allows the golem hero to quickly recoverhit points once he has been struck down. When thecharacter is reduced below 0 hit points, he immediatelybegins regenerating 10 hp per round, until he is fullyhealed. The hero may rise at any time during this processonce his hit points are above 0. However, the golemnever regenerates damage done by fire or acid. If a herohas taken more than its full hp completely from fire oracid damage, he is utterly destroyed.

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Move Silently(2 slots): This proficiency is identical to the thief skill ofthe same name, save that the character must make aproficiency check to determine success or failure. Theadjustments to success presented in Domains of Dread(pg. 268-69) are applied to the check at a rate of +/-1 forevery +/-5% adjustment. The racial modifiers fromTables 2-5 above also apply. This ability is onlyavailable to non-thief golems.

Resilient Flesh(2 slots/plus): Many golems seem to shrug offdevastating magical attacks like so much water. Not onlyis their flesh particularly resistant to damage, but theirvery nature seems to blunt the effects of arcane energies.For every two slots a player devotes to this ability, thegolem hero receives a +1 bonus to all saving throwsagainst damage-dealing magic.

Stench of Decay(3 slots): A golem with this ability carries the ripe stenchof decay about its body. Anyone-including allies-withinten feet of the hero must make a successful saving throwvs. poison or become utterly overcome by the stench.Affected individuals are unable to take any actions otherthan retching for 1d4+1 rounds. This save must be madeeach time an individual comes within range, but once thesaving throw is made, the individual may remainunaffected until he leaves the ability’s range.

Weapon Resistance(2 slots): Some golems are less susceptible to attack byspecific types of weapons. A player who selects thisspecial ability must specify one weapon type –bludgeoning, slashing or piercing – to which her characteris partially immune. Whenever the character is attackedwith such weapons, she suffers only half damage.

VulnerabilitiesAs in the Requiem campaign, golem heroes may earnextra proficiency slots by selecting vulnerabilities. Atcharacter creation, a player may select up to 1d4vulnerabilities for his or her golem hero. Eachvulnerability earns the character one extra nonweaponproficiency slot to spend. Vulnerabilities may not beadded after character creation, however.

AllergenThe golem finds a substance of the player’s choicepainful to touch. The allergen should be related to thehero’s creation or past. For instance, if the golem’s

creator wore a rose in his lapel, the golem might haveroses as his or her allergen. The golem might be unableto touch roses, rose oil, and even rosewater. Essentially,the golem has an allergic reaction to the dangerousmaterial. The golem finds the material uncomfortable tothe touch, and takes 1 hp of damage per turn spent indirect physical contact with the substance.

Allergen WardThe hero cannot even stomach the presence of an item ofthe player’s choice. When the hero is presented with itsallergen, it must make a successful Fear check to avoidfleeing the area. Even if the check is successful, thecreature is unable to approach within 10’ of the offensivesubstance.

In some cases, an allergen can be used to create abarrier which the golem cannot cross. In the aboveexample, rose petals could be spread in an unbrokencircle to keep out the golem.

Animal RepulsionWhenever the hero comes within 100’ of an animal, thatanimal will become nervous and skittish. If possible, theanimal will flee from the hero as quickly as it can. Ifprevented from retreating, the animal will becomeincreasingly more frantic until, when the hero comeswithin 25’, the animal becomes panicked.

If the animal is prevented from fleeing, its behaviorwill depend on its nature. Hunters, like dogs, wolves, orgreat cats, will attack the hero. Less aggressive creatureslike horses, cattle, or deer, may injure or even killthemselves in their wild drive to escape.

It is impossible for the hero to mask his true nature,even with the aid of magic. Spells may fool commonfolk, but the senses of animals are far keener.

Weapon VulnerabilityA weapon or tool selected by the player is capable ofharming the golem hero when blessed. This is not aweapon material, but an actual weapon type, such as asword, pitchfork, or mace. As with allergens, the specifictype of weapon should ideally be related to the golem’shistory.

CHARACTER BACKGROUNDerhaps more than the average RAVENLOFT

hero, a golem hero should have a clearlydefined background and history. Thestory of the hero’s creation and trials is anintegral part of her identity. It is thehero’s decision, however, whether to

embrace that identity or shun it in favor or forging adestiny of her own.

P

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It is not absolutely necessary to develop abackground for a golem hero. There is great potential foran amnesiac golem, who knows nothing of where hecomes from. An entire campaign can revolve around ahero’s pursuit of his identity and origin. Imagine theemotional power inherent in a scene where the hero, afteryears of searching, finally throws open the door to adecaying laboratory, his eyes falling upon the stained andcharred slab where he first entered the world. However,the Dungeon Master should be consulted if this is thetrack a player wishes to take, for although it meansinteresting story possibilities, it also means more work.

Who was your creator?The story of the hero’s creator is just as important as thestory of the hero herself. The creator’s life is a prelude tothe golem’s own, brief existence. The creator’sbackground should include not only mundane detailsabout his life (such as race, social class, profession, etc.),but also his personality. Not all creators are mad fromtheir humble beginnings, but most are at least a littleegocentric.

Why were you created?In many ways, this question is to a golem what “Who amI?” is a normal person. What was the fundamentalemotion that drove the creator to pursue such anunspeakable task as the creation of life? Pride? Hatred?Loneliness? Desire? Some incomprehensible delusionthat demanded it? How did the creator commit such vileacts as grave robbing and desecration? Did he feelremorse for stealing from the dead, did he rationalize it tohimself, or was he just an unfeeling monster? Wereparticular parts chosen for their beauty or abilities?Perhaps the creator wished to bring a loved one back tolife, or to create a perfect, amalgam being. Maybe thecreator intended to use the golem as an unstoppableweapon, or to raise it lovingly like the child he couldn’thave.

What was your early existence like?Most golem heroes will have been “living” for only a yearor two. Their early existence with the creator is vital inshaping their perceptions of the world. As the golemlearns to adjust to the world, its early memories are filledwith a dizzying mixture of happiness and confusion. Theworld is full of things to explore and experience, yet thereare nagging doubts and painful moments. Most creatorsare loving and attentive to their creations, but maybe yourcreator was abusive from the outset. Such a hero might

be severely scarred from his experiences with his creator,and find himself socially crippled in the extreme.

When did you first realizeyou were “different”?Eventually, every golem’s psyche is dealt anirrecoverable blow. There is a moment when the golemtruly begins to realize that something is not “right” aboutits existence. Since the creature has no frame of referenceother than its own initially, this usually comes when itfirst encounters a person other than its creator. Suchencounters rarely end well for any of the parties involved.Sometimes, however, the golem figures out on its ownthat its heritage is not “normal”. Regardless of how itoccurred, how did such a pivotal moment come about foryour character? How did he react emotionally to suchpsychological trauma? What were the long-term effectsof this event?

What happened to your creator?In most cases, since golem heroes do not possess atelepathic link to their creator, it is assumed that themadman is dead. Almost all golem heroes experiencedthe loss of their creator before they could enter thebetrayal stage of psychological development. This is notironclad, however. Perhaps the golem killed his creatorin an unexpected fit of rage (hence the failed powercheck), but the hero came to regret such an unspeakableact. If the hero did not have a direct hand in the creator’sdeath, how did he pass on? Perhaps he suddenly took illor perished in an unexpected accident. Was he murderedby someone he wronged, perhaps a “donor’s” loved one?Lynched by irate villagers? Caught and executed for hiscrimes? In these latter cases, how did the hero escapewith his life?

Why did you become an adventurer?A golem hero is an unusual individual, in more ways thanone. In the aftermath of their creator’s demise, mostgolems would either go on a furious rampage of grief, orsimply withdraw from the face of the world. Golemheroes are different. Their approach is to makesomething of their tortured lives, to take up a sword andfight for something. What is it that motivates your hero’spursuit of adventure? Is it a sense of justice or duty, orperhaps the pursuit of penance for his or her misdeeds?Maybe the golem is more aimless and loss, and is simplylooking for a way to fill its existence with somethinginteresting and exciting. Or perhaps he or she is evenmotivated by greed or thirst for power . . .

How do you see yourself and others?

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Golems have a viewpoint unlike any other creatures in theLand of Mists. In a world of the Born, they are theCreated, brought into the world by the whims of amadman. This understandably affects their world viewand their dealings with others. How does your golemhero see his or herself? As a tortured beast seeking onlyrelief from its agony (“We belong dead!”)? A monstertrying to fit in? Or maybe something more than human?Furthermore, it is important to clarify how the hero viewsother intelligent beings. Just because the golem hasmanaged to stave off its descent into evil doesn’t meanthat it empathizes strongly with the Born. A golem is stillan alien creature, who struggles daily to understand thethoughts and motivations of others. In the golem’sexperience, there are three types of people: Itself, theCreator, and Others. The struggle to understand the lasttype is, in many ways, the most difficult for the hero. Aremortals to be revered, as an ideal to strive for? Pitied?Resented? Feared? Protected?

TIPS FOR THE

DUNGEON MASTERhe Dungeon Master should not take thepresence of a flesh golem hero in his orher campaign lightly. Although golemsare powerful creatures, their manydisadvantages should deter all but themost twinkie or sophisticated players.

The former will min-max their character into a vampire-shredding juggernaut, brushing off the complaints ofoutraged companions who have been on the pulping endof the golem’s rages all too often. On the other hand, amature yet enthusiastic player is the ideal candidate for agolem hero. The player should enjoy the emotionaldevelopment of their character as much as the statisticaldevelopment. On the other hand, he or she should beeven-handed enough not to demand the constant attentionof the story or the Dungeon Master. Conversely,Dungeon Masters shouldn’t give all the interesting plottwists and intense scenes to the golem player character.When there’s a golem in the party, there is a tendency toforget all about the plain old human hero!

No matter what your player’s attitude, it’s importantto keep the unique aspects of the golem hero’s existenceconstantly on his or her mind. This doesn’t require anynew rules or ingenious strategies; just some DungeonMaster savvy and measured application of existingmechanics. There are two simple guidelines:

Use Ability Checks

The easiest method for emphasizing a hero’s nature is tocall for Wisdom and Charisma checks. Although theseare only infrequently rolled outside of a proficiencycheck, for the golem hero they can become a constantsource of irritation. Anytime a character attempts tomanipulate the hero, a Wisdom check can be appropriate.Another good time to ask for a Wisdom roll is wheneverthe player asks you a direct question dealing withcommon sense (“Will I have enough money to . . .”,“How long will it be before . . .”, “Is this a good idea?”)Charisma rolls are trickier, but can be called for wheneverthe hero has to deal with another individual one-on-one,particularly when the interaction is critical to learningsomething or accomplishing a task. As a point ofbalance, the Dungeon Master can waive physical abilitychecks at certain times. Ask yourself, is there really aneed for a Strength roll on the part of a city guard(Strength 14) arm wrestling the hero (Strength 20)?

Isolation, Isolation, IsolationIt’s a tad underhanded and might get exhausting after awhile, but constantly remind the player throughout his orher hero’s life that she is hideous, outcast, different, etc.Never slip and allow an NPC to react with anything butsuspicion to a golem hero (even if they concealthemselves under clothes and bandages-what would youthink of a seven foot tall fellow who looked like a leper?)The painful reminders of the hero’s heritage can never beescaped. Period. Even the most optimistic player can beworn down after countless encounters ending withscreams and hurled rocks.

The final caveat is, of course, that the player of agolem player character should never feel like he’s gettingaway with a good deal. Playing a flesh golem is long oneffort and short on benefits. However, this doesn’tpreclude that it be rewarding for the player, and fun foreveryone in your group.N

T

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October 31st, 753.VALLAKI.

eghfeghfeghfeghfeghfeghfeghfeghf

he subterranean chamber was strangelyovoid in shape, its walls flowing smoothlyinto its ceiling, as befits a sub-cellarcarved by the flow of infernal winds. Theedges of the room were cluttered withramshackle wooden tables and cabinets,

all brimming with scattered notes, sharp metalinstruments, and peculiar glassworks.

Four men were bent over a low central table, theirhands weaving back and forth over the object of theirattention. Ernst paced back and forth near the chamberdoor, watching the work with anxious eyes.

“Well?” he asked, impatiently.Drawden’s head rose up from the bustling throng of

workers, pulling a long, heavy thread taut with his mouth.He glanced askew at Ernst.

“Almost finished,” he mumbled through clenchedteeth, his brow dripping with sweat.

Ernst frowned. “And the stitches are going to holdthis time, correct?”

“They’ll hold,” Drawden snarled.“I only ask because you said that the last two ti—”“They’ll hold!” Drawden snapped, his jaw nearly

losing its grip on the thread. Drawden nudged Holder,working beside him, and pointed at something on thetable. “Put your finger here,” he ordered.

Holder complied, and Drawden tied off the threadinto a tidy bow. Drawden nodded across the table toMynilar and Jaerdaph, and the four men all stepped backto behold their handiwork.

The burgomeister’s patchwork corpse lay upon thetable, crude—but abundant—stitchwork joining its limbsto its torso, the head firmly reattached to its perch. Itseyes were glassy; its skin was white as paper.

“Now what?” asked Jaerdaph.“Now,” replied Drawden, “we extract his Essential

Juices.”“His what?” gaped Mynilar.Drawden scowled. “His Essential Juices.” He

paused in vain for a sign of comprehension. “His bloodand cerebro-spinal fluid, you medical primitive.”Drawden stepped up to the corpse, gesturing to a large,

cylindrical device installed in the ceiling, surrounded by aknot of copper tubing. From the ends of this tubingdangled a pair of crude hypodermic needles nearly aslarge as Drawden’s forearms. Drawden took a needle ineach hand and poised them over the corpse.

“I will extract his Essential Juices,” Drawdencontinued. “My device will then distill these juices into asolution containing the slain burgomeister’s memories.Then, once we have reanimated the corpse, I will use mydevice to re-inject said solution back into theburgomeister, thus restoring his identity.”

Ernst gazed suspiciously at the contraption on theceiling. “And you’re sure this is going to work?”

“Yes, of course,” Drawden grumbled. “I’ve done itdozens of times, err . . . more or less.”

“Really?” Jaerdaph mused. “I never knew. I’ve beenuzzing that contraption to brew our brandywine.”

Ernst and Holder went green. Mynilar grinned.“Suddenly I’m glad I don’t drink,” he gloated.

Drawden threw Jaerdaph an icy stare, then turnedback to his work. Turning the corpse’s head to the side,he violently plunged one of the needles into the skull, justbehind the ear. He twisted a valve on the side of theneedle, then pulled out the long plunger. Cloudy grayfluid starting flowing up the tubes into the device on theceiling. Drawden then raised the second needle over thecorpse’s deadly-pale chest, but stopped short.

“Wait,” he grumbled. “That’s right, he bled out.Who has the corpse’s blood?”

“Here it is!” beamed Holder, producing a large jellyjar brimming with a thick crimson liquid. Drawdensnatched it away, closely examining it in the light of ahanging lantern.

“This blood is impure,” Drawden growled. “There is. . . detritus floating within it.”

Holder shrugged. “Well, we did have to wring it outof the carpet.”

Drawden looked incredulously back and forthbetween Holder and the jar of blood for a minute, thenshrugged. “It will have to do.” He placed the jar on thetable and dipped the copper hypodermic into its contents.

T

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Pulling the plunger, the tube started nosily slurping up theblood.

“What’zz the next zztep?” asked Jaerdaph.Drawden put a hand on his hip, scratching his head

with the other. “Blast,” he said momentarily. “I’veforgotten.” He pointed to a bookshelf behind Jaerdaph.Hand me that Van Richten’s Guide, would you?”

Jaerdaph pulled a tome from the cluttered shelf,dubiously eyeing the title on its spine. “We’re going toturn him into a lich?”

“No, you idiot,” snarled Drawden. “The other VanRichten’s Guide.”

Jaerdaph grabbed the next book, smiling as he readthe title. “Ah, I zzee. That makezz more zzenzze.”

Drawden impatiently snatched the book fromJaerdaph’s pale fingers and started flipping through itspages, mumbling to himself. “Introduction . . . to thosewho would use this knowledge to feed the flames of theirown obsessions . . . cast this work into your hearth fires . .. blah blah blah . . . unnatural . . . horrid . . . lull thecreator to his doom . . . ah-hah! Here we are! The Sparkof Life!” Drawden read on, his lips silently formingwords. Finally he snapped the book shut.

“All clear now.” Drawden snatched the hypodermicfrom the now-empty jelly jar and stabbed it into thecorpse’s chest. “Holder, you stand over there and turnthat crank until I tell you to stop.” Holder did so, and theEssential Juices started sloshing around inside the coppercylinder on the ceiling.

Drawden turned to Jaerdaph. “Now I need you todeliver an electrical shock to the corpse.”

Jaerdaph cocked his cowled head. “Are we talking alightning-bolt-shock or a shocking-grazzp-shock?”

Drawden grimaced. “We’re trying to jolt the bodyback to life, not cook it for dinner, you dolt.”

Jaerdaph nodded. “Shocking-grazzp-shock then.Juzzt give me zzome room.” He stepped up to the body.

Drawden turned to Ernst and Mynilar, who looked onexpectantly. “You two go stand in the back and don’ttouch anything.” The two men slumped and shuffled tothe rear of the room.

Drawden stood across the table from Jaerdaph. Aftercalibrating his devices one more time, he thrust a finger atJaerdaph. “Now! Give our creation Life!”

Jaerdaph nodded. “Coming right up.” He rolled upthe billowing sleeves of his black cloak, revealing pale,stringy arms. “Clear!” Speaking a word of power,Jaerdaph clamped his outstretched hands on the corpse’sclammy flesh. Sparks jumped; the corpse jerked; thestench of ozone filled the laboratory.

“Again!” shrieked Drawden.“Clear!” Again Jaerdaph spoke a word of power,

again streamers of electricity jolted the corpse. Thecorpse’s arms shot up from the table, the hands rigidlyflexing. A low moan rose from the corpse’s lips.

Drawden thrust a hand at Holder. “Stop turning thecrank! Pull the lever to your left all the way down!”Holder complied at once, and a pale pink fluid startedoozing back down the jangling tubes from the device inthe ceiling. Drawden grabbed the hypodermic juttingfrom the corpse’s skull and pressed the plunger home,injecting the distilled Essential Juices back into thecreature’s head. Jaerdaph followed his lead, doing thesame with the hypodermic thrust into the corpse’s chest.

As the Essential Juices flowed into the reanimatedcreature’s veins, it shrieked monstrously, buckling inagonized spasms. Drawden and Jaerdaph threw them-selves across the creature’s chest, trying to hold it still.Before the others could rush to their aid, the creaturekicked the two men away, sending them sprawling intoseparate cabinets, scattering esoteric supplies across thefloor. As the others cowered or crawled to safety, thecreature sat up on the table, wailing semi-formedgibberish. With awkward, jerking movements, it yankedthe needles out of its brain and heart, then rolled off theedge of the table, standing on bare, unsteady feet.

The others cowered in the shadows as the newly-created flesh golem glared at them with crazed, fearfuleyes. Stiff limbs were crudely sutured to the flabby, pastybody of the former fifty-year old burgomeister.

“It’s a horror,” whispered Ernst.“It’s an abomination,” gasped Holder.Drawden rose to his feet, his eyes red with tears.

“It’s the most beautiful thing I’ve ever seen.”Drawden slowly approached the wobbling, moaning

creature, tenderly placing a hand on its shoulder.“Do you know who I am?” Drawden asked in

childlike tones. The creature merely stared at him warily,waggling its tongue.

“I created you,” Drawden sobbed. “I gave you Life!I’m your new daddy! Yes! I gave you a little part of me!You and I, we’re linked! You complete m—”

Ernst stepped up to the creature, shoving Drawdenout of the way. “Yes, that’s quite enough of that.”Drawden went sprawling into a rack of bottled organs.Ernst kept his eyes locked with the golem’s gaze. “Youcan play paddy-cakes later. We have less than an hour toget this slobbering thing out the door.”

Ernst scowled, looking deeper into the creature’swavering eyes. “He still seems fairly befuddled if you askme. And we lack the time to coax him back into a normalexistence.” Ernst glanced back at the others. “I’m goingto use The Voice. Holder, plug your ears; we don’t needyou getting hypnotized again. You of course rememberwhat happened the last time.”

Holder frowned. “No . . . what last time—”“Potato soup,” spat Ernst.“B’gawk!” clucked Holder, his head bobbing. “Oh,

right. That last time.” He clapped his hands over his earsand started humming to himself.

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Ernst turned his attention back to the creature, takingits face in both hands to steady its gaze. “YOU ARE THE

BURGOMEISTER OF VALLAKI,” Ernst intoned, speaking in TheVoice. The glassware around the room rattled as TheVoice unleashed the power and the madness of thePandemoniac winds. The rest of the Kargatane clappedhands over their ears as well.

“YOU ARE GOING TO GO HOME TO YOUR WIFE,” Ernstcontinued. “YOU VISITED OUR SHOP TODAY. WE SOLD YOU ALOVELY BOOK ABOUT . . . MMM . . . PETUNIAS. NOTHING OUT OF

THE ORDINARY OCCURRED. YOU WERE NOT BUTCHERED BY ADEATH TRAP. YOU WERE NOT BROUGHT BACK FROM THE GRAVE.TODAY WAS A PERFECTLY NORMAL DAY.”

Jaerdaph spoke up, shouting to be heard over Ernst’swailing voice. “ZZay, I’ve thought of a problem. Izzn’thizz wife going to notizze that he’zz been zzewntogether?”

Ernst glanced back at the shadowy, cloaked figure.“Blast, you’re right. Grab some gauze to cover up thesesutures. The rest of you start getting him dressed.”

Ernst turned back to the golem. “YOU DO NOT WANT

YOUR WIFE TO LOOK UNDER YOUR BANDAGES. YOU HAVE A RASH,AN ITCHY RASH. DO YOU UNDERSTAND? A VERY BAD RASH.”

The slightest hint of awe floundered within thegolem’s dull gaze. “Vah . . . bah . . . rah . . .” it drooled.

Ernst scowled. “Good enough.”

N N N

The cellar door creaked open. Drawden and Holderstepped back out into the main room of the book shop,each leading the lumbering golem by the hand.

“Do you think,” pondered Holder, “that his wife willnotice he’s wearing different clothes?”

“I’m not even going to bother thinking about that,”answered Ernst as he followed the first trio out into theaisles, flanked by Jaerdaph and Mynilar. The five mencarefully led the golem to the front of the store, beingcareful to avoid Aisle Five. And Aisles Two and Four,for that matter. They stopped at the ends of the aisles,clustering around the golem.

“Where are you going?” asked Ernst.“Hooooomme . . .” moaned the golem.“And who’s waiting for you there?” asked Holder.“Wiiiifffe . . .” groaned the golem.“And what happened here today?” asked Jaerdaph,

slipping a book into the golem’s hand.“Puhtoooonyas . . .” moaned the golem.“Very good,” sobbed Drawden. “Very good indeed!

Now go on home before I lose my nerve!”“Or I lose my lunch,” murmured Mynilar.Drawden gently pushed the burgomeister into the

vestibule, and it started lumbering on its own towards thefront door. Several of the men sighed with relief.

Ernst crossed his arms, glanced at the hanging clock,and smiled. “And still with half an hour till sunset.Gentleman, congratulations on a job well done.”

“Yes indeed,” sighed Holder, mopping his brow.“You know, for a little while there I was actually startingto fear that a life of sin might actually have consequences.That we wouldn’t have ever been in this mess if it weren’tfor our own sinister deeds, you know? Cosmic justice,and all that rot.” He whistled. “But now I see that I wasjust panicking.”

Jaerdaph beamed. “Evil triumphzz onzze again,” heboasted. Everyone nodded in silent agreement.

The golem was almost to the front doors, passingbetween the front desk and the stuffed creature dubiouslylabeled a bear, when William’s gleeful voice echoed upfrom the vents.

“Done!” he cried. Everything after that was a blur.The cadaverous podling burst up from the floor,

holding the annual report over his head, using that heavytome to push open the heavy metal grate.

“I’ve finished the annual report,” he shouted to hiswide-eyed compatriots. “We’re in the clear for another—”

William had lifted the grate just an instant before theplodding burgomaster planted his foot where the gratehad just been. The creature foundered off-balance forjust a moment before toppling forward. William had justenough time to peer up quizzically at the wailing creaturewobbling above him before it fell.

The weight of the golem came down on the grate.The weight of the grate came down on the tome.The weight of the tome came down on the podling’s

head. The podling’s head burst almost exactly like acrushed pumpkin. The podling dropped back into thecrawlspace like a puppet with cut strings. The grateclattered back into place. The golem fell to the floor,rolling off to one side of the grate. It lay there, dazed.

Several of the Kargatane gasped, but none of themdared move. For a moment, all was still. Then came asound from the crawlspace: a moaning, whistling noise, awailing sound no natural creature could ever make.

Then an arm shot out from under the grate, lifting itjust a few inches. It was a wasted arm, the skin tautagainst the bones. It blindly clutched at the floorboardsonce, twice. On the third try it touched the fallenburgomeister’s leg and reflexively clamped on tight.

A second arm shot out from under the grate. Its handwore a black ring and clutched a black dagger, bothcovered in runes.

Several of the Kargatane choked out words. “No!”“Wait!” “Don’t!”

The dagger lashed out, biting deeply into theburgomeister’s calf. The golem’s eyes widened, and itwailed in protest. As the dagger struck, the runes on the

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hilt and ring glowed crimson, and the spidery armsexpanded, filling out the withered skin just a touch.

“No, stop!” shrieked Drawden. All the Kargatanerushed forward, a mad dash for the grate.

The dagger lashed out again and again, one slashafter another in rapid succession, while the other armdragged the wailing creature under the grate, down intothe crawlspace. The golem wailed all the way down.

“Bah Rah! Vah Bah Rah!”Drawden was the first to the grate, making a grab for

the golem’s outstretched hands just before they werepulled out of sight. Ernst tackled Drawden to the floorbefore he could follow the golem into the black depthsbeneath the floorboards.

“Trust me, Drawden,” Ernst advised his wailingcomrade. “You do not want to stick your hands in there.”The two men sat up on the floor, looking down throughthe grate. Mynilar and Jaerdaph joined them, sitting onthe floor. Holder opted to sit on the base of the stairs tothe balcony. They all sat quietly on the floor for severalminutes, listening to the wet, monotonous noises from thecrawlspace while they watched the clock on the wall.Drawden sobbed.

“Well,” mused Jaerdaph, “It wazz a not-entirely-awful plan while it lazzted.”

After a few minutes the hacking sounds petered out.Ernst leaned close to the grate. “William, are you done?Would you come up here please? We’d like to have alittle chat with you before Strahd pops by to butcher us.”The shadows of the crawlspace kept mum. “William, ifyou don’t come up here now I’ll get the hook. Do youwant me to get the hook?”

Something rustled below, and a moment laterWilliam pushed the grate open. He was splattered withwatery blood. He was also plump and smiling like ahappy baby, his flesh filled out to fill his frame.

“How are you doing, William?” Ernst asked.William started to nonchalantly wipe his dagger

clean. “I’m feeling much better now, thank you.”Ernst steepled his fingers. “And the golem? Any

chance that it might be salvageable?”William peered down at something near his feet,

frowning. “I shouldn’t think so, no.”Ernst nodded. “Mmm, yes, yes. You do realize that

you’ve just killed us, right?”William shrugged. “I’m not going to say I’m sorry.”

