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Ravenloft (TSR Silver Anniversary Edition)

Author: Tracy and Laura Hickman, et al
Category: game
Company/Publisher: TSR
Line: Silver Anniversary Series
Page count: 48 maps
Capsule Review by Spencer M. Lease on 10/16/99.
Genre tags: Fantasy Horror Vampire Gothic
Module I6: Ravenloft is widely considered to be among the best adventures ever created for Advanced Dungeons & Dragons. Originally published in 1983 (and later revised and reprinted as "House of Strahd"), this one adventure was the inspiration for the entire Ravenloft setting. It also introduced one of the most infamous villains in the AD&D polyverse - the dread vampire Lord Strahd Von Zarovich. Both the 1st and 2nd Edition versions of Ravenloft have been out of print for a while, but this year, in honor of D&D's 25th anniversary, TSR dusted off the original Ravenloft module, revised it, and sent it through another print run. Several copies were sold at GenCon this year. The rest are currently being given away to new and renewing RPGA members. (But only while supplies last - so if you were planning to join the RPGA or renew your membership, DO IT NOW.)

I have a shameful confession to make here. When my copy of the "new" Ravenloft module arrived, my first reaction was a very spirited happy dance. It was something like a cross between the "Riverdance" number with the kicking feet, the Macarena, and an Irish jig. Not a pretty sight. But the point is this: I was ecstatic about the arrival of this module. Despite the few disappointments I've suffered while looking over my prize, that feeling has yet to fade away.

Let me get my main gripe out of the way first. There are only three maps packaged with the revised Ravenloft: the map of Castle Ravenloft's lower levels, the map of its upper levels, and a map of the village Barovia and surrounding area. But the text of the module does refer to other maps, including a tavern and a manor house! I suppose it's not a very big deal - the omitted maps aren't terribly important, and I can always transplant maps from other adventures into this one - but the omission is rather annoying.

Whew. I feel a bit better now. I'll complain some more later, but for now let's take a look at the adventure itself.

The module is rather straightforward in and of itself. The PCs are travelling when they enter a dense fog (the Mists of Ravenloft - what else?). When the fog eventually lifts, they see a tavern up ahead. This is about where the boxed text begins; it is assumed that the PCs have entered the tavern and are relaxing with a few drinks. Suddenly, a gypsy enters and delivers a message which he was supposed to give to any adventurers he found. He buys the PCs another round of drinks and leaves.

The message is a letter from the Burgomaster of Barovia. It seems his daughter is being attacked by some great evil, and the Burgomaster needs the help of any adventurers in the region. A great reward is promised to anyone who renders aid.

Well, after a night's rest, the PCs theoretically head for Barovia. (Note the use of the term "theoretically". As all experienced GMs know, you should never dare to presume that the PCs will follow the course of the adventure.) Obviously I can't reveal too much more about the adventure; otherwise I rather suspect the wrath of several hundred Dungeon Masters will descend upon my head. Suffice to say that the PCs soon discover that nothing about the situation is exactly as it seems - but not before they're well within the reach of the vampire Strahd.

Now then, as most of you are probably aware, Ravenloft is best known for its variable plot. At some point during the adventure, the DM does a "Tarokka" reading using a modified deck of playing cards. The results of this reading affect certain aspects of the adventure; namely where the various artifacts are hidden, where Strahd himself is, what our undead friend wants from the PCs, et cetera, et cetera, et cetera. Theoretically, this allows players to go through the adventure more than once and still be surprised by parts of it; but despite the card reading, the plot isn't as variable as I'd prefer. Certain key aspects remain constant, and so it's really not possible to keep the players guessing all the time. Of course, an enterprising GM can alter the module and change this, but I know very few who would take the time.

I also have a problem with the catacombs in the adventure. For the most part, they're fine, and certainly add to the mood; but in the descriptions of many of the crypts, various treasures (clearly ceremonial and very possibly sacred) contained within the vaults are described, carefully broken down by value and quantity. It would seem that the writers of the adventure expect the PCs to take and sell these items.

Look, the PCs are supposed to be heroes, and heroes do not go around robbing graves! I certainly believe that the characters should be rewarded for any bravery they care to exhibit, but there are other places in the castle where other, less sacred treasure might be hidden. I plan to keep the items in the crypts (it makes perfect sense, really), but if my players dare try and take any of them...well, let's just say they'll find themselves facing Casper the very grumpy ghost.

Despite these flaws, Ravenloft remains an excellent module, even if it does need tweaking. Perhaps the omission of certain maps and such is for the best; it forces DMs to add a personal touch to the game.

So if you have a chance to get the revised Ravenloft module, I do recommend it. I just hope TSR does a better job the next time around.

Style: 3 (Average)
Substance: 5 (Excellent!)

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