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

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

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Realm of the Blood Queen, Part 3
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In Chapter 4: the Blood Queen Awakens, the party will meet the Dark Lady and primary antagonist of this adventure face to face. Once the PCs are teleported to the Cairn, Beleorth will either lead them to the guest rooms or if they try fighting him he may fight back for a few rounds. More for entertainment’s sake, before telling them to meet him at the top of the tower before Dimension Dooring away. If PCs attempt to leave, he will track them down in the wilds to knock out and teleport them to the tower in which Czerina sleeps.

The Cairn is a spooky looking castle overlooking a moat of lava, its front bridge leading up the gate of a carved demonic skull. The skull does a bit of trolling as the PCs walk up to it:
The carved head is also enchanted to be a guardian, granting the entranceway a faux sentience with an odd sense of humor. It’s been commanded to let the adventurers come and go as they please (and it will), though it will try to trick them into believing they must answer riddles in order to open the door. It does this by proclaiming “To avoid certain death, answer me these riddles three!” but won’t actually do anything if the players ignore it. It simply wants to amuse itself by playing a little prank.
In the main hall are a series of statues carved from characters wrought from Czerina’s personal history, programmed with a limited set of instructions. Some of the more interesting ones include the founder and Queen of Barrukhirrim who speaks venomously about Czerina turning on her people, a sexist knight who was one of Czerina’s first victims as the Black Rider, and a bard who speaks in the third person and can share secrets of the castle related what she’s seen and heard. The library is full of books on almost every subject, but a prominently-displayed journal known as the Mirror of Czerina Gavranova serves as her personal journal. It is magically enchanted to let the reader experience her past memories while dreaming, and there’s quite a bit of scenes to play out which are detailed in the Appendix at the back of this book. In fact, this is the only appendix, for just about every new thing in this sourcebook is detailed in the relevant section. The dining room contains a secret passage to a hidden treasury containing 41,100 gold pieces worth of coins and jewels, but a Swarm of Mimics posing as gold and jewels will attack the party if they attempt to steal the contents. The Swarm is a pretty strong yet straightforward melee monster which specializes in grappling and constricting, and whose adhesive imposes disadvantage on checks to escape their dangerous embrace.

PCs who ascend the tower will see a bio-organic interlay of viny Gulthias flowers mixed with blood-like pulsing veins covering the building’s interior. Beleroth will ask the PCs to voluntarily donate some of their blood into a chalice in order to awaken Czerina. If they refuse, the vines will reach out to damage the characters, which is enough for the ritual.

The Blood Queen will thank the party for awakening her, and make mention that they’ve met before by bringing up prior times in the module she appeared to them in visions. Additionally, she will grant each character one open-ended reward; the extent of what can be given is determined by the DM. Asking her to kill someone they don’t like is something she would be willing to do, although asking for magic items has her bring up that she cannot give anything more powerful than the scaling artifacts that the party possesses. Once this dealmaking is complete, Czerina will assign a task for the party: the city of Raffenburg is undergoing a political crisis, and in order to prevent further bloodshed they must go and claim the city in her name. Their reward is that they will be appointed the new rulers of Raffenburg. If the PCs refuse, she’ll ignore them and mention that doing the job herself will be “far less subtle,” and teleport them out of the Cairn to be placed near the city.

What if the PCs try to attack her? Well she’s a CR 26 end-game boss complete with legendary and lair actions, plus she has a unique quality where she’s immune to all damage that doesn’t originate from weapons enchanted by a special forge in the Silver Graves. She’ll laugh and let the party have their fun until they realize their futility.


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Chapter 5: Raffenburg is actually available up as a Pay What You Want product on the Dungeon Master’s Guild. Serving as a dark fantasy metropolis sandbox, Cayce Corday sought to use this freebie as a means of showing off the strong points of the Realm of the Blood Queen. As far as choices go in making certain chapters free, this is a pretty good one.

Going forward, Czerina will take a more active affair in the PC’s business, to give the sense that she’s always watching. And she is, given her mental link with Wreythau’s abundant wildlife. She may use illusion magic to covertly stalk them, only to briefly appear to let a character see her before teleporting away. She may also appear to meet with them, particularly if a PC undergoes character development and is acting more or less violent than they were in the past.

Raffenburg is a city of around half a million souls arranged around a hill upon which the noble families live. It was in Castle Raffen that the Blood Queen slain her brother Tsar Alexandros and plunged the realm into the Mists. Raffenburg’s infrastructure is straining against its growing population, and what land is outside the walls is dedicated to farmland or dangerous wilderness. This is resulting in a steadily lowering standard of living, and the political power players aren’t interested in improving the lot of the commoners. The Church of the Morning Lord does run charities, but only shares their mercy with converts of the faith as a means of building up a power base. The House of Reinwald owns 60% of Raffenburg’s land, with the rest divided up by minor noble houses, and the majority of the population hate them for their unwillingness to care for them as the nobility is supposed to do. A burgeoning underground resistance of revolutionaries are plotting to slaughter the ruling class, and to reflect these tense conditions propaganda leaflets can be found scattered throughout the city. They range from anti-government declarations, new laws and orders passed by the city council, and mages advertising a pittance of coin for humanoid guinea pigs as part of their magical experiments. Traveling in the more lawless sections of town makes rotting dead bodies in the street a depressingly regular occurrence, and a Medicine check reveals that they were killed by weapons that the City Guard have as standard-issue.

Raffenburg’s power players are divided into several factions. The Authority are made up of the City Council who determine laws and policy, while the City Guard enforces them. While centuries ago Council members were chosen in elections, now each one inherits their title from family members, being nobles in everything but name. As for the City Guard, they are separated into the various districts which each have their own Guard Captain. Raffenburg has no jails or due process, meaning that resolution of lawbreaking is accomplished either by a bribe or suffering police violence as punishment. The Guard Captain of the Cathedral District has joined the Inquisition, meaning he and almost every guard in that district is supporting the Church and seeking to infiltrate the other districts for their planned theocratic overthrow. The other Captains are varying degrees of corrupt and/or violent, save for the Captain of the University District who is trying to reform the laws but is looked down upon by the other cops as a result.

Next we have the Consortium, who actually have three high-ranking members seeking to overturn the status quo by allying with the Revolution. These turncoats are Gheata sisters, owners of the Drowning Sun inn, brothel, and casino, and act as information brokers par excellence. Otherwise the Consortium in Raffenburg is much like it is everywhere else: ruled over by an out-of-touch vampire who prefers predictable stagnation over innovation.

The Revolution is a diverse collection of various people who’ve grown alienated by Raffenburg’s government: disenfranchised workers, artists and intellectuals, and others who want a better way of life for the majority. Cival from the Copper Crown Inn of Leshehoff is the leader, although she is secretly plotting to use the revolution as a means of bringing down the Consortium so she can rebuild it into a business with the original goals in mind of helping the people. Other revolutionary leaders are unaware of this, and if they learn of it will regard her as a traitor. We get details on the four other leaders as well, from a true believer idealist and propaganda distributor, a gangster who acts as their primary enforcer, a senior member of the Mason’s Guild who helps recruit artisans and builds safe houses, and a dwarven alchemist who supplies alchemical items and isn’t a genuine revolutionary so much as someone with a burning hatred of the Consortium.