He glared at his seething compatriots. “You know, whenone’s head has been reduced to mulch, one does not havea great deal of time to conceive of remedial actions. I didwhat I needed to do.”

Holder stood up, brushing the dust off his trousers.“Well, this has been fun,” he sighed. “I think I’m goingto go up to my room and sacrifice myself to the EldritchThings From Beyond now. It’s certainly a less awful fatethan what we’re in for tomorrow morning.”

“Wait!” Ernst shouted, springing to his feet. “Wearen’t doomed yet. We still have twenty minutes to find asolution.”

“Are you daft?” barked Mynilar. “We couldn’t bemore doomed if our juicy brains were on sale in a JuicyBrain Shop in Bluetspur.” The others eyed him strangely.He shrugged. “Well, we wouldn’t.”

Ernst smoothed back his hair, taking a deep breath.“What I’m saying is that we have not yet utilized all ofour available resources. I admit it: I have no bloody ideawhat to do. But fortunately for us, I am not the greatestevil genius currently under this roof.”

Holder’s eyes brightened. “You mean . . .?”Drawden stopped sniffling. “You mean . . .?”Mynilar’s jaw dropped. “You don’t mean . . .”Ernst thrust out an upraised finger. “Yes! Why have

we been such fools? We haven’t even asked Ryven whatwe should do!”

“But wait,” warned Jaerdaph. “It’zz almozzt zzixo’clock. Ryven’zz napping now. And you know howmuch he hatezz when we dizzturb his napzz!”

“He’ll understand,” exclaimed Holder. “He’ll haveto!” The others all shot to their feet. “To the attic!”

Holder bolted up the stairs, Ernst, Drawden, andJaerdaph hot on his heels. William scrambled up out ofthe crawlspace, chasing after the others.

Mynilar was left alone in the room. “This isn’t funnyanymore!” he shrieked. “We need to run away! Rightnow! We can go live with the goblyns in Forlorn! Ortoss ourselves into the Shadow Rift! Any plan would bebetter than talking to Ryven!” The only reply was thesound of rapidly receding footsteps. Shaking his fists,Mynilar started to scream in frenzied panic as he raced upthe stairs.

N N N

Ernst grimaced at the others, clustered tightly aroundhim at the door to Ryven’s attic bedchamber. “Shh,” hehissed in irritation. “Everyone settle down. It’s badenough we’re disturbing his nap; we don’t need to givehim any extra reasons to be annoyed with us.”

The others fell silent instantly. Holder clapped ahand over his mouth. Ernst took a deep breath, tuggedthe wrinkles out of his waistcoat, and lightly rapped onRyven’s door.

“Ryven? Can we come in? I know we’re intruding,but we have a bit of an emergency and we need youradvice.”

There was no reply.“Blazzt,” Jaerdaph whispered. “I bet thizz izz my

fault. I probably didn’t duzzt hizz room well enough.You know what a zztickler he izz . . .”

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Jaerdaph’s whispering was drowned out as Mynilarcame shrieking up the winding, narrow stairs. The othersstepped out of the barreling madman’s way, pressingagainst the walls. Mynilar’s charge carried him right intoRyven’s door; the door burst open, and Mynilar wenttumbling into the room.

The others timidly filed into the room, clustering nearthe doorway. The only light in the room spilled inthrough the open door and a tiny round window in the farwall that admitted the last, dying beams of daylight, butthe chamber was spotless. Not a mote of dust lay uponthe crates of knickknacks and supplies piled around theroom. Not a cobweb was to be seen on the steeplysloping ceiling, or from the razor-edged farm implementshanging from the rafters.

Not a single dead rodent marred the ring of rat trapslying on the floor around Ryven. The Kargatane cowedbefore their exalted leader. Ryven sat upon a comfortabledivan, the upholstery wearing thin in only a few places.Finely tailored clothes adorned his near-skeletal body.Ryven appeared to be pleased to see his underlings, orperhaps he merely delighted in their groveling.Regardless, a rictal grin brightened his withered, leathery,sunken face. His head hung slightly tilted to one side, asilent demonstration that he was both listening andsympathetic to the plight that faced his minions.

Mynilar clambered back to his feet. His face waswhite with fear.

“You idiots! You’re wasting time! We need to shutthis place down and lose ourselves forever before dawn,and Ryven is not going to help us!”

The others scowled. “Mind your tongue, Mynilar,”warned Ernst. “Ryven may be enough of a gentleman toignore your insults, but some of the rest of us are findingour patience wearing a bit thin.”

“Oh, I’m sorry,” Mynilar cried, waving his hands inthe air. He walked around behind Ryven’s divan, leaningdown to talk into Ryven’s ear. “Have I insulted you,” hepurred. “No?” Mynilar feigned surprise. “But why isthat, Ryven? Is it because you’ve been dead for twoyears?”

Mynilar stood upright again, now screaming at thegroup clustered around the door. “Ryven’s Dead! He isDecimated, Desiccated, Decomposed, Decayed, andDefunct!” Mynilar’s shrieking was met only by theothers’ silent glowering. “Ryven Trylbare is a DeceasedKargatane!” His rant still earned only hostile stares.

“Here, allow me to demonstrate.” Mynilar clamped ahand on Ryven’s mummified neck and wrenched the headloose with the sound of a snapping branch. Grisly trophyin hand, he sauntered over to his silent companions,offering the head to each of them in turn.

“Notice the fine latticework of cracks,” Mynilardemonstrated, tracing the fractures with his finger, “whereRyven’s skull became intimate with the rock.” Mynilar

huffed back to the headless, mummified corpse on thedivan. “Ryven fell off a horse two years ago and died adeadly death.” He flipped Ryven’s leathery skull into hisbony lap. “Now deal with it!”

Mynilar slumped in a corner, exhausted. The othersstared at him in shocked silence, then hesitantly shuffledcloser to the divan, clustering around the ruined corpse.Ernst bent down, tenderly plucking the skull fromRyven’s lap. With equal care, he nestled the grinningskull back onto Ryven’s bony shoulders, using theluxurious collar to keep it in place. Ernst examined hishandiwork with sad eyes as the others looked on inreverent silence. After a moment, Ernst crouched downto come eye-to-eye with the corpse.

“Ryven, we really need your help,” said Ernst.“Yezz, Ryven,” added Jaerdaph. “Ignore Mynilar.

He’zz mad with fear. He doezzn’t know what he’zzzzaying.” The others murmured their agreement.

Mynilar ran screeching from the room. At thebottom of the attic steps, he recovered his senses.Defeated, he turned around and trudged back up thestairs. Mynilar slogged back into Ryven’s room just intime to see Ernst holding his ear next to Ryven’s face.

An instant later, Ernst’s head shot up. “That’sbrilliant! That’s absolutely stellar!”

Mynilar groaned. The others pressed in close.“What’s his plan?” inquired Drawden.Ernst turned to face the group. “It’s desperate, but

it’ll work. We’ll need two things.”“What, what?”“First, we’ll need a scroll from the magical hoard

Jaerdaph thinks we don’t know about.”“What!” yelped Jaerdaph.“Which hoard,” asked Holder. “The one under his

bed or the one in his closet?”“We’ll need the spell in the blue scroll tube from

under his bed,” Ernst confirmed.“Oh, that one,” Holder nodded. “I’ll fetch it at

once.” He turned to run downstairs, but stopped mid-stride. “Wait a moment. The blue scroll tube? But thatmeans . . .”

“Yes,” Ernst confirmed solemnly. “The second thingwe’ll need is a volunteer. One of us must undergo themagic.”

Mynilar shook his head in disbelief, stabbing hisfinger at Ryven. “You don’t honestly expect me tobelieve that would-be scarecrow actually told you a usefulplan!?!”

Ernst nodded. “Mmm, yes, yes. It’s the only way.He’s also decided which of us will be sacrificed to theplan.” Ernst looked down at the corpse. “Ryven says Idon’t have to be the sacrifice because I am his second-in-command.”

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Jaerdaph jumped in. “And Ryven zzayzz I don’thave to be the zzacrifizze becauzze I’m alreadyzzurrendering the zzcroll!”

William raised an eyebrow. “Ryven says I don’thave to be the sacrifice because I do all the cooking.”

Holder threw out his hand. “Ryven says I don’t haveto be sacrificed because I haven’t finished filing awaythose maps from Mordent yet!”

“Ryven says I don’t have to be sacrificed,” grinnedDrawden, “just because he likes me.”

Five sets of suspicious eyes fell on Mynilar.Mynilar’s jaw dropped. He jutted a pointing finger

at one man, then another, unsuccessfully trying to chokeout a response. Finally his eyes fell on the grinningcorpse. His face twisted into a scowl as he bent down toaddress Ryven’s mummified remains.

“Someday, Ryven,” he spat, slowly shaking his fist,“I’m going to get you for this.”

N N N

The grandfather clock in the dining room of theburgomeister’s manor chimed six, then continued with itssedate ticking. The sun had been down for nearly thirtyminutes. The aroma of well-cooked steak wafted up fromthe meal laid out on the linen tablecloth.

“You know,” said the burgomeister’s wife as shepatted her lips with her napkin, “you gave me quite afright today. I was starting to think I’d never see youagain! You know, if you’d come home five minutes laterI wouldn’t have let you in! You can be quite a beastsometimes, you know, making me fret like that.”

At the far end of the table, the burgomeister sathunched over his plate. His eyes were cowed. One handnumbly held a fork to his mouth. As his wife paused totake a sip of wine, he remembered about the fork andgobbled down the bite of steak skewered upon it.

“Well?” began his wife again. “What do have to sayfor yourself?”

The burgomeister’s eyes flinched. “Err . . . um . . .Sorry, pumpkin?”

“Well, you should be. And—oh, dear me, wait. Iforgot about the potatoes. Bring the potatoes out from thekitchen, dear.”

Her husband glanced around the room helplessly.She gave him an icy stare, pointing at the kitchen

door with her fork. “You know, the kitchen?” Herhusband leapt towards the door. “You’re such a child.”

“Um,” mumbled the burgomeister as he disappearedthrough the door, “sorry, pumpkin.”

“Well, you should be.” Her nose crinkled.“Pumpkin?” she murmured to herself, quizzically.

The burgomeister wandered aimlessly around themanor’s kitchen. “If I were a potato, where would I—”

Without warning, a hand thrust itself out of a nearbycabinet to point at a bowl full of boiled potatoes.

“Ah!” yelped the burgomaster.“Sh!” hissed a voice from the cabinet.The burgomaster cautiously opened the cabinet door

a few more inches to reveal a man scrunched inside.“William? What are you doing in the cabinet?”

“Calm down, Mynilar. It’s a secret passage.”“We have a secret passage into the burgomeister’s

kitchen cabinet?”“It’s not what we were aiming for, no, but it does the

trick.”Mynilar leaned in close. “Look, how long is this

blasted polymorph magic supposed to last?”“In this case, until dispelled, unless I’m mistaken.”Mynilar groaned. “So what’s the plan?”“The others are going to forge a letter from Strahd

ordering the burgomeister to visit him at his castle. Youleave Vallaki, you never arrive there, the rest of the storywrites itself.”

Mynilar scowled. “So how long is it going to takethem to forge this accursed letter? I don’t know how longI can take this place. It’s so . . . mundane.”

“The letter is probably already done. But they’ll waita week before delivering it to make sure no one links theman’s death with his visit to our shop. They might drawit out just to needle you, too.”

Mynilar sighed. “So what are you doing here?”William shrugged. “On one hand, I suspect I’m

being punished for reducing Drawden’s golem to apuddle. On the other hand, I’m your dialogue coach.”

Mynilar scowled. “Come again?”“Well, for one thing, don’t call her ‘pumpkin’. The

real burgomeister called her ‘Dearest,’ or ‘Twiddlekins,’depending on the scenario in question.”

The burgomeister’s wife called in from the diningroom. “Haven’t you found those potatoes yet, dear?”

Mynilar groaned. “Right here, pum—uh, Dearest!”“It’s about time. And don’t forget that after dinner

you promised to rub my feet!”Mynilar turned back to William, who was smirking.

“Why does she want me to rub her feet?”“I haven’t the faintest idea,” admitted the podling.Mynilar picked up the bowl of potatoes, closing the

cabinet door. “Just tell the others to hurry up with thatdamned letter.” He slammed the door a bit harder than heneeded to.N

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October 31st, 1926.

Detroit.eghfeghfeghfeghfeghfeghfeghfeghf

Eater of Sinners.Eater of Souls.

Eater of Eternity.Close the eyes of ignorant men.

ardeen shut the window, spending amoment to watch the chill autumn windsblow dead, dry leaves across the frontfacade of Mercy Hospital. A black sedansat idling outside the entrance; Hardeencouldn’t make out the driver.

“Much better without that draft, eh?” he said, turningback to his brother. He threw a thumb towards thewindow. “The wind’s picking up. It looks like we’ve gotquite a storm blowing in.” The antiseptic hospital roomheld two beds, but only one was occupied. Colorfulbouquets filled every other flat surface.

Hardeen’s brother was the elder by two years, buteven in their prime Hardeen had always been the larger ofthe two. Now his brother seemed even smaller, swal-lowed by the hospital bed, his face sallow and drawn.

Hardeen’s elder brother, Harry Houdini, lay neardeath. Nine days earlier, while chatting with universitystudents in his dressing room in Montreal, Harry hadallowed a young man to punch him in the stomach, todemonstrate that he could resist blows to his abdomen.As Hardeen had heard the account, the student hadproceeded to hammer away at Harry’s gut mostunmercifully. On the train from Montreal to Detroit,Harry had started experiencing such severe stomach painsthat he was admitted to the hospital in the middle of thenight. Now, two operations later, Harry’s surgeon Dr.Kennedy believed the assault had ruptured Harry’sappendix, spreading a lethal infection.

Although they had lowered Harry’s fever with anexperimental serum, none of the doctors held any hopethat Harry Houdini would ever leave the hospital alive.

Hardeen sat down again in a chair between the twobeds. Harry regarded him with dark, tired eyes.

“How is Bess doing?” he asked, his face very still.

Hardeen kept up his grin for Harry’s sake. “She’sdoing well. She’ll be fine.” Harry’s wife lay in her ownbed in another wing, recovering from food poisoning.This tour had suffered one setback after another. Hardeenglanced down at Harry’s feet; Harry had broken his anklein Albany. It seemed as if Fate itself had been conspiringagainst his brother.

Harry read his brother’s expression and smiledwanly. “I expect that when I am gone, the Spiritualistswill declare a national holiday.”

Hardeen shrugged, smirking. “Yes, I suppose theywill. Until next week, when you become the star of everyrigged seance from here to Berlin, that is.”

Houdini’s face grew grim. “Keep your eye on Bess.Make sure she remembers our codes. She needs to beprepared, in case . . .”

Hardeen lay his hand on Harry’s arm. “Your secretcodes are safe, Harry. No phony medium will ever beable to claim they have Harry Houdini on their leash.”

Harry nodded, his weary face more sedate.Hardeen winced. “Sorry, old man. I didn’t mean to

upset you with all that bother.” His face brightened, andhe pulled several slips of paper from his coat. “We’vegotten more letters and telegrams. Thousands of them!From all over the country! A brought a few to read toyou . . .”

Harry nodded his assent, briefly closing his eyes.Hardeen picked out a telegram and read its contents.

“‘The magical fraternity is with you in your fight forhealth. You are the greatest of them all.’”

Harry’s head sagged, his gaze wandering to the opendoorway. “Pardon me?” he asked.

Hardeen missed the hint of annoyance in Harry’svoice. “Sorry . . . ‘the greatest,’ it reads. Here’s another:‘If you can squeeze out of boxes and other contrivances,you can certainly squeeze out of this job.’”

Houdini’s gaze slowly slid across the room, until hewas again staring directly ahead.

“I don’t have to listen to this,” he snorted, hisirritation now apparent. Harry turned his head to lookdirectly at his brother. “Hardeen, summon an orderly.”

Hardeen was startled. “What’s wrong? Why do youneed an orderly?”

H

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Harry looked away from his brother’s gaze as hegave his reply. “To escort you out, sir.”

“What?” Hardeen stammered. “Why would you saysuch a thing?”

Harry glanced back at him. He seemed as distractedas he was annoyed. “What? Don’t be difficult. Go getan orderly.”

Hardeen rose from his chair, looking miserable. “Idon’t know what I did to offend you, but I’m sorry. I’llgo. Do you want me to send in anyone?” Harry wasn’tlistening. Hardeen slumped and turned to leave.

“Wait a moment . . .” mumbled Houdini. Hardeenstopped at the door, returning to his brother’s side. Hisbrother was still staring out into space, giving Hardeen’sapproach a mere glance. “Yes,” Harry continued. “Ihave seen you before, haven’t I? Was it in Montreal?”

Hardeen was confused. “What? No, Harry, I wasn’twith you in Montreal. How are you feeling?” Hardeenlay his hand across Harry’s brow, then tore it away.“Good lord, Harry, your fever is raging!”

“So who are you then?” Harry seemed to be driftingoff into his own world. “Some offended fakir, come toset the record straight? I’ve seen your kind in Port Said.You lot perform as if you all learned at one school.”Harry’s gaze shifted to his brother. “Blast it, Hardeen, gofetch the orderly!”

The truth slowly dawned on Hardeen. Harry washallucinating. “Harry, who are you talking to?”

Harry snapped his head to fully face his brother. Oneof his hands ever rose from the covers, weakly gesturingto the end of his bed. “Are you blind? I’m being beratedby this damned Turk!”

Hardeen stared at the air in horror. “Harry . . .”Houdini cut him off, still staring into thin air. “Real

magic? Hah! I’ve sought your ‘real magic’ all over theworld,” he growled. “I’ve hunted fairies in Cottingley.I’ve challenged a man who could see through steel. I’vemet women who could manifest ectoplasmic spirits fromtheir ears. And do you know what I found every time?”

Hardeen grabbed his brother’s shoulder. “Harry!”“Nothing! Mere frauds and flim-flam! Cheesecloth

ghosts, double exposures, and parlor tricks! That’s your‘real magic’.”

Hardeen shook his brother’s shoulder as roughly ashe dared. “Harry, listen. There’s no one else here!”

Harry turned his head to his brother, but it wasobvious he was having difficulty prying his eyes from thatominously empty space. Harry grimaced.

“What are you saying?”“It’s just you and me here, Harry.” Hardeen stepped

towards the foot of the bed. “We’re the only people inthe room—”

As Hardeen said this, he had thrown out his arms todemonstrate the empty air. But as his left hand passedover Harry’s feet, it struck something. Something that

felt like cloth and wire. Something unseen. Hardeenfroze in shock for a moment, then hesitantly extended hishand again, feeling the empty space. Nothing. He gentlypatted the blanket lying over Harry’s feet. Nothing laythere. He started to doubt his own sanity.

Suddenly Hardeen realized what he needed to do.“Just hold on, Harry. I’m going to fetch Dr. Kennedy.”

“Yes,” whispered Harry, his face ashen, his eyesstaring at the air. “Yes, get the doctor.”

Hardeen ran out into the sun-dappled hallway. Ittook him several minutes to reach Dr. Kennedy’s office,but the doctor replied to his knock.

“It’s my brother,” Hardeen panted. “He’s half-madwith fever! You need to come quickly.”

Dr. Kennedy rose from his desk, looking grim. “I’llprepare another dose of the serum. Go back to yourbrother. We’ll send a nurse to notify Mrs. Houdini.”

Hardeen nodded and ran back out. Stopping at anurses’ station, he asked to use the telephone. Dialing thenumber of his hotel, he left a message with the front desk,telling the rest of his family to hurry over to the hospital;time may be short.

Finally, Hardeen returned to Harry’s room, justbehind Dr. Kennedy and a pair of assistants. Hardeencould hear his brother rambling as he approached.

“ . . . Death? Or a servant?” Harry asked the air. Hefell silent as the group entered. His face grew even moretired. “I see.” Harry turned to face his brother, weaklyholding out his hand. “Theodore . . .”

Hardeen was taken aback. When was the last timeHarry had spoken his real name? Or used his own.Hardeen clasped his brother’s hand at once.

“Harry? . . . Ehrich? I’m here.”A final peace settled over Harry’s features as the

doctors scurried around him. “I am tired of fighting,” hesighed. “I guess this thing is going to get me.”

A moment later, Houdini’s face was still. His handwent limp in Hardeen’s grasp.

Dr. Kennedy pulled Hardeen away, stepping in toexamine his patient. Hardeen drifted off to the corner ofthe room. He stared blankly out the window as the stormclouds blew in.

He heard a doctor declare the time of death to be1:26 PM, but he wasn’t listening. His mind was driftingback through the years. Before Harry’s campaign againstthe Spiritualists, before the great escapes, before thefame. He thought back to the years before the turn of thecentury, when he and Harry had briefly performedtogether as the little-known Brothers Houdini.

“Well, Harry,” he whispered to himself. “Now youreally are a magician among the spirits . . .” N

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THE HAUNTED CAIRNA Complete Adventure for Gothic England

by Bil [email protected]

Biographyn ancient spirit walks the Englishcountryside looking for mortals to aid her,looking for release from the bonds that tieher to Gothic Earth, looking for thepeaceful restfulness of home.

AppearanceKwerdhyl appears as a haggard-looking, dark-hairedwoman wearing a tattered bearskin cloak. Just over 6’tall and broadly built, she generally appears only to lonetravelers or small groups. Anyone looking intoKwerdhyl’s blue eyes can easily sense her overwhelmingsadness, even when she’s angry.

Kwerdhyl (“KUH-uhr-thil”)

Dhoat, Chaotic EvilArmor Class 3 Str N/AMovement 12 Dex 10Level/Hit Dice 4+3 ConN/AHit Points 22 Int 12THAC0 17 Wis 8Morale 12 Cha8No. of Attacks 1 XP 650Damage/Attack See belowSpecial Attacks IllusionsSpecial Defenses Incorporeal, invisibilityMagic Resistance See below

Note: A dhoat is a specialized type of ghost described in DARK SUN

MONSTROUS COMPENDIUM Appendix II: Terrors Beyond Tyr, but thatsourcebook is not needed to use this character or the adventure thatfollows.

BackgroundCenturies ago, Kwerdhyl was the robust daughter of aleader of the Celtic tribe called Cornovii. Though shedeeply loved one of her cousins, Caradawg, she agreed to

an arranged betrothal with the son of a leader from theneighboring tribe of Deceangli. She left her family andher heart-broken lover to live with her new husband,Eurneadh.

Kwerdhyl did not fit in well with the Deceangli, andshe came quickly to despise her husband, whom sheregarded as weak and unambitious. In front of him andhis family, she made no secret of her desire to return toCornovii, although she did not tell them of Caradawg.

In Kwerdhyl’s absence, her former lover’s sadnessgrew into anger. Through chicanery and treachery,Caradawg rose in the ranks of the tribe so that he was ableto take over the mantle of leadership following theaccidental death of Kwerdhyl’s father.

Having made no friends among the Deceangli,Kwerdhyl heard nothing of what had happened with herown tribe. After two years of marriage, she decided toleave her husband and return to her lover, Caradawg. Shestole out during the night and traveled alone to Buxton,where she met up with others of her tribe who agreed toescort her to her home. She learned from them thatCaradawg had become leader of their clan, but she wassaddened to hear of the death of her father.

Caradawg had moved into Kwerdhyl’s father’s home,and he received her there. The reception was icy. Heinformed her that she was not welcome there and that shewas banished from the tribe. When she reachedsupplicantly for him, he backed quickly away. She couldsee that there was only anger in him, so she turned andleft, returning to Buxton. There, as she prayed to thegods for salvation from her misery, Eurneadh thrust ashort sword through her back.

An amateur assassin, Eurneadth did not cover theevidence of his crime well, and Caradawg soon learnedwho had killed Kwerdhyl. All his anger toward Kwerdhyldisappeared, and he and a band of soldiers furtivelyentered the lands of the Deceangli and killed Eurneadh.Returning home, Caradawg soon found himself hauntedby the spirit of his former lover, for she had become adhoat, a restless spirit who died suddenly far from homeand who is driven to return there. She appeared to him inthe evenings and entreated him to let her inside, but he

A

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refused, believing she wanted only to kill him. Finally,after several months, he relented and opened the doors toher. She entered her father’s home and realized that hercorporeal body would have to be brought there as well forher to be finally at rest. Frustrated, she embraced herformer lover, slowly draining his personality until shereleased him, and, struck with madness, he ran out intothe moors.

The following day he was found dead, his blank eyesstaring into the sky. Well respected by the other leadersof the tribe, Caradawg was buried in a special tombmarked by a sacred mound.

Several decades later, Kwerdhyl was able to get herremains, which had been interred at Buxton, taken to thesite of her father’s home, but still her drive to go homewas not fulfilled.

CombatIncorporeal, Kwerdhyl can only be harmed by weaponswith a bonus of at least +1 or by weapons made of oakwood. When such a weapon strikes her, it passes throughher and she does not visibly react to the damage caused,but she does take damage normally. When she is reducedto fewer than 10 hit points, she turns invisible andattempts to flee. (She can turn invisible at will.) If she isreduced to fewer than 0 hit points, she is destroyed for 12hours, after which she reappears, with all hit pointsrestored, at the site of her physical remains. Kwerdhylcan be turned as a mummy except when she is within 10’of her physical remains, at which times she can be turnedas a ghost.

Kwerdhyl can cast, at will, spectral forces,hallucinatory terrain, dream, and nightmare, and sheuses these abilities to communicate her predicament to aselected target. As Kwerdhyl doesn’t know what isrequired of her to escape her curse, her messages areoften misinterpreted. If the target of her message refusesto help her or doesn’t appear to be helping her, she usesher powers to harass him or her until she gets the target tocooperate. If her efforts continue to be unsuccessful, shewill attack the target (typically when the target is asleep)and drain his or her Wisdom, attacking 1d4 times anddraining 1d4 points of Wisdom for each successful attack.If the victim is awake, he or she may save vs. death magicafter each attack to avoid losing ability points from thatattack. Ability points lost in this manner cannot beregained for 8 days; after then, they return at a rate of 3per day. If the target is reduced to 0 Wisdom points, heor she becomes unconscious for 8 days; then after he orshe awakes and regains points of Wisdom at a rate of 1d3per day.

PersonalityFor centuries, Kwerdhyl has roamed the Englishcountryside recruiting the living to help her, and eachtime she has been disappointed. She understands onlythat she has an irresistible urge to return home. In 1529,she persuaded a young goatherd named Ellis to move herskeletal remains from where they’d been buried to the siteof her father’s home. He placed the bones in an oblongmetal box and buried them four feet in the ground, butKwerdhyl remained on earth. In anger, she sapped theyouth’s Wisdom and left him to die of exposure to theelements. After death, his spirit lingered and eventuallymerged with that of a black-furred wolf.

Kwerdhyl is forlorn and frustrated by her inability toremove her curse. She cannot speak, but she doesunderstand Victorian English, as she’s walked amongthose who speak it for many years. In the dreams sheprojects, she can speak, if she chooses, but typically sherelies on images to convey her meaning, as she’s simplyout of the habit of speaking.

