The village of Orașnou is buried in winter's snows and facing starvation. An unseen beast has ravaged the livestock culled to pay Lord Strahd's tax and the village is thrown into panic and chaos. Can you find the monster and save the village from starvation, or worse? Part eight of Misty Fortunes and Absent Hearts.
A madman stalks the fog-shrouded streets of Paridon, killing with gruesome precision - and always at midnight. A party of brave adventurers witnesses the most recent of these brutal murders. Now that they've seen the killer's face, they're sure to be his next targets. Who can be trusted in this city where the residents are not what they appear to be? Those who dare to track the killer will find strange allies - and even stranger enemies. The adventurers must investigate the ancient mystery behind the murders that take place when the clock strikes the "Hour of the Knife." This 64-page adventure includes a full-color poster-sized map of Paridon. The adventure is based on the popular RPGA Network tournament by Bruce Nesmith. TSR 9456
The adventure starts with a prophetic dream and a plea for help. The heroes are asked to recover a cart-load of supplies stolen by a band of savage monsters that have recently moved into the area. A strange fire wiped out everything the villagers had, and the stolen cart contains seeds and tools with which they can replant their crop before the season passes. It is a mundane task for heroes, but it seems simple and the villagers offer a reasonable reward. Adventure II: Dark Harvest from Book Three: Book of Nightmares: https://www.adventurelookup.com/adventures/the-nightmare-lands Pgs. 9-30 TSR 1124
Upon the horse plains of Nova Vaasa, the Koshka Bluffs rise from the earth like gigantic, misshapen tumors. They give up stone to feed the sheer walls of Castle Faerhaaven, but lately they have yielded stranger objects: figurines, coins, and other odd artifacts, which curse those foolish enough to claim them. Now, the ancient priestess Sachmet has awakened from a timeless sleep to come and take them back.... TSR 9452
It's just a bad dream-a very bad dream.... Beware the night, for sleep provides another path to the Demiplane of Dread. In the unique domain called the Nightmare Lands, darkness offers not blissful slumber, but ultimate terror. Heroes enter this realm at the bidding of the night, drawn from their dreaming bodies and captured by an enigmatic figure known only as the Nightmare Man. Trapped in this region of psychological fear, heroes face their worst nightmares in strange surrealistic terrain. If they escape the treacherous clutches of dark slumber, they'll be safe-at last until the nest time sleep overtakes them... This box set Campaign Expansion contains 4 adventures: Dreams Within Dreams: https://www.adventurelookup.com/adventures/dreams-within-dreams Dark Harvest: https://www.adventurelookup.com/adventures/dark-harvest The Loathsome Deep: https://www.adventurelookup.com/adventures/the-loathsome-deep The Rose of Midnight: https://www.adventurelookup.com/adventures/the-rose-of-midnight TSR 1124
Barovia has long suffered under the rule of Count Strahd von Zarovich, but the evil that plagues this land extends well beyond the walls of Castle Ravenloft. See what keeps the good citizens of Barovia awake at night.
Under raging stormclouds, a lone figure stands silhouetted against the ancient walls of castle Ravenloft. Count Strahd von Zarovich stares down a sheer cliff at the village below. A cold, bitter wind spins dead leaves around him, billowing his cape in the darkness. Lightning splits the clouds overhead, casting stark white light across him. Strahd turns to the sky, revealing the angular muscles of his face and hands. He has a look of power - and of madness. His once-handsome face is contorted by a tragedy darker than the night itself. Rumbling thunder pounds the castle spires. The wind's howling increases as Strahd turns his gaze back to the village. Fas below, yet not beyond his keen eyesight, a party of adventurers has just entered his domain. Strahd's face forms a twisted smile as his dark plan unfolds. He knew they were coming, and he knows why they came, all according to his plan. He, the master of Ravenloft, will attend to them. Another lightning flash rips through the darkness, its thunder echoing through the castle's towers. But Strahd is gone. Only the howling of the wind - or perhaps a lone wolf - fills the midnight air. The master of Ravenloft is having guests for dinner. And you are invited. TSR 9075
A light in the Belfry is the first RAVENLOFT adventure to feature an Interactive Audio CD. As player explore Morgorth's dreadfilled manor, they will actually hear the lamentations of tortured spirits, the clash of swords and thunderous roar of magic. With almost 100 tracks of dialogue, sound effects and mood music, TSR's Interactive Audio CD Adventures add a new dimension to the horror of Ravenloft. TSR 9494
