Review copy courtesy of Wizards of the Coast.
Pros
More full colour art. Including
maps of regions (but not battlemaps)
Many different setting types
covered for players as different domains of dread.
A new adventure included with the
world building book. Really, more Dungeon Master centred books
should have such things. It’s a good way of showing examples,
gives more material to adapt from, and provides more maps that can
be used for battles.
The survivors section for rules is
particularly nice. Easy to use for one-shots, session 0 adventures,
and quick aside scenes. And the content fits well in a short page
count making it easy to understand.
The section on curses is also a
standout.
Also the section on paranormal
traps.
Could Go Either Way
This isn’t really a guide to
Ravenloft, but more a primer on running horror games with some
briefly described settings to pull inspiration from. If you want a
guide to Ravenloft, Curse of Strahd
is more what you want. The
name is misleading.
There are some
new monster here, but not much.
The darklord
of a domain is usually just an existing creature. Even modifications
to them are rare.
I’d
have liked to see some new variants of existing monsters, including
lower Challenge Ratings.
A bunch of new lower level
zombies maybe. We got some of this with new zombie types, but
typically higher level. And also as stat blocks, but not rules.
I’d
have liked to see a collection of horror items and cursed magic
items that adventures could be made around.
Cons
No new battlemaps outside the 1
new adventure.
There’s not much crunch here.
Not many mechanics, monsters, or traps compared to the page length.
It’s mostly high level help for horror, and descriptions of
domains without battlemaps or other things to fill it out.
Some Domains of Dread described
are missing a map.
No PDF*
* Denotes nitpicking.
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The standard cover for Van Richten's Guide to Ravenloft. Also my preferred cover.
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Introduction
It
should come as no surprise that my favourite book until now has been
Curse of Strahd,
given
how often I compare other books to it.
The settings is fun with many good side quests, the maps are good,
and of course it has the villain who lent his name to the cover.
Horror
in general is a rich genre to draw on. From holding off seemingly
endless undead in order to survive on more night, to trying to find
the werewolf among the villagers, or breaking a family curse caused
by a contract with a devil, the possibilities are endless. It is from
this place that this new book comes.
Despite
the name, Van
Richten’s Guide to Ravenloft
is really
advice for running horror themed games, and sample settings that can
be found within the mists. That’s the large strokes. Though there’s
many small additions as well. So what do I think? It’s light on new
mechanical things and battlemaps, but I can see it being useful for
the Dungeon Master new to running horror. Some of the new additions
such as weaker survivor characters, and curses are interesting and
involve mechanics. Most of it is however about rule building and
running such games.
This Will Not Help You With Curse of
Strahd
If
you wanted a book to help you run the adventure Curse of
Strahd, this is not it. That
adventure describes the location in far more detail. Really, it’s a
setting book combined with an adventure. At most this one may help a
little bit if you want to continue the adventure after the end of
Curse of Strahd by
having the players enter the mist and enter other horror themed
domains. That said, if you do this, be prepared to spend a lot of
time developing the settings. Interior maps basically don’t exist
here, and descriptions are fairly short. At least short compared to
what is needed to easily ran an adventure in. Really, this book is to
inspire and help someone flesh out these ideas (with a little bit of
mechanical flourish for horror specifically), but isn’t enough to
run them on their own. Hopefully one day we’ll get an anthology,
with one adventure per domain
Candlekeep Mysteries
style.
It’s
A Horror Help Book
The
majority of the book describes Domains of Dread, how to create dark
lords, and general horror game advice. This
is the vast majority, and I don’t think one should approach this
book expecting anything else. There just isn’t enough of the rest
of it. While it’s a nice touch and adds value to the book, I
particularly like the low level adventure and advice on describing
creatures, the real meat is the advice. It is good advice in many
cases with good examples. The advice also covers a fairly wide
assortment of topics. If
you’re not confident with running horror, this book is good advice.
It’s a
book for thinking,
with not many things that can be dropped into a campaign. Though some
such things are
included too for added value, if you go into it with that hope you’ll
be disappointed.