The Cult of Decadence is a secret society headquartered in the Art District, made up of people corrupted by Isidora’s artwork who believe that all forms of beauty, wisdom, and transformation come from suffering. The terrible state of affairs in Raffenburg should be both preserved and encouraged in the belief that it will uplift the city’s residents into a post-mortal state of being. But mostly they just want to hurt people and do evil cult things.

The Church of the Morning Lord is headquartered in the Cathedral District. Unlike Leshehoff they are more covert, seeking to build up followers via charitable works and converting members of the City Guard. Father Lorreus, the highest-ranking member of the church, is based out of the Raffenburg Cathedral. Once they gather enough power or the time is right, they seek to take over the government and turn Raffenburg into a theocracy. Members of the Inquisition who escaped Leshehoff will certainly report the PC’s deeds to their superiors, which will cause them to be wanted by that district’s guards as outlaws.

The Reinwalds are the most powerful noble family in Raffenburg, the leaders of the county of the greater area. They are all werewolves, but due to gaining their state of being from fey they have greater self-control over their powers and are much stronger than usual, using modified Loup Garou stat blocks inspired by the monsters from Van Richten’s Guide to Ravenloft. Their primary means of gaining and maintaining power is by throwing revels to catch people in compromising positions for blackmail. Those who earned their favor may be inducted into the family with lycanthropy, which has made them a rather large family. Yasviga is the black wolf of the Reinwalds, who finds her parents and siblings creepy and homicidal. If freed from the Catacombs of the Abbey, she will be back in Raffenburg, and is set to be the next in line for inheritance. Ustinya and Karloff, two of her conniving siblings, hate her and seek to assassinate her. They already killed off several other brothers and sisters, so one more isn’t going to stop them now. Yasviga may even seek the party’s help in surviving her siblings’ murderous designs and thus gain control of the Reinwald family, in that order.


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City Events details 3 events that can take place anywhere in the city, plus hooks to two plot-important events which are in specific areas I will discuss in the next section. They include a wagon of City Guards extorting belongings from slum-dwellers, and members of the Revolution are planning an ambush to hijack said wagons; Father Lorreus attempting to stir up a crowd in doubting the PCs due to learning of what happened in Leshehoff; and members of the Cult of Decadence performing a ritual murder in a public location.

In the case of the city guard, they have two different stat blocks and are pretty powerful in comparison to the average OGL Guard. City Guards are CR 3 NPCs clad in half plate and bear shields, and they can multi attack with a Lightning Sword that deals +1d6 lightning damage on top of longsword damage. Guard Arcanists (1 per patrol) are CR 6 wizards who have a variety of blasty and offensive spells plus some nice ones like Counterspell and Greater Invisibility. They also can shoot a magical reinforcement flare into the sky that can summon more Guards in 1 minute, but can be counterspelled as though it were a spell. The revolutionaries are more lightly armored with a Rogue’s Cunning Action, deal 2 more weapon dice worth of damage, and auto-crit against creatures they have advantage on attacks against in the first round of combat. Additionally they can throw 2 flasks of Acid Grenades which are like acid vials but stronger.

The Lightning Swords, Reinforcement Flare, and Acid Grenades are listed as actions for the NPCs, although it’s not clear if it’s equipment they have (in which case the PCs can get some nice loot) or are innate abilities which they channel into held objects.

As for the cultists, they are CR 2 NPCs who can cast spells as 4th level clerics, and if they carry out their sacrifice they will turn the corpse into a Decadence Demon. This is a new monster that mostly has melee attacks, but is built more for infiltration as it can change shape and has various subtle spells like invisibility and darkness at will and other spells once per day each such as gaseous form. It becomes vulnerable to all forms of damage if in the presence of beauty that is considered sublime. The ghost musician from Leshehoff has music that is considered sublime for these purposes.

If the Decadence Demon takes enough damage it will attempt to flee, returning later to stalk the PCs as they adventure around the city in order to make their lives terrible.

As for Father Lorreus, the encounter is not intended to be combat, but if the PCs act violent this will confirm to the assembled crowd that the party are dangerous psychopaths not to be trusted. Statwise he is a CR 10 character who can cast spells as a 13th level Cleric, has Legendary Actions, and a special anointment that gives him a natural armor of 18. The PCs will get the opportunity to kill him later if they desire during the next chapter.

The two “major events” are as follows: R.K Schreyer holding a play where the PCs are intended to be the stars of the show…but the violence is real! The other event involves receiving an invitation to the Reinwald’s party. In reality the werewolves seek to drug and hunt down the PCs and other partygoers in a forest, but if Yasviga is alive and well she can serve as a valuable ally.

Welcome to Raffenburg! gives us a bird’s eye view of the city, overviewing 16 locations of note along with side quests. Additionally it lists recommended levels for various events, with most being in the 5-6 range.

City Gates is triggered when the party attempts to go to Raffenburg via one of the major gates. The place is well-defended with barricades, siege weapons, and nearly a dozen sentries. The guards are as crooked as a fractal curve and have a variety of real and fake taxes to get gold out of the PCs. If a party member has an overt symbol of the Blood Queen’s authority (given to her as a reward in the prior chapter if asked for it) this encounter can be waived, but word will spread that the Tax Collector’s agents arrived early and will cause more panic throughout the city.

PCs who end up on the wrong side of the law will be hunted through the city, although it won’t be hard for the party to evade the guards and hired bounty hunters. But if they wish to visit various places peacefully without arousing suspicion they will need to use disguises or gain the aid of a high-up faction member to clear their names.

The Grand Marketplace is a specialized assortment of vendors operating in the Market District, with Consortium-approved guilds selling all manner of goods.

The House of the Drowning Sun is one of the most well-known establishments in Raffenburg. Serving as a multi-purpose inn, brothel, and casino, it serves as a neutral ground for the city’s various factions. Anca, Sorina, and Ileana are three half-elf sisters who run it and are secretly sympathetic to the Revolutionaries. Being accomplished warriors and spellcasters in their own right, many of the House’s rooms and objects are specially enchanted to serve as ideal security measures, such as the kitchen which detects the presence of any poisons in the food or drink. The House has a multi-level map and is the likely place the PCs will stay, and they and various NPC patrons of the establishment can give them hooks to other events around town.

Skalek’s Icy Delights is a frozen food store that makes use of a cold-generating artifact rescued from the Silver Graves in order to store and make ice cream, slushies, and other delicious desserts. Skalek, the owner, is a dwarf and feels that as long as something from his fallen kingdom can bring joy to others then he is honoring his peoples’ legacy. The artifact can have its effects enhanced via blood sacrifice, possibly causing a county-wide blizzard which will lead to famine for hundreds of thousands of people. Fortunately Skalek doesn’t have such evil ambitions nor knows of this use for the artifact.

Menagerie Livestock Market is a specialized storefront that buys and sells the most dangerous and valuable creatures, their blood and meat turned into valuable items, components, and ingredients. By nightfall the proprietors turn the stables into an impromptu arena, where people can duel captured beasts. We get two stat blocks for Wreythian-enhanced mundane animals: a Huge-sized Wreythian Bear (CR 12, immunity to being frightened and can deal a lot of damage via multiattack) and the Wreythian Dire Wolf (CR 6, has Spider Climb and can heal HP to itself with every bite attack). The book notes that no mundane wolves exist in Wreythau, and that Wreythian bears hibernate for months and more frequently than regular bears, as their unstoppable rampages would’ve depleted the island of prey long ago.

