I Table of Contents Introduction ...... 2 How to Use this Book ...... 2 The Hands of Power ...... 5 Many-Fingered Hand ...... 6 One-fingered Hand ...... 8 Three-Fingered Hand ...... 10 Unfingered Hand ...... 12 The Black Vault ...... 14 Azalin's Crystal ...... 15 Bane's Adder ...... 16 Blacker's Hook ...... 18 Dead Man's Armor ...... 20 Golden Blade of Ren ...... 22 Headsman's Axe ...... 24 Pipe of Mordent ...... 26 Tome of Terror ...... 28 Tyenn's Reflective Shield ...... 30 Guiseppe's Toys ...... 31 Dancing Men ...... 32 I Death-in-a-Box ...... 34 Porcelain Tops ...... 36 Tin Soldiers ...... 40 Toy Nightmares ...... 42 The Workshop of Klorr ...... 43 Hourglass of Klorr ...... 44 Hourglass of Souls ...... 46 Moondial of Klorr ...... 48 Waterclock of Klorr ...... Sample51 file Relics of Doom ...... 53 Caskets of the Damned ...... 54 Linen of Mummification ...... 56 Spade of Grave Digging ...... 58 The Powers of Nature ...... 59 Kren's Brazier ...... 59 Kren's Crystal Distillery ...... 62 TSR. Inc . TSR Ltd . ...... 64 201 Sheridan Springs 120 Church End. Lake Geneva Cherry Hinton WI 53147 Cambridge CBI 3LB Credits USA United Kingdom Design: William W . Connors Development: Harold Johnson. Steve Miller. 9493 Elizabeth Tornabene This bwk is protectedunder the copyright laws of the United States of America . Any reproduction or unauthorized use of the material or artwork contained herein is Editing: Elizabeth A . Tornabene prohibited without the express written consent of TSR. inc . Random House and its affiliate companies have worldwide distribution rights Creative Director: Harold Johnson in the bok trade for English-languageproducts of TSR . inc . Cover Art: Fred Fields Distributed to the book and hobby trade in the United Kingdom by TSR Ud. Distributed to the toy and hobby trade by regional distributors. Interior Art: Steve Bryant. John Dollar. Karolyn Guldan. ADVANCED DUNGEONS G DRAGONS. ADED. . MONSTROUS COMPENDIUM. and are registered trademarks owned by TSR . Stephen Fabian. and Bruce Zamjahn MONSTROUS MANUAL and the TSR logo am trademarks owned by TSR. inc . Art Director: Bruce Zamjahn Ail TSR characters. character names. and the distinctive likenesses thereof am trademarks owned by TSR . Inc . Graphic Design: Greg Kerkrnan Q 1996 TSR. inc . All Riahts Reserved. hinted in the U.S.A. eep beneath the soil of my adopted How to Use This Book homeland lies a orged of Darkness is a somewhat unusual grim and terrible sourcebook for use with the RAVEN LO^ tomb. It is the campaign setting. It contains neither an final resting place fadventure nor a wealth of background imformation not of a defeated on a single person or place. Rather, it is hero, nor of a something of a catalog of items arcane. ~ villainous fiend. It is Within these pages, the reader will diacover an the repository of an amazing array of magical items. To aid the V arsenal of fell magics. I Dungeon Master's use of this book, theae items speak, as you may have guessed, of the Black have been grouped into chapters according to Vault. their last known location, their original creator, or Gathered therein are swords, shields, arms, and according to a broader category. This scheme of armor from all the worlds that the Mists have categorization doesn't mean that all the items invaded. Some are powerful, with long and dire listed in a section will be found together; a group legacies. Others are newly formed to serve the of adventurers clever and foolhardy enoygh to needs of Azalin, Lord of Darkon. Without penetrate the grim recesses of the Black Vault exception, they have left a trail of suffering and would not necessarily find all the items listed in torment behind them. the Black Vault chapter, this merely refers to the Not so many years ago, I undertook a perilous point of origin of each item. adventure in an effort to rid the world of these evil relics. Gathering about me a stalwart band of champions, I traveled to Darkon and, at no small The Entries risk to ourselves, my allies and I dared to explore Each magical item in this book is presented in a the caverns beneath the Grim Fastness where we common format, so a Dungeon Master (DM) can hoped to find the Black Vault. And there, we did quickly locate specific information about an item indeed discover its secret location. during play, without having to read an entire. By the time we reached the Vault,Sample half our file entry. This ease of reference is valuable during company was lost. My clumsy efforts to open the play, when delays can spoil the mood and pacing sealed door to that arcane arsenal cost the lives of even the best-prepared adventure. of two more of my companions. I dare say, though, that the price paid was worth the reward. Though the foul guardians of that noisome place Overview finally forced us to flee, we brought with us many '" Each item's listing begins with a physical of the Vault's malignant objects. Each of these description and a brief history. Each item is also has been destroyed or hidden safely away and illustrated, so the DM may describe it ta the will trouble the world no more. players when their characters first encounter it. Still, I must look to the future, for we left behind more evil artifacts than we dared bring forth. What remains? Dare I plan a second assault on Manufacture that stronghold of darkness? Or will their This section details what research, histary and wretched curses ravage the realms before I can legend describe as the process by which the item act? For the present, I cannot say. was created and the materials from whith it was fashioned. This information may be limited to an From thejournal of item's reported form, since an item's history and origin are often shrouded in mystery and evil. Many of the magical items described in this manual can be used only a limited number of times. Details of an item’s limitations and charge usage will be explained in this section. If it is possibie for one of these artifacts to be recharged, this