Denizens of Darkness

Bloodsuckers and Other Beasties

Fiends prowl the oppressed world of Ravenloft, inflicting their whims on a terrorized populace. From the cunning werewolves to terrible artificial constructs to the monstrous lords of the domains, evil dominates the night. In the grand tradition of the Monster Manual and Creature Collection, Denizens of Darkness presents a whole new host of enemies for adventurers in the Ravenloft world to face. Malevolent and malign, these creatures lurk in the darkness, to be challenged by noble heroes fighting to take back a world that should belong to them.
 

log in or register to remove this ad

Overview:

Denizens of Darkness is a 184 page hardcover monster supplement for the Ravenloft campaign setting from the Arthaus brand of Sword and Sorcery Studios. It seeks to update earlier Ravenloft monsters to the d20 system as well as introduce new monsters for the Realm of Dread.

The interior artwork is all done in black and white illustrations of the various creatures detailed, usually in an action shot of foul deeds. The artwork ranges in quality, even from the same artist, but over all seems to do a good job recreating the associated monster. The one complaint I have about the illustrations is that some have an anime-ish quality about them (such as the Arak or Dhampir) which detracts from the mood.

Denizens and Darkness contains three pages of advice on making monsters fit in better with a Gothic horror setting by showing how the land can corrupt and twist "normal" creatures. It then delves in to the creatures, arranged alphabetically, with an average of one creature per page for a total of over 100 creatures, not counting subtypes or variants.

The pages are set in a two column format with a medium sized font that seems perfect to me. There are around 8 pages used at the back for a telling of Van Richten's tale and advertisements for other SSS products.


In Detail:

Happily this book did not focus mainly on undead creatures, although there are plenty of them to be found. You can bring about a certain sense of overwhelming dread with undead such as the Grim Reaper, but you can also generate revulsion by using a creature a bit closer to home, such as the Bloodrose dread plant.

There are several Ravenloft adaptations of standard D&D creatures, such as Nightmares, Lycanthropes, race-specific Vampires, Elementals, Fey, Dread Golems, and so forth. For the most part these adaptations make the creature seem more at home in a Horror setting, be it Cthulhu or Ravenloft.

There are also some mixed races, such as the Dhampir, someone who is half-vampire and will become a true vampire upon death. How a vampire can successfully impregnate a mortal is never explained, however. It is an interesting concept, nonetheless.

The majority of the creatures found in this book seem to be used as much for role-playing or atmospheric reasons as much as simply giving the PC's monsters to bash. This is completely in line with the atmosphere of Ravenloft is well done in most places.


What I liked about Denizens of Darkness:

Would you like to recreate the terror from Poltergeist or The Amityville Horror? You'll like the Animator. Want to provide a bit of paranoia in your players? Try putting a Hearth Fiend in their fireplace.

I liked the number of templates available. It greatly increases the variety of monsters available and can provide for some interesting role-playing possibilities.

Not every creature is undead. Perhaps most people think of undead when they think of Ravenloft, but there can be much more subtle ways of creating terror or horror in the players than just throwing some new form of skeleton at the party. Taking a normally innocent or harmless creature or object and turning into a force of malevolence is something the writers didn't forget.

The few good aligned creatures in the book tend to have some aura of tragedy about them. Again, this is perfectly within line of the mood of Ravenloft.

The idea of undead lords, which are stronger forms of standard undead (such as ghoul and zombie), allow for a more dangerous "leader" monster for otherwise unintelligent undead. This can cause quite a shock to a party expecting to meet mindless undead only to find out there is a sinister intelligence behind their behavior.

There are plenty of examples of how to take otherwise neutral or good creatures and give them a Ravenloft "taint", such as the Shadow Unicorn, an evil version of the Unicorn.

There are Oriental style horrors within. Nice inclusion for a book that could have easily ignored them.


What I didn't like about Denizens of Darkness:

I think that one of the constant criticisms of monster compilations is that Challenge Ratings are off on some creatures. This has been said of WotC's Monster Manual and I think it can be said of the creatures in Denizens of Darkness. An example of this would be the Boowray, which is CR3 but can whisper Suggestion at will, is Incorporeal, Immune to mind-influencing effects, and can go Invisible at will as a standard action. This seems a tad high for CR3 to me.

Some of the artwork seemed cartoonish, which didn't' fit in with the mood of the book or setting.

The spine of the book creaks every time I open it, making me cringe. Perhaps this was an intentional effect to cause a sense of dread when opening this book of horrors, or perhaps it's because of cheap binding.

How do a vampire and a living humanoid create living offspring?


