Sample file Prologue ...... 5 DUNGEONMASTER" Appendix .....86 How to Use This Book ...... 6 Creating Fiends ...... 86 What is the @Setting? 6 Writing Fiend Adventures .....91 .. Additional Information ...... 6 Major ADED" Game Notes on Demons Section. The First: Demons ...... 7 Transposition ...... 18 Introduction ...... 8 Repulsion ...... 23 The Inheritance ...... 8 Redemption ...... 25 A Personal Note and Warning . . 11 Altered Powers ...... 40 Chapter One: Entering the Lands . 13 The Power Ritual The Origins of Demons ...... 14 and Corruption ...... 56 Transposition ...... 14 The Blood-oath Ritual ...... 63 Reversal of Transposition .....18 Fiendish Possession ...... 66 Summoning ...... 25 Alternative Theories of Origin . 28 Section. The Second: ....95 Chapter Two: Observed Powers . . 30 Introduction ...... 96 Common Powers ...... 31 Chapter One: History and Legends . 100 Ethos-based Powers ...... 41 The Vanquished Conqueror . . 101 Chapter Three: Demons The Forlorn Wanderer ...... 101 and Our World ...... 45 The Spiteful Gods ...... 103 Reality Wrinkles ...... 45 Chapter Two: Vistani Life ...... 105 Unwilling Entrapment ...... 49 Rituals ...... 106 The Gaining of Power ...... 50 Tribal Organization ...... 111 Chapter Four: Demons and Everyday Life ...... 113 the People ...... 58 Nomadism ...... 116 Rivals for Power ...... 58 Dark Neutrality ...... 118 Prey to Power ...... 59 Law and Justice ...... 118 Cults ...... 61 Punishment ...... 121 Possession ...... 64 Communication ...... 122 Bargains ...... 66 Conclusion ...... 124 Chapter Five: Sample Chapterfile Three: The Tasques .... 125 Demons Among Us ...... 69 Overview ...... 126 The Black Duke ...... 69 The Kaldresh ...... 127 Drigor., ...... 69 The Boemians ...... 139 ElseDeth ...... 70 The Manusa ...... 147 lnajira ...... 71 Conclusion ...... 158 The Whistling Fiend ...... 72 Chapter Four: Curses Demons of Chateaufaux .....72 and ...... 159 Malocchio ...... 73 Curse Types ...... 159 The Gentleman Caller ...... 74 Focus Items ...... 163 Malistroi ...... 74 Breaking a Curse ...... 164 Baltoi ...... 75 The Evil Eye ...... 165 Chapter Six: Battling Demons ....76 Chapter Five: Salient Abilities Detecting the Demon ...... 76 and Vulnerabilities ...... 167 Gathering Information ...... 77 Prescient Sight ...... 167 Phylacteries ...... 78 Mist Navigation ...... 171 The Mystick Cage ...... 79 Tracking Magic ...... 172 Fighting the Demon ...... 82 Vista-chiri and Other Minions . 173 Defensive Spells ...... 83 Powers over Monsters ...... 174 Bibliography ...... 85 Static Burn ...... 175 ......

.. I Chapter Six: Conclusion ...... 177 Chapter Three.Witches. Warlocks. n The Last Steps ...... 177 and Hedge Magicians ...... 238 A Final Farewell ...... 180 Witches and Warlocks ...... 238 Glossary of Vistani Terms ...181 History and Legends ...... 239 DUNGEONMASTER Appendix .....182 Society and Secrecy ...... 241 Vistani Character Background 182 Spellcasting and the Weave . . 242 Vistani Universal Abilities ....183 Relations with Churches .....243 Vistani Universal Drawbacks . 183 Major Enemies ...... 244 Vistani Tribal Abilities ...... 184 Hedge Magicians ...... 249 Major ADED Game Notes Chapter Four: Witch and on the Vistani Warlock Covens ...... 257 Prastonata ...... 107 History and Legends ...... 257 Doroq ...... 108 The Structure of Covens ....258 Lunaset ...... 110 Joining a Coven ...... 259 The Giorgio ...... 1 12 Magical Powers of Covens ...259 Vistani Geist ...... 115 Coven Membership Changes . 261 Vishnadd ...... 119 Chapter Five: Hunting Hags ....264 Naiat Carnival ...... 144 Finding the Scent ...... 264 Canjar Zsalev ...... 154 Battling Individual Hags .....268 Canjar Moon Jewelry ...... 154 Battling Coveys ...... 269 Canjar Evil Eye Amulets .... 155 Final Words ...... 270 Mishamel Curse ...... 162 Appendix .....272 The Evil Eye ...... 165 WitchIWarlock Kit ...... 272 Fortune.telling ...... 167 Using Warlock The Dukkar ...... 170 and Witch Kits ...... 278 Mist Navigation ...... 171 Special Notes on Spells .....278 Vista-chiri ...... 173 New Spells ...... 281 Static Burn ...... 176 New Magical items ...... 287 Major ADED Game Notes Section, The Third: Witches .... 187 on Witches Introduction ...... Sample188 Hags file with Class Abilities ....197 About This Book ...... 190 Advanced Rules for Hags ....212 Chapter One: Hag Minions ...... 219 Hags and Their Kind ...... 191 Spectral Hags ...... 229 A Question of Origins ...... 192 Hag Coveys ...... 231 Birth and Infancy ...... 195 Hag Covey Spellbooks ...... 232 Early Life ...... 196 Hag Covey Rituals ...... 233 The Change ...... 198 Hag Eyes ...... 235 Maturity ...... 208 Churches in Van Procreation ...... 221 Richten’s World ...... 244 Night Hags: The Final Stage? . 225 Sorcerous Witches ...... 249 Spectral Hags: The Undead . . 227 Eremites ...... 254 Chapter Two: Hag Coveys ...... 230 Redhead Spellcasting Abilities 255 Hag Coveys ...... 230 Coven Spell Selection ...... 259 Covey Spells ...... 231 Coven Magical Powers ...... 262 Covey Rituals ...... 232 Hag Eyes ...... 234 Spawning Rituals ...... 236