The Reinwald Estate is surrounded by a ring of hundreds of acres of forest, territory they value more than their own castle. The most likely way the PCs may get involved is if they receive an invitation to one of the family’s legendary parties, which may let Yasviga fill them in on her family’s depredations and a means of preparing them for the inevitable hunt.

The Estate is a 4 story, 19 room castle-crawl which goes into detail on the location’s occupants, defenses, and treasures. During the party PCs can meet other well-to-do NPCs in the Grand Hall and learn about other interesting things in the land. There will also be a “dance-off” that is a set of opposed skill checks which everyone loves to watch, and can serve as a means of distraction for other characters to go off sneaking. Two different rooms have a shrine to the manifestation of Summer and Winter, with massive skulls from unknown slain creatures. In both cases, rituals can be performed to summon a Courtier fey from either the Summer or Winter Courts, and can be asked a question on any subject (“anything”) and receive a truthful answer. However, the Fey expects payment of some task in 4 weeks or a magic item, and PCs who renegade on the deal will have the Fey teleport to attack and kill them. Both courtiers have their own stat blocks, and are rather powerful CR 10 creatures. The Winter one can cast a variety of weather and cold-based innate spells as well as teleport, while the Summer fey is more physically-inclined with a fearsome presence that can impose an AoE frightened condition.

Additionally, the various paintings, sculptures, and artwork can trigger more learned information with the right skill checks (History, Nature, etc), the bedroom of the head chef has many recipes which can sell for hundreds of gold pieces, and a solarium with a private set of letters reveals the Reinwald’s plans to use an upcoming coup to take over the city council. These letters provide valuable data to the other factions, or blackmail material for anyone with the stones to threaten a family of werewolves. Yasviga’s private room has concealed silver weapons and a diary talking about her less than ideal upbringing, tipping off her loyalties. The Estate’s third floor is an indoor “hunting ground,” a maze full of trapped rooms to chase people through; a magical alarm triggers if uninvited guests enter this floor, which in the PC’s case will soon find themselves hunted through the maze.

The related Event to this area is simply called the Hunt, and takes place in the forests surrounding the Reinwald Estate. In this case the PCs will be drugged and captured during the party and released in the forest for the Reinwalds to hunt them down with a head start of a few hours. If they’re conspiring with Yasviga, she will catch up with the party, giving them silver weapons and will help them ambush her siblings. In such a case she will fight her brother Karloff and become separated from the party, while the PCs will fight Ustinya.

As mentioned before, the Count, Countess, Ustinya, and Karloff all have stat blocks based off of the Loup Garou, but with some alterations here and there. For example, Ustinya has a longbow and legendary action (costs 3 actions) where she shoots every target within range, the Count has a +2 longsword he uses in humanoid form and a 20 Strength instead of the usual 18, and the Countess casts spells as a 12th-level druid.

The book mentions that even fighting just Ustinya will be a deadly battle, and they’re not lying. At 6th level a Fighter with 16 Constitution will have 58 hit points if using the average level up results. A d8 Hit Die class with 12 Constitution will have 39 hit points the same way.

Combined with her Legendary Actions, a blood frenzy to grant advantage on attacks, and Multiatttack she can easily severely wound or even drop an unlucky character in one or two rounds. She’s also immune to the Charmed and Frightened Conditions, has darkvision 120 feet, and a passive Perception of 23, making it rather hard to out-trick or hide from her.

University of Raffenburg is a source of pride for the city, for its many innovations are of great aid to the various Guilds and factions. It is also the only place where one can legally buy magical items and services which makes it another “neutral ground” as all factions value its resources. That still doesn’t prevent them from fighting over it, but it’s more subtle and behind-the-scenes.


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We have a sample adventure, Lost In the Stacks, that is a dungeon crawl through a special library demiplane housed in the University. Known informally as the Stacks, the realm was built by the Blood Queen herself and the shelves reshape seemingly of their own accord to make it an unmappable maze. The library is home to just a single but very powerful monster: the Book Worm. Appearing as a giant worm-like being that can burrow through rapidly-repairing book shelves, it guards the library’s valuables and will stalk and attack PCs who try to steal the various artifacts. It won’t go in for the kill immediately; it’s fond of swallowing a target whole, burrowing away, and then vomiting them up elsewhere in the library to be separated from the party.

Statwise the Book Worm is incredibly strong. This adventure is meant for level 6 characters, and the monster is CR 15 with 18 AC and 247 hit points. Furthermore, its bite attack has an amazing +14 to hit, can deal 22 damage, swallowed targets take 21 damage per round, and it can also use a tail stinger with the same bonus to hit but can deal potentially up to 61 damage from the initial physical attack plus poison damage on a failed save. Oh, and it can Multiattack with its bite and stinger! The Book Worm can very easily one-shot a PC, even if it’s striking to weaken rather than kill. On the plus side, the Book Worm automatically triggers opportunity attacks whenever it attacks a creature.

PCs who manage to survive, evade, or even kill the Book Worm have the opportunity to take advantage of one or more of the Stacks’ special artifacts. For example, there’s a magic mirror which can change their appearance into whatever they most wish they can look like; the skull of a pit fiend who can grant a bonus spell in exchange for their immortal soul, angel feathers, or other “infernal bargain” stuff; a magic set of five rings, and the wearer of the “dominant one” can cast Geas on anyone wearing the other four at the cost of having a finger consumed; an instrument that takes the form of something the wielder can play and can be used to cast Summon Greater Demon, but once the duration ends the demon remains on the plane and is free-willed; a cursed teleportation circle which can transport a character into a warded-off section of library, and the daughter of Baroness Tornheim* is trapped here; and a teddy bear that mentally influences an onlooker to carry it with them at all times but when the owner’s asleep will animate and go on a killing spree.

*She was sent to study in Raffenburg to place her further away from the Baroness’ enemies in Leshehoff.

University Prosthetics Department can create magical prosthetic limbs for people, but due to their expenses only the rich can reliably take advantage of their services. There are gold piece costs for prosthetic replacements, including ones that are enhanced with spell effects.

The Grand Theatre looks like a domed palace and is one of Raffenburg’s most well-regarded institutions. It is the other big major event of this chapter, being geared for 5th-6th level PCs. Every year, the Cult of Decadence puts on a performance where a combination of powerful enchantment and illusion magic are used to get the actors to kill each other under the guise of a play, and several hundred regular audience members have become magically brainwashed into joining the Cult. The play for this year is intended to serve as a sacrificial ritual to summon demons into the world for the upcoming revolution. But when the PCs arrive in town, Isidora wishes to see them in action and seeks to have them take roles in the play, whether they want to or not.

There’s a variety of hooks the PCs can take to investigate the play, such as tracking down an unleashed Decadence Demon or finding out from interrogated Cult members their ties to the Grand Theatre. R.K. Schreyer can be encountered, and he is a jerk who loves to give back-handed compliments to see how people react. Various skill checks and proper use of magic can find enchantment runes woven into costumes, along with runes carved beneath every seat.