The
Domains of Dread
Before
I go on, I’ll explain the concept of the Domains of Dread before we
go on. Basically they are realms with their own unique dark
lord, each one focusing on a
type of horror setting. Travel
between them is possible, and they are less than a whole world.
Instead they exist outside of it, separated by magical mists. If
you’re an older player and have experience with it...you will
probably be disappointed here. That description alone is probably
different than you remember. It does provide the ability to
experience many different kinds of horror as players jump from one
domain to another, and allows each Dungeon Master to easily add their
own domains not detailed in the book.
Each
domain is described in 6-8 pages. So really, they’re the seeds to
campaigns and settings. But to do any actual playing, there needs to
be a lot of Dungeon Master work. We usually have a map unless it’s
Bluetspur. I wish we got a map here too, could really show off the
mountain, and would make for a great piece of art. Anyway, the map is
a good starting point, and most settlements at least get a paragraph.
The rest needs to be expanded by the Dungone Master. Adventure ideas
are provided. I’m glad to see these starting points. But these are
again just a sentence each in a table. Helpful, but a lot of work is
needed to run anything. It’s really the start to a campaign that a
Dungeon Master will need to fill in.
One
thing I hated was that they stated which domain was first. It
would’ve been trivial to leave it as a mystery and say “some
people think that this domain was the first”. It was unnecessary
and didn’t add anything.
There
are 17 major domains, and
some very short ones included at the end for extra. The Barovia stuff
is very simplistic, so if you have Curse of Strahd it’s
really 16. I’ll choose 3 to
quickly highlight here.
Falkovia is a favourite, as it allows the classic never ending fight
with undead. As could be expected from a horror game, as opposed to
heroic fantasy, the undead aren’t the only horror to be found. The
evil possible due to the desperation of humans is a thread.
Har’Akir
is an Egyptian themed setting. It has a great idea for minibosses
built into the setting through the servants of the Pharaoh. The
location itself is different with unique obstacles that can be used
due to the dessert. And the dark lord has a clear goal, with
consequences for the success and failure of the goal that can lead to
further adventures.
Richemulot’s
central idea is about the coming of a plague. Being trapped in a city
as things get worse, with a plague causing death and horror is an
interesting situation that is fairly rare in campaigns. Well, if it
doesn’t involve zombies.
New Player Options
There is a bit here. Mostly this is in
the form of backgrounds for player characters, which help to tie them
to various domains. However, if you’re looking for subclasses and
the like, you won’t find it here. I wish there was a bit more here.
One that comes to mind is horror themes equipment. Even if not
magical, some new descriptions could go a long way.
New Monsters
There is a limited
number of new monsters. In total, we’re looking at 32. This is a
bit disappointing, as it also extends to darklords of domains. Also,
the creatures tend to be low to mid CR. I wouldn’t mind more lower
CR creatures, that can also cause some damage to high level
characters. Whether that’s by slowing them down, or other factors.
I also want more of an even spread. It jumps from CR 13, to 19.
Especially very high level CRs remain largely unfilled in this
edition. Almost all have some kind of quirk or gimmick to prevent
them from being about hitting for hit points. I like this part.
The big standouts
creature wise for me are the Necrichor, Swarm of Zombie
Limbs, Boneless
and Loup Garou.
They have those
quirks/gimmicks that make low level and mid level
fights interesting, and can play up the horror.
They can also make very
decent oneshots. Shout
out to the Bagman
that
while not having a stat
block, the steps included can be followed to create a creature. I put
it here for concept alone.
New Magic Items
This is where
we’re really sparse. I’d have loved to see a section on some new
cursed magic items. The kind of items that can have entire adventures
built around them. Of course, these items don’t need to be built to
only be given to players. A cursed item given as part of contract
only meant to be given to an NPC is also a great element for an
adventure. Or even some food stuffs and the like described in certain
settings. Games, trinkets, clothing items.
New Rules
Most of the book
is fluff, focusing on helping describe different worlds. There are
some new mechanics. And by some, I mean they fit in about 10 pages of
the book. The nice thing about it is they are simple and easy to use.
