..,..,&.. *.*
1
' . / .. ,* ,. .
.
... . ..
..
c0x !
I
6
HARTAHAN INN
Harkon Lukas, the wolfwere
who rules Kartakass, secretly
lives at this inn. (Kartakans
believe Lukas is a bard.) The inn
lies in Skald, on a rock island in
the river which flows rapidly past
the village. Locals favor the inn as
a dining hall, particularly at mid-
day. But as the shadows start to
lengthen, the customers become
more brutish. The dining hall
empties by late afternoon, and a
crowd of drinkers forms in the
taverna. Few who stay here after
dark are heard from again-
unless they happen to be
wolfweres.
1. Kitchen: The aroma of baked
beets drifts from this room, which
was added to the original inn. A
large root cellar lies below the
kitchen, stocked with an ample
supply of meekulbrau.
2. Dining Hall: The west wing of
the inn houses the dining hall.
Through the glass windows,
guests can watch the rushing wa-
ters and activity in the town of
Skald.
3. Drinking Hall: The east wing is
reserved for the drinking crowd.
Villagers know it’s a rough place
at night, and avoid it. Few of
them realize that most of the ruf-
fians are wolfweres.
4. Tower: The main floor of this 6. Old Inn: This northern wing, room. She is considered a ser-
octagonal tower contains a cloak along with the main building and vant, but no one has ever seen
room. Above it lie the secret the tower, are the oldest sections her working.
chambers of Harkon Lukas. A s of the inn. Both levels of the
the sun sets, Lukas often looks north wing are filled with sleeping 8. Servants’ Quarters: The upper
out from this room over Skald, rooms. Travelers who lay their story of the main building con-
his thoughts as dark as the com- heads here may never lift them tains the servants’ quarters and a
ing night. again. secret meeting chamber of the
5. Stable: The north end of the wolfweres. Lukas presides over
stable contains an old, ornate 7 . Akriel’s Chamber: A beautiful these meetings.
coach. The villagers know it ex- girl named Akriel sleeps in this
ists, but have rarely seen it in use.
“Old Hartakan Inn and Tauorna”
-1sN TSR, Inc All Rghw Resewed
a
Tables of Terror
Turning Undead in Rauenloft Fear Check Modifiers
Level of Level of the Priest +4 Spell specifically helpfulvs. threat
Undead 1 2 3 4 5 6 7 8 9 10-11 12-13 1 4 t + 4 Magical item specifically helpful vs. threat
+ 4 Friend or family endangered
SkeletonorlHD 13 10 7 4 1 1 I* 1* 1' I" 1' 1'
+ 1 Facing threat again on same day
Zombie 16 13 IO 7 4 1 1 1* 1' 1' I* 1'
+2 Know how to overcome threat
Ghoulor2HD 19 16 13 IO 7 4 1 1 1' 1' 1* 1' +2 (optional) Previous success vs. same in
Shadowor3-4HD 20 19 16 13 10 7 4 1 1 1' 1. 1' current adventure
-2 Previously defeated by similar threat
Wightor5HD - 20 19 16 13 IO 7 4 1 1 I* 1*
Ghast - Fear Check Failure
20 19 16 13 10 7 4 1 1 1'
-Wraith or 6HD 'Flee in panic!
- 20 19 16 13 10 7 4 1 1 -60% base chance (. 5%/ievel)to drop items
Mummyor7HD - - 20 19 16 13 10 7 4 1 25% base'chance (. level) of spell failure
Spectre or 8HD - - - 20. 19 16 13 10 7 4 .If cornered: -2 penalty to all die rolls and AC
Vampire or 9HD - - - 20 19 16 13 10 7
Ghost or lOHD - - - - 20 19 16 13 10 Fear Recovery
- -LichorlltHD - - - - 20 19 16 13- Recover Id4 rnds after away from threat
Special - - 20 19 16 Or by spell such as:
* If the undead cannot flee at its current maximum rate, or get out of the line of sight, .remoue fear(negates)
it is destroyed. .forget (allows new save)
Note: Penalties may apply. For example, if the lord is within 300 feet of his undead .emotion (courage: cancels results, no
minions, the priest usually suffers a -2 penalty to all turning attempts.