The play itself is the Last Tsar, a dramatic re-enactment of the Blood Queen’s fratricidal war against Alexandros and is a predictably bloody war play. It is highly realistic, for the people are really dying, but audience members are enchanted to believe that it’s fake and the corpses of the slain cast members are then possessed by demons so they can stand back up as though everything is fine. During intermission an usher will ask the most warrior-looking PC to take the role of an executioner, for “the actor playing is sick and we want to have a professional to safely perform it.” In reality they’re trying to get the PC to conduct a beheading, with a poorly-made “prosthetic” designed to look fake.

If the play continues unhindered then every actor save the actress playing Czerina will die. But chances are the PCs may intervene at any point. R.K. Schreyer, 4 Stage Technicians, and enchanted actors and a mob of enchanted audience members are potential opposition. The Actors aren’t very powerful nor are the audience members, the latter of which will merely resort to using the Help action for the former. But an option is given to turn the latter into a Mob which is a very tough CR 9 swarm that can deal some punishing melee attacks (40 or 27 damage depending on remaining HP). The Stage Technicans are CR 3 NPCs who can cast spells as 7th-level wizards, specializing in illusion. However, they can cast counterspell, which they will use to foil any attempts at magical dispelling the PCs try to do. They act as a “reserve force” and won’t directly attack unless the PCs fight them directly.

Finally, R.K. Schreyer is a very powerful CR 15 vampire who lacks Children of the Night. They have more playwright-themed skills, with Performance and Persuasion at +14 each. Additionally, he can cast spells as a 9th level wizard, specializing in enhancement and illusion including dominate person, phantasmal killer, and greater invisibility.

Ordinarily this would be a very lethal encounter if everyone plays to their fullest. The Stage Technicans can easily shut down magic with their magic, a DM who uses the Enchanted Mob alternative can quickly crush to death most non-martial PCs, and R.K. Schreyer can use Dominate Person and Charm to take limited control of PCs. However, the Cult’s primary goal is not to kill the PCs, but cause as much innocent death as possible. The enemies, even the enchanted ones, will be attacking nonlethally. If the PCs start lethally attacking audience members and actors, they aren’t going to intervene. Schreyer will mostly cast Vicious Mockery to get under the characters’ skin and deploy Counterspell for anti-dispelling measures. He may even be arrogant enough to tell the PCs about the ritual. Schreyer will flee once five actors are saved (knocking them out or casting Dispel Magic counts, as enemies won’t go after downed targets) or killed.

That being said, managing to save the remaining actors is still a tall order. PCs who go after the Stage Technicians are going to throw one or several powerful wizards into the fray, and that’s saying nothing about the action economy of 5 actors plus the audience plus a playwright vampire. Enemies who focus on one or a few PCs will very likely down them in a round depending on the roll of the die.

The House of Gisella is home to Raffenburg’s most famous tailor. Gisella is a stuck-up classist who always finds something to criticize in even the most well-groomed individuals, but she can sell a variety of fancy clothes. And a few useful ones too, such as clothing that can mimic the defensive properties of armor, hidden pockets, and enchanted clothes that can change appearance.

Banka de Borostok Paternalis is the largest bank in Raffenburg, owned by the Borostok noble family and operating at the Consortium’s behest. It can provide monetary exchanges, loans, insurance, and even securely store items on a monthly rate. The book notes that the bank has the most powerful magical protections in the city, and that planning a heist is beyond the scope of the campaign.

The Wreythian Courier Service is a division of the Consortium, maintaining Wreythau’s highways and transporting things between population centers. We have a list of services for sending letters, shipments of goods, and traveling. We also learn that there are laws forbidding non-Courier people from freely using the nation’s highways, which effectively restrict the vast majority of the population to their local hometowns.

The Mercenary Guild is self-explanatory and gains much of its members from the more ambitious gang members who want a better life for themselves. They have several varieties of mercs who can be lent out on a per-day basis. We have stat blocks for Bodyguards (CR 6, advantage on melee attacks if they take damage, have a +1 weapon they can Multiattack with, and as a reaction can take half the damage of a client within 5 feet) and Bounty Hunters (CR 7, can teleport up to 30 feet as part of their movement, can Multiattack with a special Spiked Chain weapon which can impose one of three additional effects on a hit).

If the PCs wish to hire them, the Bodyguards cost one platinum for a day’s worth of work or “several” for a month…which seems a pretty hefty discount. Bounty Hunters charge hundreds of gold per job.

At this point, it’s likely that the PCs have enough gold to hire one or several mercenaries, especially if they located Czerina’s secret treasure room or found one of the Stacks’ “artifacts” which is basically treasure worth nearly 7k gold. The stat blocks for these NPCs are quite powerful, and at this point in the game it’s likely they can do a better job than equivalent-level martial classes. The Bounty Hunter’s also immune to charmed, exhaustion, and frightened conditions which reduces their chances of being mind-controlled and turned against the party.

The Hunting Guild doesn’t have much interesting stuff besides costing 5 gold for a yearly license and has an extensive research catalog of Wreythian wildlife.

The Brewer’s Guild has a monopoly on Raffenburg’s alcohol production, and can brew special drinks made from Wreythau’s mutated wildlife. A few examples are given, all of which grant the drinker the ability to cast a spell but only if they fail a Constitution save to become drunk (and thus the poisoned condition). The spell lasts until they sober up or its normal duration expires, whichever comes first.

Thoughts So Far: The meeting with the Blood Queen is overall a fine way to introduce the major antagonist of the story. However, there is one tiny plot hole; a plot hole the majority of gaming groups are unlikely to trigger, but one that can happen nonetheless. As it is possible to complete Leshehoff by siding with the Church of the Morning Lord and overthrowing the Baroness, this is not only the “evil path” but one that puts Czerina’s greatest opposition in control of the town. I cannot imagine that the Blood Queen would look at the PCs so fondly if they do this.

Additionally, the “she can give the PCs anything” is a bit too open-ended. It does mention limits like if they ask for powerful magic items, but otherwise there should be some suggestions.

Raffenburg is a stellar chapter. The themes of desperation and oppression permeate through the characters and locations, and even despite its high-magic nature it’s clear that such wonders have not worked out for the betterment of the people. There’s a lot of interesting places and Events to trigger in a non-linear fashion, and the Stacks quest with the Book Worm does a good job of eliciting the fears of being hunted in an unfamiliar locale along with giving a risk-reward tradeoff for PCs that seek one or more artifacts.

My main points of criticism would be the lethality of several encounters, as discussed above. Additionally, the hireable mercenaries are a bit too cheap for the powers of their stat blocks. I imagine that they can be useful in turning the tide against the Reinwalds or the Book Worm, but that would require some forethought on the PC’s actions plus the sheer action economy may unbalance encounters a bit too far in the other direction.