Summary:

I think Denizens of Darkness is a must have book if you are running any sort of Gothic-style campaign, such as Ravenloft or Call of Cthulhu. Almost all of the creatures listed within bring interesting role-playing hooks. There is a slight tendency towards temptation or corruption style monsters as opposed to PC punching bags, but again this fits in with the overall theme of Gothic horror.

I don't think many of the monsters presented would fit in well in a more standard style of fantasy play. They tend to be much more subtle than most of the fantasy groups I have seen. I think Ravenloft appeals more to parties looking for a change of pace from fantasy, so this is not necessarily a bad thing.

All in all I would recommend this to anyone seeking to run a horror game. There are some monsters that could be used in a non-horror campaign, but I don't think they would be used to their full potential.


Open Content Used:

None. It is an Officially Licensed Wizards of the Coast product and thus not subject to the OGL.


Reviewers Notes:

None.
 

Denizens of Darkness is a 184 page $29.95 hardcover monster supplement for the Ravenloft campaign setting.

The supplement attempts to fill three separate purposes: to convert setting monsters from 2e to 3e and add a few new ones for old fans of Ravenloft, to fit into and support the Ravenloft line of 3e books so that they are complete without any 2e books, and to provide a host of gothic horror monsters suitable for any D&D setting.

The book starts with a brief introduction that analyzes the roles of the different standard monster types in Ravenloft gothic horror roleplaying, provides an index of the 90 monster entries, then provides 170 pages of monsters followed by a journal entry preview of Van Richten’s Arsenal laying the foundations for the setting’s most famous monster hunter and sage. Finally there are a few pages of ads for Ravenloft and Sword and Sorcery products. There are two two-page pdf previews each depicting a whole entry, and a web enhancement of vampire strain spawn available from the white-wolf site and www.kargatane.com

The monsters are presented alphabetically with templates mixed in with the standard entries so you have the humanoid vampyre race immediately after the vampire strain templates. The monsters are layed out one after the other so there is little wasted white space at the end of entries. I found it easier to look up creatures than in the 3e monster manual. Almost every creature has a piece of art depicting it. The art ranges from poor to good and very good.

Overall I found the artwork disappointing. There are several different styles of art throughout the book and some work well while others do not. I particularly liked the well inked pieces by Bob Giadrosich as shown in the ghoul lord and snow wraith. However another artist’s style seems wholly too cutesy for a horror sourcebook and made it difficult for me to take the moor men and spirit waif seriously. I found the lycanthrope pictures good except for the disneyesque werejackal. One artist draws in a sort of sketchy anime sort of style which works well sometimes (I like the vistani) but sometimes appears too underdeveloped and looks like first draft sketches. Also there is a smudgy charcoal style I do not care for. Part of my disappointment might be that I really liked the 2e art for many of the creatures from the original Ravenloft monstrous compendium and a lot of the new art does not compare well.

The monsters range from CR 1/6 to 16 with most ranging from 1 to 5 and only two being over CR 11. The templates, however can add as much as +6 to a base creature. In an interesting typo the 10 HD radiant spirit is listed as CR 110.

There are nine new templates presented, including: animator, dhampir, ermordenung, geist (with two subtypes), ghoul lord, lebendtod, living tattoo, vorlog, and zombie lord. Two of the templates can be added to objects.

There are eight new types of lycanthropes including ones based on worgs, dire wolves, dire badgers, jackals, jaguars, leopards, hybrid stingrays, and dire raven. Most are on the lower end of power with only the dire wolf rivaling the standard weretiger for stats. Unfortunately, instead of adding to a creatures CR every lycanthrope adds +2 to its base animal CR only, how you handle a humanoid with more levels than the animal is not explained. Notable for their absence are the bat, crocodile, and shark, particularly because there are Ravenloft lords with these lycanthrope types. They are covered in Monsters of Faerun so I think their omission is deliberate. However, the werebat stat changes snuck into the lycanthrope stat change chart.

There are also lots of vampires in this book. There are seven vampire “strains” or variations of the standard vampire template including Chiang shi (oriental), nosferatu (no energy drain, with a cerebral subtype), vyrkola (diseased), dwarven, elven, gnomish, and halfling. The kender vampires from 2e are no more. Also there is a vampiric monstrous humanoid race, the dhampir half vampires, and the vorlog (almost made but then botched special not quite vampires). There is also a procedure for vampires to turn a subject into a full vampire instead of a spawn. The variations are more than just names as they each have different weaknesses and powers that make them distinctive adversaries. Each of the full vampire types has a different chart for the effects of different age categories making the older ones much more powerful than standard fledgling vampires.

