D&D 5E (2024) Ravenloft: The Horrors Within preorder page lists the book's contents

Product pages for the Ravenloft hardcover, DM screen, Tarokka cards, and map pack.
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You can now pre-order preorder Ravenloft: The Horrors Within over on D&D Beyond--the ultimate bundle costs $149.99, while the book alone comes in at $59.00. There are pages for the new DM screen, map pack, and Tarokka cards as well. The pre-order page lists the book's contents.
  • 16 Domains of Dread, including the new cosmic horror domain Innsmouth.
  • 17 Darklords for your party to face or flee from, equipped with challenging stat blocks.
  • 7 subclasses (including the new Reanimator and Hollow Warden), 4 species, 4 backgrounds, 2 Origin feats, and 9 Dark Gifts for building tortured protagonists.
  • 10 genres of horror from gothic to dark fantasy.
  • A bestiary of 41 monstrosities and 10 domain denizens for your party to encounter.
  • 47 maps and 28 digital quickplay maps for Maps VTT.
  • Digital Pre-order Bonus: the Mists of Ravenloft Digital Dice Set, Ravenloft Play-Along Pack, and D&D Encounters: Shadows of Sithicus mini-adventure.
Tonight, your party’s greatest nightmare... is the one you create.

Bring fear to the table with the Ravenloft: The Horrors Within Ultimate Bundle, the complete horror toolkit with everything you need to create a personalized horror campaign – and strike fear into the hearts of your players.

The Ultimate Bundle includes:


 

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Yes, and you know people are talking about the campaign setting, not the two modules. (The second which doesn't even sync up with the first one, let alone the later setting). But you are persisting with this for some reason.
Where do you think the original adventure was set?! It wasn't Greyhawk! You are doing the equivalent of claiming the 5.5 Starter Set invented the Borderlands, or Wookipedia invented the Star Wars universe! Ravenloft invented Strahd, the eponymous castle, the land of Barovia, the Mists, Madam Eva and Tarokka (including the original art). Gryphon Hill added Mordentshire, Azlin, and the nightmare nature of the land.

It's not unusual for settings to first be described in adventures. Krynn was first described in DL1, and didn't get a setting book until 3 years later. More recently Radiant Citadel did the same.

The 2nd edition boxed set was a half-assed attempt to convert the existing AD&D Horror setting into a Call of Cthulhu and World of Darkness competitor at the time when those games where threatening to overtake AD&D.

I know all this because I was there.
 

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I found the art here! And I agree, the Relentless killers were my faves from the 2021 book, so I'm excited for this update!!
Thanks a lot, that is an useful site!
They have a picture of the new DM screen as well there.
 

Where do you think the original adventure was set?! It wasn't Greyhawk! You are doing the equivalent of claiming the 5.5 Starter Set invented the Borderlands, or Wookipedia invented the Star Wars universe! Ravenloft invented Strahd, the eponymous castle, the land of Barovia, the Mists, Madam Eva and Tarokka (including the original art). Gryphon Hill added Mordentshire, Azlin, and the nightmare nature of the land.
Distinguo: I6 has the choking fog, but not the Mists as the setting would develop them. And while the card reading is part of the module, the Tarokka and art don't appear until 1992's Forbidden Lore.

Here's what I6 has to say about Barovia:

I6 Ravenloft said:
A perpetual rolling blackness of thunderclouds casts a gray pall over the land. The darker silhouette of Castle Ravenloft looks over the valley from its 1,000 foot pillar of rock.
Castle Ravenloft dominates the small village of Barovia. The castle stands high atop a natural pillar of rock against the cliffs to the north of the village. The dark Svalich woods surround the village and cliffs. Use Map 1 to see the relative locations of the town and Castle Ravenloft.
The road to the village and lands of Barovia goes through ancient iron gates, controlled by the will of Count Strahd. There are only two gates, one east of the village and one west of the castle crossroads up the mountain. The gates open when the PCs arrive but close after they enter Barovia. The gates will not open for the PCs again until Strahd is destroyed.
There is a deathly stillness in the dark Barovian woods. Yet the woods are patrolled constantly by the wolves and serving beasts of Count Strahd.
No one has left Barovia for centuries. This is because of the trapping fog that exists everywhere in Barovia. Once it is breathed,it infuses itself around a character's vital organs as a neutralized poison. The fog does not taste or smell any different than normal fog. It does not harm characters as long as they continue to breathe the air in Barovia. However, when they leave Barovia, the poison becomes active. Characters must save vs. poison or start to choke. Unless choking characters reenter Barovia within 24 hours, they die. The choking stops as soon as they breathe the fog again.
The gypsies were given a potion by Strahd that cancels the effects of the fog. This potion is jealously guarded by Madam Eva, who buried it in a secret place. It is impossible for the PCs to discover the potion. The fog is magically produced by Strahd and disappears entirely upon his destruction.
The poor villagers of Barovia have been terrorized for centuries by "the devil" Strahd. Only the town priest and the few survivors of the second ruling house of Barovia have the will to offer more than just personal resistance to Strahd. No villager has left Barovia for centuries. Those who tried never returned, dying from the vile snapping teeth of the Barovian wolves and the choking deadly fog.