Join us next time as we finish this review with a bloody revolution, find a legendary forge in a deserted dwarven kingdom, and sever the last allies of the Blood Queen to overthrow the Dark Lady herself!
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Re: [Let's Read] DM's Guild Ravenloft Sourcebooks

Post by Darth Rabbitt »

Libertad wrote:
Thu Oct 13, 2022 5:26 pm
Lara Kessler is a psychic who gained her powers after she and her sister were abducted by mind flayers to Bluetspur. She used her newfound powers to escape, and she is an Expert with telepathy, can cast Detect Thoughts, and whose class abilities are reflavored as psychic powers. At 9th level she can cast Bigby’s Hand or Telekinesis once every long rest. She also uses a baseball bat as a melee weapon, which gives me some heavy Earthbound/Mother vibes.
[…]
I feel that Lara would be better as a reflavored spellcaster than Expert, as psychic powers feel more appropriate in the domain of spells than the Expert’s Roguelike abilities.
Why is 5e allergic to making psionic classes in general? (To my knowledge there are just a couple of psychic flavored subclasses in splatbooks.) Because it seems like the kind of legacy stuff that WotC loves to crow about “bringing back” for 5e. Is it just Mearls and friends’ inability to write new material?

It sounds like Heorot falls into the time honored tradition of making “Good” = racist assholes. Which is questionable at the best of times but seems out of place in a horror setting where we’re supposed to see the monsters as understandable in their motivations but also, well, monsters for killing innocent people. But the king thinks half-ogres (a playable race in many editions) aren’t people and apparently he’s supposed to be a guy we sympathize with? That was dated three editions ago with the whole “no lawful or good society welcomes mongrelmen”. You also get this with the book that tries to justify Van Helsing Richten’s racism against the Roma analogues. Still, I do appreciate that the writers made the domain’s curse be something that can be broken; Ravenloft typically falls into the horror=player disempowerment mindset that is all too common for gaming (case in point: the justification for the railroading in the Blood Queen adventure.) Which is especially silly in a game where players are expected to stab demons and vampires in the face.
Libertad wrote:
Tue Oct 25, 2022 9:27 pm
Czerina, once awakened from her slumber, can offer to revive fallen PCs as vampires. They don’t become true vampires initially, but have a progressive condition where growing bloodlust threatens to change them into a full vampire at which point they fall under DM control.
Why is the horror setting reluctant to let players just play vampires? Like arguably “monster who drinks blood” is too squicky for a heroic fantasy game but if Alucard isn’t a character supported by your “dark fantasy where you stab Dracula in the face” then I feel like you’re wasting loads of the potential of a fantasy horror game. I’m also just annoyed with any and all “corruption” systems that have the “cost” of “you can’t play your character anymore.”

Are there any Ravenloft books about players becoming Darklords (and then playing evil politics in horror world) or even just being edgy antiheroes picking up “stages of evil” curses from the dark powers (ideally the curses come with spoopy powers.)
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Re: [Let's Read] DM's Guild Ravenloft Sourcebooks

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Realm of the Blood Queen, Part 4 The last fourth of this adventure sees a remarkably faster level-up process spread between 4 smaller chapters. While we had some pretty expansive sandboxes in Leshehoff and Reinwald, going forward the chapters are smaller and more self-contained with more direct and immediate goals.

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Chapter 6: Revolution is the big culmination for the PC’s activities in Raffenburg, with a variety of possible outcomes. The various Faction leaders are going to a Solstice Masquerade Ball, and during this time the Revolutionaries seek to assassinate the members of the Council and the Guard Captains. The PCs, once they attend or sneak in, have the opportunity to aid the Revolutionaries or go after their own desired faction leaders in what becomes a very chaotic scene in the banquet hall.

Barring exceptional circumstances, the PCs will only have the opportunity to assassinate the leader(s) of one faction. If they cook up a particularly ingenious plan or perform with flying colors in combat, they may be able to take down two at the DM’s discretion. But otherwise the chaos from the Revolutionary insurgency will quickly scatter the other VIPs of Raffenburg, causing them to retreat to their own strongholds as similar uprisings happen across the rest of the city. During that time, the PCs have enough time to assault the stronghold of one other faction leader to take out another group.

Each faction leader functions as their own boss battle and most have their own hired minions to aid them. The Revolutionaries are Cival and either 4 guerillas or one of the Gheata sisters, the Authority faction are noncombatant Councilors protected by Guard Captains and Bodyguards (the easiest faction to take out), the Consortium is the vampire Valya Fyodorovna who has been poisoned with holy water during the masquerade and can’t regenerate hit points, the Cult of Decadence is led by the vampire Isidora (vampire with legendary actions and can use reality-changing magical paint), the Church of the Morning Lord pits the PCs against Father Lorreus and High Inquisitor Viktor Tarasov if he’s still alive, and the Count and Countess of the House of Reinwald are by themselves. The werewolves act differently than the other factions in that if they’re attacked they will prioritize fleeing; to better their odds they will transform into dire wolves and flee in front of witnesses, which even if the PCs fail to kill them will effectively unmask their true nature as Old Faith-aligned animalistic monsters. This will make the Reinwalds lose their prestige in Raffenburg’s political machine.

The end of the banquet assassination levels the PCs up to 7, at which point the whole city is undergoing a revolution. The party needs to eliminate one more faction leader to restore things to a period of pseudo-calm. Depending on who lives there are various suggested encounters, such as the escaped Reinwalds holing up in the slums and hunting poor people, or animals escaping from the Livestock Market to spread further panic and death. We even get 5 stat blocks for different CR 9 mobs related to various factions, such as a mob of City Guards, Morning Lord fanatics, or Cult-summoned demons! The Church of the Morning Lord and Cult of Decadence have their own detailed strongholds which act as short dungeon crawls. The other faction leaders have areas previously detailed, and the PCs level up to 8 upon killing this second (or third) faction leader.

Generally speaking, the only real way for the lot of Raffenburg’s common folk to improve is for the Revolutionaries to have their more effective leaders alive, so going after Cival or otherwise sabotaging the assassination attempt will merely perpetuate the city’s misery. It won’t be long before the Blood Queen teleports the PCs back for an audience, asking them a series of questions on how they’d regard their progress in bringing order to Raffenburg. Her last question asks if the party will pledge themselves to her, and even if they refuse she still won’t give up on them. Her next assignment is for the party to kill the Baron of Inbarev, the third major population center of Wreythau, as she found his recent rulership increasingly unpalatable. At this point she’ll teleport the party out of the Cairn, where they will be in the wilderness with Inbarev and the Silver Graves equally distant from each other in case the party wishes to play the chapters out of order.

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Chapter 7: Inbarev is positively short in comparison to the lengthy sandboxes of Leshehoff and Raffenburg. The town is ruled over by Moritz Hartrick the Mad Alchemist, a Frankein-style amoral scientist who over the past few centuries has built an army of construct beings known as the Crafted to serve as his own private army and labor force. Most live a life of toil and drudgery, but they are elevated among the Born, the last remaining living citizens of Inbarev who are now a persecuted minority group which the Mad Alchemist seeks to drive out of town. While the Born hate and fear the Crafted, not all Crafted are loyal to the Mad Alchemist, and a good-hearted construct known as Henrietta is forming a silent rebellion of like-minded Crafted who seek more in life. While overthrowing the Mad Alchemist is certainly a good thing to do, Czerina’s reasons are more practical: with no more living beings, Inbarev will have no more blood tax.