bonuses)
01890 TSR. 1°C All Rights Resewed.
Horror Check Modifiers
Undead That Cannot Be lndead by Hit Dice
Turned + 1 Evil alignment
HD Undead
Claw, Crawling (FR) - 1 Lawful good alignment
Crypt Thing (GH) 1 Animal Skeleton
2 Poltergeist + I Openarea
Dracolich (FR)
Lacedon - 1 Closed area
Dreamshadow (DL) Ghoul
Dreamwraith (DL) -2 Know person in horror scene
4 Slow Shadow (GH) - 4 Friend or family endangered
Fetch (DL) 5 Monster Skeleton +2 (optional) Previous success vs. same in
Fireshadow (DL) Heucuva current adventure
Strahd Skeletons (RL)
Geist (RL) Zombie, Monster ~~ ~~~
7 Strahd Zombies (RL)
Haunt Failed Horror Check Results-
Haunt, Knight (DL) Kyuss, Sons of (GH) Condensed
Knight, Death (DL) 8 Zombie, Ju-ju
All victims are stunned for 1 round and sufferone
Necrophidius (GH) Wichtlin (DL) of the following effects. (Roll d6.)
1 Aversion: Cannot bear same or similar scenes
Odem (RL) 9 Wraith, Swordwraith (GI.,
for 1month. In open area, must get 30' away;
Phantom (GH) Vampire, Nosferatu (RL) has 1rnd to comply or is fearstruck.
Special Beast, Undead (DL) 2 Revulsion: Intense form of aversion. Can't
Revenant (FR) bear scene or anything suggestive of it.
Scarecrow (GH) Groaning Spirit (Banshee) 3 Obession: Continually talks of event. Can't
Spectral Minion (DL) Var Wraith, Soul Becknoner sleep (no healing, - llday combat roll penalty
to -4 max. no spell memorization).Sleep
Vampiric Mist (GH) (GH) prevents combat penalty, allows spell
Warrior, Skeleton (DL) memorization. Save oncelweek to recover.
Yellow Musk Creeper & Zombie 4' Senseless Rage: "Berserk." Attacks to scene
Zombie, Sea (GH) (+2 to-hit,dmg, double attack rate). Stops
wlsuccessfui save on rnds 4.6, or 8, etc.
5'Mental Shock: Stunned until save. Can save
on rnds 4, 5, and 6 thereafter oncelhour.
6* Fearstruck Same as failed fear check.
*For 1 month, victim savesvs. similar scenes with
-2 penalty;failure yields same result (no d6 roll).
* MOROENHEIM’S ESTATE
0 r. Victor Mordenheim, mad
scientist of Lamordia, re-
sides in this modest castle. It
is poised on the edge of a cliff,
overlooking the Sea of Sorrows.
Waves crash against the rocks
below, roaring on impact. The
cliffs are riddled with caves. At
high tide, many of the entrances
are submerged.
1. Courtyard: The courtyard ad- J
mits visitors to the castle, cradl-
ing them between a pair of
gloomy wings. A small fountain
lies in the center of the courtyard.
The base of the fountain is filled
with brackish water and decaying
leaves. A sturdy iron gate at the
entrance to the courtyard seals
the castle from the outside world.
2. Visitor’s Wing: Mordenheim
seldom welcomes overnight
guests, but those who are
stranded here may sleep in this
wing. The doctor has difficulty
retaining servants. All the ameni
ties are available, but Mor-
denheim has allowed the decor
and furnishings to deteriorate.
Musty linens, layers of dust, and
dry, leafless plants in the rooms
testify to his own poor house-
keeping.
3. Great Hall: This building stretching the limits of medical dramatic view, particularly when
contains all the large service science and breaching the bounds storms move in from the sea. A
rooms, such as the dining hall of human decency. circular stair follows the inner
and library. wall of the tower, opening onto
4. Personal Quarters: Dr. 6.Watch Tower: Originally this sunlit landings and passing the
Mordenheim and his wife reside tower was designed as a lookout. small, heavy doors of cubbyhole
these quarters. His wife, or what The uppermost floor of the struc- rooms. Dr. Mordenheim uses the
remains of her, scarcely lives. ture lies 93 feet above ground rooms to stow away that for
Mordenheim maintains her un- level and 200 feet above the Sea which he has no immediate use-
conscious body. of Sorrows. Its windows offer a including living specimens.