"I AM THE ANCIENT ... I AM THE LAND ..." Your screams still echo in your room. Cold sweat soaks the bedsheets and trickles down your back. It seemed so real! The great towers of a darksome place called Ravenloft ... it's misty vales and the terrible tragedy of a man who had sold his soul to unlife. Now the sunlight streams through the window with the promise of a new day. The dread nightmare at last is over. In the cold sunlight of a dying autumn, you step from your room at the inn and stroll along the friendly streets of Mordentshire. But, from the back of your mind the dream creeps forward to haunt you. Why do the faces of those who have befriended you now seem those of strangers? Why do those who called you here in terror, now seem to dismiss your task as a folly? More .. why are you advised so strongly, to forget about the House on Gryphon Hill ... the domain of the fair haired Count Von Zarovich, a name that cries out from your dark nightmare? You halt, as the swirl of events grow more confusing with every passing minute. Which is the dream ... and which the reality? TSR 9181
For many years folks have gazed into the churning black vapors of the Shadow Rift and wondered at the horrors that might lie within. Some have speculated that it might be a realm of the doomed, where tortured spirits suffer the hours of eternity. Others have speculated that it might be an empty domain, waiting for the arrival of a master who is evil enough to claim it and shape it in his own image. Ever the mysterious Vistani do not know what secrets are hidden in the depths of this gaping chasm. Now, the time has come for the veil of Shadows to be parted. Loht, king of the shadow elves, has reclaimed the mighty Sword of Arak. With this relic, he intends to set in motion a plan that has taken thousands of years to form. He will throw open that vary gate of darkness and invite one of mankind's greatest enemies to walk the land of the living. And if he is not stopped, the rivers of Ravenloft will run red with the blood of the innocent. The adventure can be played independently or in conjunction with the Ravenloft Adventure Servants of Darkness. TSR 1163
The story takes place in a village in Ravenloft. The party has been invited to accompany the young couple Burgomaster Alexandru and Mihaela Nichitovich [ni-KEE-toh-vich] of the hamlet of Nichitovia [ni-kee-TOH-vee-uh] to Rosenwald, a deeply religious community. Alexandru has asked the priests of Rosenwald to conduct a traditional ritual to gain him the favor of the Morninglord for his tenure as burgomaster. This is a ritual all burgomasters traditionally receive, including his late grandfather, who is entombed at Rosenwald. Father Petre and Sister Elena of the church of the Morninglord loosely run Rosenwald. They offered to throw Alexandru a banquet at the House of the Morninglord before the ritual, set to take place during the next full moon. However, all of the clergy have secretly become afflicted with the aswang curse. Father Petre is a halimaw and Sister Elena a kubot, both of whom gained their powers through dark pacts with demon lords of the Abyss. The other priests and acolytes are busos, survivors of encounters with roaming tigbanuas, who found sanctuary with Petre and Elena. The pair refer to these busos as their flock, and plan to feast on the guests after the banquet.
Blinsky's Toyshop is our take on what happens to Blinsky and Piccolo during, or after the Curse of Strahd campaign. Blinsky, the toymaker in Vallaki with the cute monkey wearing a pink tutu, received a large inheritance from a long-time client. The client, Obtavius Swat, a retired adventurer and avid collector of toys, left his entire estate to Blinsky. The estate included coin, precious gems, art, and his collection of toys, some made by Blinsky and others he acquired during his travels. Blinsky used the fortune to pay a wizard to create a small island in the middle of Lake Zarovich, located just outside of Vallaki. He then paid masons and workers to build a fantastic new toyshop, which he designed to be an experience for both the young and old alike. Though the number of children in Barovia was increasing, mostly imparted to the devil Strahd’s downfall, Blinsky wanted to touch the inner child of the adults in the city. He wanted happiness. He wanted smiles. He named the castle Blinsky’s Toyshop of Marvels. One of the toys, a small silver tiara kept in a black satin-lined ivory jewelry box, was such a lovely piece. Blinsky couldn’t stand the thought of leaving it in the box. He already had enough gold and losing the small tiara wouldn’t be a large loss, so he decided to give it to his monkey – Piccolo (see Creatures of the Toyshop). He smiled at the thought of her running around in her pretty, shiny tiara. Sadly, as Barovian luck would have it, trapped inside the tiara is the sole of an evil gnome wizard named Aribetha Strangge. In his old age, Obtavious Swat forgot that he and his fellow adventurers used the tiara to imprison the gnome’s soul. Yesterday, when Blinsky placed the tiara on Piccolo’s head, silver tendrils cascaded from the tiara and into poor Piccolo’s skull, allowing Aribetha to control the monkey. Now, Aribetha has incapacitated Blinsky in the toyshop’s tower, brought many of the toys to life, and imprisoned or killed many of the workers and customers. The adventure includes costumes (which the character may wear), Strahd Hand Puppets, and a possessed Piccolo.
