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Van Richten's Guide to Ravenloft

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At a glance

Condition
New
Style
Physical Book
Model
WTCC92800000
Dimensions
8.6 x 0.75 x 11.15 in
Weight
2.1 lb
Color
Multicolor
Material
Paper
In the box
Book

Features 5

  • Travel (perhaps even by choice) to Ravenloft's expanded Domains of Dreadeach domain with its own unique flavor of horror, thrilling story hooks, and grisly cast of characters
  • Craft your own D&D horror settings, add tension with optional rules, and get advice for running a game that's ghastly in all the right ways
  • Create characters with lineages tied to vampires, undead, and hags, horror-themed subclasses, the Investigator background, and "Dark Gifts" that may be a double-edged sword
  • Unleash nightmarish monsters from an expanded bestiary, and browse a collection of mysterious trinkets

Description

Explore the horrors of Ravenloft in this campaign sourcebook for the world’s greatest roleplaying game. Terror stalks the nightmare realms of Ravenloft. No one knows this better than monster scholar Rudolph Van Richten. To arm a new generation against the creatures of the night, Van Richten has compiled his correspondence and case files into this tome of eerie tales and chilling truths.

Specs 29

Age Range Description Adult, Teen
Brand Name Dungeons & Dragons
Unit Count 1 Count
Item Type Name Book
Model Name 2147870756
Expansion For Dungeons & Dragons
Edition Standard Edition
Global Trade Identification Number 54

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Top Amazon Reviews


Terrific 5e take on gothic gloom and horror gaming in general
Style: Physical Book
Van Richten's Guide to Ravenloft offers a lot of terrific material for players and DMs alike for building out their own Ravenloft campaign, or more broadly, for creating a horror-themed D&D adventure or campaign. The book is lavishly illustrated, clearly written and nicely laid out, and is quite in line with the generally high production values I have found in my other 5e books. A good portion of the book - Domains of Ravenloft (pp.60-180) - provides additional setting information on Ravenloft, which is you've already visited the place in Curse of Strahd, this should give you plenty to book a return visit. Or, you can turn that adventure book into something larger with the additional detail provided here. It's all fun stuff to read and to imagine one's players in. Monsters of Ravenloft (p.222-255) offers a bunch of fun critters and villains to throw at your party as well. They are all horror-themed, of course, so they will feel most suitable for horror adventures or campaigns. But you could work one of these into a particularly dark and spooky corner of a dungeon or one-shot you're writing on your own, just fine. But where the book really shines is in its sections on Creating a Domain of Dread (p.38-60) and Horror Adventures (p. 184-221), which are marvelously written chapters on how to get into the tone and direction of a fantasy horror game. Creating a Domain of Dread is helpful intro material for those looking to dive into a horror campaign, and offers nice overviews of various sub-genres of horror, which make the whole thing a bit more manageable to understand and absorb. Just calling a game a horror game is fairly broad, and creates a lot of opportunity for players to have widely divergent expectations of where the game will take them, and that leads to an experience that often isn't as fun for everyone as i could be. The Horror Adventures section is aimed at DMs, but would be a good section for any player to read as well. It is a really, really great section because it doesn't presume one knows what makes a horror story tick. Sure, everyone knows what it's like to be scared or creeped out, but actually crafting that experience for others so that they enjoy it is a much more difficult and nuanced thing. And this chapter provides a lot of helpful tips on how to set atmosphere, create tension, and so on. It also has some really important guidance on setting boundaries, checking in on the players and seeking consent. It gets into the concept of having a Session Zero for the campaign (which is a good idea for any campaign in any game, really), and it stresses that just because you know your players, it's not good to presume to know what their deepest fears are. The point being, running a game that triggers your friend's most intimate fear or trauma is not a legit avenue for entertaining them, yourself, or the other people at the table. And guess what? Everybody has something deep down that they just don't want to see mined for role-playing. We just don't like to talk about that often. There are those gamers who feel such things are unnecessary, to the point of grousing over how this book is too "PC" or "woke" or whatever other buzzword folks like to use to complain about how hard it is to actually be respectful of others at the table. (These same voices seem to have difficulty accepting illustrations of adventurers in wheelchairs, which also appear in this book. That seems like a strange hill to defend, and one that provides no avenues for heroism. But I digress.) The reality is, a horror game is still about having fun. And if you genuinely freak out a player because you weren't mindful of their limits, you've failed as a GM and you've done harm to your player. That's not what any game should be about, even a horror one. And keeping these things in mind is a way to respect everyone at the table. Very few games bother to address this, let along provide helpful guidance to DMs on it, so for this section, I'd give the book a sixth star, if I could. I will also say this - I didn't see any specific sections on "Insanity" or "Madness," as often appear in other horror games, and I welcomed that. Such approaches often treat mental wellness with a very broad brush, ignorantly wielded. Van Richten's Guide often rounds back to how much fear a player is experiencing, and how debilitating that is to one's character in the moment. It doesn't rely on tired old concepts of mental collapse that a) lead to lazy storytelling and b) often reinforce a weird kind of aggression from DMs who say where and when a character is no longer fully in control of their faculties. Once again, there are those who find this approach too gentle. I say that in a world where we are making strides to acknowledge and destigmatize mental wellness issues so that people in the real world can get the help they need without shame or ridicule, using things like D&D to dress up in broad stereotypes about mental illness isn't helpful, and is not pointing towards a better future for this game, our beloved hobby or the RPG industry. Van Richten's Guide is a rich, detailed and fun book that I am looking forward to integrating into my game. I'm not a particularly huge horror gaming fan. But I can see the many things here that I can make use of and bring a sense of dread into my game that I think my players will enjoy. ... show more
Reviewed in the United States on May 24, 2021 by Bill Coffin