The book has lots of undead, both corporeal and incorporeal. Roughly one third of the entries are undead. There are lots of ways that souls can come back depending upon the situation of death. For example, a paladin who dies with a mission unfulfilled, people burned to death at the stake, hanged wrongfully or not, sailors drowned, pirates and ship captains, an innocent whose bones are unconsecrated and in a dangerous place, assassins killed on assignment, etc. Given the numbers of undead I was surprised at the low number of energy draining attacks in the book. While PCs can take heart in this they should still be wary because there is an inordinate number of creatures with permanent ability drain attacks.

There are numerous shapechangers that can appear human and mix with society ranging from dread doppelgangers to skin thieves, to pool entities that wear the bodies of their victims to non infectious wolf werewolves known as wolfweres.

Among the constructs there are figurines, scarecrows, living walls, six types of golems (bone, doll, gargoyle, glass, mechanical, and zombie) and others. I was disappointed in the constructs because they do not provide creation rules for any of them save the living wall. In Ravenloft constructs can be created without magic, but I still really wanted rules for spellcasters to make them. I felt it was a mistake to not include such rules, particularly for people using this as a resource in other games. Also the CR 12 zombie golem was quite the disappointment in terms of actual danger, 18 HD but only 17 AC and restricted to partial actions. Serious fighters can mow them down easily and they are nothing compared to a stone golem. A single first level character with enough alchemist’s fire can take one out even if he succumbs to the special stench attack.

Fey are well represented with lots of invisible and malicious or otherworldly types. One of the most powerful special attacks I have seen is listed for one subtype of fey, blinding speed, which gives three full attacks in one full attack action, the only restriction being it can not be used with heavy weapons.

I really like the dread cloakers, aberrations that act like beneficial magic items and establish links to their hosts. They are dangerous to their hosts if not able to use their powers and feed or if they die after bonding.

I don’t own the 2e nightmare lands boxed set and the dream creatures were interesting to get a peek into that realm and to create good dream sequence scenarios. The one non creature crunchy bit is a magic weapon quality that makes weapons more powerful in dream sequences.

There are some issues with typing creatures where it could have gone different ways. For example, a spirit bonding with an item is an undead if it is an animator, but it is a construct if it is a living tattoo. Also the shadow asp is described as being an outsider from the plane of shadow, but is typed as a magical beast.

As a conversion book it provides a wealth of stats for familiar creatures such as the goblyn, the dread elementals, etc. There are creatures not just from the compendiums but from adventures and sourcebooks including such entries as the marikith, and four of the arak shadow fey. However, not every monster from the old books are here, the darkling and doom haunts from the first compendium are missing, for instance, and while the lebentod of Ship of Horrors is here the snow golem is not.

As a continuation of the Ravenloft 3e line it mostly serves its goal, but I was hoping for more folklore development for the monsters on why they have their powers and weaknesses. For those with Secrets of the Dread Realms, they will be disappointed to know the sentinel bat that was promised to be here is MIA and they will have to decide whether the Sith lord is missing her blinding speed power because of a curse as a darklord or because she was made before this supplement came out and retroactively give it to her.

As a generic sourcebook for any campaign it does pretty well, giving interesting creatures with neat powers and vulnerabilities, many that can hide among humanity or plague them. Many scenarios can be created just based around single monster descriptions and their typical modus operandi. The lack of construct creation rules and referring back to the Ravenloft core book instead of explaining vampire age categories or Ravenloft construct creation hamper the book’s efforts to be useful to a wider audience.

At first I was disappointed by the book, particularly given the price. I wanted more in-depth descriptions and the monsters that were missing really bugged me. The more I read it, however, the more it grew on me. It might have helped that I do not own the third 2e Ravenloft monstrous compendium or the nightmare lands so a good number of monsters were fresh to me. In the end I found the book to be a solid, useful 3e monster book.
 

Thankyou for this review, it was helpful to me in deciding whether or not I should get a copy of the book. I particularly liked the fact that not only did you set out contents of the book, but you explained why you liked and disliked various aspects of the book - and that you obviously thought about the book, rather that just posting a spur of the moment first-impressions type of review as some people do.
 


When I buy an RPG product, my cardinal concern is how balanced it is. I don't care how creative your little rule supplement is if it's to knock my game into munchkinland or rip my players apart through challenge rating miscalculations. I'm also a fairly anal retentive wargamer, and I like rules that are as close to flawless as possible.
That's why the sheer number of errors i found in DoD knocked my proverbial socks off.

