TEXT: 1
  a  5t h  edit ion rav enl of t  at l a s
  LAMORDIA
  I : w h a t  m a k e s  a  m o n s t e r
  
  2
  The
  Ravenloft Gazetteer
  how to use this atlas
  This is a series of Ravenloft Gazetteers updated 
  for 5th edition, following closely to the original 
  source material, and in some cases embellished 
  with new information where ambiguity allows. Each 
  Atlas takes on a new domain of Ravenloft, and is 
  separated into parts. For instance, this Atlas is 
  based around the domain of Lamordia. Included 
  with every part is a short prologue detailing the 
  nature of the domain and its Darklord. These 
  locations are sometimes bound to the intrinsic 
  nature of the domain, but can usually be ported 
  over to other modules or homebrew campaigns with 
  a little ingenuity. 
  As time goes on, more areas will be added to the 
  Atlas, and occasional revisions may be made 
  for the sake of continuity. In the fashion of the 
  original Ravenloft Gazetteers, these atlases are a 
  combination of descriptive information, settlements, 
  random encounter charts, boxed text, mechanics, 
  flavour and a variety of other information based on 
  what seems pertinent at any given time. Hack, chop 
  and use as you will. The only person who gets a say 
  in how you use any Ravenloft material is you (and, 
  of course, the ineffable Dark Powers.) Enjoy, and 
  if you like it, the surest way to make sure more get 
  made is to leave a rating (or a review). 
  
  3
  What Is Lamordia?
  Lamordia is a demiplane nested in the dark mists 
  of Ravenloft. Like the other domains of Ravenloft, 
  the demiplane is self-contained, and difficult 
  to escape from. This has led many to speculate 
  that the domains of Ravenloft hold some kind of 
  purpose, though this has never been revealed. The 
  first and most important feature of a domain is its 
  Darklord. This malevolent being is a creature of 
  darkness that committed a crime so terrible that 
  the mists snatched them away. Many domains 
  spring forth from the evil of the ensnared Darklord, 
  and thus the entire demiplane is permeated by their 
  particular brand of evil. 
  In Lamordia’s case, the Darklord is a wretched and 
  tortured Creature of incredible strength and will. 
  Wrought from mad science by the hubris of Dr. 
  Victor Mordenheim, the Creature is bound to his 
  Master and he to it, though both see each other as 
  their greatest regret.
  The presence of its Darklord has caused Darkon to 
  develop some brooding and insidious traits.
  What To Expect
  Adventurers who have the misfortune to enter 
  Lamordia will come to meet the grim and 
  uncompromising atheism of Lamordia, and witness 
  the dreadful of consequences of innovation and 
  ambition unfettered by soul. They may even come 
  face to face with the Creature, and learn Lamordia’s 
  forgotten past. 
  The Darklord
  The Creature
  The adventurers’ sole means of escape is by 
  confronting the Creature and destroying him, 
  granting him peace and allowing the mists to recede 
  from Lamordia. Alternatively, at your discretion, 
  destroying the scientist Dr Mordenheim for his 
  crimes would also be sufficient.
  The Past
  For thirteen years, Dr. Victor Mordenheim searched 
  diligently for the spark of life - a scientific theorem 
  that would allow him to give life to the dead, and 
  would distinguish him as the greatest mind of 
  his generation. Heedless of the warnings of his 
  colleagues, and the concern of his wife Elise, 
  Mordenheim became obsessed with his research, 
  disregarding sleep and food to pursue his mad 
  agenda.
  Mordenheim’s Creature
  At last, on a cold winter night, when a storm 
  thundered overhead, Victor succeeded. Stitching a 
  corpse together from the strongest body parts he 
  could find, he invigorated it with an electric charge 
  drawn through a lightning vane. Astoundingly, 
  it worked. His Creature thrashed and bawled, 
  destroying much of the laboratory.
  Hard Lessons
  Victor began to tutor the Creature, which he 
  named Adam, in the ways of the world. The 
  creature was strange in its ways, and unable 
  to control its sudden fits of rage. Elise begged 
  Mordenheim to send the creature away, but he 
  refused. Mordenheim grew yet more driven to make 
  his experiment a success, going so far as to adopt 
  an orphan, Eva, to try and use her to teach his 
  Creature empathy. 
  One dark night, Mordenheim returned home 
  from a symposium to find Elise gravely wounded, 
  Eva vanished and blood on the Creature’s hands 
  Mordenheim drove the Creature forth with cruel 
  words, banishing it into the darkness outside.
  Monsters
  Victor, beside himself with grief, sought to revive 
  his wife using his arts. They did not avail him, 
  though he managed to preserve her body as best he 
  could using a complex stasis apparatus in which 
  she still rests as he continues newer and ever more 
  dangerous avenues of research. Slowly, he was 
  drawn into the mists of Ravenloft, and Lamordia 
  became damned. As to the Creature, it fled the 
  shores of men forever, but craving the love of its 
  creator, even as it despised him. 
  Prologue: 
  Dust to Dust
  We are a product of our environment, that is what 
  they say. The world we live in shapes us, and 
  guides us to what we must be. 
  Is it any wonder, in a land filled with monsters, 
  that I became one as well? 
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers League, all other Wizards of the Coast 
  product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive likenesses are property of Wizards of the Coast. This material is 
  protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is prohibited without the express written permission of Wiz-
  ards of the Coast. ©2018 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4 The Square, Stockley 
  Park, Uxbridge, Middlesex, UB11 1ET, UK. 
  Artwork in this module is privately licensed by the author for non-exclusive commercial purposes through obsidian dawn, inkydeals, adobe, gabriel pickard,, d comerci and others. 
  
  4
  Marks of Horror
  Lamordia uses several themes to achieve the 
  desired feel, one which focuses on the nature family, 
  society and the price of progress.
  The Price of Success. Victor Mordenheim 
  succeeded in his goal to create life, but at a terrible 
  cost. Central to the conundrum that is Lamordia is 
  not the question of whether we can do something, 
  but whether we should. 
  What Makes A Monster The people of Lamordia 
  are civilized and practical. However, the greatest 
  evils perpetrated in the land of Lamordia come not 
  from the teeth of monsters, but the hands of the 
  people who walk the streets. Lamordia challenges 
  us to confront our expectations and preconceptions 
  about appearances, and to look for the evil that lies 
  beneath. 
  Forever Alone At its heart, Lamordia’s story is 
  one of family and isolation. Both the Creature 
  and Mordenheim yearn for companionship that is 
  forever denied to them, time and time again.  
  The Powers That Be
  Like any other Ravenloft setting, Lamordia exists 
  and continues to exist by the whim of the Dark 
  Powers an enigmatic entity/set of entities that 
  control (to one extent or another) the creation 
  and maintenance of the demiplanes of dread. The 
  reasons they might do this are unclear, as are the 
  extent of their powers, but several theories are 
  widely agreed upon. 
  Ravenloft is a punishment To become Lord of a 
  domain of dread is to commit a terrible evil, and be 
  stolen away for eternal torment
  The punishment is self-inflicted A key component 
  of the misery of a domain is the fact that each 
  Darklord is bound by their own cravings and selfish 
  impulses. In Lamordia’s case, the Creature and the 
  Doctor are trapped in an endless cycle of cruelty, 
  selfishness and vengeance.
  Time is relative. Ravenloft’s punishments are 
  infinite, and character spirited away by the mists 
  might later return to find no time has passed at 
  all. Darklords are defeated, and rise again from the 
  ashes to be challenged by yet more adventurers. 
  Collateral Damage. The dark powers are not 
  afraid of collateral damage in their enforcement of 
  the domains of dread. Adventurers die in droves. 
  Innocent citizens picked up by the mists fall prey 
  to creatures of the night. It’s impossible to say for 
  sure who or what the Dark Powers are, but they 
  clearly are prepared to accept bodies piling up by 
  the wayside. 
  Traveling the Mists
  This version of the Ravenloft Gazetteer assumes 
  that the borders of each domain are closed, either 
  by the will of the Dark Powers, or the will of the 
  Darklord. In past editions, it has been possible for 
  those who will it to travel between domains. In some 
  cases, suggestions are made to link one domain to 
  another, in case you wish to avail yourself of this 
  possibility. 
  Earlier Iterations of Lamordia
  The Ravenloft Gazetteer for 5th edition is pulled 
  from multiple sources across earlier editions of 
  Dungeons and Dragons. In this case, the Ravenloft 
  Gazetteer Vol II (2003) and Adam’s Wrath. were 
  particularly helpful references. This product 
  borrows some of the ideas from these earlier 
  sources while presenting an alternative version of 
  Lamordia scaled for fifth edition and this product.
  Rules Variants
  It is suggested that you use the following rules 
  variants when exploring Lamordia, to achieve the 
  desired feel. These rules are explained in detail in 
  the Dungeon Master’s guide, chapter 9. 
  Firearms and Explosives
  The people of Lamordia have access to firearms and 
  explosives.
  Slow Natural Healing
  Characters don’t regain hit points at the end of a 
  long rest. Instead, a character can spend Hit Dice 
  to heal at the end of a long rest, just as with a short 
  rest.
  Alien Technology
  Characters are likely to frequenly encounter 
  technology far beyond their understanding, 
  presuming they come from a high fantasy setting 
  such as the Forgotten Realms, or even another 
  dark domain of Ravenloft. This rule can help you 
  adjudicte how quickly characters adjust to these 
  new devices to their own advantage. 
  Injuries
  Lamordia is a place where body horror plays a 
  large part in establishing the mood. Serious and 
  crippling injuries play into this feel, and you 
  may want to consider using this optional rule to 
  encourage your players to engage with the mad 
  medic Dr. Mordenheim. 
  