The Haunted CairnIntroductionThis adventure is suitable for 3-5 low-level characters. Itis set in Great Britain, primarily in the countryside eastand south of Liverpool; however, a Dungeon Mastercould easily move the adventure to a different area in theBritish Isles or Northern Europe by changing the namesof locations and the geographic details. The CeltsCampaign Sourcebook (TSR#9376) provides informationthat may be helpful to Dungeon Masters who wish to alterthe location of the adventure within Gothic Earth. Theadventure could also easily be located within a domain ofRavenloft or in a non- RAVENLOFT setting by removing thetrip by train and replacing it with transportationappropriate to the setting.

In this adventure, Kwerdhyl decides to try a differentapproach to solving her problem. Specifically, shedecides to enlist two aides instead of just one; thus, shesends two dream messages to two different playercharacters in the hopes that the combined informationmight lead to the solution to her problem. The adventurebegins in London, when the two heroes have their dreams.The following morning, the heroes travel by rail toLiverpool where they receive some warnings and cluesabout their adventure. The following day, they travel intothe countryside to find the burial site of Kwerdhyl,encountering a black wolf and an unusual young girlalong the way. If the heroes can put together the cluesproperly, they can solve the mystery of Kwerdhyl’s curseand put her to rest. Otherwise, they’ll just make her veryangry.

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This adventure is designed for inquisitive heroes.While there is some combat, the bulk of the adventurefocuses on collecting the pieces of Kwerdhyl’s puzzle andthen putting them together. Heroes who don’t take thetime to ask questions of NPCs they encounter will not beable to complete the adventure successfully.

The Adventure BeginsLondonThe Dungeon Master should select two player charactersto be recipients of Kwerdhyl’s dream messages. Thesecond of them should be someone whose backgroundincludes a friendly relationship with his or her father andwho is not a brown-haired woman. Kwerdhyl has takennotice of the heroes because of their success at a previousadventure. She has the past decades been traveling toLondon to enlist people to help her, as she believes themto be more sophisticated than those in the area shenormally haunts, and that sophistication may translate intoinsights to help her.

Read or show the following to the first dreamer:

The air is crisp, chilling you as it blows into your face.It’s just before dawn, and you’re standing on a high hill,looking across the English countryside. Liverpool isbehind you. In the distance, you can see a figure—awoman, though it’s too far for you to make out any detailother than that she wears a bearskin cloak. She glowsslightly with a deep blue aura. Suddenly, she clasps herhands together as if she’s praying or pleading. The sunrises in front of you, slightly to your left, and the womandisappears. In front of you is a metal box a foot wide andan arm’s-length long.

Read or show the following to the second dreamer:

You are surrounded by fog. You hear a howling in thedistance, like that of a forlorn hound. You move forwardand feel the ground crunching beneath you as you step.There are trees around you now, and you slow down tokeep from tripping over their gnarled roots. You hearpanting behind you, and you move faster. Suddenly, avine grasps your arm and pulls streams of blood fromyour skin as you pull away. You come to a familiar door,open it, and run inside. Just as you slam the door shut,you hear and feel a great crash upon it, and then a sinistergrowl. You put your back to the door to support it, anddoing so you look into the mirror behind you. You’re abrown-haired woman wearing a bearskin cloak. Theblood on your armslowly disappears, and you regain your breath. Thegrowling stops, and your sense of danger ebbs. A great

feeling of peace overwhelms you. You look around andrecognize your father’s home, and you know you are safe.

The other heroes will have slept undisturbed(presumably). In the morning, the dreamers must sharetheir dreams or the Dungeon Master will have to havesome other adventure ready. The heroes can catch a trainto Liverpool at 11 AM, giving them time to procure anysupplies they may need for the trip. Train fare is 20shillings per person, and the trip takes five hours.

LiverpoolThe heroes will reach Liverpool by late afternoon. If theyask the porter or anyone at the train station for lodginginformation, they'll be directed to the Blackern Inn andPub, which is about three miles from the station. A tall,gangly youth named Merry will volunteer to take them tothe inn on the back of his horse-drawn hay-trailer, askinga fee of a half-penny to a half-shilling depending on howwealthy the heroes look.

If the heroes don’t take the ride, then a second optionis a stable nearby the station, where the heroes can renthorses to take them out to the inn. The cost for each rideris 1 shilling, although Talbot, the stable manager, is likelyto lower the rate to a half-shilling for a flirtatious femalerider (but not any of her companions).

The heroes’ third option is to walk to the inn. Thereare various other places they could visit in thrivingLiverpool, and the Dungeon Master can flesh out some ofthese locations as needed, but the heroes should be subtlysteered to the inn to continue with this adventure.

If they choose to ride with Merry or rent horses fromTalbot, Merry or Talbot tells them:

“You have to be careful out in the countryside these days,as the ghostwolf has been howling, and we all know thatmeans trouble. Quite a few of the townfolk are outhunting him now, though they’re not going to findanything.”

If the heroes ask, Merry or Talbot answers questionsas follows:

What is the ghostwolf? “It’s a great black wolf thathunts in the low mountains and forests to the east.”

Why does that mean trouble? “The ghostwolfdoesn’t hunt animals, they say; it hunts people.”

Why won't the townsfolk find anything? “Theghostwolf’s been around for years. It’s no ordinary beast;it can’t be. It’s some kind of ghost or demon.”

Have you ever seen the ghostwolf? “No, but mygrandfather told me he saw it once, said it growled at himfrom across the river and then disappeared into the brush.

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He said its fur was all black, but its eyes were a-glowingyellow. Of course, grandfather was a little prone toexaggeration, but still . . .”

Blackern Inn and PubHowever they get to the inn, the heroes approach it alonga stone walkway that extends from the road. The Inn is atwo story, brown building with numerous small windowsalong its facade. As the heroes approach, the seconddreamer notices a face watching him or her from one ofthe upstairs windows, the same face he or she saw in themirror of his or her dream. As soon as Kwerdhyl knowsthat she’s been seen, she turns invisible.

The owner and manager of the Blackern Inn and Pubis Nigel McAltney, and he welcomes the heroes as theyapproach. He’s a short, thin, jovial man in his late fifties.Travelers have not been frequent of late, and Nigel ishappy to have some business. He offers each of theheroes a single room (7s./night), but he does have doublerooms (10s./night) available if the heroes ask about them.The room fee includes breakfast at 9 a.m. and dinner at 6p.m. If the heroes have rented horses from Talbot, Nigelsuggests they put the horses in the inn’s stable whereTalbot can retrieve them the next day.

If the heroes ask Nigel about the ghostwolf, read orparaphrase the following:

“The ghostwolf? Who’ve you been talking to, myfriends? It’s true there’s a wolf out there, probably morethan one, and it’s been bothering the livestock. Butthere’s nothing supernatural about it. It’s just a wolf.They’re unusual around here, but they appear from timeto time.”

If the heroes mention that Merry or Talbot told themabout the ghostwolf, he remarks, “You can’t believeeverything you hear, particularly from those with a touchof the Celtic in them. You mark my words, that wolf isno ghost.”

If the heroes ask what “a touch of the Celtic” means,then read or paraphrase the following:

“That’s just an old saying we use around here. Everynow and again, one of the townsfolk or sometimestravelers are found out in the countryside, and they’vebecome addled, confused. After about a week theyusually regain themselves, and some of them talk aboutthe spirit of a Celtic woman who haunted them and triedto steal their soul. Of course, that’s probably still theirconfusion talking. If you ask me, it was probably just thespirits from a bottle that did it to them, but then I’m not assuperstitious as most folk, being the good servant ofChrist that I am.”

If the heroes ask about the woman one of them saw inthe window, Nigel suggests it might have been thechambermaid, but otherwise no one would be upstairs, asnone of the rooms are let out.

Nigel can also confirm that there were Celticsettlements throughout the surrounding countryside if he’sasked, but he’s never been much interested in Celticlegends and he doesn’t know anything more about theCelts.

Asleep at the InnAfter the heroes have turned in for the evening, read orshow the following to the first dreamer:

The air is warm. You’re in a cave, a small, humid cave.Wisps of feathery fog dance slowly around you. Thewoman in the bearskin cloak kneels before you, prayingor perhaps crying. She looks down at the ground, not upat you. Suddenly, her face rises. Her light brown hair iswet and plastered to her forehead; her eyes are bulging.She stands and then falls toward you, her blue eyestwisting upward. Behind her stands a thin man, his eyesfilled with jealous anger and a bloodied dagger in hishands. He looks up at you as if in surprise. Suddenly, helies dead at your feet, his stiffening hand grasping at thegaping sword wound in his chest. The camp is on firearound you, and tribesman run about in the night,gathering their belongings and trying to escape theflames. Your eyes are pulled back to the corpse in frontof you; its eyes open suddenly, its dirty forefinger pointseast, and its mouth utters a name: “Caradawg.”

Read or show the following to the second dreamer:

You are surrounded by fog. You hear a howling in thedistance, like that of a forlorn hound. You move forwardand feel the ground crunching beneath you as you step.There are trees around you now, and you slow down tokeep from tripping over their gnarled roots. You hearpanting behind you, and you move faster. You come to afamiliar door, the door to your father’s home, but it’slocked. You pound on it, but there is no response.Moving around to the side, youpeer through a window. There is your father, sitting in hiscomfortable chair, his head twisted unnaturally to theside. He’s dead. A face appears in the window, afamiliar face, your lover. He’s wearing your father’srobes, and he snarls at you, beckoning you to leave,beckoning you to return to your exile. You beg him to letyou inside, but he is too proud and he won’t let you in.You sink to your knees, weeping.

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Morning in LiverpoolThe next day the heroes are awakened early by a distanthowling coming from the southeast.

The heroes are provided a mediocre breakfast of eggsand ham prepared by Lucinda, the matronlychambermaid/cook/waitress of the inn. Lucinda is nottalkative, as she’s concerned that her son did not returnthe night before after being out hunting the black wolf. Ifsomeone mentions the ghostwolf to her, she looksstartled, crosses herself, and retreats to the kitchen.

While the heroes are eating, Talbot arrives; if she hasnot already done so, Lucinda retreats to the kitchen. Ifthe heroes rented horses from Talbot the day before, heapproaches them and asks if they'll need the horsesfurther. If the heroes didn’t rent horses the previous day,Talbot introduces himself and indicates that he’s gothorses for rent stabled at the inn. He asks the heroes ifthey wish to rent them for the day. He relates thefollowing information:

“Seems there was an accident yesterday, off to the east,near the Haunted Cairn. Some lads riding fell into theravine, didn’t even see it there until they were on it, theysaid, then suddenly it was there. Lost three mares, theydid, so they may be looking for new mounts. So, if youwon’t be needing my horses, I’ll be taking them back tomy stables.”

If asked about the Haunted Cairn, Talbot replies thatit's some ancient burial mount where folks say a druidprincess appears on nights of the new moon. He’s notseen this ghost himself.

If the heroes want to keep the horses, Talbot collectstheir payments for the next two days and bids them well.

If the heroes do not want to keep the horses, Talbotbids them well and goes to the inn’s stables. Momentslater, he rushes back into the tavern and confronts theheroes, his face ashen:

“What’ve you done to my horses?! Their eyes areglowing red and they're snorting fire! Witches!Demons!”

After his accusation, he runs from the inn and backtoward his stables.

If the heroes investigate the stables, the horses allappear normal, if a little nervous. Nigel appears andwarns them that he’s heard there was a riding accident theprevious evening and that they should be careful if theyride eastward toward the Haunted Cairn.

If asked about the Haunted Cairn, Nigel replies thatit’s supposed to be an ancient burial mound from Celtictimes, but it’s really just a high knoll. He’s never heard

about the ghost that haunts the mound, and he wouldn’tbelieve in it even if he had heard of it.

If the players have not realized that their charactersneed to head east from Liverpool, Nigel could ask them toinvestigate the scene of the previous night’s accident, ashe suspects Lucinda’s son my have been injured or killed.

Journey to the CairnThe heroes should travel due east over hilly, dirt roadssurrounded by forest of varying density. If they deviatesignificantly from this path, Kwerdhyl will use herillusions to direct them back to the path she wishes themto follow. After an hour’s travel, each hero makes anIntelligence check at -1 (although anyone with sixth senseautomatically succeeds). Those who are successful sensethat they are being watched from the forests alongside theroad.

Read or paraphrase the following:

Suddenly, a great black mass erupts from the trees andcharges forward. It resembles a great wolf, larger thanany you’ve ever seen, standing almost four feet tall at itsshoulder. The horses spook as the wolf approaches.

The wolf is Ellis, the young goatherd who aidedKwerdhyl and later suffered her wrath. Merged with thespirit of a dead wolf, Ellis has become a spectral wolf, aunique creature whose sole purpose is to thwartKwerdhyl’s finding peace. At this point, Ellis is unawareof Kwerdhyl’s contacts with the heroes, so his intent isonly to scare them away from Kwerdhyl’s remains. In around, he reaches the closest heroes, and all heroes within20 feet of him must make fear checks; all affected horsesautomatically fail their fear checks. Any heroes on aspooked horse must succeed a Dexterity check to remainmounted.

Spectral Wolf (1): AC 2; MV 15; HD 4; hp 18; THAC016; #AT 1; dmg 2d4 + 1 point of Strength; SA fear aura;SD iron or enchanted weapon to hit, undead; SW repulsedby human bones; SZ M (5' long); ML Very Steady (13-14); Int Average (8-11); AL NE; XP 420

Notes: Ellis leaves no trail (treat as permanent pass without tracespell). Characters that come within 20’ of Ellis must make a fear checkat -2. When confronted by human bones, Ellis withdraws in revulsion;he will not willingly come within 5’ of exposed human bones, includingthose of anyone he has attacked. Should a victim’s bones becomeexposed, Ellis stops his attack and chooses another target or flees.Strength points lost to Ellis’ attacks are regained at a rate of 1 point perhour of non-strenuous activity. Ellis can only be struck by weapons

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made of iron or weapons which have been magically enchanted. Ellishas the usual undead immunity to charm, sleep, and related spells.Spells that target animals (e.g., speak with animals) have no effect onhim, although similar spells that target undead (e.g., speak withundead) will work. If destroyed, Ellis will reform after 24 hours unlessthe weapon that delivered the damage that killed him was a humanbone.

After causing havoc, Ellis flees into the woods,leaving no evidence that he was ever present.

The Wise ChildHeroes on horses will reach the next encounter in an hour,but heroes on foot will not reach it for four hours after theencounter with the spectral wolf.

Coming over the top of a hill, you see in the road aheadwhat appears to be a young girl. She’s wearing a lightblue dress over black britches. Looking closer, you cansee that her dress is actually a man’s shirt that is too bigfor the child. She’s looking away from you, toward theeast.

If the player characters continue forward, the girl willhear them and turn to face them. Her face is dirty, andshe wears no shoes or socks. She grins at anyone whoapproaches her in a non-threatening manner. Anyonewho looks closely into her face may notice that she hasone green eye and one blue eye.

The girl’s name is Emily, and she’s 7 years old andvery lively. She was riding with her brother the nightbefore; however, during a rest, she had wandered into thewoods, and when she returned her brother and hiscompanions were gone. Her brother had been hunting theghostwolf, and he often let her ride with him when hewent on hunts, as their parents are both dead. She’s sureher brother (Patrick Branwell) will return for her soon. Ifasked what she did through the night, then she relates thefollowing:

I tried to stay up as long as I could waiting for Patrick tocome get me, but I got sleepy so I took a nap on a tall hill.And when I woke up, there was a man there,and he said he was watching over me, so I said thank youand asked him if he’d seen my brother and he said no thathe hadn’t and then he said I should head down the road toget back home and then I laughed and told him that’s notwhere my home is and he looked very sad, so I thankedhim again for watching over me and then I started comingdown this road!

If the heroes ask if the man told her his name, shesays his name is Prince Carry-Dog.

If the heroes ask her where her home is, she repliesthat it’s with her brother, because he’s the person sheloves the most. “And where is your home?” she’ll ask herquestioner.

Emily hasn’t seen Ellis or Kwerdhyl. She hasn’tmade a great deal of progress either, as she frequently hasleft the road to go exploring in the woods, and when shereturned to the road, she wasn’t sure which direction she'dbeen going in. She also doesn’t want to stray too faraway from where her brother left her, as that’s where sheexpects he'll retrieve her.

If the heroes suggest that Emily accompany them,promising to help her find her brother, she readily agrees.If they decide to abandon a 7-year-old child and continuetheir journey without her, then make them all roll powerchecks, and then Emily will ask them to take her along;the remainder of this adventure assumes that they do.

Emily can direct the heroes to the Haunted Cairn (her“tall hill”), but Caradawg’s ghost is not present.

The cairn is a hill approximately five feet tall andtwenty-five feet in circumference (at ground level). It’scovered with fine grass and is otherwise unremarkable. Itcould, conceivably, be a natural formation, but it is, infact, Caradawg’s burial mound. Beneath two feet of dirtis a mound of stones, and beneath the stones are thedeteriorating remains of Caradawg. The Celt’s spirit istied to this place, but on rare occasions he is able tocommunicate with certain “gifted” humans, such asEmily. (Emily is the only person who can communicatewith Caradawg during this adventure.)

Digging into the cairn will take about an hour with ashovel, 20 minutes with 2-3 shovels. An additional 15-20minutes will be needed to remove the stones enough to beable to see into the cairn (aided by a light source) and seeCaradawg’s skeleton beneath.

Kwerdhyl, while respectful of her lover’s cairn, willnot long tolerate the heroes’ dawdling there while sheneeds them to complete their mission. She will appearand direct the heroes east and away from the cairn,toward the site of her remains. Emily will be able to seeKwerdhyl if she appears, and she might remark, “She’sdressed like Prince Carry-Dog was. She even looks likehim, in a sort of way.”

If the heroes didn’t ask Emily to guide them to thecairn, then Kwerdhyl continues to steer them directly toher remains.

The RemainsKwerdhyl’s physical remains are about half a mile east ofthe Haunted Cairn. There, Kwerdhyl leads the heroes offthe road and south into the forest. After a short trek, theycome to a clearing approximately 25 feet in diameter.Yellow grass 2 to 3 feet tall grows in the clearing, but theheroes can make out easily enough an old shovel stuck in

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the ground in the middle of the clearing and the skeletonof a youth lying near the western edge of the clearing.

Read or paraphrase the following:

The ghostly woman stands in the middle of the clearing,great sadness flowing from her face. She pointsdeliberately to the ground beneath her and then at theshovel beside her.

“She wants to go home,” Emily says.

If the heroes ask where “home” is, Emily replies,“She doesn’t know. She just wants to be there.” If theheroes specifically ask Emily where her own home is, shereplies as previously: “It’s with my brother, because he’sthe person I love the most.”

Kwerdhyl will continue to gesture toward the grounduntil the heroes realize they’re supposed to dig up herremains. If anyone tries to leave, she blocks his or herpath with illusionary vines and tree limbs.

After about 20 minutes, the heroes unearth the metalbox containing Kwerdhyl’s remains. The 3’ x 1’ boxappears to be made of dented tin and is tied shut withdeteriorated rope. Inside are Kwerdhyl’s bones, stored ina pile but all remarkably well preserved.

As soon as the heroes find the box but before it isopened, Ellis attacks from the woods. He bounds to thedigging, and attacks the closest person, fighting until he’sdestroyed. If the box is opened, Ellis backs away fromthe bones but will continue to menace the heroes, lookingfor a way to attack without coming near the bones.Heroes can also use the bones of the skeleton to scare offEllis, those being even more effective because they’re hisown.

Once Ellis has been defeated or run off, the heroeshave, at most, an hour to figure out what they’re going todo with Kwerdhyl’s bones. After then, she becomesimpatient with them and starts lashing out at them,draining Wisdom in her fury. So long as the heroes retainpossession of her remains, Kwerdhyl will continue tohaunt them. If the remains are reburied, Kwerdhyl willleave in frustration. If the heroes come up with a planand it sounds even remotely reasonable, Kwerdhyl willbreak off her attack and let them do what they can.Destroying her remains doesn’t sound at all reasonable; infact, if her remains are completely destroyed, then shewill never be able to return them home.

If Kwerdhyl’s remains are placed in the cairn withCaradawg’s, then both of their spirits are put to rest. Thecairn does not have to be resealed; minutes after thelovers are reunited, the cairn will cave in on itself, sealingCaradawg’s and Kwerdhyl’s remains from the outsideworld forever.

Loose EndsIf the heroes did not help Kwerdhyl reach home, then shewill continue to seek mortals to aid her. She has nointerest in pursuing vengeance against the heroes,although if they decide to hunt for her, she will readilytake measures to defend herself.

If the heroes return to Liverpool with Emily, theycould encounter her brother there, or the Dungeon Mastercould use searching for her brother as a lead-in to anotheradventure. Alternatively, the heroes could learn that herbrother has died, and then they have to figure out what todo with her now that she has no family. The heroes mayalso be interested in investigating the accident at theravine and in searching for Lucinda’s son. It could bethat Kwerdhyl was using her hallucinatory terrain powerto guide the hunters away from the field containing herremains and into a convenient ravine. Or something evenmore sinister could be at work.

Unless the heroes figured out Ellis’ weakness, he isprobably still around, and he will be angry with theheroes, particularly if they helped Kwerdhyl. If he can nolonger keep Kwerdhyl from escaping her earthly bonds,he may decide to help the heroes escape theirs. Unlessthe heroes were able to communicate with Ellis when theyfirst encountered him, it’s unlikely they’ll understand thespectral wolf’s relationship with Kwerdhyl.N

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SHERLOCK HOLMES

AND THE RED DEATHPART TWO:

Being an Account of the Life and Career of the Great Detectiveon Gothic Earth, Following the Great Hiatus Through

the Close of the Nineteenth Century

by Joe [email protected]

Introduction“The observer who has thoroughlyunderstood one link in a series ofincidents, should be able accurately tostate all the other ones, both before andafter.”

—Sherlock Holmes“The Five Orange Pips”

Adventures of Sherlock Holmes

n this installment of the Sherlock Holmesand the Red Death series, the life andcareer of the Great Detective from theperiod after the Great Hiatus to the closeof the nineteenth century is fullyexamined. Starting with the return of

Sherlock Holmes from his presumed death at the hands ofProfessor James Moriarty, the Forbidden Lore behindsome of the famous cases of the Canon as put down onpaper by Dr. John H. Watson is again revealed. Thistime, full NPC write-ups of the prominent villains of theCanon are provided for use in a Masque of the Red Deathcampaign set in Victorian London. Other interestingtidbits related to the Canon are included as well to add

further detail, including information on a famous weaponseen in the Canon and a new magical item for GothicEarth.

As in the first installment, this article attempts toaddress some of the differences and discrepanciesbetween the Sherlock Holmes of literature and theSherlock Holmes of Gothic Earth. While intendedprimarily for Dungeon Masters, player characters with theForbidden Lore proficiency might be privy to theinformation contained within at the DM’s discretion. Asbefore, this article may be used to provide adventureideas for heroes with the Detective kit for tradesmen inthe Masque of the Red Death horror roleplaying setting.

With the return of Sherlock Holmes and his reunionwith Dr. John Watson, rest assured that the safety of thecitizens of Gothic Earth is once again in capable hands!

The Return ofSherlock Holmes“Well, you’re not a spirit anyhow!”

—Dr. John Watson“The Adventure of the Empty House”

The Return of Sherlock Holmes

For three years following that fateful day in May of 1891when Sherlock Holmes and Professor James Moriarty

I

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clashed at the Reichenbach Falls, the entire worldassumed the Great Detective had been killed in an epicconfrontation of good and evil. His friend and chronicler,Dr. John Watson, was left to pick up the pieces and cometo terms with his grief. Watson took up his pen for whathe assumed would be the last time, and told the story ofHolmes’ demise, bringing a sense of closure not only forthe public but himself as well. Returning to privatemedical practice, Watson turned his full attention to hisloving wife Mary and a life of quiet, respectableanonymity.

Unfortunately the good doctor was not to be sparedfrom further grief. In December of 1891, Mrs. Watsondied suddenly from unknown causes, leaving Watsonalone in the world and a shell of his former self. Hefound solace in his daily medical practice, which began tothrive with his constant attention, and he volunteered hisservices in the evening to the poor and indigent inLondon’s East End. While this certainly kept him busy,he otherwise found no joy in day to day living norpursued any personal interests as he had in the past.

On the evening of April 5, 1894, a momentous eventoccurred that meant a reversal of circumstance for thedowntrodden Watson. While attempting to relax with theevening paper in the study of his Kensington house, hewas startled by an unexpected knocking at the door. Hismaid informed him that a gentleman desired to see him,an elderly book collector he had met earlier that day bychance. Believing the man had come to see him for aconsultation, Watson invited him in and got his medicalbag. As the gentleman spoke, the tone and inflection ofhis voice suddenly changed to one he instantly andinstinctively recognized. With a sense of uncertainty andoverwhelming joy, Dr. John Watson realized that thegentleman before him was none other than his dear friend,Sherlock Holmes in one of his many disguises.

After an emotional reunion, Holmes and Watson satdown by the fire and the Great Detective told his friendthe entire story of how he spent last three years whilepresumably dead. Holmes first recounted for Watson theevents as they really took place at Reichenbach Falls, andhow he faked his own death to allow him to dismantle theremainder of Professor Moriarty’s criminal empire. Hethen gave an account of his journeys around the globedisguised as Olin Sigerson, a Norwegian explorer andmountain climber. As the tale came full circle to theirjoyous reunion, a solemn look of urgency came over hisface, and Holmes brought Dr. Watson into his fullconfidence.

Holmes revealed to Dr. John Watson all he hadlearned over the last few years about the dark, evilpresence known as the Red Death. He explained hisassociation with the qabal known as Die Wächtern, andthe alliance he had forged with Professor Abraham VanHelsing and Pope Leo XIII. He explained how his

mountain climbing adventures in Tibet as Sigerson werein fact a ruse to allow him to convey a message from theHoly Father to a sect of Buddhist monks that were alsomembers of another qabal known as the Mahatmas. AsWatson sat wide-eyed at the incredible tale, Holmesexplained the dark reason as to why he was telling all hissecrets.

With a look of utter sadness, Holmes informedWatson that the agents of Moriarty were responsible forthe death of his wife. He explained that his originalintention behind the Great Hiatus was to protect hisfriends and associates as he finished his battle with theProfessor’s criminal empire, but unbeknownst to him atthe time, he had been observed walking away fromReichenbach by Moriarty’s second-in-command, ColonelSebastian Moran. Holmes next told Watson that he wasfinally ready to spring the trap to bring Moran to justice,and asked his friend to join him once again. Withouthesitation, the doctor accepted his offer, and by the end ofthe week, Watson sold his practice and Kensington home,and moved back in to his old room at 221 B Baker Street,which had been preserved exactly as Holmes had left itthree years earlier.

The story of Sherlock Holmes’ return may be foundin “The Adventure of the Empty House” by Arthur ConanDoyle in the collection The Return of Sherlock Holmes.For further information on the Great Hiatus, please see“The Truth behind the Great Hiatus” in Sherlock Holmesand the Red Death Part One (available in The Book ofSorrows netbook published in 1998). Some of Holmesactions during the Great Hiatus will be chronicled in “APenny Dreadful”, a serial fiction tale that will accompanythe Kargatane’s open-ended netbook, Crossroads of theGothic Earth). See also the entry for “The Adventure ofthe Empty House” in the “Forbidden Lore of the Canon”section below.

