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NIGHT OF THE WALKING DEAD CONVERSION Minimal Version by KERRY JORDAN
Requires the Advanced Dungeons & Dragons RQ1 Ravenloft adventure, Night of the Walking Dead, to play.
Ravenloft Reborn: Night of the Walking Dead Conversion
CREDITS Adventure Designer: Kerry Jordan Cover Illustrator: Tithi Luadthong/Shutterstock.com Interior Illustrators: Alexas_Fotos, J.W. Champney, drbjr, Steve Ellis, David Griffith, Kerry Jordan, Lucio Parrillo, Wayne Reynolds, Brian Snoddy, and Anne Stokes Playtesters: Jeremy Bronaugh, Matt Couch, Drew Devine, “Surly” Pete Heddles, Zeb Lemon, and Rusty Stewart
Document History Version 2.00
Date October 14, 2021
1.10 1.00 0.10
October 1, 2020 October 1, 2020 March 30, 2020
Notes Added references to Van Richten’s Guide to Ravenloft Added Stress Score from Van Richten’s Guide to Ravenloft to Appendix A Updated description of Anton Misroi with material from Van Richten’s Guide to Ravenloft Added mist talismans for trade route to Darkon in Appendix B Added Thibaut surname to Captain Leon Added Map 1. Tarascon Townhouse Added Figure 1 and Maps 2-3 Tarascon Plantation House Added Afterword section Dungeon Masters Guild release Initial draft
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wizards of the Coast. Cover artwork by Tithi Luadthong, used under license from Shutterstock.com. Ravenloft Logo by Gordon McAlpin used under license. raven-crow-night-creepy-darkness-988218 by Alexas_Fotos used under CC0 Creative Commons License. Ghoul by David Griffith, Necropolitan Human Wizard by Wayne Reynods provided by DMs Guild Creator Resource - Undead Art 2. Nabassu by Anne Stokes provided by DMs Guild Creator Resource – Demon Art. Croc Bludgeoner by drbjr used with permission. Swamp by J.W. Champney in Public Domain. Vile Encounter by Steve Ellis provided by DMs Guild Creator Resource – Adventurers Art. Crypt Thing by Brian Snoddy provided by DMs Guild Creator Resource - Undead Art 2. Salt Mummy by Lucio Parrillo provided by DMs Guild Creator Resource - Undead Art 2. Page background altered for use and based on image by getgg, used under license from Shutterstock.com. Andada SC font by Carolina Giovagnoli and Junction font by Caroline Hadilaksono and Tyler Finck provided by the 1001 Free Fonts website, http://www.1001freefonts.com, under the SIL Open Font License, version 1.1. Canterbury font by Typographer Mediengestaltung provided by 1001 Free Fonts under a free license. TeX Gyre Bonum font by B. Jackowski and J.M. Nowacki provided by 1001 Free Fonts under the GUST Font License, version 1.0. Pirata font by Rodrigo Fuenzalida and Nicolas Massi used under the SIL Open Font License, Version 1.1. ©2021 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK.
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Ravenloft Reborn: Night of the Walking Dead Conversion
PRONUNCIATION GUIDE This guide shows how to pronounce many of the non-English names that appear in the adventure. Name Aimee Bordell Andre Bordell Anton Misroi Beatrix Blanche Bouki Carloni Charlotte Bordell Colin Constable Gremin Daegon Dementlieu Deruno Dilaver Dreux Bordell Duncan d’Lute Fiora Francois Garridan Henrietta Bascolm Hogarth Hyskosa Inajira Jacqueline Bordell Jazeel Toreng Jean Tarascon Jerald Bascolm Jeremiah d'Gris Jordi Katha Kizz Lady Grissim Leon Thibaut Letiche Lillin Bascolm Loa Louise d'Cann Luc Tarascon Maison d’Sablet Marais d’Tarascon Marcel Tarascon Marcus Bordell Martine Bordell Mordu
Pronunciation e-MAY BOR-dell AN-drey BOR-dell awn-TON MIHZ-roy BEE-uh-trihks blaonsh boo-KEY CARR-lon-ee SHAR-lote BOR-dell CO-line kohn-STAH-bleh greh-MAHN DAY-gin DAY-mon-lyoo DAIR-ru-no DEE-la-ver drew BOR-dell DUN-kon duh-LOOT fiyao-RAH FROHN-swa GAR-ree-dan aon-riy-EHTA BAS-cum OH-garth is-CO-sah in-ah-JEER-ah ZHAC-lyn BOR-dell ZHA-zeel TOR-eng ZHAWN TAIR-ah-scon ZHER-rald BAS-cum ZHER-ee-myah duh-GREE ZHOR-dee CATH-a kiz la-dee GRIS-eem LEE-on tibo LET-ick LEE-lehn BAS-cum LOW-ah loo-EEZ deh-KAHN louk TAIR-ah-scon me-ZON duh-sab-LAY MAH-rey duh-TAIR-ah-scon MAAR-cel TAIR-ah-scon MAR-cus BOR-dell MAHR-teen BOR-dell mohr-DYU
Description Carpenter’s daughter in Marais d’Tarascon Carpenter’s son in Marais d’Tarascon Domain lord of Souragne and Lord of the Dead Full Moon Inn barmaid in Marais d’Tarascon Full Moon Inn barmaid in Marais d’Tarascon Good-natured rabbit loa with low intelligence Vistani son of Scarengi and Ryana Carpenter’s daughter in Marais d’Tarascon Blacksmith’s missing son and Tarascon servant Constable of Marais d’Tarascon Family name referenced in Hyskosa’s prophacy Civilized domain ruled by lord-governor Marcel Guignol Dwarven owner of the general store in Marais d’Tarascon Vistani child of Carloni Carpenter’s son in Marais d’Tarascon Merchant visiting Marais d’Tarascon Old woman in Marais d’Tarascon Villager who died at the Full Moon Inn in Marais d’Tarascon Vistani child of Carloni Full Moon Inn proprietor in Marais d’Tarascon Field worker who died in Marais d’Tarascon Vistani seer Arcanoloth mentioned in Hyskosa’s prophecy Carpenter’s daughter in Marais d’Tarascon Recently deceased villager in Marais d’Tarascon Plantation owner in Marais d’Tarascon Full Moon Inn proprietor in Marais d’Tarascon Recently deceased villager in Marais d’Tarascon Blacksmith in Marais d’Tarascon Full Moon Inn barmaid in Marais d’Tarascon Deceased wife of Dilaver Missing villager in Marais d’Tarascon Captain and friend of Marcel Tarascon Crocodilian loa of gluttony and hunger Head barmaid at the Full Moon Inn in Marais d’Tarascon Nature spirits of Souragne Baker in Marais d’Tarascon Insane plantation owner in Marais d’Tarascon Swamp in Souragne Village in Souragne Deceased plantation owner in Marais d’Tarascon Carpenter of Marais d’Tarascon Carpenter’s daughter in Marais d’Tarascon Conspiracy theorist in Marais d’Tarascon
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Ravenloft Reborn: Night of the Walking Dead Conversion
PRONUNCIATION GUIDE Name Nadine Oerth Pierot Pierre Tarascon Port d’Elhour Renee Ryana Scarengi Shaman Brucian Souragne Tarokka Tekla Teresa Tomas Levi Tristepas Valana Vistana Vistani
Pronunciation nah-DEEN oyth PIER-o pee-ERR TAIR-ah-scon por duh-el-YUAR REY-ney RIE-yan-uh SKAR-en-gee shah-MUHN bru-SEE-on soo-RAW-nya TAERO-ka TEK-la tay-REHZ-a toh-MAHS lay-VEE TRIST-pa VAH-lan-ah vih-STAHN-ah vih-STAHN-ee
Description Blacksmith’s wife in Marais d’Tarascon Home world of Anton Misroi Cemetery caretaker in Marais d’Tarascon Founder of Marais d’Tarascon Port town in Souragne Full Moon Inn barmaid in Marais d’Tarascon Vistani matriarch Vistani patriarch Religious leader in Marais d’Tarascon Island swamp domain ruled by Anton Misroi Deck of cards used by Vistani to tell the future Vistani child of Carloni Fiora’s missing daughter and Tarascon servant Tailor in Marais d’Tarascon Major trade road in Souragne Vistani seer Singular of Vistani Mysterious wanderers and peddlers
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Ravenloft Reborn: Night of the Walking Dead Conversion
INTRODUCTION Welcome to the DUNGEONS & DRAGONS Night of the Walking Dead Conversion from the RAVENLOFT REBORN product line. This conversion updates the ADVANCED DUNGEONS & DRAGONS RAVENLOFT RQ1 Night of the Walking Dead adventure to the game’s 5th edition. It requires the original adventure to play. The Night of the Walking Dead Conversion is designed for the same character range as the original adventure: four to six 1st-3rd level characters.
Preparation The Dungeon Master should be familiar with this document and the Night of the Walking Dead adventure before play begins. The unusual facets of adventuring in Ravenloft (and specifically the island domain of Souragne) are defined in Appendix A and Appendix B. Appendix C describes the magic items available in this adventure. Appendix D lists game statistics for the NPCs and creatures encountered. Appendix E is an updated handout of the Hyskosa scroll for the players. If you are not the Dungeon Master, read no further.