section will also list the means to charge the item. These methods often require Pestruction 1 perilous undertakings on the part of the weilder Since many of the artifacts described herein will and can be utilized by the Dungeon Master to cause as much harm as good, it is reasonable generate an exciting adventure. that champions of good may wish to destroy them. Many adventures can be centered around Use the destruction of these artifacts. Any known or rumored methods for destroying In almost every case, a special action is required one of these magical items are listed in this to activate the powers of the magical items in this section. However, beware! Over the years these book. A word of command, an unusual gesture, relics may have grown more powerful and the or some ritual is often required to tap the magical dark energies of the Mists may have corrupted energies stored within the item. their very nature. They will seldom be easy to However, possession of one of these relics does destroy. Many times, an item may be destroyed not mean that ihe owner automatically knows the only by completing a complex series of quests special actions required to activate the device. He and under very specific circumstances such as will not know these secrets unless he witnesses during astrological events that occur rarely. the item king used by another or researches Indeed, simply discovering the means to destroy history and legend for a hint of the forgotten one of these items can be the focus of a difficult rituals. It is possible that an artifact may possess and ch g set of adventures. a dark intelligence which seeks to corrupt others Sample file and which will make them aware of any required Placement of Magical Items actions through an omen or manifestation. A skillful DM can make learning these dark secrets Over the course of the last few years, much has the goal of, or the reward for adventures. been written to aid the Dungeon Master in creating the atmosphere of suspense and horror so vital to running a successful RAVENLOFTgame. Powers One of the topics frequently addressed in these This section recaps any known or rumored articles is that encounters should be planned. In arcane powers of each item. Further, any side short, adventures should be carefully structured effects, magical or mundane are described. and DMs should not make frequent use of wandering monsters during RAVENLOFTgames. The same holds true for the discovery of magical Curses items, they should not be casually introduced into As has been frequently illustrated, all power a campaign. The recovery of an important comes at a price, and great power commands the magical item should be carefully planned as the highest. Each of the artifacts described herein has first stage in a broader melodrama of terror. some curse or maleficence associated with it. An excellent example of how this may be done Those who would use the incredible powers of can be found in J. R. R. Tolkien’s book, The these items must accept the consequences those Hobbit, At the story’s beginning, Bilbo’s company powers may bring. Many times the costs are far finds several magical elven swords, including worse than they first appear. Bilbo’s own sword, Sting. In addition to givinp

I I Adwunture Hod19 ~

of several adventures. Indeed, the$ numerous challenges to For example, the heroe the recovery of some ancient arti theft of the pipes ofMordentfrom recesses of the Black Vault. This is a those tiefoes better defense, Sting becomes a crucial tink to the rest of the adventure. he companions are captured by goblins, their elven they might be called upon to swards insWy mark them a5 goblin enemies. If fashion-thus falling victim t the heroes had been armed with only their normal of using this item. Or they black, they may well have been able to convince the goblins that they meant no harm. It might from those who would reclaim it. even be argued that, if not for the discovery of While the heroes possess the Pipes, Sting, Bilbo would never have found himdf in try to learn more about their nature the dark caves where he discovered the magical Specifically, they may try to ring that later became the focus of the War of the that activate its special Ring which brought about the end of the Third a method to destroy the Pipes Age of Middle Earth. Ultimately, the heroes will face A clever Dcwgeon Master can wave similar destroy the item or otherwise rid events into his adventures. A magical item discovered earlier might contain clues to a later demands too high a price for t mystery, or it may foreshadow-or speed-the pipes ofMordentdevours the li coming of a great enemy. With care, players will satisfy its hunger. gasp with surprise when they realize this effect of Other adventures can be sp the item in later adventures. Sample file the creation of these items. This is of the dreadful hands ofpower. If t that someone is in the proces Lqends one of these grisly things, Finally, there are many tales of mystery and the to thwart his efforts. Or a supernatural told about each of these artifacts. In might seek to have one o this section legends, folktales and reported rumors about each of these relics of magic are surely be noticed by the realm’s myst examined. Though many of these tales may and other powerful crea present exaggerations or complete fabrications magic items in Raven1 about the powers of these items, still, in every acquire power over their creators. folktale there is a grain of truth. Finally, the Dungeon Master might Legends often associate an item with renown champions of the Realms of Mist, or with their presence during important historical events. And heroes to relive the lagend beh it often seems that the very nature of a magical Knowledge of these artifacts item undergoes an alteration as a result of its merely a valuable defense again involvement with history. A Dungeon Master may find it easy to adapt, retell or expand on these legends when planning 1 adventures for