Forbidden Lore of the Canon“It is a mistake to confound strangenesswith mystery. The most commonplacecrime is often the most mysterious . . .”

—Sherlock HolmesA Study in Scarlet

This section continues the documentation of theunrevealed supernatural and occult occurrences within thepublished cases of the Great Detective that was started inSherlock Holmes and the Red Death Part One (availablein The Book of Sorrows). For the sake of convenience,the cases are presented in the form of a timeline, and forthe sake of completeness, cases that transpired as written

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by Dr. John H. Watson without any associated ForbiddenLore are included as well. No attempt is made tosummarize the events of the cases as published byWatson, and the reader is referred to the actual stories inthe Canon, or to other secondary sources for a synopsis(see “References” below). At the continued request ofHolmes, Watson has refrained from bringing to light thisconfidential and mysterious information in his publishedaccounts of these cases for the sake of the public good.Because of this necessity, the astute reader may notice afew differences in detail between the cases as presented inthe Canon and the Forbidden Lore accounts of how theyactually transpired on Gothic Earth. This section onlypresents Forbidden Lore from cases that took place afterthe Great Hiatus until the end of the nineteenth century.

Note: The exact dates of the cases of Sherlock Holmeshave long been the subject of debate by Holmesian andSherlockian scholars. The dates used in this list are takenfrom Encyclopedia Sherlockia by Matthew E. Bunson(see “References” below). While this author does notnecessarily agree with the accuracy of all these dates, theyare perhaps the best and most logical choice for acampaign set on Gothic Earth.

1894, April 5: “The Adventure of the Empty House”,The Return of Sherlock Holmes

Forbidden LoreColonel Sebastian Moran, who assumed leadership ofProfessor Moriarty’s criminal empire after the latter’sdemise at the hands of Sherlock Holmes, was in fact aweretiger. At the intervention of Mycroft Holmes, Moranwas spared execution by hanging after his criminal trialand instead handed over to the Diogenes Club in anattempt to research cures for pathologic lycanthropy.Sherlock Holmes admonished his brother for this action,stating that Moran was irredeemable long before hecontracted the contagion that transformed him into aweretiger. It is unknown if the Diogenes Club has beensuccessful in their research on pathological lycanthropy.If so, they have yet to share their findings with Holmes orhis Die Wächtern allies.

For additional information, see “The Return ofSherlock Holmes” above, and the entry for ColonelSebastian Moran in the “Villains of Gothic Earth: NPCsof the Canon” section below.

1894, November: “The Adventure of the GoldenPince-Nez”, The Return of Sherlock Holmes

Forbidden Lore

In the investigation of this case, Holmes became involvedin an internal conflict between members of a Russian cellof a qabal known only as the Brotherhood. Very little isknown about the Brotherhood, but it Holmes believed itmay be a descendant of an order known as theBrotherhood of the Azure Robes, a lawful neutral qabalbelieved lost to antiquity. Qabalist Anna Coram wasdispatched to Yoxley Old Place in Kent to eliminate thethreat presented by a defector from the qabal, herestranged husband Professor Coram. The Professor hadleft Russia with many secret magical texts and artifactsbelonging to the Brotherhood, which he intended to usefor his own selfish ends.

Tragically, the curse associated with her magicalgolden pince-nez glasses resulted in the unfortunatemurder of Professor Coram’s assistant, WilloughbySmith. Her eyes were deceived into believing that theunarmed man was in fact threatening her with a knife, andshe plunged a letter opener she grabbed from a nearbydesk into his throat in self-defense. Only when the victimpulled the pince-nez from her face as he fell to the floordid she realize the truth of the situation and quickly fledthe house. In a brilliant example of his deductive method,Holmes was able to identify the murderer and herinvolvement with the Brotherhood, along with themagical nature of the golden pince-nez, by anexamination of the glasses found clenched in the murdervictim’s hands. In an effort to protect the Brotherhoodfrom further security leaks, Anna Coram took her own lifewith a small vial of poison when Sherlock Holmesconfronted her with the facts of the case.

For more information about the golden pince-nez, seethe description for this magical item and its associatedcurse in the “Details, Details . . .” section below. TheBrotherhood of the Azure Robes is referenced in the“Heirs of Defiance” chapter of The Gothic EarthGazetteer.

1895, April: “The Adventure of the Three Students”,The Return of Sherlock Holmes

1895, April: “The Adventure of the Solitary Cyclist”,The Return of Sherlock Holmes

1895, July: “The Adventure of Black Peter”, TheReturn of Sherlock Holmes

Forbidden LoreIn his efforts to clear the name of John Hopley Neligan inthe murder of Captain Peter Carey, Holmes stumbledupon a power struggle between the leaders of twoopposing werebeast clans. The murder victim, known innautical circles about the London docks as the infamous

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Black Peter, was in fact a wereshark whose clan wasengaged in an all out territorial war in the EnglishChannel and North Sea with rival wereseals. The truemurderer, Patrick Cairns, was a member of the weresealfaction sent to eliminate Black Peter, which he did quiteeffectively by impaling him with a silver-tipped harpoonfrom the victim’s own collection. Unfortunately, Cairnsmanaged to escape shortly after his leaving 221 BakerStreet while under arrest, diving into the Thames River ashe transformed into hybrid form right before the horrifiedeyes of two of London’s finest. The two unfortunateBobbies are still recuperating at Bedlam Hospital.

1895, August: “The Adventure of the NorwoodBuilder”, The Return of Sherlock Holmes

1895, November: “The Adventure of the Bruce-Partington Plans”, His Last Bow

1896, October: “The Adventure of the Veiled Lodger”,The Case Book of Sherlock Holmes

1896, November: “The Adventure of the SussexVampire”, The Case Book of the Sherlock Holmes

Forbidden LoreNo other case in the Canon as published by Dr. JohnWatson better exemplifies Holmes’ desire to protect thepublic from the knowledge that such supernaturalcreatures as vampires do in fact exist. At the bequest ofSherlock Holmes, Watson portrayed the Great Detectiveas believing such occult phenomena to be nonsense, meresuperstition that could be explained away scientificallyafter thorough investigation. Therefore, the resultingpublished case in no way resembles the actual facts asthey truly unfolded.

The legal firm of Morrison, Morrison, and Doddreferred a wealthy client of theirs to Sherlock Holmesregarding a case of apparent vampirism involving thegentleman’s second wife. Previously, Holmes wasretained by this firm to investigate the fate of the shipMatilda Briggs while in Indonesia in the mysteriousunpublished case of the Giant Rat of Sumatra. Theirclient, Robert Ferguson of the tea brokers Ferguson &Muirhead, met the woman who became his new wifewhile conducting business in Latin America. Uponinvestigation of the Ferguson case, Holmes discoveredthat it was not a vampire at work in Sussex but an entirelynew threat.

Holmes’ investigations revealed that Ferguson’s wifeand her personal maid were not members of the undead asbelieved, but belonged instead to a mysterious raceknown as “vampyres.” Like the dreaded nosferatu,

vampyres also fed on human blood for sustenance, andcould easily be mistaken for creatures of the night by theirbehavior. The two female vampyres journeyed from theirnative Peru to England to escape their pack and find newfeeding grounds to exploit. The vampyres, living off theblood of Ferguson and his son by his first wife, fiercelyattacked Holmes after he revealed their true nature to thevictims, but Watson dutifully stepped in with his servicerevolver, ending the threat they presented. Holmes laterconsulted with Die Wächtern about his discovery of thevampyre race, and the qabal has since sent agents to Peruand other areas in Latin America to investigate thisphenomenon further. It is important to note that Dr.Watson made no reference to the case of the Giant Rat ofSumatra in his published account of the events in Sussexon Gothic Earth.

More information about the Great Rat of Sumatraand other undocumented cases of the Canon will bepresented in the third installment of the Sherlock Holmesand the Red Death series.

1896, December: “The Adventure of the MissingThree-Quarter”, The Return of Sherlock Holmes

1897, January: “The Adventure of the Abbey Grange”,The Return of Sherlock Holmes

1897, March: “The Adventure of the Devil’s Foot”, HisLast Bow

Forbidden LoreFearing for the health and sanity of his friend, Dr. Watsonconvinced Sherlock Holmes to accompany him to a smallcottage in Cornwall near Poldhu Bay for a relaxingmonth’s holiday. As is so often the case, there is neverany true rest for the ever-vigilant defenders of good, andHolmes subsequently became involved in this adventure,also known colloquially as the Cornish Horror. Theentire Cornish region was one of steep black cliffs alongthe shore, and quaint, antiquated villages nestled betweenthe fog-swept and dun-colored moors inland. While thesetting was idyllic, the ancient monoliths and tors thatdotted the countryside hinted at a darker past. It thuscame as no surprise to the Great Detective when the vicarof the small hamlet of Tredannick Wollas came to himone morning with a sense of urgency and alarm.

The vicar reported an incident in his parish that leftone woman dead and her two brothers driven tomadness. Holmes and Watson accompanied theclergyman to the scene of the disturbance, a small cottagebelonging to the unfortunate family. Upon examinationof the body, Holmes noticed that the woman’s face wasfrozen in a death mask of extreme terror. Watson

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observed her two brothers at the St. Basil’s, a localhospital for the insane, and reported to Holmes theirnightmarish visions of a six-tentacled horror thatmaterialized out of a strange, dense mist while they sat atthe kitchen table of their home. Upon examining theevidence, Holmes realized that something evil was atwork, and the brothers’ account was more than theravings of madmen.

After wiring his trusted ally Professor Abraham VanHelsing, Holmes determined that an undead entity knownas a mist horror was responsible for the strangeoccurrence that had baffled the local police. Thismalignant essence struck once more, killing anotherrelative of the family involved in the first incident.Whatever its agenda was it must have been met, for itnever made another appearance for the remainder of timethe Great Detective and Dr. Watson resided in Cornwall.

It should be noted that in the published account ofthis case, Dr. Watson substituted a rare pharmaceuticalplant known as Radix pedis diaboli, or Devil’s-foot root,as a more scientific cause of the Cornish Horror.

1898, July: “The Adventure of the Retired Colourman”,The Case Book of Sherlock Holmes

1898, August: “The Adventure of the Dancing Men”,The Return of Sherlock Holmes

1899, January: “The Adventure of Charles AugustusMilverton”, The Return of Sherlock Holmes

Forbidden LoreThe villain of this case, Charles Augustus Milverton, wasnot only the most odious blackmailer of the Englisharistocracy in the late nineteenth century, but a wererat.Sherlock Holmes was convinced that Milverton, whom heconsidered the most dangerous man in London since thedemise of Professor Moriarty, was becoming toopowerful a minion of the Great Evil known as the RedDeath, and if left unchecked, would soon becomeunstoppable. Fearing the involvement of his brotherMycroft and the Diogenes Club would result in thepreservation of this evil creature’s life as it had severalyears earlier in the case of Colonel Moran, Holmesdecided this time to take matters into his own hands.Unlike the version of the story presented in the publishedaccount by his chronicler and friend Dr. JamesWatson, it was Sherlock Holmes who ended CharlesAugustus Milverton’s life, the good doctor contrivingthe story of the ruined noblewoman behind the revolver toprotect his friend. Holmes had consulted his friendProfessor Abraham van Helsing of Die Wächtern aboutthe case, who presented the Great Detective with a case

containing six silver bullets. Inspector Lestrade laterapproached him about investigating the murder ofMilverton on behalf of Scotland Yard, but Holmespromptly refused, explaining that the perpetrator had infact done the world a great service.

For more information about Charles AugustusMilverton, please see his entry in “Villains of GothicEarth: NPCs of the Canon” below.

Villains of Gothic Earth:NPCs of the Canon

Colonel Sebastian MoranWeretiger, Neutral EvilArmor Class 3 Str 17Movement 12 Dex 16Level/Hit Dice 6+2 Con15Hit Points 33 Int 13THAC0 15 Wis 9No. of Attacks 3 (hybrid) or 1 Cha10Damage/Attacks 1-4/1-4/1-12 (hybrid form) or by

weapon type (human form)Special Attacks Rake for 2-5/2-5 (hybrid form

only)Special Defenses Hit only by silver or +1 or better

magical weapon, animate deadspell-like ability

Magic Resistance NilNonweapon Proficiencies: Hunting, Marksmanship,

Survival, Tracking

“The second most dangerous man inLondon.”

—from Volume M of Sherlock Holmes’sindex of criminal biographies

“The Adventure of the Empty House”The Return of Sherlock Holmes

CombatAs a pathologic (infected) lycanthrope, Colonel Moranhas only two lycanthropic forms, human and human/tigerhybrid.

In hybrid form, he can punch with each fist causing1-4 points of damage. Using his strong claws, he canrake his opponent with each claw for 2-5 points ofdamage. His razor-sharp teeth can cause 1-12 points ofserious tearing damage, but he rarely uses this form ofattack.

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In human form, Moran relies on traditional weapons.As a former army man and a big game hunter, he isproficient in the army pistol, the rifle, and Von Herder’sair gun (see the entry for Von Herder’s Air Gun in the“Details, Details . . .” section below).

Moran also possesses the spell-like ability to animatedead, which he can only use to create monster zombiesfrom the hunting trophies he prepares in his taxidermylab. This ability functions like the adept spell of the samename.

LairAfter the demise of Professor Moriarty at theReichenbach Falls, Colonel Moran was granted a lair ofevil to accompany his rise from demilord to lord status.Moran’s lair is his residence on Conduit Street, and it isalso the location of The Anglo-Indian, a London socialclub for English gentleman and big game hunters whohave resided in India for a substantial portion of theirlives or careers.

The many hunting trophies of stuffed tigers and otheranimals native to India that are showcased at The Anglo-Indian are in fact well-preserved monster zombies (seethe Monstrous Manual entry under Zombie) that theColonel has created in his taxidermy lab (see Combatabove). These animated tigers are completely under thecontrol of Colonel Moran, and remain inactive until hedirects them to do otherwise. Moran will not hesitate touse them to defend himself or his lair from unwelcomevisitors. These animated animal corpses cease to functionoutside of the building.

BackgroundColonel Sebastian Moran was born in London in 1840 theson of Sir Augustus Moran, C.B., who once served as theBritish minister to Persia. Raised in a life of privilege,Moran was introduced to the sport of big game hunting byhis father at an early age, and traveled to many exoticlocations on Gothic Earth as a youth in pursuit of thesport when he was not in session at Eton. Althoughhunting provided his primary enjoyment in life, as ateenager with nearly unlimited funds and running in anaristocratic crowd, he soon developed a love for highstake card games as well.

Moran attended university at Oxford, and upongraduating began a career in Her Majesty’s Indian armyas a member of the First Bengalore Pioneers. At first, hedistinguished himself in the Jowaki Campaign, fought atCharasiab, Sherpur and Kabul in the Afghan Campaign,and subsequently rose to the rank of colonel. Afterwardshe continued to serve in India for many years, and theopportunities that the local jungles provided for tigerhunting suited his lifestyle well. Unfortunately, he still

retained his love for card games as well, and a scandalinvolving his use of marked cards to swindle the son of avisiting British noble led to his forced retirement from theFirst Bengalore Pioneers regiment.

Afterwards, Colonel Moran remained in India formany years where he continued to hunt, and his record fortiger kills was unmatched. During this time he authoredtwo books on big game hunting: Heavy Game of theWestern Himalayas published in 1881 and Three Monthsin the Jungle which saw print in 1884. These booksestablished him as an expert on the sport of tiger hunting,and wealthy gentleman from around the world retainedhis services for their expeditions. Moran took advantageof this situation to supplement his income further byluring these unsuspecting but wealthy gentlemen into hisrigged card games.

In 1886 while on one of his routine expedition tohunt tigers, Colonel Moran began to stalk one beast thatwas unusually cunning in an almost humanlike way.More alarming was the fact that their rifles seemed unableto do any harm to the creature. The tiger proved toostrong for the hunting party and in the end only ColonelMoran survived. Seeking vengeance, Moran continued tochase the animal into the city of New Delhi, where itdisappeared into a sewer. The Colonel quickly crawledinto the opening after it, and his life was changed forever.

The tiger that Moran and his party had been stalkingwas in fact a weretiger, a form of lycanthrope indigenousto India. Moran survived the ensuing attack, but themonster escaped, leaving the Colonel seriously woundedand infected with lycanthropy. By the next full moon, theColonel experienced his first transformation intowerebeast form. Rather than recoiling in horror at hisfate, Moran was extremely ecstatic at the newly foundpower and possibilities available to him.

Colonel Sebastian Moran’s newly enhanced criminalactivities in India soon caught the attention of ProfessorJames Moriarty, an ancient creature of evil known as arakshasa and head of an international criminalorganization headquartered in England. Moriarty wasfascinated by the Colonel’s weretiger form that wassimilar, if still inferior, to his own, and successfullyrecruited Moran into his organization, and brought himback to London. The Professor used the aristocraticMoran exclusively for high-class jobs that commoncriminals would be unable to successfully. His ability toblend in with the upper crust of society was an asset, andwithin a few short months Moriarty appointed Moran hischief of staff and second-in-command.

When Sherlock Holmes all out war against ProfessorMoriarty and his crime ring culminated at the cliff side ofReichenbach Falls, Colonel Moran witnessed theProfessor’s fatal plunge into the turbulent waters below.Enraged, Colonel Moran raised his rifle to take hisrevenge on the Great Detective, and just as he placed

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Holmes’ deerstalker cap in his sights and pulled thetrigger, he was knocked off balance by a silver fox thatleapt upon him from the bushes. The shock of theunexpected attack caused him to transform into hisweretiger hybrid form, and the silver fox shifted into asimilar humanoid lycanthropic shape. In the vicious fightthat ensued, Holmes managed to make his escape byfaking his own death and embarking on the Great Hiatus.By the time the werefox broke off her attack anddisappeared as quickly as she arrived, Holmes was goneand Moran was left in charge of Professor Moriarty’scriminal empire.

During the period of Holmes’ Great Hiatus, ColonelMoran continued to run the remnants of the Moriarty’sorganization, but the clandestine efforts of the presumeddead detective left the organization a shell of its formerself. By the spring of 1894, Moran’s arena of operationswas limited to London’s criminal underworld. Knowingthat Sherlock Holmes would eventually reappear to finishthe job, the Colonel bided his time and carefully plannedfor the ultimate revenge against the Great Detective.

For additional information on Colonel SebastianMoran and his actions following the Great Hiatus, pleasesee “The Return of Sherlock Holmes” and the entry for“The Adventure of the Empty House” in “Forbidden Loreof the Canon” above.

“The worst man in London.”—Sherlock Holmes, “The Adventure of

Charles Augustus Milverton”The Return of Sherlock Holmes

Charles Augustus MilvertonWererat, Lawful EvilArmor Class 6 Str 8Movement 12 Dex 14Level/Hit Dice 3+1 Con9Hit Points 17 Int 15THAC0 17 Wis 9No. of Attacks 1 Cha6Damage/Attacks By weaponSpecial Attacks NilSpecial Defenses Hit only by silver or +1 or better

weapons

Magic Resistance NilNonweapon Proficiencies: Appraising, Forgery,Read/Write

CombatIn all three of his forms (human, ratman and giant rat),Milverton relies on a derringer pistol for protection. Heprefers to avoid any physical confrontation, however, andwhen confronted with a superior force, he will assumegiant rat form and attempt to scurry away through a holein the wall or down the nearest sewer. Unlike regularwererats, normal weapons cannot hurt Milverton while inhuman form - only silver or +1 weapons will causedamage. He may also summon and control 2-12 giant ratsat any time (see however the enhancement of this abilitywhile in his lair of evil below).

LairMilverton’s lair of evil is his Hampstead residence ofAppledore Towers. The cellar of his estate contains adirect connection to the sewers though a drainage pipe inthe brick floor, providing a convenient escape route if heshould ever need one. Within the confines of AppledoreTowers, Milverton may summon and control 2-200normal rats or twice the number of giant rats that awererat may normally summon (4-24). In the guise of aplumber by the name of Escott, Sherlock Holmes becamequite familiar with the layout of Appledore Towers whileinvestigating the case. Holmes took advantage of theopportunity his plumber disguise presented by blockingup the sewer egress before his final confrontation withMilverton.

BackgroundSherlock Holmes was not exaggerating when he referredto Charles Augustus Milverton as “the worst man inLondon”. Since his youth, Milverton had been a pettycriminal from London’s nefarious East End, born inpoverty and turning to crime to reverse his fortunes. Ashort, slightly obese man with a plump, round and hairlessface, Milverton soon realized that his talents lay not inmundane activities like burglary and pick pocketing, butin blackmail, a crime that he perfected to an art form.

Milverton amassed his great fortune by acquiringdamaging letters written by wealthy members of thearistocracy from their servants and others close to thepotential victim, and then used these to extort large sumsof money for their return without a scandal. The priceMilverton was willing to pay for these letters providedenough of an incentive for many such persons to steal theletters, but Milverton was not beyond making the would-be thief feel somehow wronged by the person to whomthey belonged through subtle manipulation and planting

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false insecurities. With the letters in his hand, he thenapproached the victim with his demand for payment by aspecified date, threatening to expose their contents to aperson that shouldn’t see them, such as a spouse or abusiness partner. If the victim failed to make payment,Milverton exposed the scandal contained within the letterwithout a hint of remorse for the resulting consequences.

Over the years, Milverton became the undisputedking of the blackmailers. He always managed to remainbeyond the reach of the law because his victims wereoften unwilling to have their scandals publicly revealed.He face always seemed to retain an insincere smile, evenwhen one of his victims who couldn’t meet his termsbegged him for mercy. It was this cold and cruel utterlack of compassion that attracted the attention of the RedDeath one foggy London night in the fall of 1890.

In a dark alley in Limehouse, Milverton laughed as ayoung woman on the eve of her wedding pleaded withhim not to expose the secret in her letters to her fiancé.She explained that her former lover was no longer in herlife, and no good could come of exposing her youthfulindiscretions. Through her tears, she claimed that herfamily had fallen on hard times, and was unable to comeup with the large sum of money that Milverton demanded.In a last ditch effort, she fell at her blackmailer’s feetwithout regard for the cold cobblestones beneath.Milverton only laughed harder, and removing his pocketwatch from his vest, said as he glanced at the time “Mydear, your fiancée already knows!” With a look of utterdespair, the young woman pulled a derringer from herbag, held the barrel up to her head, and pulled the trigger.As her blood flowed down the sewer grate in the center ofthe alley, he turned and strolled away, whistling a cheerylittle tune.

Just as he turned the corner, the densest fog he hadever seen in London overcame him. He noticed a slightscarlet tint to the unnatural mist, and his heart poundedfaster as he began to panic. As his portly form raced incircles through the streets and alleys of the East End, hecould sense a strange transformation overcoming hisbody. His face began to sprout long whiskers, his nosetwitched as it elongated, and his front teeth began togrow. His trousers ripped as a long, hairless tail sproutedfrom the base of his spine, and the fear of being seen inthis hideous new form overtook him. Suddenly, herealized that he was back in the alley from which he hadstarted, coming to a complete halt as he nearly trippedover the body of the unfortunate woman whose life he hadjust destroyed. As if by instinct, he removed the bloodymanhole grating with his rat like paws and scurried offinto the dark, dank sewer below.

Since that time, Charles Augustus Milverton hasbecome fully accustomed to his wererat nature, revelingin the power it provides him. He delights in theopportunities for blackmail that both his giant rat and

ratman forms open up, as both provide him with access toplaces he would otherwise be unable to penetrate while inhuman form.

For additional information on Charles AugustusMilverton, see the entry for “The Adventure of CharlesAugustus Milverton” in “Forbidden Lore of the Canon”above. Although Sherlock Holmes permanently endedthe blackmailing career of Milverton in January 1899,Dungeon Masters may wish to use this NPC in their owncampaigns set on Gothic Earth prior to this date.

Irene AdlerWerefox, Chaotic EvilArmor Class 2, 4 or 6 Str 9Movement 24, 18 or 12 Dex 17Level/Hit Dice 8+1 Con11Hit Points 45 Int 18THAC0 13 Wis 12No. of Attacks 1 Cha18Damage/Attacks 1-2 (bite as silver fox), 2-12 (bite

as vixen), or by weapon (derringerpistol)

Special Attacks CharmSpecial Defenses Silver or +1 weapons to hitMagic Resistance NilNonweapon Proficiencies: Singing, Appraising,Disguise, Forgery, Hide in Shadows, Move Silently,Open Locks, Pick Pockets, Read/Write

“To Sherlock Holmes she is always thewoman.”

—Dr. John Watson“A Scandal in Bohemia”

Adventures of Sherlock Holmes

CombatAs with the other female members of the LeDuece familycursed with (maledictive) lycanthropy, Irene Adler is ableto assume three distinct forms, each with different combatabilities.

Her first form is that of a normal silver fox. In thisform, her Armor Class is 2 and her bite causes 1-2 pointsof damage.

The second form is that of the vixen, a hybridbetween human and silver fox. In vixen form, Irene’sArmor Class is 4 and her bite becomes more ferocious,inflicting 2-12 points of damage. Although otherwerefoxes are able to transmit lycanthropy with their bitein vixen form, Irene is unable to do so.

Her third form is human form with an Armor Class of6. She is only able to do damage with weapons when in

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this form. As a refined lady of some discretion, Irenebefittingly carries a derringer pistol.

In human form, all male characters that see her mustsave vs. spell or be charmed (as the adept spell of thesame name). Unlike regular werefoxes, Irene Adler hasno magical resistance to sleep or charm spells, and unlikethe other foxwomen of the LeDuece family, she is unableto cast spells. Instead, she has a variety of roguenonweapon proficiencies at her disposal, but she mayonly use these in human form.

LairAs a free spirit affected by wanderlust, Irene Adler hasyet to settle down long enough to be granted a lair of evil.

BackgroundIrene Adler was born in 1858 in a provincial Frenchvillage the daughter of Maurice LeDuece and hismistress. M. LeDuece was aware of the family curse thataffected all the female members of the LeDuece family,which caused them to turn into a form of lycanthropeknown as a werefox by their eighteenth birthday.Wishing to spare his daughter from this fate (and avoidthe scandal that would ensue if his indiscretion wererevealed), he placed his daughter up for adoption. It washis hope that by doing so, the curse would fail to takeeffect, especially if he could place his daughter as faraway from France as possible. His agents in Americawere able to locate the Adlers, a kind, childless couple inNew Jersey that was desperate to adopt a baby girl.Maurice LeDuece quickly made all the necessaryarrangements, and sent his infant daughter to the UnitedStates. He never spoke of the incident again, but soonafterwards his mistress disappeared under questionablecircumstances.

At first, the Adlers led the typical American middleclass family life of the Victorian age. As Ireneapproached her teen years, however, she becameincreasingly difficult to control, stealing candy and toysfrom local shops and frequently running away from home.As a teenager, her disruptive behavior continued, but anewly discovered talent for singing allowed her to directsome of her energy in a more positive direction. Thepraise for her beautiful voice from the community seemedto please her, and her behavior seemed to improve for atime. Excited by this, her parents arranged for theiradopted daughter to be trained in New York as an operasinger in the hopes that she would find some inner peaceand self-control. Unfortunately, Irene perceived this tomean they had chosen to abandon her, and her angertowards them began to build into a primal rage within.