Game Resources To run this adventure, you should have the following resources available: • ADVANCED DUNGEONS & DRAGONS RAVENLOFT RQ1 Night of the Walking Dead (original adventure) • D&D Basic Rules or Player’s Handbook (rules of game play) • Dungeon Master’s Guide (optional suggestions for the Dungeon Master) Additionally, the material in this document is based on a myriad of sources beyond the ones listed above. These sources are not needed to play the adventure, but may be of interest: • ADVANCED DUNGEONS & DRAGONS RAVENLOFT Domains of Dread (campaign setting)
TABLE OF CONTENTS Introduction ...................................... 5 Preparation ........................................ 5 Conversion ........................................ 6 Part I: The Swamp .............................. 6 Part II: Marais d’Tarascon................... 7 Part III: Lair of the Zombie Lord ........ 16 Afterword ......................................... 18 Appendix A: The Demiplane of Dread .............................................. 19 Grand Conjunction........................... 19 The Mists ......................................... 19 People .............................................. 19 Sunlight ........................................... 20 Altered Magic ................................... 20 Horror and Madness......................... 20 Corruption ....................................... 21 Appendix B: Souragne...................... 23 Society ............................................. 23 The Lord........................................... 24 Appendix C: Magic Items ................. 26 Appendix D: Creatures ..................... 27 Appendix E: Scroll of Hyskosa ......... 33 • ADVANCED DUNGEONS & DRAGONS RAVENLOFT Monstrous Compendium Appendices I & II (creature and NPC statistics) • ADVANCED DUNGEONS & DRAGONS RAVENLOFT Realm of Terror (campaign setting) • “Beyond Sasserine” in Dragon #349 (world origin) • DUNGEONS & DRAGONS Campaign Setting RAVENLOFT • RAVENLOFT Dance of the Dead (novel) • Van Richten’s Guide to Ravenloft (campaign setting)
Name Convention The name of a creature or NPC when it first appears in an encounter is emphasized with bold text. The name of a magic item or spell is italicized.
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Ravenloft Reborn: Night of the Walking Dead Conversion
CONVERSION This section describes DUNGEONS & DRAGONS 5th edition updates to the Night of the Walking Dead adventure. Updates are presented under the headings also found in the original adventure. If an update is not required, then the heading is not listed. In addition to required updated encounter information, optional game play recommendations are found under sidebars.
Part I: The Swamp Starting the Adventure NOT STARTING IN THE SWAMP As an alternate start for this adventure, the characters arrive on a ship taken by the Mists to Port d’Elhour. Once there, they are hired as guards by the merchant, Duncan d’Lute (see the 1. Full Moon Inn entry under The Village). On the way to Marais d’Tarascon, they are waylaid by desperate bandits. Afterwards, they encounter the Vistani (adjust The Vistani Camp encounter as necessary) and then Luc Tarascon wandering the road (see The Floating House encounter).
Scaling the Encounter 1st Level 5 bandits
2nd Level 2 bandits 2 thugs
3rd Level 3 bandits 1 bandit captain
STARTING WITHOUT A RAFT Characters may arrive in Souragne without a boat or raft. The first swamp encounter with the crocodiles describes a natural collection point for fallen logs in the swamp. The party can use these logs to build a simple raft.
Scaling the Encounter 1st Level 2 crocodiles
2nd Level 3 crocodiles
3rd Level 5 crocodiles
The Giant Frogs Giant Frogs. Roll a Dexterity (Stealth) check for the giant frogs and compare the result to each character’s passive Wisdom (Perception) to determine surprise. Old Boat. A character who searches the reeds and succeeds on a DC 15 Wisdom (Perception) check finds the old boat. The chest found inside contains water-logged food, clothes, and a potion of poison resistance. The potion is sealed in a gourd marked with arcane symbols. With a successful DC 15 Intelligence (Arcana) check, a character can interpret the symbols and determine the type of the potion.
Scaling the Encounter 1st Level 3 giant frogs
2nd Level 6 giant frogs
3rd Level 8 giant frogs
A GIFT FROM THE LORD OF THE DEAD Instead of searching for the boat, the boat can be found bloodstained and floating toward the characters. It is a gift from the domain lord, Anton Misroi. Misroi is concerned about what is happening in Marais d’Tarascon. He loses control of any zombies he sends to the area. The party has proven themselves capable by defeating the crocodiles and frogs. He hopes that they handle the problem in the town, but does not want to show weakness by asking for help.
The Vistani Camp
The Crocodile Crocodiles. To pose more of a challenge, the number of crocodiles has been increased. A character with a passive Wisdom (perception) score of 15 or higher detects the crocodiles amongst the logs. If undetected, the crocodiles surprise the party.
Carloni. Carloni has two sons (Dilaver, age 6, and Garridan, age 9) and a daughter (Tekla, age 8). The name of his deceased wife is Kizz. Vistani. Game statistics for the four adult Vistani appear in Appendix D under Vistana (the singular form of Vistani).
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Ravenloft Reborn: Night of the Walking Dead Conversion
CONVERSION VISITORS FORETOLD Even the children are aware that the Vistani are waiting on the characters. They drew figures of the characters (based on overheard descriptions) in the sand near the fire. These drawings can be seen by observant characters. You know the characters and are hopefully able to create a handout of the drawings for the players. Since the drawings are crude and made by children, no artistic skill is required. In fact, it is better if the drawings leave some doubt whether they truly depict the characters. (In a play-test, I drew stick figures of a treeman, an old man with a beard and cane, a dragon man with horns and wings, an archer, a pirate with a parrot, and a thick figure to represent a druid, a veteran dwarf, a dragonborn, a ranger, a barbarian with the pirate background, and a shadow sorcerer.)
FORTUNE-TELLING WITH THE TAROKKA Valana can interpret the cards from a tarokka deck instead of casting runes if you have one available (or use a regular deck of playing cards as suggested under the Using Regular Playing Cards sidebar in chapter 1 of Curse of Strahd). In this instance, the high and low decks are combined into one deck. Before the game, separate the cards listed below from the others. When it is time for Valana to tell the party’s fortune, ask the player of the character with “the strongest will” to shuffle the deck and then ask any other players to “twine their fates with the tarokka” by cutting the deck. When the deck is returned, cut the deck yourself, secretly place the cards removed previously on the top, and deal the cards to the positions depicted.
1. Horseman. This card represents the past. Death begets death, and one death led to many more. Hold dearly to life or you, too, may be lost. 2. Broken One. This card tells us of one who knows what the tarokka hides, but in the knowing, he has lost himself. My heart weeps for this poor soul. 3. Evoker. Your future is entwined with this card. A great event is unfolding, one that may change the lands we know, and you will play a part. But the future is too cloudy to know whether that part is great or small. 4. Healer (inverted). And here fate reveals a potential ally, a healer, yet the card is inverted! The healer has either done great harm in the past or will do so in the future… 5. Necromancer. This card represents one who opposes you and all who live. The dead will walk with the coming storm and it is this one who commands them!
The Floating House Luc Tarascon. Luc has the game statistics of a neutral commoner.
Part II: Marais d’Tarascon The Village Charisma Checks. Gaining personal information about the community from the villagers requires a successful DC 13 Charisma (Persuasion) check. This check is made with disadvantage if the villager is not a merchant. Additionally, there is a large divide between social classes in Souragne; the aristocracy maintains complete and brutal control. A character with the noble background gains advantage on Charisma (Intimidation) checks when dealing with commoners. Laws of the Land. All Souragniens fear the attention of the Lord of the Dead. Since he abhors arcane magic, any displays of such magic are met with fear and aversion if not
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Ravenloft Reborn: Night of the Walking Dead Conversion
CONVERSION out-right anger. Additionally, all dead bodies are property of the Lord of the Dead. A dead body must remain in state for four days before burial in case the Lord has need of it. However, so many deceased villagers have reanimated that the people are willing to risk the Lord’s wrath by quickly burying the dead. Villagers. Unless otherwise specified, all villagers have the same game statistics as commoners.
REACTIONS TO THE CHARACTERS Thanks to a resident dwarf (Deruno), the villagers are not shocked by the appearance of dwarves, elves, gnomes, or halflings, but other races are unknown. In particular, dragonborn are assumed to be loa (spirits of nature) related to Letiche, the evil crocodilian loa of gluttony and hunger. The villagers fear such characters unless reassured. During play, it is possible for the characters to continuously fail Charisma (Persuasion) checks and be treated poorly by the villagers. This poor treatment leaves the party without reason to assist the beleaguered town. You should limit failures to 2/3 of the checks, allowing an automatic success on the third Charisma (Persuasion) check.
VILLAGER CLUES All villagers know the following information. A character can learn the following with a successful Charisma (Persuasion) check without rolling on the adventure’s clue table: • Over half a dozen people have died suddenly in the last three weeks and a similar number are missing. • Those who die suddenly eventually rise as zombies. • Constable Gremin’s son is one of those who died suddenly. His name was Nicolas. • Signs of struggle and large amounts of blood have been found around town, presumably related to the missing people. • Shaman Brucian assured everyone that the Lord of the Dead is not responsible for the sudden deaths so those who die may be buried (breaking the law of the land). • Two weeks ago, Jean Tarascon sent all field workers home until the crisis is over.
• No one has entered the Old Cemetery in living memory. (This is only mentioned if the villager is asked about the Old Cemetery.) The following table replaces the adventure’s clue table: 1.
Nine “sudden” deaths have occurred in the last three weeks. (True. This is Marcel's work.)
2.
Of the nine who died suddenly, seven were buried in sealed coffins, and two escaped into the night as zombies. (True.)
3.
Six villagers are missing. (True. This is Jean’s doing.)
4.
Red licorice pieces were found along with articles belonging to four of the missing people. (True. This is Jean's work.)
5.
Lady Grissom was last seen walking her poodle amongst the willows behind the inn before she went missing. (False.)
6.
Besides licorice, there is always lots of blood at the scene of a murder or disappearance. (True.)
7.