A four-hour adventure for 5th-10th level characters. The enemy is revealed, but time short and if you are not successful in your mission to Mount Baratok, love will never die. Part fourteen and the finale of Misty Fortunes and Absent Hearts. In an effort to locate the evil witch Esmae Amarantha, the party must work to enable a tarot card reading by Jeny Greenteeth, a quixotic hag. However, finding casters to aid Jeny in her ritual is its own ordeal, and even if they succeed, there is still the task of venturing to Esmae's ritual site and putting a stop to her plans.
This short adventure is set in the Ravenloft domain of Lamordia where the PCs find themselves trying to save a beautiful maiden from the mad scientist, Dr. Victor Mordenheim, who is trying to restore life to his dead wife. TSR 9336
The locals are spreading rumors of the emergence of an age-old relic in a remote farming village. Surely you won’t be the only one to seek it, but can you afford to not be successful in this mission? And why haven’t they claimed it for themselves? Part Three of Misty Fortunes and Absent Hearts.
This adventure takes the heroes to the Nightmare Lands in search of an item that can destroy night terror, Mandalain. This item, called the rose of midnight, is the night terror's one true weakness and the means for ending the curse hanging over the Clinic for the Mentally Distressed. Adventure IV: The Rose of Midnight From Book Three: Nightmare Lands: https://www.adventurelookup.com/adventures/the-nightmare-lands TSR 1124
Welcome to the dark heart of Forlorn, brooding Castle Tristenoira. In this stony ruin, ghosts rule the night and mortals quake in fear until morning comes. Few enter the gloomy halls of this keep and live to recross its crumbling drawbridge. Those adventurers who have survived such a foray tell eerie tales of half-seen shapes, shifting hallways, and ominous shambling beasts. "All is not as it seem sin Castle Tristenoira," they say through trembling lips. "Time itself has no meaning there." This adventure booklet is set entirely within the confines of Castle Tristenoira, and it serves as a climax to Melancholy Meetings, the other 32-page adventure booklet found in the Castles Forlorn boxed set. Eve of Sorrows brings together adventurers and the inhabitants of the castles three, providing a chance to solve several mysteries of this lonely domain. Included in Castles Forlorn - https://www.adventurelookup.com/adventures/castles-forlorn TSR 1088
One Night Strahd (ONS) delivers the spectacle and catastrophe of gothic horror as a consistent and fast-paced short campaign for D&D 5e. It condenses and remixes the 200+ hour campaign of Curse of Strahd into a replayable adventure weighing in at 525 pages with 150+ illustrations, 12 maps, 16 encounters, 27 new magic items, and 60+ quick-play charts. With careful attention to the design of exploration, combat, and role-playing opportunities, our goal has been to make something for every DM and every table. After three years of extensive testing, we're proud to share this explosive adventure with you.
A Vistani fortuneteller has called you out by name during the Burgomaster’s private reading. She raved of an army of the dead, a delicate powderbox, and a beautiful yet dangerous woman. Now the Burgomaster wants to know why you’re more important than he is... Part Four of Misty Fortunes and Absent Hearts.
Time Is Meaningless in Castle Tristenoira Forlorn has long remained hidden in the shadows of notorious Barovia and Kartakass, yet the tiniest domain in the lands of the core is nearly as old as Ravenloft itself. This land is sick with evil, a twisted mockery of the place it once was. It is filled with creatures of despair who were drawn into the demiplane of dread.... Within Castle Tristenoira lies oblivion. The crumbling keep slips in and out of time, carrying its unwary explorers across the centuries, where they may be abandoned to the cold winds of eternity - and to the ghosts in the castle! Spirits both innocent and guilty haunt the timeless passages, whispering tales of murder and vengeance. Escape is for the lucky...or the hopelessly mad. The Castles Forlorn adventure set provides the DUNGEON MASTER with a rich and complex domain in which to set a campaign of any size and duration. It includes a 96-page sourcebook, The Weeping Land, which reveals the complete history of the domain and the strange and terrible lord who rules over it. Descriptions of the living and dead who call this lonely land home abound, as do details of the forbidding Tristenoira castle, where adventures may spend an evening or an age. After learning Forlorn's history of sorrow, the DM can lead player characters into Melancholy Meetings, a 32-page collection of encounters that provide adventure in every corner of the domain. Finally, only Eve of Sorrows remains, which is a 32-page assortment of mysteries and nightmares within the castle itself. This deluxe boxed adventure set completes the portrait of Forlorn with a highly detailed, double-sided poster map of the castle, a poster map of the domain, and a special wall poster created by award-winning artist Robh Ruppel - all in full color. Includes 2 adventures: Eve of Sorrows Melancholy Meetings TSR 1088