Ravenloft: The Horrors Within — A Sneak Peek Preview

Preview of Ravenloft: The Horror Within
The new book, Ravenloft: The Horrors Within, should not be a surprise considering how popular D&D’s horror setting is. Curse of Strahd was the sixth book released for 5E. RtHW will be the fifth book since the 2024 revised core books.

Still, 2021’s Van Richten’s Guide to Ravenloft was a terrific update to the classic horror setting, so what does. What does RtHW bring to the table?

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“The lens for Horrors Within is completely different from Van Richten’s Guide,” said Wes Schneider, principal game designer and game design lead for RtHW. “With Van Richten’s, we had to had to introduce the broader domains of dread for the first time in 5th Edition. We’d already explored Barovia with Curse of Strahd, but here [meaning Van Richten’s Guide] was our opportunity to look at all of the other domains in one of D&D’s premier campaign settings, which has so much love from past editions. So with that it’s very much, ‘What’s the foundation? What’s our baseline? How to run horror games in D&D. What are some of the other domains of dread, like if you weren’t around in the late ’80s and early ’90s? So we needed to introduce all of that foundation.”

That sets the stage for the new book.

The Goal & What Makes It Different

“With Horrors Within, we wanted to go much harder on, ‘OK, you understand this, you get what the domains are. How do you play it? What do you do with it? What are the adventures you have here? How do I, as a player, create horror stories that I’m realizing through my characters in a spectrum of ways? I have chosen to play in those domains. What do I do here? What is the stat block for the darklords? How do they affect the domains? What’s a campaign arc here? What’s an adventure I can play?’” added Sneider.

“All of that play-focused material, that’s the lens for Horrors Within,” continued Schneider, “So we love Van Richten’s Guide. In many cases, we’re the same team that created Van Richten’s Guide. But with the new juice we got from the 2024 rules update, with way more resources than we had on the team in general with the art and the creative and the concept art that AJ is going to show you all, and hearing the community, 'I get what the domains of dread are Where are my tools to play with this? What can take this to the next level? We wanted to, 'Great, you all have the 101 now.' Of course, this might be somebody's first experience with Ravenloft, and we want to provide that grounding, but once you've gotten that, let's start telling some horror stories."

“This isn’t just a setting book. This is about what fear, obsession, and grief and can do to characters, and monsters and to the darklords. So players aren’t just surviving horror. They’re wielding it. This book, unlike some books that might just ask, ‘How do you beat the monsters? What are your player options?’ This one actually asks, ‘What happens when you become one?’ And you see that reflected in some of the character options.” said Greg Bilsland, executive producer for RtHW.

“We didn’t want to just reprint things. We said, we really wanted to imagine what would we do with Ravenloft today if we were starting from the beginning. That meant kind of visually and from a game design perspective re-imagining what it could be,” Bilsland added.

Fantasy Horror

Part of that re-imagining involved leaning into what makes D&D different from other horror settings.

“Our goal was to have magic-infused horror. We didn’t want it to be generic horror. We really wanted to bring that fantasy element into it,” said AJ Hanneld, senior creative lead, who guided the look and feel of RtHW. “Van Richten’s is such a beautiful book and an impossible act to follow. It’s really gorgeous. We went in a completely different direction. Josh Herman and Kara Kenna really let us take some risks here so we’re experimenting with a cinematic horror fantasy palettes… there’s a recurring colors that has a very distinctive palette.”

An Overview of What’s Inside

“At 288 pages, this book represents one of the longest player/DM hybrid books we’ve had since the launch of 5th Edition,” said Bilsland. “For DMs, it’s the most complete tool kit for running your horror games, probably in recent times. It has something for every DM regardless of what subgenre [of horror] you’re running, and for players, it’s the full tool set whether you’re just starting a Ravenloft campaign, already in one or starting to dabble. It’s got a ton of great options.”

Speaking of options, RtHW contains, by the numbers:
  • 7 Subclasses​
  • 11 Feats​
  • 4 Backgrounds​
  • 4 Species​
  • 17 One-shots​
  • 68 Monsters​
  • 288 Pages​
  • 47 Maps​
  • 2 Magic items​
Some options are all new and others a remastered versions from VRGtR. The Reanimator, for example, is an artificer subclass. RtHW does provide the base artificer class with the Reanimator subclass listing because they realize ot everyone will have have Eberron: Forge of the Artificer.

“A lot of this is letting folks play whatever horror they want and then create their own domains,” said Bilsland. “A big piece of this product gives players and DMs the ability to customize and tinker and build out those domains of dread, whether you want, to pick them up, modify it or go deeper on it.”