A Necessary Sourcebook for Gothic D&D . . . and fantasy writers!
Style: Physical Book
I have been a DM for 5e for the past 3 years and I have to admit . . . that this is one of the best books in the 5e lineup; definitely up there with Curse of Strahd. Whether for simple one-shots or long drawn-out campaigns, this book caters to everyone, including the dark fantasy writers. I cannot wait to run a session with my table with this book; of course if they agree to it. The properly organized book makes me so happy as an apprentice DM; chapters for the Domains separated out with necessary info, awesome (and terrifying) new creatures to throw in in the bestiary, and even a gorgeously designed spirit board in the back. This is going to be an amazing resource for DMs (and writers), and as a resource, it shines. A resource book that is a well-structured book with all the stat-blocks in an easy-to-find fashion, instructions on how to create a unique Domain of Dread, and a helpful guide on how to add horror to a game. Despite my simple cursory look at the book, WotC finally brought back an iconic book that can be classified as one of the best. I guess I can wrap this all up easily right here: Content = 9/10 Ease of play = Unknown Organization = 10/10 Ease to read = 9/10 Ease to resource = 10/10 Price = 8/10 ADDITIONAL INFO (Edited): There is a considerable amount of retconning done by WotC when it comes to a lot of the original lore from the original books. However, the amount of retconning was deemed "necessary" by some individuals. I am not saying they are wrong; the book even retcons parts of Curse of Strahd. Others have pointed out that the section about the various styles of horror mentioned are considered a heavily watered-down version of what they are; I do agree in some regard. However, I do consider it more as the shallow end of the pool rather than the deep; some DMs need to test the waters first. Fantasy is what we make of it. Some of us like it dark and other's don't. SECONDARY THOUGHTS: This is a Dungeon Master's book; specifically, a campaign setting guide for one of D&D's storied locations. This is not a book that tells DMs how to think and how to run games. It is a wonderful resource for those who wish to dabble into dark fantasy and horror; in other words, not for the feint of heart. ... show more
Reviewed in the United States on May 19, 2021 by B. Fohlmeister