Inbarev and its outskirts are well-secured, and in addition to typical construct monsters there are new ones such as the Homunculus Swarms (scouts who can read minds) placed at checkpoints and towering War Machines (big grappling bruisers with toxic breaths) guarding major centers of industry. PCs who aid Henrietta will be given magic items specifically designed to counter the Homunculi’s mind-detecting capabilities as well as access to sewer tunnels beneath the streets. There’s also the Zlattovs, the last remaining minor nobility in Inbarev who can rally the Born in an uprising but are paranoid and may betray the PCs after the battle. PCs who come to Inbarev as official representatives of the Blood Queen can nonviolently meet with Hartrick during a festive dinner, and he has a task of his own for the party: kill off the rest of the Born in the city and then flee, or find a way to remove them without violence. This task must be done in a week, and to sweeten the deal he will offer them 500 platinum pieces each and promise to make them immortal via the Elixir of Life (this is a lie). And in case the PCs decide to use the dinner as a chance to kill him, the dining table chairs are trapped with restraints along with lightning towers that can electrocute the floor.

It is indeed possible to non-violently remove the Born by convincing them to immigrate to Raffenburg, Leshehoff, or Wolf Lake if Yasviga is in control of the Reinwald family. If the PCs are on good terms with Baroness Tornheim the Leshehoff option can work, although any mass migration will be dangerous due to the Wreythian wildlife.

Otherwise, defeating Hartrick can be done via utilizing a large distraction to draw off a large amount of his construct forces (such as the Born and/or Crafted rebelling) or just sneaking in covertly. The mad Alchemist is predictably a 20th level Artificer spellcaster with Legendary Actions, and will most certainly have construct minions guarding him and immediate areas. We have a full-page map in which the battle takes place, along with hazards such as vats of acid beneath perilous catwalks.

PCs who kill the Mad Alchemist have the opportunity to appoint a new ruler for Inbarev. Henrietta will be the best, as the Zlattovs will seek to destroy the rest of the Crafted in a second civil war and leave the town little better than ruins. Regardless, the PCs will level up.

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Chapter 8: the Silver Graves can technically be accessed before Inbarev. Unlike the prior chapters the adventure hooks here aren’t as strong beyond some general information-gathering the party may have been able to do over the course of the campaign. Still, the module makes the assumption that the PCs will go here rather than it being optional, and the major boon to be found is a Forge that can create weapons that can harm the Blood Queen.

The Silver Graves is pretty much a pure dungeon crawl in a haunted mountain city, where ghostly impressions of dead dwarves reveal more about its history. Unlike in some other settings and domains the dwarves of Wreythau don’t shy away from magic, and there’s quite a few rooms and traps empowered with magical features such as anti-gravity lifts that serve as elevators. A shrine contains holy texts explaining how the Forge of the Ancestors can channel the spirits of the land in a mystical feedback loop. Weapons created in this process can cut off the Blood Queen’s connection to the land, thus being able to harm and even kill her.

Much like the Stacks in Raffenburg, the Silver Graves are haunted by an overpowered burrowing monster known as the Guardian. It is a creation of the Mad Alchemist, and the only two things in life it loves are digging and killing things. It is a CR 16 creature with tremorsense, a host of condition immunities, is immune to nonmagical attacks that aren’t adamantine, can squeeze into small spaces, has Legendary Actions as well as a Multiattack with held and natural weapons, and with a rechargeable Drill attack that deals 15d6 force damage. It doesn’t want to kill the PCs initially, and will initially inflict enough harm and terror to drive down their morale.

The Forge of the Ancestors is a special multi-room subsection of the dungeon that has a rolling boulder trap and several puzzles and skill checks required to activate it. Animated statues possessed by the souls of great artisans serve as the Forge’s archives and can mentor PCs in how to operate the massive device.

Of course, nothing can be that simple. During the crafting process the undead hordes of the mountain will be attracted to the sound, arriving in waves. PCs can seal themselves within the Forge and wait them out until the crafting is done but they will need to leave eventually. In addition to undead fought earlier in the adventure we have new stat blocks for Zombie Clots (foul-smelling undead who can throw lumps of itself to damage and restrain), Throngs of Barrukhirrim (undead mob that acts like a grappling swarm), and Exploding Spore Zombies (weak zombies that explode upon death).

Once the PCs leave the Silver Graves, they will come face to face with a very unhappy Czerina. She knows what they’ve been up to, and feeling betrayed will ask them why they’re seeking the “power of my enemies.” She will interrogate their motives, bringing up earlier conversations and shared dreams from the Mirror, and even her more manipulative actions she’ll view as having done the party a favor. She will ask the PCs to hand over the Forge weapons and drink her blood. PCs who accept this last offer lead the story into a Nonstandard Game Over, as her blood will enchant the characters and transform them into vampire spawn.

If they refuse she will fight them. But not to the death; she will teleport back to the Cairn once she takes over 100 damage or if she knocks out most of the PCs. The party will level up, and from then on the Order of Blood will actively hunt them.

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Chapter 9: the Ruins of Nemeth is our penultimate chapter, where the archdruid Mata Yezinka will find the PCs wherever they are and explain to them the next thing they must do in order to further dissolve Czerina’s remaining power. The Ruins of Nemeth are an island where Gulthias and his followers were first banished and is now home to a race of evil fey known as the Corrupted Sidhe. The PCs must venture to the ruins and convince them to renew their allegiance to the Court of Night and Twilight instead of their current ally Czerina.

As to why, the Court is ruled by an Archfey known as the Queen of Terror, who the Corrupted Sidhe seek to summon into Wreythau. A being of such power will attract the attention of Czernobog, given that Czerina made a pact with her before the Dark Power. Czernobog will rightfully fear that she wishes to take his favored champion for herself. With the Blood Queen’s patron and former patron thus occupied, then Czerina’s soul can be claimed and re-entered into the cycle of reincarnation, robbing Wreythau of a Dark Lady and sending the land back to the Material Plane. Yezinka is cagey with this information due to the sensitive nature of what must be done, but PCs who detect she’s hiding something can learn it from her. In such a case, she will give the party the Soul Vessel, a magic item (that isn’t described in this adventure beyond being a pure plot device) that can trap Czerina’s soul and if released onto the Material Plane will let her reincarnate. Oddly enough, sensing Yezinka’s motives is the only way to get the Soul Vessel and thus the “good ending” of this campaign, which feels like a bit of an oversight if the only way this plan can work is if someone is physically present when Czerina dies. Certainly the archdruid would be aware that the PCs are one of the few people who can stand up to her!

The Court of the Corrupted Sidhe is initially a role-playing encounter, where the fey nobles are hearing petitions from three different factions: the Reinwalds (those who are left alive), the Followers of Agrona (a more militant faction of the Beastfolk who seek no truce nor quarter with the rest of Wreythau), and the Court of the Blood Queen (represented by Beleroth and Ysemgrin). The PCs have 12 hours to speak with or fight the other factions in order to perform a process of elimination, as the Court has only enough patience to ally with one group. There’s a variety of ways the PCs can get the factions to renege on their deals and let the party bargain with the Fey. The Followers of Agrona are single-minded zealots and can only be persuaded via trial by combat, but the Reinwalds have a variety of means of resolution: a PC marrying into their family, Yasviga being the highest-ranking one if her siblings and parents are dead, or making the werewolves look bad in front of the fey. As for the Court of the Blood Queen, Beleroth may open up to the PCs if they earn his trust, revealing that he mourns the person Czerina has become but doesn’t want to see her soul lost. If the PCs reveal a way for her to pass on peacefully via Yezinka’s plan, that can earn his confidence and support, turning on Ysemgrin and helping the PCs during the final battle.