5. Laboratory: The doctor con-
ducts his experiments here,
“Schloss Mordenheim”
1 9 9 0 TSR. Inc. AI1 Rights Resewed.
CASTLE Of fORLORN
ristenoira” is the name
peasants give this castle
high in the mountains of
Forlorn. The name comes from
an old dialect, and means “eve of
sorrow.” The natives believe the
castle is abandoned, and claim it
is haunted. Indeed, the ghost-lord
of Forlorn is imprisoned within its
walls.
The castle is perched on a prec-
ipice. At night, wanderers who
pass below can hear anguished
moans echoing from the stony
structure. Tiny lights sometimes
drift along the top of the outer
wall, as if watchmen were pacing
with candles.
The castle is ancient. The mor-
tar crumbles between the weath-
ered stones, and in places the
walls have begun to fall. Stone-
work that has slipped from the
rooftops lies shattered on the
ground.
1. Barbican: The sole road to the
castle leads to this gatehouse. It
is the only safe approach to the
castle, and the only reasonable
way to enter it.
2. Approach: A traveler who en-
ters the barbican must walk along
this approach to reach the main
gate. The castle walls and towers
watch over the approach.
3. Lord’s Tower: This larqe struc- this tower. At night, only the door 6. Tunnel: An inner passage runs
ture once housed the lord of the that opened onto the stairs above the length of the outer wall. In
castle, his family, and a loyal re- the courtyard remained unlocked. places, the tunnel branches, lead-
tainer. Inside, no visible doors linked the ing to small, dead-end chambers
4. Grand Hall: The hall links the tower to the rest of the castle. where castle guards could trap
guest tower and the lord’s tower. This protected the lord from un- and assault unwary invaders. The
In livelier times, meals, meetings, expected visitations. Guests with main passage leads to only a few
and court trials all would have unfriendly motives had to leave exits into the courtyard and the
been held here. their quarters and cross the open castle itself.
5. Guest Tower: Visitors and courtyard to assault the lord’s
guests once received rooms in tower.
“Tristenoira”
S1990TSR, inc. All Rights Reserved.
STRAHO’S CASTLE
he master vampire Strahd
Von Zarovich, lord of Baro-
via, occupies this ancient
castle. It stands upon a 1000-foot
spire of rock, brooding over the
Village of Barovia. Only a decay-
ing drawbridge connects the cas-
tle to nearby cliffs.
1. Main Entrance and Approach:
The drawbridge stands opposite
the main entrance. Visitors who
cross the bridge pass through a
short tunnel with a rotting
wooden portcullis. The tunnel
leads to the front courtyard. Two
massive, ornate wooden doors
form the main entrance to the
castle.
2. Halls of Weeping: The main
floor includes the great entry, a
dining hall, and a guest’s hall.
Level two houses an audience
hall. Level three contains “Rooms
of Weeping,” which were once the
grand living quarters of the Von
Zarovich family. Like most of the
castle, these rooms are now
cloaked in dust and decay.
3. South Tower: This squat tower
houses witches and other evil
spellcasters whom Strahd has
enslaved.
4.High Tower: A circular stair 6. Chapel: Many of the stained about 100 feet under the plat-
alass windows are broken and form.
winds through this narrow tower. Goarded UP. pews and benches lie
Strahd sometimes can be found in a jumbled disarray, and are Catacombs: Severalfloorsbe.
at the top, gazing over his lands. coated with dust. neath the castle are the crypts
j7u’tsov2e0rlfoeeotkouAt from tohveercloloikff face. and catacombs that contain
5. Tower of Sorrow: This hollow Visitorswho peer Over the bal- Strahd’s resting place. The win-
cony can see a pair of dirt-caked dowed room below the overlook
tower is alive. A narrow staircase windows in the cliff face below, is the tomb of Strahd‘s ancestors,
climbs the tower from top to bot-
tom, spiraling along the wall. The Editor’s Note: The 1982 adventure “Ravenloft’
staircase can shake and pitch, (product number 9075) contains complete
knocking intruders who have floor plans forthis castle.
climbed the stairs into the dark,
open well at the center.