Three weeks ago, Hogarth the field worker fell dead, quickly decayed, and rose as a zombie. (True.)
8.
Just over three weeks ago, Marcel Tarascon died. Some say he was killed by the undead, too. (True.)
9.
Jean Tarascon has taken full control of the family plantation. (True.)
10. If Marcel Tarascon was given a funeral, none of the villagers attended. (True.) 11. Blood cultists are murdering people to gain control of the dead. (False.) 12. Constable Gremin became a drunk after his son’s death. (True.) 13. The constable's son was the second to die, simply falling to the ground inexplicably. (True.) 14. The Vistani told Old Fiora that the night of the dead was fast approaching. (True. The night is nigh.) 15. Shaman Brucian secretly worships the Lord of the Dead. How else does he know the Lord’s will? (False.) 16. The night Marcel Tarascon died, villagers saw his brother, Jean, carry him to the church. (True.)
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Ravenloft Reborn: Night of the Walking Dead Conversion
CONVERSION 17. Shaman Brucian has gone into the swamp frequently since Marcel died. (True.)
1. Full Moon Inn Barmaids. The barmaids are Beatrix, Blanche, Katha, and Renee. Renee is the barmaid found dead on the second day. Cost. The inn is modestly priced at 5 sp per night (paid in advance).
18. Hunters have seen a shack in the nearby swamp that is haunted by will-o’-wisps. (False. They have only seen Luc Tarascon’s cabin.) 19. Scandalously, Jean Tarascon has been sneaking an unidentified woman into his townhouse late at night for the past few weeks. (True/False. Jean does not have a lover but has been seen with a ghoul servant.)
2. Bakery Candy. A pound of candy costs 2 cp.
3. Carpenter
20. Anyone attempting to leave town is turned back by zombies. The Lord of the Dead will not allow any to leave until the crisis is over. (True. You may enter but not leave town.)
Bordell Family. Marcus’ wife is Catherine. The sons are named Andre and Dreux. The daughters are named Charlotte, Jacqueline, Martine, and Aimee.
LEAVING MARAIS D’TARASCON The domain lord, Anton Misroi, is concerned about what is happening in the town. He loses control of any zombie he sends into the area and he does not understand why. He decided to quarantine the town for the time being. If the characters attempt to leave before Marcel Tarascon is defeated, they are confronted by ten zombies. The zombies wheeze out the following words with one voice (a new zombie takes over at every ellipsis): “The Lord of the Dead… has decided… to test the town… of Marais d’Tarascon… You cannot rejoin… Souragne… until you have found… and punished… the one who has… displeased him.” A character experiencing this encounter for the first time flees in panic unless he succeeds on a DC 12 Wisdom check. The zombies do not speak further and do not allow anyone past. If engaged in combat, three new zombies join the battle every fourth turn. The zombies do not pursue anyone fleeing back to Marais d’Tarascon.
5. Constable’s Cottage Arrest. A character with a good argument convinces the constable not to arrest troublesome characters with a successful DC 13 Charisma (Persuasion) check with disadvantage. Constable Gremin. Game statistics for the constable are found in Appendix D. A character interacting with Gremin and succeeding on a DC 13 Wisdom (Insight) check detects the constable’s grief over the loss of his son. Gremin’s Son. The name of Constable Gremin’s deceased son is Nicolas. Jail. A successful DC 10 Dexterity check with thieves’ tools unlocks the jail door. A character forces open a locked door with a successful DC 20 Strength (Athletics) check. A jailed character convinces the constable to release him and others with a successful DC 15 Charisma (Persuasion) check with disadvantage.
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Ravenloft Reborn: Night of the Walking Dead Conversion
CONVERSION 6. Mordu’s Cottage
effectively a cleric of the nature domain. His game statistics appear in Appendix D.
CULT OF THE SWAMP GOD Mordu believed in the cult of the swamp god even before the current problems in Marais d’Tarascon. Everyone was subjected to his theories at one point or another and all scoffed at them. He concluded that a secret cult was in operation. Constable Gremin warned Mordu multiple times not to disturb the peace with his wild accusations; therefore, Mordu believed the constable was the secret cult leader.
7. General Store Hidden Equipment. Deruno keeps the following items hidden: a potion of healing, a +1 arrow, and a blade of the dance. He obtained them from a stranger dying of swamp fever. The poor elf was delirious until his death. The potion of healing is contained in a crystal vial engraved with the word “life” in Elvish. The +1 arrow has a mahogany shaft, eagle feather fletching, and a razor-sharp, steel arrowhead.
DERUNO’S HOME WORLD If you want to build a more personal connection between Deruno and the party, Deruno can be from the party’s home campaign world.
ATTENTION FROM THE LORD OF THE DEAD As a spellsinger, Anton Misroi is interested in any magic based on singing or dancing. The magic of the blade of the dance captures Misroi’s attention if he learns of it. Misroi may send minions to test the sword in combat or extend an invitation to dinner.
BRUCIAN AND THE LORD OF THE DEAD Desperate times call for desperate measures. Shaman Brucian devised and cast a ritual that granted him limited contact with the Lord of the Dead. He was unable to bear the psychic contact for long, but Brucian did learn valuable information. The Lord of the Dead was not responsible for the villager deaths nor the risen dead. In fact, Misroi demanded the villagers solve the problem themselves, but he did grant Brucian permission to lock the dead away.
LUC AT THE CHURCH Upon reaching the church door for the first time, Luc relives a moment of the night that haunts him. His eyes rise up to the door and he suddenly cries out, “Hurry, Jean! Shaman Brucian can help!” Unfortunately, his blank stare quickly returns.
10. The Cemetery Scaling the Encounter 1st Level 2 ghouls with 9 hp each
2nd Level 2 ghouls
3rd Level 2 ghouls with 40 hp each
GHOUL CULTISTS Each ghoul wears a crocodile tooth on a leather thong around its neck. The tooth is painted with dried blood. A Souragnien recognizes the necklace as a possible link to the loa, Letiche, on a successful DC 10 Intelligence (Religion) check.
LUC AND THE GHOULS
9. Church Locked Chest. Brucian keeps the following items in the chest: two spell scrolls of cure wounds, a spell scroll of raise dead, and two vials of holy water. Shaman Brucian. Shaman Brucian is dedicated to the good loa of Souragne and is
The sight of a defeated ghoul (and former servant at his home) forces Luc to relive his trauma. He collapses in sobs next to the corpse and wraps his arms around it. “Marcel, wake up! Get up, Marcel! Get up!” he shrieks as he rocks the body. After a moment, his face and eyes go blank again.
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Ravenloft Reborn: Night of the Walking Dead Conversion
CONVERSION 11. Old Cemetery
13. Tarascon Townhouse
DISCOURAGE EXPLORATION Most players are only encouraged by rumors of undead and strange noises. Describe the old cemetery as abandoned, overgrown, and as boring as possible.
STORY ADJUSTMENTS Even with discouragement, the characters may enter the old cemetery. If they do, double the number of zombies with Marcel Tarascon as suggested. However, Jean does not arrive during the battle nor is the moon eclipsed. This encounter will probably end with the party’s defeat. The characters awaken as prisoners of Marcel. In exchange for their lives, he frees them to find the scroll of Hyskosa. Jean told Marcel that he lost the scroll during the events of Marcel’s death and resurrection, but Jean is taking too long to find it. Marcel believes it may be somewhere at the church with Shaman Brucian. If the characters do not deliver the scroll, their lives are forfeit.
Breaking In. A character attempting to break into the townhouse is noticed by villagers unless he succeeds on a DC 12 Dexterity (Stealth) check. If more than one character is participating, then the character with the lowest Dexterity (Stealth) score performs the check. On a failed check, a villager rushes off to find the constable and Gremin arrives in 1d6 minutes. A character with thieves’ tools unlocks a window or the door with a successful DC 20 Dexterity check. Jean Tarascon. Game statistics for Jean Tarascon are found in Appendix D. Secret Room. Finding the secret room in the study does not require an ability check. In addition to the scroll and cloak, a velvet belt pouch containing 25 gp is hidden in this room. Treasure. Other than the items in the secret room, the only valuable items easily transported are the silverware and silver serving set. They are elegantly engraved and worth 30 gp; however, the engravings include
Scale: 1 square = 5 feet
First Floor 1. 2. 3. 4. 5. 6.
Second Floor
Entrance hall (open to upper hall) Parlor Cook’s room Kitchen Dining Room Sitting Room
7. Marcel’s bedroom 8. Luc’s bedroom 9. Jean’s study 10. Upper hall with linen closet 11. Jean’s bedroom
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Ravenloft Reborn: Night of the Walking Dead Conversion
CONVERSION the Tarascon family crest. The items are easily recognized in Marais d’Tarascon.
ADDITIONAL TOWNHOUSE CLUES The cook’s room has a bowl of gnawed and broken bones (all cow) on the floor. Dirt is scattered throughout the room and the furnishings are scratched as if by an animal. (Jean keeps a ghoul here occasionally, but if asked, he claims that he cared for a stray dog.)
HYSKOSA SCROLL As mentioned under Grand Conjunction in Appendix A, many Dungeon Masters reorder the verses and associated adventures of the Hyskosa prophecy to follow character level progression. A handout of the scroll with reordered verses is found in Appendix E. Additionally, the scroll is marked with six stars, just like the slab hiding the Old Cemetery secret passage and the crypt of stars.
LUC AND THE SCROLL The first time Luc sees the Hyskosa scroll, he stares at it and whispers, “Marcel, you bought this scroll with your blood. Was it worth it, brother?” He cries silently and then returns to his stupor.