The adventure starts "in an old inn, a few hours march east of the gates of Barovia."

I6 is a setting to the same degree as the Keep on the Borderlands is a setting, IMO. Claiming it's a distinct campaign milieu in the same way as Greyhawk or the 2E iteration is, IMO, an equivocation.

I think it was to account for I6 that the Black Box included the concept of conjunctions:

1776520866514.png


The 2nd edition boxed set was a half-assed attempt to convert the existing AD&D Horror setting into a Call of Cthulhu and World of Darkness competitor at the time when those games where threatening to overtake AD&D.

I know all this because I was there.

Given that the setting launched a year before Vampire: The Masquerade, I think your timeline and reasoning is a bit off.
 

Distinguo: I6 has the choking fog, but not the Mists as the setting would develop them. And while the card reading is part of the module, the Tarokka and art don't appear until 1992's Forbidden Lore.

Here's what I6 has to say about Barovia:



The adventure starts "in an old inn, a few hours march east of the gates of Barovia."

I6 is a setting to the same degree as the Keep on the Borderlands is a setting, IMO. Claiming it's a distinct campaign milieu in the same way as Greyhawk or the 2E iteration is, IMO, an equivocation.

I think it was to account for I6 that the Black Box included the concept of conjunctions:

View attachment 434930



Given that the setting launched a year before Vampire: The Masquerade, I think your timeline and reasoning is a bit off.
Ravenloft was an answer to CoC, yes, but as you points out above, here nothing to do with VtM (VtM might be influenced by Ravenloft, not the other way around), regardless of who was "there".
 


Where do you think the original adventure was set?! It wasn't Greyhawk! You are doing the equivalent of claiming the 5.5 Starter Set invented the Borderlands, or Wookipedia invented the Star Wars universe! Ravenloft invented Strahd, the eponymous castle, the land of Barovia, the Mists, Madam Eva and Tarokka (including the original art). Gryphon Hill added Mordentshire, Azlin, and the nightmare nature of the land.
Its far more important to discuss what I6/I8 did NOT include: The Dark Powers. The larger setting hinges on the Dark Powers and the fact they have trapped Strahd et all into the Domains of Dread. I6 at no point discusses the Dark Powers. Strahd is not trapped in Barovia, he simply has no reason leave. I8 is even a greater afront as Azalin, Strahd, and Godfrey all exist in Mordentshire without a hint of them being trapped in different domains. That of course makes sense in context because as of I6/I8, Ravenloft wasn't a campaign setting but an adventure setting. The Dark Powers aren't there because the Dark Powers aren't needed to keep the major players separated into domains. The whole notion of Dark Lords, Domains, the Prison System, none of that exists in I6/I8. Its not needed. Your supposed to put Barovia and/or Mordent into whatever setting you are running.

So when people are discussing Ravenloft the CAMPAIGN setting, they are discussing a very different set of expectations than Ravenloft the ADVENTURE setting. And Ravenloft has flip-flopped between the two (I6 and Expedition to Castle Ravenloft both are designed to drop Barovia into any world, while 2e, Arthaus, and CoS onwards are designed for Barovia to be a domain of dread). There isn't really a good way to square the two except to assume one supercedes the other and of the two approaches, the Campaign Setting has proven more resilient than the Adventure Setting.
 

Strahd is not trapped in Barovia, he simply has no reason leave
Strahd is not making any effort to escape Barovia in CoS. It only matters if it forms part of the plot. I seem to recall I6 had a selection of different objectives for Strahd, including lifting his curse, which pretty much amounts to the same thing.
I8 is even a greater afront as Azalin, Strahd, and Godfrey all exist in Mordentshire without a hint of them being trapped in different domains

It’s more accurate to say that the boxed set was an affront to I8. But actually there is no contradiction. Azlin is not yet a dark lord, Darkkon doesn’t exist yet, and Strahd is a psychic projection and a parallel universe twin with the same name and appearance but very different character to mess with the players heads.
 

Strahd is not making any effort to escape Barovia in CoS. It only matters if it forms part of the plot. I seem to recall I6 had a selection of different objectives for Strahd, including lifting his curse, which pretty much amounts to the same thing.
One of Strahd's possible goals in I6 is leaving Barovia by swapping identities with one of the PCs via polymorph.
It’s more accurate to say that the boxed set was an affront to I8. But actually there is no contradiction. Azlin is not yet a dark lord, Darkkon doesn’t exist yet, and Strahd is a psychic projection and a parallel universe twin with the same name and appearance but very different character to mess with the players heads.

I10 (not I8) was something the design team didn't quite seem to have a handle on integrating, probably because the module itself is something of a mess (reportedly gang-written by the whole TSR staff just before deadline) and the questions it raises about the reality of I6 and whether/how they exist in the same world. They keep the events ambiguous, with Strahd and Azalin not remembering more than bits and pieces of what happened in Mordent, and a close read of the Black Box suggests they even changed their minds on when it happened relative to the present of the setting.
 


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