That includes more options for cosmic/eldritch horror than VRGtR had. Cthulhu makes an appearance in the Innsmouth domain of dread, which sort of brings RtHW full circle with old D&D. Long-time players might remember that the first printing of Deities & Demigods included both Cthulhu and material from Michael Moorcock’s Melnibonéan cycle. Those and their related entries were removed from the 1981 printing issues with copyright permissions.

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Another difference from VRGtR is that RtHW has full stat blocks for the darklords. The new book has 17 stat blocks for darklords with lair effects, plus 42 new horrors in the bestiary (and 68 entries total in the monster section), including classic monsters like the dullahan, a.k.a. the headless horseman.

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What Will the PCs Become?

“Players are partners to DMs in the storytelling. Duh,” said Schneider. “But when you’re telling a horror story, we want to be sure we’re giving players tools to create characters that are telling personal stories that are resonate and coherent with the same types of stories the DM is setting up. So you can absolutely come to Ravenloft and play the virtuous paladin, the exorcist. Absolutely. Those are great types of horror stories.

“But with Horrors Within, it’s very intentional with the name of the product to tell your own personal horror story,” emphasized Schneider.

RtHW features seven subclasses of horror, with the Reanimator being a new subclass for the artificer.

“We really wanted this to lean heavily into Frankenstein monster-builder archetype. We wanted this artificer, for lack of a better word, feel fleshier and more grotesque than any other artificers that have come before it.,” said Makenzie De Armas, senior game designer. “We really emphasized you getting to play with iconic horror films and make them your own. So this artificer has an undead companion that they take along with them on their adventures and this undead companion can die and get much more easily revived and rebuilt using magical prowess than, say, building a mechanical beast.”

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“There are also options to level up and essentially add modifications to your reanimated companion and give them different strange or grotesque augmentations to further their abilities. I like to envision that as you taking actual parts from the monsters that you face and grafting them onto your companion to increase or vary its utility,” continued De Armas.

“One of my favorite stories from the creation of Horrors Within is getting the brief for this subclass and being told to make it as disgusting and grotesque as possible, and then after turning in that draft, being told, ‘OK, alright, let’s pull it back a little bit’,” Makenzie laughed.

So if body horror is your jam, the Reanimator subclass is worth a look.

The D&D team also realized they had a lot of fantasy horror, gothic horror, and such, but no folk horror. That led to the creation of the Hollow Warden Ranger.

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“This is a ranger inspired by those cryptids and legends of the land and beings that are older than you and older than civilization. This ranger draws its power from those eldritch beings and in keeping with the ranger’s ties to the land, and uses it to transform to an eldritch being or cryptid themselves. It’s a ranger that embodies different monstrous qualities and wanted to lean into becoming the monster you hunt. So we created the Hollow Warden to lean into that wild, cryptid fantasy for horror,” aid De Armas.

A New Perspective on Horror

“Our overarching goal was what does horror look like when it’s infused with magic, and also, how can we draw on horror as it exists in pop culture through history,” said Hanneld. “So if you look at the logo, that has that Stephen King horror paperback kind of nod. And then on the alt cover, it’s a different logo. It’s sort of Frank Lloyd Wright Americana/American Horror Story vibe.”

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RtHW’s creative design balances modern magic-infused fantasy with gothic horror that creates a setting that is eerily beautiful, unsettling, and charged with primal emotion. It draws from the saturated, surreal look of contemporary horror films from A24 and Blumhouse, like Midsommar, as well as their Italian horror predecessors like Darie Argento did with Suspiria. It creates a dreamlike look with unnatural lighting with elegant symmetry and psychological tension. Some of the art, as you can see here, has a color palette that evokes the saturated look of certain colors under blacklight bulbs.

“The biggest thing I wanted was for this to have Susperia energy. I wanted it to be super saturated, super immersive and really disturbing,” added Hanneld.

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“When most people thought of Ravenloft previously, they thought Barovia, which is gothic horror, blacks, whites, maybe some red in there. I think what you’ve [meaning AJ] been able to bring to this is a diversity of expression across the subgenres of horror,” commented Bilsland.

“We really wanted to depart from black and brown, dusty parchment and expected horror stereotypes, so that was our guiding light throughout the project. One of the fun things that we got to for the first time ever was black pages, which sounds so simple but they were not sure are the pages going to be so saturated with ink that they wrinkle and we can’t get them to dry, is it going to actually make the book heavier so it’s more expensive to ship. A lot of interesting challenges but we were able to pull it off.