his players’ heroes. Other Types ot‘ Hand I Only four varieties of hands are described herein. there are Each of these types of hand is benefits one of the Ifew arti- basic character classes presented in the Phuer’s facts as Handbook. The desperate souls of RavenloftYmay well have discovered how to create other varieties, but none have yet been encountered. Many a scholar speculates that it would be possible to create a hand that is attuned to the Four types of special powers of a psionicist. Indeed, there are these hands are leg rumors among some circles of sages that an object similar to a hand ofpower had been found in the lost domain of Kalidnay. As such mentalists rogues best, while the Ma were legion in that desert realm, it may well be that this sort of hand exists. Use of this grim relic risks exposure to the magical viruses of the Mists for creating these b Another unusual hand ofpower is rumored to have been discovere have been found in the domain of Darkon. Although little is known of its exact powers, the creature behind its creation seems to be the night hag, Styrix. Through her great knowledge of magical travel and intimate study of our Realm’s fabric, some speculate that this device could allow its owner to cross the borders of the Mists even when they have been sealed by Evil’s hand. Charatturistics Sadly, this hand appears to also be a conduit for he dread Hands of Power are as bizarre as fiends to enter the land and possess the user. they are grotesque. Each is a grisly candle SampleSeveral fileother hands ofpower are part of combined with a severed human hand. legend, though whether they exist and what is the TPerhaps the most intriguing quality of these nature of their curse is pure conjecture. obscene objects is that they usually do not appear There is the hand ofglory legended to confer to be enchanted. Only when the wick is lit will invisibility on its weilder, though to eventually spells such as detect magic reveal that a hand is lead to despair, perhaps an encounter with other anything more than a sinister curiosity; thus there ethereal monsters. may be many non-enchanted hands ofpower Then there is the many fingered hand ofsilence about. Further, spdls such as dispel magic or an fabled to be used by thieves to put the inhabitant anti-magic shell will have no affect on an of a house they are robbing to sleep, one victim extinguished hand of poiwe6 for it is no more per finger lit. If destroyed the user may fall into an magical than a common kitchen knife. eternal sleep or be struck deaf and mute. There are many similarities among the various Finally, there is the monkey’s paw rumored to hands ofpower. No hand ofpower can be created lead its user to a dead man’s treasure or to the without the aid of a hag. All require a severed hidden pathways of the Dead. Death is only the hand from the body of an executed criminal. And first of the curses associated with this hand. each hand exacts a terrible price from any who would make use of its sinister magical powers. These candles will bum for a total of 13 hours (78 turns) before being exhausted. It is believed impossible to recharge a hand ofpower. Thu Manyfingered Hand f all the hands ofpower,there is none more terrible than the dread many-fingeredhand. This sinister item can be created only with the aid of a spectral hag calling upon dark, long- forgotten spirits of evil to bestow horrific, unnatural power upon the priest who dares use it. A many-fingered hand is a truly disturbing sight. The fingers of the severed hand are spread wide and a fleshy wick is set into each slit digit. Manufacture A many-fingered hand is fashioned from the hand of a murderer hanged for his crime. The hand is harvested on a foggy night while the body still hangs on the gallows. A stone knife chipped from a gravestone is used to cut off the hand. Within four hours after it is severed from the body, the murderer’s hand must be soaked in the ichor of a fiend or otherworldly summoned eldritch being and presented to a spectral hag for enchantment. The hag demands the undertaking of some wicked deed as payment in advance for her sevices. Only after this task is completed can the supplicant entreat the crone to finish the hag then tosses the hand in the boiling cauldron. enchantment. The hand must boil for 66 minutes, at the end The first step in this enchantmentSample begins when file of which time it is fully enchanted and ready for the hag takes the supplicant’s left arm in a vice- use. When the hand is complete, the supplicant like grip and tears five thin strips of skin from it. has truly begun the descent into darkness and Each wound leaves a long, black scar. corruption. The strips of skin are then cured in an oven for 13 hours. When the strips have acquired the texture of hard leather the hag slits each of the Chargus harvested hand’s outstretched fingers and lays A many-fingeredhand will burn with a midnight one strip into each slit, then stitches it shut with blue flame for a total of 13 hours (78 turns). At thread made from her hair. This process may the end of this time, the flames will sputter and require three to four hours to complete. die, leaving the candle nothing more than a Once the wicks are in place, the crone begins macabre oddity. to chant and howl to draw the attention of the Though it is believed impossible to recharge dark spirits that will empower the hand. While the this candle, some folktales, most notably hag shrieks her hideous song, the supplicant fills Moratty ’s Hymn to Madness, tell of a wicked her cauldron with holy water. priest, Alchon the Mad, who managed to renew The water is polluted by spilling the the melted wax by destroying a sacred site and supplicant’s blood into the cauldron. The hag transforming the entire assemblage of seizes the supplicant’s right arm, holds it over the worshippers there into gibbering maniacs. pot while sinking her misshapen teeth into his flesh. This wound also leaves black scars. The