  5
  Alterations to Magic
   Lamordia resides in its own Demiplane, isolated 
  from all others. No spell, not even a Wish spell, 
  allows one to escape. Astral Projection, Teleport 
  and all similar spells cast with the intent of leaving 
  Lamordia simply fail, as do all effects that Banish a 
  creature to another plane of existence. These re-
  strictions apply to magic items and artefacts. Magic 
  that allows transit to the Border Ethereal is the 
  exception to this rule. A creature that enters the 
  Border Ethereal from Lamordia is pulled back into 
  Lamordia upon leaving that plane. 
  For the purposes of spells whose effects change 
  across planar boundaries, Lamordia is considered 
  its own plane. Magic that summons creatures or 
  objects from other planes functions normally in 
  Lamordia, as does magic that involves an extradi-
  mensional space. Any spells cast within such a 
  space are subject to the same restrictions as in the 
  rest of Lamordia. 
  Whilst in Lamordia, characters who receive spells 
  from deities or otherworldly patrons continue to do 
  so. However, spells that allow contact with beings 
  from other planes never receive an answer. 
  The Great Clockwork
  Lamordia stands out from other domains of Raven-
  loft in its approach to magic and the divine. Lamor-
  dians do not believe in divine entities, considering 
  them a childish fiction that pales in comparison to 
  a true understanding of the natural world. Even 
  those rare Lamordians swayed by the idea of a 
  Creator are agreed that if there ever was such a 
  being, they are long gone. Lamordians believe that 
  the world operates according to a vast and complex 
  series of interlocking natural processes, otherwise 
  referred to as Groot Tankjet Raut (The Great Clock-
  work). This philosophy extends in part to arcane 
  magic, which Lamordians are sceptical of, believing 
  it to be the result of as-yet-not-understood facets of 
  the turning of the wheel. 
  The Smothering of Reason
  The collective disbelief of Lamordian citizens to-
  wards the supernatural has tainted the domain 
  with a resistance to the strange and wonderful. 
  Manifesting several decades before the present, but 
  happening with increasing frequency, the Smoth-
  ering of Reason is a domain-wide effect that snuffs 
  out magical effects and causes spells to fail. When a 
  character casts a spell of 1st level or higher, roll on 
  the table below. 
  The Smothering of Reason
  1d20
  Result
  1
  The spell sputters and fails, having no effect. 
  The spell slot or charge used to cast the 
  spell is wasted. The caster gains a level of 
  exhaustion.
  2
  The spell sputters and fails, having no effect. 
  The spell slot or charge used to cast the spell 
  is wasted.
  3
  The spell fails, having no effect. The spell slot 
  or charge used to cast the spell is not used
  4-20
  The spell takes effect normally.
  Weird Science
  The people of Lamordia are beholden to the tech-
  nological advances their hard work has allowed for. 
  Lamordian ‘technology’ often replicates magic in 
  strange ways, and is not subject to the Smothering 
  of Reason. When a spell is being cast using Weird 
  Science, it is noted in the description of the effect, 
  or in the statblock of the character. 
  
  6
  Chapter One: 
  Wereldkaart
  a map of l amordia
  This world has taken everything from me
  I owe it nothing.
  For all I care, the people of this wretched land can 
  fall into the sea and perish. 
  The World Axis
  Lamordia is primarily a coastal domain, with rocky 
  beaches rising up to evergreen pines and moun-
  tainous rises. Rivers wending through the domain 
  often flood, causing the simple dirt tracks and badly 
  paved causeways to become impassable. Lamordia 
  has two major settlements, Ludendorf and Neu-
  furchtenburg, the latter being the most populated 
  but still relatively sparse by the standards of larger 
  domains. Off the shore lies the Isle of Agony, feared 
  even by the pragmatic Lamordians as being the 
  home of a terrible monster.  
  The Mists of Ravenloft
  A deadly fog surrounds Lamordia and engulfs any 
  creature that tries to leave. In the unlikely event a 
  creature manages to crest the walls of Lamordia, 
  they enter the Mists. Even flying creatures are sub-
  ject to the fog’s effects, which are as follows:
  A creature that starts its turn in the fog must suc-
  ceed on a DC 20 Constitution saving throw or gain 
  one level of exhaustion (see appendix A in the Play-
  er’s Handbook). This exhaustion can’t be removed 
  while the creature is in the fog.
  No matter how far a creature travels in the fog, or 
  in which direction it goes, it gets turned around so 
  that it eventually finds itself back in Lamordia.
  The area within the fog is heavily obscured (see 
  “Vision and Light” in chapter 8 of the Player’s Hand-
  book).
  Lamordian Weather
  Lamordia is a strange place dominated by strange 
  and violent shifts in the weather, caused by the pol-
  lution from its towns, the mad science of its inhab-
  itants, and a touch of malice from the Dark Powers. 
  The seasons, whilst similar in basis to our own, 
  change into another with alarming frequency. All 
  seasons are short in Lamordia, and are punctuated 
  by wild, dangerous excesses of weather.  The wild-
  life in Lamordia largely consists of hardy creatures 
  able to survive the constant state of flux inherent to 
  Lamordia’s misery. The current season dictates ease 
  of travel, what kinds of creature might be encoun-
  tered on the road, and is the trigger for several loca-
  tion specific events that occur only when a certain 
  place is visited during a certain season. The season 
  changes roughly every 3d4 days, switching harshly 
  into the next season overnight. Seasons occur se-
  quentially in order in the familiar fashion.  
  Spring.
  •  In spring, it rains almost all day and all night. 
  [Heavy Precipitation]
  • The roads become clogged and twice as hard to 
  travel across. 
  • Wilderness encounters are twice as common.
  Summer. 
  • In the summer Lamordia suffers from Extreme 
  Heat
  • The rivers recede, and the land becomes dry 
  once more, allowing for normal travel across 
  Lamordia.
  Autumn
  • In the autumn, the sun recedes behind clouds, 
  and the land becomes passably pleasant to 
  live in.
  • The land is firm, and the ports open, allowing 
  for travel twice as fast by foot across Lam-
  ordia. Foraging for food brings up twice the 
  normal amount supplies.
  Winter
  • In the winter, snow and hail pelt down from 
  above, plunging Lamordia into Extreme Cold.
  • The land is buried in snowdrifts and the ports 
  are frozen in. Travel by sea is impossible, and 
  travel by land is four times slower than usual.
  • Foraging is impossible by mundane means.
  There are few foes more deadly, 
  tenacious, and incredibly slow than 
  the seasonal lamordian sloth. 
  
  7
  Lamordians
  Lamordians are fair of face and often have white-
  blond or jet black hair. The Lamordian language 
  has very few similarities to other languages of the 
  core, and strangers find it hard to grasp. Stoic and 
  practical, Lamordians are united by a deep rooted 
  sense of appreciation for craftsmanship, and little 
  tolerance for showmanship, flattery or hocus pocus. 
  Broadly speaking, Lamordians can be divided into 
  two groups. Lamordians themselves only informally 
  recognize this distinction, and not by any particular 
  name.  
   
  Lower Lamordians are the common people of Lam-
  ordia and inhabit small farms, grottos and grottos 
  across the domain. They are plainly spoken and 
  brook very little nonsense. They favour simple wool-
  en clothing which can bear the brunt of Lamordian 
  weather. Whilst they are unfailingly polite, they are 
  not afraid to imply how they truly feel through icy 
  silences and intransigent unhelpfulness.  
   
  Upper Lamordians are those lucky few who have 
  benefited from the technological innovations that 
  Lamordia has to offer. They are only usually found 
  living in Ludendorf and Neufurchtenburg, which 
  has the facilities to support their lifestyles. They 
  are often engaged in theoretical disciplines like 
  academia, and live a life of luxury in comparison to 
  Lower Lamordians. They can seem cold and unfeel-
  ing to those who do not know them, and sometimes 
  to those at do. 
  Lamordian Lore
  Typical Lamordians know certain facts, or have 
  certain beliefs, about their existence and their sur-
  roundings. This common lore is summarized here. 
  Characters can learn this information after earning 
  a Lamordian’s trust:
  • Lamordia is governed by the Aubrecker family. 
  Baron von Aubrecker was rarely seen during his  
  younger years, and now he has reached old age 
  he is never seen at all. It is widely suspected the 
  death of his two sons unhinged him.
  • There aren’t any gods. At least, not anymore. Why 
  pray for some unknown, faceless presence to 
  help you, when you could be helping yourself?
  • If you’re looking for technological marvels, there’s 
  no better place than Neufurchtenburg. Of 
  course, it’s not the same without Dr. Morden-
  heim, but he’s a recluse nowadays.
  • The weather can be pretty treacherous around 
  these parts. If you’re planning on making any 
  big journeys, you should save it for the autumn 
  when it’s a bit easier to get around. 
  • No-one goes near the Isle of Agony. They say that 
  a monster lives there. 
  False Histories
  One of the peculiarites of Lamordia is the absence 
  of a coherent history. No Lamordian can remember 
  with any degree of accuracy any important event 
  in the domain’s past, nor when it took place. Fam-
  ily geneaologies go back a few centuries at most, 
  though evidence for the existence of the named 
  figures is scant. Elsewhere, relics and buildings 
  repurposed to new, scientific use betray glimmers of 
  Lamordia’s past, but none native to the domain can 
  remember what they signify. Strangers to Lamordia 
  might wonder at this, but the reason is all too clear. 
  Lamordia’s curse keeps it looking forward, ever 
  focused on what could be, what they could have, 
  what they want, rather than learning any lessons 
  from the past.
  Lamordians and other races
  Lamordia is dominated almost exclusively by hu-
  mans. Even the ubiquitous Vistani are rarely seen 
  in Lamordia, causing any differentiation to be cause 
  for concern in the locals. Whilst Lamordians are 
  polite enough that they would never mention any 
  defects of appearance to someone’s face, they are 
  more than happy to gossip about such peculiari-
  ties in private. All non-human races are considered 
  extremely rare in Lamordia, and unless noted oth-
  erwise you should assume that when a Lamordian 
  meets a non-human, this is the first time that they 
  have ever done so. Of course, Lamordians would 
  consider “magical creatures from a faraway land” to 
  be an insult to their intellect, and might rationalize 
  the strange appearance of non-human races in the 
  following ways.
  • An illness or incurable birth defect. This might 
  cause doctors and scientists to offer to ‘fix’ peo-
  ple occasionally.
  • The failed results of a scientific experiment
  • The practice of witchcraft, or the results of arcane 
  magic cast irresponsibly during childbirth
  • The result of intention bodily scarring/alterations, 
  perhaps due to obscure barbarian practice in 
  the person’s homeland
  Lamordian Government
  Lamordian towns are run by a Schult, or Mayor, 
  who oversees trading between Lamordian villages, 
  meets guests and hosts dinners. In turn, the Schult 
  is overseen by a shadowy Schultebott, a council of 
  townspeople who elect the Schult ever two years 
  and retain authority over every legislative decision 
  not related to trade and commerce. Members of 
  the Schutlebott (called Statusrote) serve for 6 years 
  before giving up their position to another, In theory, 
  the Baron Aubrecker has authority over all of the 
  above, but the current Baron has been reclusive for 
  so long than many have all but forgotten he exists.
  