15. Tarascon Plantation Breaking In. A character with thieves’ tools unlocks a window or door with a successful DC 20 Dexterity check. Travel. Souragne is not a large domain and the Tarascon plantation is only 1/2 mile from Marais d’Tarascon. The plantation is roughly an eight-minute walk at a normal pace along the road from the town. Treasure. The only valuable items at the plantation that are easily transported are the silverware and silver serving set. They are elegantly engraved and worth 30 gp; however, the engravings include the Tarascon family crest. The items are easily recognized in Marais d’Tarascon.
GHOUL RITUAL Legend holds that eating human flesh brings the curse of the ghoul, but how does Jean maintain control of his new undead servants? When creating a ghoul, he performs a ritual to garner the blessings of the dark loa, Letiche. He has converted the plantation’s laundry room into a prison and ritual chamber. A crocodile skull is prominently mounted to the wall and watches over the room. A half-melted candle sits atop the skull. Empty shackles are mounted to the bottom of a large tub amidst a layer of filth. Human bones litter the room. A prisoner is kept here until desperate enough to eat the meat Jean provides. Jean then sacrifices his victim to Letiche. The madman ties a leather necklace with a crocodile tooth around the corpse’s neck. When the sun next sets, a new ghoul awakens.
MARCEL’S BEDROOM The former bedroom of Marcel Tarascon is found on the second floor. The only unusual items in the room are an old leather-bound book and an open oak box atop a bureau. The book is the journal of Pierre Tarascon, founder of the plantation and Marais d’Tarascon. Anyone examining the book notices passages circled and annotated by a different hand (Marcel). All of the passages concern a Vistani visitor to Marais d’Tarascon named Hyskosa. Hyskosa was a seer with remarkably accurate predictions of the future (a rare ability for Vistani men). Pierre befriended Hyskosa and in the last journal entry, Hyskosa revealed to him his most powerful vision, a prescience called the Six Signs. The details of the Six Signs are not recorded in the journal but instead inscribed in a scroll which Pierre hid. The hidden location is not described. It is obvious from the annotations that someone was interested in finding the scroll and believed it to hold great power. The box contained a gift from a friend in Port d’Elhour, a merchant ship captain. The oak box is velvet-lined and empty except for a small card. The card reads:
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Ravenloft Reborn: Night of the Walking Dead Conversion
CONVERSION My Dear Marcel,
ARISTOCRATIC PRIVILEGE
Enclosed is a gift of appreciation for your friendship and patronage. It is from a distant land called Dementlieu so treat it well, oil it often to prevent rust, and follow the included instructions. May it always fire true. Give my regards to your brothers and I hope you will be able to join me for drinks in Port d’Elhour sometime soon.
Other than the location, nothing directly links Jean to the atrocities at the plantation. In fact, it is common knowledge that he has been staying at his family townhouse so it is possible that the ghouls were an independent cult of Letiche. Jean Tarascon is a privileged landowner from a well-respected family so Constable Gremin requires considerable proof before he considers Jean a suspect.
Yours in friendship, Leon The mentioned instructions are not in the box. An impression of the former contents is still visible in the velvet. Those with knowledge of firearms recognize the outline of a pistol. Others suspect the outline was made by some sort of hand crossbow.
Front View
Back View
Figure 1. Tarascon Plantation House
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CONVERSION
Scale: 1 square = 5 feet
First Floor 1. 2. 3. 4. 5. 6. 7.
Portico Entrance hall Porch Dining room Parlor Den Enclosed court yard
8. Laundry room 9. Storage 10. Office 11. Wine room 12. Ballroom 13. Drawing room 14. Kitchen
15. 16. 17. 18. 19. 20. 21.
Pantry Bath Bedroom Game room Open court yard Sewing room Family room
Second Floor 22. Front balcony 23. Stair hall 24. Rear balcony
25. Wardrobe 26. Jean’s bedroom 27. Bedroom
28. Luc’s bedroom 29. Marcel’s bedroom 30. Library
Maps 2-3. Tarascon Plantation House
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CONVERSION Village Events
determine if a complication occurs. No complication affects Jean.
Day One: The Funeral
Marais d’Taracon Complications
Following Zombies and Ghouls. A character tracks a zombie or ghoul to the fields beyond the plantation with a successful DC 10 Wisdom (Survival) check. A ghoul is agile enough to lose the character in the crops but a zombie’s shambling gait is slower than the living. If a zombie is being followed, it stumbles into a deep irrigation ditch and crawls along the bottom, remaining submerged below the water. Once the tracker is lost, the zombie emerges and walks to the cemetery. Horror Check. Any character encountering the risen zombie must succeed on a DC 10 Charisma saving throw or gain a short-term madness for 1d10 minutes.
d20 1
2
3
Scaling the Encounter 1st Level 1 zombie
2nd Level 1 zombie
4 3rd Level 1 zombie
Day Two: Scene of the Crime Missing Barmaid. If the characters investigate around town, they learn that Renee has not been seen since leaving the inn last night.
5
Night Two: The Odor of Death
6
Odor of Death. Consult the Odor of Death trait of Marcel Tarascon in Appendix D for the effects of his stench.
Scaling the Encounter 1st Level 1 zombie
2nd Level 1 zombie
3rd Level 1 zombie
7-8
Night Three: The Madman Strikes Chase. Rules for chasing Jean Tarascon are found under Chases in chapter 8 of the Dungeon Masters Guide. Jean is familiar with the town and gains advantage on Dexterity (Stealth) checks to escape. A chase participant other than Jean must roll a d20 at the end of his turn and consult the table below to
Complication A villager recently emptied a chamber pot along your chosen path. The ground is slippery with muck. Make a DC 10 Dexterity saving throw. On a failed save, you fall prone. A hidden noose suddenly tightens around your foot. Make a DC 10 Dexterity saving throw to escape before the noose closes. On a failed save, you are hoisted into the air, hanging upside down near a tree. Old pots clang as the trap springs. Mordu arrives 5 minutes later to check his trap for the cultists. Make a DC 15 Dexterity (Acrobatics) check to get past a large cart blocking your way. On a failed check, the cart counts as 10 feet of difficult terrain. You enter the territory of a chained dog. Make a DC 10 Dexterity (Acrobatics) check to avoid the dog. On a failed check, you are bitten and take 1d4 piercing damage, and the area counts as 5 feet of difficult terrain. You are forced to make a sharp turn to avoid colliding with a building. Make a DC 10 Dexterity saving throw to navigate the turn. On a failed save, you collide with the wall and take 1d4 bludgeoning damage. Numerous empty coffins are stacked on top and next to each other in an alley. Make a DC 10 Dexterity (Acrobatics) or Intelligence check (your choice) to find the best route through the coffins. On a failed check, the coffins count as 10 feet of difficult terrain. Jean drops caltrops in your path. Either stop the chase or make a DC 15 Dexterity saving throw. On a failed saving throw, stop moving, take 1 piercing damage, and reduce your speed by 10 feet. This speed reduction lasts until you regain at least 1 hit point.
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CONVERSION d20 9-10
11-20
Complication The clawed arms of an unseen ghoul suddenly strike at you from the roof of a nearby building. The ghoul makes one attack against you and then joins the initiative order. On its turn, the ghoul jumps down and engages pursuers in combat. (The ghoul only has 9 hp if the characters are 1st level.) No complication.
Scream. Secretly make a DC 13 Wisdom (Perception) check for each character. On success, the character knows the correct origin of the scream. On failure, the character is incorrect about the origin. Promote incharacter discussion as described in the adventure.
Event: The Dinner Party Horror Check. Any character witnessing the dinner must succeed on a DC 13 Charisma saving throw or gain a short-term madness for 1d10 minutes.
2nd Level 2 ghouls with 40 hp each
1st Level Jean Tarascon with 60 hp 1 ghoul with 9 hp
2nd Level Jean Tarascon
3rd Level Jean Tarascon
1 ghoul
2 ghouls
GHOUL CULTIST The ghoul wears a crocodile tooth on a leather thong around its neck. The tooth is painted with dried blood.
LETICHE CULT LEADER As leader of the ghoul Letiche cult, Jean wears a leather thong necklace of crocodile teeth near his skin.
Part III: Lair of the Zombie Lord The Storm Scaling the Encounter 1st Level 1 zombie
Scaling the Encounter 1st Level 2 ghouls with 9 hp each
Scaling the Encounter
3rd Level 3 ghouls
2nd Level 1 zombie
3rd Level 1 zombie
Zombies on the Move
GHOUL CULTISTS Each ghoul wears a crocodile tooth on a leather thong around its neck. The tooth is painted with dried blood. A Souragnien recognizes the necklace as a possible link to the loa, Letiche, on a successful DC 10 Intelligence (Religion) check.
Day Four: Facing the Madman Jean Tarascon. Game statistics for Jean Tarascon are found in Appendix D. Treasure. Jean wears a gold signet ring worth 5 gp and a belt pouch containing 10 gp. His small swordcane with the hidden dagger is worth 50 gp.
Fear Check. A character witnessing the approaching zombie army must succeed on a DC 10 Wisdom saving throw or become frightened for 1 minute. The character can repeat the saving throw at the end of each of his turns, ending the effect on a successful save. Wandering Zombies. Consult Scaling the Encounter below to determine the number of zombies encountered in the rain.
Scaling the Encounter 1st Level 2 zombies
2nd Level 1d3 +1 zombies
3rd Level 1d3 + 3 zombies
Lair of the Zombie Master Secret Passage. A character searching the hillside finds the secret passage on a successful DC 10 Intelligence (Investigation) check.