“Castle Rauenloft”
“1990TSR, Inc. Ali Rights Resewed
Alturud Magic
Wiard Spelh Priest Spells Magical Items
*Animate Dead (5th) Abjure (4th) Potlons
Astral Spell (9th) 'Animate Dead (3rd) 'Potion of Undead Control
Oil of Etherealness
- ..-,_.-- ,-._, ~I
Conjure Elemental (5th) Commune 15th) Rings
Coniure Earth Elemental/Dismiss Ring of Djinni Summoning
*Death Spell (6th) nt'Resurrection (.71h, Miscellaneous
Detect Undead (1st) Amulet of Life Protection
'Enervation (4th) Dismiss Earth ElementaUConiure
Ensnarement (6th)
*Finger of Death (7th) DisDel Ev;l/Dsw/Good (5th) *Bookof Vile Darkness
*Gate (9th) .Enerq.u Draiddestoration(7th) Bowl of Commanding Water
Kndw Alignment e n d )
-7 Z i Z C r T G K i i a n d i n a Air ~~ ~
Elementals
Magic Mirror (4th) *Raise Dead/*SlayLiuing (5th) Horn of Valhalla
Monster Summoning.I-VI1(3rd-9th) Reflecting Pool (4th) *Libram of Ineffable Damnation
'Spectral Hand (2nd) Restorationl'Energy Drain (7th) Phylactery of Monstrous Attention
SuccorlSuccor(9th) *Resurrectionl*Destruction (7th) 'Sphere of Annihilation
S..t.one C.ornmandin"o Earth
~
*Vampiric Touch (3rd) *Unholy WordlHoly Word (7th) _ _ _IofManyWorids
Wish (9th) Word of Recall (6th)
Armor
Plate Mail of Etherealness
Weapons
NOTES
Reversible spells are listed jointly; the spell in italics is the reverse.
"*" means a powers check is required with the use of this spell or
magical item.
I
a’
. . !Monsttrs and Militia
Mtctrd Soldiers and Strong-arming k w m t n
Domain Level THACO Dmg AC HP Comments
Borca 1 20 Idlo 8
Darkon 2 19 Id6 6 5 Leather armor, halberd
5 16 1d8 4
Kargat 2 19 1d6 7 IO Studded leather, shield, shortsword
Dementlieu 1 20 1d6 7
1 20 1d6 8 25 The Darkon secret police, banded mail, long sword
Dorvinia 1 Pr 20 1d4 8
Lamordia 2 19 Id8 4 IO Studded leather armor, short sword,whip
G'Henna 3 18 Id6 5
5 16 1d8 4 5 Studded leather armor, mace
Gundarak
Falkovnia 6 5 Leather armor, club
Elite 8 4 Leather armor, scourge and spells
7 IO Splint mail, bastard sword, mace
6
7 15 Scale mail, shield, spear or polearm
8 25 Banded mail, sword, polearm (partisan, ld6,2d6
7
8 against a charge)
Hazlan 1 20 l d 4 t I 5 Scale mail, warhammer
Mordent
Nova Vaasa _ _ _1 20 l d 6 t l 5 Leather armor, mace
Sanguinia
Sithicus 1 20 1dti 5 Ring mail, clubs, no dagger
2 19 Id6 Hide armor, club
2R 19 Id6 io
IO Elven rangers, studded leather, short swords, long
bows
Sri Raji 2 19 1d4 IO Leather armor, scourge
Valachan 2 19 J 2d4
Zherisia IO Ring mail, morning star
I 20 Id6
5 Leather armor, club, no dagger
Unlisted domains do not have town militia or standing armies.
Pr = Priest. R = Ranaer.