  8
  Random Encounters
  Lamordia is not a place steeped in a vast number of 
  wandering threats, but this does not make it any-
  thing approaching a safe haven. Lamordian wildlife 
  consists of hardy, vicious creatures able to weather 
  the ever-changing seasons with grim tenacity. 
  Check for a random encounter after every hour 
  that the adventurers spend on the roads or in the 
  wilderness (don’t check if they have already had two 
  random encounters outdoors in the past 12 hours):
  If the characters are on a road, an encounter occurs 
  on a roll of 18 or higher on a d20.
  If the characters are in the wilderness, an encoun-
  ter occurs on a roll of 15 or higher on a d20.
  If an encounter occurs, roll on the encounter table 
  below for the current season. 
  d8
  Lamordia Encounters (Spring)
  1
  Thunderquake
  2
  Sewage Elemental
  3
  Giant Sloth
  4
  Cassowary
  5
  Flash Flood
  6
  Gloomstorm
  7
  Black Bear
  8
  Madman’s Experiment
  d8
  Lamordia Encounters (Summer)
  1
  Heatwave
  2
  Coal Elementals
  3
  Homunculus
  4
  Crag Cat
  5
  Chasm
  6
  Sewage Elemental
  7
  Madman’s Experiment
  8
  Suffocating Pollution
  d8
  Lamordia Encounters (Autumn)
  1
  Lamordian Woodsman
  2
  Traveling Peasant
  3
  Desperate Petitioner
  4
  Coal Elementals
  5
  Hooded Monk
  6
  Madman’s Experiment
  7
  Wandering Researcher
  8
  Witch Hunter
  d8
  Lamordia Encounters (Winter)
  1
  Blizzard
  2
  Frozen Corpse
  3
  Madman’s Experiment
  4
  Malfunctioning Golem
  5
  Gargoyle Spy
  6
  Crag Cat
  7
  Giant Sloth
  8
  Gloomstorm
  
  9
  Blizzard
  Whirling winds of biting snow and ice pelt you from 
  above. Hailstones strike the earth, shattering into razor 
  thin shards around you. The wind and snow seem to 
  fight against you every step of the way. 
  A Lamordian blizzard is a deadly affair. Characters 
  who travel through a blizzard suffer the effects 
  of Extreme Cold, in addition to taking 1d10 cold 
  damage every hour from the hailstones and bitter 
  temperatures. Characters who dig into shelter for 
  the blizzard’s duration are safe from the additional 
  damage. The blizzard lasts for 3d10 hours, after 
  which it calms. 
  Black Bear
  A bristling black mountain of fur rises up on its hind legs 
  and roars at you through the trees. A hideous black bear, 
  slavering at the jaws, begins to lope hungrily in your 
  direction as the ground shudders. 
  This black bear is accustomed to devouring trav-
  elers, but doesn’t particularly care for resistance. 
  It postures and roars a lot, making it seem scarier 
  than it actually is. A character proficient in animal 
  handling, and who perhaps has a steady supply of 
  meat, might even befriend it. 
  Cassowary
  A clucking sound alerts you to the presence of a strange 
  creature watching you from nearby. It looks like a huge 
  turkey, taller than a man, with long legs that end in huge, 
  serrated claws. The feathers are a dark black, and its 
  eyes are saturated with malevolence. It clucks again. 
  This cassowary (use the statistics for a giant 
  shark, with a land speed of 60 feet) is a vicious 
  killer, and will fight purely out of spite and malice, 
  even if it isn’t hungry. 
  Chasm
  As you walk, the ground shudders and tears open 
  with a creaking, cracking protest. A huge rift in the 
  earth opens up within your sight, leading down into 
  darkness. 
  The characters encounter a gorge 2d4 × 100 feet 
  deep. Walking around it safely means giving it a 
  wide berth, thanks to the unstable geology. Their 
  travel pace for the day is slowed by half unless they 
  come up with a plan to cross the gorge quickly.
  Coal Elementals
  The smell of soot fills the air, which has taken on a dusky 
  haze. Lumbering, craggy humanoids of craggy black 
  rock are ponderously approaching, leaving a trail of 
  black dust behind them. 
  These coal elementals are spirits of the mountains 
  angered by the Lamordian intrusion and digging 
  operations which ended some decades ago. The 
  mountain is slow to forgive, and these coal elemen-
  tals will not suffer the living to live. There are 1d4 
  elementals, which use the statistics of an earth 
  elemental with the following changes:
  • They are vulnerable to fire, piercing and blud-
  geoning damage
  • They can cast darkness at-will
  • If they are dealt fire damage, they set alight. At 
  the beginning of the next round, they become 
  fire elementals, retaining their current hit 
  points. 
  Crag Cat
  A rumbling purr fills the air. A large mountain cat is leer-
  ing down at you up ahead, feline face filled with hunger. 
  Its fur shimmers in the half-shadows -a trick of the light, 
  perhaps?
  This crag cat is a predator which has found it 
  difficult of late to acquire its preferred source of 
  food - magicians. 1d4 more crag cats appear in 1d4 
  rounds. All crag cats prioritize knocking out a spell-
  caster and dragging them off somewhere to feed. 
  Desperate Petitioner
  Stumbling down the road is a commoner, seeking 
  aid from Doctor Mordenheim for some desperate 
  reason. Perhaps a loved one of their has died, and 
  they want him to bring the corpse back to life, or 
  perhaps they seek the answer to a forbidden ques-
  tion. Either way, they are starving and presumed 
  not to survive the journey. 
  
  10
  Flash Flood
  Water surges forward from the sea, rising in a 
  sudden tide that crashes and sweeps forward in a 
  devastating natural disaster. 
  If there is a substantial body of water in the area, 
  it floods, rising 10 feet above its banks and inun-
  dating the surrounding area. The flood advances at 
  a rate of 100 feet per round, moving away from the 
  body of water where it began until it reaches the 
  edge of the area of effect; at that point, the water 
  flows downhill (and possibly recedes back to its 
  origin). Light structures collapse and wash away. 
  Any Large or smaller creature caught in the flood’s 
  path is swept away. The flooding destroys crops and 
  might trigger mudslides, depending on the terrain.
  Frozen Corpse
  You stumble across something trapped in the 
  snow. A rock? No...a body. Curled up against the 
  cold, it must have been here some time. 
  The characters stumble across a corpse buried fro-
  zen in a drift. The traveler died of exposure. Roll on 
  the frozen corpse table below for more information.
  d6
  Frozen Corpse 
  1
  A scientist clutching a firearm. 
  2
  A zombie waiting for food
  3
  A child not dressed for winter weather
  4
  A fisherman dragging his catch
  5
  A frozen humanoid with ugly scars
  6
  An emaciated half-orc
  Gargoyle Spy
  Something is flapping overhead high in the sky. It 
  looks a little like a bird...but it’s much too large. 
  This is a gargoyle, spying on the landscape for 
  Doctor Mordenheim, who likes to keep appraised of 
  current events. The gargoyle usually stays several 
  hundred feet above the ground. 
  Giant Sloth
  A gigantic beast is slowly ambling in your direction. 
  Very slowly. Unbelievably slowly. It looks a bit like 
  a human, just covered in fur and with a squashed 
  face.
  This is a lamordian giant sloth - possibly the least 
  efficient carnivore to ever live. It is, however, tena-
  cious. Use the statistics of a giant ape, with the 
  following changes. 
  • The sloth has a speed of 5ft and a climb speed of 
  5 feet. 
  • The sloth can faultlessly track prey over any ter-
  rain. 
  • The sloth can travel for up to three weeks without 
  food or rest. After that, it must sleep for three 
  days straight to recover. 
  Gloomstorm
  Wind, rain and shards of ice pelt down from on high. 
  Razor sharp gales blow in from the sea, buffeting 
  and tearing at the land. Screams echo in the storm, 
  as if the lands itself is in pain. 
  This is a violent storm, typical of Lamordian win-
  ter and spring. Whenever a creature ends its turn 
  exposed to the storm, the creature must succeed 
  on a DC 18 Constitution saving throw or take 1d4 
  bludgeoning damage, as the wind and debris batter 
  it. The wind is strong enough to uproot weak trees 
  and destroy light structures after at least 10 min-
  utes of exposure. Otherwise, the rules for strong 
  wind apply, as detailed in chapter 5 of the Dungeon 
  Master’s Guide. The storm lasts at least 1 hour.
  Heatwave
  The air turns from muggy to dry, and from dry to 
  scorching. An unforgiving sun beats down relent-
  lessly overhead, threatening to burn you to cinders. 
  This dry heat wave lasts for 24 hours. At the end of 
  each hour, there is a ten percent chance that the 
  heat wave starts a wildfire in a random location 
  nearby. The wildfire covers a 10-foot-square area 
  initially but expands to fill another 10-foot square 
  each round until the fire is extinguished or burns 
  itself out. A creature that comes within 10 feet of a 
  wildfire for the first time on a turn or starts its turn 
  there takes 3d6 fire damage.
  Homunculus
  An ugly little humanoid hops into your path. It 
  has tiny little wings and a feral expression. Closer 
  inspection reveals it has been crudely stitched 
  together from multiple body parts. 
  This is a homunculus belonging to Doctor Morden-
  heim. It does its best to act adorable and get adopt-
  ed by the party, communicating everything it sees 
  to Mordenheim via the telepathic bond they share. 
  