A Sample file Sample file I

,, This volume is a compilation of two instead, the Dungeon Master describes ADGD@ products previously published as them. Tell the players how dark the room is, Van Richten's Guide to Fiends ITSR #94771 and what the heroes hear, smell, and see, and Van Richten's Guide to the'vistani [TSR but do not make accurate identifications for #9496]. These RAVENLO@ products, once them. out of print, are back, reedited and correct- For example, never give the true name ed, and with new art, a new graphic treat- of any creature the players' heroes ment, and a new format. As a bonus, a pre- encounter. "The form of the huae ash-arav. viously unpublished manuscript is present- dog warps and shifts until the Geature- ed: Van Richten's Guide to Witches. becomes a bipedal monstrosity so large that The Van Richten's Guides redefined vari- it towers over you all!" is much more effec- ous categories of horrific monsters and vil- tive at creating thrills and suspense than lains in the ADGD game to make them saying, "Thewerewolf now shapechanges more effective and interesting opponents for into its hybrid form." Use of the game terms player-controlled heroes. By giving each '"werewolf' and "shapechanges" break the monster a history, personality, plans, and suspenseful mood you tried to create by goals, it gains depth and flexibility, even a reminding the players that this is, after all, certain element of realism. Such a villain only a game. Other useful guidelines appear inspires rich, exciting adventures. Such a in Chapter Thirteen of Domains of Dread. foe is the kind that the players look forward to fighting, running from, and battling until they finally overcome it in the campaign. Adqioml ;Information Fear, horror, and madness checks are sim- ple, optional mechanics unique to the RAVENLOFTsetting. While Chapter Six of The RAVEN LO^ campaign is the classic hor- Domains ofDread gives full rules for these ror setting for the ADGD game, founded on checks and their effects, a simpler method well-known tales of horror and mystery is presented here. When the text or the such as Dracula, Frankenstein, and The Dungeon Master says the time has come for Strange Case of Dr. Jekyll and Mr. Hyde. By a check, each affected hero must make a various means, the campaign suggests, saving throw vs. paralysis. Effects of failure rather than blatantly displays, an atmos- are left for the Dungeon Master to deter- phere of suspense and terror. When an mine, to include fleeing, rage, obsession, ADGD game player thinks of the RAVEN LO^ and shock. These checks are optional; use setting, a likely image is that of a lonely, them only when the players' roleplaying mist-shrouded castle atop a dark moor, lit falters. only by a cloud-obscured moon. ThingsSample are fileInformation directly pertinent to a not as they seem, and the unexpected can RAVENLOFTcampaign is set aside in boxed, bring a terrifying death. gray-screened text throughout this book. In The original RAVENLOFTsetting takes addition, an appendix at the end of each place in an otherworldly land referred to by section is given solely for the Dungeon game players as the Demiplane of Dread Master's use in creating adventures suitable ("Ravenloft"). Here, various realms are gov- to any Dungeon Master's RAVENLOFTcam- erned by evil monstrosities of skill and intel- paign. Players should learn of this material ligence. However, a Dungeon Master can only through game play. apply the basic rules and guidelines of the The powers ascribed to various monsters RAVEN LO^ campaign to any other world or herein are those that belong to natives of setting to gain a similar atmospheric effect. the RAVENLOFTcampaign. Refer to the Locations from the accursed demiplane are MONSTROUS MANUAL'^ tome for more infor- used as examples in this work. For more mation regarding these beings as they about the RAVEN LO^ setting itself, pick up appear in standard ADED campaigns. Domains ofDread (TSR #2174), the hard- References to some out-of-print ADGD bound rulebook for running full-fledged and RAVENLOFTcampaign items are given in RAVENLOFTcampaigns. square brackets in the text, in the event that Several key elements define a good the reader has access to those materials. RAVENLOFTscenario, the most important of Compilers' notes from the Weathermay- which is description. When the players' Foxgrove sisters, acting for the editor, bear heroes explore a ruined castle, a talented the sisters' initials lGWF or LWF) and RAVENLOFTgame Dungeon Master does not appear in italics. f3 merely list the contents of each room, a