~
Monsters Lurhing in Rauenloft
The creatures below fit the flavor of the Ravenloft campaign setting. Consult this list when you're designing your own adventures for the
'demiplane of dread:'
Aerial Servant Hell Hound Raven (GH)
Bats Heucuva Revenant (FR)
Beast, Undead (DL) Hippogriff
Beastmen (GH) Hobgoblin Sahuagin
Berbalang (FR) Hobgoblin,Norker (GH) Satyr
Claw, Crawling (FR) Homonculous Scarecrow (GH)
Cloaker (FR) Hound,Yeth (GH) Shadow
Shadow,Slow (GH)
Crypt Thing (GH) Imp Shambling Mound
Darkenbeast (FR) Imp, Blood sea (DL)
Death, Crimson (FR) Invisible Stalker Skeleton
Jackalwere
Disir (DL) Jermlaine Snake
Kani Qoll(DL) Spectral Minion (DL)
Doppleganger Kelpie Spectre
Dragon, Shadow (GH) Knight, death (DL)
Dreamshadow (DL) Kobold Spider
Dreamwraith (DL) Kyuss, Son of (GH) Strahd Skeletons (RL)
Fetch (DL) Leucrotta Strahd Zombies (RL)
Gargoyle Lich
Geist (RL) Lycanthrope5 Unicorn
Ghost Mind Flayer Vampire
Ghoul Mist, Vampiric (GH) Vampire, Nosferatu (RL)
Goblins Mite (GH) Warrior, Skeleton (DL)
Golems Mummy Wichtlin (DL)
Gremlins(GH) Naga Wight
Griffon Necrophidius (GH) Will o'wisp
Grimishka (RL) Odem (RL)
Groaning spirit Pegasus Wolf
Gurik Cha'ahl (DL) Wolf, Mist (GH)
Poltergeist Wolfwere
Hag Rakshasa Wraith
Haunt
Haunt, Knight (DL) Wraith (GH)
Yaggol (DL)
Zombie
Zombie, Sea
"Native" Settinas: (FR)= Forgotten Realms ( D L P Dragonlance (GH)= Greyhawk (RL)= Ravenloft.
MARHOU ESTATE
f rantisek Markov, lord of
Markovia, lives and works in
this primitive building. It lies
in a lonely, windswept valley of
the Balinok Mountains. The es-
tate is large, but its construction
is crude, the decor simple and
austere. The timbers are solid and
join tightly, however, and they
stand firm against the winter
winds. The roof is densely
thatched, inelegant but water-
proof.
Markov cares little for human
luxuries. Although this estate is
his principal workplace and resi-
dence, he often sleeps in small
huts in the surrounding hills. Visi-
tors to the estate are allowed to
bed down in a small guest shack
near the main house.
1. Servants’ Wing: All of Mar-
kov’s household servants are
simple-minded beast men. Few of
them survive more than a year or
two beyond their creation. The
beast men sleep on straw mattres-
ses in the loft of this wing. Serv-
ice rooms, such as the kitchen
and pantry, lie between the sleep
ing quarters and Markov’s labora-
tory.
2.Laboratory: A rustic foyer lies dangerous, some of them exotic. 5. Master’s Wing: Frantisek
Most of the animals are caged. sometimes sleeps in a humble
beyond the front door, but 4. Courtyard Animals that are room in this wing. More often, he
Markov performs his surgeries in not dangerous or capable of flee- sleeps in his lab, or not at all. His
the room behind it. In the valley, ing are permitted to walk in the laboratory is more important to
wild animals sometimes prick courtyard. A hallway joins the him than his own living quarters,
their ears at the terrified screech- yard to the double doors at the and it shows.
ing of a fellow creature in this front of the Master’s Wing.
room. The screeching eventually
gives way to cries that are almost
human. The laboratory is joined
directly to the zoological garden.
3 . Zoological Garden: Markov
presents himself as a zoologist to
visitors. He keeps a menagerie of
wild animals here, most of them
“The House of Oiosamblet”
01990 TSR, Inc All Rights Rmerved
c
MIRCEA’S CASTLE
uirgui is the residence of
Ladislav Mircea, lord of
Sanguinia. Only a low wall
and dry moat surround the castle.
N o towers or fortifications defend
it from assault, but the vampire
Mircea has little to fear. Only
peasants or townsfolk could
storm his abode, and most would
tremble at the prospect.
An extensive web of dungeons,
vaults, and tunnels lies below the
castle. Some of these tunnels
lead to secret exits far from the
castle walls.
1. Gatehouse: A stone bridge
spans the dry moat, ending at the
foot of this small, square gate-
house. Inside the structure, elabo-
rate wrought iron gates align with
the castle wall. The hinges have
begun to rust, and the gate
shrieks and groans a s it swings
reluctantly upon them.
2. Walkway: A broad, paved
walkway circles the entire build-
ing. N o gardens, benches, or
other objects obstruct the area.
Weeds grow between the stones.
but most of them have become
limp and yellow in the cold
Sanguinian nights.