However they go about it, PCs who prove themselves the worthiest group for an alliance can earn the Corrupted Sidhe’s confidence. The adventure is actually rather railroady in that earning their trust is something that must happen, but should be played off to the players as though there’s a chance of failure:
Now, if the adventurers haven’t been able to neutralize all of the other petitioners, then the adventurers will have a much more difficult task laid out before them. You could reduce this conflict to opposing Persuasion rolls, or you could simply have the adventurers each make their case and prepare to back it up with force of arms. In either case, this is actually one of those instances where there should only be the illusion of failure unless you have a plan that will make the end of the campaign that much more dramatic.
Completing this chapter levels the PCs up to 12, which is not 1 but 2 levels! The only place left to go now is the Cairn for a final battle with Czerina!

Chapter 10: the Cairn is the final chapter of the Realm of the Blood Queen, and is pretty much one long multi-room battle against Czerina. First off, I’ll begin by posting a screenshot of the Dark Lady’s stat block:

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Czerina is a very powerful final encounter. You might notice one other factor: as the Forge of the Ancestors crafts weapons and not fancier things like wands or staves barring DM discretion,* this would mean that any sources of damage not utilizing said weapons won’t affect the Blood Queen. Which would include most spells. However, the “resistance to necrotic and poison damage” under The Mantle of Wreythau leaves me rather confused, as it implies that damage sources of these types can still deal half damage to her rather than 0. Characters reliant on spells, companions, and/or unarmed and natural weapons for damage are going to be at a distinct disadvantage here. Additionally, while she is CR 26 Czerina’s stats and attacks are calculated as though she has a Proficiency Bonus of +6 rather than +8. Then again, she’s powerful enough that this isn’t a big deal.

*The adventure is overall pretty vague as to what exactly can be crafted in the Forge of the Ancestors.

You might notice that her lair actions aren’t present. Every room (there are 6) in which the battle takes place has its own unique Lair Action: the entrance to the Cairn is preceded by a Road of Skulls which can grasp and restrain targets, the throne room can summon powerful gusts of wind, the arcane laboratory casts Cloudkill, etc. Every room also describes Czerina’s tactics, how many turns she’ll remain within, and what she’s most likely to say and do in them.

The final portion of the battle should take place in an outdoor garden, and when the killing blow is struck sunlight will come on down, and her final words will be “the petals are so beautiful in the sunlight. I must show Teadora…”

There’s additional descriptive text if the PCs have the Soul Vessel, where her corpse glows as a silver wisp rises from it into the urn. The Epilogue has brief descriptions for several possible endings. If Wreythau and Czerina are freed from the Domains of Dread then the land will gradually become more livable, the Beastfolk’s curse is lifted, and Czerina will reincarnate into the child of a loving family. The Old Faith will prosper if the Church of the Morning Lord is destroyed, and if a civil war was averted in Inbarev the Born and Crafted will live with each other on more peaceable terms.

If the PCs failed to capture and thus liberate Czerina’s soul, Wreythau will remain a Domain of Dread although Czernobog will choose a new champion. And in such a land, there are many wicked folk who will eagerly rise to the occasion…

If the PCs die in battle, they will be resurrected as slaves of the Blood Queen, sent to the Material Plane to spread her influence in a campaign of terror.

Appendix: the Mirror of Czerina Gavranova is the Tome of Strahd equivalent for Realm of the Blood Queen, the artifact showing a sequence of magical dreamlike visions that serve as social puzzles built off of Czerina’s life story in order to learn more about her. There are 7 different entries detailing her childhood up to her rise as the Blood Queen of Wreythau. The Mirror is also the only means in the campaign that the PCs can learn about Teadora Vadimovna, Czerina’s childhood friend who perished under vague circumstances. But it’s heavily implied that Czerina’s father killed her as an object lesson after finding his daughter and her friend playing a game pretending to be rulers after stealing his royal scepter. Some of the more interesting Entries include being tutors hired to train Czerina in the martial and magical arts; serving under Czerina’s war council during the foreign invasion, complete with a map of a small region and enemy camps where the PCs have to convince her on an ideal plan of action; and one where the PCs take the roles of assassins Czerina’s parents hired to kill their daughter while she was living with the druids, only for their efforts to fail.

This isn’t just for character development. PCs who experience all of the Mirror Entries can stun Czerina for one round during the final encounter by mentioning something poignant from her past.

Thoughts So Far: Whereas the early campaign was slower and more methodical in giving the PCs many adventures and opportunities to explore the domain of Wreythau, the final four chapters speed things up quite rapidly. I can understand why, as this book is already rather lengthy, but it is a bit to its detriment in that the inevitable “turn on Czerina” adventure comes a bit too suddenly with the Silver Graves. The alliance with the fey needing a “victory” also feels a bit restrictive; the consequences for failure should simply lock the PCs out of the good ending, and maybe the distraction of Czernobog can further weaken Czerina in the final battle as a reward. The Forge of the Silver Graves needs a stronger hook, as well as more specifics on what can be crafted. As the scaling magic items which the PCs likely made use of during the campaign cannot be “enhanced” in the Forge, it may feel a bit of a letdown if such weapons cannot be used in the final fight.

Overall Thoughts: Realm of the Blood Queen is an ambitious module with a lot of interesting and cool features. The domain of Wreythau is a deep and multi-faceted island that has a world beyond that of the darklord’s own ambitions, which is a common factor in some of Ravenloft’s best official domains. While not a true sandbox, there’s a reasonable amount of open-ended paths and conclusions for PCs to feel like they have a hand in shaping the fate of Wreythau rather than the DM leading them around by the nose. While I have not had the opportunity to run or playtest it, the description of some of the more climactic and “boss” encounters paints the scene of interesting and dynamic battles. Even the more mundane stores and services in the major population centers have interesting features like the spell-imbued alcohol in Raffenburg, which makes exploring the cities and going shopping entertaining events in their own right. The ample maps are very DM-friendly, and the stellar artwork is a treat to look at.

That being said, the adventure has several things holding it back. In spite of the sandboxy nature of several adventures there are portions where the railroad tracks come in suddenly, such as with the final chapters or the mandatory teleportation to the Cairn that happens twice. And in spite of the domain’s history having prominent druidic and nature themes, the bulk of the adventure takes place in urban population centers which I feel is a missed opportunity. And besides a few cases like in Chapter 9, many of the chapters feel a bit self-contained in that there aren’t explanations for what may happen if PCs call upon favors from allies made in prior adventures. The Beastfolk are really only bit players in Chapter 3 despite being a major factor in Wreythau’s history, while nothing is mentioned of what kinds of power and privilege PCs may be able to exert once they become rulers of Raffenburg.

There’s also the fact that for much of the campaign, the quests Czerina sent the PCs on can be justifiably argued by certain gaming groups that she’s not the most dangerous threat to the domain. When the PCs first arrive in Wreythau it is the Church of the Morning Lord who serves as the major bad guy group, the ruling class of Raffenburg are okay with the city falling into poverty and suffering, and the Mad Alchemist of Inbarev is an unambiguously wicked ruler. Compare this to Curse of Strahd; even discounting the antagonist’s predatory obsession with Ireena, there are many opportunities the PCs have to see how Barovia’s people suffer under the vampire count. That adventure all but pushes the PCs into having an antagonistic relationship with Strahd unless they go out of their way to appease him.