  11
  Hooded Monk
  A lone hooded figure in simple brown monastic 
  robes walks alone in the distance. It seems deep in 
  contemplation.
  This is a seeker of the spark (see Appendices) 
  engaged in either a journey of self-reflection or 
  running errands for the monastery. The seeker has 
  no desire to fight, and refuses where possible to let 
  anyone see its scars - the evidence of its unnatural 
  origins. 
  Lamordian Woodsman
  Lamordian woodsmen (LG scouts) often live alone 
  in the wilderness, eschewing the cities and towns 
  most lamordians prefer. Whilst solitary, they are 
  often happy to give directions to anyone that can 
  speak Lamordian. There is a 10% chance that any 
  woodsman encountered is actually a werewolf in 
  disguise. 
  Madman’s Experiment
  Encountering a Madman’s Experiment is a disturb-
  ing event. See the Appendices for more information 
  on these manufactured horrors. Consider using the 
  rules for Terror or Madness in the Dungeon Mas-
  ter’s Guide if these encounters become frequent. 
  Malfunctioning Golem
  Snow falls away from a nearby rock formation to 
  reveal gleaming metal buried underneath. There’s 
  a machine in there, frozen to a halt.
  This iron golem was sent by Mordenheim to com-
  plete some evil agenda, likely fetching more raw 
  materials for his experiments. It was caught in a 
  winter storm and was buried in ice. It sputters back 
  to life if it takes any lightning damage, and oth-
  erwise stays inert. If it returns to life, it ‘harvests’ 
  anyone nearby for body parts before returning north 
  to Schloss Mordenheim. 
  Sewage Elemental
  A hot, filthy, foul smelling pile of garbage is squelch-
  ing in your general direction. The reek of garbage, 
  rotting food and human waste is enough to turn a 
  reasonable person’s stomach twice over. 
  This is an evil manifestation of Lamordia’s wasteful 
  consumption, which crawled out of the sea to slay 
  any humans it encounters. It has the statistics of a 
  water elemental with the following changes:
  • It deals poison or acid damage with its abilities in-
  stead of any other type
  • It loses the freeze ability. 
  • It gains “Any humanoid that starts its turn within 
  5 feet of the elemental must succeed on a DC 15 
  Constitution saving throw or be poisoned until 
  the start of the creature’s next turn.”
  Suffocating Pollution
  Black clouds of choking smog are slowly descend-
  ing from above, carried here by dying winds. The 
  smoke is choking and abrasive. 
  The smog lightly obscures the area for several 
  miles.  For each hour traveling through the smog, 
  creatures must make a DC 11 Constitution saving 
  throw. On each failed save, the creature gains one 
  level of exhaustion as its airways become increas-
  ingly clogged.
  Thunderquake
  It starts with a tremor. Then, a shudder. Moments 
  pass before a terrible quake wracks the earth, 
  which bends and breaks around you. 
  This encounter subjects a 1 mile radius area cen-
  tered on the characters to the effects of the earth-
  quake spell for 1 minute (spell save DC 18).
  Traveling Peasant
  A tired looking commoner in simple clothes is 
  lugging their backpack down a trail. They seem 
  haggard, and keep looking at the sky.
  This lamordian commoner is making a journey to 
  either Ludendorf or Neufurchtenburg, but has be-
  come lost. They are terrified that the season might 
  change to something more violent before they get to 
  safety. 
  
  12
  SEA OF SORROWS
  ISLE OF AGONY
  A
  B
  C
  D
  E
  F
  G
  H
  I
  MAP OF
  LAMORDIA
  areas highlighted in red 
  will be covered in volume II
  
  13
  Areas of Lamordia
  The following areas correspond to the markings on 
  the map above: 
  A: Neufurchtenburg
  See Chapter Two: Neufurchtenburg.
  B: Monastery of the Quickening Thunderbolt
  Coming soon in Lamordia: Volume Two.
  C: Hunting Lodge
  Nestled at the side of the river, a small hunting lodge has 
  been carefully built so as to be obscured by trees and 
  outcroppings in several directions. It looks like no-one 
  has been here in some time, as the door lies ajar, and the 
  windows are smashed. 
  This single roomed, open plan lodge was once used 
  by Lamordian hunters sacred to the old gods of the 
  realm. Something of their presence remains here, 
  and the lodge (whilst bare of food or utilities) is safe 
  from predation. No random encounters occur whilst 
  characters rest in the lodge. 
  1D: The Sleeping Beast
  Snow capped mountains rise out of the forests to touch 
  the sky in a huge range that seems to stretch as far as 
  the eye can see. The mountain range is not alive...so why 
  do you feel like it might be watching you?
  The Sleeping Best is a slumbering legend of old 
  Lamordia - a children’s tale that speaks of a terrible 
  beast which wandered far and wide until it one day 
  it fell asleep by the river. There it remains, until one 
  day it will rise again to destroy everything and end 
  the world. Modern Lamordian scientists give this 
  story no credence, but stay away from it neverthe-
  less. The last mining experiment in the mountains 
  ended poorly when the excavation found something 
  it didn’t mean to, and never returned. A fragmented 
  sending from the expedition is kept at the Collegi-
  um in Neufurchtenburg to this day. It reads “...elo? 
  Can anyone hear us? Please, send help! The thing is 
  coming, it is c...”
  1E: Schloss Aubrecker
  Coming soon in Lamordia: Volume Two.
  1F: Ludendorf
  See Chapter Four: Ludendorf
  1G: Schloss Mordenheim
  Coming soon in Lamordia: Volume Two.
  1H: The Isle of Agony
  Coming soon in Lamordia: Volume Two.
  1I: Sea of Sorrows
  Black waves churn and crash onto stony shores. Shad-
  ows darker than night move in the deep. Wind lashes, 
  rain pelts, and stormy skies boil overhead with promises 
  of destruction yet to come. The sea calls, and it speaks 
  only of death. 
  The sea of sorrows is a bleak and unforgiving place. 
  Attempts made to steer or navigate ships in the Sea 
  of Sorrows are made at disadvantage, and the seas 
  are always subject to high winds and heavy pre-
  cipitation. The Sea of Sorrows will be covered more 
  fully in a future edition of the Gazetteer. 
  
  14
  Chapter Two: 
  Neufurchtenburg 
  deus ex machina
  Steel.
  Smoke.
  This is what my “brilliance” has wrought.
  The world will be consumed by steel and smoke.
  And yet, I would do it all again for her. 
  For Elise.
  A: Neufurchtenburg
  This town is the only settlement of any size in 
  southern Lamordia, and is quickly becoming large 
  enough to be called a city in its own right. Usually 
  drowned in a choking smog, the town’s forges burn 
  day and night to produce weapons, gears and scien-
  tific equipment. A vast array of talented craftsmen 
  from all over the domain make their home here to 
  bask in the appreciation of their colleagues, and a 
  traveler cannot pass three houses before wandering 
  past the workshop of a brilliant artisan or techni-
  cian.
  Smog
  Neufurchtenburg is drowned in thick black smoke, 
  the result of overworked forges and crowded work-
  shops. Breathing in this smog can cause living 
  creatures to develop a rather nasty cough, followed 
  by major respiratory issues and in severe cases, 
  death. Whenever a living, breathing creature fin-
  ishes a long rest in Neufurchtenburg, it must make 
  a DC 11 Constitution saving throw. On each failed 
  save, the creature gains one level of exhaustion as 
  its airways become increasingly clogged. A creature 
  that reaches level 6 exhaustion dies, as normal.
  A creature with one or more levels of exhaustion 
  brought on by the Smog must succeed on a Consti-
  tution check to take the Dash action. If the check 
  fails, the action cannot be attempted. If the creature 
  attempts to cast a spell with a verbal component, it 
  must succeed on a Constitution check or be unable 
  to complete the spell, causing the spell to fail with 
  no effect. The DC for each check is 10 + the crea-
  ture’s current exhaustion level.
  If a creature’s exhaustion level drops below 1, it no 
  longer suffers the effects of the Smog and becomes 
  immune to it for the next week. Lamordians are in-
  ured to Smog, making Constitution checks against 
  it with advantage. Any spell or effect that cures dis-
  ease also cures Smog, effectively removing all levels 
  of exhaustion brought on by the affliction.
  Schult Ulrich Herzewalde
  The Schult of Neufurchtenburg is called Ulrich 
  Herzewalde, and he holds the office by briding the 
  local Schultebotte with the vast amounts of curren-
  cy made by trading with other domains of dread. 
  Recently, the misty border descending between 
  Lamordia and other domains have thrown Ulrich’s 
  stable status quo into Jeopardy, and he’s desperate-
  ly looking for someone on whom to pin the blame. 
  Neufurtchtenburg Lore
  In addition to the information known to all Lamord-
  ians (see “Lamordian Lore” in the Prologue), Neu-
  furchtenburg’s citizens know the following bits of 
  local lore:
  • The Collegium is where you should go if you have 
  a complicated problem that you want replaced 
  with an even more complicated problem.
  • The weather is bad around here, but it’s just part 
  of the natural cycle of things. (False. Lamordian 
  smog is directly caused by their over consump-
  tion of natural resources.)
  • You should be careful talking about magic here. 
  People have ended up dead. (True. The Syn-
  dicate operating out of Ludendorf hires witch 
  hunters to take care of particularly noisy arcan-
  ists.)
  • The best and brightest of all Neufurchtenburg’s 
  scientists was banished for his horrible cre-
  ations. (True. Victor Mordenheim hasn’t been 
  seen here in decades.)
  • The mines in the Sleeping Beast mountains were 
  depleted long ago, so the town now imports coal 
  from across the border. (False. The last mining 
  expedition was destroyed by the horror that 
  lives under the mountain.)
  