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Ravenloft Reborn: Night of the Walking Dead Conversion
CONVERSION Scaling the Encounter
LUC AND THE PASSAGE
1st Level 2 skeletons
If Luc is near the passage entrance during the zombie attack (whether or not the characters are searching for it), he suddenly grabs a character and exclaims, “The tunnel leads to death, Marcel! Leave the cemetery to the dead! Please!” Unfortunately, he quickly loses this intensity and returns to his catatonic state.
Scaling the Encounter 1st Level 3 giant rats
Gates. A character can force open the gates with a successful DC 20 Strength (Athletics) check. The heavy chains are a Small object with AC 19, 10 hit points, and immunity to poison and psychic damage.
3. Zombie Mausoleum Scaling the Encounter 2nd Level 3 zombies
3rd Level 4 zombies
Door. The door to this mausoleum is halfway open, granting the giant bats access. Giant Bats. The mausoleum only contains one giant bat at the moment, but its screeches quickly bring other(s) that attack anyone outside.
Scaling the Encounter 2nd Level 3 giant bats
2nd Level 5 giant rats
3rd Level 7 giant rats
8. The Crypt of Stars Blood. A pool of dried blood is found before the open vault.
LUC AND THE CRYPT As he approaches the crypt, Luc points with a shaking finger to the interior and exclaims, “The stars promise hope but only mark Marcel’s death!”
The Final Battle
4. Decrepit Mausoleum
1st Level 2 giant bats
3rd Level 4 skeletons
6. Tomb of Rats
1. Ancient Gate
1st Level 2 zombies
2nd Level 3 skeletons
3rd Level 4 giant bats
5. Flooded Mausoleum Fear Check. A character bumping into a skeleton must make a DC 10 Wisdom saving throw. On a failure, the character becomes frightened for 1 minute. If the saving throw fails by 5 or more, the character drops any handheld items. The character can repeat the saving throw at the end of each of his turns, ending the effect on a successful save.
Ju-ju Zombie. The ju-ju zombie is treated as a zombie with an Intelligence score of 7 (-2). It defends itself if attacked or readies an action to do so, but otherwise doesn’t act during the first combat round. Marcel Tarascon. Game statistics for Marcel Tarascon are found in Appendix D. Marcel directs the zombies from the platform of bones and does not attack personally until an opponent steps upon the platform or forces a response with ranged attacks. Treasure. Marcel wears a gold signet ring worth 5 gp and a belt pouch containing 10 gp. He owns a matchlock pistol engraved with the Tarascon crest. After the battle, the zombie lord has enough gunpowder in his powder horn, balls, and wadding for 5 shots. Consult the Dungeon Master’s Guide for more information about firearms and gunpowder.
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CONVERSION Scaling the Encounter 1st Level Marcel Tarascon 1 ju-ju zombie 1 zombie
2nd Level Marcel Tarascon 1 ju-ju zombie with 33 hp 2 zombies
3rd Level Marcel Tarascon 1 ju-ju zombie with 33 hp 6 zombies
Renaissance Firearm Item Damage Properties Martial Ranged Weapon Pistol, 1d10 piercing Ammunition (range matchlock 30/90), loading
MEET THE NEW BOSS When Marcel is defeated, all zombies other than the ju-ju zombie lose interest in combat and wander off into the swamp (to serve the Lord of the Dead).
The Sun Returns Reward. The poor people of Marais d’Tarascon raise 300 sp as a reward for the party.
Afterword
RAVENLOFT is my favorite campaign setting so I sincerely hope you enjoyed this conversion. Whatever your experience, I’d love to hear your thoughts. You can post comments, questions, or suggestions for improvement to the product Discussions on the Dungeon Masters Guild (http://www.dmsguild.com/), or e-mail them to me at
[email protected]. If you did enjoy this adventure, please rate or review it on Dungeon Masters Guild. Your opinion helps other Dungeon Masters find my conversion and encourages me to continue developing DUNGEONS & DRAGONS products. A written review is actually more valuable than a simple rating, so please write one if you have the time. You might also enjoy my other DUNGEONS & DRAGONS game supplements available on the Dungeon Masters Guild. Thank you for your purchase! Kerry Jordan October 2020
THE LORD OF THE DEAD The party defeated a dangerous foe and earned the respect of Anton Misroi, the Lord of the Dead. For as long as they remain in the domain, Misroi watches them. He does not seek conflict with the characters, but also does not allow anyone to thwart his will.
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APPENDIX A: THE DEMIPLANE OF DREAD Van Richten’s Guide to Ravenloft and Curse of Strahd introduce the RAVENLOFT setting to DUNGEONS & DRAGONS 5th Edition. Few are aware of this dark pocket universe, but those who know of it call it the Demiplane of Dread. The demiplane is divided into independent domains ruled by domain lords. Unknown to most demiplane inhabitants (including the domain lords), the domains were created by powerful mysterious beings called the Dark Powers. The Dark Powers grant the domain lords great power, but also keep the lords tormented and locked within their domains. The configuration and even existence of the domains within the Demiplane of Dread change over time to reflect major events. Some domains are physically connected while others float alone within the ever-present mists. These unconnected domains are known as island domains. There are even smaller domains (pocket domains) that may reside in a larger domain or travel with the domain lord.
Grand Conjunction
The Grand Conjunction was the first event to significantly alter the domains of the RAVENLOFT setting. It was brought about through a prophetic story presented in a series of six adventures: • • • • • •
Feast of Goblyns (levels 4-7) Ship of Horror (levels 8-10) Touch of Death (levels 3-5) Night of the Walking Dead (levels 1-3) From the Shadows (levels 9-12) Roots of Evil (levels 9-12)
Since you own this conversion, you presumably want to play this story. Therefore, when referencing other RAVENLOFT material, keep in mind that this story (and the adventures) occurred early in the history of the setting. (Before the year 740 Barovian Calendar according to the Ravenloft timeline.) The last adventure, Roots of Evil, was published in 1993. Several of the domains
described in the adventures differ significantly from their descriptions in Van Richten’s Guide to Ravenloft, so it is possible that your Grand Conjunction leads to the changes in the Guide. The first four adventures are only loosely connected and many Dungeon Masters reorder them to allow a more natural character progression: • • • • • •
Night of the Walking Dead Touch of Death Feast of Goblyns Ship of Horror From the Shadows Roots of Evil
The Mists A prominent feature of the demiplane are the swirling clouds of mists found along the border of many domains and sometimes appearing elsewhere. The people ascribe a sinister purpose to the mists and who can say they are wrong? The mists appear to do the bidding of the Dark Powers. The fog disorients and occasionally abducts those who enter, as well as hide creatures of the night. To the people, the obscuring fog will always be the Mists, a source of evil and dark tidings. The Mists are found on the Material Plane as well as the Demiplane of Dread. Wherever encountered, the Mists disorient all who enter. No matter how far they travel in any direction, the Mists determine their destination. The Mists may steal people from the Material Plane and deliver them to the Demiplane of Dread. Those who enter the Mists from the demiplane often find themselves back in the domain they left. Occasionally, the Mists transport them to a new domain, or in extremely rare instances, the Material Plane.
People The Demiplane of Dread hosts a variety of people from different lands and cultures. However, there is a common trait shared by most inhabitants: a fear of strangers. This
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APPENDIX A: THE DEMIPLANE OF DREAD fear manifests not only in fright but also in distrust, aversion, and even anger. Most inhabitants are human and have little, if any, experience dealing with other races. They react to nonhuman characters in the same way most humans in the real world would react to seeing an elf, dwarf, etc. The more a race deviates from the human form, the more extreme the reaction.
The Vistani The Vistani stand out as a lively people in a dreary demiplane. They are nomadic and use the Mists to travel the domains. Nights around their campfires are filled with laughter, music, and the sound of hearty drinking. They dress in bright clothes and live in horsedrawn, barrel-topped wagons called vardos. Although they trade their skills with others and are often friendly, the Vistani are truly only loyal to the Vistani. The family or clan is all. Magic is known to run in Vistani blood. For a small price, a Vistani seer can tell your future. A Vistani curse is greatly feared and brings ruin to the deserving. The Vistani may even enchant a victim with their Evil Eye.
restrictions apply to magic items and artifacts as well. The only exception is magic that grants access to the Border Ethereal like the etherealness spell. The Etherealness feature of incorporeal undead also falls under this category. A creature that enters the Border Ethereal from a domain is pulled back into that domain upon leaving the plane. Magic that is affected by planar boundaries (such as the sending spell) are affected by domain boundaries as well. Domains are treated as independent planes in this case. Magic that involves extradimensional space or that summons creatures or objects from other planes functions normally. Magic that allows contact with beings from other planes may function normally, but a domain lord senses such magic within his domain and can make himself the spell’s recipient if he so chooses. The Dark Powers may also cosmetically change a spell into something more horrific. For example, the find familiar spell summons an undead familiar instead of a celestial, fey, or fiend. The familiar is immune to features that turn undead.
Resurrection Madness
The sun never fully shines in the Demiplane of Dread. The daylight is a bright light, but muted by the Dark Powers so it isn’t considered sunlight for the purpose of effects and vulnerabilities tied to sunlight. However, creatures with vulnerability to sunlight still dislike the demiplane’s light and avoid it when possible.
The Dark Powers do not even allow the dead to escape the demiplane. The souls are trapped by the Mists and prevented from reaching the afterlife. When a humanoid who has been dead for a day or more returns to life, the realization that his spirit is trapped as well as his body unhinges his mind and he gains a random form of indefinite madness. Roll on the Indefinite Madness table in chapter 8 of the Dungeon Master's Guide to determine the exact effect.
