D&D General The thread where I review a ton of Ravenloft modules

Meredoth (the ruler of the Nocturnal Sea) is an Alphantian mage and baron of Norworld per DoD. It added nothing to his story and there were no real Mystara references in the domain itself. He's otherwise your bog-standard evil wizard/necromancer.
I have to chime in that the expanded (non-canon) write-up of Meredoth in the fan-made Noctural Sea Gazetteer is absolutely fantastic. It made him go from being one of my least favorite darklords to one of my most favorite. His entry starts on page 325 for those who're interested.
 

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I have to chime in that the expanded (non-canon) write-up of Meredoth in the fan-made Noctural Sea Gazetteer is absolutely fantastic. It made him go from being one of my least favorite darklords to one of my most favorite. His entry starts on page 325 for those who're interested.
I don't remember why, but I had always associated Meredoth with an unrepentant Prospero from the Tempest (With the Lady of Ravens in the Flint tower being his daughter, Miranda, who had left his isle and Kalibos as Caliban).
 
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I don't remember why, but I had always associated Meredoth with an unrepentant Prospero from the Tempest (With the Lady of Ravens in the Flint tower being his daughter, Miranda, who had left his isle and Kalibos as Caliban).
This is probably a truer origin than anything TSR retconned in him.
 

The Baron’s Eyrie (Dungeon #58) ⭐ ⭐ ⭐

This module (for levels 5-7) takes place in an unnamed island of terror, but given that its origins are Dragonlance, it suggests that Sithicus could also be suitable. The adventure starts at an inn, where the PCs learn that several individuals have been recently kidnapped mysteriously from the inn. While there, the PCs meet a man named Mikal who explains that he is fearful that he is being chased, and asks for the PCs help in protecting him. If the PCs agree or not, the man is kidnapped, and apparently no amount of prep work on the PCs part will stop this event from happening. Mikal is immortal, and a werebat by the name of “the Baron” has learned of this man’s existence and wishes to have him for himself so that he can feed on him regularly. The Baron lives inside a floating castle and due to the curse on the castle, is unable to leave it, and thus relies on his underlings to find food for him.

There’s a brief, mostly unnecessary, backstory regarding the floating castle (which is from Krynn) and wanders aimlessly across Ravenloft and is now the home to a group of werebats, and a bunch of other random things like spiders and flying ghouls. In the module, Mikal asks for their protection, but doesn’t offer anything for this service, and instead just says that they’ll discuss the details in the morning. Of course, in the middle of the night, he’s captured. This might be the best way to handle this situation, because the module requires that he be kidnapped. Clever PCs might insist that he sleep in their room, and they could literally manacle him to the bedpost for his protection. Come to think of it, this isn’t the first time I’ve recommended manacles as a solution to an obvious railroad. It might become necessary equipment for my character should I ever play in a Ravenloft campaign.

From there, the PCs follow the trail (hopefully, I guess), and find a floating castle. I’ve never been a huge floating castle fan, although they are cool, they do present a lot of complications. This is somewhat discussed by the author at the end of this module – pointing out that some powerful lords would very much like to have the castle for themselves. So, why this hasn’t happened yet is puzzling. A small group of werebats aren’t going to stop Strahd from taking it from them, for example. And, if the PCs kill the Baron, there’s nothing stopping them from having the castle for themselves, too! Although, the curse of the castle dictates that whoever its owner is can’t leave the castle. So, I guess one of the PCs must sacrifice themselves to be the castle keeper. Small price to pay, perhaps, for the rest of the party having a floating citadel.

At any rate, the castle itself is fairly well detailed, and while there’s a decent amount of combat, it doesn’t feel overly heavy. I liked the room with the Doppleganger that disguises himself as Mikal and tries to convince the party to save him. That’s particularly clever. The subplot is also interesting, in that the werebats don’t like the Baron, and wish for the PCs to eliminate him, but because they are beholden to (and controlled by) him, they can’t come out and directly say this. After a bit of misdirection, it’s assumed that the PCs either weaken or defeat the Baron and are thus able to leave the castle at that point.