On the eve of her eighteenth birthday, Irene Adlerreturned for a visit to her family home in New Jersey at

the urgent request of her parents, who had not heard fromtheir daughter in several months. Unbeknownst to Irene,whose anger at her parents caused her to rip up some oftheir letters unopened, her mother was too sick to leavethe house, and her father was subsequently apprehensiveabout leaving his wife’s side. Expecting to see herparents waiting for her at the station, and hoping that shemay have been wrong in her assumptions, she becameinfuriated when she learned that a hired hansom cab wassent to pick her up instead. Seeing this as the final slight,Irene arrived at the front door of her home in a total rage.As the clock struck midnight and her eighteenth birthdayarrived, Irene was suddenly overcome with a strangesensation as her body began to transform into that of asilver fox. With a newfound sense of power compoundedby months of unexpressed rage, she raced through thehouse up to her parents’ room, and attacked them with acruel, vicious fury. When she was finished, her adoptiveparents lay dead in a pool of blood, their corpses savagelytorn to shreds.

The local authorities did not suspect foul play in thedeaths of Irene’s parents, believing instead that a wildanimal had found its way from the woods into the homeof the Adlers. Irene returned to New York after thefunerals to resume her operatic training. Her contraltovoice was so appealing to New York audiences that shesoon was heralded as one of the most promising operasingers to emerge in years. After a series of acclaimedperformances at New York City’s Metropolitan OperaHouse, wanderlust overtook her and she departed forEurope. She toured the continent and gave manymemorable performances at the great opera houses ofEurope, including La Scala in Milan, Italy, and CoventGarden (the Royal Opera House) in London. At theheight of her career, she held the position of Prima Donaof the Warsaw Imperial Opera in Poland. It was duringthis engagement that she became involved with WilhelmGottsreich Sigismond von Ormstein, the king of Bohemia,setting off the chain of events chronicled in “A Scandal inBohemia”.

In Europe, Irene Adler gained a considerablereputation not only as an opera singer but as anadventuress as well, with scandal seeming to follow herwherever she went. Still, she was readily able to charmherself out of any legal entanglements resulting from herexploits, and the public seemed to love her for it.Intelligent and wily, she even managed to outwit theGreat Detective Sherlock Holmes, but found herselfunable to successfully charm him into falling helplessly inlove with her. Despite her failure to charm Holmes, henevertheless allowed her to escape, and Irene found thisgesture so gallant that she herself fell deeply and truly inlove with him. To this day, Irene considers SherlockHolmes under her personal protection, and on manyoccasions when on a dangerous case he has caught the

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graceful form of a silver fox watching over him as itpaces the periphery. It is unknown if Holmes returns heraffection, but it should be noted that while he has takenno action against this dangerous lycanthrope, he alwayscarries a handful of juniper berries in his pocket.

For additional information on Irene Adler, please seethe entry for “A Scandal in Bohemia” in the “ForbiddenLore of the Canon” section of Sherlock Holmes and theRed Death Part One (available in the Kargatane Book ofSorrows NetBook published in 1998). For more on theLeDuece family curse, please see the entry for LadyMichelle LeDuece in “Appendix II: Villains of GothicEarth” in A Guide to Gothic Earth from the Masque ofthe Red Death campaign setting.

Details, Details . . .“I am an omnivorous reader with astrangely retentive memory for trifles.”

—Sherlock Holmes“The Adventure of the Lion’s Mane”

The Case Book of Sherlock Holmes

Von Herder’s Air Gun“An admirable and unique weapon,noiseless and of tremendous power. . .”

—Sherlock Holmes“The Adventure of the Empty House”

The Return of Sherlock Holmes

This extremely deadly weapon was constructed by ablind German mechanic named Von Herder and wascommissioned by Professor Moriarty. Sherlock Holmesfirst encountered air guns when he began his all outassault on Moriarty’s crime ring in 1891. The air gun isbasically a rifle with an attached canister of compressedair used for propelling a bullet at high velocity. Designedfor use at long ranges, the damage effect on a targetvisibly appears to be similar to that of a normal weaponfired at very close range. This fact baffled the Londonpolice when it appeared that the Hon. Ronald Audaire hadbeen shot at up close in a locked room that no assassinwould be able to enter or escape. As Holmes laterpointed out, Audaire had in fact been shot with an air gun

at long range through an open window. The air gun usedby Colonel Moran in the murder of Ronald Audaire andthe attempted murder of the Great Detective is currentlyon display in the Scotland Yard Museum. AlthoughHolmes confiscated most of the air guns belonging toMoriarty’s henchmen, a few of these dangerous weaponsstill remain unaccounted for.

ROF S/M/L Rnds Size Type Spd Dmg1

1/1 35/50/75 1 M P 42 5d6

1 Reroll and add any die roll of 62 If loaded and ready, speed factor is 2

For additional information about firearms on GothicEarth, please see “Chapter IV: Money and Equipment” inA Guide to Gothic Earth from the Masque of the RedDeath campaign setting.

The Golden Pince-Nez“It would be difficult to name anyarticles which afford a finer field forinference than a pair of glasses, espe-cially so remarkable a pair as these.”

—Sherlock Holmes“The Adventure of the Golden Pince-Nez”

The Return of Sherlock HolmesThe golden pince-nez glasses belonging to qabalist

Anna Coram that she left behind at the murder scene ofWilloughby Smith are in fact a magical item of somepower. When this item is worn by any adept whilestudying a newly discovered spell, it functions as if readmagic has been cast. This power functions up to threetimes a day and duration is determined by the currentlevel of the adept. Gazing through the pince-nez allowsan adept of 3rd level or higher to see magical energies andeffects similar to the 1st level spell detect magic. Thispower only functions once a day but can be activated bythe wearer at a time of their choosing. At 5th level, anadept wearing the pince-nez can activate them once a dayto function as if they had cast the 2nd level spell locateobject. The current level of the adept determines theduration and area of effect. Only members of the adeptclass can use this magical item. All powers arecumulative.

As with all magical items crafted on Gothic Earthafter the arrival of the Red Death, the golden pince-nezalso extract a price from any adept that wears them.Within one week of first donning the glasses, the adept’seyesight becomes so poor that he or she becomesdependent on them for normal sight. After a month of

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wearing the pince-nez, the adept will experienceoccasional alterations of reality in what they see throughthe lenses. For example, a friendly handshake offered infriendship might appear to be an attack with a knife whilewearing the glasses. The frequency of this occurrence isleft to the Dungeon Master who is encouraged to use itfor maximum dramatic effect.

It is unknown who (or what) created this magicalitem, but as Holmes observed when examining them, theyare of high quality craftsmanship and of recent design.

For additional information, see the entry for “TheAdventure of the Golden Pince-Nez” in the “ForbiddenLore of the Canon” section above.

References“I have no data. It is a capital mistake totheorize before one has data.”

—Sherlock Holmes“A Scandal in Bohemia”

Adventures of Sherlock Holmes

The Canonv The Complete Sherlock Holmes by Sir Arthur Conan

Doyle (Preface by Christopher Morley), Barnes &Noble Books (by arrangement with BantamDoubleday, Inc.), 1992 (ISBN 0-88029-261-X).This volume contains the 56 short stories and 4novels by Doyle that detail the illustrious career ofconsulting detective Sherlock Holmes.

Encyclopediasv Encyclopedia Sherlockiana by Matthew E. Bunson

(Forward by John Bennett Shaw, B.S.I., S.H.S.),Simon & Schuster Macmillan Company, 1994 (ISBN0-02-861679-0).

v The Sherlock Holmes Encyclopedia by Orlando Park,Carol Publishing Group, 1994 (ISBN 0-8065-0764-0).

v A Sherlock Holmes Companion edited by PeterHaining, Barnes & Noble Books, 1994 (ISBN 1-56619-268-4).

Web Sitesv Chris Redmond's Sherlockian Holmepage

http://watserv1.uwaterloo.ca/~credmond/sh.htmlv Michael Sherman's 221B Baker Street

http://members.tripod.com/~msherman/holmes.htmlv Les Moskowitz’s The Sherlockian Connection:

Quotes from Sherlock Holmes

My greatest fear in writing this article was that Ihad used up the best Sherlock Holmes quotes in itspredecessor. I am especially indebted to this website for proving me wrong.

http://www.bcpl.net/~lmoskowi/HolmesQuotes/quotes.html

Coming Next YearSherlock Holmes and the Red Death

Part Three:Being an Account of the Life and Career of the Great

Detective on Gothic Earth, From the Turn of theCentury to the Start of The Great War

N

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WOLFGANG ARMAND

FAUSTThose Who Do Not Learn From History Are Doomed To Repeat It

by Charles [email protected]

Biographyaust has been an intriguing character inGothic Earth’s legends and literature forcenturies, his tale including a pact with theDevil, tragic love affairs, and an attempt atredemption. However, only a few peopleon Gothic Earth know that the mage and

pact-maker is indeed real and lives to this day, spreadingboth suffering and style with equal flair.

Wolfgang Armand Faust13th-level Human Adept, Lawful EvilArmor Class 7 Str 14 (8)Movement 18 Dex 17 (9)Level/Hit Dice 9 Con14 (11)Hit Points 27 Int 21THAC0 16 Wis 12No of Attacks 1 Cha17 (9)Damage/Attacks By weapon or by spell typeSpecial Attacks SpellsSpecial Defenses See belowMagic Resistance None

Note: Scores in parentheses are for Faust the Younger

AppearanceDue to the unique nature of his curse, Faust changesgreatly in appearance as the years pass, but hisappearance generally falls under two categories: Faust theYounger and Faust the Elder.

Faust the Younger (as he appears when he firstreturns to this state) is an extremely handsome twenty-something German man with brown hair and a goatee, amischievous twinkle in deep brown eyes, and angular

features. Always dressing in the latest fashions, Faust hasa tendency to brag about his countless female conquests,his exquisite taste, and his knowledge.

Faust the Elder (as he appears when his age passesinto his forties and beyond) gains a somber aura abouthim and begins to rapidly slow down his pace. Faustusually allows his beard to grow long and the beard soontakes a gray and eventually white tone. Faust the Eldertends to prefer utilitarian dress, and his eyes seem tobelay great wisdom. Faust’s voice deepens with age, andan increasingly vile disposition develops within his heart,evaporating when his youth is restored.

BackgroundWolfgang Armand Faust was born in the Holy RomanEmpire sometime around the Third Crusade, before thereign of Frederick Barbossa. Faust was a scholar at thefinest universities of the time and devoted himself to theextensive study of alchemy, astrology, and sorcery. Hisultimate goal was to unlock the secrets of the universe, agoal that he pursued for the simple satisfaction of gainingknowledge for its own sake. The adept pursued thispassion to the exclusion of marriage, family, wealth, orrecognition, and only in passing did he ever question hischoices in life. Sometime around his seventieth year,having long since exhausted all mortal sources at hisdisposal, Faust succeeded in calling forth a fiend from thedarkest reaches of the cosmos to reveal to him thecomplete secrets of the world. This entity called itselfMephistopheles.

The fiend took the form of a flamboyant rake in theprime of his life. Instead of being horrified at beingtrapped on Gothic Earth, he was intrigued, sensing theembracing presence of the Red Death. Mephistopheleseasily charmed Faust with his amusing tone, a fewcarefully designed illusions and “revelations,” and a

F

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vicious sense of humor. Mephistopheles persuaded Faustthat his life’s quest had been in vain, and that there wasno meaning to the universe. Ruing the years of wastedeffort, Faust then made the greatest mistake of whatwould be a very long life. He sold his soul for, in his ownwords, “the chance to live many great lives.”

The being calling itself Mephistopheles took aninordinate amount of interest in the mortal Faust, andproceeded to restore Faust’s youth. Faust promised tonever waste a moment of his life again, and used his newvitality, with Mephistopheles’ help, to seduce a beautifullocal village girl, Gretchen. Between Faust’s new looksand his master’s conjured wealth, the feat was easilyaccomplished. Only then did Faust begin to harbordoubts about his new pact, quickly removing himselffrom his innocent lover’s reach to return to his studies ofthe universe. When his loneliness drove him to return hediscovered that not only had Gretchen borne theirillegitimate child, she had murdered the infant and wasabout to be hung for her crime. The execution soonfollowed, and Faust realized to his horror that this had allbeen part of the fiend’s plan.

Sometime later Faust came into the service of themuch-maligned (and with good reason) Frederick theSecond. Although Faust had allowed his own sorcerousskills to grow extremely lax while he lost himself inirresistible pleasures, between his own demonstrations ofmagic and his dark master’s covert aid Faust earned theemperor’s trust. Faust led Emperor Frederick tocountless bad decisions while amusing the Germanmonarch with the conjured spirits of Prince Paris andHelen of Troy. This feat was accomplished in no smallpart due to Mephistopheles’ aid; in truth, these spiritswere no more summoned legendary figures than the Earthwas flat, all a clever series of illusions and mind gamesorchestrated by the fiend.

It was during this time that Faust once again fell inlove, if love is what one can call what he shared with theill-fated Ingrid. Believing that Helen of Troy wasdestined to be his mate, Faust demanded thatMephistopheles take him back in time to become herlover. It was at this time that Faust also created what verywell might be Gothic Earth’s first homunculus, aptlynamed Homunculus. Given the nature of Faust’s demonicmaster, and the realities of time travel on Gothic Earth,most occult scholars do not believe Faust was ever trulytransported through time, merely succumbing to thetrickery of his increasingly powerful master. In his mind,however, Faust gained the memories of seducing Helen ofTroy and siring a child by her.

Eventually Faust returned to Frederick the Second’scourt and discovered the fiend’s manipulations (and hisown misdeeds) had caught up with him again, as theywould inevitably in every life he would ever lead. TheEmperor was at war with the Pope, the Empire’s economy

was a shambles, and suffering had spread across the landlike a flood. Though the writer Goethe would later claimthat Faust won many battles (and even the war) usingarmies of the undead and powerful magic, this is surelymore of Faust’s manipulation of his own history.Although Frederick the Second was able to temporarilylay claim to Jerusalem thanks to Faust’s advice, hisempire eventually fell, and the aging Faust realized thetrue depths of his curse.

According to legend, Faust spent the rest of his life inindustrious aid, aiding others even after losing his sight,and when he finally died thus received his reward inHeaven. These legends are mostly false. Faust didindeed perform these good deeds, and could have earnedhis redemption, if not for the intervention ofMephistopheles. Using his pact’s own words “manylives” the aged Faust was torn limb from limb by horrid,dark forces as the fiend continued to fulfill “his end of thebargain.”

When Faust awoke after these terrible tortures, hefound himself restored to his youthful, lustful self. Healso learned that he would always be reborn in this stateuntil he had finished what Mephistopheles deemed asuitable number as “many.” The fiend then vanished in apuff of sulfurous smoke, seeking new conquests.

Since then the magician has gone through history,growing older and dying, always to be rent asunder byhorrors, then reborn in his younger guise. Stripped of hischance at redemption this amazing figure even now stilllives on Gothic Earth.

Current SketchFaust has learned to content himself with his lot in lifeand has fallen into somewhat of a pattern. For themajority of his younger years (twenties to late thirties) hespends his days in the pursuit of great pleasures, arts,wines, and riches (it is through this hedonistic period thatcountless children and adepts can trace their lineage backto the aged magician).

In his elder years, Faust spends his time in extensivestudies, seeking not just to acquire wealth for his return toyouth, but the exhaustive study of magic and lore in hopesof breaking his pact with Mephistopheles. It is usually inthese years that the indiscretions of his youth come backto haunt him. No one can say why, but Faust’s livesnever amount to greatness; instead all of his works seemto go tragically wrong for him no matter what. Whetherthis is due to his own arrogance and vile inner corruptionor some part of the dark fiend’s machinations cannot bedetermined.

Faust has been known to take great interest in youngadepts and those who show a propensity to dealing with“the Devil.” (Faust’s understanding of the Red Deathremains locked in the medieval lore of his youth.) He has

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also tried, with very little success, to confoundMephistopheles’ continuing efforts to sign new pacts withthe fallen every time he encounters the fiend, which isoften. However, Faust remains alternately protective andhateful of the demon which has both cursed him andgranted him his power.

Faust has come to suspect that “Mephistopheles” isbut one of the aliases used by the unholy order of ElSieste, the fiendish qabal spoken of in the writings of theSpanish mystic Pontenegro. This has led Faust to becomemore cautious; while Faust believes his sorcery couldconceivably defeat his master in combat (a belief nowdoubt rooted in his own ego), he is sure that a group ofdevils would swiftly overpower him.

CombatWolfgang Faust has a dazzling array of magic that he cancall upon when necessary. Due to an exceptionally longtime to practice, he is a master of the rapier, saber, andother types of dueling blades, gaining a +3 bonus to hisattack rolls when wielding such weapons. Faust the Elderwill not usually enter combat (instead preferring to dealwith opponents through conjured minions), but theYounger has been known to duel at the drop of a hat.

Faust’s great intelligence provides him with a naturalimmunity to 1st though 3rd level illusions; when possible,he enjoys mocking the caster of such illusions bylecturing at length on the inconstancies in the images.Faust’s greatest defense is also his greatest curse. Aslong as Mephistopheles the Liar exists and chooses not toclaim Faust’s soul (which he will not until Faust utterlysuccumbs to corruption, becoming chaotic evil) Faust isimmortal. Every time he is reduced to 0 hit points or less,horrid, monstrous entities appear to tear Faust limb fromlimb, scattering his remains across the land. Soonthereafter (depending on how badly his body wasdamaged before the fiendish rending), the largest of theremains will transform into a young, twenty-somethingman with his vitality and health fully restored. No onehas yet completely destroyed Faust’s body, so no oneknows what affect that would have. Faust is surprisinglygood-natured about this turn of events and will usuallyprefer to run and never see his killers again rather thanseek vengeance.

If anyone ever locates and destroys Faust’s fiendishmaster and his phylactery (a red ruby necklace that hewore on his way into the world), Faust will immediatelyburst into hellish flames and rapidly crumble to dustbefore any onlookers’ eyes. Depending on his alignmentat the time, his soul may finally find release, or may bedragged into eternal damnation.

Adventure Ideas

v The player characters have been contacted by afriend at a nearby university to come see him playmusic (or fulfill some other lifelong dream). Theplayers will be shocked to discover that their friend’sskill has increased tenfold. The friend attributes it tohis new comrade, a flamboyant and lustful butgenuinely likable fellow that he has recent met.Unknown to the heroes, this “comrade” isMephistopheles, who has struck a terrible bargainwith the lad. Whether the heroes will be able to winback their friend’s soul is up to the Dungeon Master,but Faust may present himself as an ally towards thatgoal. Sensing a chance to thwart his master, Faustintends to rescue the lad from the fiend’s clutchesone way (helping the heroes save their friend) or theother (using sorcery to destroy the poor fellow’s soulbefore the demon can claim it).

v A female hero or a female relative / love interest /friend of the player characters has been receiving ahandsome gentleman caller (no pun intended) whohas been lavishing expensive gifts upon the lass,heedless of any of her existing romantic ties. Thissuitor is Faust the Younger, up to his old tricks again.He fully intends to seduce the damsel (a situationwhich may strike close to home if the NPC is a loveinterest to one of the heroes). Faust’s methods arehonorable, at least initially, but his intentions are notnearly so pristine. If Faust is eventually rebuffed, hewill not take kindly to defeat and will begin usingcharm spells, love potions or aphrodisiacs to win theobject of his affections. If he grows desperateenough, Faust may even turn to his old master foraid.

v Faust the Elder has summoned the heroes to hisworkshop (with a homunculus snooping on themduring their visit) to offer them a proposal. Faustbelieves he has located an ancient tome ormanuscript that contains something of great value tohim: the method for breaking a diabolic pact. Hewill no doubt disguise his motives for seeking thisrite, claiming it is needed to deal with a friend orloved one, etc. The tome could be located anywhereon Gothic Earth (at the DM’s choosing), and isprotected by all manner of foul guardians, rangingfrom larvae and the undead, to traps and deadfalls.In fact, the tome’s magic can break an infernal pact,but only by the most indirect method; the tomecontains the true names of nearly a dozen powerfulfiends. Faust plans to use this words of power togain leverage over his master.

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PIRATA SALINASEl Diablo del Mar

by Daniel [email protected]

Biographyhe island of Cozumel, Mexico is a tropicalparadise. However, beneath the waves ofthe sparkling Caribbean sea danger lurks.In the past few years, the number ofsharks spotted in the surrounding watershas greatly increased. The sharks are

drawn to the caves by their master, Pirata (pronouncedpe-RAH-tah) Salinas, a wereshark. (See Crossroads ofGothic Earth for more on the island of Cozumel.)

AppearanceAs a hereditary wereshark, Salinas has two forms. Inhuman-form Pirata appears as a muscular, handsome,Latino man of twenty-eight. He stands 5 foot 10 inches,and his skin, hair, and eyes are all dark brown.

Salinas’ native language is Spanish, and he onlyknows a few words of English.

In his secondary form, Pirata is a fifteen-foot-longtiger shark. With rows of sharp jaws, thick skin, and astriped coloration on his back, his appearance is similar tomost tiger sharks. However, Salinas is distinguishable bya reddish coloration on the tip of his dorsal fin. Thefishermen of Cozumel recognize him by this mark.Though they do not know his true nature, they dread hismany attacks on local fisherman and swimmers.Fearfully, they refer to him as “Diablo del Mar,” Devil ofthe Sea.

BackgroundIn the summer of 1865, sister Maria Yvonne, a nun whoseorder ran a large orphanage on the island of Cuba,discovered an abandoned infant on the beach. The boywas less than a year old, so she brought him to theorphanage and looked after the baby for the first fewyears of his life. The sisters named him Jesus(pronounced Hesus) for they did not know his name. Asthe boy grew older he became the terror of the

Pirata SalinasTrue Wereshark, Neutral EvilArmor Class 8/3 Str 19Movement 12, Sw 24 Dex 13Level/Hit Dice 8 Con14Hit Points 49 Int 10THAC0 13 Wis 9Morale 15 Cha10No. of Attacks 1 XP 2,000Damage/Attack By weapon/1d10+2Special Attacks NilSpecial Defenses +1 or silver weapon to hitMagic Resistance Nil

orphanage, bullying and beating the other children.Behind his back, the other children began to call himPirata. When he learned this, the young bully found heliked the name and adopted it as his own.

When he was eleven, Pirata was adopted by theSalinas family. Juan and Claudia Salinas were unable tohave children of their own, and Juan, who was already 52,needed someone to help him run his fishing boat. SoPirata learned to fish. He took to it amazingly well. Heshocked himself and his adopted father by showing hewas an expert swimmer the very first time he entered thewater. He never got seasick, despite the weather, a claimhis father could not make. And he quickly proved he hada knack for picking the perfect fishing spots.

At first, Pirata resented his parents, as he felt theywere taking advantage of him by forcing him to work forthem, but he soon came to enjoy the work, as it took himout on the water. Pirata discovered he had a strangeattraction to the sea, which he could not explain. He felta longing inside himself whenever he was on land.

Shortly after his thirteenth birthday, his parentsbegan to notice changes in Pirata, whom they calledJuanito. He was growing rapidly, and was almost as tallas his adopted father. What had started as a preferencefor fish became an obsession, to the point where the ladrefused to eat anything else, sometimes eating the fish

T

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raw. Also at this time, he began to insist that his parentscall him Pirata.

At about the same time Juan noticed Pirata was ableto hold his breath for a very long time underwater, and anidea came to him. To cash in on his son’s amazingability, Juan coerced Pirata into becoming a coral diver.The island’s coral divers gathered a large variety of coralfrom the ocean floor to sell to travelers and collectors.But such diving was dangerous, as the divers needed toreach depths of 60 to 80 feet. Pirata, however, provedable to reach these depths and more. He could reach thefar depths and come back with black coral, much rarerand more highly prized then other types of coral. Oncehis son showed his potential, Juan gave up fishingentirely, and the family started living off the profits fromthe boy’s dives.

Throughout this period, Pirata remained a lonely boy.He did not make friends with other children his age, andwould spend his free time walking up and down the beachglancing out to the sea. He increasingly felt himselfdrawn to the ocean, but he was unsure as to why.

Two weeks after his fifteenth birthday Piratatransformed for the first time. It was late that night whenthe full moon rose high, and Pirata was lying on the beachstaring at the sky. He felt an uncontrollable urge to go fora swim, and as soon as he entered the water his bodychanged. After a painful transformation, he took the formof a large tiger shark. Unconcerned with how or why,Pirata reveled in the freedom and movement of his newform, maintaining it until the moon set.

After that first time, Pirata began to learn how tocontrol his transformation. First he could only transformon the night of the full moon. But after a year of practice,he could transform on any night.

Tragedy struck the Salinas family shortly after. Oneday Pirata was out diving for coral, while his fatherwaiting in a small boat on the surface. A school of reefsharks began to circle the boy. In a panic Pirata began tohurriedly swim for the surface. His panicked motionsonly encouraged the sharks to attack. He had made it towithin ten feet of the surface when the first shark bit intohis leg. When Pirata recovered from his initial panic, herealized he had felt no pain; the bite had not evenpenetrated his skin. The shark began to toss its head fromside to side trying to rend him to pieces. This drew theattention of the rest of the school, which moved in fortheir share of the kill. As panic surged through him,Pirata forced himself to change into shark form. Withthis first successful daylight transformation, he turned onthe sharks. With a savage bite he killed the shark that hadbitten into his leg. After killing the first, the blood in thewater sent the rest of the sharks into a frenzy. The massof sharks snapped viscously at anything in the water,turned the water’s surface choppy.

The large disturbance just under the surface causedJuan’s boat to capsize. He fell right into the frenziedschool of sharks and was quickly torn to pieces. Pirata,also overcome with blood lust, joined in.

Later, when he returned to human form and realizedwhat he had done, Pirata found that his conscience did notbother him. In fact, he felt invigorated from the kill.

Juan was just his first victim. His next was hismother. After his father’s death, Pirata’s mother wasdevastated, and Pirata quickly grew tired of her mourningand weeping. One month after his father’s death, Piratarowed out to the site with his mother in a small dingy. Ashis mother was leaning out to lay a wreath in the water inmemorial for her husband, Pirata felt a surge of bloodlust. Without a thought, Pirata pushed her in the water.Diving in after her, Pirata changed into shark-form,brutally devouring his mother.

After the deaths of his parents, Pirata left his smallseaside village, and began a string of petty crimes fromone end of Cuba to the other. He was always on the moveover the next three years, avoiding the police that cameafter him. After twice chasing him across the length ofCuba, a Captain Baltazar, joined by four other officers,finally trapped Pirata in an abandoned house. Piratathought he was doomed, but when the officers rushed thehouse and opened fire, the bullets did not hurt him. Piratarecovered from his shock quicker than the policemen, andwrestled a gun from them, using it to kill all five of theofficers.

After that incident he fled to Mexico, now convincedof his own invulnerability. He spent the next seven yearsroaming Mexico. During his travels he made theacquaintance of a shady character named Burton Ruiz.Señor Ruiz was very fond of Mexican history and talkedoften of the sunken treasure ships off the eastern coast ofMexico. Salinas realized that his abilities could allowhim to recover the sunken riches with ease. However, hewas unwilling to share the riches with Ruiz. So, hemurdered Burton and set off for the Mexican coast,settling on the island of Cozumel.