Altered Magic
Horror and Madness
Sunlight
The Dark Powers prevent the use of magic to escape from the Demiplane of Dread. Astral projection, plane shift, teleport, and even wish cast for the purpose of leaving the demiplane simply fail. Magic effects that banish a creature to another plane also fail. These
While adventuring in the Demiplane of Dread, characters confront both the supernatural and the macabre; things that can unhinge the minds of even the most determined heroes. To reflect the impact of these confrontations, previous editions of RAVENLOFT introduced
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APPENDIX A: THE DEMIPLANE OF DREAD Fear and Horror Checks. These checks are also optional rules in chapter 9 of the Dungeon Master’s Guide. Van Richten’s Guide to Ravenloft introduces a new component to represent the strain of constantly dealing with the macabre: the Stress Score.
Fear Checks A character makes a Fear Check when threatened by overwhelming power or strength. The danger must be imminent and active. During a Fear Check, a character makes a Wisdom saving throw against a DC based on the circumstances. On failure, the character becomes frightened for 1 minute. The character can repeat the saving throw at the end of each of his turns, ending the effect on a successful save.
Horror Checks A character makes a Horror Check when exposed to some horrid truth or possibility; a scene or creature that invokes overwhelming revulsion, anguish, and repugnance in the character. During a Horror Check, a character makes a Charisma saving throw against a DC based on the magnitude of horror. On failure, the character gains a short-term or long-term form of madness. The types of madness are described in chapter 8 of the Dungeon Master’s Guide. Optionally instead of making a Horror Check, the character gains 1 point of stress from the situation as described below.
Stress Score A character’s Stress Score represents his current level of strain and anxiety. A character starts with a Stress Score of 0. This score increases by 1 when confronted with situations like the following: • Every 24 hours the character goes without finishing a long rest • A nightmare or darkest fear made real • Witnessing a person transform into a horrid or unnatural creature
The character’s Stress Score is applied as a penalty when he makes an attack roll, an ability check, or a saving throw. A character’s Stress Score is reduced by 1 after finishing a relaxing day and a long rest. A calm emotions spell can suppress the adverse effects of a Stress Score. A lesser restoration spell reduces the target’s Stress Score by 1 while a greater restoration spell resets the target’s Stress Score to 0. A Stress Score cannot be less than 0.
Corruption The Dark Powers watch for evil in the demiplane, and even nurture it, in the hopes of creating a new domain lord to torment. This is similar to the dark bargains discussed in Van Richten’s Guide to Ravenloft; however, the dark gift grows as corruption grows. In previous editions of RAVENLOFT, a character who intentionally committed an evil act rolled a Powers Check to determine if he garnered the attention of the Dark Powers.
Powers Checks Powers Checks are a thing of the past. It is best if you and the player decide if the act rates the notice of the Dark Powers. Working together, you know the story you want to play. Just remember that the act must be intentionally evil and successful. Each evil act the Dark Powers notice moves the character along a path to ultimate corruption as a domain lord. There are six stages and each stage gives the character more power as well as drawbacks. The stages are customized to match the character and the act. General guidelines for the stages follow as well as an example using Kara, a human fighter, who consistently reveals in causing pain and watching others suffer. Stage One, The Enticement. The Dark Powers reward the character in a small way but in exchange, the character’s evil nature becomes more visible.
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APPENDIX A: THE DEMIPLANE OF DREAD Kara gains darkvision 60 ft. In darkness, her eyes reflect light like a cat’s eyes and everything she sees is tinted red. She has a reoccurring nightmare of drowning in a sea of blood. Stage Two, The Invitation. The Dark Powers grant more power, or possibly provide an uncommon magic item tainted by evil. The character is physically changed in a way that can’t escape notice. Kara grows large fangs. As an action, she can attack with a bite and if successful, cause 1d4 piercing damage. Her nightmare changes and others are drowning in the blood with her. They cling to her, dragging her under with them. Stage Three, The Touch of Darkness. The character gains a new ability roughly equivalent to a spell of 2nd level or lower. Generally, the usage is limited to a special situation or 3 times a day. The Dark Powers may alternatively provide an evil familiar of CR 1/2 or less. A minor physical change and a violent temper accompany this new gift. When Kara drinks blood (such as after a successful bite attack), her skin toughens into a thick, greyish hide for the next hour. She gains advantage on Constitution saving throws and 2d6 temporary hit points. Her dream changes once again: she reaches an island of bone in the blood. As she catches her breath, she sees the drowned bodies of those that had pulled at her. Their bodies float in the blood, and just before she awakes, she realizes that they are the other characters in the party. Stage Four, The Embrace. The Dark Powers grant the character another ability similar to Stage Three and his body physically changes to match. Additionally, the character finds it difficult to moderate his dark desires. Kara’s fingernails grow into claws and great membranous wings erupt from her shoulder blades. As an action, she can attack with her claws and cause 1d6 slashing damage if successful. Additionally, if the attack is successful, she may attack with her bite as a
bonus action. Her wings allow Kara to fly short distances with a speed of 60 ft. If she is aloft at the end of her turn, she falls. Kara no longer has nightmares. Stage Five, Creature of Ravenloft. The character’s outer body changes to reflect his dark inner self. It is almost impossible for him to control his temper or his desires. At this point, the character usually becomes an NPC controlled by the Dungeon Master; it is not a stage to be reached without agreement between you and the player. Kara completes her transformation into a cruel gargoyle. She stalks the night seeking victims. Stage Six, Lord of a Domain. The Dark Powers embrace the character as a new domain lord. Hidden in the Mists is an island domain surrounded by mountains. A small village lies nestled in a valley bordered by sheer cliffs. The villagers live in fear of the night. Many who go out are never seen again. On nights of a new moon, a wild cackling can be heard echoing over the village. Rumors persist that the horror in the night is an ancient, forgotten god living in the nearby temple ruins. She is angry that she has been forgotten. She rewards anyone who learns her true name with escape from this cruel land.
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APPENDIX B: SOURAGNE Souragne is an island domain in the Mists. It is roughly oblong, measuring less than 7 miles wide and less than 5 miles long. A buginfested, cypress swamp (called Maison d'Sablet by native Souragniens) dominates two-thirds of the domain to the west. Most human inhabitants live in towns or plantations in the stretch of nutrient-rich land to the east. A sliver of a salt sea, bountiful with marine life, borders the domain to the north. There are only two towns found in Souragne: Port d'Elhour and Marais d'Tarascon. The larger of the two is Port d’Elhour, a cramped port town of winding streets and stone buildings with roughly 1,000 people. Marais d’Tarascon lies near Maison d’Sablet to the south of Port d’Elhour. Three hundred people live there in wood-andthatch buildings.
Society Souragnien society is divided into two classes. Property owners, no matter how modest their holdings, form the aristocracy. All others scrounge to survive by serving the elites. Although this financial divide is real, the finances of the wealthy would be considered barely passable by merchants in other domains. However, few would dare to point this out. Family honor holds great weight with the aristocracy and formalized duels between those of similar social standing are not uncommon. Those of lower standing are often caned for any given affront. Whatever their class, the people of Souragne are short and slight. Skin color ranges from milky white to deep brown. Hair color ranges from auburn to black. Their eye color varies from pale blue to hazel to almost black. Male Souragniens are clean-shaven with hair that is kept either short (commoners) or shoulder length (aristocrats). Women usually grow their hair long, allowing for elaborate styles by the aristocracy.
SOURCE OF SOURAGNIEN LORE This appendix is an amalgam of information about Souragne from published RAVENLOFT material across all DUNGEONS & DRAGONS editions, including Dragon magazine and the RAVENLOFT Dance of the Dead novel. Fortunately, the domain depiction remains relatively consistent across such sources. The largest change is the background of Anton Misroi from Van Richten’s Guide to Ravenloft. His background presented here reflects that change as well as older information while avoiding major conflicts. This appendix also includes additions that complement the original source material: a new loa, Letiche (based on Cajun folklore), Captain Leon Thibaut, and the use of mist talismans to establish a trade route.
Religion Souragniens are a superstitious people who do not believe in gods, but worship a variety of nature spirits called loa. The loa reside in the swamp and no one dares enter but the shamans or the desperate. The most prominent and feared spirit is the Lord of the Dead, the personification of death. There are hundreds if not thousands of loa. A sampling of loa follows: Bouki. Bouki is a large and dim-witted rabbit, often featured in stories involving his cousin, Longears. Although the loa is goodnatured, the influence of the Dark Powers touches everything in the demiplane; Bouki only eats raw meat. Letiche. Letiche is the loa personification of hunger and gluttony. In some stories, he is depicted as a monstrous crocodile; in others, he is a hulking crocodilian humanoid. Legends say that gluttonous children are stolen away by Letiche to become crocodiles in the swamp. Additionally, rumors persist that ghouls are imbued with power from the Lord of the Dead and never-ending hunger from Letiche. Longears. A mischievous and lazy loa, Longears is Bouki’s cousin and likewise, a
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APPENDIX B: SOURAGNE large, carnivorous rabbit. In local fables, he often steals his cousin’s delicious gumbo. Lord of the Dead. The most powerful and most feared loa is the Lord of the Dead. He is the personification of death and decay who rules the land from a plantation in the swamp. He is the domain lord, Anton Misroi. Maiden of the Swamp. The Maiden of the Swamp is the personification of life. Not all agree about her position within the loa. Some suggest she is a servant of the Lord of the Dead and represents the deadly nature of the swamp itself. Others claim she represents the swamp’s vibrant life and works in opposition to the Lord’s decay.