I like this module, but there are some real headscratchers here. How the Baron (who is confined to his castle) even learned about Mikal is a baffling one. Presumably his werebat minions (there are 3 of them) learned about him, and told The Baron? It’s not clear. One of the werebats is described as a “shrewish” bookkeeper (funny, she doesn’t look Shrewish!), who keeps meticulous accounting records. Ok, what? Why do werebats keep accounting records at all? That one was a real puzzler. Also, it feels very much like the “spooky” bits (like a bleeding set of armor) were just tacked on. It feels like it might have been a Dragonlance module, but the author decided to shoehorn it into Ravenloft because he thought it stood a better chance at getting published, and thus just added in spooky bits for thematic reasons?

If I were to run this, I would change quite a few things. Firstly, it could make for an interesting side-quest. Someone could simply pay the PCs to rescue Mikal and provides them a general location of his whereabouts (where they find a floating castle). You could also easily tie Mikal into the “Lady of the Mists” quest since it includes several individuals who were immortal. Some of the werebat interactions are a little weird, and don’t feel at all natural. The “dinner” event with the werebats is also pretty weakly described and thus could use quite a bit of improvements. A lot of the role-play opportunities here could simply be ignored by a party more eager to just kill stuff, so there needs to be more an incentive for them to ask questions first, before they just start murder-hoboing everything. This is one of those modules were “kill first, ask questions later” is actually the RIGHT solution, and would create quite a few problems for the GM to resolve. Like, the GM needs to have an answer to the problem of “what happens when my party kills the Baron?”, which the modules doesn’t answer.
 

My print version of Masque of the Red Death arrived. It looks quite good though it has a large white border on the edges due to the print on demand formatting. Also while it looks nice, I still remember how the boxed set was and I think something is lost in the transition from a boxed set with lots of map, adventure booklets, main book to compiling it into one tome. Still, I am looking forward to digging into it and seeing how it holds up after all these years
 

My print version of Masque of the Red Death arrived. It looks quite good though it has a large white border on the edges due to the print on demand formatting. Also while it looks nice, I still remember how the boxed set was and I think something is lost in the transition from a boxed set with lots of map, adventure booklets, main book to compiling it into one tome. Still, I am looking forward to digging into it and seeing how it holds up after all these years
My friends and I loved Masque back in the day, and ran several sessions there. I still have the boxed set, though sadly my book went missing years ago. I've always loved the setting.
 

Circle of Darkness ⭐ ⭐ ⭐ ⭐

This is a 64-page Ravenloft module written by Drew Bittner. The back cover indicates that it is for levels 5-7, but the first page indicates levels 6-8. So, I guess we’ll never know for certain. Let’s split the difference and say it’s for levels 5-8. The module takes place in G’Henna and is an island of terror after the Grand Conjunction.

The module focuses on the land itself, and its darklord, Yagno Petrova. Yagno is basically insane, and worships a “god” by the name of Zhakata. Ravenloft gifted Yagno the land of G’Henna complete with grotesque statues of Zhakata. The land itself is described as a cross between the fertility of the dust bowl of the American southwest combined with the abundance of the hordes of barbaric Goths outside the gates of Rome. Yea, it’s a terrible place full of misery, death, starvation, and suffering.

Food scarcity is a major theme here, and I would suggest that you if you have any player that has triggers around food, this module is going to be super problematic, and probably should just be avoided.

It starts with the PCs interacting with a woman who dies but before so, pleads for them to help her sons. Apparently, no amount of healing will save her, and she dies a plot-important death like Padme’s. Next, the PCs meet a Vistani. The editing here is quite questionable, since the driver of a wagon being chased by wolves is described as a “he” (she’s a she) and the dying woman told the PCs to find “Mard”, but the woman’s name is Marda. Marda gives them a scripted (by the DM) Tarokka reading that foreshadows the coming events. You could just skip the encounter with the first woman, and just have the PCs meet Marda. Also, there’s this whole heavy-handed thing about righting her wagon and avoiding being crushed by it. It’s stupid and unnecessary.

At the gate to the city of Zhukar, the PCs meet some overly friendly town guards who are more than happy to spill the tea on the town in exchange for information from other places. The city of Zhukar isn’t nearly as scripted out as the events leading up to have been. In fact, it’s meant to be quite free form, with the PCs exploring the depravities of the town, and bearing witness to all the terrible things that happen here. There are encounters given as examples, and most of them have to do with food or the lack thereof.