  15
  Approaching the Town
  When the characters first approach Neufurchten-
  burg, read:
  As you travel, the air becomes thick with aggravating 
  smoke and grime that throws a greying, yellow pall 
  over the landscape. Cradled at the mountain’s roots, tall 
  brick buildings pump out smoke into the sky, and gothic 
  arches are peppered with gargoyles leering out of the 
  smog with wings poised as if to take flight. 
  House Occupants
  If the characters explore a residence, roll a d20 and 
  consult the following table to determine the house’s 
  occupant.
  d20
  Occupant
  1-3
  None
  4-5
  Lamordian Nobles
  6-18
  Lamordian Craftsman
  19-20
  Lamordian Scientist
  Neufurchtenburg Nobles
  This house is bedecked in simple, but high quality 
  furnishings. Butlers serve 1d4 Lamordian nobles 
  tea whilst they grimly discuss their enjoyment of 
  literature and debate the state of the economy.
  Neufurchtenburg  Craftsman
  This house contains a craftsman (LN commoner 
  with proficiency in one more more sets of artisan’s 
  tools) and his family. The ground floor is largely oc-
  cupied by a workshop, in which the craftsman plies 
  their trade. 
  Neufurchtenburg  Scientist
  This house is home to an avant-garde Lamordian 
  scientist who is involved in the pursuit of some 
  arcane (in the traditional, not magical sense) or un-
  discovered truth. The house is littered with books 
  crammed with untidy formulas, vials and metal gee-
  gaws. The scientist takes an ill-disposition towards 
  being disturbed. 
  NEUFURCHTENBURG
  
  16
  The Streets of Neufurchtenburg
  The smog filled streets of Neufurchtenburg are 
  cobbled and busy with Lamordians going about 
  their business. Boys carrying papers are passed by 
  women on strange two-wheeled pedal vehicles, who 
  are in turn passed by men carrying raw supplies to 
  the forges.  The town is a bustle of noise, smoke and 
  confusion. 
  Summer. 
  • The oppressive smog of Neufurchtenburg in  
  Summer gives characters disadvantage on 
  saving throws against the Extreme Heat.
  People on the Street 
  d8
  People on the Street (Neufurchtenburg)
  1
  A boy handing out small papers stamped with 
  eerily uniform letters. It bears rather tedious 
  news on the state of the coal industry.
  2
  A man lugging a wheelbarrow of coal down 
  the street. His face is streaked with dust.
  3
  A man walking his dog slowly down the 
  street. The dog is walking gingerly on a metal 
  leg as if testing it out.
  4
  Two women in laboratory coats exchanging 
  notes as they hurry through the smog
  5
  An inspector clutching a long barreled fire-
  arm inspecting a wall with a magnifying glass.
  6
  A man fending off the predations of a particu-
  larly tenacious alley cat with a parasol
  7
  A street merchant selling trinkets
  8
  A old man and his wife window shopping, and 
  complaining about the prices nowadays
  Rumours
  d6
  Rumours (Neufurchtenburg)
  1
  “Ever since the borders closed, trade has 
  been impossible. Where are we going to get 
  coal when the stores run out?”
  2
  “The Schult is weak. If he were serious about 
  better trade, he’d ask the scientists to find a 
  way through these strange mists.”
  3
  “There was a scandal here, years ago, and the 
  scientists responsible was banished. Ap-
  parently he lives alone somewhere near the 
  northern border.”
  4
  “I heard there’s a witch who lives on the 
  Isle of Agony. Maybe she’s responsible for 
  the Creature who lives there. Gives me the 
  shivers.”
  5
  “The weather around these parts keeps 
  getting more and more erratic. When will it 
  stop?”
  6
  They’re working on something new at the 
  university. Some kind of fire spitting weapon.
  Neighbourhoods and Landmarks
  Neufurchtenburg is a city built on imported fuel 
  and a burning need to create that gives the entire 
  town a restless, bustling feel at all hours. Build-
  ings are made out of brick with tiled roofs and are 
  littered around winding streets, pressed in on each 
  other in close proximity. 
  College Row is the location of the Collegium, a 
  university for promising inventors and innovators. 
  There are a large number of empty houses in this 
  area. 
  Brightmore Gardens is a misnomer, and has re-
  cently since been paved over to make way for the 
  Burning Question power station to be constructed. 
  It is currently an ugly and noisy construction site.
  Bellowfright Market is a town square largely used 
  for residential purposes by rich Lamordians, but 
  also hosts a weekly sale of interesting trinkets and 
  novelties. 
  Payfair is an expensive district which only hous-
  es those Lamordians who can afford the best and 
  brightest Neufurstenburg has to offer. 
  Goods and Services
  Neufurchtenburg is able to supply far more than 
  the basic needs of player characters, perhaps more 
  than is entirely wise. Neufurchtenburg vendors can 
  supply all kinds of fashionable clothing, interest-
  ing trinkets and functional weapons. Adventurers 
  might find it hard to source traditional dungeoneer-
  ing gear such as ten-foot poles or caltrops - the 
  average Lamordian sees no need for such frippey. 
  Adventurers who don’t maintain a comfortable or 
  more expensive lifestyle may have disadvantage on 
  Charisma checks when interacting with residents of 
  Neufurchtenburg.
  Law and Crime
  Neufurchtenburg is a civilized place. The honest 
  and hardworking Lamordians know little of crime. 
  The Schult keeps a few bare bones militia squads 
  consisting of 4 guards and a veteran to patrol the 
  streets at night, but otherwise the city is remark-
  ably unprepared for ne’er do wells. Anyone carrying 
  a weapon more ostentatious than a pistol or a dag-
  ger is viewed with heavy suspicion. 
  
  17
  Areas of Neufurchtenburg
  The following areas of Neufurchtenburg can be 
  easily found by asking directions or wandering the 
  street. 
  A1 - The Collegium
  An eleven-edged edifice etched with erudite and 
  enigmatic expressions, this intimidating institution 
  is inundated with itinerant intellectuals who scurry 
  and scuttle from cloisters to classes with nary a 
  negligent nod  in your direction. 
  The Collegium is Neufurchtenburg’s home of ed-
  ucation, and houses the greatest minds the city 
  has to offer. Dean Markolf can usually be found in 
  his underground laboratory trying to complete his 
  long-running formula that he claims will allow man 
  to fly without the aid of magic. The place is littered 
  with test propellers and chalkboard sketches of 
  ornithopters. If you need to decide what a particular 
  scientist is working on, use the Mad Scientists table 
  provided below.
  The scientists at the Collegium do not like to speak 
  of Victor Mordenheim, but will tell persistent nui-
  sances that Victor was banned from the Collegium 
  for his obsession with trying to return the dead to 
  life (an impossible feat by the standards of Lamord-
  ian science.)
  Characters might decide to help any of the scien-
  tists with their experiments. Successfully doing so, 
  by whatever man means they employ, earns them 
  the gratitude of the Collegium, and access to fire-
  arms (at your discretion). 
  Summer. 
  School is out for the summer, and the Collegium 
  is closed for the entire season. 
  Winter
  In the winter, the central heating of the Colle-
  gium breaks down every single year like clock-
  work. Until it is fixed, which takes several weeks, 
  nothing gets done, and no-one is available at the 
  Collegium. Characters with spells like mending 
  might be able to speed this process up. 
  Mad Scientists 
  d8
  Mad Scientists (Collegium)
  1
  An elderly professor named Hans who is 
  trying to build a pipe that smokes itself
  2
  A daring student named Matilda, who has 
  synthesized a frog-lizard hybrid and wants to 
  release it into the wild
  3
  A handsome and striking man called Ral 
  Zarek, who is electrocuting some insects for 
  an unknown reason.
  4
  A smug looking professor called Belinda 
  claims she has managed to create a self-
  fulfilling prophecy
  5
  A frustrated young woman called Hilda trying 
  in vain to creature a universal antidote
  6
  A man with black animals in cages named 
  Gunther. He’s trying to invent a device to 
  detect bad luck. 
  7
  A crazy old man with a stick he claims can 
  shoot liquid fire. He is wrong. He also can’t 
  remember his name, but somehow has 
  tenure. 
  8
  A woman called Gisa who is trying to stitch 
  ten turtles together into one creature.
  A2 - The Laughing Golem
  A prim looking tavern appears through the smog, 
  the hanging sign depicting a cackling face with 
  wide brows and craggy features. The name over 
  the door reads “The Laughing Golem”, and the 
  sounds of drinking and fervent conversation spill 
  out into the street.
  The Laughing Golem is a tavern where the hard-
  working craftsmen of Neufurtchtenburg like to go 
  and relax after a hard day cooped up in their work-
  shops. It is filled with interesting works of wood, 
  bronze and glass of dubious function decorating the 
  walls - gifts from erstwhile patrons. 
  Spring
  In spring, the perpetual rain causes the tavern 
  (which has a leaky roof) to flood, rendering the 
  entire place unsafe. To reflect their bad mood, all 
  Lamordian craftsman who frequent the Tavern 
  default to a hostile attitude towards strangers. 
  A3- Schulthaus
  This three story townhouse has a queue outside 
  it stretching into the street. Bored looking men 
  in smart, but expensive looking overcoats in an 
  orderly line. 
  This is where Schult Ulrich Herzewalde lives, and 
  where he keeps his offices. He’s currently being 
  inundated with angry craftsmen who want to know 
  what he intends to do about the sudden appear-
  ance of the misty border preventing trade with far 
  off countries. Whilst internal trade in Lamordia is 
  present in small quantities, the bulk of the raw ma-
  terials Neufurchtenburg is using to power its indus-
  trial revolution came in bulk from the neighboring 
  domain of Falkovnia, or by sea through the lone 
  port at Ludendorf. 
  