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Contrary to common assumption, white lettering on a black backgrounds are not typically made with white ink on black paper. Instead they’re printed with black ink filling the background, hence the technical hurdles Hanneld mentioned.

“And then Trish Yokum did some beautiful graphic design where she was able to pull you in and out the dark backgrounds… We also get to have full bleed, full page artwork. There’s no portal that it’s peeking through. There’s no frame. We get to fill the whole page, the whole frame with minimal text, only a caption to describe what you’re looking at. It was super fun to experiment and R&D [research & development] with that,” added Hanneld.

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“[Another consideration was] reading optimization. We had to have the right level of contrast with the text. It’s not a coffee table book. It’s a resource book. You need to be able to flip through and find what you need quickly. So I tried to optimize for that while keep that dark, horror, saturated energy,” said Hanneld.

“We have made a bigger investment in our artists’ pool. We’re even paying our artists more, and I think that’s really reflected in the quality of the art we’re getting and the quantity of art,” added Bilsland. “I think that’s important for horror because we put a lot on DMs to convey, but horror is a challenge for some DMs. Having a tool/resource to show their book for players to set the tone is really important.”


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Bringing Ravenloft to Our World

For RtHW, Wizards is also offering a DM screen, map pack, and an all-new Tarokka deck. But there's more Ravenloft than ever also coming out with the new book.

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Wizards is now also fully involving their partners for additional products. In addition to prior collaborations with WizKids for minis, for example, there are partnerships with companies like FanRoll Dice, Dark Horse Comics, Ravensburger, Displate, Sirius, and even Hot Topic for Ravenloft-inspired clothing.

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“This is something D&D really hasn’t done to this degree before. I worked on D&D in the 2000s and early 2010s. The level of integration and partnership that’s happening around this season,we really hope will excite fans. Players will be able to not just engage in the game product itself. If they love Ravenloft and want to go around sporting Strahd on their apparel, they can do so,” said Bilsland.

“I want to call out that this is the first time we got a passel collection with Hot Topic. They saw the collection and actually bought into a full suite of products. and that’s the first time we won that in market,” said Hanneld.

Honoring The Past & Creating the Future

The credits for RtHW honors those who have had a lasting impact on the setting over the years.

“I want to acknowledge that this is built on the foundation of folks that came before,” said Bilsland. “I was sitting down with [Ravenloft's original creators] Laura [Hickman] and Tracy [Hickman] just a few months ago and hearing stories about their early work on Ravenloft and how very different that module was in its approach and how it really changed people’s impression of what a D&D adventure can be and so in the book we want to acknowledge the amazing work many people before have done on which this product rests.”

Schneider expanded on Bilsland’s comments with a look to how the past informs the future.
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“I want to call something since we’re talking to this group of creators here as well. Two names on there are the Fraternity of Shadows and The Kargatane,” said Schneider. “These were fan sites, like back in the ’90s. My first writings on D&D period were on The Book of Shadows on The Kargatane website. These groups still run Mistopedia, a giant wiki for Ravenloft, so this is how integral some of these fan creators have been on this community on this setting for a decade.”

“I just want to make sure everyone on this call understands that the stuff you’re making these days, it’s going to impact somebody you don’t even know, and like 10, 20, 30 years down the road. They’re going to be on a slide like this,” continued Schneider. “I just want to highlight that.”

Ravenloft: The Horror Within releases on June 16, with both a mainstream cover and an alt cover exclusively available through game stores. Early access begins today on D&D Beyond. Check back soon for my in-depth review.
 

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Beth Rimmels

Beth Rimmels

Alright! So! I ran a Dark Lord Gauntlet!

We had 2 combats, and one had to be cut short (classic 20th level 1-shot)

Combat 1: Cthulhu
Nasty guy got befuddlement off on the cleric, ruining their entire fight. Then Cthulhu had to keep moving away and teleporting out just to stay out of reach of the paladin and fighter, until he could kill the fighter. All in all, I like Cthulhu, but he needs twice as many hit points. Mind you, the party was at full strength.

Combat 2: Undead friends
Wilfred Godefroy CR6
Saidra d’Honaire CR9
Ramya Vasavadan CR15
Strahd von Zarovich CR15
Ankhtepot CR17
Lord Soth CR19

This was a messy, messy combat. I decided to have each dark lord use all their legendary actions at once. Between Soth, Strahd and Anktepot, they have SO much control that I was tossing out 9 casts of command per round. It was mostly just tough to keep track of it all, but I sorta managed. I don't think it was that fun for the players, as I kept on controlling them. I succeeded on killing the cleric, charming the fighter and commanding the paladin with Strahd and Ankhtepot, while Ramya and Soth had been slain already. We called it early.