Current SketchPirata currently lives on the island of Cozumel in a smallhacienda outside of the little village of San Miguel. Thehacienda, built by a wealthy American, had beenabandoned after its weak foundation was discovered.Pirata bought the mansion and had it partially restored.The hacienda is on a small rise over looking the beach,only a few hundred yards from the shore. The hacienda’scourtyard boasts a freshwater spring. The spring connectswith the numerous water-filled caves under the island,and in shark form Pirata uses it to travel unnoticed to thesea.

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Each day, Pirata searches the depths for sunken shipsthat carried the golden treasures of the new world toSpain in centuries past. So far, he has had moderate luck.He has had better progress at subduing the local sharkpopulation. Now sharks of various types dwell in thecaves beneath his hacienda guarding the underwaterentrance and the riches he stores there.

PersonalityPirata maintains a low profile in Cozumel. The islandersconsider him a loner, as he never has any visitors andrarely comes into town seeking companionship. Herealizes his temper is uncontrollable, and does not wish tobring attention to himself. Pirata loves a good brawl andwill often pick fights with other large men that he meets.Towards women he is overbearing and does not take nofor an answer.

Growing up in rural Cuba, Pirata lived in the shadowof the massive tobacco plantation owners. Many of thesewealthy landowners took great joy in flaunting theirwealth. Pirata developed a strong hatred for them early inlife, yet at the same time was terribly jealous of them. Asan adult, Pirata longs to be rich and join the upper class,but at the same time he can hardly disguise his hatredtowards the wealthy elite.

CombatIn human form, Pirata fights with his fists, trying to beathis opponent into submission. In this form, Pirata will notfight to the death and will flee if outnumbered by 3 to 1,or if his opponents draw weapons. Though not proficientin firearms, he does keep a loaded army pistol in hishacienda.

In shark form, Pirata is relentless. Pirata attempts toswim beneath his opponent and attack the victim’s legs.Once he has gotten hold of the victim Pirata will drag himdown into the depths, before letting go. As the victimtries desperately to reach the surface, Pirata returns foranother attack, and another, until the victim is no more.

Pirata often enters bloodlust during combat in sharkform. This bloodlust begins three rounds after blood isfirst drawn. While in bloodlust, Pirata attacks with a +2bonus to hit and damage, but his AC is reduced by 2points. He attacks any creature near him, and can not endthe bloodlust until there are no more victims in thewaters. The blood spilled can be either his own or that ofhis victim.

While in shark form, Pirata can command sharks. Hecannot summon sharks, but those already in the area willfall under his influence. The waters around Cozumel arepopulated with many species of sharks, including reef,blue, hammerhead, and lemon.

In all forms, Pirata is immune to weapons that are notmade of silver or enchanted. Pirata has an allergy tomangrove, and avoids the mangrove swamps on thenorthern and southern tips of the island. Despite trying toforget his upbringing, the early years spent at the Catholicorphanage did have some affect on Pirata. He has a greatfear of divine punishment, and thus will never enter achurch, even if chasing a potential victim.N

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ROMEO GIACOMO GALLIA Tormented Love Beyond the Grave

by Jean-F. [email protected]

“O Romeo, Romeo! Wherefore artthou Romeo?”

—Juliet

Biographyhen the lifeless body of a slender, brown-haired and blue-eyed young woman isfound in her bed, with two small punctureson her neck, the investigators know this isthe work of a vampire. But they do notknow that the peaceful smile on her lips

and the red rose in her hands are the work of RomeoGiacomo Galli.

AppearanceRomeo is tall and slender, six feet in height and weighingaround 170 lbs. He wears his raven-black hair slightlylong. Behind his small glasses, his charming brown eyesnever miss a detail. A small, well-kept black mustacherests under a fine nose and above delicate and romanticlips. Romeo always harbors an air of gallantry, grace andelegance. He especially prefers long, red velvet coats,white blouses and black pants. He is never without a longblack cape, a red rose pinned on his coat’s pocket, and agleaming silver long sword at his hip—Juliet.

CombatRomeo has all the powers, defenses and weaknesses of anOld western vampire. In addition, he is an extraordinaryadept (consider him to have spellcraft: 17) and enjoysbenefits from his magical sword, Juliet.

Juliet is a silver long sword +1. Etched onto itsslender blade is the design of a rose and its thorns.Juliet’s wielder gains 1 point of Charisma, due to thesword’s romantic aura. But, because “love makes peoplemad,” this is countered by a loss of 1 point of Wisdom.In any case, Juliet can never harm a human

Romeo Giacomo Galli8th-level Old Vampire Adept (Qabalist), Lawful EvilArmor Class 1 Str 18/00Movement 15 Dex 18Level/Hit Dice 10+2 Con16Hit Points 51 Int 19THAC0 11 Wis 14 (13)*Morale 16 Cha16 (17)*No. of Attacks By weaponDamage/Attack By weapon +6Special Attacks See belowSpecial Defenses Silver or +2 or better weapons to

hit, regenerate 3hp/round.Magic Resistance As Vampire.XP Value 12,000

* Note: scores within parentheses represent the effects of Juliet upon itswielder.

female: Its blade will simply become too heavy to liftuntil its wielder stops trying to attack the woman inquestion.

However, the blade can be used to hurt females ofother species, including human-appearing creatures suchas vampyres or red widows. Every time Juliet scores ahit, the victim must save vs. spell or become blind for 1d4hours. When this happens, Romeo will always say, “Loveblinds, foolish friend.” Juliet also once had a possessionpower, but it has faded with decades of disuse. Moreinformation about Juliet can be found below.

Though he can do no harm to females, Romeo canuse his charm gaze against them (and they suffer thetypical -3 penalty for a charm from an Old vampire).

Romeo casts spells as an 8th-level adept (Qabalist)(4/3/3/2). Here are the spells his spellbook contains:

1st Level: cantrip, change self, chill touch, dancinglights, detect magic, hypnotism, read magic, sleep,wall of fog.

2nd Level: blindness, ESP, forget, hold person,invisibility, knock.

W

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3rd Level: clairvoyance, haste, slow, water breathing.4th Level: fear, fumble.

BackgroundLord Romeo Giacomo Galli was born in Naples, Italy, in1579. He was a very important member of Naples’aristocracy. Even though he was well-loved and admired,he was struck by the worst of all plagues: He was bored.

In the beginning, all the false modesties andgallantries were fun, but Romeo easily tired of thosegames. He yearned for something artistic, somethinginspiring. On his twentieth birthday, he found what heneeded. A distant uncle who had traveled to England senthim a unique present: a handwritten copy of the script ofa play that being performed in the best theater in London,a tragedy called “Romeo and Juliet”.

He devoured the entire story before he went to bed,and he fell in love with it. The desire to mount aproduction of this play flared to life within Romeo, andhe realized he had found the cure to his boredom. Hebuilt a small theater near his castle, recruited a few localsto be his actors, and played the scenes again and again, tothe admiration of his spectators. Although women did notact on the London stage, Romeo allowed them to playparts in some of his pieces. He did so for a comical, butsimple, reason; his pride made him too uncomfortablewith the idea of kissing a man, even if only in a play.

Trouble arose when jealousy found its way into theheart of one of the members of the cast, Leo Scanzi.Scanzi played the role of Escalus, and his wife, MadonnaScanzi, played Juliet. Leo was very jealous of Galli, andhe could not understand that what happened during theplay was nothing more than drama, and that Galli andMadonna had no love for each other. So, mad withjealousy, he bought a small flask of powerful poison froman apothecary and exchanged it with the fake poison usedin the last scene.

When Galli played a character, he became thatcharacter. All the time Galli was playing the romanticfigure of Romeo Montague, he lost all consciousness ofhis real life and became what he played. And whenRomeo died during the play, the victim of Leo’streachery, he died as Romeo Montague.

The Red Death was amused by Galli’s fatal passion,and decided to continue playing with its toy. Three nightsafter his death, Romeo rose as one of the undead. Leowas Romeo’s first victim. The shock of the transitionfrom life to undeath had its effect upon Romeo’spersonality: He remembered who he was and where helived, but some part of him became like his favoritecharacter. He was even more gallant than before, morecharming and charismatic, and he craved one thing morethan all others, more than the human blood he needed tosurvive—he needed Juliet’s love.

From that day on, Romeo has been searching all overEurope for the most beautiful women, hoping to find hisJuliet. And when he discovered those women were nothis beloved, he grew sad and used them to slake his thirst.

Romeo now understands how the world works, howit rests in the hands of nameless fiends. He has built anetwork of spies and informants stretching around GothicEarth. He orders them to kidnap any woman whosebeauty is incomparable, or anyone with powers ofdivination. He holds these seers in several strongholdsaround the world. He wants to find Juliet through anymeans, conventional or mystical, no matter the cost.

PersonalityRomeo is a gallant and romantic figure. He speaks with astrong Italian accent, and always mocks other men. Healways seems to know everything. He is not eager tofight, though when he does, he always wields Juliet(except for ranged battles, in which case he uses hisivory-handled navy pistol) and quips while dueling,quoting phrases from Shakespeare’s works (his favoriteauthor) or commenting on the battle. He will fight one-on-one whenever possible, for example taking on themost challenging opponent while disabling the others bycasting hold person.

JulietWhen Romeo died in Madonna Scanzi’s arms, it came asa terrible shock to her. This was the first time she hadseen a man die. When her husband was brutallymurdered by the reborn Romeo, her mind collapsed. Shegrew old and lonely, rambling to herself, and in hermadness, she said she wanted love more than anything.The Juliet role she had played for so long started to takecontrol of her mind, suggesting to her that love was allthat mattered. When Madonna died of the plague at avery old age, her spirit merged with Juliet’s personality,refused to let go, and became anchored to the earth. Shewanted her Romeo. Her one, destined, true love.

Her spirit possessed a blacksmith and forced him toforge the most beautiful blade ever made. She knew herRomeo would need someone to defend him, and shewould be that someone. When the sword was ready, shepossessed one person after another, commanding them tocarry the sword to her Romeo. Finally, when she felt herlove’s strong hand close tight around her hilt and she triedto contact his mind, she failed; Romeo Giacomo Galli’smind was withdrawn, deeply buried behind sorrow,sadness and loneliness. She could not reach him.

So, she tried to possess other women, to speak toRomeo and try to bring reason to him. Every time,Romeo refused to hear the “painful lies,” and his mindcollapsed further as he sank his fangs deep into the

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woman’s throat. Finally, Madonna Scanzi’s restless spiritgave up. And so, she has become trapped within thesword, so close to her one true love, yet unable to makeher presence known.

Only in death will Romeo and Juliet find each other .. . and they have both become immortal.

Adventure Ideasv In his ravenous search for the perfect woman (for

Juliet could only be perfect), Romeo could havesome of his agents kidnap a female characterimportant to the heroes, whether a contact, a friend,or a family member. Finding her should be quite achallenge, for Romeo’s minions are no ordinarypeople.

v Romeo needs more agents to strengthen his graspupon some small corner of Gothic Earth. He makessome eccentric townsfolk believe that they can begranted eternal life through a secret ritual only he canperform. Of course, he won’t tell them they willbecome his vampire slaves, bereft of their mind andconscience.

N

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ISAAC BENNINGTONA New Breed of Hunter

by Daniel [email protected]

When a man wants to murder a tiger hecalls it sport; when a tiger wants tomurder him he calls it ferocity.

—George Bernard Shaw

Biographysaac Bennington was once a famous biggame hunter renowned throughout Africa.He traveled the Serengeti grasslandshunting animals of all sizes. Through atwist of fate, Isaac traveled to India, wherehe suffered a hunting accident. He was

attacked by what appeared to be a tiger, but in fact, it wasa weretiger and Isaac contracted lycanthropy from it.Since the attack, Isaac has changed. No longer acharming man of the world, he has withdrawn intoseclusion in the back streets of Delhi, where he nowemerges only to hunt men.

AppearanceA man in his mid-thirties, Isaac has brown hair that isprematurely graying. He is unshaven, and wears his hairlong, just past his collar. He no longer dresses as hisformer wealth would indicate, but is instead dressed in theloose rags of a street beggar. His unwashed body nolonger resembles the physically fit man he use to be.Isaac is just under 6 feet tall, but recently his weight hasfallen to 180 lbs., from the previous 200 he hadmaintained for years. No one who knew the proud,boastful Isaac before he disappeared would recognize thedirty street beggar he has become.

In his tiger-man form, he walks upright, and iscovered with short orange and black hair. Whentransformed, his hands and feet change into paws thatsprout sharp nails, and a small tail grows from the base ofhis spine.

Isaac Bennington5th-Level Soldier (Big Game Hunter)Pathologic Weretiger, Neutral EvilArmor Class 10 (3) Str 14 (21)Movement 12 Dex 16 (18)Level/Hit Dice 5 (6+2) Con12Hit Points 30 (42) Int 10THAC0 16 (15) Wis 9No. of Attacks 1 (3) Cha11Morale 14 XP 975Damage/Attack By weapon/ 1d4+1/1d4+1/1d12Special Attacks NilSpecial Defenses Hit only by silver or +1 weaponsMagic Resistance Nil

BackgroundIsaac was born to wealthy British colonials in Rhodesia in1856. His father owned a mining company that extractedprecious metals from newly-discovered deposits inEastern Africa. The family estate was not near any of thecolonial cities, but was situated in the rolling savanna.With no friends or siblings to play with and his fatheralways away on business, Isaac grew up exploring thewilderness around his home. In later years he become anavid hunter, taught by the hunters from the local tribalvillage. Isaac would often disappear for weeks at a timeon hunting expeditions. He progressed from huntingbirds and gazelles to such dangerous beasts as rhino andlions.

In 1880, Isaac’s father retired and handed his miningcompany over to him. Isaac was bored by the miningbusiness and let his associates run the mine while he spenthis time hunting. His reputation as a hunter was growing,and his business partners realized this. His partnerssuggested he use his growing reputation to help themining company. Soon Isaac was traveling throughoutmuch of sub-Saharan Africa, befriending localgovernment officials who would grant his companygenerous mining rights, and make many business contactsfor locating new mines. Isaac, however, used the

I

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business as an excuse for travel, to take advance of thehunting in the areas he visited.

It was during these travels that he met his future wife,Margaret Eastburn. Margaret was the daughter of anaristocrat in Cape Colony. She was impressed by Isaac’stales of his own bravery during his many hunts, and hewas struck by her beauty. They were wed and over thenext six years, she bore their three children.

However, during this time, Isaac’s reliance on hisbusiness partners proved to be a mistake, when one of thepartners embezzled a large some of money anddisappeared. This left the company in financial trouble,and the scandal hurt its reputation with the local businessand government communities.

In a desperate attempt to find a solution one of thepartners, Gulliver Rush, contacted an associate in theprospecting business in India. Isaac traveled to Delhi andgained the mining rights to a diamond patch that theprospecting company had discovered, and his companywas saved. During his time spent in India Isaacdeveloped a fondness for the land and decided not toreturn to Rhodesia, but to move his family into a largemansion in the outskirts of Delhi.

With the company saved, Isaac again left itsmanagement to his partners, and eagerly returned to hispassion. Through a local hunting club he learned of thetiger shoot, and was eager to participate in one. Thenative Indians had learned long ago that a tiger will notcross a white sheet of cloth stretched between two trees.Thus, they would create a funnel with two long sheets ofwhite cloth with the hunters gathered at small end. Thelocal natives riding elephants would then drive the tigersinto the funnel, where the hunters could shoot the greatcats at their leisure.

Isaac relished the sense of power he derived fromkilling such a large beast, and participated in many suchhunts, until one ill-fated trip. During his last hunt, theexcursion had been hampered by rain. Isaac remainedbehind with some of the porters while the rest of thehunters retired without having spotted a tiger. The raincontinued until nightfall, clearing shortly after. Theporters spotted a tiger and chased it into the funnel. Hisfrustration forgotten in his building excitement Isaacraised his rifle and fired. He could not believe that hemissed, but the tiger was still standing. Stranger still itcharged straight at him, leaping over the white sheetstretched in front of him. The tiger mauled him badly,but luckily porters were on hand to drive the creatureaway. Badly wounded, Isaac returned home torecuperate, unaware that the tiger was in fact a weretigerand Isaac had been infected with the Dread Disease.

By the next full moon Isaac had recovered from hiswounds. Over the next three nights, the household wasterrorized by a ferocious tiger that attacked and killedthree members of Isaac’s hunting staff. None of the

precautions that Isaac took to safeguard the houseworked, and the tiger escaped. During the nights of theseattacks Isaac would experience a blackout and be unableto remember the night’s events.

After the third night the killings inexplicablystopped. A few of the servants left in fear, but Isaac wasable to convince most of them to stay. Peace returned tothe household for a time, that is until the next full moon.

On the first night of the next full moon fear returnedto the household when Isaac’s oldest son, William, waskilled in his room by the tiger. Isaac mourned the lost ofhis son, but felt a cold spot in his heart at the knowledgethat the tiger had returned. That night he patrolled themansion grounds with a rifle, but as before with the moonrise he blacked out. Transforming into a tiger he creptinto the house, and found his wife in the hall outside theirbedroom. He attacked her, but her screams broughteveryone in the house running, and he was forced to flee.Margaret was horribly wounded, but she survived theattack. The next morning Isaac was furious when helearned of the attack. He swore he would kill this beastno matter where it went. That night he ordered a halfdozen of his servants to patrol the grounds with him. Thenext morning one of those servants was found horriblyravaged by the tiger.

The next morning the servants fled the house, andIsaac was forced to look after his wife by himself. Again,after three nights the attacks stopped. Isaac contacted hisold business partner, Gulliver Rush, informing him of theevents that had taken place. Mr. Rush helped Isaac tonurse his wife slowly back to health.

One month later, on the first night of the full moon,Isaac transformed again into the tiger. Attacking bysurprise in the dark of the night, he killed Mr. Rush whilehe sat enjoying a cigar, and left his remains spread aboutthe back porch. The next morning, Isaac was furious atthe tiger’s return, but a renewed sense of hopelessnessdescended upon him in the face of its return. Over thenext two nights, Isaac’s hopelessness grew to utter despairas he unknowingly killed his newly recovered wife andhis only daughter while in tiger-form.

However, his last attack did not go unnoticed. Theonly other person left in the house that last night wasIsaac’s youngest son, Gilbert. Gilbert saw the attack andfollowed the tiger, discovering who had killed his sister.The next morning, after returning to normal anddiscovering the death of his daughter, Isaac was vainlytrying to control his overwhelming grief. Distracted hedid not notice as Gilbert tried to shoot him with his ownshotgun. The gun was much too large for the boy towield and he was knocked over by the force of the blast.In an instant Isaac sprang on his son, grabbing the boyand shaking him, demanding to know why the boy didthat. Through tears and vile curses the boy told his fatherwhat he learned, of his father’s true nature. Isaac did not

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believe the boy until he glanced down to notice thewound from the shotgun blast, which he had not even felt,healing rapidly before his eyes.

The shock of the awful true was too much for Isaac,and his mind snapped. He rushing into the jungle, fleeingthe horror that he had caused. That was the last that mostpeople have seen of Isaac Bennington.

Current SketchIsaac has left behind his former life, unable to bear thememories of the pain and suffering he caused. Now helives penniless on the streets of Delhi, filled with self-pityand self-hatred. Like most of the city’s poor, he has nohome but the back streets and alleyways. With nomoney, he is forced to beg or steal to feed and clothehimself. At first he felt great shame in this, but now hesees it as his only means of survival. Isaac fears his pastand tries to bury the memories of what happened to hisfamily, often using alcohol to keep these memories burieddeep.

For the three nights of the full moon each month,Isaac becomes the tiger. He fears these nights more thananything, because he knows that night will mean horrorand death for someone. Unusually, during the nightswhen the tiger hunts, he stalks other street people living insame part of town. Occasionally, in this form the tigerremembers Isaac’s former love of hunting and seeks outsome of his old associates from the hunting clubs toattack.

After Isaac disappeared, the city officials pronouncedhim dead and transferred his possession of his estate toGilbert. Gilbert, Isaac’s remaining son, refused to speakabout what happened to his family or his father. In fact,he has not spoken a word since that day. With no one tolook after the him, the boy was taken in by the Brothers ofthe Sacred Heart. This group of Catholic monksconsiders its holy mission to educate young men andoperates schools for young boys across the world. Theorder in Delhi has taken in young Gilbert, allowing him tolive at the school, in the hopes that he will eventuallyopen up to them and be able to put the horriblecircumstances of his family’s death behind him.

PersonalityDuring his previous life Isaac was considered a gruff,quiet person that many people found hard to approach.Overwhelmed by his personal tragedy, he is even moreunsociable now. Often drunk, this shattered man isconstantly depressed, tortured by the guilt he feels for thedeath of his family. Anything that reminds him of hisfamily or his former life, is likely to cause him to burst in

tears. Unaware that there is any cure for his condition,Isaac see himself as doomed for the rest of his life. If hecould end his life, he would, but he has found that hisinfliction protects him from most harm.

CombatDuring the three nights of the full moon, Isaac is forced totake man-tiger form. This painful process takes him a fullturn. When he attacks in this form, he attempts to stalkhis victims to gain surprise before pouncing. In eachround of combat, Isaac can rake with his front claws,causing 2-5 points of damage with each hit, and attackwith his powerful bite for 1-12 points of damage.

There are a few tigers that prowl the lands aroundDelhi. Isaac cannot control these tigers, but he does feela special bond with them when in man-tiger form. Often,while in tiger form, he will spend time with them.Occasionally he will hunt with one of the tigers, but this israre, and never more than two tigers participate in thehunt together.N

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PROFESSOR DORA

MELTZERA Gifted NPC for Gothic New York

by Joe [email protected]

Professor Dora Meltzer9th-Level Mystic (Medium), Neutral GoodArmor Class 10 Str 6Movement 12 Dex 8Level/Hit Dice 9 Con9Hit Points 20 Int 13THAC0 17 Wis 17No. of Attacks 1 Cha16Damage/Attacks By weaponSpecial Attacks NilSpecial Defenses NilMagic Resistance NilWeapon Proficiencies: Knife, club, derringer pistolNonweapon Proficiencies: Ancient language (Hebrew),forbidden lore, modern language (Russian), modernlanguage (Yiddish), prognostication (palm reading, Tarotcard reading), sixth sense, spiritcraftMystic Spell Spheres

Major Access: Divination, Protection, Healing,ThoughtMinor Access: All (at 10th level, Dora Meltzer willgain minor access to the sphere of Wards)

Appearancehile Professor Dora Meltzer is still arelatively young woman, she appears to bemuch older than she actually is due to herconnection with the mystical world. Hermost distinguishing feature is her darkeyes, which still maintain a youthful

appearance despite the fact they appear to be staring pastthe onlooker and deep into somewhere else. DoraMeltzer dresses in the simple clothes typical to immigrantwomen of the period, but she sometimes adapts the

affectations of a gypsy woman when reading palms in herparlor.

BackgroundProfessor Dora Meltzer was born Rebekah “Bessie”Abreveya in a small rural village in Russia. As a littlegirl, it quickly became apparent to her family andneighbors that she was psychically gifted. This wasn’tvery surprising, as both her mother and grandmotherpossessed the same paranormal abilities, and there wasevidence that their psychic talents had been passed downthrough many generations on her maternal side. Underthe tutelage of both her mother and maternalgrandmother, Bessie soon learned to master what theycalled simply the Gift.

While most of the villagers respected the women ofthe Abreveya family and consulted them in matters bothmajor and mundane, a jealous few accused them ofdealing with evil spirits and practicing witchcraft like theDaughters of Moab from Jewish legend. Still, life wasgood if not simple for Bessie and her family, and at 16 thelocal matchmaker betrothed her to Hymen Meltzer, ayoung tailor from a neighboring village. The two werewed a year later in a simple ceremony, and they happilysettled into a tiny cottage near the home of her parents.

The young couple soon became a young family, andwithin five years they were blessed with four children,two boys and two girls. Bessie’s sons, Samuel andBernie, were strong and handsome, taking after theirfather, while her daughters, Ray and Lillian, favored theirmother and soon started to show the same psychic talentsof the Gift that she possessed. While they weren’twealthy they did not know poverty, and they held a roleof prominence in their community. And just as lifeseemed to be perfect for the Meltzer couple, the pogromcame.

W

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On a crisp February morning in 1885, a gang ofCossacks entered the small village on horseback andbegan to burn the community the Meltzers’ called hometo the ground. Many of the villagers were slaughteredthat day, and Bessie lost her parents and grandmother tothe flames of hatred. In the aftermath of the onslaught,the Meltzers decided like so many other Russian Jews ofthe day that it was time to emigrate from Russia to start anew life free of religious intolerance in the United States.

In the summer of 1885, the Meltzer family arrived inNew York City and settled on the Lower East Side in atenement building located on 97 Orchard Street. HymenMetzer was able to find work in New York as a tailorquite readily, and Bessie began to practice as a mediumby setting up a fortune telling parlor in the front room oftheir apartment to supplement their income. Adopting theprofessional name “Professor Dora Meltzer,” Bessie soonrose to prominence in the Lower East Side immigrantcommunity because of the accuracy of her palm readings.As both a medium and healer, this status was on par withthat of the rabbis and other professionals in the area.

PersonalityDue to years of contact with the spirit world, DoraMeltzer appears to be aloof and at times worlds away.Most of the time, Dora is soft spoken and reliant on herdaughters to stay in the present and manage her dailyaffairs. Her personality changes, however, when she isgiving a reading, and she can be quite forceful and direct

when relating the information she has divined from thespirit world with a client. When using her psychic giftsfor extended periods, the physical strain of maintainingfocus that she endures becomes readily apparent. For thisreason, most initial contact with Professor Meltzer bythose seeking her services is through her daughters.

CombatIf at all possible, Dora Meltzer prefers to avoid physicalconfrontation. If she is physically threatened, she relieson the protection provided by her husband and two sons.As befits a typical immigrant housewife, her weaponproficiencies were for years limited to simple weaponslike the knife and club. She has recently purchased aderringer pistol, feeling the need to better protect herselfand her family. After all, the Lower East Side is one ofthe toughest and most dangerous neighborhoods inManhattan.

Forbidden LoreDora Meltzer’s superior abilities as a medium haveattracted the attention of many. Teddy Roosevelt, thepresident of New York City’s Board of PoliceCommissioners has secretly called upon her services insolving some rather bizarre criminal cases with asupernatural element. Other famous clients who haveconsulted her include American novelist Samuel Clemensand the grand dame of aristocratic life in New York, Mrs.Astor.

Professor Meltzer also possesses a substantialreference library on the occult, and she allows certainindividuals whose trust she has gained to utilize thisvaluable resource. Many of the works in her library havebeen passed down through her family for generations, andpredominately pertain to ancient Jewish magic and theKabbala. Unfortunately, this library only represents asmall portion of her family inheritance, as many morevaluable tomes were destroyed in the fires of the pogromthat destroyed her mother’s home. It is rumored,however, that the instructions for constructing a claygolem are contained in one of these ancient books.