Almost every other page in this collection of dark, Gothic creatures has at least one error on it, be it inccorect damage ratings, attack bonuses, saves or skills. The number of typos to be found is equally impressive (one recurring fault is the way the "-" symbol somehow became the "1/2" symbol, making advancement ranges an amusing pain to read).

A further annoyance is the way the book was built with the Ravenloft setting's "Fear, Horror, Madness" system in mind. Many of the creatures' abilities refer to the core RL book's section on that mechanic, an irritating assumption for those who don't own it or would rather not use such rules. Denizens of Darkness could have very easily stood on its own, as those familiar with the "Fear, Horror, Madness" rules will realize that refering to them was unecessary.

Rule and formatting shortcomings aside, the creatures presented are actually quite decent, managing to be creative without being too outlandish. Most of them can function as entire adventures in themselves, a plus for those DMs with time constraints. It carries its dark theme very well, managing a degree of subtlety that puts the similarly inclined Creature Collection II to shame.

As for appearance, the exterior is elegant simplicity that looks good on any game shelf. The interior art is a mix of new pieces and older ones collected from the Ravenloft setting's illustrious history. Individually many of the pieces are quite effective (I especially like the "inkstain" style of one particular artist), but the whole is an unappealing visual mishmash.

I caution once more, don't buy this product if you are not willing to put in time and effort to clean up its rule gaffs.
 

Just two clarifications (which John Mangrum has also just posted on the messageboards).

www.kargatane.com is not the company website for Ravenloft. The company website for Ravenloft is www.swordsorcery.com. The Kargatane site is just a fan site - it just happens that a number of said fans running the site are also freelancing extensively to Arthaus.

Secondly, we have not stated that there will "very likely be no official errata". We said that errata was a secondary priority compared to freelance writing for new Ravenloft books (which has been a very hectic schedule in recent times). Unfortunately, that means we're not able to give an expected date for completion of the errata. It is on our "to do" list, though.

Stu of the Kargatane
 

A further annoyance is the way the book was built with the Ravenloft setting's "Fear, Horror, Madness" system in mind. Many of the creatures' abilities refer to the core RL book's section on that mechanic, an irritating assumption for those who don't own it or would rather not use such rules.

Isn't that sort of like saying "A further annoyance is the way the Monster Manual was built with the d20 system's 'Hit Dice' rule in mind?" The book is a supplement for Ravenloft (and quite clearly advertised as such), so I don't see what the problem is in referring to the base rules. Noting the fact that the main Ravenloft book is required to get full use out of the creatures is fine, but calling it an "irritating assumption" is a bit unfair.
 

Stu:
I will remove the innacurate bashing of your product support and incorrect listing of the company website.

Drnuncheon:
I will slightly modify the passage on Fear, Horror, Madness to clear up my irritation.
 

By Steven Creech, Exec. Chairman d20 Magazine Rack

Sizing Up the Target
Denizens of Darkness is a core rulebook for the Ravenloft campaign setting. Published by White Wolf under the Arthaus/Sword & Sorcery imprint, this 184-page collection of monsters retails for $29.95.

First Blood
Denizens of Darkness contains 90 creatures indigenous to the demiplane of Ravenloft. Anyone familiar with past editions of Ravenloft will recognize some old favorites such as a goblyn, reaver, vampyre, and wolfwere. As one would expect of a Ravenloft monster book, a large share consists of undead and constructs. There are several templates but they lack identification until you actually read the individual entry.

Critical Hits
The presence of some of the original monsters gives the book some much needed familiarity. Fans of constructs will like the variety of choices (many quite gruesome). The lycanthrope template expands upon the one from the Monster Manual and offers several new form choices such as loup-garou, werebadger, wereleopard, and wereraven. Vampire strains are templates that can be attached to the existing vampire template that allows creation of oriental vampires, nosferatu vampires and the like. Specific racial vampires such as dwarven and elven are created in this manner.

Critical Misses
The presentation misses the mark badly here. The lack of a guide listing the monsters by challenge rating really stands out as a problem. Also the fact that there is no index listing the templates (or at least assigning them into a separate appendix) really affects how easily the book may be used. The black and white artwork retains a style similar to both Creature Collections but comes across as sloppy in far too many illustrations.

Coup de Grace
Denizens of Darkness does offer some good possibilities and original monsters for the Ravenloft setting. However, as a whole, it falls short of expectations and hype. With several really good monster books from other publishers being available (such as Privateer’s Monsternomicon), this book becomes a must-have only for the diehard Ravenloft fan or completionist. I cannot recommend this book at full retail price given its lack of presentation and clean layout, especially when there is much better out there.

To see the graded evaluation of this product and to leave comments, go to Fast Tracks at www.d20zines.com.
 

Remove ads

Top