  18
  The baron Ulrich Herzewalde (LE noble) has fended 
  off all the enquiries so far by feigning illness, but 
  craftsmen are becoming more and more irate as 
  stocks of  raw materials run low. He is cooped up in 
  the upper floor of his house behind closed curtains, 
  fretting about what to do. If he catches wind that 
  strangers are in town, he immediately sends out a 
  messenger boy to fetch them. 
  If the adventurers turn up at his request, they are 
  admitted through a back pantry door, and led to the 
  Baron’s Study. 
  You are led through the house, which is decorated 
  in delicate greens and browns, into a small study on 
  the first floor. A hunched, ratty looking man with a 
  pale mustache is crouched over his desk. “Ah,” he 
  says. “You must be the strangers. I am so glad to 
  make your acquaintance.”
  Ulrich is extremely pleased to see outsiders, 
  assuming they must have found a way to cross the 
  border. He despairs when he finds out otherwise, 
  and tries to bribe the adventurers to head to 
  Schloss Mordenheim and seek the help of the 
  genius scientist who lives there to solve the crisis. 
  A4- The Covenant of the Alabaster Helm
  This vast cathedral lies at the base of the moun-
  tains, hidden until now by the oppressive smog. 
  Angels reach out from stone alcoves as if begging 
  for absolution. The doors lie open, and dark. Not a 
  soul treads near it, and the sounds of industry are 
  muffled. 
  This temple is an intriguing relic of Lamordia before 
  it was whisked away to the domains of dread. 
  Ordinary Lamordians are incapable of noticing the 
  building unless it is pointed out to them directly, 
  at which point they dismiss it as nothing of any 
  significance. The cathedral is filled with angelic 
  statues rimed with dust and cracked with age. 
  Some of the statues are marked in a language 
  indecipherable to all but comprehend languages 
  with the name SKOGUL.
  Stone Cold Angels. These statues wear visored 
  helmets and carry spears. Characters who touch 
  the statues can feel an overwhelming sense of grief 
  and loss inside the statues. 
  Ravens. Ravens lurk in the belfry of the Cathedral, 
  and occasionally flap overhead crying out “Why? 
  Why has she abandoned us?” in shrill tones. 
  The Old Magic. The Smothering of Reason has 
  no effect on spells cast within the perimeter of the 
  Cathedral.
  Autumn
  In the autumn, the cathedral is filled with fallen 
  leaves, which rustle and whisper of a goddess 
  who led legions of angels to war against the dark-
  ness. 
  Neufurchtenburg Trinkets
  d20
  Trinket
  1
  A wind-up spider with thirteen legs
  2
  A bronze kaleidoscope
  3
  A silver fob-watch engraved with the mono-
  graph “S”
  4
  A box containing a fountain pen that never 
  runs dry
  5
  A little glass tube that turns slowly red as it 
  becomes exposed to heat
  6
  A small metal sphere that feels heavy when it 
  gets wet
  7
  An hourglass that counts a single minute in 
  one direction, and an hour in the other
  8
  An spring-loaded umbrella
  9
  A needle that threads itself
  10
  A bow tie that changes to a different pattern 
  at dawn each day
  11
  A metal mug that slowly brings water placed 
  in it to a boil over a period of a minute
  12
  A pair of rose-tinted spectacles
  13
  A set of small metal tools with comfortable 
  grips and crosshead points
  14
  A glass cube etched with a cartoon ghost that 
  glows faintly when placed on a flat surface 
  15
  A can which sprays perfume when you 
  squeeze it
  16
  A hand-held miniature fan which you can 
  wind up 
  17
  A knife which folds out into a variety of other 
  useful metal tools
  18
  A hand-held device for trimming beards or 
  other body hair
  19
  A tiny sphere that vibrates slightly when it 
  comes near a mouse
  20
  A dial barometer attached to a leather wrist 
  strap
  
  19
  Chapter Three: 
  Ludendorf 
  sorrow by-the-sea
  They think to become hunters of evil
  I can only laugh at their failure
  to see that the evil they seek
  lies inside their own hearts
  F: Ludendorf
  Ludendorf is a thriving town by the ocean, which 
  capitalizes on a robust dockyard and fishing com-
  munity to support a modest population, who enjoy 
  all the modern comforts that Neufurstenburg has 
  developed. 
  The Syndicate
  The Syndicate of Enlightened Citizens [hereafter 
  referred to as The Syndicate) are a longstanding 
  fixture of Ludendorf - a society consisting of most of 
  the landowners in Ludendorf, Whilst on the sur-
  face it purports to have an interested in arranging 
  fetes and elaborating dining parties, it conceals a 
  hard line cabal of dedicated logisticians. philoso-
  phers and witch hunters. The Syndicate is aware 
  that the domain is not all that it seems, and resists 
  the intrusion of magic into their lives with fierce 
  determination. Through sponsoring of scientific pro-
  grams and the ruthless quashing of magical stud-
  ies, the Syndicate intends to crush the presence of 
  magic, monsters (and unsavoury non-human races) 
  once and for all. The Syndicate maintains hostility 
  in the face of all magic, regardless of course, and 
  sabotages organised religion as eagerly as it burns 
  spellbooks. The Syndicate’s membership rarely 
  exceeds thirty members, split evenly amongst the 
  richest men and women in Ludendorf, and invita-
  tion is by invite only, recruited from those likely to 
  be sympathetic to the cause. The High Cynosure of 
  the Syndicate is currently Gerhard Reichenbach, an 
  obscenely wealthy fishing magnate (LE noble) who 
  resembles a sputtering walrus in a bowtie. 
  Schult Lars Grosshans
  The Schult of Ludendorf is called Lars Grosshans, a 
  shipwright who maintains a modest workshop near 
  the shore. The Schult is a shy and retiring old man, 
  who merely enjoy his old age in peace. This makes 
  him weak and an ineffectual leader, something cap-
  italized on by the merchants, pirates and adventur-
  ers who make their way to Ludendorf.
   
  Ludendorf Lore
  In addition to the information known to all Lamord-
  ians (see “Lamordian Lore” in the Prologue), Luden-
  dorf’s citizens know the following bits of local lore:
  • It’s dangerous to go out to sea at any time of year, 
  but recently nothing that’s left sight of shore 
  has ever returned.
  • The Syndicate is where all the rich folks of Luden-
  dorf gather to talk about high-minded ideals.
  • The Schult is well liked, but weak. It’s generally 
  thought that a stronger leader is needed.
  • The lighthouse is a strange place, and the keeper 
  never comes out. 
  • Winters are particularly bitter in Ludendorf.
  • Sometimes the town gets strange hooded visi-
  tors from a monastery to the south, They seem 
  harmless enough. 
  • There’s a wise woman called Eserine in town. 
  She’s knows all kinds of useful science. 
  The Streets of Ludendorf
  The streets of Ludendorf are cobbled, but slippery 
  with water and ice tramped in from the docks. The 
  smell of fresh-caught fish is rank in the air, and the 
  hollers of sailors, or tradesmen is ever-present
  Autumn
  In the autumn, Ludendorf is wary and on edge. 
  Occasionally, hooded monks from the Monastery 
  of the Spark can be seen quietly acquiring goods. 
  Strangers are most likely to appear in town 
  during this season, and the locals don’t like it. 
  Law and Crime
  Ludendorf is as civilized as the rest of Lamordia, 
  with little internal crime occurring amongst the 
  hardworking citizens. The Schult takes little in-
  terest in matters of law enforcement, leaving it to 
  each citizen to defend his or her own interests. Woe 
  betide any thief foolish enough to target a Syndicate 
  member, as their hive of freelance thugs and mer-
  cenaries are usually well paid to track down and 
  discipline any ne’er do wells. 
  Goods and Services
  Ludendorf is a fishing town, and adventurers look-
  ing for more than a red herring may come away feel-
  ing slightly disappointed. Ludendorf imports regu-
  larly from Neufurchtenburg, meaning that travelers 
  can expect to be able to resupply food or clothing 
  here at reasonable prices, and perhaps even pick up 
  a replacement weapon or two. Trying to buy spell 
  components, scrolls or arcane texts here attracts 
  the attention of the Syndicate. 
  