Laws Although all bow to the wishes of Anton Misroi, he generally leaves the living to their own devices. The aristocracy elect the mayor of Port d’Elhour who governs both the citizens of that town and Marais d’Tarascon. (However, the real power in Marais d’Tarascon is the Tarascon family.) The Lord of the Dead has personally established only two laws: • Corpses may not be cremated, mutilated, or buried until at least four days after death. • Only divine and necromantic magic are allowed. Any who break these laws risk drawing the ire of the domain lord... and the legions of undead he commands. Souragniens react in either fear or anger when these laws are broken. They know that the anger of the Lord of the Dead sometimes spills over onto bystanders as well. Criminals of particularly heinous crimes are shackled and banished into Maison d'Sablet. The lucky ones are killed by the swamp’s hazards, but the unlucky are taken by the Lord of the Dead to his Prison of the Damned.
Technology The plantations of Souragne provide crops irregularly traded with a port in the domain of Darkon. Two ship captains in Port d’Elhour own mist talismans that allow them to navigate the Mists to reach the port, Nevuchar Springs, in Darkon. (One captain, Leon Thibaut, is mentioned in the adventure update at 15. Tarascon Plantation.) This trade brings many useful items back to the island. Plate armor is in use within Souragne, but it is also rare due to the heat and humidity of the domain. Most inhabitants favor lighter armor and weapons such as rapiers or sabers. Clockwork creations of gears and springs are also available in the Souragne. The most prominent households proudly own grandfather clocks. Additionally, Souragnien ships sail with the help of magnetic compasses.
The Lord The domain lord is the Lord of the Dead, Anton Misroi. He is a striking and handsome figure although his features are somewhat sunken. A ruthless and possessive villain with a terrible temper, Misroi can be the image of gentility when he desires. As Lord of the Dead, he is the embodiment of death and decay in the swamp. Misroi has absolute control over the dead there and can send them out to do his bidding elsewhere. Using his innate spellsinging ability (where somatic and material components are replaced with singing or dancing), he can call upon druidic magic as well.
Background Misroi was a minor dabbler in arcane arts in his home world of Oerth (the world of the wizard, Mordenkainen). He used his spellsinging abilities against his rivals to build a successful prison plantation in the midst of jungle and swamps. He surrounded himself with cruel men who did his bidding without
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APPENDIX B: SOURAGNE question and forced prisoners to work his land. Additionally, as long as the bribe was subtle, the warden accepted the innocent as well as the guilty as prisoners. When he suspected his wife and neighbor of an affair, he ordered his men to force them into the quicksand of the nearby swamp. He watched in a cold rage as the pair slowly sank, pleading the entire time. The neighbor gallantly offered his shoulders to the lady and held her aloft as he drowned. Once the man was dead, Misroi grabbed a pole and pushed his wife under as well. A sputtered curse was the last words he heard from her. The warden’s absence gave the abused prisoners the opportunity to revolt. When Misroi returned home, he found the prison in chaos and his plantation house in flames. The prisoners brutally murdered his remaining guards as the warden fled into the swamps. Chased by the vengeful prisoners, Misroi quickly lost his way weaving through the trees and bogs. He eventually found himself gasping for breath at the very quicksand pool where he murdered his wife and neighbor. The dead rose from the pool to force Misroi to join them in the muck. He begged the heavens for his life with his final breaths, and the Dark Powers answered. He became a zombie with the ability to command and create others. Misroi climbed from the pool as the Mists surrounded him. With his prison plantation destroyed, they gave him a new one in a new land: Souragne. For years, Misroi lurked in the swamp, building his power and legend with the Souragniens. He eventually discovered the personification of life in the swamp, the Maiden of the Swamp. Misroi hid his true dark nature from the Maiden and she found pity for the man. She taught him much about the nature of Souragne and the loa. He learned enough to bind himself to the land and even live once again, but in turn, he truly became the swamp’s embodiment of death and decay. He may never leave its boundaries.
Closing the Border When Anton Misroi wants to close the borders of Souragne, the Mists turn back those who try to leave.
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APPENDIX C: MAGIC ITEMS This appendix describes the magic items appearing in this adventure. The following items are also found in the Dungeon Masters Guide: +1 arrow, potion of healing, and potion of poison resistance.
+1 Arrow Weapon, uncommon You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.
Blade of the Dance Weapon, uncommon While attuned to this longsword, you telepathically hear music whenever it is drawn in combat. The sword urges you to dance. As long as you can move and follow the sword’s urges, you have a +1 bonus to attack and damage rolls with the sword or a +1 bonus to AC. You choose the effect at the start of your turn and it lasts until the start of your next turn, you cannot move, or you drop the sword. The longsword is obviously well-made and balanced. The grip is wrapped with white leather. The cross-guard is engraved with images of a dancing figure and music notes.
Potion of Healing Potion, common You regain 2d4 + 2 hit points when you drink this potion. The potion’s red liquid glimmers when agitated.
Potion of Poison Resistance Potion, uncommon When you drink this potion, you gain resistance to poison damage for 1 hour.
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APPENDIX D: CREATURES Game statistics and descriptions for all creatures and NPCs appearing in this adventure are listed below. The following creatures are also found in the Monster Manual: commoner, crocodile, ghoul, giant bat, giant frog, giant rat, skeleton, and zombie. Curse of Strahd and Van Richten’s Guide to Ravenloft describe the Vistani but don’t explicitly list game statistics.
ACTIONS
Constable Gremin
Armor Class 10 Hit Points 4 (1d8) Speed 30 ft.
Constable Gremin is a distant cousin to the Tarascon family and is part of the Souragnien aristocracy (although at a lower station than many). The constable is a short, stout man in his 30’s. He has light brown skin and shoulder-length, wavy, black hair. He is normally fastidious, but the stress from recent events drives him to drink and he now appears haunted and slovenly. He keeps his longsword near at all times. The constable is haunted by the loss of his son and the disappearances in Marais d’Tarascon. He truly wants to catch the killer but he respects Jean Tarascon and does not suspect him without conclusive evidence. With this innate bias, his investigation is floundering and he feels like a failure.
Constable Gremin
CON 12 (+1)
INT 13 (+1)
Skills Perception +2 Senses passive Perception 12 Languages Common Challenge 1/8 (25 XP)
Commoner Medium humanoid (any race), any alignment
STR DEX CON INT WIS CHA 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) Senses passive Perception 10 Languages Common Challenge 0 (10 XP)
ACTIONS Club. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
Crocodile Large beast, unaligned Armor Class 12 (natural armor) Hit Points 19 (3d10 + 3) Speed 20 ft., swim 30 ft. INT 2 (-4)
WIS 10 (+0)
CHA 5 (-3)
Skills Stealth +2 Senses passive Perception 10 Languages — Challenge 1/2 (100 XP)
Armor Class 16 (chain shirt, shield) Hit Points 11 (2d8 + 2) Speed 30 ft. DEX 12 (+1)
damage, or 6 (1d10 + 1) slashing damage if used with two hands to make a melee attack (by dropping the shield).
STR DEX CON 15 (+2) 10 (+0) 13 (+1)
Medium humanoid (human), lawful good
STR 13 (+1)
Longsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8 + 1) slashing
WIS CHA 11 (+0) 10 (+0)
Hold Breath. The crocodile can hold its breath for 15 minutes.
ACTIONS Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 7 (1d10 + 2) piercing damage, and the target is grappled (escape DC 12). Until this grapple ends, the target is restrained, and the crocodile can’t bite another target.
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APPENDIX D: CREATURES Ghoul
ACTIONS
Medium undead, chaotic evil
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6 + 2) piercing damage.
Armor Class 12 Hit Points 22 (5d8) Speed 30 ft.
Giant Frog
STR DEX CON 13 (+1) 15 (+2) 10 (+0)
Medium beast, unaligned INT 7 (-2)
WIS 10 (+0)
CHA 6 (-2)
Damage Immunities poison Condition Immunities charmed, exhaustion, poisoned Senses darkvision 60 ft., passive Perception 10 Languages Common Challenge 1 (200 XP)
Armor Class 11 Hit Points 18 (4d8) Speed 30 ft., swim 30 ft. STR 12 (+1)
DEX CON 13 (+1) 11 (+0)
INT 2 (-4)
WIS 10 (+0)
CHA 3 (-4)
ACTIONS
Skills Perception +2, Stealth +3 Senses darkvision 30 ft., passive Perception 12 Languages — Challenge 1/4 (50 XP)
Bite. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) piercing damage.
Amphibious. The frog can breathe air and water.
Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) slashing damage. If the target is a creature other than an elf or undead, it must succeed on a DC 10 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Standing Leap. The frog's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.
ACTIONS Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing damage, and
Giant Bat
the target is grappled (escape DC 11). Until this grapple ends, the target is restrained, and the frog can't bite another target.
Large beast, unaligned
Swallow. The frog makes one bite attack against
Armor Class 13 Hit Points 22 (4d10) Speed 10 ft., fly 60 ft. STR DEX CON 15 (+2) 16 (+3) 11 (+0)
INT 2 (-4)
WIS 12 (+1)
CHA 6 (-2)
Senses blindsight 60 ft., passive Perception 11 Languages — Challenge 1/4 (50 XP)
a Small or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the frog, and it takes 5 (2d4) acid damage at the start of each of the frog's turns. The frog can have only one target swallowed at a time. If the frog dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.
Echolocation. The bat can't use its blindsight while deafened.
Keen Hearing. The bat has advantage on Wisdom (Perception) checks that rely on hearing.
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APPENDIX D: CREATURES Giant Rat
Shaman Brucian
Small beast, unaligned
Medium humanoid (human), neutral good
Armor Class 12 Hit Points 7 (2d6) Speed 30 ft.
Armor Class 9 Hit Points 9 (2d8) Speed 30 ft.