The next section is complicated. Rega, Yagno’s right-hand man is a double-agent of a group called the Circle. Rega’s cultists believe that Zhakata has a duality that both provides and takes away. Rega tries to force the PCs into a situation that requires them to help him to avoid jail time by breaking one of the city’s many crimes. This is dangerously close to one of those moments that’s going to frustrate players as they deal with seemingly insurmountable odds that might see them just lash out violently to avoid getting thrown in jail. The text indicates that “… Rega secretly plans to have the heroes abandoned or killed once their part of the mission is over.” It stands to reason then, that the most reasonable course of action would be to just have Rega hire the PCs in a diplomatic, rather than heavy-handed way, offering them a princely sum to do what he asks, if he has no intention of paying it anyway. Like other railroad adventures of this era, refusal basically means death.

Rega’s goal is to use the PCs to retrieve a talisman with a Zhakata temple so that he can use it to take over a demon that Yagno summoned with the aid of a (now dead) wizard. The temple raid is meant to be free form, like the city exploration, though at least they have a specific goal. There are some interesting encounters here. This scene culminates in a fight with an animated statue where they find the talisman, and then likely flee with hundreds of Zhakata faithful on their tail. If played right, it could be quite a suspenseful and exciting scene.

As this review is already quite lengthy, I’ll summarize by saying that there are many paths the PCs can take, depending on who they trust (there are reasons they could ally with either Yagno or Rega, or neither) and what they do with the talisman. All these decisions have monumental consequences for the land itself, and ultimately can even be used as a vehicle for getting the PCs back to the prime material. The battles and difficulties are likely going to push this more into the ~8th level range, and not the ~5th level range. Some of the fights in here could be very tough, though could be scaled relatively easily.

I like this module, but on a scale of 1-10 in terms of how difficult it will be for a GM to run, I’m going to give this an 11. There is SO much going on here, that it would be a monumental feat to keep track of it all. There are some truly great moments that could happen here, including the possible victory at the end, some of the great role-playing moments in the town, or seeing all the cultists bow at the feet of a living statue they see as the actual embodiment of their god. The scope and the feel of this module is epic in scope and grandeur. I’ve been DM’ing for over 30 years, and I’m not sure I could sufficiently pull it off. It would require copious notes, and at least a good half-dozen reads through this module to truly grasp an outline of everything that needs to be done. Make no mistake – this isn’t a module, but rather a campaign in and of itself that could easily take upwards of 48 hours of gametime to finish. There are parts of this that could be scrapped as unnecessary, and some of it can be streamlined, and fleshing out the city and the outlying areas will only add to the experience. But a GM that truly has the time to devote to this task could be in for some really awe-inspiring events.

Addendum: One other quick note here. Some reviews I've read online of this suggest that the "feel" of the module isn't very Ravenloft. One even suggested that Dark Sun would be perfect for this, and I have to agree. But as I've no interest in creating "The Thread where I review a ton of Dark Sun modules" I'll leave that task for someone else. But, be sure to put this one on your list for possible inclusion there.
 
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they could literally manacle him to the bedpost for his protection.
I think he might object to that. He might even start to think that the PCs are actually his enemy.
funny, she doesn’t look Shrewish!
"Shrewish" is a description of character, not appearance. See: Bill Shakespeare. These days, it's a sexist trope, since it's always applied to women (or female werebats).

I would suggest that giving the party a mobile base is often a way to combine "I want a stronghold" with a campaign that is constantly mobile, so a DM might run this with the express intention of the PCs acquiring a floating castle as the quest reward.
 
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I think he might object to that. He might even start to think that the PCs are actually his enemy.

"Shrewish" is a description of character, not appearance. See: Bill Shakespeare. These days, it's a sexist trope, since it's always applied to women (or female werebats).

I would suggest that giving the party a mobile base is often a way to combine "I want a stronghold" with a campaign that is constantly mobile, so a DM might run this with the express intention of the PCs acquiring a floating castle as the quest reward.

Mikal wouldn't object to being manacled to the bed while he slept if he knew it was for his own protection. But it's kind of a moot point, since he apparently sleeps in a separate room, where he is promptly kidnapped.

I was quoting Mel Brooks' line from Space Balls, where he described Princess Vespa as "Druish".
"Druish? Funny. She doesn't look Druish!" Classic.

The mobile stronghold is probably OK - though it doesn't really fit in with the theme of Ravenloft. I mean, what dark lord is going to let a floating castle into their domain, or at least who isn't going to try to steal it from them once they acquire it? One does have to work around the curse of the castle, since the "owner" of the castle can never leave, which means one of the PCs will have to be stuck there forever.
 

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