The bad thing is if you wanted many options and mechanics to drop
into your games, you won’t find it here.
We have rules for
haunted traps. These are like traps, but skinned to look like horror
things. Did an experienced Dungeon Master need it? No...but it’s
nice to have some references and ideas. Otherwise, I’m pretty sure
we’ve been doing similar things for years by now. I imagine it’ll
help some newcomers. Really that’s what they are. Specially skinned
traps for horror D&D games. So if you have the Dungeon
Master’s Guide and
liked the traps, you’d probably like this part.
There are some
rules for curses. These are pretty brutal, and don’t map to
something existing in previous books. They almost read like special
magic effects, but make sense for a horror centred book. I imagine
they can inspire some new adventures, and well as work as examples to
make your own curses. They aren’t strictly necessary, and pretty
simple. They involve a procurement or trigger, a burden (what
happens), and a way to break the curse. They take up about 1/4th of a
page. Again, pretty simple. But nice to have it all written out to
make it easy. I quite like this idea myself, as well as the
formatting.
And survivors.
These are like super low level and weak player characters. If you
wanted more player options...this is not it. However, if you wanted
to provide players with a challenge, this is one way. I can see many
people not using this rule due to it giving players fewer options
than a normal character. I usually lean more into the atmosphere, and
can work within the rules to make do what I want. And level 1
characters are already quite easy to bring down. However, it could be
a good way to introduce the game, or a simpler way for groups that
care much more about the roleplay aspect, as the weaker characters
can play into horror nicely.
Lastly, there are
fear and stress rules. Along with suggestions for players to act
scared within the game. I quite like these elements, since playing
into the atmosphere is fun as a player too. It also helps with that
important skill of separating the player from the character. The
advice on role-playing may be the best part here. The rules
themselves are simple and make sense. Fear involves making roles when
something scary happens, and if failing receiving a temporary
penalty. Stress involves tracking how stressed a character is, and
applying a more permanent penalty until the character gets rid of its
stress levels somehow. This is also simple, and remains viable even
for high level characters. What I don’t like is that by the nature
of which rolls it applies to, it once again disproportionately
targets non-spellcasters.
The House of Lament (Adventure)
This is an
adventure included in the book. I quite like this one, though it is
on the shorter side and fast tracks the characters from level 1 to
level 3. It also takes place in a domain of dread, making it easy to
toss players into it. It’s also not very long, taking up 20 pages
total including art. I’m quite fond of the art at the start of this
adventure too. It’s a fun haunted house that is less combat heavy
than Death House, but possibly harder to run if we exclude combat
balance. The combat balance is easier though, which I think is a
welcome change to many. The final encounter can still be a bit
tricky, also depending on the players and their characters.
The basic concept
is that of a haunted house. At the start players make their way to
the house, run into a friendly NPC (or two) who is an investigator at
the house. The identify of the investigator is left to the Dungeon
Master with options included. They make their way through the house,
and as they do so things get worse. There’s multiple villains to
choose from, which is a nice touch. So it works for multiple
playthroughs. It also makes use of the spirit board prop to hold a
seance, which having used it helps add to the adventure. I think it’s
also easy to reuse the map, to make your own villain, and to make
your own investigator.
There are a few
issues. However, they’re not too bad. The adventure is not ready to
run out of the box, and you’ll be forced to select your villain,
investigator, and think through the rooms. The interactions with the
investigator in particular are not very well detailed. Though
depending on your players and choice, there can be quite a few
interactions and when I ran the adventure, it turned into a mini side
quest. Will the investigator accompany the party? Also not very well
detailed, and affects the difficulty. The haunts in each room also
can require some planning. Since we can add more haunts, or replace
some of the suggested ones. In fact, the adventure calls them
“suggested” at the start, which is a nice touch. The suggested
ones, as well as the tables are both solid. The house also awakens at
some point, where the haunting activity becomes more intense. And
since it’s written for multiple playthroughs in mind, figuring out
when the house should awaken, and which haunts should occur when can
be confusing. Make sure to read through it multiple times, and make
notes of your plan.