Dora Meltzer is also aware that some evil minion ofthe Red Death hid behind the racial and religiousintolerance of the Russian pogroms that drove her fromher village. While the pogroms were indeed evil in theirown right for their hatred and bigotry, this unknown entityin legion with the Great Evil seized thisopportunity to rid itself of the threat that individuals withpowers similar to the women of Professor Meltzer’sfamily presented to its diabolical designs. While she isunaware of who or what this servant of darkness may be,

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she is convinced that it has followed her to the NewWorld and is biding its time until the opportunity to strikepresents itself again.

ReferencesProfessor Dora Meltzer as presented here is afictionalized account of the real Dora “Bessie” Meltzer.Very little is known about the real Professor DoraMeltzer, and continued research into the background ofthis fascinating individual from America’s immigrant pastis still being conducted by the Lower East Side TenementMuseum, located at 97 Orchard Street in New York City.At the time of this writing, the Tenement Museum is stillsearching for descendants of the Meltzer family whomight be able to shed some light on Dora’s history. Ifyou have any information about Professor Dora Meltzer,or believe you may be related to her, please contact theLower East Side Tenement Museum.

The inspiration for this article came from a businesscard dating to the 1890s and found in the floorboards ofthe Lower East Side Tenement Museum in 1993. Aphotograph of this card accompanies this article. Thereverse side is in Yiddish.

For more on New York City in an 1890s Masque ofthe Red Death campaign, see my article “Gothic NewYork” in the Kargatane Netbook Crossroads of theGothic Earth.

v “Seeking a Reading on an Immigrant Past” by RobinPogrebin, The New York Times, Wednesday, June 30,1999.

v Mysteries and Secrets of Magic by C. J. S.Thompson, originally published 1927 by John Lane,London.

v For more on life at 97 Orchard Street, visit the LowerEast Side Tenement Museum Website athttp://www.wnet.org/archive/tenement/

N

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THE SONS OF LIBERTYFor God and Country

by Andrew [email protected]

“Some men must rule; the great mass ofmen must be ruled. Some men mustown; the great mass of men must workfor those who own.”

—Mark Hanna

The Sons of LibertyA Lawful Evil Qabal

he Sons of Liberty have recently becomequite an active qabal, but their historyextends back to the American Revolutionand even to the Defiance itself. The Sonsconsider themselves the spiritualdescendants of the American Founding

Fathers. Comprised of a handful of wealthy industrialists,lawyers and politicians, the Sons believe they haveobtained their financial and political might throughDivine will. They thus believe that any course of actionthey follow to further their own financial interests carriesGod’s blessing, and consider the attempts of socialreformers to break the status quo tantamount toblasphemy. Fortunately, as “His favorite sons” the Sonsof Liberty feel it is their moral duty to guide the UnitedStates towards its destiny as the greatest nation in thehistory of the world. Chiefly, this means guarding thenation’s economic interests at home and abroad. TheSons reason that since they ensure the nation’s prosperityand guide its development, their concerns and those of thenation are one and the same.

The Sons are even more potentially dangerous thantheir status as an elitist “old boy’s club” would imply dueto their keen interest in the supernatural and its potentialpower. The Sons view the forces of the supernatural asmerely another resource, like coal or steel. As with thoseresources, the Sons seek to control the supernatural as thekey to advancing the United States’ interests, and toprotect it from enemies within and without. The Sons’views on magic and the paranormal on Gothic Earth are

somewhat exaggerated, as they believe that the world isliterally swarming with unseen, occult forces; the Sonshold that if they do not monopolize this power, someoneelse will. Their solution to this perceived threat is simpleand decidedly American: fight fire with fire. To this end,the Sons send their agents across the globe in search offorbidden lore. Their hope is to uncover ways in whichthe supernatural can be exploited for their purposes.

Like most of the known qabals, the Sons of Libertyare aware of the Red Death’s existence. However, theyare largely ignorant of its corrupting influence. Becausethe Red Death’s taint is an intrinsic quality of thesupernatural on Gothic Earth, the Sons believe that theRed Death is the primal force responsible for supernaturalmanifestations. They do not associate it with evil,speaking of it in the same terms they would use todescribe an electrical generator. Thus, the Sons unwiselycourt the Red Death’s attention, all the while believingthat they are simply exploiting a supernaturalphenomenon for their own purposes.

SymbolUnlike many qabals, the Sons have a disparatemembership rather than formal cells. All of the actualmembers, who number sixty-four in 1890, know oneanother by reputation, if not by sight. Though they arescattered across the cities of the United States, many ofthe Sons attended the same schools and belong to thesame social clubs. However, in order to preventimpersonation and to facilitate dealings with minions, theSons have adopted a symbol: a quill surrounded bythirteen stars. This is typically emblazoned on a silverdisc about the size of a coin, and kept on the person forpresentation in case identity or authority needs to beestablished.

MembersTraditionally, the qabals of Gothic Earth have organizedthemselves into a hierarchical structure of isolated cells.The Sons of Liberty, however, have highly focused

T

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temporal goals that render such multiple layers of secrecyimpractical. Furthermore, they have a small, tightlycontrolled membership roster. A single group,assembling only rarely but maintaining regularcommunication, serves their purposes better.

All of the Sons of Liberty are wealthy white men,although not all were born into privilege. Many are self-made men who built a fortune through guile and genius,and even those members who come from wealthy familieshold up the Puritan work ethic as an ideal. For all theirsinister activities, the Sons see themselves as highly moralmen, even as the vanguard of Christian America. TheSons believe that their position of privilege is Divinelyordained, and that those who oppose them are workingnot just against the qabal and the United States itself, butthe very will of God. This also explains (or justifies)their contempt for socialists and anyone who crusadesagainst the wealthy.

The Sons count among their number some of themost prominent names in modern America. The greatmajority of the Sons are lawyers or businessmen, andmany are also politicians. Throughout the nineteenthcentury, a career in law was the natural precursor to acareer in politics, and many of the Sons fit the model ofthe American lawyer-statesman. The latter part of thecentury has increasingly seen a rise in industrialists andother businessmen turning to politics to protect theirfinancial interests. Not only do such men have the capitalto carry out a political campaign, but also it is notgenerally seen as a conflict of interest for an oil tycoon toserve as a senator that writes oil tariff laws, for example.

HistoryThough they might seem to have no connection to theDefiance, the Sons of Liberty actually do have somedistant ties to that ancient society. Quite ironically, whilethe Sons are blind to the Red Death’s true danger, theirearliest predecessors were originally tireless enemies ofthe Red Death and its minions.

The Sons’ legacy begins with the destruction of theLibrary at Alexandria, and the subsequent diaspora of theqabals. One of the qabals seeded by a Defiance survivortook root in the heart of central Europe among the ruggedTeutonic tribes. The same people who had finallybrought low the Roman Empire, these pagan barbarianswere gradually becoming feudal Christians. Thefledgling qabal that emerged as the Dark Ages settledover Europe was known as the Golden Host. Itsmembership was made up entirely of intelligent and God-fearing nobles who had pledged themselves to thedestruction of the Red Death at any cost. Unfortunately,the secrets of magic that the Defiance had labored so hardto preserve were not passed on to the Host. No adepts ormystics were counted among its members, and to the

Golden Host magic was a tantalizing secret lost to themists of time.

While the Stone flourished in the British Isles, theHost struggled to succeed without true magic.Increasingly, the pursuit of occult power began to takeprecedent over opposing the true enemy. Many in theqabal devoted themselves utterly to the secrets of theancients, or at least the medieval interpretation of thosesecrets: alchemy, sacred geometry, numerology, and othersupposed “enlightened” magical practices. The Hostbecame preoccupied with understanding the supernaturaland manipulating it to expand their influence, ostensiblyfor the purposes of combating the Red Death. As thecenturies passed, however, the truth about the RedDeath’s unspeakable evil faded from the Golden Hostcompletely. By the time of the Holy Roman Empire, theHost had been reduced to an extremely secretive cadre ofFrankish nobles, more interested in debating the writingsof the Hermetic Books than any battle against a cosmicevil.

Though this state of affairs persisted for manycenturies, an important change came with theRenaissance. By this time, the Golden Host had spread tonearly all of Western Europe, and though its memberswere few, there was hardly a court from Denmark to Italythat did not include at least one member. Historically, theHost had limited its membership to European nobles, butthe rise of a merchant class beginning in the fifteenthcentury began to shift the qabal’s demographics.Increasingly, new members were merchants andfinanciers, men who were not landed gentry butfabulously wealthy nonetheless. Knowledge of thesupernatural—which by this time was the Golden Host’sonly legacy—was seen as a valuable tool by this new“middle class.” For the first time in centuries, the qabalbegan to take a more assertive stance. Members wereinterested in reigning in supernatural forces and usingthem to protect and advance their financial interests.Gradually, a modern, well-defined philosophy began toemerge at the heart of the Host, best articulated as“mercantile power backed by supernatural power.” Longbefore Adam Smith was even born, the Host dreamed of aworld of free enterprise, a world that they saw as ordainedby God. They saw governments as obtrusive entities thatprevented the men truly destined to rule from achievingtheir goals.

Unfortunately, before the eighteenth century dawned,the Golden Host began to dissolve. Fragmented amongEuropean empires that had grown increasinglycompetitive and antagonistic, the Host was no longercapable of perpetuating any kind of central authority forthe qabal. Cell leaders began to refuse to speak withother leaders, and what little unity the qabal haddisintegrated almost overnight in the late seventeenthcentury. Still, though the local cells eventually crumbled,

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the Host’s secrets lived on among isolated members ofthe educated middle class. The tenets of theEnlightenment were often in line with the Host’s beliefs,and the secrets of the hidden world were passed on amonga small cadre of trustworthy men.

In the latter half of the eighteenth century, thelingering legacy of the Golden Host was fermenting in theminds of a handful of newly independent Britishcolonists. The occult secrets of the Host, though a far cryfrom the Puritan background of America, were wovensubtly through the colonies, mixed in with revolutionaryideas about government and commerce. Underneath thegenteel Christian facade of the Founding Fathers,underneath even their pseudo-mystical “secret societies”such as the Masons, the Golden Host was preparing torise again.

In October of 1787, shortly after the final draft of theUnited States Constitution was completed, a small groupof Convention delegates gathered together in secret todraft another document. The men who were party to thisclandestine effort all possessed fragmentary knowledge ofthe supernatural, the last guttering legacy of the GoldenHost. Determined to protect the newly reorganizedrepublic from the minions of the Red Death, the delegatesswore to present a unified front in the face of thesupernatural.

The brief declaration that they quickly drafted andsigned, known as the Oath of Philadelphia, affirmed threevital points. First, the United States of America should benothing less than the most powerful nation in the historyof the world. Second, the signers, as the architects of thatnation, were obligated to protect it at all costs. Third,supernatural forces should be either turned to the nation’sinterests or utterly destroyed. The delegates that signedthe Oath christened their new qabal the Sons of Liberty.Not even the modern Sons claim to have seen the originaldocument, so the signers are unknown. Nonetheless,speculation regarding their identity is a persistent topic ofconversation for the historically inclined Sons.

Little is known about the qabal’s fate between itsfounding and the years of the Civil War. All evidenceseems to suggest that while the ideals of the Sons werenoble, limitations on communication and travel hinderedthe qabal’s activities. Perhaps the founding memberswere simply too unassertive, or too bogged down innational growing pains and foreign conflicts to truly guidethe development of the nation. By the 1860s, the qabal’sactivities were negligible, and its membershipextraordinarily slim.

The qabal’s fortunes and core philosophy began toshift when a prominent railroad baron (whose identity theSons guard closely) became a member immediatelyfollowing the Civil War. This captain of industryrevitalized the qabal by aggressively pursuing any occultrumors that surfaced. The qabal began to enlist agents

across the world to investigate such rumors, and newmembers were drawn from the most prominent figures ofbusiness and law. The Sons’ grip on significantAmerican economic and political power tightenedconsiderably.

In the space of just thirty years, the character of theqabal has changed radically. Still patriotic andprotectionist, the Sons have nonetheless become moreruthless and arrogant. Its members are cautious, but notskeptical, and doggedly pursue the slightest hint ofsupernatural creatures, artifacts, or any lore that theycould possibly utilize for their ends. Those few qabalsthat even know of the Sons’ existence speculate wildlyabout which American giants might be counted among itsmembers; names like Carnegie, Morgan, and Rockefellerare whispered. No hard evidence has yet linked anyparticular individual to the Sons, however.

In a time of crisis, the Sons can gather together justabout anywhere to discuss matters that affect the qabal asa whole. For the Sons’ annual meeting, termed theConvention, the preferred place of assembly is inPhiladelphia, in homage to the Founding Fathers. AsAmerican industry has begun to shift towards theMidwest, however, some among the Sons have advocatedmoving Conventions to Chicago.N

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THE BIG GAME HUNTERA New Kit For Sporting Heroes

by Daniel [email protected]

Big Game HunterClass: SoldierAbility Reqs: Dexterity 12

Constitution 10Wisdom 10

Prime Req: DexterityHit Die: d10Attack as: SoldierSave as: SoldierAdvance as: SoldierExc Strength? NoSpell Ability? NoExc Constitution? YesStarting Cash: 6d6

ProficienciesWeapon Slots: 4Additional Slot: 3Nonproficiency Penalty: -2Nonweapon Slots: 3Additional Slot: 3Available Categories: General, WildernessBonus Proficiency: HuntingRecommended Proficiencies: Survival; Navigation;

Marksmanship; Quick Draw; Move Silently;Hide in Shadows; Language, Modern (localdialects); Tracking

Descriptionig game hunters are more than huntingenthusiasts. For them, hunting is apassion. Big game hunters come from avariety of backgrounds. Some are part ofthe rich colonial aristocracy who firstexperience hunting in large safari groups.

Despite the circus-type nature of these safaris, some ofthem become intrigued, and seek out a skilled hunter tolearn more. Others are the bored sons of laborers whoseek escape from the same path in life of their fathers.Still others are retired military men who enjoy this lessdangerous pastime of hunting over war.

Though most are of European decent, big gamehunters typically come from a European colony in Africaor South America, as opposed to Europe itself. As thehunter develops a passion for the hunt, he begins to travelall over the world looking for new places in which to huntor new bigger animals to test his mettle. As their skillgrows, so does their renown, and they may becomepopular folk-heroes in these areas. However, in theirquest for new experiences, these hunters often end upviolating taboos held by the local natives, or releasingimprisoned evils from long ago.

Examples of big game hunters include “Bloodypaws”Lord Louis Randeen (The Book of Sorrows), IsaacBennington, and Buffalo Bill Cody.

Role-PlayingA variety of people become big game hunters. Some arethe quiet loners who enjoy hunting as it takes them awayfrom the bustling cities and back to nature. Others areproud people who enjoy the praise and admiration ofthose around them. In either case, big game hunters areextremely confident in their own skills and are constantlyseeking new challenges to test themselves against.

Special BenefitsThe big game hunter often develops a reputation in theupper class of colonial countries. As his fame spreads, heis invited into social circles where he can meet influentialmembers of the colonial community. This fame, and theassociated social contacts, rarely extends outside thehunter’s local area. The big game hunter can use hiscontacts to perform a minor legal or governmental favorfor him once per month. If the hunter attempts to takeadvantage of his contacts more often, their opinion of himmay change.

As hunting becomes his passion, the big gamehunter’s skill increases. Once he reaches 5th level, he hasmastered how to successfully stalk his prey, gaining apermanent +1 bonus to his hunting proficiency. Inaddition, with a successful use of his hunting proficiency,

B

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the Big Game Hunter gains an additional +1 bonus to hitand damage on his first shot in combat. This bonus is inaddition to the normal bonus gained for attacking bysurprise. These bonuses only apply in the big gamehunter’s local hunting grounds. Once he reaches 7th level,the hunter’s skill has increased so that these bonuses canbe used in any terrain of a similar type. At 9th level, theHunter has mastered the skill of hunting in all terrain, andgains these bonuses in any wilderness surroundings.

For example, if the big game hunter, Gregory Pierce,learned to hunt in the jungles of the Congo River Basin,at 5th level he would gain the above bonus only when inthat area. Once Pierce reached 7th level, he could gain thebonus while hunting in the jungles of India or SouthAmerica. Only on reaching 9th level would he gain thebonus when hunting on the grasslands of Southern Africaor the prairies of the American Mid-West.

Special HindrancesBig game hunters are very traditional. As such, they usethe traditional hunting rifle, a single shot breech-loadedrifle. Often customized by each hunter, the weaponshows off the hunter’s skill, as well as giving the animalshe stalks a “sporting chance.” A big game hunter mustspend an initial weapon proficiency on the breech-loadedrifle, and any weapon-related non-weapon proficiencies(e.g. marksmanship) must be taken with the same rifle.

Because the Big Game Hunter comes from an upperclass background, they do not face the physical exertionfaced by others of the soldier class and are prohibitedfrom rolling for exceptional strength.N

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THE CHIMNEY SWEEPA Tradesman Kit For Masque of the Red Death

by Kurt A. [email protected]

Up where the smoke is all billa’ed andcurled

‘Tween pavement and stars is thechimney sweep’s world

Where there’s ‘ardly no day, nor ‘ardlyno night

There’s things ‘af in shadow and ‘afwayin light

—Mary Poppins

Chimney SweepClass: TradesmanAbility Reqs: Dexterity 14Prime Req: DexterityHit Dice: d6Attack as: TradesmanSave as: TradesmanAdvance as: TradesmanExc Strength? NoSpell Ability? NoExc Constitution? NoStarting Cash: See Special Notes

ProficienciesWeapon Slots: 3Additional Slot: 4Nonproficiency Penalty: -3Nonweapon Slots: 6Additional Slots: 3Available Categories: General, RogueBonus Proficiency: Climb WallsRecommended Proficiencies: Detect Noise,

Find/Remove Traps, Hide in Shadows, MoveSilently, Open Locks, Tightrope Walking,Tumbling, plus Rope Use (which may bepurchased with no penalty)

Descriptionhimney sweeps are often overlooked assimple laborers: always present, butmerely utilitarian in nature. However,living their lives on the rooftops of theircities gives them a unique perspective onthe society around them. Entering

people’s houses and watching the goings-on throughwindows generally gives sweeps a broad understanding oftheir society, and the people in it.

This same watchfulness, however, has also alertedthem to various inexplicable occurrences. Observingshadows that move on their own, or gargoyles that shiftfrom place to place, has given them an understanding ofoccult goings-on. Many have organized brotherhoods,where they pool their information on these events, andattempt to work against these strange beings.

Their lack of education and social status hasgenerally isolated them from the qabals of gentlemen andprofessors (see Special Hindrances). But, some moreinformed qabals have forged links with the sweeps, anduse them to gather information.

Chimney sweeps often dress in shabby black clothes,their faces and hands darkened with soot and ash. Manyof them began in the trade as small children, beinglowered down chimneys at the end of a rope. All arefrom the poorest classes of their society, and tend to bepoorly educated, if at all.

Role-PlayingChimney sweeps commonly know a great deal more thanthey are willing to betray. They are often intelligent, butspeak in a heavy, colloquial accent.

The sweep’s humble origin means that gentlemen andupper-class characters will be unwilling to associate withhim or her. Also, any establishment, such as agentlemen’s club or a restaurant will not allow the sweepin, except to clean the establishment’s chimney.However, strangely enough, sweeps are considered lucky.People will often go out of their way to shake hands with

C

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a sweep, hoping that a little bit of the sweep’s luck willrub off on them.

Chimney sweeps may be of any alignment, but tendtoward non-Lawful alignments.

Special BenefitsDue to a sweep’s special luck and experience, once perday he or she may add a +1 bonus to any Dexterity check.

Special HindrancesInitially, a sweep is assumed to be illiterate. As such, acharacter may not buy the Read/Write nonweaponproficiency during character creation. Once the sweephas advanced far enough to acquire more slots (tradesmengain one additional nonweapon proficiency slots at everythird level) he or she may then purchase that proficiency.

Further, a sweep’s lower class affiliation means that,when he tries to communicate with anyone from the upperclasses, he receives a –4 reaction penalty.

Note: This second hindrance can make the sweepdifficult to role-play in a Masque of the Red Deathcampaign. Sweeps will generally receive precious littlesupport from the local constabulary, will be unwelcome ingenteel homes, and will generally draw a great deal ofnegative attention at upper-class social functions.Conversely, unlike many upper-class characters, a sweepwill be able to remain in lower-class taverns, waterfronts,etc., without drawing any unwanted attention. As such, ifthe campaign revolves around middle- or upper-classcharacters, the Dungeon Master should reserve this kit tononplayer characters.

Starting Money & EquipmentA chimney sweep will begin with one suit of shabbyclothes, a collection of brooms and brushes (generallyworth $1.75), and a further $1.00 which may be spent onother items.

In England, in the days of the reign ofKing George, the Red Death

determined to kill the King. During aroyal procession, a large dog orwerewolf charged the King’s horse,which reared, nearly throwing theKing. But, at a critical moment, a man,dressed in rags and covered in soot,stepped forward and caught the horse’shalter. He quietly calmed the animal,and then melted back into the crowd.The King demanded to know the nameof his shabby benefactor, but his questionswere merely answered with, “He’s onlya chimney sweep!”N

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October 31st, 1926.

Detroit.eghfeghfeghfeghfeghfeghfeghfeghf

motorcar pulled up to the curb in front ofMercy Hospital. It was one of the newTudor Sedan models, looking as though ithad just rolled off the Ford factory floor.Indeed, such may have been the case.

A man stepped out from the back seat.He was all earth tones: his face and hands dark andleathery, his long coat a luxurious tan cashmere. His eyeswere concealed behind small, darkly tinted glasses. Thebrightest splash of color on his person was the reddish-brown fez he wore upon his bald head.

The man showed the withered frailty of advancedage, but his shoulders were not stooped by the years.Reaching back into the automobile, he pulled out a large,cylindrical object draped in black cloth. It dangled fromhis hand via a loop set in its top. From the way the blackobject danced in the gusting winds, it was obvious that itsbulk was not matched by its weight.

The man gazed up at the approaching storm cloudsfor a moment, then turned to briefly admire the hospital’sarchitecture. Then he walked inside. His driver left themotor running.

There was more activity within the building than theaged visitor would have liked. His taut lips frowned as hewandered the halls of the hospital. All the doors lookedthe same to him. Rounding a corner, his gaze fell upon adesk further down the hall, where several nurses weretalking. Standing very still, the visitor whispered wordsin a crackling voice.

“Ãm-åsfetti.“Ãm-baiu.“Ãm-heh.“Ãkhanet maati em khemu.”Having intoned the old words, the visitor strode

forward. None of the nurses took note of his approach.None of them objected as he reached over the desk toexamine their papers. None of them paused in theirconversation as the visitor’s elements-hardened finger sliddown a list of names, stopping when it came to “Houdini,Harry.” None of them interrupted the visitor as herepeated the room number to himself and walked offagain.

Only after the visitor had left did one of the nursespause, wrinkling her nose. “Do either of you smell that?”she asked the others.

The other two nurses sniffed the air. “Yeah . . .cinnamon. That’s funny.” The nurses shrugged andreturned to their conversation.

Meanwhile, the visitor found the room of HarryHoudini. The door was open. As he stepped into thedoorway, the master magician lay cocooned in hisdeathbed, a burlier man sitting in a wooden chair at hisside. The seated man was reading from a collection ofpapers.

“‘The magical fraternity is with you in your fight forhealth. You are the greatest of them all.’”

The visitor grinned, deeply wrinkling his sunkencheeks. “What an amusing claim,” he said despitehimself, his accented English speaking of exotic ports.

The dying man turned his head to meet the visitor’sgaze. “Pardon me?” he grunted, his voice betraying abruised ego. The seated man continued to babble onabout his papers, oblivious.

“Forgive me if I have offended you, Great Houdini,”offered the visitor in humble supplication as he movedinto the room. “I am a great admirer of yourperformances. I think now of the posters for your latesttour.” As the visitor walked to stand at the foot ofHoudini’s bed, he stretched out his free hand to frame theposter in his mind.

“‘Buried Alive! Egyptian Fakirs Outdone! MasterMystifier HOUDINI! The Greatest Necromancer of theAge—Perhaps of All Times!’”

The visitor grinned slightly, showing off yellowedteeth. “These posters, they are quite . . . boastful.”

The dying magician snorted. “I don’t have to listento this,” he growled. Houdini turned to the seated man.“Hardeen, summon an orderly.”

The seated man looked startled. “What’s wrong?Why do you need an orderly?”

Houdini turned back to glare at his aged visitor. “Toescort you out, sir.”

Hardeen started to babble like an offended child.The visitor merely listened in quiet amusement, taking theopportunity to rest his cloth-draped package on Houdini’s

A

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bed, next to his feet. Hardeen’s prattling soon broke thedying magician’s attention, and he turned to chide hisbrother.

“What?” asked Houdini, equally annoyed andconfused by his brother’s refusal to acknowledge thepresence of the newcomer. “Don’t be difficult. Go get anorderly,” he ordered again, his voice pained.

Hardeen, defeated, mumbled to himself and shuffledtowards the door. The visitor watched him take the firstfew steps, then turned back to Houdini to chide him.

“Your treatment of me has been most rude, GreatHoudini. You treat me as a strange beggar, when we havealready met. Do you not know me?”

A dim flicker of recognition struggled behindHoudini’s gaze. “Wait a moment,” he mumbled, pausingto think. “Yes,” he continued, his voice uncertain. “Ihave seen you before, haven’t I? Was it in Montreal?”

The annoying second man reappeared at Houdini’sside, prattling on and pressing a hand against themagician’s forehead. The visitor ignored him.

“Indeed,” confirmed the visitor. “I have beenfollowing your tour since Worcester, waiting for thisopportunity to . . . meet you.”

“Good lord, Harry,” exclaimed Hardeen. “Yourfever is raging!” Neither Houdini nor the visitor paid himany mind.

“So who are you then?” demanded Houdini. “Someoffended fakir, come to set the record straight? I’ve seenyour kind in Port Said. You all perform as if you learnedat the same school.” Houdini finally acknowledged hisfrantic companion. “Blast it, Hardeen, fetch the orderly!”

The oblivious Hardeen drew his hand back, suspicionplaying over his face. “Harry, who are you talking to?”

Houdini was growing agitated. He thrust a tremblinghand at his visitor, snarling at Hardeen. “Are you blind?I’m being berated by this damned Turk!”

The visitor’s taut lips bent into a frown. “I assureyou, Houdini, that I am not a Turk.” He leaned over thefoot of the bed. “I am Magic. I am the old magic. Thereal magic.”

“Real magic?” barked Houdini, ignoring his recoilingbrother. “Hah! I’ve sought your ‘real magic’ all over theworld,” he growled. “I’ve hunted fairies in Cottingley.I’ve challenged a man who could see through steel. I’vemet women who could manifest ectoplasmic spirits fromtheir ears. And do you know what I found every time?”

Hardeen continued to babble and clutched hisbrother’s shoulder, unheeded.

“Nothing! Mere frauds and flim-flam! Cheeseclothghosts, double exposures, and parlor tricks! That’s your‘real magic’.”

Hardeen shook his brother’s shoulder, desperate forhis attention. “Harry, listen,” he pleaded. “There’s noone else here!”