Great New Version
Style: Physical Book
This is a terrific new addition to 5e. Unlike older editions, this version attempts to help DMs think through some of the issues that can surround a horror campaign *before* the game - some people apparently don't think much of this, but I think that a conversation about tone, boundaries, etc. when it comes to something that is supposed to be frightening is decent and appropriate - and this book provides a good way to structure that conversation. If your take is "I've been playing with the same four guys for the last 30 years and we don't want anything to change" than you've probably already updated older Ravenloft games to 5e and this book will surely just disappoint you by having become somewhat more balanced in terms of representation in ways that serve as a marked step away from tired tropes. If, however, you play with *children* (yes, children do play D&D and do enjoy horror games - if not being given nightmares, etc.), you might appreciate the thoughtfulness of the suggestions provided here for making sure that everyone is having *fun* at your table - that is the point, right? If you play with people who are *not* experienced gamers and maybe aren't sure if this is for them, you might likewise appreciate that thoughtful approach. Other complaints that are sure to crop up revolve around several characters from older editions no longer being male, but rather female - we're not talking van Richtofen or Strahd here, so it's not exactly as if these are household names for most gamers, who will not be angry at the change. Sure to also raise hackles is a more realistic representation of the Vistani as groups of people who share culture rather than an immutable "race" (with its uncomfortable shades of past and present racism toward Roma people in the real world). To this four decades' long players of Dungeons & Dragons, this is all a breath of fresh air. My only "complaint," as it were, is that I do miss the presence of a beautiful map of the whole "realms" - but the truth is that the explanation for the lack of one makes complete sense, given that the Dread Realms shift and the mists might take you anywhere in (or perhaps even beyond) Ravenloft. As someone who is raising a child born in the 21st century, I'm glad to see that Dungeons & Dragons is producing quality product that is aimed at the next generation too - not just the pre-existing, longstanding player base. ... show more
Reviewed in the United States on June 1, 2021 by Guillelmus

Fun Horror Setting
Style: Physical Book
A fun addition to any D&D collection. The book is useful in that it gives you the tools to help you create domains of dread and gives several examples of them as well as some new stat blocks. It also comes with fun subclasses and lineages, so it's useful as a DM or a player.
Reviewed in the United States on June 20, 2026 by Kalani

Holding Full Judgment Until I Play
Style: Physical Book
So, the book is a very significant shift away from both the second and third editions of Ravenloft. For the most part, I think many of the changes are in the spirit of Ravenloft, but I'm not sure how many of them will play out in practice. Some of them really change the dynamic and nature of the world - giving the DM a lot more power and taking away from the complexity and thorough world/character development created by the Sword and Sorcery 3.5 version of the game. Taking the good with the bad, I don't want to be too critical or give too much praise until I actually see how it plays out in a campaign. But, here is a feel for some of the changes they made to Ravenloft from the traditional world and storylines for those interested. * Changes To Darklords and Domains - Many Darklords were disposed of and replaced with new Darklords (many of them female). Examples: Lamoria: Victor Mordenheim and his created Adam were replaced with Viktoria Mordenheim (a scientist who turned her female-lover, Elisa, into a golem to save her life). Falkovnia - Vlad Tepest was replaced with a female warrior whose sole purpose in life is to repel a zombie apocalypse happening in her realm. Tepest - The Three Hags were replaced with a single hag who imprisons her sisters. Valachan - The werewolf Timothy is gone, replaced by a female huntress who likes to hunt humans. And quite a few more changes. Some I think add flavor, others I think take it away. * The Core Is Gone: They got rid of the traditional core of Ravenloft and turned all kingdoms isn't isolated islands. While this is in the spirit of Ravenloft, it completely removes the dynamics of border conflicts, trade, and other issues which were created by the 3rd edition Ravenloft. Likewise, it is almost impossible to willingly leave a domain you are located in. Entering the Mists to leave, you roll a % die. You only have about a 20-30% chance of actually leaving. Otherwise, you find yourself back in the domain. * Nature of Characters is Changed: The game proposed that 90% of all people and being in Ravenloft are soulless creations of the Dark Powers, which exist purely to populate the world and create suffering for the Darklord. While I can understand the logic, it does weaken the idea of how horrible it is to kill them or why a PC would want to protect/save them. On the other hand, it does emphasize why a character with a soul would need to be protected so badly. Further, any being that dies their soul is captured by the mist and later reincarnated in a future body. But there is escape from the mists in death. * Some Characters are Gone, Some are Back: Apparently, Van Richten never died in this storyline. He is still alive and well. On the other hand, Azalin is gone (his kingdom is now caught in a perpetual battle between three different would-be rulers). * All The Power to the DM: Ultimately, this is probably the best change. They've created the world where very little is static, and everything can change at a whim according to the Dark Powers (i.e., DM), and this creates a world where the DM has near-infinite control to change or create anything he needs at a moments notice and use the Dark Powers as an excuse. The power given to the DM to create the horror world as needed is the biggest strength of the new setting. As someone who has DM'ed Ravenloft since it first came out in the second edition, I wouldn't say I like all of the realm and character changes (but there is no reason why I have to use them). Ultimately, I think it creates an interesting new world with new concepts. And, I'm eager to play it and give see how it goes. ... show more
Reviewed in the United States on June 26, 2021 by James J. Meadows