3. Main Entrance: Directly across 5. Main Hall: This hall contains 6. Residence Wings: Ladislav
from the gatehouse, this entrance major receiving rooms, such as rests in a coffin buried deep in the
leads to a large hall. Other en- banquet halls, audience cham- dungeons, so these rooms are
trances lie at the rear of the cas- mostly empty. The few visitors he
tle. bers, ballrooms, and parlors. The receives stay in this wing while
they live.
4. Guarded Turrets: These small rear of the hall contains the
towerlike structures originally kitchens, laundries, and other
served a s prisons for genteel cap-
tives. Only one door links each service rooms.
tower t o the rest of the castle.
The tower windows are too high
or too small for easy escape.
“Guiqui”
-1990 TSR, Inc. All Rights Resewed.
* acb.
b
HIRLGAARO’S CASTU
aerhaaven is the home of Sir
Hiregaard, an esteemed no-
bleman. His alter ego, the
hideous Malken, is lord of Nova
Vaasa. The castle lies on the
broad, grassy plain north of the
city Kantora. Pennants and gaily
colored flags fly from the towers.
At night, when stirred by a gentle
breeze, the long pennants reach
out like ghostly arms, grasping at
phantoms in the moonlight.
1. Barbican: All visitors must
pass through the barbican to gain
entrance to the castle. The guards
usually hoist the gate at cock’s
crow, and let it descend with the
setting of the sun.
2. Tower of Isolation: The sole
access to this tower is a walkway
suspended high above the court-
yard. The walkway links the tower
to the main keep. Political pris-
oners are detained in the upper-
most rooms of the rounded tower.
3. Guardsmen’s Tower: Men-at-
arms are quartered here. No other
tower joins the square castle wall.
(The structures on the three re-
maining corners are hanging tur-
rets.)
4. Main Keep: The keep includes 6. Master’s Tower: The wide, up- 7 . The Central Tower: This tower
ballrooms, grand dining halls, per portion of this tower houses soars higher than any other in
trophy rooms, receiving rooms, Hiregaards personal chambers. Faerhaaven, its turret nearly
and more. The square towers Even family members are forbid- piercing the clouds. Some of the
overlooking the yard are guest den to enter these rooms. Those servants believe it is haunted.
houses. They open onto the roof, who are curious enough to climb
which is planted with a garden for the stairs are greeted by a locked
leisurely strolls. door.
5. Royal Suite: The upper floors
of this wing contain the private
quarters of Sir Hiregaards family.
The wing adjoins the main keep
and the master’s tower.
“Faorhaawn”
“1990TSR, Inc. AI1 Rights Reserved
I
AZALIN’S CASTLE
zalin is the lord of Darkon.
His castle crowns a hill of
broken rock, a few miles
south of II Aluk. The massive
structure appears even more solid
than the rock below it. The na-
tives of Darkon believe this castle
is the gateway to a dark abyss,
and in a sense, they are right.
Azalin’s laboratories lie deep un-
derground, beneath the maze of
dungeons.
The castle’s name, (pronounced
“a uair nus”) stems from a pecu-
liar phenomenon. Few birds (auis)
fly over the fortress. Only scaven-
gers such as crows can soar freely
in the winds above. Other birds
who grace these skies soon
plunge to the earth and die.
1. Entrance: The people of II
Aluk call this gateway The Maw.
It is the only visible entrance to
the castle. Locals believe that
secret tunnels lead to the depths
below the fortress, but no one is
eager to explore them.
2. The Blocks: Set upon a stone
plinth, these twin buildings illus-
trate why the castle has little need
of an outer wall. The Blocks are
so thick and imposing that no
other defense is required.
3. Hanging Tower: The “Hanging picked clean by scavengers. Na- The heart of the castle, this struc-
Tower” hangs from the side of the tives call the buttressed area be- ture is a maze of narrow, winding
central keep. The tower takes its low the tower “The Bone Heap.” tunnels and huge, vaulted rooms.
name from one of Azalin’s dark 4. Main Keep: Several wide, cir- Secret doors and passageways
practices, however. Executed pris- cular towers comprise the keep. provide the only access to many
oners hang from the edge of the levels.
tower for all to see. After several
days, the rope is cut. The body
plummets to the rocks at the base
of the castle, where its skeleton is
“1990 TSR, Inc. All Rights Resewed.