STR 7 (-2)
DEX CON 15 (+2) 11 (+0)
INT 2 (-4)
WIS 10 (+0)
CHA 4 (-3)
Senses darkvision 60 ft., passive Perception 10 Languages — Challenge 1/8 (25 XP)
STR 13 (+1)
DEX 8 (-1)
CON INT WIS CHA 11 (+0) 14 (+2) 16 (+3) 12 (+1)
Skills Medicine +5, Nature +4, Religion +4 Senses passive Perception 13 Languages Common Challenge 1/4 (50 XP)
Keen Smell. The rat has advantage on Wisdom Spellcasting. Shaman Brucian is a 2nd-level
(Perception) checks that rely on smell.
Pack Tactics. The rat has advantage on an attack roll against a creature if at least one of the rat's allies is within 5 feet of the creature and the ally isn't incapacitated.
spellcaster. His spellcasting ability is Wisdom (spell save DC 13, +5 to hit with spell attacks). Shaman Brucian has following cleric spells prepared: Cantrips (at will): druidcraft, light, guidance,
ACTIONS
sacred flame
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
Shaman Brucian
1st level (3 slots): animal friendship, bless, cure
wounds, healing word, sanctuary, shield of faith, speak with animals Channel Divinity: Turn Undead. As an action,
Shaman Brucian is a bald, middle-aged man with laughing eyes and dark brown skin. He is short and has a slight paunch (considered portly by Souragnien standards). He smells faintly of the wild herbs he routinely collects from the edge of the swamp. Brucian is genuinely helpful and friendly. He cares about the villagers and wants the trouble in Marais d’Tarascon to end. The shaman sees beyond the mortal world and sometimes carries on hushed conversations with minor loa in the area. Other people perceive these conversations as one-sided whisperings to animals, plants, inanimate objects, or even the air, so he avoids such conversations when around them.
Shaman Brucian may present his holy symbol and speak a prayer censuring the undead. Each undead that can see or hear him within 30 feet of him must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from Shaman Brucian as it can, and it can’t willingly move to a space within 30 feet of him. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action. Shaman Brucian can use this feature once after each short or long rest.
Special Equipment. At your discretion, Brucian has up to two spell scrolls of cure wounds and up to two vials of holy water from the locked chest in his church.
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APPENDIX D: CREATURES ACTIONS Mace. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.
Skeleton Medium undead, lawful evil Armor Class 13 (armor scraps) Hit Points 13 (2d8 + 4) Speed 30 ft. STR DEX CON 10 (+0) 14 (+2) 15 (+2)
INT 6 (-2)
WIS 8 (-1)
CHA 5 (-3)
Damage Vulnerabilities bludgeoning Damage Immunities poison Condition Immunities exhaustion, poisoned Senses darkvision 60 ft., passive Perception 9 Languages understands all languages it knew in life but can't speak Challenge 1/4 (50 XP)
ACTIONS
concerns (and lives) are inconsequential. The sins he has committed insures he never turns from his current path. (Otherwise, they were all for nothing.) When Marcel passed from life to undeath, he lost all virtues. He learned the souls of the dead are trapped in Ravenloft’s Mists; there is no golden afterlife for good people. Marcel is terrified of returning to those cold, lonely Mists and seeks power to insure he can never be destroyed. Luc is trapped within his own mind. He constantly relives the zombie attack that killed Marcel. When in darkness, his mind fills the emptiness with shades from his memory so he surrounds himself with lantern light. Luc has the game statistics of a neutral commoner.
Jean Tarascon Medium humanoid (human), chaotic evil
Shortsword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing
Armor Class 13 (studded leather) Hit Points 93 (17d8 + 17) Speed 30 ft.
damage.
Shortbow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6 + 2)
STR DEX 14 (+2) 12 (+1)
piercing damage.
The Tarascon Brothers Jean and Marcel Tarascon are twins but they also share physical features with their younger brother, Luc: piercing blue eyes, sharp noses, cream-colored skin, short in stature (average for Souragniens), and straight, shoulder-length blonde hair. Jean and Marcel are in their 30’s while their younger brother, Luc, is a teenager. Although dead and rotting, Marcel is still recognizable as Jean’s twin. Jean is the most responsible. His father’s last wish was for him to always protect the family. When Marcel died and Luc lost his mind, something inside Jean snapped. His focus on the plantation prevented him from seeing the danger to his brothers until too late; he will not fail them again. All other
CON INT 12 (+1) 11 (+0)
WIS 9 (-1)
CHA 9 (-1)
Skills Deception +1, Stealth +3 Senses passive Perception 9 Languages Common Challenge 2 (450 XP)
Cunning Action. On each of his turns in combat, Jean can use a bonus action to take the Dash, Disengage, or Hide action.
Dark Devotion. Jean has advantage on saving throws against being charmed or frightened.
Focus. If Jean damages a creature with a weapon attack, he gains advantage on attack rolls against that target until the end of his next turn.
Special Equipment. Jean carries a swordcane that is indistinguishable from a standard gentleman’s cane. The handle can be extracted to reveal a thin-bladed dagger.
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APPENDIX D: CREATURES Undead Fortitude. If damage reduces Marcel to 0
ACTIONS Multiattack. Jean makes three melee attacks. Cane. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 3 (1d3 + 2) bludgeoning damage. Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing damage.
REACTIONS Parry. Jean adds 2 to his AC against one melee attack that would hit him. To do so, Jean must see the attacker and be wielding a melee weapon.
hit points, he must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, Marcel drops to 1 hit point instead.
Zombie Master. Any zombie other than a Strahd zombie or yellow musk zombie must follow Marcel’s verbal or telepathic commands. If there is a zombie within a mile of Marcel, he can use an action to see through the zombie’s eyes and hear what it hears until the start of his next turn. During this time, Marcel is deaf and blind with regard to his own senses.
ACTIONS Multiattack. Marcel makes two Slam attacks.
Marcel Tarascon Medium undead, neutral evil
Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) bludgeoning damage.
Armor Class 12 (natural armor) Hit Points 88 (8d8 + 24) Speed 30 ft.
Matchlock Pistol. Ranged Weapon Attack: +2 to hit, range 30/90 ft., one target. Hit: 5 (1d10) piercing damage.
STR DEX CON INT WIS CHA 14 (+2) 11 (+0) 16 (+3) 10 (+0) 11 (+0) 10 (+0) Damage Immunities poison Condition Immunities charmed, exhaustion, poisoned Senses darkvision 60 ft., passive Perception 10 Languages Common Challenge 2 (450 XP)
Commune with the Dead. Using telepathy, Marcel can magically communicate with any undead creature within 60 feet of him that he can see. As an action, Marcel can cast speak with dead without material components.
Zombify (1/Day). Marcel can use one of the following actions once per day: 1. Marcel animates the corpse of a Medium or Small humanoid within 30 feet as a zombie under his control. 2. Melee Spell Attack: +3 to hit, reach 5 ft., one creature. Hit: The must make a DC 13 Constitution saving throw, taking 18 (4d8) points of necrotic damage on a failed save, or half as much damage on a successful one. If the target is a Medium or Small humanoid that drops to 0 hit points as a result of this damage, it dies immediately and animates as a zombie under Marcel’s control on the next round.
Odor of Death. Any creature that starts its turn within 90 feet of Marcel must succeed on a DC 10 Constitution saving throw or be poisoned until the start of its next turn. If the saving throw fails by 5 or more, the target takes 9 (2d8) points of necrotic damage. If the target is a Medium or Small humanoid that drops to 0 hit points as a result of this damage, it dies immediately and animates as a zombie under Marcel’s control on the next round. On a successful saving throw, the creature is immune to Marcel’s Odor of Death for 24 hours.
Turn Resistance. Marcel has advantage on saving throws against any effect that turns undead.
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APPENDIX D: CREATURES Vistana
Zombie
Medium humanoid (human), chaotic neutral
Medium undead, neutral evil
Armor Class 12 (leather armor) Hit Points 9 (2d8) Speed 30 ft.
Armor Class 8 Hit Points 22 (3d8 + 9) Speed 20 ft.
STR DEX CON INT WIS CHA 10 (+0) 12 (+1) 10 (+0) 10 (+0) 10 (+0) 12 (+1) Skills Perception +2 Senses passive Perception 12 Languages Common Challenge 1/4 (50 XP)
STR 13 (+1)
DEX 6 (-2)
CON 16 (+3)
INT 3 (-4)
WIS 6 (-2)
CHA 5 (-3)
ACTIONS
Saving Throws Wis +0 Damage Immunities poison Condition Immunities poisoned Senses darkvision 60 ft., passive Perception 8 Languages understands the languages it knew in life but can't speak Challenge 1/4 (50 XP)
Shortsword. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) piercing
Undead Fortitude. If damage reduces the zombie
damage.
Curse (Recharges after a Long Rest). The Vistana targets one creature that he can see within 30 feet of him. The target must succeed on a DC 11 Wisdom saving throw or be cursed. While cursed, the target has vulnerability to one type of damage of the Vistana’s choice. The curse lasts until ended with a greater restoration spell, a remove curse spell, or similar magic. When the curse ends, the Vistana takes 3d6 psychic damage.
to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.
ACTIONS Slam. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.
Evil Eye (Recharges after a Short or Long Rest). The Vistana targets one creature that he can see within 10 feet of him and casts one of the following spells on the target (save DC 11), requiring neither somatic nor material components to do so: animal friendship, charm person, or hold person. If the target succeeds on the initial saving throw, the Vistana is blinded until the end of his next turn. Once a target succeeds on a saving throw against this effect, it is immune to the Evil Eye power of all Vistani for 24 hours.
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APPENDIX E: SCROLL OF HYSKOSA
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