  20
  People on the Street 
  d8
  People on the Street (Ludendorf)
  1
  A man selling ugly looking fish from a street 
  cart.
  2
  A sailor hauling a box of cargo. 
  3
  A witch hunter from the Syndicate trailing 
  the characters from a distance.
  4
   A small child chasing a malevolent looking 
  bird across the street with glee
  5
  A retired craftsman having a drink outside a 
  pub
  6
  A scientist with diagnostic tools performing 
  weather readings
  7
  A madman gibbering to passers-by of castles, 
  bats and curses
  8
  A surveyor inspecting buildings for defects 
  and damage
  Rumours
  d6
  Rumours (Ludendorf)
  1
  “If we get another storm like we did a few 
  years back, the entire seafront could get 
  swallowed up by the sea”
  2
  “Do you sometimes feel like the birds are 
  watching you? I do.”
  3
  “There’s a monster out on the Isle that eats 
  children, I heard. Good thing it can’t swim. It 
  fears the water, see?”
  4
  “If you have a problem, you could do worse 
  than talking to old Eserine. She gives good 
  advice.”
  5
  “We had a rat problem a little while back, 
  but then they got eaten by those killer frogs 
  someone created. The frogs are still a prob-
  lem, admittedly.”
  6
  “I heard that some bathers were attacked by 
  an octopus.”
  Neighbourhoods and Landmarks
  Ludendorf is a town bristling with nervous energy 
  and brisk, busy people trying to go about normal 
  lives. It is dominated by primarily laborers and 
  craftsmen. 
  Fishguts Street is the location of the Fish Market, 
  where ugly people sell uglier fish for ugly prices. 
  Seafront is filled with warehouses, shipwrights and 
  carpenters. Scientists can often be found here mea-
  suring the tides and rainfall. 
  Thirteen Dials surrounds Ludendorf’s clock tower, 
  with thirteen roads leading away from it. It is filled 
  with craft shops and townhouses.
  Approaching the Town
  When the characters first approach Ludendorf, 
  read:
  As you draw ever closer to the dark, forbidding sea, the 
  signs of civilization begin to manifest on the horizon. 
  Small red roofed houses, sheltered under the watchful 
  gaze of a large lighthouse, which sheds a pale, ghostly 
  beam out into the sky. Ships rest in the harbour, swaying 
  to the capricious whims of the ocean. 
  House Occupants
  If the characters explore a residence, roll a d20 and 
  consult the following table to determine the house’s 
  occupant.
  d20
  Occupant
  1-3
  None
  4-5
  Lamordian Nobles
  6-18
  Lamordian Craftsman
  19-20
  Syndicate Household
  Lamordian Nobles
  This house is bedecked in simple, but high quality 
  furnishings. Butlers serve 1d4 Lamordian nobles 
  tea whilst they grimly discuss their enjoyment of 
  literature and debate the state of the economy.
  Lamordian  Craftsman
  This house contains a craftsman (LN commoner 
  with proficiency in one more more sets of artisan’s 
  tools) and his family. The ground floor is largely oc-
  cupied by a workshop, in which the craftsman plies 
  their trade. 
  Syndicate Household
  This house is home to a member of the Syndicate. 
  This veteran is openly hostile to any character 
  bearing non-human traits, instruments of magic or 
  other otherworldly devices. Otherwise. the Syndi-
  cate member seems to live in comparative luxury, 
  owning a fully functional house staff, fine furnish-
  ings and a selection of firearms. 
  
  21
  LUDENDORF
  F-1  Lighthouse
  A stony lighthouse towers over you, staring out 
  with an unblinking gaze over a restless sea. A 
  single, slightly wonky wooden door rests uncom-
  fortably in its black iron frame as the only entrance 
  to the tower.  
  This lighthouse predates Ludendorf. The lighthouse 
  keeper has been here as long as anyone can remem-
  ber, and never comes out of the lighthouse except to 
  stare from the highest balcony out to sea. 
  F-I-a Ground Floor
  This freezing cold home has very little to recom-
  mend it, sparsely kept with a small cot, functional 
  table and little in the way of decoration. A spiral 
  stone staircase leads upwards around the inside 
  of the tower, with a bent metal railing that in some 
  places is absent entirely. 
  The Lighthouse Keeper only uses this place to eat 
  and sleep for a few hours every day, before return-
  ing to the balcony upstairs. There’s a little food 
  here, though the building is always cold all year 
  around. 
   
  Winter
  The house is dangerously cold at this time of 
  year, though the lighthouse keeper cannot feel 
  it. Characters inside the lighthouse suffer the 
  effects of Extreme Cold every ten minutes.  
  F-I-b - The Slippery Stairwell
  The stairs wend up, up and up inside the tower, 
  rimed with frost and slippery patches of black ice. 
  A light shines at the top...something is waiting for 
  you. 
  The staircase is hard to navigate safely, and is con-
  sidered difficult terrain. The lighthouse stretches 
  200 feet above ground level, and characters who 
  rush are at risk of falling to their deaths.
  F-I-c - The Beacon
  As you exit the stairwell and enter the beacon, 
  you are momentarily blinded by a brilliant source 
  of blue light in the center of the room. A spirit of 
  crackling lightning and illumination swirls inside a 
  glass orb, battering vainly against its transparent 
  prison. It sheds a dazzling light, which is channeled 
  by huge metal shutters into a beam that stretches 
  out over the sea. A small door leads to a balcony 
  outside the room.  
  The spirit trapped in the glass bulb is a lightning 
  elemental trapped by the science of Dr. Mordenheim 
  before his disgrace. The elemental yearns to be free 
  and cause havoc, but is unable to escape unless 
  the glass is broken. The glass has AC9, 5 hit points 
  and is immune to psychic and poison damage - if 
  reduced to 0 hit points it shatters and the elemental 
  is freed. The elemental has the statistics of an air 
  elemental, with the following changes. 
  • Its alignment is chaotic evil
  • It is immune to lightning damage
  • All of its attacks and actions deal lightning 
  damage instead of any other kind
  F-I-d Balcony
  Standing on the balcony, watching the ocean, a 
  tired old man with a grey beard looks out to the 
  horizon. His face is clouded with some distant wor-
  ry, and he wears a patch over one eye.  
  Dieter the lighthouse keeper has watched over 
  the lighthouse since his boyhood, when he met a 
  strange woman on the store, who sang him songs 
  of the sea and vanished. He has been watching 
  the sea for decades in the hope that she would 
  one day return. From the lighthouse, it is possible 
  to glimpse the Isle of Agony through the mist and 
  ocean spray. Dieter has not seen any ships come 
  into Lamordia in a long time, though he thinks they 
  did once - his memory is hazy on the matter. He 
  
  22
  F-2  Docks
  Ships are tied securely to the docks at the lowest 
  point of the town, devoid of inhabitants. An ill wind 
  howls through the sails, and stray ropes flap to and 
  fro, torn free to billow in the windy assault.  
  This is where ships are tied up for safekeeping 
  against storms whilst Lamordians unload and 
  reload their cargo. The docks are far emptier than 
  usual, with no strange cargo from overseas landing 
  in the dock in some time.
  Boats. Characters interested in sailing to the Isle of 
  Agony can requisition a boat here, though no sailor 
  is foolhardy enough to actually take them there. 
  Hiring a rowboat costs 25 lamordian gold pieces.
  A rowboat can travel at 1 1/2 miles every hour in 
  calm weather. It can hold up to four medium sized 
  passengers. It has an AC of 11 and 50 hit points. 
  For rules on sea travel to the Isle of Agony, see Area 
  1H: Isle of Agony.
  Winter
  In winter, thick sheets of ice cover the docks, 
  freezing ships in place. No ships or boats go any-
  where in winter - it’s just too impractical.  
  Spring
   If the season is spring, the thunderstorms and 
  rain make it unlikely any sailor would want to 
  loan their boat to strangers.  
  F-3  Eserine’s House
  This townhouse is smartly presented and recently 
  whitewashed. A door plaque reads “Eserine”, and 
  lights from inside suggest some level of activity.  
  This is the house of the wise woman Eserine. She 
  is in actuality a sorceress who used her powers to 
  bind an ancient demon below the Sleeping Beast 
  mountains. The spell is powered by a geomantic 
  structure she concealed to look like a crumbling 
  monastery. She expended her magic to do so, and 
  was rendered powerless as a result, aside from an 
  unnaturally long life. She greets travelers, recog-
  nising non-humans, and showing them unusual 
  courtesy for a Lamordian. 
  Eserine can explain the effects of the Smothering of 
  Reason, and point characters in the right direction. 
  She is very concerned that the monks who moved 
  into the monastery might be disturbing the magic 
  there, risking releasing the demon. Whilst not keen 
  to divulge her secrets in case of mass panic, she 
  probes for more information to that effect. Eserine 
  has the statistics of a mage, but loses the Spellcast-
  ing feature. 
  F-4  Syndicate Building
  This street seems to be arranged around a large 
  clubhouse marked “Fer’ein Birjre Ensejchtijch”. A 
  board outside seems to display lecture times, and 
  the open windows show rows of books and com-
  fortable chairs arrayed inside.  
  This is the headquarters of the Syndicate of En-
  lightened Citizens. From here, they have launched 
  their campaign to quash all superstition and magic. 
  All members of the Syndicate visit here occasionally, 
  and the several storied building is open by appoint-
  ment only, or during the weekly lectures, in which 
  a scholar will opine on the dangers of superstition 
  and falling prey to the wiles of charlatans. The 
  building is guarded not only by regular guards, but 
  also by witch hunters (see Appendices) under the 
  employ of the Syndicate. 
  Books. The books inside the syndicate building are 
  largely polemical essays on the nature of magic, 
  sorcery and witchcraft. These are accompanied by 
  scholarly scientific texts on geological phenomena, 
  the innate evil of non-humans, and the necessity 
  of eradicating magical evils for the greater good of 
  humanity.  
  Staff. At any one time, the Syndicate is manned by 
  1d8 commoner house staff for general stores. In ad-
  dition, the building has 2d4 guards and 1d3 witch 
  hunters in the vicinity.
  F-5  The Breaking Wave Tavern
  A tavern rests on the seafront, with a sign that de-
  picts a wave crashing on the shore. It seems busy, 
  with patrons entering and leaving frequently and 
  the busy rumble of disgruntled sailors a constant 
  murmur in the background. 
  The Breaking Wave Tavern is the only place in Lu-
  dendorf that openly and freely takes in strangers 
  and travelers. It charges a gold piece each night for 
  a cramped room with a sea view - these rooms are 
  not heated, and have only a thin blanket to recom-
  mend them. 
  Autumn
  In the autumn, there are no rooms free at the 
  Breaking Wave tavern. as they have all been 
  reserved by scholars and scientists from Neu-
  furchtenburg or provincial villages. 
  