The seance using
the spirit board can heavily influence the adventure. However, your
players can ignore them as written. This may have been intended, as
the players can push further into the house. That makes sense. That
intent isn’t communicated in the adventure very well. And some
events depend on the seance, or at least which one is chosen. Even
the ending. Two easy ways around this are to have certain doors
closed to prevent passage until after the seance. Though this feels
railroady, and I’d highly recommend not doing this. I did use those
points as a good chance to add a paranormal event. Like them opening
the door, and seeing their own backs opening a door in the hallway
beyond. Then when they sometimes still proceeded a bit before going
to the seance, it helped with the creepy factor. And made them more
likely to go to the seance. If things really go south, a haunt can
give some clues that would be given during the seance.
Finally, there’s
the difficulty. As usual, the number of players is listed as 4-6, but
encounters aren’t adjusted for number of players. Two of the final
encounters listed can be particularly challenging, so be aware while
preparing to run this adventure. And be prepared to adjust things for
the final encounter.
What’s Required
You
will need the Monster Manual.
Basically all of the big bads details in this book outright reference
the Monster Manual.
The residents and creatures
that haunt some of these domains are also contained in that book.
Some, however, specially reference new creatures only found in this
book.
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Alt cover for Van Richten's Guide to Ravenloft. Still looks pretty good, but not as abstract or design centric as previous ones.
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The Art and Book Build Quality
The art is what
we’ve come to expect from this edition. I do prefer the standard
cover this time. I say this basically every time, but the art has
been consistent, and often even using the same artists. I would’ve
preferred some more dark and brooding art made in a realistic style.
Also a 2 page foldout or two would’ve been nice, like we saw in
some of the core books. There are also maps for almost all of the
domains of dread. Almost. I wish all of the mentioned ones did have a
map of some sort. There’s already very little per domain, so the
lack of a map really hits hard.
As always, I
recommend checking the books if you can. The binding, struck pages,
and misprints should be of particular focus. A quick flip through of
the book is what I usually do, along with a close look at the
binding. Unfortunately, the current times mean you may not have the
luxury of picking it off the shelf and will get whatever copy you
are sent.
Price
The standard price continues to apply.
Due to recent situations, you’ll probably buy it online though.
Wish there were a few more pages for the price as I always have. 100
pages could really help. Still, as a horror help book I’m sure many
new Dungeon Masters would find it useful.
What I felt was Missing
This book really needs more crunch I
think. More monsters. More maps. More adventures. I would love to see
a Candlekeep Mysteries style
anthology. One short adventure per domain of dread, and that each one
is self contained means it can easily be strung together as the
attempt of the players to escape the domains after being sucked it.
It’s basically begging for it, and each adventure could also work
as a mini-guide to each settings. Sort of how Curse of
Strahd also doubles as a setting
book very effectively.
If we
didn’t want to go down this route, even some encounters would be
nice to see. Battle maps, creatures, some kind of horror twist in the
encounter. And each one
specially made for each domain.
Free Stuff
Nothing to see
here.
Summary
The title is very misleading. This is
not required for Curse of Strahd,
and I’d say you won’t find a better introduction to Barovia than
that adventure. It is instead
a bunch of advise for running
sessions where horror is
an emphasis, with some high
level example settings. Each setting is a domain with a darklord and
runs 6-8 pages. There is a
bit of content such as fear
and stress rules,
curses, haunted
traps,
rules for weaker characters called “survivors”, and new monsters.
There is also a short
adventure included, which is pretty solid. However,
this mechanical and usable
content are a minority and
not enough on their own.
The advise itself is good,
and I see it being very
helpful for new Dungeon Masters who hope to run horror. The
new mechanics are short and simple, so easy to add. The
examples, and high level
horror advise are
also solid.
All in
all, this is a decent book if you expect the above. It’s
hard to recommend
this book before many previous books, especially the adventure books.
This is largely due to the
lack of mechanics and crunch, and if you’re an experienced Dungeon
Master you probably already know how to run horror. If you want that
advice, it’ll provide.
I wish it was longer though, with more crunch. And
as a result generally I’d recommend many other books in this
edition before this one.