Excellent introduction to adding horror elements to your campaigns.
Style: Physical Book
Overall, this book tackles how to provide an engaging horror focused tone to adventures, campaigns, and new worlds. If you're a horror fan looking for ideas, inspiration, or new mechanics to inject into your campaigns, I highly recommend. If you're looking for a more concrete adventure and fleshed out world that a whole campaign can easily fit into, I would recommend searching for something on the DMsguild or getting Curse of Strahd. Pros: - Excellent framework to add horror elements to your campaigns. - Engaging expanded class options with dark powers that provide new mechanics and flavor tools for players and DMs. - Outlines for keeping horror storytelling as a collaborative process rather than only on the DM. - Domains of dread offer elements of every horror genre that offer theme and plot hook story points, new mechanics that raise stakes, or could be added as a plane hopping adventure for any campaign. - Wonderful new monster additions to challenge players and keep within theme. Cons: - Many of the domains of dread lack details to run a campaign in, but more so spark a short adventure in. Value from it comes in the mechanics, some characters, and for shorter adventure hooks. ... show more
Reviewed in the United States on June 1, 2021 by Noah

A Masterpiece of Gothic Horror in D&D
Style: Physical Book
Van Richten's Guide to Ravenloft is one of my absolute favorite D&D books, offering an incredibly rich variety of gothic and horror settings within the Domains of Dread. The guide takes you deep into the Plane of Shadow, where dark, nightmarish worlds await, and the notorious Dark Lords reign over their respective domains with terrifying power. Rather than relying on traditional spooks, the book focuses on unsettling, psychologically complex horrors, creating settings that are eerie, atmospheric, and uniquely terrifying. The new character options fit perfectly with campaigns set in these dark domains, and the monstrous additions are both imaginative and disturbing. I particularly loved the beastiary's take on familiar creatures, such as a swarm of zombie limbs—a fresh, horrifying twist on an already terrifying idea. The book is a valuable resource for any Dungeon Master looking to add layers of dread, tension, and intrigue to their campaigns. It arrived in perfect condition, with high-quality artwork that truly captures the dark beauty of Ravenloft. If you’re looking to bring a darker, more psychological horror flavor to your games, Van Richten's Guide to Ravenloft is an indispensable resource that will make your campaigns stand out. ... show more
Reviewed in the United States on January 14, 2025 by Matt Cassada

Mwahaha
Style: Physical Book
Beautiful book and a great campaign setting. The nice thing about Ravenloft is because of the nature of the Mists that transport beings to and from the setting, it is easy to pop PCs in and out of it. This is great if the horror mood strikes you, say in October, and you want to spend the month freaking out your PCs with a crimson-soaked slasher chase, and then spit them back out of Ravenloft back into an ongoing campaign. Also, because of Ravenloft’s many possible realms , any genre of horror can be used. The book even gives short descriptions of various genres, along with some story ideas. It gives you tools to craft your own realms. Of course, 17 pre-created domains of dread have been provided , with fetching maps to boot. Another 32 domains are given a less thorough treatment. There are also backgrounds and rules for playing dhampir and some subclass options as well as a really nice bestiary with some choice baddies. There is an adventure provided as well. It’s all deftly written by those who are clearly familiar with horror, and beautifully illustrated. My only complaint, and this is how you know this book is good stuff, is that i wish there were more. Highly recommended to DM’s who want to create a horror campaign within the Ravenloft setting. ... show more
Reviewed in the United States on October 18, 2023 by Diogmites
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