While I cannot fully judge the adventure without playing, overall I’d say it holds up as a strong module that gives a DM a lot to work with. The weak points are more easily fixable than having to change around huge swathes of the campaign in order for it to work. If this is Cayce Corday’s first foray into tabletop publishing, this is a truly impressive effort on their part.

As for what I’ll review next? I’ve posted this on some forums but not others, but this is going to be my last Ravenloft review for October. I’ve been writing almost every day for most of this month, and looking back I posted 15 reviews in a little under 3 weeks. If I keep going I know that I’m going to hit some major writer’s burnout. It’s still a ways away, but I’d like to save some energy for eventually reviewing One Night Strahd, as well as Shadows of the Dragon Queen sometime this December or new year.

But there are still some Ravenloft sourcebooks I feel deserve your attention, and even if I can’t do in-depth reviews I can at least give them shoutouts. But I’ll save that for the next post, for this one is long enough already.
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Re: [Let's Read] DM's Guild Ravenloft Sourcebooks

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Darth Rabbitt wrote:
Fri Oct 28, 2022 2:49 pm
Why is 5e allergic to making psionic classes in general? (To my knowledge there are just a couple of psychic flavored subclasses in splatbooks.) Because it seems like the kind of legacy stuff that WotC loves to crow about “bringing back” for 5e. Is it just Mearls and friends’ inability to write new material?
There's probably some 3rd party sourcebooks for psionics on the DM's Guild, but my sense is that the author of the Atlas didn't want to over-rely on referencing other sourcebooks to use her product.

Just from a quick search I found this one, but as I don't own it I can't say if it's good or not:

https://www.dmsguild.com/product/308221/Psion-Class
It sounds like Heorot falls into the time honored tradition of making “Good” = racist assholes. Which is questionable at the best of times but seems out of place in a horror setting where we’re supposed to see the monsters as understandable in their motivations but also, well, monsters for killing innocent people. But the king thinks half-ogres (a playable race in many editions) aren’t people and apparently he’s supposed to be a guy we sympathize with? That was dated three editions ago with the whole “no lawful or good society welcomes mongrelmen”. You also get this with the book that tries to justify Van Helsing Richten’s racism against the Roma analogues. Still, I do appreciate that the writers made the domain’s curse be something that can be broken; Ravenloft typically falls into the horror=player disempowerment mindset that is all too common for gaming (case in point: the justification for the railroading in the Blood Queen adventure.) Which is especially silly in a game where players are expected to stab demons and vampires in the face.
You're not the only person to have reservations about Heorot's resolution, what with it solving a cycle of violence with more violence.
Are there any Ravenloft books about players becoming Darklords (and then playing evil politics in horror world) or even just being edgy antiheroes picking up “stages of evil” curses from the dark powers (ideally the curses come with spoopy powers.)
There's a sourcebook called the Book of Dead which is all about playing undead PCs, and is geared towards Ravenloft campaigns.

I haven't read them in full yet, but there are two player-centric sourcebooks, Ravenloft Player's Compendium and the Book of Night, which have various creepy/dark magic-themed options for PCs. I dunno if any are curse-themed or with double-edged swords, but may be what you're looking for.
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Re: [Let's Read] DM's Guild Ravenloft Sourcebooks

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While I did my best to showcase the lesser-known products on the Dungeon Master’s Guild, my reviews have just barely scratched the surface. Below are other sourcebooks I figured that people will find interesting but which I currently don’t have the time to review. Barring expectations that put up the entire book as a free preview, I own all of the following and either read or skimmed them enough that I feel confident in including them.

Allies Against the Night uses the Sidekick rules from Tasha’s to turn some of the most famous characters in the Demiplane of Dread into adventuring companions for your Mist-delving parties. Includes Curse of Strahd’s Ezmerelda d’Avenir, the elven detective Alanik Ray, S from the 3e Gazetteers, and two versions of Rudolf Van Richten (original Rogue and 5e Cleric) among other options.

Barovian Nights 101 Ravenloft Encounters packs a bunch of events and combat encounters for parties to meet during Curse of Strahd. Also includes various prepared spell selections for Strahd and new content such as new Dark Gifts and familiars conjured inside Barovia.

The Book of Night: A Ravenloft Player Companion includes over 40 new subclasses themed around the Demiplane of Dread, such as a Tarokka-focused bard, rangers who learn to draw upon the powers of the Mists, and the classic Shadow Dancer rogue!

Darklords of Ravenloft expands upon the darklords in the 2020 Van Richten’s Guide to Ravenloft, giving them full stat blocks for various tiers of play.

Dark Ritual on the House on the Hill is a product I have yet to either read or skim, but the entire book is available as a Full-Size Preview so you can’t go wrong with checking it out.

Dread Metrol is a domain created by Keith Baker, where the Cyran capital was claimed by the Mists during the Mourning and its queen-turned-darklord wages a futile effort to maintain a hold over a dying city besieged by undead invaders. Personally speaking I’m not as gungho about this (feels too much like 5e Falkovnia), but as Keith Baker has a huge fanbase I still figured to include it.

Dreams of Solitude Ravenloft Campaign is a community project of 30 different adventures for a wide reach of levels.

d’Avenir’s and Van Richten’s Pocketbooks to Ravenloft provide new domains and PC options. Like pretty much every other book written by Christian Zeuch, the entire book is also uploaded as a free Full-Size Preview.

Masquerade of the Red Death Player’s Guide updates the Gothic Earth setting to 5th Edition.

Mordenkainen in Barovia provides an alternate stat block for the archmage ally in Curse of Strahd to be suitable as a long-term party member while still capturing the flavor of the character.

One Night Strahd is an entirely new mini-campaign inspired by Curse of Strahd.

Ravenloft Player’s Compendium is another PC-centric sourcebook for Ravenloft, with new subclasses, feats, spells, and more.

She Is the Ancient is an alternate take on the Curse of Strahd campaign that alters the genders as well as backstories of a sizable number of characters from that campaign. Notably de-emphasizing Strahd’s sexually preadtor nature towards Ireena and avoiding other problematic tropes in the module.

Strahd’s Dark Servants gives 10 new unique minions for the Darklord of Barovia, such as the traveling executioner Scharfrichter or the Dusk Elf hunter the Last Stalker.

Tarokka Deck Unleashed is a new resource for incorporating the Tarokka Deck into one’s games, making use of the Inspiration system to fuel the drawing of cards with their own unique benefits (and extra ones if your alignment matches that of the drawn card).

The Cyre 1313, the Mourning Rail Expands upon this Eberron-origin domain from Van Richten’s Guide to Ravenloft. A domain in a haunted magical train, what more needs to be said?

Van Richten’s Encyclopedia of Darklords & Domains is a 2-volume series (this bundle also has the hardcovers, PDFs are cheaper) updating practically every pre-5e Ravenloft domain to 5th Edition. For those who weren’t very impressed by Van Richten’s Guide in 2020, this still has the Core and other 2e/3e chronology intact.
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Libertad
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Re: [Let's Read] DM's Guild Ravenloft Sourcebooks

Post by Libertad »

On another site, someone suggested that I add a table of contents of reviewed works with post links in the OP for easier navigation. This is a good idea, so I did it just now.
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