Houdini’s next barb died in his throat. He faced hisbrother, but his confused eyes continued to move backand forth between Hardeen and the gaunt visitor.

“What are you saying?” he asked, his voice thin.Hardeen moved down the bed, backing towards the

visitor. “It’s just you and me here, Harry,” he insisted.“We’re the only people in this room—”

Hardeen threw out his arms to fill the empty air. Ashe did so, his left arm passed over Houdini’s feet andstruck the cloth-draped package sitting there with ametallic jangle, nearly knocking it over.

Hardeen yanked his hand back as if the black shapehad been a viper, and stared vaguely at the object, frozenin terror. The visitor merely scowled in minor irritation.After a moment, Hardeen blindly thrust his arms back outtoward the object. The visitor calmly ran his fingerthrough the loop and plucked the package off the bed,holding it out of harm’s way.

As Hardeen dumbly groped around Houdini’s feet,the visitor turned to address the magician. “Our timegrows short, Great Houdini, and is not to be wasted onthis one.” The visitor thrust three fingers towardHardeen’s face, nearly touching his eyes.

“Iu ãq ã. Khakh p sa em rert,” spoke the visitor.Suddenly Hardeen shot upright. He turned to

Houdini, his eyes unfocused. “Just hold on, Harry. I’mgoing to fetch Dr. Kennedy.”

Houdini could barely speak. “Yes,” he agreed,numbly. “Yes, get the doctor.” A moment later Hardeenhad fled from the room. Both men watched him go, thenturned back to regard each other.

“Why couldn’t he see you?” whispered Houdini.“Was he right? Have I gone mad?”

“Far from it, Great Houdini. I have used anincantation. It is the old magic. Magic of such powersuch has not been seen for millennia. Here I have closedthe eyes of ignorant men. Such is but one of the ways Imay cloak my passing.”

“Who are you?” Houdini whispered. Never beforehad his voice held such fear.

“I have been following your career for quite a fewyears, Great Houdini. Your quest to uncover the truemagic has amused me most greatly.”

Houdini’s breaths were shallow. “Where? Wherehave we met before?”

“How sad that you have spent the last decade of yourlife searching in vain for the secrets of the afterlife. Howsad that your Spiritualists have shown you nothing butone charlatan after another. It is a most shameful state ofaffairs. But then, you were always drawn to those whosought to gain fame with their talents. True power needsno such flattery.”

“Where, damn you,” hissed Houdini, his cheeksflushed. “Where have I seen you before?”

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The wizened visitor sat down in Hardeen’s vacatedchair. “I have also been very amused by your writings,Great Houdini,” he continued. “There is power inwriting, you know. I have collected all of your books andarticles. I have even read of your adventures in the WeirdTales magazine.” The visitor leaned in close to Houdini.He smelled of cinnamon. “I was particularly amused bythe tale you called, ‘Imprisoned with the Pharaohs’.”

Houdini’s skin tightened. For a moment, he forgot tobreathe. Eventually he cleared his dry throat, and said,“That story wasn’t true, you know . . .” His voicetrembled. “I didn’t even write it. I just sold the idea.”

The visitor leaned back. “Oh, this I know. Yourghostwriter thought very little of your idea, in fact. Heresearched your account and found many lies and errors.Truly, he speaks of you in the most unkind of terms. Youhave kept your secrets hidden very well.”

The visitor leaned closer. “Before I relinquish thesecret of my name, it is time for you to relinquish yoursecret, at long last. In your long quest to discover the truemagic, Great Houdini, what did you find? What did youfind, beyond the charlatans such as yourself?”

Houdini’s face hardened, and his voice regainedsome measure of strength. “I found nothing.”

“You found nothing? You found no hint of theafterlife? And yet you give your wife clues so that shemay know you when your ghost is called up to dance forher. We both know that you lie, Houdini. Tell me. Whenyou sought the secrets of the afterlife, tell me what youfound in their stead.”

The visitor held up his gnarled, bony hand. “It is allright, Houdini. You break no vow by answering. Youexpose no innocent to danger. You enlighten no villain tothe lures of corruption. I already know your reply; Iknow it better than anyone who has ever lived.”

“I found,” began Houdini. His voice faded away ashe weighed his answer. “I found . . . the Red Death!”

“Yes,” grinned the visitor, his voice sighing withsatisfaction. “That which is known by many names. Butwhen I first allowed its entrance into the world, it had noname.”

Houdini frowned. “But that can’t be. The Red Deathis ancient; it—”

“Ancient?” the visitor interrupted. “Great Houdini, Iwas ancient when Moses led your people across the Seaof Reeds.”

Houdini merely gaped.“Tell me, Great Houdini,” continued the visitor, “of

your trip through the Suez sixteen years ago. Tell me ofthis trip that took you to my land of Egypt. Tell me of theEnglishmen you met in your hotel at Port Said . . .”

Houdini’s eyes began to widen. “The TrelawnyExpedition. They invited me to return with them toCairo, and visit their excavation at Saqqara.”

“Yes,” smiled the visitor. “Your body is frail, butyour mind remains sharp to the end. Tell me more of thisexpedition. Tell me what you found at Saqqara, in theshadow of the pyramid of Djoser.”

“It was a tomb. Some vast, stone tomb that had beenswallowed by the desert. They were looking for someearly pharaoh—”

The visitor nodded. “That is what most of theEnglishmen were looking for, yes. But that is not whatyou found, is it? Tell me what you found in that long-buried tomb.”

“I was only there for one day—”“—Oh, but what a day it was! Tell me what you

found within those tunnels.” The visitor started to slowlyreach for his dark glasses.

“Traps . . . deadfalls . . . the burial chamber . . . asealed sarcophagus.”

“Did you open that sarcophagus, carved from a singleblock of translucent alabaster?”

“Yes,” hissed Houdini, paralyzed with fear.“And there did you find the old magic?” asked the

visitor.“Yes,” whispered Houdini.“Did you look upon the body which lay within?”“Yes.”“Tell me, Great Houdini,” pressed the visitor,

removing his glasses. “What did you think when I firstopened my eyes?”

“So it is you . . .” Houdini moaned. “Imhotep.”“Ah,” sighed the living corpse, its eyes shriveled to

yellowish pebbles. “So you do know the secret of myname.” The creature’s smile faded. “When Netjerikhetdied, the pharaoh you know as Djoser, my failures openedour world to the Red Death.” Imhotep held out his hand afew inches above Houdini’s abdomen. “It turned mypharaoh into a horror, but the Red Death is much likeyour disease. It was weak in the beginning, contained.Few even knew that it existed, and they kept it secret,hoping it would fade with time. But I knew that timewould only allow it to fester and spread. Under Djoser’ssuccessor Sekhemkhet I labored to reverse my error. Justas the pyramid of Djoser had admitted the Red Death, thisnew construction would have imprisoned it for all ofeternity.

“Had the gods given me another twenty years towork,” Imhotep said, closing his fist where it hung overHoudini’s stomach, “I could have cut away the sickness.

“Instead I was given only six. Ignorant, fearful foolslearned of the true purposes of my construction. Foolsalready poisoned by the Red Death. My new pharaoh’sown soldiers turned against him, slaying him. My ownpriests turned against me, sealing me within theunfinished pyramid of Sekhemkhet.

“For millennia I lay trapped by my own enchant-ments, sealed within a stone crevice scarcely larger than

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myself. The Red Death claimed me just as it had claimedDjoser. My death brought no end to my agony. I layhelpless. I could not sleep. I could not dream. I had timeenough to sink into the abyss of madness, and beyond.And as I lay sealed within that black hollow, your wholeworld grew, and the Red Death spread.”

Imhotep opened his hand, spreading his fingers wide.“Now I fear it is too late for such . . . simple surgery tosave the patient.” Imhotep’s gaze snapped fromHoudini’s abdomen to his face. “You are the world,Great Houdini. You both lie dying, killed by the unseenwound. Blind to your doom, until it is too late.”

A grim determination was beginning to sneak backinto Houdini’s voice. “The world cannot be doomed.Not when there are still people left to defend it.”

Imhotep cackled. “Yes, I have seen your defenders.You freed me just in time to see the end of your ‘GoldenEra’. Where are your defenders now? Thieves rule yourcities, and monsters lurk in high houses. Just today oneof your tyrants was attacked. The tyrant remainsunscathed, and the boy who attacked him was slain by amob. Your defenders have been reduced to children wholie dead in the streets. Forces beyond even yourcomprehension are working to rule this world. Forceswhich have been at work for many years. Even your owndoctors and the secret serum they have injected into yourveins hide a sinister past. Note that you are one of thefew men left alive who even knows of the TrelawnyExpedition. The desert sands have swallowed itsmemory, just as they have again swallowed my tomb.”

“There was an oath of secrecy . . .”“There was an incantation, offered by a traitor

among you. One who knew that you would find noobscure pharaoh within that tomb. One who knew exactlywhat you would find. She had searched for me for sevenyears. I was her most precious secret.

“For sixteen years after fleeing that tomb, you havesought in vain to rediscover the ancient magic you sawwithin. To find some hope for the soul of this world,untainted by mortal fools or formless evil. Now I havecome at last to give you what you seek. There is power innames, you know. It is good that you know my truename, just as I know your true name, Ehrich Weiss.”

Imhotep rose from the chair, returning to the foot ofthe bed. He lay a withered hand on the draped package.“When one knows a man’s true name, one may evenreach out and pluck the ka from his breast.”

Houdini’s eyes narrowed. “Is that why you’ve comeat last? To take my life?”

Imhotep frowned. “You will surrender it soonenough,” he crackled. “When death is inevitable, there isno need for hurry. I lay unmoving throughout all of yourhistory. A year, a decade, a century; these are nothing tome. No, Ehrich Weiss. I have not come to take your

life.” Imhotep lifted the cloth away from his coveredpackage, revealing an ornate wire birdcage.

“I have merely come to take your soul.”Houdini gaped. “But, why?”Imhotep regarded him dispassionately. “Your heart

holds many secrets, Ehrich Weiss. You have been wise tohold those secrets close. But the dead are weak, and thereare many are would have the power to bend your tatteredghost to their will. Your secrets could greatly further theplans of the Red Death . . . or unseat them. I cannot allowyour secrets to run free.”

Houdini squeezed his eyes tightly shut. “Do notfear,” consoled Imhotep. “After all, you are the GreatHoudini! Are you not the greatest magician of all time?Perhaps you will escape the cage I have made for you.Perhaps this world will escape the cage the Red Death hasmade for it.” Imhotep hovered at Houdini’s side. “Ittook me four thousand, five hundred and fifty-three yearsto escape my tomb. I’m sure you will fare better.”Imhotep reached out to touch Houdini’s heart.

Houdini’s eyes snapped open. He glared up at thetalking corpse. “Wait.” His voice was strangely calm.“Just tell me this. Were you freed in time to witness theend of the golden era? Or to destroy it?”

Imhotep paused. “This is your final request?” Therewas a commotion in the hall.

“Yes,” sighed Houdini. “Just answer this: Why haveyou come to claim me? Are you a foe of the Red Death?Or a servant?” The doctors rushed in.

N N N

“Well, Harry,” Hardeen murmured, “now you reallyare a magician among the spirits.” He stood at thewindow, his mind adrift. Suddenly his eye was caught byan old man in the street below, carrying a birdcage out tothe idling sedan. The old man’s cage danced in thegusting winds of the looming storm, and for just amoment the whipping winds lifted the black drapes fromaround the bars, revealing the creature within. For just amoment, Hardeen caught a distant glimpse of the tiny,fluttering bird beating its wings against the wires.

And for just a moment, Hardeen thought the bird’sface looked uncannily like that of his brother.N

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DANIEL BANDERAMocellus N Zardorus N WeresnakePirata Salinas N Isaac Bennington

Big Game Hunter KitI would like to thank the Kargatane for accepting my articles foranother of their great Ravenloft netbooks. Inspiration for this

year’s articles came from a variety of places. Isaac Bennington& the Big Game Hunter—He was inspired by watching a storyon the Discovery channel about tigers. The show related thehunting practices in India of the British (using white sheets toherd the tigers to the hunters). I have always liked tigers, andsee that inspired me to create a tiger’s revenge on one of thesehunters. Pirata Salinas (El diablo del mar)—He came about

from a vacation a few years ago to Cozumel. I was there to dosome scuba diving and there were two local dive masters thatlead our group each day. The two dive masters were named

Pirata (Yep that was really his name) and Polo. While there, wechanged Polo to Pollo, and would call him “El pollo del mar,”the chicken of the sea. It was easy to make the jump that theywere weresharks if you see how easy these guys could move

through the water. Weresnake—Inspired from another show onthe Discovery channel. Zardorus—The dubious mage was

inspired from reading The Complete Book of Necromancers. Iwas surprised at the time that the book was not a Ravenloft

product, as much ofit fits the demiplane.

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JOE BARDALESKargatane

Professor Dora MeltzerSherlock Holmes and the Red Death IIJoe would like to dedicate his Book of Secrets articles this yearto the die-hard fans of Masque of the Red Death, with whom he

shares impeccable taste in RPGs. He eagerly awaits anothervisit from his fellow Kargatane, and can be found by the fire atthe Slaughtered Lamb Pub sipping the very essence of the RedDeath. He’ll be the one that reeks of wolfsbane. If you’re ever

in the neighborhood, drop in and raise a glass!

[email protected]

BIL BOOZERThe Haunted Cairn

Bil Boozer has been a college administrator at Georgia StateUniversity for over a decade. On a daily basis, he must battlewith the modern horror known as “bureaucracy.” In his spare

time, he much prefers gothic horror, where the only things to befeared are the supernatural and the Church.

[email protected]

TIMOTHY S. BRANNANHæmogoblin

Tim lives in Illinois, home of the psychotic squirrels whichwere the inspiration for the Hæmogoblin (don't ask). When notworking, Tim spends his time reading, working on his variouswebsites, and spends time trying to convince people that his 6

year old 486 Gateway2000 computer can “still kick butt!” Timalso writes “Custom Configurations,” a monthly internet articleon repairing and upgrading personal computers. Currently Timis preparing himself for the ultimate of horrors, fatherhood! His

dark spawn is due in November.

[email protected]

CHARLES BROWNKargatane

Bleeding Willow N Ring of the WolfCharles Brown was first brought into the world of horror bypicking up an original release of the Deities and Demigods

book that still had the Cthulhu Mythos included. Since then hehas been an avid fan of the genre, and fell in love with the

RAVENLOFT setting on first sight (it has since been ousted by theGothic Earth setting as favorite game world). He plans to soon

investigate another form of horror, that of marriage…

[email protected]

LEYSHON CAMPBELLMerilee Markuza

Our investigation continues to discover whether“Leyshon Campbell” is just another pen name of the nefarious

Merilee Markuza…

[email protected]

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ANDREW CERMAKLights in the Fog

Whew! For awhile, I wasn’t sure I was going to get “Lightsin the Fog” finished before the deadline… and I had started

it before The Book of Sorrows came out.Speedy Gonzales I’m not.

I’d like to dedicate this article to the members of the Kargat,past and present, for their hard work on a setting that gaveme so much pleasure, and to the Kargatane, for the hard

work still to come.

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ERIC C. DANIELAzalin’s Crown

The mists covered the town of Vallaki in a shroud of white.The people stayed in their homes, afraid to come out and facewhatever may lay within the gloom. All was quiet, but not allwas still. A single figure was moving through the streets, as

silent and as dark as a shadow. The figure paused by a certaindoor, reached into its coat pocket with one ebon-gloved hand,and retrieved a parchment package. Stooping momentarily, itslipped the package under the front entry of the bookshop andthen walked on. If anyone had been there to witness this, they

may have heard the figure chuckle to itself as it disappeared intothe mists, “I hope they put this bit to good use.”

With a final snort, it vanished into the mists.

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LUIS DE PIPPOA Darkling by Any Other Name

I would like to dedicate the article to a friend who has neverlet me down, Claudio Garcia, and also to a pair of high-schoolfriends, Martin Caceres and Mariano Tarres, who playtestedsome of the darklings, to their everlasting pain. I hope theRavenloftian DM will be able to use the new Darklings to

terrify those players who read every Monstrous Compendiumand know what every monster does.

[email protected]

MARK “MORTAVIUS”GRAYDON

Nature’s SorrowFigurines of Obsession

Well, my masters have let me out of my cell for a few scanthours today, because of the hard work that I have performed forthem. That’s good news, because I was starting to get worriedabout the Tentacled Thing in the Vase…it seemed to be gettinghungry…again. Perhaps in these few hours I’ll be able to findsome inspiration for my next mad ramblings? Or at least some

food for the Tentacled Thing…On a more serious note, being the Senior Monitor for the

Ravenloft Mailing List has really been great, and I look forwardto it in the years to come. All of you on the Mailing List havebeen great, through thick and thin. And I thank all the peoplewho enjoyed my work in this Netbook, it’s for you that I wrote

them.

[email protected]

ANDREW HACKARDKargatane

Fortune Telling forthe Faint of Heart

Andrew has recently moved from Texas (fourth domain in theSteaming Lands cluster) to British Columbia to begin his Ph.D.

in mathematics. He’s still getting used to people runningaround in shorts while he complains about the bitter cold.

Andrew dedicates his articles this year to the past and presentdesigners of the RAVENLOFT line, who have provided manyhours of enjoyment over the last decade. He feels that thefuture of RAVENLOFT is just as bright as the past, and looks

forward to taking a role in guiding the setting he loves.

[email protected]

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ANDREW HAUPTMANAbber Nomads N Freak Kit

Andrew Hauptman is 31 years old, and is now entering hisseventh year as a NYC public school teacher. He’s leaving the

classroom to explore the unknown territory of the musicteacher—wish him luck! He is an avid comic book reader andgamer, and an active member of the RPGA. He has published

six AD&D tournaments for the RPGA, including oneRAVENLOFT and three Living Death (MotRD) scenarios, andalso two articles in the RPGA’s Polyhedron Newszine (alsoabout the Living Death campaign). He has also contributed

articles to The Book of Souls and Book of Sorrows, which werepublished online by the dread Kargatane.

In what he laughingly refers to as his “spare time,” Andrewspends entirely too many hours sitting at his computer indulging

his online addiction, which probably explains why he hasn’tproduced an RPGA tournament in over a year. He also tries onoccasion to catch up with his ever-growing “List of Books to

Read Before I Die.”

[email protected]

NICK HERASVampiric Virus

I dedicate this article to the dedicated work of the Kargatane,Kargat and all Ravenloft fans who contribute to the

setting’s continued success.

[email protected]

DEREK HOLLANDTopiary Golem

Mr. Holland offered to send us his dedication just as soon as hefound his way out of our hedge maze. Mind you, that was three

days ago; if he hasn’t reached the exit yet, heprobably won’t anytime soon…

[email protected]

MARK JACKMAN

Carnagan WolfeHaving spent the past 11 years interested in devilish

creatures of one sort or another, ever since he first played theold Nintendo game “Monster Party”, Mark’s knowledge ofthe occult has grown steadily, much to his family’s dismay.

About a year ago, the Mists of Ravenloft rose up toclaim this young soul.

I would like to thank my family and friends for encouragingmy imagination. My brother Stephen was the one who came upthe first name, Carnagan, which is still one of the weirdest first

names I’ve ever heard (uh … no offense if that is your firstname). Finally, I would like to thank my friend Karen,

for having the patience to sit and quietly listen to my inaneramblngs about goblins and ghouls, and other creatures

that walk the shadows.

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JALEIGH JOHNSONBeauty’s Garden

Beauty’s Garden was inspired by my ongoing fascination withFairy- and Folk tales, past and present versions. This piece putsa sinister spin on aspects of the Beauty and the Beast tale. Let’s

face it, sometimes the beast really is a monster, and roses dohave their thorns… at least in Ravenloft. If you liked the fiction

that went along with it, have a peek at my website.(http://www.angelfire.com/or/OnyxV/index.html) It’s part ofmy other ongoing obsession to be a good writer, or at least a

fairly good storyteller. My entry is dedicated to my parents andto all the guys… you know who you are. A girl couldn’t ask fora better gaming group, or better friends. And a big thanks to the

Kargatane for all the work they put into these netbooks. Youare true professionals in the art of terror, madness, and other

ghastly things.

[email protected]

KURT A. JOHNSONChimney Sweep Kit

I have trouble taking credit for the Sweep. For years Ihave been haunted by those special words spoken by Bert in

Disney’s Mary Poppins. As such, when I discovered Masque ofthe Red Death, the Sweep simply leaped out of my mind and

into the game. I dedicate the character to that humble hero whorescued the King so long ago.

[email protected]

RENE LITTEKLesser Breeds of the Arak II

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It would seem that their latest expedition to the Shadow Rift hasleft Pale Uneveneyes out of touch. It would be a shame to lose

the opportunity for more information on that pit…

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JARROD R. LOWEThe Sword of the Clan ApBlanc

Jarrod R. Lowe was born in Kentucky on the banks of theMighty Tug River during the year 1976. He hopes that his

article can enhance the already wonderful Castles Forlorn boxedset which inspired the weapon.

[email protected]@yahoo.com

BEETO LYLEWayward on the Bone Sands

This article was inspired by the essay, “A Modest Proposal ForPreventing The Children of Poor People in Ireland From BeingA Burden to Their Parents or Country, and For Making ThemBeneficial to The Public,” by Jonathon Swift. I would like to

thank Bob Geis, Jason Greenwood, Keith Keiser, and Brad Lilefor their invaluable contributions as players in the first

“Wayward on the Bone Sands” game. Special thanks are due toMr. Geis for encouraging me to submit the article to The Bookof Secrets, and for posing the insightful question, “Have you

ever bitten into a gnome?”

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JEAN-F. MAJORRomeo Giacomo Galli

I first thought of Romeo when I read the “Red Tide” adventurefrom the Masque of the Red Death boxed set. The whole

adventure seemed perfect, except for one point: After all thecomics and TV children shows about it, I was afraid that

Dracula would incite more laughter than sheer horror in myplayers. So, I needed a replacement vampire. Then, I used anold technique I read back in the Ravenloft black box, I think:Take values that are very important to you (love, elegance,

gallantry) and twist them to make a truly mad villain.I think in this case, it worked pretty well, and after many manyproblems (not to say many bruised bones and torture sessions

by Kargatane members) I’m glad to be able to share thischaracter with all of you.

[email protected]

JOHN W. MANGRUMKargatane

Framing FictionAnchors of Faith

Carnival: The BallyhooWell, hopefully this year’s framing fiction will finallydetermine whether you guys are supposed to take the

Vallaki Kargatane seriously or not! Don’t worry, we’llput them back in their closet now; I can spell “over-exposure” as well as the next guy. I would like to

acknowledge my primary factual sources for the Houdiniframing tale: Houdini!!! The Career of Ehrich Weiss, byKenneth Silverman, and Chronicle of the Pharaohs, byPeter A. Clayton. Frighteningly enough, virtually every

side detail in that story is in fact true. “Anchors of Faith”only came about through the contributions of other folks;I thank them for all their help in that article, and I’d just

like to thank them again. As for “Carnival: TheBallyhoo,” I hope everyone enjoys Carnival, and maybeI’ll get the right opportunity to reveal Pharaoh Rottentop

yet. See you next year!

[email protected]

STEVE MILLEROn the Road N Eleni of Toyalis

Steve Miller has been DMing or playing RAVENLOFT sinceshortly after the setting’s release in 1990. For the past five

years, he has been working on the line as a developer, designer,and editor, first for TSR and more recently for Wizards of the

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Coast. His contributions to the Kargatane netbooks arededicated to all the RAVENLOFT fans, whose excitement for the

world and its characters make being part of it such a joy.

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LES MOZINGOSeradan

I would like to dedicate Seradan to James Lowder first andforemost, as he’s the reason I am hooked on Ravenloft, and

Amanda Dragonette, who helped me think it out.

[email protected]

CHRISTOPHER

DALE NICHOLSKargatane

What? You let him go to Aisle Five? Yes, I know theburgomeister’s mess had to be cleaned up, but Holdernever has his mind on things when he’s just received

a new scroll. Oh well, I guess if he’s still in onepiece he’ll turn up for dinner.

[email protected]

CHARLES PHIPPSCyran Devichi

Wolfgang Armand FaustI’d like to dedicate this book to God since it is only a miracle Igot Cyran and Faust published with my grammar. Thanks to

him and the Kargatane for making this possible. I’m glad I washonored with the chance to be the one to put Mephistopheles’

spawn into print on Gothic Earth.Hopefully I’ll be able to do up the Lilan for the

next Kargatane NPC project!

[email protected]

WES SCHNEIDERThe Knox Clan N Echo

A four hundred year old lich inhabiting the body of a student atTowson University in Maryland, “Wes” has been passing hisimmortality by feeding off the fear and terror he creates in his

host’s friends and family by introducing them to horror

roleplaying. Though this brings intense enjoyment, he hasfound that fear can be even sweeter when shared with

someone with an equally dark soul.

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“KALIAS TRIVUNE, THE MAD

BARD OF ALFHEIM”Van Richten’s Guide to the Mists

Kalias would like to thank himself, for without him, he wouldhave never gotten Anywhere. But now, since he’s in Avonleighwhich is closer to Nowhere than Any Other Place, he’d like togive his special thanks to Matthew Barrett for presenting this

concept in the first place and allowing him to “expand upon” it.He’s also like to thank the Ravenloft-L Mailing List for their

constant appearance in his mailbox, the Weathermay Sisters fortheir twin support and devotion, and the Gentleman Caller for

reasons unknown…

[email protected]

STUART TURNERKargatane

A Year in RavenloftArdonk Szerieza

The Effigy of Ivan SziminA lot has happened in the past year for both the Kargatane andRavenloft. I’ve met three of my fellow editors, visited Wizardsof the Coast in Seattle, we’ve been made the official site, and asof next year the future of Ravenloft has been placed squarely in

our hands. As a result, the release of The Bookof Secrets feels somewhat like the end of the Kargatane’schildhood, as we grow from being a bunch of fans on the

net into a real web publisher.I hope and believe that this netbook shows that as long as the

fans continue to support this setting, Ravenloft will live on. Mythanks go to those in WotC who have given us this opportunity,

and for having faith in our ability to carrythe coffin for them.

[email protected]

“TYKUS THE GLADIATOR”Inesko Krolov

Inesko was actually inspired by the Jimmy Upton entry inChildren of the Night: Ghosts. I always liked the idea of

creatures and NPCs that appeared to be one thing and werecompletely different. The author would like to say that he cantruly understand madness checks even better now that he has to

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make one every day (maybe even more than once) when he goesto work in one of those strange asylums that deal with substance

abuse for kids.

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PIERRE “GOMEZ”VAN ROODEN

GundarMy original entry for Gundar was inspired by a historical

figure—Grote (Big) Pier, a Frysian rebel hero and a popular‘villain’ in the Dutch television show Floris (with Rutger

Hauer). The eventual duke turned out quite different, but tracesof Pier can still be found in his background, for those who

know where to look.

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ANDREW WYATTInquisitor N Chiurgeon

Wretched CreationsThe Sons of Liberty

Kostryzn Lubartow finds this Barovian bookshop intriguing,but entirely too morbid for his tastes. Since that clerk overthere is looking at him with a predatory gleam, Kostryzn

decides to duck out and return to the Lonesome Road(http://come.to/lonesomeroad).

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