  23
  I: 
  Monsters and NPCS
  Ravenloft harbours horrors both old and new, the 
  ever changing mists conspiring to introduce adven-
  turers to new vistas of horror. New monsters that 
  appear in this volume of the Gazetteer are de-
  scribed below. 
  Madman’s Experiment
  Dr. Victor Mordenheim is a genius, and a mad-
  man. Most of all, he is cruel, and careless to his 
  creations. From the depths of his laboratory spring 
  forth horrors, failures spawned by Mordenheim’s 
  endless pursuit of life’s deepest secrets. There 
  rejected spawn of Mordenheim’s laboratory some-
  times die shortly after creation, and some are put 
  down by the Doctor himself if he spares a thought 
  for them. The strongest and canniest escape the 
  horrors of Schloss Mordenheim into the wilds of 
  Lamordia, using their innate gifts to survive in the 
  wild. Inheriting the thoughtless violence of their 
  creator, the experiments haunt the roadways and 
  hidden places of Lamordia, preying on complacent 
  travellers. 
  Augmented Horrors. In his experiments, Morden-
  heim uses both biological and mechanical parts. 
  The results are often disturbing amalgams of flesh 
  and steel which bear little resemblance to any natu-
  ral creature. 
  Vicious Predators. The confused animal instincts 
  of Mordenheim’s creations cause them to attack 
  other living creatures on sight, obeying some hid-
  den prime prerogative to destroy or be destroyed. 
  Secret Shame. The failed experiments are a source 
  of shame to Mordenheim, who sees them as walking 
  evidence of his inadequacy as a scientist. He refus-
  es to acknowledge them as his creations, but allows 
  many of them to live as a form of self-punishment, 
  using the knowledge of their existence as motivation 
  to pursue ever more depraved scientific methods. 
  Madman’s Experiment
  Large monstrosity, chaotic evil
  Armor Class 9 
  Hit Points 93 (11d8 + 44)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  8 (-1)
  18 (+4)
  6 (-2)
  8 (-1)
  5 (-3)
  Saving Throws STR +7 
  Damage Immunities Lightning, Poison; Bludgeoning, 
  Piercing, and Slashing from Nonmagical Attacks that 
  aren’t Adamantine
  Senses Darkvision 60 ft., Passive Perception 10
  Challenge 5 (1,800 XP) 
  Extraordinary Feature. The experiment has one of 
  the following extraordinary features, determined 
  randomly by rolling a d20 or chosen by the DM:
  1-3: Crocodile Head. The experiment is amphibious, 
  and gains a bite attack. 
  4-9: Bear Arms. The experiment adds 5 to its 
  Strength score.
  10-12: Bat Wings. The experiment gains a flying 
  speed of 40 feet.
  13-14: Octopus Legs The experiment gains the Tenta-
  cle action and a climb speed of 30 feet.
  15-16. Augmentations. The experiment becomes 
  a metal construct, and becomes immune to the 
  Charmed, Exhaustion, Frightened, Paralyzed, Petri-
  fied and Poisoned conditions. 
  17-18 Scales. The experiment becomes resistant to 
  fire damage. 
  19-20 Inherited Genius. The experiment gains an 
  intelligence of 22. It also gains a sense of existential 
  ennui.  
  Actions
  Multiattack. The experiment makes two melee at-
  tacks.
  Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., 
  one target. Hit: 8 (1d8 + 4) bludgeoning damage and 
  4 (1d8) lightning damage.
  Bite (Crocodile Head only). Melee Weapon Attack: +7 
  to hit, reach 5 ft., one target. Hit: 16 (2d12+ 4) pierc-
  ing damage and 4 (1d8) lightning damage.
  Tentacles (Octopus Legs only) Melee Weapon 
  Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8+ 
  4) bludgeoning damage and the target is grappled 
  (DC15 to break free). 
  
  24
  Seekers of the Spark
  The Seekers of the Spark are cast off remnants 
  from Mordenheim’s laboratories, who have gathered 
  in secret to form a cult away from prying eyes. More 
  on their monastery will appear in Volume II.
  Seeker of the Spark
  Medium construct, lawful neutral 
  Armor Class 12 (natural armor)
  Hit Points  93 (11d8 + 44)
  Speed 40 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  19 (+4)
  16 (+3)
  18 (+4)
  12 (+1)
  10 (+0)
  5 (-3)
  Saving Throws DEX +6, WIS +3
  Skills Arcana +4, Religion +4 
  Damage Immunities Lightning, Poison; Bludgeoning, 
  Piercing, and Slashing from Nonmagical Attacks that 
  aren’t Adamantine
  Condition Immunities Charmed, Exhaustion, Fright-
  ened, Paralyzed, Petrified, Poisoned
  Senses Darkvision 60 ft., Passive Perception 10
  Languages Common, Lamordian
  Challenge 5 (1,800 XP) 
  Aversion to Fire. If the golem takes fire damage, it 
  has disadvantage on attack rolls and ability checks 
  until the end of its next turn.
  Immutable Form. The golem is immune to any spell 
  or effect that would alter its form.
  Lightning Absorption. Whenever the golem is sub-
  jected to lightning damage, it takes no damage and 
  instead regains a number of hit points equal to the 
  lightning damage dealt.
  Magic Resistance. The golem has advantage on sav-
  ing throws against spells and other magical effects.
  Actions
  Multiattack. The golem makes two melee attacks.
  Unarmed Strike. Melee Weapon Attack: +7 to hit, 
  reach 5 ft., one target. Hit: 8 (1d8 + 4) bludgeoning 
  damage and 4 (1d8) lightning. 
  • 
  The target must succeed on a DC 13 Strength 
  saving throw or drop one item it is holding (go-
  lem’s choice).
  • 
  The target must succeed on a DC 13 Dexterity 
  saving throw or be knocked prone.
  • 
  The target must succeed on a DC 13 Constitution 
  saving throw or be stunned until the end of the 
  adept’s next turn.
  Reactions
  Parry and Counter. The golem adds 3 to their AC 
  against one melee attack that would hit them. If the 
  attack misses, the golem can make one melee attack 
  against the attacker if it is within their reach.
  Witch Hunter
  Witch Hunters are employed and trained by the 
  Syndicate to track down and eliminate dangerous 
  arcanists. They are also tasked with hunting mon-
  sters and other threats to Lamordian civilisation, 
  but most of the time find themselves taking gold to 
  slay adventurers or non-human races. 
  Witch Hunter
  Medium humanoid (human), lawful evil
  Armor Class 15 (leather armour)
  Hit Points  78 (12d8 + 24)
  Speed 30 ft.
  STR
  DEX
  CON
  INT
  WIS
  CHA
  11 (+0)
  16 (+3)
  14 (+2)
  13 (+1)
  11 (+0)
  10 (+0)
  Saving Throws DEX +6, INT +4
  Skills Acrobatics +6, Deception +3, Perception +3, 
  Stealth +9
  Senses Passive Perception 13
  Languages Common, Lamordian
  Challenge 8 (3,900 XP)
  Limited Magic Immunity. The Witch Hunter can’t be 
  affected or detected by spells of 3rd level or lower 
  unless it wishes to be. It has advantage on saving 
  throws against all other spells and magical effects.
  Evasion. If the hunter is subjected to an effect that 
  allows it to make a Dexterity saving throw to take 
  only half damage, the hunter instead takes no dam-
  age if it succeeds on the saving throw, and only half 
  damage if it fails.
  Actions
  Shortsword. Melee Weapon Attack: +6 to hit, reach 5 
  ft., one target. Hit: 6 (1d6 + 3) piercing damage, and 
  the target must make a DC 15 Constitution saving 
  throw, taking 24 (7d6) poison damage on a failed 
  save, or half as much damage on a successful one.
  Light Crossbow. Ranged Weapon Attack: +6 to hit, 
  range 80/320 ft., one target. Hit: 7 (1d8 + 3) piercing 
  damage, and the target must make a DC 15 Constitu-
  tion saving throw, taking 24 (7d6) poison damage on 
  a failed save, or half as much damage on a success-
  ful one.
  Reactions
  Parry and Counter. When a creature within 5 feet of 
  the Witch Hunter casts a spell, the hunter can use 
  a reaction to make a melee weapon attack against 
  that creature.
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Oliver Clegg/Ravenloft Gazetteer Lamordia Volume One.pdf