First some general thoughts of level 20
  • Don't run level 20 one-shots.
  • Paladins are required.
  • Fighters are the most OP.
  • All characters had the shield spell. F that.

Then, the Dark Lords:
  • Wilfred: neat ghost boss for low level. I love his design.
  • Saidra: wonderful ghost lady, lover her design too!
  • Ramya: Surprisingly bland compared to the others. AC18 is quite low.
  • Soth: Like Ramya, but with a lot more control options. Kinda fun because of his bonus action spellcasting.
  • Ankhtepot: I love this guy, I even ran him wrong. I think he was lucky to never get focused down.
  • Strahd: a beast, casting command 6x a round + charm person will ruin a low level party's day

Conclusion:
I really don't enjoy all the control they put on these monsters. They need about 2x the HP after CR10.
 

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D&D has never been pseudo-medieval. As pointed out earlier, in terms of the technology on the standard equipment list is closest to renaissance. In terms of style, early D&D never resembled anything other than itself. And its art style has continuously changed to reflect the fantasy art of the period.

Yes and "itself" was pseudo-medieval. Rennaisance has ALWAYS been included in pseudo medieval. That does not mean we start using American architecture. If people want that there are plenty of games to accommodate them. The equipment list also includes stone-age weapons and bronze age weapons. It was primarily medieval in aesthetic, and since its not teaching history it uses things from other premodern time periods. The castle used was Based and inspired by medieval architecture and exaggerated, just like D&D . The VAST MAJORITY of D&D products and the flag ship campaign settings have been pseudo medieval. There is nothing Not Pseudo Medieval about Greyhawk, Mystara, Dragon Lance, and the Forgotten Realms until the wacky Calimshan chapter in the new forgotten realms. On balance. yes D&D IS Pseudo medieval.
The cover illustrations, and the new book, lean into the Hammer horror movies of the 1960s, which were set in an ahistorical past and often used green and purple set lighting to create an unnatural atmosphere.
Yes I know that and that's why I do not think it appropriate for a D&D Setting. The color palate has turned me off from buying the book, and I'm only buying the Beyond version because of it, especially the Game store exclusive cover. It was as bad as the forgotten Realms game store edition covers. The art director seems to be far outside the D&D Aesthetic authorizing art like the game store Forgotten Realms Cover.
As for the tarot, that has been illustrated many times before, the artist is trying not to repeat what has been done before (something artists prefer to do).


The Tarot looks awful. A valid reason for it is not going to make me like it. Maybe that's an indication they are overdoing the setting.

Cthulhu did not need to be Americana. Cthulhu could fit anywhere, especially since there is a headlining game where you can play against Cthulhu right in Massachusetts. They could have creatively placed that in a number of premodern settings.
 

Yes and "itself" was pseudo-medieval.
So, lets get this straight: you are choosing to define "pseudo-Medievil" as a synonym for 1970s D&D art. Helms with horns, furs, no trousers, chainmail bikinis and wizards in dressing gowns. And everything in black and white line drawings.

Then you saying that D&D can only ever be this thing.

That does not mean we start using American architecture.
Why not? It references architecture from everywhere else, what is so exclusive about American? It's like complaining about American accents in fantasy, which has reared it's ugly head again in relation to The Odyssey movie. People in ancient Greece did hot speak with British accents! They spoke Ancient Greek!!!
Cthulhu did not need to be Americana.
Cthulhu mythos is very much grounded in American neurosis.
 
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Perhaps if you can’t find the right word, you can find a different word altogether - one that doesn’t connote “propaganda purpose” like the word “propaganda” does.
We are really talking about the use of solid block colour, which worked well with the screen printing techniques of the early 20th century. I have a book of 1930s-50s railway posters that use that style.

I don’t think the particular colour palette was available to poster printers of that period though.
 

So, lets get this straight: you are choosing to define "pseudo-Medievil" as a synonym for 1970s D&D art. Helms with horns, furs, no trousers, chainmail bikinis and wizards in dressing gowns. And everything in black and white line drawings.

Then you saying that D&D can only ever be this thing.
You're not getting anything straight. Your making up arguments.
Once again you are drawing your own conclusions and nothing I said supports this straw man.

Why not? It references architecture from everywhere else, what is so exclusive about American?
Because America is a phenomenon of the modern world. There are plenty of games that do modern better.
Cthulhu mythos is very much grounded in American neurosis.

This isn't a lovecraft game. There's a nice game that lets you explore that. Probably the next most popular TTRPG. So if you want to explore American Neuroses that will probably work out better for you in that regard.
 

You're not getting anything straight. Your making up arguments.
Once again you are drawing your own conclusions and nothing I said supports this straw man.
If that’s not what you mean, wtf do you mean?! You are not explaining what you mean by “pseudo-medieval”, aside from linking it to 1970s D&D. If that’s not what you mean then you need to explain what you do mean.
Because America is a phenomenon of the modern world
Not if you are not American it isn’t. Hasbro is an international company that sells products all over the world.

This isn't a lovecraft game. There's a nice game that lets you explore that. Probably the next most popular TTRPG. So if you want to explore American Neuroses that will probably work out better for you in that regard.
Yup, 5e D&D is more of a take-the-P out of Cthulhu and American neurosis game. Hence leaning into punching Cthulhu rather than being frightened of them.
 

If that’s not what you mean, wtf do you mean?! You are not explaining what you mean by “pseudo-medieval”, aside from linking it to 1970s D&D. If that’s not what you mean then you need to explain what you do mean.

Not if you are not American it isn’t. Hasbro is an international company that sells products all over the world.


Yup, 5e D&D is more of a take-the-P out of Cthulhu and American neurosis game. Hence leaning into punching Cthulhu rather than being frightened of them.
I gave my opinion on an aesthetic on the internet. You dont agree with it. I already gave examples to make it clear. Your trying to what convince me i need to abandon the esthetic I prefer?

Europe still is in the same timeline. America is just as modern in Europe as it is here.

Well the art director felt the need to explain Cthulhu was not just a Funco pop. Maybe there are people who only know cthulhu as a plush animal. Thankfully I dont know anyone like that. Otherwise its new to me that we Americans dont find Cthulhu frightening. If they dont they probably dont know it through reading.
 

Alright! So! I ran a Dark Lord Gauntlet!

We had 2 combats, and one had to be cut short (classic 20th level 1-shot)

Combat 1: Cthulhu
Nasty guy got befuddlement off on the cleric, ruining their entire fight. Then Cthulhu had to keep moving away and teleporting out just to stay out of reach of the paladin and fighter, until he could kill the fighter. All in all, I like Cthulhu, but he needs twice as many hit points. Mind you, the party was at full strength.

Combat 2: Undead friends
Wilfred Godefroy CR6
Saidra d’Honaire CR9
Ramya Vasavadan CR15
Strahd von Zarovich CR15
Ankhtepot CR17
Lord Soth CR19

This was a messy, messy combat. I decided to have each dark lord use all their legendary actions at once. Between Soth, Strahd and Anktepot, they have SO much control that I was tossing out 9 casts of command per round. It was mostly just tough to keep track of it all, but I sorta managed. I don't think it was that fun for the players, as I kept on controlling them. I succeeded on killing the cleric, charming the fighter and commanding the paladin with Strahd and Ankhtepot, while Ramya and Soth had been slain already. We called it early.

First some general thoughts of level 20
  • Don't run level 20 one-shots.
  • Paladins are required.
  • Fighters are the most OP.
  • All characters had the shield spell. F that.

Then, the Dark Lords:
  • Wilfred: neat ghost boss for low level. I love his design.
  • Saidra: wonderful ghost lady, lover her design too!
  • Ramya: Surprisingly bland compared to the others. AC18 is quite low.
  • Soth: Like Ramya, but with a lot more control options. Kinda fun because of his bonus action spellcasting.
  • Ankhtepot: I love this guy, I even ran him wrong. I think he was lucky to never get focused down.
  • Strahd: a beast, casting command 6x a round + charm person will ruin a low level party's day

Conclusion:
I really don't enjoy all the control they put on these monsters. They need about 2x the HP after CR10.

I rated Paladins, Monks, Fighters highly due to this.

Internet told me I was wrong.
 

already gave examples to make it clear
What, where? All you said was “pseudo-medieval” but you seem to have a completely different idea about what that means than the rest of the planet.

Your trying to what convince me i need to abandon the esthetic I prefer?
You can like whatever you like, but statements like “D&D was always this” are clearly false.

I don’t like all the art in this book, but I admire the bold choices even when they aren’t all to my taste.
Europe still is in the same timeline. America is just as modern in Europe as it is here.
Setting aside the perspective that from Europe America looks a little dated (ties, for example. What are they for?), style has more to do with location that date. You can say something looks British, or French, or Spanish, or American without it indicating anything about the date it was made or the technology required. The painting “American Gothic” looks American, but it certainly doesn’t look modern, or feature any technology that couldn’t have been made 400 years ago.
 
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